Chambers of Xeric/Strategies

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The Chambers of Xeric is Old School RuneScape's first Raid.

Overview[edit | edit source]

The Chambers of Xeric is a scalable encounter in that the team's stats upon starting the raid will determine the strength of enemies and quality of resources found inside. Captain Rimor can be spoken to scale the raid appropriately if no one is above level 115. Each raid consists of three floors; two floors of randomly-generated rooms and the last floor which contains the Great olm, the final boss of the raid.

In normal raids, it is common to have the first two floors consist of 6-7 rooms, often with one scavenger room; none or two in a floor is considered uncommon. In raids with large sizes toggled on, these two floors always contain scavengers. Regardless of size, a resource room is also guaranteed in those floors. If more than five boss rooms are present in the entire raid, duplicate rooms may be generated, although this is somewhat rare.

Boss rooms are considered to be Vespula, Tekton, the Muttadiles, Vasa Nistirio, Vanguards, Skeletal Mystics, Lizardman shamans and Guardians. Puzzle rooms are considered Crabs, tightrope, Ice demon and the Corrupted scavenger.

Rotation in which bosses can be encountered whilst venturing in the chambers. A raid layout can have 3 to 5 of these bosses, going either clockwise or counterclockwise. Puzzles are on a similar rotation, making Ice demon more likely to be paired with Tightrope and Crabs more likely to be paired with Thieving.

At the end of the first two floors is a room containing an energy pool that fully restores the player's run energy when interacted with. Climbing down the hole will lead to the next floor and adjusts the team's respawn point. By default this is the "lobby" room of the first floor; entering the second floor moves this to the last room of the first floor, with the same applying upon entering the final floor.

Expected times will greatly vary depending on player experience, prep times and team size.

Deaths are considered safe for all players (including Hardcore Ironmen players except those part of Group Hardcore Ironmen). All raid potions are dropped on death.

Points[edit | edit source]

Points gained from the raid are based on player contribution and actions. They can get points from the following:

  • Attacking monsters, though there are several exceptions:
    • Penultimate phase of the Great Olm; anytime it regains control of its hands, no points are given for any damage dealt to them.
    • Damaging a recovered abyssal portal.
    • When players battle mini-bosses, a "decay" point multiplier is put into effect.
  • Completing puzzle rooms.
  • Making shortcuts in large ruin chambers (requiring Woodcutting, Mining and Strength if the obstacle is a rotten sapling, rock, or boulder respectively).

The points determine the team's potential rewards at the end of the raid, when the Great Olm is killed. The more points obtained, the higher the chance of obtaining unique loot. The more players in a raid attempt, the higher the points multiplier will be to compensate for increased difficulty. If members of the team leave, the points multiplier will decrease, but the difficulty will remain the same, to prevent players from exploiting additional points in smaller groups.

If a player dies in the chambers, 40 percent of their points will be removed from them, which will lower the team's overall chance of getting unique rewards. For every 8,675 total points obtained, a 1% chance to obtain a unique loot is given. This chance is capped at 65.7% (570,000 points) - any further points will be sent to roll for a second unique loot. For example, a team which possesses 855,000 points in total has a 65.7% chance to receive a unique loot, and then a 32.85% chance to obtain a second unique loot. Up to three unique rewards can be obtained per raid, assuming that there are enough points to roll for them.

Note: If a team member dies in the raid with low or very few points, the game will deduct 5% of the team's points, rather than no penalty, to discourage players from suiciding supplies into boss rooms.

Suggested skills[edit | edit source]

  • Hitpoints 80+
  • Attack 80+
  • Strength 80+
  • Defence 80+
  • Ranged 80+
  • Magic 80+
  • Farming 55+ not needed if another team member does the farming
  • Herblore 78+ not needed if another team member prepares the potions for you. It is recommended that at least one team member have Herblore 90+ to make Overload+
  • Prayer 70+ with Piety unlocked. Prayer 74+ and unlocking Rigour as well as Prayer 77+ and unlocking Augury will also give large improvements

Equipment[edit | edit source]

The Chambers of Xeric requires usage of all three combat styles in order to complete the raid smoothly. As such, the recommended equipment will only consist of each combat style, but the player can choose which items to take with them depending on the raid being entered.

Note: Inventory setups can vary depending on raid entered; if using alt account to "scout" or grouping raids, some equipment will not be needed. If scouting alone, it is recommended to bring all the required items. The inventory setup provided here is solo without scouting with another account with best-in-slot gear; substitute accordingly if the items cannot be acquired.

Recommended equipment for Melee
SlotItem (most effective → least effective)
HeadTorva full helm.pngTorva full helmNeitiznot faceguard.pngNeitiznot faceguardInquisitor's great helm.pngInquisitor's great helm[1]Serpentine helm.pngSerpentine helm
NeckAmulet of torture.pngAmulet of tortureAmulet of blood fury.pngAmulet of blood furyAmulet of fury.pngAmulet of furyN/A
BackInfernal cape.pngInfernal capeFire cape.pngFire capeN/AN/A
BodyTorva platebody.pngTorva platebodyBandos chestplate.pngBandos chestplateInquisitor's hauberk.pngInquisitor's hauberk[1]Fighter torso.pngFighter torso
LegsTorva platelegs.pngTorva platelegsInquisitor's plateskirt.pngInquisitor's plateskirt[1]Bandos tassets.pngBandos tassets[2]Blessed chaps.gifBlessed chaps
WeaponScythe of vitur.pngScythe of vitur[3]Dragon hunter lance.pngDragon hunter lanceAbyssal tentacle.pngAbyssal tentacle[3]N/A
ShieldAvernic defender.pngAvernic defenderDragon defender.pngDragon defenderN/AN/A
Ammo/SpellSee RangedN/AN/AN/A
GlovesFerocious gloves.pngFerocious glovesBarrows gloves.pngBarrows glovesN/AN/A
BootsPrimordial boots.pngPrimordial bootsDragon boots.pngDragon bootsN/AN/A
RingBerserker ring (i).pngBerserker ring (i)Brimstone ring.pngBrimstone ringN/AN/A
Special attackDragon warhammer.pngDragon warhammerBandos godsword.pngBandos godswordN/AN/A
  1. 1.0 1.1 1.2 Inquisitor set is better against Olm when using crush weapons and especially Tekton
  2. Tassets are an extremely minor upgrade since they only give max hits at Tekton and Guardians, only used with blood fury
  3. 3.0 3.1 Bring a stab weapon such as a dragon sword, abyssal dagger, or ghrazi rapier for Vasa crystals

