1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Greetings Guest!!

    In order to combat SPAM on the forums, all users are required to have a minimum of 2 posts before they can submit links in any post or thread.

    Dismiss Notice

The *new* UO Archer FAQ - work in progress

Discussion in 'UO Warrior' started by Moff Tarkin, Jun 16, 2004.

Thread Status:
Not open for further replies.
  1. Moff Tarkin

    Moff Tarkin Lore Keeper
    Stratics Veteran

    Joined:
    Mar 17, 2004
    Messages:
    878
    Likes Received:
    15
    Archery is influenced by: <ul>[*]Archery Skill - Adjusted skill level determines hit percentage
    [*]Tactics - Adjusts the damage of successful hits up to 150%.
    [*]Anatomy - The damage bonus for Anatomy is 20% of your skill level with an added 10% bonus at GM skill. The bonus is calculated with the following formula: % damage = (skill / 5) + (10% if GM) So, at 80 skill the bonus is 16%, at 90 skill the bonus is 18%, at 99 skill the bonus is 19.9%, and at 100 skill the bonus is 30%.
    [*]Dexterity - Along with bowtype, determines available stamina, which in turn determines rate of fire.
    [*]Hunger - As with many skills, hunger can cause less effective performance (full is good).
    [*]Bow Type/Condition - Quality, Durability, Magical Accuracy/Damage and other bow qualities factor into the hit % and/or damage potential.[/list]

    Archery facts:<ul>[*]All bows are two-handed weapons.
    [*]You must be stopped completely from the time you release an arrow until it hits the target, or you automatically miss.[*]Ranged attack is limited to line-of-sight.[*]You must have arrows (for bows) or bolts (for crossbow/heavy crossbow) in your backpack in order to fire.
    [*]Misses are probable when: Spells are cast on/by you, you start/finish applying bandages, you take melee damage, you begin walking or running mid-shot, you are poisoned, you are hungry, or your stats change either naturally or magically.[/list]
     
  2. Moff Tarkin

    Moff Tarkin Lore Keeper
    Stratics Veteran

    Joined:
    Mar 17, 2004
    Messages:
    878
    Likes Received:
    15
    Reaching GM Archery is based on several different factors:
    <ul>[*]Your shot speed
    [*]Damage you inflict on your target
    [*]Health of your target
    [*]"Toughness" (difficulty or AR) of your target
    [*]Damage you receive in the process
    [*]Time
    [*]Equipment quality (Using a highly damaging weapon will kill your target faster, causing you to waste valuable time finding a new target.)[/list]

    A few tips for gaining skill:
    <ul>[*]Use store-bought, GM, or practice bows: they are cheap, reasonably accurate, and will do only moderate damage to the target. Save your magic bows for later days.
    [*]Combat foes in areas that give you room to move. Make sure you also have avenues of escape available.
    [*]Raise your stats first. Low dexterity will mean longer time between shots.[/list]
     
  3. Moff Tarkin

    Moff Tarkin Lore Keeper
    Stratics Veteran

    Joined:
    Mar 17, 2004
    Messages:
    878
    Likes Received:
    15
    In general, 80 strength is sufficient for any template. For your remaining 145 stat points available, choose your intelligence accordingly and put the remainder of your stat points into dexterity:

    <ul>[*]If Magery is your primary skill and Archery is secondary, go with higher intelligence: 90 to 100
    [*]If Archery is your primary skill and Magery is secondary, choose an average intelligence: 40 to 60
    [*]If you have any level of Magery and live in Felucca, average intelligence helps negate the effects of Mindblast: 40 to 45
    [*]If you have low (or no) Magery and you live in Trammel: 11 (so you can Recall)[/list]These are just guidelines - try also experimenting with different stat combinations on the Test Center to find out what works best for you. There are many valid stat templates not covered here, for example: 25str / 100int / 100dex. Such a character would not be able to carry much loot but would be quite effective in both Magery and Archery.

    Note: You must have 80str and 80 dex to use slayer bows.
     
  4. Moff Tarkin

    Moff Tarkin Lore Keeper
    Stratics Veteran

    Joined:
    Mar 17, 2004
    Messages:
    878
    Likes Received:
    15
    To maximize your gains in Archery, you should hunt the following creatures at the associated skill levels: (For more information regarding monster spawn locations, please see the UO Stratics spawn map.)



