Rune pure (free-to-play)
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| Rune pure | |||||||||||||||||||||||||||||||||||||||
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| Members | No | ||||||||||||||||||||||||||||||||||||||
| Also called | 40 def pure | ||||||||||||||||||||||||||||||||||||||
| Build type | 1-vs-1, Multicombat, No honour | ||||||||||||||||||||||||||||||||||||||
| Combat level | 50 — 65 | ||||||||||||||||||||||||||||||||||||||
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| Max hit with boosts | |||||||||||||||||||||||||||||||||||||||
| 66 | 40 | 70 | 40 | 70 | 70 | 1 | 62 | ||||||||||||||||||||||||||||||||
A rune pure is a type of medium level free-to-play combat pure account with Defence level trained up to 40 in addition to other combat skills.
At 40 Defence level, rune pures have access to the rune armour and green d'hide body. Since they can also wear gold decorative boots unlocked at 30 Defence, rune pures can achieve the highest maximum hits with all combat styles and all free-to-play melee weapons.
Skills
Primary
Rune pures train Ranged and
Strength without restriction.
Secondary
Rune pures train Defence typically only up to 40 to be able to wear rune armour.
Attack is also usually trained up to 40 to gain access to the rune weapons. It can be further increased up to 49 without affecting the overall combat level once 99 Ranged or Magic level is reached.
On low combat levels, these pures might choose not to train Attack, and rely on the rune warhammer instead as the melee knockout weapon since it only has a Strength requirement. See the strength tank build for more details.
Additionally, Magic can be trained to the same level as Ranged without affecting the combat level to gain access to the utility spells, as well as to improve the magic defence. To minimize Hitpoints experience, Magic should be trained with methods such as splashing, curses, teleporting, enchanting jewellery and alchemy.
Equipment
Rune pures can wear rune armour and full green d'hide armour. Gilded d'hide armour offers higher defensive bonuses than the latter, but is rarely used in dangerous activities due to the high price.
The gold decorative boots also give them a slight edge in terms of offence over accounts with a Defence level under 30 thanks to their unique strength bonus. However, keep in mind that they will be broken upon death in player-versus-player combat and will require 5,000 coins to repair. Additionally, they will be lost upon death beyond the 20 level of the wilderness.
1-vs-1 combat
Ranged-to-melee switch
Rune pures typically wear a combination of rune armour and green d'hide armour for duels.
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As a rule of thumb, using more rune armour pieces will improve the overall melee and ranged defence bonuses at the cost of ranged accuracy, while green d'hide armour pieces will raise the ranged accuracy and magic defence at the cost of melee and ranged defence bonuses. Rune platebody in particular has very high defensive bonuses, but also a significant ranged accuracy penalty.
Although it has much lower defensive bonuses than the rune full helm, a rune med helm might also be considered due to its lower price and the lack of ranged accuracy penalty. A coif can also be used to maximize the ranged accuracy bonus.
Every few Strength levels the amulet of power will allow to achieve the same max hits on top of its accuracy and defensive bonuses, but it will require more frequent strength potion dosage to maintain the maximized damage. This is especially relevant for this gear variant, as amulet of power improves the damage output of both ranged and melee attacks as opposed to amulet of strength that works only on melee.
Rune pures will usually use a maple shortbow in addition to a knockout weapon such as a rune battleaxe or a rune 2h sword, as well as an optional rune scimitar as a secondary melee weapon for quicker combos. Rune battleaxe might be preferred over rune 2h sword to due to its shorter attack delay.
God armour pieces can be used in place of regular rune items for their prayer bonuses.
Melee setup
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Rune battleaxe might be preferred over rune 2h sword to keep the shield on at all times and for its shorter attack delay. Every few Strength levels the amulet of power will allow to achieve the same max hits on top of its accuracy and defence bonuses, but it will require more frequent strength potion dosage to maintain the maximized damage.
God armours can be used in place of the regular rune armour for their prayer bonuses.
Rune kiteshield offers much higher defensive bonuses than mooleta, but lacks its offensive bonuses of strength and melee accuracy.
No honour and multicombat
These setups are meant for the areas beyond the 20 level of the wilderness, where no honour fights are common and utility spells like Snare and Tele Block are widely used.
