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Blog /OSRS Mage Pure Guide
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14.07.2024 - 12:42:09
Game Guides , Runescape
Looking for the next perfect build to try in OSRS? If you love PvP and you enjoy using magic mostly, then it might be time to create a Mage Pure in OSRS. As with other pure accounts, creating a Mage Pure will require doing specific quests and training methods. Which is why we’re going to give you a guide to help you prepare for an account like this.
First thing first, let’s talk about what Mage Pures are first.
What Are Mage Pures?
Mage Pures are also called Magic Pures. This is a type of OSRS build that focuses mainly on training Magic. It’s a low level combat build that’s primarily used for PvP or even in clan wars. Despite being low combat level, Mage Pures have access to some of the best combat spells in the game.
While you’re free to make your own restrictions when it comes to creating Mage Pures, most players focus mainly on getting their Magic to 59. Anything beyond that isn’t recommended anymore as the spells within that area are slow to use. Most Magic Pures also avoid training their Hitpoints significantly, making this build completely glass canon.
What makes Mage Pures easy to build is that they’re actually pretty low level. You can create a beginner level magic pure within minutes of starting the game. The goal with accounts like these is to reach at least level 13. With that said, Mage Pures are often build for the purpose of practising Magic-focused PvP styles.
Gameplay
In most cases, players spam air combat spells against others in PvP. Basically, you’ll have to rely on your highest level combat spell and use the staff of air to autocast it. While you can use other elemental staves to use other types of combat spells, the air element is still the most efficient way to do it as air runes are much cheaper.
Another good strategy in 1v1 combat is to downgrade your autocasted spell and then casting your best spell at your current level as a finishing blow. This is a good strategy because most combat spells deal damage at a very slow rate and players can easily heal the damage you deal. Combos aren’t that reliable so you can instead finish encounters with a huge blow.
You can opt to manually case your spells which will let you release the damage 1 tick sooner compared to autocasting. While more click-intensive, this method lets you deal more damage. You might want to do this when you’re going up against players in the Wilderness.
If you’re doing no-honour fights, the most effective strategy would be to use Bind or Snare to keep the opponent as far from you as possible. Farcasting spells are also effective when up against enemies that don’t use magic.
Magic Pures are also excellent in multi-combat areas but only if you’re able to use Bind or Snare and let your teammates deal the rest of the damage.
Curse spells aren’t typically used by players on a Mage Pure account. However, this can be an advantage if you’re in an F2P world. Not a lot of players carry items that remove the effects of curses and if you use this spell, there’s a good chance that your opponent won’t have the means to remove it.
Mage Pure Advantages
1. High Damage Output
Powerful Spells: Mage Pures have access to some of the strongest spells in the game, which have the potential to deal a lot of damage gradually. They may swiftly overwhelm opponents with their massive damage output, which makes them extremely powerful in both PvP and PvM.
Magic spells have strong damage potential, especially at higher levels. High-tier spells, such as Fire Surge and Ice Barrage, can do a lot of damage rapidly. This gives Mage Pures command over the battlefield and enables them to deal damage while keeping opponents at a distance consistently. They are dangerous opponents in any combat situation because of their capability to hit repeatedly and accurately.
Burst Damage: Combining strong magic spells with special attack weapons like the Dragon Claws can result in devastating burst damage combos.
Mage Pures may perform devastating burst damage combinations with the use of special attack weapons like Dragon Claws and strong magic spells. A Mage Pure, for instance, can use Ice Barrage to immobilize an opponent and swiftly transition to a high-damage special attack weapon to deal the final blow. Particularly in PvP circ*mstances, this burst damage potential can score rapid victory by surprising opponents.
2. Spells Give High Control And Utility
Crowd Control: Mage Pures can effectively manage crowds with spells like Entangle, Ice Barrage, and Teleblock. This gives them a tactical edge by rendering opponents helpless.
See AlsoOSRS Zerker Pure Guide
Mage Pures can cast a wide range of spells that are useful and give control in battle. Spells that freeze or immobilize opponents can stop them from moving or fighting, such as Entangle and Ice Barrage. In PvP, teleblocking an opponent’s ability to teleport away can secure kills. Mage Pures have the upper hand in manipulating the battlefield, setting the speed of action, and directions the course of fights because of their control abilities.
