Difference between revisions of "Chambers of Xeric/Strategies"
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This is a strategy guide for completing the | This is a strategy guide for completing the [[Chambers of Xeric]]. | ||
*'''Full page rework incoming''' | |||
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The easiest way to get to the Chambers of Xeric is by using the Portal Nexus at ::home. | The easiest way to get to the Chambers of Xeric is by using the Portal Nexus at ::home. | ||
== Recommended Equipment == | |||
== | <tabber> | ||
Melee= | |||
{| class="wikitable sticky-header" style=text-align:center; | |||
! <center>Slot</center> !! colspan="4"|<center>Item (most effective → least effective) </center> | |||
|- | |||
|[[File:Head slot.png|center]] || {{plink|Sanguine Torva full helm}} || {{plink|Inquisitor's great helm}} || {{plink|Neitiznot faceguard}} || {{plink|Torva full helm}} | |||
|- | |||
|[[File:Neck slot.png|center]] || {{plink|Amulet of rancour}} || {{plink|Amulet of torture (or)}} || {{plink|Amulet of blood fury}} || {{plink|Looter's necklace}} | |||
|- | |||
|[[File:Cape slot.png|center]] || {{plink|Trimmed Completionist cape}} || {{plink|Completionist cape}} || {{plink|Infernal cape}} || {{plink|TokHaar-Kal}} | |||
|- | |||
|[[File:Body slot.png|center]] || {{plink|Sanguine Torva platebody}} || {{plink|Inquisitor's hauberk}} || {{plink|Torva platebody}} || {{plink|Bandos chestplate}} | |||
|- | |||
|[[File:Legs slot.png|center]] || {{plink|Sanguine Torva platelegs}} || {{plink|Inquisitor's plateskirt}} || {{plink|Torva platelegs}} || {{plink|Bandos tassets}} | |||
|- | |||
|[[File:Weapon slot.png|center]] || {{plink|Scythe of verzik}} || {{plink|Scythe of vitur}} || {{plink|Inquisitor's mace}} || {{plink|Dragon hunter lance}} | |||
|- | |||
|[[File:Shield slot.png|center]] || {{plink|Eternal flame defender}} || {{plink|Avernic defender}} || {{plink|Dragon defender}} || {{plink|Dragonfire shield}} | |||
|- | |||
|[[File:Hands slot.png|center]] || {{plink|Nefarious gloves}} || {{plink|Ferocious gloves}} || {{plink|Goliath gloves}} || {{plink|Torva gloves}} | |||
|- | |||
|[[File:Feet slot.png|center]] || {{plink|Harmonized boots}} || {{plink|Primordial boots}} || {{plink|Steadfast boots}} || {{plink|Torva boots}} | |||
|- | |||
|[[File:Ring slot.png|center]] || {{plink|Hazelmere's signet ring}} || {{plink|Berserker ring (i)}} || {{plink|Ring of wealth (i)}} || {{plink|Ring of suffering (ri)}} | |||
|} | |||
<references /> | |||
|-| | |||
Ranged= | |||
{| class="wikitable sticky-header" style=text-align:center; | |||
! <center>Slot</center> !! colspan="4"|<center>Item (most effective → least effective) </center> | |||
|- | |||
|[[File:Head slot.png|center]] || {{plink|Pernix cowl}} || {{plink|Void ranger helm}} <ref name="void">With the full void set</ref> || {{plink|Crystal helm}} || {{plink|Trickster helm}} | |||
|- | |||
|[[File:Neck slot.png|center]] || {{plink|Necklace of anguish (or)}} || {{plink|Necklace of anguish}} || {{plink|Looter's necklace}} || {{plink|Saradomin's murmur}} | |||
|- | |||
|[[File:Cape slot.png|center]] || {{plink|Trimmed Completionist cape}} || {{plink|Completionist cape}} || {{plink|Ava's assembler}} || {{plink|Ranging cape}} | |||
|- | |||
|[[File:Body slot.png|center]] || {{plink|Pernix body}} || {{plink|Elite void knight top}} <ref name="void" /> || {{plink|Crystal body}} || {{plink|Trickster robe}} | |||
|- | |||
|[[File:Legs slot.png|center]] || {{plink|Pernix chaps}} || {{plink|Elite void knight robe}} <ref name="void" /> || {{plink|Crystal legs}} || {{plink|Trickster robe legs}} | |||
|- | |||
|[[File:Weapon slot.png|center]] || {{plink|Twisted bow (or)}} || {{plink|Farsight decimation}} || {{plink|Dragon hunter crossbow}} || {{plink|Bow of seren}} / {{plink|Bow of faerdhinen}} <ref>With Crystal armour</ref> | |||
|- | |||
