Chambers of Xeric/Strategies
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.
There are two layouts that the host can choose from; normal or large sized raids. The first two floors consist of seven rooms which consist of the entrance, exit, resource room, one or two scavenger rooms (with a minimum of one large scavenger room for two scavenger rooms) and 2-3 combat/puzzle rooms. In large raids, these two floors will always be filled to the brim with eight rooms, consisting of the entrance, exit, resource room, one scavenger and four puzzle/combat rooms. Large raids, being completely filled out, may occasionally have a duplicate puzzle room; boss rooms will never be duplicated.
Combat 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 (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-unique items (potions, planks, food) are dropped on death.
After clearing the Chambers of Xeric, players must empty their personal storage before being able to re-enter. They can do so from the storage unit next to the bank chest in the lobby area or attempt to re-enter the Chambers, in which the interface shows.
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
- This consists of either a boulder (Strength), rocks (Mining) or a rotten sapling (Woodcutting). The latter two require a pickaxe and axe respectively. The skill requirement is the average respective level of the team, plus or minus 2, capped at 99.
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 to discourage suiciding supplies into the boss rooms for other players.
Suggested skills[edit | edit source]
- 55+ not needed if another team member does the farming
- 78+ not needed if another team member prepares the potions. It is recommended that at least one team member has 90+ to make Overload+
- 70+ with Piety unlocked. 74+ and unlocking Rigour as well as 77+ and unlocking Augury will also give improvements
Equipment[edit | edit source]
Note: The equipment layouts below is for melee only, with magic and ranged switches in the player's inventory due to all three combat styles being required.
|Slot||Item (most effective → least effective)|
|Torva full helm||Neitiznot faceguard||Inquisitor's great helm||Serpentine helm|
|Amulet of torture||Amulet of blood fury||Amulet of fury||N/A|
|Infernal cape||Fire cape||N/A||N/A|
|Torva platebody||Bandos chestplate||Inquisitor's hauberk||Fighter torso|
|Torva platelegs||Inquisitor's plateskirt||Blessed chaps||Bandos tassets|
|Scythe of vitur||Dragon hunter lance||Abyssal tentacle||N/A|
|Avernic defender||Dragon defender||N/A||N/A|
|Ferocious gloves||Barrows gloves||N/A||N/A|
|Primordial boots||Dragon boots||N/A||N/A|
|Berserker ring (i)||Brimstone ring||N/A||N/A|
|Dragon warhammer||Bandos godsword||N/A||N/A|
- As a set, it is the second-best option available, clearing Olm and Tekton with ease when using crush weapons.
- Tassets are an extremely minor upgrade since they only give a max hit at Tekton.
- Bring a stab weapon such as a dragon sword, abyssal dagger, or ghrazi rapier for Vasa crystals
|Slot||Item (most effective → least effective)|
|Armadyl helmet||Void ranger helm||Any melee helmet||N/A|
|Necklace of anguish||Amulet of fury||N/A||N/A|
|Ava's assembler||Ava's accumulator||N/A||N/A|
|Armadyl chestplate||Blessed body||Elite void top||N/A|
|Armadyl chainskirt||Blessed chaps||Elite void robe||N/A|
|Twisted bow||Dragon hunter crossbow||Zaryte crossbow||Armadyl crossbow|
|Twisted buckler||Dragonfire ward||Odium ward||N/A|
|Dragon arrows||Ruby dragon bolts (e)||Ruby bolts (e)||N/A|
|Zaryte vambraces||Barrows gloves||Void knight gloves||N/A|
- Additional accuracy switches for helmet/offhand/boot slots are incredibly minor timesaves, an extra brew is almost always more useful
- Elite void ranged is marginally better than Armadyl armour in raids that don't feature Skeletal Mystics or Vespula
- Bring whenever using crossbows, other offhands do not give damage bonus and are not worth bringing
- 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
|Slot||Item (most effective → least effective)|
|Ancestral hat||Any melee helmet||N/A|
|Occult necklace||Amulet of fury||N/A|
|Imbued god cape||N/A||N/A|
|Ancestral robe top||Ahrim's robetop||N/A|
|Ancestral robe bottom||Ahrim's robeskirt||N/A|
|Sanguinesti staff ||Trident of the swamp ||Harmonised nightmare staff|
|Book of the dead||Tome of fire||Arcane spirit shield|
|Tormented bracelet||Barrows gloves||N/A|
|Camp/Takeoff melee boots||N/A||N/A|
- Ancestral hat is only worth bringing if it raises your max hit.
