.: Help for ranged-combat skill The ranged-combat skill governs your proficiency with ranged weapons: bows, crossbows, pistols, and slings. Higher ranks improve your hit chance and damage at range. ━━━ Aimed Shots ━━━ Ranged weapons shoot with the fire command. Every shot is a deliberate aimed action: accuracy and damage both scale with Perception, not Strength. A keen eye matters more than raw muscle. Firing readies the next round by itself, so there is no second command to remember. Each shot draws one round from a bundle of arrows, bolts, or shot carried in your pack, and you are told when you spend the last of them. Firing spends Stamina and requires full payment. Your carried load raises the price, while ranged-combat skill lowers it. If you are too spent, the action refuses before a shot, ammunition, or cooldown is consumed. ━━━ Range ━━━ - Same room: fire- Adjacent room: fire Cross-room fire does not pull you into melee. The target must close the distance to engage in melee combat. ━━━ A Clear Shot ━━━ An archer does far more harm when nothing in the room is attacking them. You cannot steady an aimed shot while you are fending someone off, and the shot is much the weaker for it. Keep a companion, a party member, or a room between you and whatever wants to reach you. A shot from hiding at something in your own room is an ambush: heavier, answerable, and it costs you your special move and your cover. Firing into the next room is never an ambush, and it leaves your cover intact. See help ambush. ━━━ Progression ━━━ This skill improves through use: - Landing shots with a ranged weapon - Perception advances from aimed-shot attacks See also: help fire, help stamina, help skills, help ambush, help sneak