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CorpusValheim

Nord Bow

Bows

This bow shall find its target with a golden precision.

Nord Bow

Processing recipe

Produces 1 unit(s). All listed ingredients are required. Cooking finishes after the cook time; this station cannot overcook items Fuel use requires an uncooked item Requires Liquid Frost; fuel burns over operating time, shared across occupied slots. Operating fuel is additional to ingredient totals

  1. ×1Cast: Nord Bow
  2. MakesNord Bow

Required stations

Upgrade-only recipe

Cannot create an initial item. All listed ingredients are required. Upgrade quantities use the reviewed stepped quality rule: multiplier q − 1 below quality 4, then 4 + (q − 4)/2. The result is rounded down. Forge-only resources are listed separately and are not ingredients for ordinary crafting/upgrading. Upgrade only; this recipe cannot create the initial item

Forge upgrade resources

Only an upgrader station uses these marked resources; ordinary stations and initial crafting exclude them. Each marked resource adds its base amount to the stepped quality cost. Review resource-specific success, break and refund outcomes in equipment comparison.

Attacks

Base attack parameters before skill and status modifiers. Animation timing and actual DPS are not inferred.

Compatible ammunition

Items with the exact matching ammunition type. The game prefers matching equipped ammunition still in your inventory, then searches inventory slots. Consumables must also pass their consumption checks. Compatibility does not predict damage, catch rate or effect availability.

Floating configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Practical guidance

Editorial

Terrain operations apply level, raise, smooth then paint in that order. Level/raise deltas clamp to [-8,8] metres; smoothing stores a separate [-1,1] metre delta. Circular raise falloff is (1-distance/radius)^power; smoothing uses 1-(distance/radius)^power even when its square flag is supplied. Buoyancy uses clamped immersion fraction, force scaled by fixedDt*50 and mass, followed by damping. Static unsupported objects lower by 0.2 metres per fall update until the queried support height. Wear updates are batched at an adaptive five to one hundred components per frame around a one-second target; exact update cadence is not fixed. Liquid grids redistribute depth then drain edge cells; surface waves depend on world/time/geometry.

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Game version 1.0.12Version, artwork & sources