Chambers of Xeric/Challenge Mode

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The Chambers of Xeric's Challenge Mode is a Chambers of Xeric raid with increased difficulty. Apart from the Great Olm, all of the enemies' combat stats (including health) are increased by 50%, making them harder to kill.

In order to attempt a Challenge Mode raid, party leaders must select the "Challenge Mode" box when forming a party.

Unlike the normal raid, Challenge Mode possesses all of the potential rooms. All of the rooms are linear and use the same layout in each run; there is no variation like in normal mode.

Equipment

Note: All 3 styles are brought into the raid together, with sample inventory setups shown below.

  1. ^ 1.0 1.1 1.2 Inquisitor's is used over Torva in most CMs (especially low scales) as landing Dragon Warhammer specs throughout the raid is incredibly important and often outweighs the extra strength bonus given by Torva and when doing no-prep runs.
  2. ^ Bring a strong weapon with a stab option such as an abyssal dagger, ghrazi rapier, or inquisitor's mace for Vasa crystals
  3. ^ Often used in conjunction with the Dragon Warhammer for lowering defence more effectively. It is not uncommon for higher scaled raids to have one or more raiders bring a BGS

  1. ^ 1.0 1.1 Additional accuracy switches for helmet/offhand/boot slots are worth bringing in CMs as you prep early, and can simply bank items that arent needed at points in the raid
  2. ^ 2.0 2.1 2.2 Brought if using the Bow of Faerdhinen
  3. ^ While it is a serviceable alternative to the Twisted Bow (and good for ironmen), a T-bow is highly recommended if looking to grind CMs for a long period of time.
  4. ^ Bring if using a Dragonhunter Crossbow
  5. ^ Blowpipe only used against the small muttadile and for tagging rangers in the Tightrope room if not bringing chinchompas. If you are planning to mage or melee the small muttadile, the BP can be dropped.

  1. ^ With 99 magic, ancestral hat only gives a max hit with the Tumeken's shadow. If below 99 mage, bring Anc hat if it raises your max hit.
  2. ^ Two handed staff.
  3. ^ Only brought along with Tome of Fire if you are the designated fire surger for Ice Demon
  4. ^ Only brought if you are the designated fire surger for Ice Demon
  5. ^ Only brought if using thralls
  6. ^ Can be brought in place of the Ward. It is helpful when mage skipping, crossing tightrope, and for tanking while chopping the muttadile tree.

Setups

Bow of faerdhinen Twisted bow
File:Saradomin brew(4).png
File:Sanfew serum(4).pngFile:Stamina potion(4).pngFile:Stamina potion(4).png
File:Saradomin brew(4).png
File:Sanfew serum(4).pngFile:Stamina potion(4).pngFile:Stamina potion(4).png

[1]

  1. ^ Leftover inventory space is filled with hard food (such as anglerfish or manta rays) since preparation should take place on the first floor. 1 saradomin brew and super restore are plenty until then.

Strategy

Challenge Mode is harder than normal runs, as the enemies' stats are significantly increased with greater max hits. It is still possible to no-prep with sufficient experience, as there is more than enough food.

Top Level

Prior to starting the raid, drink a dose of divine super combat, antidote++, anglerfish, and stamina for Tekton. Tekton is the first major roadblock as players will not have any access to Overload (+) since he is the first room in the floor.

Players looking to slightly speed up the kill may opt to tank a hit using Vengeance, as Tekton can hit very high and reflect a good amount of damage back onto him. Apart from an intentional hit, players should avoid getting hit by Tekton at all costs as two unprotected hits will likely result in death. Depending on the amount of warhammer specials landed, using a scythe of vitur may be advantageous over other crush weapons.

After Tekton dies, players should pick up the overload(s) and enhance. Once the crabs are cleared, the prepper will begin gathering supplies (which will also be the Ironman if that is the case) for the team, while the rest begin to clear the ice demon. Ideally one warhammer special should land; otherwise, use a twisted bow or Tumeken's shadow (as the demon's magic defence is based on its normal defence). A Harmonised nightmare staff with Fire Surge is the best option, however this is mostly for speed runs.

Clear shamans as normal - if run energy is a concern, manipulate the shamans to jump and then safespot them. Otherwise, stick around the edges while attacking from afar.

Up next is a resource room. This is the only time where players should prepare potions for the entire team, as all the combat content should be cleared relatively quickly with minimal supplies spent. In group encounters, if the team has ample supplies, one player should stay behind to prep potions while the others clear the Vanguards.

Middle Level

It is recommended players avoid tanking more than one Vanguard at a time, as doing so will likely result in a swift death, especially from the melee or ranged Vanguard. Dragon claws are recommended for the ranged Vanguard, and standing under it to attack another Vanguard is beneficial to deal extra damage in a shorter time frame.

Clear thieving as normal. Finding bats is optional, but is very useful for solo players as the bats can be used in a future room.

Vespula's room is a corner room, though the Redemption method is still recommended over a normal fight. If players were using magic, deposit the gear into the storage unit in the resource room up ahead once cleared.

In the tightrope room, solo players can either clear the room normally or try to tightrope skips; unlike in normal mode, challenge mode skips are slightly more complicated due to the higher hits and accuracy. If clearing the room, it is encouraged to safespot the deathly rangers as they hit significantly harder, up to 33 damage through prayer. The deathly mages don't hit nearly as high but are more accurate due to their higher Magic level. In groups, one player should aggro the rangers, while the crosser wears ranged armour and uses Protect from Magic. If three or more players, the extra player can aggro the mages off if necessary.