    <blockquote><pre>Skill Range ... What To Shoot
    ----------- -------------
    00.0 - 30.0 ... N/A (buy skill from NPC)

    30.1 - 40.0 ... bulls
    harts
    headless
    great harts
    walruses

    40.1 - 50.0 ... great harts
    horde minions
    orcs

    50.1 - 60.0 ... brigands
    corpsers
    ghouls
    imps
    orcs
    ratmen
    skeletons
    spectres
    zombies
    wraiths

    60.1 - 70.0 ... dread spiders
    ettins
    Jhelom fighters (no weapon, leather armor)
    trolls
    water elementals

    70.1 - 80.0 ... ettins
    harpies
    Jhelom fighters (no weapon, metal armor)
    lich lords
    ogres
    trolls

    80.1 - 90.0 ... blood elementals
    bog beasts
    bone/skeletal knights
    cyclops
    dull copper elementals
    earths
    elder gazers
    harpies
    Jhelom fighters (with weapon, armor, and shield)
    snow elementals


    90.1 - 100.0 .. ancient wyrms
    balrons
    betrayers
    Blackthorn juggernauts
    blade spirits
    centaurs
    cyclops
    dragons
    dull copper elementals
    ethereal warriors
    fire gargoyles
    gargoyle destroyers
    GM crafted golems
    harrowers
    Jhelom fighers (with weapon, armor, and shield)
    juka lords
    ogre lords
    ophidian avengers
    ophidian knight errants
    orc brutes
    phoenixes
    plague beasts
    rotting corpses
    shadow wyrms
    silver serpents
    skeletal dragons
    summoned daemons
    tentacles of the harrower
    terathan avengers
    zealots of khaldun, summoners

    100.1 - 110.0 . air elementals
    arctic ogre lords
    blade spirits
    cyclops
    daemons
    dragons
    dull copper elementals
    earth elementals
    elder gazers
    Jhelom fighters (with weapon, armor, and shield)
    ogre lords
    ophidian avengers
    poison elementals
    rotting corpses
    sand vortexes
    terathan avengers
    terathan matriarchs
    water elementals

    110.1 - 120.0 . blade spirits
    energy vortexes
    Jhelom fighters (with weapon, armor, and shield)
    rotting corpses
    terathan avengers
    terathan matriarchs</pre></blockquote>

    Another method for decent gains in either Archery or Tactics above 100 skill is to spar a friend or guildmate who also has high skill. (It helps if they hold a magic weapon that increases their Archery or Tactics, depending on which skill you are working.)
     
  5. Moff Tarkin

    Moff Tarkin Lore Keeper
    Stratics Veteran

    Joined:
    Mar 17, 2004
    Messages:
    878
    Likes Received:
    15
    [*]Keep your stamina at full by not over-burdening yourself. Also, drink Total Refresh potions when necessary.
    [*]Make sure your character is well fed. Eat until you see the "You Feel Quite Full…" message to keep your character's accuracy and speed optimal.
    [*]Keep your weapons and armor in full repair. Replace non-repairable items often.
    [*]Bows generally last for 100-500 shots. Use Armslore to determine their wear &amp; tear and replace as necessary.
    [*]Archers make great pack hunters; hunt in groups whenever possible.
    [*]Always hunt on horseback (or other mount). Like yourself, keep your steed rested and well-fed.
    [*]PvP: Travel in groups if possible, stay together, and never block your team completely into a corner.
    [*]PvM: Lure your targets away from other spawn, always keeping them at a safe distance.
    [*]Know your shot time. Learn to walk/run only in between shots to maintain distance while sustaining a constant rate of fire.
     
