Ironman guide

From Old School RuneScape Wiki
Jump to: navigation, search
Construction.png
This article is currently in the middle of an expansion or major revamping.
The information contained within it should not be considered fully accurate and/or complete. You can help by contributing to it.
This article is about the members Ironman guide. For the non-member version, see Free-to-play Ironman guide.

This guide aims to give general advice, tips, and suggestions for regular and Hardcore Ironmen. Ultimate Ironmen have their own guide here.

In order for an account to be an ironman, one must speak to Adam or Paul before leaving tutorial island.

Limitations[edit | edit source]

Playing as an Ironman or Hardcore Ironman adds the extra challenge of restricting your account to being entirely self-sufficient.

Ironmen accounts are restricted to the following general rules:

  • Trading other players is disabled.
  • Staking in the Duel Arena is disabled.
  • Ironmen cannot use the Grand Exchange.
  • Ironmen cannot Accept Aid.
  • Ironmen cannot gain experience from player-versus-player encounters.
  • Ironmen cannot pick up drops from other players' kills.
  • Ironmen cannot receive help to slay a monster.
  • View the complete list of restrictions here.

Hardcore Ironmen follow these same restrictions, but with the added challenge of only having one life. Any dangerous death will revert the account to regular ironman status. The player's stats on the Hardcore Ironman Hiscores will also be frozen at the time of death. Safe deaths, such as those in many minigames, will not cause the loss of Hardcore status.

Either mode must be activated by speaking to either Adam or Paul on Tutorial Island before being teleported to the mainland.

Early-game[edit | edit source]

Transportation[edit | edit source]

One of the earliest concerns when beginning an Ironman account is reducing the time and resources required to travel around the game world. A new Ironman account starts with very few teleports, and before training Agility, run energy will replenish very slowly.

Training Agility early is beneficial, in that the early levels drastically improve the restoration rate of run energy. It also allows access to time-saving Agility shortcuts. Furthermore, Agility is a very independent skill to train - it only requires access to food, which is readily available through early-game training of Fishing, Cooking, and Thieving. Finally, earning the graceful outfit early on will improve travel time on foot, though it typically takes until Agility is leveled to 60+ to collect the 260 marks of grace required for the full outfit. Further marks of grace can be used to make stamina potions.

New accounts begin with Lumbridge Home Teleport and some destinations for Minigame Teleport. These can't be cast in combat and have 30- and 20-minute cooldown periods, respectively. Other destinations for Minigame Teleport are unlocked by completing quests and/or leveling skills.

Many items and methods exist that allow transport to specific destinations. Here follows the most noteworthy teleport methods that are accessible early- to mid-game.

Teleport spells[edit | edit source]

Each magic spellbook has a number of useful teleport spells, all of which require law runes. For early-game Ironman accounts, the best source of law runes is to purchase them from shops. However, at 240+ gold per law rune, they are somewhat expensive. Law runes become much more readily available at 54 Runecraft and after completion of Death Plateau, when they can be runecrafted at the Law Altar.

For teleport spells that are used frequently, it is worthwhile to create one or more portal chambers and direct the portals with those spells. House Teleport's rune requirements are fairly cheap, so for any spell that uses multiple law runes or any expensive runes, it will pay off over time to use House Teleport and take the portal. The portals can later be upgraded to a portal nexus, however this increases the cost per teleport spell from 100 times the runes required, to 1,000 times.

Player-owned house[edit | edit source]

The player-owned house has many hotspots for teleportation features. When fully expanded, it is the game's premier teleportation hub. As Ironman accounts can't access other players' houses, training Construction is important for upgrading the house's available features.

Among the available teleport methods within a player-owned house:

Moneymaking[edit | edit source]

High Level Alchemy is a staple in an Ironman's moneymaking plans.

Making money on Ironman accounts is fundamentally different from regular accounts. Ironmen have to do activities that specifically generate coins in some way, as they cannot use the Grand Exchange to simply trade the items in exchange for coins. For example, a regular account could kill Zulrah, receive a tanzanite fang and then sell it to the Grand Exchange for 3,093,442 and the player would have that amount in coins, but an Ironman would only get 66,000 coins from its High Alchemy value.

