Combat pure


 * ''Pure may also refer to pure essence, a type of rune essence.

A pure is a player who works solely on certain skills, focusing all their attention to make those skills stronger. However, this leads to a pure having relatively low skills in other areas. Pures fall into two categories: Combat pures and Non-combat pures.

Combat Pures
Combat pures train only combat skill levels. Combat pures are more common than non-combat pures, and are usually made for player killing. The purpose of having a combat pure is to be specialized in one combat skill, thus being very good at a low level. Defence and prayer are normally sacrificed when being a combat pure, as they always add to combat level. Though prayer does contribute to the combat level at a lower rate, it has a few advantages, such as the protect items prayer.

At the Tutorial Island, any skill can only be trained up to level 3, so you can come away from there with Attack level 3, Strength level 3, ranged level 3 (arrows will be replenished by the instructor, so train on rapid) and all your magic practice done (runes will be replenished only if you were unlucky enough to miss with every spell). Although getting all of your combat skill levels up to level 3 raises your combat level to level 5, it is well worth it. Even a pure Ranger or Mage should avail themselves of the 100% pure training in Attack and Strength, since the early level-up to level 6 (warrior) will put you outside the aggressive limit of level 2 giant rats, and training the preferred skill to level 7 and beyond will make it the determining factor for combat level. It also means that you can equip a steel weapon.

Some quick tips:
 * To avoid training Defence, do not fight in a defensive or controlled style. Always double check the attack style you are using. Doing so prevents unwanted levels being gained.
 * To avoid training Hitpoints, train on the dummies until no longer able to, or make the most of the Tutorial Island, as all training there appears not to result in any hitpoints gain. For warriors, you can complete the Vampire Slayer Quest to earn 4825 Attack experience.
 * To avoid training Prayer, do not bury bones and do not take on or complete the "Restless Ghost" quest.

Combat pures vary with their combat class (ranger, mage, or warrior), so they are discussed below.

Reasons for getting defence when pure
If you are planning on making a pure he best thing to do to begin with is stay at 1 defence while training strength/range/mage to as high as possible. Because your defence is 1 you always want to be on the offensive when fighting while you opponent eats. It is a good idea to use a combination of attack styles with 1 defence like combining melee with mage so that if you do start getting hit you can bind/barrage your opponent, run out of his hitting distance and farcast while setting yourself ready to run back in and special with a dagger being back on the offensive.

Get mithril gloves which are the best gloves that give strength bonus a 1 defence pure can get without getting defence experience. Fire cape can also be obtained with 1 defence which gives a 4+ strength bonus but 1 defence makes it hard. maximum with whip 38. 35 with dragon scimitar on aggressive style, double 34s with the dagger special on aggressive, double 32s on accurate

20 Defence is usually the limit to most pure clans. It is the defence level requires to wear mystic robes which give a great deal of magic bonus. Also it gives players the opportunity for more strength bonuses to hit higher in the wilderness. Mithril Defender, Adamant gloves.

The maximum hit for a 20 defence pure (initiate pure) with adamant gloves, mithril defender, strength amulet, climbing boots and fire cape is 39 with a whip. and 3 less than a rune pures with all other weapons.

45 Defence. Now you have left you pure clan and friends and you combat level has grown a lot since being 1. Dose this make you the better player killer you ask. The main reason players get 45 defence is because of the strength bonuses and armour it allows players to wield. Although if you wish to do it right it takes a long time. First of all you will need to do the right quests that give defence experience to get to 45, and that are required in order to obtain barrow gloves which give an 11+ strength bonus when wielded. For which you need 175 quests point to get. (can take over a month to do all that from scratch) Then theres the penance torso which gives a 4+ strength bonus and can be obtained from the barbarian outpost and takes about a day or two of earning points there.

The maximum hit for a 45 defence pure (rune pure) with the fire cape, barrow gloves, penance torso, strength amulet, berserker helmet, climbing boots and rune defender is 42 with a whip. 39 with a rune scimitar on aggressive style. double 38s with a dragon dagger special aggressive style, double 36s on accurate

70+ defence. Well your not really a pure by this time and you have started doing all the skills that aren't useful while player killing i can imagine (farming, herblore). Enjoy that life if its for you, but you will find pking slower and getting kills will undoubtedly be harder at higher combat against more experienced players. Main possibly would be to join the main clans who are feared in the wilderness because of there mass of numbers and high combat levels.

Pure Warrior
Trains Attack and Strength for melee fighting, often referred to as a warrior. Defence is sometimes trained in controlled amounts, including 20 defence for wearing Initiate, a prayer-enhancing armour, and 45 for several weapons and types of armour that give strength bonuses. Some pures are also known as "Barrow Pures", these pures will have 70 defence to wear Barrows. Such pures usually use Dharok's armour, as they tend to have very high level Strength for their combat level. (i.e. A level 103 can have 80 Attack, 95 Strength, 70 Defence, 86 Hitpoints with 60 Prayer, meaning with Dharoks, he/she would be able to hit around 70 when at very low Hitpoints.)

