Hi!
I’m aware of the current issue “Quivers not changing Rune damage type”
(bug report: https://forum.norestforthewicked.com/t/quivers-not-changing-rune-damage-type/21831).
However, I’d like to suggest not fixing this behavior by simply unifying damage types, but instead expanding it into a deliberate mechanic, because it has huge potential for multi-element builds.
Right now, this interaction already allows interesting elemental separation between basic attacks and rune attacks. With a bit of refinement, it could become a very strong and unique system.
Suggested behavior:
1. Bow without elemental facet / gem
If the bow itself has no elemental infusion:
-
The quiver element should apply to:
-
basic attacks
-
evasion attacks
-
rune attacks that do not have their own element
-
-
Rune attacks that explicitly specify an element should still override everything, as they do now.
In short:
Quiver affects all bow-based attacks except runes with an explicit element.
2. Bow with elemental facet / gem + quiver with a different element
If the bow does have an elemental facet or infusion, and the quiver has a different element, then:
-
Bow infusion / facet determines the element of:
- rune attacks without an explicit element
-
Quiver determines the element of:
-
basic attacks
-
evasion attacks
-
This creates a clean and intuitive split:
-
Weapon element → rune attacks
-
Quiver element → basic / evasive attacks
Example use case
Let’s say I have:
-
a Voltaic (Lightning) Bow
-
a Fire Quiver
With this system:
-
Basic attacks apply Fire, building Burning
-
Rune attacks apply Lightning
This allows players to naturally trigger mechanics like Overload
(Lightning damage against Burning enemies) without swapping quivers mid-combat:
-
build Burning with basic attacks
-
use a rune attack → BOOM
Why this is valuable
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Encourages multi-element builds without complexity overload
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Makes quivers and bow infusions feel like distinct, meaningful layers
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Turns a current “bug” into a feature with real build depth
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Fits perfectly with new elemental synergies like Searing, Overload, and Fester
I believe this interaction could be worth refining rather than fixing, as it opens up some interesting build possibilities.
Thanks for your time, and great work on the game!