|[[File:Shield slot.png|center]] || {{plink|Twisted buckler}} || {{plink|Dragonfire ward}} || {{plink|Odium ward}} || | |||
|- | |||
|[[File:Ammo slot.png|center]] || {{plink|Dragon arrows}} / {{plink|Dragon darts}} || {{plink|Ruby dragon bolts (e)}} || {{plink|Diamond dragon bolts (e)}} || {{plink|Onyx dragon bolts (e)}} | |||
|- | |||
|[[File:Hands slot.png|center]] || {{plink|Nefarious gloves}} || {{plink|Swift gloves}} || {{plink|Void knight gloves}} <ref name="void" /> || {{plink|Zaryte vambraces}} | |||
|- | |||
|[[File:Feet slot.png|center]] || {{plink|Harmonized boots}} || {{plink|Pernix boots}} || {{plink|Pegasian boots}} || {{plink|Glaiven boots}} | |||
|- | |||
|[[File:Ring slot.png|center]] || {{plink|Hazelmere's signet ring}} || {{plink|Ring of wealth (i)}} || {{plink|Archers ring (i)}} || {{plink|Ring of the gods (i)}} | |||
|} | |||
<references /> | |||
|-| | |||
Magic= | |||
{| class="wikitable sticky-header" style=text-align:center; | |||
! <center>Slot</center> !! colspan="4"|<center>Item (most effective → least effective) </center> | |||
|- | |||
|[[File:Head slot.png|center]] || {{plink|Twisted ancestral hat}} || {{plink|Virtus mask}} || {{plink|Ancestral hat}} || {{plink|Battle-mage helm}} | |||
|- | |||
|[[File:Neck slot.png|center]] || {{plink|Occult necklace (or)}} || {{plink|Arcane stream necklace}} || {{plink|Looter's necklace}} || {{plink|Occult necklace}} | |||
|- | |||
|[[File:Cape slot.png|center]] || {{plink|Trimmed Completionist cape}} || {{plink|Completionist cape}} || {{plink|God capes#Imbuing|txt=Imbued god cape|pic=Imbued saradomin cape}} || {{plink|God capes#Imbuing|txt=God cape|pic=Saradomin cape}} | |||
|- | |||
|[[File:Body slot.png|center]] || {{plink|Twisted ancestral robe top}} || {{plink|Virtus robe top}} || {{plink|Ancestral robe top}} || {{plink|Battle-mage robe}} | |||
|- | |||
|[[File:Legs slot.png|center]] || {{plink|Twisted ancestral robe bottom}} || {{plink|Virtus robe legs}} || {{plink|Ancestral robe bottom}} || {{plink|Battle-mage robe legs}} | |||
|- | |||
|[[File:Weapon slot.png|center]] || {{plink|Staff of merethiel}} <ref name="Crystal">Crystal armour can give a higher max hit than Twisted ancestral depending on the rest of your setup</ref> || {{plink|Kodai wand (or)}} || {{plink|Armadyl battlestaff}} || {{plink|Harmonised nightmare staff}} | |||
|- | |||
|[[File:Shield slot.png|center]] || {{plink|Ward of subjugation}} || {{plink|Arcane spirit shield}} || {{plink|Tome of fire}}<ref>BIS when using Fire Surge</ref> || {{plink|Ancient wyvern shield}} | |||
|- | |||
|[[File:Hands slot.png|center]] || {{plink|Nefarious gloves}} || {{plink|Tormented bracelet (or)}} || {{plink|Tormented bracelet}} || {{plink|Virtus gloves}} | |||
|- | |||
|[[File:Feet slot.png|center]] || {{plink|Harmonized boots}} || {{plink|Virtus boots}} || {{plink|Battle-mage boots}} || {{plink|Boots of subjugation}} | |||
|- | |||
|[[File:Ring slot.png|center]] || {{plink|Hazelmere's signet ring}} || {{plink|Ring of wealth (i)}} || {{plink|Ring of the gods (i)}} || | |||
|} | |||
<references /> | |||
</tabber> | |||
== | === Auras and Pet Perks === | ||
Info to be added | |||
== Bosses and Puzzles == | |||
=== Tekton === | |||
Tekton is weak to Melee Crush attacks, immune to Ranged and highly resistant to Magic. | |||
He has very high defence stats, so using a Dragon or Statius' Warhammer or the Elder Mail special attack is beneficial. | |||
He will turn to face a player and will attack in that direction, so move to his sides and attack. Protect from Melee will mitigate some damage. | |||
If not killed quickly, Tekon will retreat to his anvil and reforge his body, boosting his health and damage output. | |||
=== Jewelled Crabs === | |||
[[File:Crabs.png|thumb|400px|Marked tiles example.]] | |||
This room can be skipped with a Crab Skip Card. | |||
You must use the crabs to reflect the white orb firing from the wall into the corresponding crystal. | |||