Versatile Utility: Magic increases overall adaptability by giving access to a vast array of utility spells such as heals, teleports, and protective spells.
The abundance of utility spells available with the Magic talent increases the versatility of a Mage Pure. Fast travel within the game is made possibly by teleports, which can be used for combat or escapes. By reflecting damage back to attackers, spells such as Vengeance offer extra defensive capabilities. One more layer of support in group situations comes from the ability to heal with spells like Heal Other. Mage Pures’ adaptability to a range of comb at and non-combat situations stems from their versatility.
3. Low Combat Level
Combat Level Advantage: COmpared to hybrid or melee-based pures, Mage Pures frequently have a lower combat level because Magic is the main stat used in combat. They can now combat opponents who might underestimate their damage capacity thanks to this.
Compared to builds that invest in many combat stats, Mage Pures can keep a lower combat level because they are just focused on magic. Because of their lower combat level, opponents may underestimate Mage Pures’ powers, providing them a tactical advantage in PvP. When paired with a strong damage output, the lament of surprise can lead to swift and decisive victories over unsuspecting opponents.
4. More Flexible Gear Options
Magic Gear: A vast array of magic-specific gear, like the Occult Necklace, Ancestral Robes, and Infinity Robes, is available to Mage Pures, enhancing their magical abilities and damage.
Magic-specific gear greatly increases a Mage Pure’s combat efficiency. Both Ancestral and Infinity Robes significantly increase magic attack and protection while enhancing spell damage and accuracy. Magic damage is increased by the Occult Necklace, increasing the potency of spells. Mage Pures can increase their efficacy and damage potential in PvP and PvM situations with the help of this specialized gear.
Hybrid Potential: age Pures can effectively switch to other combat techniques, such as ranged, even though their primary focus is on magic, in order to adapt to various situations and take advantage of their opponents’ weaknesses.
Mage Pures are predominantly Magic-focused, although they can successfully hybridize by incorporating other combat techniques. Using weapons like Blowpipe or Magic Shortbow to switch to ranged attacks might surprise opponents and take advantage of their limitations. With this hybrid potential, Mgae Pures may be even more adaptable and change their strategy according to the situationand weaknesses of their opponents.
Mage Pure Disadvantages
1. Very Weak Defense
Vulnerability to Damage: Due to their low Defense levels, melee and ranged attacks can do considerable damage to Mage Pures. They must rely on control spells and positioning because of their susceptibility in order to prevent taking damage.
Mage pures suffer greatly from low Defense, which leaves them open to high damage from opponents. If they are not careful, melee and ranged attacks can quickly drain their health. Due to this susceptibility, it’s important to use control spells and careful positioning to keep foes at a distance. Losses can come quickly when distance and control aren’t managed, particularly in PvP situations when opponents might take advantage of your weak defense.
Glass Cannon:Mage Pures are sometimes referred to as “glass cannons” because of their great damage output and ease of shattering when attacked.
Mage Pures can launch strong attacks. But because of their “glass cannon” nature, they can also be easily defeated if their protections are compromised. This fragility necessitates careful and calculated play because even small errors can result in serious health consequences. Mage Pures don’t have the luxury of taking many blows because of their low defense, thus they need to rely on their control and utility spells to manage combat successfully.
2. Expensive Because Of Runes
Expensive Spells: High-level magic spells can be very expensive, necessitating runes and gear investment. This cost may be a deterrent to sustained combat, particularly in extended PvP encounters or boss battles.
Spells involving high levels of magic demand a significant rune investment. This, however, can be costly. Spells that use a lot of runes, such as Ice Barrage, Fire Surge, and others, can get expensive over time. This cost may make Magic Pures less viable in PvP and PvM situations involving prolonged combat. You need to be mindful of how you spen your resources and budget for the expenses of continuing to deal a lot of damage.
Resource Management: Managing resources well is important to maintaining a constant supply of gear and runes for prolonged battle. Running out of necessary supplies at crucial times might result from poor resource management.
