|Release||2 November 2015 (Update)|
|Stacks in bank||Yes|
|High alch||600,000 coins|
|Low alch||400,000 coins|
|Inflicts heavy damage in prolonged encounters.|
|Exchange||53,381,992 coins (info)|
|Links||MRID • recipe|
|FAQ • doc|
The wyvern crossbow is a two-handed crossbow that requires level 85 Ranged to wield. It was released along with wyverns, which have a 1/2,000 chance on task, 1/10,000 off-task chance of dropping the crossbow.
It uses wyvern spines as ammunition, which are a common drop from wyverns. However, any bolt ammunition can be used with the crossbow, including Dragonbane bolts and Ascension bolts (which will have their damage scaled down to match wyvern spines).
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|
Degradation and repair[edit | edit source]
The crossbow will degrade to a broken state after 60,000 charges of combat (but loses 2 charges per hit, so has a minimum duration of 5 hours of combat). It can be fixed by Repair NPCs such as Bob in Lumbridge, or at an armour stand in a player-owned house. A full repair, without discounts, costs 4,125,000 coins.
Repair cost[edit | edit source]
The base repair cost of the Wyvern crossbow when completely degraded to 0.0% item charge is 4,125,000 coins. It can be repaired by:
- Bob - the axe seller in Lumbridge
- Tindel Marchant - the weapon and armour repairman at Port Khazard
- Dunstan - the smith in Burthorpe
- Squire - in the workshop area of the Void Knights' Outpost
If it is only partially degraded, then the cost of a full repair is multiplied by the percentage of item charge that needs to be repaired to produce the current repair cost.
template = Calculator:Template/Smithing/Armour stand form = repairForm result = repairResult param = level|Smithing level (1-106)|1|int|1-106|| param = charge|Item Charge|0.0|number|0.0-100.0|| param = cost|cost|4125000|hidden|||
|The result will appear here when you submit the form.|
Comparison with other Ranged weapons[edit | edit source]
Drop sources[edit | edit source]
|Raptor's chest of slaying||N/A||1||1/50[dr 1]||N/A|
|Wyvern (elite)||133||1||1/10000[dr 1]|
Disassembly[edit | edit source]
|Disassembly category||Two-handed crossbows|
|Item quantity required||1|
|Base junk chance||1.0%|
Update history[edit | edit source]
Trivia[edit | edit source]
- The wyvern crossbow shared the same examine as the royal crossbow, until in November of 2019 the royal crossbow was given a new examine. This was because the wyvern crossbow took on the original effect of the royal crossbow.
- The damage-over-time effect used to work against poison-immune monsters. After a hidden update, this appears to be no longer true.