Arrows in Divinity: Original Sin 2 (DOS 2) can be utilized by players with Bows and points into Huntsman. Arrows can be found, purchased or crafted by the player and are consumed upon use.
The damage listed in the tool tip (and the damage listed in the chart below) say that the arrows will scale with your skill ranks, however, the arrows do not actually scale with them. Slowdown and Cursed Fire Arrows do 100%, and all other damaging arrows do 70%, of your basic attacks, regardless of your level in the appropriate school. Because your basic attack scales with your Warfare, this means that all damaging arrows, regardless of element, scale with your Warfare skill. Because of this, the tooltips will often display numbers higher then the damage the arrows will actually deal. The only arrow that scales with any stat other then your Warfare, are Blessed Arrows, whose healing does scale with your points in Hydro.
Below is a list Arrows found in the game and the Recipes for them.
All Arrows in Divinity: Original Sin 2
Final Product |
Ingredient 1 |
Ingredient 2 |
Damage Type |
Effect |
Surface |
Effect Radius |
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| Healing | Restore 775 Vitality (+5% per Hydrosophist level) for 2 turns | Blessed Water | 2m | |||
| Healing | Restore 775 Vitality (+5% per Hydrosophist level) for 2 turns | Blessed Water | 2m | |||
| Set Charmed for 1 turn | ||||||
| Set Charmed for 1 turn | ||||||
| Fire | Deals 100% Basic Attack Damage as Fire Damage (+5% per Pyrokinetic level) and Set Burning for 1 turn* *The tooltip states that this arrow will set Burning for 1 turn, but actually sets Necrofire for 2 turns |
Cursed Fire | 2m | |||
Source Orb |
Fire | Deals 100% Basic Attack Damage as Fire Damage (+5% per Pyrokinetic level) and Set Burning for 1 turn* *The tooltip states that this arrow will set Burning for 1 turn, but actually sets Necrofire for 2 turns |
Cursed Fire | 2m | ||
Source Orb |
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| Fire | Deals 70% Basic Attack Damage as Fire Damage (+5% per Pyrokinetic level) and Set Burning for 1 turn | Fire | 2m | |||
| Fire | Deals 70% Basic Attack Damage as Fire Damage (+5% per Pyrokinetic level) and Set Burning for 1 turn | Fire | 2m | |||
| Fire | Deals 70% Basic Attack Damage as Fire Damage (+5% per Pyrokinetic level) and Set Burning for 1 turn | Fire | 2m | |||
| Fire | Deals 70% Basic Attack Damage as Fire Damage (+5% per Pyrokinetic level) and Set Burning for 1 turn | Fire | 2m | |||
| Water | Deals 70% Basic Attack Damage as Water Damage (+5% per Hydrosophist level) and Set Chilled for 2 turns |
Ice | 2m |
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| Water | Deals 70% Basic Attack Damage as Water Damage (+5% per Hydrosophist level) and Set Chilled for 2 turns |
Ice | 2m |
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| Physical | Deals 70% Basic Attack Damage (+5% per Warfare level) and set Knocked Down for 1 turn |
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| Poison | Deals 70% Basic Attack Damage as Poison Damage (+5% per Geomancer level) and set Poisoned for 3 turns |
Poison | 2m | |||
| Poison | Deals 70% Basic Attack Damage as Poison Damage (+5% per Geomancer level) and set Poisoned for 3 turns | Poison | 2m | |||
| Poison | Deals 70% Basic Attack Damage as Poison Damage (+5% per Geomancer level) and set Poisoned for 2 turns | Poison Cloud | 2m | |||
| Poison | Deals 70% Basic Attack Damage as Poison Damage (+5% per Geomancer level) and set Poisoned for 2 turns | Poison Cloud | 2m | |||
| Air | Deals 70% Basic Attack Damage as Air Damage (+5% per Aerotheurge level) and set Shocked for 1 turn |
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| Air | Deals 70% Basic Attack Damage as Air Damage (+5% per Aerotheurge level) and set Shocked for 1 turn | |||||
| Physical | Deals 100% Basic Attack Damage (+5% per Warfare level) and set Slowed for 2 turns |
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| Physical | Deals 100% Basic Attack Damage (+5% per Warfare level) and set Slowed for 2 turns | |||||
| Smoke Cloud | 3m | |||||
| Air | Deals 70% Basic Attack Damage as Air Damage (+5% per Aerotheurge level) |
Electrified Steam Cloud | 2m | |||
| Air | Deals 70% Basic Attack Damage as Air Damage (+5% per Aerotheurge level) | Electrified Steam Cloud | 2m | |||
| Water | Deals 70% Basic Attack Damage as Water Damage (+5% per Hydrosophist level) and set Wet for 2 turns |
Steam Cloud | 3m | |||
| Water | Deals 70% Basic Attack Damage as Water Damage (+5% per Hydrosophist level) and set Wet for 2 turns | Water | 2m | |||
| Water | Deals 70% Basic Attack Damage as Water Damage (+5% per Hydrosophist level) and set Wet for 2 turns | Water | 2m | |||
| Short Stick and Wood Chips | Long Branch |
Crafter's Kit Arrows
Final Product |
Ingredient 1 |
Ingredient 2 |
Damage Type |
Effect |
Surface |
Radius |
| Fire Arrowhead |
Any Cooking Station |
Arrowhead |
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| Static Cloud Arrow |
Shocking Arrow |
Water Essence |
Air | Deals 70% Basic Attack Damage as Air Damage (+5% per Aerotheurge level) | Steam Cloud | 2m |
| Static Cloud Arrowhead |
Shocking Arrowhead |
Water Essence |
AnonymousIs there a better way to make fire arrows? I feel like it is expensive to use a fire essence each time

