oClock's ultra Ironman guide

Hello and welcome to my ultra ironman guide where I collect as much information for ironmen as possible. I wanted to name it the ultimate ironman guide but that's kinda confusing (the ultra part of the name has no special meaning it's just very long). This is not a strict guide on ordering, since I personally don't like stuff like that and also don't want to spend the time routing.

This guide might contain a few of my opinions.

Starting out [ edit | edit source ]

Starting out in RuneScape [ edit | edit source ]

If this is your first time playing RuneScape, or you haven't played RuneScape 3 for a long time, the game might be a little overwhelming after getting out of Tutorial Island. RuneScape is an open world game, so you have many options and aren't forced to follow a "main quest" or anything like that. Don't panic, nothing you choose to do will lock you out of other content (except maybe some dialogue) so you're free to run off and do whatever your heart desires. But what exactly can you do in this game?

Broadly speaking, there's 3 main activities you can do: PvM/bossing, skilling, and quests and stuff. Since you're an ironman (why else are you reading this guide?) you will need to participate in all 3 aspects to get the most out of the game. This guide contains methods and tips for everything but it's up to you what you want to do. If you want a guide that tells you exactly what to do up to max cape, check out AnExoticLlama's level 3 to max guide. I would generally suggest picking a mid-term goal and working towards it rather than just doing whatever or following a super strict guide, but everyone plays differently. In addition, I'd strongly recommend joining a clan. I have made a list of all ironman-only clans (alongside other information) here, you can join any you like but it's useful to have people around who can answer questions and help with PvM.

Finally, it's important to have fun. Don't do anything you don't want to do, feel free to goof around or bankstand all day and set crazy goals no one else cares about like 60,000 Terror dog kills.

Before doing anything else in the game, go through the interface settings in the main menu (escape). Pick one that you like, it probably won't be the interface you use forever but different people prefer different interfaces and it's good to experiment with it throughout playing. If you ever find yourself constantly needing a particular interface like the emote list, don't be afraid to move it to a more prominent place on your screen.

If you just started a new ironman account but have played RuneScape recently, it is generally a good idea to set up a custom interface directly. I wouldn't do this if you don't have a lot of experience playing RS3 since it is overwhelming to decide what goes where, but here are some guidelines:

Set up your interface so that while doing any particular activity you never need to swap interfaces. For example, while doing bossing you probably want access to your inventory, your equipment, your beast of burden, your chatbox and your prayers. When you're doing clues you probably want access to emotes, your inventory, your equipment, your chatbox and your teleport spellbook. You can already see that it might be a good idea to put your teleports on the same box as prayers and your beast of burden in the same box as your emotes.

You can enable multiple action bars on your interface. Make liberal use of them.

Put as little stuff on top of your game world as possible. The game expects you to click on it for, you know, playing the game.

Don't surround your game world. It is not very pleasing to have to look all over your screen for an interface. Try to limit interfaces to top or bottom and left or right side for an L-shaped or horizontal/vertical interface section and a rectangular game section.

If you think you can split it, you probably can. You have 6 chatboxes available, some with limited customization options, and can split (for example) the teleports from the rest of your magic book.

This is what my interface looks like at the moment

Getting early items [ edit | edit source ]

Early on you might not know where to get some items or not have access to places where you can know you can get them. Here's some handy early items:

Since a shop update in 2017 all melee equipment, including hatchets and pickaxes, up to and including rune and most other equipment up to that level for other styles is sold in shops all over runescape. Check the individual pages on this wiki, you probably don't have to make them yourself.

Ring of kinship is an early teleport that can be used in combat and teleports you relatively close to a bank. However, on death you need to get another one from the Dungeoneering Tutor.

Dwarven army axe is a useful tool that can be gotten by talking to Major Mary Rancour east of the Burthorpe lodestone. It works as a steel hatchet and pickaxe as well as giving some bonus xp.

Wicked hood is used for an easy teleport to the Runespan and provides storage for all your runecrafting talismans, also gotten from Burthorpe. Even if your Soul talisman is stored in it, it can be used to unlock the Soul Altar.

Bronze ore box stores 100 copper and 100 tin in your inventory, while being the base item for all further ore boxes. It only costs 2 Bronze bars to make at an anvil.

The Blood Pact quest provides low level weapons for all 3 styles.

10,000 gold coins can be gotten for free from the Stronghold of Security and a further 10,000 from the Stronghold of Player Safety.

Not really an item, but it's a good idea to run around and unlock as many Lodestone as possible. When unlocking the Anachronia lodestone you should also start base camp construction (see also the base camp section) since it has no requirements to start but has a lot of powerful boosts down the line.

Early goals [ edit | edit source ]

It is good to have goals in mind when playing the game, as they can help you pick what to do when playing the game. Most people will try to do quests as much as possible because of the experience rewards, I have provided some good low level ones below. Additionally, training the Slayer skill can be a motivator to getting improved equipment. Alternatively, the Dungeoneering skill will provide an opportunity to train all your other skills but is not very balanced at low level.