For Mage Pures, managing the resources needed for powerful magic spells is essential. Maintaining a consistent stock of gear, consumables, and runes is necessary for sustained combat efficacy. Losing vital resources, such as food or runes, at critical times might result in defeat. Planning ahead, keeping sufficient supplies on hand, and weighing the benefits of victory against the costs of combat are all components of effective resource management. Mage Pures need to manage their resources carefully in order to prevent shortages during crucial fights.
3. Reliance on Spells
Spell Dependency: Spells are a major part of a Mage Pure’s offensive and defensive strategy. Their combat effectiveness is greatly reduced if they are interrupted or run out of runes.
The attacking and defensive power of Mage Pures are largely dependent on their spells. Due to this dependence, any interference with their ability to perform spells, such as being silenced or running out of runes, can significantly lessen their efficacy in combat. When they are unable to cast spells, they become extremely vulnerable and are unable to effectively defend themselves. Because of this need, Mage Pures must make sure they can continue to cast spells continuously during battle.
Anti-Mage Tactics: Attacks made by a Magic Pure can be greatly hindered by opponents employing anti-mage strategies, such as high Magic defense gear or protection prayers.
A Mage Pure’s effectiveness can be greatly diminished by opponents who are ready with anti-magic strategies. Dragonhide or Karil’s armor are examples of high magic defense gear that provide strong protection against magic attacks. Incoming spell damage can also be lessened using protection prayers like Protect from Magic. Due to the difficulty and necessity of strategic thinking involved, these strategies challenge Mage Pures to adjust and create ways to get past their opponent’s defenses.
4. Limited Training Options
Limited Training Methods: Effective Magic training can be costly and time-consuming. A Mage Pure’s progress depends on striking the correct balance between experience gain and cost.
Finding a balance between experience gain and balancing cost is necessary for Magic training to be effective, but it can be difficult. Spells at high level that grant a considerable amount of experience per cast are frequently costly and need a lot of runes. Splashing and lower-level spells are examples of less expensive training techniques that yield experience increases more slowly. Achieving the ideal mix between these approaches is essential to creating a Mage Pure without incurring prohibitive costs. You need to carefully consider your training strategies to save costs and optimize experience gain.
Combat Skill Restrictions: Mage Pures may be less adaptable in battle because they rarely train other combat skills such as Attach, Strength, and Defense.
Mage Pures frequently refrain from training other combat skills such as Attack, Strength, and Defense to preserve their pure status. Given that they are limited to using Magic for both defense and damage, this restriction may reduce their battle adaptability. This specialization may work against you in scenarios when Magic is less effective, as against opponents who have a good Magic defense. Mage Pures must ne extremely skilled in their magic spells and tactics to stay competitive because there are no other combat skills available.
Creating A Mage Pure
Now, we’re going to help you build your Mage Pure. The good thing about Mage Pures is that restrictions aren’t as heavy as other Pure builds. Still, you’d want to keep a close eye on what you’ll do and what items you’ll pick up for this build
Training
We'll give a brief overview of the pathways to 99 Magic in OSRS. Keep in mind that you don’t have to get to 99. We'll show the fastest route to 99 Magic, which takes 27 hours but costs 102 million. We'll also show a fast and cheap pathway, which takes 45 hours and costs 35 million.
After that, we'll present an AFK pathway, taking around 100 hours for 99 and costing 19 million. Finally, we'll show a profitable pathway taking 92 hours while profiting 86 million. After showing these pathways, we'll talk about free-to-play methods as well.
Fastest Pathway
This is the fastest way to 99 Magic. You'll start off with questing until level 10. Then, from level 10 to 99 Magic, you'll be enchanting bolts ranging from Sapphire through to Onyx, which give over 500k XP per hour. At level 1, you'll want to start off by completing Imp Catcher and Witch's Potion.
These can be done very quickly. After reaching level 10, you can get started with enchanting bolts. Enchanting bolts requires Cosmic runes, unenchanted gem-tipped bolts, and some other runes depending on the bolt that you're enchanting. At level 10, you'll be enchanting Sapphire bolts, which give almost 100k XP per hour.
