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Ultima Online Archery - every bow, the rules archers live under, and the mastery

For official shards · Combat skill · Dex/Str · goes to 120 with a Power Scroll · every figure sourced

Archery is the human and elven ranged weapon skill: bows and arrows, crossbows and bolts, at seven to ten tiles. It decides whether your shot lands, and it gates the two special moves on whatever you are holding. Everything it adds to damage comes from somewhere else — Tactics, Anatomy and Strength.

What makes the skill distinctive is not the damage. It is the list of things an archer cannot do: no Parry, no Use Best Weapon Skill, no firing while moving, and no free hand unless the bow is Balanced. Read that list before you build the template, because uo.com publishes it as flat rules with no exceptions.

The rules an archer lives under

uo.com’s Archery page publishes almost no numbers. What it publishes instead is constraints, and they are quoted here because every one of them changes a template:

Two more apply: gargoyles cannot learn or use Archery — Throwing is the gargoyle ranged skill — and arrows and bolts are the product of Bowcraft & Fletching, which is the skill that keeps an archer supplied.

[!] uo.com mentions that “some special quivers give a bonus when worn” and that plain filled quivers in the pack reduce ammunition weight, but publishes no list of which quivers give which bonus and no figure for the weight reduction. Nor does uo.com say whether Archery suffers a penalty when mounted.

Every bow and crossbow

[!] uo.com does not publish an archery weapon table — no damage, speed or range figures appear on its Archery page at all. The damage, speed and range figures in the table below are unpublished and are marked [!] in the column headings. The primary and secondary moves in it are confirmed by uo.com’s Special Moves page, which lists the same pairings for all eight weapons.

WeaponDamage [!]Speed [!]Range [!]AmmoPrimary (70)Secondary (90)
Magical Shortbow12–163s10ArrowsLightning ArrowPsychic Attack
Repeating Crossbow11–152.75s7BoltsDouble StrikeMoving Shot
Yumi13–173.25s10ArrowsArmor PierceDouble Shot
Elven Composite Longbow15–193.75s10ArrowsForce ArrowSerpent Arrow
Composite Bow16–204s10ArrowsArmor IgnoreMoving Shot
Bow15–194.25s10ArrowsParalyzing BlowMortal Strike
Crossbow18–224.5s8BoltsConcussion BlowMortal Strike
Heavy Crossbow20–245s8BoltsMoving ShotDismount

The shape of the list is a trade: bows fire faster and reach further, crossbows hit harder per shot. The Repeating Crossbow is the fastest thing in the game at 2.75s [!] and pays for it in range — seven tiles [!], three fewer than a bow.

The two special moves, and what they cost

Every bow carries two, unlocked at 70 and 90 Archery with 30 and 60 Tactics alongside. Those must be real skill points — item bonuses do not count towards the requirement.

[!] uo.com contradicts itself about which of the two is called “primary”. Its Special Moves page says the first (primary) move needs 70 and the second needs 90. Its Melee Fighting page says the reverse in as many words: 70 for the “secondary” move, 90 for the “primary”. The numbers are not in dispute — only the labels. The table above follows the Special Moves page, with 70 on primary.

Mana runs 15 to 35 a move, and comes down with your combined total across Swordsmanship, Mace Fighting, Fencing, Archery, Throwing, Parry, Lumberjacking, Stealth, Poisoning, Bushido and Ninjitsu: −5 at 200–299, −10 at 300 or more. A second special within 3 seconds of the last costs double, and a special that gets parried costs nothing at all unless it is a Bushido or Ninjitsu move.

