Magic Quiver
| Magic Quiver | |
|---|---|
| Type | Trinket |
| Location | Monsters; Crates and Barrels; Skull Cavern Treasure Rooms |
| Sell Price | 1000g |
The Magic Quiver turns the farmer into a slow, automatic archer. Whenever a monster comes near, an arrow flies off on its own and hits whatever is in front, with no aiming and no ammunition to buy. It is the only trinket that deals damage, and it is the only companion effect whose kills still count: monsters shot down by an arrow tick off Guild slaying quests and eradication goals like any other kill. The quiver becomes available once Combat Mastery has been claimed, then drops underground from monsters, from smashed crates and barrels, and from chests in Skull Cavern treasure rooms. It also arrives in one of several forms, and the Anvil can change which one, which makes it the most heavily rerolled trinket of the lot.
Location
The trinket slot is the first requirement. It appears after the Combat pillar inside the Mastery Cave has been claimed, and the cave in Cindersap Forest opens its door only for a farmer with all five skills at level ten and Mastery Points to spend.
From there the quiver arrives as a random trinket drop. Monster kills give a small chance that rises with the monster's own health, so tougher creatures are better farming than weak ones. Crates and barrels in the Mines, the Skull Cavern and the Quarry Mine carry a chance that increases with depth. Skull Cavern treasure rooms hold a small chance per chest and grow more common the deeper the dive.
Both drop formulas read the day's luck and any luck buff, so a morning fortune worth having makes a farming session noticeably better.
Effect
Arrows fire by themselves once a monster is within roughly seven or eight tiles, aimed at the nearest target. The arrow damages the first monster in its path and anything overlapping it, pushes the target back a little, and sails through rocks, weeds and ore nodes without stopping. The reach is well beyond sword range, so a farmer mining quietly on one side of a room is already chipping at whatever is approaching from the other.
The damage is real but modest. Players who use the quiver describe it as a steady trickle rather than a killing blow, good for clearing weak nuisances and for wearing down a crowd while the farmer gets on with something else. It earns its keep in the Volcano Dungeon, where fire sprites close in from all sides, and it has an odd secondary use as a detector: an arrow flying at an apparently empty rock usually means a Rock Crab is hiding there.
The knockback is the catch. Arrows shove monsters away, which spreads a group out instead of keeping it bunched, and that can make a serpent take several charges to finish instead of one. Farmers who prefer their enemies pinned in place rather than scattered tend to pick the Ice Rod instead, and some carry both and swap by location.
Its form matters more than anything else. A quiver can arrive plain, or as a Rapid Magic Quiver that fires in rapid bursts for little damage each, or as a Heavy Magic Quiver that hits hard on a long cooldown, or as the Perfect Magic Quiver, which is uncommon and fixed at the best combination of speed and damage. Plain quivers are by far the most frequent, and the others are what the Anvil is for.
Notes
Rerolling is where the iridium goes. An Anvil, built from fifty iron bars with the recipe Combat Mastery supplies, rerolls both the form and its numbers for three iridium bars each attempt. A reroll can land the same form with different figures, so even a farmer happy with a Heavy quiver may keep feeding bars in to improve it. The Perfect version is the usual target and it takes a long run of attempts to see.
The quiver interacts with gear in ways worth knowing. Its arrows grow stronger with the Combat skill's own damage bonuses, but rings that raise weapon damage do nothing for them. A Napalm Ring makes the arrows set off its explosions. An arrow fired while the farmer holds an enchanted weapon borrows that enchantment's bonus, and an arrow fired at a Rock Crab while a pickaxe is in hand strips the shell exactly as a pickaxe swing would.
The Wizard likes the quiver, which is more than can be said for the rest of the town. The effect does not stack, so a duplicate is best sold to Marlon at the Adventurer's Guild for a round thousand.
All Trinkets
Every entry in this group, with its key details.
| Name | Image | Price |
|---|---|---|
| Basilisk Paw | 1000g | |
| Fairy Box | 1000g | |
| Frog Egg | 1000g | |
| Golden Spur | 1000g | |
| Ice Rod | 1000g | |
| Magic Hair Gel | 1000g | |
| Magic Quiver | 1000g | |
| Parrot Egg | 1000g |