The Arrow Remains
🟡 Updated this yearPreview

🔍 Analysis
- 🏆 #598 of 758 Gameplay mods in this game by downloads
📋 About This Mod
Henry's shoulder arrow wound persists as a real injury. Bows, polearms, two-handed weapons, and shields become near-unusable. One-handed combat is penalized. The wound heals over 14 in-game days through four phases. Uses native buff system
The arrow that struck Henry's shoulder didn't just leave a scar — it left consequences.
This mod turns the shoulder wound from the game's opening into a persistent injury that affects combat while the wound heals. Instead of Henry shrugging off an arrow to the shoulder and fighting like nothing happened, you'll need to adapt your playstyle for days — or months, depending on the variant you choose.
What It Does
The injury triggers at the correct narrative moment — when Henry wakes at Herbwoman Bozhena's house during the Fortuna quest. A Storm rule fires at soul initialization and sets a marker; the Lua script picks it up and applies the injury debuff (visible in the Buffs tab with the injured torso icon) along with invisible weapon-specific restriction buffs.
These aren't artificial restrictions — they use the same weapon-type implementations the game uses for its own perks and buffs.
Crippled Weapons (Acute + Recovering phases):
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[]Bows / Crossbows — 90% accuracy loss, 90% arrow damage loss
[
]Polearms — 5× stamina cost, 80% slower, 90% less damage[]Two-Handed Swords — 5× stamina cost, 80% slower, 90% less damage
[]Heavy Weapons — 5× stamina cost, 80% slower, 90% less damage
[]Shields — provide almost no protection
Penalized Weapons (Acute + Recovering phases):
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[]One-Handed Weapons — 30% more stamina cost, 30% worse defense
[]Unarmed — 30% worse defense
All non-combat activities (speech, alchemy, scholarship, stealth, etc.) are unaffected.
Healing Phases
The injury heals automatically as game time passes. Sleeping advances game time fastest, but all gameplay contributes. The Buffs tab entry shows a depleting progress bar. A HUD message appears on each phase transition.
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[]Acute (Days 0–2) — All weapon blocks active, maximum stat penalties (30% slower, 30% weaker, 15% less agile)
[]Recovering (Days 3–9) — All weapon blocks remain, penalties reduced (15% slower, 15% weaker, 7. 5% less agile)
[]Nearly Healed (Days 10–13) — Only ranged still blocked, minimal penalty (5% slower)
[]Healed (Day 14+) — All restrictions removed
Four healing duration variants are included. The main file uses 14 days; the others are in the Optional files.
[]7 day — Acute: 0–1 | Recovering: 2–4 | Nearly Healed: 5–6 | Healed: 7+
[]14 day (default) — Acute: 0–2 | Recovering: 3–9 | Nearly Healed: 10–13 | Healed: 14+
[]30 day — Acute: 0–6 | Recovering: 7–21 | Nearly Healed: 22–29 | Healed: 30+
[*]60 day — Acute: 0–12 | Recovering: 13–42 | Nearly Healed: 43–59 | Healed: 60+
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[]Acute (Days 0–2) — All weapon blocks active, maximum stat penalties (30% slower, 30% weaker, 15% less agile)
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[]One-Handed Weapons — 30% more stamina cost, 30% worse defense
📊 Mod Details
- Game
- Kingdom Come 2 Mods
- Author
- Arete
- Version
- 1.2
- Downloads
- 269
- Endorsements
- 0
- Category
- Gameplay
- Created
- 2/17/2026
- Updated
- 3/4/2026
🔧 How to Install KCD2 Mods
Use Vortex or manual.
📖 Full step-by-step install guide for KCD2 →
Visit the official mod page for specific installation instructions for this mod.
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