- The addition of thralls makes powered staves better than the Harmonized Nightmare staff
- Only used with fire surge, tome of fire, and full ancestral
- Only brought if using thralls
- Only brought if using a Harmonized Nightmare Staff or if Ice Demon is in the raid
- Extremely minor switch for teams, mainly brought for its defensive bonuses in solos
Setups[edit | edit source]
- The Bandos Godsword special attack drains more defence than the Dragon Warhammer's special attack after two hammers or more have successfully landed.
- If a scythe is being used, bring a stab weapon for raids containing Vasa.
Combat[edit | edit source]
There are several enemies that can be encountered in a raid which fall under the "combat" category. The Great Olm is the last boss encountered in the raid.
List of bosses:
While not bosses, these are still considered combat encounters:
Tekton[edit | edit source]
Tekton has a fairly high Defence but only uses Melee attacks. His attacks can deal heavy damage even through prayer, 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 a lower max hit and defence bonus compared to his enraged form.
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 and no/poor crush weapons are being used.
Tekton is considered one of the easiest combat rooms as he deals very little to no damage in most cases.
Vespula[edit | edit source]
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 and are also capable of inflicting poison starting at 15 damage. Once they drop to the ground, kill them with melee as they will explode after 20 seconds for moderate damage. The grub will respawn soon after the soldier dies. At the other end of the boss chamber are multiple Medivaemia blossom plants which can be picked to heal the grubs.
The abyssal portal is located deeper in the room and requires weapons with a range of 8 or greater in order to be attacked. It shares the same Defence and Magic levels, although it is slightly more resistant to ranged.
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 of up to 8 damage per hit. She cannot move out and perform any other action until she leaves this state.
Under normal circumstances players will usually feed the lux grubs while damaging Vespula until she drops before focusing on the portal. A faster, riskier method involves hit-and-running the portal while using Redemption, requiring 90 or more Hitpoints to attempt this method. This method significantly speeds up the room but can also consume lots of supplies and has a greater chance of dying, so it is ill advised to attempt this method without a Prayer enhance (+) and it is better off to generally skip the room if she first in the raid lineup.
|Slot||Item (most effective → least effective)|
|Harmonised nightmare staff||Bow of faerdhinen||Twisted bow||Sanguinesti staff||Dragon hunter crossbow|
- Requires a tome of fire and fire surge to be effective.
- Requires attacking the portal every 4 ticks to be effective.
- Set to longrange
Vasa Nistirio[edit | edit source]
Vasa's teleport attack will grab all players in the room and next to the fire, teleporting half next to him and half to the edges of his arena; if one player is in the room, they will always be teleported next to him. He launch projectiles next to him that deals varied damage (accumulated health of teleported players - 5 / number of players next to him). Players not affected by the teleport can run next to Vasa to further weaken the damage towards the stunned players, although they will take damage themselves unless Protect from Magic is used. The damage from this attack can be recoiled back to deal a significant amount of damage on him, although this will not yield any points. As such, due to this teleport attack, solo players should start the room with as low health as possible if not using Vengeance, while in group encounters, a team member with the lowest health starts first.
Vasa will then activate one of the glowing crystals in the corners of the chambers and walk his way over to it. He will also throw boulders at all players within 9 tiles of him, launched at the players' position at the time of the attack. The boulders have a 3x3 AoE and can deal heavy damage; using Protect from Missiles reduces their accuracy and damage. When he reaches the crystal, he becomes invulnerable to damage and stops attacking as he begins to heal himself off the crystal. He will also deal rapid stomp damage to anyone underneath him.
