The short version
30-second read- Pick the Defence cap first. 1 Defence tops out at mithril gloves, 13 adds adamant gloves, 42 is the void pure and 45 is the zerker.
- Quests give a pure 45 Attack. Six quests pay 63,600 Attack and 13,750 Strength XP with no Defence, which is level 45 Attack and 30 Strength.
- Never talk to Daero after Monkey Madness I. Both of his training options include at least 20,000 Defence XP, enough to take a 1 Defence pure to 33.
- Avoid controlled and longrange styles. Whip Lash, scimitar Lunge, longrange, Long fuse and defensive autocast all feed Defence, and whips have no Strength style at all.
Overview
A pure is an account that keeps a combat stat low on purpose so its damage is high for its combat level. Defence is the stat most builds cap. It adds nothing to your max hit, yet under the combat level formula it counts exactly like Hitpoints: a quarter of a combat level per point.
Short answer: choose the Defence cap before you train anything. 1 Defence is the classic PK pure and tops out at mithril gloves. 13 Defence comes from one quest, Nature Spirit, and adds adamant gloves and the Slayer helmet. 42 is the void pure, and 45 is the zerker with the berserker helm and Barrows gloves. Do the Attack quests first, decline Daero's training after Monkey Madness I, and never use a controlled, defensive, longrange or long fuse style.
| Detail | Value |
|---|---|
| Defence caps covered | 1, 13, 42 (void), 45 (zerker), plus the F2P 1 Defence pure |
| Free Attack before any training | 63,600 Attack XP from six quests: level 45 Attack at 1 Defence |
| Biggest single trap | Daero's training after Monkey Madness I: at least 20,000 Defence XP |
| Best gloves at 1 Defence | Mithril gloves (+6 Strength) after five Recipe for Disaster subquests |
| Lowest Defence for Barrows gloves | 35, with all Defence from quests and Daero declined |
| Combat cost of Defence | +0.25 combat per level, so 45 Defence is 11 levels above 1 Defence |
Before You Start: Combat Level Math and Quest Order
The wiki's formula takes a quarter of Defence plus Hitpoints plus half your Prayer as the base. It then adds 0.325 times either Attack plus Strength, or one and a half times your better of Ranged and Magic. Two rules fall out of that. Every Defence level costs as much combat level as a Hitpoints level, and Ranged and Magic can climb to roughly two thirds of your Attack plus Strength before they move your level at all.
Worked example: 1 Defence, 60 Attack, 99 Strength, 99 Hitpoints and 63 Prayer is combat 84. The same account at 45 Defence is combat 95, eleven levels higher with the same max hit. That gap is what a zerker pays for the berserker helm and Barrows gloves.
The 1 Defence quest order
Quest XP costs no training time and, Witch's House aside, adds no Hitpoints XP, so it is the cheapest Attack a pure will ever get. The One-defence pure page lists six safe ones, and Witch's House is an optional first step for the Hitpoints:
| Quest | XP reward | Why it matters |
|---|---|---|
| Witch's House (optional, first) | Hitpoints XP only | A Hitpoints buffer before the Waterfall Quest |
| Vampyre Slayer | 4,825 Attack | Level 20 Attack on its own; free-to-play |
| Tree Gnome Village | 11,450 Attack | Needed for Monkey Madness I |
| The Grand Tree | 18,400 Attack, 7,900 Agility, 2,150 Magic | Needed for Monkey Madness I |
| Waterfall Quest | 13,750 Attack, 13,750 Strength | The only Strength XP in the set |
| Death Plateau | 3,000 Attack | Climbing boots: +2 Strength, no Defence requirement |
| Fight Arena | 12,175 Attack, 2,175 Thieving | No other combat XP |
Together that is 63,600 Attack and 13,750 Strength XP: level 45 Attack and 30 Strength from scratch, with Defence untouched. Vampyre Slayer, Tree Gnome Village, The Grand Tree, Fight Arena and Witch's House are also five of the quests the Nightmare Zone asks for, so the same order also opens NMZ for AFK training.
Next come the 1 Defence unlock quests: Lost City for the dragon dagger, Monkey Madness I for the dragon scimitar, Desert Treasure I for Ancient Magicks, Horror from the Deep for god books, Animal Magnetism for Ava's accumulator and five Recipe for Disaster subquests for mithril gloves.
