Chambers of Xeric/Strategies

From Old School RuneScape Wiki
Jump to navigation Jump to search

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.

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).

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-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]

  • 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. It is recommended that at least one team member has 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 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.

  1. ^ 1.0 1.1 1.2 As a set, it is the second-best option available, clearing Olm and Tekton with ease when using crush weapons.
  2. ^ Tassets are an extremely minor upgrade since they only give a max hit at Tekton.
  3. ^ 3.0 3.1 3.2 Bring a stab weapon such as a dragon sword, abyssal dagger, osmumten's fang, or ghrazi rapier for Vasa crystals
  4. ^ 4.0 4.1 The special attack of this weapon is guaranteed to reduce the defensive stats of Tekton, regardless of whether or not a successful hit is rolled. Due to this, in conjunction with having a much higher potential for stat reduction in general, this weapon should always be highly prioritized when selecting gear.

  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 marginally 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

  1. ^ Ancestral hat is only worth bringing if it raises your max hit.
  2. ^ 2.0 2.1 2.2 The addition of thralls makes powered staves better than the Harmonised Nightmare staff
  3. ^ Only used with fire surge, tome of fire, and full ancestral
  4. ^ Only brought if using thralls
  5. ^ Only brought if using a Harmonised Nightmare Staff or if Ice Demon is in the raid
  6. ^ Extremely minor switch for teams, mainly brought for its defensive bonuses in solos

Setups[edit | edit source]

Minimum Medium Max
Helm of neitiznot.png
Fire cape.png
Amulet of fury.png
Ruby dragon bolts (e) 5.png
Abyssal tentacle.png
Fighter torso.png
Dragon defender.png
Black d'hide chaps.png
Barrows gloves.png
Dragon boots.png
Berserker ring (i).png
Serpentine helm.png
Fire cape.png
Amulet of torture.png
Ruby dragon bolts (e) 5.png
Dragon hunter lance.png
Fighter torso.png
Dragon defender.png
Zamorak chaps.png
Ferocious gloves.png
Dragon boots.png
Torva full helm.png
Infernal cape.png
Amulet of torture.png
Dragon arrow 5.png
Dragon warhammer.png
Torva platebody.png
Avernic defender.png
Torva platelegs.png
Ferocious gloves.png
Primordial boots.png
Dragon crossbow.pngAva's accumulator.pngTrident of the swamp.pngOccult necklace.png
Black d'hide body.pngToxic blowpipe.pngMystic robe top (dark).pngMystic robe bottom (dark).png
Bandos godsword.pngAnglerfish.pngRune pouch.pngImbued saradomin cape.png
Rune pickaxe.pngSalve amulet(ei).pngDragon sword.pngLockpick.png
Sanfew serum(4).pngSaradomin brew(4).pngSaradomin brew(4).pngStamina potion(4).png
Super restore(4).pngSaradomin brew(4).pngSaradomin brew(4).pngSuper combat potion(4).png
Super restore(4).pngSaradomin brew(4).pngSaradomin brew(4).pngRanging potion(4).png
Dragon hunter crossbow.pngAva's assembler.pngSanguinesti staff.pngOccult necklace.png
Zamorak d'hide body.pngNecklace of anguish.pngAhrim's robetop.pngAhrim's robeskirt.png
Twisted buckler.pngBarrows gloves.pngTormented bracelet.pngImbued saradomin cape.png
Toxic blowpipe.pngAnglerfish.pngBook of the dead.pngStamina potion(4).png
Super restore(4).pngSaradomin brew(4).pngSaradomin brew(4).pngSuper combat potion(4).png
Super restore(4).pngSaradomin brew(4).pngSaradomin brew(4).pngRanging potion(4).png
Dragon warhammer.pngDragon pickaxe.pngSalve amulet(ei).pngRune pouch.png
Twisted bow.pngAva's assembler.pngTumeken's shadow.pngOccult necklace.png
Masori body (f).pngMasori chaps (f).pngAncestral robe top.pngAncestral robe bottom.png
Necklace of anguish.pngPegasian boots.pngTormented bracelet.pngImbued saradomin cape.png
Masori mask (f).pngZaryte vambraces.pngBook of the dead.pngStamina potion(4).png
Toxic blowpipe.pngAnglerfish.pngSanfew serum(4).pngSuper combat potion(4).png
Saradomin brew(4).pngSaradomin brew(4).pngSuper restore(4).pngRanging potion(4).png
Scythe of vitur.pngDragon pickaxe.pngSalve amulet(ei).pngRune pouch.png


