Raids (Chambers of Xeric) Guide
ATTENTION! THIS GUIDE IS CURRENTLY UNDERGOING A REVAMP AS IT IS OUTDATED DUE TO THE CHAMBERS OF XERICS HAVING RECEIVED A BIG UPDATE AS OF 22-10-20.
Raids (Chambers of Xeric) In depth Guide
Introduction
For Many players the endgame is to acquire the best gear, complete collection logs, and conquer the entirety of PVM. In order to reach this goal however, you will at some point have to take on the challenge that is the Chambers of Xeric. Whether it be to acquire the fabled Twisted Bow or to make a profit, you will find plenty of challenge within. Let's get started learning how to deal with this terrifying dungeon!
Note: To see Drop tables and rates for Raids, reference the section below for specifics.
What is a Raid?
A Raid is a team-based minigame in which players can either join together, or go solo, to conquer multiple bosses before finally killing one massive boss to attain loot.
Requirements
Before we delve in any further I think it's best that I share some requirements that I believe to be essential before truly grinding out raids. You can obviously do them with less stats or worse gear; however, doing so would not be efficient and you would be before off getting those levels or the gear beforehand. Furthermore, I play a UIM and so this will be a guide centered on both regular players and Ironman Alike. I will not be focusing on how to attain the gear mentioned, nor the skills, look at other guides or ask help in game on how to reach those levels/get that gear.
STATS:
Attack: 7585
Strength: 7585
Defence: 7585
Prayer: 7577
Magic: 86
Range: 7590
(Ironman) Herblore: 38 (prayer pots) or 63 (super restores)
(Ironman) Cooking: 80 (for shark)
GEAR/INVENTORY SETUP:
The following gear recommendations are included for you to look over and see what players typically use. As far as first getting into raids it is understood that you will not have a twisted bow or a scythe of vitur (usually) and as such a Toxic Blowpipe is the BARE MINIMUM for Raids. You can use it for just about every boss to include Olm (reference specific boss guides below for specifics). Furthermore, for any fights that you may need to use melee for, and you dont have a scythe, bring your best melee setup that you have at the time.
Also NOTE: Serpentine helm, Magma Helm, or Tanzanite helm are HIGHLY RECOMMENDED. These mitigate a lot of damage from Olm's venom attacks. If you do not have one bring an antidote potion or two.
RANGE (MINIMUM)
RANGE (RECOMMENDED)
MELEE (RECOMMENDED)
INVENTORY SETUP (EXAMPLE):
Note: I am a UIM so my inventory includes a looting bag but everything else is pretty standard.
You want to have:
a range/melee switch
Prayer potions/Super restores
Decent Food
Double Damage pot (not needed but recommended)
and runes for barrage spell (best you can use. I have runes for blood barrage in the picture)
optional: antidote potion, mage gear (not worth space imo. you hit magic alot even in full tank gear.)
Your First Raid
GREAT! You have your stats, your gear, and your inventory all set up. Next, you will want to know some basic info before you start your first raid. Firstly, When you raid you will fight 35 rooms of enemies/bosses before a final fight that will always be OLM. After you beat Olm you get a single reward from the drop table, then you are finished with that raid. Secondly,You Raidingcan do the Chambers of Xeric solo or inwith a teamteam. doesWhen changeyou are with a team, the waymonsters dropsHP work.scale Notewith the amount of people that Alexwe're isinside currentlythe closewaiting room when the raid was started. For every player, hitpoints increase by 100% and their stats increase a bit aswell. The monsters also have a chance to changinghit teameveryone in the raid dropinstead ratesof and1 how that works so I will only be talking about Solo Drop rates. The functionality remains the same so far for team to solo except that Olm's head gets an extra 500hp per person. Other than that team vs solo raids are exactly the same. player.
JUST NOTE:
Solo raids have a higher INDIVIDUAL CHANCE of an item (meaning you get it yourself rather than someone else)
Team raids have a higher LIKELIHOOD OVERALL for there to be an item drop amongst you and your team members. Not that you will get the item, it may be your teammate of course.
With that in mind decide on whether you want to be in a team or solo, then you can start.
Getting There:
easy enough, head to your minigames tele in the runerealm tele tab, and use the bottommostbottom most teleport that says Raids which will take you straight to the entrance of Chambers of Xeric:
PICTURE ABOVE: Entrance Gate to the Chambers of Xeric (click to enter or right click and quick-solo to start a solo raid)
INSIDE YOUR FIRST RAID
Once inside you will enter a small "Lobby" area that looks like this:
You will see the stairs you entered from, and to the north-west a doorway that will take you to your first encounter.