Beneath Cursed Tides has slightly higher requirements but gives a combat lamp that can be put into herblore if you have reached level 10 and also grants access to the Giant oyster D&D which gives a lot of farming and fishing xp.

The Death of Chivalry gives the Skull of Remembrance which teleports you close to a bank.

The Dig Site gives a lot of initial xp in mining.

Evil Dave's Big Day Out has slightly higher requirements but gives a lot of herblore xp and helps with boosting skills.

The Grand Tree gives a lot of initial xp in agility.

The Jack of Spades gives access to the city of Menaphos.

The Knight's Sword gives a lot of initial xp in smithing.

Let Them Eat Pie gives the Expensive Spices which increases how much food heals.

Sea Slug gives a lot of initial xp in fishing.

Waterfall Quest gives a lot of initial xp in melee skills.

For further goals, see the section General Goals

General Advice [ edit | edit source ]

I recommend to join a clan to make the 'massive' part of the MMO a little better. I maintain a full list of ironman-only clans here. Joining an ironman-only clan can help with advice and finding PvM partners. Notably, "Iron PvM" and "IronPVM" provide central spaces for ironmen to find each other to pvm. However, there's nothing that says you have to join an ironman only clan.

One of the easiest way to advance in this game is to do quests. Due to their extreme usefulness and the dependency on each other, a list of all useful quests would be longer than a list of all useless quests. I will list several useful quests in the goals section, but know that basically every quest you can do is good for something. So if you don't absolutely hate them, do every quest you have access to! On the table below I have compiled a list of every quest with tips for getting item requirements or other specifics that are difficult on ironman. For additional information check the page of the quest itself.

See this page for a full list of all quests with my notes

Quest xp rewards is best put into Herblore basically until you can reach 97 for Holy overload (99 if going for max). No other skill comes close to how bad herblore is to train on its own.

Area Achievements [ edit | edit source ]

Area task sets are required to do to get some very good items, as well as a bunch of xp lamps. However, some have a few annoying item requirements so I've listed the good rewards, requirements for xp lamps and difficult items here. Similar to quests, they're all worth doing:

Making money [ edit | edit source ]

There's a good bit of the Ironman Bible I'll quote, from the section Why you want to be poor: "Money is simply time you’ve invested in the past to make the future easier." This is extremely good advice. Only make money if you need it in the short term, such as paying for shop runs or training summoning.

Note that all GP/hour are uninformed estimates.

A question I often see is what aura to buy. Sadly loyalty points are very annoying to get, but here are some good guidelines for what to spend your points on.

Dailies are central to much of RuneScape 3 (and the bane of my existence). Dailies provide better xp than regular training as well as other advantages. I'll provide a comprehensive list of most so you can judge for yourself whether they're worth doing. There's no daily you need to do, except ports since scrimshaws are best in slot pocket item and soul reaper since it provides best in slot neck items. All others are optional but provide xp or useful stuff.

Player-owned ports provides you with soup and scrimshaws and has a comp/mqc/trim requirements. The armor is trash and the weapons take very long to get but start doing this as soon as possible. The ring has niche use, too. Also check out Kags' POP Encyclopedia for a great guide on how to do this.

Bloodwood tree run. High requirements (85 woodcutting and 93 fletching) but the only way to get Bakrimel bolts which are BIS when doing ranged. Here's a guide for a full run from Ravlar on YouTube. Note that resourceful aura does not work (lumberjack does), and the refined 3 perk can increase the number of resources too.

Anachronia base camp, see below.

Challenge system is an excellent source of xp in various skills. You should do and extend any daily, especially at high level. However, if you have a daily for a skill you don't really want xp in at the moment (for example, farming xp is fairly easy to come by), reroll it.

Corrupted Scarab for slayer xp, use fc "Menaphos" to find them.

Divine herb patch, or upgraded variants, if you don't have access to the Gorajo resource dungeon (95 Dungeoneering).

Evil tree for woodcutting xp, use fc "Evil Tree fc" to find one.

Guthixian Cache for divination xp.

Jack of trades aura on Herblore. You can do a second one every day with vis wax and a third with an aura reset from premier club. Here's a good example of a simple route, replace the agility obstacle with disassembling something if you have access to Invention, curtesy of Ste Wolf.

Managing Miscellania, see below. You don't have to check every day.

Nemi forest, use the friends chat "Nemiforest" or the /r/nemiforest subreddit.

Shooting star for mining xp & gold, use fc "Star Find" to find them.

Shop run, see below.

Soul obelisk for Menaphos reputation if you need it. Use the fc "Menaphos", "Soulobby" or "Soulobbyfc".

Soul Reaper for slayer training and stuff, see below.

Travelling Merchant, see below.

Farming, dailyscape the skill.

Vis wax, teleport outside the guild using Wicked hood. Using only elemental, body and mind runes is a good strategy early on since you can easily get them back. Use fc "Vis Wax FC".