MoveManaWhat uo.com says it does
Lightning Arrow15A charged arrow that arcs lightning.
Force Arrow20An arrow of pure force, dazing the enemy.
Moving Shot20Fire while on the move, with reduced accuracy.
Concussion Blow2010–15 scaling direct damage, based on weapon speed.
Dismount25Unseats a mounted opponent. 15–25 damage.
Serpent Arrow25Poisons the target in addition to normal damage.
Psychic Attack25Reduces the target’s Spell Damage Increase by 4–16%.
Armor Ignore30Bypasses all of the target’s armour resistance, for one shot only.
Armor Pierce30Increases damage by 50%. Requires Bushido or Ninjitsu.
Double Shot30Two arrows, with a 15% hit increase. Requires Bushido or Ninjitsu.
Double Strike30Two quick shots in succession, with a 10% penalty.
Mortal Strike30The victim cannot heal — 8 seconds on a player, 14 on a monster.
Paralyzing Blow30Stunned, unable to move, attack or cast — 3 seconds on a player, 6 on a monster.

[!] Moving Shot’s accuracy penalty is described only as “reduced accuracy”. No percentage is published for it anywhere.

The mastery: The Exact

Archery has a Skill Mastery, and its title is The Exact. Masteries need real skill — item bonuses do not count — and the threshold is above 90 [!]. Getting one means a Book of Masteries from Hawkwind’s quest near the Valley of Eodon plus a mastery primer, which drop from champion spawns, Scalis and Charybdis, one per tier.

[!] Two gaps here, and one open question. uo.com lists Playing the Odds as an active ability and gives no mana cost; the unpublished figure is 25 mana [!], and whether it is in fact passive is unpublished too [!]. And uo.com does not publish a single magnitude for either ability — not Flaming Shot’s damage, radius or target count, and not Playing the Odds’ swing-speed bonus, hit-chance bonus, debuff size or chance to apply. The 5-tile radius is the only number given.

[!] The cooldown for switching masteries is not settled either: uo.com says 10 minutes; there is also an unpublished figure of 15 minutes [!].

In PvP

An archer wins by controlling the distance and loses by being caught standing still.

Against that: no Parry, no parry-based Bushido, no Use Best Weapon Skill, and no potion in the hand unless the bow is Balanced. An archer who is disarmed or closed on has nothing to fall back on but Healing and his feet.

Against monsters

Caps, stats and training

Archery is on the Power Scroll list: base cap 100, raised to 105, 110, 115 or 120 by a Wondrous, Exalted, Mythical or Legendary Scroll of Power. It counts against the 720 total skill cap. Primary stat Dexterity, secondary Strength.

From 0 to 30 you buy it from a Warrior Guildmaster. From 30 the method is simple: equip a bow and fight. uo.com’s published route runs through the same ladder as the melee skills — New Haven trainers and the accelerated-gain quests to 50; then Tokuno’s Makoto Jima orcs and deathwatch beetles, the eastern desert, or Solen hive workers to 70; New Haven Mine earth elementals, the dazzled harpies on Covetous level one or Solen Infiltrators near Wind to 90; and from 90 upward Shame level 1, the Tsuki Wolves of Homare Jima, Bushido Dojo ronin, the Fan Dancer Dojo on Isamu Jima, the Arctic Ogre Lord in the Ice Dungeon and finally Shame level 2’s mud elementals.

One rule worth knowing while training in the field: while players are in combat with other players, equipping +skill items carries a 15-second delay before the skill counts.

Where these come from

uo.com Archery · uo.com Melee Fighting · uo.com Melee Damage Increase · uo.com Special Moves · uo.com Skill Masteries · uo.com Skills, Stats & Attributes. Everything here is from uo.com or the game itself; anything uo.com does not publish is marked [!] as unpublished where it appears.

Every skill in the game

This is one of fifty-eight. The full skill list has all of them — what each does, its stats, where it caps, and which skills it works with.

The other 10 combat skills:
Anatomy · Fencing · Focus · Healing · Mace Fighting · Parry · Swordsmanship · Tactics · Throwing · Wrestling

The spell books

Magery · Necromancy · Chivalry · Bushido · Ninjitsu · Spellweaving · Mysticism

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