Pure Builds Compared: 1, 13, 42 and 45 Defence
Each cap below is a level where something new becomes wearable, and each one is reached mostly through quest XP. Defence levels between those breakpoints cost combat level and buy nothing.
| Build | Defence cap | Key quests | Main weapons | What it is for |
|---|---|---|---|---|
| 1 Defence pure | 1 | The six Attack quests, Monkey Madness I (no Daero), Lost City, Desert Treasure I, Horror from the Deep, 5 RFD subquests | Dragon scimitar, dragon dagger, granite maul, dragon claws, Armadyl godsword | Low-level PK: the most damage per combat level |
| 13 Defence pure | 13 (Nature Spirit) | Everything above plus Nature Spirit and a sixth subquest | Same as 1 Defence | Adamant gloves, Slayer helmet, black armour for PvM |
| Void pure | 42, plus 42 in the other combat stats and 22 Prayer | Holy Grail, Dragon Slayer I, The Fremennik Trials, Olaf's Quest | Magic shortbow, rune crossbow, toxic blowpipe | Ranged PK in untradeable armour with a 10% boost |
| Zerker | 45 | Monkey Madness I (Strength option), Dragon Slayer I, Fremennik Trials, full RFD, Lunar Diplomacy | Dragon scimitar, whip and tentacle, dragon claws, AGS, granite maul | Mid-level PK and PvM: berserker helm, Barrows gloves, Vengeance |
| F2P 1 Defence pure | 1 | Vampyre Slayer, The Ides of Milk; never Dragon Slayer I | Rune scimitar, rune 2h or battleaxe, rune warhammer, maple shortbow | Free-to-play PvP |
Pick 1 Defence if you want the lowest combat level for your damage and plan to PK. Pick 13 if you also want the Slayer helmet and adamant gloves for PvM. Pick void if you are a Ranged pure that wants cheap, untradeable armour. Pick zerker if you want Barrows gloves, Vengeance and an account that can still do most PvM.
1 Defence
The best gloves you can wear without ever gaining Defence XP are mithril gloves: +6 Strength, bought from the Culinaromancer's Chest after five Recipe for Disaster subquests. Barrows gloves are off the table. They have no Defence requirement, but the Barrows gloves page puts the minimum at 35 Defence once every quest in the chain is counted. Other Strength bonus with no Defence gate: climbing boots (+2), the fire cape (+4) and the Fremennik kilt (+1, an elite clue reward).
10 or 13 Defence
10 Defence unlocks the Slayer helmet, black armour, the black defender, xerician robes and the hardleather body. The Low-defence pure page advises against stopping there. Nature Spirit gives 2,000 Defence XP in one go and level 13 starts at 1,833 XP, so the quest takes a 1 Defence account straight to 13. A 10 Defence account already has at least 1,154 XP, so doing it later lands on 17, not 13.
At 13 you get adamant gloves, which need 13 Defence and six subquests and are the first tier better than a combat bracelet for melee. Nature Spirit is also a requirement for Freeing the Lumbridge Guide, which is how a 13 Defence account reaches that sixth subquest. Do not buy rune gloves expecting to wear them: they can be bought at 13 Defence but will not equip until Daero's training or the final Culinaromancer fight.
42 Defence void pure
Void Knight equipment needs 42 Attack, Strength, Defence, Hitpoints, Ranged and Magic plus 22 Prayer. With the ranger helm it adds 10% to ranged accuracy and damage, and the elite top and robe raise the damage part to 12.5%. A set with one helm costs 850 commendation points, and because the pieces are untradeable a void pure risks very little.
For the Defence, Holy Grail (15,300), Dragon Slayer I (18,650), The Fremennik Trials (2,812.4) and Olaf's Quest (12,000, which needs the Trials) add up to 48,762 XP. That is level 42 with 1,577 XP to spare before 43, so plan any other Defence reward against that margin. Our Pest Control guide covers the points.