Anonymous
Anonymous
AnonymousSlow arrows, most under rated item for rangers. I buy every single cursed fire arrow/head too. Source orbs are finite. Yes even buying them it's hard to make enough gold to shoot those a lot. Granted I wasted about 100k on skills I never use lol. More than that! Like 400k(?) I dunno.
Charmed arrows in the first act, TONS of honey. Or act 2 my bad.
AnonymousRegarding damage calculation of elemental arrows. As of version 3.6.117.3735. I just made some tests using the very wonderful mods on the Nexus: 'Training Dummies' by LaughingLeader and 'Cheat Commander' by Muffiny. Here are my results:
-Firing water arrows at the dummy with 0 and 10 hydrosophy shows no difference in the performed damage, except for the little bonus coming from the 'wet' status, result of firing multiple arrows in quick succession.
-On the other hand, the tooltip says that the water arrow should hit for 18-20 with 0 hydrosophy, and 27-29 with 10 hydrosophy. But with 0 or 10, it hits for 18-20 all the same. Hence, the tooltip wrongly calculates the +50% damage from hydrosophy that is not applied.
-Most arrows, except for slowdown arrows, indeed deal 70% of the base damage shown in your character sheet.
-Keeping hydrosophy to 0, but putting warfare to 10 has for consequence to see the expected increase in damage, and water arrows now deal around 30 damage. In this case, the tooltip displays the mostly correct numbers.
-With hydrosophy to 10, and warfare to 10, the damage is the same as above (around 30), but the tooltip is wrong, as it wrongly calculates a +100% increase in damage (47-49), when only the warfare's 50% is accounted for.
-Hence, the tooltips become wrong when you have points in elemental abilities relevant for a given elemental arrow. Because it starts to add calculations of things that are not applied. If you have points in elemental abilities, just lower the tooltip numbers by 10% per 2 points in the ability to have a mostly accurate estimate of your actual damage.
Conclusion: what is written at the top of the page is true and remains true as of last game version (3.6.117.3735). Only warfare improves damage of elemental arrows. On the other hand, i haven't tested with elemental ranger or tested for the burning/poisoned effects, but my guess is that, in these cases, the normal rules apply. This means that while it makes it easier overall to create a physical archer, specializing it into say... pyro/geo the way you would specialize a mage is not efficient. Since putting 5 in pyro to improve elemental skills won't improve the relevant elemental arrow.
As a personal note, i regret now more than ever that DOS does not have weapon sets, as any decent CRPG have (from Fallout 1 to Pathfinder Wrath of the Righteous). Because if i have to put points in warfare in order to make an archer, i would have liked the option to switch to a spear whenever enemies close in. It would be a lot of fun to me. Because warfare skills are mostly useless with a bow. But as it is, the cost in AP of unequipping the bow and equiping the spear is much too high to be practical (i tested it).
AnonymousRegarding damage calculation of elemental arrows. As of version 3.6.117.3735. I just made some tests using the very wonderful mods on the Nexus: 'Training Dummies' by LaughingLeader and 'Cheat Commander' by Muffiny. Here are my results:
-Firing water arrows at the dummy with 0 and 10 hydrosophy shows no difference in the performed damage, except for the little bonus coming from the 'wet' status, result of firing multiple arrows in quick succession.
-On the other hand, the tooltip says that the water arrow should hit for 18-20 with 0 hydrosophy, and 27-29 with 10 hydrosophy. But with 0 or 10, it hits for 18-20 all the same. Hence, the tooltip wrongly calculates the +50% damage from hydrosophy that is not applied.
-Most arrows, except for slowdown arrows, indeed deal 70% of the base damage shown in your character sheet.
-Keeping hydrosophy to 0, but putting warfare to 10 has for consequence to see the expected increase in damage, and water arrows now deal around 30 damage. In this case, the tooltip displays the mostly correct numbers.
-With hydrosophy to 10, and warfare to 10, the damage is the same as above (around 30), but the tooltip is wrong, as it wrongly calculates a +100% increase in damage (47-49), when only the warfare's 50% is accounted for.
-Hence, the tooltips become wrong when you have points in elemental abilities relevant for a given elemental arrow. Because it starts to add calculations of things that are not applied. If you have points in elemental abilities, just lower the tooltip numbers by 10% per 2 points in the ability to have a mostly accurate estimate of your actual damage.
Conclusion: what is written at the top of the page is true and remains true as of last game version (3.6.117.3735). Only warfare improves damage of elemental arrows. On the other hand, i haven't tested with elemental ranger or tested for the burning/poisoned effects, but my guess is that, in these cases, the normal rules apply. This means that while it makes it easier overall to create a physical archer, specializing it into say... pyro/geo the way you would specialize a mage is not efficient. Since putting 5 in pyro to improve elemental skills won't improve the relevant elemental arrow.
As a personal note, i regret now more than ever that DOS does not have weapon sets, as any decent CRPG have (from Fallout 1 to Pathfinder Wrath of the Righteous). Because if i have to put points in warfare in order to make an archer, i would have liked the option to switch to a spear whenever enemies close in. It would be a lot of fun to me. Because warfare skills are mostly useless with a bow. But as it is, the cost in AP of unequipping the bow and equiping the spear is much too high to be practical (i tested it).
AnonymousSource Orbs are mighty expensive and also very rare, why are they the only way to craft cursed or blessed arrows? >:(