Anachronia base camp [ edit | edit source ]

This activity has no requirements to start but has a lot of powerful stuff time-locked behind it, including a comp requirement that takes at least 3 weeks to get from the start of the activity. Start it as soon as possible, build the lodestone, and check in every few days through the lodestone. Optimal build order is beelining sleeping quarters tier 3 first (by doing Town hall -> Storehouse -> Sleeping quarters for each tier), but there's not much harm in getting some of the other upgrades first. The tier 3 lodges require a rare drop from their respective activities (player lodge is from any of the activities on the island) as well as level 90 in the respective skill. For discussion what skillcape to put in the player lodge, see the section below.

Managing Miscellania [ edit | edit source ]

Managing Miscellania, or Kingdom, is unlocked after the quest Throne of Miscellania and upgraded after Royal Trouble. The quickest way to get reputation on the island is raking weeds in the flax and herb patch, as well as mining coal. There's 3 good resources, you should probably put your workers on these:

Flax or Herb are both very useful. Flax can be spun into Bowstring quickly with the Spin flax spell, while the herbs provide early sources for potions or training. However, the herbs aren't enough to sustain high level training.

Maple logs are very useful through the whole game. Early on, you can use them for training fletching. Later on, they're a good source of Simple parts for Divine charges (and still nice for fletching). In addition, they provide some Birds nest containing tree seeds for bonus Farming xp and Saradomin brew secondaries.

Teak logs or Mahogany logs are the best way to train Construction. Before you have access to a Plank maker from Invention, the increased cost of mahogany is not worth the extra xp you get per day, but after it is unlocked the mahogany logs are far better.

The following resources are worse than the above 3, but can give some good stuff still within specific ranges:

Coal is good in the 20-39 Smithing range since it saves you getting the coal yourself. Not good after that.

Raw swordfish and Raw tuna can help with training cooking if you've been throwing the fish on the ground while training fishing. Also if you don't want to afk fish at high level.

The final resource, farming, is not worth your time. Idle does nothing and is literally a waste of your time.

Shop Runs [ edit | edit source ]

Shop runs are something I disagree on with a lot of people, I only believe 1 is necessary to do every day, even after unlocking Invention. Specifically, the Enchanted gem pack and Broad arrowheads from Turael and any other slayer master (Mazchna is close to a lodestone) since they don't share stock. You can buy an additional 3,000 arrowheads from Bandit Duty Free in the Wilderness (don't forget to get skulled before going here). If you have the Wilderness sword 2 you can teleport to Edgeville to get skulled at Mr Ex and then teleport to Forinthry dungeon, exit and run to the store. Otherwise, use the edgeville and wilderness lodestones. To get rid of your skull afterwards, a kbd practice mode death will get rid of it. Once you are satisfied with your Fletching level (92 for scrimshaws, 93 for bakriminel, 99 for max) you can stop doing this run (although the enchanted gems are still nice, you'll probably have a metric ton).

Additionally, if you get Vis wax, I recommend buying back the elemental, body and mind runes from Baba Yaga's Magic Shop, the Magic Guild Store - Runes and Staves or Void Knight Magic Store (in order of distance from a lodestone).

Soul Reaper [ edit | edit source ]

I made a spreadsheet to decide when to reroll. Note that a lot of tasks are useful for ironmen and you should do them if you need the drops. On average, you can expect about 22 points per task (including the bonus points) for extended non-groups reapers with everything unlocked, including rerolls. If you get a reaper that is difficult for you, it might also be a good moment to push yourself to a new boss.

There's many different very useful rewards for this daily. However, due to varying uses of these items, the upgrade order is highly dependent on playstyle. I'll recommend what to get, but also tips on when you should get it earlier or later. More than anything else in the guide, feel free to modify the order to your taste.

