# Toxic blowpipe

The toxic blowpipe is a two-handed dart weapon that requires 75 Ranged to wield. It is made by using a chisel on a tanzanite fang, requiring 53 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 Revenant Caves for those who are not skulled.

Players can dismantle an uncharged blowpipe to receive 20,000 Zulrah's scales, this will result in a loss of -28,097 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.

## Creation

Requirements
SkillLevelXP
Fletching53 (b)120
Members
Ticks? (edit)
ToolsFacilitiesNone
Materials
ItemQuantityCost
Tanzanite fang13,090,782
Total Cost3,090,782
Toxic blowpipe (empty)13,088,097
Profit-2,685

## Charging and costs

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 2,506,599 to fully charge. The blowpipe has a 1/3 chance to not use scales when firing, so on average 2 scales are used for every 3 shots fired. A fully charged blowpipe lasts 8 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, it would cost 100.98 per shot, excluding the cost of darts. When charged with scales, the blowpipe has a Ranged attack of 60 and a Ranged strength of 40. These bonuses stack with the bonuses of its ammunition. For example, using dragon darts on the charged blowpipe will increase its Ranged attack to +78, and its Ranged strength to +60.

Uncharging the blowpipe will give players all darts and scales the blowpipe currently contains back to them.

### Cost of use per hour

When using the toxic blowpipe, assuming rapid attack style, up to 2,000 Zulrah's scales are used per hour, costing 306,000.

These values are for continuous usage and assume use of Ava's assembler.

Dart type Dart cost/hour Total cost/hour
Mithril dart 4,200 310,200
Rune dart 537,000 843,000
Dragon dart 1,462,200 1,768,200

### Scale to dart ratio

If you are charging your blowpipe you can use the below information to know exactly how many darts and scales to purchase.

Assembler: ${\displaystyle Scales={\frac {10}{3}}*Darts}$

Accumulator: ${\displaystyle Scales={\frac {7.14}{3}}*Darts}$

#### Ava's assembler

If you have an ava's assembler, your darts have an 80% recovery rate. Using an infinite series, we can calculate the number of darts you will fire per each dart that you purchase.

${\displaystyle \sum _{n=1}^{\infty }0.8^{n-1}=5}$
So for each dart purchased, you get 5 darts fired. And, on average, 2 scales are used for every 3 shots fired. ${\displaystyle {\frac {5*2}{3}}={\frac {10}{3}}}$ So, the number of scales to purchase is:

${\displaystyle Scales={\frac {10}{3}}*Darts}$

#### Ava's accumulator

If you have an ava's accumulator, (assuming you don't pick up any darts) your darts have a 72% recovery rate. Using an infinite series, we can calculate the number of darts you will fire per each dart that you purchase.

${\displaystyle \sum _{n=1}^{\infty }0.72^{n-1}=3.57}$
So for each dart purchased, you get roughly 3.57 darts fired. Using the same idea as above, the number of scales to purchase is:

${\displaystyle Scales={\frac {7.14}{3}}*Darts}$

## Special attack

A player performs the toxic blowpipe's special attack, Toxic Siphon.

The toxic blowpipe has a special attack, Toxic Siphon, which increases 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, it will heal the player based on what they would have hit if the target dies from the special attack; for example, if the hit was calculated to deal 20 damage and the target only has 5 Hitpoints, it will heal the player by 10 Hitpoints. It also heals based on the damage dealt before calculating damage reduction for certain monsters, such as Vorkath during its acid phase (where it will take 50% reduced damage) or kurasks that have 100% damage resistance to most weaponry.

## Combat styles

Combat OptionsCombat StyleAttack typesStyleExperienceBoosts
AccurateRangedAccurateRanged and HitpointsAccuracy and Damage
RapidRangedRapidRanged and HitpointsAttack speed by 1 tick
LongrangeRangedLongrangeRanged, Defence, and HitpointsAttack range by 2 tiles

## Comparison between other ranged weapons

Picture Name Levels to equip Ranged Attack bonus Notes
Twisted bow 75 +70
• Has a passive effect where the higher the target's Magic level is, the more accurate and damaging the bow becomes
• Uses arrows as ammunition up to and including dragon
• Offers an attack speed of that of a longbow
Toxic blowpipe 75 +60
• Requires Zulrah's scales (up to 16,383) and any unpoisoned darts to charge
• Bonuses stack with the darts that are used to charge the blowpipe (up to +78 ranged attack and +60 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 damage is increased by 50% and heals the wielder by 50% of the damage dealt. Costs 50% special attack energy
• Has 25% chance to inflict venom on an opponent
Heavy ballista 75 +125
• Has the highest ranged bonus of any ranged weapon, including a +15 Ranged Strength bonus
• Requires completion of Monkey Madness II to equip.
• Only accepts Javelins as ammunition
• Ava's devices will not retrieve fired javelins, nor can they be picked up
• Offers a special attack which increases accuracy and damage by 25% each for one shot. Costs 65% special attack energy
• Has a slightly longer attack range than other crossbows
• The only crossbow that offers a prayer bonus
• Offers a special attack where the player's accuracy is doubled (dependent on ranged level and gear used). Costs 40% special attack energy
• One-handed, allowing the use of an off-hand shield or god book
Crystal bow 70 +100
• Offers a ranged strength of +70(does not use external ammunition)
• Has an attack speed of 5, between that of a shortbow and a crossbow
• Has the furthest attack range of any bow or crossbow in the game (tied with composite bows) of 10 squares
• Receives noticeable damage and accuracy bonuses if used in conjunction with pieces of Crystal armour.
Karil's crossbow 70 +84
• The only two-handed crossbow in the game and is also the fastest crossbow.
• Can only be fired with bolt racks.
• If worn with the rest of Karil the Tainted's equipment, it offers a set effect which lowers the target's agility level (only works on players).
• Like all Barrows equipment, it degrades and will fully degrade after 15 hours of combat. It is repairable.
Dragon hunter crossbow 65 +95
Dragon crossbow 64 +94
Rune crossbow 61 +90
Dark bow 60 +95
• Offers the third highest Ranged attack bonus in the game, behind the Heavy ballista (+125) and the crystal bow and armadyl crossbow (+100)
• Has the ability to shoot two arrows at a time
• 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
Magic shortbow 50 +69
• The only shortbow to offer a special attack, which fires 2 shots in rapid succession but with reduced accuracy. Costs 55% special attack energy
• Can be imbued with a magic shortbow scroll, increasing accuracy to +75 and lowering the special attack cost to 50%

Chinchompas 45 (Grey)

55 (Red)
65 (Black)

+45 (Grey)

+70 (Red)
+80 (Black)

• One of the three ranged weapons that offers the ability to hit more than one opponent at a time (similar to burst or barrage ancient spells), the others being the special attack of the dragon crossbow, with a similar attack, and Rune thrownaxe, with a ricochet type attack.
• Regarded to be the best way of training Ranged, but at a very high cost
• Has an attack speed of 4 (same as scimitars and the abyssal whip)
• If a player dies with chinchompas equipped or in their inventory, they will disappear as they are live animals

## Changes

Date Changes
7 October 2020
(update | poll)

• 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.
16 November 2017
(update | poll)

The toxic blowpipe can now envenom NPCs at a 100% rate if wearing a serpentine helm.

19 March 2015
(update)

Using the blowpipe special attack when your hitpoints are above your base level no longer reduces your hitpoints.

12 January 2015
(update)

The blowpipe's speed on rapid was reduced to be equal to that of a shortbow only in PvP; player-versus-monster encounters remain unaffected.