A Crab can be locked in place for 20-30 seconds by using the right click Smash option. | |||
Attacking a Crab with combat styles will turn it into the corresponding colour, which will turn the white orb into that colour. | |||
The crab will revert back to its default colour after some time. | |||
The orb reflects off crabs West, North, East and then South. | |||
Ranged is used on the Purple crystal. | |||
Melee is used on the Blue crystal. | |||
Magic is used in the Yellow crystal. | |||
Nothing is used on the Black crystal. | |||
An example with reference to the screenshot: | |||
* Hit a Crab with a ranged attack and position it on tile 1. | |||
* Smash it on tile 2. Have another crab and take it to position 3, hit it with melee. | |||
* Take this crab (or another if you smashed) to position 4 and smash it. You may have to re-smash the crab on tile 2. | |||
* Hit a Crab with Magic and position it on 6. | |||
* After the Yellow crystal is hit, take it north to tile 5 and smash it. You may have to re-smash your crabs on 2 and 4. | |||
=== Ice Demon === | |||
Ice Demon is weakest to Fire Spells. Both mage and ranged are fine to use here, and you will pray range and move to avoid his attack. | |||
Start by chopping Kindling from the trees. You can chop up to 28 in your inventory at once. Kindling is deposited into the four braziers in the area which will thaw and release the Ice Demon. | |||
* The required amount varies depending on the raid scale. | |||
== | === Lizardman Shamans === | ||
Shamans are easiest taken down with ranged or magic and can be safespotted from the first line of tiles as you enter the area. | |||
=== Vanguards === | |||
The three Vanguards need to be kept within 30-40% health of each other or they will reset. Damage against the Vanguards is capped at 50. | |||
Each Vanguard is weak to a specific attack style, following the combat triangle: | |||
* The range Vanguard is weak to Melee attacks and can be identified by the rocks gathered beneath its tentacles. | |||
* The melee Vanguard is weak to Magic attacks and can be identified by the tentacles raised up in front of it. | |||
* The mage Vanguard is weak to Ranged attacks and can be identified by the lack of tentacles. | |||
=== Thieving Room === | |||
Search the chests around the room to collect grubs and deposit them in the chests. Amount you receive is determined by available inventory space with a max of 6, so deposit some brews in the chest first. | |||
If you find bats those are good. | |||
=== Vespula === | |||
Vespula will hit the player with typeless damage so pray soul split or redemption based on your set prayers. | |||
The goal is to destroy the portal behind Vespula so you will need to range or mage it. You can focus down Vespula first to reduce the damage you'll be taking. | |||
=== Tightrope === | |||
Kill the magers and rangers on either side of the rope before crossing and picking up the keystone to unlock the door. | |||
They focus target on whoever crosses the rope and can do large amounts of damage before you make it across. | |||
=== Guardians === | |||
Guardians are two statues blocking your path. You will need your best Pickaxe in order to damage them, unless you are using the Verac's Memento perk. | |||
Pray melee and step back between attacks if using a pickaxe. | |||
' | === Vasa Nistirio === | ||
On entering Vasa's arena it will charge up a powerful attack targeting multiple people. This can deal over maximum hp damage so brew up and pray redemption or be ready to heal immediately, as Vasa will start moving and deals damage when talking over the player. | |||
Vasa and the Crystals can be attacked with any combat style but Vasa is weakest to Ranged and Crystals weakest to Stab Melee. | |||
=== Skeletal Mystics === | |||
Skeletal Mystics have strong magic attacks and can be taken down with any attack style. | |||
=== Muttadiles === | |||