Recommended equipment for Ranged
SlotItem (most effective → least effective)
HeadArmadyl helmet.pngArmadyl helmet[1]Void ranger helm.pngVoid ranger helm[2]Any melee helmetN/A
NeckNecklace of anguish.pngNecklace of anguishAmulet of fury.pngAmulet of furyN/AN/A
BackAva's assembler.pngAva's assemblerAva's accumulator.pngAva's accumulatorN/AN/A
BodyArmadyl chestplate.pngArmadyl chestplateBlessed body.gifBlessed bodyElite void top.pngElite void top[2]N/A
LegsArmadyl chainskirt.pngArmadyl chainskirtBlessed chaps.gifBlessed chapsElite void robe.pngElite void robe[2]N/A
WeaponTwisted bow.pngTwisted bowDragon hunter crossbow.pngDragon hunter crossbowDragon crossbow.pngDragon crossbowRune crossbow.pngRune crossbow
ShieldTwisted buckler.pngTwisted buckler[3]Dragonfire ward.pngDragonfire ward[3]Odium ward.pngOdium ward[3]N/A
Ammo/SpellDragon arrow 5.pngDragon arrowsRuby dragon bolts (e) 5.pngRuby dragon bolts (e)Ruby bolts (e) 5.pngRuby bolts (e)N/A
GlovesBarrows gloves.pngBarrows glovesVoid knight gloves.pngVoid knight gloves[2]N/AN/A
BootsPegasian boots.pngPegasian boots[1]N/AN/AN/A
RingSee MeleeN/AN/AN/A
Special attackToxic blowpipe.pngToxic blowpipe[4]N/AN/AN/A
  1. 1.0 1.1 Additional accuracy switches for helmet/offhand/boot slots are incredibly minor timesaves, an extra brew is almost always more useful
  2. 2.0 2.1 2.2 2.3 Elite void ranged is better than Armadyl armour in raids that don't feature Skeletal Mystics or Vespula
  3. 3.0 3.1 3.2 Bring whenever using crossbows, other offhands do not give damage bonus and are not worth bringing
  4. The special attack should only be used if you don't need to use a defence lowering special attack in the next rooms. However it should always be brought regardless of your main ranged weapon due to it being better in many rooms

Recommended equipment for Magic
SlotItem (most effective → least effective)
HeadAncestral hat.pngAncestral hat[1]Any melee helmetN/A
NeckOccult necklace.pngOccult necklaceAmulet of fury.pngAmulet of furyN/A
BackImbued god capes.gifImbued god capeN/AN/A
BodyAncestral robe top.pngAncestral robe topAhrim's robetop.pngAhrim's robetopN/A
LegsAncestral robe bottom.pngAncestral robe bottomAhrim's robeskirt.pngAhrim's robeskirtN/A
WeaponSanguinesti staff.pngSanguinesti staff [2]Trident of the swamp.pngTrident of the swamp [2]Harmonised nightmare staff.pngHarmonised nightmare staff[3]
ShieldArcane spirit shield.pngArcane spirit shield[4]Tome of fire.pngTome of fire[5]Book of the dead.pngBook of the dead[6]
Ammo/SpellSee RangedN/AN/A
GlovesTormented bracelet.pngTormented braceletBarrows gloves.pngBarrows glovesN/A
BootsCamp/Takeoff melee bootsN/AN/A
RingSee MeleeN/AN/A
  1. Only worth bringing if using a Harmonized Nightmare staff
  2. 2.0 2.1 The addition of thralls makes powered staves better than the Harmonized Nightmare staff
  3. Only used with fire surge, tome of fire, and full ancestral
  4. Minor switch for teams, mainly brought for its defensive bonuses in solos
  5. Only brought if using a Harmonized Nightmare Staff or if Ice Demon is in the raid
  6. Only brought if using thralls

Ancestral robe top.pngSanguinesti staff.pngSuper combat potion(4).pngRanging potion(4).png
Ancestral robe bottom.pngArcane spirit shield.pngSanfew serum(4).pngSuper restore(4).png
Occult necklace.pngTormented bracelet.pngSuper restore(4).pngSaradomin brew(4).png
Armadyl chestplate.pngTwisted bow.pngSaradomin brew(4).pngSaradomin brew(4).png
Armadyl chainskirt.pngNecklace of anguish.pngSaradomin brew(4).pngStamina potion(4).png
Dragon warhammer.pngCrystal pickaxe.pngStamina potion(4).pngStamina potion(4).png
Rune pouch.pngSalve amulet(ei).pngBook of the dead.pngImbued saradomin cape.png
  • Magic switch should contain a powered staff
  • Ranged switches
  • Dragon warhammer for defence debuff
  • Stamina potions for the dungeon - one should suffice for the two floors and two for Olm
  • Combat and ranging potions for combat rooms
  • Sanfew for rooms with Vespula or Lizardman shamans
  • Brews as "food"
  • Super restores to counter brew drain
  • Dragon pickaxe for guardian room
  • Salve(ei) for mystics
  • Rune pouch with runes for Ice Barrage or thralls

Bosses[edit | edit source]

There are several bosses that can be encountered in a raid. Four to six bosses can be expected in a raid, one always being the Great Olm.

List of bosses:

Tekton[edit | edit source]

Main article: Tekton
A group of players fighting Tekton.

Tekton has high Defence but only uses Melee attacks. His attacks can deal heavy damage, though there is one disadvantage for him; his attacks can only hit in the direction he is facing, meaning that a player can run corners to avoid getting hit by most of his standard attacks. However, his attacks can cleave clockwise.

If using a 4 tick weapon such as an abyssal tentacle or a dragon hunter lance, sync up with your team and attack on the far corner of Tekton, moving counter-clockwise. If using a scythe of vitur attempt to stay on the same side as your teammates without missing hits. Tekton always starts with an orange aura around him, which has lower Defence than his red aura.

After 10-14 attacks or if nobody is in range when he scans, he will return to the anvil. A player who remains under Tekton while he returns to his anvil will take rapid stomp damage. He can still be attacked as he makes his way back to the anvil. For this reason, it is recommended to lure Tekton as far away as possible for additional attacks.

When Tekton goes back to the anvil, he will repair himself, recovering minor health every few ticks and restoring some of his Defence level if lowered. While he is at the anvil, he will send two sparks flying for each player in the chamber, which have a 3x3 AoE and will deal 10-20 damage to anyone hit by them. They can be avoided by simply running two spaces away from your current spot when the sparks are flying. After up to five sets of sparks, he will resume combat, this time in an "enraged" stance (red aura), dealing significantly more damage and has higher defence bonuses.

