Chambers of Xeric: Difference between revisions
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|image = [[File:Chambers of Xeric logo.png|250px]] | |image = [[File:Chambers of Xeric logo.png|250px]] | ||
|aka = Raids 1, CoX | |aka = Raids 1, CoX | ||
|update = Chambers of Xeric | |update = Chambers of Xeric | ||
|type = Raid | |type = Raid | ||
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|skills = [[Combat]], [[Mining]], [[Woodcutting]], [[Herblore]], [[Farming]], [[Hunter]], [[Cooking]], [[Fishing]], [[Thieving]], [[Firemaking]], [[Agility]] | |skills = [[Combat]], [[Mining]], [[Woodcutting]], [[Herblore]], [[Farming]], [[Hunter]], [[Cooking]], [[Fishing]], [[Thieving]], [[Firemaking]], [[Agility]] | ||
|currency = N/A | |currency = N/A | ||
|map = {{Map|name=Chambers of Xeric|1245,3557|zoom=2}} | |map = {{Map|name=Chambers of Xeric|1245,3557|zoom=2}} | ||
}} | }} | ||
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==Location== | ==Location== | ||
[[File:Path to Raids.png|thumb|380px|Getting to | [[File:Path to Raids.png|thumb|380px|Getting to the Chambers of Xeric.]] | ||
The Chambers of Xeric are located on Mount Quidamortem, which can be quickly accessed via the Teleport Interface : Bosses -> Raids I: Chambers of Xeric. | The Chambers of Xeric are located on Mount Quidamortem, which can be quickly accessed via the Teleport Interface : Bosses -> Raids I: Chambers of Xeric. | ||
Revision as of 19:50, 6 November 2022
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
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
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
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
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
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
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
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
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 | |
---|---|---|---|---|
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
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
Standard potions
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
Storage units
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
- Ice Demon
- Lizardman Shamans
- Muttadiles
- Skeletal Mystics
- Tekton
- Vanguards
- Vasa Nistirio
- Vespula
- Great Olm (final boss)
Reward system
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
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
Dealing damage within the Chambers of Xeric will reward the player with points based on damage dealt.
Storage unit
Building or upgrading the Storage unit will give 100 points per tier.
Shortcuts
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
In the Muttadile room, there is a meat tree. Cutting this tree awards some points.
Guardians
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
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
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
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
When a player deposits kindling in the braziers in the Ice demon room, they are rewarded with points.
Thieving
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
When a player uses the keystone crystal on the barrier in the tightrope room, some points are awarded.
Rewards
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.
Combat Achievements
Normal Mode
Template:Combat Achievements list
Challenge Mode
Template:Combat Achievements list
Music unlocked
Name | Unlock details | Music track |
---|---|---|
Upper Depths | Unlocked upon entering the Chambers of Xeric | File:Upper Depths.ogg |
Lower Depths | Unlocked in the second sub-level of the Chambers of Xeric | File:Lower Depths.ogg |
Fire in the Deep | Unlocked during the battle with the Great Olm | File:Fire in the Deep.ogg |
On the 29th of December 2016, an Unannounced phenomena occurred, in which a chatbox message stated Template:RSFont with the ground shaking at the same time.
Scrapped rewards
In advance of the raid's release, five Developer's Blogs detailing proposed rewards were released over the course of the latter half of 2016.
Many of the rewards proposed went through several changes before they were scrapped or failed a poll, or passed one.
Blog | Date |
---|---|
Dev Blog: Raid Rewards | 28 June |
Dev Blog: Raids Rewards 2 | 13 July |
Dev Blog: Raids Rewards 3 | 16 August |
Dev Blog: Raids Armours & Rewards | 26 August |
Dev Blog: Raids Rewards | 28 October |
Ancient insignias
Ancient insignias were proposed to be equipped in the ammunition slot, providing combat stats and effects.
They were scrapped in the second rewards blog following "a large amount of feedback from the community".
