For mains with key untradeables already unlocked; no Twisted bow required. This includes Ava's assembler, Fire cape, Barrows gloves and Dragon defender. Damage players also need a Fighter torso.
A 100M GP budget per player can cover a Fractured Archive learning loadout with an Armadyl crossbow, Dragon warhammer, Toxic blowpipe and Zombie axe, while leaving money for supplies and failed attempts. Five players is the learning recommendation for this approach.
Damage-Player Option | Tradeable Equipment Cost | Performance Boundary |
ACB budget setup | 70.54M | Main equipment plan; a clear still depends on the account and team |
DCB alternative | 31.60M | Saves 38.94M; equivalent DPS and clear efficiency are unverified |
Both totals are per player and assume you already have the listed untradeables and account unlocks. Ammunition, potions and reclaim fees are separate. The ACB freezer variant costs approximately 75.62M in equipment. The 100M wallet includes the remaining funds for supplies, failed attempts and price movement.
The Complete 100M Gear Plan
The 100M budget is for one player, including that player's preparation reserve. Each teammate needs a functional setup of their own. For an OSRS main with the required unlocks, the following loadout covers ranged damage, melee windows, defence reduction and add control on the Bork, Dreadnoth and Xarth route. Use it in a five-player learning group while keeping supply funds separate from equipment spending.
Prices are rounded reference GE values retrieved on October 27, 2026, from official guide listings and the OSRS Wiki. Some listings are cached; these are planning figures, not instant-fill quotes. Recheck offers before committing funds.
Start in This Ranged Setup
P1 means cover this equipment function first. P2 means an upgrade you can defer by using the alternative described later.
Slot | Equipment | Reference GP | Priority |
Head | Guthix coif | 0.03M | P1 |
Cape | Ava's assembler | Owned | P1 |
Neck | Amulet of fury | 2.20M | P2 |
Weapon | Armadyl crossbow | 39.40M | P2 |
Shield | Guthix d'hide shield | 0.11M | P1 |
Body | Guthix d'hide body | 0.08M | P1 |
Legs | Guthix chaps | 0.12M | P1 |
Hands | Barrows gloves | Owned | P1 |
Feet | Dragon boots | 0.14M | P1 |
Ring | Berserker ring (i) | 3.00M for the base ring | P2 |
Ammunition | Ruby dragon bolts (e), with Diamond dragon bolts (e) carried | In supply allowance | P1 |
Equipment subtotal | Excluding ammunition and owned items | 45.08M |
The Fury, gloves, boots and ring stay equipped for melee. The ring's price covers the tradeable base item; you must earn the imbue separately. Fury provides one shared necklace for this compact setup, avoiding another jewellery switch.
Add These Melee and Utility Items
Slot or Function | Equipment | Additional GP | Priority |
Melee head | Helm of Neitiznot | 0.03M | P1 |
Melee cape | Fire cape | Owned | P1 |
Melee body | Fighter torso | Owned | P1 |
Melee legs | Obsidian platelegs | 0.71M | P1 |
Melee weapon | Zombie axe, using Crush | 1.40M | P1 |
Melee shield | Dragon defender | Owned | P1 |
Defence reduction | Dragon warhammer | 13.50M | P1 |
Fast ranged damage and healing special | Toxic blowpipe (empty) | 9.80M | P1 |
Bork damage special | Dragon dagger | 0.02M | P1 |
Additional equipment subtotal | 25.46M | ||
Damage-player equipment total | Including the ranged setup | 70.54M |
Charge the blowpipe with scales and darts before entering. Its listed price is for the empty item. The melee switch changes head, cape, body, legs, weapon and shield; the remaining worn equipment is shared.
Allocate OSRS Gold to this working weapon package before adding expensive armour. A crossbow alone leaves you short of the hammer, melee and fast-add damage jobs that the route requires.
Make the Freezer Variant
The freezer uses the same ranged equipment and utility weapons. Replace the Helm of Neitiznot, Fighter torso and Obsidian platelegs with the following pieces, then add an Ancient staff:
Freezer Item | Reference GP | Purpose |
Blue Moon helm | 0.76M | Magic and shared melee switch |
Blue Moon chestplate | 1.20M | Magic and shared melee switch |
Blue Moon tassets | 3.80M | Magic and shared melee switch |
Ancient staff | 0.06M | Ice Barrage casting |
Freezer package | 5.82M |
Removing the two tradeable melee pieces saves 0.74M, so the freezer's equipment total becomes approximately 75.62M. Reusing Blue Moon armour for melee saves inventory space. The support role accepts a weaker melee outfit to keep its casting equipment and supplies available.
