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RuneScape Dragonwilds Best Weapons Tier List (1.0)

Dragonwilds throws a lot of weapons at you, and you can easily spend hours comparing stats, working out the perfect build, only to get battered by a goblin because you forgot to eat lunch. In this RuneScape: Dragonwilds Weapon Tier List, we handle the weapon side of that problem, walking through the top weapon picks from early game to endgame at every power level in the 1.0 release. You'll find rankings for one-handed, two-handed, staff, melee, ranged, and magic weapons so you always know what to upgrade next.


RuneScape Dragonwilds 1.0 Best Weapons Tier List 2026

The 1.0 update reshuffled a lot of rankings from earlier builds. Special attack bars now limit how often you can spam abilities like the Shadow Sword's whirlwind, the masterwork Abyssal Whip has arrived at tier seven, and short bows continue to sit in a weaker spot compared to crossbows and longbows. Staves keep dominating the magic tree while wands finally get their moment at power level nine. With those shifts in mind, let's move through the combat styles one at a time, starting with melee.


RuneScape Dragonwilds Best Melee Weapons Ranking

Melee has the deepest bench in Dragonwilds, and the tier eight comparison shows just how much the meta has moved since earlier patches. Below is every notable melee option, listed individually with its weapon type and power tier level so you can see exactly where it fits.

1. Zombie Axe (One-Handed, Power Tier 5)

The Zombie Axe holds the crown for a second update running. It delivers excellent raw damage, a useful special attack, and a better listed block than the Abyssal Whip. If you're playing melee through Fellhollow, this is the weapon to work toward, and it stays in your S-tier slot for general-purpose play.

2. Abyssal Whip (One-Handed, Power Tier 7)

The masterwork Abyssal Whip sits shoulder-to-shoulder with the Zombie Axe thanks to fast attacks, bleed build-up, and solid reach. The block stat is poor so positioning matters, but with the air enchantment it becomes one of the most fun weapons in the game. Choose between this and the Zombie Axe based on personal preference.

3. Abbey Sword (One-Handed, Power Tier 7)

The Abbey Sword pairs perfectly with the air enchant and packs increased critical hit chance, which makes its base damage look better than it is on paper. It served as a reliable daily driver through the tier seven and early tier eight window before the masterwork whip arrived.

4. Goblin Swingslash (One-Handed, Power Tier 2)

The Goblin Swingslash gets surprisingly close to the Zombie Axe on display damage, which is remarkable for a weapon you can craft near the start of the game. Only 850 durability holds it back from climbing higher, but the damage output more than justifies keeping repair mats on hand.

5. Dragonbone Dagger (One-Handed, Power Tier 4)

The Dragonbone Dagger is the best dagger in the game right now, matching the Rune Dagger's damage while adding an extra 15% critical hit chance. Stack that on top of the seven-hit dagger combo and you have a very fair alternative to the Abyssal Whip at tier four.

6. Imaru's Talon (One-Handed, Power Tier 5)

Imaru's Talon recovers health on kill, which gives it a nice benefit for day-to-day farming. It's less useful against bosses since the healing triggers on kills, but for clearing groups of Fellhollow enemies it earns its keep.

7. Skullsplitter (One-Handed, Power Tier 3)

The Skullsplitter is a strong crush weapon with an increased critical hit chance that edges out the Bronze Sword. The crit-boosted club attacks give it a much clearer benefit than the Zombie Arm, and it carries you comfortably through the early bronze stage.

8. Abysmal Whip (One-Handed, Power Tier 6)

The pre-masterwork Abysmal Whip came in with the 1.0 update and comes in about 5% behind the true Abyssal Whip while still keeping the bleed effect. Don't sink an Ascension core into it without pushing on to the tier seven masterwork upgrade.

9. Zombie Arm (One-Handed, Power Tier 3)

The Zombie Arm matches the Skullsplitter's damage but its shock effect does nothing against stamina-less NPCs. It's fine, but there's no clear reason to pick it over stronger options in the same tier.

10. Black Sword (One-Handed, Power Tier 6)

The Black Sword deals more damage to mages and little else. It's basic, functional, and not worth going out of your way for if you're already happy with the Mithril Sword.

11. Karas (One-Handed, Power Tier 7)

Karas works well for farming the Kalphite Queen but not much beyond that. Too niche to earn a general recommendation.

12. Wolfsbane Dagger (One-Handed, Power Tier 4)

The Wolfsbane Dagger is great against wolves for the ten-minute stretch when you actually need it. Better dagger options exist by tier eight, so it stays in the specialist bucket.

