Ranged

**Ranged** is one of the three Combat classes in OSRune. It involves using bows, crossbows, and thrown weapons to damage opponents from a distance, and Ranged armour can mostly be made from animal hides, purchased from Sigmund The Merchant, or purchased from other players. Players who specialise in this skill are known as rangers or archers.

The Armour Combat Triangle dictates that Rangers are strong against mages but weak against Melee fighters.

Range's ability to attack from a distance means that a player can safespot a Melee monster while fighting from safety. Keep in mind that some Melee monsters have high Ranged Defence, a high Ranged level is recommended.

## Equipment

**Weapons**: The rapid combat style gives the fastest attack speed of all three stances while having a lower maximum hit compared to the accurate or long range styles, which have a higher maximum hit. The accurate stance treats your ranged level as if it were 3 higher than it really is, the long range stance increases ranged by 1, while the rapid stance does not boost ranged at all. However, the accurate and long range stances have slower attack speeds. Also, the long range stance gives Defence experience, and as the name suggests, has a longer reach.

**Knives/darts**: Darts have the fastest Attack speed in the game, but they do very little damage and are not as accurate. Knives are stronger than darts. Dragon darts are about as powerful as rune knives.

**Throwing rings (Toktz-xil-ul)** are as powerful as a magic shortbow with rune arrows.

**Shortbow/longbow**: These bows both fire the same arrows, differing in speed and range, but not in damage or accuracy. Longbows could be used for additional range, but are slower than shortbows on rapid. The magic shortbow has a special attack which hits twice, and the magic longbow has a special attack which boosts accuracy.

A player firing a crossbow at a warrior

**Crossbow**: Crossbows are very accurate, and Bolts|crossbow bolts deal significantly more damage than arrows, making crossbows effective for training Ranged. Crossbows are slower than standard bows, but are also one-handed, so a shield or prayer book can be used for protection.

**Karil's Crossbow**: Despite being a crossbow, it is more like a shortbow, requiring two hands and having a fast attack speed, along with longer range. Karil's crossbow will only work with bolt racks, which break when fired, making it expensive to use. This weapon should only be used against the TzTok-Jad and players, as everything else can be done more cheaply.

**Dark Bow**: The dark bow is the slowest weapon in the game, but it fires two arrows at once. It is also the only bow which can fire dragon arrows, and it has a devastating special attack which boosts damage by 30% if using arrows that are not dragon, or by 50% if using dragon arrows. The special attack has a minimum damage of 5 per non-dragon arrow, or 8 per dragon arrow. You must have 60% in the Special Attack bar to be able to use the special for this weapon.

## Enchanted crossbow bolts

Bolts that are tipped with gem stones that have a wide variety of effects. Here are the effects and runes Magic levels required to enchant the gem-tipped bolt. Cut gems will yield 12 bolt tips, although an oyster pearl will yield 6.

**Opal bolts (e):** Level 4 Magic for enchant: 1 cosmic 2 air runes *Lucky Lightning*: Extra damage. 11 Fletching required.

**Sapphire bolts (e):** Level 7 Magic for enchant: 1 cosmic rune 1 water rune 1 mind rune *Clear Mind*: Prayer siphon. 56 Fletching required.

**Jade bolts (e):** Level 14 Magic for enchant: 1 cosmic rune 2 earth runes *Earth's Fury*: Opponent knockdown. 26 Fletching required.

**Pearl bolts (e):** Level 24 Magic for enchant: 1 cosmic rune 2 water runes *Sea Curse:* Extra (water-based) damage - effective against monsters specializing in the fire element, such as TzHaar|Obsidian creatures. 41 Fletching required.

**Emerald bolts (e):** Level 27 Magic for enchant: 1 cosmic rune 1 nature rune 3 air runes*Magical Poison*: Greater chance of poison. 58 Fletching required.

**Topaz bolts (e):** Level 29 Magic for enchant: 1 cosmic runes 2 fire runes  *Down to Earth*: Lowers target's Magic (other players only). 48 Fletching required.

**Ruby bolts (e):** Level 49 Magic for enchant: 1 cosmic rune 1 blood rune 5 fire runes  *Blood Forfeit*: -10% HP from self, -20% HP from target. 63 Fletching required.

**Diamond bolts (e):** Level 57 Magic for enchant: 2 law runes 1 cosmic rune 10 earth runes  *Armour Piercing*: Ignore much of target's Ranged Defence. 65 Fletching required.

**Dragon bolts (e):** Level 68 Magic for enchant: 1 cosmic rune 1 soul rune 15 earth runes *Dragon's Breath*: Dragon-breath damage - Magical attack, effective against opponents with low Magic Defence. Antifire potions will decrease the hit. 71 Fletching required.

**Onyx bolts (e):** Level 87 Magic for enchant 1 cosmic rune 1 death rune 20 fire runes *Life Leech*: Extra damage, HP siphon by 1/4 of hit, but not versus undead. 73 Fletching required.

## Cape of Accomplishment

After players reach level 99 in Ranged they have the option to buy the master cape from Mac inside the Edgeville bank. The cape will cost 99,000 coins.

Ranging Cape Emote