LOCAL OSRS REFERENCE

Toxic blowpipe

Source revision 15316028 · Saved 2026-09-27 · Sources & credits

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EmptyCharged
Toxic blowpipe (empty)
Released8 January 2015 (Update)
Also calledBp, Blowpipe
MembersYes
Quest itemNo
Properties
TradeableYes
EquipableYes
StackableNo
NoteableYes
OptionsDismantle, Drop
Worn optionsNone (?)
DestroyN/A
ExamineFires darts while coating them with venom.
Values
Value120,000 coins
High alch72,000 coins
Low alch48,000 coins
Weight0.3 kg
Grand Exchange
Exchange10,552,927 coins (info)
Buy limit8
Daily volume856
View real-time prices
Advanced data
Item ID12924
LinkMOID

The toxic blowpipe is a blowpipe that requires 75 Ranged to wield. Like all blowpipes, it is a two-handed weapon. It can be made by using a chisel on a tanzanite fang, which requires 78 Fletching. Players using the blowpipe have a 25% chance of inflicting venom on their opponent with attacks or manually-cast combat spells. 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. The blowpipe is only tradeable when uncharged (empty).

Players can dismantle an uncharged blowpipe to receive 20,000 Zulrah's scales, resulting in a loss of −7,392,927 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 or by toggling the "ammo-picking behaviour" checkbox in the in-game settings.

Combat stats

EmptyCharged
 Attack bonuses
StabSlashCrushMagicRanged
+0+0+0+0+30
 Defence bonuses
StabSlashCrushMagicRanged
+0+0+0+0+0
 Other bonusesSlot
StrengthRangedMagic damagePrayer2h slot table
+0+0+0%+0List
Combat styleAttack typeWeapon styleAttack speedRangeExperienceLevel boost
AccurateLightAccurate3 ticks (1.8s)5 tilesRanged Hitpoints+3 Ranged
RapidLightRapid2 ticks (1.2s)5 tilesRanged HitpointsNone
LongrangeLightLongrange3 ticks (1.8s)7 tilesRanged Defence Hitpoints+3 Defence

Special attack

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

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 ranged state which is 100% resistant to Ranged attacks.

Creation

Requirements
SkillLevelXP
Fletching Fletching78 (b)120
Members
Ticks0 (0s)
ToolsFacilitiesNone
Materials
ItemQuantityCost
Tanzanite fang110,077,090
Total cost10,077,090
Toxic blowpipe (empty)110,552,927
Profit475,837
Profit after GE Tax264,779

Charging and costs

The toxic blowpipe is charged with Zulrah's scales; it cannot be wielded if it is uncharged, except when fully depleted while equipped. It uses unpoisoned darts as ammunition, and can hold up to 16,383 scales and 16,383 darts, costing 2,588,514 coins to fully charge, excluding the cost of darts. Players can configure the charges while the weapon is in their bank by right-clicking on Configure-Charges, as long as players have the required materials. 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 for 8 hours and 12 minutes of non-stop combat with the rapid attack style or 12 hours and 17 minutes with the accurate style.

At the current price, the toxic blowpipe costs 104.28 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 return all remaining darts and scales.

Cost of use per hour

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 316,000 coins, excluding the cost of darts. Using an Ava's device or picking up used ammo will reduce the number of darts needed.

Dart Dart cost/hr

(assembler)

Total cost/hr

(assembler)

Dart cost/hr

(accumulator)

Total cost/hr

(accumulator)

Mithril dart +9 4,800 320,800 6,720 322,720
Adamant dart +17 18,600 334,600 26,040 342,040
Rune dart +26 142,200 458,200 199,080 515,080
Amethyst dart +28 114,600 430,600 160,440 476,440
Dragon dart +35 619,200 935,200 866,880 1,182,880

Scale to dart ratio

Average usage of ammunition using the Toxic Blowpipe is described by the formulas below.

Device Recovery Rate Scales Darts
None 0% Scales=23*Darts Darts=32*Scales
Ava's attractor 60% Scales=53*Darts Darts=35*Scales
Ava's accumulator 72% Scales=5021*Darts Darts=2150*Scales
Ava's assembler 80% Scales=103*Darts Darts=310*Scales

Ornament kit

The blowpipe can be cosmetically enhanced via the Trailblazer reloaded blowpipe ornament kit to change its appearance into that of the blazing blowpipe. To apply the kit, the blowpipe must be emptied of scales and darts.

