Magic Arrow (one point)

Clvl: 1
Prerequisites: None.
Effect: Creates an arrow composed entirely from mana.
Properties: Can be blocked, dodged, works with all passive skills, steals life/mana, treated as normal attack, can be resisted/negated via physical resistance/immunity, uses no arrows.
Synergy from: None.
Synergy to: None.

Magic Arrow converts a percentage (equal to slvl) of your physical damage to magic damage, then adds additional magical damage (equal to slvl) on top of that. This additional magic damage is added onto the normal arrow after Dexterity bonuses (+1 means that if your normal arrows deal 100-200 damage, your Magic Arrow will deal 101-201 damage). Magic Arrow is useful against certain uniques: instead of wasting arrows strafing a single physical resistant unique, plink away at it with magic arrows while your minions keep it busy. While the damage is less, the mana cost is nil with no loss of arrows. With its low mana cost, any bowazon would find it beneficial to use Magic Arrow until she can consistently leech back enough mana to support the attack skill of her choice. However, there's no need to invest more than a single point due to its high obsolescence factor.


M'avina's Caster grand matron bow (slvl-1), Widowmaker ward bow (slvl-11), Witchwild String short siege bow (slvl-20), Witherstring hunter's bow (slvl-3), and Wizendraw long battle bow (slvl-5), the bows that fire magic arrows, will only do so when using a normal attack; all other bow skills (including Magic Arrow) will override the magic arrow property of these bows.


Like all bow/crossbow skills, Magic Arrow can be used as a primary attack (assigned to the left mouse or main attack button).


last updated: Saturday, September 18, 2004
© 2000-2007 AK404. All rights reserved.

move to previous section go to the index move to next section