The crystals are immune to ranged attacks and take 66% less damage from magic attacks, making melee the only viable 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. The speed in which he drains the crystal will increase for each one disabled to the point that it is impossible to disable every third crystal in a sequence. If Vasa finishes draining the crystal, the drain timer resets.
Vasa is weakest to crush, although he is only slightly more resistant to ranged. It is still recommended to use range to minimise damage taken during the encounter. While Vasa is a fairly easy boss, players without optimal equipment may find themselves using lots of supplies.
|Slot||Item (most effective → least effective)|
|Ghrazi rapier||Inquisitor's mace set on stab||Dragon hunter lance||Abyssal dagger||Dragon sword|
- Only brought if using a scythe of vitur or an abyssal tentacle as a mainhand weapon
Vanguards[edit | edit source]
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. 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. The magic Vanguard is weak to ranged, the melee to magic and the ranged to stab attacks.
The ranged Vanguard is also a semi-solid NPC; players can walk under it, but it is incapable of moving out to attack them, meaning that the player can focus on the magic or melee Vanguards after dealing enough damage to the ranged one. Depending on the layout of the room and the player's positioning, the melee Vanguard can be safespotted. Protection prayers will reduce the accuracy and strength of their attacks.
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 colour 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 they will still take damage if a successful hit landed just as they began to do so. In the event that the hit would have dealt fatal damage, they will automatically have one hitpoint restored. Never run through the middle to reach a Vanguard as this will most often result in all three attacking at once if the player is slow; instead, run around the edges to follow a specific Vanguard.
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 take note of the weapon's max hit with worn equipment.
The Vanguards are a fairly easy but somewhat time-consuming encounter due to the unique healing mechanic that results in slower kills.
Each Vanguard drops the combat potion (+) of their combat style, along with one or two Xeric's aid (+). One of the trio will always drop an Overload (+), with a potential of up to three, while Revitalisation (+) is also dropped but is not guaranteed.
Guardians[edit | edit source]
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; all other damage will be reduced to 0, although secondary effects (such as debuffs and healing) will still go through as normal.
A permanent iron pickaxe spawn can be found next to the guardians for players who had forgotten or did not bring a pickaxe.
|Slot||Item (most effective → least effective)|
|Crystal pickaxe||Dragon pickaxe||Rune pickaxe|
- 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 stomping 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 player's Mining level, the boost from the dragon pickaxe special attack does not give any significant speed increase. It is better to save special attack energy for other rooms. The guardians are highly resistant towards stab and slash attacks, so set the pickaxe to a crushing option.
Guardians drop 3-5 each of buchu, noxifer and golpar seeds upon being destroyed.
Lizardman Shamans[edit | edit source]
A small room filled with at least two lizardman shamans (dependent on party size, although capped at 4) are in the room, with several spawns blocking the way forward. They share the same mechanics as the shamans outside, although their poison spit can deal up to 40 damage. 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 poison starting at 12 damage, a sanfew serum is recommended for this room regardless if safespotting or not in the event that they do manage to hit the player with their standard attacks.
The shamans drop 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. While the mystics are equally weak to crush and ranged, they are killed with ranged as it minimises damage taken.
Have one mystic attack the team at a time as while they do not have AoE properties, they are fairly accurate due to their magic bonuses. This also reduces the overall damage taken in total. In solo and smaller groups, it's possible to force the mystics to use melee instead of magic, although the player will need to get fairly close to the mystic in order to force them to 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 will no longer use melee until prompted to do so again.
The mystics drop 5-10 each of buchu, noxifer and golpar seeds upon death.
Muttadiles[edit | edit source]
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 shock wave 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; protection prayers block the melee attacks, while only reducing their ranged and magic attacks. However, the pair are extremely notorious for their erratic movement.
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. It is highly recommended to chop the tree down when possible as it saves time and supplies as the muttadile will eat from the tree multiple times before stopping. Binding them is extremely inconsistent and dangerous as while the smaller muttadile can be easily bound due to having no Magic defence, the larger one will likely require a Zamorak godsword and risks the player getting hit by its shock wave attack.