REMEMBER: Once you enter the doorway the raid starts, and the only way out is to LOGOUT, which will force you outside the raid and you will lose all of your progress and have to restart. So be ready to fight to the end before you enter.
Before you dive in though we need to cover each room and give a rundown of each Boss/Monster/Monsters and how to beat each one.
Raid Encounters (In Depth)
The following are the possible encounters you may run into before fighting Olm. There will ALWAYS be 3, and they are completely Random. You can never have the same encounter twice per raid.
Vespula
HP: 200400
Points per Kill (Solo): 6001200
Pray: RangeMage
Attack it with: Range
Notes: Vespula is a relatively Easy Boss. You can only attack it with Range or Magic (range obviously recommended). Pray rangemage here or you will take heavy damage. Also avoid getting too close or it will attack with melee as well and hit really hard. You have a chance at getting a pet Vespula, check the Drop viewer table for your rate on the pet with your DR%.
Tekton
HP: 500
Points per Kill (Solo): 1500
Pray: melee
Attack it with: melee
Notes: Tekton is one of the slower bosses to kill in the Raid, though if you pray melee he will do 0 damage to you, so it is relatively safe. You will want to attack with your best melee setup and here it is HIGHLY RECOMMENDED: to use a Statius Warhammer or Dragon Warhammer Special to reduce his defence. Again he drops a pet, reference the drop viewer for you DR%.
MUTADILE
HP: 250350
Points per Kill (Solo): 7501050
Pray: Magic (if using range) or Melee (if using melee)
Attack it with: Range or Melee
Notes: Mutadile is an easy boss to kill with lower HP, though he can hit through prayer and if you are using melee to attack him he will use both magic and melee attacks against you. It is not recommended to use Melee against him until you have a Scythe of Vitur. Again he drops a pet, reference the drop viewer for you DR%.
Vasia Nistirio
HP: 500600
Points per Kill (Solo): 15001800
Pray: Magic or range
Attack it with: Range or Melee
Notes: Vasia Nistirio attacks with hard hitting magic and can hit decently even through prayer and high magic defence armor. He has decent HP therefore you may find yourself eating food here, so keep an eye on your HP bar. It is not recommended to use Melee against him until you have a Scythe of Vitur. Again he drops a pet, reference the drop viewer for you DR%.
Vanguards
Amount: 3
HP: 100200 (300600 total)
Points per Kill (Solo): 300600 (9001800 total)
Pray: Reference Image
Attack it with: Reference Image
Notes: This is one of the trickertrickier rooms that gives new players trouble. Here you will both pray all three attack styles, and attack with all three attack styles. Start by attacking the Pray: Mage, then the Pray: Range, and finally the Pray: Melee. Try not to attract more than one at a time, hence the order I stated will help you to mitigate that. If you attack with the wrong attack style it heals the Vanguards. Use the attack style I referenced on the image and you will easily get through this encounter. Again he drops a pet, reference the drop viewer for you DR%.
Lizardman Shamans
Amount: 3
HP: 150250 (450750 total)
Points per Kill (Solo): 450750 (13502250 total)
Pray: melee
Attack it with: melee or range
Notes: The Lizardman Shamans are low HP bosses that you may recognize if you have ever fought them for slayer or for their DWH drop outside of Raids. Here in Raids though you will fight three, and you will want to pray melee and attack using your best dps setup (whether it be melee or range). NOTE: only attack one at a time, start with one closest to you. If you see them wind up like so:
RUN! as they will do an unblockable jump attack that can hit very, very hard. It is dodgeable though hence the running away.
Deathly Rangers
Amount: 4
HP: 100200 (400800 total)
Points per Kill (Solo): 300600 (12002400 total)
Pray: Range
Attack it with: magic (barrage)
Notes: The simplesteasiest of all the rooms. Here you pray range, and attack the group of 4 archers with a barrage spell to quickly end them. 0 effort, easy progress.
Ice Demon
Amount: 1
HP: 200350
Points per Kill (Solo): 6001050
Pray: Range
Attack it with: Range or Magic
Notes: The Ice Demon is essentially a very easy Jad. It has low HP and hits low, though can do damage as it actually has a magic and a ranged attack. He attacks more often with Range hence the prayer, though you can actually prayer flick if you so wish after learning the fight through experience.
