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'''Ammunition''' refers to [[item]]s which are consumed by [[ranged weapon]]s for every [[attack roll]] that is made.
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'''Ammunition''' refers to [[item]]s that are consumed by [[ranged weapon]]s for every [[attack roll]] that is made.
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There are three types of ammunition — [[arrow]]s, [[bolt]]s, and [[bullet]]s — for [[bow]]s, [[crossbow]]s, and [[sling]]s, respectively.
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Equipping ammunition replaces an attack roll if done in combat.
   
These fall into 3 categories: [[bolt]]s, [[arrow]]s, and [[bullet]]s.
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If a character tries to use a ranged weapon without appropriate ammunition equipped, the game will automatically equip some, if any is available. (If none is available, the character stays in combat, but stops attacking as long as the ranged weapon is equipped.) This causes the character to lose one attack "action" unless it is the start of combat.
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The automatically-equipped ammunition is chosen somewhat randomly from what the creature possesses, so players may want to keep an eye on their current ammunition (possibly via a [[quickslot]]) so that powerful ammunition is not wasted on weak opponents (or vice versa).
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This selection can be influenced, as the most recently moved item tends to be picked, but due to vagaries in the game engine, this is not a fully reliable method.
   
''(The [[:Category:Item palette|item palette]] in the [[toolset]] lists ammunition in the [[ammunition blueprint category]].)''
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Some ranged weapons have an [[unlimited ammunition]] property. If such a weapon is equipped, no ammunition of the associated type is required to use that weapon. In fact, no such ammunition can even be equipped at the same time as such a weapon.
   
==Notes==
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The [[Toolset]] lists ammunition in the [[ammunition blueprint category]].
*When a character fires the last of a stack of ammunition, one [[action|attack action]] is lost to reload ammunition, which the game does automatically if the character remains in combat.
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*Ammunition automatically equipped when reloading is chosen rather randomly from the character's inventory, not necessarily choosing the last type used. The game can equip ammunition even from containers, so there is no way to "hide" expensive ammunition from being used on unimportant monsters.
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'''See also:''' [[:Category:Ammunition]]
[[Category:Ammunition| Ammunition]]
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[[Category:Weapons| Ammunition]]
[[Category:Weapons]]
 

Latest revision as of 20:29, June 27, 2015

Ammunition refers to items that are consumed by ranged weapons for every attack roll that is made. There are three types of ammunition — arrows, bolts, and bullets — for bows, crossbows, and slings, respectively. Equipping ammunition replaces an attack roll if done in combat.

If a character tries to use a ranged weapon without appropriate ammunition equipped, the game will automatically equip some, if any is available. (If none is available, the character stays in combat, but stops attacking as long as the ranged weapon is equipped.) This causes the character to lose one attack "action" unless it is the start of combat. The automatically-equipped ammunition is chosen somewhat randomly from what the creature possesses, so players may want to keep an eye on their current ammunition (possibly via a quickslot) so that powerful ammunition is not wasted on weak opponents (or vice versa). This selection can be influenced, as the most recently moved item tends to be picked, but due to vagaries in the game engine, this is not a fully reliable method.

Some ranged weapons have an unlimited ammunition property. If such a weapon is equipped, no ammunition of the associated type is required to use that weapon. In fact, no such ammunition can even be equipped at the same time as such a weapon.

The Toolset lists ammunition in the ammunition blueprint category.

See also: Category:Ammunition

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