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Gold decorative boots can be used instead of the leather boots, although they do have a small accuracy penalty for both ranged and magic attacks. Historically, the Castle Wars rewards were avoided in the deep Wilderness, as they could have been lost above 20 level of Wilderness.
A complete magic switch is not necessary, but it will significantly improve the accuracy of spells like Snare and Tele Block, especially against opponents in leather armour. It is also useful when using the combat spells against armoured opponents.
Similarly to 1-vs-1 combat, additional rune plate armour pieces might be considered to improve the overall defensive bonuses, and green d'hide armour pieces might be used for their ranged accuracy and magic defence improvements. The example setup was chosen due to its decent overall defensive and offensive bonuses.
While the green d'hide vambraces provide the best bonuses for ranged combat, their magic accuracy penalty makes them less convenient to use than the leather vambraces when using magic. Similarly, the amulet of magic and the amulet of strength provide the best magic accuracy and strength boosts respectively, but the amulet of power has better overall bonuses for all combat styles.
Training
It is crucial to finish the Dragon Slayer I quest with no higher than around 33 Defence level due to its experience reward. Otherwise the account might go over the 40 Defence, gaining extra combat levels without a significant advantage in combat.
Magic should be trained via methods that prevent from getting Hitpoints experience to minimise the combat level. These methods include splashing, curses, teleporting, enchanting jewellery and alchemy.
Ranged can be trained in the members worlds with methods such as cannoning to prevent from gaining additional Hitpoints experience. Otherwise, standard training methods apply.
While their higher Defence level allows rune pures to train melee skills on NPCs more effectively than classic 1 Defence pures, methods involving attacking alts are still among the fastest in the free-to-play worlds albeit more intensive.
Combat style
Depending on the used combat styles, rune pures can employ the same techniques as ranged-melee hybrids or melee pures respectively. However, due to their defensive capabilities, they can employ riskier tactics and perform unexpected combos even with relatively low number of hitpoints left.
Variants
Prayer
1 Prayer level is pretty common among rune pures that want to stay in combat level range of the one-defence pures. Even though such accounts do not have access to any Strength-boosting prayers, their offensive capabilities are still improved thanks to the gold decorative boots. When wearing the boots and an amulet of strength at 99 Strength level with a strength potion, the maximum hits with rune scimitar and rune 2h sword are increased to 23 and 28 respectively, as opposed to 22 and 27 achievable by accounts below 30 Defence level and 4 Prayer level.
13 and 31 Prayer levels are also common, since they both unlock Strength boosts with significant effect on the maximum hits. 44 level additionally unlocks the best free-to-play Ranged boost and all of the protection prayers, which are extremely useful in the deep Wilderness.
Defence
Adamant pure is a similar account build with 30 Defence level. This allows them to wear adamant armour and decorative armour including the gold decorative boots necessary to maximise the equipment strength bonus in the free-to-play worlds.
Strength
Strength tanks are a variant of the strength pures. They do not train Attack and instead focus on Strength with access to weapons such as goblin paint cannon and rune warhammer. In contrary to classic strength pures, strength tanks also train Defence to a higher level to gain access to the gold decorative boots and better armour to make up for their low accuracy. The lack of Attack and lower Ranged levels allow them to stay in the combat level range of one-defence pures.
Members-only builds
The void pure and berserker builds can be thought of as the members equivalents of the rune pure with similar Defence levels. When planning on participating in members player-versus-player combat, consider following their training guides with a particular focus on the recommended quests that award Defence experience. To avoid going over the 40 Defence level while still having the option to expand the account into members builds, the Defence levels can be gained by finishing a portion of the recommended quests like Monkey Madness I and Dragon Slayer I instead of training Defence via combat.
Progression
Maxed rune pures can be used for most player-versus-player activities and are considered an end goal for many accounts with medium Defence. They are an excellent build that balances offensive and defensive capabilities very well, excelling in both 1-vs-1 combat and multicombat activities. However, if desired they can be converted to tanks by training Defence further, or to mains by unrestricting all of the combat skills.
See also
- Berserker
- Adamant pure (free-to-play)
- Strength tank (free-to-play)
- Melee pure (free-to-play)
- Ranged-melee hybrid (free-to-play)
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