Item Order Get earlier if Get later if Notes Amulet of souls 1 N/A You're very far from 93 crafting and can get 300 reaper points before 93 crafting. Can be expensive to maintain early on. Reaper necklace 2 You do a lot of bosses where accuracy matters You never do bosses where accuracy matters. Can be expensive to maintain early on Essence of Finality amulet 3 N/A You don't do enough reaper to sustain the upkeep, or are not 117 (100 with boosts) invention. 1 hydrix = 150-250 hours of PvM with this amulet, which you should easily be able to maintain. If you're really tight on onyxes, this is arguably easier to maintain, but you probably still shouldn't use it for slayer. Also has its own section below for specs. Ring of death 4 You die a lot at bosses. You don't do bosses with high death chance (Telos, Araxxor), or you're an HCIM. In lategame the onyxes to maintain this are significantly easier to get than gp, and it also saves your familiar. Useless for HCIM over asylum surgeon ring. Alchemical hydrix dust 5 You didn't do your daily reapers after getting the amulet. You didn't get Essence of Finality. If you didn't get an extra amulet of souls or reaper's necklace, you don't want to be caught without a good pvm necklace, so pay the upkeep. Death's support (2x sign heal) 6 (1 if HCIM) You're an HCIM. You don't do bosses with high death chance (Telos, Araxxor). Significantly reduces the chance of being combo'd to death from a sign of life, but due to limited by the signs (once per hour or you need resets) you won't see this in action much. Deathtouch bracelet 7 You can maintain the onyx cost or you don't have cinderbanes. You can't maintain the onyx cost and you already have good gloves for all 3 styles. Great hybrid gloves and bis at several bosses, although the gloves won't add more than 1% dps, especially once you have cinderbanes. Reaper's choice 8 You can't maintain the onyxes for the above upgrades, you really like 1 specific task/dislike several tasks. N/A You need to do over 100 reapers for this to pay itself back, so while it's appealing it's more efficient to just get a pvm upgrade. Second Amulet of souls 9 You want to use this on slayer tasks but turned your first into an essence of finality. You didn't get essence or you don't plan on getting a second one soon. Can be nice for some slayer tasks, but zealots is better. Needed for a second essence anyway. Second Essence of Finality amulet 9.5 You get a statius's warhammer and it's running low on charge. You don't want or need a statius warhammer. At this point you should grind out a statius warhammer. Note that you can use it up down to 0.1% and it can still be fed to the amulet. Brooch of the Gods 10 You do a lot of skilling. N/A Effect is pretty mediocre. If you don't skill much you won't use it much but every upgrade after this is fairly useless. Instance cost reduction (25% gp off) 11 N/A You don't pay for instances (ironmen don't pay for normal speed instances anyway, and plenty of bosses are locked to normal speed) or do a lot of gwd2. Can save you some money, but not much. Ring of death overcharge 12 N/A You don't have the hearts. Convenience upgrade, has no effect in pvm as long as you remember to charge your ring. Reaper scroll (50% extra xp from reapers) 13 Don't You're already 120 slayer. By the time you should get this the xp from reapers is basically worthless. 1.5 times nothing is still nothing. Additional tasks (250 slayer points each) 14 You need this for trim, or you're already 120 slayer and have not been doing your reaper tasks. N/A The cost is pretty steep and you can get every good unlock in less than a year if you keep up the daily, so unless 200 reaper tasks is your last trim requirement don't get this. Bonfire booster (25% longer bonfires) 15 N/A N/A War's retreat bonfire made this completely useless, and it was already not worth your points. Book of Death 16 N/A N/A No one is going to keep this up on ironman. Your reaper points are better spent on aura resets or alchemical hydrix dust or just as bond money for your main, but spending 500 points on this is a trim req I guess so get it last. Lootbeam overrides Never N/A N/A Buy this with slayer points. Mahjarrat aura Never N/A N/A Buy this with bonds instead. Transferring an (alchemical) hydrix to your main and buying bonds is more efficient, depending on bond price.

Note that after getting your first Essence of Finality, you should consider giving yourself a 300 point buffer to make sure you can always buy another hydrix for upkeep.

Travelling Merchant [ edit | edit source ]

After you get access to Deep sea fishing at 66 Fishing you also get access to this guy. You can find future stock on this page: Travelling_Merchant's_Shop/Future. Here's the list of items I deem worthy of purchase:

Weeklies and Monthlies [ edit | edit source ]

All monthlies are worth it, so I'll list them first:

Giant Oyster. Xp is affected by boosts/drains so if you can use an Admiral pie for more fishing experience and Pork pie for more farming experience.

God Statues, put xp in Prayer below 95, Slayer otherwise.

Troll Invasion, put xp in the same skill as Jack of Trades aura.

It's advised to postpone doing them until the end of the month, because you'll likely be higher level.

The weeklies are more subjective, but generally very good:

Agaroth gives free bxp.

Aquarium gives free planks.

Circus for agility xp, as well as less useful magic and ranged xp.

Familiarisation for the outfit pieces (6 in total), after that can do bonus charms on Waterfiend if you are mid level.

Herby werby gives free herblore xp and some useful rewards.

Meg, alt1 has an app for her.

Penguin hide and seek, put in xp in the same skill as Jack of Trades aura.

Skeletal horror for some prayer and slayer xp.

Tears of Guthix. Remember to use a Light creature (familiar) if you can, as their scroll increases the tears you get.

Totems are found by doing various activities on Anachronia and give various boosts. Since you only have 3 slots, here's my opinions on each of the totems:

Note that once activated every week, you lose the ability to change a totem for the rest of the week. Don't put in totems you are not using, for example don't put in the Totem of Intimidation until you're planning to go to gwd1.

Some general advice regarding combat. For specific gear or bosses, see the sections below.

Revolution vs legacy [ edit | edit source ]

In runescape, the primary combat method is called EoC or evolution of combat. It revolves around using abilities to deal damage and apply effects to opponents. You can manually fire those abilities off in an optimal way, but that's a lot of button pressing. Instead, most people prefer to use Revolution. On the page Revolution/Bars you can find a list of optimal action bars for using revolution. There's a third option: Legacy Combat Mode. Legacy combat is simply hitting your opponent over and over with your weapon, like in the olden days. Legacy combat might seem initially appealing, but it deals (significantly) less damage than possible with full manual or revolution. Except at low level.