  1. ^ The Bandos Godsword special attack drains more defence than the Dragon Warhammer's special attack after two hammers or more have successfully landed.
  2. ^ 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:

When a combat encounter is completed (outside of Olm) the enemy will reward their drops to whoever dealt the most damage to them, indicated with a message. In the event that it is an Ironman player that dealt the most damage, the drops can be picked up by anyone, outside of Tekton's rare onyx drop.

Tekton[edit | edit source]

A group of players fighting Tekton.

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. His melee attacks have AoE capability, cleaving clockwise from the direction he attacks.

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 not using the walk-flinch method. 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 defence 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.

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.

  1. ^ On the crush option with full inquisitor's

Vespula[edit | edit source]

A group of players in Vespula's chamber.

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.

While flying, Vespula will periodically sting the grubs, causing their health to degrade. Should they lose all 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 (+).

  1. ^ Requires a tome of fire and fire surge to be effective.
  2. ^ 2.0 2.1 2.2 Requires attacking the portal every 4 ticks to be effective.
  3. ^ Set to longrange

Upon destroying the portal, two Xeric's aid (+) and a single Revitalisation (+) and Prayer enhance (+) is dropped. Unlike the other demi-bosses in the raid, Vespula's potions will not contribute points when consumed, allowing them to be safely consumed without hitting the potion points cap.

Vasa Nistirio[edit | edit source]

A group of players in battle with Vasa Nistirio.

A map of Vasa's chamber. The fight starts as soon as a player approaches Vasa's pile of rocks. He will animate, immediately summon a fire barrier at the entrance and perform his teleport attack.

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.

  1. ^ 1.0 1.1 1.2 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 (+).

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. All Vanguards can attack three times, although only the melee Vanguard guarantees three hits per attack, with a lower max hit as a result. The ranged and magic Vanguards also hit three times, but only one of these always hits their target with the other two being launched elsewhere. As a result of this, their max is slightly higher than the melee Vanguard. Praying against the attacks reduces their accuracy and strength and is required as unmitigated triple hits can deal massive damage.

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.

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.

Due to this healing mechanic, players should be careful when using high-hitting weapons like Tumeken's shadow since forcing a heal shuffle will significantly set the team back.

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.

In solo encounters, the player will have to chase after the Vanguard with the most health, so run around the edges to avoid grabbing unnecessary attention. In group encounters, players can simply swap gear as needed for the Vanguard coming into their position.

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.

  1. ^ Only with a full set of crystal armour.

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; 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.

  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 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]

Lizardman shamans location on the map.

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. They take the player's overhead prayers and defensive bonuses into account. Protect from Magic reduces the mystics' accuracy and damage by roughly 50%. The mages are equally weak to ranged and crush, but due to their melee attacks, it is recommended they be killed with ranged instead. A Salve amulet(ei) will help when using ranged. Magic is only feasible when using Tumeken's shadow, and does not require the salve amulet as its bonuses do not work with the staff's passive.

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 below 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 shockwave 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. Alternatively, if the player is not using thralls, a player can lure the small muttadile to the other side and freeze it, allowing a temporarily reprieve.

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, as the shockwave attack can deal massive damage, capable of instantly killing players. If the muttadile manages to walk around the safespot, quickly run away and utilise another spot depending on the room layout. Both muttadiles have a range of 9 for their attacks, so some layouts may provide spots to safely attack them from if lured, however they should not be relied on consistently due to their erratic movement.

