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{{Classic Era}}
{{Classic Era}}
'''The skill that governs the use of bow-type ranged weapons.''' Archery provides [[Warrior]]s and [[Rogue]]s with a ranged attack skill to safely pull enemies, gives [[Shadow Knight]]s and [[Paladin]]s an alternative with longer range and free of mana, and is specialized by [[Ranger]]s for kiting, pulling, and situational DPS in raids and groups.
'''The skill that governs the use of bow-type ranged weapons.''' Archery provides [[Warrior]]s and [[Rogue]]s with a ranged attack skill to safely pull enemies, gives [[Shadow Knight]]s and [[Paladin]]s a long-range attack that does not use mana, and is especially useful to [[Ranger]]s for kiting, pulling, and ranged DPS.


== Classes ==
== Classes ==
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== Archery and Stats ==
== Archery and Stats ==
ATK has exactly the same importance for archery that it has for melee. The higher your archery ATK versus the target's Mitigation AC, the better your chances of landing hits closer to max damage. In other words, the higher your archery ATK, the higher your ''average'' damage per hit. Along with your Archery skill, your ATK is also improved by your Dexterity stat.


REMINDER : The ATK value shown in the inventory is the MAIN HAND MELEE ATK only, and does not apply to offhand nor to archery. Off hand and archery ATK are calculated the same way that main hand ATK is calculated, but use their own values for skill (slashing/piercing/archery) and for stat (STR used for off hand, but DEX for archery). Archery ATK value is not currently shown anywhere on the character sheet, but testing has found that items, AAs, and buffs that increase ATK do influence archery ATK, not just main hand melee ATK.
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 ===
=== Archery and Dexterity ===


The following test was performed by a level 43 Ranger/Enchanter/Shaman, against a level 55 [[Test Dummy]] using Mitigation of the Mighty 1, and ten mitigation increases. Testing was done over about 45min for each.
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.
 
{| class="wikitable"
{| class="wikitable"
|+
!Strength
!Dexterity
!Hit Chance
!Crit Chance
!Average Damage
!Max Hit
!DPS
|-
|-
|198
! Strength
|139
! Dexterity
|67.1%
! Hit Chance
|15.2%
! Crit Chance
|118
! Average Damage
|738
! Max Hit
|34
! DPS
|-
|-
|199
| 198
|338
| 139
|68.9%
| 67.1%
|19.4%
| 15.2%
|153
| 118
|738
| 738
|45
| 34
|-
|-
|299
| 199
|340
| 338
|66.5%
| 68.9%
|18.3%
| 19.4%
|151
| 153
|738
| 738
|43
| 45
|-
| 299
| 340
| 66.5%
| 18.3%
| 151
| 738
| 43
|}
|}


== Archery and Haste ==
== Archery and Haste ==
Haste from worn effects, spells, and bard songs affect bow delay the same way it effects melee.  
 
Worn haste, spell haste, and bard song haste affect bow delay the same way they affect melee delay.


=== Quiver Haste ===
=== Quiver Haste ===
But archery uses one more kind of haste: quiver haste. To use quiver haste, you just need to have a quiver in the top level of your inventory. Only the ''first'' quiver haste in you inventory is used. Typically you would only have one quiver anyways, but if you have multiple for some reason you want your best one in the top left slot of your inventory so it's used first. If you only have a single quiver, it won't matter which inventory slot it is placed in.


You do '''not''' need an arrow of any kind in your quiver to benefit from the haste, an empty quiver is fine. This was proven with testing early on, though the rumor persisted.  It was confirmed to be correct by the developers on Discord on Sept. 25, 2026.
A quiver provides quiver haste when placed in the top-level inventory. If multiple quivers are carried, only the first applicable quiver is used.


Quivers do not display their haste percentage the way other haste items do, but the haste can be determined based on the quiver's weight reduction:
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.


Quiver Haste = Weight Reduction / 3.
This was confirmed by EQL developer [[Secrets]] on Discord on September 25, 2026:


It is important to note that in Everquest quiver haste functions a bit differently from other hastes. Rather than adding the quiver haste to your overall haste, quiver haste reduces the delay of your bow first, and then all other haste effects are applied to the resulting weapon delay afterwards. This means it is unaffected by haste caps.
'''"Haste from Quivers is not dependent on the contents, only the container type."'''
 