After clearing the tightrope room, make sure to grab a pickaxe, salve amulet (if ranging), and axe, along with restoring used potions.

Lower Level

Guardians are cleared as in normal mode.

For Vasa, players have the option of clearing the room normally or using the Vengeance method at the start of the fight with full health. While faster, this will not award any points. Having at least one dragon warhammer special land will help speed the room significantly. Due to Vasa's higher Magic level, the twisted bow likewise becomes significantly more accurate and damaging, making the room clear much faster.

Note: Standing at the southern edge of Vasa's chamber will trigger the muttadiles to spawn in their chamber.

In the mystics room, the player should try to corner trap and fight the mystics one at a time. If supplies are a concern, the player can backtrack.

The Muttadiles are the most dangerous demi-bosses in the entire run, as their attacks hit very hard and often even with good gear and prayer.

In solo encounters, the player should simply cut the tree down, as it is not recommended to leave it up for the large muttadile. Wear the best ranged defence armour possible and use Protect from Missiles. It is imperative to keep the small muttadile away from melee distance at all costs. While it may seem more feasible to use Protect from Melee, the muttadile's erratic behaviour could potentially result in a ranged attack being launched instead, which is more accurate and damaging than the melee attacks, especially if the player is not using melee armour.

Once the tree is chopped, kill off the small muttadile. The larger muttadile will emerge, and it is highly important that Protect from Missiles is the default prayer unless the Muttadile begins its magic attacks, the range attacks are more accurate and damaging compared to the magic ones.

In solo encounters, the player should stand on the tile marked as the picture shown against the large muttadile, as the pathing mechanics always prioritise the south-west tile for large NPCs, which can result in it moving out of the safespot normally used and being able to attack with melee and its devastating shockwave attack. The muttadile will always hit the wall with the safespot shown, even if it walks out of position. In larger groups, one player can stand next to the jutting edge, while everyone else attacks the muttadile from the tree. This makes the muttadile less likely to walk towards a cluster of players.

Alternatively, a player can bring a Zamorak godsword to freeze the muttadiles, however they will not have any special energy for Olm until phase 2, though a mage runner is unlikely to need them.

The tile to stand on against the large Muttadile in challenge mode.

Once the large muttadile dies, pick up all the potions and refill on potions for the Great Olm.

Great Olm

Unlike the other monsters in challenge mode, Olm's hands and head do not have increased health, although they still retain the increased combat stats, resulting in it hitting significantly harder than it would in normal mode. Players should keep their health above 60, as the Great Olm hits even higher in challenge mode; in solo encounters, an unprotected hit can deal around 44 damage, while a protected hit will around 11 damage.

The same tactics are applied as in normal mode, though emphasis is required in perfectly avoiding as many mechanics as possible to minimise damage due to Olm's higher combat stats. Using thralls can help circumvent the right hand's higher Magic level, which would often result in staves other than Tumeken's shadow missing quite often. Despite the left hand's higher Defence level, it is still easy to hit, though specials will have lower accuracy. The higher Magic level of the head results in the twisted bow being extremely effective on it, being able to hit frequently and can deal over 90 damage, making the final phase easier to handle than normal mode.

Rewards

While the loot players may receive from defeating the Great Olm in Challenge Mode is the same as that of a normal mode raid, the points a player will earn throughout the raid is much higher than normal which increases the quantity of commons and increases the chances of a unique item. In addition, completion count for the Chambers of Xeric's Challenge Mode is counted separately from the normal raid.

Players who complete the Challenge Mode raid within a set amount of time will have a 1/75 chance of receiving a twisted ancestral colour kit. They will also have a 1/400 chance of receiving metamorphic dust, which can be used on an olmlet to allow it to metamorphose into Tektiny, Enraged Tektiny, Vespina, Flying Vespina, a Vanguard pet, a puppadile or Vasa Minirio. Only one metamorphic dust is required to obtain the ability to metamorphose an olmlet into all other five pets. If any additional metamorphic dusts are used on an olmlet, a game message will appear "You have already unlocked the metamorphosis ability for your pet". The kit and dust will be broadcasted in the game box should one roll, and both of them also have their own separate light shining on the chest.

In addition to having a chance at a twisted ancestral colour kit and metamorphic dust, completion of a Challenge Mode raid within the required time will also yield an additional 5,000 points per player for the total team points count, meaning the overall chance of obtaining a unique drop is increased should the team perform well.

The time required for both of these benefits are as follows:

Number of players Completion time required
1 1 hour 10 minutes
2 1 hour 5 minutes
3 50 minutes
4 45 minutes
5-10 42 minutes
11-15 45 minutes
16-23 1 hour
24+ 1 hour 20 minutes

In addition, completing a certain number of Challenge Mode raids will grant players certain capes by speaking to Captain Rimor by the Chamber's entrance. The overall designs of the capes will have more elements added to them as players continue to complete more Challenge Mode raids.

Cape Completion count required
100
500
1,000
1,500
2,000

A score board can be found outside the entrance to the chambers listing the bests of the current world in addition to a global best.

Combat Achievements

There are 0 Combat Achievement tasks (totalling 0 points) available for Chambers of Xeric: Challenge Mode.

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