Chopping the tree uses the player's Woodcutting level as "accuracy"; the "damage" dealt to the tree is always static regardless of level or axe used, so higher Woodcutting levels makes destroying the tree faster and saves more supplies. Prioritise ranged and magic defence to reduce the chances of either muttadile being able to hit; Augury or a combination of Steel Skin and Mystic Might (depending on what the player possesses) can further increase defence from both. Use Protect from Missiles whenever the small muttadile is not in melee distance and Protect from Melee if it is. After damaging the tree, attack the muttadile if it is in range until it reaches ~50% of its health before chopping the tree down fully if it hasn't been felled before resuming combat.
When the small Muttadile dies, quickly run over to corner where the large muttadile is (as shown in the picture) as it will emerge from the water to attack. Do not let this muttadile get within melee distance. If the muttadile manages to walk around the safespot, quickly run away and utilise another spot depending on the room layout. It can be safespotted with weapons possessing a range of 10 if this is the case.
While a fairly simply and easy encounter, the muttadiles can consume lots of supplies due to their erratic behavior and hitting far harder than the other pre-Olm bosses.
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 mushrooms, which is replaced with a Xeric's aid (+) and Revitalisation (+).
Great Olm[edit | edit source]
The Great Olm is the last boss in the raid.
In a team size of 1-7, Olm has four phases in total. Three standard phases and a head phase. Olm gets an additional standard phase for every 8 players in the team. These additional phases do not bring anything new to the fight - he simply reuses one of his powers.
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; his head and both his left and right arm. The head is the NPC responsible for attacking players, using magic and ranged; the magic attack 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 his head is looking at. He will prioritize attacking the area with the most amount of players.
Alongside his auto-attacks, Olm has the following abilities at his disposal:
- 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 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 the same as the spray attack.
- 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 six 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 up to 10 damage from it. After the walls are placed, the player(s) trapped inside will take 50-65 damage once the attack expires. 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.
- Falling Crystals: Olm lets out a cry, targeting one player with a red aura. The targeted player will proceed to have 11 spiked crystals fall on top of them, dealing 16-20 damage to any player if caught underneath one. These crystals have a 1x1 AoE.
- 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 potions should only be used when the player reaches 15-20 prayer points to minimise the drain from prayer spheres if not running the boss. The player should also keep their health around 60 to avoid getting combo'ed out from Olm's basic attacks and mechanics, as he severely punishes players who make mistakes.
During the first two phases, Olm will only use special abilities based on the power he has taken along with generic special abilities. If the left hand takes too much damage, Olm will temporarily clench it. This prevents him from performing the generic special attacks for its duration, but it cannot be harmed. Olm will loosen his grip after a set amount of time has passed or if the right arm is disabled. If the left hand is disabled first, he will simply lose access to the generic attacks for that phase; due to his frequently to clench the hand, it is not recommended to target the melee hand first.
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 12-16 if next to one when it hits the floor. After 7-8 of these targeting crystals have fallen, he 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. This phase is signified with no mention of a power being used (as all three are active) and Olm's head glows green. When one hand reaches 0 health, a bar will appear over its location. 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. The left hand also gains the ability to periodically heal from damage dealt to it, signified with an infinity symbol over it. To clear this phase, leave the right hand at as little health as possible and take down the left hand. This will avoid any potential autoheals which often stalls long enough for the right hand to recover.
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 19 health from each player not on those tiles, healing himself 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]
There are several rooms that are considered "puzzle" rooms which put more emphasis on skills rather than combat, although two of these puzzle rooms also require combat.
