OSRS 1-99 Woodcutting Guide

OSRS 1-99 Woodcutting Guide

Fastest 1-99 Woodcutting Method

In this OSRS Guide, we’ll go over all the most important factors when it comes to the skill of Woodcutting. This guide will not cover Woodcutting as a money-maker, as it is more efficient overall for players to train the skill as fast as possible and then invest the time they saved into activities such as raiding or other forms of PVM.

 

 

Regular Trees: Level 1-15

From level 1 to 15, the fastest woodcutting experience will be regular trees. Each log will provide you 25 woodcutting experience, at a rate of 10-15k exp per hour. The best places to chop regular trees for convenience include; Lumbridge or near the Grand Exchange. Make sure to continually upgrade your Axe as you progress through the levels from Iron to Steel, Black and Mithril.

Oak Trees: Level 15-35

From level 15 to 35, the fastest osrs woodcutting experience is Oak Trees. With each log giving woodcutting experience at a rate of 37.5 experience per log, providing experience rates of around 40k per hour. Oak trees can be found located very close to the regular trees both at Lumbridge and the Grand Exchange. The levels are fast and shouldn’t take you any longer than 45 minutes.

Teak Trees: Level 35-99

Cutting Teak Trees offers the fastest woodcutting experience in Oldschool Runescape, when using tick manipulation. If not making use of tick manipulation methods then it offers the fastest exp until level 65. At which point it is recommended to move on to cutting sulliusceps.

 

 

1.5-tick Woodcutting

1.5-tick woodcutting of teak trees found on Fossil Island is the fastest and most efficient way to train woodcutting to 99.

The method is done by setting up a 3 tick cycle (using swamp tar on a clean herb). Then alternating tiles near a Teak Tree patch and cutting the Tree. This allows the player to have a chance at receiving 2 logs at once.

The method is highly click intensive. However, at level 99, it is possible to gain over 220k exp per hour doing this method efficiently.

2-tick Woodcutting

A less click intensive method is known as 2-tick and can still provide competitive experience rates of over 180k exp per hour.

The method is setup by having the player be attacked every two ticks and clicking back onto the tree. Ape Atoll is the most popular place for this, using two birds, and having auto-retaliate enabled. Prifddinas, is also an alternative providing you have the area unlocked. The Prifddinas area is actually beneficial as you can not be poisoned by mobs, unlike at the Ape Atoll location.

 

 

Alternative Woodcutting Methods

Blisterwood Tree: Level 62-90

Upon partial completion of Sins of the Father, players are granted access to the Blisterwood Tree in Darkmeyer. Before level 90 players can expect to gain exp rates of around 65,000 per hour. A value that is comparable to Teak Trees without tick manipulation.

Blisterwood trees are well known for their ability to be easily afked, with low effort. The tree will never deplete, however, the player will have to re-interact and click the tree again every so often when the player stops chopping. Each log provides 76 experience, and most player opt to drop the logs once cut.

 

 

Redwood Trees: Level 90-99

Redwoods are a popular choice for training woodcutting beyond level 90. They provide some of the most afk-able exp in the entire game. With experience rates of around 55-60k per hour at level 90, rising to around 65k at level 99. It is more efficient to just drop the logs due to their low value, however, many players opt to bring a knife and fletch them into stackable arrow shafts, as this requires significantly less effort and low intensity is one of the main pull factors when it comes to Redwoods.

Best Axes for Woodcutting in OSRS

woodcutting axes osrs

In order to achieve the best experience rates per hour you’re going to want to ensure you are always using the best possible axe available to you at your current woodcutting level.

 

 

Progress through the tiers as with all other equipment until you reach dragon at 61. You will then have the option of using the Infernal Axe, however, this also has an additional requirement of 85 Firemaking to use. This axe gives the player a 1/3 chance of burning a log that they cut and grant you Firemaking experience in the process.

The crystal axe is the highest tiered axe in oldschool runescape and offers the best experience rates when used. You will also have needed to complete the quest The Song of the Elves to equip this Axe.

Quests for Woodcutting Experience

  • Enlightened Journey – 1,500 Experience
  • Recipe for Disaster (Skrach Uglogwee subquest) – 1,500 Experience
  • Heroes’ Quest – 1,575 Experience
  • Monk’s Friend – 2,000 Experience
  • Animal Magnetism – 2,500 Experience
  • The Eyes of Glouphrie – 2,500 Experience
  • The Fremennik Trials – 2,812 Experience
  • Icthlarin’s Little Helper – 4,000 Experience
  • The Fremennik Isles – 10,000 Experience
  • Grim Tales – 14,000 Experience
  • Song of the Elves – 20,000 Experience

OSRS Corrupted Gauntlet Guide

OSRS Corrupted Gauntlet Guide

corrupted gauntlet

Completion of the Song of the Elves is required to enter Prifddinas. The location for the Gauntlet and Corrupted Gauntlet in Oldschool RS.

