The toxic blowpipe is a two-handed dartweapon that requires 75 Ranged to wield. It is made by using a chisel on a tanzanite fang, requiring 78 Fletching. Players using the blowpipe have a 25% chance of inflicting venom on their opponent. However, if the opponent is an NPC and the serpentine helm is worn in conjunction with the blowpipe, there is a 100% chance of envenoming them.
The base attack speed of the toxic blowpipe varies; in player versus monster encounters, its attack speed is 3, or equal to darts. During player versus player combat, its attack speed is 4, or equal to a shortbow. In addition, its attack range is +2 higher than that of throwing darts, at 5 by default. Longrange increases attack range by 2.
If the blowpipe is not protected upon death, all scale and dart charges will appear on the floor alongside the blowpipe. If the blowpipe IS protected upon death, ALL scale and dart charges will be maintained when you respawn. This makes it an effective weapon for ranging in the Wilderness as the weapon and the ammo is contained in one high-value item slot, being very effective at the Revenant Caves for those who are not skulled.
Players can dismantle an uncharged blowpipe to receive 20,000 Zulrah's scales, resulting in a loss of −293,657 coins.
Players can toggle whether picked up ammunition is automatically reloaded into the blowpipe or remains in the inventory by talking to the Ranged combat tutor.
The toxic blowpipe has a special attack, Toxic Siphon, which increases accuracy by 100% and damage by 50%, while healing the user by half of the damage dealt (rounded down). This consumes 50% of the player's special attack energy.
Similar to the Saradomin godsword special attack, if the target dies from the special attack, it will still heal the player based on what they would have hit if the target had more Hitpoints; for example, if the hit was calculated to deal 20 damage and the target only has 4 Hitpoints, it will heal the player by 10 Hitpoints. For certain monsters, it heals based on the damage dealt before calculating damage reduction, such as Vorkath during its acid phase (where it will take 50% reduced damage), kurasks that have 100% damage resistance to most weaponry, or Akkha during his melee and ranged states which are 100% resistant to Ranged attacks.
The toxic blowpipe is charged with Zulrah's scales; it cannot be wielded if it is uncharged, except when fully degraded while equipped. It uses unpoisoned darts as ammunition, and can hold up to 16,383 scales and 16,383 darts, costing 3,538,728 coins for the zulrah scales to fully charge. The blowpipe has a 1/3 chance to not use scales when firing, thus on average two scales are used for every three shots fired. A fully charged blowpipe lasts eight hours and 12 minutes of non-stop combat with rapid attack style, or 12 hours and 17 minutes with accurate style.
At the current price, the toxic blowpipe costs 142.56 coins per shot, excluding the cost of darts. When charged with scales, the toxic blowpipe has a Ranged attack of 30 and a Ranged strength of 20. These bonuses stack with the Ranged Strength of its ammunition. For example, using dragon darts on the charged blowpipe will increase its Ranged strength to +55.
Uncharging the blowpipe will give players all darts and scales the blowpipe currently contains back to them.
When using the rapid attack style on the toxic blowpipe, up to 3,000 darts may be fired per hour, equating to up to 2,000 Zulrah's scales used per hour. This makes the base cost per hour 432,000 coins.
These values are for continuous usage and assume use of either Ava's assembler, or Ava's accumulator if not picking up used ammo.
Has a special attack which provides double accuracy on the next shot and guarantees the special effect of any enchanted bolts used if it hits. Costs 75% special attack energy.
Its passive effect strengthens the effects of enchanted bolts by 10%.
Ranged strength bonus stacks with the darts that are used to charge the blowpipe (up to +55 ranged strength with dragon darts).
Has an attack speed of 3 (same as darts) in a non-pvp encounter or 4 in a pvp encounter (same as shortbows).
Offers a special attack where accuracy is increased by 100% and damage is increased by 50%, and heals the user by half of the damage dealt. Costs 50% special attack energy.
