Sling

A Sling is a one-handed projectile weapon that requires Stone as ammunition. 
It is often used by players with low Marksmanship skill, as it is twice as easy to aim with than it is with the Bow. However, the sling does lower damage than the bow. It is commonly used for hunting. 
=== Damage ===
The maximum damage is , multiplied by the square root of the quality of your Sling divided by ten. 
Your Perception attribute affects the minimum damage of ranged attacks. Your target's Agility attribute reduces your damage.
 Max = 60 * \sqrt{\frac{_{quality}}{10}}
 Min = \frac{1}{2} * \frac{PER}{AGL} * Max
Where PER is your Perception attribute and AGL is the enemy's Agility attribute.
=== Accuracy ===
Your Marksmanship skill directly affects how quickly your Aim Bar fills up whilst aiming. A Marksmanship of 20 or 30 is generally considered the minimum for realistic Aim Bar speed.
IEMM	Base Aiming Speed
2.0 	2x Bow, 6x Ranger's Bow
The Intrinsic Effective Marksmanship Modifier (IEMM) variable is multiplied by the sling's quality to find the Effective Marksmanship Limit (EML) of the sling. e.g. a sling of quality 13 will have an EML of 26 (2x13). A person using a sling will not get any benefit to aiming speed from a marksmanship skill higher than the sling's EML. Aiming speed is affected by the base aiming speed and the lowest of a player's marksmanship skill and the EML of the sling used. So, a person with 30 marksmanship skill, a quality 13 sling (IEMM 2.0, EML 26) will aim as if their marksmanship skill were 26. IEMM and EML have no effect on weapon damage.
Base aiming speed is in relation to other weapons. A wooden bow aims twice as slowly as a sling, and ranger's bow aims 6 times slower than sling does. This means that a person with 100 marksmanship and a wooden bow would aim at the same speed as a person with 50 marksmanship and a sling and as a person with 300 marksmanship and a ranger's bow, assuming that none of them are limited by the EML of their weapons and ammunition.
=== Quality ===
The quality of the Sling is determined with the following formula:
_{q}Sling = \frac{AvgStringQ + AvgLeatherQ}{2}
It is softcapped by Dexterity, Survival, and Marksmanship.
== Notes ==
* Re-implemented in update "Slingshot"