Anonymous
AnonymousI'm not sure if it's just the Definitive edition, but combining special arrows with ingredients to get better special arrows doesn't work. Example: Combining a Fire arrow with water does not yield a Steamcloud arrow, nor does combining a Shock arrow with water yield a Stormcloud arrow.

AnonymousIs the School Skill (aero, geo, hydro, pyro, warfare) bonus coming from the crafter or the shooter ?

Anonymousis it just me or are charming arrows crazy busted? it's so easy to get dozens of them in act 2

Anonymous
Anonymous
Anonymous
Anonymousoil source + arrowhead = fire arrow is wrong! it produces a slowdown arrow

AnonymousI think what it could be is just the recipes with Arrowhead and show Arrowhead plus arrow shaft equals that type of arrow and stuff like that including arrow plus that thing equals that type of arrow Anyone else agree with me? This wiki would be a lot easier to find stuff then

Anonymous
AnonymousOil/water/poison barrels can be used as a unlimited ingredient to make special arrows. The same works for honeycombs.

AnonymousI imagine the cursed arrow is either crafted with an arrowhead of some kind and a source orb, as that is how you make cursed grenades that or its an unique item you can only find not craft

AnonymousAir essence + arrowhead = Shocking Arrowhead not static cloud

Anonymous
AnonymousWhen crafting arrowheads, the yield is 3 per sharp rock/piece of metal

AnonymousSo the only way to make fire arrows is with fire essences. Wish they let me use a campfire or something else.

AnonymousHow in the holy blue ***** do you make Smoke Cloud Arrow heads?

Anonymous
Anonymousknife + sharp metal = arrowhead(few)
knife + twig = shaft(4 or so)
AnonymousKnife (any) + Sharp Stone (2) = Arrowhead (3), knife persists.

Anonymous
Source Orb
Agree, slow arrows are way under rated; they do a ton of physical damage. I typically buy arrows that are harder to make such as freezing, knockdown, and shocking. I turn all my arrows to aoe if possible (fire to explosive, shocking to static cloud). Rangers are easily the most jack of all trades switching to any type damage needed for battle. Using slow down + knockdown completely negates the target's turn or aoe elemental + charm gives you an extra ally for combat.
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