Uniquely uses the player's melee strength bonuses when determining the amount of ranged damage dealt to a target. The max hit is based off of visible boosts to melee stats (eg. super combat potion) and ranged boosting prayers (eg. Rigour).
If worn with the rest of the eclipse moon armour set, it offers a set effect which has a 20% chance to inflict a stackable burn effect on the targets.
Offers a special attack which consumes the remaining burn effect in exchange for increasing the player's minimum and maximum hit. Costs 50% special attack energy.
Must be charged with revenant ether to be fired, but it does provide its own ammo, similar to the crystal bow.
While charged, an additional 50% ranged accuracy and damage boost is applied when attacking any NPC in the Wilderness. This effect will stack with a Slayer helmet or a Salve amulet and their variants, but not both simultaneously. This makes it the strongest ranged weapon in the Wilderness.
Has a special attack that hits an enemy four times in succession with increased accuracy, each dealing up to 40% of the player's max hit, along with a chance to inflict poison, starting at 4 damage. Costs 50% special attack energy.
Wearing an amulet of the damned together with the whole equipment set grants a 25% chance for an attack to hit twice, in which case the second hit will inflict half the damage of the first.
Like all Barrows equipment, it degrades and will fully degrade after 15 hours of combat. It is repairable.
Unlike most crossbows, it has a base attack speed of 4, making it comparable to a Magic shortbow (i) but with a slightly higher range (8 tiles) and accuracy. The addition of a ranged boosting shield further increases the accuracy and damage while also providing defensive bonuses.
The Hunters' sunlight crossbow is significantly cheaper than the Magic shortbow (i) and Dragon crossbow. It is also easier to obtain for Ironmen, requiring 74 Fletching to make. However, Ironmen can only obtain the ammunition via Hunter.
Offers a special attack where the player can hit any target in a 3x3 area, while in a multicombat area, making it one of three range weapons that can hit multiple targets. Costs 60% special attack energy.
Must be charged with revenant ether to be fired, but it does provide its own ammo, similar to the crystal bow.
While charged, an additional 50% ranged accuracy and damage boost is applied when attacking any NPC in the Wilderness. This effect will stack with a Slayer helmet or a Salve amulet and their variants, but not both simultaneously. This makes it the second strongest ranged weapon in the Wilderness, surpassing the damage output of a toxic blowpipe with dragon darts.
The slowest weapon in the game, with an attack speed of 9 (5.4 seconds).
Offers a powerful special attack, which if used with dragon arrows increases damage dealt by 50% with a minimum hit of 8 (30% with any other arrow type with a minimum. hit of 5). Costs 55% special attack energy.
The only composite bow to offer a special attack, which is guaranteed to hit the target but is not boosted by damage-boosting prayers or the Slayer helmet (i). Costs 35% special attack energy. Shares this special attack with the magic longbow.
Is slightly more accurate than the magic longbow and 1 tick faster (1 tick slower than the shortbow), while keeping the same attack range of the longbow.
The only longbow to offer a special attack, which is guaranteed to hit the target but is not boosted by damage-boosting prayers or the Slayer helmet (i). Costs 35% special attack energy. Shares this special attack with the magic comp bow.
Like all longbows, is 2 ticks slower than the magic shortbow, in exchange for 3 additional attack range.
Offers the sixth highest one-handed Ranged attack bonus in the game.
Has an attack speed equal to that of longbows and an attack range equal to that of shortbows.
Because of the slower attack speed and the potential for overkill from its higher max hit, it deals less damage over extended periods than the magic shortbow, and should be used primarily when additional defence is needed through the use of a shield, or if enchanted bolt effects are needed.
One of the four ranged weapons that offers the ability to hit more than one opponent at a time (similar to burst or barrage Ancient Magicks), the others being the special attack of the dragon crossbow, with a similar attack, and rune thrownaxe, with a ricochet special type attack, and Venator bow with a passive ricochet attack.
Regarded to be the best way of training Ranged, but at a very high cost.
Is one tick faster than most other crossbows, and it is able to fire bone bolts, which are significantly cheaper than most other ammunition of similar strength.
