Field kits (archery)
Field kits are an archer's buffs. Make them at the fletching table (in the Yard's north court), then use them from your bag.
On this page: Getting started · Every kit · What each kit does · How it works · Grapple arrows · Snares · Fishing arrows · Tips
Getting started
- Make a kit, then use it. Every kit is a Fletching recipe, and using one needs an Archery level (both are in the table below). Click it in your bag to use it.
- Make your own. Kits, grapple arrows, snares and fishing arrows can't be traded or sold on the Exchange.
- There are seven kits for a fight or a trip, plus grapple arrows, snares and fishing arrows for getting around and living off the land.
Every kit
| Kit | Make it | Use it | Tier I | Tier II (Fletching 70) | Tier III (Fletching 90) |
|---|---|---|---|---|---|
Hunter's camo | Fletching 50: 4 Cowhide, 4 Sulky sporecap | Archery 40 | aggressive monsters don't notice you until you attack something 7.5 / 10 / 15 min (it only lasts longer) | ||
Flare | Fletching 60: 4 Arrow shaft, 2 Fire ink, makes 2 | Archery 50 | your minimap marks the Jackpot Thief, shooting stars, bosses and rare monsters on the map you're on 5 / 7.5 / 10 min (it only lasts longer) | ||
Hunter's Markneeds a bow | Fletching 55: 30 Feather, 10 Bones | Archery 45 | +6% accuracy and damage with a bow against the kind of monster you marked 10 min | +8% accuracy and damage with a bow against the kind of monster you marked 10 min | +10% accuracy and damage with a bow against the kind of monster you marked 10 min |
Eagle-eye dropsneeds a bow | Fletching 70: 2 Small vial, 6 Sulky sporecap, 10 Feather | Archery 60 | your bow reaches one tile further 7.5 / 10 / 12.5 min (it only lasts longer) | ||
Quickdraw waxneeds a bow | Fletching 65: 5 Palm logs, 2 Small vial | Archery 55 | your bow fires 8% faster 7.5 min | your bow fires 12% faster 7.5 min | your bow fires 16% faster 7.5 min |
Fleetfoot salve | Fletching 48: 2 Small vial, 4 Sulky sporecap, 10 Feather | Archery 38 | +8% movement speed 10 min | +12% movement speed 10 min | +16% movement speed 10 min |
Arrow retrieverneeds a bow | Fletching 80: 6 Cowhide, 4 Bowstring, 40 Feather | Archery 70 | 30% of the arrows that land come back to your quiver 15 min | 40% of the arrows that land come back to your quiver 15 min | 50% of the arrows that land come back to your quiver 15 min |
What each kit does
- Fleetfoot salve: you walk faster, whatever you're holding. It's the cheapest kit and the first one you can make.
- Hunter's camo: monsters that attack on sight leave you alone. It comes off the moment you attack anything ("You throw off your camo and draw"), so use it to walk through a dangerous map, or to pick your first target.
- Hunter's Mark: use it while fighting, or with a monster in sight, and that kind of monster is marked (every one of them, not just that one). Your bow hits them more often and harder. Bring it to a boss or a task.
- Flare: your minimap shows the Jackpot Thief, shooting stars, bosses and rare monsters on your map. It's for hunting, not fighting.
- Quickdraw wax: your bow fires faster. It's the biggest damage kit.
- Eagle-eye drops: your bow reaches one tile farther, so you can hit from farther out than a monster can answer.
- Arrow retriever: some of the arrows that hit come back to your quiver. With good arrows, it pays for itself.
How it works
- One kit at a time, in its own slot. A kit runs alongside a page buff, so an archer can have Haste and a kit together. Using a second kit replaces the first, and the message says so.
- Your Fletching sets its strength when you use it: tier I below 70, tier II from 70, tier III from 90.
- The clock only runs outside, like a page or a drink. Step into the casino and it waits.
- Four kits need a bow in your hands (marked in the table). With a sword or a wand they do nothing, but they keep ticking.
Grapple arrows
Grapple arrow: Fletching 40: 6
Arrow shaft, 2
Bowstring, 2
Emerald bar, makes 3. Grapple posts stand in pairs around the world. Walk to one with a bow in your hands and a grapple arrow in your bag: you fire, the hook bites, and you swing across. One arrow per crossing. They're archery's shortcuts, the way back ways are Agility's.
| Crossing | Where | Archery |
|---|---|---|
| Grapple over the thicket | The Gloam | 10 |
| Grapple over the dunes | The Golden Sands | 35 |
| Grapple across the boards | The Boardwalk | 60 |
| Grapple over the stalls | The Boardwalk | 60 |
| Grapple over the cove | Cabin Coast | 62 |
| Grapple across the water | Pirate's Pier | 64 |
| Grapple over the pilings | Pirate's Pier | 64 |
| Grapple over the lagoon | Skull Isle | 68 |
| Grapple over the rocks | Skull Isle | 68 |
| Grapple over the underground river | The Depths of the Mountain | 74 |
| Grapple across the chasm | The Depths of the Mountain | 76 |
| Grapple over the hedge | The Trailer Park | 82 |
Snares
Snare: Fletching 30: 3
Gloomwillow logs, 2
Bowstring, makes 2. You need Archery 25 to set one. Use it and it goes down where you're standing, on any outdoor map with monsters (not in a dungeon, the Tower or on your island). You can have up to 4 on a map and 12 in all. Only you can see yours.
Come back in 60 minutes and click it. You always get feathers (more on harder maps), often hides (60%), beef or chicken (50%) and bones (40%), plus some Archery xp. Checking a snare uses it up. Arrows need feathers, so a ring of snares on your favorite map keeps an archer in arrows.
Fishing arrows
Fishing arrows: Fletching 45: 20
Arrow shaft, 20
Feather, 2
Diamond bar, makes 10. Archery 40. Load fishing arrows into your quiver like any arrow (click them in your bag), hold a bow, and click a fishing spot: you fish it from your bow's reach, with no rod. You still need the Fishing level the spot asks for. Each catch uses an arrow from the quiver (a quiver that saves arrows saves these too). They never fight, so load real arrows again before a fight. 20% of catches land two fish, and you get 30% of the Fishing xp again as Archery xp.
Tips
- Your kit shows on the buff bar with its minutes left, and in the Buffs tab of your Character window (C).
- The tier comes from your Fletching when you use the kit, not from whoever made it.
- Most kits need feathers, bowstrings, small vials or sporecaps. Snares and fishing arrows supply the rest.
More in Going further
Pets · The Long Night: Round Two · The Trailer Park · The Golden Sands · The Tower · The Carnival
EastScape Wikibuilt from the game itself
Hunter's camo
Cowhide
Sulky sporecap
Flare
Fire ink
Hunter's Mark
Bones
Eagle-eye drops
Small vial
Quickdraw wax
Palm logs
Fleetfoot salve
Arrow retriever