Ironman Guide/Ranged

Article
Live index

This copy was last processed on . The copied wiki revision is dated .

This article or section requires a cleanup in order to meet the Old School RuneScape Wiki's quality standards.
You can edit this page to improve it.

Ranged is trained by Ironmen similar to the normal training methods, however an emphasis is placed on affordable and easily obtainable ammunition, particularly in the early-game. Notably, this does not recommend using a dwarf multicannon.

Early training: Quests

There are few quests that reward Ranged experience, so the 10,000 combat experience reward from Shadow of the Storm can be used to skip early Ranged levels to get to 27. In addition, completing the Death to the Dorgeshuun and Horror from the Deep quests grant a total of 6,663 Ranged experience, enough to level up to 32 Ranged from 0 experience. A few of the more attainable quests are:

After the initial levels, there are a few more viable quests that reward range experience:

At 30 Ranged, is highly recommended to complete Animal Magnetism for access to Ava's devices, an item used to train Ranged more efficiently.

Fastest experience

Levels 28-55: Dorgeshuun crossbow

The Dorgeshuun bone crossbow

The Dorgeshuun crossbow is a good early-game Ranged weapon due to its low requirements and the affordability of bone bolts. Both can be purchased from Nardok's Bone Weapons in the Dorgesh-Kaan mine after the completion of The Lost Tribe. It excels against low defence targets, such as low level Slayer monsters and various crabs. Fighting the Gemstone crab awards between 14,500 and 27,000 ranged experience per hour, and the player can go from level 28 to 55 in around 7 hours.

Level 55+: Chinchompas

The entrance to Kruk's dungeon.

At level 55 Ranged, the best way of gaining Ranged experience is to hunt carnivorous chinchompas and use them at maniacal monkeys in Kruk's Dungeon on Ape Atoll after stacking them. They can be caught in the Feldip Hunter area, but it can potentially be crowded, though the experience per hour using them is enough to still use this method. After 60 Ranged, it is strongly recommended to unlock the Gwenith Hunter area, requiring completion of Song of the Elves, or at 70 Ranged, the red chinchompa hunting ground, requiring completion of the hard Western Provinces Diary.

Alternatively, hunt black chinchompas to use for better experience rates, but without high stats and good defensive equipment, player killers are much more of a threat. Otherwise keep training on ammonite crabs, however it is a lot slower.

Level 75+: Bosses and monsters

With a high Ranged level, the remaining experience can be earned while killing bosses, demi-bosses, or monsters with valuable drops such as lizardman shamans, demonic gorillas, Zulrah, and Alchemical Hydra.

Slayer bosses

Ranging Slayer tasks is generally not recommended at higher levels, except when they are particularly low Ranged defence and their other defensive stats are higher. The toxic blowpipe is the only viable option for general Slayer training in terms of damage output; it is overall faster to use melee than a toxic blowpipe, including when killing Zulrah for the Zulrah's scales.

Other methods

Level 1+: Crabs

Generally Crabs have low offensive and defensive stats and relatively high hit points, making them good for training with fast weapons and a low attack bonus. As most crabs are aggressive to players, regardless of combat level, killing them only require attention to resetting their tolerance. Two notable variations are the Gemstone Crab which requires minimal attention at the cost of a reduced experience rate, and the Morytania Swamp crabs which has negative defences against all ranged types making them more accurate.

Levels 40-70: Dwarf multicannon

After the completion of the Dwarf Cannon quest, steel cannonballs can be made and used in a dwarf multicannon to train Ranged.

It is good experience, especially at low levels, but is also expensive. Its damage output is high compared to a low Ranged level. It takes about 35,000 steel cannonballs to level up from level 40 to 70 Ranged while attacking with melee or Magic.

Level 55+: Nightmare Zone

Nightmare Zone can be used after 55 Ranged to AFK train on low defence bosses while collecting some points for imbues on equipment later on.

Level 75+: Eclipse Atlatl

The Eclipse atlatl has a unique mechanic where its max hit is based on visible strength bonus and invisible ranged bonus (i.e. ranged prayers). Accuracy is still based on ranged bonuses. On the rapid combat style and with mid-game strength gear, the atlatl is a three-tick weapon that can hit 30+. Irons with 75 Ranged and a high Strength level may elect to grind out this weapon and its ammunition from Moons of Peril. The atlatl darts deal standard ranged damage, not light ranged, and Ava's devices do collect them.

The atlatl's max hit mechanic means it pairs unusually with other equipment as the player progresses. Endgame ranged gear is not best-in-slot with this weapon. Instead, the atlatl deals more damage against low-defence enemies with high-strength equipment, even early-game strength equipment (e.g. amulet of strength, climbing boots). The best tribrid equipment such as Barrows gloves, Amulet of fury, and Aranea boots will usually increase DPS against high-defence enemies. The corresponding eclipse moon armour grants both ranged and strength bonuses, allows the use of its special attack, and inflicts Burn via its set effect. The Berserker ring (i) and later the Ultor ring usually outperform the Ring of shadows and Brimstone ring.

There are several caveats to the atlatl:

  • Unlike most enemies, the Moon bosses severely punish low defence, incentivizing grinding out Barrows tank armour first. A Crystal shield or Dragon square shield will also make runs more consistent.
  • Although the Lunar Chest has a duplicate-protection mechanic where it will not award a duplicate until a player has completed a set, note that there are three sets of four pieces each.
  • The Eclipse set effect increases DPS and allows using the atlatl special attack, but the set effect cannot be used with a Slayer helmet (i). For the purposes of training, note that the extra damage from Burn does not award experience.
  • As of yet (i.e. as of Varlamore Pt.2), Moons of Peril and the new fletching method are the only ways to obtain darts. The other two sets are desirable as well: the Blood moon armour set has the same offensive bonuses as Bandos armour and is best-in-slot against The Hueycoatl's tail; the Blue moon armour set has the same offensive bonuses as Ahrim's equipment plus strength bonuses for hybriding (e.g. for Dagannoth Kings, Demonic gorillas, Tormented Demons, and Raids).

The atlatl can be used with a Slayer helmet (i) for general slayer. Additionally, it can be used with the full eclipse moon armour and a Salve amulet(ei) against undead monsters such as Undead Druids, Armoured zombies, and Ankou. The set's versatile hybrid bonuses are also effective for Raids.

Obtaining Ranged equipment

Armour

Source

Content from the Old School RuneScape Wiki (operated by Weird Gloop), licensed under CC BY-NC-SA 3.0.

Source siteOld School RuneScape Wiki
Canonical sourceIronman Guide/Ranged
Content licenseCC BY-NC-SA 3.0
License statusdeclared
PictureAttack icon · file details

Notices

  • Content has been reformatted for web display. Consult the canonical source URL for the authoritative version.
  • Created using intellectual property belonging to Jagex Limited under the terms of Jagex's Fan Content Policy. This content is not endorsed by or affiliated with Jagex.
  • This is an unofficial, non-commercial reference website. It is not endorsed by or affiliated with Jagex Limited or the Old School RuneScape Wiki / Weird Gloop.
  • Non-text media on the source wiki should not be assumed to be available under the same license as the text. Media licensing is recorded per file where known and is otherwise marked unknown.