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	<id>https://www.omega-rl.wiki/index.php?action=history&amp;feed=atom&amp;title=Draft%3AShooting_and_throwing</id>
	<title>Draft:Shooting and throwing - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://www.omega-rl.wiki/index.php?action=history&amp;feed=atom&amp;title=Draft%3AShooting_and_throwing"/>
	<link rel="alternate" type="text/html" href="https://www.omega-rl.wiki/index.php?title=Draft:Shooting_and_throwing&amp;action=history"/>
	<updated>2026-09-21T20:54:02Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.9</generator>
	<entry>
		<id>https://www.omega-rl.wiki/index.php?title=Draft:Shooting_and_throwing&amp;diff=1611&amp;oldid=prev</id>
		<title>OmegaAdmin: 整理投喂赠礼与盗窃机制，修正宝石交付并连接相关草稿</title>
		<link rel="alternate" type="text/html" href="https://www.omega-rl.wiki/index.php?title=Draft:Shooting_and_throwing&amp;diff=1611&amp;oldid=prev"/>
		<updated>2026-09-12T14:15:27Z</updated>

		<summary type="html">&lt;p&gt;整理投喂赠礼与盗窃机制，修正宝石交付并连接相关草稿&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 14:15, 12 September 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l51&quot;&gt;Line 51:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 51:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Special throws and equipment ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Special throws and equipment ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zero-damage objects can be caught as [[Draft:Feeding and gifts#Giving|gifts]] by creatures with a positive treasure allowance, using the ordinary gift response instead of a weapon hit roll. Having a fixed possession does not by itself meet that requirement: the LawBringer ignores a thrown Star Gem, and a horse ignores thrown grain. Use adjacent Give for those interactions.&amp;lt;ref&amp;gt;{{Source|command3.c|257|273}}; {{Source|minit.h|95}}; {{Source|minit.h|291}}.&amp;lt;/ref&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Throwing an item currently in use first removes its equipment effect. This happens before target selection: choosing your own square afterward only produces the juggling message and does not restore the use effect. An item that is both cursed and in use is refused before this step; a merely carried cursed projectile is still throwable.&amp;lt;ref&amp;gt;{{Source|command3.c|223|258}}.&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Throwing an item currently in use first removes its equipment effect. This happens before target selection: choosing your own square afterward only produces the juggling message and does not restore the use effect. An item that is both cursed and in use is refused before this step; a merely carried cursed projectile is still throwable.&amp;lt;ref&amp;gt;{{Source|command3.c|223|258}}.&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>OmegaAdmin</name></author>
	</entry>
	<entry>
		<id>https://www.omega-rl.wiki/index.php?title=Draft:Shooting_and_throwing&amp;diff=1551&amp;oldid=prev</id>
		<title>OmegaAdmin: 提取怪物攻击、行为与施法机制，更新总览、信息卡及相关草稿链接</title>
		<link rel="alternate" type="text/html" href="https://www.omega-rl.wiki/index.php?title=Draft:Shooting_and_throwing&amp;diff=1551&amp;oldid=prev"/>
		<updated>2026-09-12T06:58:38Z</updated>

		<summary type="html">&lt;p&gt;提取怪物攻击、行为与施法机制，更新总览、信息卡及相关草稿链接&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 06:58, 12 September 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l61&quot;&gt;Line 61:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 61:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For an entangling throw while preserving a strong main weapon, a spare whip is lighter than a bola and uses the same effect. After a successful entangle, create distance: immobilized enemies can still use adjacent melee, ranged attacks or special abilities. Against physical immunity, ordinary archery cannot substitute for an appropriate damage type or another countermeasure.&amp;lt;ref&amp;gt;{{Source|iinit.h|218|234}}; {{Source|itemf2.c|307|317}}; {{Source|mon.c|12|68}}.&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For an entangling throw while preserving a strong main weapon, a spare whip is lighter than a bola and uses the same effect. After a successful entangle, create distance: immobilized enemies can still use adjacent melee, ranged attacks or special abilities. Against physical immunity, ordinary archery cannot substitute for an appropriate damage type or another countermeasure.&amp;lt;ref&amp;gt;{{Source|iinit.h|218|234}}; {{Source|itemf2.c|307|317}}; {{Source|mon.c|12|68}}.&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== Related mechanics ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For incoming missiles and powers, see [[Draft:Monster attacks#Ranged attacks|Monster attacks]] and [[Draft:Monster spellcasting|Monster spellcasting]]. Monster bolts reaching the player check deflection instead of using the player projectile hit rules described here.&amp;lt;ref&amp;gt;{{Source|effect1.c|253|298}}.&amp;lt;/ref&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== References ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== References ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>OmegaAdmin</name></author>
	</entry>
	<entry>