Products

ItemMembersSkillsXPMaterials
Blazing blowpipe (empty)
Members
  • None
  • None
  • 1 × Toxic blowpipe (empty)
  • 1 × Trailblazer reloaded blowpipe ornament kit
Zulrah's scales × 20,000
Members
  • None
  • None
  • 1 × Toxic blowpipe (empty)

Sound effects

Sound Name Description ID
equip_staff Equipping 2247
dart Attacking 2696
snake_hit Special attack 800
destroy_object Uncharging 2381
found_gem Creating blazing blowpipe 2655
RankMethod
2Slayer training (Ranged)
3Slayer training (Ranged (Wilderness))
3Dagannoth Kings/Strategies (Tribrid (All Kings))
2Dagannoth Kings/Strategies (Ranged)
1Barrows/Strategies (Ranged (Ahrim))
1TzHaar Fight Cave/Strategies (Ranged)
1TzHaar Fight Cave/Strategies (Pure)
1Kalphite Queen/Strategies (High level ranged)
3General Graardor/Strategies (Ranged Attacker)
2Nightmare Zone/Strategies (Ranged (Absorption, AFK))
2Nightmare Zone/Strategies (Ranged)
1Zulrah/Strategies (Ranged)
2Cerberus/Strategies (Ranged)
1Demonic gorilla/Strategies (Ranged)
3Abyssal Sire/Strategies (Phase 1 Ranged)
3, 5Abyssal Sire/Strategies (Phase 2 Ranged)
1Lizardman shaman/Strategies (Ranged)
4Chaos Elemental/Strategies (Ranged)
2Green dragon/Strategies (Ranged)
1Chambers of Xeric/Strategies (Ranged)
1Chambers of Xeric/Strategies (Mage Vanguard)
1, 3Chambers of Xeric/Strategies (Baby Muttadile)
2Chambers of Xeric/Strategies (Big Muttadile)
3Chambers of Xeric/Strategies (Great Olm Head (Ranged))
3Krystilia/Strategies (Ranged)
2Krystilia/Strategies (Ranged)
1Grotesque Guardians/Strategies (Ranged switches)
2One-defence pure (Ranged)
2Revenants/Strategies (Ranged)
2Vorkath/Strategies (Ranged (crossbow))
1Aviansie/Strategies (Ranged)
1Aviansie/Strategies (Ranged - Low Risk)
1Theatre of Blood/Strategies (Range)
3Theatre of Blood/Strategies (Maiden (0 defence))
2Theatre of Blood/Strategies (Range Nylocas Vasilias)
2Theatre of Blood/Strategies (Xarpus (0 defence))
2Alchemical Hydra/Strategies (Ranged)
1, 2, 3, 4Inferno/Strategies (First cape)
1, 2Inferno/Strategies (On task)
1Ultimate Ironman Guide/Equipment
1Slayer task/Gargoyles (Ranged)
2Slayer task/Drakes (Ranged)
2, 4The Mimic/Strategies (Ranged)
1Theatre of Blood/Hard Mode (Range)
1, 2Fight Caves Speed-Runner (Ranged)
2Nex/Strategies (Ranged)
1Slayer task/Wyrms (Ranged)
1Tombs of Amascut/Strategies (Ranged switch)
3Tombs of Amascut/Strategies (Zebak)
3Tombs of Amascut/Strategies (Akkha)
2Tombs of Amascut/Strategies (Akkha's shadow)
2Tombs of Amascut/Strategies (Obelisk)
3Tombs of Amascut/Strategies (Wardens (Phase 2))
2Phantom Muspah/Strategies (Ranged)
2Slayer task/Suqah (Ranged (North))
1Ecumenical key/Strategies (Ranged)
1, 5The Leviathan/Strategies (Ranged)
1Scurrius/Strategies (Ranged (high level))
2Fortis Colosseum/Strategies (Ranged)
2Fortis Colosseum/Strategies (Mage)
1Fortis Colosseum/Strategies (Budget)
2Fortis Colosseum/Strategies (Melee)
2Tormented Demon/Strategies (Ranged switch)
1Royal Titans/Strategies (Ranged)
1Royal Titans/Strategies (Ranged)
1Gemstone Crab/Strategies (Ranged (high level))
1Slayer task/Aquanites (Ranged)
1Frost dragon/Strategies (Ranged)

