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I have good news for fletchers. I have designed a clockwork fletching
kit, which will not only make bows and arrows for you but actually
go out and gather the necessary raw materials based on how you have
set a series of selection levers. Sadly, ever since an unfortunate
incident in which my first prototype suffered a malfunction involving
King Ak'anon, his favorite feather duster, two score drunk dwarves,
and a rather large clump of dough, I have been unable to find a
patron willing to fund my research. Until that blessed day arrives,
it will continue to be necessary to craft one's bows and arrows
by hand. To that end I have come here to provide you with instruction.
The first thing every fletcher should know is that arrows are for
learning and bows are for selling. As arrows are much cheaper to
make than a bow of similar difficulty level, you can make many more
arrows, and thus have many more chances to improve your skill at
fletching, than bows for the same amount of money. Thus, when trying
to improve your skill, you should always work on arrows instead
of bows.
Fletching is a very easy skill to learn in terms of time spent
on it. Everything you need to master the skill is available from
a merchant so that you don't have to run around hunting creatures
that no longer provide you experience in order to gather needed
components. There are really only two recipes to learn, one for
arrows and the other for bows, so you don't have to keep a lot of
different recipes straight. Difficulty levels for crafting items
rises in a logical progression removing a certain degree of guesswork
in deciding what to work on next after mastering a particular item.
The more expensive the components used to make a particular arrow
or bow, the more difficult that item is to make. At present we don't
even need any items crafted by another trade skill. (Niami's
note: however, smiths have learned how to fashion arrowheads that
match what we could buy from a merchant.)
Arrows are composed of four parts; tip, shaft, feathers, and nock.
To make an arrow, simply place one of each component type in your
fletching kit and press the combine button. For each successful
attempt you will receive five arrows back. (Ed: With the upgrade
to silver arrowheads, you get ten arrows from recipes using them.)
Each component has a specific effect on the arrows. The more
expensive the tip and/or shaft used, the more damage the arrow will
do. Furthermore, silver tips will make the arrows magical in nature
so that they can hit willowisps and similar creatures. The smaller
the nock, the greater the range of the arrow. Feathers affect both
range and damage with parabolic feathers increasing the range and
shield cut feathers increasing the damage. Vanes take the place of
feathers in the higher end arrows and increase (Ed: or decrease)
both range and damage.
Bows, at their most basic, are composed of a bow staff and a string.
The more expensive the staff is, the greater the bow's base damage,
range, and delay will be. The more expensive the string is the lower
the bow's damage and delay. There are several other items such as
whittling knives, planing tools, and cams that are completely optional.
Each of these optional items has the effect of further lowering
the bow's damage and delay. Note that you can't use both a whittling
knife and a planing tool on a bow. It has to be one or the other.
Also note that you can't use one of the optional items on a bow
staff that is cheaper than the optional item. You cannot, for example,
use a whittling knife on a hickory bow staff.
With that knowledge under your belt, you are now ready to begin
practicing fletching. The very first arrow you should begin with
is with a field tip, wood shaft, round feathers, and large nocks.
This is the easiest and cheapest arrow to make and all subsequent
arrows that you make will be variations upon it. Once you've mastered
this particular arrow, visit your arrow merchant, make a list of
the remaining components, and order it by price. This is the order
in which you will work on mastering the remaining components. The
difficulty of making an arrow is based on the single most expensive
component of the arrow, not the sum of the components. Thus a field
tip, steel shaft, round feather, large nock arrow is the same difficulty
as a hooked tip, steel shaft, parabolic feather, small nock arrow.
Therefore you should only swap out one component from the basic
arrow recipe at a time when trying to learn. When mastering small
nocks, make field-wood-round-small. When mastering bone vanes, make
field-wood-bone vane-large. If you practice in this manner, you
will maximize your skill at the least cost.
To repeat what I said earlier, do not practice with bows to raise
your skills. Bows are very expensive relative to arrows. If you
practice with bows you're just throwing your money away and if
you've got that much money to waste you ought to be giving it to
me instead so that I can complete my clockwork fletching kit research.
Now, if there are no questions, class is dismissed.
The fine print: All text on this site is copyright
by the respective authors. The game EverQuest is a registered trademark
of Sony Computer Entertainment America, Inc. This site is not meant
to represent official EQ policy, and we are not responsible for
errors/omissions that occur due to changes in EverQuest trade skills.
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