Augmented wyvern crossbow

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Augmented wyvern crossbow detail.png
Augmented wyvern crossbow (uncharged) detail.png

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.

This item 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. Full functionality will resume when the pack is recharged with divine charges.

Combat stats[edit | edit source]

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. This 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 excluding hits from puncture) has a 50% chance of activating the passive effect. When the damage-over-time effect activates, it will increase the current poison tier by 1 and causes poison hit splats of its current tier until it has either done 6 hits, or has activated again.

The effect does not work against poison-immune monsters. In PvP, the effect works against players with anti-poison active and reduces its remaining duration down to the nearest multiple of 15 seconds. No effects can prevent or reduce the damage, and the poison can only be cured by activating a ring of life or dying.

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.

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 effect. 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 chart below 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.

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 the poison tier will reset back to tier 0. This depends on 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 often.

Overall takeaways (damage per minute (DPM) increase, hits per minute (HPM) increase)
EoC Legacy EoC + extra cinderbane proc[t 1] Legacy + extra cinderbane proc[t 1]
Additional DPM 4-7k 2170 9-13k 7100
Additional HPM (Wyvern poison + Cinderbane poison) 34-38 31 40-46 37.2
  1. ^ a b Poison damages assume the player is using weapon poison+++, kwuarm incense sticks, and cinderbane gloves.

Usage cost[edit | edit source]

Tier85
SlotTwo-handed
Per hour
Charges16,875[uc 1]
Cost432,320.63
  1. ^ Can be reduced by research, equipment level, Efficient and Enhanced Efficient perks, and the Invention cape perk.

Disassembly[edit | edit source]

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
Item
level
Item
experience
Extra Invention experience (tier 85) Item level effects[note 1]
Disassembly Siphon GP/XP
1 0 0 N/A N/A
2 1,160 9,675 Disassembling this item has a 50% chance to return installed gizmos.
3 2,607 29,025 Disassembling this item gives double materials.
4 5,176 58,050 9,675 3.31 Disassembling this item never gives junk.
5 8,286 116,100 29,025 1.10 This item drains 10% less charge when used.
6 11,760 154,800 58,050 0.55 Disassembling this item gives triple materials.
7 15,835 212,850 116,100 0.28 Disassembling this item gives an extra random uncommon material.
8 21,152 290,250 154,800 0.21 Disassembling this item returns all installed gizmos.
9 28,761 406,350 212,850 0.15 Disassembling this item gives quadruple materials.
10 40,120 580,500 290,250 0.11 Disassembling this item gives the maximum extra Invention XP.
11 57,095 406,350 0.08 N/A
12 81,960 580,500 0.06 Siphoning this item gives the maximum extra Invention XP.[note 2]
13 117,397 0.03 Siphoning this item has a 50% chance to not consume the siphon.
14 166,496 This item drains 12.5% less charge when used.
15 232,755 This item can now be used with an Equipment separator.
16 320,080 0.00 Siphoning this item will no longer consume the siphon.
17 432,785 Using the Equipment separator on this item has a 25% chance to not consume the separator.
18 575,592 This item drains 15% less charge when used.
19 753,631 Using the Equipment separator on this item has a 50% chance to not consume the separator.
20 972,440 Helpful perks will activate 10% more frequently.[note 3]
  1. ^ As seen in the Check Invention interface.
  2. ^ Although siphoning an item at level 12 gives the most extra Invention XP, siphoning an item at level 9 gives the greatest Invention XP/Item XP, or Invention XP/hour.
  3. ^ The boost acts multiplicatively. See Perk benefits for a list of perks that are known to be affected.

Update history[edit | edit source]

This information has been compiled as part of the update history project. Some updates may not be included—see here for how to help out!
  • patch 23 November 2015 (Update):
    • Increased the range of the wyvern crossbow to 9 tiles.