Special attack

RankMethod
1Slayer training (Ranged)
2K'ril Tsutsaroth/Strategies (Ranged)
1Commander Zilyana/Strategies (Ranged)
4Dagannoth Kings/Strategies (Tribrid (All Kings))
1Dagannoth Kings/Strategies (Ranged)
1Barrows/Strategies (Ranged (Ahrim))
4TzHaar Fight Cave/Strategies (Ranged (Atlatl))
3Kree'arra/Strategies (Tbow / Bowfa)
1General Graardor/Strategies (Ranged (Solo))
2Zulrah/Strategies (Ranged)
3Kraken/Strategies (Magic)
2Cerberus/Strategies (Ranged)
2Demonic gorilla/Strategies (Ranged)
2Abyssal Sire/Strategies (Phase 2 Ranged)
3Sulliuscep/Strategies
3Sulliuscep/Strategies
1Grotesque Guardians/Strategies (Ranged switches)
5Vorkath/Strategies (Ranged (crossbow))
3Alchemical Hydra/Strategies (Ranged)
1Inferno/Strategies (First cape)
1Inferno/Strategies (On task)
1Slayer task/Gargoyles (Ranged)
1Slayer task/Drakes (Ranged)
2Chambers of Xeric/Challenge Mode/Strategies (Ranged)
1Slayer task/Jellies (Ranged)
3Nex/Strategies (Ranged)
4Tombs of Amascut/Strategies (Ranged switch)
4Phantom Muspah/Strategies (Ranged)
3The Whisperer/Strategies (Magic)
3The Leviathan/Strategies (Ranged)
2Scurrius/Strategies (Ranged (high level))
2Tormented Demon/Strategies (Ranged switch)
1Royal Titans/Strategies (Ranged)
3Doom of Mokhaiotl/Strategies (Ranged)
3Slayer task/Custodian stalker (Ranged)
1Slayer task/Kurasks (Ranged)
2Frost dragon/Strategies (Ranged)