At low level, due to limited abilities being available, legacy combat is actually stronger. However, for newer players I'd still recommend using sub-optimal revolution just so you can learn combat better. For returning players, I recommend using legacy in the following level ranges:

For dual wield melee, 1-44 Attack (Sever is unlocked at 45) and 1-66 Strength (Decimate is unlocked at 67).

For 2-handed melee, 1-54 Attack (Hurricane is unlocked at 55) and 1-54 Strength (Assault is unlocked 55).

For Magic, 1-54 magic (Wild Magic is unlocked at 55), although you will use much more runes while using legacy mode.

For Ranged, 1-36 ranged (Rapid Fire is unlocked at 37), although you will use more ammunition while using legacy mode.

There's also a strategy involving legacy combat to obtain the Ascension crossbow, which I explain in its section. It can be expanded to a few other monsters, and in these cases legacy will also perform better than Revolution or full manual.

Unlockable Abilities [ edit | edit source ]

Even after getting to the recommended levels, you can further improve your damage by unlocking specific abilities. Some of these are extremely powerful. In the following table, I explain all these abilities, how to unlock them and whether they're worth your time:

Sigil abilities [ edit | edit source ]

Sigil abilities are the abilities that were added when sigils were removed from the game. They all share 2 features: they are used separately from other abilities (they don't trigger the global cooldown and don't use or generate adrenaline) and they have very high costs. Since they're all free to use they technically are all worth getting, but their benefits vary greatly, so I'll give a suggested order within each group of 3.

General goals [ edit | edit source ]

The sequel to the early goals section. It is generally a good idea to have a goal to work towards. I will list goals I see as useful roughly in the order you usually unlock them in. I have not included gear goals, since those are usually pretty straightforward and obvious and I have a whole section dedicated to gear.

Due to sheer length, I have decided to split this into its own subpage:

On this page I will broadly go over ironman-specific methods for training skills, as well as useful rewards and helpful items + how to get them. I will try not to repeat stuff from the skill training guides on wiki, so look at those for more help. I also won't repeat quest, area achievement or port requirements here.

In this section I will detail what gear you should use, when you should use it and where you can get it. I have omitted gear that is very rng to get (like 3rd age) or not worth getting (like mystic robes). Order is based on the order I think it's reasonable to get stuff at.

Also check out the pvm pocketbook for high level strategies and information.

All styles [ edit | edit source ]

Equipment used in every style.

You can use ornament kits from master clues on the enchanted hydrix neckwear to improve their stats. Combine a reaper ornament kit with a souls ornament kit to get an essence of finality ornament kit.

Essence of Finality special attack [ edit | edit source ]

Once you have the essence of finality, it can eat and replicate a special attack (you can override it but won't get the item back). Here's a list of useful special attacks:

Statius warhammer has a charge based system with each special attack costing charge. The amulet means you never have to get more than one. Once you have an EoF with a Statius warhammer in it you'll want a second amulet for other specials.

Guthix staff has a simple powerful special attack for mage that also increases accuracy. Easy to reclaim for 80k too.

Dragon dagger has a simple powerful special attack for melee that. Easy to reclaim for 30k.

Rune throwing axe is a simple aoe special attack for ranged. Easy to reclaim for 400 gp at the champions guild.

Dark bow has a powerful special attack for ranged but has a huge adrenaline cost. Can also be annoying to reclaim, if you want it you might end up with 3 essence amulets (2 more: 1 for warhammer and 1 where you swap guthix staff/dragon dagger).

Vine whip has a powerful aoe special when used with a scythe, arguably being more powerful than meteor strike. Can be annoying to get again, similar to dark bow.

Seren godbow has a useful interaction with chins, making it a very powerful aoe. Good use of a 4th orb set (or 3rd, lol Staff of Sliske). You'll want a non-amulet SGB as a switch for some pvm.

Eldritch Crossbow can allow you to use the special attack with blightbound crossbows. However, you'll need a second if you want to optimally dw/2h switch in ranged.

All capes except the Fight kiln capes are hybrid.

Skillcape perks [ edit | edit source ]

Once you max you get to activate 3 skillcape perks while wearing any cape. The tier 3 player lodge in the Anachronia base camp also adds a singular skillcape perk, bringing the total skillcape perks you can benefit from to 4 (2 while wearing another skillcape or 3 while wearing a Combatant's cape with 2 other perks). You can put any skillcape on there, but since you only need 1 perk at a time while skilling, the optimal strategy is to put on combat perks. However, there are 6 useful perks to have in combat so you will have to choose. Swapping a skillcape costs 99k on the max cape, so if you want to slowly kill your cash stack you can choose to swap out the strength and ranged perks when using the respective combat style. The 6 useful perks are:

Attack cape for 2% slower equipment degration. The effect is minor, but beneficial on tier 90 armor. It works on augmented equipment that degrades to dust, but not on augmented equipment that uses divine charge. It is particularly useful to save Sirenic scales since those are the hardest to come by.

