Choosing, crafting and recovering ammunition
Choose which rounds to fire
In Adventure, bows use arrows, crossbows use bolts and slings use shot. A matching loaded stack fires before anything in the pack. Automatic pack selection chooses the lowest ammunition tier, keeping pack order for equal tiers. Protect and Retain both exclude a stack from that pack search. Once a matching stack is deliberately loaded, its Protect or Retain flag does not prevent firing.
Keep another loaded class
If your quiver holds a different ammunition class, a matching pack stack can fire without replacing that loaded stack. When the quiver is empty or already matches, using a pack stack loads its remaining rounds into the quiver. A valid shot spends a round before its accuracy roll. Misses and dodges spend ammunition too. Refusing a shot for lack of ammo does not spend a turn.
Recovering rounds
Arrow, Crossbow Bolt and River Pebble have a 25% recovery roll. Every current higher-tier ammunition type has a 40% roll. A successful roll attempts to leave 1 round of the same type near impact, using its ordinary inventory factory. The roll occurs before accuracy, so a miss or dodge can leave a recoverable round. The ground still needs somewhere to hold it, and recovery does not automatically return the round to your quiver.
Accuracy, criticals and armour
Keen Arrow adds 8 percentage points to accuracy and 3 to critical chance. Smooth Shot adds 6 accuracy points, while River Pebble subtracts 10. The first accuracy roll stays between 5% and 100%, then a target with a dodge chance gets its own separate roll. Ammunition damage is added before a critical doubles the shot’s damage. Broadhead Arrow and Heavy Bolt bypass ordinary creature armour on the primary hit. Physical resistance and boss spell shields still have separate rules.
Sling-stone push
Sling-stone adds 3 damage and can push a surviving nonboss target 1 tile away. The next tile must be ground creatures can walk on, free of another living creature and clear of the shooter. An obstruction prevents the push. This round does not apply a separate stun status.
Fire Arrow and Firestone Shot
Fire Arrow applies Blistered for a base 4 turns on a surviving target, while Firestone Shot applies it for a base 3. The target must not be immune. A fresh ammunition burn deals a base 2 damage per status tick and keeps Blistered’s 50% vulnerability to fire-tagged spells. Deep or shallow water removes this fire-marked status in the dousing pass. Existing status strength, Affinage and other protection can change the result. These rounds do not automatically create a ground fire.
Frost Arrow
A surviving target that is not immune receives ordinary Frozen for a base 3 turns. A fresh Frozen stuns for 1 turn. After that stun, it skips the creature’s actions on alternating turns. Ordinary Frozen also increases damage taken by 50% while it remains. Another Frost Arrow refreshes remaining duration but does not restore spent stun turns. A stronger existing Frozen intensity can merge with this application.
Crafting and handbooks
Arrow, Crossbow Bolt, River Pebble and Smooth Shot crafting patterns are known from the start. Fletcher’s Handbook reveals Keen, Broadhead, Barbed, Fire and Frost Arrows, plus Heavy Bolts. Slinger’s Notes reveals Sling-stones and Firestone Shot. The twelve item pages list exact batch sizes and ingredients. These are ordinary Adventure crafting routes, with the output and cost rebuilt from the current recipe when the action is taken.
Ammunition from defeated shooters
A defeated physical shooter has a 40% chance to roll 1 to 3 basic rounds of its own ammunition class. Skeleton Archers, Dungeon Archers and Crystalline Archers provide arrows, Crossbow Skeletons provide bolts and Goblin Slingers provide pebbles. Spitting and spellcasting creatures do not supply ammunition just because they fight at range. This does not depend on your equipped weapon. Item Find does not multiply the scavenge roll, and normal loot delivery settings still apply.
Crossbow reload time
A crossbow normally sets its next ready deadline 2 turns after firing. The shot itself ordinarily advances one of those turns, leaving one more world turn before the next shot. Other actions can pass that time. Movement only advances the world as its movement cost accumulates, so a single fast step need not finish the reload. A refused reload attempt spends neither ammo nor a turn.
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