45 Defence zerker
The berserker helm needs 45 Defence and The Fremennik Trials, and costs 78,000 coins at Skulgrimen's Battle Gear in Rellekka. 45 also covers the spirit shield (with 55 Prayer), the fighter torso and rune defender from 40, and Lunar Diplomacy, which needs 40 Defence and leads to Vengeance at 94 Magic.
The wiki's zerker quest list is Monkey Madness I (take the Strength and Hitpoints option), Dragon Slayer I, Nature Spirit, The Fremennik Trials, Heroes' Quest, Between a Rock..., What Lies Below, A Soul's Bane and both Myreque quests. Done in full they leave you on 44 Defence, 4,875 XP short of 45. Between a Rock... needs 30 Defence to finish, so save it for later in the list. Holy Grail and Olaf's Quest are left off on purpose: either one pushes you past 45.

Quests That Give Defence XP: Skip or Time Them
These are all the quests with a fixed Defence reward on the wiki's Quest experience rewards list. The third column shows where each one leaves an account that started at 1 Defence.
| Quest | Defence XP | From 1 Defence you reach | Which build does it |
|---|---|---|---|
| A Soul's Bane | 500 | 5 | Zerker |
| In Search of the Myreque | 600 | 6 | Zerker |
| In Aid of the Myreque | 2,000 | 13 | Zerker |
| Nature Spirit | 2,000 | 13 | 13 Defence, zerker |
| What Lies Below | 2,000 | 13 | Zerker; start only on 1 Defence |
| The Fremennik Trials | 2,812.4 | 16 | Void, zerker |
| Heroes' Quest | 3,075 | 16 | Zerker |
| Between a Rock... | 5,000 | Needs 30 Defence to finish | Zerker; start only on 1 Defence |
| Olaf's Quest | 12,000 | 28 | Void |
| Holy Grail | 15,300 | 31 | Void; start only on 1 Defence |
| Dragon Slayer I (also F2P) | 18,650 | 33 | Void, zerker, F2P rune pure |
| Knight Waves (miniquest) | 20,000 | Needs 65 Defence | None of these builds |
| King's Ransom | 33,000 | Needs 65 Defence | None of these builds |
Defence XP that is not on that list
- 1
Daero's training after Monkey Madness I.
The options are 35,000 Attack and Defence with 20,000 Strength and Hitpoints, or the reverse. Either way it is at least 20,000 Defence XP, level 33 from 1. Since November 2022 you can go back to Ape Atoll without it: use the right-click Travel option on Daero instead of talking to him.
- 2
Monkey Madness II.
It does not force Defence XP. Its two 50,000 XP rewards from Duke go to a combat skill you choose, and the game only offers them after Daero's training.
- 3
The Observatory Quest.
The reward depends on a random constellation, and some give 875 Attack, Strength, Defence or Hitpoints XP. Since November 2018 the game will not hand you a combat constellation for a skill that is still level 1, unless you started the quest before then.
- 4
Lamps.
The Ides of Milk lamp (1,000 XP, any combat skill) and the X Marks the Spot lamp (300 XP, any skill) both list Defence. Read the skill before you click.
The One-defence pure page notes that Dragon Slayer I, Holy Grail, Between a Rock... and What Lies Below can be started on a 1 Defence account, which is enough for some diary tasks and clue steps, the beacon ring and, for Dragon Slayer I, the anti-dragon shield. Start them, never finish them. Our Dragon Slayer I guide has the full requirement list.

Attack Styles That Keep Defence at 1
Combat Options decides where XP goes. Per point of damage, accurate gives 4 Attack, aggressive 4 Strength, defensive 4 Defence, and controlled 1.33 each to Attack, Strength and Defence. Every melee and ranged style also adds 1.33 Hitpoints. Longrange splits 2 Ranged and 2 Defence, and defensive autocast gives 1.33 Magic and 1 Defence per damage, with the spell's casting XP still going to Magic.
