Pay-to-play Ranged training

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This article provides an overview of strategies used to train the Ranged skill.

General training notes[edit | edit source]

Using the rapid attack style will offer the highest damage output and the fastest experience rates. For chinchompas, the rapid attack style is called 'Medium fuse'. Longrange should only be used to train Defence while throwing chinchompas. Use the best ranged armour available to maximise damage output.

Ava's devices return a percentage of certain ammunition fired. They are obtained from Ava after completing Animal Magnetism, which requires level 30 Ranged. Wearing one of the devices will save a lot of money and time when using certain Ranged weapons (such as darts or shortbows), as the player does not need to as many ammunition or pick them up as often. The ammunition recovery will not work if wearing a metallic body.

Device Ranged req. Recovery rate Effectiveness [n 1]
30 60% 2.5
50 72% 3.57
70 80% 5
  1. ^ The amount of times a given piece of ammunition can be used, on average, before being broken or lost.
  2. ^ Also requires a Vorkath's head, which is obtainable after Dragon Slayer II.

If picking up ammunition, speak to the Ranged combat tutor to toggle the ammunition will automatically be equipped.

Void Knight equipment with the Void ranger helm is best against low defence monsters due to its damage-boosting set effect, while crystal armour or Masori armour are much better against higher defence monsters. Getting the void full set is not worthwhile timewise unless training to 99 using the fastest methods possible, however it is useful for Vorkath, low-switch Zulrah, Theatre of Blood, and it is required for an elite Western Provinces Diary task. Completing the hard Western Provinces diary unlocks the elite upgrade for the void knight top and robe for an extra 400 Pest Control points.

Fastest experience[edit | edit source]

Levels 1–32/36: Questing[edit | edit source]

Early levels can be skipped by completing quests that give Ranged experience. Completing Shadow of the Storm (putting the experience reward on Ranged), Death to the Dorgeshuun, and Horror from the Deep grants a total of 16,662.5 experience, which will get the player from level 1 to 32. The level 40 Ranged requirement for Temple of Ikov can be bypassed by wielding knives or darts whilst wielding ice arrows, allowing for a further 10,500 experience. This will get the player up to level 36.

Levels 1–45: Using dwarf multicannon[edit | edit source]

Using the dwarf multicannon offers the fastest experience up to level 45. Players must have completed Dwarf Cannon quest to use the dwarf multicannon, but there are no level requirements to use one. The cannon offers much higher damage output compared to other options at low levels, as it has a max hit of 30 with regular cannonballs regardless of the player's Ranged level. This can be fairly expensive, however.

At level 45, chinning becomes a lot faster and is usually a cheaper training method.

Cannoning with Slayer[edit | edit source]

Training Slayer grants passive Ranged experience from using the dwarf multicannon. It is always worth using the cannon wherever applicable, as the cost of using the cannon is justified by the saved time compared to not using one. A melee task can take almost twice as long if not using the cannon. For example, in multi-combat areas such as during dagannoth and kalphite tasks the cannon will deal most of the damage, while the player is getting nearly as much Melee experience as they would without using a cannon. Should the player not be able to afford to use the cannon, it is better to make the money for the cannonballs than train Slayer without the cannon.

The amount of Ranged experience gained from Slayer depends on the player's task list. Players can expect to gain at least around 5 million Ranged experience from level 99 Slayer.

Cannoning caged ogres[edit | edit source]

Ogres can be killed in the Combat Training Camp after completing Biohazard. Using a cannon here is quite a lot of exp and can lead to relatively quick levelling at early levels. This is a great method for low levels as there are no level requirements to use the cannon.

Cannoning ice trolls[edit | edit source]

Coal rocks safespot location.

Cannoning ice trolls is a slower but much more affordable option. If you've completed The Fremennik Trials quest, setting up a cannon a few steps south of the coal rocks just west of the eastern mining icon in the Fremennik Isles will allow you to safespot the ice trolls from behind the rocks, and refill your cannon with little trouble. Depending on your Ranged level and how many cannonballs you bring (which limits trips to the bank), you can get 60,000–100,000 experience per hour while making most, if not all of your money back, and even profiting in some cases.

It's recommended to be able to use telegrab so you don't have to incur damage retrieving drops, and to be able to low or high alch drops. If using low alch, it is best to save the rune items, granite shields, as well as expensive seeds/herbs, noted raw sharks, and balls of wool to sell on the Grand Exchange, while alching the rest. Food is not necessary, but a small amount should be brought to be safe. Lower level players should beware, as without Protect from Melee, ice trolls can hit in the 20's while you run to the safespot. The most effective strategy is to bring enough cannonballs to allow you to acquire a full inventory of non-alched items, before banking or teleporting to the Grand Exchange with a ring of wealth.

