Skip to content

Money

An ironman can’t trade or use the Grand Exchange, so every coin has to be earned in game. Ironman AIO earns coins from the activities you plan, and, when a task runs short, it can run a money maker until the task can afford what it needs.

  • Money-making tasks you put in your plan, such as Eclipse Reds, Agility Pyramid, Security Stronghold and Sell Smithing Products. See Money making.
  • Skills and minigames that pay out, such as thieving (coin pouches, Wealthy Citizens valuables, Aldarin chests), Wintertodt and Tempoross rewards.
  • Drops that include coins, such as the chaos druid table.
  • The coin fallback, below, which runs a money maker for you when a task is short.

When a task can’t afford what it needs (a shop purchase, a gear upgrade, runes for a trip), it reports how many coins it needs in total. The script then does one of three things:

  1. Earn the coins. With Earn coins when a task runs short on (the default, see Preferences), it sets the task aside and runs the best money maker the account can do, until you own enough. Then it goes back to the task.
  2. Wait. With the option off, or when no money maker can run, the task is set aside while the rest of your plan runs. It comes back by itself once you own enough coins.
  3. Stop. When no money maker and no other task can run, the script ends with the shortage as the reason, for example “Not enough coins. Need 12410 coins, owned 3050.”

How much it earns:

  • The amount the task said it needs. When it couldn’t say, 10,000 more than you own now.
  • Some tasks ask for a whole batch so they don’t run short again after a few minutes. For example, a Blue Dragons trip on Magic earns enough for 1,000 casts.

The script uses the best tier it can, and within a tier the one this account prefers. That preference is unique to each account and the same every run.

Tier Money maker Needs
High Wealthy Citizens Membership, 50 Thieving, Children of the Sun
High Agility Pyramid Membership, 30 Agility
Medium Wintertodt Membership, 50 Firemaking
Medium Tempoross Membership, 35 Fishing
Medium Aldarin Chests Membership, 36 Thieving
Low Security Stronghold Nothing (works on free-to-play)
Low Eclipse Reds Membership, Children of the Sun
Lowest Pickpocket Men Membership

How they run as money makers:

  • Wealthy Citizens sells its valuables once it has 100 to 300 of them.
  • Wintertodt and Tempoross claim their rewards every 3 to 5 games. Tempoross opens its reward caskets for the coins.
  • Eclipse Reds collects enough reds to cover the shortfall (they sell for 700 coins each), up to 50 at a time, and starts another batch if needed.
  • Once you own enough, a Tempoross game in progress is played out before going back to the task.

A money maker is dropped for the rest of the run, and the next best takes over, when:

  • it earns no coins for 30 minutes (60 minutes for Wintertodt, Tempoross and Eclipse Reds), not counting breaks or time logged out;
  • it can’t run any more;
  • it runs short of coins itself;
  • or you press Skip current task while it runs.

If no money maker is left, the task stays set aside.

Money makers run outside your plan: they don’t count as finished plan tasks, and they don’t use your plan tasks’ saved progress.

Most tasks take out the coins they need on their bank trip. Two global rules add more:

  • Carry coins for eligible tasks (off by default): for quests, miniquests, and Wintertodt while you don’t own warm gloves and boots, the script keeps 10% of all your coins in the inventory, up to 100,000. It tops up when what you carry drops below half of that.
  • Shop shortfall: when a shop step finds too few coins on hand, the next bank trip brings at least what it was short (never more than you own), whether or not the option above is on. This lasts 5 minutes.
  • Pickpocketing tasks open their coin pouches once they’ve collected a certain number. That number is picked fresh after every Open-all, between 5 and 28, around this account’s own habit.
  • Pouches can’t be banked, so any left over are opened before a bank trip, or once another task has taken over.
  • Pouches carried when the script starts are opened straight away.
  • Shops: gear, ammo and runes for loadouts, tools, food and quest items. See Banking and supplies.
  • Upgrades: axes and pickaxes as your levels rise. See Gear and loadouts.
  • Services: sawmill fees for planks, Aggie’s dyes, the Shantay Pass, and similar fees quests need.
  • Death’s fee after a death, when it can’t loot your grave. See Food and safety.
  • An Escape crystal (75,000 coins), if you asked to always carry one.
  • Tasks you add that buy things, such as Buy Runes or Buy Barrows Gloves. See Item buying and Collecting.

When it plans a gear loadout, it keeps enough coins for every slot still to fill, so one expensive piece can’t leave the rest unaffordable.