Table of Contents
1.1 Introduction
1.2 Pure Types
1.3 Why Pure?
1.4 Strengths and Weaknesses
2.1 Training Introduction
2.2 Training a Pure Mage
2.3 Training a Pure Ranger
2.4 Training a Pure Melee
3.1 Quests Introduction
3.2 Lost City
3.3 Monkey Madness
3.4 Desert Treasure
3.5 Horror from the Deep
3.6 Family Crest or Underground Pass?
3.7 Priest in Peril
3.8 Dwarf Cannon
3.9 Mage Arena
4.1 Player Killing
4.2 Staking
5.1 Tips and Tricks
5.2 The Twist of Prayer
5.3 Hitpoints - How high?
5.4 Touch on Clans
7.1 Inventory, Pking and Staking
7.2 Equipment, Pking and Staking
7.3 Closing
Definition of pure: Having no faults; Containing nothing extraneous. This is a excellent description of pure, pures regard defense as "extraneous" or not needed. People make pures for the thrill, to kill their opponent faster than they kill them. If you're thinking about making a pure, first consider it's name. If your a staker, consider a name that can be typed wrong with zero's and o's, or a name that people wouldn't care to look up, such as 'pokeman5554' If you're thinking about pking, you may be considering a flashy name, such as a word with spaces, O W N E D, or a name that is short and noticeable with no numbers; like 'Hero' or 'Devil Pk'. Pures are almost always referred to as being pkers, but many pures only stake at duel arena.
Look below to decide your pure type.
Melee: Having high strength and attack with low defense.
Mage: Having high mage, can't put it more plainly.
Range: Having high range, and almost always 1 prayer.
Hybrid: Having high strength, attack, range, and mage while keeping defense low.
Once you've picked one, try not to choose something different. You may regret the 31 prayer if you decide to go range halfway through.
People create pures for the purpose of owning. Now you might say, a person in full Torag with Abyssal whip is probably going to make the pure a stain on a carpet. That is not the purpose. People get frustrated because they are around 60 attack, 78 strength, and they have spent a lot of time into their pure, and they find someone in full rune and d long and they lose. Why? Because that type of pure is not meant to own people in full rune! Choose your pure carefully. If you want to own your friends who are 80-100 combat, make a mage pure and ice barrage them all. Staking is a big way for pures to make money. After you blow 50m on a 94 mage, you want something out of it other than pking full rune every once in a while. The Duel Arena is the place to win millions or lose millions. It all depends on how you play the game.
Range is probably the underdog in the wilderness right now. Even though they completely own mages, they're not good at much else. A Dragon Dagger (p++) will tear right through them.
Mage will take out people in full rune in a second, but watch out for melee pures. Mages are known to have lower hitpoints than normal because they high alch too much.
Melee is basically the all-round best in the wild and can easily beat a ranger or mage who have the same combat level as them. The problem with high strength pures is that they can't take on people in full rune.
Training. Of course everyone wants to be the best, but what is the best way to be the best? Here are some tips and tricks of where to train, the worlds, and with what. Trying to set goals in the long run will help, and try not to check your xp every 10 minutes.
To start off, you'll need cash. Pures above all cost a ton of money to make, it depends on you to make it all back.
Fastest, Cheapest Way to 99 mage.
Wind Strike to Fire Strike.
Fire Strike to Curse.
Curse to High Alch.
High Alch to Stun.
Stun to 99.
You can normally alch 900-1100 in an hour. This is relatively fast to 80, at least faster than fire bolting. You can alch Steel plates or Yew longs, those are both easily obtainable.
Typical mage outfit:
Ancient staff can be fire or air staff, mud staff, or god staff. Your cape should be a god cape if you're 60+ mage, and zammy book in the book slot.
Training mage is pretty well known. Alch and stun with a partner in the duel arena so you don't get randoms, and cast on undeads. Buying runes from a shop takes longer, but it is cheaper than World 2 Market price.
Start off, buy around 100k Iron knives if you want to get anywhere close to 80+ in this skill. Iron Knives will get you all the way to 99, middle on cheapest and fastest. Always use cannon with it if you want to speed things up.
Typical range outfit:
You can switch out Climbing boots for Ranger boots, the Coif for Robin Hood hat, and the bow for Iron knives and Unholy book, or the Fury amulet for Glory amulet.