It is also highly recommended that you have high combat stats. Level 85 or higher in each, with 77+ prayer and Piety, Rigour and Augury prayers all unlocked. High skilling stats are also beneficial in the following skills; Cooking, Farming, Mining, Fishing and Woodcutting.

Table of Contents

Gauntlet Strategy OSRS

When you enter the corrupted gauntlet, you will want to collect resources to craft armour and weapons. You will also need food and prayer potions for the Hunllef fight, in order to get consistent kills. The best order to do this in is as follows:

  1. Kill the low level NPCs in the first few rooms until you find a Weapon Frame.
  2. Return to the starting room. Make a Tier 1 or 2 Staff here, depending on how many shards you have, 20 for tier 1, 80 for tier 2. Also, make 2x Vials if you have another 20 shards free. However, a Tier 2 staff always takes priority over the vials, in terms of purchase order.
  3. As you proceed throw the following steps below you will need to also collect the following materials.
    • 320 Shards
    • 3x Crystal Ore
    • 3x Linum Tirinium
    • 3x Phren Bark
    • 16 – 20 Paddlefish
    • 2x Grym Leaf
  4. Find and kill a tier 3 monster. Pick up their upgrade (Bowstring, Orb or Spike) and the second weapon frame. You only need one tier 3 weapon. However, it is recommended to hunt for a second tier 3, especially if the first monster you find is the bear. Tier 3 monsters can only be found in the rooms marked with an X in the image below.
  5. Use your teleport crystal given to you when entering the gauntlet.
  6. Cook your paddlefish, make your second weapon and upgrade to tier 3 weapons, make tier 1 armour and finally grind 20 shards to make 2x Egniol potions. You’re now ready to fight the Corrupted Hunllef.
Tier 3 Monster locations

 

 

Your final inventory and gear setup can be found below:

Mechanics for the Hunllef fight:

  • The Hunllef will start the fight with a random protection prayer. You can see this before you enter so be prepared. He will switch protection prayer on your 6th attack that lands on him. A hit dealt on the Hunllef with a style it was already protecting against will not count towards this tally.
  • The first attack he does will always be a range attack. He will then change his attack style every 4 attacks, alternating between mage and range attacks for the fight. Each attack is done at a speed of 5 ticks.
  • He has two special attacks through-out the fight:
    • Prayer Disabling: When attacking with magic he has the ability to turn your protection prayers off. Highly recommended to have your quick prayers to protect from magic.
    • Tornado Attack: He can also summon multiple Tornados (up to 4) which chase the player. If caught stationary on the same tile as the Tornado, players will receive high damage.
  • The floor will light up in numerous locations around the room. They will appear highlighted red as a warning, once they turn orange you can not stand on these tiles, if you do you will receive a high amount of damage.

 

 

5:1 Method for Hunllef

For casual runs, you should definitely get two tier 3 weapons. However, this method is worthwhile to know. It is often used during combat achievement tasks and is generally faster overall. So, you may wish to use it to speed up completion times.

The method involves doing 5 hits with your main tier 3 weapon. Then on the 6th hit you switch attack styles so that Hunllef protects against that style. Time is saved significantly in the prep stage. However, Hunllef will be slightly slower. Setups are as follows:

  • Tier 3 Bow + Tier 1 Staff. Do 5 bow hits then 1 staff/punch depending on Hunllef’s prayer.
  • Tier 3 Staff + Tier 1 Bow. Do 5 staff hits then 1 bow/punch depending on Hunllef’s prayer.

Not recommended to do this with a tier 3 halberd, simply hunt for a second tier 3. If you do wish to do it though, you will need both a tier 1 staff and bow.

Redemption Method for Gauntlet

The redemption prayer can be activated to make every prayer pot dose count as an effective 24 hitpoints. For casual runs this is only recommended when you feel food supplies may be running low. For it to work you must turn on redemption only after he has fired the attack. Once you see the animation come is the time when you should turn it on. His max hit is 13 on tier 1 armour so make sure you are above 13 hp to not risk dying.

Make sure protection prayers are back on for the hunllefs next attack. The closer you are to him the more time you will give yourself for this.

 

 

If you liked this guide be sure to check out our OSRS Vorkath Guide. Another great boss for making money in osrs.

OSRS Nex Guide

Nex is the most powerful of the five God Wars Dungeon bosses. As so she is imprisoned beneath the God Wars Dungeon. To unlock access to her players must first assemble the frozen key, by killing each of the warring god wars factions; Commander Zilyana, General Graardor, K’ril Tsutsaroth and Kree’arra respectively.

