Ammo
Arrows
Arrows are used for ammunition with bows. They do not affect accuracy but do add damage bonuses. A higher level arrow adds more damage but can make ranged combat very expensive. The type of bow wielded may limit the amount of damage that arrows add. For example, if a tier 50 bow is used with tier 60 arrows, the damage added by the arrows will not be tier 60 but rather tier 50 (i.e. the level of the bow). Non-members cannot use Saradomin, Guthix, Zamorak, Dragon, Dark or Araxyte arrows. All arrows except for the God arrows and Araxyte arrows can be fletched by members.
Bolts
Bolts are used for ammunition with crossbows. They do not affect accuracy but do add damage bonuses. A higher level bolt adds more damage but can make ranged combat very expensive. The type of crossbow wielded may limit the amount of damage that bolts add. For example, if a tier 70 crossbow is used with tier 80 bolts, the damage added by the bolts will not be tier 80 but rather tier 70 (i.e. the level of the crossbow). Gem tipped bolts can be enchanted using the Enchant Crossbow Bolt spell.
Black Stone Arrows
Black stone arrows are tier 92 arrows. They are created by attaching black stone arrow tips to elder headless arrows at level 92 Fletching. The arrowheads are obtained as drops from the Shadow Reef. Before they can be fletched, the ability to do so must first be purchased for 350,000 Dungeoneering tokens from the Elite Dungeon Reward Shop ran by Bryll Thoksdottir at Daemonheim.
Black stone arrows have a passive effect that reduces the target's armour rating by 0.75% (to a maximum of 22.7 armour) for each attack, capping after 20 hits for 15% armour reduction (to a maximum of 454 armour). In most situations, this debuff does not wear off until the target dies. Some bosses clear all debuffs across phase transitions, including the black stone arrows.
Due to their passive ability, a black stone arrow is always consumed for every ability and auto attack performed, making them very expensive to use. It is recommended to switch to different ammunition once the target has been debuffed as much as the arrows allow.
Bakriminel Bolts
Bakriminel bolts are bolts fletched from the Bloodwood tree and tipped with bolt tips bought from Mami Rimba. The Bakriminel bolts have a Ranged requirement of 80, as with royal bolts and onyx bolts (e), yet they have a lower damage stat of 720. They can be fired with any crossbow, but due to its ranged requirement, only the chaotic crossbow, royal crossbow, and other higher-level crossbows can use them at full strength.
Fletching these bolts requires 93 Fletching (it is assistable) and must be done near the tree – attempting to take the bloodwood logs away from the tree causes them to disintegrate. The bolt tips must be bought from Mami Rimba who resides near the wilderness wall north-west of Edgeville. Attaching the bolt tips to the bolt shafts gives 13 fletching experience per bolt. Unlike metallic bolts, bakriminel bolts do not need any feathers.
Fletching Bakriminel bolts from scratch inside the wilderness will complete the Smooth Bakriminel achievement.
Bakriminel bolts can be retrieved by Ava's devices. Using a Blightbound crossbow or its off-hand variant allows for a 25% chance to save a bolt when fired which stacks together for a 50% chance.
As of an update on 22 January 2018, bolt tips of any kind can be added to Bakriminel bolts and then enchanted to obtain enchanted bolts that possess a ranged strength of Bakriminel bolts. Unenchanted bolts are tier 85 with a damage stat of 816 and a Ranged requirement of 90. Enchanted bolts are tier 95, with a damage stat of 912 and a Ranged requirement of 99. Since the current highest crossbow tier is 92, the enchanted bolts will have an effective maximum damage of 883. Enchanted bolts are always consumed whenever their effects go off, though the blightbound crossbows' passive effect can save them.
Bane ammunition
Info
Bane ammunition is an untradeable form of ranged ammunition that can be created after Ritual of the Mahjarrat. It requires level 60 Ranged and has level 60 damage, but has an increased effectiveness of +40% auto-attack damage, 25% ability damage, and 30% hit chance boost against the correct monster (see the table below).
Chargebows used to disallow the use of bane ammunition, making them not as effective against the monsters that can be affected by them, and useless against rune dragons, until an update changed that, and now they take on the effects of using bane ammunition, as long as you have those equipped.
https://runescape.wiki/w/Bane_ammunition
Tune Banite Ore
Tune Banite Ore is a Lunar spell which requires 87 Magic (can be boosted) and partial completion of the Ritual of the Mahjarrat quest. Players learn the spell in Kethsi where they find and read the tune banite ore scroll. It requires 2 astral runes, 4 earth runes, 1 banite orein your inventory and an item related to the monster that the banite ore is to be tuned to. The item will not be consumed.
After that it can be smelted into bane bar corresponding to its attunement, using any furnace (which requires 80 Smithing), then smithed on the anvils on Kethsi (80 Smithing for arrowheads and bolts), and then finally fletched into arrows (76 Fletching required) or bolts(80 Fletching and 82 Smithing required). Bolts made from bane ore are made 50 at a time, rather than the usual 10.
The projectiles also require high level equipment to fire from. Arrows can be fired from Magic bows and up and bolts from Rune crossbows and up.
https://runescape.wiki/w/Tune_Banite_Ore