Skeletal Mystics
Amount: 3
HP: 160200 (480600 total)
Points per Kill (Solo): 480600 (1440total)1800 total)
Pray: Melee
Attack it with: Range or Melee
Notes: The Skeletal Mystics are a set of 3 magic and melee using foes that can attack from a distance as well as with melee. You fight one at a time as you run through a maze of purple crypts. They are quite easy to dispatch though you will want to make sure you are within melee range at all times as they hit hard with magic, though a lot harder with melee (hence praying melee). IF you stay within melee range they should not be able to hit you with magic.
Guardians
Amount: 2
HP: 200 (400 total)
Points per Kill (Solo): 600 (1200 total)
Pray: Melee
Attack it with: Melee
Notes: asia You can find the guardians at the end of the room at the door to the next room. They look like statues and will only attack you if you initiate the fight. They don't hit very hard, and zero if you keep protect from melee on. Despite having fairly high defence, they are easy to kill.
Olm Fight
After beating the three encounters you will find yourself in a small room with a large green portal ahead which is the entrance to the final bossfightboss fight with Olm:
Amount: 3
HP: 500250 for each for:hand, Head,500 Rightfor Hand,head Left(1000 Handtotal
Points per Kill (Solo): 1000 (3000 total)
Pray: RangeVarious
Attack it with: Reference Image below:
Notes: Equip a serpentine helm, magma helm, or tanzanite helm if you have one, or pot up using an antidote then PRAY RANGE. Step through the green portal and begin your fight with olm. He doesn't have any real mechanics other than he uses a standard range attack and a venom attack. both hit through prayer/antidote/serp helm so you WILL TAKE DAMAGE AND CAN DIE IN THE FIGHT.
You have to TAKE OUT HIS HANDS BEFORE YOU CAN ATTACK HIS HEAD. The HEAD CAN ONLY BE ATTACKED WITH RANGE OR MAGIC
That being said reference the image below to see your priority for attacking, and what style of combat to use:
That is pretty much it for Olm. fight and kill him and you have finished your first raid. Now we can get into the fun stuff, the drops!
Drops Explained (work in progress)
Drop Viewer
Referencing the 2 images above you can get an idea as to what unique items you can get from the Chambers of Xeric.
FromIf "Always"you itemsdon't hit the rare drop table you can get various supplies as a reward, such as runes,runes darts,and skilling suppliessupplies.
As allyou can see there are some items on Cox's unique drop table that come from the Theatre of Blood on OSRS. When Cox released on RuneRealm, ToB was a long way up the road so the highly demanded item were added to the "Rare"CoX itemsdrop thattable. includeWhen the Olmlet pet, ScytheTheatre of Vitur,Blood Twisted bow etc. and all the goodies in between.
Before we delve too deep into the Drop ratesreleases, it iswill goodreceive toan understandupdated howcustom Dropdrop rates work in the Chambers of Xeric so you can calculate just how long you need to grind to get a certain item, and what those points you got from your first raid are.table.
Points Explained (Solo)
PointsThe meanamount of points you earn in a lotRaid inare Thevery Chambersdetermining on your chances of Xeric,receiving a unique drop. There is a soft cap and a lothard isn'tcap toldfor toa chance at a unique drop. The soft cap is a minimum amount of points you by the game. Players tendneed to have somethe sortslightest chance at a unique drop. The hard cap is the highest amount of confusionpoints aboutyou whatcan reach before hitting the max chance of having a unique drop. Having more points meanthan orthis dohard andcap havingwill recievednot clarificationfurther fromincrease your chances. Also, the ownermore himselfpoints Iyou am here to shed some light onhave, the subject.higher your supply drop will be if you don't get a unique item.
When it comes to solo raids points are only used for calculating two things: Drop rates for rare items, and how many skilling supplies you get.
You only get one drop however in Raids. For example, if you get a twisted bow that is all you get. Same goes for "always" drops. They dont always drop it just means you are guaranteed something from that tree of items, 1 item to be specific, if you do not hit the rare drop table for common, uncommon, or rare.
Anyway, hereHere are the general rules for getting those Raresrares and how points work so far in Raids (solo):Raids:
You need 20002500 points to be eligible for the rare drop table
20002500 points is a 1 in 4243 chance for rdta unique drop (having less than 2500 points after Olm has been killed will leave you hopeless at a drop).