Teams should aim to reduce Tekton's defense using dragon warhammers/bandos godsword special attacks. Tekton can take a long time to kill in smaller teams if special attacks do not land. Raiders facing Tekton in a solo or duo scale should bring an elder maul or an inquisitor's mace if possible; otherwise, a zamorakian hasta/dragon hunter lance is an acceptable substitute, albeit with slightly less consistency. This extra weapon is unnecessary in larger sizes.

Tekton drops five stinkhorn mushrooms, two overload (+) along with a single revitalisation (+) and prayer enhance (+) upon death. There is a rare chance for an onyx to be dropped.

Vespula[edit | edit source]

Main article: Vespula
A group of players in Vespula's chamber.
window

In the chamber will be Vespula herself, four lux grubs and an abyssal portal. The portal must be destroyed to dispel Vespula and her offspring.

Vespula is in a flying state when first encountered and must be attacked with ranged or magic. Tendrils will appear to block off the entrance as soon as the fight starts, damaging players if they attempt to leave the room through them. Upon reaching 20% of her health, she will drop to the ground and can be attacked with melee, although as stated above, the portal must be destroyed to end the encounter. Vespula attacks with ranged and can inflict poison starting at 20 damage, so a form of poison protection is needed when fighting her.

Vespula will sting the lux grubs from time to time, causing their health to degrade. When they lose all of their health, they will transform into a vespine soldier, healing both Vespula and the portal while they are alive. They function similarly to Vespula in combat, except they will explode upon death for moderate damage, after which the grub will respawn. As such, it is important not to let any of the grubs transform into soldiers. At the other end of the boss chamber are multiple Medivaemia blossom plants which can be picked to heal the grubs.

In a group, one member should focus on collecting the blossoms and giving it to the grubs to prevent them from turning into soldiers if not using the Redemption method. The rest of the team should focus on damaging Vespula and the portal.

If the portal is attacked while Vespula is flying, she will become enraged and head straight to the portal area, jabbing wildly with her stinger for heavy melee damage and applies rapid stomp damage to anyone underneath her. She cannot move out and perform any other action until she leaves this state.

With experienced player(s), the Redemption method can be used to fight the boss by simply attacking the portal. While this seems detrimental, the stomp attack deals far less damage than her stinger and avoids having to grab the blossoms and healing the grubs; however a misplay will result in instant death due to the player's low health gain from Redemption.Weapons with a range of 8 or more will also be required to hit the portal from the provided area, which will require the use of the long range option for staves and crossbows. The portal has equal Defence and Magic, although it has slightly more ranged resistance than magic. The higher Magic level means that ranged is usually a stronger option when using diamond bolts or the twisted bow.

The Redemption method is very harsh on supplies, so an extra super restore is recommended with raids containing Vespula. Most players will typically skip her due to her higher difficulty, although players with sufficient experience can handle the room without much issue. If she is later on in the raid, players can opt to create some Prayer enhance (+) before fighting her.

Recommended equipment for Vespula
SlotItem (most effective → least effective)
WeaponHarmonised nightmare staff.pngHarmonised nightmare staff[1]Twisted bow.pngTwisted bowBow of faerdhinen.pngBow of faerdhinenSanguinesti staff.pngSanguinesti staff[2]Trident of the swamp.pngTrident of the swamp[2]
  1. Requires a tome of fire and fire surge to be effective
  2. 2.0 2.1 Set to longrange

Upon destroying the portal, two Xeric's aid (+) and a single Revitalisation (+) and Prayer enhance (+) is dropped.

Vasa Nistirio[edit | edit source]

Main article: Vasa Nistirio
A group of players in battle with Vasa Nistirio.

A map of Vasa's chamber. Before starting the fight, the player with the lowest health should trigger the fight. While this will cause flames to appear at the entrance, Vasa immediately performs his special attack upon awakening. Stand at least one tile away from the flames to avoid getting dragged by the attack. While players will have to take flame damage, it is usually less compared to the special attack.

Vasa's special attack consists of teleporting half of the team next to him while the other half are placed randomly across the room. He will then launch multiple projectiles near him, dealing heavy damage (player's current hitpoints at that time - 5), so it is recommended to keep health low and quickly heal up to avoid being combo'ed out. In groups, the players teleported to the edges of the room should activate Protect from Magic and quickly move to next to him, as it will reduce the damage of this attack to deal 50% of the stunned players' health instead.

As a normal attack, Vasa will launch boulders at all players within 9 tiles of him that will deal heavy damage in a 3x3 AoE centred on the player's position at the time when launched. Using Protect from Missiles will reduce the damage inflicted from these boulders. Vasa will also activate one of the glowing crystals in the corners of the chambers and walk his way over to it. When he reaches it, he becomes invulnerable to damage (but can still be attacked) and begins to heal off it every few ticks.

The crystals are immune to ranged and magic attacks, making melee the only option. They are highly resistant to slash and crush, so stabbing weapons are required. If the team takes too long in disabling the crystal, Vasa will do so himself and perform his teleport attack upon returning to the centre of the room. If the team disables it in time, Vasa will still return to the centre of the room, but immediately select another crystal to heal off of. On the third crystal (should the first two be disabled), Vasa will walk over to it, but immediately cancel and walk back to centre to perform his teleport attack. Therefore, on every third crystal, simply ignore it and continue attacking Vasa.

Recommended equipment for crystals
SlotItem (most effective → least effective)
WeaponGhrazi rapier.pngGhrazi rapier[1]Inquisitor's mace.pngInquisitor's mace set on stab[1]Dragon hunter lance.pngDragon hunter lanceAbyssal dagger.pngAbyssal dagger[1]Dragon sword.pngDragon sword[1]
  1. 1.0 1.1 1.2 1.3 Only brought if using a scythe of vitur or an abyssal tentacle as a mainhand weapon

Upon death, Vasa drops two Xeric's aid (+) and twisted (+).

Vanguard[edit | edit source]

Main article: Vanguard

The Vanguards are three separate entities, so individually, they have less health compared to other bosses, although they do have noticeably more health in total like the muttadiles as a demi-boss. Unlike the other demi-bosses, the Vanguards do not have any barrier mechanic when entering their arena.

Each Vanguard uses one form of attack and is weak to a different form of attack in return. Each one hits three times for each attack, although the ranged and magic Vanguards launch one at their target and two elsewhere as AoE attacks. The melee Vanguard only hits one target. Use magic on the melee, ranged on the magic and melee on the ranged Vanguard respectively. The ranged Vanguard is also a semi-solid NPC; players can walk under it, but it is incapable of moving out to attack them.