The pure warrior should wield a weapon of the finest metal they can use or afford, and wear full iron armour (Full helm, Platebody, Platelegs, with Kite shield unless using a two-handed sword), ideally self-made so it can be replaced easily when you die. The pure lives fast and dies often. Using leather armour or none at all is better against magic. However, defense bonuses of armour, such as iron are usually substituted with prayer-boosting clothes, such as Monks Robes.

Useful extras for a pure warrior are level 15 or better mining and level 33 (or 32 plus a Dwarven stout) Smithing, to allow smithing of full iron armour.

In P2P melee puring, five general strategies have been made with lower levels.

The first plys on having a low attack from 10-20, and 60+ strength for the Tzhaar Maul. With this method, a player can switch from a scimitar to the maul and hit tremendous damage at much lower levels, scoring easy kills if your opponent is not aware of the maul or keeps their hp very low before eating.

Another strategy involves getting an attack of 50, and a somewhat high strength level. Players will use a rune scimitar as their basic weapon, but switches to a granite maul when their opponent gets low on health. The granite mauls special,"Quick Smash", allows players to easily "KO" others.

The third strategy employs 60 attack, however sacrificing a higher strength level. This way players can wield dragon weapons and still hit quite high and accurately at lower strength levels. With the ability to poison the dragon dagger, and its powerful special attack, players can easily "KO" players that have low health.

The fourth strategy requires getting 70 attack and 70 defence with lower strength for Barrows, powerful sets that increase your stats up a lot of some equipment can give you additional bonuses. The problem with this is that you will be a higher combat then most others. Please note this is usually only done with stakers.

Finally, the last strategy needs an attack level of 70 for the Abyssal whip, a powerful weapon that combines strength and speed. This strategy is used mostly by higher levels in unison with higher prayer levels. Due to the fact that the Abyssal whip costs1.5- 1.65 million gold coins, protecting this item is a good idea.

Other useful techinques include: Training magic to level 25 and carrying 1 fire, 3 air and 1 law rune (Varrock teleport) gives you a potential escape route (true with the teletab).

Wearing an amulet of strength, power or (members) glory may be useful, but expensive to lose. An amulet of defence may be a good choice for other tasks, as it balances the defensive weakness, however, it is not recommended.

Taking on Hobgoblins (several dungeons) and getting red spider eggs (Varrock sewer, deep levels) enables you to obtain the ingredients for the basic Strength Potion, which can be made by the Apothecary in Varrock. Members can use a wider range of potions.

Adding to this

Some stats that would make you the perfect pure(killing machine)

60 attack

for the dragon scimitar and dagger. 99 Strength

or as high as you are willing to train 80+ is a good plane.

1 Defence

Keeps you combat level as low as possible while maintaining high offensive.

52 prayer

Is when you want to stop training prayer if you are a pure that dose player kill. 52 prayer allows you to use the prayer smite which drains the opponents prayer, increasing the chance that your opponent will loose prayer when he dies and drop the item he was trying to protect (whip).

with these stats your combat level will be around 80 and you will be very dangerous for you level. On aggressive style (which is what yo will have to use so that you don't train attack or defence) the maximum you can hit with a scimitar is 35 or double 34s if you use dragon dagger special. If you have 99 strength super strength potted and using ultimate strength prayer, as well as the bonuses that you need with 1 defence. The average player in runescape at level 80 has around 70 hitpoints so its possible to 2 hit them in the wilderness, they also max around 20 with there dragon longs.

Pure Mage
A description often used casually for any character that routinely fights using the Magic skill, instead of using it on easy targets to train magic for other uses. Pure mages can hit for lots of damage at a low level, ideally killing their target before it has a chance to run, but at higher levels, the power of mage is greatly weakened. 94 Magic for the ancient spell ice barrage or 85 magic for teleport block are the main spells essential at higher levels.

Fighting in the accurate style when not maging, the "pure" mage may find it useful to build their Attack level to wield a good quality pickaxe when mining rune essence, and to wear full iron armour for defence at any time they are not carrying combat runes.

For combat, the F2P mage should wear wizard robes, leather chaps (no mage penalty, small defence increase) and an Amulet of Magic. Using the best spell of each type, the F2P mage would wield a Fire Staff and carry a large stock of air runes and the appropriate missile runes (mind, chaos or death). Teleport runes (law plus whatever) and Bind spell runes (Natures) may be useful, as may the runes to deliver a full set of curse spells (the full set being Confuse, Weaken and Curse).

