For Weapons, see Firearms (Weapons)
Firearms governs the use of all handguns and rifles. This Skill level is dependent upon your Perception (PE).
Training[]
- Firearms Apprentice: The Speed of the Character with a gun is increased by 5
- Trainer: Doc Roberts in Shrouded Hills
- Trainer: Gunsmiths and Inventors
- Firearms Expert: Called shots are made with 2/3 the penalty
- Trainer: Doc Roberts in Shrouded Hills
- Trainer: Herkemer Oggdoddler in Black Root
- Firearms Master: The Character's chance of success is unaffected by range penalties
- Trainer: William Thorndop in Ashbury
- Quest: Rescue Mrs. Rolland Unharmed
Uses[]
- One-Handed Firearms
- Two-Handed Rifles
- Two-Handed Tesla Rod
Modifiers to Firearms[]
- Items:
- None
- Blessings:
- Velorien's Blessing: gives +12/20
- Races:
- Dwarves: gives +2/20
- Half-elves: removes -1/20
- Elves: removes -2/20
- Backgrounds:
- Bandit: gives +2/20
- Elven Blood: removes -1/20
- Raised by Elves: removes -1/20
- Clanless Dwarf: removes -2/20 (negates the Dwarf racial bonus)
Mechanics[]
- All Firearms require consumable Ammunition of some sort, be it Bullets, Fuel, or Charges
- Half-ogres cannot wield one-handed firearms
- Firearms in Turn Based Combat either hit or miss
- Firearms in Real Time Combat that miss may hit another target behind the intended target
- Firearms (aside from the Hushed Revolver) are considered Loud
- Firearms % to Hit decreases by Strength (ST) when it is less than the Gun's MSR
- Firearms % to Hit also decreases with distance, up to the weapon's maximum range (negated with Mastery training, see above)
Notes[]
- Investing in this skill increases Technological Aptitude (or decreases Magickal Aptitude)
- Ammunition for all Firearms can be purchased at various stores or crafted from Schematics