SMW Subobject for ChargedExamine: A magical elven bow.Is members only: trueIs variant of: Bow of faerdhinenWeight: 1.500Uses infobox: ItemImage: File:Bow of faerdhinen.pngItem name: Bow of faerdhinenValue: 5000000Version anchor: ChargedRelease date: 30 June 2021Item ID: 25865
SMW Subobject for InactiveExamine: A magical elven bow.Is members only: trueIs variant of: Bow of faerdhinenWeight: 1.500Uses infobox: ItemImage: File:Bow of faerdhinen (inactive).pngItem name: Bow of faerdhinen (inactive)Value: 5000000Version anchor: InactiveRelease date: 30 June 2021Item ID: 25862
The bow of Faerdhinen can be created with the singing bowl by combining 100 crystal shards and an enhanced crystal weapon seed. Doing so requires completion of Song of the Elves, level 82 Smithing and Crafting to sing the crystal (the levels can be boosted), and grants 5,000 experience in both skills. If the player does not meet the Smithing and Crafting requirements, they can have Conwenna or Reese sing the crystal for them for an extra 50 crystal shards, for a total of 150.
Like the crystal bow, the bow of Faerdhinen does not require any arrows to use, as it generates its own when fired, rolling damage against an NPC's standard ranged defence. The bow also benefits from improved damage and accuracy when crystal armour is equipped, with each piece granting additional bonuses - up to a total of 15% damage and 30% accuracy when the full set is equipped.
When using the crystal armour, the bow provides lower damage per second than a twisted bow or a toxic blowpipe depending on the target; these weapons excel against targets with high Magic level and low Defence respectively. However, unlike the twisted bow or toxic blowpipe, the bow of Faerdhinen suffers no significant drawback and provides consistent performance due to its high accuracy and damage per shot, along with moderate attack speed and long range.
On unprotected death in PvP, the inactive bow is dropped, and all shards used to charge it will be lost. In a PvM or protected on PvP death, all current charges are kept.
When created, the bow starts off at 10,000 charges and degrades like all crystal equipment, with one charge being depleted for each hit, whether it is a successful one or not; once the bow's charges have been fully depleted, it will become inactive and lose its stat bonuses until more charges are added to it. Wearing an elven signetwill not provide the chance to not consume charges.
In order to add charges to the bow, crystal shards must be used on it (this can be done before it is inactive as well), with each shard granting 100 charges, up to a maximum of 20,000. Unlike other crystal equipment, players cannot directly revert the bow to an enhanced crystal weapon seed. In order to receive the seed back, players must bring an inactive bow to a singing bowl to revert it, costing 250 crystal shards. This is not recommended, as players can just sell the inactive bow on the Grand Exchange.
Using the shard value of making divine super combat potions, the cost per charge is 119.05. Using the shard cost of trading in enhanced crystal teleport seeds to Amrod, the most efficient option for buying crystal shards directly, the cost per charge is 124.69. As a comparison, the abyssal tentacle costs 132.60 per charge. Assuming continuous use on the rapid setting, the bow will fire 1500 shots per hour, costing 178,575.00 per hour using the value of making divine super combat potions, or 187,029.28 per hour using the value from trading in enhanced crystal teleport seeds.
Upgrading
The bow can be upgraded by corrupting it, which requires bringing the bow and 2,000 crystal shards to a singing bowl. Doing so requires level 82 Smithing and Crafting (the levels can be boosted), and grants no experience. Using the shard value of making divine super combat potions, the cost of corrupting the bow is 23,810,000. If purchasing crystal seeds to exchange into shards, the cost for corrupting the bow is 24,937,240.00. If the player does not meet the Smithing and Crafting requirements, they can have Conwenna or Reese sing the crystal for them for an extra 1,000 crystal shards. Excess charges in the bow will be taken into account; for example, a newly created bow will have 10,000 charges and only cost 1,900 crystal shards to corrupt. The corrupted bow stays charged permanently, and does not consume any crystal shards. While the infinite version is untradeable, it can be reverted to an uncharged state at any time, but the shards used will be permanently lost in doing so.
Products
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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.
^The cost may be higher because of the variant of the item used. The base item is crystal bow.
Used in recommended equipment
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Gallery
Concept art of the Bow of Faerdhinen by Mod Jerv. These designs were polled in the Equipment Rebalance: Ranged Meta poll, with Option 2 winning with 48.4% of the votes.
Changes
Date
Changes
[[{{#explode:26 October 2022| |0}} {{#explode:26 October 2022| |1}}]] [[{{#explode:26 October 2022| |2}}]] (update)
The Agility Skill Guide now shows the correct Ranged level required for a Bow of Faerdhinen.
[[{{#explode:11 May 2022| |0}} {{#explode:11 May 2022| |1}}]] [[{{#explode:11 May 2022| |2}}]] (update)
The Bow of Faerdhinen now requires level 80 Ranged and 70 Agility to wield instead of level 75 Ranged and 70 Agility.
Trivia
In J.R.R. Tolkien's constructed elvish language, Sindarin, Faerdhinen means "silent spirit".