List of puzzle rooms:
- Jewelled Crabs
- Tightrope (Agility)
- Corrupted scavenger (Thieving)
- Ice demon (Woodcutting & Firemaking)
Crab puzzle[edit | edit source]
In this chamber are several Jewelled Crabs which cannot be killed by conventional combat. A carved sculpture nearby will continually emit glowing orbs with one present at any given time, with a new orb appearing as soon as the previous one disappears. If the player intercepts the orb, it explodes and deals 10-30 damage on them. The crabs are aggressive but have a low aggression range, attacking with fairly accurate melee; as such, use Protect from Melee to avoid unnecessary damage.
The goal is to turn the four 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, which turns into the appropiate colour when it hits the crab. The crab will retain the colour for roughly five seconds. A coloured orb cannot make contact with a crab of a different colour - if this happens, the orb disappears.
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. Smashing the crabs will temporarily turn their crystals red and they'll retain aggression towards the player regardless of how far they are in the room.
All layouts require the use of three crabs to clear the room. 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.
Ice demon[edit | edit source]
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.
Multiple saplings are nearby which can be cut for kindlings. The saplings in this room are usually more durable and will often yield nearly full or full inventories before being felled, with higher Woodcutting levels providing more kindling on average for each successful chop. In a solo encounter, 54 kindling is enough to force the demon out. 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. In larger teams, additional kindling is required to account for the icefiends' attacks with minor coordination which usually consists of lighting the fires on the same or near tick.
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 up ahead (or at least very far off), it is recommended to dump both specials from the dragon warhammer or Bandos godsword to make the demon easier to hit; if either one is coming soon, only use one special regardless if it hits or not.
Thieving[edit | edit source]
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; the player will usually get one grub, although it's possible to get more, which scales on the player's Thieving level. Sometimes the chest may not have any grubs present; experience is gained when looting grubs. These chests automatically lock themselves shortly after being opened. While a chest can be opened with bare hands, having a lockpick or hair clip significantly reduces opening time. 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 psykk bats; one bat per person in the raid when the chest is opened, with a minimum of 5 and a maximum of 25. 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). The poison chests will automatically lock themselves so take note of which ones have poison to avoid opening them.
Some layouts will contain one or two circular formations of four chests which can all be opened one after the other without needing to run. These spots are most ideal for players needing to regenerate run energy. If this formation isn't there (or they have a poison/bat chest), simply open other chests on walking speed.
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. On the other side of the rope is a keystone crystal that must be grabbed to dispel the shimmering barrier leading deeper into the caves. The enemies can hit through prayer, but their damage and accuracy is reduced. Crossing the rope requires Agility; the level requirement is between 80% and 100% of the average agility level of the team, scaled randomly.
While they are tolerant to players, if any player attempts to cross the tightrope while they are not engaged in combat, they will immediately focus on them to protect the crystal. The player will take all damage in one tick after crossing the rope, which will usually result in massive damage or instant death.
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. While slower, this can save a considerable amount of supplies as the enemies are fairly accurate through prayer, with the rangers hitting significantly harder than the mages.
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. There are two types of rooms, one each with Fishing or Hunter with three different variants. One of each of Hunter and Fishing will be present in each raid. Regardless of which type is generated, each resource room has at least one Gourd tree, a geyser, one farming patch consisting of two herb patches, nearby tools that contain a rake, spade and seed dibber, a chest storage and two saplings. Fishing rooms have three fishing spots, although one is infested with a cave snake that will damage players and potentially steal fish if the player doesn't get out of the way in time.
Seeds can be obtained from the demi-boss rooms (guardians, mystics, shamans) or by raking the weeds at the end of the first and second floor or start of the second floor.
The other materials required can be obtained from killing scavenger beasts.