To get high XP rates with enchanting bolts, you need to one-tick. To do this, hold down the space bar and click on the enchant bolt spell every game tick or every 0.6 seconds. To make this easier, you can use the RuneLite metronome plugin, which makes a noise every game tick.
You'll move on to Emerald bolts at level 27, which are twice as fast as Sapphire, and you'll continue working your way up until Onyx, which gives over 500k XP per hour. Overall, you can get 99 in only 27 hours with this pathway. Although this pathway is extremely expensive and click-intensive, it is useful for getting through the slow early levels of Magic.
Fast & Cheap Pathway
This pathway is still fairly click-intensive but not as click-intensive as the fastest pathway. You start with questing, then enchant jewelry, and work towards 99 through bursting. As mentioned in the last pathway, completing Imp Catcher and Witch's Potion will get you to level 10 Magic from level 1. From level 10, you start with enchanting Sapphire jewelry. We recommend enchanting Sapphire rings since they give the most profit overall.
There are two ways to go about enchanting jewelry: you can train AFK and let the game automatically enchant one by one, or you can click the spell each time you want to enchant a piece of jewelry.
Clicking the spell manually is more than twice as fast as letting it auto-cast. Enchant Sapphire rings to level 27, where you can then enchant Emerald jewelry. Once again, rings are the best option for profit, although the profit is very minimal. At level 49, you can move on to enchanting Ruby items.
For this, we recommend Ruby amulets into Amulets of Strength. Enchant Ruby amulets until level 57, where you can start enchanting Diamond. We recommend Diamond necklaces for the most profit. Enchanting Diamond jewelry will be your method from 57 until level 62, averaging around 110k XP per hour.
If you want to train a bit faster, we recommend Telly Alking. This involves casting High Alchemy and teleporting repetitively to the same location. We recommend going to Camelot. Overall, you can get 140k XP per hour doing this, and it is another option on your path towards level 62.
At 62 Magic and with completion of Desert Treasure, you can cast Smoke Burst, which is the first multi-target spell that you unlock. From there, you should work your way up to Ice Burst for better XP. At higher levels, players can use the Barrage spells, which are more expensive but give even more XP per hour. We recommend just using Ice Burst since it's a good middle ground between speed and cost.
When it comes to bursting and barraging, there are four locations that we suggest:
The Monkey Madness 1 caves, where you can stack skeletal monkeys for decent XP rates.
The Monkey Madness 2 caves, where you'll get around 30% more XP per hour compared to the Monkey Madness 1 caves because there are more monsters to attack. Here, you can also use the Bone Crusher and Dragon Bone necklace for unlimited prayer points.
Dust Devils in the Catacombs of Kourend, which requires 65 Slayer. Here, you can burst at a lower cost since Dust Devils drop some valuables. Although your XP rates will be slower since there aren't as many monsters.
Nechryaels in the Catacombs of Kourend, which requires 80 Slayer. Nechryaels have an even lower cost when compared to Dust Devils since their drops are even more valuable.
For bursting, this is the best armor to use: Arams and Mystic are not recommended for bursting because the enemies have a Magic defense of one, which means having a higher Magic attack bonus barely does anything.
So, you should prioritize Magic strength bonus or damage bonus and prayer bonus. Virtus gives the highest Magic damage bonus with Ancient Magics, followed by Ancestral. You should always use an Occult necklace, and if you have the money, a Tormented bracelet is a big help. In terms of weapons, these are the best options: an Ancient Staff is a decent low-cost option, and if you can afford it, the Kodai Wand is the best in slot.
Overall, with bursting, you can max out at 350k XP per hour on Maniacal Monkeys. Dust Devils and Nechryaels provide slower XP rates but at a far lower cost. An alternative method to bursting is Stun Alking, which can get you up to 180k XP per hour.
Stun Alking involves wearing armor that gives you a negative 65 Magic attack bonus so that your stuns will always splash. Then, you continuously stun and then alch to get XP. We like to Stun Alch at the skeletons near the Wilderness ditch, although you can just attack a low-level monster as well. If you burst Maniacal Monkeys, it takes 45 hours for 99 and costs 35 million.
