Boosts — Marksmanship
Everything that makes Marksmanship faster or better: gear, mastery, rebuilt places, potions and King's Road stations. Some station designs cost this skill something in return. Those show as negative numbers.
Speed
| Source | Bonus | Notes |
|---|---|---|
| Bowstring wax | +8% | A high-quality piece gives 1.5 times this, rounded down. |
| Mastery pool 50% | +5% | Every Marksmanship activity, while the pool stays at or above 50%. |
| The beacon inn — Arrow maker's yard | +6% | While the beacon inn has this design. See The King's Road. |
| The king's rest — The bath-house | −2% | A trade-off: while the king's rest has this design, this skill loses this much. See The King's Road. |
High-quality chance
| Source | Bonus | Notes |
|---|---|---|
| Activity mastery 99 | +10 points | That activity only. Permanent once reached. |
XP
| Source | Bonus | Notes |
|---|---|---|
| Sparring gloves | +10% | A high-quality piece gives 1.5 times this, rounded down. |
| Mastery pool 25% | +10% | Every Marksmanship activity, while the pool stays at or above 25%. |
Hit chance
| Source | Bonus | Notes |
|---|---|---|
| Activity mastery 10, 20, 30, 40, 50, 60, 70, 80, 90 | +1 point | That activity only. Permanent once reached. Each of these levels adds it again. |
| Mastery pool 95% | +3 points | Every Marksmanship activity, while the pool stays at or above 95%. |
| Marksman's potion | +6 points | While it is in the potion slot with charges left. Each completed action uses one charge. See Potions. |
| The mountain hut — Hunter's hide | +3 points | In every fight, while the station has this design. See The King's Road. |
| The king's rest — The training ground | +4 points | In every fight, while the station has this design. See The King's Road. |
Equipped gear with a hit-chance bonus counts in every fight, whichever skill the fight trains. Gear power also makes fights faster. See Fighting.
Sell price
| Source | Bonus | Notes |
|---|---|---|
| The rest stop — Lamp room | −2% | On every sale, while the station has this design (a trade-off). See The King's Road. |
| The ford house — Toll ledger | +4% | On every sale, while the station has this design. See The King's Road. |
| The beacon inn — The common room | +5% | On every sale, while the station has this design. See The King's Road. |
Chance to spare materials
| Source | Bonus | Notes |
|---|---|---|
| Activity mastery 99 | +10% | That activity only. Permanent once reached. |
| The beacon inn — Arrow maker's yard | +10% | While the beacon inn has this design. See The King's Road. |
When it works, the action finishes without using its materials (or, in a fight, its arrows). All sources add up to one chance, at most 60%.
All mastery bonuses
Each activity's own mastery
| Activity mastery | Adds to that activity |
|---|---|
| 10 | +1 point hit chance |
| 20 | +1 point hit chance |
| 30 | +1 point hit chance |
| 40 | +1 point hit chance |
| 50 | +1 point hit chance |
| 60 | +1 point hit chance |
| 70 | +1 point hit chance |
| 80 | +1 point hit chance |
| 90 | +1 point hit chance |
| 99 | +10 points high-quality chance, +10% chance to spare materials (or arrows) |
Pool checkpoints
| Pool filled | Pool XP | Adds to every activity of the skill |
|---|---|---|
| 10% | 740,000 | +5% mastery XP |
| 25% | 1,850,000 | +10% XP |
| 50% | 3,700,000 | +5% speed |
| 95% | 7,030,000 | +3 points hit chance |
See Mastery for how mastery XP and the pool fill up.
Exact numbers
All speed bonuses, and the negative ones, add up to one total percent. It is used once: time = base × 100 ÷ (100 + total), rounded down. See How fast an action is.