While a fairly simply and easy encounter, the muttadiles can consume lots of supplies due to their erratic behaviour 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 (+).

  1. ^ Only with a full set of crystal armour.

Great Olm[edit | edit source]

A group of players fighting with the Great Olm.

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 and using phase-specific mechanics. Olm only attacks with magic and ranged; the magic attack consists of a dark-green dragonfire projectile, while the ranged attack is a small chunk of crystal. The head takes ~50-66% less damage from magic attacks, but will restore any damage to full if attacked outside the final phase. The right hand has nothing special outside of not taking reduced damage (66%) from ranged attacks. The left hand is the NPC responsible for the generic mechanics (and heal in the penultimate phase), taking full damage from melee attacks and reduced (66%) from ranged and magic.

"Safespots" against Olm. Spots 1 and 8 ensure the head always turns right, while 4 and 5 ensure it always turns left.

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 for 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 for a few seconds. 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. Up to six players may be teleported at a time, indicated with white, green and finally orange portals (for additional pairs).

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 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 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 if they don't run out in time. 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.
      • Note that the player will not always leap out into a safe spot (the player may actually leap into the wall).
  • Crystal:
    • 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 it severely punishes mistakes.

In trio and higher encounters, players can mitigate Olm's overall damage by taking advantage of its head's unique aggro mechanic by having a player stand to the sides and the rest of the players in the middle. Olm will shift aggro to the players on the sides (who will "tank") the hits, while the players in the middle will move a few tiles over to force Olm to focus his direction onto the other side. The players will still have to converge when attacking the melee hand or facing teleports, however, should the melee tank not opt for skips.

In solo encounters, players can still run Olm, which is essentially required as fighting him normally will result in the player's supplies depleting before the final phase in most cases. The mage hand has a smoother run if thralls are being used. If using trident or sanguinesti staff, the player can run more effectively than that of Tumeken's shadow due to attacking a tick faster, although Tumeken's shadow can still mimic a 4-tick powered stave with a little effort.

It is highly recommended to learn the 4:1 (4 player attacks to 1 Olm attack) method on the melee hand, as this maximises DPS without losing too much ticks and taking lots of damage in the process. To start a 4:1, the player must check if Olm is in a null state (the unusually large gap between attacks); if he is not, then set up a 3:0 (or 2:0 with a 6-tick weapon on the start of phase 3). When Olm's head is looking at the centre, run towards the melee hand and hit it once, then run to the column to force its head left and hit it again. Hit the hand two more times; make sure on the fourth hit that you are on the right-most tile of the melee hand and then run back to the column to force Olm's head back to the centre; being in any other tile will result in Olm attacking and breaking the cycle. When done perfectly, this will always prevent Olm from using its left hand's mechanics. Other advanced tactics are available but these should only be used for the highly experienced.

During the first two phases, Olm will only use special abilities based on the power he has taken along with generic special abilities. If Olm's left hand takes a particularly heavy hit (scaled to the amount of players in the raid, ~30 per player), the hand will clench itself, preventing it from being attacked for 20-25 seconds but also preventing the use of generic mechanics at the same time. Due to the players often hitting high, it is not recommended to focus the melee hand down first.

The crystal power is the safest power to handle, as players can easily avoid all of the special attacks without much effort. The acid power is mildly more annoying with the trail attack, as it often forces players to take unavoidable, albeit small damage if trying to not waste ticks attacking Olm's hand. The fire power is the most tedious of the three, as the magical fire deals a moderate amount of unavoidable damage that also drains stats and can persist if dealt with carelessly in groups, along with the flame wall that can deal immense damage if players lack the ability to cast water spells. Fortunately, the flame wall attack can be avoided by running two tiles to the east or west when Olm attacks.

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 particular 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, occurring between the teleport and crystal burst attacks. 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 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 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]

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:

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. 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 damage scaled to their current health. 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.

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 a permanent item spawn of a tinderbox and bronze axe.

