Hunting Bow
Hunting Bow that fires arrows a great distance. Perfect for stealth. Arrows can be recovered and reused.
- Ammo
- 1/6=7
loaded / in reserve / total
- Heavy
- 31 #20 of 34 loadouts
- Light
- 13 #20 of 34 loadouts
Hunting Bow that fires arrows a great distance. Perfect for stealth. Arrows can be recovered and reused.
loaded / in reserve / total
Damage and arrow speed both climb with the draw, and the drop follows the speed, since the metre a projectile falls at is the distance it covers in a fixed fall. The string is taken to fill evenly over the 1 s to the cap - the one part here that is an estimate rather than a measurement. Below 5% it will not release at all, and speed stops climbing at 80%, so overcharging adds damage but never a flatter arrow.
220 per hitper volley, before falloff
Hits needed to kill a 150 HP hunter, each band closing at the metre it stops working. Point anywhere along a bar to read that distance below. The dashed lines are named under the bars: falloff is where damage starts dropping, flat is where it stops falling, drop is where the round stops flying flat.
share of full damage, on the axis and marks the bars use
Falls fastest between 5 and 15 m, at 25% of full damage per 10 m; 8.4% per 10 m across the whole fall to 100 m, where it holds 20%. A quarter of it is gone by 15 m, where the line meets the marked level - the figure the weapon list sorts by.
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.
One shot, then 0.6s to load it back. 0.6s for one full trip through the magazine.
Against a hunter's 150 health. Melee carries no falloff, so these do not change with distance.
Light attack
Deals Melee Blunt damage. It hits Immolator hardest (1.44x) and Water Devil softest (0.45x).
Five or more
Computed from each creature's own hit-zone table against this attack's damage type.
The game's trait descriptions give no numbers. Where this weapon's own attribute presets substitute values for an active trait, they are below.
| Stat | Base | With |
|---|---|---|
| Sway, horizontal | - | 0.25 |
| Sway, vertical | - | 0.3 |
Only stats the trait actually moves are listed - a value the trait leaves untouched is omitted rather than shown unchanged. A crouched-spread multiplier of 1 means crouching stops steadying the weapon at all while that mode is active. Dual wielding is a weapon capability rather than a trait, and is not uniformly an upgrade: several pistols fire slower akimbo than single, in exchange for the doubled magazine.
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% |
The draw moves the aim as well as the damage: the longer you hold, the wider the bow wanders. The overcharge stretch runs on its own curve, so the trait that buys damage up there pays for it in sway. Lower is steadier.
| Sway | Snap | Full draw | Overcharged |
|---|---|---|---|
| Horizontal | 0.5 | 0.5 | 0.35 |
| Vertical | 0.3 | 0.31 | 0.18 |
Frag and concertina arrows gain nothing from the trait: their curves are already flat at full draw. They also cannot be snap-shot, needing a quarter of the draw before they leave the bow at all.
Every trait this weapon references. A recommendation is the game's own; the numbers above are the ones we can prove.
A few perks carve out exceptions in their own description - Crack Shot excludes shotguns and sawed-off variants - so read the perk text, not just the listing.