Overview
A Mythic Frost war bow built on preparation: it chills and freezes, lays Cold Anchors in the ground, and shatters what it has frozen. It is also the strongest bow there is. Anyone who legitimately holds it can use it — no Frost mastery needed — and it costs no Mana.
Controls
| Input | Action |
|---|---|
| Left mouse — tap | Frost Arrow: a quick shot carrying a little cold. It builds Chill. |
| Left mouse — hold, release | The long draw: up to 1.5 s to full draw, and an early release is still a valid shot. The arrow carries more cold the longer you draw. Moving while drawing is slow, a stagger interrupts it, and holding past full draw makes your aim visibly wander. |
| Release at full draw | Fires a Cold Anchor (see below), whether or not you are aiming. |
| Right mouse — hold | Precision Aim: the bow’s fading aim line. Optional — you never need it to fire. |
No ammunition
Each draw forms its own arrow.
The arrow
- Through water, an arrow sheds its cold into the water; aimed at water, it ends there and pours most of its cold in.
- Hitting a character, it applies Chill (more on Wet targets). Enough Chill freezes them. Cinderheart’s Heat absorbs the cold first. No arrow stays in the body.
- Hitting an object, it stores cold that can make it Brittle.
- Hitting the ground, an ordinary arrow leaves a small patch of frost.
Cold Reserve
The bow keeps its own Cold Reserve — stored cold, not Mana. It fills only from meaningful Frost hits on real enemies: adding Chill, freezing a target, shattering one. Shooting scenery gives nothing, and it never refills on its own. Standing on cold ground makes it fill faster; heat or burning drains it.
Cold Anchors
A fully drawn arrow that embeds in the ground or an object becomes a Cold Anchor, at a cost of Cold Reserve. An anchor is a lasting source of cold: wet ground around it can freeze into ice, which is slippery like any ice. Anchors never form in a character or in water. You can have up to three; a new one ends your oldest.
Shatter
A drawn arrow that hits a Frozen target shatters it. The more you drew, and the more energy the arrow still has, the stronger the Shatter. It ends the freeze, deals a heavy but bounded blunt hit — never a percentage of health, never an instant kill — and leaves the target Chilled and Brittle. Quick arrows never shatter.
Ice
Ice needs water. The wielder slips on their own ice like anyone else.
Not yet in the game
Walking on frozen water, hit regions for precise shots, Cold Welding and the bow’s sounds are planned for later.
Current values (development — subject to change)
| Value | Current |
|---|---|
| Full draw | 1.5 s |
| Cold Anchor cost | 25 Cold Reserve |
| Cold Anchors per wielder | 3 |
| Cold Reserve | 0–100 |
Ownership
Mythics are unique item instances. More than one copy can exist; they are not soulbound and can be traded. See Mythics for what happens to a dropped Mythic.
Connections
See also
- Mythics Game system
- Mythic interactions Game system