Chambers of Xeric (Mainly Olm guide)
1. Overview of CoX
CoX is the 1st raid in OSRS and it is the place to go for important PVM upgrades such as Dexterous/arcane scrolls and the ultimate Tbow. In Runura, CoX is similar to what it is on OSRS but there are some simplifications (such as not needing to do resource rooms, having brews/prayer enhance/overloads/restores be free and not having to do some rooms like Vespula or crabs room). This guide will touch briefly on some of the rooms but this is targeted mainly at how to deal with Olm and his main mechanics.
2. Requirements
CoX can be completed with a variety of stats, but the following are recommended for the smoothest experience:
Ranged: 90+
Mage: 90+
Melee: 90+
Prayer: 45+(for Protection Prayers + mystic might/eagle eye) preferably 77+ with rigour and augury;
Hitpoints: 90+
Agility : 90+ (for olm runners. you will run a shit ton so you need as much energy restore you can get)
3. Gear and Inventory Setup
You will need to bring tribrid to deal with Olm (at the very minimum hybrid melee/mage + range for duos+). Left hands (our right) = melee, right hands (our left) = mage, head = range. Void is my personal go to as you only need to switch helms and weapons (you may bring extra switches like cape/amulet for extra dps but) but my recommendations for starting out is to bring as little switches as possible as you will probably need the invent space for more brews incase of messups.
https://imgur.com/a/nnLYKS9
Amulet : You can also opt to bring blood fury / amulet of fury instead of having 3 diff amulets.
Ring : Ring of Suffering > Brimstone> zerker > archers
Ranged Weapons : Blowpipe is plenty good, i personally bring a bowfa for the extra range but this is personal preference, you can also substitute with an ACB
Mage weapons : Trident is highly recommended , but if you do not have 1 you can substitute with any of your strongest staff + fire surge [in this case tome of fire is recommended]
Melee Weapons : Blade of saeldor is best but tent whip/normal whip works just as well. VLS is a good option if you are doing duos as a dps but i'd recommend using 4 tick weapons if you are the runner as it is easier to time the hit cycle [more in the vid]
Armor : elite void + 3 helms
Boots : your best ranging boots or dragon boots works fine.
Offhand : DFS is a good all round option with high defense bonuses. tome of fire is recommended as a switch if you are fire surging.
Food : You may bring a full invent of food but I'd recommend bringing just about 8-10 food. Depending on RNG, you may not even need the food if you get resource rooms/corrupt scavenger room at the start.
ETC. items: Dragon pickaxe is almost a must bring for guardian rooms as you may only damage them with a pickaxe. Rune pouch with Fire surge runes if you are bringin a normal staff [or blood barrage if you wanna heal up while doing the hands].
Potions: you can bring 1-2 pray pots to last till resource room. Also if you do not have the Run energy perk, bring 1-2 stamina pots as you will run ALOT in Olm.
4. Layout and Levels
In CoX, you will have 2 levels (upper and lower), each of which consists of a few rooms and minibosses. Most of these combat rooms can be dealt with using blowpipe only (with the exception of guardian,tekton and vasa.
The following are the miniboss rooms possible (at least what I've encountered so far)
Minibosses:
Tekton: Melee only boss. just hit and run while praying melee to reduce the damage received.
Muttadiles : Hits hard but is squishy as well. Just use your highest dps and eat as necessary. after a certain damage, muttadile will go to the meat tree and heal up. just kill him again then mamadile will appear. rinse and repeat. *Current known bug: do not move mamadile too much as she tends to null if moved out of her spot too much in my experiences.
Vasa Nisitrio: Most annoying miniboss to deal with currently. He has 2 distinct mechanics.
1) he drops rocks at the player's current spot every 4 ticks. to deal with this, hit and run.
2) As you enter his room, he will stun all players and teleport them right beside him , and deal damage based on your current hp and leave you with 5 hp. This move almost always kills new players as most new players will panic and eat on the spot without running and get comboed by the rock throw. as soon as you receive the damage, move first and eat up as you move. if you are confident enough, you can technically continue dpsing without eating as the only way you die is to get hit by the rock.
3) Not exactly a mechanic but Vasa moves in a pattern towards 1 of the 4 crystals in the corner of the room. When he reaches the crystal, he becomes invulnerable and you need to kill the crystal to move him out of the invulnerable state ( or after sometime, he will heal to full). these crystals can only be killed with melee and are especially weak to stab style.