| Weapon type | Safe for 1 Defence | Gives Defence XP |
|---|---|---|
| Scimitars, longswords and claws | Chop (Attack), Slash (Strength) | Lunge (controlled), Block |
| Daggers and swords, such as the dragon dagger | Stab (Attack), Lunge and Slash (Strength) | Block |
| Abyssal whip and tentacle | Flick (Attack) only | Lash (controlled), Deflect; there is no Strength style |
| 2h swords and godswords | Chop (Attack), Slash and Smash (Strength) | Block |
| Mauls and warhammers | Pound (Attack), Pummel (Strength) | Block |
| Abyssal bludgeon | Pound, Pummel and Smash, all Strength | None |
| Bows, crossbows, darts and knives | Accurate, Rapid | Longrange |
| Chinchompas | Short fuse, Medium fuse | Long fuse |
| Staves that autocast | Standard autocast | Defensive autocast |
| Powered staves such as the trident | Accurate | Longrange |

Two older updates help. Since February 2014 the game tries not to drop you into a Defensive stance when you switch weapons, and since February 2019 weapons that share a category remember the style you last used. Neither stops you landing on Lunge or Lash, because those are controlled styles, not defensive ones. Check the highlighted button after every new weapon.
Weapon Progression by Build
| Level | Weapon | Notes |
|---|---|---|
| 40 Attack | Rune scimitar | Best F2P weapon; members pures move on at 60 |
| 50 Attack, 50 Strength | Granite maul | Gargoyle drop; Quick Smash costs 60% energy (50% with the ornate handle) and hits instantly |
| 60 Strength, any Attack | Obsidian maul, dragon warhammer | The 1 Attack mauler weapons; 7-tick and 6-tick |
| 60 Attack | Dragon scimitar | Monkey Madness I, 100,000 coins from Daga on Ape Atoll; the standard 4-tick training weapon |
| 60 Attack | Dragon dagger | Lost City; two-hit special attack |
| 60 Attack | Dragon claws | Chambers of Xeric drop; 50% special, four hits |
| 70 Attack | Abyssal whip | Attack training only on a pure, since Flick is the one safe style |
| 70 Attack, 70 Strength | Abyssal bludgeon | All three styles are aggressive, so it trains Strength and nothing else |
| 75 Attack | Abyssal tentacle, Armadyl godsword | Tentacle uses whip styles; the godsword special costs 50% |
| 50, 61 and 75 Ranged | Magic shortbow, rune crossbow, toxic blowpipe | Void pures and Ranged 1 Defence builds; never on longrange |
For most 1 Defence pures the order is rune scimitar, dragon scimitar at 60 Attack for Strength training on Slash, then a special attack weapon for PK. Zerkers follow the same path and add the whip and tentacle as Attack trainers. Our Attack guide and Strength guide cover the main-account side.
Pure-Safe Training: Pick Your Method
Pures train in the same places as mains, minus anything that leans on Defence gear. The rates are the wiki's Pay-to-play Melee training, Ranged training, Nightmare Zone strategies and Blast Furnace pump figures; expect less with pure gear.
| Method | Skill | XP/hr (wiki) | Attention | Requirements | Best for |
|---|---|---|---|---|---|
| Gemstone Crab | Melee or Ranged | 87.5% of normal XP per hit, no downtime | AFK; burrows every 10 minutes | Children of the Sun | 1 Defence AFK: it can only hit 1 |
| Nightmare Zone, normal rumble with absorptions | Melee | Up to 100,000–105,000 | AFK; a click every 20 minutes | Five NMZ quests | AFK Strength on any build |
| Nightmare Zone, hard rumble with overloads | Melee | 50,000–80,000 at levels 50–75 | Medium | Five NMZ quests | Points and XP together |
| Sulphur naguas | Melee | About 75,000 at 60 Strength | Medium | Partial Perilous Moons (48 Slayer), 55 Attack, 43 Prayer | 60 Attack pures and zerkers |
| Blast Furnace pump | Strength | 12,000 | Low | 30 Strength and a busy Blast Furnace world | Low-Hitpoints builds |
| Cannon at ogres east of Castle Wars | Ranged | About 40,000 from the cannon alone | Low | Dwarf Cannon | Ranged with little Hitpoints XP |
| Chinning maniacal monkeys | Ranged | 290,000 at 45 to 570,000 at 75 (grey chins) | High | Monkey Madness II chapter II started | Fast Ranged on Short or Medium fuse |
The naguas' 130,000 XP figure needs a full Blood Moon set and Piety, and neither is possible here: Blood Moon armour needs 50 Defence and Piety needs 70. The chin table assumes Rigour, top gear and two helpers stacking monkeys; on Eagle Eye the wiki puts it 5–7% lower. The pump only pays while the furnace has coke in it, so real pump rates sit under 12,000.
