Every Arrow in Dragonwilds: Eight Metals and Four Variants Each

Adventurers in combat in Dragonwilds.

 

    Dragonwilds lists twenty-six arrows, which sounds like a lot until you see the pattern behind it: eight metal tiers, and six of them come in four variants each. Six metals × four variants, plus two starting arrows with no variants, is exactly twenty-six. Once you know the two axes, the whole ammunition system collapses into something you can plan around.

 

The Damage Ladder

 

Card ranking Dragonwilds arrows by base damage.

 

ArrowBase damagePower level
Adamant Arrow42 – 1017
Mithril Arrow34 – 826
Steel Arrow27 – 655
Iron Arrow20 – 484
Bronze Arrow14 – 343
Fang Arrow10 – 242
Stone Arrow5 – 121
Wooden Arrow1

 

    The range is the arrow's contribution across the bow ladder. An Adamant Arrow's 42 – 101 is not a random spread — for the upper tiers, the top of each arrow's range lines up exactly with the best longbow at that power level: Adamant 101 and the Yew Longbow 101, Mithril 82 and the Maple Longbow 82, Steel 65 and the Willow Longbow 65, Iron 48 and the Blightwood Longbow 48. The same arrow in a weaker bow does not reach the top of its range. (The pattern breaks below that: the Bronze Arrow tops out at 34 while the best power-3 bow, the Oak Longbow, deals 28.)

 

    That is the single most useful thing to understand here: the arrow and the bow multiply. A power-7 arrow in a power-2 bow wastes most of its value, and a power-2 arrow in a Yew Longbow wastes the bow.

 

    The step between tiers shrinks as you climb. At the top of each range the jumps run 34 → 48 → 65 → 82 → 101, which is +41%, +35%, +26%, +23% — a big early gain that flattens out. The cheapest upgrade you can make is the earliest one, and there is no single late tier worth rushing for.

 

    Wooden and Stone arrows are the starter pair. The Wooden Arrow has no listed base damage at all — it is the arrow you fire before you have anything else. Fang Arrows at power 2 are the first real upgrade, and they arrive early.

 

Four Variants Per Metal

 

Card explaining the four arrow variants in Dragonwilds.

 

    Six of the eight metals come in four versions, made by adding a single reagent to the plain arrow:

 

VariantReagentStatus effect
PlainNone
BarbedWeapon BarbsBleed
FireFire OilBurning
PoisonedWeapon PoisonPoison

 

    Bronze, Iron, Steel, Mithril, Adamant and Fang all have all four. Stone and Wooden arrows have none — they are plain only, which is another reason the early game feels flat.

 

    Six metals × four variants = 24, plus Stone and Wooden = 26. That accounts for the entire arrow list with nothing left over.

 

    The reagents are the actual crafting problem, not the arrows. Weapon Barbs, Fire Oil and Weapon Poison are brewed items, which puts your ammunition variety behind the Artisan skill and a brewing cauldron rather than behind smithing. A ranged build is a crafting build.

 

    Match the status to the target, not to the tier. As covered in our enemy weakness guide, a lower-tier arrow carrying the right status can outperform a higher-tier plain one — and against anything that resists Pierce outright, the status half is the only damage that lands cleanly.

 

Matching Arrow to Bow

 

Card explaining how to match arrows to bows in Dragonwilds.

 

    Carry the arrow tier that matches your bow's power level. A power 7 Yew Longbow wants Adamant Arrows; putting Bronze in it throws away most of a bow you spent Yew Logs on.

 

    Carry more than one variant. Because the reagent is applied per arrow rather than per bow, a quiver of plain Adamant plus a smaller stack of Poisoned Adamant lets you switch the status effect mid-fight without switching weapons — which is the closest thing a bow user has to the melee player's whetstone-and-enchantment stack.

 

    And know the one bow this does not work with. The Bow of Elidinis — the power 7 masterwork from Mapping The Sands II — carries an effect called Purity of the Moon that "prevents the use of poison, bleed and fire arrows when using this bow." It bans three of your four variants outright.

 

    In exchange, its Blessing of Elidinis makes arrows deal water damage, and kills with water arrows can drop water orbs that restore health. That is a straight trade: your entire status toolkit for one damage type and a healing mechanic. Excellent against things weak to water; a real loss against everything else. Our bow guide covers the rest of that weapon.

 

    Stone and Wooden arrows are worth crafting anyway for training. At power level 1 they cost almost nothing, and Ranged experience does not care how much damage the arrow dealt.

 

Practical tips

  • Twenty-six arrows: eight metals, six of which have four variants each.
  • Base damage runs from Stone's 5–12 to Adamant's 42–101.
  • The arrow's top figure matches the top bow at its power level — they multiply.
  • Four variants: plain, Barbed (Bleed), Fire (Burning), Poisoned (Poison).
  • Reagents are Weapon Barbs, Fire Oil and Weapon Poison — brewed, not smithed.
  • Stone and Wooden arrows have no variants.
  • The Bow of Elidinis bans barbed, poisoned and fire arrows entirely.

 

Running your own Dragonwilds server

 

    Ammunition is consumed, which makes a ranged build a supply chain — brewing cauldron, smithing bench and a chest that has to still be stocked tomorrow. A gamever Dragonwilds server keeps that base persistent with automatic updates and one-click backups, so a quiver you spent an evening crafting is there when the group is.

 

Conclusion

 

    Dragonwilds' twenty-six arrows come from a simple grid: eight metal tiers, of which six have four variants each. Base damage climbs smoothly from Stone (5–12) and Fang (10–24) through Bronze, Iron, Steel and Mithril to Adamant (42–101, power level 7), and the top of each range is what that arrow reaches in the best bow at its power level — arrow and bow multiply, so mismatching them wastes both. The four variants are plain, Barbed for Bleed, Fire for Burning and Poisoned for Poison, made by adding Weapon Barbs, Fire Oil or Weapon Poison — all brewed items, which quietly makes a ranged build an Artisan build. Stone and Wooden arrows have no variants at all. And one weapon opts out entirely: the Bow of Elidinis blocks barbed, poisoned and fire arrows through Purity of the Moon, trading your whole status toolkit for water damage and healing orbs.

 

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