Quincy School of Archery

This is the school that teaches Quincy how to use their arrows more wisely and generally gives them an advantage on the battlefield against foes. You must learn each skill in order to learn the next. Once you learn all five skills you may undertake the Master Skill if you are at the appropriate level.
 * Quick Arrows - Requires Level 5 Hakuda and Kido to learn. [Technique 1 - This technique increases the speed of attacks by 50% for this turn and launches a bow attack immediately upon activation. This costs 15 Fatigue to use. This Technique cannot be used on your next two turns.]
 * Qunicy Shield - Requires Level 10 Hakuda and Zanjutsu to learn. [Technique 1 - This technique allows you to block and reflect up to three attacks your opponent attacks you with. This Technique activates automatically upon being attacked and cannot be used on your next three turns after activation. This technique requires 30 Fatigue to use.]
 * Seether Arrow - Requires Level 20 Kido and Zanjutsu to learn. [Technique 2 - Inflicts Strength x 50. This is a powerful arrow that will inflict a Status of your choice upon damaging the target (a maximum of 25% and limit of three turns). This Technique requires 50 Fatigue to activate and cannot be activated on your next three turns.]
 * Trap Bolt Seele Schnieder - Requires Level 30 Kido and Zanjutsu to learn. [Technique 2 - Inflicts Strength x 30. This arrow will cause a hinder effect that is not a Status upon the opponent for their next turn. (Including but not limited to lowering rush count, decreasing a stat by a set percent for a turn, causing attacks to miss, etc.)
 * Rain of Arrows - Requires Level 40 Hakuda, Kido, and Zanjutsu to learn. [Ultimate Technique - Inflicts Strength x 250. This will inflict a 25% Bleed effect on the opponent for 2 turns when it hits. This technique costs 100 Fatigue to use and cannot be used on your next four turns.]
 * Master Skill: God's Arrow - Requires Level 60 Hakuda, Kido, and Zanjutsu to learn. [Ultimate Technique. Inflicts Strength x 500. This attack gains 10% additional damage times your unused Rush Count during the turn this attack is used. This technique costs 500 Fatigue to use. This technique cannot be used on your next five turns.]