Augmented wyvern crossbow
|Augmented wyvern crossbow|
|Release||16 January 2017 (Update)|
|Stacks in bank||No|
|Destroy||You must augment another one using an augmentor. In addition, you will lose all the item's XP and gizmos.|
|High alch||600,000 coins|
|Low alch||400,000 coins|
|Inflicts heavy damage in prolonged encounters.|
|Links||MRID • recipe|
|FAQ • doc|
The augmented wyvern crossbow is a level 85 Ranged two-handed weapon created by using an augmentor on a wyvern crossbow. Like the unaugmented crossbow, the augmented wyvern crossbow has a passive effect which applies a damage-over-time effect to targets which increases as the foe is targeted.
Weapon gizmos charged with perks can be used to enhance the weapon's abilities. As a two-handed item, the Augmented wyvern crossbow can hold 2 gizmos, allowing up to 4 perks (2 perks each).
Using this weapon in combat can gain experience to increase its level. Levelling the weapon will have no effect on its ability in combat, but it will improve the experience and materials gained for disassembling it.
The Augmented wyvern crossbow uses charges stored in the universal charge pack. When the charge pack runs out of charges, the item loses stats and gizmo effects, and can also no longer gain any equipment experience. Function will resume when the pack is recharged with divine charges.
Combat stats[edit | edit source]
|Armour||0.0||PvM: 0%||PvP: 0%|
|Life points||0||Style bonuses|
|FAQ • docs|
The wyvern crossbow has a damage-over-time effect - appearing as poison hit splats - which deals more damage the longer the player is attacking their target. The damage over time effect has 10 different "tiers" of damage it can do. Every single hit from an ability or auto attack cast by the wyvern crossbow (including multiple hits from bleeds but not including hits from puncture) has a very high chance (50%) of activating the passive. When the damage-over-time effect activates, it will increase the current poison tier by 1 and does poison hit splats of its current tier until it has either done 6 hits, or its passive has activated again.
The following table shows the damage ranges each tier of wyvern poison can deal. External variables such as ability damage, overloads, armour bonus, kwuarm incense sticks, or prayers don't affect the damage of the damage-over-time effect from the wyvern crossbow. As such, the damage ranges of each poison tier from the wyvern crossbow will stay the same, excluding vulnerability.
|Poison Tier||Damage Range|
The following table gives a tick-by-tick breakdown of what happens when the player gets a proc from the wyvern's damage-over-time effect. Note: bleeds and non-bleeds behave slightly differently for the wyvern crossbow's passive. If a bleed hit procs wyvern poison, then any wyvern crossbow hit that would've happened on that tick is nullified. However if a non-bleed hit procs wyvern poison, then the wyvern poison hit that would've happened on that tick still occurs. Using the below chart as an example, If a bleed hits on tick #4 and procs the passive, the target does not receive hitsplat #2 of wyvern poison. If a non-bleed hits on tick #4 and procs the passive, the target still does receive hitsplat #2 of wyvern poison.
|Tick number||What happens|
|0||The player hits a target and that hit procs wyvern poison.|
|2||Hit #1 of wyvern poison.|
|3||Additional hits at this point or later can increase the poison tier and cause this pattern to start over back at tick 0.|
|4||Hit #2 of wyvern poison.|
|6||Hit #3 of wyvern poison.|
|8||Hit #4 of wyvern poison.|
|10||Hit #5 of wyvern poison.|
|11||This is the last tick that the player can hit to increase the poison tier and refresh the duration of poison.|
|12||Hit #6 of wyvern poison. The poison tier resets back to 0.|
While using abilities, the wyvern crossbow will usually reach tier 10 poison roughly 30 seconds after the player initiates combat. However, even if the player is hitting their target constantly, there is a chance one will get unlucky and the poison tier will reset back to tier 0. The frequency that the poison tier resets back to tier 0 has to do with how frequently the player is hitting their target. Less frequent hits (such as with legacy mode) will have the poison tier reset back to 0 more frequently.
|EoC||Legacy||EoC + extra cinderbane proc[t 1]||Legacy + extra cinderbane proc[t 1]|
|Additional HPM (Wyvern poison + Cinderbane poison)||34-38||31||40-46||37.2|
Disassembly[edit | edit source]
|Disassembly category||Two-handed crossbows|
|Item quantity required||1|
|Base junk chance||1.0%|
The Augmented wyvern crossbow can be levelled up by using it. The equipment experience required for each level and the effect of disassembly is as follows:
|Table of experience and effect|
Update history[edit | edit source]