Pick the Gemstone Crab or the Nightmare Zone for AFK Strength at 1 Defence, sulphur naguas once you have 55 Attack and 48 Slayer, and the cannon or the pump if you are keeping Hitpoints low. For Magic, splashing and alching give no Hitpoints XP at all.
Hours and XP to Each Goal
Where a line has a rate, the hours are the XP gap divided by the wiki figure, rounded. Treat them as best case with good gear.
- 1
Attack 1–45 from quests:
63,600 XP from six quests and no combat training.
- 2
Granite maul, Attack 45–50:
37,733 XP left after the quests.
- 3
Dragon scimitar, Attack 45–60:
210,142 XP left after the quests.
- 4
Strength 50–75 at NMZ hard with overloads (50,000–80,000/hr):
1,109,088 XP, about 14–22 hours.
- 5
Strength 60–70 at sulphur naguas (75,000/hr):
463,885 XP, about 6 hours.
- 6
Strength 70–99 at NMZ with absorptions (up to 100,000–105,000/hr):
12,296,804 XP, about 117–123 hours.
- 7
Ranged 1–61 for the rune crossbow by cannon (40,000/hr):
302,288 XP, about 7.5 hours from the cannon alone.
- 8
Zerker, Defence 44–45:
4,875 XP after the quest list, which is 1,219 damage dealt on a Defensive style at 4 XP per damage.
- 9
Void set:
850 points, or 284 novice wins at 3 points each. The wiki's ideal time is 9 hours 28 minutes, its realistic estimate is 12–14 hours, and a Hard Combat Achievement tier cuts it to 142 wins.
F2P 1 Defence Pure Route
Free-to-play pures cannot dodge Hitpoints XP the way members can, so quest XP and a few tricks matter more. The F2P combat pure training page gives this route.
- 1
On Tutorial Island, damage several rats instead of killing your assigned one:
melee and Ranged reach level 3 (176 XP) with no Hitpoints XP.
- 2
Hit a dummy, such as the ones north of Varrock East Bank, until level 8 Attack, again with no Hitpoints XP.
- 3
Vampyre Slayer: 4,825 Attack XP, enough for level 20 on its own.
The boss can be killed with combat spells such as Air Strike.
- 4
The Ides of Milk:
a 1,000 XP lamp for any combat skill (put it in Attack or Strength), the cowbell amulet, and access to Brutus, who drops the mooleta offhand.
- 5
The Restless Ghost for 1,125 Prayer XP, and Imp Catcher (875) and Witch's Potion (325) for Magic.
- 6
Skip Dragon Slayer I.
Its 18,650 Defence XP puts a 1 Defence account on 33.
Scimitars go iron (1 Attack), steel (5), black (10), mithril (20), adamant (30) and rune (40). For knockouts use a rune 2h sword or battleaxe at 40 Attack, or a rune warhammer at 40 Strength, and for Ranged a maple shortbow at 30. An amulet of strength (+10 Strength bonus) is the melee amulet; the amulet of power suits Ranged. Seagulls carry the first few levels, then giant frogs, hill giants, minotaurs and flesh crawlers. Brutus gives boosted XP if you avoid its special attacks.
For a 40 Defence rune pure instead, finish Dragon Slayer I with no more than 22,520 Defence XP so its reward does not carry you past 40. More free-to-play routes are in our F2P training guide.
Common Mistakes That Ruin a Pure
- 1
Talking to Daero after Monkey Madness I.
Both training options include at least 20,000 Defence XP. Use right-click Travel to get back to Ape Atoll.
- 2
Training Strength with a whip or tentacle.
Whips have no aggressive style, and Lash is controlled, so a third of your melee XP goes to Defence. Lunge on a scimitar or claws is controlled too, even though the same name trains Strength on a dagger.
- 3
Shooting on longrange.
It splits 2 Ranged and 2 Defence per damage. The same goes for chinchompas on Long fuse, defensive autocast and the longrange option on powered staves like the trident.