With level 70 Prayer and a dragonbone necklace, bonecrusher and Neitiznot shield (to protect against ice troll females) you can have infinite prayer points while using Protect from Melee.

Levels 45–99: Chinning maniacal monkeys[edit | edit source]

Chinning maniacal monkeys.

For more information, see Maniacal monkey/Strategies.

Throwing chinchompas (commonly known as "chinning") at maniacal monkeys is the fastest way to train Ranged. Maniacal monkeys are located in Kruk's Dungeon on Ape Atoll, which requires having started chapter II of Monkey Madness II to access. While chinning is much faster than any other methods, it also costs money.

For the fastest experience rates, use equipment that maximises Ranged damage and Prayer bonuses. Because the maniacal monkeys have low Defence, Void Knight equipment is better than dragonhide or Armadyl armour due to its damage-boosting set effect. Maniacal monkeys drop 1-dose prayer potions which negates the cost of using Protect from Melee and damage-boosting prayers. Players who have completed the hard Morytania Diary can alternatively use a bonecrusher necklace to restore Prayer points.

Chinchompas are lost on death. To reduce potential risk, it is recommended to only bring up to 12,000 chinchompas per trip, which is enough for 6 hours of training.

Experience rates are shown in the table below. The rates assume wearing the best damage-boosting equipment available, using Rigour, using two dancing accounts to stack the monkeys, using divine ranging potions, and throwing 1,970 chinchompas per hour. With Eagle Eye, the rates would be roughly 5–7% lower.

Ranged level XP/h XP/h XP/h
45 290,000 N/A N/A
55 360,000 430,000 N/A
65 470,000 540,000 690,000
75 570,000 670,000 830,000
85 640,000 740,000 930,000
95 710,000 810,000 1,000,000
99 740,000 840,000 1,030,000

Other methods[edit | edit source]

Levels 1–45/70: Crabs[edit | edit source]

Killing crabs is an afkable and relatively cheap way of training Ranged at lower levels. There are four types of crabs the player can train on, but they all have high Hitpoints, very low Defence and deal minimal damage. They become aggressive when walked by, and stay aggressive for 10 minutes. After 10 minutes, the player has to reset aggressiveness by running away far enough, usually a minimap's length. The player should choose a spot that makes two or three spawns aggressive at the same time. If you are waiting for respawns, consider switching to a denser spawn or higher Hitpoints crab. If you are taking too much damage from too many crabs, consider moving to a smaller spawn or lower Hitpoints crab.

Having at least level 30 Defence is recommended before starting Ranged training on these monsters to minimise the damage taken.

  • Ammonite crabs on Fossil Island have 100 Hitpoints, making them the best option of the four. They also drop unidentified fossils, which can be turned in for experience lamps in Varrock Museum after cleaning. They can be very crowded.
  • Swamp crabs have 75 Hitpoints and are weak to Ranged. A safe area is located south-west of Port Phasmatys near the Morytania Graveyard, where two crabs can become aggressive in a multi-combat zone.
  • Sand crabs near Hosidius have 60 Hitpoints and have no quest requirements, but are usually crowded.
  • Rock crabs near Rellekka have no quest requirements and are usually less crowded than sand and ammonite crabs, but only have 50 Hitpoints.

Recommended weapons and armour[edit | edit source]

Darts are the best weapon to use for both damage output and cost. Use the highest-level darts available up to amethyst (254 coins) or adamant (26 coins). Depending on the Grand Exchange prices, the following options can be good alternatives:

Crossbows are not recommended due to their slower attack speed, which makes them worse in damage output compared to the options above. While using the Dorgeshuun crossbow with bone bolts can be very cheap, even mithril darts offer much higher damage output and they are usually comparable in terms of cost.

Players with level 60 Defence are advised to use an odium ward if using a one-handed weapon (such as darts), as it gives +4 Ranged strength and has no Ranged level requirement. The odium ward currently costs 3,150,636 coins. Players with level 75 Hitpoints can also use the necklace of anguish, however it is much more expensive (currently costing 14,853,912 coins).

Because crabs have very low Defence, having the highest possible Ranged accuracy bonuses is not too important. It is still recommended to at least upgrade the body and leg slot equipment whenever a better tier becomes available, since they give the most accuracy and defence bonuses of all the slots.

Levels 45–99: Chinning skeletal monkeys[edit | edit source]

Throwing chinchompas at skeletal monkeys is only recommended for those who cannot access maniacal monkeys. Skeletal monkeys are located in the Ape Atoll Dungeon, which requires partial completion of Monkey Madness I to access.