AFK Pathway
Your main training method for AFKing will be casting String Jewelry or Plank Make. For your early Magic levels, you can cast strike spells up to Fire Strike on crabs, where you can AFK for 10 minutes at a time. If you have the money, you can progress through the bolt spells as well, but strike spells are still fairly fast at a low level.
If you're considering splashing, we would suggest going to crabs instead since your XP rates are almost doubled. At level 65 Magic and with completion of Lunar Diplomacy, you can cast the Bake Pie spell, which lets you AFK for 50 seconds at a time. This nets up to 110k XP per hour and is also a great way to train your Cooking.
At level 80 Magic and with Lunar Diplomacy completed, you can cast String Jewelry. This also has an AFK time of 50 seconds, although it is quite a bit faster, giving up to 150k XP per hour. This is the fastest AFK Magic method there is. At 86 Magic, you can cast Plank Make, which requires Lunar Diplomacy plus Dream Mentor. Plank Make has a 90-second AFK time and is highly profitable.
The most profit comes from making mahogany planks, where you can make up to 400k GP per hour. Overall, on the AFK pathway, if you did String Jewelry to 99, it would take 103 hours. If you did Plank Make from 86 to 99, then it would take 119 hours.
Profitable Pathway
This pathway mostly involves enchanting jewelry, although there's also the Tan Leather spell or High Alchemy. From level 1 to 10, questing is our recommendation for the profitable pathway. Once you reach level 10, you can enchant Sapphire rings for 28k XP per hour. Then, you can move on to Emeralds at 27, then Ruby at 49, and Diamond at 57.
Lastly, you'll do Dragonstone at level 68, which you can do all the way to 99. Enchanting Dragonstone is decently profitable, although you need a lot of money to buy the supplies in the first place. The most profitable Dragonstone item to enchant right now is the Dragonstone ring.
At level 78 and with Lunar Diplomacy and the hard Fremennik Diaries completed, you can cast Tan Leather. The most profit comes from tanning black dragonhide, which can net over 1 million per hour in profit. That's a lot of profit while getting 130k Magic XP per hour.
Lastly, on the profitable pathway, you might consider High Alchemy. This spell can be highly profitable if you pick the right items. There are two ways that we suggest for you to get items to alch: firstly, you can join the clan chat W308 Anvil as a guest, and here you can purchase alchables for a lower price than the Grand Exchange, or you can go to an Alchemy calculator website, which automatically finds the best items to alch based on the current Grand Exchange prices.
High Alchemy gives 75k XP per hour if you continuously click for the whole hour, although we only really suggest using High Alchemy if you do it while training another skill. You can alch while you train Agility, for example. Overall, on the profitable pathway, you can get from 1 to 99 in 92 hours and get a profit of 86 million.
F2P Pathways
In free-to-play, you can still complete the Imp Catcher and Witch's Potion quests for your early Magic levels. With Mind runes being cheap, players can train on low-level monsters like goblins or cows at a low level. Safe-spotting is also a common training method in free-to-play. You can safe-spot Moss Giants or Ogres Warriors, and killing these will cover the cost of runes used. This is the fastest pathway in free-to-play.
You start off with questing until level 10, and from level 10, you start enchanting Sapphire amulets. You can't enchant rings in free-to-play; amulets are the only option. Then, at 27 Magic, you enchant Defense amulets, then Strength amulets until 55. From there, you unlock the fastest method in free-to-play: Tele Alch Falador. Tele Alch Falador is highly click-intensive but not much more intensive compared to enchanting jewelry. At 57, you can alternatively enchant Diamond amulets for slightly slower XP rates.
Questing
For quests, we’ve got a few that will help you reach your best Magic level, while giving you access to some important items as well.