Buy all the scimitars up to mithril from the scimitar seller in Al-Kharid, and buy an addy and rune from players. High range is a bonus when wearing dragonhide for defense. Just keep training and keep your attack the same level as your strength. At 40 attack, move on to rune scimitar, and train strength to 60+. You should get 59 attack next, and complete Lost City and Monkey Madness. Next step: 99 strength! Train where, you ask? Just start off at rock crabs and then move on to experiments if you wish to. All you need is a Strength amulet and a Dragon scimitar for this.
A typical training outfit at experiments:
Quests are one of the more time consuming, boring part of getting a pure ready for killing. Not only do most have over 3 pre-requirement quests, but the quests themselves take a long time.
Note: There is a quest for climbing boots. It's optional, but also a pre-requirement for Desert Treasure.
These should help you get through the quests without protection prayers.
HINT: DO THIS QUEST AT 59 ATTACK, you'll be grateful later if you do.
One of the easier quests. This will be a pushover even at 30 combat. Just hide behind the mushroom, and mage the enemy with whatever you can use; preferably crumble undead.
Don't get excited and train to 60 attack yet, because now you have to do Monkey Madness.
You are hopefully 59 attack by now? Because the Gnome quests, which are the pre-requirement for Monkey Madness will get you 60. If you were 60 before, tough luck, the Gnome quests would get you to 61. If you're having trouble with the demon at the end, just cross a bridge and hide on the ledge until he has about 10hp from the gnomes attacking him. Just run out and use mage shortbow special on him. When you finish the quest, you do not have to talk to Daero and get trained more in combat. You will level up way more than you wanted.
The stats, pre-requirement quests, and items needed and the quest itself took me about 22 hours. This is probably the most painful, not necessarily hard. I'll go through what I did with only 31 prayer and 1 defense.
Ice Diamond: Killing the ice trolls without a safe spot is a pain. You basically have to melee them. Super set and whip requires almost 2 loads of sharks to beat 5. You NEED a friend for the boss. He ice barrages so fast you can't attack. Hide behind the rock when you first enter, and have your friend stand next to the rock. Now jump out and cast fire blast or higher every couple seconds and dart back in. This way, the boss is a pushover. Just go up the mountain and get the diamond.
Smoke Diamond: Snare or entangle - Water spell recommended.
Shadow Diamond: This is probably the second hardest to ice. You have two options. 1, poison and hide. 2, get the enemy to follow you back through the tunnels until you get to a narrow one. Get him trapped behind the rat there, and cast your best magic spell. A couple of entangles should also work if you can't get him stuck.
Blood Diamond: Get the enemy out, and run north. He will try to return to his graveyard, but if you keep ranging or maging him he will teleport back. You might survive on only 1 shark.
Pyramid: Wear boots of lightness, and stay under 4kg of weight. You will never fall outside if you're constantly running. Bring around 10 sharks and 3 super energy potions.
Pushover quest if you're a hybrid. Just switch from mage and range, and carry sharks. Zamorak book is recomended. Some pures also get Saradomin book after they have completed the quest. Mainely for looks and magic defense.
3.6 Family Crest or Underground Pass?
If you want all the goodies like Ardougne teleport[no comma] and Dragon halberd, do the Underground pass route. If you just want same gloves like Klanks, just do Family Crest. It's a nice and short quest but getting 40 crafting and smithing may be a pain.
Pushover. Just do what he says, and REMEMBER, this quest will give you 11 prayer! Besides being a Desert Treasure requirement, this quest is also used for getting to experiments - one of the best monsters for xp in the game.
This mainly applies for rangers, and if your rich. This quest is for the right to use a multi-cannon, an expensive and extremely fast way to train range. The quest itself is a pushover. Remember, when your cannon is gone from where it stood (like logging out without picking it up), just go back to the dwarf at the entrance to the Dwarven Mines (north-east of Falador and west from Barbarian Village).
Every hybrid or mage or melee should do this mini-game. It is extremely worth it. Mainly for the God Cape. No one can decline a nice +10 mage bonus. Either if your Saradomin Striking or entangling. Shouldn't have to much problem here, unless a level 100 pker wants to play. Just bring 100 fire blasts and sharks and you'll be fine.