Working in tandem in their old lives, they continue to do so in their current form. The Vanguards are magically linked to each other and will gauge their fellow kin's health. As long as two Vanguards are alive, they will retain this ability. As each individual's health strays further from the others, a spiraling mass of energy will appear. This is initially dark and will grow brighter in color as the difference becomes greater. If the Vanguard's health is too far from the others, all of them will force a shuffle and restore all of their health in the process. This value is static at 33.3% for teams of five and higher and 40% for teams of four and lower.

Periodically the Vanguards will shuffle around, becoming invulnerable in the process and applying minor stomp damage to players in their way. They cannot be attacked in this state (although attacks landing just prior to the transition will still register) and will also reset their Defence level back to normal. Due to the unique healing mechanic, low-hitting weapons are recommended for this fight to avoid unnecessarily prolonging it. Damage-boosting prayers like piety are not recommended if the health difference is too high, especially when boosted with potions. Scythe of vitur and twisted bows are particularly dangerous in this encounter due to their tendency to hit high, so either bring a switch or watch the damage carefully.

Each Vanguard drops the combat potion (+) of their combat style, along with Xeric's aid (+). One of the trio will always drop an Overload (+), with a potential of up to 3, while Revitalisation (+) is also dropped but is not guaranteed.

Guardians[edit | edit source]

Players attacking the guardian statues.

Two Guardian statues are guarding a passageway deeper into the chambers. The statues must be destroyed, as they will shove players away from the passageway if they try to get past them. They can only be harmed through pickaxes, best set to the Smash attack style; all other sources of damage will not count.

A permanent iron pickaxe spawn can be found next to the guardians for players who had forgotten or did not bring a pickaxe.

Recommended equipment for Guardians
SlotItem (most effective → least effective)
WeaponCrystal pickaxe.pngCrystal pickaxe[1]Dragon pickaxe.pngDragon pickaxeRune pickaxe.pngRune pickaxe
  1. The crystal pickaxe is lighter than the dragon pickaxe, but this is the only way in which it is better

The Guardians attack with a cleaving melee attack and can occasionally stomp the ground, making a rock fall from the ceiling, which deals moderate to heavy damage in a 3x3 area on their target's current position when the attack was performed. Due to this tomping attack, it is highly recommended to flinch them to reduce the amount of damage taken. When flinching, run two tiles away from the Guardian immediately after attacking, so that the stomp attack can be completely evaded if it manages to retaliate back.

While damage against the Guardians is based on the players Mining level, the boost from the dragon pickaxe special attack does not significantly speed up the room. It is better to save special attack energy for other rooms.

Guardians drop 3-5 each of buchu, noxifer and golpar seeds upon being destroyed.

Lizardman Shamans[edit | edit source]

Lizardman shamans location on the map.

A small room filled with at least two lizardman shamans (dependent on party size) are in the room, with several spawns blocking the way forward. They share the same mechanics as the shamans outside. The strength of the shamans is also dependent on the party size. These shamans do not require 100% Shayzien favour in order to kill.

There are several layouts for the shaman room. When nearing a room with lizardman shamans, one or two sets of spirit tendrils will appear to avoid players from safespotting them away from the chamber. The chamber itself does have safespots against the shamans, though players will need to attack the shamans first in order to lure them. It is recommended to use a long-ranged weapon such as a crossbow, ballista or twisted bow; a weapon with a range of 10 can safespot the shamans from afar. Experienced players can use a blowpipe on them, although they will need to be cautious of poison splatters, spawns and their frequent habit of jumping around. As the shamans can inflict a strong poison, a sanfew serum is recommended for this room regardless if safespotting or not in the event that they do poison.

The shamans 5-10 each of buchu, noxifer and golpar seeds upon death.

Skeletal Mystics[edit | edit source]

A sacrifical chamber filled with at least three Skeletal Mystics (dependent on party size) are in the room, the mages are also blocking the way forward with a powered sigil. The mages attack with magic from distance, and melee if players get close to them. The mages take the player's overhead prayers and defensive bonuses into account. Protect from Magic reduces the mystics' accuracy and damage by roughly 50%. The salve amulet(ei) should be brought to raids with Skeletal Mystics as it significantly speeds up the completion of this room. A crossbow, ballista or twisted bow is recommended for killing mystics.

Have one mystic attack the team at a time as while they do not have AoE properties, they are fairly accurate even with ranged armour and the Protect from Magic prayer. This also reduces the overall damage taken in total. In solo and smaller groups, its possible to force the mystics to use melee instead of magic, although the player's melee defence bonuses will need to be low and they will need get fairly close to them in order to make them use melee. This can result in more damage than tackling them one at a time however and is unviable for some layouts. If a mystic is put into such a position, they may occasionally use magic but eventually revert to melee. If the mystic continues using magic non-stop, it has broken out of the "safespot".

The mystics drop 5-10 each of buchu, noxifer and golpar seeds upon death.

Muttadiles[edit | edit source]

Main article: Muttadile
A group of players fighting with the Muttadiles.
Muttadiles location.png

Upon starting, several noxious tendrils will appear which deal damage to players who try to leave the chamber. There are also two Muttadiles; a small one walking around the chamber, and a second, larger Muttadile lurking in the water. A meat tree is also nearby.

The small muttadile only attacks with both Melee and Ranged, while the larger one uses all three and has a special shockwave attack that can deal massive damage; however, this attack is only used against players in melee range. During the fight with the small muttadile, the larger one will occasionally attack players in the chamber with Magic. Both muttadiles can hit extremely hard, although the smaller muttadile's melee attack is fully blocked with protection prayers; the ranged attack is only partially blocked. However, the bosses are notorious for their habit of frequently walking in and out of melee range.

When the muttadile reaches around 40% of its health, it will go to the meat tree and eat from it, restoring 50% of its health in the process. There are two ways to prevent this; chopping the tree down or binding them. Chopping is faster but requires a more organised team since every player must chop the tree. It is usually better to chop the tree or flat-out ignore it in larger groups as binding muttadiles is very inconsistent and can take very long. If the muttadile is bound, it will still attempt to eat from the tree but fail to do so if kept at a distance. Eventually, the muttadile will give up and can be damaged normally.

Most players prioritize fighting the small muttadile while chopping the meat tree. Chopping the meat tree requires an axe; the tier does not matter, so if the muttadile room is before some scavenger rooms, players can kill the scavengers for an iron axe drop or simply use the bronze axe drop from a prior ice demon room if necessary. Higher Woodcutting levels provide greater "accuracy" rate against the tree, with a minimum of 65 Woodcutting across all players being more than sufficient enough. When the tree is damaged, attack the muttadile once. If it reaches ~50% of its health, cut the tree down completely before focusing on the muttadile. Melee armour is beneficial while cutting the tree as it provides significant melee and ranged defence bonuses, making it less likely for the muttadile to hit in both combat styles.

