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OSRS Ironman gear progression

An Ironman can only wear what they make or kill for, so gear progression is really a list of bosses, quests and crafts. Each ladder below runs from early to endgame, with the level to wear the item and where an Ironman gets it.

Updated 1 October 2026. Facts checked against the game.

Gear progression with drop rates →Every upgrade, where it drops, the rate and the kills to expect.
Your next upgradeTick what you own; the planner finds your next upgrade per slot.

Melee weapons

  1. 1.

    Rune scimitar

    Fire giants, Zamorak warriors or ninja implings.

    Needs: 40 Attack

  2. 2.

    Dragon scimitar

    Bought on Ape Atoll. Carries you to about 85 Slayer.

    Needs: 60 Attack · Monkey Madness I

  3. 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. 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. 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. 6.

    Zamorakian hasta, noxious halberd, dragon hunter lance

    Specialised upgrades from K'ril, Araxxor and the Alchemical Hydra.

    Needs: 70–80 Attack

  7. 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.

Ranged

  1. 1.

    Dorgeshuun crossbow and bone bolts

    A cheap early start from the Dorgesh-Kaan shop.

    Needs: 28 Ranged · The Lost Tribe

  2. 2.

    Magic shortbow

    From spiritual rangers or hard clues.

    Needs: 50 Ranged

  3. 3.

    Rune crossbow with broad bolts

    The Ironman staple. Crazy Archaeologist drop, or craft it from runite limbs.

    Needs: 61 Ranged

  4. 4.

    Hunters' sunlight crossbow, Karil's crossbow, Eclipse atlatl

    Mid-game options; the atlatl scales with melee strength gear.

    Needs: 66–75 Ranged

  5. 5.

    Toxic blowpipe

    From Zulrah's tanzanite fang. Also the main use for Zulrah's scales.

    Needs: 75 Ranged

  6. 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. 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.

Magic

  1. 1.

    Elemental staff

    Strike and bolt spells, with the staff supplying one rune type for free.

  2. 2.

    Iban's staff

    Iban Blast is the strongest early non-elemental spell.

    Needs: 50 Attack and Magic · Underground Pass

  3. 3.

    Ancient staff and ancient sceptre

    Ancient Magicks for burst and barrage training.

    Needs: Desert Treasure I

  4. 4.

    Twinflame staff

    From Royal Titans parts; the best standard-spellbook weapon before wrath spells.

    Needs: 60 Magic

  5. 5.

    Trident of the seas, then of the swamp

    Cave kraken, then Zulrah's magic fang.

    Needs: 75 / 78 Magic

  6. 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.

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.

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