Comparison between other ranged weapons

Ranged weapons comparison table [
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]
Name Ranged level required Ranged attack Ranged strength
(Max ammo)
Price Notes
Twisted bow Ranged 85 +70 +20
(+80)
1,382,643,871
  • Has a passive effect where the higher the target's Magic level or Magic attack bonus is, the more accurate and damaging it becomes.
  • Against high magic levels, it is usually the strongest ranged weapon in the game.
  • Uses arrows as ammunition up to and including dragon.
  • Has the maximum attack range of 10.
  • Attack speed of 5 ticks on rapid.
Zaryte crossbow Ranged 80 +110 (+122) 353,031,031
  • The strongest crossbow in the game.
  • 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, costing 75% special attack energy.
  • Its passive effect strengthens the effects of enchanted bolts by 10%.
  • Can fire up to dragon bolts.
Bow of Faerdhinen Ranged 80 +128 +106 104,646,292
  • Has the highest ranged bonus of any ranged weapon, including a +106 Ranged Strength bonus.
  • Receives significant damage and accuracy bonuses if worn alongside pieces of crystal armour.
  • When created, the bow starts off at 10,000 charges and degrades.
  • The bow can be upgraded to the Bow of Faerdhinen (c) for 2,000 crystal shards to stop it from degrading - usage contributes to this cost.
  • Has the maximum attack range of 10.
Venator bow Ranged 80 +90 +25
(+85)
62,574,940
  • Has a passive effect when charged with ancient essence that allows arrows to ricochet to nearby targets when in a multicombat area.
  • Poor single target performance but excels in multicombat.
  • Uses arrows as ammunition up to and including dragon.
  • Has an attack speed of 4 ticks on rapid, between that of a shortbow and a longbow.
Scorching bow Ranged 77 +124 +40
(+100)
39,375,238[n 1]
  • Untradeable; created from a tormented synapse and magic longbow (u) with 74 Fletching.
  • Has a passive effect that increases accuracy and damage by 30% against demons, making it incredibly strong against them.
  • Offers a special attack that binds demonic creatures in place for 20 ticks (12 seconds) and deals burn damage.
  • With an innate 40 strength bonus, it performs decently well against non-demonic targets.
  • Uses arrows as ammunition up to and including dragon.
  • Has the maximum attack range of 10.
Toxic blowpipe Ranged 75 +30 +20
(+55)
10,552,927
  • The strongest blowpipe, with an innate ranged strength of 20.
  • Relatively weak accuracy but fast, high damage, making it great against low defence targets.
  • Requires Zulrah's scales and any unpoisoned darts to charge.
  • Ranged strength bonus stacks with the darts that are used to charge the blowpipe (up to +55 ranged strength with dragon darts).
  • 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.
  • Has 25% chance per shot to inflict venom on an opponent.
  • Has an attack speed of 2 ticks on rapid (non-pvp; 3 ticks in pvp).
Heavy ballista Ranged 75 +125 +15
(+165)
993,822
  • Has the second highest ranged bonus of any ranged weapon, including a +15 Ranged Strength bonus.
  • Slow-firing but very high damage, with low average DPS, but good KO potential.
  • Only accepts javelins as ammunition.
  • Offers a special attack which increases accuracy and damage by 25% each for one shot. Costs 65% special attack energy.
  • Requires completion of Monkey Madness II to equip.
Eclipse atlatl Ranged 75 +87 +40 (Melee) 661,594
  • 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).
  • Only accepts atlatl darts as ammunition.
  • 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.
Armadyl crossbow Ranged 70 +100 (+122) 33,985,694
  • Offers a special attack where the player's accuracy and enchanted bolts activation chance for that shot is doubled. Costs 50% special attack energy.
  • Along with the Zaryte crossbow, has a slightly longer attack range than other crossbows.
  • Can fire up to dragon bolts.
Dragon hunter crossbow Ranged 70 +95 (+122) 30,895,831
  • Similar base stats to the Armadyl and dragon crossbows.
  • Increases accuracy and damage by 30% and 25% respectively when fighting draconic creatures.
  • Can fire up to dragon bolts.
Crystal bow Ranged 70 +100 +78 494,813[n 2]
  • Does not use ammunition, instead uses charges, provided either with crystal shards or by purchase for GP.
  • Available as a quest reward and becomes cheaper to charge with usage.
  • Has an attack speed of 4 ticks on rapid, between that of a shortbow and a crossbow.
  • Has the maximum attack range of 10.
  • Receives noticeable damage and accuracy bonuses if worn alongside pieces of crystal armour.
Webweaver bow Ranged 70 +85 +65 14,584,324
  • Upgraded version of the Craw's bow, which requires the fangs of Venenatis to create.
  • Must be charged with revenant ether to be fired, and does not require 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, making 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.
Karil's crossbow Ranged 70 +84 (+55) 97,580
  • One of the fastest crossbows, together with the hunters' crossbow.
  • Can only fire bolt racks, which cannot be retrieved by an Ava's device.
  • 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).
  • 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.
Hunters' sunlight crossbow Ranged 66
Hunter 50
+79 (+60) 5,021
  • Significantly cheaper than other options while still being quite strong, especially against lower-defence targets.
  • Unlike most crossbows, it has an attack speed of 3 on rapid, making it comparable to a Magic shortbow (i) but with a slightly higher range (8 tiles) and accuracy, along with being one-handed.
  • It is also easier to obtain for Ironmen, requiring Fletching 74 Fletching to make. However, Ironmen can only obtain the ammunition via Hunter.
  • Uses Sunlight antler bolts or Moonlight antler bolts as ammunition, giving +55 and +60 ranged strength which are equivalent to Amethyst arrows and Dragon arrows, respectively.
Dragon crossbow Ranged 64 +94 (+122) 506,467
  • Has similar base stats to Armadyl and Dragon Hunter crossbows, while being markedly cheaper.
  • 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.
  • Can fire up to dragon bolts.
Rune crossbow Ranged 61 +90 (+115) 9,273
  • Considerably cheaper than dragon-bolt firing crossbows, but of course weaker.
  • Good low-budget option for higher defence/HP enemies, compared to a Magic shortbow (i).
  • Can fire up to runite bolts.
Craw's bow Ranged 60 +75 +60 14,378,389
  • Must be charged with revenant ether to be fired, and does not require 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. This makes it the second strongest ranged weapon in the Wilderness.
  • Shares the same bonuses as the magic shortbow (i) with the ranged strength of dragon arrows.
Dark bow Ranged 60 +95 (+60) 562,658
  • Has the ability to shoot two arrows at a time.
  • The slowest weapon in the game, with an attack speed of 8 ticks on rapid - at 4 ticks per arrow, this makes it worse than other bows for raw DPS, but has much stronger KO potential.
  • 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 Ranged 50 +69 (+55) 766
  • Remarkably cheap, even when imbued.
  • Weaker accuracy than the rune crossbow but the fast firing makes it good budget DPS.
  • 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 its ranged attack bonus to +75 and lowering the special attack cost to 50%.
  • Can fire up to amethyst arrows.
Magic shortbow (i) +75 48,789
Magic comp bow Ranged 50 +71 (+55) 1,124
  • 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.
Seercull Ranged 50 +69 (+55) 44,298
  • Has slightly less accuracy but otherwise identical stats to the magic comp bow.
  • Has a special attack that targets mages by lowering their Magic level, costing 100% special attack energy.
Magic longbow Ranged 50 +69 (+55) 1,150
  • 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.
  • Unlike the magic shortbow, cannot be imbued.
Adamant crossbow Ranged 46 +78 (+100) 896
  • Similar to the rune crossbow with slightly less ranged accuracy.
  • Can fire up to adamant bolts.
Chinchompas Ranged 45
(Grey)
+45 N/A Varies[n 3]
  • 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), the rune thrownaxe (with a ricochet special type attack), and the Venator bow with a passive ricochet attack.
  • Excels against multiple close-together targets, where at least one has a low defence.
  • Regarded to be the best way of training Ranged, but at a very high cost.
  • Has an attack speed of 3 ticks on rapid/medium fuse.
Ranged 55
(Red)
+70 +15
Ranged 65
(Black)
+80 +30


