Chambers of Xeric
Chambers of Xeric | ||||
---|---|---|---|---|
Also called | Raids 1, CoX | |||
Released | Unknown (edit) | |||
Type | Raid | |||
Location | Mount Quidamortem | |||
Participants | 1-100 | |||
Skills | Combat, Mining, Woodcutting, Herblore, Farming, Hunter, Cooking, Fishing, Thieving, Firemaking, Agility | |||
Reward currency | N/A | |||
Location | ||||
The Chambers of Xeric are located within a sprawling cave system beneath Mount Quidamortem in the Kebos Lowlands, built by Xeric long ago.
Location[edit | edit source]
The Chambers of Xeric are located on Mount Quidamortem, which can be quickly accessed via the Teleport Interface : Bosses -> Raids I: Chambers of Xeric.
Mechanics[edit | edit source]
The Chambers of Xeric uses a unique party finding system to help determine how strong the team is. This will affect the strength of the monsters and bosses, in addition to the requirements needed in the skilling rooms. Players can bring their own supplies in (tools not needed), but will need to utilise the chambers' resources in order to defeat the increasingly strong bosses. Any number of players from 1 to 100 may start a raid.
To start a raid, the leader must create a team. This "team" is the leader's chat-channel; which other players may join by manually typing in the channel's name. Once everyone is ready, the leader should enter the chambers, where a starting room is located. The raid officially starts once the leader starts the raid; when that happens, all the mechanics will be calculated and no one may join the instance if they were not in by the time the raid started. If the leader leaves by any means, the next leader will be whoever has the highest rank in the Clan Chat, with a minimum rank of recruit; if no suitable rank is found, everyone is thrown out of the instance.
There are three floors in each raid; the final floor is always the same, housing the final boss. At the end of the first and second floors is an energy well that fully replenishes the players' run energy when interacted with. In normal-sized raids, each floor contains a mix of 2-3 combat/puzzle rooms; in large raids, each floor always contains four of these with the potential for duplicate puzzle rooms.
Communication and teamwork is needed for players to defeat the bosses and complete the raid.
Challenge Mode[edit | edit source]
Challenge Mode is a "hard" version of the existing Chambers of Xeric. All combat and puzzle rooms are featured and the enemies themselves have significantly increased stats. The layout of each floor is always static; due to putting all combat and puzzle rooms inside, teams must clear three floors with the general difficulty increasing as players venture deeper down.
Completion of the mode in a specific time frame can yield metamorphic dust to reskin an olmlet,twisted ancestral colour kit to recolour ancestral robes, and the Twisted Horns. Cosmetic capes are awarded at specific clear milestones.
Resources[edit | edit source]
The Chambers of Xeric have various resources which can be used in the raid to make things easier.
Scavenger beasts can be found around the dungeon. One scavenger room is always guaranteed somewhere in the raid, and it will always be before the first puzzle room. It is common to encounter one scavenger room on each floor, though in uncommon circumstances players may encounter two scavenger rooms on the floor. They are primarily killed for tool and Herblore secondary drops, which are used in the resource rooms, such as butterfly nets and cave worms.
The scavengers encountered are random, in addition to the room type they appear in - some rooms may be a small bend or curve, others a spacious area (which will always contain a boulder, mining rock or sapling shortcut which can be cleared away for points). The amount of scavengers in the room, along with their strength (to a very mild degree) is determined by the amount of players in the raid.
If the player dies in the Chambers, they will drop all raid-only items upon death; for example, if the player died with 10 Xeric's aid (+), those potions are dropped immediately upon dying. Other items that can be found, such as a hammer, will not be dropped upon death.
Food[edit | edit source]
All these cooking resources require the same level for hunting or fishing them, with the tier being determined by the team's overall Hunter/Fishing level. They are not often utilised in normal raids as Xeric's aid heals more per inventory space.
To catch bats, a butterfly net is required.
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. Only spots containing plain fish and cave snakes will move occasionally.
All the items required to capture bats and fish can be dropped by scavengers.
Fishing[edit | edit source]
Food | Levels | XP | Heals | |
---|---|---|---|---|
File:Pysk fish (0).png | Pysk fish (0) | 1 |
20 |
5 |
File:Suphi fish (1).png | Suphi fish (1) | 15 |
23 |
8 |
File:Leckish fish (2).png | Leckish fish (2) | 30 |
26 |
11 |
File:Brawk fish (3).png | Brawk fish (3) | 45 |
29 |
14 |
File:Mycil fish (4).png | Mycil fish (4) | 60 |
32 |
17 |
File:Roqed fish (5).png | Roqed fish (5) | 75 |
35 |
20 |
File:Kyren fish (6).png | Kyren fish (6) | 90 |
38 |
23 |
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.
Food | Levels | XP | Heals | |
---|---|---|---|---|
File:Guanic bat (0).png | Guanic bat (0) | 1 |
5 |
5 |
File:Prael bat (1).png | Prael bat (1) | 15 |
9 |
8 |
File:Giral bat (2).png | Giral bat (2) | 30 |
13 |
11 |
File:Phluxia bat (3).png | Phluxia bat (3) | 45 |
17 |
14 |
File:Kryket bat (4).png | Kryket bat (4) | 60 |
21 |
17 |
File:Murng bat (5).png | Murng bat (5) | 75 |
25 |
20 |
File:Psykk bat (6).png | Psykk bat (6) | 90 |
29 |
23 |
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 | |
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File:Golpar seed.png | Golpar seed | 27 | 4 | 10 |
File:Buchu seed.png | Buchu seed | 39 | 6 | 15 |
File:Noxifer seed.png | Noxifer seed | 55 | 12 | 30 |
Herblore[edit | edit source]
Potions can be dropped in small amounts by the bosses. Some bosses drop herblore secondaries, although they are primarily obtained from scavengers.