In P2P, low-level (30-40s) pure maging is highly discouraged with the large population of pure rangers and improved dragon hide armor that weaken the accuracy of mage spells immensely. However, the most common strategy with a mage is to use a God Cape, a God staff, a mage amulet, blue wizard robes, Wizard hat, Zamorak Prayer Book, and Zamorak robes. With 60 mage, mages can hit up to 20 with god spells, but with the low mage bonus, it often fails. The use of mystic is rare due to the fact, that it needs 20 defense, and is an expensive loss, if the player dies. However, in more recent times, the strategy of using prayer to enhance the accuracy of mage spells has become more common and favored, because the player does not risk any expensive types of mage clothes. Teleport escape spells should soon be within the reach of any serious combat mage.

The pure (zero defence) mage has no use for low level prayer - even protect item will not save runes, though it may be worth it to save a (members only) battlestaff or a piece of members mage armour. The "protect from" prayers begin to get interesting though, but it's a long way to go before they are reached.

Training
The mage has a tough time of initial training, at least until you manage to kill something that drops a Mind talisman, as Mind and air runes are often low stock and high priced at the rune stores - though if you make your own air runes, you want the stock to be low so the price is better when you sell them to buy minds.

Alternatively, mine and sell 100 rune essence (ess) noted at the Varrock east bank, for 20 gp each or better (some players pay up to 30) and you will have a reserve to buy runes, a staff, or upgrade your pickaxe to mithril. Don't think that because rune essence has a low mining level, that it will not reward better miners and equipment - the speed of mining can be a lot faster. Wearing full metal armour, no amulet of magic, will result in most of your spells missing (splash effect). You gain magic experience but not hitpoints for spell misses.

For this tip, even full bronze will do. A Full Helm, Kite Shield, Plate Body and Legs or Skirt will give you a total magic attack penalty of -65, so you could probably strike away at a penned opponent for ages without a single hit, though using an elemental staff will contribute +10, for a total of -55. You'd still be luck to hit a barn door at ten paces - just remember to run if attacked - this tip should not be used where there is a risk of aggressive monster attack.

Curse spells (also confuse and weaken) also give magic experience without hitpoints, but must be cast individually from the spells menu.

Pure Ranger
A description often used casually for any character that routinely fights using the Ranged skill, instead of using it only for training or trapped targets.

The ranger may find it useful to build mage skills to 20, so they can bind their target to prevent them running away or closing in (for 5 seconds), or to level 25 for teleport escape.

For combat, the ranger should wear full leather, with hardleather body, preferably self-crafted and wield the best bow they can - short for best firing rate, long for maximum distance, but avoid using "long range" as that distributes experience to defence.

A ranger with 40 defence, 40 range, Dragon Slayer quest completed and wearing full green dragon may be a better player killer than a zero defence pure in plain leather. The downside to this is that Dragon Slayer will give 18,650 possibly unwanted Strength experience, which will raise a player with 1 Strength to level 33.

Since defence is only required to wear the body section of the leather armour, a level 20 ranger can upgrade to Studded chaps and a Coif, and a level 40 with no defence can wear green dragon vambraces and chaps, Coif and the basic leather body.

For P2P rangers, it is best to wear the highest-level dragonhide that is available for the players range level. The magic shortbow is a must for pking, as it has a special attack unlike other bows. With the use of rune arrows, medium to high level rangers prove quite deadly. Rangers succeed most in the high level 30s to the low level 40s. At higher range levels, rangers also tend to train their strength level to use the Obsidian Maul, which hits extremely high at low level attacks, because of the loose requirements to wield the weapon. Using the Obsidian Maul is also very helpful when the player runs out of special energy and with the release of the obsidian necklace, players can now hit up to 20% more damage with it.

The pure (zero defence) ranger has no use for low level prayer - even protect item will not save arrows. The "protect from" prayers begin to get interesting though, but it's a long way to go before they are reached.

Fremennik Pures
Some pures choose to raise their Defence to 45 and complete the Fremennik Trials quest to be able to wear a Fremennik helm. This helm increases the strength, magic attack or ranged attack bonus of the player, as well as giving good Defence bonuses. Other items, that become available to players with 45 defence, include the fighting torso, and the dragon gloves.

However, there are disadvantages, such as the combat level increases.

Hybrid
There is also something called hybrids. It is a term usually referred to combat pures. One who is a hybrid works on multiple skills. The most common hybrid is a range and mage. It is a tough trick to pull off, but it should be possible to have equal primary statistics in two or even three classes of combat or at least a working ability in one or two other combat classes. Usually it is best to work on only 2 different combat types, rather than working on 3. Otherwise your combat will be high and your combat skill level will not be the best it can be. But it does make up for a tricky fight!