Being undead monsters, the salve amulet (ei) accuracy and damage boosts apply against them. However, the boosts only affect the primary target. Wearing the salve amulet is still recommended to reduce splashing, as chinchompas will miss all targets if they miss the main target.

Chinchompas are lost on death. To reduce potential risk, it is recommended to only bring 4,000–6,000 chinchompas per trip, which is enough for 2–3 hours of training.

Levels 70–99: Pest Control[edit | edit source]

Playing Pest Control and spending Void Knight commendation points is an alternative on Ranged experience provides respectable experience rates. Having a combat level of at least 100 for the veteran boat is recommended. Completion of the easy, medium and hard Combat Achievements increases the number of points earned per game.

Experience rates are listed in the table below. The rates assume 26 games per hour in the veteran boat, gaining 40,000 experience per hour from fighting pests, and spending 100 points at a time for 10% more experience per point.

Ranged levels XP/point
(with 10% bonus)
XP/h (points/game)
None (5) Easy (6) Medium (7) Hard (8)
70–73 281.6 76,600 83,900 91,300 98,600
74–77 316.8 81,200 89,400 97,700 105,900
78–81 352.0 85,800 94,900 104,000 113,200
82–84 387.2 90,300 100,400 110,500 120,500
85–88 422.4 94,900 105,900 116,900 127,900
89–91 457.6 99,500 111,400 123,300 135,200
92–94 492.8 104,100 116,900 129,700 142,500
95–97 528.0 108,600 122,400 136,100 149,800
98–99 563.2 113,200 127,900 142,500 157,100

Levels 70–99: Nightmare Zone[edit | edit source]

For more information, see Nightmare Zone/Strategies.

Using the normal customisable rumble setup in Nightmare Zone allows for 20 minutes of AFK Ranged training. After 20 minutes, the player will stop attacking the monsters and needs to interact with the client to start attacking again. Using the venator bow with super ranging potions and absorptions offers up to 140,000–150,000 experience per hour at level 99. Slower but cheaper alternatives include the imbued magic shortbow with rune or amethyst arrows, or adamant darts with the twisted buckler.

Levels 75–99: Training Ranged with Slayer[edit | edit source]

Using the toxic blowpipe or the venator bow for Slayer training is not considered efficient to do, however it is an option for players who do not value gaining Melee or Magic experience and want some variety to their training. The benefit of ranging Slayer tasks is that it is relatively decent Ranged experience per hour and it also results in slightly higher Slayer experience rates as the blowpipe offers slightly higher damage output compared to most Melee weapons. Training Ranged whilst on a task also enables the player to use a Slayer helmet (i) for a 15% boost to ranged accuracy and damage while also taking advantage of the accuracy bonuses of dragonhide or Armadyl armour. However, using the blowpipe is expensive, although this can be somewhat mitigated by monster drops. Using other weapons is not recommended as they have less damage output than using Melee.

Equipment choice[edit | edit source]

Items will be listed in order of how much they increase general ranged damage per second. In nearly all cases, optimising for offensive stats is more effective than optimising for defensive or balanced stats, especially when fighting low-offence, high hp monsters. In addition, optimising for ranged strength is usually better than optimising for accuracy except against high-defence monsters.

Head-slot items in order of effectiveness[edit | edit source]

Item Attack bonuses Defence bonuses Other
Masori mask (f) 0 0 0 -1 +12 +8 +10 +12 +12 +9 0 +2 0% +1
Masori mask 0 0 0 -1 +12 +3 +4 +3 +6 +4 0 +2 0% 0
Armadyl helmet -5 -5 -5 -5 +10 +6 +8 +10 +10 +8 0 0 0% +1
Crystal helm 0 0 0 -10 +9 +12 +8 +14 +10 +18 0 0 0% +2
3rd age range coif 0 0 0 -2 +9 +4 +7 +10 +5 +8 0 0 0% 0
Eclipse moon helm 0 0 0 -6 +8 +2 +3 +14 +10 +4 +3 0 0% 0
Robin hood hat 0 0 0 -10 +8 +4 +6 +8 +4 +4 0 0 0% 0
Karil's coif 0 0 0 -1 +7 +6 +9 +12 +6 +10 0 0 0% 0
Blessed coif 0 0 0 -1 +7 +4 +7 +10 +4 +8 0 0 0% +1
Ranger hat -5 -5 -5 -5 +6 +7 +10 +11 +5 +8 0 0 0% 0
Archer helm -5 -5 -5 -5 +6 +6 +8 +10 +6 +6 0 0 0% 0
Spined helm -6 -6 -6 -6 +6 +6 +6 +6 +6 0 0 0 0% 0
Shayzien helm (5) 0 0 0 -6 +4 +10 +14 +12 -2 +13 0 0 0% 0
Snakeskin bandana 0 0 0 -5 +4 +2 +4 +4 +2 +2 0 0 0% 0
Slayer helmet (i) 0 0 0 +3 +3 +30 +32 +27 +10 +30 0 0 0% 0
Coif 0 0 0 -1 +2 +4 +6 +8 +4 +4 0 0 0% 0
Leather cowl 0 0 0 0 +1 +2 +3 +4 +2 +3 0 0 0% 0