When the small Muttadile dies, quickly run over to corner where the large muttadile is (as shown in the picture) as it will quickly emerge from the water to attack. Do not let this muttadile get within melee distance due to the shockwave attack. Depending on the room's layout and how the muttadile moves towards players, it can be safespotted with weapons possessing a range of 10.

The small muttadile drops an Overload (+), Prayer enhance (+) and 1-2 stinkhorn mushrooms upon death. The larger one retains the smaller's drops apart from the mushroom, which is replaced with a Xeric's aid (+) and Revitalisation (+).

Great Olm[edit | edit source]

Main article: Great Olm
A group of players fighting with the Great Olm.

The Great Olm is the last boss in the raid.

For small teams (1 to 7 players), the Great Olm only has three phases. An additional phase is added for every 8 players in the raid, which simply reuses one of its powers. This guide assumes Olm has 4 phases in total.

Before starting, ensure that all supplies and equipment have been taken along as the player cannot leave the arena during the fight outside of death.

Olm consists of three NPCs in one; its head and both its left and right arm. The head is the NPC responsible for attacking players, using magic and ranged; the magic is a dark-green dragonfire projectile, while the ranged attack is a chunk of small crystal. To progress to the next phase, Olm's hands must be incapacitated. The right hand is weak to magic and the left weak to melee. If its head is attacked outside of the final phase, it will simply restore any damage inflicted to it. Olm has three attack zones which is indicated by the direction that its head is looking at. It will prioritize attacking the area with the most amount of players.

Due to this, it is possible to "safespot" Olm by utilising specific tiles. The player will also need to hit Olm's hands successfully to ensure that it swerves towards its right hand rather than the middle for the smoothest transitions. As shown by the picture to the right, these spots will force Olm to swerve its head accordingly and skip an attack in the process.

When running the right (magic) hand, spots 2-4 and 5-7 are used for each according side. As long as the player hits a hand, these three spots are sufficient for running. If the player doesn't damage one of the hands, spots 1 and 8 will be needed as Olm will swerve to the middle instead of right. These are also used for running the left hand. During phase 4, all four spots on each side will need to be used as Olm becomes much more alert. An example would consist of starting at spot 3; after attacking once, the player runs to spot 1. When Olm swerves its head right, run to back to spot 3; when it swerves back to the middle, run to spot 4. Then run to spot 2 and attack once before running to spot 1 and repeating the process again. This ensures that Olm can never directly attack the player.

"Safespots" against Olm. Spots 1 and 8 ensure the head always turns right, while 4 and 5 ensure it always turns left.
  • Spheres: Olm randomly picks a sphere (red, green or purple) and sends it at the player. If not blocked, the player will be damaged approximately 50% of their current Hitpoints. If a protection prayer was used when the sphere was launched, it is disabled and the player's Prayer is reduced by 50%. To block the attack, pray accordingly before the sphere hits:

If the left hand is clenched or disabled, these attacks will not occur:

  • Crystal Burst: Olm throws a crystal seedling under every player in the chamber. A few seconds later, the crystals burst and shove the player to a nearby tile if they are on top of them for heavy damage. The left hand will briefly show a crystal icon when using this attack.
  • Lightning: Shoots out lightning running north and/or south of the chamber. Getting hit by a bolt of lightning electrocutes the player, disabling their overhead prayers, dealing moderate damage, and binding them. The left hand will briefly show a lightning bolt when using this attack.
  • Swap: Olm will perform a teleport attack that deals damage the further the player is from the target. The left hand briefly shows a swirl when using this attack. If alone, Olm will pick a random tile anywhere in the chamber; if there are more players in the room, Olm will evenly distribute the amount of teleports. If there is an odd-numbered amount of people inside, then those people will not be subjected to the attack.

Olm also has phase-unique attacks which can replace one of the auto-attacks in his rotation:

Olm also possesses power specific abilities which last for one phase:

  • Acid:
    • Acid Spray: Olm spits out several pools of acid around the chamber. Standing on top of an acid pool deals 3-6 damage per tick and inflicts poison starting at 2 damage.
    • Acid Drip: Olm covers a player in acid, causing them to generate acid pools under them. Standing still will deal damage and moving will generate more pools, though it is not much of a deal in small groups. The pools are identically the same as the spray attack.
  • Flame:
    • Deep Burn: Olm shoots out a green fireball at a player, causing them to yell "Burn with me!". The targeted player takes 5 damage every few ticks, dropping stats by 2 each time this occurs, for five hits. If it spreads to other players, it will reset the timer and newly infected players will initially yell "I will burn with you."
    • Fire Wall: Olm shoots out two walls of fire at a player to trap them. If the player is on a tile that would be occupied by the fire wall, they will leap out and take light damage from it. After the walls are placed, the player(s) trapped inside will take heavy damage if they are not freed. To free the trapped player(s), cast a water spell, ice spell or humidify on a segment of the wall to douse the flame. This can be done outside or inside the wall.
  • Crystal:
    • Falling Crystals: Olm lets out a cry, targeting one player with a red aura. Spiked crystals fall from above, dealing damage to anyone in the targeted tile.
    • Crystal Bombs: Olm shoots out a crystal bomb (up to three at most; two for smaller groups). The bomb explodes after being deployed for several seconds, covering a radius of four tiles. The minimum amount of damage dealt is 15. The closer you are to the bomb, the more damage is incurred, up to 60 at the centre.

When facing Olm, revitalisation should only be used when the player reaches 15-20 prayer points to minimise the drain from prayer spheres. The player should also keep their health around 60 to avoid getting combo'ed out from Olm's basic attacks and mechanics, as the boss punishes mistakes.

During the first two phases, Olm will only use special abilities based on the power it has taken along with generic special abilities. If the left hand takes too much damage, Olm will temporarily clench it. This prevents it from performing any special attack for its duration, but it cannot be harmed. Olm will loosen its grip after a set amount of time has passed or if the right arm is disabled. If the left hand is disabled first, it will simply prevent Olm from performing any special attacks for the remainder of the phase; this is unfeasible as it will clench very often.

When forced into the next phase, Olm will retreat back underground and shake the cavern. Crystals will fall from above, with shadows indicating where they will fall. One crystal will always target a player in the room, but it can be easily avoided. The crystals have a 3x3 AoE on the tile they fall on, dealing 20-25 damage if directly under one and 12-14 if next to one when it hits the floor. After enough 7-8 of these targeting crystals have fallen, it will appear on the other side and start using a new power.

