Xamphur

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Xamphur
Released16 June 2021 (Update)
MembersYes
Combat level239
Size3x3
ExamineIf evil had a look, this would be it.
League regionKourend Kourend
Combat info
XP bonus+0%
Max hit18
AggressiveYes
PoisonousNo
Attack styleMagic
Attack speed5 ticks (3.0 seconds)
Combat stats
450001001400
Aggressive stats
Monster attack bonusMonster strength bonusMonster magic strength bonusMonster ranged strength bonus
+0+0+20+12+0+0
Melee defence
+180+180+180
Magic defence
No elemental weakness
+260No elemental weakness
Ranged defence
LightStandardHeavy
+30+30+30
Immunities
PoisonImmune
VenomImmune
Advanced data
Monster ID10954,10955
LinkMOID
Xamphur
Released16 June 2021 (Update)
MembersYes
Combat level239
Size3x3
ExamineIf evil had a look, this would be it.
League regionKourend Kourend
Combat info
XP bonus+0%
Max hit18
AggressiveYes
PoisonousNo
Attack styleMagic
Attack speed5 ticks (3.0 seconds)
Combat stats
450001001400
Aggressive stats
Monster attack bonusMonster strength bonusMonster magic strength bonusMonster ranged strength bonus
+0+0+20+12+0+0
Melee defence
+180+180+180
Magic defence
No elemental weakness
+260No elemental weakness
Ranged defence
LightStandardHeavy
+30+30+30
Immunities
PoisonImmune
VenomImmune
Advanced data
Monster ID10953,10956
LinkMOID
Xamphur
Released16 June 2021 (Update)
MembersYes
RaceCitizen of Arceuus
QuestA Kingdom Divided
LocationLizardman Temple
League regionKourend Kourend
GenderMale
ExamineIf evil had a look, this would be it.
Advanced data
NPC ID10951
LinkMOID

Xamphur is one of Xeric's closest comrades that players must fight during A Kingdom Divided. Xamphur mainly attacks using grasp spells, which can bind the player if damage is taken; praying Protect from Magic will greatly reduce any damage done by his grasp spells. The fight begins with a number of marks on the floor, and walking over these will empower Xamphur with a Mark of Darkness, causing his grasp spells to become twice as effective, and double the chance to be afflicted with corruption. Avoid the marks to fully avoid this effect.

A player fighting Xamphur.

Other than grasp spells, he has two special attacks: Summoning two Phantom Hands that have a chance to drain prayer points over the course of the battle, and summoning ghostly hands that come crushing down on the tile the player is standing on every game tick (0.6 seconds) inflicting rapid damage. Players can avoid the crushing hands by walking around the room (while avoiding the Marks of Darkness) until this attack stops. This attack functions similarly to the fire balls in Vorkath's acid attack.

Recommendations

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  • Xamphur is especially weak to ranged. He uses Protect from Magic himself during the fight, thus rendering him immune to Magic spells.
    • Level Defence 60 or higher
    • Level Ranged 60 or higher
    • Level Hitpoints 60 or higher
    • Level Prayer 43 for protection prayers
  • While Melee can be used, it's generally not a preferred method.

Fight overview

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The first time you reach this encounter, after you use the key on the door - you will then need to walk up to the black gate to trigger a cutscene, after which you'll be immediately in combat. On subsequent attempts, you'll teleport directly to Xamphur after interacting with the first door.

Xamphur uses 1 spell throughout the fight:

  • Ghostly Grasp- An unavoidable magic attack from the Arceuus Spellbook, Ghostly Grasp comes up from the ground and damages the player. This is cast by Xamphur approximately every 4 ticks.
    • Protect from Magic does not negate the damage entirely, but better gear can help mitigate this to almost 0. This spell has a 10% chance to bind you in place for 2 ticks.

Xamphur will also alternate between his two special attacks, which are announced by various lines of dialog.

  • Phantom Hands - Xamphur will summon two Phantom Hands (level 47) with 12 hitpoints each. Upon a successful hit, these hands will have a 50% chance to inflict corruption, draining 12 prayer points over the course of 18 seconds. Kill these as soon as they spawn to avoid being corrupted.
  • Crushing Hands - Ghostly hands descend from above, and deal significant damage on every game tick for 16 ticks. You can almost entirely avoid the falling ghostly hands that deal damage by WALKING in a straight line along any row of tiles with no Marks of Darkness.

There are 18 glowing pools spread out around the arena. Stepping on any of these pools will buff Xamphur with Mark of Darkness - which gives him two notable boons.

