Melee weapons
- 1.
Rune scimitar
Fire giants, Zamorak warriors or ninja implings.
Needs: 40 Attack
- 2.
Dragon scimitar
Bought on Ape Atoll. Carries you to about 85 Slayer.
Needs: 60 Attack · Monkey Madness I
- 3.
Zombie axe or Belle's folly
The zombie axe comes from armoured zombies; Belle's folly is a stab weapon from the Sailing-era Shellbane Gryphon, repaired at the Giants' Foundry.
Needs: 65 Attack
- 4.
Dual macuahuitl
From the Moons of Peril chest. A strong pre-whip weapon, best with the Blood moon set.
Needs: 70 Attack · 75 Strength
- 5.
Abyssal whip and tentacle
Whip from abyssal demons; the kraken tentacle turns it into the tentacle.
Needs: 70 / 75 Attack · 85 / 87 Slayer
- 6.
Zamorakian hasta, noxious halberd, dragon hunter lance
Specialised upgrades from K'ril, Araxxor and the Alchemical Hydra.
Needs: 70–80 Attack
- 7.
Endgame
Blade of Saeldor (Gauntlet), Osmumten's fang (Tombs of Amascut), Soulreaper axe (DT2 bosses), Inquisitor's mace (Nightmare), Scythe of Vitur (Theatre of Blood).
Needs: 80+ Attack
Melee armour and accessories
Body
Fighter torso from Barbarian Assault, then Bandos (General Graardor) or Blood moon (Moons of Peril), then Torva from Nex. Oathplate from Yama is the newest top-tier option.
Head
Helm of Neitiznot, then the Neitiznot faceguard (basilisk jaw); a slayer helmet (i) on task.
Neck
Glory, then fury, then the amulet of torture (zenyte from demonic gorillas), then the amulet of rancour with an araxyte fang.
Ring
Berserker ring (i) from Dagannoth Rex, then the Ultor ring from Vardorvis.
Gloves and boots
Barrows gloves, then ferocious gloves. Dragon boots, then primordial boots (Cerberus), with avernic treads from Doom of Mokhaiotl at the very top.
Cape and off-hand
Fire cape then infernal cape; dragon defender then avernic defender.
Melee weapon
Melee special
Melee body and legs
Melee off-hand
Melee cape
Melee gloves
Melee boots
Melee ring
Each item links to where it drops, the drop rate and what you need to use it.
Ranged
- 1.
Dorgeshuun crossbow and bone bolts
A cheap early start from the Dorgesh-Kaan shop.
Needs: 28 Ranged · The Lost Tribe
- 2.
Magic shortbow
From spiritual rangers or hard clues.
Needs: 50 Ranged
- 3.
Rune crossbow with broad bolts
The Ironman staple. Crazy Archaeologist drop, or craft it from runite limbs.
Needs: 61 Ranged
- 4.
Hunters' sunlight crossbow, Karil's crossbow, Eclipse atlatl
Mid-game options; the atlatl scales with melee strength gear.
Needs: 66–75 Ranged
- 5.
- 6.
Bow of Faerdhinen
The Ironman's great mid-to-late ranged weapon, from the Gauntlet.
Needs: 80 Ranged · 70 Agility · Song of the Elves
- 7.
Endgame
Armadyl crossbow, dragon hunter crossbow, Venator bow, Zaryte crossbow and the Twisted bow.
Needs: 70–85 Ranged
Ranged armour and accessories
Ava's device
Attractor at 30, accumulator at 50, assembler at 70 with Vorkath's head.
Body and legs
Green, blue, red and black dragonhide, then blessed dragonhide, Eclipse moon or Hueycoatl hide, then Armadyl and finally Masori.
Void
Elite Void is one of the best ranged sets well into the mid game.
Neck
Glory, fury, necklace of anguish; the Necklace of rupture from the Maggot King's elder venator fang now tops the Ironman lists.
Ring, boots, gloves
Archers ring then Venator ring; ranger boots then pegasian boots; Barrows gloves then zaryte vambraces.
Ranged armour
Ranged necklace
Ranged gloves
Ranged boots
Ranged ring
Each item links to where it drops, the drop rate and what you need to use it.
Magic
- 1.
Elemental staff
Strike and bolt spells, with the staff supplying one rune type for free.
- 2.
Iban's staff
Iban Blast is the strongest early non-elemental spell.
Needs: 50 Attack and Magic · Underground Pass
- 3.
Ancient staff and ancient sceptre
Ancient Magicks for burst and barrage training.
Needs: Desert Treasure I
- 4.
Twinflame staff
From Royal Titans parts; the best standard-spellbook weapon before wrath spells.
Needs: 60 Magic
- 5.
Trident of the seas, then of the swamp
Cave kraken, then Zulrah's magic fang.
Needs: 75 / 78 Magic
- 6.
Endgame
Sanguinesti staff (Theatre of Blood), Eye of Ayak (Doom of Mokhaiotl) and Tumeken's shadow (Tombs of Amascut).
Needs: 82–85 Magic
Magic armour and accessories
Robes
Mystic, then Ahrim's, Blue moon or bloodbark, then Ancestral (Chambers of Xeric) or Virtus (DT2 bosses).
Tomes
The tome of fire (Wintertodt) and tome of water (Tempoross) mean infinite fire or water runes; the Hueycoatl drops the tome of earth.
Cape and neck
Imbued god cape from the Mage Arena; occult necklace from smoke devils.
Wrists, boots, ring
Tormented bracelet then confliction gauntlets; eternal boots from Cerberus; the Magus ring from Duke Sucellus.
Magic armour
Magic necklace
Magic cape
Magic off-hand
Magic gloves
Magic boots
Magic ring
Each item links to where it drops, the drop rate and what you need to use it.
Questions
- What is the best early ranged weapon for an Ironman?
- The rune crossbow with broad bolts. Get Ava's device first so you keep most of your ammunition.
- How do Ironmen get a blowpipe?
- Kill Zulrah for the tanzanite fang and craft it at 78 Fletching. Since Sailing there are also wooden blowpipes made from Sailing logs.
See where you stand
Look yourself up to see which of these you can do now, and exactly what's missing for the rest.