In the penultimate phase, both of Olm's hands will need to be disabled together; when one reaches 0 health, a bar will appear over its location. This phase is signified with Olm's head glowing along with no mention of a power being used, as it uses all three powers in this phase. If the bar fills, Olm will regain control of the hand and it will return with full health, forcing the team to take it down again. No points are awarded in this case. As such, it is recommended to leave the right hand with ~20 or so health, upon which the melee hand should be taken down. This should usually be enough to disable both hands together without too much of a hassle. During this phase, the left hand also gains the ability to heal from incoming damage, lasting for roughly 6 seconds; this is indicated with an infinity symbol on the hand.

In the last phase, Olm will attempt a final stand. The head can now be attacked, as its regeneration property is removed. Olm no longer uses its generic special attacks outside of the prayer spheres, but crystals will continually fall from the ceiling and it has the ability to sap the health. During this attack, Olm will launch two blue projectiles at random tiles in the chamber before charging up. If a player is not on these safe tiles within 5 seconds, Olm will drain up to 18 health from each player not on those tiles, healing itself for five times the amount inflicted. Like the previous phase, Olm is capable of using all of its power-specific abilities.

Once killed, the crystal surrounding the chest shatters and players can claim their rewards from there before returning to the surface.

Puzzles[edit | edit source]

Crab puzzle[edit | edit source]

Typical layout of a crab puzzle room.
The crabs puzzle location on the map.

In this chamber are several Jewelled Crabs which cannot be killed by conventional combat. The main purpose of these crabs is to reflect orbs that the carved sculpture nearby emits. Getting hit by the orb will deal 10-30 damage onto the player that blocked its path. The crabs deal reasonably high damage, so use Protect from Melee while luring them into place. The crabs also have a low aggression range, so players should not run too far from the crab and occasionally attack it to ensure it won't wander off while being lured.

The goal is to turn the coloured crystals in the chamber white. The crystals on the crabs can be attacked to change colour; red for melee, blue for magic, and green for ranged. The white orb emitted from the carving must be reflected off the crabs in the room to hit the crystals. Note that a coloured orb cannot change colour again - if a green orb hits a red crab, it will disappear. The crystal on the crab will remain in that colour for ~5 seconds before it returns to plain white.

The crabs can be temporarily bound in place for ~20-30 seconds by smashing them with a hammer, a permanent item spawn of which can be found in the room. The dragon warhammer, elder maul, abyssal bludgeon work as acceptable substitutes, but must be wielded. Note that smashing the crabs will temporarily turn their crystals red. The crab will also retain aggression regardless of the player's distance in the room.

All layouts require the use of three crabs. The more players in a raid, the more crabs will be present in the room; these should be lured away if next to a coloured crystal to avoid having them walk into and redirect an orb.

Crystal Orb Colour Style
Black White None
Yellow Blue Mage
Cyan (Blue) Red Melee
Magenta (Purple) Green Range

Ice demon[edit | edit source]

A group of players face the ice demon.

An ice demon is blocking the way further into the cavern. It cannot be attacked immediately due to the cold protecting it and must be warmed up to force it out of its spot. There are four braziers surrounding the demon and up to four unattackable icefiends (one for each player) that will try to extinguish any flames set by the team. The icefiends do not move from their spot, so they can only focus on the brazier in front of it.

The room will contain an permanent item spawn of a tinderbox and bronze axe.

Multiple saplings are nearby which can be cut for kindlings. In a solo encounter, 54 kindling is enough to force the demon out, but ~75+ is recommended to light three braziers for additional points and faster thawing. The player should equip their appropriate gear and drop any needed potions before lighting the torches so they don't get caught off-guard as the demon moves out to attack. In larger teams, additional kindling is required to account for the icefiends' attacks.

Once thawed, the icefiends die and the demon moves out of its spot, becoming attackable. It uses AoE attacks; a snowball and Ice Burst. If Protect from Magic is used, it will only focus on Ice Burst, while if Protect from Missiles is used, it will simply throw snowballs instead. Both attacks have a 3x3 AoE and can deal high damage if struck. It is recommended to keep Protect from Missiles active to only ensure the snowball attack. While it's possible to dodge both attacks, the Ice Burst projectile travels significantly faster than the snowball, which can also freeze the player.

The ice demon has very high Defence with high defence values, although it is susceptible to stab, slash and magic. It will reduce the damage from all attacks except fire spells by 67%, the latter also able to deal 50% more damage. This makes fire spells the most effective, as the demon's magic defence is rolled off its Defence level, not Magic. However, doing so will lock the player from the more useful thralls, so it is more common to kill the demon with ranged despite its higher ranged defence. If Tekton or Vasa Nistirio is not in the rooms past the demon, it is more common to dump both specials from the dragon warhammer or Bandos godsword to make the demon easier to hit; if either one is up ahead, only use one special regardless if it hits or not.

Thieving[edit | edit source]

Players search for cavern grubs within the chests.
The Thieving puzzle location on the map.

A corrupted scavenger blocks the path and must be fed cavern grubs until it becomes full and tired. Cavern grubs can be found by opening many of the chests located in the room. The scavenger's hunger level can be tracked with the bar above its head.

The chests have a chance of containing the cavern grubs required, though it may instead contain unhatched cocoons. These odds and the maximum amount of grubs received are dependent on the player's Thieving level.[1] Thieving is required to open the chests, though experience is only gained when grubs are collected. While a chest can be opened with bare hands, having a lockpick or hair clip greatly increases the chances of opening them. There are no lockpicks provided in the room so either open the chests by hand or kill scavengers for a lockpick.

One of these chests always contains a one-time loot of five psykk bats. Three chests contain poison which is released when opened, dealing 1-3 damage to anyone next to the chest. This does not inflict poison on the player (nor will poison immunity prevent it). Remember which chests contain poison, as the poison chests will automatically lock itself like the grub ones.

If run energy is a concern, find a cluster of three to four chests that are placed in a way that the player only needs to walk 1 square to reach the next chest to save run energy. All layouts have at least one of these clusters. If that is not possible (due to one of those chests being poisoned), simply walk around the room and open the chests as you go.

When players have at least 10 grubs collected, start feeding the scavenger, then continue collecting more. The scavenger's health bar will start regenerating if it hasn't been fed for at least one minute after it stopped eating. In a solo raid, 30 grubs will be needed to make the scavenger sleepy provided this doesn't happen.