Insignia | Combat stats | Effect | Name notes |
---|---|---|---|
Yumi insignia |
|
10% chance to hit two additional targets | Yumi (弓) is Japanese for bow. |
Seji insignia |
|
10% chance to negate rune costs (stacked additively with staff of the dead) | Seji (世辞) is Japanese for compliment/flattery. |
Benkei insignia |
|
Boosts stat boosting prayers by 10% (ex. Eagle Eye boosted Ranged by 16.5% instead of 15%) | Benkei (弁慶) is the name of a 12th century Japanese warrior monk, who is commonly depicted as a man of great strength and loyalty. |
Kabe insignia |
|
None | Kabe (かべ) can be written as "壁" in Japanese, which translates to wall. |
Risutoa insignia |
|
Special attack energy regenerates twice as fast outside of combat | Risutoa (リストア) is a Japanese transliteration of "restore". |
Forgotten prayers
Initially, six prayers were proposed to be unlocked via a single tradeable scroll obtained as a reward. The scroll will prompt players to choose which prayer to learn, after which it would crumble to dust.
Level | Prayer | Effect |
---|---|---|
55 | Preserve | Boosted stats last 20% longer. |
65 | Poison Absorb | Poison damage that would have been dealt to the player drains prayer points instead. |
74 | Rigour | Boosts Ranged attack by 20%, Ranged strength by 23% and Defence by 25%. |
75 | Divine Grace | When running, prayer points are drained instead of run energy. |
77 | Augury | Boosts Magic accuracy and defence by 25%. |
85 | Venom Absorb | Venom damage that would have been dealt to the player drains prayer points instead. |
In the third rewards blog, the requirements for Rigour and Augury were swapped, and a level 70 Defence requirement was added to both prayers.
In the fourth blog, the Divine Grace, Poison Absorb, and Venom Absorb prayers were scrapped.
High-tier armour
The Kodai robes, elder armour, and twisted armours were first proposed in the fourth rewards blog, and was polled in Old School Content Poll 47: Rewards for Raids & Slayer, failing the poll by 2.6% of the required votes to pass.
It was repolled in Old School Content Poll 48: Rewards for Raids & Quality of Life a month later to emphasise that the set degrades with a 100,000 repair cost for each hour of usage. This failed the poll by 10.2% of the required votes to pass.
In order to assess what changes should be made to the armours to have it pass a poll, a new poll, Old School Raids Armours Survey was made available. After feedback, the final rewards blog proposed adjusted stats, and the final rewards poll, More Raids Rewards, split each armour set into its own question. All three armour sets failed by around 4%.
Kodai robes
First proposed in the first rewards blog, the robes required level 75 Magic & Defence to equip, and were proposed to be "slightly more powerful than Ahrim's robes" and undegradeable.
Item | Attack Bonuses | Defence Bonuses | Other | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Kodai hat | 0 | 0 | 0 | +7 | -2 | +17 | +17 | +17 | +8 | 0 | 0 | 0 | 0% | +1 | |
Kodai robetop | 0 | 0 | 0 | +35 | -10 | +60 | +45 | +75 | +35 | 0 | 0 | 0 | 0% | +1 | |
Kodai robelegs | 0 | 0 | 0 | +25 | -7 | +40 | +40 | +40 | +25 | 0 | 0 | 0 | 0% | +1 | |
Totals | 0 | 0 | 0 | +67 | -19 | +117 | +102 | +132 | +68 | 0 | 0 | 0 | 0% | +3 |
On the release of the second blog, the requirement to wear them was changed to level 75 Magic & Prayer, and their stats changed, as there were concerns of the price impact on Ahrim's robes.
Item | Attack Bonuses | Defence Bonuses | Other | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Kodai hood | -5 | -5 | -5 | +7 | -4 | 0 | 0 | 0 | +3 | 0 | 0 | 0 | 0% | +3 | |
Kodai robe top | -7 | -7 | -7 | +35 | -20 | 0 | 0 | 0 | +10 | 0 | 0 | 0 | 0% | +5 | |
Kodai robe legs | -6 | -6 | -6 | +25 | -14 | 0 | 0 | 0 | +8 | 0 | 0 | 0 | 0% | +4 | |
Totals | -18 | -18 | -18 | +67 | -38 | 0 | 0 | 0 | +21 | 0 | 0 | 0 | 0% | +12 |
With the release of the fourth rewards blog alongside elder and twisted armour, the Kodai robes were reworked entirely, again requiring level 75 Magic & Defence to equip, and being given increased bonuses. As a tradeoff, they degrade and become unusable after 10 hours of continuous usage in combat.
