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Ammo Pouches ​

An ammo pouch is a carried container — a quiver, a bolt case, a bullet bag, a dart pouch, a shuriken case or an axe sling — that draws you a full stack of ammunition once a day. It drops at every tier, and its sockets are the whole point: whatever gems you set into the pouch ride on every round it produces.

Why Bother ​

If you shoot a bow, your damage does not come from the bow. Enhancement and elemental damage never apply to a shot fired from a launcher — they have to be on the ammunition. That normally means your best arrows are a consumable you burn through and lose.

A pouch fixes that. The gems live in the pouch, which is permanent; the arrows are disposable and remade every rest. Socket a Fire gem into a quiver once and every arrow you draw from then on carries it.

Using One ​

Activate the pouch — no target needed, it works on you. You get 999 rounds carrying everything socketed into it.

  • One draw per pouch per day, refilled when you rest. Each pouch has its own charge, so carrying a second one is worth it.
  • Nothing is replaced. Each draw is a new stack that sits alongside what you already carry, so you can keep a fire stack and a cold stack and swap as you need them.
  • The new stack is equipped only if that slot is empty. It will never unseat a stack you just nocked, and for thrown ammunition (which goes in your hand) it will never pull a weapon out of your grip.

What Comes Out ​

Pouches drop already carrying damage — an empty one would just hand you plain arrows. How much depends on tier, and the rest of the sockets are yours to fill.

TierSocketsFilled on dropOpenDamage per gem
Common1101d4–1d6
Enhanced2111d6
Magic3121d6
Rare4221d6–1d8
Mythic5321d8–1d10
Epic6421d8–1d10
Titanic7521d10–2d6
Legendary8622d6–2d10

A fully gemmed pouch matches a dropped stack of its own tier, property for property — a Titanic quiver with all seven sockets filled carries exactly what a Titanic arrow stack rolls. It arrives with most of them already in, and a seeded gem is worth exactly what that tier would roll onto a weapon. The pouch's description lists what it will produce, e.g. Draws 999 Arrows once per day. Carrying: Fire 1d8, Cold 1d6 — and that line updates as you socket it.

Sockets ​

A pouch has no properties of its own — the sockets are its entire value. See Gem Socketing for how gems work.

A pouch only accepts gems that would work on the ammunition it makes. It is treated as that ammunition for socketing purposes, not as a bag, so the same restrictions apply that would apply to the arrows themselves:

GemQuiver / Bolt Case / Bullet BagDart Pouch / Shuriken Case / Axe Sling
Damage Bonus (any type)yesyes
Vampiric Regenerationyesyes
Enhancement Bonusnoyes
Keen, Mighty, Attack Bonus, Massive Criticals, Extra Rangednono

Mighty, Massive Criticals and Extra Ranged Damage belong on the bow, not on what it fires — put those gems in the launcher.

The Ammunition ​

Drawn ammunition is plot-flagged: no merchant will buy it. A thousand sellable rounds a day would just be free money — the value is in the pouch, and the pouch is the thing you sell.

You can still drop it, stash it or hand it to someone else. It is otherwise ordinary ammunition: it runs out as you shoot it, and you can pick spent rounds back up.

Pouch Kinds ​

PouchProducesFor
QuiverArrowsLongbow, shortbow
Bolt CaseBoltsLight and heavy crossbow
Bullet BagBulletsSling
Dart PouchDartsThrown
Shuriken CaseShurikenThrown
Axe SlingThrowing axesThrown

Pouches drop more often for characters carrying the matching weapon, and a pouch that drops while you have a ranged weapon in hand will usually be the kind that weapon uses.

Gibrigorn's Forge ​

Pouches are accepted at the forge, with one service of the three:

  • Merge (Lastanvil / Erivar) — four pouches of the same kind and same tier become one of the next tier up, cut for more sockets and arriving with more damage already seated. Four Epic Quivers make a Titanic Quiver.
  • Temper — refused. A pouch's damage lives in its gems, not in its iron; set a better stone instead.
  • Reshape — refused. The fire works arms and armor.

Two things to know before you feed four in:

Kind must match, not just shape. A Quiver and a Bolt Case look like the same kind of bag to the fire's eye but are not interchangeable, and neither are a Bullet Bag and a Dart Pouch. Four alike or nothing.

Gems do not carry over. The merged pouch is made fresh, with its own seeded damage types rolled at the new tier — anything you socketed into the four is lost with them. Pull your gems out first if you want them, or merge pouches you have not invested in.

Pouches vs Spirit Vessels ​

A spirit vessel does a similar thing, but it is a different animal: a vessel is soulbound, is never looted, and grows with your kills. A pouch is ordinary loot — you find better ones and customize them with gems rather than levelling them.

Wyrdwood player reference.