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Frost Arrow
| Fits | Bows |
|---|---|
| On a surviving hit | Frozen for 3 turns, unless the target is immune |
| Round used by the weapon | The loaded matching stack fires first, including a loaded stack marked Protect or Retain. If it is empty or holds another ammo class, the weapon searches the pack for matching unlocked ammunition of the lowest tier. This round’s tier is 3. Equal-tier stacks keep pack order. Both Protect and Retain prevent automatic use from the pack. |
| Damage added by the round | Adds no flat damage beyond the shot’s ordinary damage. |
| Freeze on a surviving hit | A surviving target that is not immune receives ordinary Frozen for a base 3 turns. A fresh application stuns for 1 turn. After the stun, Frozen skips the creature’s actions on alternating turns. It also makes the target take 50% more damage while the ordinary status remains. Refreshing an existing Frozen extends its remaining duration without restoring spent stun actions. Other Frozen intensities can merge with it. |
| Recovery after firing | 40% chance per fired round to attempt leaving 1 inventory round of the same ammunition type on the ground near impact. This roll happens before hit or miss is resolved, so misses and dodges can also leave a recoverable round. Recovery is not guaranteed. |
| Crafting batch | 4 rounds from 4 Arrow and 1 Mineral Water. 0 gold. Learn Fletcher’s Handbook to show this pattern in ordinary Adventure crafting. |
| Verified Blacksmith stock | Tier 5 or higher Blacksmiths have a shelf entry for 6 rounds at a base 28 gold per stack, before vendor modifiers and earlier purchases. |
Recipes that make this
Made through these recipes: Frost Arrows (×4).
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