Cape-slot items in order of effectiveness[edit | edit source]

Item Attack bonuses Defence bonuses Other
Dizana's quiver 0 0 0 0 +18 +0 +0 +0 +0 +0 0 +3 0% 0
Ava's assembler 0 0 0 0 +8 +1 +1 +1 +8 +2 0 +2 0% 0
Mixed hide cape 0 0 0 -15 +5 +2 +2 +2 +5 +1 +1 0 0% 0
Ava's accumulator 0 0 0 0 +4 0 +1 0 +4 0 0 0 0% 0
Ava's attractor 0 0 0 0 +2 0 0 0 +2 0 0 0 0% 0
Infernal cape +4 +4 +4 +1 +1 +12 +12 +12 +12 +12 +8 0 0% +2
Fire cape +1 +1 +1 +1 +1 +11 +11 +11 +11 +11 +4 0 0% +2

Neck-slot items in order of effectiveness[edit | edit source]

Item Attack bonuses Defence bonuses Other
Necklace of anguish 0 0 0 0 +15 0 0 0 0 0 0 +5 0% +2
Amulet of fury +10 +10 +10 +10 +10 +15 +15 +15 +15 +15 +8 0 0% +5
Bonecrusher necklace/Dragonbone necklace +10 +10 +10 +10 +10 +2 +2 +2 +2 +2 +2 0 0% +12
Amulet of glory +10 +10 +10 +10 +10 +3 +3 +3 +3 +3 +6 0 0% +3
Amulet of power +6 +6 +6 +6 +6 +6 +6 +6 +6 +6 +6 0 0% +1
Amulet of accuracy +4 +4 +4 +4 +4 0 0 0 0 0 0 0 0% 0
Unholy symbol +2 +2 +2 +2 +2 0 0 0 0 0 0 0 0% +8

Body-slot items in order of effectiveness[edit | edit source]

Item Attack bonuses Defence bonuses Other
Masori body (f) 0 0 0 -4 +43 +59 +52 +64 +74 +60 0 +4 0% +1
Masori body 0 0 0 -4 +43 +37 +35 +38 +25 +33 0 +4 0% 0
Armadyl chestplate -7 -7 -7 -15 +33 +56 +48 +61 +70 +57 0 0 0% +1
Crystal body 0 0 0 -18 +31 +46 +38 +48 +44 +68 0 0 0% +3
Eclipse moon chestplate 0 0 0 -15 +31 +15 +18 +57 +55 +32 +3 0 0% 0
3rd age range top 0 0 0 -15 +30 +55 +47 +60 +60 +55 0 0 0% 0
Blessed body 0 0 0 -15 +30 +55 +47 +60 +50 +55 0 0 0% +1
Karil's leathertop 0 0 0 -15 +30 +47 +42 +50 +65 +57 0 0 0% 0
Black d'hide body 0 0 0 -15 +30 +30 +38 +45 +45 +50 0 0 0% 0
Mixed hide top 4 -2 -3 -15 +27 +33 +39 +43 +30 +32 +2 0 0% 0
Red d'hide body 0 0 0 -15 +25 +50 +42 +55 +40 +50 0 0 0% 0
Blue d'hide body 0 0 0 -15 +20 +45 +37 +50 +30 +45 0 0 0% 0
Green d'hide body 0 0 0 -15 +15 +40 +32 +45 +20 +40 0 0 0% 0
Rangers' tunic 0 0 0 -15 +15 +6 +9 +12 +6 +6 0 0 0% 0
Snakeskin body 0 0 0 -5 +12 +25 +28 +32 +15 +35 0 0 0% 0
Frog-leather body 0 0 0 -5 +10 +23 +26 +30 +15 +32 0 0 0% 0
Studded body 0 0 0 -4 +8 +18 +25 +22 +8 +25 0 0 0% 0
Hardleather body 0 0 0 -4 +8 +12 +15 +18 +6 +15 0 0 0% 0
Leather body 0 0 0 -2 +2 +8 +9 +10 +4 +9 0 0 0% 0

Shield-slot items in order of effectiveness[edit | edit source]