Item | Attack Bonuses | Defence Bonuses | Other | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Kodai hat | -5 | -5 | -5 | +12 | -4 | +18 | +16 | +20 | +8 | 0 | 0 | 0 | 0% | +2 | |
Kodai robetop | -7 | -7 | -7 | +38 | -20 | +58 | +42 | +68 | +35 | 0 | 0 | 0 | 0% | +2 | |
Kodai robelegs | -6 | -6 | -6 | +30 | -14 | +36 | +35 | +40 | +25 | 0 | 0 | 0 | 0% | +2 | |
Totals | -18 | -18 | -18 | +80 | -38 | +112 | +93 | +128 | +68 | 0 | 0 | 0 | 0% | +6 |
After having failed a poll twice, the final rewards blog did not adjust the Kodai robe's stats; rather, it proposed a second set of magic robes, the ancestral robes, which placed emphasis on magic damage. The ancestral robes passed the final reward poll, while Kodai robes did not.
Elder armour
A top-tier set of melee armour requiring level 75 Defence to equip, the set will degrade and become unusable after 10 hours of continuous usage in combat.
The set was proposed to have the following stats:
Item | Attack Bonuses | Defence Bonuses | Other | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Elder helm | +3 | +3 | +3 | -5 | -5 | +60 | +62 | +60 | -10 | +52 | +5 | 0 | 0% | +2 | |
Elder platebody | +5 | +5 | +5 | -15 | -10 | +130 | +125 | +110 | -20 | +135 | +6 | 0 | 0% | +2 | |
Elder platelegs | +4 | +4 | +4 | -10 | -8 | +90 | +90 | +85 | -15 | +95 | +4 | 0 | 0% | +2 | |
Totals | +12 | +12 | +12 | -30 | -23 | +280 | +277 | +255 | -45 | +282 | +15 | 0 | 0% | +6 |
Following player concerns on the impact elder armour will have on the price of Bandos armour, the strength bonus was reduced to match them, alongside a slight increase to the elder armour's magic defence:
Item | Attack Bonuses | Defence Bonuses | Other | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Elder helm | +3 | +3 | +3 | -5 | -5 | +60 | +62 | +60 | -2 | +52 | +5 | 0 | 0% | +2 | |
Elder platebody | +5 | +5 | +5 | -15 | -10 | +130 | +125 | +110 | -8 | +135 | +4 | 0 | 0% | +2 | |
Elder platelegs | +4 | +4 | +4 | -10 | -8 | +90 | +90 | +85 | -5 | +95 | +2 | 0 | 0% | +2 | |
Totals | +12 | +12 | +12 | -30 | -23 | +280 | +277 | +255 | -15 | +282 | +11 | 0 | 0% | +6 |
After having failed a poll twice, the stats of the elder armour were adjusted in the final rewards blog, which consisted of a minor increase to the set's magic attack bonus.
Item | Attack Bonuses | Defence Bonuses | Other | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Elder helm | +3 | +3 | +3 | -2 | -5 | +60 | +62 | +60 | -2 | +52 | +5 | 0 | 0% | +2 | |
Elder platebody | +5 | +5 | +5 | -8 | -10 | +130 | +125 | +110 | -8 | +135 | +4 | 0 | 0% | +2 | |
Elder platelegs | +4 | +4 | +4 | -5 | -8 | +90 | +90 | +85 | -5 | +95 | +2 | 0 | 0% | +2 | |
Totals | +12 | +12 | +12 | -15 | -23 | +280 | +277 | +255 | -15 | +282 | +11 | 0 | 0% | +6 |
Twisted armour
A top-tier set of ranged armour requiring level 75 Defence to equip, the set will degrade and become unusable after 10 hours of continuous usage in combat.