Food[edit | edit source]
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. The spots will periodically change. Both of the items needed can be obtained from killing scavengers.
|Pysk fish (0)|| 1
|Suphi fish (1)|| 15
|Leckish fish (2)|| 30
|Brawk fish (3)|| 45
|Mycil fish (4)|| 60
|Roqed fish (5)|| 75
|Kyren fish (6)|| 90
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.
|Guanic bat (0)|| 1
|Prael bat (1)|| 15
|Giral bat (2)|| 30
|Phluxia bat (3)|| 45
|Kryket bat (4)|| 60
|Murng bat (5)|| 75
|Psykk bat (6)|| 90
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|
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]
|Elder (-)||47||Golpar||Stinkhorn mushroom||6.5||Increases Attack, Strength, and Defence levels.|
|Twisted (-)||47||Golpar||Cicely||6.5||Increases your Ranged level.|
|Kodai (-)||47||Golpar||Endarkened juice||6.5||Increases your Magic level.|
|Revitalisation (-)||52||Buchu leaf||Stinkhorn mushroom||13.5||Restores your stats and Prayer.|
|Prayer enhance (-)||52||Buchu leaf||Cicely||13.5||Regenerates prayer points over time.|
|Xeric's aid (-)||52||Buchu leaf||Endarkened juice||13.5||Works as Saradomin brew.|
|Antipoison (-)||60||Noxifer||Cicely||13.5||Cures poison and provides immunity to it for 90 seconds.|
|Overload (-)||60||Noxifer||Elder (-)
|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).
|Elder potion||59||Golpar||Stinkhorn mushroom||10||Increases Attack, Strength, and Defence levels.|
|Twisted potion||59||Golpar||Cicely||10||Increases your Ranged level.|
|Kodai potion||59||Golpar||Endarkened juice||10||Increases your Magic level.|
|Revitalisation potion||65||Buchu leaf||Stinkhorn mushroom||20||Restores your stats and Prayer.|
|Prayer enhance||65||Buchu leaf||Cicely||20||Regenerates prayer points over time.|
|Xeric's aid||65||Buchu leaf||Endarkened juice||20||Works as Saradomin brew.|
|Antipoison potion||75||Noxifer||Cicely||20||Cures poison and provides immunity to it for six minutes.|
|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]
|Elder (+)||70||Golpar||Stinkhorn mushroom||13||Increases Attack, Strength, and Defence levels.|
|Twisted (+)||70||Golpar||Cicely||13||Increases your Ranged level.|
|Kodai (+)||70||Golpar||Endarkened juice||13||Increases your Magic level.|
|Revitalisation (+)||78||Buchu leaf||Stinkhorn mushroom||26.5||Restores your stats and Prayer.|
|Prayer enhance (+)||78||Buchu leaf||Cicely||26.5||Regenerates prayer points over time.|
|Xeric's aid (+)||78||Buchu leaf||Endarkened juice||26.5||Works as Saradomin brew.|
|Antipoison (+)||90||Noxifer||Cicely||26.5||Cures poison and provides immunity to it for nine minutes.|
|Overload (+)||90||Noxifer||Elder (+)
|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[edit | edit source]
By default, tiny storage units are already provided where they will store 25 of the player's personal items. Outside items such as saradomin brews will stack if they are all of the same item, but raid items (e.g overloads) will not regardless if they are the same or not. The shared inventory allows players to store items used in the raid, such as the tools, seeds, herbs, Herblore secondaries, and potions. The personal inventory is much like the shared inventory, but it can also hold the player's belongings, such as weapons and armour. The player can also put in raid-unique items in there if desired. In addition to this, once a storage unit is built anywhere in the Chambers, they will appear in all potential hotspots where they may be found.
Storage units can be found at the end of each floor, in addition to appearing in resource rooms, the corrupted scavenger, and ice demon chambers.
While higher levelled storage units can be built immediately, they still require the materials to build the previous tiers. So in order to build a large storage unit instantly, you need 6 planks (4 for the first two storage units, then 2 for the remaining upgrade).
|Storage units||level||Planks required||Experience||Capacity||Capacity|
|Small storage unit||30||2||150||250||30|
|Medium storage unit||60||4||150||500||60|
|Large storage unit||90||6||150||1,000||90|
|Massive storage unit||99||8||150||1,500||120|
References[edit | edit source]
- 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."
- Jagex. Mod Ash's Twitter account. 7 February 2022. (Archived from the original on 9 April 2022.)
- Jagex. Mod Ash's Twitter account. 29 December 2020. (Archived from the original on 9 April 2022.)