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, especially if a storage unit is not available. 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]

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; the player will usually get one grub, although it's possible to get more, which scales on the player's Thieving level.[2] 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.[3] 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. RuneLite plugins exist to help players pinpoint the chest with the bats and poison with ease and should be used to avoid having to open all of the chests.

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.[4]

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. However, it is still possible to bypass the hits with proper timing and is frequently used by experienced players to avoid having to kill the enemies despite giving slightly less points.

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 rangers can hit particularly hard and accurate which would be detrimental to supplies.

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.

The gourd tree can be picked indefinitely for Empty gourd vials, which serve as the chamber's variant of vials and are used for making potions. They can be filled by using them on the geyser.

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]

All these cooking resources require the same level for hunting or fishing them. They are not often utilised 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. The spots will periodically change. Both of the items needed can be obtained from killing scavengers.

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

Cooking 1

Fishing 20

Cooking 10

Suphi fish Suphi fish (1) Fishing 15

Cooking 15

Fishing 23

Cooking 13

Leckish fish Leckish fish (2) Fishing 30

Cooking 30

Fishing 26

Cooking 16

Brawk fish Brawk fish (3) Fishing 45

Cooking 45

Fishing 29

Cooking 19

Mycil fish Mycil fish (4) Fishing 60

Cooking 60

Fishing 32

Cooking 22

Roqed fish Roqed fish (5) Fishing 75

Cooking 75

Fishing 35

Cooking 25

Kyren fish Kyren fish (6) Fishing 90

Cooking 90

Fishing 38

Cooking 28


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 Guanic bat (0) Hunter 1

Cooking 1

Hunter 5

Cooking 10

Prael bat Prael bat (1) Hunter 15

Cooking 15

Hunter 9

Cooking 13

Giral bat Giral bat (2) Hunter 30

Cooking 30

Hunter 13

Cooking 16

Phluxia bat Phluxia bat (3) Hunter 45

Cooking 45

Hunter 17

Cooking 19

Kryket bat Kryket bat (4) Hunter 60

Cooking 60

Hunter 21

Cooking 22

Murng bat Murng bat (5) Hunter 75

Cooking 75

Hunter 25

Cooking 25

Psykk bat Psykk bat (6) Hunter 90

Cooking 90

Hunter 29

Cooking 28


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 inventory image Golpar seed Farming 27 4 10
Buchu seed inventory image Buchu seed Farming 39 6 15
Noxifer seed inventory image 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 (-) inventory image Elder (-) Herblore 47 Golpar inventory imageGolpar Stinkhorn mushroom inventory imageStinkhorn mushroom 6.5 Increases Attack, Strength, and Defence levels.
Twisted (-) inventory image Twisted (-) Herblore 47 Golpar inventory imageGolpar Cicely inventory imageCicely 6.5 Increases your Ranged level.
Kodai (-) inventory image Kodai (-) Herblore 47 Golpar inventory imageGolpar Endarkened juice inventory imageEndarkened juice 6.5 Increases your Magic level.
Revitalisation (-) inventory image Revitalisation (-) Herblore 52 Buchu leaf inventory imageBuchu leaf Stinkhorn mushroom inventory imageStinkhorn mushroom 13.5 Restores your stats and Prayer.
Prayer enhance (-) inventory image Prayer enhance (-) Herblore 52 Buchu leaf inventory imageBuchu leaf Cicely inventory imageCicely 13.5 Regenerates prayer points over time.
Xeric's aid (-) inventory image Xeric's aid (-) Herblore 52 Buchu leaf inventory imageBuchu leaf Endarkened juice inventory imageEndarkened juice 13.5 Works as Saradomin brew.
