The bow requires a Ranged level of 60 to wield, and shares the same bonuses as the magic shortbow (i) with the ranged strength of dragon arrows, although it does not have a special attack. It has to be charged with revenant ether to be fired, but it does provide its own ammo, rolling damage against an NPC's standard ranged defence. It also has a powerful passive effect within the Wilderness.
The bow's fired shots are coated in a yellow-orange aura, similar to the crystal bow. The bow has an attack range of 9. Longrange increases attack range by 1.
The bow can be upgraded to a webweaver bow by attaching the fangs of Venenatis to it, requiring level 85 Fletching or paying Derse Venator 500,000 coins. Players can also dismantle an uncharged bow to receive 7,500 revenant ether, resulting in a loss of −17,673,294 coins.
When Craw's bow is charged with revenant ether, an additional 50% ranged accuracy and damage boost is applied when attacking any NPC in the Wilderness, consuming 1 ether per attack whether the player hits or not.
This effect will stack additively with a Slayer helmet (i) or multiplicatively with a Salve amulet(i) and their variants, but not both simultaneously. This makes it the second strongest ranged weapon in the Wilderness after the webweaver bow, surpassing the damage output of a toxic blowpipe with dragon darts.
Charging and death
In order to use the bow, it must first be activated with 1,000 revenant ether (costing 178,000 coins). The 1,000 ether used to activate the bow does not count towards the ammo usage of the bow, thus additional ether must be added (up to 16,000) in order to fire it. Using the bow requires revenant ether whether inside the wilderness or not, but the 50% ranged accuracy and damage boost only applies while inside the wilderness.
The Craw's bow uses 1 revenant ether per shot and fires 2000 shots per hour on the rapid attack style. Thus the hourly cost of constantly using this weapon is 2,000 ether or 356,000 coins on Rapid, or 1,500 ether or 267,000 coins on Accurate/Longrange.
The ether can be safely removed by selecting the right-click Uncharge option on the bow, after which the bow becomes tradeable again.
Upon death within the Wilderness, any revenant ether stored as ammo within the bow will always be dropped and the initial 1,000 activation ether will always disappear, even if it is one of the player's protected items. Therefore, dying with an activated bow incurs a minimum loss of 1,000 ether. Despite the bow being able to store a maximum of 17,000 revenant ether, it is recommended to store the minimum amount required for a trip into the Wilderness (in addition to the 1,000 ether required to activate the weapon).
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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.
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Changes
Date
Changes
[[{{#explode:3 May 2023| |0}} {{#explode:3 May 2023| |1}}]] [[{{#explode:3 May 2023| |2}}]] (update)
The item now prompts players to input the amount of ether they would like to add if there is another Wilderness weapon in their inventory.
The ‘Check’ inventory option has been replaced with ‘Wield’ when the Bank is open.
[[{{#explode:5 April 2023| |0}} {{#explode:5 April 2023| |1}}]] [[{{#explode:5 April 2023| |2}}]] (update)
Players can now check the number of charges in the Craw's bow while in the Bank interface, via a new ‘Check’ option.
[[{{#explode:28 September 2022| |0}} {{#explode:28 September 2022| |1}}]] [[{{#explode:28 September 2022| |2}}]] (update)
Craw's Bow bonuses will no longer apply to Magic Damage.
[[{{#explode:6 August 2020| |0}} {{#explode:6 August 2020| |1}}]] [[{{#explode:6 August 2020| |2}}]] (update)
Players are notified as the weapon charges approach zero.
[[{{#explode:16 April 2020| |0}} {{#explode:16 April 2020| |1}}]] [[{{#explode:16 April 2020| |2}}]] (update | poll)
Uncharged variants of Craw's bow can now be dismantled into 7,500 revenant ether.
Gallery
The initial design of Craw's bow by Mod Ry, including a shielded front on the upper half of the model.
Trivia
Upon release, Craw's bow had a starting Grand Exchange price of 10,000,000 coins. This was manually adjusted to 100,000,000 coins on 1 August after frequent luring in the Wilderness via dropping items whose prices on the Grand Exchange were more than the bow itself. As the game prioritises the protection of items that have the highest price on the Grand Exchange, the player may end up losing the bow by picking up an item worth slightly more than the bow on the Grand Exchange, which was worth around 360,000,000 coins at the time.