Ironman Guide/Ranged

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Ironman Guide

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

After the completion of The Lost Tribe, the Dorgeshuun crossbow and bone bolts can be purchased from Nardok's Bone Weapons in the Dorgesh-Kaan mine. The Dorgeshuun crossbow is an ideal early-game Ranged weapon for Ironman players, due to its low requirements and the affordability of bone bolts.

With the Dorgeshuun crossbow, train low-level Slayer and do Pest Control for the void knight equipment. Alternatively, kill ammonite crabs as they offer fairly fast experience and require very little attention.

Recommended weapons for ammonite crabs, in order of damage output:

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, but it is faster overall to use melee than a toxic blowpipe when including killing Zulrah for the Zulrah's scales.

Other methods

Levels 40-70: Cannonballs

After the completion of the Dwarf Cannon quest, 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 cannonballs to level up from level 40 to 70 Ranged while attacking with melee or Magic.

Level 55-70: Crabs

Train on swamp crabs in Morytania with standard Ranged gear. Swamp crabs have negative Ranged Defence, unlike rock crabs, ammonite crabs, and sand crabs, however those are also viable alternatives.

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 ranged prayer). Accuracy is still based on ranged bonus. 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 a high Strength level may elect to grind out this weapon and its ammunition from Moons of Peril. The atlatl darts deal standard damage, not light ranged.

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. Ava's devices collect atlatl darts.

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). Note that the extra damage from Burn does not award experience.
  • As of yet (i.e. as of Varlamore Pt.2), Moons of Peril is the only way to obtain atlatl darts, meaning that an iron account must commit to continue grinding out chest to maintain their stock of ammunition. 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 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) in the Forthos Dungeon for effective training against Undead Druids. The set's versatile hybrid bonuses are also effective for Raids.

Obtaining Ranged equipment

Weapons

Armour