Muttadiles should be ranged or maged so that you can keep a distance from their strong melee bites. | |||
After taking a certain amount of damage they will eat a nearby meat tree to heal. This tree can be chopped down to prevent this. | |||
The small mutadile attacks with melee and ranged. While the small one is alive the large one will fire magic out into the arena. | |||
The large mutadile can attack with all three styles but will prioritise ranged at a distance and melee up close. | |||
=== The Great Olm === | |||
Olm is a multi phase fight in which you just destroy its hands and head. | |||
Olm's basic attacks consist of a small orb and a larger projectile. | |||
The small orb is his ranged attack, and the large his magic. These attacks can alternate randomly and should be prayed against. | |||
*''' | After 3 basic attacks, Olm will use a special attack. He has multiple of these thay can be used depending on his active power. | ||
* '''Flame Wall''' attempts to trap a player within two lines of fire. Pray magic if you are caught. | |||
* '''Spheres''' will fire a melee, ranged or magic attack at the player. Indicated by colour and chatbox message. Pray accordingly. | |||
* '''Acid Spray''' will shoot out pools of acid across the arena but will disappear after a time. | |||
* '''Falling Crystals''' targets a player indicated by a red aura. Crystals will fall on the players location and start to deal rapid damage if not avoided. | |||
* '''Crystal Bomb''' is a crystal shot out by Olm that will explode after a time dealing damage in a 4 tile radius. | |||
* '''Crystal Burst''' is a crystal summoned under the player, exploding after a few seconds dealing 35 damage. | |||
* '''Lightning Walls''' will be fired across the arena in a line, dealing damage and turning the overhead prayers off of anyone caught in them. | |||
* '''Swap''' Olm targets players with coloured Auras. You must stand on the same tile as your paired player. The name will be indicated in the chatbox and the aura colour will match. In a solo, a random tile in the arena will receive your pair. The further away you are once this goes off, the more damage you will take. | |||
* '''Regeneration''' during the final hand phase, Olm can place a magic symbol over his left hand, healing any damage dealt to it. This lasts several seconds. | |||
*''' | * '''First & Second Phase''' | ||
The first two phases are near indentical. You must attack his right (players left) hand with magic, and his left (players right) hand with melee. | |||
* With Verac's Memento you can 1 combat style the hands. If using Verac's, damage is capped at 50 when using the incorrect style. | |||
The mage hand must be killed first as attacking the melee hand too much will cause it to clench for a time. | |||
Olm will move to the other side of the arena once both hands are taken down, with a brief intermission of falling crystals you should avoid. | |||
* '''Third Phase''' | |||
During the Third Phase, both of Olm's hands must be destroyed within a certain time of each other. If too much time passes without the other hand dying, the defeated hand will fully heal. | |||
* '''Final Phase''' | |||
Once both hands are taken down, Olm's head will be vulnerable. The head can only be damaged with ranged attacks regardless if you are using Verac's or not. Olm will continue to use his basic and special attacks during the head phase, while also using his falling crystals. | |||
'''''Running the head''''' | |||
Olm will focus attacks on the left, center or right of the arena, prioritizing the area with the most players in it.If no players are in the zone that he's facing, he will swerve his head to another zone, skipping an attack in the process. | |||
With correct movement and timing, you should be able to keep out of Olm's sight and avoid almost all of his attacks. |
Latest revision as of 12:40, 8 April 2025
This is a strategy guide for completing the Chambers of Xeric.
