Antipoison++ (4) and Wyrmfire potion (6) required
|Inputs (4,665,593.45)||Outputs (18,376,062.16)|
2 × Wyrmfire potion (6) (58,566)
180 × Magic notepaper (243,360)
25.31 × Spring (93,605.63)
0.33 × Scrimshaw of vampyrism (2,237,260.08)
6 × Antipoison++ (4) (19,692)
5 × Super prayer renewal potion (6) (194,925)
1,000,000 × Coins (1,000,000) Gear degradation/divine charges
0.12 × Onyx (418,184.75) Amulet of souls degradation
2 × Elder overload potion (6) (400,000)
315 × Wyvern bones (3,382,155)
91.41 × Crushed nest (449,901.56)
42.19 × Onyx bolt tips (318,009.38)
25.31 × Uncut dragonstone (257,478.75)
56.25 × Grimy ranarr (238,556.25)
56.25 × Grimy irit (186,525)
45 × Grimy avantoe (51,120)
78.75 × Prayer potion (3) (420,367.5)
161.72 × Soul rune (475,291.41)
11.25 × Large plated rune salvage (344,666.25)
14.06 × Medium bladed rune salvage (317,629.69)
492.19 × Dragon dart tip (485,789.06)
0.18 × Cursed amascut sand (1,346,456.43)
0.018 × Draconic visage (21,410.55)
365.63 × Wyvern spines (101,643.75)
0.09 × Wyvern crossbow (9,270,446.31) on task, 1/2000
0.7 × Raptor key (599,230.12) Task only
109,385.16 × Coins (109,385.16)
The profit rate assumes 180 kills an hour while on a slayer task. Your actual profit may be higher or lower depending on your kill speed.
Upon entry, the player is somewhat cold and the base poison damage from wyverns is 300. This means the player is in the "Cold" (around 20-25%) mechanic and should light one of the static fires nearby. As the player gets colder, an icy overlay becomes more visible on their screen. Several mechanics will take place depending on the chill from the cavern:
Warm: Wyvern poison damage increased up to 900 per 4-5 ticks. Cold (25%): Wyvern attack damage greatly increased; damage around 2,500 becomes typical. Coldest (90%): Player will be constantly stunned at 8–10 seconds per stun; it is highly advised to use Freedom and get out of the cavern if this happens. The warmer the player is, the higher the poison damage they will take, starting at about 600 damage, every 4-5 ticks, at 0% chill. As the player gets colder, the poison damage will start getting weaker, at about 70% chill, where the poison damage completely stops. A downside to this is that the Wyverns' basic attacks will get stronger the colder the player is, this can be countered by standing in melee range, as they will only attack with melee, and using Protect/Deflect Melee, along with Devotion, or repeatedly stunning the wyvern, preventing it from attacking.
Players are recommended to keep chill between 65% and 85%, where the poison is negated, and wyverns attacks can be blocked.
Standing next to a lit fire will slowly warm a player. Lit fires will only last a short time before they must be lit again. The chill effects can be reset by leaving the cavern.
Wyverns hit incredibly hard with all 3 combat styles, as well as poisoning and using dragon fire. It is not worth attempting to kill them without Wyrmfire potion and Antipoison++. If you stand in melee distance, the wyverns will only attack using melee, so it is recommended to use short range melee weapons, pray Reflect melee and to barge between kills. Melee will also allow a Scrimshaw of vampyrism, which will help heal during kills. Abilities that cause a stun are also recommended as it will reduce the damage dealt by the wyverns.
Dragon slayer perks and items don't affect living wyverns.