Salamanders Attack Ranged Magic 30
(Green)
+20 (+16) 102
  • Unique and versatile two-handed weapons that facilitate the use of all three combat styles.
  • Notably lower DPS than other options.
Attack Ranged Magic 50
(Orange)
+29 (+22) 156
Attack Ranged Magic 60
(Red)
+47 (+31) 40
Attack Ranged Magic 70
(Black)
+69 (+49) 330
Attack Ranged Magic 80
(Tecu)
+87 (+60) 393,893
Dorgeshuun crossbow Ranged 28 +42 (+49) 2,439
  • 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.
  • Popular for low-cost ranged training.
Shortbows Ranged 40
(Yew)
+47 (+49) 367
  • Offer slightly less damage output than using rune knives, but are a lot cheaper.
Darts Ranged 30
(Adamant)
N/A +17 Varies[n 3]
  • Are cheap, deal decent damage and are easy to buy from the Grand Exchange.
  • Adamant darts have comparable damage output to using a shortbow with rune arrows, so players should use whichever is cheaper.


Dwarf multicannon N/A N/A N/A 744,794
  • Can be set up and used alongside other weapons for passive Ranged damage and experience.
  • Cannot be set up in all areas.
  • Has a static max hit of 30 with steel cannonballs and 35 with granite cannonballs.
  • 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 heavy Ranged defence.
  1. ^ Untradeable; cost is of the tormented synapse and magic longbow (u) required to craft it.
  2. ^ Cost of having Ilfeen charge a crystal weapon seed after obtaining minimum cost.
  3. ^ 3.0 3.1 Cost of thrown weapons is only that of the ammo.

Concept art

Changes

Date Changes
5 March 2025
(Update)

The Toxic blowpipe supports a bank item option for changing charges.

8 May 2024
(Update)

Creating a toxic blowpipe now requires 78 Fletching, up from 53.

7 July 2021
(Update)

The weapon's position on female players has been adjusted so that they appear to be equipped properly.

30 June 2021
(Update)

The toxic blowpipe has received the following changes:

  • Ranged Attack bonus decreased from +60 to +30.
  • Ranged Strength bonus decreased from +40 to +20.
  • The special attack now gives a 100% accuracy boost in addition to the 50% damage boost.
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.
  • The Toxic Blowpipe now displays the exact number of scales while there are no darts loaded inside.
18 February 2016
(Update | poll)

A toxic blowpipe can now be dismantled for 20,000 Zulrah scales.

24 September 2015
(Update | poll)

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.

20 August 2015
(Update)

Uncharging the toxic blowpipe now correctly asks if the player wishes to uncharge the object, rather than destroy the object.

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.

Trivia

The unique projectile animation when using a toxic blowpipe with dragon darts.
  • 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]

References

  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."

Sources & credits

“Toxic blowpipe” by Old School RuneScape Wiki contributors, revision 15316028. Text adapted under CC BY-NC-SA 3.0; adapted text is shared under the same license. Formatting and navigation changed; Wiki scripts and editing controls omitted. Game imagery © Jagex Ltd. Imported image-file descriptions retain their own credits and licensing statements.

Original source address: https://oldschool.runescape.wiki/w/Toxic_blowpipe?oldid=15316028

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