- Full page rework incoming
Getting There
The easiest way to get to the Chambers of Xeric is by using the Portal Nexus at ::home.
Recommended Equipment
Auras and Pet Perks
Info to be added
Bosses and Puzzles
Tekton
Tekton is weak to Melee Crush attacks, immune to Ranged and highly resistant to Magic.
He has very high defence stats, so using a Dragon or Statius' Warhammer or the Elder Mail special attack is beneficial.
He will turn to face a player and will attack in that direction, so move to his sides and attack. Protect from Melee will mitigate some damage.
If not killed quickly, Tekon will retreat to his anvil and reforge his body, boosting his health and damage output.
Jewelled Crabs
This room can be skipped with a Crab Skip Card.
You must use the crabs to reflect the white orb firing from the wall into the corresponding crystal. A Crab can be locked in place for 20-30 seconds by using the right click Smash option.
Attacking a Crab with combat styles will turn it into the corresponding colour, which will turn the white orb into that colour. The crab will revert back to its default colour after some time.
The orb reflects off crabs West, North, East and then South.
Ranged is used on the Purple crystal. Melee is used on the Blue crystal. Magic is used in the Yellow crystal. Nothing is used on the Black crystal.
An example with reference to the screenshot:
- Hit a Crab with a ranged attack and position it on tile 1.
- Smash it on tile 2. Have another crab and take it to position 3, hit it with melee.
- Take this crab (or another if you smashed) to position 4 and smash it. You may have to re-smash the crab on tile 2.
- Hit a Crab with Magic and position it on 6.
- After the Yellow crystal is hit, take it north to tile 5 and smash it. You may have to re-smash your crabs on 2 and 4.
Ice Demon
Ice Demon is weakest to Fire Spells. Both mage and ranged are fine to use here, and you will pray range and move to avoid his attack.
Start by chopping Kindling from the trees. You can chop up to 28 in your inventory at once. Kindling is deposited into the four braziers in the area which will thaw and release the Ice Demon.
- The required amount varies depending on the raid scale.
Lizardman Shamans
Shamans are easiest taken down with ranged or magic and can be safespotted from the first line of tiles as you enter the area.
Vanguards
The three Vanguards need to be kept within 30-40% health of each other or they will reset. Damage against the Vanguards is capped at 50.
Each Vanguard is weak to a specific attack style, following the combat triangle:
- The range Vanguard is weak to Melee attacks and can be identified by the rocks gathered beneath its tentacles.
- The melee Vanguard is weak to Magic attacks and can be identified by the tentacles raised up in front of it.
- The mage Vanguard is weak to Ranged attacks and can be identified by the lack of tentacles.
Thieving Room
Search the chests around the room to collect grubs and deposit them in the chests. Amount you receive is determined by available inventory space with a max of 6, so deposit some brews in the chest first.
If you find bats those are good.
Vespula
Vespula will hit the player with typeless damage so pray soul split or redemption based on your set prayers.
