Abilities
Passives
Take aim
- Unlock : Level 1
Years of experience playing darts at local bars is finally paying off. You have 100% base accuracy when using any thrown item.
Resourcefulness
- Unlock : Level 1
When you think hard enough, anything is an arrow really. Through the clever use of basic items that can be found lying around everywhere like stones and branches, you are able to make simple “Makeshift arrows” that offer no benefit, but also do not reduce your accuracy. You can make up to 4 makeshift arrows per turn as long as your current location offers the necessary resources.
Fletcher
- Unlock : Level 10
You have gotten quite used to shooting arrows and have gotten the idea of how they’re made. You can now make your own rudimentary arrows. This can also be done while resting, eating, or talking, as long as you have some metal, a way to melt it1, a mold, and are able to scavenge for some wood. This skill allows you to make 8 arrows every 2 turns2.
Quickdraw
- Unlock : Level 75
You have become quite dexterous and can now shoot out an arrow as you pull out your bow, allowing you to shoot two arrows during the first turn of combat. This also allows you to pull out Greatbows instantly.
Hackuraccy
- Unlock : Level 100
Your have become a master of the bow, making it so that your arrows or anything that you throw will never miss as long as your projectiles they don’t get influenced by any outside forces and as long as you can still use at least one of the following senses : hearing, smell, sight.
Actives
Magic Arrows
Activating a magic arrow doesn’t count as your action for the turn.
Tier 1
You can unlock a single one of these spells every 5 levels
Dark - Shadow Arrow
- Mana cost : 350
This spell turns your arrow into a shadow; it can only be used in areas where shadows can be cast. This arrow is extremely hard to track has it disappears after stopping, leaving behind no physical projectile, and being hard to even notice, making it so that most people and creatures can’t tell where they were hit from. This ability also adds 3 * MAG darkness elemental damage to your arrow when used.
Chaos - Arrow Volley
- Mana cost : 350
This spell turns your arrow into what seems to be an arrow volley, making enemies in a wide area believe they were hit. The real arrow shot by this will deal an additional 3 * MAG chaos elemental damage. This skill also makes every enemy within melee range of the real target take the full 3 * MAG and half of the arrow’s physical damage as chaos elemental damage, however if the real arrow misses, every fake arrow will also miss.
Wind - Gale Force
- Mana cost : 350
This spell creates strong winds that allow your arrow to reach astonishing speeds, adding 3 * MAG wind elemental damage to it and making its physical damage pierce armor by 50%.
Ice - Ice Blast
- Mana cost : 350
- Cooldown : 3 turns.
This spell makes your arrow incredibly cold, freezing in place whatever it hits : adding 3 * MAG cold elemental damage to your arrow and freezing the body part that was hit by the arrow for 1 turn.
Fire - Burning Arrow
- Mana cost : 350
This ability makes you arrow burn upon impact, making it deal 3 * MAG additional fire elemental damage and causing the target to start to burn.
Earth - Heavy Arrow
- Mana cost : 350
This spell turns your arrow into stone without making it any heavier. This ability increases your bow’s physical statistical multiplier by 2.
Nature - Seed Shot
- Mana cost : 350
This spell covers your arrow in Leechshroom spores, causing it to heal you for the damage it deals to your enemy.
Thunder – Flash
- Mana cost : 350
This spell makes your arrow instantly reach its target location and adds 2 * MAG electric elemental damage to it, however, it creates a very obvious lightning strike going from you to your target and emits a large sound when shot.
Light - Radiant Star
- Mana cost : 350
This spell makes the release of your arrow emit a sun-like light for a fraction of a second, blinding anyone looking towards you when you shot your arrow for 1 turn and adding 3 * MAG light elemental damage to your arrow.
Tier 2
You can unlock a single of these spells every 5 levels if you are higher level than 50
Dark - Extinguisher
- Mana cost : 1000
- Cooldown : 3 turns
This spell makes your arrow eat all the light around it3 for 3 turns, however, you are still able to see within this darkness. It also strengthens your arrow, making it deal an additional 4 * MAG dark elemental damage.
Chaos - Occult Sightings
- Mana cost : 1000
This spell makes the next arrow you shoot induce insanity. Anyone hit by your arrow will become panicked and will have -50% accuracy on all attacks, as they will start to see illusions of their targets and become unstable on their feet. This effect lasts 5 turns and can be refreshed.
Wind - Typhoon4
- Mana cost : 1000
This spell creates a violent gust behind your arrow, making it go at speeds unperceivable to the human eye. With this much power, arrows are able to fully pierce armor and damage multiple enemies in a straight line.
Ice - Frostbite
- Mana cost : 1000
Make your arrow’s temperature fall close to absolute zero, anyone or anything hit by this arrow will start to freeze rapidly. The frost created by this arrow not only freezes the exterior of the target’s body, but also its interior, making them unable to even properly contract their muscles in the affected region for two turns. This spell also adds 4 * MAG frost elemental damage to your arrow.