Item Attack bonuses Defence bonuses Other
Twisted buckler -7 -8 -7 -10 +18 +22 +24 +22 +26 +58 0 10 0% 0
Dragonfire ward -10 -10 -10 -10 +15 +25 +30 +28 +28 +68 -2 8 0% 0
Odium ward -12 -12 -12 -8 +12 0 0 0 +24 +52 0 4 0% 0
Book of law 0 0 0 0 +10 0 0 0 0 0 0 0 0% +5
Unholy book +8 +8 +8 +8 +8 0 0 0 0 0 0 0 0% +5
Blessed shield -15 -15 -11 -10 +7 +21 +18 +16 +15 +14 0 0 0% +1
Black d'hide shield -15 -15 -11 -10 +7 +21 +18 +16 +15 +14 0 0 0% 0
Red d'hide shield -15 -15 -11 -10 +6 +18 +16 +14 +13 +13 0 0 0% 0
Blue d'hide shield -15 -15 -11 -10 +5 +16 +14 +12 +12 +12 0 0 0% 0
Green d'hide shield -15 -15 -11 -10 +4 +14 +12 +11 +9 +11 0 0 0% 0
Book of balance +4 +4 +4 +4 +4 +4 +4 +4 +4 +4 0 0 0% +5
Snakeskin shield -15 -15 -11 -10 +3 +10 +9 +8 +7 +10 0 0 0% 0
Hard leather shield -15 -15 -11 -10 +2 +8 +7 +7 +5 +9 0 0 0% 0

Legs-slot items in order of effectiveness[edit | edit source]

Item Attack bonuses Defence bonuses Other
Masori chaps (f) 0 0 0 -2 +27 +35 +30 +39 +46 +37 0 +2 0% +1
Masori chaps 0 0 0 -2 +27 +26 +24 +29 +19 +22 0 +2 0% 0
Armadyl chainskirt -6 -6 -6 -10 +20 +32 +26 +34 +40 +33 0 0 0% +1
Crystal legs 0 0 0 -12 +18 +26 +21 +30 +34 +38 0 0 0% +2
3rd age range legs 0 0 0 -10 +17 +31 +25 +33 +30 +31 0 0 0% 0
Blessed chaps 0 0 0 -10 +17 +31 +25 +33 +28 +31 0 0 0% +1
Karil's leatherskirt 0 0 0 -10 +17 +26 +20 +28 +35 +33 0 0 0% 0
Black d'hide chaps 0 0 0 -10 +17 +26 +20 +26 +23 +26 0 0 0% 0
Eclipse moon tassets 0 0 0 -15 +17 +9 +13 +37 +31 +17 +1 0 0% 0
Penance skirt 0 0 0 -10 +15 +26 +21 +28 +19 +26 0 0 0% 0
Rangers' tights 0 0 0 -10 +15 0 0 0 0 0 0 0 0% 0
Mixed hide legs +3 -1 -2 -10 +14 +20 +23 +22 +16 +20 0 0 0% 0
Red d'hide chaps 0 0 0 -10 +14 +28 +22 +30 +20 +28 0 0 0% 0
Blue d'hide chaps 0 0 0 -10 +11 +25 +19 +27 +14 +25 0 0 0% 0
Yak-hide armour (legs) 0 0 0 -5 +10 +25 +20 +15 -2 +10 0 0 0% 0
Green d'hide chaps 0 0 0 -10 +8 +22 +16 +24 +8 +22 0 0 0% 0
Studded chaps 0 0 0 -5 +6 +15 +16 +17 +6 +16 0 0 0% 0
Snakeskin chaps 0 0 0 -5 +6 +8 +8 +10 +4 +10 0 0 0% 0
Leather chaps 0 0 0 0 +4 +2 +2 +1 0 0 0 0 0% 0

Hands-slot items in order of effectiveness[edit | edit source]