13. Chieftain's Blade (One-Handed, Power Tier 3)

The Chieftain's Blade trades base damage for a small crit chance bump, which just doesn't land right. Usable, but other crit weapons deserve your Ascension cores first.

14. Wooden Training Sword (One-Handed, Power Tier 1)

Fully upgraded to level eight, the Wooden Training Sword actually does decent damage, but no useful special bonus means it's more novelty than sensible investment. Fun to bring out, hard to justify as a core sink.

15. Black Greataxe (Two-Handed, Power Tier 6)

The Black Greataxe now sits at the top of the two-handed list. Higher damage range than Thane's Authority, a midpoint nearly identical to the Granite Maul, and faster, smoother swings make it the go-to two-hander if you only have one Ascension core to spend.

16. Granite Maul (Two-Handed, Power Tier 3)

The Granite Maul drops from S tier this update. The big hits and knockdowns are satisfying, but interruptions before the swing lands take the shine off. Still great as a burst weapon, just less convincing as an everyday choice.

17. Thane's Authority (Two-Handed, Power Tier 4)

Thane's Authority is a very strong option with the same listed special, block, and combo as the Black Greataxe. The damage just doesn't quite match the top picks, and its stamina costs put it behind at the tier four spot as well.

18. Abbey Maul (Two-Handed, Power Tier 5)

The Abbey Maul's bleed build-up rarely triggers before the target is already dead, so it needs more going for it beyond the initial hit. Complaints about its combo also drag it down.

19. Titan's Wrath (Two-Handed, Power Tier 6)

Titan's Wrath got a slight special attack scaling improvement, and the fire special is nice for group kills. Not being able to swap other weapon enchants onto it is the real dealbreaker.

20. Shadow Sword (Two-Handed, Power Tier 5)

The Shadow Sword gets increased damage against spectral enemies, which is niche. With the new special attack bar you can no longer spam its whirlwind, and that lost value drops it to the bottom of the two-handed list.

Melee handled, let's turn to ranged, where the crossbow-versus-bow debate really heats up.


RuneScape Dragonwilds Best Ranged Weapons (Bow & Crossbow) Ranking

Crossbows dominate the top of the tier list at the moment, though a couple of longbows have carved out serious value. Here's every ranged option worth talking about, listed individually.

1. Dorgeshuun Crossbow (Crossbow, Power Tier 5)

The Dorgeshuun Crossbow is the clear number-one ranged pick. Firing this lands roughly 176 range damage per shot with bleed piling on top. It only shoots Bone Bolts, but those are cheap enough to make in bulk that you can spam them all day without thinking about resource drain.

2. Hunter Stag Bow (Longbow, Power Tier 7)

The Hunter Stag Bow is an absolute powerhouse of raw damage that deserves a spot in every ranged rotation. It's the best longbow in the game right now and worth an Ascension core investment.

3. Blurite Crossbow (Crossbow, Power Tier 4)

The Blurite Crossbow still hits around 164 damage per shot with a fast reload and full bolt flexibility, including enchanted options. It sits at the top of A tier and misses S tier only because rune and adamant bolts share the same damage bonus, leaving it just behind the Dorgeshuun on raw output.

4. Bow of Elidinis (Longbow, Power Tier 7)

The Bow of Elidinis trades ammunition variety for water damage, healing orbs, and a solid area attack via lunar rain. You lose the flexibility of poison, bleed, and fire arrows, which keeps it at A tier rather than S, but the utility is genuinely fun.

5. Old Longbow (Longbow, Power Tier 6)

The Old Longbow gets extra damage against unsuspecting targets, giving it a strong opening burst. Once the fight is underway that advantage fades, which is why it lands in A tier rather than higher.

6. Ash Longbow (Longbow, Power Tier 2)

The Ash Longbow gives you a strong opening shot for hunting deer before they run off, which is exactly what you need in the opening hours. Short bows exist at this tier too, but the longbow's punch makes it the better pick.

7. Rune Crossbow (Crossbow, Power Tier 8)

The Rune Crossbow shines when kiting enemies in the raid, letting you land a shot, keep moving, and take the next opportunity. Bolt flexibility, including rune and enchanted options, adds to its appeal at the current top tier.

8. Mithril Crossbow (Crossbow, Power Tier 6)

The Mithril Crossbow works as an all-round daily driver with the introduction of poison bolts at tier six. Nice for boss damage too, and much more usable than the sluggish Shadow Crossbow at the same tier.