Quest | Requirements | Rewards |
Witch's Potion | None | 325 Magic XP |
Imp Catcher | None | 875 Magic XP |
Witch's House | None | 6,325 Hitpoints XP |
Waterfall Quest | None | 13,750 Attack XP, 13,750 Strength XP |
The Grand Tree | None | 18,400 Attack XP, 7,900 Agility XP, 2,150 Magic XP |
Fight Arena | None | 12,175 Attack XP, 2,175 Thieving XP |
Tree Gnome Village | None | 11,450 Attack XP |
Underground Pass | 25 Ranged, 50 Thieving | 3,000 Agility XP |
The Mage Arena I | 60 Magic | God spells (Saradomin Strike, Claws of Guthix, Flames of Zamorak) |
The Mage Arena II | Completion of Mage Arena I | Upgraded god capes |
Lunar Diplomacy | 40 Defence, 49 Firemaking, 65 Magic | 5,000 Magic XP, 5,000 Runecrafting XP, Lunar spellbook access |
The Fremennik Trials | 40 Crafting, 25 Fletching, 40 Woodcutting | 2,812.4 Agility XP, 2,812.4 Thieving XP, 2,812.4 Crafting XP |
The Fremennik Isles | 20 Construction, 40 Agility, 46 Crafting | 10,000 Defence XP, 5,000 Construction XP, Helm of Neitiznot |
Fairy Tale I - Growing Pains | Nature Spirit, Lost City | 3,500 Herblore XP, 2,500 Thieving XP, 2,000 Magic XP |
Fairy Tale II - Cure a Queen | Fairy Tale I | 3,500 Herblore XP, 2,500 Thieving XP, 2,000 Magic XP |
Desert Treasure | 53 Thieving, 50 Firemaking, 50 Magic | 20,000 Magic XP, Access to Ancient Magicks |
Animal Magnetism | 18 Slayer, 19 Crafting, 30 Ranged, 35 Woodcutting | 1,000 XP in Slayer, Crafting, Fletching; Ava's device |
Plague City | None | 2,425 Mining XP |
Biohazard | Plague City | 1,250 Thieving XP |
Temple of Ikov | 42 Thieving, 40 Ranged | 10,500 Ranged XP, 8,000 Fletching XP |
Troll Stronghold | Death Plateau | 2 Quest Points, Access to God Wars Dungeon |
The Dig Site | 10 Agility, 10 Herblore, 25 Thieving | 15,300 Mining XP, 2,000 Herblore XP |
The Tourist Trap | 10 Fletching, 20 Smithing | 4,650 XP in any two skills, Desert Mining Camp access |
Horror from the Deep | Barcrawl | 2,000 XP in three combat skills, Unholy book, Holy book, Book of balance |
Nature Spirit | Priest in Peril, The Restless Ghost | 2,000 Hitpoints XP, 2,000 Crafting XP, 2,000 Defence XP |
Death Plateau | None | 3,000 Attack XP, Ability to make Climbing boots |
Recipe for Disaster (Lumbridge Guide Subquest) | Cook's Assistant | 1,000 Cooking XP, 1,000 Magic XP |
Recipe for Disaster (Evil Dave Subquest) | 25 Cooking, 30 Ranged, 42 Thieving | 7,000 Cooking XP |
Recipe for Disaster (Skrach Uglogwee Subquest) | 41 Cooking, 20 Firemaking | 1,500 Cooking XP, 1,500 Woodcutting XP |
The Eyes of Glouphrie | The Grand Tree | 12,000 Magic XP, 6,000 Construction XP |
Watchtower | 15 Herblore, 25 Magic | 15,250 Magic XP, Watchtower Teleport |
Enakhra's Lament | 50 Crafting, 50 Firemaking, 45 Prayer | 7,000 Crafting XP, 7,000 Firemaking XP, 7,000 Prayer XP |
One Small Favour | 36 Agility, 25 Crafting, 30 Smithing | 10,000 XP in two skills, Key ring |
The Feud | 30 Thieving | 15,000 Thieving XP |
The Giant Dwarf | None | 2,500 Thieving XP, 2,500 Crafting XP, 2,500 Smithing XP, 2,500 Magic XP |
Shadow of the Storm | Demon Slayer, The Golem | 10,000 XP in a combat skill |
Contact! | Icthlarin's Little Helper | 7,000 Thieving XP, Keris |
Tower of Life | 10 Construction | 500 Construction XP, Creature creation ability |
Haunted Mine | 15 Agility, 35 Crafting, 25 Thieving | 22,000 Strength XP, Tarn's diary |