Vanguards: The Trio of Lobsters. In runura these are simplified as you do not need to balance the damage dealt. the 1st Vanguard that starts out closes to you throws rocks at you that hits quite hard. only thing you can do is to outdps and heal as needed. the 2nd closest vanguard is the melee vanguard and can be safespotted easily, just drag him to the entrance and then move further back. The Last vanguard is the mage vanguard and is the easiest to deal with. he will launch rocks in the air to land on your spot. just hit and move to avoid all damage.
LizardMan shamans (not exactly miniboss but its still a combat room): Similar to the lizardman shamans you may have killed outside, just pray range and dps it down while keeping a distance. The only 2 things you need to keep in mind is the poison vomit which hits through pray and poisons you. easily dealt with by hitting and moving. the other thing is the spawn that explodes after sometime. Again, just move away from them as they are about to explode.
Guardian statues (again, not exactly miniboss but combat room) : 2nd most annoying room. These statues may only be damaged with a pickaxe, hence the requirement to bring a dragon pickaxe with you. There is a iron pick axe spawn in the room but it slows down the kill quite significantly. otherwise, the mechanic is simply just hit and back [to reduce the number of times statue hits you]. the only other mechanic here is the rock drop which can hit you up to 30s+. just move out of the spot where the rock is dropped.
"Puzzles/free rooms":
Scavenger: Basically a free room. just skip em.
Corrupt scavengers: Also sort of a free room. Just open chests and obtain cave grubbers and feed em to the thing blocking the exit. For solo you need 7 grubbers, duos 12. Unsure of trio+ but basically it just scales up the number of grubbers you need to feed. you can Stack em in your invent and put it in the trough in 1 go. This room also contains the private storage from which you can get your supply of potions and brews. The chests you open may also give you psykk bats which heals you for 26 (or 28 i cant rmb exact amount) per piece. you may choose to bring a few of these along with brews to olm for combo eating rather than filling up with only brews.
Resource room : free room with Private storage to fill up potions.
Tightrope : there will be 2 mage and 2 range npc guarding the tight rope. you may choose to tank em to get the key and cross back but i find it alot simpler to just kill em 1 by 1. Plus you get extra points for killing em.
Mystic guardians : basically free room, the mystic guardians barely have any hp and are mostly 1-2 shots from your range. kill the 3 of them and you may pass through.
5. OLM
The final boss of CoX. Olm may be daunting for new players as he has a multitude of mechanics to deal with but once you learn of the timing (in vid example), you can avoid / reduce a ton of his mechanics and significantly reduce the amount of damage you take. Here is my personal setup for Tile marking (Yellow for mage hands, red for melee hands).
https://imgur.com/a/Ue8bptr.
I know some of you may have experience from OSRS or may have watched some vids on 3:0 and 4:1 method. But somehow the head turning mechanics here is a little different so Follow this marking and my vid for the timing instead.
Olm has a total of 4 phases, 3 of which are basically the same. In each of the 3 phases, olm will appear with 2 hands and a head. the Head is invulnerable at this time and will heal whatever damage you deal to it. so at this point please ignore the head. His left hand (our right) will be his melee hands and his right hand (our left) is his mage hands. If you are a runner, you will generally start with the mage hand as the melee hands has downtimes in p1-2 (which messes up your run timing).
Before we talk bout general mechanics, the most important thing you need to know about Olm is he can only launch and attack if he's looking at you. Meaning to say, if he's facing the left (north) and you move to the middle or right (south), he will have to turn his head to you before launching an attack. This core mechanic is what makes running so important in the raid.
General Mechanics:
Olm has a standard attack that deals either ranged or mage damage. Each of this attack can deal up to 30+ damage. Hence, the runner plays an extremely important role here to reduce the number of attacks that Olm uses to reduce the total damage taken.
Along with his basic attacks, he has also the following special attacks that are non phase specific:
1) Sphere launch: Olm will launch one of 3 spheres to a player and deals 50% of the current hp if not prayed accordingly. At launch, it will disable whatever pray you have on and reduce your pray points by 50% as well. pray according to the colour of the orb / in game message . Red (aggression) = Melee, Green (dexterity & accuracy) = Range, Purple (magical power) = Mage.
2) crystal burst : occasionally, there will be bursts of crystal shards on the ground of where the player is standing. this move is telegraphed by small green crystals on the ground before bursting on the spot.
3) Lightning storm : Lightning will come from both north and south (left and right). if you get hit, your overheads will be disabled and you are stunned briefly and take damage. easy way to deal with this is to be positioned right infront of olm's hands when you are doing your run/ dps as the lightning does not spawn on that row in my experience.