The freezer retains the Fire cape for the compact switch and removes the d'hide shield when casting. Bring a rune pouch with water, death and blood runes for Ice Barrage. Ancient Magicks must be unlocked, and Ice Barrage normally requires 94 Magic. Use serviceable Moon armour and budget for its eventual repairs.
Keep the Remaining GP Available
Allocation | Damage Player | Freezer |
Tradeable equipment | 70.54M | 75.62M |
Initial ammunition, charges, runes and potions allowance | 3.00M | 3.00M |
Learning reserve for refills, reclaims and repairs | 10.00M | 10.00M |
Uncommitted price buffer | 16.46M | 11.38M |
Total funds allocated | 100.00M | 100.00M |
The 3M and 10M entries are suggested spending allowances, not estimates of a fixed number of clears. Existing equipment reduces your additional cash requirement. For Ironmen, the GE figures describe equipment value; obtaining the items and supplies still follows account restrictions.
Lower the Cost in Order
If the ACB would squeeze your remaining OSRS budget, change the crossbow first. Keep the functions that several rooms depend on.
Item in the Plan | Alternative | Cost or Saving | Trade-off |
Armadyl crossbow, 39.40M | Dragon crossbow, about 0.46M | Saves about 38.94M | Still accepts dragon bolts; shorter reach and different special |
Dragon crossbow | Existing Rune crossbow, roughly 0.01M reference value | Lowest-cost crossbow option | Shorter reach; requires compatible ammunition and cannot fire dragon bolts |
Amulet of fury | Existing Amulet of glory | Avoids the 2.20M Fury outlay | Weaker melee strength, defence and Prayer bonuses |
Berserker ring (i) | Existing usable ring | Defers the 3.00M base ring | Gives up the imbued melee strength benefit |
Blessed dragonhide pieces | Existing blessed pieces of another god | Depends on the items owned | No need to match the example's Guthix appearance |
For a concrete spending order:
Secure the Dragon warhammer, blowpipe, Zombie axe and Dragon dagger. Their reference total is 24.72M.
Add a Dragon crossbow if you lack a suitable crossbow, bringing that weapon package to about 25.18M.
Complete the listed supporting slots. With the Dragon crossbow replacing ACB, the full damage-player equipment plan is about 31.60M; the freezer variant is about 36.68M.
Set aside supply and learning funds, and confirm the team has a capable freezer and agreed hammer users.
Upgrade DCB to ACB when you can retain those reserves. This brings the equipment totals back to 70.54M or 75.62M.
What the ACB Premium Covers
The ACB provides longer reach and a different special attack. DPS, clear-time and completion-rate differences between these exact loadouts are unverified, so the 38.94M premium cannot be presented as a measured efficiency gain. The 31.60M DCB total establishes equipment cost only; it does not demonstrate equivalent performance or a minimum budget for learner clears.
Choose the DCB alternative to preserve funds, confirm shorter-range positioning with your team and keep the supply reserve. A matched comparison using the same stats, ammunition, prayers, defence reduction and route would be needed to quantify the upgrade's value.
An optional Soulflame horn had an official reference guide value around 1.8M during this check. Assign a volunteer to carry it if your group wants help landing melee defence-reduction specials. It is excluded from the base totals, and every teammate does not need a separate horn.
Keep OSRS Gold available for repeat attempts before adding an Abyssal bludgeon or premium armour. The Zombie axe covers the starting melee role; improve it once you know that damage during melee windows is limiting the group.
Check Unlocks and Inventory Space
Complete While Guthix Sleeps and follow the Fractured Archive miniquest into the lobby. This Old School RuneScape plan also assumes you already own Ava's assembler, Barrows gloves, Fire cape, Dragon defender and, for the damage variant, Fighter torso. The freezer additionally needs Ancient Magicks and a rune pouch. These are account-progression requirements, even when their additional GE cost is zero.