Most money making methods typically involve casting High Level Alchemy to convert items into coins. Players should alch the items while doing other activities which can be done on the normal spellbook, do not require full inventory and have some downtime to cast the spell. Such activities include farm runs, bird house runs, questing, training Agility, training Hunter and melee combat.

At very low levels, players can also sell various alchable items to shops, but once the player can use High Level Alchemy and has the money to buy the nature runes, it is better to alch the items as it generates more profit and it can be done in "zero time". Setting level 55 Magic as a short-term goal is therefore recommended for low-level Ironmen.

Coins that Ironmen earn are typically spent on buying skilling supplies from NPC shops, particularly for Construction, Smithing, Crafting, and Magic. Coins are also used for miscellaneous purchases, such as unlocking the fairy ring in Arceuus. At high levels, Ironmen spend gold to repair degradable equipment and to insure pets.

Early skill training[edit | edit source]

Completing quests is the most efficient way for Ironmen to level skills in the early-game. This saves time by avoiding very slow training methods. For example, instead of killing chickens with a bronze dagger, the player can complete Waterfall Quest and The Feud to be able to start training with an adamant scimitar before even touching a monster. Because many quest bosses can be easily safespotted, a player can make very quick early-game progress by completing quests.

When skilling, Ironmen benefit from considering the full range of uses for the supplies and resources produced. For example, one popular Mining training method is to mine iron ore. For the highest rate of Mining experience per hour, some players drop the ore after mining it. However that ore can be smelted with coal in the Blast Furnace to produce steel bars and Smithing experience. The bars could then be smithed into many useful things, such as dart tips for Ranged training, nails for Construction, cannonballs for Slayer, or platebodies to be sold or alchemised. Because Ironmen can't simply purchase skilling supplies through trading, much skilling will follow a similar progression.

Multi-skill methods[edit | edit source]

Wintertodt[edit | edit source]

Subduing Wintertodt has very few requirements, and offers decent starting cash and skilling supplies for low-level Ironmen. While players will miss out on most of the better loot with low stats, the rewards benefit much more at lower levels. At low Hitpoints players are also able to heal effectively with low-tier food such as cakes or jugs of wine. Getting at least level 60 Woodcutting (achieved at around level 88–90 Firemaking) is recommended for access to the Woodcutting Guild, where players can buy axes up to rune. This way, players do not have to waste time killing monsters for an axe upgrade from steel.

Barbarian Fishing[edit | edit source]

In addition to Fishing experience, Barbarian Fishing gives small amounts of passive Agility and Strength experience. If done early, it allows players to bypass a significant amount of Agility and Melee training if done for a long period of time. However, this does take a long time and may become too boring for many players.

Training until from 58 to 99, costs a few hundred thousand gold to buy all the necessary feathers for bait. This can be compensated by cutting the fish with a knife, which often provides fish offcuts that work as bait and nets a small amount of Cooking experience.

Player will get around level 74 in Agility and Strength if training Fishing from level 58 to 99. However, if players do not wish to train Fishing for a long period of time, there are a few good stopping points:

  • Level 74 Fishing for level 50 Agility and Strength.
    • Level 50 Agility is required for the Rogues' Den minigame for the rogue equipment, and is also a reasonable level for doing Agility Pyramid.
  • Level 84 Fishing for level 60 Agility and Strength.
  • Level 91 Fishing for around level 67–68 Agility and Strength.
    • At level 91 Fishing, players can +5 boost for the Morytania Diary elite task requirement.
  • Level 94 Fishing for level 70 Agility and Strength.
    • Allows access to the Pollnivneach Rooftop Course.
    • Unlocks most of the useful shortcuts (such as the one to blue dragons in Taverley Dungeon).
    • Level 70 Strength unlocks the Warriors' Guild as soon as the player reaches level 60 Attack.

After finishing Barbarian Fishing, it is recommended to train Agility on the Rooftop Courses and get the graceful outfit for questing. Having a high Agility level combined with the graceful outfit ends up saving a lot of time, as players have very limited access to run energy restoration.

Questing[edit | edit source]

For an efficient guide to Ironman questing, see the Optimal Quest Guide / Ironman.

Many low- and mid-level quests award access to new areas, skilling methods, or items that are of great importance to Ironmen. Some of the most important unlocks are noted below.