  • Mark of Darkness doubles the bind chance of Ghostly Grasp (from 10% to 20%)
  • Phantom Hands are guaranteed to inflict Greater Corruption on their next successful hit. This drains 12 prayer points over the course of 30 ticks (18s). The first drains 2 prayer points, the second 4 prayer points, and the third drains 6 prayer points

You cannot get more than 4 tiles away from Xamphur as he closes the distance when you move further away. You should only need to move during the Crushing Press attack. It is safe to stand in melee range, as Xamphur has no melee attacks

Strategies

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Before entering the arena - Enable Protect from Magic and maintain it throughout the encounter. Turn off auto retaliate, and disable run mode.

Some players may find a use for Rune thrownaxes (which Ironmen can purchase from the archery guild) - as they can be helpful in disposing of the Phantom hands, since the thrownaxe will bounce to multiple targets. Be sure to attack a hand when using the special attack for maximum effect.

If you have a Seercull, its special attack can be used at the start of the fight. You will still have enough Special Energy to use the chain-hit special of Rune thrownaxes beginning with the second spawn of hands and every spawn thereafter.

Xamphur appears to be immune to the effects of the Ring of recoil, so using one is pointless. For those using the Ring of suffering (r), disable the Recoil effect before battle so you won't waste charges.

Crossbows are not recommended due to their slow speed, as you'll need to dispatch Phantom Hands with haste.

Inventory

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History

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Xamphur has over the last century planned a conspiracy spanning the entirety of Great Kourend with the intention of bringing back his master, Xeric. He is referred to by the lizardmen as Yo'kal ahk.

Long ago he played a role in plundering and looting Dinh's Redoubt in search of a location to perform experiments. In a letter written to High Priest Nistirio, Xamphur claims to have looted some of Dinh's equipment and taken it back to Quidamortem.

During the 40th decade, Xamphur achieved a breakthrough in the study of teleportation, giving Xeric the ability to perform a previously impossible feat. This allowed him to instantly travel around Great Kourend and aided in the creation of his talisman.

After Xeric's fall, Xamphur sought a way to bring him back, but was unable to do so. He would end up imprisoned by the lizardmen in the Lizardman Temple in Molch, having been accused of causing Xeric's disappearance. A century before the events of A Kingdom Divided, Xamphur managed to convince their shamans to release him and immediately began setting plans in motions to bring Xeric back. These plans would eventually include planting the seeds that would lead to Veos discovering and being possessed by Xeric, the corruption of King Kharedst IV by giving him a cursed flask, an alliance and conspiracy with the future councillors of Kourend to gain access to the Dark Altar, the deaths of both King Kharedst and the crown princess Rose, capturing the energy of the Dark Altar for an experiment which created the Trapped Soul, the sabotage of the Doors of Dinh, and presumably other schemes.

Xamphur is later seen conversing with Veos over the status of his plan before they are discovered by the adventurer. During the conversation, Xeric, in Veos' possessed body, commended Xamphur for the ambition and scale of his plan, but told him that he had no more use for Kourend, much to Xamphur's confusion. Xeric then sensed an eavesdropping adventurer and ordered Xamphur to dispose of them before rendezvousing in the far south, implied to be Varlamore. The adventurer injured Xamphur, but to very little effect and he in turn cast a lightning spell that he believed killed them, ordering some lizardmen to dispose of their corpse. This proved to be an oversight, as the adventurer had only been knocked unconscious, and when they regained their senses, the lizardmen tasked with disposal fled, believing them to be a zombie.

Nonetheless, Xamphur abandoned the area as it was now compromised. Arceuus mages were sent by Lord Trobin Arceuus to investigate Xamphur's hideout, where they discovered and tested the many spells that Xamphur had been working on. The ones that were deemed safe were presented to Trobin, who taught the adventurer these spells as a reward for their efforts.

At some point after Thana's death, Mori, who sought answers from the Tasakaal, was making her way to Mount Karuulm when she saw a "ghast-like" creature with skin white as bone much like its clothing. The creature casted a spell on the trader, killing him before teleporting away. As Mori went to help the trader, he suddenly got up and rushed towards her. Having never seen such magic and believing the now reanimated man to be dangerous, Mori fled, hoping to never see something like that again. Given Mori's description of the creature, it was likely Xamphur.

Dialogue

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This article on an NPC has an associated transcript list.
Click here for a list of transcripts that this NPC speaks in.
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