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HOLYGRAIL

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Ranged

Archery

Bows up close and at range — drawing to full power, leading moving targets, managing arrows, and what an archer actually does for the warband.

The bow rewards patience and positioning over reflexes. Archers run light [armour](/wiki/combat-guides/damage-types) and high [DEX](/wiki/combat-guides/attributes-and-builds), and their job is to make the enemy bleed before — and after — the lines meet.

Drawing & aiming

Hold to draw the bow toward full power — a full draw hits hardest and flies straightest. Arrows have travel time and drop over distance, so at range you must aim high and lead a moving target, putting the arrow where they'll be, not where they are. Holding a full draw burns stamina and the aim begins to sway, so loose before it does.

The three bows

Bows come in three varieties — all deal piercing — and the choice trades rate of fire against punch and quiver size. Each bow has its own quiver, and arrow counts run from an unspecced minimum to a fully-specced maximum.

BowArrows (min / max)Armour penetrationFire rate
Simple11 / 4515%Moderate
Reflex12 / 5010%High
Long8 / 3522%Low

The reflex bow has the highest rate of fire and largest quiver, which is why it's the go-to for slowing cavalry with massed shots; the longbow hits hardest and bites deepest into armour but looses slowly. Only an archer specced into the right abilities carries the full quiver — an unspecced fighter gets the low number.

Arrows & resupply

Your quiver refills on its own: passive regeneration is 10% of the quiver's max per minute (up to 15% with the right abilities — *Marksman*, *Not on My Watch*, *Huntsman*), and it keeps ticking even while you've got a melee weapon out. On top of that, wounding and killing enemies regenerates arrows directly (active regeneration). Swapping weapons doesn't refresh your arrows — so don't burn the whole quiver on long-range chip when the melee is about to land.

What archers do

  • Punish the open — anyone caught crossing ground without a shield is a target.
  • Break charges and interrupt — a full-power arrow interrupts an enemy's attack (the *Not on My Watch* capstone makes this a specialty).
  • Focus fire — massed arrows onto one called target drop it far faster than spread shots.
  • Aim for the [head](/wiki/combat-guides/attack-directions) — headshots deal bonus damage.

Staying alive

Archers are fragile. Shoot from behind your own line, keep an escape lane, and kite — never let a fight close to arm's reach if you can help it. Surviving enemy archers is its own skill; see Surviving Archers.

Throwing weapons

The bow isn't the only ranged option: any one-handed weapon can be thrown — and thrown projectiles share the same ammo pool as your arrows, so a bow-and-throw archer manages one resource, not two. See Throwing Weapons.