Invention cape for 2% slower divine charge drain. The effect is minor. It does not work on augmented equipment that degrades to dust. The invention master cape also improves the chance of uncommon components, but this is at the cost of common component chance and does not work on the auto-disassembler.

Defence cape is a sign of life.

Constitution cape doubles lifepoint regeneration and enables it in combat. A minor source of overtime healing and allows banks to heal while stalling adrenaline without an Adrenaline urn. At 99 this heals 180 lp per minute, or 200 if you have a life point boost of at least 100, or one shark per 10 minutes or 1 quarter Enhanced Excalibur.

Strength cape makes Dismember last longer, adding a lot of damage. Relatively powerful and directly enhances dps.

Ranged cape makes Enchanted Bakriminel bolts proc 20% more often. Relatively significant with Ruby bakriminel bolts (e).

Since the 2% reductions do not enhance dps, it is advised to not use these in general purpose setups. General purpose setups depend on various factors:

If you don't have tier 90+ armor and Ascensions/Blightbounds/Eldritch: , and plus .

, and plus . If you have tier 90+ armor but no tier 90+ crossbow: , , plus .

, , plus . If you have a tier 90+ armor and a tier 90+ crossbow you use with bakriminel bolts: , and plus (use a portent of life if you don't have a tier 3 player lodge).

, and plus (use a portent of life if you don't have a tier 3 player lodge). If you use an Adrenaline urn, tier 90+ armor and bakriminel bolts: , and plus .

, and plus . If you very infrequently use bakriminel bolts, it might be worth using a combatants cape instead with a setup like and on the cape and on the stand, with , and / on your max cape.

Note that the player lodge skillcape can be freely swapped, so if you can remember to swap the ideal setup is simply: , and / (depending on if you use tier 90 armor) on the max cape, and switching out and as necessary on the player lodge skillcape stand.

If you are only doing a specific activity, these are advised setups:

For slayer: , and plus . You hopefully don't need a sign on slayer tasks and almost no one uses bakriminel bolts for slayer.

, and plus . You hopefully don't need a sign on slayer tasks and almost no one uses bakriminel bolts for slayer. For Nex and other bosses with bakriminel bolts: , and plus .

, and plus . For non-bakriminel bolt pvm: , and plus (if using t90 armor) or .

HCIM should probably always have the defence cape on their skillcape stand since it works even when not wearing a cape: the max cape perks only work while wearing any cape.

All combat scrimshaws costs 10 ancient bones from ports and require completing the recipe. 95 for the accuracy scrimshaws and 92 for the other ones.

Scrimshaw Effect Notes Vampyrism 6.66% lifesteal while using melee Very useful healing on slayer tasks and during pvm, but no direct increase in damage. Elements 6.66% extra magic damage Most powerful magic scrimshaw. Cruelty 6.66% extra ranged damage Most powerful ranged scrimshaw. Ranging 4% extra ranged accuracy Always worse than cruelty. Magic 4% extra magic accuracy Worse than elements except on very high Telos enrage, when accuracy matters much more than damage. Attack 4% extra melee accuracy While technically better than vampyrism, the healing effect of that scrimshaw still makes it better than this one.

Blood essence [ edit | edit source ]

You get 1 blood essence for free after River of Blood, pick vampyric. These are the useful essences:

Essence Effect Potion (vyre corpses required) Notes Vampyric Heals melee Super Zamorak brew (0) Low level vamp scrimshaw equivalent, useful for grinding vyres for prayer. Aegis Protects Guthix balance (200) Only defensive pocket slot item. Reflecting Reflects Super Saradomin brew (300) Best dps blood essence when using overloads against an enemy that takes reflect damage. Worse than other high level dps pocket slot items but relatively low requirements. Berserk Boosts Weapon poison++ (400) Best in slot when not using overloads.

God Books [ edit | edit source ]

Best way to get pages is to get all Globetrotter outfit pieces, steal from HAM members (complete Lost Her Marbles and spam click pickpocket to keep pickpocketing even with full inventory) and do easy clues. Illuminate books as soon as you get them, requires One Piercing Note and 60 and .

Use extreme invention potions when going for any high level perk that is not guaranteed, unless otherwise specified!

Also see User:Ikbenbeter/Ironman/Skills#Optimal perk setups for optimal slayer perks.

2 hybrid gloves are relevant in high level meta:

Cinderbane gloves are best in slot against enemies susceptible to poison. Drop from slayer.

The Deathtouch bracelet is best in slot against enemies that are not susceptible to poison.

Also see this spreadsheet for gloves.

Slayer helmet, obviously.

Magic armour [ edit | edit source ]

Magic weapons [ edit | edit source ]

Within the same tier, dual wield deals more damage when using full manual (especially when using 4taa), while staves deal more damage when using revolution and consume less runes on legacy.

Other magic equipment [ edit | edit source ]

Guthix cape (or one of the other two Mage Arena capes) provides the same offensive bonus as the kiln cape but is significantly easier to get.

