.: Help for shoot Fire a loaded ranged weapon at a target in your room or an adjacent room. Usage: shootFire at a target in the same room. shoot Fire into the adjacent room in that direction and strike a target there. The weapon must be loaded before it can fire. Use reload after each shot to ready it for the next one. Reloading draws one round of ammunition from a matching bundle in your pack (arrows for a bow, bolts for a crossbow, shot for a sling or pistol). When a bundle runs dry you will be told it was your last. Each shot uses your combat round. Cross-room fire does not automatically pull you into melee; the target must close the distance to engage. Shooting spends Stamina and requires full payment. Carried load raises the price, while ranged-combat skill lowers it. If you are too spent, you do not fire or consume the round. An aimed shot needs light. In a dark room you cannot line one up, and the shot is refused before it costs you anything. Carry a light source, or see in the dark by other means. Swinging in melee has no such requirement, so a close fight is still an option when you cannot shoot. Shooting from hiding is an ambush. It needs your special move ready, it hits far harder, and it gives your hiding place away, so you get one. If the special move is still recovering you simply fire an ordinary shot and are told so. Reloading spends that same recovery, so reloading just before you hide can leave you with no ambush ready. You cannot steady an aimed shot while something is attacking you. The shot still fires, but it is weaker than one taken with the room clear. Break away, or let someone else hold their attention. ━━━ Progression ━━━ Ranged-combat improves through use. Shots that connect have a chance to advance the skill. Perception governs aimed-shot accuracy and damage. See also: help reload, help ranged-combat, help stamina, help equip, help sneak, help skullduggery, help ambush, help special