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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 6 arrows every 2 turns2.

Quickdraw

  • Unlock : Level 75

You have become quite dexterous and can now pull out items in 1 less turn than usual3.

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.

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 1d4/2 * 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. This skill makes every enemy around the real target take half the arrow damage as chaos elemental damage, however if the real arrow misses, every fake arrow will also seem to miss.

Wind - Gale Force

  • Mana cost : 350

This spell creates strong winds that allow your arrow to reach astonishing speeds, adding 1d4/2 * 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 next, adding 1d4/2 * 3 * MAG cold elemental damage to it and freezing the body part that was hit for 1 turn.

Fire - Burning Arrow

  • Mana cost : 350

This ability makes you arrow burn upon impact, making it deal 1d4/2 * 3 * MAG additional fire elemental damage and making the target burn.

Earth - Heavy Arrow

  • Mana cost : 350

This spell turns your arrow into stone without making it harder for it to fly through the air. This ability increases your bow’s 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 1d4/2 * 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 Beam

  • Mana cost : 350

This spell makes your arrow emit strong light, blinding anyone hit by it for 1 turn and adding 1d4/2 * 3 * MAG light elemental damage to it.

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 it4 for 3 turns, however, you are still able to see within this darkness, and making it deal an additional 1d4/2 * 4 * MAG dark elemental damage.

Chaos - Occult Sightings

  • Mana cost : 1000

This spell makes an arrow insanity inducing. Anyone hit by your arrow will become panicked, if this effect is still occurring while they get tired, they will start to lose their mind instead. This effect lasts 25 turns and can be refreshed.

Wind - Typhoon5

  • Mana cost : 1000

This spell creates a violent gust behind your arrow, making it go at speeds unperceivable to the human eye. This arrow damage the arrow, making it deal only 1d4/2 * (5 * AGI), but it makes it fully pierce armor and also able to deal damage lines of enemies.

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, freezing the area around arrow completely for a turn and making them unable to even properly contract their muscles in the affected region for two turns. This spell also adds 1d4/2 * 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, causing great pain, and dealing and addition 1d4/2 * 4 * MAG fire elemental damage to your attack.

Earth - Abyssal Strength

  • Mana cost : 1000

Temporarily turns your arrow in abyssal steel. This ability increases your bow’s statistical multiplier by 3.

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, it will paralyze both their arms or both their legs depending on where you shot the arrow and adding 1d4/2 * (4 * MAG + LVL * 10) nature damage to it.

Thunder - Thunderbolt

  • Mana cost : 1000

This spell turns your arrow itself into a bolt of lightning, making it reach its target instantaneously, and dealing an additional 1d4/2 * 3 * MAG thunder elemental damage to its target which can also arc to two additional targets6. 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) who looks at it for one turn, and making it deal an additional 1d4/2 * 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 time of magic simultaneously, adding 1d4/2 * (5 * MAG + LVL * 20) as pure7 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 breaks your mind, making you more and more insane with every shot.

Spirit Syphon

  • 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 take as much damage as their target should’ve regenerated health to their own health directly. This effect gets disabled after 5 turns or after you or the target dies.

Punishment

  • Unlock : Level 10

More commonly known as the flagellant arrow, this pact links your own body with the body of whoever gets hit by your arrow, making both of you completely share any pain you feel8 and share surface level physical injuries9 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 functional10 eyes with a demon eye for 10 turns, making anything you would consider as a “target” stand out and perfectly clear, no matter the vision condition, as long as you have direct line of sight to them, and giving you perfect accuracy11 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 makes your next arrow’s damage be tripled but showing an arrow with this much strength also instantly breaks all the bones in both your arms up to (and including) your shoulders. Using this ability when your bones are already damaged or still partially broken will tear off and completely destroy your arms.

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 activated12, 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 take as much damage as you have health. Even if the arrow doesn’t hit anyone, you die upon using this pact.


  1. Generally through the use of magic.

  2. Making 6 arrows requires 1 material.

  3. Things that already took no turns to be pulled out like daggers will instead see the time needed to put them away be reduced by a turn.

  4. In a radius of about a meter.

  5. This skill cannot be used with an assassin bow.

  6. The targets will be the closest people within a 1-meter radius of the target or no one.

  7. Except elemental-less magic resistance, no magic resistance will work against this spell.

  8. 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.

  9. 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.

  10. This pact requires the eye that gets replaced to work.

  11. However, they are not assured to hit their target, they are only assured to go where you aimed.

  12. The effect is activated as the moment the arrow enters its target, so you also take the arrow damage.