Minecraft:Arrow
More actions
Template:For Template:Infobox item entity An arrow serves as ammunition for Minecraft:bows, Minecraft:crossbows, and Minecraft:dispensers. Arrows can be crafted into Minecraft:spectral arrowsTemplate:Only and Minecraft:tipped arrows to give Minecraft:status effects to Minecraft:players and Minecraft:mobs.
Obtaining
Crafting
Picking up arrows
Arrows shot by players can always be picked up in Minecraft:Creative mode.
An arrow cannot be picked up by a player in Minecraft:Survival or Minecraft:Adventure mode if:
- It is shot by a Minecraft:player in Minecraft:Creative mode.
- It is shot by any Minecraft:mob able to shoot arrows, such as Minecraft:skeletons, Minecraft:strays, Minecraft:pillagers, or Minecraft:piglins. This includes mobs that do not shoot arrows in normal gameplay, such as Minecraft:illusioners and bow-wielding Minecraft:wither skeletons.
- This is the case even in Creative mode.<ref>Template:Bug</ref>
- It is shot with an Minecraft:Infinity-enchanted Minecraft:bow.
- It is one of the two extra arrows shot with a Minecraft:Multishot-enchanted Minecraft:crossbow.
Arrows that are stuck in a player cannot be retrieved, and the player does not drop them when killed.
After a Minecraft:tipped arrow has been in the ground for Template:Convert or more, it becomes a regular arrow and can be picked up as one.
Mob loot
Generated loot
Trading
Villager gifts
Template:IN, arrows can be obtained as a reward item from Minecraft:fletcher Minecraft:villagers when the player has the Minecraft:Hero of the Village status effect.
Bartering
Template:IN, arrows can be obtained through Minecraft:bartering with Minecraft:piglins, and have a ~8.53% (Template:Frac) chance to give the Minecraft:player 6-12 arrows.
Usage
Trading
Crafting ingredient
Arrows can be used to craft the two variants of arrows, spectral arrows and tipped arrows. Template:Crafting usage
Cauldrons
Template:Main Template:IN, arrows can be used on cauldrons that contain Minecraft:potions to create Minecraft:tipped arrows.
Behavior
Spawning
An arrow entity spawns when an arrow item is shot out of a Minecraft:bow, Minecraft:crossbow, Minecraft:dispenser, or a bow- or crossbow-wielding mob. Arrow entities spawn with a starting velocity calculated using the following process:
- The direction of the velocity is set as the facing vector of the entity that shot it, or the vector pointing straight out of a dispenser.
- The magnitude of the velocity is set as 0 to 3 for bows depending on how far they're drawn, 3.15 for crossbows, and 1.1 for dispensers.
- A random vector is added to the previously determined velocity. This vector ranges from <math display="inline">-0.0172275\cdot\text{inaccuracy}</math> to <math display="inline">0.0172275\cdot\text{inaccuracy}</math> on every axis. Inaccuracy is 1 for bows and crossbows, and 6 for dispensers.
Because crossbows shoot slightly faster arrows than bows but have the same inaccuracy, crossbows are actually more accurate because their randomness is smaller in proportion to their total velocity.
Critical arrow
Template:For Arrows fired by players from crossbows (or bows at Minecraft:critical charge) leave a trail of crit particles behind them. Critical arrows deal random damage, between Template:Hp and Template:Hp for bows at critical charge, and between Template:Hp and Template:Hp for crossbows.
Movement
An arrow entity follows this list of steps in order when calculating its movement each game tick:
- If it is intersecting a block's collision box, its
inGroundNBT value is set to true. - If it is on fire and in rain, water, or powder snow (including cauldrons containing water or powder snow), its fire is extinguished.
- If
inGroundis true:
- If it is no longer intersecting a block's collision box:
inGroundis set to false.- Its velocity in each axis is multiplied by a random number from 0 to 0.2.
- Otherwise, it ticks its despawn timer.
- If
inGroundis false:
- It calculates collisions with blocks and entities:
- It sets its target position to its current position plus its velocity.
- It performs a raycast from its current position to the target position, checking for blocks to hit. If the raycast hits a block, the target position gets set to the point that was hit.
- It performs a raycast from its position to the target position, checking for entities to hit.
- If a block was found and no entity was found, handle effects from block collision:
- The block is activated, if applicable. For example, targets and wooden buttons are activated here.
- The arrow's velocity is set to the target position minus the arrow position.
- The arrow is moved directly away from the target position by 0.05 blocks
inGroundis set to true.critis set to false.PierceLevelis set to 0.
- If any entity was found, handle effects from entity collision:
- If the entity is an Minecraft:Enderman, it is skipped.
