Skip to content
NightZ.io Wiki

Projectiles

Arrows from bows and turrets stop at enemy cover, so a wall can intercept a shot meant for a player. The Reaper throws its Scythe through players and structures, so a wall does not necessarily protect you from a throw.

Base projectile stats before shields and other damage modifiers
ProjectileFired byDamage per hitSpeed (units/s)Range (units)Hits per shot
PlayersZombiesStructuresResources
Basic Bow arrowBasic Bow6.0064018121
Bow arrowBow8.0086018121
Great Bow arrowGreat Bow12.00128018121
Wooden Turret arrowWooden Turret8.008002081
Stone Turret arrowStone Turret10.0010002081
Reinforced Stone Turret arrowReinforced Stone Turret12.0012002081
Thrown scytheReaper6.6610120016143

Projectiles travel straight after firing. They do not follow moving targets or return to their owners. Bow upgrades increase damage without changing projectile speed or range.

An arrow disappears when it hits a non-allied target, even if it deals no damage. Trees, stone deposits, gold mines and gifts block arrows without being damaged or harvested. A player with Spawn protection also stops them.

Your own walls and members of your group let arrows through. Projectiles ignore other projectiles and the Landmine.

Turret arrows cannot damage structures, but an enemy Wooden Wall still stops them.

The thrown scythe disappears at its range limit or after 3 hits against players or structures. A shield or Spawn protection does not prevent a hit from counting. Resources and gifts do not use up hits, and the scythe passes through zombies allied with the Reaper. It can hit you again if you move away from it and then touch it again.

The scythe pulls you toward it unless you have Spawn protection. While the Reaper is alive, a hit also applies Bleeding for 6 seconds, including through a shield.

Shields reduce projectile damage when the shot hits the shield in your hands. Face the shot to block it; holding a shield does not protect every angle. Shields protect against both arrows and the thrown scythe, but they do not reflect projectiles.

Projectile kills pay 50% of the melee gold and experience rewards for zombies and the Reaper. The same reduction applies to resources and experience from destroying structures. The final hit decides this reduction regardless of how you dealt the earlier damage. Player kills pay the same killer’s share as melee, explained in death and respawn. You must still be alive to receive kill rewards from your arrows or turrets.