A combat pure is an account that only does one very specific thing. This is done to keep their combat level as low as possible, so they can fight other low levels and keep the benefits of being a very good low level. They may just be a player killing account, or they may be a tank so certain monsters don't hit other people. Certain pures may be more effective than others, but they all can do what they're built to do the best.
Although extremely rare, a true Defence Pure is a character who solely trains Defence, whilst purposefully not gaining experience in the other two melee skills. These types of pures can be useful for tanking, a method groups use to tackle powerful monsters. It is possible to gain 60 defence while not exceeding 30 combat; if the account is purely defence, it is possible to achieve level 99 defence at the lowest, level 27 combat. This is done through not advancing Constitution in the Soul Wars minigame, by not attacking other players.
Defence Pures are not very effective, as they have a max hit of around 20 (with maximum strength possible), or 60 with poison, and hit many 0's due to the lack of attack and strength levels. This was later updated through the Constitution skill, as damage and maximum life point were multiplied by 10. It would give experience for hitting lower than 10. This before the update would have been a 0. It makes the game more popular for pures or new players.
A popular way of killing the opponent is to use an iron dagger (p++) to slowly whittle their health down. They then switch to a red topaz machete, which has the highest attack bonus of weapons requiring 1 attack. Another is, with 75 defence and the powerful Dragonfire Shield, using the shield to hit 170+. For non-members, the highest attack bonus is shared with Silverlight and the Blurite sword, however Silverlight can deal even more damage against demons. Training an account to 60 defence takes a good deal of patience gaining a maximum of 4 experience per attack, while not consistently administering damage. The more common reason for a Defence Pure is to show off one's opulence, such as equipping the account with Dragon Chainbody, Dragon Legs or Plateskirt, and a Dragon full helmet of some sort. A good way to train defence pures is to kill men in Edgeville, in the house just north of the bank. Soul Wars is the notable way of training Defence as one could go from level 40-99 in about a month as Zeal points give massive experience. One effective way for defence pures to PK is in groups, with each pure wielding a dragonfire shield and choosing one target to attack. The combined fire blasts can easily knock out players with 50 combat, whilst those with 50 combat cannot hit the pures through their high levelled armour. However, if the pure wishes to PK solo, an effective strategy is to look like a "0 itemer." This can be done by going into a pvp situation with nothing on except an iron dagger (p++). Attack a player with one defence, and slowly get them low hp. Since they think you only have an iron dagger, they will not eat at very low hp if you do not "safe." Once they hit about 200 life points, you wait for a poison hit, and immediately after the poison hits, equip a dragonfire shield and use the special. Since your opponent thinks you can only hit ~50 damage, they don't mind getting down to 200 life points and not eating. Another effective method is timing the poison. By knowing exactly when the poison will hit, a player can make the dragonfire shield hit at exactly the same time as the poison. With common 170+ hits from the shield, a player could easily take down an opponent from 250 life points. This is especially entertaining, as the target will be very surprised to be killed by what they thought was a 0 itemer.
Another way a defence pure or tank will train defence without training Strength or Attack is by sacrificing some of their combat level to the skill Summoning. They will get the lowest level Summoning as they possibly can but try to get a familiar that gives bonus Defence experience. A popular familiar is the Bronze Minotaur, which can hit higher than a defence pure or tank can.
However, if a notable amount of combat levels are gained from Summoning, usually the Defence pure is instead considered a Summoning tank, even though possessing separate intents.
HybridEditA hybrid is a term usually used for combat pures. A hybrid works on multiple skills. The most common hybrid is ranged/melee. It is difficult to use, 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 level will increase faster than your skill levels causing your character to become weaker. It can be much easier and faster to make a hybrid instead of a balanced character, but it is hard to train the right skills to the levels needed.
Carrying two or three different sets of equipment would leave a hybrid 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. The best solution to this problem is to balance equipment bonuses.
- Fully 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.)
- Mages are weak against Rangers, as range armour, especially Dragonhide, 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, fences, or higher ground).
Variations of hybridsEdit
- Ranged/Mage: At low levels, Ranged/Magic hybrids can deal speedy damage and then finish their targets off with a powerful spell. At higher levels, Magic is merely used to bind other players, and to attack melee fighters in metal armour.
- Melee/Ranged: Uses dragonhide chaps/vambs. The player switches from the bow when the opponent is low on life points to a powerful melee knockout weapon. Weapons used for members include Granite Maul, TzHaar-Ket-Om (Obsidian Maul), or a Dragon Dagger. Weapons for free players include Rune 2h sword, Rune scimitar, Rune battleaxe, as well as several other less popular weapons.