Let's go over some terms to start.
DM = Death Match, in which players set rules that probably couldn't be set in duel arena, and fight to the death.
PJ = Pile "jumping or jacking" where you attack someone right when they finish killing someone else, to try to get both of there stuffs.
BS = Backstabbing, when someone says there team, but attacks you at an important pk.
Ok now the stats. I'll lay out what you should have for all types.
Melee: 60 attack 85 strength, or 70 attack 90 strength, with 85 mage for TB and 70 range for dragonhide chaps.
Mage: 94 Mage, Ancients or Saradomin strike, and either a 80+ melee or range stat for hitpoints.
Range: If you're a pure range, you better be 90+ or you will be a stain on the carpet. Getting melee stats for hitpoints and a fast Dragon Dagger (p++) special always works.
Now for owning the wilderness. I'll go over most of the pking techniques.
- Melee/Mage: Mainly TB + Entangle, run up and Dragon Dagger (p++) special. If they are wearing full rune or barrows, pull out ancients or Zamorak flames.
- Mage/Range: Basically TB + Entangle, and Zamorak flame them, if they pull out dragonhide, switch to mage short if they pray.
A recommendation is to turn your "eating skills" into perfection in the dual arena. Eat junk food. Know exactly how fast you can click to eat 2 sharks fast. Other than that, pking is basically Tb + Entangle + Mage/Range/Melee, basics.
Pking Spots:
- Level 1 above Varrock. This spot is for complete new pkers, but it's a good place to hone your skills if you don't think your ready to go deeper. Most levels under 70 pk here.
- Green Dragons: Mainly for mages, but anyone comes here just to find a skulled dragon slayer. Mainly 65+ combat
- Castle and around: All the hot shots pk here. Watch out for backstabbing and pile jumping. It's all here.
This is one of the only ways pures can make a good sized amount of money. I'll go over what's common.
Very low level staking: 30-55 - usually stuck up pures with 70 mage or range. Good way to find a cocky one and get some millions off them.
Mid level staking: 55-80 - basically alot of people stake armor off with weapon and amulet. You'll find people from 1 defense to 70 defense, just know what you're attack level can hit [word removed], and happy staking. Magewise, you'll see alot of level 70's with full Ahrims and ancients or Zamorak flames. Probably pick a few off with armor off staking here.
High level staking: 80-126, ALOT of people here will stake anywhere from 1m to 100m, you can win it all or lose it all here. Plenty of armor off spec off just whip stakers, and alot of mage boxing. Stake safely, still alot of bugs.
Typical Armor off Duel Screen, Dragon dagger (p++) each other, and pull out whip or Dragon scimitar.
So, you've got all the basics and hopefully have yourself a nice pure with some 70+ stats. Now let's get into the tricks.
- Many pures worry about their attack level. Is 60, 90, 1 better than 70, 80, 1? They're really is no answer. A good rule of thumb I like to [words removed] keep your attack level the same as your combat level. Of course if you're only planning on pk other pures, stay 60 or 70. If your pking people's mains with 70 defense or staking them, you may need quite a large amount of attack.
- Friends. While training at rock crabs or experiments or your favorite training spot, try to make some pure friends. Discussing tactics and pking techniques will really help your game. You'll also need to have some buddies to lend a hand with Desert Treasure.
- Wearing a nooby outfit, like tribal masks when you mage pk, well attract people to attack you. Then you take out the mage stuff, and own them for rune.
- You've probably noticed, in ore respawn, monster respawn, respawn of anything, is faster in a more populated world. Try to train in worlds 2,26,36,66, because monsters will respawn faster.
So what's better? Here i'll go over all the different levels, and how it affects your combat.
1 Prayer: Best for staking or low level pking, minimizes combat.
11 Prayer: Good for experiments, Ancients staking, and not much else.
13 Prayer: Many Ancients/Dragon dagger (p++) people go here. Good balance of combat.
31 Prayer: For ultimate strength, recommended after 80 strength.
34 Prayer: For people with lower attack, who need a boost vs full rune.
43 Prayer: Pures are for killing faster, and protect from melee is not offensive. It is almost a sign of weakness that you can not do a couple quests without it.