Carrying two or three different sets of equipment would leave you with a lot to lose and very little space for food, but enable you to stand in two or three points of the combat triangle.
 * Armoured warrior is weak against Mage (if you have no other choice, take off your armour and charge the mage if you are willing to take a risk.)
 * Mage is weak against Ranger, as range armour is better defensively against magic than mage gear is against arrows.
 * Ranger is generally weak against Warrior (use bind to stop the warrior approaching if mage-range hybrid, and make good use of obstructions such as forest or fences).

At the very least, the Mage or Ranger should carry a backup weapon and train attack and strength to do worthwhile damage with it, better than hitting with their staff or bow when out of ammunition. A slashing weapon is also needed to enter areas protected by a web.


 * Range/Mage: Speedy damage and a huge blast to finish them off. At higher levels, mage is merely used to teleblock and bind other players.
 * Melee/Ranged: Uses dragonhide legs/vambs. The player switches from the bow when the opponent is low on hp to a Maul, or a Dragon dagger poison.
 * Any/Mage: Enables teleport spells and bind, increases resistance to magic.
 * Any/Melee: Does more damage when out of runes or arrows, able to wield better pick or axe instead of just carrying.
 * Mage/Melee: An increasingly popular strategy among lower levels is to 'ice blitz' an enemy frp, a distance, then quickly special them using a granite maul or dragon dagger(p++). This prevents the enemy from escaping, while allowing the player to inflict damage a few seconds before they reach the person.

Using Prayer
Less pure, but can be useful. In addition to 5, 10 or 15% boosts to your stats (don't bother with defence, as it would be poor value for the prayer drain), at level 25, you can save an additional item if you die while the prayer is active (and only one item, if you are "skulled" for attacking other players - still gives you a chance to save your weapon). Often used among medium level f2p, and almost all players who use the abyssal whip in P2P.

At level 31, you can use the Monastery altar to recharge to two above your prayer level, and may have a silver-crafted holy symbol blessed, giving you a cheap piece of neckwear with a small defence boost and a larger prayer boost.

At level 37, you gain the "protect from magic" prayer, very useful, as the warrior is weak against magic, though as you still take 50% damage against low hitpoints, this can be of limited use.

For P2P, many higher levels strive to get 52 prayer for "Smite". When this prayer is active, for every 4 damage inflicted on your opponent, 1 prayer point is removed from their prayer. "Smite" is commonly exploited to get another players "prayed" item. During intense and hectic situations, players using "protect item" are often forced to make a choice to eat food, or drink a prayer potion when nearing death. If the player dies, and does not renew their prayer after running out(drained from smite, notably dragon dagger specials), they will lose the item that would normally have prayed.

Protection prayers are disliked by many pure player, but they can give a big advantage to the player using the protection prayer. For example, a pure mage with level 40 magic would hit up to 12. But with protection prayer, they can only hit up to 6, which is only as much as rangers, but at slower rate.

Prayer Beast
At what point you actually become a Prayer beast is uncertain, though one significant figure is level 31, since you can have a holy symbol blessed and collect Monk's robes, while already being able to use the protect item prayer.

Since the only item in the free-to-play prayer beast kit that is not easily replaced (assuming you build the necessary supporting skills) is your weapon, the protect item prayer can be very useful even if skulled, not only that, but other players will hate the rotten loot you drop, especially if they had to use expensive runes.

Reaching the "protect from" prayers is another milestone, and getting to level 43 only raises your combat level by 5, but finally alleviates the defensive weakness, though the level progression means you need to bury an awful lot of bones to get from 37 to 43.

Defence Pure
A defence pure is a character solely designed to have high defence and nothing else. This type of character makes a decent skiller, because a level 18 wearing rune is bound to draw plenty of attention. These accounts typically train at the monks as they never kill one with 1 attack and 1 strength. Done right, an account like this can finish dragon slayer and only have 27-28 combat, allowing them to wear full rune. Also, these accounts make very good accounts for wilderness related tasks, such a rune rock mining.

Non-Combat Pure
Non-combat pures usually only work on one or more "money" skills, getting them really high. These skills usually go together, such as: Mining and Smithing, Fishing and Cooking, and Woodcutting and Firemaking. Non-combat pures almost always avoid combat, hence the idea of not training combat.

Criticism
Some players argue that because pures only work on few skills, they are weak in different aspects of the game. Other criticisms against low-level pures include the belief that making a skiller is seemingly pointless since they can do the same on a players main account. However, this is not true.

RuneScape is filled with people who criticize low level accounts. Due to the nature of the pure not to get high levels in skills outside of their chosen few, pures may be subject to these criticism.

For anyone who uses a more balanced character to make and give things to their pure fighter, attention must be drawn to Rule 8 of the rules section on runescape.com.
 * Rule 8.
 * You may create more than one RuneScape account, but if you do, you may not log in more than one account at any time, and they must not interact with each other in any way. This includes 'drop trading' or any other method of item transfer.