EveryRoughly 250every 355 points after 2K2500 increases your chance by 1 (22502855 is 1 in 4142 for, example)3210 is 1 in 41, etc)
850012500 is the hard cap for points with a 1 in 1615 chance for thea rdtunique drop. Any amount of points higher than 12500 after Olm has been killed will not further increase your chance at a rare drop.
(manySide tablesnote: andthe explanationshard tocap followdoes ifnot count for a supply drop, the higher points you arefinish stillwith, confusedthe aboutmore points.supplies I promise ityou will allget make sense)
CalculatingDrop Pointsrate reduction
The Followingdrop tablerate reduction also applies in the Chambers of Xeric, but it does not just increase your chance at a drop. The percentage your DR is areduced quickis andadded easyup wayby toyour figuretotal outpoints, howthis tomeans calculatethat howyour manyDR pointsreduction percentage lets you arereach getting. the hard cap earlier, maximising your chance for a drop at an earlier stage. Some examples:
The hard cap for a rare drop is 12500 points, which translates to a 1 in 15 chance at a rare drop.
Clarification: You will notice that I have averaged out the points-per-Raid to be 6280 and added a formula to calculate your average points per raid based off your DR%. Furthermore, The DR% needed to hit 8500 on average is 35% by my calculations. So aim to get there ifIf you have a lower30% DR%!drop Thereduction, coming sectionsit will showadd howup important30% maxingof your total points are to gettingyour goodtotal averagespoints.
Example: After you've killed olm you have 7000 points. If you have a 30% DR reduction the game calculates your drop by the following points: 7000 + 30% (7000 X 1.3) = 9100 points. So while you've gained 7k points, the game acts as if you had 9100 points, thus giving you a 1 in 25 chance at a drop instead of 1 in 30.
12500 is the hard cap for yourpoints grindswith a 1 in raids.15 chance for a unique drop. Any amount of points higher than 12500 after Olm has been killed will not further increase your chance at a rare drop.
RareUnique Dropdrop Table Explainedtables
The Rare1 Dropin X rates mentioned above are about the chance of receiving ANY unqiue item drop. The chance of receiving an item from the uncommon table is wherelogically a lot higher than from the magicvery happensrare indrop Raids.table. ItEach istable has their own unique number of which you have a chance at roll, uncommon being the tablehighest thatchance, everyoneand wantsvery torare hit for all ofbeing the rarelowest items like the twisted bow, scythe of vitur etc.
As mentioned earlier the following sections will only cover SOLO RAIDS this is important because the tables and averages cover specific points/DR% etc. that applies currently only to SOLO RAIDS due to how team raids vs solo works. This is subject to change and Alex told me that team raids are going to change very soon so keep an eye out for updates here in the future.
Without further ado though let's dive into the drop table and begin with a table that will give you the rates for common, uncommon, and rare.chance.
Rare Drop Table Rates (In Depth Table)
Clarification: The Table above shows the chances for ANY Drop and the chances for a SPECIFIC Drop for commong, Uncommon, and Rare drops on the RDT for Raids.
ANY DROP means: your chance to get any one of the drops from that table (common, uncommon, or rare)
SPECIFIC DROP means: your chance of getting a specific drop from that table (common, uncommon, or rare). Such as a twisted bow from the Rare table or a Dragon sword from Common.
A PI CHART FOR CHANCE OF ANY DROP FOR COMMON, UNCOMMON, AND RARE:
Average Raids needed for ANY Drop (In Depth Table)
Clarification: The Table above shows the Average Raids needed to get Any Drop from each of the rare drop tables. They are listed in the points-per-raid category which maxes out at 8500, or a 1 in 16 chance to hit the RDT. You want to aim for hitting the max of 8500 in Solo. (reference points section above to figure out the formula of how to do that).
Average Raids needed for SPECIFIC Drop (In Depth Table)
Clarification: The Table above shows the Average Raids needed to get A Specific Drop from each of the rare drop tables. They are listed in the points-per-raid category which maxes out at 8500, or a 1 in 16 chance to hit the RDT. You want to aim for hitting the max of 8500 in Solo. (reference points section above to figure out the formula of how to do that).
Average Raids Needed for COLLECTION LOG COMPLETION
Clarification: The Table above shows the Average Raids needed to COMPLETE THE COLLECTION LOG depending on the average points-per-solo-raid. They are listed in the points-per-raid category which maxes out at 8500, or a 1 in 16 chance to hit the RDT. You want to aim for hitting the max of 8500 in Solo. (reference points section above to figure out the formula of how to do that).