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Projectiles

Projectiles — arrows for bows and crossbows, bullets for guns — are a preserved piece of classic-era game design. Ammunition was consumed shot by shot, which made this one of the steadiest repeat-purchase markets of its time.

The catalog splits projectiles into arrows and bullets, matching the two ranged-weapon families that consumed them. Each entry shows the projectile's name, item level, required level, and quality tier, and every entry links to its own price-history page.

Ammunition is a market that no longer exists on Retail: the mechanic was removed when quivers were retired, so hunters there fire freely and this class carries no modern listings. The classic editions preserve the original economy — hunters buying ammunition continuously, better projectiles measurably improving damage, and engineering-crafted bullets competing with vendor stock. Quality scaled with level in that era: vendors covered the basics, engineer-crafted shells tied the shelf to the ore market one step upstream, and the best arrows came from limited vendor stock and reputation quartermasters, which kept genuine scarcity inside an otherwise utilitarian market. A realm pushing endgame burned measurably more ammunition per raid week, so the same bullet could clear at different speeds on differently progressed servers.

That history gives projectiles a distinctive market shape where they do trade. Demand is constant while hunters raid, and supply is elastic because crafters can produce ammunition on demand — so prices hug the material-cost floor most of the time, with brief spikes when a raid week outruns crafting supply. Stacks were large and margins small, so volume did the work: sellers competed in thousands of rounds, not single listings. The charts read like a utility's price curve rather than a collectible's.

As one of the smallest classes in the catalog, projectile pages are also a clean window into how the tracker handles thin markets: the quantity-listed figure shows real depth, sparse editions show honest gaps rather than interpolated lines, and the edition selector separates each classic game's ammunition economy from the empty Retail shelf. The "Browse subcategories" links below split arrows and bullets into their own tables.