- The arrow attempts to damage the entity. See the Damage section for more information. If the damage fails:
- If the entity has the deflects_projectiles tag, the arrow's velocity is rotated a random angle about the Y axis and scaled by 0.5.
- Otherwise, its velocity is multiplied by -0.1.
- Its velocity vector is added to its position vector.
- Its velocity vector is multiplied by 0.99 if it's in air or 0.6 if it's in water (this is the "drag").
- 0.05 is subtracted from its velocity vector's y component (this is the "gravity").
The arrow movement (when not stuck in a block) can be solved as a recurrence relation to obtain the following formulas:
<math display="block">\vec{V_t} = 0.99^t\cdot\left(\vec{V_0}+\begin{bmatrix}0\\5\\0\end{bmatrix}\right)-\begin{bmatrix}0\\5\\0\end{bmatrix}</math>
<math display="block">\vec{P_t} = \vec{P_0}+100\cdot(1-0.99^t)\cdot\left(\vec{V_0}+\begin{bmatrix}0\\5\\0\end{bmatrix}\right)-\begin{bmatrix}0\\5t\\0\end{bmatrix}</math>
Where <math display="inline">\vec{V_t}</math> is the velocity at tick t and <math display="inline">\vec{P_t}</math> is the position at tick t. These formulas can quickly calculate the position and velocity at a future tick t given an initial position and velocity. To make them work for arrows in water instead, change 0.99 with 0.6 and 100 with 2.5.
Damage
The damage an arrow inflicts on an entity depends on the damage NBT tag, the crit NBT tag, and the arrow's speed. However, Template:In, arrows shot from a dispenser do not scale damage with speed.
The damage NBT tag is determined by the item that shot it: It is 2 for everything except bows enchanted with Minecraft:Power, in which case it's <math display="inline">2.5 + \frac{\text{power level}}{2}</math>.
The crit NBT tag is given to all arrows shot out of crossbows or fully charged bows.
The damage inflicted on an entity is <math display="inline">\text{damage NBT tag }\cdot\text{ speed}</math>, rounded up to a whole number. If the arrow has the crit NBT tag, it does an additional random amount of damage between 0 and <math>\frac{\text{damage}}{2}+2</math>.
| Source | Damage tag | Crit tag | Starting speed | Average damage |
|---|---|---|---|---|
| Bow (Power I) | 3 | Yes | <math display="inline">3\pm0.0172275\times\sqrt{3}</math> | Template:Health |
| Bow (Power II) | 3.5 | Template:Health | ||
| Bow (Power III) | 4 | Template:Health | ||
| Bow (Power IV) | 4.5 | Template:Health | ||
| Bow (Power V) | 5 | Template:Health | ||
| Bow | 2 | Template:Health | ||
| Crossbow | <math display="inline">3.15\pm0.0172275\times\sqrt{3}</math> | Template:Health | ||
| Dispenser | No | <math display="inline">1.1\pm0.103365\times\sqrt{3}</math> | Template:Health |
Common properties
Arrows shot from a bow with the Minecraft:Flame enchantment, or shot through Minecraft:lava or Minecraft:fireTemplate:Verify, catch on fire and show an appropriate animation until they pass through water or rain. They can set other entities they hit on fire for up to 5 seconds (inflicting up to Template:Hp of fire damage)Template:Citation needed, as well as ignite Minecraft:TNT, Minecraft:candles, and Minecraft:campfires.
Arrows also stick into blocks they come in contact with and remain there for one minute before disappearing. Such arrows may be retrieved. The 1-minute despawn timer is then refreshed, meaning it takes another minute for the arrow to despawn.
Arrows can get visually stuck in players Template:In, although not any mobs. They appear as regular arrows regardless of type.<ref>Template:Bug</ref>
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Steve covered in arrows
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Alex covered in arrows
If the arrow has any custom potion effects (NBT tag CustomPotionEffects), all potion effects, including vanilla potion effects (NBT tag Potion) are removed 30 seconds after the arrow stops moving.
An arrow shot at a Minecraft:chorus flower or Minecraft:decorated pot breaks the block; a chorus flower drops itself, while a decorated pot shatters into Minecraft:pottery sherds and/or Minecraft:bricks along with dropping any of the items stored inside.
Arrows stuck in blocks drop to the ground in a sharp arc if their supporting blocks are destroyed. Such arrows can still damage entities.
Redstone circuits
An arrow can activate a Minecraft:wooden button, Minecraft:wooden pressure plate, a Minecraft:tripwire, or a Minecraft:target. An arrow continues to power these blocks until it is removed, either due to despawning, or being picked up. Target blocks emit a redstone pulse for one second, as opposed to the static depressed state of the other switches. Non-wooden switches are not affected by arrows.