[https://discord.com/channels/1435786469968183456/1483589348027793408/1553133192842580070 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 ===
=== Available Quivers ===
{| class="wikitable"
{| class="wikitable"
|+
!Quiver
!Haste
!Source
|-
|-
|[[Quiver]]
! Quiver
|6.6%
! Haste
|Vendor
! Source
|-
| [[Quiver]]
| 6.6%
| Vendor
|-
| [[Tailored Quiver]]
| 7.3%
| [[Skill Tailoring|Tailoring]]
|-
| [[Thunderhoof Quiver]]
| 11%
| [[Kroldir Thunderhoof]]
|-
| [[Summoned: Quiver of Marr|Quiver of Marr]]
| 16.6%
| [[Quiver of Marr|Mage summoned]]
|-
| [[Fleeting Quiver]]
| 20%
| [[Skill Tailoring|Tailoring]]
|}
 
== Player Quiver Test ==
 
=== Test Conditions ===
 
Testing took place in the arena against a level 35 [[Test Dummy]] using a level 50 SHD/RNG/WIZ with no temporary 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.
 
{| class="wikitable" style="width:auto; font-size:90%;"
|-
! Setup
! R1<br>2m
! R2<br>2m
! R3<br>2m
! R4<br>5m
! R5<br>10m
! Avg. Attacks/min
! Avg. Haste
|-
|-
|[[Tailored Quiver]]
| '''No quiver'''
|7.3%
| 42<br>Baseline
|[[Skill Tailoring|Tailoring]]
| 43<br>Baseline
| 43<br>Baseline
| 118<br>Baseline
| 241<br>Baseline
| 23.19
| Baseline
|-
|-
|[[Thunderhoof Quiver]]
| '''Mismatched arrow'''
|11%
| 53<br>+26.2%
|[[Kroldir Thunderhoof]]
| 54<br>+25.6%
| 55<br>+27.9%
| 138<br>+16.9%
| 273<br>+13.3%
| 27.29
| +22.0%
|-
|-
|[[Summoned: Quiver of Marr|Quiver of Marr]]
| '''Matching arrow'''
|16.6%
| 51<br>+21.4%
|[[Quiver of Marr|Mage Summoned]]
| 53<br>+23.3%
| 52<br>+20.9%
| 127<br>+7.6%
| 264<br>+9.5%
| 26.05
| +16.5%
|-
|-
|[[Fleeting Quiver]]
| '''Empty quiver'''
|20%
| 47<br>+11.9%
|[[Skill Tailoring|Tailoring]]
| 52<br>+20.9%
| 54<br>+25.6%
| 144<br>+22.0%
| 278<br>+15.4%
| 27.38
| +19.2%
|}
|}


==Damage Calculation==
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.


While melee weapons have a set damage listed on the weapon, archery damage (and range) is a combination of your bow and your arrow.  A bow with 10 damage, 40 delay, and a range of 100, when combined with an arrow of 5 damage and 50 range becomes equivalent to a 15 damage, 40 delay weapon with a range of 150.
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.


==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.


Archery range does not cap at 300.  Testing was done both with duel and outranging dragon fear to verify that a 200 range bow with 150 range arrows does have a range of 350.  This was precisely determined to be correct in the duel test (range exactly 350), and anecdotally determined to be true from historical data on classic Everquest.
== Trueshot and Ranger DPS ==


Note that this is particularly helpful because [[Dragon_Roar]] has a PBAoE range of 300, which allows for a character to stand outside fear range and DPS with careful positioning when playing in a group.
'''Trueshot is not currently part of EQ Legends.'''


Additional notes on Hitboxes;  larger boxes add to the range you can shoot them at. Z-axis distance -does- apply to archery range.
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.


==Trueshot and Ranger DPS==
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.
'''Trueshot is not currently part of EQ Legends'''


Rangers can pull respectable DPS with a good bow and the [[Trueshot Discipline]].  This is especially true in cases where there is some mechanic, such as a poor hitbox or AOE, which makes it difficult for melee to stay consistently engaged.
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.


Rangers get innate double damage against non-rooted, stationary MOBs starting at level 51.  This effectively offsets the fact that archery damage does not double the attack power like melee damage.  A Ranger using an [[Exquisite_Velium_Reinforced_Bow]] and [[CLASS_2_Steel_Silver_Tip_Arrow]] is effectively using a 38/36 two hander with 340 range, without damage bonus or double attack.  That is still not very good DPS, but the Trueshot discipline slightly more than doubles Ranger bow damage for 2 minutes. With that added, it becomes approximately equivalent to a 38/36 two hander that always double attacks, can crit and doesn't have a damage bonus.  That ends up being competitive DPS, though usually still behind a well geared rogue if the rogue dps is not disrupted by fight mechanics.
[[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.


{{Navbox Skills}}
{{Navbox Skills}}


[[Category: Skills]]
[[Category: Skills]]

Revision as of 11:18, 28 September 2026

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 in the arena against a level 35 Test Dummy using a level 50 SHD/RNG/WIZ with no temporary 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 • Triple Attack
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