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.
# | ARROW | RATING | DESCRIPTION | UNLOCK CONDITION |
---|---|---|---|---|
01 | Wildfire x1 | 3/5 | Arrows that inflict DOT fire damage in addition to reduced arrow damage. Burn duration increases 100% after killing 266 burning enemies. Max capacity: 58 | None |
02 | Winter's Bite x1 | 5/5 | Arrows 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: 32 | None |
03 | Barrage of Needles x1 | 2/5 | Arrows 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: 26 | None |
04 | Cataclysm x1 | 4/5 | 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: 45 | Slaughter 21 Monks |
05 | Pestilence | 4/5 | Arrow 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: 32 | Kill a frozen enemy with a fire arrow |
06 | Volley x3 | 2/5 | Regular arrows that come in a set of 3. Can do very high damage when headshotting at close range. Max capacity: 58 | Score 66,666 points |
07 | Ricocheting Cataclysm | 1/5 | Arrows 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: 26 | Slay 39 Temple Knights |
08 | Cupid's Wrath | 4/5 | Slower 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: 26 | Kill 2 Incubi |
09 | Tempest | 5/5 | Arrows 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: 39 | Defeat Anakim The Abominable |
10 | Divine Sight | 2/5 | Slower 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: 19 | Run into a Cupid with your shield |
11 | Ball of Lightning x1 | 3/5 | Arrows 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: 32 | Slay 149 Temple Knights |
12 | Ricocheting Needles | 1/5 | Arrows 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 |
13 | Azure Fury | 3/5 | Arrows 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: 26 | Execute 9 Banshees |
14 | Unholy Wind | 0/5 | Novelty arrows that slightly push enemies back. They have no practical use. Max capacity: 26 | Banish 21 Ghosts |
15 | Winter's Bite x3 | 5/5 | Arrows 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: 26 | Murder 66 Cupids |
16 | Curse of God | 3/5 | Unique 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: 32 | Execute 159 Banshees |
17 | Ball of Lightning x3 | 4/5 | Arrows 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: 26 | Murder 266 Cupids |
18 | Holy Light | 1/5 | Arrows 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: 26 | Defeat Gabriel the Fallen |
19 | Incursion | 2/5 | Heavy 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: 26 | Banish 181 Ghosts |
20 | Hail of Arrows | 1/5 | Arrows that become a cluster of several regular arrows closely spaced together but spread out the further they travel. Max capacity: 58 | Slay 579 Temple Knights |
21 | Volley x5 | 2/5 | Regular arrows that come in a set of 5. Can do very high damage when headshotting at close range. Max capacity: 58 | Execute 609 Banshees |
22 | Wrath of God | 5/5 | Arrows 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: 13 | Defeat Asmodeus |
23 | Wildfire x5 | 3/5 | Arrows that inflict DOT fire damage in addition to reduced arrow damage. Burn duration increases 100% after killing 266 burning enemies. Max capacity: 39 | Kill 966 Cupids |
24 | Hellfire | 3/5 | Arrows 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: 39 | Exterminate 3666 Abominations |
25 | Cataclysm x3 | 4/5 | Heavy 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: 26 | Slaughter 3101 Monks |
26 | Shrapnel Blast | 1/5 | Arrows that split into shrapnel damaging other enemies close behind, but only if the arrow makes contact with the original enemy target. Max capacity: 39 | Slay 2309 Temple Knights |
27 | Barrage of Needles x2 | 2/5 | Arrows 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: 39 | Banish 561 Ghosts |
28 | Cataclysm x5 | 5/5 | Heavy 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: 22 | Murder 3666 Cupids |
29 | Hand of God | 5/5 | Arrows 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: 26 | Banish 1701 Ghosts |
| Home | Apps | Audica | Audio Trip | Beat Saber | Blaston | Eleven | FitXR | In Death Unchained | Ohshape | Pistol Whip | RacketNx |
| Richie's Plank Experience | Space Pirate Trainer | Superhot | Synth Riders | The Room | Thrill of the Fight | Thumper | Walkabout Mini Golf |