		<id>https://www.omega-rl.wiki/index.php?title=Draft:Shooting_and_throwing&amp;diff=1014&amp;oldid=prev</id>
		<title>OmegaAdmin: 补全武器独立草稿、远程及特殊效果说明：ranged</title>
		<link rel="alternate" type="text/html" href="https://www.omega-rl.wiki/index.php?title=Draft:Shooting_and_throwing&amp;diff=1014&amp;oldid=prev"/>
		<updated>2026-09-09T15:16:07Z</updated>

		<summary type="html">&lt;p&gt;补全武器独立草稿、远程及特殊效果说明：ranged&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Version box|version=0.90.4}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shooting and throwing&amp;#039;&amp;#039;&amp;#039; use Omega&amp;#039;s &amp;#039;&amp;#039;&amp;#039;Fire/Throw&amp;#039;&amp;#039;&amp;#039; command to launch an accessible item toward a selected square. A [[Draft:Longbow|longbow]] and [[Draft:Arrow|arrows]] provide repeated archery; a [[Draft:Crossbow|crossbow]] and [[Draft:Bolt|bolts]] exchange a loading action for a larger damage contribution. Spare melee weapons and special projectiles can also be thrown, but their effects must be considered individually.&amp;lt;ref&amp;gt;{{Source|command3.c|223|311}}; {{Source|itemf2.c|210|365}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Preparing a shot ==&lt;br /&gt;
Equip a launcher in both weapon hand and ready hand so its combat bonuses are active. These slots do not consume the separate shield slot. Keep ammunition in accessible inventory; Fire/Throw selects an object, not a dedicated ammunition slot. Choose an arrow or bolt rather than the launcher itself.&amp;lt;ref&amp;gt;{{Source|inv.c|1345|1454}}; {{Source|aux1.c|315|339}}; {{Source|command3.c|223|245}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An unloaded crossbow changes the next bolt selection into a loading action, with no target selection and no bolt removed. A later bolt selection fires it. A hit clears the loaded state, while a miss leaves it loaded. A longbow has no corresponding loading step.&amp;lt;ref&amp;gt;{{Source|command3.c|239|245}}; {{Source|itemf2.c|320|344}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The projectile stops at blocking terrain or an intervening creature. Walls, closed doors, portcullises, statues, hedges and secret locations obstruct this path. A creature on the path can therefore become the actual target before the selected square is reached; a wall normally leaves the projectile on the preceding square.&amp;lt;ref&amp;gt;{{Source|util.c|74|91}}; {{Source|util.c|273|339}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hit chance ==&lt;br /&gt;
The hit check uses &amp;#039;&amp;#039;&amp;#039;current character hit - target armor class&amp;#039;&amp;#039;&amp;#039;. It does not separately add the thrown item&amp;#039;s hit rating or ammunition enchantment, and does not run the melee sequence&amp;#039;s height and blocking checks. For an ordinary shot, the chance is:&amp;lt;ref&amp;gt;{{Source|command3.c|276|287}}; {{Source|util.c|53|60}}; {{Source|aux2.c|693|725}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &amp;#039;&amp;#039;&amp;#039;clamp(current hit - target armor class, 1, 19) / 20&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The roll ranges from 0 through 19, with zero always hitting and 19 always missing. Thus a difference of 10 gives 50%, a difference of 3 gives 15%, and even a very high score tops out at 95%. This is a hit probability, not a guarantee of HP damage through immunity.&lt;br /&gt;
&lt;br /&gt;
With an active launcher and no other modifiers, current hit is &amp;#039;&amp;#039;&amp;#039;character level + Dexterity modifier + 1 + launcher hit + launcher enchantment&amp;#039;&amp;#039;&amp;#039;. Both longbow and crossbow have +15 base hit. Attributes use (attribute - 10) / 2, truncated toward zero. Heroism, mounting and other current bonuses still contribute through the character&amp;#039;s combat values.&amp;lt;ref&amp;gt;{{Source|aux1.c|281|350}}; {{Source|aux2.c|12|16}}; {{Source|iinit.h|226|228}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Damage ratings ==&lt;br /&gt;
Let &amp;#039;&amp;#039;&amp;#039;D&amp;#039;&amp;#039;&amp;#039; be current character damage, &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; the Strength modifier and &amp;#039;&amp;#039;&amp;#039;a&amp;#039;&amp;#039;&amp;#039; the projectile&amp;#039;s enchantment. For ordinary arrows and bolts the base projectile damage is 3. On a landed shot, the following ratings enter the damage roll:&amp;lt;ref&amp;gt;{{Source|command3.c|276|287}}; {{Source|itemf2.c|307|365}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Projectile and condition !! Damage rating !! Special consequence&lt;br /&gt;
|-&lt;br /&gt;
| Arrow with longbow || D + 3 + a + 2S || No loading state&lt;br /&gt;
|-&lt;br /&gt;
| Arrow without longbow || 3 + a + 2S || No launcher contribution&lt;br /&gt;
|-&lt;br /&gt;
| Bolt with loaded crossbow || D + 3 + a + 2S || Crossbow becomes unloaded&lt;br /&gt;
|-&lt;br /&gt;
| Bolt without loaded crossbow || 3 + a || No throwing Strength bonus&lt;br /&gt;
|-&lt;br /&gt;
| Ordinary spare melee weapon || D + 2S || Spare weapon&amp;#039;s ratings are not separately added&lt;br /&gt;
|-&lt;br /&gt;
| Whip or bola || D + 2S || 50% entangling chance against physically vulnerable targets&lt;br /&gt;
|-&lt;br /&gt;