  6. Moff Tarkin

    Moff Tarkin Lore Keeper
    Stratics Veteran

    Joined:
    Mar 17, 2004
    Messages:
    878
    Likes Received:
    15
    <font color=red>OLD INFO:

    There are an almost unlimited number of Archer templates available. Here are just a few of them:




    <center>----------========PvM Templates========----------</center>

    Tamer/Archer:
    <ul>* 100 Archery
    * 100 Tactics
    * 100 Animal Taming
    * 80 Animal Lore
    * 85 Veterinary
    * 85 Anatomy
    * 90 Healing
    * 60 Magery[/list]
    90 str / 40 int / 95 dex


    Pro's:<ul>- Plenty of Taming and Lore to control your pets.
    - Enough Veterinary to efficiently Heal them.
    - Enough Healing to keep yourself healed well.
    - And enough Magery to gate with a scroll and recall without scrolls.[/list]

    Con's:<ul>- Lacks the ability to Gate without scrolls.
    - Lacks resist, but can actually do without since your Pet will usually take most of the damage.[/list]



    <hr></blockquote>

    Bard/Archer:
    <ul>* 100 Archery
    * 100 Tactics
    * 100 Musicianship
    * 100 Provocation
    * 90 Healing
    * 85 Anatomy
    * 75 Resist
    * 50 Magery[/list]
    100 str / 25 int / 100 dex


    Pro's:<ul>- 100% chance to Provoke, can take on huge spawns.
    - Enough Healing to keep yourself healed well.
    - Plenty of Resist to reduce damage from magical monsters.
    - Enough Magery to recall without scrolls.[/list]

    Con's:<ul>- Lacks the ability to Gate without scrolls.
    - No major problems.[/list]



    <hr></blockquote>

    Mage/Archer:
    <ul>* 100 Archery
    * 100 Tactics
    * 85 Healing
    * 80 Anatomy
    * 100 Magery
    * 85 Evaluating Intelligence
    * 75 Meditation
    * 75 Resist [/list]
    85 str / 60 int / 80 dex


    Pro's:<ul>- Enough Healing and Magery to keep yourself healed well at all times.
    - High enough Eval. Int. and Magery to do very significant damage to monsters.
    - Plenty of Resist to reduce damage from magical monsters.
    - Enough Meditation to restore mana passively while equipped with bow.[/list]

    Con's:<ul>- Cannot resurrect with bandages, but on the upside Magery can doing the rezing.
    - 85 Eval. Int. doesn't give you the FULL damage a pure Mage can do, but its still a fair amount.
    - Less Meditation then the average pure Mage, but with the added punch of Archery for combat, you probably won't notice.
    - Less Dexterity than the average Archer, but since you'll be wearing leather to maximize meditation rate, dexterity will stay at around 80. (Note: you can temporarily raise your dex to 91 with Magery).
    - The lack of any Wrestling skill may prove to be a slight annoyance. However, since you're an Archer you shouldn't be letting a monster hit you all the time anyways, this is not much of an issue. (If you're around alot of fast moving monsters, just keep your bow equipped a little more.)[/list]



    <hr></blockquote>

    Light Warrior/Archer:
    <ul>* 100 Archery
    * 100 seconday combat skill
    * 100 Tactics
    * 100 Healing
    * 100 Anatomy
    * 100 Resist
    * 100 Magery[/list]
    100 str / 25 int / 100 dex


    Pro's:<ul>- Ability to melee a monster, which can save on arrows for the easier monsters.
    - Very high healing and anatomy to NEVER fail and possibly heal 80 hit points with one bandage.
    - Very high resist to barely see a scratch from those pesky liches.
    - For the extra 100 skill points, I suggest GM Magery (I would have suggested 50 anyway...). If you or a friend are in need of some quick healing, you can heal 50 hit points per Greater Heal spell. Also, if you go on Treasure hunts you can unlock level 2 treasure chests with GM Magery. Its just all around useful. [/list]

    Con's:<ul>- Lacks the ability to Gate without scrolls.
    - No major problems.[/list]



    <hr></blockquote>

    Heavy Warrior/Archer:
    <ul>* 100 Archery
    * 100 seconday combat skill
    * 100 Tactics
    * 100 Parry or Lumberjacking
    * 90 Healing
    * 85 Anatomy
    * 75 Resist
    * 50 Magery[/list]
    100 str / 25 in / 100 dex


    Pro's:<ul>- Parry will give you the ability to go toe to toe with some of the more hard hitting monsters, or do massive damage with Lumberjacking.
    - Enough Healing to keep yourself healed well.
    - Plenty of resist to reduce damage from magical monsters.
    - Enough Magery to recall without the use of scrolls. [/list]

    Con's:<ul>- No major problems.[/list]



