Every Arrow in Dragonwilds: 25 of Them, and the Arrow Is a Multiplier

Arrows at a fletching bench in Dragonwilds.

 

    Dragonwilds has 25 arrows, and the pattern behind them is simple once you see it: seven power tiers, of which six come in four variants each, plus the Stone Arrow, which has none. Six times four is twenty-four; the Stone Arrow makes twenty-five.

 

    The more useful fact is what an arrow actually contributes. An arrow is a damage multiplier, not a damage number — it multiplies the bow, and only the first five tiers publish any flat damage of their own.

 

The Seven Tiers

 

Card listing every Dragonwilds arrow tier with its multiplier.

 

ArrowPower levelDamage multiplierAdditional damage
Stone Arrow1×0.54 – 9
Fang Arrow2×1.08 – 17
Bronze Arrow3×1.411 – 24
Iron Arrow4×2.020 – 48
Steel Arrow5×2.722 – 46
Mithril Arrow6×3.4Not published
Adamant Arrow7×4.2Not published

 

    The multiplier is the whole ladder — ×0.5 to ×4.2, an 8.4-fold climb from Stone to Adamant. That figure multiplies whatever the bow brings, which is why arrow and bow have to be matched.

 

    The Stone Arrow halves your bow. At ×0.5 it is actively worse than firing nothing would be if that were an option — it is the arrow you use because you have no other.

 

    The Fang Arrow at ×1.0 is the neutral point. From power level 2 onward, the arrow starts adding rather than subtracting.

 

    Two tiers publish no additional damage at all. Mithril and Adamant list a multiplier and nothing else, so any figure you see quoted as their "base damage" is derived rather than published.

 

    And the additional-damage column is not monotonic. Steel's 22 – 46 has a lower top end than Iron's 20 – 48, one tier below it — the multiplier rises from ×2.0 to ×2.7 while the flat damage slightly falls.

 

Why the Arrow Multiplies the Bow

 

    A bow supplies base damage; an arrow supplies a multiplier. That is why a power-7 arrow in a starter bow wastes most of its value, and a Stone Arrow in a Yew Longbow wastes the bow.

 

    Match the tiers. The bow ladder runs to power level 7 as well — Yew Longbow at 101 base damage, Bow of Elidinis at 102 — and the arrow ladder tops out at ×4.2 on the same tier.

 

    The cheapest real upgrade is the earliest one. Going Stone → Fang takes you from ×0.5 to ×1.0 — a doubling — and the Fang Arrow arrives at power level 2.

 

    The step sizes shrink as you climb: ×0.5 → 1.0 → 1.4 → 2.0 → 2.7 → 3.4 → 4.2 is +0.5, +0.4, +0.6, +0.7, +0.7, +0.8 in absolute terms, but in proportion that is +100%, +40%, +43%, +35%, +26%, +24% — a big early gain that flattens.

 

Four Variants, and They Add No Damage

 

Card explaining Dragonwilds' four arrow variants.

 

VariantReagentEffect
Plain—Nothing
BarbedWeapon BarbsBleed
FireFire OilBurning — 5% of max health over six seconds
PoisonedWeapon PoisonPoison — 5% of max health over six seconds

 

    The variants carry the base arrow's numbers exactly. A Bronze Barbed Arrow, a Bronze Fire Arrow and a Poisoned Bronze Arrow all publish power level 3, ×1.4 and 11 – 24 — identical to the plain Bronze Arrow. You are buying a status effect, not damage.

 

    The conversion is one reagent for a full stack. At the Fletching Bench, 33 arrows plus 1 reagent produces 33 variant arrows — so applying a status to your ammunition costs a single unit of Weapon Barbs, Fire Oil or Weapon Poison per 33 shots.

 

    Fire arrows have a skill requirement the others do not: Ranged level 45 to apply Fire Oil.

 

    Burning and Poison are the same size effect — both 5% of maximum health over six seconds — which makes the choice between them a question of what the target resists, not of which hits harder.

 

    All three reagents are brewed or crafted items, which quietly makes a serious ranged build an Artisan build as well.

 

What This Means in Practice

 

Card advising how to pick Dragonwilds arrows.

 

  • Match arrow tier to bow tier. The arrow multiplies; a mismatch wastes whichever side is ahead.
  • Leave Stone Arrows behind as soon as Fang exists. ×0.5 to ×1.0 is the single biggest proportional upgrade on the ladder.
  • Craft variants in bulk, not singly. 33 arrows and one reagent is the unit, so there is no reason to convert a handful.
  • Carry a plain stack and one status stack. Since variants add no damage, plain arrows are strictly better against anything immune to the status.
  • Barbed for sustained fights, Fire or Poison for health pools. 5% of maximum health scales with the target, which makes both far better against a boss than against a rat.
  • Remember weight is not a factor. Every arrow in the game weighs 0.0 and stacks to 999.

 

    One weapon opts out entirely. The Bow of Elidinis blocks barbed, poisoned and fire arrows through its Purity of the Moon effect, trading the whole status toolkit for water damage and healing orbs — see our bow guide.

 

A note on the Wooden Arrow

 

    There is no Wooden Arrow in the game. It has a wiki page, an icon and a description — "A very basic arrow" — but the page is tagged Shelved content and states that wooden arrows "were proposed to be power level 1 ammunition." They never shipped.

 

    That matters for counting. With the Wooden Arrow included you get eight tiers and twenty-six arrows; without it — correctly — you get seven tiers and twenty-five arrows, with Stone as the only starter arrow that has no variants.

 

Running your own Dragonwilds server

 

    Three reagent lines feeding one ammunition stack is a base project rather than a session's work, and it only accumulates on a world that keeps running. A gamever Dragonwilds server keeps Ashenfall persistent with automatic updates and one-click backups.

 

Conclusion

 

    Dragonwilds has 25 arrows across seven power tiers — six tiers with four variants each, plus the Stone Arrow, which has none. The Wooden Arrow does not exist: its page is tagged Shelved content and says it "were proposed to be" power level 1 ammunition, so any count of twenty-six is counting an item that never shipped. What an arrow contributes is a multiplier — ×0.5, ×1.0, ×1.4, ×2.0, ×2.7, ×3.4, ×4.2 — applied to the bow's base damage, plus an additional damage range that only the first five tiers publish at all, and which is not even monotonic: Steel's 22 – 46 tops out below Iron's 20 – 48. The four variants — plain, Barbed for Bleed, Fire for Burning and Poisoned for Poison — carry the base arrow's numbers exactly and add only a status, at one reagent per 33 arrows at the Fletching Bench, with Fire Oil alone requiring Ranged 45. Both Burning and Poison deal 5% of maximum health over six seconds, which makes them boss tools rather than trash-clearing ones.

 

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