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Skill Archery

From EverQuest Legends Wiki
Revision as of 16:09, 28 September 2026 by Highbird (talk | contribs)

The skill that governs the use of bow-type ranged weapons. Archery provides Warriors and Rogues with a ranged attack skill to safely pull enemies, gives Shadow Knights and Paladins a long-range attack that does not use mana, and is especially useful to Rangers for kiting, pulling, and ranged DPS.

Classes

Archery and Stats

ATK affects archery the same way it affects melee. Higher Archery ATK compared to the target's Mitigation AC improves the chance of landing hits closer to maximum damage, increasing average damage per hit.

Archery also uses Dexterity. The ATK number shown in the inventory is main-hand melee ATK and does not represent offhand or archery ATK. Archery uses its own skill and Dexterity-based attack value.

Archery ATK is not currently shown on the character sheet, but items, AAs, and buffs that increase ATK also affect archery.

Archery and Dexterity

This test was performed by a level 43 RNG/ENC/SHM against a level 55 Test Dummy using Mitigation of the Mighty 1 and ten mitigation increases. Each test lasted approximately 45 minutes.

Strength Dexterity Hit Chance Crit Chance Average Damage Max Hit DPS
198 139 67.1% 15.2% 118 738 34
199 338 68.9% 19.4% 153 738 45
299 340 66.5% 18.3% 151 738 43

Archery and Haste

Worn haste, spell haste, and bard song haste affect bow delay the same way they affect melee delay.

Quiver Haste

A quiver provides quiver haste when placed in the top-level inventory. If multiple quivers are carried, only the first applicable quiver is used.

An arrow is not required inside the quiver. An empty quiver provides the same haste as a quiver containing arrows. Only the container type matters.

This was confirmed by EQL developer Secrets on Discord on September 25, 2026:

"Haste from Quivers is not dependent on the contents, only the container type."

Developer confirmation

Quiver haste can be estimated from weight reduction:

Quiver Haste = Weight Reduction / 3

Quiver haste reduces bow delay before other haste is applied, so it is not affected by ordinary haste caps.

Available Quivers

Quiver Haste Source
Quiver 6.6% Vendor
Tailored Quiver 7.3% Tailoring
Thunderhoof Quiver 11% Kroldir Thunderhoof
Quiver of Marr 16.6% Mage summoned
Fleeting Quiver 20% Tailoring

Player Quiver Test

Test Conditions

Testing took place on September 28th, 2026 in the arena against a level 35 Test Dummy using a level 50 SHD/RNG/WIZ with no buffs, 142% displayed attack speed with the 42% haste from Cloak of Flames +6. The setup used a Windstriker +5, Mithril Champion Arrows +0, and a Fleeting Quiver listed at 20% haste.

The first three rounds lasted about two minutes per setup, the fourth lasted about five minutes, and the fifth lasted ten minutes. Each percentage compares that setup with the no-quiver result from the same round.

Individual Rounds and Averages

The average attack rate includes all five rounds. The average observed haste is the average of the five round-by-round haste percentages.

Setup R1
2m
R2
2m
R3
2m
R4
5m
R5
10m
Avg. Attacks/min Avg. Haste
No quiver 42
Baseline
43
Baseline
43
Baseline
118
Baseline
241
Baseline
23.19 Baseline
Mismatched arrow 53
+26.2%
54
+25.6%
55
+27.9%
138
+16.9%
273
+13.3%
27.29 +22.0%
Matching arrow 51
+21.4%
53
+23.3%
52
+20.9%
127
+7.6%
264
+9.5%
26.05 +16.5%
Empty quiver 47
+11.9%
52
+20.9%
54
+25.6%
144
+22.0%
278
+15.4%
27.38 +19.2%

The empty-quiver setup averaged 19.2% faster than the no-quiver setup across all five rounds, closely matching the listed 20% haste of Fleeting Quiver. The mismatched-arrow setup averaged 22.0% faster.

The matching-arrow setup produced lower observed increases in the final two rounds: 7.6% in the five-minute test and 9.5% in the ten-minute test. However, those numbers are only comparisons between that round's attack counts. They are not the actual haste value of the quiver. The matching-arrow setup still produced more attacks than the no-quiver setup: 127 versus 118 in five minutes and 264 versus 241 in ten minutes.

The lower matching-arrow results are outliers in the test data. Combat-log timing, attack-count variation, and inconsistent Double Bow Shot entries can affect the comparison. Since the developer confirmed that quiver haste depends only on the container type, the matching-arrow results should not be read as evidence that matching arrows provide less haste.

Overall, the tests show that the quiver provides approximately 20% haste whether it contains a matching arrow, a mismatched arrow, or no arrow at all.

Damage Calculation

Archery damage is based on the bow and the arrow being fired.

A bow with 10 damage, 40 delay, and 100 range combined with an arrow with 5 damage and 50 range functions as a weapon with:

  • 15 damage.
  • 40 delay.
  • 150 range.

The arrow fired from the bow affects damage and range. The arrow stored inside the quiver does not affect quiver haste or the damage of the shot.

Range

Archery range does not cap at 300.

Testing confirmed that a 200-range bow combined with 150-range arrows has a total range of 350. Larger hitboxes increase the distance from which a target can be shot, and Z-axis distance also affects archery range.

This is useful against Dragon_Roar, which has a PBAoE range of 300. A player can potentially stand outside fear range and continue dealing ranged damage with careful positioning.

Trueshot and Ranger DPS

Trueshot is not currently part of EQ Legends.

Rangers can deal respectable DPS with a good bow and the Trueshot Discipline. This is especially useful when area effects, poor hitboxes, or other mechanics make it difficult for melee characters to stay engaged.

Rangers receive innate double damage against non-rooted, stationary mobs starting at level 51. This helps offset the fact that archery does not double attack power in the same way as melee.

A Ranger using an Exquisite Velium Reinforced Bow and Mithril Champion Arrows is effectively using the equivalent of a 38/36 two-handed weapon with 340 range, without damage bonus or double attack.

Trueshot Discipline slightly more than doubles Ranger bow damage for two minutes. With Trueshot active, the result is approximately equivalent to a 38/36 two-handed weapon that always double attacks, can critically hit, and does not have a damage bonus.

Spell: Abjuration • Alteration • Channeling • Conjuration • Divination • Evocation • Meditate • Specialization
Specialize: Abjuration • Specialize: Alteration • Specialize: Conjuration • Specialize: Divination • Specialize: Evocation
Weapon: 1H Blunt • 1H Slash • 2H Blunt • 2H Slash • 2H Piercing • Archery • Piercing • Throwing
Combat: Bash • Block • Cleave • Defense • Disarm • Dodge • Double Attack • Dual Wield • Hand to Hand • Harm Touch
Intimidation • Kick • Lay on Hands • Offense • Parry • Reave • Riposte • Slam • Smite • Taunt
Rogue: Backstab • Disarm Traps • Pick Lock • Pick Pocket • Sense Traps
Monk: Dragon Punch • Eagle Strike • Feign Death • Flying Kick • Mend • Round Kick • Safe Fall • Tail Rake (Iksar) • Tiger Claw
Bard: Brass Instruments • Percussion • Singing • Stringed Instruments • Wind Instruments
Non-Combat: Alcohol Tolerance • Athletics • Begging • Bind Wound • Gather Party • Fishing • Foraging • Hide (Evade) • Origin • Sense Heading • Sneak • Swimming • Tracking