Archery timing, ammunition and Velocity
From UO:PvE Wiki
Ranged attacks add a standing-time check and ammunition rules to the ordinary weapon swing calculation.
Development source reviewed on 29 October 2026. In-game availability is unverified.
When a shot can fire#
An ordinary ranged shot requires at least 250 milliseconds since the last movement under the current expansion. Moving Shot bypasses that standing-time check. A failed standing-time check returns a 0.25-second retry delay. This is separate from the weapon’s normal stamina and Swing Speed Increase calculation.
Frozen and paralyzed characters cannot fire. Casting blocks the ranged swing only when the current spell reports that it blocks movement; the configured moving-cast system can therefore change that condition.
Ammunition#
A player’s shot attempts ammunition consumption from a quiver first, then from the backpack. Lower Ammo Cost can avoid spending a round, but the shot must still find ammunition present. A successful player hit against a non-player animal or monster has a 40% chance to put an ammunition item in the victim’s backpack. A miss has a 40% chance to add ammunition to the player’s recovery tracking. Recovery availability is handled separately.
Velocity#
Velocity rolls against the weapon’s Velocity value as a percentage. On success it deals a separate physical damage packet equal to 3 × floor(distance to target), before the ordinary weapon hit is processed. It uses the normal physical damage pipeline, so this is not guaranteed final health loss.
Quivers can also alter weapon damage distribution and add damage through the normal ranged damage path. Those effects are separate from Velocity and the base hit roll.
Source notes
Show 9 references
These references identify the reviewed shard files. Source presence does not establish live availability.
Projects/UOContent/Items/Weapons/Ranged/BaseRanged.cs:40
Standing delay and Moving Shot exceptionProjects/UOContent/Items/Weapons/Ranged/BaseRanged.cs:52
Paralysis and casting checksProjects/UOContent/Items/Weapons/Ranged/BaseRanged.cs:102
Retry delayProjects/UOContent/Items/Weapons/Ranged/BaseRanged.cs:105
Ammunition on creature hitsProjects/UOContent/Items/Weapons/Ranged/BaseRanged.cs:113
Velocity chance and separate damageProjects/UOContent/Items/Weapons/Ranged/BaseRanged.cs:136
Miss recovery trackingProjects/UOContent/Items/Weapons/Ranged/BaseRanged.cs:164
Consumption and Lower Ammo CostProjects/UOContent/Items/Weapons/BaseWeapon.cs:1797
Quiver damage typesProjects/UOContent/Misc/AOS.cs:144
Quiver damage bonus
Category: Character & combat