Gear and loadouts
You don’t set up gear in Ironman AIO. Each task builds a loadout: for every equipment slot, the best item the account can use, chosen from a ranked list. It looks at everything you own, in the bank or on you, and for many slots also at what it could buy. The bank trip then equips it. See Banking and supplies.
How a slot is filled
Section titled “How a slot is filled”For each slot the script walks down the list from best to worst and takes the first item that:
- your account can use: you meet its level and quest requirements, and on a free-to-play account it’s a free-to-play item;
- and you either own it, or (for slots the task lets it buy) can get it, usually from a shop you’ve unlocked, with the coins you have.
Things to know:
- Owned items cost nothing, so they’re always picked when they’re the best you can use.
- When it plans to buy, it keeps enough coins for the cheapest option in every slot still to fill, so one expensive piece can’t leave another slot empty.
- Most quest and combat tasks consider buying in every slot. The low-level combat training tasks only buy a weapon and shield, and use the armour you already own.
- Charged, degraded and imbued versions of an item count as that item. Broken Barrows pieces don’t.
- An item that isn’t in the script’s lists is never picked, however good it is.
Weapons, best first: Abyssal whip (70 Attack), Zombie axe (65), Dragon scimitar (60, Monkey Madness I), Dragon longsword (60, Lost City), then rune, adamant, mithril, steel and iron scimitars, and finally the Training sword.
The other slots work the same way, from top gear down to basics: for example Bandos and Barrows pieces before rune, adamant, mithril, steel, iron and Ironman armour; defenders before kiteshields; Barrows gloves before lower gloves; Amulet of fury, glory, strength and so on down to the Gnome amulet.
Ranged
Section titled “Ranged”The script picks a weapon and ammo together: the best bow or crossbow you own or can buy, with the best ammo that weapon can fire that you own or can afford.
- Bows only fire arrows up to their tier: an oak bow up to steel arrows, willow up to mithril, maple up to adamant.
- Crossbows use bolts. The Dorgeshuun crossbow (28 Ranged, The Lost Tribe) uses bone bolts.
- Arrows never go above your Max ranged ammo tier (Mithril by default, see Preferences). Bolts aren’t affected by this cap.
Magic loadouts cast the best spell in this ladder that your Magic level and Max magic combat rune allow (Mind by default):
| Spell | Magic | Combat rune |
|---|---|---|
| Air strike | 1 | Mind |
| Water strike | 5 | Mind |
| Earth strike | 9 | Mind |
| Fire strike | 13 | Mind |
| Fire bolt | 35 | Chaos |
| Fire blast | 59 | Death |
| Fire wave | 75 | Blood |
With the default cap of Mind, it stops at Fire strike. It wears the elemental staff for the spell’s element (so it only needs the other runes), sets the spell to autocast, and carries runes for the trip. Some tasks plan their own spell (for example a quest boss weak to a certain element) but still respect the cap. If the script can’t put together a staff and enough runes, or the coins to buy them, a combat training task set to Magic waits until it can.
Attack styles
Section titled “Attack styles”In the game, each weapon remembers its own attack style. The script sets the style for the task it’s doing:
| Training | Style |
|---|---|
| Attack | Accurate |
| Strength | Aggressive |
| Defence | Defensive |
| Ranged | Rapid |
| Magic | Casting (autocast) |
Kill NPC For Items fights melee on the Combat style you pick: Accurate for Attack, Aggressive for Strength, Defensive for Defence.
With Pure mode on, no task sets a style that trains Attack or Defence. Accurate, Controlled and Defensive melee become Aggressive, ranged Accurate and Longrange become Rapid, and Defensive casting becomes Casting. So a kill task set to Attack or Defence fights on Aggressive and trains Strength, and Combat training tasks for Attack or Defence wait while Pure mode is on. A style that trains neither, such as Pound on a staff, is left as the task set it. See Combat.
Skilling tasks take the best axe, pickaxe or harpoon you own that your level allows, and equip it when your Attack level lets you wield it.
Axe upgrades
Section titled “Axe upgrades”| Axe | Woodcutting | Price | Bought from |
|---|---|---|---|
| Bronze, iron, steel | 1, 1, 6 | 20 to 200 | Bob, Lumbridge |
| Mithril | 21 | 1,000 | Lunami (needs Children of the Sun) |
| Adamant | 31 | 2,500 | Lunami (needs Children of the Sun) |
| Rune | 60 (the script waits until 60) | 45,000 | Perry |
Woodcutting, Firemaking and Fletching tasks buy the next axe up when you can afford it. Up to steel this always happens. Mithril and above only with Upgrade axe past steel on (it’s on by default).
Pickaxe upgrades
Section titled “Pickaxe upgrades”| Pickaxe | Mining | Price |
|---|---|---|
| Bronze | 1 | 25 |
| Iron | 1 | 200 |
| Steel | 6 | 1,000 |
| Mithril | 21 | 2,000 |
| Adamant | 31 | 4,000 |
| Rune | 41 | 35,000 |
Pickaxes are bought from Nurmof in the Dwarven Mine. Mining tasks, and Guardians of the Rift, buy the next pickaxe up when you can afford it, with Auto-buy pickaxe upgrades on (the default). Dragon, crystal, infernal and similar pickaxes are used when you own them but never bought. Quests that just need any pickaxe buy a cheap one if you own none.
Skilling outfits
Section titled “Skilling outfits”Skilling tasks wear outfits you own for their skill, such as the prospector helmet for Mining, the rogue outfit for thieving, the carpenter outfit for Construction or the Raiments of the Eye at Guardians of the Rift, and graceful in the slots those leave free. These are only worn if you have them: the script doesn’t buy them for this. Some minigame tasks can claim outfits as rewards; see Minigames.
Teleports and jewellery
Section titled “Teleports and jewellery”- Quests withdraw teleports to the areas they visit when you have them: standard teleport spells (with the runes, or a staff for the elemental runes), teleport tablets, and items such as an amulet of glory, ring of dueling, games necklace, explorer’s ring or the ectophial. Spells are taken 5 to 10 casts at a time, depending on the account. If you’re already close to a quest’s only destination, no teleport is taken.
- Quests that start near Burthorpe, the Barbarian Outpost or Wintertodt make a games necklace when you own none. They wear it when the quest’s own gear leaves the neck slot free, and pack it otherwise.
- The walker uses teleports you carry to get around. For short bank trips it walks instead; see Banking and supplies.
What gets taken off
Section titled “What gets taken off”- Magic loadouts only wear their own gear: anything else worn is banked, in every slot.
- Ranged loadouts bank head, body, legs, shield and glove pieces that aren’t ranged gear.
- Melee loadouts leave other worn items alone.
- For the Wilderness rune shop run, nothing is worn at all. See Lundail’s rune shop.
What it never uses
Section titled “What it never uses”- Items above your levels, or that need a quest you haven’t done.
- Members-only gear on a free-to-play account.
- Broken Barrows pieces.
- Gear that isn’t in its lists, even if you own it.
- Arrows above your Max ranged ammo tier, and combat runes above your Max magic combat rune.