Hunting Bow that fires arrows a great distance. Perfect for stealth. Arrows can be recovered and reused.
- Cycle
- -
- Ammo
- 1/6=7
loaded / in reserve / total
- Zoom
- ×1.67
Hunting Bow that fires arrows a great distance. Perfect for stealth. Arrows can be recovered and reused.
loaded / in reserve / total
Base damage 220
Hits to kill a 150 HP hunter.
share of full damage, on the axis and marks the bars above use
Quarter of damage gone by 15m - the distance at which a quarter of full damage is gone - the figure the weapon list ranks by
Aimed at the top of the head - how far the round falls below it, on the axis and marks the bars above use
Deals Arrow damage. It hits Immolator hardest (2x) and Rotjaw softest (0.4x).
Killed outright by one hit
One shot
Two shots
Five or more
Computed from each creature's own hit-zone table against this weapon's damage type, at point blank. Falloff at range can only ask for more shots, never fewer - so a creature this weapon one-shots here may need two further out.
The muzzle drops 1° after every shot. How much of the screen that eats is not fixed - it depends on how wide your own field of view is, so these are drawn at the game's default 55°, and a wider setting costs you less of it.
Your weapon rests shouldered, so that is the cone an unaimed shot uses - crouching, walking and jumping all scale it. Sighted, it closes to a point.
Seconds since you aimed
The bow line assumes you start drawing the moment you aim. Once the draw passes 80%, the sway keeps climbing for as long as you hold it. Hundred Hands makes it climb more slowly, to a lower peak.
One shot, then 0.6 s to load it back. 0.6 s for one full trip through the magazine.
Light attack
Deals Melee Blunt damage. It hits Hive hardest (2.8x) and Water Devil softest (0.45x).
Two hits
Three hits
Five or more
Computed from each creature's own hit-zone table against this attack's damage type.
| Stat | Base | With |
|---|---|---|
| Held sway, horizontal | 0.65 | 0.325 |
| Held sway, vertical | 0.55 | 0.275 |
This is the only weapon whose damage is a curve rather than a number: it is read off how far the string is pulled. A snap shot releases at 5%, holding to 80% takes 1 s, and Hundred Hands is what allows the last stretch to 100%, at 1.5 s to reach it. The trait adds no damage of its own - it only lets the curve run further.
| Arrow | Snap | Full draw | Overcharged | Gain |
|---|---|---|---|---|
| Arrow | 99 | 220 | 242 | +10% |
| Frag arrow | 25 | 50 | 50 | nothing |
| Concertina arrow | 25 | 50 | 50 | nothing |
| Poison arrow | 88 | 209 | 231 | +10.5% |