Spellcaster gloves are the best gloves to use in PvM until you get the other special #Gloves. Get it from Dominion tower.

Elemental battlestaff is not useful for combat but makes you never worry about skilling spells again. Master clue reward.

Blast diffusion boots make Detonate a lot stronger. Drop from Anachronia slayer creatures, requiring 90 slayer.

Ranged armour [ edit | edit source ]

Ranged weapons [ edit | edit source ]

Within the same tier, dual wield outdamages two-handed weapons until Greater Dazing Shot is obtained, after which it still outdamages two-handed unless the enemy has high health.

Ascension crossbows [ edit | edit source ]

Because they can fire bakriminel bolts and this method is relatively easy, a lot of people elect to get ascension crossbows.

Inventory and equipment setups.

Use a small room with 5 capsarii for optimal kill speed and easy looting.

Instead of yak with scrolls, you can use a legendary pet with beast of burden, bank/alch (bank when aggro pot runs out or alch battlestaves) scavenge set to food and noted items.

Equilibrium aura required. Can extend to 4 hours with vis wax but you still need to bank you keys halfway through if you use legendary pet.

Legacy combat requried. Auto retaliate on.

Gold accumulator and charming imp on toolbelt.

Can take Spirit gem bag to loot the spirit gems which are pretty common.

Spring cleaner set to disassemble salvage.

Slayer Codex can teleport you to the pyramid starting at 50 souls.

Augmented armor is not particularly useful except scavenging 4 on armor. If you want to use this for leveling invention, use Enhanced Efficient on both armor pieces.

Loot beam set to 100k or whatever the cheapest ascension key price is.

For health camp excalibur and eat the potatoes on the ground.

Bakriminel bolts [ edit | edit source ]

Bakriminel bolts deal high damage, but it's somewhat confusing which ones to use. Here's some simple guidelines:

For more information, watch this video.

Other ranged equipment [ edit | edit source ]

Melee armour [ edit | edit source ]

Melee weapons [ edit | edit source ]

Dual wield deals more single target damage while 2h deals more multi-target damage (you can switch to use Flurry and deal even more area of effect damage). When using legacy, the damage from both is more or less the same.

Other melee equipment [ edit | edit source ]

Fire cape provides a strong offensive bonus but is a pain to get early on.

Goliath gloves are the best gloves to use in PvM until you get the other special #Gloves. Get them from Dominion tower.

Gloves of passage are irrelevant lol.

The shields made with smithing are very useful for resonance switches.

Don't forget Armour spikes.

Laceration boots for bladed diving with 2h or a shield. When used with a halberd or scythe, Bladed Dive becomes a 5x5 AoE instead of 3x3.

Some people widely use warpriest or other hybrid armour sets. Those people are wrong. The number of situations where you should use armor that's not styled power armor is so small getting warpriest is never worth your time.

However, there's a few situations where you want to use a few hybrid armor pieces:

Bonus: Void knight equipment increases your dps by about 10% (7% at 100% accuracy). Tier 70 power armor increases visible ability damage by 5.7% over void with a tier 90 weapon. Biting 2 increases your damage by 2.8%. Crackling 3 increases your dps by about 1.5%-2% (depending on your dps, worse dps = more % increase. 140k dpm with a t90 would be about 1.6%). As such, augmented gwd1 armor will outdamage void no matter what if you use the biting 2 and crackling 3 perks. In addition, you take significantly less damage with the increased armor and enhanced devoted 3 perk as well as getting increased adrenaline with impatient 3. At the moment void is a waste of time.

Before we go on, if you are using revolution, make sure your bar resembles these bars Revolution/Bars. Not having good bars is a common dps loss.

Other resources [ edit | edit source ]

Some other places to get good pvm advice:

Minimum requirements and notes for bosses. I am not making complete guides for these bosses, each boss has at least 1 acceptable guide on youtube.

Giant Mole [ edit | edit source ]

Reaper task. Try to get a buddy since everyone has individual loot. Normal mode guide and Hard mode guide.

King Black Dragon [ edit | edit source ]

Mostly a reaper task, easy to leech. Can be annoying without antifires, use shield + protect magic (if you do have antifires, use protect magic + potion) solo or just protect magic if you have a buddy or are good at combat. Can be grinded as soon as you have super antifires.

Have to do this for task set. Recommended to have vanquish and Drakan's medallion if you want to grind this. Drop rate is as follows:

If you kill one brother, the chance to get his loot is 1/196 with an equal chance to get any piece. The chance for Dharok's greataxe is 1/785 if you only kill Dharok.

If you kill six brothers, the chance to get their loot is 1/15 with an equal chance to get any brother (1/6) and then an equal chance to get any piece (1/6 for Karil and Ahrim and 1/4 for the other brothers). The chance for Dharok's greataxe is 1/360 if you kill all 6 original brothers.

If you kill seven brothers, the chance to get their loot is about 1/11 with an equal chance to get any brother (1/7) and then an equal chance to get any piece. The chance for Dharok's greataxe is 1/304 if you kill all 7 brothers.

