Range
Whoever holds a bow fights in Range, and needs arrows to fight at camp. Range beats Magic and loses to Melee.
- Each Range level adds 2 power, and a bow needs a Range level to hold, by tier.
- Arrows add to an archer’s power in camp fights. They’re made by Woodworking.
Bows are made by Woodworking or bought from the carts. Hoods, bodies and quivers are crafted from hide. A quiver is worn in the cape slot.
Fighting XP comes from camp fights, expeditions, voyages, boss fights, raids, bounties and sparring. Where it goes depends on the member’s stance, and a third as much again goes to Hitpoints.
| Tier | Set | Power per piece | Needs | Whole set |
|---|---|---|---|---|
| 1 | Leather gear | 2 | 1 | |
| 2 | Hard leather gear | 5 | 1 | +5% loot from expeditions |
| 3 | Green dragonhide gear | 9 | 5 | +5% XP |
| 4 | Yellow dragonhide gear | 14 | 15 | +10% loot from expeditions |
| 5 | Blue dragonhide gear | 20 | 25 | +10% loot from expeditions and +10% XP |
| 6 | Ranger gear | 27 | 35 | +12% loot from expeditions and +12% XP |
| 7 | Grey dragonhide gear | 35 | 45 | +15% loot from expeditions and +15% XP |
See Range gear for every piece.