In Death Unchained

Overview | Achievements | Arrows | Beastiary | July '21 AR Challenge | November '22 AR Challenge | May '21 Tournament | Orphan Rescue

* Arrows are listed in approximate order in which they become available but will vary depending on playstyle. The list below can be resorted by clicking on column headers.
* Arrows, quivers, and all other upgrades become available on the first afterlife AFTER you die once you've unlocked them. Quivers will reload any set of special arrows.
* For arrows that come in x3 and x5 bundles, close headshots with the middle arrow will inflict damage equivalent to all arrows hitting even if it appears the outer arrows will not hit.
* Heavy arrows will not fly as far and need to be aimed higher for targets that are farther away.
* Max arrow capacity is increased by saving 3(10%),5(20%), and 7(30%) orphans in one afterlife.
* Best orphan "savers" are: Tempest, Wrath of God, Pestilence, Winter's Bite, Hand of God (HOG is much more important at higher cycles)
* Best beginner arrows are: Tempest, Pestilence, Cataclysm.
* Best advanced arrows are: Cataclysm 5/3, Winter's Bite 1/3, Hand of God, Tempest, Wrath of God

AOE = Area of Effect. Affects all enemies in a limited area.
DOT = Damage Over Time. When a status is inflicted (usually temporary) which causes (usually) small but continuous damage. Orphans CAN NOT ascend while taking DOT damage.