Antipoison (-) inventory image Antipoison (-) Herblore 60 Noxifer inventory imageNoxifer Cicely inventory imageCicely 13.5 Cures poison and provides immunity to it for 90 seconds.
Overload (-) inventory image Overload (-) Herblore 60 Noxifer inventory imageNoxifer Elder (-) inventory imageElder (-)
Twisted (-) inventory imageTwisted (-)
Kodai (-) inventory imageKodai (-)
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 inventory image Elder potion Herblore 59 Golpar inventory imageGolpar Stinkhorn mushroom inventory imageStinkhorn mushroom 10 Increases Attack, Strength, and Defence levels.
Twisted potion inventory image Twisted potion Herblore 59 Golpar inventory imageGolpar Cicely inventory imageCicely 10 Increases your Ranged level.
Kodai potion inventory image Kodai potion Herblore 59 Golpar inventory imageGolpar Endarkened juice inventory imageEndarkened juice 10 Increases your Magic level.
Revitalisation potion inventory image Revitalisation potion Herblore 65 Buchu leaf inventory imageBuchu leaf Stinkhorn mushroom inventory imageStinkhorn mushroom 20 Restores your stats and Prayer.
Prayer enhance inventory image Prayer enhance Herblore 65 Buchu leaf inventory imageBuchu leaf Cicely inventory imageCicely 20 Regenerates prayer points over time.
Xeric's aid inventory image Xeric's aid Herblore 65 Buchu leaf inventory imageBuchu leaf Endarkened juice inventory imageEndarkened juice 20 Works as Saradomin brew.
Antipoison potion inventory image Antipoison potion Herblore 75 Noxifer inventory imageNoxifer Cicely inventory imageCicely 20 Cures poison and provides immunity to it for six minutes.
Overload (Chambers of Xeric) inventory image Overload Herblore 75 Noxifer inventory imageNoxifer Elder potion inventory imageElder potion
Twisted potion inventory imageTwisted potion
Kodai potion inventory imageKodai 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 (+) inventory image Elder (+) Herblore 70 Golpar inventory imageGolpar Stinkhorn mushroom inventory imageStinkhorn mushroom 13 Increases Attack, Strength, and Defence levels.
Twisted (+) inventory image Twisted (+) Herblore 70 Golpar inventory imageGolpar Cicely inventory imageCicely 13 Increases your Ranged level.
Kodai (+) inventory image Kodai (+) Herblore 70 Golpar inventory imageGolpar Endarkened juice inventory imageEndarkened juice 13 Increases your Magic level.
Revitalisation (+) inventory image Revitalisation (+) Herblore 78 Buchu leaf inventory imageBuchu leaf Stinkhorn mushroom inventory imageStinkhorn mushroom 26.5 Restores your stats and Prayer.
Prayer enhance (+) inventory image Prayer enhance (+) Herblore 78 Buchu leaf inventory imageBuchu leaf Cicely inventory imageCicely 26.5 Regenerates prayer points over time.
Xeric's aid (+) inventory image Xeric's aid (+) Herblore 78 Buchu leaf inventory imageBuchu leaf Endarkened juice inventory imageEndarkened juice 26.5 Works as Saradomin brew.
Antipoison (+) inventory image Antipoison (+) Herblore 90 Noxifer inventory imageNoxifer Cicely inventory imageCicely 26.5 Cures poison and provides immunity to it for nine minutes.
Overload (+) inventory image Overload (+) Herblore 90 Noxifer inventory imageNoxifer Elder (+) inventory imageElder (+)
Twisted (+) inventory imageTwisted (+)
Kodai (+) inventory imageKodai (+)
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]

A storage unit.

Storage units are built from mallignum root planks, obtained as drops from scavengers. A hammer is required in building storage units, with the dragon warhammer being a suitable substitute.

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 Construction level Planks required Experience Capacity Capacity
Small storage unit inventory image Small storage unit 30 2 150 250 30
Medium storage unit inventory image Medium storage unit 60 4 150 500 60
Large storage unit inventory image Large storage unit 90 6 150 1,000 90
Massive storage unit inventory image Massive storage unit 99 8 150 1,500 120

References[edit | edit source]

  1. ^ Only with a full set of crystal armour.
  2. ^
  3. ^
  4. ^