- Any/Mage: Enables teleport spells, bind, and combat spells, and increases resistance to Magic.
- Any/Melee: Gives a backup combat method when out of runes or arrows, and good for kills that aren't worth wasting non-renewable items on.
- Mage/Melee: A popular strategy amongst lower levels is to Ice Blitz an enemy from a distance, and then perform a dragon dagger special on the person/monster. This prevents the enemy from escaping, while allowing the player to inflict damage a few seconds before the enemy reaches the person. These pures can often be spotted in P2P wearing magical robes, and a fast weapon, such as a rune scimitar, or a DD(P++), and possibly a shield. This makes a good combination for P2P. They start by opening a Melee attack, then binding the foe as he or she tries to run. They may use a power spell as a finisher, which can be very effective. These Hybrids, however, are very uncommon, and can easily be taken down by a Pure Ranger.
- Any/Prayer: Prayer allows the use of protect item, smite, which lowers one's prayer, and prayers to boost attack, strength, defence, ranged, and magic accuracy.
- Melee/Melee: First uses a simple fast weapon like a Rune scimitar, then takes out a much stronger weapon like Rune 2h sword or Rune Battleaxe to perform a much stronger attack at the same speed. But then its as slow as weapon chosen.
- Ranged/Ranged: Similar to melee/melee, as the person uses a fast weapon such as a Magic shortbow, then takes out a much stronger ranged weapon such as a Dark bow or Rune c'bow.
- Ranged/Melee/Mage: This pure can handle all over the three points of combat triangle. It's the harder to balance the stats and to build, once it will have more skills and quests to complete. The most common way to use it is ranging the opponent as basic attack, using magic as support like teleblocking or freezing and melee for a high instant hit.
In the days of RuneScape Classic, the term "pure" was much more defined. 8 Magic or Prayer levels was equivalent to a single combat level.
Typical Low Level PureEdit
A typical classic pure was around 30-40 combat with 40 Attack, 1 Defence, 54+ Strength, 1-14 Prayer and 1 Magic. Many pure account makers would train on dummies in Varrock, causing their attack levels to rise, without the extra Constitution levels (these accounts were given the name wined pure). Wined pures were very criticised, as many people believed that hitpoints (now called life points) were much more useful than the bonus strength they got in turn.
In the days of RuneScape Classic, there were also a very rare breed of pures, named "Plate Pures". Plate pures were defined as pures that had 1 Magic, yet could wear a Rune Platebody. On RuneScape Classic, the only way to obtain the map piece from Wormbrain was to retrieve the map with Telekinetic Grab. These pures were very highly prized accounts, as the only possible way to obtain them, was from either:
- Originally when the quest was released, quest items were still tradeable, so some players would trade a map piece to an account they wanted to keep 1 magic on, thus allowing them to finish Dragon Slayer.
- The second way to obtain a plate pure was by trading RuneScape 2 items back to RuneScape Classic. Some people logged on to their RuneScape 2 account, killed Wormbrain, and grabbed the map piece on RuneScape 2. Jagex allowed 1 week for players to swap items from RuneScape 2 to RuneScape Classic, thus some people traded the map piece back to their RuneScape Classic pure.
- You were one of the first macroers caught, and your account was reset to 1 in all skills. However, the quests were not reset.
They still exist, however most players won't admit that their account is a plate pure, because they enjoy the advantage of a rune platebody over a rune chain, while retaining the combat levels that would have been given to them because of 33+ magic.
Now, the Telekinetic Grab is unnecessary because one may simply pay Wormbrain 10k (10,000 coins) and he will give you the piece of the map.
A 10hp pure is a type of account who keeps their Constitution level at 10, while raising one or more combat stats. 10hp pures fall into a vague category somewhere between combat pures and skillers. They cannot truly to be said to be combat pures, as this is defined as "an account which is created primarily for the purpose of efficient combat." 10hp pures do not engaged in combat (except with cannons, and a few other exceptions). Some people may train 10hp pure with the intention of converting them into combat pures, however at this point they cease to be true 10hp pures. Also some players might want to get specific skills up without raising their combat to high with the intention of impressing their friends (e.g. godsword at 27 combat or a steel titan (99 summoning) at 15 combat)
10 HP puresEdit
There are two general types of 10hp pures: those who focus on a single combat skill, and those who raise many skills. The goal of the former type is often to be the lowest possible combat level to achieve a certain accomplishment. Common examples are 99 Magic and/or Ranged at a combat level of 50, 40/99 Defence at 13/27 combat, and 99 Prayer at 15 combat. Other types of accomplishments include completing quests or being able to wield various items at the lowest possible combat level
The second type of 10hp pure raises many combat skills and is generally concerned with gaining the highest possible combat level while maintaining 10 Constitution.
