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Chambers Of Xeric Strategies

by Xiomara Tindale (2021-03-19)


The Chambers of Xeric is Old School RuneScape's first Raid. Random generator - Raids are randomly generated, so every raid is different (apart from the Great Olm). Damaging a recovered abyssal portal. Points gained from the raid are based on player contribution and actions. Players can attempt the chambers by themselves, though up to 100 players can be in a raid. Scaling difficulty - The difficulty of the chambers are based on the player with the highest combat level. Each pre-Olm room has three different layouts depending on the way the room curves (left, straight or right) Note: If there are at least five bosses in the same raid, duplicate puzzle rooms can be encountered. 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. So the higher the combat level of the team is, the stronger the enemies will be.

When players battle mini-bosses, a "decay" point multiplier is put into effect. For every 8,675 total points obtained, a 1% chance to obtain a unique loot is given. If a player dies in the chambers, 40 percent of their points will be removed from the player, which will lower the team's overall chance of getting unique rewards. For example, players initially have a normal multiplier rate when disabling Vasa Nistirio's glowing crystals, but as the fight progresses, the "decay" will set in and prevent players from obtaining as many points as they normally would. The points determine the team's potential rewards at the end of the raid, when the Great Olm is killed. The more players in a raid attempt, the higher the points multiplier will be to compensate for increased difficulty. The more points obtained, the higher the chance of obtaining unique loot. 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.

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. The ability to recover from mistakes will be a bigger bonus than some of these items provide whilst learning, so not everything from this guide needs to be taken. Whilst learning Chambers of Xeric it may be beneficial to leave certain items behind so you have more inventory space for Saradomin brews and Super restores. Note: If a team member continually dies in the raid with low points, the game will deduct points from the team's score instead rather than no penalty to discourage them from suiciding supplies into boss rooms.

↑ Only better than the abyssal tentacle and whip in raids with Tekton or Vasa. Four to six bosses can be expected in a raid, one always being the Great Olm. Tekton has high Defence but only uses Melee attacks. ↑ Requires bringing a rune pouch with runes for casting Fire Surge. His attacks can deal heavy damage, though there is one disadvantage for him; his attacks have a small delay before they hit, meaning that a player can run corners to avoid getting hit by most of his standard attacks. However isn't recommended once you are confident. There are several bosses that can be encountered in a raid. ↑ 2.0 2.1 2.2 2.3 Void is useful for learning as it reduces the amount of switches needed, and allows more inventory space. ↑ 3.0 3.1 3.2 3.3 Void is useful for learning as it reduces the amount of switches needed, and allows more inventory space. ↑ The special attack should only be used if you don't need to use a defence lowering special attack in the next rooms. ↑ Whilst a helmet switch can be used, it is generally recommended to use your best melee helmet in most situations.

However, his attacks can cleave clockwise. After several attacks, or if his attacks are interrupted (no-one in range), he will return to the anvil. Tekton always starts with an orange aura around him, which has lower Defence than his red aura. When Tekton goes back to the anvil, he will repair himself, recovering a percentage of his hitpoints. Players under him as he returns to the anvil will take rapid stomp damage. While he is at the anvil, he will send up to 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. After five sets of sparks, he will resume combat, this time in an "enraged" stance (red aura), dealing significantly more damage whilst having higher Defence. He can still be attacked as he makes his way back to the anvil. They can be avoided by simply running two spaces away from your current spot when the sparks are flying.