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NEWS :: Get to known about Void/Zerker Pure oldschool runescape account| Account4osrs.com2018-12-10

Zerkers are usually melee based but can be range based with a melee combo. There's very little difference between a voider and a berserker pure, so I lumped them together. The difference being that voiders usually have low melee stats (with at least 42 attack/strength/defense/hp to wear void) and very high range/magic for high hits + veng
 
Void/Zerker Pure
There's very little difference between a voider and a berserker pure, so I lumped them together. The difference being that voiders usually have low melee stats (with at least 42 attack/strength/defense/hp to wear void) and very high range/magic for high hits + veng. Voiders don't have to do fremmy trials quest (unless veng) because they won't need the +3 strength bonus from berserker helm. Zerkers are usually melee based but can be range based with a melee combo.
 
 
Pros:
Very effective at pking starting at about 75-80 combat.
Very low risk for voiders
Can still do PvM (almost all of GWD, Zulrah, Mole, KBD, Wild bosses, KQ, Corp with a good team while using range, etc.)
High KO potential
Can access many areas in the game (read: clue scroll requirements, training areas, quest points/experience rewards)
Fast training areas (chinning, NMZ with void, yaks)
Fairy rings
Cheaper than a pure in regards to slayer, bossing, etc.
IMO more fun than a pure. You feel less constrained to only being able to pk.
Can always transition into a tank/barrows pure/main
Cons:
Takes a lot more investment than a lower level pure. Requires questing, a lot more skilling, and a decent chunk of startup money (94 magic, KO weps, 80+ range) to match others at the same level
Still very costly to do things like slayer and bossing. May have to use prayer pots on slayer tasks, and will receive less kills on bosses per supplies used than mains/tanks.
Higher risk on death for zerkers
Takes a lot more time to get all of the requirements
You will end up getting into higher combat levels, eventually meeting with 70 def prods and high def tanks
Comparison to Other Builds:
Pures: Sub 70 combat, you're probably going to get your ass handed to you by a pure. They have much higher KO potential and will hit pretty often even on your rune/void. This goes for all 1-20 def pures. Once you get to 70+, and really 75-80+ you will start to do a lot better. 85+ and you will have no problem with pures, but may run into the occasional main, tank or DHer in the wild.
Range Tanks: Sub 70 combat, you're pretty matched up. They will either have similar defense or very low ranged around that combat. Around 80-85+ they end up being a bit more of a problem, especially in tank gear. If wearing void, they resemble void pures a lot.
Low level pking:
You will either be a pure here, or won't be pking here. Those quests will level you way too fast, and take you out of this combat level range.
Mid-level pking (30-70):
Not worth doing imo. Voiders maybe, but pures really control this zone
High-level pking (71+):
Welcome to the wild. Now you have a chance to just kill people, use your veng and high hits to KO while using your defense gear to outlast pures. Voiders enjoy not having any risk.
How to:
As I've said, they're very similar with each other disregarding melee stats, 3 defense levels, and range level. Zerkers don't need range (highly recommend though), and need to quest a bit more. Towards higher levels, they tend to highly resemble each other in stats. With this build, start out as a 1 defense pure and follow that guide for questing.
 
