Combat pure

= What is a Pure? = Vicious, not virtuous, a pure fighter trains skills that contribute to combat in a way that gives a high attack for their combat level, in order to inflict the greatest damage when fighting other players under equal combat level rules, such as in low level wilderness. Pures are primarily player killers, striking in ambush and dependent on making a quick kill due to their inherent defensive weakness.

The pure's combat statistics must be highest in their chosen class of combat, though training other skills to any level below this does not interfere with the combat level.

Defence, hitpoints and prayer are normally sacrificed, as they always add to combat level, though as prayer contributes at a lower rate and has a few critical advantages, the "pure plus prayer" is another variant.

To avoid training defence, do not fight in a defensive or controlled style.

To avoid training hitpoints, train on the dummies until no longer able to.

To avoid training prayer, do not bury bones and do not take on or complete the "Restless Ghost" quest.

= Combat level = This is a rough estimate only, not guaranteed - there may be other modifying factors

Primary statistics
The highest of these determines which class of combat your level is based on
 * Melee
 * 1/3 of attack and strength total
 * Magic
 * 1/2 of magic level
 * Ranged
 * 1/2 of ranged level

Secondary statistics
These all add to combat level
 * 1/4 of defence level
 * 1/4 of hitpoints level
 * 1/8 of prayer level

= Types of Pure =

A/S Pure
Trains attack and strength for melee fighting, often referred to as a warrior.

The pure warrior should wield a weapon of the finest metal they can use or afford, and wear full iron armor (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.

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.

Training magic to level 25 and carrying 1 fire, 3 air and 1 law rune (Varrock teleport) gives you a potential escape route and does not make your character any less pure unless your A+S total is less than 38.

Amulets 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.

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).

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.

Pure Mage
A description often used casually for any character that routinely fights using the mage skill, instead of using it on easy targets to train magic for other uses.

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 mage blues (hat and robe), plain leather chaps (no mage penalty, small defence increase) and an amulet of magic (preferably self crafted, or at least self enchanted after picking up a saphire amulet when available from Grum's in Port Sarim). 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)

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. The "protect from" prayers begin to get interesting though, but it's a long way to go before they are reached.

Pure Ranger
A description often used casually for any character that routinely fights using the range 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 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.

Multicombat Pure?
An aberration, surely?

A tough trick to pull off, but it should be possible to have equal primary statistics in two or even three classes of combat.

Carrying two or three different sets of equipment would leave you with a lot to lose and very little space, but enable you to stand in all three points of the PK triangle.
 * Armoured warrior is weak against Mage (if you have no other choice, unarmor and charge the mage)
 * Mage is weak against Ranger, as range armour is better against magic than mage gear is against arrows
 * Ranger is weak against Warrior (use bind to stop the warrior approaching, 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.

= All pures need lots of food = Fishing and cooking, unless you rely on buying food