The goal is to destroy the portal behind Vespula so you will need to range or mage it. You can focus down Vespula first to reduce the damage you'll be taking.
Tightrope
Kill the magers and rangers on either side of the rope before crossing and picking up the keystone to unlock the door.
They focus target on whoever crosses the rope and can do large amounts of damage before you make it across.
Guardians
Guardians are two statues blocking your path. You will need your best Pickaxe in order to damage them, unless you are using the Verac's Memento perk.
Pray melee and step back between attacks if using a pickaxe.
Vasa Nistirio
On entering Vasa's arena it will charge up a powerful attack targeting multiple people. This can deal over maximum hp damage so brew up and pray redemption or be ready to heal immediately, as Vasa will start moving and deals damage when talking over the player.
Vasa and the Crystals can be attacked with any combat style but Vasa is weakest to Ranged and Crystals weakest to Stab Melee.
Skeletal Mystics
Skeletal Mystics have strong magic attacks and can be taken down with any attack style.
Muttadiles
Muttadiles should be ranged or maged so that you can keep a distance from their strong melee bites.
After taking a certain amount of damage they will eat a nearby meat tree to heal. This tree can be chopped down to prevent this.
The small mutadile attacks with melee and ranged. While the small one is alive the large one will fire magic out into the arena.
The large mutadile can attack with all three styles but will prioritise ranged at a distance and melee up close.
The Great Olm
Olm is a multi phase fight in which you just destroy its hands and head.
Olm's basic attacks consist of a small orb and a larger projectile. The small orb is his ranged attack, and the large his magic. These attacks can alternate randomly and should be prayed against.
After 3 basic attacks, Olm will use a special attack. He has multiple of these thay can be used depending on his active power.
- Flame Wall attempts to trap a player within two lines of fire. Pray magic if you are caught.
- Spheres will fire a melee, ranged or magic attack at the player. Indicated by colour and chatbox message. Pray accordingly.
- Acid Spray will shoot out pools of acid across the arena but will disappear after a time.
- Falling Crystals targets a player indicated by a red aura. Crystals will fall on the players location and start to deal rapid damage if not avoided.
- Crystal Bomb is a crystal shot out by Olm that will explode after a time dealing damage in a 4 tile radius.
- Crystal Burst is a crystal summoned under the player, exploding after a few seconds dealing 35 damage.
- Lightning Walls will be fired across the arena in a line, dealing damage and turning the overhead prayers off of anyone caught in them.
- Swap Olm targets players with coloured Auras. You must stand on the same tile as your paired player. The name will be indicated in the chatbox and the aura colour will match. In a solo, a random tile in the arena will receive your pair. The further away you are once this goes off, the more damage you will take.
- Regeneration during the final hand phase, Olm can place a magic symbol over his left hand, healing any damage dealt to it. This lasts several seconds.
- First & Second Phase
The first two phases are near indentical. You must attack his right (players left) hand with magic, and his left (players right) hand with melee.
- With Verac's Memento you can 1 combat style the hands. If using Verac's, damage is capped at 50 when using the incorrect style.
The mage hand must be killed first as attacking the melee hand too much will cause it to clench for a time.
Olm will move to the other side of the arena once both hands are taken down, with a brief intermission of falling crystals you should avoid.
- Third Phase
During the Third Phase, both of Olm's hands must be destroyed within a certain time of each other. If too much time passes without the other hand dying, the defeated hand will fully heal.
- Final Phase
Once both hands are taken down, Olm's head will be vulnerable. The head can only be damaged with ranged attacks regardless if you are using Verac's or not. Olm will continue to use his basic and special attacks during the head phase, while also using his falling crystals.
Running the head
Olm will focus attacks on the left, center or right of the arena, prioritizing the area with the most players in it.If no players are in the zone that he's facing, he will swerve his head to another zone, skipping an attack in the process.
With correct movement and timing, you should be able to keep out of Olm's sight and avoid almost all of his attacks.