9. Shadow Crossbow (Crossbow, Power Tier 6)

The Shadow Crossbow rewards weak point hits with extra damage but fires so slowly that hitting those weak points consistently becomes painful. It has a role for players who love the challenge, but faster crossbows win for general use.

10. Undead Rangers Bow (Shortbow, Power Tier 7)

The Undead Rangers Bow has the best damage of the upgraded short bows, but that still isn't enough to justify an Ascension core when stronger ranged options exist.

11. Wild Scout Shortbow (Shortbow, Power Tier 3)

The Wild Scout Shortbow's fast draw speed lets you fire off quick shots, which is at least a real benefit for early hunting. It's still a short bow though, and the power just isn't there.

12. Crystal Bow (Shortbow, Power Tier 3)

Painful to place this low given the rule of cool, but the Crystal Bow's special attack doesn't scale enough. It deals about eight less damage than the ordinary magic short bow, and the new special bar limits you to two uses. Cool weapon, low upgrade priority.


RuneScape Dragonwilds Best Magic Weapons (Staff & Wand) Ranking

Magic in 1.0 heavily favors staves over wands until you hit power level nine, and the rune damage multipliers make comparisons pretty clean. Here's every notable magic pick, listed individually.

1. Kuldra's Wrath (Wand, Power Tier 9)

Kuldra's Wrath finally gives wands their spotlight with roughly 11.3 rune damage, blowing every tier-eight staff out of the water. It's the endgame magic pick and the payoff for sticking with magic all the way through.

2. Necromancer's Staff (Staff, Power Tier 5)

The Necromancer's Staff sits at the top of the tier eight rankings with a 10.3 rune damage bonus. It's craftable, upgradeable, and gives you serious hitting power well past the tier where you first make it. If you only invest one Ascension core into a magic weapon, put it here.

3. Staff of Light (Staff, Power Tier 4)

The Staff of Light narrowly loses to the Necromancer's by just 0.1 damage at 10.2 rune damage after upgrades. It carries a 4.5 rune damage multiplier at base and is arguably better looking. Whether you like the aesthetic or already have one built up, it's an easy top pick.

4. Draconic Staff (Staff, Power Tier 7)

The Draconic Staff hits 9.8 rune damage with increased crit chance and slightly better durability than the Obby Staff. That extra durability sneaks it ahead of its A tier neighbor.

5. Obby Staff (Staff, Power Tier 7)

The Obby Staff also runs at 9.8 with increased crit chance but has lower durability. That matters less once magical mending is in your toolkit, so this remains a strong alternative pick and a reliable damage dealer.

6. Subjugation Staff (Staff, Power Tier 6)

The Subjugation Staff carries a 9.8 rune damage multiplier plus bonus damage against demons, which helps against lesser demons. A solid specialist option that also protects your air spell damage compared to the Zamorak Staff.

7. Zamorak Staff (Staff, Power Tier 6)

The Zamorak Staff shares the 6.8 base multiplier with the Subjugation Staff and boosts burning damage from fire spells. The trade is reduced damage on other elemental spells, which limits its general use with how strong air spells currently are.

8. Pharaoh's Sceptre (Staff, Power Tier 7)

The Pharaoh's Sceptre would rank much higher if Buddy was reliable in boss fights, but he currently treats major encounters like work experience. Until Jagex fixes him, the Sceptre stays as a novelty pick.

9. Grieving Moon Staff (Staff, Power Tier 3)

The Grieving Moon Staff has the lowest multiplier of the upgraded set at 9.6 plus reduced crit chance. There's little reason to reach for it when better options are right there.

10. Ancestral Staff (Staff, Power Tier 8)

The Ancestral Staff caps off the tier eight staff options and brings you full circle from that early Ash Battlestaff. Staff special attacks still play better than the wand's quicker basic attacks at this level.

11. Oak Battlestaff (Staff, Power Tier 3)

The Oak Battlestaff wins the tier three magic slot with a 2.8 rune damage multiplier, beating the Grieving Moon Staff. The Grieving Moon also has reduced critical hit chance, which nobody wants, so the Oak Battlestaff is a clean choice.

12. Ash Battlestaff (Staff, Power Tier 2)

The Ash Battlestaff wins over the early wand thanks to its heavier cast and a knockdown special that creates breathing room in early fights. Give yourself enough distance to land the shot and that early crowd control becomes a lifesaver.