Tightrope[edit | edit source]

A group of deathly rangers and mages stand on a platform with a tightrope running in between. They must be attacked with either ranged (toxic blowpipe) or magic in order to damage them. Both groups frequently hit through prayer, but protection prayers reduce the damage. A keystone must be grabbed from the other side to dispel the barrier leading deeper into the dungeon. The tightrope requires Agility in order to cross, the level requirement of which is determined by the party's average.

While they are tolerant to players, if any player attempts to cross the tightrope, they will immediately attack the crosser, unless they are fighting another player. For this reason, all enemies should be killed or distracted to allow the crosser to go through safely. After crossing the tightrope, all damage is inflicted in one tick, so it is possible for players to be instantly killed if they attempt to cross the rope with enemies attacking them.

The mages should be killed first, as while they are just as accurate as the rangers, their max hit is significantly lower. When dealing with rangers in a group, one player should aggro the selected target before hiding behind an obstacle. This prevents the ranger from attacking as much. The "tank" should take a hit every three to four blowpipe hits to ensure that the ranger does not change aggro to an attacker. In a solo encounter, a weapon with a range of 10 can be used to "safespot" the enemies by hitting them once and then running out of visual range (not being able to see the NPC); this will cause them to lose aggression. The other option is to simply fight them head-on, which may consume a lot of supplies.

Protect from Magic/Missiles does not provide full protection - it simply reduces the deathly opponents' damage by 50%.

When the keystone is used on the barrier, any surviving enemies will be automatically killed.

Resources[edit | edit source]

The Chambers of Xeric have various resources which can be used in the raid to make things easier. For healing whilst there are many options in most raids only Xeric's Aid is used, although they are usually reserved for Olm alone as drinking the potions will generate points and most rooms should usually be cleared with the player's own supplies.

It is recommended to have at least one person with 78+ Herblore; while 90+ allows for the creation of Overload (+), 78+ allows for the creation of the superior variants of Xeric's aid, Revitalisation and Prayer enhance, which are far more superior than their normal counterparts. While this results in only plain overloads, survival is more important when retaining points. This also allows for normal overloads in the event that no Overload+ boss is generated in the raid; Tekton, the Muttadiles and Vanguards are the only sources for it.

Only one Overload and Prayer enhance is needed in an Olm fight due to the length of their effects. Whilst the prayer restoration is the more important part of Revitalisation potions, they can be used to restore drained magic stats from drinking Xeric's aid, as overloads only drain restored stats once every 15 seconds and overbrewing may cause significant stat drops. Prayer enhance is also useful for Vespula for the Redemption method.

Scavenger beasts can be found around the dungeon. One scavenger room is always guaranteed somewhere in the raid, and it will always be before the first puzzle room. It is common to encounter one scavenger room on each floor, though in uncommon circumstances players may encounter two scavenger rooms on the floor. They are killed for tool and Herblore secondary drops, which are used in the resource rooms, such as butterfly nets and cave worms.

The scavengers encountered are random, in addition to the room type they appear in - some rooms may be a small bend or curve, others a spacious area (which will always contain a boulder, mining rock or sapling shortcut which can be cleared away for points). The amount of scavengers in the room, along with their strength (to a very mild degree) is determined by the amount of players in the raid.

Food[edit | edit source]

All these cooking resources require the same level for hunting or fishing them. They are not often utilized in normal raids due to Xeric's aid providing more healing per inventory space.

Fishing[edit | edit source]

To catch fish, a fishing rod is required, with cave worms as bait. In fishing rooms, there are three fishing spots. One of these three spots contains a cave snake, which will damage the player (or take their fish). If a snake appears in the fishing spot, stop fishing and click elsewhere to avoid taking damage. Only spots containing plain fish and cave snakes will move occasionally. Both of the items needed can be obtained from killing scavengers.

Food Levels XP Heals
Pysk fish.png Pysk fish (0) Fishing 1

Cooking 1

Fishing 20

Cooking 10

5
Suphi fish.png Suphi fish (1) Fishing 15

Cooking 15

Fishing 23

Cooking 13

8
Leckish fish.png Leckish fish (2) Fishing 30

Cooking 30

Fishing 26

Cooking 16

11
Brawk fish.png Brawk fish (3) Fishing 45

Cooking 45

Fishing 29

Cooking 19

14
Mycil fish.png Mycil fish (4) Fishing 60

Cooking 60

Fishing 32

Cooking 22

17
Roqed fish.png Roqed fish (5) Fishing 75

Cooking 75

Fishing 35

Cooking 25

20
Kyren fish.png Kyren fish (6) Fishing 90

Cooking 90

Fishing 38

Cooking 28

23

Hunter[edit | edit source]

In resource rooms without fishing spots, there will be two to three bats flying around in the chamber, which can be caught and cooked for food. Players with 99 Hunter can catch any bats barehanded; otherwise, a butterfly net is required, which can be obtained from scavengers.

Food Levels XP Heals
Guanic bat.png Guanic bat (0) Hunter 1

Cooking 1

Hunter 5

Cooking 10

5
Prael bat.png Prael bat (1) Hunter 15

Cooking 15

Hunter 9

Cooking 13

8
Giral bat.png Giral bat (2) Hunter 30

Cooking 30

Hunter 13

Cooking 16

11
Phluxia bat.png Phluxia bat (3) Hunter 45

Cooking 45

Hunter 17

Cooking 19

14
Kryket bat.png Kryket bat (4) Hunter 60

Cooking 60

Hunter 21

Cooking 22

17
Murng bat.png Murng bat (5) Hunter 75

Cooking 75

Hunter 25

Cooking 25

20
Psykk bat.png Psykk bat (6) Hunter 90

Cooking 90

Hunter 29

Cooking 28

23

Farming[edit | edit source]

Seeds can be obtained from several bosses, such as the Skeletal mystics, Lizardmen shamans, and Guardian statues. They can also be found by raking weeds in the top and lower floors (the last area in those floors and the first area in the lower floor).

There are two farming plots in each resource room for players to grow herbs. Due to the magic of the chambers, herbs grow faster and are fully grown in 30 seconds.

Seed Level Planting XP Harvest XP
Golpar seed.png Golpar seed Farming 27 4 10
Buchu seed.png Buchu seed Farming 39 6 15
Noxifer seed.png Noxifer seed Farming 55 12 30

Herblore[edit | edit source]

Potions can be dropped in small amounts by the bosses, though this should not be relied on to obtain them. Scavenger beasts drop Herblore secondaries.

