Magic pure (free-to-play)
|Also called||Mage, Wizard|
|Build type||1-vs-1, Multicombat|
|Combat level||5 — 15|
|Primary attack style|
|Max hit with boosts|
|Example combat stats|
A magic pure or mage pure is a type of low level free-to-play combat pure account that focuses on training magic. This build is one of the most common ones in the low level combat brackets for both 1-vs-1 fights and multi-combat clan wars, as early on combat spells allow to outdamage most other combat styles.
While other free-to-play combat pures that rely on melee or ranged attacks gain hitpoints experience while training their combat skills with standard methods, magic can be reliably trained without gaining any hitpoints experience in the free-to-play worlds. Because of that, magic pures tend to have a low hitpoints level and a considerably high damage output in the lower combat level brackets. However, due to the low attack speed of combat spells and the lack of magic max hits progression past 59 level of magic, these pures are rarely used on higher combat levels for typical 1-vs-1 combat.
Beginner level magic pures can be be trained within minutes. With as low as level 13 magic, they already have access to Fire Strike with a max hit of 8 - more than half of the hitpoints of the majority of players within the very first combat level brackets. This makes it an excellent build for the beginners that want to try out free-to-play PvP combat.
Equipment[edit | edit source]
|Basic||After starting Dragon Slayer I|
The wooden shield is easily available for all accounts, which makes it more common among low combat level pures. It is also lighter than the anti-dragon shield, but it provides lower defensive bonuses. On the other hand, anti-dragon shield requires one to start the Dragon Slayer I quest which by itself requires 32 quest points. While this shield is heavier, it provides about double the defensive bonuses of a wooden shield.
Instead of wearing a shield, some pures tend to use a chronicle instead. It allows the owner to teleport to a spot nearby the Champions' Guild, but keep in mind that it does not work within the wilderness.
Wizard's mind bombs can temporarily boost the magic level by +2 when under 50 level or +3 otherwise. Since the boost is rather insignificant, they are rarely used in practice, but they do allow the user to access spells above the base magic level.
Training[edit | edit source]
Magic can be trained without gaining hitpoints experience with splashing, curses, teleporting, enchanting jewellery and alchemy. As a rule of thumb, hitpoints level should be kept just high enough not to get killed too easily within the combat level bracket, and the training should be focused on magic in order to maximize the damage output and gain quicker access to combat spells.
Combat style[edit | edit source]
Magic pures typically use a combat spell of the highest available tier autocasted with an elemental staff of the corresponding element. For example, a magic pure with 13 magic level has access to the Fire Strike combat spell which can be autocasted with a staff of fire to save fire runes.
In no-honour fights, using Bind or Snare and farcasting the opponent is a very effective technique against opponents that do not use magic attacks. In multi-combat areas, a successful Bind or Snare alone might allow the team to focus on the opponent and perform a KO.
Manual spell casting allows to cast spells 1 tick faster as opposed to autocasting. This is especially important when chasing opponents in the deep wilderness.
In 1-vs-1 combat, it might make sense to downgrade the autocasted spell and manually cast the best available spell as a knockout attack. Combat spells are pretty slow and relatively easy to heal against with decent food. On top of that, free-to-play magic lacks typical knockout attacks. By autocasting a combat spell of a lower tier, the opponent might not expect a high tier spell or might not heal enough to protect against it. While it does lower the overall DPS, it might make the opponent more eager to risk, which increases the chances of a successful KO.
The curse spells are rarely used in practice, although the Curse spell that lowers the opponent's defence level by 5% can be somewhat useful against opponents with a high defence level. Players rarely carry items that could remove that effect in the free-to-play worlds.
Variants[edit | edit source]
Low hitpoints[edit | edit source]
A Teleblocker is a niche variant of the magic pure that aims to gain access to the Tele Block on a very low combat level starting from 44, or 42 when using wizard's mind bombs. Their hitpoints are typically trained only high enough to match the combat level bracket of the rest of the clan. These accounts are leveraged to gain access to Tele Block in low level clan wars. While Snare can grant some hitpoints experience for non-ironman accounts and might be avoided for that reason, these accounts can safely use Bind and curses to support their team.
Similarly, a Snarer is an account with at least 50 magic level and low hitpoints that allows ultra low level clans to use Snares against their opponents when typical accounts with the same combat level rely on Binds. Snare can be used by players with as low as 27 combat level, or 26 level with boosts.
Prayer[edit | edit source]
Some magic pures choose to train prayer, mostly to unlock the protection prayers. While magic boosting prayers such as Mystic Might do affect the magic accuracy and defence, they do not increase the maximum damage of the combat spells, so the effect on the overall DPS is not significant. This makes them much less important than how comparable ranged or strength boosts are for other builds.
Progression[edit | edit source]
Magic pures often have a relatively low hitpoints level and no combat skills other than magic, which makes them very easy to convert into other 1 defence builds that are more successful in typical 1-vs-1 combat.
|Free-to-play combat pures|
|Pay-to-play combat pures|