    <hr></blockquote>

    Treasure Hunter/Archer
    <ul>* 100 Archery
    * 100 Tactics
    * 100 Anatomy
    * 100 Healing
    * 100 Cartography
    * 100 Lockpicking
    * 50 Magery
    * 50 Mining[/list]
    100 str / 25 / 100 dex


    Pro's:<ul>- Very high Healing and Anatomy for consistent healing.
    - Skilled enough to do level 1-5 treasure maps.
    - Can recall without the use of scrolls and can use telekinesis to disarm traps on treasure chests.[/list]

    Con's:<ul>- Can become vulnerable to magical monsters with the lack of resist. Its best not to solo the more difficult (level 4-5) treasure maps.
    - Lacks high Mining, but even 0 Mining is enough as long as you know the exact location of your dig site.[/list]



    <hr></blockquote>

    Fisher/Archer:
    <ul>* 100 Archery
    * 100 Tactics
    * 95 Anatomy
    * 95 Healing
    * 80 Resist
    * 100 Fishing
    * 100 Magery
    * 30 Cartography[/list]
    100 str / 25 int / 100 dex


    Pro's:<ul>- High Healing and Resist to very easily take on the semi-tough deep sea serpents. You can also cross heal with another Fisher friend when casting nets to and bringing up several monsters at once, including krakens.
    - GM Magery enables to you to unlock level 1-2 treasure chests and 30 Cartography lets you decode level 1 t-maps (the huge majority that you'll find, its rare you'll find a level 2 map).[/list]

    Con's:<ul>- Lacks high Mining, but even 0 Mining is enough as long as you know the exact location of your dig site.[/list]



    <hr></blockquote>



    <center>----------========PvP Templates========----------</center>


    Light Warrior/Archer:
    <ul>* 100 Archery
    * 100 seconday combat skill
    * 100 Tactics
    * 100 Anatomy
    * 100 Healing
    * 100 Resist
    * 100 Magery [/list]
    90 str / 45 in / 90 dex


    Pro's:<ul>- The second combat skill allows you the choice of going in toe to toe with your opponent. Also, Archery is best used within a group of fellow archers to do some massive damage.
    - Very high Healing and Resist to better keep yourself alive.
    - The GM Magery lets you take full advantage over the balanced stats you'll have. It can prove VERY useful.[/list]

    Con's:<ul>- If you drop your weapon in combat to cast a spell, you'll most likely get torn to bits because of the lack of wrestling.[/list]



    <hr></blockquote>

    Rogue/Archer:
    <ul>* 100 Archery
    * 100 Tactics
    * 100 Healing
    * 100 Anatomy
    * 100 Resist
    * 100 Hiding
    * 100 Stealth[/list]
    90 str / 45 int / 90 dex


    Pro's:<ul>- Very high Healing and Resist to better keep yourself alive.
    - Running and hiding can save your life more than you'd expect when the battle turns against you. Also, being able to stealth unseen allows you to walk right past your enemies undetected.[/list]

    Con's:<ul>- You'll have to rely on recall scrolls to get around most of the time.[/list]



    <hr></blockquote>

    Eval Archer or "Pure" Archer:
    <ul>* 100 Archery
    * 100 Evaluating Intelligence
    * 100 Tactics
    * 100 Healing
    * 100 Anatomy
    * 100 Resist
    * 100 Magery[/list]
    90 str / 45 in / 90 dex

    Pro's:<ul>- Very high Healing and Resist to better keep yourself alive.
    - High Evaluating Intelligence combined with Anatomy allows you to cast spells and drink potions without being cut to pieces. This means easy quick getaways and safe emergency heals.[/list]

    Con's:<ul>- No major problems.[/list]



    <hr></blockquote>

    Meditation Archer:
    <ul>* 100 Archery
    * 100 Meditation
    * 100 Tactics
    * 100 Healing
    * 100 Anatomy
    * 100 Resist
    * 100 Magery[/list]
    90 str / 45 in / 90 dex

    Pro's:<ul>- Very high Healing and Resist to better keep yourself alive.
    - High Meditation allows you to recover mana quickly between casts.[/list]

    Con's:<ul>- The lack of Wrestling or Evaluating Intelligence makes you vulnerable to having your spells interrupted.[/list]