The Holy Grail | Merlin's Crystal | 11,000 Prayer XP, 15,300 Defence XP |
Scorpion Catcher | Alfred Grimhand's Barcrawl | 6,625 Strength XP |
Zogre Flesh Eaters | Big Chompy Bird Hunting | 2,000 Ranged XP, 2,000 Fletching XP, 2,000 Herblore XP |
A Fairy Tale III - Battle at Orks Rift | Fairy Tale II | 20,000 Herblore XP |
Dwarf Cannon | None | 750 Crafting XP, Ability to use Dwarf Cannon |
Between a Rock... | 30 Defence, 40 Mining | 5,000 Defence XP, 5,000 Mining XP, 5,000 Smithing XP |
What Lies Below | 35 Runecrafting | 8,000 Runecrafting XP, Beacon Ring |
In Aid of the Myreque | In Search of the Myreque | 2,000 Attack XP, 2,000 Defence XP, 2,000 Strength XP |
In Search of the Myreque | Nature Spirit | 600 Attack XP, 600 Defence XP, 600 Strength XP |
Legends' Quest | Multiple requirements | 4 Quest Points, 7,650 XP in four skills |
Cabin Fever | 42 Agility, 45 Crafting, 50 Smithing, 40 Ranged, 50 Defence | 7,000 Smithing XP, 7,000 Agility XP |
The Great Brain Robbery | Cabin Fever | 6,000 Prayer XP, Barrelchest Anchor |
Ghosts Ahoy | 20 Cooking, 25 Agility | 2,400 Prayer XP, Ectophial |
Mourning's End Part I | 50 Thieving | 25,000 Agility XP |
Mourning's End Part II | 60 Ranged, 60 Thieving | 20,000 Agility XP |
Roving Elves | Regicide | 10,000 Agility XP or 10,000 Strength XP |
Regicide | Underground Pass | 13,750 Agility XP |
King's Ransom | Merlin's Crystal, Holy Grail | 33,000 Defence XP, 5,000 Magic XP |
Troll Romance | 28 Agility | 8,000 Agility XP |
Troll Stronghold | Death Plateau | 1 Quest Point, Law Talisman |
The Lost Tribe | Rune Mysteries, Goblin Diplomacy | 3,000 Mining XP |
Darkness of Hallowvale | In Aid of the Myreque | 7,000 Agility XP, 6,000 Thieving XP, 2,000 Construction XP |
A Soul's Bane | None | 500 Defence XP, 500 Attack XP, 500 Strength XP, 500 Magic XP |
Another Slice of H.A.M. | Death to the Dorgeshuun | 3,000 Prayer XP, 3,000 Mining XP, 3,000 Smithing XP, Ancient Mace |
Swan Song | 66 Magic, 62 Cooking, 45 Smithing | 10,000 Magic XP, 10,000 Prayer XP, 10,000 Fishing XP |
Mage Pure Build
Below is a full set of items that you can wear from your early to late-game journey as a Mage Pure. Keep in mind that this build is purely focused on maximizing your damage output as much as possible. That means to stay alive, you’ll need to be very careful with how you fight others in PvP.
Slot | Early Game | Mid Game | Late Game |
Head | Blue wizard hat | Blue wizard hat | Blue wizard hat |
Cape | Red cape | Red cape | Red cape |
Neck | Amulet of magic | Amulet of magic | Amulet of magic |
Ammo | Adamant arrows | Adamant arrows | Adamant arrows |
Weapon | Staff of air | Staff of air | Bryophyta’s staff |
Body | Blue wizard robe | Blue wizard robe | Blue wizard robe |
Shield | Wooden shield | Anti-dragon shield | Anti-dragon shield |
Legs | Zamorak monk bottom | Zamorak monk bottom | Zamorak monk bottom |
Hands | Leather vambraces | Leather vambraces | Leather vambraces |
Feet | Leather boots | Leather boots | Leather boots |
Ring | N/A | N/A | N/A |
Ready For Your Mage Pure?
Mage Pures are excellent for low-level PvP. There are more complex builds out there but jumping straight to them might make it hard for you to adjust, especially if you’re starting out from a main account. This Magic Pure guide is your best bet at understanding the complex world of Pure accounts in the game.
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