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Chambers of Xeric (CoX)

Chambers of Xeric is a simplified raid compared to the original. No puzzles, and bosses have reduced mechanics. Difficulty comes from raid type and affliction modifiers.

Raid Structure

You'll face 3-5 bosses randomly selected, ending with Olm.

  • Magic setup for Vanguards
  • Dragon slayer equipment (Shayzien armor, Dragon Hunter Lance)
  • Full dragonfire protection (required for Olm)
  • Anti-venom potion (required for Vespula and Olm)
  • Kharazi chins (if you have Blast Mine scroll for Tekton)

Boss Guides

Vasa Nistirio

Weakness: Melee

Mechanics:

  • Sends projectiles at all players - sidestep to avoid
  • Projectiles can hit other players too

At 75% HP:

  • Becomes immune and starts healing
  • 4 crystals spawn in corners
  • Destroy all crystals to stop healing
  • Finish the fight after crystals die

Vanguards

Weakness: All styles

Three Vanguards attack with melee, ranged, and magic respectively.

Strategy:

  • Use Ice Barrage to stack all three in the northwest corner
  • AoE them down together

Important: If HP difference between Vanguards exceeds 30%, the lowest HP one becomes immune until balanced.


Muttadile

Weakness: Melee

Two-stage fight:

Small Muttadile:

  • Ranged attacks (green orbs)
  • Magic attacks (red orbs)

Large Muttadile:

  • Same attacks but more HP and defence
  • At melee distance, green orbs become melee attacks instead

Vespula

Weakness: Ranged & Melee

Attacks:

  • White projectile = Ranged
  • Green projectile = Magic
  • Venoms players - bring anti-venom!

Mechanics:

  • Portal makes Vespula immune
  • Portal spawns Abyssal Walkers
  • Kill the portal first, then finish Vespula

Tekton

Weakness: Magic & Crush

Mechanics:

  • If not in melee distance, throws typeless projectiles
  • Stay close to Tekton at all times

At 50% HP:

  • Becomes immune
  • 3 crystals spawn in corners with pickaxes
  • Destroy crystals (use Kharazi chins with Blast Mine scroll for instant mining)
  • Return to melee distance and finish

Olm (Final Boss)

Weakness: Ranged & Slash

After defeating 3 bosses, you'll reach a resource room before Olm.

Attacks:

  • Red dragonfire - nullified with super antifire
  • White flame = Magic
  • Green projectile = Ranged (can venom)

Key Targets:

  1. Spinner - continuously heals claws, kill first
  2. Left Claw - creates lightning that stuns
  3. Right Claw - enables Olm's ranged/magic attacks

Strategy:

  • Kill Spinner → Right Claw → Left Claw
  • Once both claws die, attack the head
  • At 50% HP, claws and spinner respawn - repeat
  • Full dragonfire protection is important

Tips

  • Bring gear for multiple combat styles
  • Prioritize dragonfire protection for Olm
  • Anti-venom is mandatory
  • Communication helps in groups