# Expand Quiver & Bow Infusion Interaction Instead of Fixing It

**URL:** <https://forum.norestforthewicked.com/t/expand-quiver-bow-infusion-interaction-instead-of-fixing-it/23088>\
**Category:** Wicked Feedback\
**Tags:** weapons\
**Created:** [January 30, 2026, 5:47pm UTC](https://forum.norestforthewicked.com/t/expand-quiver-bow-infusion-interaction-instead-of-fixing-it/23088 "2026-01-30T17:47:13Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![wari0](https://yyz1.discourse-cdn.com/flex003/user_avatar/forum.norestforthewicked.com/wari0/32/13827_2.png) [@wari0](https://forum.norestforthewicked.com/u/wari0)\
**Post date:** [January 30, 2026, 5:47pm UTC](https://forum.norestforthewicked.com/t/expand-quiver-bow-infusion-interaction-instead-of-fixing-it/23088/1 "2026-01-30T17:47:13Z")

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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](https://forum.norestforthewicked.com/t/quivers-not-changing-rune-damage-type/21831?utm_source=chatgpt.com)).

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:

- 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:

- **Quiver** determines the element of:

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

- Encourages **multi-element builds** without complexity overload

- Makes quivers and bow infusions feel like **distinct, meaningful layers**

- Turns a current “bug” into a **feature with real build depth**

- 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!