    <hr></blockquote>

    Faction Scout/Archer:
    <ul>* 100 Archery
    * 100 Tactics
    * 100 Healing
    * 100 Anatomy
    * 100 Resist
    * 100 Detect Hidden
    * 100 Remove Trap[/list]
    90 str / 45 in / 90 dex

    Pro's:<ul>- Very high Healing and Resist to better keep yourself alive.
    - Detect Hidden and Remove Trap allows you to detect any traps in enemy faction towns and disarm them for a party of friends or a main assault.
    - Detect Hidden is also useful in a party for unhiding any enemies in the area.[/list]

    Con's:<ul>- Must rely on the use of Recall Scrolls to travel.[/list]</font color=red>
     
  7. Moff Tarkin

    Moff Tarkin Lore Keeper
    Stratics Veteran

    Joined:
    Mar 17, 2004
    Messages:
    878
    Likes Received:
    15
  8. Moff Tarkin

    Moff Tarkin Lore Keeper
    Stratics Veteran

    Joined:
    Mar 17, 2004
    Messages:
    878
    Likes Received:
    15
    The damage tests were conducted as follows:
    <ul>[*]Bows were VDP 59.
    [*]X-Bows were VDP 50.
    [*]Heavy X-Bows were VDP 83.
    [*]20 Shots were fired for each bow type, in each Attribute Class: 100 Tactics/0 Anatomy; 100 Tactics/100 Anatomy, for each Armor Category.
    [*]The Archer had 100 Str/100 Dex 100 Archery.
    [*]32 AR consisted of Close Helm, Plate Gorget, Plate Arms, Ring Gloves, Chain Tunic, Chain Legs.
    [*]51 AR consisted of Plate Helm, Plate Gorget, Plate Arms, Plate Gloves, Plate Chest, Plate Legs + Kite Shield.
    (51 AR Test Target included GM Parry)
    [*]Fresh weapons and ammunition were used throughout, all exceptional GM.
    [*]Misses were not counted, only hits.[/list]

    dam_fullstat.gif
     
  9. Moff Tarkin

    Moff Tarkin Lore Keeper
    Stratics Veteran

    Joined:
    Mar 17, 2004
    Messages:
    878
    Likes Received:
    15
    General Information

    <ul>[*]Crossbows shoot more slowly by approximately 1 second than bows but have better armor penetration. Heavy X-bows work out to only half as fast as a bow but have the best AR penetration/damage potential.
    [*]Crossbows and heavy crossbows have a shorter range than the bow.
    [*]{practice weapon} bows are no longer created when you make a new character with archery. The bows that are created now are simply labeled "a bow" but they have the same qualities as a practice bow.
    [*]The only bows that are repairable are magic heavy crossbows—Blacksmiths must repair them, not Bowyers.
    [*]Bows can shoot optimally anywhere from 100 to 300 shots before you'll need to switch, averaging to around 200 shots.
    [*]For more info on VDP or how to make bows and arrows, please consult the Bowyer FAQ. [/list]



    Slayer Bows

    Slayer bows were introduced as part of the Juka Invasion scenario. They can be found as loot only on Juka Lords, and information on these can be found here. Juka Lords spawn in the following places :

    <ul>[*]Lord Blackthorn's Castle[*]Mistas[*]Dungeon Wrong[/list]
    Along with Juka Lords you may find Slayer Bows on the following monsters :
    <ul>[*]Juka Mages[*]Juka Warriors[*]Controllers[*]Golems[*]Chaos Dragoons[*]Choas Dragoon Elites[/list]
    As loot, the Juka Lord will always carry a special slayer bow. Before the bow can be used, a GM Bowyer must modify the bow by double-clicking the bow and targetting a set of gears, thus changing it's hue to a dark grey colour. Gears can either be made by a player tinker or bought from an NPC tinker, whom can be found in most cities around Brittania. An archer requires at least 80 dexterity and 80 strength to equip the modified slayer bow. (This refers to the unmodified stat, so you can still wear armour that will drop your dexterity below 80.)