Item Attack bonuses Defence bonuses Other
Zaryte vambraces -8 -8 -8 0 +18 +8 +8 +8 +5 +8 0 2 0% +1
Barrows gloves +12 +12 +12 +6 +12 +12 +12 +12 +6 +12 +12 0 0% 0
3rd age vambraces 0 0 0 -10 +11 +6 +5 +7 +9 0 0 0 0% 0
Blessed vambraces 0 0 0 -10 +11 +6 +5 +7 +8 0 0 0 0% +1
Black d'hide vambraces 0 0 0 -10 +11 +6 +5 +7 +8 0 0 0 0% 0
Ranger gloves 0 0 0 -10 +11 +1 +2 +1 +2 0 0 0 0% 0
Red d'hide vambraces 0 0 0 -10 +10 +5 +4 +6 +6 0 0 0 0% 0
Dragon gloves +9 +9 +9 +5 +9 +9 +9 +9 +5 +9 +9 0 0% 0
Blue d'hide vambraces 0 0 0 -10 +9 +4 +3 +5 +4 0 0 0 0% 0
Rune gloves +8 +8 +8 +4 +8 +8 +8 +8 +4 +8 +8 0 0% 0
Green d'hide vambraces 0 0 0 -10 +8 +3 +2 +4 +2 0 0 0 0% 0
Adamant gloves +7 +7 +7 +4 +7 +7 +7 +7 +4 +7 +7 0 0% 0
Regen bracelet +8 +8 +8 +3 +7 +6 +6 +6 +3 +6 +7 0 0% 0
Combat bracelet +7 +7 +7 +3 +7 +5 +5 +5 +3 +5 +6 0 0% 0
Mithril gloves +6 +6 +6 +3 +6 +6 +6 +6 +3 +6 +6 0 0% 0
Shayzien gloves (5) 0 0 +2 -1 +6 0 +2 +3 -1 +2 +3 0 0% 0

Feet-slot items in order of effectiveness[edit | edit source]

Item Attack bonuses Defence bonuses Other
Pegasian boots 0 0 0 -12 +12 +5 +5 +5 +5 +5 0 0 0% 0
Ranger boots 0 0 0 -10 +8 +2 +3 +4 +2 0 0 0 0% 0
Blessed boots 0 0 0 -10 +7 +4 +4 +4 +4 +4 0 0 0% +1
Boots of brimstone +3 0 0 +3 +5 +10 +10 +10 +5 +5 0 0 0% 0
Mixed hide boots 0 0 0 -10 +5 +4 +5 +6 +3 +3 +2 0 0% 0
Shayzien boots (5) 0 0 0 -2 +4 +5 +7 +8 0 0 0 0 0% 0
Snakeskin boots 0 0 0 -10 +3 +1 +1 +2 +1 0 0 0 0% 0
Frog-leather boots 0 0 0 -8 +2 +1 +1 +1 0 +1 0 0 0% 0

Ring-slot items in order of effectiveness[edit | edit source]

Item Attack bonuses Defence bonuses Other
Venator ring 0 0 0 0 +10 0 0 0 0 0 0 +2 0% 0
Archers ring (i) 0 0 0 0 +8 0 0 0 0 +8 0 0 0% 0
Brimstone ring +4 +4 +4 +6 +4 +4 +4 +4 +6 +4 +4 0 0% 0
Ring of shadows +4 +4 +4 +5 +4 +0 +0 +0 +5 +0 +2 0 0% +2
Archers ring 0 0 0 0 +4 0 0 0 0 +4 0 0 0% 0

Rings should be imbued as soon as possible using the Nightmare Zone, Soul Wars, or with a scroll of imbuing from the Emir's Arena . If the player cannot afford the archers ring, a ring of wealth is a decent alternative to help improve rare drop table rolls and pick up coins, but it does not increase damage.

Comparison of ranged weapons[edit | edit source]