There are three types of potions a player can make:

  • Golpar (combat potions)
  • Buchu (recovery potions)
  • Noxifer (overload-type potions)

To create potions in the chambers, a gourd must be collected from the nearby gourd tree, then filled with water from the nearby water spout, or with Humidify. Gourds can be picked en masse with the "Pick-lots" option. Gourds automatically break upon drinking the last dose of the potion.

Note: Overload tier is capped based on your Herblore level and potions being used. For example, you cannot make Overload(+) without having 90 Herblore and Elder(+), Twisted(+), and Kodai(+) potions. If you have those potions but only have 75 Herblore, the combat(+) potions will downgrade one tier to create a normal Overload.

Weak potions[edit | edit source]

Potion Level Herb Second ingredient XP Effect
Elder (-).png Elder (-) Herblore 47 Golpar.pngGolpar Stinkhorn mushroom.pngStinkhorn mushroom 6.5 Increases Attack, Strength, and Defence levels.
Twisted (-).png Twisted (-) Herblore 47 Golpar.pngGolpar Cicely.pngCicely 6.5 Increases your Ranged level.
Kodai (-).png Kodai (-) Herblore 47 Golpar.pngGolpar Endarkened juice.pngEndarkened juice 6.5 Increases your Magic level.
Revitalisation (-).png Revitalisation (-) Herblore 52 Buchu leaf.pngBuchu leaf Stinkhorn mushroom.pngStinkhorn mushroom 13.5 Restores your stats and Prayer.
Prayer enhance (-).png Prayer enhance (-) Herblore 52 Buchu leaf.pngBuchu leaf Cicely.pngCicely 13.5 Regenerates prayer points over time.
Xeric's aid (-).png Xeric's aid (-) Herblore 52 Buchu leaf.pngBuchu leaf Endarkened juice.pngEndarkened juice 13.5 Works as Saradomin brew.
Antipoison (-).png Antipoison (-) Herblore 60 Noxifer.pngNoxifer Cicely.pngCicely 13.5 Cures poison and provides immunity to it for 90 seconds.
Overload (-).png Overload (-) Herblore 60 Noxifer.pngNoxifer Elder potion (4).pngElder (-)
Twisted potion (4).pngTwisted (-)
Kodai potion (4).pngKodai (-)
33.5 Boosts all the player's combat stats by 4 + 10%, while damaging them for 50 hitpoints. This boost is reapplied every 15 seconds for 5 minutes until the effects wear off, and the player is then healed 50 hitpoints.

Standard potions[edit | edit source]

Standard potions have the effects of their super variants outside (e.g. the Overload is exactly the same as the one in Nightmare Zone).

Potion Level Herb Second ingredient XP Effect
Elder potion.png Elder potion Herblore 59 Golpar.pngGolpar Stinkhorn mushroom.pngStinkhorn mushroom 10 Increases Attack, Strength, and Defence levels.
Twisted potion.png Twisted potion Herblore 59 Golpar.pngGolpar Cicely.pngCicely 10 Increases your Ranged level.
Kodai potion.png Kodai potion Herblore 59 Golpar.pngGolpar Endarkened juice.pngEndarkened juice 10 Increases your Magic level.
Revitalisation potion.png Revitalisation potion Herblore 65 Buchu leaf.pngBuchu leaf Stinkhorn mushroom.pngStinkhorn mushroom 20 Restores your stats and Prayer.
Prayer enhance.png Prayer enhance Herblore 65 Buchu leaf.pngBuchu leaf Cicely.pngCicely 20 Regenerates prayer points over time.
Xeric's aid.png Xeric's aid Herblore 65 Buchu leaf.pngBuchu leaf Endarkened juice.pngEndarkened juice 20 Works as Saradomin brew.
Antipoison potion.png Antipoison potion Herblore 75 Noxifer.pngNoxifer Cicely.pngCicely 20 Cures poison and provides immunity to it for six minutes.
Overload (Chambers of Xeric).png Overload Herblore 75 Noxifer.pngNoxifer Elder potion (4).pngElder potion
Twisted potion (4).pngTwisted potion
Kodai potion (4).pngKodai potion
50 Boosts all the player's combat stats by 5 + 13%, while damaging them for 50 hitpoints. This boost is reapplied every 15 seconds for 5 minutes until the effects wear off, and the player is then healed 50 hitpoints.

Strong potions[edit | edit source]

Potion Level Herb Second ingredient XP Effect
Elder (+).png Elder (+) Herblore 70 Golpar.pngGolpar Stinkhorn mushroom.pngStinkhorn mushroom 13 Increases Attack, Strength, and Defence levels.
Twisted (+).png Twisted (+) Herblore 70 Golpar.pngGolpar Cicely.pngCicely 13 Increases your Ranged level.
Kodai (+).png Kodai (+) Herblore 70 Golpar.pngGolpar Endarkened juice.pngEndarkened juice 13 Increases your Magic level.
Revitalisation (+).png Revitalisation (+) Herblore 78 Buchu leaf.pngBuchu leaf Stinkhorn mushroom.pngStinkhorn mushroom 26.5 Restores your stats and Prayer.
Prayer enhance (+).png Prayer enhance (+) Herblore 78 Buchu leaf.pngBuchu leaf Cicely.pngCicely 26.5 Regenerates prayer points over time.
Xeric's aid (+).png Xeric's aid (+) Herblore 78 Buchu leaf.pngBuchu leaf Endarkened juice.pngEndarkened juice 26.5 Works as Saradomin brew.
Antipoison (+).png Antipoison (+) Herblore 90 Noxifer.pngNoxifer Cicely.pngCicely 26.5 Cures poison and provides immunity to it for nine minutes.
Overload (+).png Overload (+) Herblore 90 Noxifer.pngNoxifer Elder potion (4).pngElder (+)
Twisted potion (4).pngTwisted (+)
Kodai potion (4).pngKodai (+)
66.5 Boosts all the player's combat stats by 6 + 16%, while damaging them for 50 hitpoints. This boost is reapplied every 15 seconds for 5 minutes until the effects wear off, and the player is then healed 50 hitpoints.

Storage units are built from mallignum root planks. The chambers provide a Tiny storage unit which stores 25 of the player's items privately. If shared space is required, players must build the other three storage units, requiring 2, 4, 6 and 8 planks respectively. In most normal teams, the small chest will suffice. When leaving a raid with non-raid exclusive items in the unit, they must be reclaimed outside before the player can re-enter the chambers. This unit can be found near the bank chest outside.

References[edit | edit source]

  1. Jagex. JagexAsh's Twitter account. 12 December 2020. (Archived from the original on 17 December 2020.) JagexAsh: "It's randomised, but levels 50, 75 and 100 would increase the max by +1."