Mobs immune to arrows
A few mobs cannot be shot using an arrow, because the arrow either disappears or it gets deflected. This includes:
- Minecraft:Endermen - even while immobile, the enderman is immune to damage from arrows;
- Minecraft:Breeze;
- Minecraft:Wither under half health, when it gains wither armor;
- Closed Minecraft:shulkers;
- Minecraft:Ender dragon, while sitting on top of the Minecraft:exit portal.
Sounds
Data values
ID
Template:Edition: Template:ID table Template:ID table
Template:Edition: Template:ID table Template:ID table
Metadata
Template:IN, arrows use the following item data values: <section begin="metadata"/>
| Arrow | Regular | Extended | Enhanced (Level II) |
|---|---|---|---|
| Template:ItemSprite Arrow | 0 | N/A | N/A |
| Template:ItemSprite Arrow of Splashing | 1 | N/A | N/A |
| Template:ItemSprite Tipped Arrow (Mundane) | 2 | 3 | N/A |
| Template:ItemSprite Tipped Arrow (Thick) | 4 | N/A | N/A |
| Template:ItemSprite Tipped Arrow (Awkward) | 5 | N/A | N/A |
| Template:ItemSprite Arrow of Night Vision | 6 | 7 | N/A |
| Template:ItemSprite Arrow of Invisibility | 8 | 9 | N/A |
| Template:ItemSprite Arrow of Leaping | 10 | 11 | 12 |
| Template:ItemSprite Arrow of Fire Resistance | 13 | 14 | N/A |
| Template:ItemSprite Arrow of Swiftness | 15 | 16 | 17 |
| Template:ItemSprite Arrow of Slowness | 18 | 19 | 43 |
| Template:ItemSprite Arrow of Water Breathing | 20 | 21 | N/A |
| Template:ItemSprite Arrow of Healing | 22 | N/A | 23 |
| Template:ItemSprite Arrow of Harming | 24 | N/A | 25 |
| Template:ItemSprite Arrow of Poison | 26 | 27 | 28 |
| Template:ItemSprite Arrow of Regeneration | 29 | 30 | 31 |
| Template:ItemSprite Arrow of Strength | 32 | 33 | 34 |
| Template:ItemSprite Arrow of Weakness | 35 | 36 | N/A |
| Template:ItemSprite Arrow of Decay | 37 | N/A | N/A |
| Template:ItemSprite Arrow of the Turtle Master | 38 | 39 | 40 |
| Template:ItemSprite Arrow of Slow Falling | 41 | 42 | N/A |
| Template:ItemSprite Arrow of Wind Charging | 44 | N/A | N/A |
| Template:ItemSprite Arrow of Weaving | 45 | N/A | N/A |
| Template:ItemSprite Arrow of Oozing | 46 | N/A | N/A |
| Template:ItemSprite Arrow of Infestation | 47 | N/A | N/A |
<section end="metadata"/>
Entity data
Arrows have entity data that define various properties of the entity.
<section begin="entity data"/>
<section end="entity data"/>
Achievements
Advancements
Videos
History
Java Edition
Bedrock Edition
Legacy Console Edition
New Nintendo 3DS Edition
Java Edition Combat Tests
Historical sounds
| Sound | From | to | Pitch |
|---|---|---|---|
| Template:Sound | ? | RC1 | ? |
Data history
Java Edition
Bedrock Edition
Issues
Trivia
- By default, arrows fly slightly offset to the right. If the player stands close to a wall and fires several arrows without moving the crosshair, the arrows cluster around a point slightly to the right of the crosshair. If the player switches their main hand to be the left hand in options, the arrows instead cluster to the left.
- Arrows fired at Minecraft:Nether portals often skip through the portal block completely and fail to collide, thus continuing through to the opposite side of the block.
- Arrows stuck in blocks vibrate upon a world reload.<ref>Template:Bug</ref>
Gallery
Renders
-
An arrow caught on Minecraft:fire.
Screenshots
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Purple arrows in Minecraft Classic.
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Examples of custom arrow types using Template:Cmd.
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Some arrows stick into Minecraft:sugar canes. This no longer works since Java Edition Beta 1.6.
-
Many arrows stuck in the player, seen through the Minecraft:inventory screen.
-
Minecraft:Searge with a bunch of arrows summoned above him.
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Minecraft:Alex shattering a decorated pot with an arrow.<ref>https://www.minecraft.net/en-us/article/bats-pots-and-competitions</ref>
References
External links
Template:Navbox items Template:Navbox entities Template:Navbox combat
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