Ranged weapons comparison table ()
Name Ranged level required Ranged attack Ranged strength
(Max ammo)
Price Notes
Twisted bow Ranged 85 +70 +20
(+80)
1,670,407,099
  • Has a passive effect where the higher the target's Magic level is, the more accurate and damaging the bow becomes.
  • Uses arrows as ammunition up to and including dragon.
  • Offers an attack speed of that of a longbow.
Bow of Faerdhinen Ranged 80 +128 +106 134,017,707
  • Has the highest ranged bonus of any ranged weapon, including a +106 Ranged Strength bonus.
  • Receives noticeable damage and accuracy bonuses if worn alongside pieces of crystal armour.
  • Has the furthest attack range of any bow or crossbow in the game (tied with composite bows and the crystal bow) of 10 squares.
  • When created, the bow starts off at 10,000 charges and degrades.
  • The bow can be upgraded to the bow of Faerdhinen (c) to stop it from degrading.
Zaryte crossbow Ranged 80 +110 (+122) 394,866,332
  • It is the only crossbow that grants defensive bonuses.
  • One of two crossbows with a prayer bonus, along with the Armadyl crossbow from which it is crafted.
  • Has a special attack which provides double accuracy on the next shot and guarantees the special effect of any enchanted bolts used if it hits. Costs 75% special attack energy.
  • Its passive effect strengthens the effects of enchanted bolts by 10%.
Venator bow Ranged 80 +90 +25
(+85)
66,012,103
  • Has a passive effect when charged with ancient essence that allows arrows to ricochet to nearby targets when in a multicombat area.
  • Uses arrows as ammunition up to and including dragon.
  • Has an attack speed of 5, between that of a shortbow and a longbow.
Toxic blowpipe Ranged 75 +30 +20
(+55)
2,397,129
  • Requires Zulrah's scales (up to 16,383) and any unpoisoned darts to charge.
  • Ranged strength bonus stacks with the darts that are used to charge the blowpipe (up to +55 ranged strength with dragon darts).
  • Has an attack speed of 3 (same as darts) in a non-pvp encounter or 4 in a pvp encounter (same as shortbows).
  • Offers a special attack where accuracy is increased by 100% and damage is increased by 50%, and heals the user by half of the damage dealt. Costs 50% special attack energy.
  • Has 25% chance to inflict venom on an opponent.
Heavy ballista Ranged 75 +125 +15
(+165)
912,180
  • Has the second highest ranged bonus of any ranged weapon, including a +15 Ranged Strength bonus.
  • Requires completion of Monkey Madness II to equip.
  • Only accepts javelins as ammunition.
  • Ava's devices will not retrieve fired javelins, nor can they be picked up.
  • Offers a special attack which increases accuracy and damage by 25% each for one shot. Costs 65% special attack energy.
Eclipse atlatl Ranged 75 +87 +40 (Melee) 2,290,691
  • Uniquely uses the player's melee strength bonuses when determining the amount of ranged damage dealt to a target. The max hit is based off of visible boosts to melee stats (eg. super combat potion) and ranged boosting prayers (eg. Rigour).
  • Only accepts atlatl darts as ammunition.
  • If worn with the rest of the eclipse moon armour set, it offers a set effect which has a 20% chance to inflict a stackable burn effect on the targets.
  • Offers a special attack which consumes the remaining burn effect in exchange for increasing the player's minimum and maximum hit. Costs 50% special attack energy.
Dragon hunter crossbow Ranged 70 +95 (+122) 67,284,200
  • Offers the third highest one-handed Ranged attack bonus in the game, outclassed only by the Armadyl and Zaryte crossbow.
  • Increases accuracy and damage by 30% and 25% respectively when fighting draconic creatures.
Armadyl crossbow Ranged 70 +100 (+122) 54,104,168
Crystal bow Ranged 70 +100 +78 390,523[n 1]
  • Offers a ranged strength of +78.
  • Neither consumes nor requires ammunition.
  • Has an attack speed of 5, between that of a shortbow and a crossbow.
  • Has the furthest attack range of any bow or crossbow in the game (tied with composite bows and the bow of Faerdhinen) of 10 squares.
  • Receives noticeable damage and accuracy bonuses if worn alongside pieces of crystal armour.
Webweaver bow Ranged 70 +85 +65 16,821,776
  • Upgraded version of the Craw's bow, which requires the fangs of Venenatis to create.
  • Must be charged with revenant ether to be fired, but it does provide its own ammo, similar to the crystal bow.
  • While charged, an additional 50% ranged accuracy and damage boost is applied when attacking any NPC in the Wilderness. This effect will stack with a Slayer helmet or a Salve amulet and their variants, but not both simultaneously. This makes it the strongest ranged weapon in the Wilderness.
  • Has a special attack that hits an enemy four times in succession with increased accuracy, each dealing up to 40% of the player's max hit, along with a chance to inflict poison, starting at 4 damage. Costs 50% special attack energy.
Karil's crossbow Ranged 70 +84 (+55) 97,366
  • One of the fastest crossbows, together with the hunters' crossbow.
  • Can only fire bolt racks, which cannot be retrieved by an Ava's device.
  • If worn with the rest of Karil the Tainted's equipment, it offers a set effect which lowers the target's Agility level (only works on players).
  • Wearing an amulet of the damned together with the whole equipment set grants a 25% chance for an attack to hit twice, in which case the second hit will inflict half the damage of the first.
  • Like all Barrows equipment, it degrades and will fully degrade after 15 hours of combat. It is repairable.
Hunters' sunlight crossbow Ranged 66
Hunter 50
+79 (+60) 5,583
Dragon crossbow Ranged 64 +94 (+122) 1,727,640
Rune crossbow Ranged 61 +90 (+115) 10,033
Craw's bow Ranged 60 +75 +60 16,667,567
Dark bow Ranged 60 +95 (+60) 1,118,170
  • Offers the fifth highest Ranged attack bonus in the game, behind the bow of Faerdhinen (+128), heavy ballista (+125), the Zaryte crossbow (+110), and the crystal bow and Armadyl crossbow (+100).
  • Has the ability to shoot two arrows at a time.
  • The slowest weapon in the game, with an attack speed of 9 (5.4 seconds).
  • Offers a powerful special attack, which if used with dragon arrows increases damage dealt by 50% with a minimum hit of 8 (30% with any other arrow type with a minimum. hit of 5). Costs 55% special attack energy.
Magic shortbow Ranged 50 +69 (+55) 815
  • The only shortbow to offer a special attack, which fires 2 shots in rapid succession but with reduced accuracy. Costs 55% special attack energy.
  • Can be imbued with a magic shortbow scroll, increasing its ranged attack bonus to +75 and lowering the special attack cost to 50%.
Magic shortbow (i) +75 107,595
Magic comp bow Ranged 50 +71 (+55) 4,586
  • The only composite bow to offer a special attack, which is guaranteed to hit the target but is not boosted by damage-boosting prayers or the Slayer helmet (i). Costs 35% special attack energy. Shares this special attack with the magic longbow.
  • Is slightly more accurate than the magic longbow and 1 tick faster (1 tick slower than the shortbow), while keeping the same attack range of the longbow.
Seercull Ranged 50 +69 (+55) 42,747
  • Has slightly less accuracy but otherwise identical stats to the magic comp bow.
  • Has a special attack that targets mages by lowering their Magic level, costing 100% special attack energy.
Magic longbow Ranged 50 +69 (+55) 1,258
  • The only longbow to offer a special attack, which is guaranteed to hit the target but is not boosted by damage-boosting prayers or the Slayer helmet (i). Costs 35% special attack energy. Shares this special attack with the magic comp bow.
  • Like all longbows, is 2 ticks slower than the magic shortbow, in exchange for 3 additional attack range.
  • Unlike the magic shortbow, cannot be imbued.
Adamant crossbow Ranged 46 +78 (+100) 2,074
  • Offers the sixth highest one-handed Ranged attack bonus in the game.
  • Has an attack speed equal to that of longbows and an attack range equal to that of shortbows.
  • Because of the slower attack speed and the potential for overkill from its higher max hit, it deals less damage over extended periods than the magic shortbow, and should be used primarily when additional defence is needed through the use of a shield, or if enchanted bolt effects are needed.
Chinchompas Ranged 45
(Grey)
+45 N/A Varies[n 2]
  • One of the four ranged weapons that offers the ability to hit more than one opponent at a time (similar to burst or barrage Ancient Magicks), the others being the special attack of the dragon crossbow, with a similar attack, and rune thrownaxe, with a ricochet special type attack, and Venator bow with a passive ricochet attack.
  • Regarded to be the best way of training Ranged, but at a very high cost.
  • Has an attack speed of 4 (the same as scimitars, maces, and whips).
  • If a player dies with chinchompas equipped or in their inventory, they will disappear, as they are live animals.
Ranged 55
(Red)
+70 +15
Ranged 65
(Black)
+80 +30