10hp pures have a variety of training methods to choose from. At its most basic and common from, this consists of training the Magic skill by "splashing" spells, and casting curses, teleports, alchemy, and superheat spells that give no Constitution experience. Cannons can be used to train the Ranged skill, without incurring any Constitution experience. However, this is a very costly method of gaining ranged experience, and is not recommended.
- A number of Quests also yield experience in various combat stats. For beginners, Vampyre Slayer will yield a nice 4,825 Attack experience. More advanced quests such as Dragon Slayer and many members quests yield much larger amounts of experience. Quests which involve combat can often be completed using cannons and rings of recoil. In some cases, the only option is actually engage in legitimate combat. These quests can still be done, as the player will gain Constitution experience, but not enough to advance to level 11.
- Lamps, achieved from random events, among many other methods, are a popular way of gaining experience, especially for f2p 10hp pures.
- The fastest and most popular method for training 10hp pures in members is the Soul Wars activity, where players may exchange their zeal for large amounts of combat experience but this is done by freeloading, and is frowned upon by other players. There are other activities which give combat experience, including the strategy game Conquest.
A Constitution pure (formerly hp pure before the Constitution update) is a type of account that only levels Constitution. They're levelled through the Soul Wars Activity and are impossible to level elsewhere; for this reason they're relatively uncommon as people don't want to spend months of their time in Soul Wars.
Those who are considering creating a Constitution pure should understand how much time, effort and patience must be put into the creation of one. Unfortunately many people put membership on a fresh account and start working on it but only make it until level 30 or so before they quit due to boredom. Constitution pures are somewhat pointless as they don't serve a purpose combat-wise and are generally viewed as a trophy of discipline and dedication, however, there are two purposes for them:
- Permit players in either the Wilderness or Duel Arena to train on them for experience seeing as they have plenty of Constitution and no defence whatsoever.
- Capture the flag in a game of Castle Wars; a maxed Constitution pure is only 25 combat so they're written off as a minor priority in an invasion.
Many Quests, including combat-oriented ones, can be completed by 10hp pures. This is accomplished primarily by methods such as using cannons and rings of recoil. The following quests have been determined to be feasible for 10hp pures to complete.
An asterisk (*) indicates damage must be dealt without a cannon where experience will be gained. (But not enough experience to level, as long as you have not gained experience any prior to doing the quest.) Be careful if you decided to attempt more than one quest marked with an asterisk. Research the quest to make sure you won't accidentally level Constitution.
- Death Plateau
- Demon Slayer*
- Desert Treasure
- Devious Minds
- Dig Site
- Doric's Quest
- Dragon Slayer
- Druidic Ritual
- Dwarf Cannon
- Eagles' Peak
- Elemental Workshop I (To get elemental ore, mine the "rocks," then kill them with cannon)
- Elemental Workshop II (As above)
- Enlightened Journey
- Ernest the Chicken
- The Eyes of Glouphrie
- Gertrude's Cat
- Ghosts Ahoy (defence must be lowered to 1 or 0 in order for recoil to kill the lobster in time)
- The Giant Dwarf
- Goblin Diplomacy
- The Golem
- The Grand Tree (Cannon Black Demon)
- Hazeel Cult (siding with Hazeel followers does not require engaging in combat)
- Holy Grail
- Horror From The Deep (using a cannon)
- Recipe for Disaster: Freeing the Mountain dwarf
- Recipe for Disaster: Freeing the Goblin generals
- Recipe for Disaster: Another Cook
- Recruitment Drive
- The Restless Ghost
- Roving Elves*
- Rune Mechanics
- Rune Mysteries
- Sea Slug
- Sheep Herder
- Shield of Arrav
- Shilo Village
- Slug Menace * (95 hp exp gained)
- Spirit of Summer
- Summer's End
- Swept Away
- Tai Bwo Wannai Trio
- Tale of the Muspah
- Temple of Ikov*
- Tower of Life
- Tree Gnome Village (Cannon)
- Tribal Totem
- Troll Stronghold