Fire - Melting Point
- Mana cost : 1000
Rises the temperature of your arrow to a point where it starts to melt off anything it touches, including skin and armor, causing great pain, and dealing and addition 4 * MAG fire elemental damage to your attack.
Might permanently reduce armor values depending on the type of armor (can it melt?).
Earth - Strength from Below
- Mana cost : 1000
Temporarily turns your arrow in abyssal steel. This ability increases your bow’s statistical multiplier by 4.
Nature - Intoxicating arrow
- Mana cost : 1000
- Cooldown : 3 turns
This spell adds a paralyzing toxin to the tip of your arrow, making it so that if penetrates someone’s skin (deals any damage), it will paralyze both their arms or legs depending on where they were hit for a turn. This toxin also deals an additional 4 * MAG nature damage to the target.
Thunder - Thunderbolt
- Mana cost : 1000
This spell turns your arrow itself into a bolt of lightning, making it reach its target instantaneously, and causing it to deal an additional 4 * MAG thunder elemental damage to its target. This elemental damage can also arc to two additional targets5. Using this skill creates an obvious lighting bolt coming from you to your target and emits an excessively loud noise than can be heard in your entire current tile.
Light - Daybreak
- Mana cost : 1000
This spell imbues your arrow with light magic, turning it into a small sun for three turns, blinding anyone (but yourself) for one turn who looks at it, and making it deal an additional 4 * MAG light elemental damage.
Prism shot
- Unlock : Level 100
- Mana cost : 10’000
The rainbow of despair. Shoot a highly unstable arrow which is imbued with every type of magic simultaneously, adding 1d4/2 * (6 * MAG + LVL * 20) as pure6 magic damage to your arrow’s damage.
Pacts
Pacts cannot be stacked on top of magic arrows, as they are both active abilities. Activating a pact doesn’t count as your action for the turn.
Spectral Arrow
- Unlock : Level 1
Shoot an arrow into the ethereal realm, allowing it to hit and damage immaterial beings. However, using this skill may eventually break your mind, making you more and more insane with every shot.
Spirit Siphon
- Unlock : Level 5
An arrow that sucks the life out of someone. Whoever gets hit by an arrow enchanted with this pact will see any health regeneration they have be nullified, however the person who shot this arrow will lose as much health their target should’ve regenerated. This effect lasts 5 turns or ends once the shooter or target dies.
Punishment
- Unlock : Level 10
More commonly known as the “Flagellant Arrow”, this pact links your own body with the body of whoever got shot, making both of you share any pain you feel7 and share surface level physical injuries8 for the next 5 turns, until one of you dies, or until the pact is made with someone else.
Eyes on the Prize
- Unlock : Level 25
This pact replaces one of your functional9 eyes with a demon eye for 10 turns, making anything you would consider as a “target” visually stand out perfectly, no matter the conditions, as long as you have direct line of sight to them, and giving you perfect accuracy10 for the next 10 turns. After the duration of this pact is over, your demon eye disappears, leaving you with a missing eye.
Glass Cannon
- Unlock : Level 50
Activating this pact doubles your next arrow’s damage but simply shooting it will destroy all the bones in both your arms up to (and including) your shoulders. Using this ability when your bones are already damaged will lead to them being pulverised.
Voodoo Shot
- Unlock : Level 75
This makes whoever is hit by your next arrow share their entire body with you, and vice versa. Once the effect is activated11, any damage you take, they will also take, and any physical wounds you suffer, they will suffer, the only thing that isn’t shared is death. This pact ends once one of you die or faints.
Death Pact
- Unlock : Level 100
If I go down, I’m bringing you down with me. A pact that puts your entire life force into the next arrow you shoot. Whatever or whoever gets hit by your next arrow will lose as much health as you had. Even if the arrow doesn’t hit anyone, you die upon releasing the bowstring after having used this pact.
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Generally through the use of magic. ↩
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Making 8 arrows requires 1 material. ↩
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In a radius of about a meter. ↩
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This skill cannot be used with an assassin bow. ↩
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The targets will be the closest people within a 1-meter radius of the target or no one. ↩
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Except elemental-less magic resistance, no magic resistance will work against this spell. This damage type will be simultaneously increased by every single elemental damage buff you have. ↩
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The pain that is shared is the pain felt by you and your target, so if one of you cannot feel any pain, or feels reduced pain, this will apply to both of you. This also means that someone who is used to pain would fully share the pain even though they are less affected by it. ↩
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Physical injuries, but not damage is shared. For reference, one of you getting decapitated would remove all the skin and a bit of flesh from the other’s neck, causing bleeding, but no serious damage as enough tissue would be left to hold the muscles and bones in place, however, enough would be lost to cause scars. ↩
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This pact requires the eye that gets replaced to work. ↩
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However, your arrows are not assured to hit their target, they are simply assured to go where you aimed. Meaning that you would be immune to any accuracy reductions but could still be baited by illusions. ↩
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The effect is activated as the moment the arrow enters its target, so you also take the arrow damage. ↩