Salamanders Attack Ranged Magic 30
(Green)
+20 (+16) 130
  • Unique and versatile two-handed weapons that facilitate the use of all three combat styles.
Attack Ranged Magic 50
(Orange)
+29 (+22) 169
Attack Ranged Magic 60
(Red)
+47 (+31) 53
Attack Ranged Magic 70
(Black)
+69 (+49) 1,020
Attack Ranged Magic 80
(Tecu)
+87 (+60) 465,551
Dorgeshuun crossbow Ranged 28 +42 (+49) 2,428
  • Is one tick faster than most other crossbows, and it is able to fire bone bolts, which are significantly cheaper than most other ammunition of similar strength.
Throwing knives Ranged 40
(Rune)
+25 +24 Varies[n 2]
  • Have high damage output, but are significantly more expensive compared to other low-level options.
Shortbows Ranged 40
(Yew)
+47 (+49) 388
  • Offer slightly less damage output than using rune knives, but are a lot cheaper.
Darts Ranged 30
(Adamant)
N/A +17 Varies[n 2]
  • Are cheap, deal decent damage and are easy to buy from the Grand Exchange.
  • Adamant darts have comparable damage output to using a shortbow with rune arrows, so players should use whichever is cheaper.


Dwarf multicannon N/A N/A N/A 752,468
  • Can be set up and used alongside other weapons for passive Ranged damage and experience.
  • Cannot be set up in all areas.
  • Has a static max hit of 30 with cannonballs and 35 with granite cannonballs.
  • Derives accuracy from player's current attack style (Ranged while ranging, Melee while meleeing, and whichever is higher with powered staves) while rolling against the target's Ranged defence.
  1. ^ Cost of having Ilfeen charge a crystal weapon seed after obtaining minimum cost.
  2. ^ 2.0 2.1 2.2 Cost of thrown weapons is only that of the ammo.