Combat pure/Magic Pures
A description often used for a Player killer that routinely fights using the Magic skill. Pure mages can hit for lots of damage at a low level, ideally killing their target before it has a chance to run, but at higher levels, the power of Magic is greatly weakened.
In P2P, low-level (30-40's) PKing with Magic is highly discouraged with the large population of Ranged pures and improved dragonhide armour that weaken the accuracy of magic spells immensely. The use of mystic is rare due to the fact that it needs 20 defence, and is an expensive loss if the player dies. However, in more recent times, the strategy of using prayer to enhance the accuracy of magic spells have become more common and favoured, because the player does not risk any expensive types of magic robes. Runes are very expensive and magic is considered better for teleporting, smelting and enchanting than for fighting. Magic will only do good for fighting between level 5 and 30; mainly for pking. Because of this, many mage pures start training Melee or Range at higher levels and start using Magic more of as a "side-attack" as it has useful effects such as freezing the opponent to prevent them from running.
The Mage Pure has no use for low level prayer - even protect item will not save runes, though it may be worth it to save a battlestaff or a piece of member's mage armour. However, 11 Prayer (if Priest in Peril is complete) allows Ancient Magicks' to be used. This is highly recommended, as melee pures often panic when frozen, and Miasmic spells help give Mage Pures an edge, plus ghostly robes are obtained. 40 Prayer allows Mitres to be used, as these give a greater magic bonus than Gnome hats and Runecrafter hats.
Also, mage pures tend to die more often than other pures, mainly because of their low constitution level, which is often due to training with curse and alchemy (otherwise noncombat) spells, whereas other pures tend to have a higher constitution level and are able to take more hits before needing to eat. It may be helpful to train constitution with Ranged (this will not raise your combat as long as your magic is higher or equal). If you do not want to train ranged, you can use Soul Wars to train your constitution.
Defence 1 - Pure Mage
Recommended equipment: Chaotic Staff or Polypore Staff , Mage's book, Runecrafter hat or Saradomin Mitre (Although all Mitres give the same magic bonus), Runecrafter robe or Ghostly robe (top), Runecrafter skirt or Ghostly robe (bottom) , Wizard Boots, Adamant Gloves, any God Cape, Seers' ring (i), Arcane Stream Necklace. This gear provides +87 Magic attack, or +86 with a Runecrafter hat instead.
The maximum hit of a P2P mage with Miasmic Barrage, Zuriel's Staff, Arcane Stream Necklace, and a magic potion is 460, or 484 with either an Extreme magic potion, an Overload, or a Magic focus scroll.
The maximum hit of an F2P mage with Fire Blast, Gravite Staff, Arcane Blast Necklace, and a Wizard Mind Bomb is 198.
Defence 20 - Mystic / Corrupt Mage
Recommended equipment: Chaotic Staff or Polypore Staff , Mage's Book, Saradomin Mitre, Dagon'hai robe top, Dagon'hai robe bottom, Wizard boots, Rune gloves, God Cape, Seers' ring (i), Arcane stream necklace. This gear provides +112 Magic Attack. With full Zuriel's robes, 20 Defence mages have +140 Magic Attack.
Some players choose to get their Defence to a level of 20 so as to be able to wear Mystic robes or Dagon'hai robes for a much larger Magic attack bonus which helps while spellcasting. Corrupt Zuriel's equipment is also available at this level; it provides massive accuracy and rarely misses on players your level. 20 Defence gear also gives improved Prayer bonuses from Dagon'hai. Make sure to have at least What Lies Below and Nature Spirit complete before getting 20 Defence.
The Mystic Mage's maximum hit is the same as the 1 Defence Mage (460).
Defence 25 - Infinity Mage
Recommended equipment: Chaotic Staff, Infinity Hat, Infinity robe top, Infinity robe bottom, Infinity Gloves, Infinity Boots, Mage's Book, God Cape, Seers' ring (i), Arcane Stream Necklace. This gear provides +120 Magic Attack. With full Zuriel's robes, 25 Defence mages have +142 Magic Attack.
Mages with 25 Defence believe that infinity is worth the extra combat level. However, using this armour in pvp is fairly impractical; Mystic is far cheaper and only slightly worse. Some players, however, choose 25 Defence for Broodoo Shields, which provide magic attack but do not have to be constantly replaced, unlike the Unholy Book. In addition, 20 Defence gear has far better Prayer bonus, and 28 Defence is a much better choice as Ancient Curses are extremely helpful for mages.
Defence 28 - Ancient Curses Mage
Recommended equipment: Chaotic Staff, Infinity Hat, Infinity robe top, Infinity robe bottom, Infinity Gloves, Infinity Boots, Mage's Book, God Cape, Seers' ring (i), Arcane Stream Necklace. This gear provides +120 Magic Attack. With full Zuriel's robes, 28 Defence mages have +142 Magic Attack.
An EXTREMELY rare type of pure; 28 Defence Mages are immensely more powerful than regular mages; and can use leeches as a form of defence. As Soul Split stacks with the hitpoints drain from Blood Spells, Ancient Curses Mages rarely run out of life points. Leech spells can destroy melee and ranged stats; most people at this low of a level won't be able to do the same. Defence experience should be gained from What Lies Below and Defender of Varrock.
Defence 30 - Third Age Mage
3rd age robes + Ancient Curses and Rune Gloves.
Defence 50 - Battle Mage
Recommended equipment: Staff of choice, Mage's Book, Battle Robes, Barrows Gloves , God Cape, Seers' Ring
A rare type of mage pure, usually berserker pures that mistakenly get more than 45 defence will bump it up to 50. The benefit of 50 defence allows them to wear Battle robes. These robes provide a much higher bonus opposed to the Mystic Robes/Infinity Robes. However the Infinity Hat surpasses the Battle Robe hood.
Another benefit of the Battle robes is that if the full set is equipped, there is a good chance that the robes will supply any Mind, Chaos, Death or Blood runes when casting a combat spell.
Defence 70+ - Tank Mage
Recommended equipment: Staff of choice, Mage's book, Ahrim's set, Barrows Gloves , God cape, Seers' ring
Although not commonly seen, a Mage tank will often have a very high Magic level, along with 70 Defence to utilise Ahrim's robes. These tanks are extremely rare, and are often easily taken down by a Range tank. Some tanks choose to get 92 Prayer for Soul Split, as Blood Barrage, massive defence combined result in a nearly indestructible type of account. Tank Mages are very useful for staking. 75 Attack allows players to wield the staff of light, which has a powerful special attack that reduce all melee damage by half while the effect lasts. 80 Defence allows the Farseer kiteshield to be used; this heavily reduces the hits of melee weapons. Defence 70 or above Mages can also use the Arcane spirit shield, providing the best magic attack bonus for any shield in the game.
Other (Defence preferrably 70+) - Storm of Armadyl
Recommended equipment: Staff of Armadyl, Mage's book, Zuriel's set, Barrows Gloves, God Cape, Seer's Ring (i)
Another extremely rare kind of Magic pure, Storm of Armadyl pures require a lot of effort to develop. Through getting the stats and quests done for Ritual of the Mahjarrat, most people who decide to make this kind of pure train other combat stats so as to be able to player kill on the account in the meantime. When fully developed, this type of pure is incredibly powerful. The combination of the potent spell with a low combat level makes it so that most other attackable people in the wilderness pose little threat. To use this spell to its full capacity, one should wear ahrims or zuriels for the high magic bonuses.