Mid-game[edit | edit source]

There is no universal consensus concerning the point at which an Ironman account progresses from "early-game" to "mid-game." Different players assign different criteria to these stages; for example, some players consider an account that has completed Recipe for Disaster to be ready for the mid-game. Other players may disagree with this assessment. In general, an Ironman account is considered mid-game once it has addressed basic concerns such as game world transportation, money-making, and collecting equipment and supplies for efficient combat training.

Slayer training[edit | edit source]

In Ironman mode, the core of the mid-game stage of account progression is training Slayer. Slayer training provides a wealth of benefits to Ironmen, including combat experience, gold, skilling supplies, and equipment upgrades. Many critical weapon upgrades, such as the abyssal whip and trident of the seas, are accessed by leveling Slayer. See the Slayer guide for more information.

The highest Slayer level to unlock an equipment upgrade is 95, for the alchemical hydra, which drops components for the dragon hunter lance.

Barrows[edit | edit source]

It can be worthwhile to complete the Barrows minigame to earn Barrows equipment. In particular, Dharok's set and Guthan's set are useful for combat training and some PvM activities. Karil's armour and Ahrim's robes have high offensive and defensive stats. Karil's crossbow offers higher damage per second than the rune crossbow or crystal bow, bridging the gap between those weapons and the toxic blowpipe.

Note that it may take hundreds of Barrows completions to finish a single set, or obtain the specific desired pieces.

Access to Barrows Teleport will significantly increase the efficiency of Barrows runs. At 80 Magic, Barrows Teleport can be added to a portal chamber in the player-owned house while boosting with a wizard's mind bomb.

Quest point cape[edit | edit source]

The quest point cape, earned by completing all quests, is desireable due to its unlimited teleport to the Legends' Guild and a fairy ring.

End-game[edit | edit source]

At the end-game stage of account progression, the Ironman is ready for the game's greatest PvM challenges, including bossing and raids. If desired, this is also the time to earn the max cape by leveling all skills to 99.

Obtaining useful items[edit | edit source]

Items for quests and Achievement Diaries[edit | edit source]

Items useful at lower levels[edit | edit source]

Food[edit | edit source]

Managing Miscellania[edit | edit source]

Advisor Ghrim.png

After completion of Throne of Miscellania, Managing Miscellania is an excellent way to passively get various resources for skill training. However, players will need a relatively large amount of capital before investing into the kingdom, so it is recommended that one have a safe amount of coins and/or a consistent money-making method.

For the most effective yield from the kingdom, always put a maximum amount of workers on herb farming. The rest (after completion of Royal Trouble) can be put on maple woodcutting for Fletching supplies, or teak/mahogany woodcutting for supplies for Construction training.

Make sure that the maximum amount is withdrawn every day by having at least 500,000 coins or 750,000 coins after Royal Trouble in the coffers each day for maximum amount of rewards collectible.

75k per day could be made fairly easily even at low levels. If you don't do Miscellania you're just hurting your passively banked construction xp and your banked herblore xp. Long term the decision to not keep Miscellania going will cost you more time (gathering the logs and herbs manually you would've otherwise gotten passively) than it would to do something to make you 75k gp. Blackjacking that gp will take less than 30 mins or melee slayer would be roughly the same depending on your task of course

Skill training[edit | edit source]

Skill Link
Agility Agility Ironman Agility guide
Construction Construction Ironman Construction guide
Cooking Cooking Ironman Cooking guide
Crafting Crafting Ironman Crafting guide
Farming Farming Ironman Farming guide
Firemaking Firemaking Ironman Firemaking guide
Fishing Fishing Ironman Fishing guide
Fletching Fletching Ironman Fletching guide
Herblore Herblore Ironman Herblore guide
Hunter Hunter Ironman Hunter guide
Magic Magic Ironman Magic guide
Attack Melee skills Ironman Melee guide
Mining Mining Ironman Mining guide
Prayer Prayer Ironman Prayer guide
Ranged Ranged Ironman Ranged guide
Runecraft Runecraft Ironman Runecraft guide
Slayer Slayer Ironman Slayer guide
Smithing Smithing Ironman Smithing guide
Thieving Thieving Ironman Thieving guide
Woodcutting Woodcutting Ironman Woodcutting guide