-Questing
1 Def Pure questing & items (Look in the above section)
Defense quests:
Dragon slayer, Monkey Madness, Heroes, Nature Spirit, Fremmy Trials
Holy Grail (OPTIONAL/RECOMMEND)
A Soul's Bane (OPTIONAL/RECOMMEND)
In Search/In Aid (OPTIONAL)
Between a Rock (OPTIONAL)
Barrows Gloves (RFD + all subquests + 175 QP total):
Save for after doing all of the other required and recommended quests; you should be within 50 QP to 175.
Travel and training quests:
Fairy tale Pt 1/start Pt 2, Lunar Dip, Elf story-line up to Mournings End Pt. 1, Cabin Fever, Shilo Village, Start Legends Quest, Start Fremmy Isles
Magic:
Lunar Dip, Dream Mentor
Firecape: BIS Cape. Much easier to get on this build, takes ~30mins-1.5hrs depending on setup and stats.
If I were you I would wait til ~30 def, 43 prayer, 60+hp and 70+ range to speed this up and make it easier.
(IF ZERKER) Rune Defender: 130 combined total between attack and strength levels
(IF VOIDER) Void Range: 850 PC points
Recommend Mage helm too for Zulrah later on. If you're a zerker, this is still worth getting.
(OPTIONAL/RECOMMENDED) GE Tele:
Garden of Tranquil, Enlightened Journey, A Soul's Bane, Varrock Med/Easy Diary
(OPTIONAL/RECOMMENDED) Torso: Barbian Assault minigame: 375 points per role + queen kill
(OPTIONAL/RECOMMENDED) 50 Con:
VERY USEFUL for slayer, teleporting, questing, bossing, rc-ing, clue scrolls, etc.; Costs ~1M and takes a couple of hours
(OPTIONAL/RECOMMENDED) 83 Con:
Only recommend this if you already planned on (or were considering) the 50 con. 83 con offers access to occult altar, pool, fairy ring, spirit tree, and more. These are priceless for situations like killing zulrah or pking.
(OPTIONAL/HIGHLY-RECOMMENDED) MM2:
69 slayer, 60 hunter, 70 craft, 55 agility, 55 thieving
Access to heavy ballista - useful for pking and bridding. Even useful at some PvM (brutal black dragons, bandos, some slayer, etc).
Cuts the cost of chinning in half, as well as multiplies the xp/hr by ~2, by offering a new chinning location. For comparison, grey chinning at MM1 spot with void and BIS gear at 70 def 85 range yields about 250k xp/hr and takes concentration in luring. With the same stats and equipment at MM2 spot, xp/hr is about 550-600k/hr, costing around 3gp/xp (similar cost to BP at NMZ) and requires no luring. I funded 85-99 ranged for less than 20M with MM2 spot (at a rate of 550k-700k xp/hr)
(OPTIONAL/HIGHLY-RECOMMENDED) PvM non-combat stats and diaries:
These include 71 agility (70 for sara, 71 for zulrah shortcut), 70 strength (bandos), 72 slayer (wyverns), kourend favor (talisman for brutal blacks), multiple diaries (wilderness teleports, stamina regen, free teleports, noted drops, etc - please google these) and more. You have the stats to pvm efficiently, take advantage of it.
(OPTIONAL) Anchor:
Great Brain Robbery - Reqs 50 Pray so might as well get Smite
(OPTIONAL) Ardy Cape 2:
Easy & Mid Diary
-Training Path:
Basically follow the 1 defense guide path, and incorporate these quests into it as well. You don't need to focus on getting as many quest points through random quests in order to get barrows gloves. Get your defense quests, magic quests, and training/travel quests out of the way and then focus on getting the last few QP.
If you followed the 1 defense guide path (or not, won't matter in this situation for combat stats), focus on getting your defense in. Do dragon slayer, and claim your monkey madness reward ON STRENGTH & HP, not attack and defense. You will be 40 defense as a result of these two.
If you are a voider, do nature spirit and heroes, and then choose if you would like to get more defense XP through questing.
If you are a zerker, do nature spirit, fremmy trials and heroes as well; I recommend doing Holy Grail too. It isn't required, but gives you plenty of prayer experience that could go towards overheads, eagle eye or smite.
I also recommend doing A soul's bane for GE tele (varrock medium diary). Apart from that, you can choose between doing quests to supplement the rest of your experience or just training the last few k to 42/45 defense.
At this point, you have your defense and your basic account build. From here you should focus on getting your equipment and extras! I always start by skilling to get the requirements for magic quests. You're going to want veng, which will require lunar diplomacy. That 61 mining is going to suck to get, but it is worth getting.
If you are a voider (or even if not), go get your void. 850 PC points takes ~13hours and is pretty monotonous but well worth it.
I highly recommend getting the extra 250 points for mage helm so that you can do Zulrah later on. Void switch is much easier than mystic/dhide and zulrah makes dat geepee.
Now its time to do your travel/training quests. They're worth doing, and honestly I'd probably even do them before the others because it'll speed things up a bit. I put it here though because honestly they're optional. They'll come in handy if you do clue scrolls, bossing, and do slayer a lot but typically you won't need all of them. Doesn't hurt to do them though if you're getting barrows gloves right? which leads to..
Getting your BIS items.
Barrows gloves: Bang out the last few quests points and finish up the RFD quest. The final bosses aren't hard and resemble other quest bosses very much. 
Defender: Shouldn't take long, just gather up the tokens and progress away.
Torso: Annoying to get but well worth the time as it saves you 40k risk in the wild while giving strength bonus.
Firecape: A lot easier and worth getting at this stage.
From here you're left to train. NMZ is fastest xp by far, but you really have anywhere in the game to train at this point. You can do yaks, experiments, rock crabs, and other places. Take advantage of quest experience rewards for training up low level and slow stats.
You will also need to get to 94 magic and you have a variety of options: Alch, splash, superheat, tele, burst, plank-make, string jewelry, and so on.
Your build is essentially finished. Pk away when you achieve the stats you want. Veng isn't a requirement but you'll be at a huge disadvantage at ~80+ combat without it.
 

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