The damage variant needs The Fremennik Isles completed to equip the Helm of Neitiznot. Check weapon and armour requirements before assembling the set: the blowpipe needs 75 Ranged, Zombie axe needs 65 Attack and Dragon warhammer needs 60 Strength. Blue Moon armour requires 75 Magic and 50 Defence.
Pack the Damage Inventory
Start with six Saradomin brews, seven super restores, two super combat potions and one ranging potion, all four-dose. That is 16 slots. Add the six melee switches, hammer, blowpipe and dagger, then one alternative bolt stack and one chinchompa stack. The inventory uses 27 slots, leaving one space for the shield when equipping the two-handed blowpipe.
Equip one bolt stack and carry the other. Load the blowpipe with amethyst darts and scales; use chinchompas for grouped jellies. Preload ammunition before entering and refill after attempts. The supply allowance covers your initial stock, with the learning reserve available for replenishment.
Pack the Freezer Inventory
Use six brews, seven restores, one super combat potion and one ranging potion as a starting allocation: 15 slots. Carry the three Blue Moon pieces, Fire cape, Zombie axe, Dragon defender and Ancient staff, followed by hammer, blowpipe, dagger, the alternative bolt stack and rune pouch. This also uses 27 slots.
That spare slot lets you remove the ranged shield for casting or equip the blowpipe. The freezer leaves chinchompas to teammates and uses one fewer combat potion to fit the extra casting equipment. This is an inventory plan to adjust with experience; inspect supplies at the Quartermaster after boss three, including whether another combat boost is needed.
Brewing lowers Magic. Restore it before the next required freeze and ask teammates to handle approaching adds while you recover. Filling the bag with extra switches can cost more than it gains if it prevents you from carrying sufficient healing or casting reliably.
Assign Jobs for the Right Route
Use a five-player learning group with one primary freezer, a named first Bork tank and a player calling movement. The other players must help kill adds; freezing does not remove that responsibility. Have a backup response when the freezer needs to heal.
Encounter | Equipment to Use | Team Requirement |
Archive Guardian | Crossbow for ranged damage; blowpipe for braziers; hammer during the opening damage window | Tank holds a predictable position; teammates manage braziers and stack correctly for the beam |
Bork and the Smorks | Crossbow on Smorks; melee and Dragon dagger during Bork's bomb stun | Tank and bomb target coordinate the lure; lower Smorks without finishing them before Bork |
Dreadnoth the Jellied | Freezer's Ancient staff and Ice Barrage; teammates' chinchompas and blowpipes | Freeze jellies, move away and clear them before repeated melee contact drains Prayer |
Xarth | Crossbow on the boss; Ice Barrage and blowpipe on corpses | Freezer controls movement while teammates finish corpses before they heal Xarth |
Ocellus | Crossbow and melee switches; blowpipe where useful for movement or healing | Keep players alive, resolve rifts and recover green health orbs before they heal the boss |
For this OSRS route, coordinate defence reduction with the current cap in mind. Guardian, Bork, Xarth and Ocellus retain at least 60% of base Defence; Dreadnoth and the Smorks can reach zero. Ocellus retains reductions between phase-three quadrants after the hotfix, so avoid automatically spending another set of hammers at every transition.
Before committing to a replacement ranged weapon, check its damage against Ocellus's void rifts with your actual gear and ammunition. Do not assume that useful boss DPS guarantees a one-hit add kill. Agree who supplies the follow-up hit when needed.
Upgrade from Your Failure Point
Use failed attempts to separate equipment gaps from missed responsibilities. This gives the next OSRS gear upgrade a specific purpose.
Where the Run Breaks | First Adjustment |
Guardian drains healing | Check brazier use and beam stacking before replacing armour |
Bork becomes unmanageable | Fix tank position, bomb lures and Smork kill order |
Dreadnoth drains Prayer | Improve freeze coverage and move away from jellies |
Xarth keeps healing | Assign corpse damage and protect the freezer's casting level |
Ocellus stalls near the end | Check missed health orbs, surviving rifts and lost attack time |
When the group handles those jobs consistently, consider stronger ranged equipment or a melee upgrade according to the phase still taking too long. Preserve the supply reserve while making the change. A wipe still consumes resources and can leave reclaim fees; Hardcore Ironman deaths inside the raid are unsafe.