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: Potion tiers are capped on the player's Herblore level upon creation and will downgrade accordingly for overloads; e.g a player with 80 Herblore would be able to make combat+ potions, but as overload+ requires 90 Herblore, they will downgrade into a normal overload upon creation.
Weak potions[edit | edit source]
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).
Strong potions[edit | edit source]
Storage units[edit | edit source]
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.
Once a storage unit is built, anyone can use it. Storage units have a shared and personal inventory. 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).
Players who leave the Chambers with their personal items still stored in the storage units can retrieve them from the private storage unit next to the bank chest on the mountain. The private storage unit must be emptied before players can re-enter the Chambers of Xeric.
Storage units | level | Planks required | Experience | Capacity | Capacity (personal) | |
---|---|---|---|---|---|---|
File:Small storage unit icon.png | Small storage unit | 30 | 2 | 150 | 250 | 30 |
File:Medium storage unit icon.png | Medium storage unit | 60 | 4 | 150 | 500 | 60 |
File:Large storage unit icon.png | Large storage unit | 90 | 6 | 150 | 1,000 | 90 |
File:Massive storage unit icon.png | Massive storage unit | 99 | 8 | 150 | 1,500 | 120 |
Bosses[edit | edit source]
- Ice Demon
- Lizardman Shamans
- Muttadiles
- Skeletal Mystics
- Tekton
- Vanguards
- Vasa Nistirio
- Vespula
- Great Olm (final boss)
Reward system[edit | edit source]
Player rewards are based on "participation" points. As the team collects more points, they have an increased chance of obtaining unique items. Individually, these points determine the quantity of common rewards. If a player dies in a raid, they will lose 40% of the points that they had before their death. If the player dies with none, or extremely few, personal points, the team's overall points are reduced instead.
The current maximum amount of points attainable per player is 131,071 points. Additional points that would be earned by a player with maximum personal points are still added to the team's overall points.
If a member of a raid party leaves early, the points multiplier and difficulty for that raid will remain the same.
Gaining Points[edit | edit source]
Gaining points in raids is possible in multiple ways, all of which have a cap which scales to the number of players in the raid. Below is a short description for all ways to gain points within the Chambers of Xeric.
Combat[edit | edit source]
Dealing damage within the Chambers of Xeric will reward the player with points based on damage dealt.
Storage unit[edit | edit source]
Building or upgrading the Storage unit will give 100 points per tier.
Shortcuts[edit | edit source]
In some scavenger rooms, a shortcut which requires Mining, Woodcutting, or Strength to clear can be found. Clearing this shortcut rewards the player with some points.
Muttadile[edit | edit source]
In the Muttadile room, there is a meat tree. Cutting this tree awards some points.
Guardians[edit | edit source]
When a player steps between the Guardians, they will push the player away, dealing damage and awarding some points. This is the only method that does not have a point cap in the raid.
Cooking Food[edit | edit source]
A player is able to catch bats using Hunter and catch fish using Fishing within the Chambers of Xeric. When any player (including the person who cooked the food) eats them and heals damage, the player that cooked the food is awarded points. If a different player to the one cooking the food uses that food to heal, the player that cooked the food receives 50% more points than if they were to eat it themselves. Psykk bats found in the Thieving room count as food cooked by the player who found them.
Potions[edit | edit source]
Appropriate use of potions that the player makes will award some points to the player that made them or got them from one of the bosses. The points awarded are capped at 5 sips times the number of people participating in the raid, plus five extra at a reduced amount. More points are given if a player other than the one who created the potion drinks them. Overloads award the highest amount of points, so players should try to refrain from drinking other potions during the raid, as the point cap for potions is based on doses drunk, not points gained. 75 Herblore for overload, 90 Herblore for overload+.
Crabs[edit | edit source]
In the Jewelled Crab room, attacking or being targeted by one of the crabs (including ones not used to bounce the floating crystal) will reward some points upon each successful crystal colour change.
Ice Demon[edit | edit source]
When a player deposits kindling in the braziers in the Ice demon room, they are rewarded with points.
Thieving[edit | edit source]
When a player fills the trough with cave worms in the Thieving room, they are awarded a certain amount of points. Points stop being awarded when the scavenger no longer needs any more worms.
2 persons = 30 grubs
3 persons = 42 grubs
4 persons = 56 grubs
Tightrope[edit | edit source]
When a player uses the keystone crystal on the barrier in the tightrope room, some points are awarded.
Rewards[edit | edit source]
Depending on the points obtained in the raid, players have a chance to obtain a reward from the unique drop table. If the player does not roll into the unique drop table, they will obtain two rolls of standard loot instead (which cannot both be the same loot), with their quantity depending on points obtained.
Regardless of whether a unique drop was obtained, players may always additionally obtain the dark journal if they do not have it already, and the metamorphic dust/twisted ancestral colour kit for players completing a challenge mode raid if successfully rolled on.
The beam of light above the chest will vary for the player depending on the loot obtained: by default, the light is white; if the player obtained an item from the unique drop table, it is purple; if the player obtained a metamorphic dust, it is turquoise; if the player obtained a twisted ancestral colour kit, it is green. If multiple such drops are obtained simultaneously, the light alternates between each appropriate colour.