Linza gives an 1/192 chance to get her loot if you kill her and is not affected by the brothers (although killing her gives a 1/192 chance to not get any loot from the other brothers).

Chaos Elemental [ edit | edit source ]

Only kill for reaper, revenants are better for drops. Don't take anything you're not willing to lose.

Kalphite Queen [ edit | edit source ]

Only kill for reaper, don't forget to take melee + range/mage for the 2 phases.

Fight Caves [ edit | edit source ]

Don't kill for reaper, do fight kiln for jad reaper (skip if you don't have fight kiln). Use mage and don't panic. Advised to use sunspear or above. You will need up to three fire capes: 1 for insane final boss, 1 for a clue and 1 to open the fight kiln. See here for Jad attack animations.

Dagannoth Kings [ edit | edit source ]

Rex safespot guide, probably best done with god staff. Use for reapers & getting that Dragon hatchet. Main reason to kill all 3 kings is insane final boss.

Queen Black Dragon [ edit | edit source ]

Kill for reaper or Royal crossbow. Guide. Advised to have vanquish. Use Remora's necklace to teleport close by.

Commander Zilyana [ edit | edit source ]

Kill for reaper or master clue item. Advised to have lance before grinding. Can be kited but no point besides low level reaper.

Kill for reaper, slayer task or getting subjegation armor. Kiting guide, advised to have vanquish for kiting (you need 70 magic to equip the armor anyway). For killing without kiting, get soul split + sunspear (magic) or above.

Kill for reaper, slayer task or getting Armadyl armor. Cannot be kited. Advised to have tier 80 ranged weapon and 95 prayer or slayer task before killing.

General Graardor [ edit | edit source ]

Kill for reaper or getting Bandos armor. Kiting guide, advised to have vanquish before kiting. For killing without kiting, get soul split + lance or above.

Corporeal Beast [ edit | edit source ]

Kill for reaper, useful drops (cannonballs, antipoison++, white berries) or spirit shields. Dated guide, use cinderbanes if you can. Advised to have Mizuyari before grinding but can reasonably do reapers with sunspear (melee). Teleport close with games necklace.

Fight kiln [ edit | edit source ]

Kill for Jad/Har'Aken reaper or getting onyx or capes. Guide. Take sunspear, obsidian armor and set your action bar to auto-switch to the right style in the options. Here's my notes you can have open on a second screen:

Wave Notes 1 Inv crystal 3 Res crystal 5 first dil 10 1 jad spawns, stand south of the wall in the middle 11 Con crystal 13 Inv 15 Res 19 second dil 20 1 jad, stand south of the wall in the middle 23 Con 25 inv 27 res 28 loads of dils 30 1 jad, stand northeast of middle rock 34 1 jad, stand northeast of middle rock 35 1 jad, stand west of rock, con crystal 36 2 jads, stand northeast of rock 37 big boy: never spawns north, do onslaught with con crystal, stand in the southern corners for the least number of attacking tentacles

Use all 3 styles because enemies take half damage from non-weakness. If you want mage or range cape just use that style for Jads and Har'Aken, if you want melee cape use magic for jad, melee for Har'Aken and the TokHaar-Ket.

Beastmaster Durzag [ edit | edit source ]

Kill for abilities. Chaotic staff or sunspear often required by host. Guide.

Kill for reaper, lance and armor, and aftershock 3. Use elder rune + 5 weapons or better & turmoil for grinding. Guide.

Kill for reaper, wand and armor, and planted feet. Use elder rune 2h sword + 5 or better & turmoil for grinding. Guide.

Twin Furies [ edit | edit source ]

Kill for reaper, armor and lunging 3. Use lance or scythe for grinding. Guide.

Kill for reaper, sweet sweet t90s and biting 3. Best learning weapon is lance or decimation, but you can start with a t80. Melee guide.

Full Raid [ edit | edit source ]

Kill for achto and abilities. Tier 90 required. Guide.

Kill for reaper, switches and caroming 3. Use scythe for grinding. Guide.

Kill for gear. Noxious longbow strongly advised for grinding. Short guide with the right strategy and long guide.

I've never killed these guys tbh, look up a guide or something.

Kalphite King [ edit | edit source ]

Do for drygores. Solo guide with bladed dive guide. Nox bow + ports offhand strongly advised for solo.

Temple of Aminishi [ edit | edit source ]

Kill for elite sirenic or token farming. Nox staff strongly advised for grinding. Seiryu guide.

Dragonkin Laboratory [ edit | edit source ]

Kill for elite tectonic or ability codecis. Nox staff or bow with dragonbane arrows strongly recommended for grinding. Black Stone Dragon guide.

The Shadow Reef [ edit | edit source ]

Kill for hearts. Nox staff or scythe strongly recommended. Ambassador guide, go wild.

I'm a big Telos noob but here's a guide.

Vorago, Nex Angel of Death, Solak [ edit | edit source ]

Never done these.