The set was proposed to have the following stats:
Item | Attack Bonuses | Defence Bonuses | Other | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Twisted coif | -6 | -6 | -6 | -6 | +15 | +7 | +7 | +7 | +12 | +10 | 0 | +2 | 0% | +2 | |
Twisted body | -10 | -10 | -10 | -10 | +38 | +59 | +51 | +64 | +72 | +61 | 0 | +3 | 0% | +2 | |
Twisted chaps | -8 | -8 | -8 | -8 | +25 | +34 | +28 | +36 | +42 | +35 | 0 | +3 | 0% | +2 | |
Totals | -24 | -24 | -24 | -24 | +78 | +100 | +86 | +107 | +126 | +106 | 0 | +8 | 0% | +6 |
Gallery
- Chambers of Xeric work-in-progress.png
Pre-release view of the rooms
- Chambers of Xeric work-in-progress 2.png
Pre-release view of the rooms
- Chambers of Xeric work-in-progress 3.png
Pre-release view of the rooms
- Chambers of Xeric work-in-progress 4.png
Pre-release view of the rooms
- Chambers of Xeric work-in-progress 5.png
Pre-release view of the rooms
- Chambers of Xeric artwork.jpg
A piece of artwork depicting a group of players fighting the Great Olm.
Changes
Date | Changes |
---|---|
27 July 2022 (update) |
For Ultimate Ironman players, any unclaimed Chambers of Xeric rewards may now be dropped outside the Chambers rather than being put in the private storage, since Ultimate Ironmen cannot use it. |
9 December 2021 (update) |
The minimum HiScores 'killcount' required for Chambers of Xeric Challenge Mode has been lowered from 10 to 5. |
16 June 2021 (update) |
|
20 January 2021 (update) |
Multiple graphical wall issues within a raid have been fixed. |
13 January 2021 (update) |
The Chambers of Xeric Party Board will now let you unselect the Challenge Mode option correctly. |
11 November 2020 (update | poll) |
|
16 July 2020 (update) |
An issue in which players would be hit by Vespula's melee attack if the portal was closed has been fixed. |
2 July 2020 (update) |
An issue in which points were not being awarded in certain challenge rooms has been fixed. |
18 June 2020 (update | poll) |
|
28 May 2020 (update | poll) |
|
21 May 2020 (update | poll) |
|
9 January 2020 (update) |
Lizardman Shamans, Skeletal Mystics and Stone Guardians now tell the party which individual received the seed drops upon death, if applicable. |
12 September 2019 (update) |
Stun effects in the Chambers of Xeric can no longer be dodged by lighting fires. |
14 March 2019 (update) |
Enchant spells are no longer offered in the Chambers of Xeric, as the stat-boosts in there are unusually large and were not intended for getting oneself permanent access to items unrelated to the Chambers. |
7 March 2019 (update) |
NPC stats are now scaled based on the player with the highest combat stats rather than the average combat stats of all party members |
28 February 2019 (update) |
|
14 February 2019 (update) |
|
10 January 2019 (update | poll) |
Dragon sword, dragon harpoon and dragon thrownaxe were removed from the drop table and moved to monsters in Karuulm Slayer Dungeon. This did not affect the rarity of other drops, as they were re-weighted. |
17 May 2018 (update | poll) |
Challenge Mode was implemented, providing a more difficult raid with every room in a static layout. |
8 February 2018 (update | poll) |
|
4 May 2017 (update) |
|
23 February 2017 (update) |
|
Trivia
- The Chambers of Xeric was originally proposed in 2014 as the "Paradigm of Exodus", a large dungeon found in and around an active volcano, allowing 5 to 30 players to take on powerful monsters and solving puzzles in a randomly generated layout, with a boss at the end of the raid.
Template:Chambers of Xeric Template:Kebos Lowlands Template:Activities Template:Dungeons