    Other magic bows

    A complete list of magic bows is shown below, along with which creatures they are effective against :

    <ul>[*]Repond - Double damage against Ogres, Orcs, Trolls, Cyclopses and Titans
    [*]Ogre Trashing - Double damage against Ogres
    [*]Orc Slaying - Double damage against Orcs
    [*]Troll Slaughter - Double damage against Trolls

    [*]Elemental Ban - Double damage against all elementals
    [*]Blood Drinking - Double damage against Blood Elementals
    [*]Earth Shatter - Double damage against Earth Elementals
    [*]Elemental Health - Double damaga against Poison Elementals
    [*]Flame Dousing - Double damage against Fire Elementals
    [*]Summer Wind - Doubled damage against Snow Elementals
    [*]Vacuum - Double damage against Air Elementals
    [*]Water Dissipation - Double damage against Water Elementals

    [*]Exorcism - Double damage against Daemons and Gargoyles
    [*]Daemon Dismissal - Double damage against daemons
    [*]Gargoyle's Foe - Double damage against all types of Gargoyles

    [*]Arachnid Doom - Double damage against giant spiders and Terathans
    [*]Scorpion's Bane - Double damage against Scorpions
    [*]Spider's Death - Double damage against giant spiders (Terathans excluded)
    [*]Terathan Slaying - Double damage against Terathans

    [*]Reptilian Death - Double damage against Alligators, Snakes, Lizardman, Dragons, Drakes, Wyrms and Ophidians
    [*]Dragon Slaying - Double damage against Dragons
    [*]Lizardman Slaughter - Double damage against Lizardmen
    [*]Snake's Bane - Double damage against Snakes
    [*]Ophidian Slaying - Double damage against Ophidians [/list]
     
  10. Moff Tarkin

    Moff Tarkin Lore Keeper
    Stratics Veteran

    Joined:
    Mar 17, 2004
    Messages:
    878
    Likes Received:
    15
    General information

    Any armor combo from 0 AR to full plate is fine for an Archer. Things to keep in mind:
    <ul>[*]The highest armor that can be worn and allows meditation is regular leather.
    [*]The highest full set of (non-magical) armor that can be worn with 0 Dex loss is studded leather (18 AR without helm).
    [*]Close Helms, etc. also are 0 Dex loss (4.1 AR).
    [*]Magic armor can give better AR with less penalty but is more costly and rare.
    [*]Armor should be maintained (repaired).
    [*]If you don't already have a tailor/smith character, get to know a friendly one. They should be able to arrange for a special combination of armor so you don't have to buy 300 sets to discover what ensemble fits you the best. Also, since metal and leather can be recycled, you might be appreciated for bringing in old armor or raw materials for your armor craftsperson, saving them a special trip to collect resources (Smiths and Tailors like to adventure too!).[/list]


    Examples of armor sets

    <ul>[*]Heavy Archer: Chain Tunic/Legs, Plate Arms, Close Helm (rarely plate), and Plate Gloves (or ring-depends who you buy from).
    [*]Light Archer: Chain Tunic/Legs, Ring Arms, Chain Coif, Ring Gloves.
    [*]Current Statistics show that the chest/head are the two hardest hit... many times the plate or ring neck, legs, arms and hands can be replaced for less dexterity loss by studded or leather pieces (magical at additional cost may even get an identical or superior AR rating)[/list]
     
  11. Moff Tarkin

    Moff Tarkin Lore Keeper
    Stratics Veteran

    Joined:
    Mar 17, 2004
    Messages:
    878
    Likes Received:
    15
  12. Moff Tarkin

    Moff Tarkin Lore Keeper
    Stratics Veteran

    Joined:
    Mar 17, 2004
    Messages:
    878
    Likes Received:
    15
    Credit for the old FAQ:


    Many special thanks to the contributers who made this revision possible:

    <ul>[*]Ktan for your guide on Juka bows.

    [*]Gwenllian for getting this whole project underway.

    [*]Templates by Lia Siannodel and Crispix.

    [*]Rate of Fire Test by: Loki, thank you so much!

    [*]Damage Test by: Amidala, Arrowthorn, Loki, Patience, and Storm, thanks a ton, folks!

    [*]RobRoy for the Real Life Archery links.

    [*]jujubk, seas, Andraste Mcinnis, OTTnMIA, SkinDogg, Midian1272, amidala, Cydon of Seige, Shayde, tripmaster, and MinostheMiner for their many helpful corrections and updates.

    [*]Last but not least, thanks also to all the Helpful Archers and the regulars of the UO Archer forum.[/list]
     
Thread Status:
Not open for further replies.