Bows
Bows are secondary weapons that leave your melee weapon available. Start with the
Basic Bow
in the secondary tree, then upgrade to
Bow
and
Great Bow. Each shot spends resources, including shots that miss.
Mechanics
Section titled “Mechanics”Hold Use item (left mouse button by default) or enable Auto attack (E by default) for repeated shots. Without enough of every required resource, nothing fires or is spent, but the firing cooldown still starts. Changing items does not reset it.
Arrows have a range of 12 units from their launch point. Enemy walls stop them, while allied players and walls let them pass. Trees, stones and gifts stop arrows without yielding resources or opening gifts. Higher tiers do not add range or penetration.
You must survive until your arrow hits to receive its kill rewards. When an arrow kills a
zombie,
you receive 50 % of its usual gold and experience, even if you
dealt melee damage earlier. Enemy structures give the
same reduced rewards when destroyed by an arrow. Player kills use the usual
loot rules.
All bow tiers leave you at 70 % of normal speed while held, before other effects.
Comparison
Section titled “Comparison”| Item | Base player damage | Cost per use | Unlock |
|---|---|---|---|
| 6 | Lv 5 | ||
| 8 | Lv 11from | ||
| 12 | Lv 14from |
Base damage per hit against players.
Basic Bow fires 1.5 arrows per second. Bow and Great Bow each fire 2 arrows per second. Bow adds damage and a stone cost; Great Bow increases damage and ammunition costs again without changing the firing rate.
Unlocking
Section titled “Unlocking”Each bow upgrade spends 1 secondary upgrade point without charging resources. The table’s resource costs apply to ammunition. Choosing bows closes the shield branch for this life, and later upgrades replace your previous bow.