RuneScape Dragonwilds Best Weapons for Each Power Tier Level (Early & Endgame)

With every combat style covered, let's finish by mapping the top picks against every power tier so you can plan your crafting order from tier one all the way to endgame.

Below are the top choices at every power level, grouped by tier so you can match them to your current progression. Keep your upgraded favourites around because progression is about layering options, not throwing away what still works.

1. Stone Dagger (One-Handed, Power Tier 1)

At tier one you only have two picks, and the Stone Dagger takes it thanks to a seven-hit combo that simply feels better in the hand than the Stone Club. There is no ranged or magic option here, so craft it, get established, and move on to more interesting materials as soon as possible.

2. Goblin Swingslash (One-Handed, Power Tier 2)

For melee at tier two, the Goblin Swingslash punches well above its weight with strong damage and a five-hit combo. Reduced durability is the price you pay, but the damage output more than justifies it this early in the game.

3. Ash Longbow (Longbow, Power Tier 2)

The Ash Longbow gives you a strong opening shot for hunting deer before they run off, which is exactly what you need in the opening hours. Short bows exist at this tier too, but the longbow's punch makes it the better pick.

4. Ash Battlestaff (Staff, Power Tier 2)

The Ash Battlestaff wins over the wand thanks to its heavier cast and a knockdown special that creates breathing room in early fights. Give yourself enough distance to land the shot and that early crowd control becomes a lifesaver.

5. Skullsplitter (One-Handed, Power Tier 3)

The Skullsplitter is a strong crush weapon with an increased critical hit chance that edges out the Bronze Sword. If you prefer the sword moveset the Bronze Sword is still fine, but the extra crit chance makes the Skullsplitter the smarter pick.

6. Granite Maul (Two-Handed, Power Tier 3)

The Granite Maul is the two-handed pick at tier three if you want heavy hits at this stage. It sits alongside the Skullsplitter rather than replacing it, so you can keep both in your loadout for different situations.

7. Wild Scout Shortbow (Shortbow, Power Tier 3)

The Wild Scout Shortbow finally makes short bows interesting thanks to a faster draw rate. You do sacrifice some damage for the speed, but the handling feel wins out here at tier three.

8. Oak Battlestaff (Staff, Power Tier 3)

The Oak Battlestaff wins magic at tier three with a 2.8 rune damage multiplier, beating the Grieving Moon Staff. Reduced critical hit chance on the Moon Staff seals the deal.

9. Abyssal Whip (One-Handed, Power Tier 4)

The Abyssal Whip is the top one-handed choice at tier four, delivering strong damage and bleed. If getting the Abyssal Spine is holding you up, the Dragonbone Dagger works as an excellent stand-in with its seven-hit combo and increased crit chance.

10. Iron Greatsword (Two-Handed, Power Tier 4)

The Iron Greatsword handles two-handed duty at tier four with a special attack that catches multiple enemies at once. Thane's Authority hits hard but its stamina cost puts it behind here, especially when you're just settling into iron gear.

11. Blurite Crossbow (Crossbow, Power Tier 4)

The Blurite Crossbow's faster reload keeps the pressure on and marks the point where crossbows really start becoming the preferred ranged option. Getting the next shot ready quickly changes how ranged combat feels.

12. Staff of Light (Staff, Power Tier 4)

The Staff of Light carries a 4.5 rune damage multiplier and looks the part of a proper wizard weapon. It takes Wild Anima, sapphires, Vault Shards, and a Vault Core to make, so don't expect to craft it the moment you hit iron, but it's worth working toward.

13. Zombie Axe (One-Handed, Power Tier 5)

The Zombie Axe hits like a truck with a five-hit combo and both crush and slash damage rolled in. If you're playing melee through Fellhollow, this is the weapon to work toward as your tier five one-handed pick.

14. Steel Greatsword (Two-Handed, Power Tier 5)

The Steel Greatsword covers two-handed needs at tier five without forcing you to farm the RNG-drop Shadow Sword. Given the eight-day ogre respawn timer, taking the Steel Greatsword with matching stats is a much easier path.

15. Dorgeshuun Crossbow (Crossbow, Power Tier 5)

The Dorgeshuun Crossbow might be the best weapon in the entire game. It fires Bone Bolts that build bleed, feels excellent to shoot rapidly, and puts up some genuinely nasty damage numbers. You lose the flexibility of enchanted bolts, but that's a fair trade.

16. Necromancer's Staff (Staff, Power Tier 5)

The Necromancer's Staff runs a 5.9 base rune damage multiplier, ahead of the Splitbark options. It has reduced durability, but the damage output is worth it, and this staff can be upgraded later, so hold onto it before swapping.