- 4
Finishing the wrong quest.
Dragon Slayer I puts a 1 Defence account on 33. A zerker who adds Holy Grail or Olaf's Quest to the standard list ends on 46. An F2P rune pure who finishes Dragon Slayer I past 22,520 Defence XP lands above 40.
- 5
Clicking Defence on a lamp or random reward.
The Ides of Milk and X Marks the Spot lamps list Defence among the choices, and once Defence is above 1, as on a 13 or 45 build, the Observatory Quest can hand out 875 Defence XP on a random constellation.
Where Paid Help Fits
The fire cape is the one big PvM goal every build here shares. It has no Defence requirement, gives +4 Strength and is the entry fee for the Inferno, and the Fight Cave has no quest or level gate. What changes on a pure is the margin. At 1 or 45 Defence every wave lands more hits, so a late switch between Protect from Magic (37 Prayer) and Protect from Missiles (40) at Jad costs more. Try it with our Fire Cape guide first. If Jad is where the account keeps stopping, our Fire Cape service has separate rows for 1 Defence pures and 45 Defence zerkers, and the run is played by hand on your account.

FAQ
Can a 1 Defence pure get Barrows gloves?
No. Barrows gloves have no Defence requirement, but the quests behind Recipe for Disaster give enough Defence XP that the wiki puts the minimum at 35, assuming you declined Daero's training. The best gloves at 1 Defence are mithril gloves (+6 Strength) after five subquests.
Do you need 45 Defence for Barrows gloves?
No, 35 is the floor if all your Defence comes from quests. 45 is the zerker number because of the berserker helm, and the standard zerker quest list already includes the Defence-giving quests Recipe for Disaster needs.
Does Monkey Madness II give Defence XP?
Only if you choose it. Its two 50,000 XP rewards from Duke are your pick of Magic, Ranged, Attack, Defence, Strength or Hitpoints, and they are only offered after Daero's training. None of the quests it requires has a Defence reward, so a 1 Defence pure can finish it and leave Duke's rewards unclaimed.
Can you train Defence by splashing on defensive autocast?
No. Defensive autocast gives 1 Defence XP per point of damage, and a splash deals none, so you only get the spell's base Magic XP. For a pure that is the useful part: splashing trains Magic with no Hitpoints XP. Our Magic guide has the splashing rates.
Is 10 or 13 Defence better for a pure?
13 for most accounts. Nature Spirit's 2,000 Defence XP takes a 1 Defence account straight to 13, adamant gloves need exactly 13, and Nature Spirit opens the Lumbridge Guide subquest. Stop at 10 only if you will never do Nature Spirit.
What is the best weapon for a 1 Defence pure?
It depends on your Attack: rune scimitar at 40, granite maul at 50 Attack and 50 Strength, dragon scimitar, dragon dagger or dragon claws at 60, and the Armadyl godsword at 75. With 1 Attack, the obsidian maul and dragon warhammer need only 60 Strength.
Can a 1 Defence pure get a fire cape?
Yes. The Fight Cave has no level or quest requirement, and Protect from Magic (37) and Protect from Missiles (40) cover Jad's magic and ranged attacks. Expect to take more damage per wave than a main, so bring extra food and prayer potions.
Still stuck on a mechanic? Ask the team on our Discord, it is free.
Bottom Line
Pick the Defence cap first, because quests and styles cannot be undone. A 1 Defence pure lives on the six Attack quests, mithril gloves and Slash or Flick; a zerker does the ten-quest list to 44 and trains the last 4,875 XP on purpose. Whichever you choose, check the combat tab after every weapon switch and never talk to Daero unless your build wants the Defence.
Sources
Numbers and mechanics on this page come from these 19 OSRS Wiki pages:
- Combat level
- One-defence pure
- Nightmare Zone
- Mithril gloves
- Barrows gloves
- Low-defence pure
- Adamant gloves
- Void Knight equipment
- Berserker helm
- Berserker (Account build)
- Quest experience rewards
- Combat Options
- Pay-to-play Melee training
- Pay-to-play Ranged training
- Nightmare Zone/Strategies
- Pump (Blast Furnace)
- Free-to-play combat pure training
- TzHaar Fight Cave
- Combat pure
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