Derives accuracy from player's current attack style (Ranged while ranging, Melee while meleeing, and whichever is higher with powered staves) while rolling against the target's Ranged defence.
^Untradeable; cost is of the tormented synapse required to craft it.
Players can now swap a different type of dart into the toxic blowpipe without having to unload the darts inside first.
Zulrah's scales will now automatically be added to the toxic blowpipe when picked up. This only applies if it is the only scale-using item in the player's inventory.
The special attack of the toxic blowpipe now has a custom animation. The power of the blowpipe special attack is now properly represented with a snake head sent flying, looking to sink those fangs into your opponent.
Unlike other darts, dragon darts have a unique projectile animation when shot out of a toxic blowpipe.
The maximum amount of scales and darts that can be held by the blowpipe, 16,383 each, is equivalent to the maximum value that can be represented by 14 bits. This is because 14 bits were allocated for this part of the data, while the rest were allocated for dart types and room for potential future additions.[1]
^Jagex. Mod Ash's Twitter account. 24 June 2021. Archived from the original on 27 June 2021. Mod Ash: "14 bits were allocated for that part of its data. The other bits were allocated for remembering the dart types, and any potential expansion that might be wanted for it later - it's always awkward when you want to add another feature later but you used up all 32 bits already."
When charged with scales, the toxic blowpipe has a Ranged attack of 30 and a Ranged strength of 20. These bonuses stack with the Ranged Strength of its ammunition. For example, using dragon darts on the charged blowpipe will increase its Ranged strength to +55.
Players cannot toggle whether picked up ammunition is automatically reloaded into the blowpipe or remains in the inventory. However, Ava's assembler, Ava's accumulator, Max cape or The Completionist Cape will allow you to automatically reload.
The Toxic blowpipe is a two-handed dart weapon that requires level 75 Ranged to wield. It can be made by using a chisel on the Tanzanite fang, which is dropped by boss Zulrah. This requires level 53 fletching.
The tanzanite fang is obtained from killing Zulrah. It can be used with a chisel to create the toxic blowpipe (empty), requiring level 78 Fletching and granting 120 Fletching experience. Players can dismantle the fang to receive 20,000 Zulrah's scales, resulting in a profit of −570,067 coins.
Protecting from Magic is necessary to prevent dragonfire damage from Vorkath; unfortunately, with the blowpipe strategy, range damage must be tanked and will be a primary source of damage intake per trip. You should expect 1-4 kills per trip, limited by food, although up to 4-5 is possible.
Cost saving benefits. The ammo retention of the accumulator results in ammunition being fired 3.57 times before it is lost, assuming it is not picked up from the ground. This means it is approximately three and half times cheaper than the price paid.
Give it a blow! The upgraded bone blowpipe is a two-handed thrown ranged weapon. It has tier 90 accuracy and tier 85 damage, does not require ammo, is automatically poisoned, and has a passive effect: poison damage occurs twice as often but with half the damage.
Maximum melee hit is the maximum damage a player can deal in a melee combat. It is affected by player's strength, equipment and other bonuses such as prayer, passive effects or potions. The max possible hit through normal gameplay means is 195.
The toxic blowpipe is charged with Zulrah's scales; it cannot be wielded if it is uncharged, except when fully degraded while equipped. It uses unpoisoned darts as ammunition, and can hold up to 16,383 scales and 16,383 darts, costing 3,391,281 to fully charge. 2 scales are used for every 3 shots fired.
Fallout 4: maximum explosive damage of Spray n' Pray is 455.64! I know in the video is an assualt rifle, but the result will be the same, same can be said with kiloton. Here is the math: 15*2(Commando)*2(Demo Expert)*1.25*1.25(Lone Wanderer boosts it twice)*1.15(Bloody Mess)*1.15(Explosives bobblehead)*1.05(SCAV!
Introduction: My name is Nathanael Baumbach, I am a fantastic, nice, victorious, brave, healthy, cute, glorious person who loves writing and wants to share my knowledge and understanding with you.
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