17. Mithril Sword (One-Handed, Power Tier 6)

The Mithril Sword keeps things simple with a familiar moveset and reliable everyday performance at tier six. The Black Sword is another option, but there's no reason to detour if the Mithril Sword is already treating you well.

18. Black Greataxe (Two-Handed, Power Tier 6)

The Black Greataxe is a beast, delivering the heavy hits you actually want from a two-hander. It costs extra stamina, but the trade-off is worth it here as long as you leave yourself enough stamina to react after each swing.

19. Mithril Crossbow (Crossbow, Power Tier 6)

The Mithril Crossbow works as an all-round daily driver at tier six with the introduction of poison bolts. The Shadow Crossbow gets more weak point damage but fires too slowly, so the Mithril is the better pick.

20. Subjugation Staff (Staff, Power Tier 6)

The Subjugation Staff shares a 6.8 damage multiplier with the Zamorak Staff, but it wins on versatility. The Zamorak Staff buffs fire damage while reducing other elements, whereas the Subjugation Staff keeps your air spells strong and adds bonus damage against demons.

21. Masterwork Abyssal Whip (One-Handed, Power Tier 7)

With the 1.0 changes, the masterwork Abyssal Whip is now available at tier seven and edges out the Obsidian Sword. Both weapons pair beautifully with the air enchantment and shred through Umbral Sands enemies, but the whip stands just a bit taller.

22. Adamant Greatsword (Two-Handed, Power Tier 7)

The Adamant Greatsword clears groups nicely in the fight caves and speeds up Kalphite egg farming while you're chasing ichor. The Obsidian Maul hits hard and builds bleed, but ordinary enemies die before the bleed matters.

23. Bow of Elidinis (Longbow, Power Tier 7)

The Bow of Elidinis breaks the crossbow streak at tier seven with water damage, healing water orbs, and a lunar rain area attack. You lose poison, bleed, and fire arrows, but the utility more than makes up for the missing ammunition options.

24. Obby Staff (Staff, Power Tier 7)

The Obby Staff carries an 8.4 rune damage multiplier and increased critical hit chance. Reduced durability is easier to accept once magical mending is in your toolkit. The Pharaoh's Sceptre is charming, but Buddy hasn't been reliable enough against bosses yet.

25. Rune Sword (One-Handed, Power Tier 8)

The Rune Sword is a clean all-round pick from the fresh Scorned Wilderness weapons. The moveset is familiar and it works as a straightforward daily driver at the current top tier.

26. Rune Greatsword (Two-Handed, Power Tier 8)

The Rune Greatsword keeps the whirlwind slash going strong, which is why it beats out the Rune Greataxe for two-handed duty. If you prefer the axe playstyle, the Greataxe is still a fine alternative.

27. Rune Crossbow (Crossbow, Power Tier 8)

The Rune Crossbow shines when kiting enemies in the raid, letting you land a shot, keep moving, and take the next opportunity. Bolt flexibility, including rune and enchanted options, adds to its appeal.

28. Ancestral Staff (Staff, Power Tier 8)

The Ancestral Staff caps off the tier eight magic tree beautifully, bringing you full circle from that early Ash Battlestaff. Staff special attacks still play better than the wand's quicker basic attacks at this level.

29. Dragon Scimitar (One-Handed, Power Tier 9)

At the top end, options thin out again. The Dragon Scimitar is the only melee pick at tier nine, so if you make it this far, this is your endgame blade.

30. Dragon Crossbow (Crossbow, Power Tier 9)

The Dragon Crossbow is the sole ranged option at power nine. Fortunately, given how strong crossbows already feel throughout the game, that's not a bad situation to be in.

31. Kuldra's Wrath (Wand, Power Tier 9)

Kuldra's Wrath finally gives wands their spotlight with roughly 11.3 rune damage, blowing every tier-eight staff out of the water. It's the endgame magic pick and the payoff for sticking with magic all the way through.


Those are the strongest weapon picks at every power tier in RuneScape: Dragonwilds 1.0. Fellhollow remains the sweet spot for gathering your best long-term gear, so keep the Zombie Axe, Dorgeshuun Crossbow, and Necromancer's Staff on your radar as you push through that region. Beyond that, pick the styles you actually enjoy playing and remember that an upgraded favourite can hold its own for a long time. Craft smart, spend your Ascension cores carefully, and above all, remember to eat something before the goblins remind you.