
How to craft it
the second hit arrives late
Every arrow leaves behind a ghost of its own flight path that fires again a moment afterward and does the same damage. Against a target that holds position, that is close to a free second volley. Against something crossing the screen, the ghost retraces where the enemy used to be and connects with nothing. Which of those two you get is the whole story of this ammunition.
it does not follow you
The retraced shot starts from the spot you fired from, not from wherever you have drifted to since. Moving after the shot changes nothing about where it goes. That makes this ammunition much better for a player holding a fixed platform and letting enemies come to a set line than for one kiting in circles. Build the arena around a firing lane and the doubling becomes reliable.
multishot bows multiply it
Each arrow in a volley produces its own retrace, so a bow that fires several at once puts out a wall of them a half second behind the original spread. That is where the ammunition looks strongest, and it is worth switching bows for.
short range
Both the arrow and its echo expire quickly, well before most endgame ammunition would. Sniping across a long arena wastes them. Fight at medium range where both halves land inside their lifespan.




Ancient Manipulator