| Acid whip || D + 2S || Acid damage; same entangling restriction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, with Strength 14, no other damage modifiers and an active +0 longbow, &amp;#039;&amp;#039;&amp;#039;D = 2 + 3 + 12 = 17&amp;#039;&amp;#039;&amp;#039;. A +0 arrow gives a shot rating of &amp;#039;&amp;#039;&amp;#039;24&amp;#039;&amp;#039;&amp;#039;. Swapping to an active +0 crossbow makes D = 25, so a loaded +0 bolt gives &amp;#039;&amp;#039;&amp;#039;32&amp;#039;&amp;#039;&amp;#039;. These are roll limits, not guaranteed HP losses.&amp;lt;ref&amp;gt;{{Source|aux1.c|315|328}}; {{Source|aux2.c|12|16}}; {{Source|iinit.h|226|232}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An ordinary positive rating R produces a base roll from &amp;#039;&amp;#039;&amp;#039;0 through R - 1&amp;#039;&amp;#039;&amp;#039;. The usual critical and moon modifiers from [[Draft:Melee attacks#Reading hit and damage|melee damage]] also apply through this ordinary damage routine. Physical immunity can negate arrow, bolt and normal thrown-weapon damage. Special weapons may instead replace this roll with fixed damage, instant death or a harmful effect on the thrower.&amp;lt;ref&amp;gt;{{Source|aux2.c|20|65}}; {{Source|mon.c|112|130}}; {{Source|itemf2.c|210|365}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ammunition and recovery ==&lt;br /&gt;
Arrows and bolts have a &amp;#039;&amp;#039;&amp;#039;25% destruction chance after a landed hit&amp;#039;&amp;#039;&amp;#039;. A miss does not run this roll, while a hit absorbed by immunity still does. Surviving projectiles normally land at the endpoint and one unit is removed from inventory. Ordinary thrown weapons and bolas use the same drop-and-remove path without the ammunition destruction roll.&amp;lt;ref&amp;gt;{{Source|command3.c|276|311}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An obstacle or empty target square can therefore cost an action and place ammunition somewhere inconvenient without destroying it. Plan recovery after danger has passed. Randomly generated arrow and bolt stacks contain 1-20 projectiles, but loading a crossbow itself consumes none.&amp;lt;ref&amp;gt;{{Source|item.c|188|204}}; {{Source|command3.c|239|245}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
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== Special throws and equipment ==&lt;br /&gt;
Throwing an item currently in use first removes its equipment effect. This happens before target selection: choosing your own square afterward only produces the juggling message and does not restore the use effect. An item that is both cursed and in use is refused before this step; a merely carried cursed projectile is still throwable.&amp;lt;ref&amp;gt;{{Source|command3.c|223|258}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
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The thrown object&amp;#039;s special attack follows its own identity. A spare ordinary blade does not independently add its large damage rating, but a whip can still entangle, a known lightsabre can deliver its fixed damage, and a disruption mace can destroy suitable spirits. An unknown lightsabre instead injures the thrower on a landed attack, just as it does in melee.&amp;lt;ref&amp;gt;{{Source|aux2.c|594|616}}; {{Source|itemf2.c|284|365}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Firestar&amp;#039;&amp;#039;&amp;#039; is particularly hazardous to throw: removing its use effect removes the fire immunity it supplied, then its attack may create a fireball centered on the player. The &amp;#039;&amp;#039;&amp;#039;Scythe of Death&amp;#039;&amp;#039;&amp;#039; has a separate thrown exception and always misses a creature; throwing it is not a way to avoid the non-Adept backswing and still obtain its lethal attack. Read the individual [[Draft:Weapon#Special weapons|weapon entries]] before using a valuable special weapon as a projectile.&amp;lt;ref&amp;gt;{{Source|itemf2.c|73|78}}; {{Source|itemf2.c|457|467}}; {{Source|command3.c|267|275}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
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== Choosing an approach ==&lt;br /&gt;
Use a longbow for sustained shooting with less burden; use a preloaded crossbow when a stronger opening shot is worth the later loading action. Their accuracy is equal at equal enchantment, so the damage difference should be weighed against time available before the opponent reaches you.&lt;br /&gt;
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For an entangling throw while preserving a strong main weapon, a spare whip is lighter than a bola and uses the same effect. After a successful entangle, create distance: immobilized enemies can still use adjacent melee, ranged attacks or special abilities. Against physical immunity, ordinary archery cannot substitute for an appropriate damage type or another countermeasure.&amp;lt;ref&amp;gt;{{Source|iinit.h|218|234}}; {{Source|itemf2.c|307|317}}; {{Source|mon.c|12|68}}.&amp;lt;/ref&amp;gt;&lt;br /&gt;
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== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
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[[Category:Drafts]]&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
[[Category:Omega 0.90.4]]&lt;/div&gt;</summary>
		<author><name>OmegaAdmin</name></author>
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