In Staking, hitpoints is everything. In pking, it's not good to have too low or too high. Basically, some good strategies I've seen used are, getting 90+ range for the Hitpoints, then getting 60 attack and 70 strength. By then you will have some 85+ hitpoints. Now go find some 60 attack and 75 strength pures, and stake them big. You will have a greater chance of winning, because you have almost 20 more hitpoints than them. In pking, you'll want to have your hitpoints at a fairly high level but not insanely higher and not too low. Why have 95 hits when you could have 90 hits and 5 more attack levels.
Clans are great for comparing ideas for training, help with quests, good team for pking. Great communities, and it would be a good idea to join one.
Introduction:
When making a pure, you should have a little understanding of how to make some money with low skill levels.
Don't however Trade between your main and your pure account, this is against the rules and might get you banned! Magic is by far the most costly, with range second.
Here's the break-down.
Magic: Do mage quests or strike till you can curse, and curse till you can fire bolt. Fire bolting to 55, so you at least get some hitpoints. At 55 you should start high alching until you reach level 80. At 80, buy a Mud staff and stun a high alcher wearing dragonhide in the Duel arena. By far the cheapest way to 99. This costs around 40m to 99.
Range: Iron knives - buy 10k. If you're rich, train at Lathas camp, and don't have to pick up the knives. You can also kill experiments and pick your knives up. Using a cannon at the warewolves in Canfis is easy, but would cost 30m or more to get to 99 range
Melee: Relatively the lowest, all you really need is a Scimitar and a Strength amulet and your off to 99 strength. You'll probably be blowing most of your money on sharks or super pots. Basically barely 1m to get to 99 strength, a whip if your training attack.
At 86 strength, you can get a little under 50k xp per hour with Dragon scimitar at experiments. The time to just get a 99 strength melee pure is realistically only 3-4 months. Throwing in 85+ range and mage would probably boost it to 7-8.
Range by far takes the longest, barely 30k xp an hour. Magic is next, high alching over 100k bows for barely 94 mage? Melee, I've seen most pures get 99 strength by there 5 or 6 months. Just set your goals that you know you can make, don't aim for 99 in a week!
7.1 Inventory, Pking and Staking
Pking:
For melee, you should bring super attack, super strength, Anti-poison, Teleblock runes and entangle runes (optional), and a Dragon dagger (s) to switch to, and prayer pots, probably a second combat weapon (Ex. Mage short or Zamorak staff), rest sharks, but try to customize your inventory to fit yourself.
For mage, Mage pot, Either Strike runes + Entangle + TB, or Ancients, Anti-poison, probably a second combat weapon(Ex. Mage short or Dragon dagger (s)) and sharks, if your pking Greens, might want a nooby outfit to trick them.
For range, range pot, Anti-poison, full sharks, and a Dragon dagger (p++) + Super set(optional)
Staking:
For armor off staking, this is a typical inventory:
Cash to stake.
Sharks for rule switchers.
Fury Amulet.
Dragon Dagger (p++) .
Abyssal whip.
Ancient runes.
Super set for random people who want potions.
6 slots open for junk that people stake.
7.2 Equipment, Pking and Staking
For melee, try either a melee/range or a melee/mage. Either wear dragonhides and bring a Mage shortbow and a Dragon dagger (p++), or wear Zamorak bottoms and Gnome hat, magic boosting items, and bring Dragon dagger (p++) and Zamorak staff.
For range, dragonhide is fine, just don't pk with ranger boots unless you're crazy.
For mage wear full mystic if you got 20 defense, or the following:
God Cape.
Zamorak bottoms.
Mage boots.
Blue Wizard Robe Top.
Gnome Hat.
Glory or Mage amulet.
Desert Treasure Robe pieces(Optional).
I hope you enjoyed my guide to the P2P pure, and I hope I enlightened most of you.
This Special Report was written by Hero. Thanks to Mr_bob368, CorruptMoral, Fireball0236, Alk12, Andro_Girl, Chaosblade77, Beepem, and Drowned Pk for corrections.
This Special Report was entered into the database on Sun, Jan 29, 2006, at 03:42:56 PM by Shinraz, and it was last updated on Sat, Apr 25, 2009, at 12:44:55 PM by Alfawarlord.
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