4) Teleport Swap: Olm will perform a teleport attack on all players for which you are dealt damage based on how far you teleported when the move ends (upwards of 40ish damage if you are end to end) . You usally have about 5 seconds to react. If you are duo+, you will swap places with your partner. if you are solo, you will see a white glowing portal somewhere in the room. To deal with this, run towards your partner/the white portal in the room before the move ends and you will receive 0 damage.
Phase specific mechanics:
As Olm rises there will be 1 of the 3 messages :
"The Great Olm rises with the power of Acid/Crystal/Flame " .These indicate the type of mechanics you may face in the current phase. Each of these have 2 mechanics to be dealt with.
Acid :
1) acid spray: some acid pools will spawn in the room. just avoid standing on these.
2) Acid drip: Acid puddles will drip from you for about 15 seconds. if you stand still you will receive damage per tick. as you move you will leave a trail of acid following you. To deal with this, keep moving.
Flame:
1) Burn with me! : Basically you will burn for 5 damage per every seconds. avoid running into the other player as it will reset the timing and both of you will burn. simply just keep your hp up and wait this out while you deal with the boss.
2) Fire wall : olm traips the player in 2 wall of fire. just run out of the fire wall and you'll be fine.
Crystal:
1) Crystal bomb: Olm will drop a crystal bomb that explodes after several seconds and deals aoe damage. just move away from the crystal.
2) Crystal shard drop: Olm will target a single player (generally the runner) with a message "you have been targeted by olm" and a red aura will shine for a sec. after which, a crystal shard will be dropped on the player's position every few seconds. Easy enough mechanic to deal with as you will be running alot.
Once you reach phase 4, Olm's attacks will speed up by double so your runn timings will get messed up abit. at this phase and just like in between phases, Olm will continue dropping crystal shards on random positions so it is good to keep moving. Switch to your range setup and continue dpsing olm while keeping in mind your hp.
5. Strategy and Tips
As you reach your final room before Olm, do check your buff timer if your overload and prayer enhance are about to expire. if it is, i highly recommend letting it run down then rebuff and heal up before going in to olm.
My personal recommendation for inventory setup to olm is to take 1 full overload, 1 prayer enhance, 3-4 restores, 4-5 psykk bats [or anglers if you do not manage to get bats], and the rest with Brews.
Do not panic if you mess up your run timings or if olm mechanics causes you to mess up abit. just keep calm and reset your timings.
If you are the dps, start out with melee hands and leave the mage hand to your runner. when melee hand is invul for the few secs, you may switch out to mage to help dps the mage hand to speed kills up. Stand as far right or left as you can
Do not panic if you mess up your run timings or if olm mechanics causes you to mess up abit. just keep calm and reset your timings.
If you are doing CoX in duo, it's highly recommended in phase 4 to stand on opposite ends of the room while you dps olm as it will cause him to keep turning his head and not constantly shoot out attacks.
Turn off auto retaliate before you start olm as you do not want to be retaliating to his head attacks and waste attacks on the head in p1-p3.
Turn on Tile markers and true tile positioning in your plugins. it will help you significantly during Olm.
6. Common Mistakes and How to Avoid Them
At Vasa nisitrio, panic eating after the 1st summon attack
As mentioned, The most common instinct after getting hit by the teleport attack of vasa is to eat up as you only have 5 hp at that point. however the mistake is that vasa usually follows up this attack with this rock throw and while you are standing there eating, the rock throw can deal up to 30+ damage which is all of your health. Best way to avoid is to move first or combo eat , but i'd recommend against combo eat to save food.
At Olm, letting mechanics mess up timing
It is very common to be thrown off when you are hit with one of his mechanics, especially acid pool which will affect your running. at this point you may be tempted to just move randomly and eatup while hitting him. then as your timing gets more messed up, olm starts stacking more damage on to you and before you know it, you end up wasting too much food. Always keep in rhythm of your running so that you do not receive more hits than necessary.
Running too fast before olm turns his head.
Sometimes, you may be abit too hasty in moving before olm turns his head, this causes him to attack you as he registers you within his line of sight. To fix this, just run back to the tile that turns his head and wait for him to turn his head before resuming your cycle.
7. Rewards and Conclusion
Upon clearing Olm, you will have a roll at a chance at the unique drop table. if not, you will receive 2 of the common loot table which consists of large quantities of supplies such as runes, herbs, ores , planks. I'm personally not too sure about the drop rate but if it follows OSRS, it is affected by the points obtained (1% per 8.6k poitns obtained to roll at unique table) .
8. Video example
Below is an example of a kill, I messed up tiny bit of the timing and i accidently hit his head at the start but overall the idea of the timing is there.