#ARROWRATINGDESCRIPTIONUNLOCK CONDITION
01Wildfire x13/5Arrows that inflict DOT fire damage in addition to reduced arrow damage. Burn duration increases 100% after killing 266 burning enemies. Max capacity: 58None
02Winter's Bite x15/5Arrows that freeze non-boss/non-flying enemies and inflict DOT ice damage in addition to reduced arrow damage. Freezing of orphans wears off almost immediately. Ice damage increases by 5% of the enemy's max health after 266 frozen enemies are killed. Max capacity: 32None
03Barrage of Needles x12/5Arrows that immediately splinter into tiny needles that hit a wider area but travel an extremely short distance. These needles can pierce knight shields. The distance the needles travel increases by 50% after killing 666 enemies with needles. Max capacity: 26None
04Cataclysm x14/5Arrows with explosive charges attached to the head that inflict AOE explosive damage in the area where the charges land. Bonus damage increases by 25% after killing 666 enemies with Cataclysm. Max capacity: 45Slaughter 21 Monks
05Pestilence4/5Arrow that creates a cloud of poison in addition to reduced arrow damage. The cloud extends through walls, floors, and ceilings and will persist for a short amount of time. Poison status is inflicted on any enemy inside or that passes through the cloud and will cause DOT poison damage. Poison damage increases by 50% to enemies at less than half health after 666 poisoned enemeis are killed. Max capacity: 32Kill a frozen enemy with a fire arrow
06Volley x32/5Regular arrows that come in a set of 3. Can do very high damage when headshotting at close range. Max capacity: 58Score 66,666 points
07Ricocheting Cataclysm1/5Arrows with explosive charges attached to the head that inflict AOE explosive damage in the area where the charges land after ricocheting off enemies and obstacles several times. Max capacity: 26Slay 39 Temple Knights
08Cupid's Wrath4/5Slower moving guided arrows that target the nearest enemy and do AOE explosive damage. These arrows will not move around obstructions and will often run into them but still do AOE damage if the enemy is close enough to the blast. Max capacity: 26Kill 2 Incubi
09Tempest5/5Arrows that create a large vortex of wind around the arrow dramatically increasing the radius around the arrow that will do damage. Tempest arrows are very unique in that they fly completely straight, have the longest range, pass through all obstacles, and reach the full range of their attack almost instantaneously. Damage to the second enemy in the path of Tempest increases by 100% after killing 9 enemies with a single Tempest. Damage to enemies at full health increases by 50% after killing 666 enemies with Tempest. Max capacity: 39Defeat Anakim The Abominable
10Divine Sight2/5Slower moving guided arrows that target the nearest enemy and do reduced damage. These arrows will not move around obstructions and will often run into them instead of an enemy target. When fired at closer targets, the arrow may initially miss only to circle and eventually hit. Max capacity: 19Run into a Cupid with your shield
11Ball of Lightning x13/5Arrows that produce an electric ball upon hitting an obstacle or enemy. The ball will periodically cause lightning damage to all enemies that remain or come into range. Balls will shock 50% more often after 666 enemies are killed with lightning. Max capacity: 32Slay 149 Temple Knights
12Ricocheting Needles1/5Arrows that immediately splinter into tiny needles that hit a larger area but usually only after bouncing off walls and even the intended target first. These needles can pierce knight shields. Max capacity: 26 Exterminate 266 Abominations
13Azure Fury3/5Arrows that create an electric shock only if making contact with an enemy on impact. The shock will then pass and damage the nearest unobstructed enemy and continue to up to two additional enemies as long as nothing obstructs the path. The shock will extend to two additional enemies after killing 666 enemies with these arrows. Max capacity: 26Execute 9 Banshees
14Unholy Wind0/5Novelty arrows that slightly push enemies back. They have no practical use. Max capacity: 26Banish 21 Ghosts
15Winter's Bite x35/5Arrows that freeze non-boss/non-flying enemies and inflict DOT ice damage in addition to reduced arrow damage. Freezing of orphans wears off almost immediately. Ice damage increases by 5% of the enemy's max health after 266 frozen enemies are killed. Max capacity: 26Murder 66 Cupids
16Curse of God3/5Unique arrows that inflict DOT curse damage on the enemy the arrow hits. If no enemy is hit, it will still inflict the curse on the nearest enemy within a limited range, including through walls, floors, or ceilings. If an enemy dies while cursed, the curse will spread to the closest enemy within a limited range. If no enemies are in range, the curse will remain as a small cloud that will persist for a short amount of time depending on how long the afflicted enemy was cursed. Curse range increases by 75% after killing 9 enemies with a single curse arrow. Curse damage increases by 3% after killing 266 cursed enemies. Max capacity: 32Execute 159 Banshees
17Ball of Lightning x34/5Arrows that produce 3 electric balls upon any arrow hitting an obstacle or enemy. The balls will periodically cause lightning damage to all enemies that remain or come into range. Balls will shock 50% more often after 666 enemies are killed with lightning. Max capacity: 26Murder 266 Cupids
18Holy Light1/5Arrows that do no damage but create small circles of light that amplify all damage to enemies caught in the circle. The duration of the circle is very short but increases by 20% after killing 266 affected by Holy Light. Max capacity: 26Defeat Gabriel the Fallen
19Incursion2/5Heavy arrows that stick to non-enemy surfaces and create a proximity mine that deals AOE explosive damage when an enemy comes into range. Explosions are automatic but delayed when shot into enemies. Incursion damage increases by 25% after 101 enemies are killed with Incursion. Max capacity: 26Banish 181 Ghosts
20Hail of Arrows1/5Arrows that become a cluster of several regular arrows closely spaced together but spread out the further they travel. Max capacity: 58Slay 579 Temple Knights
21Volley x52/5Regular arrows that come in a set of 5. Can do very high damage when headshotting at close range. Max capacity: 58Execute 609 Banshees
22Wrath of God5/5Arrows that send powerful electric shocks to nearby enemies while in flight followed by a final burst of shocks to nearby enemies upon impact with walls, floors, ceilings or other obstructions. If the arrow hits an enemy, that enemy will receive all the shocks. The best use of these arrows is to fire close to, but intentionally miss hitting any enemies directly to maximize damage. Quiver capacity increases by 6 after killing 101 enemies with these arrows. Max capacity: 13Defeat Asmodeus
23Wildfire x53/5Arrows that inflict DOT fire damage in addition to reduced arrow damage. Burn duration increases 100% after killing 266 burning enemies. Max capacity: 39Kill 966 Cupids
24Hellfire3/5Arrows that become several consecutive Wildfire arrows. The trajectory of each arrow is slightly different. Burn duration increases 100% of killing 266 burning enemies. Max capacity: 39Exterminate 3666 Abominations
25Cataclysm x34/5Heavy arrows with explosive charges attached to the head that inflict AOE explosive damage in the area where the charges land. Bonus damage increases by 25% after killing 666 enemies with Cataclysm. Max capacity: 26Slaughter 3101 Monks
26Shrapnel Blast1/5Arrows that split into shrapnel damaging other enemies close behind, but only if the arrow makes contact with the original enemy target. Max capacity: 39Slay 2309 Temple Knights
27Barrage of Needles x22/5Arrows that immediately splinter into tiny needles that hit a wider area but travel an extremely short distance in two consecutive bursts. These needles can pierce knight shields. The distance the needles travel increases by 50% after killing 666 enemies with needles. Max capacity: 39Banish 561 Ghosts
28Cataclysm x55/5Heavy arrows with explosive charges attached to the head that inflict AOE explosive damage in the area where the charges land. Bonus damage increases by 25% after killing 666 enemies with Cataclysm. Max capacity: 22Murder 3666 Cupids
29Hand of God5/5Arrows that create a large dome of blue energy slowing all enemies and enemy projectiles within the dome. The dome is unaffected by walls and other obstacles. Player movement and arrows are unaffected by the energy field, but visibility is slightly reduced. Only one dome may exist at a time, so firing additional HOG arrows will dissipate existing domes and create new ones. Max capacity: 26Banish 1701 Ghosts

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