diff --git a/game/engines/default/engine/interface/WorldAchievements.lua b/game/engines/default/engine/interface/WorldAchievements.lua
index ef6f86c9fadb0ded207c849b6bf8fe29fb4ebbdc..2c870ff3cd3ab86cac64afe6f24f63e07eeb8006 100644
--- a/game/engines/default/engine/interface/WorldAchievements.lua
+++ b/game/engines/default/engine/interface/WorldAchievements.lua
@@ -104,7 +104,6 @@ end
 -- @return true if an achievement was gained
 function _M:gainAchievement(id, src, ...)
 	local a = self.achiev_defs[id]
-	print("=============== ach", id, a)
 	if not a then error("Unknown achievement "..id) return end
 
 	if self.achieved[id] and src.achievements and src.achievements[id] then return end
diff --git a/game/modules/tome/class/Actor.lua b/game/modules/tome/class/Actor.lua
index e74bf12465cbb0e249c0030eed2c68946cbef2b4..bf86bbfb7135aece5341200ce27680c5316af773 100644
--- a/game/modules/tome/class/Actor.lua
+++ b/game/modules/tome/class/Actor.lua
@@ -3734,7 +3734,7 @@ function _M:postUseTalent(ab, ret)
 	if ab.id ~= self.T_STEALTH and ab.id ~= self.T_HIDE_IN_PLAIN_SIGHT and not ab.no_break_stealth then self:breakStealth() end
 	if ab.id ~= self.T_LIGHTNING_SPEED then self:breakLightningSpeed() end
 	if ab.id ~= self.T_GATHER_THE_THREADS and ab.id ~= self.T_SPACETIME_TUNING and ab.is_spell then self:breakChronoSpells() end
-	if ab.id ~= self.T_RELOAD then self:breakReloading() end
+	if not ab.no_reload_break then self:breakReloading() end
 	self:breakStepUp()
 	if not (ab.no_energy or ab.no_break_channel) and not (ab.mode == "sustained" and self:isTalentActive(ab.id)) then self:breakPsionicChannel(ab.id) end
 
diff --git a/game/modules/tome/data/talents/techniques/archery.lua b/game/modules/tome/data/talents/techniques/archery.lua
index 4290fa0ce1aed1f072bd0e7f467c62d4ac5c44e5..3c5d87990f7cbb47c5548a29b001b17fc29da32d 100644
--- a/game/modules/tome/data/talents/techniques/archery.lua
+++ b/game/modules/tome/data/talents/techniques/archery.lua
@@ -58,6 +58,7 @@ newTalent{
 	innate = true,
 	points = 1,
 	tactical = { AMMO = 2 },
+	no_reload_break = true,
 	on_pre_use = function(self, t, silent) if not self:hasAmmo() then if not silent then game.logPlayer(self, "You must have a quiver or pouch equipped.") end return false end return true end,
 	shots_per_turn = function(self, t)
 		local v = math.max(self:getTalentLevelRaw(self.T_BOW_MASTERY), self:getTalentLevelRaw(self.T_SLING_MASTERY))