How to get to Nex?

Nex can be found in the God Wars Dungeon. Players are required to have completed the Frozen Door miniquest to enter her chambers.

Players will then have to gather Zaros kill count to enter Nex’s final chamber. It is recommended to kill the spiritual mages as they give 5 kill count per kill. Also, wearing a Zaros related item is advised to avoid monsters becoming aggressive. It is recommended to get around 80 to 120 kill count before starting with your chosen team as it will make resupplying faster.

Nex Strats & Tricks

This brief guide/overview assumes you have base knowledge of Nex. This oldschool guide is made for smaller scale Nex teams (anywhere between 4-8 man). Teams should aim to have 1 dedicated person for cough tanking.

Raw DPS output on paper show that melee setups are better DPS than range setups. DPS calculator is a bit misleading due to melee setups usually having more trouble to maintain max DPS at all times (pathing to Nex, contain this, blood sacrifice, deflect melee etc).

Overall, I believe having a mixture of both meleers and rangers is best for consistency of kills. Range setups are usually more chill and reclined than melee setups.

 

 

Range Setup

nex setup osrs
Nex gear setup for Ranged

Melee Setup

nex gear setup
Nex gear setup for Melee

 

 

Nex Fight Overview & Mechanics

Below you can see a range of tips and mechanics you can do to gain an advantage through-out the fight. Helping you gain an advantage and increasing overall efficiency.

Smoke Phase

Pray protect from magic through-out and stand in melee distance of Nex during this phase.

During the phase Nex will use the following special attacks:

  • Choke: Nex will shout “let the virus flow through you!”. The player furthest away with the least amount of mage defence will be targeted. They will become infected, draining two prayer points every 1.2 seconds, stats will also be drained based on the players highest attack bonus. The virus can be spread between players if stood adjacent to each other. They can be identified by the “*Cough*” message above their heads.
  • Drag: Nex will drag a player towards her. They will be stunned and their protection prayers deactivated. If you are playing protect from magic there is a 1/8 chance she will drag you, and if you are not praying protect from magic a 1/4 chance. She will only drag players that are within a 6 tile radius.
  • Smoke Dash: Nex will shout “there is… NO ESCAPE!” and charge down one of the four aisles dealing up to 50 damage to those in the aisle. Nex will look in the direction she intends on charging down prior to the attack, this acts as a warning to move from the area.

Everyone starts melee distance, except for tank, who stands at least 1 tile away from Nex. Cough tank example shown below for the choke special attack.

Once Nex reaches 80% Health, she will shout “Fumus, don’t fail me!”. Meaning her mage Fumus is vulnerable, and must be killed to enter the next phase. It is weakest to stab attacks, but ranged is still good dps.

Shadow Phase

Use protect from Missiles through-out this phase. It will cut her ranged attack damage in half. She will deal more damage based on her proximity to the player. Therefore, it is advised to keep your distance through-out the phase and maintain high hp. With protect from missiles Nex can still deal up to 30 damage if close enough to the player.

Her special attacks in this phase are:

  • Shadow Smash: Deadly shadows will spawn under each player when Nex shouts “Fear the shadow!”. Players have 3 ticks to move out of their way before they explode and deal up to 50 damage.
  • Embrace Darkness: Nex will say “Embrace Darkness!”. This attack will cause her chambers to become darkened. The closer the player is to Nex, the darker the room will appear. If standing too close to Nex, players will take constant damage. If triggered the player must remian outside of Nex’s melee distance for 10-15 seconds.

Once Nex calls for Umbra at 60% Health, it is vital to lure/keep Nex away from Umbra. This allows the entire team to attack Umbra. Umbra is weakest to ranged attacks.

 

 

Blood Phase

During the blood phase, Nex will predominantly use a Blood Barrage attack against players. Healing her for a percentage of damage dealt. The blood barrage only targets one player within the chamber, however, it has a 3×3 area of effect on the targeted player. Therefore, those who get targeted should ensure they move away from other players to reduce damage and prevent Nex from healing excessively.

Her special attacks for this phase are as follows:

  • Blood Siphon: Up to 8 Blood reavers will be spawned when Nex shouts “A siphon will solve this!”. Nex will kneel down for 8 ticks, do not attack Nex during these 8 ticks, any damage she receives will instead heal her. Any reavers that are left alive will die and heal nex for their remaining health.
  • Blood Sacrifice: Nex will mark a single player for sacrifice, they will glow red. The player will have between 4 and 5 seconds to move a minimum of seven tiles away or risk being dealt damage up to 50 hitpoints.

at 40% health, Cruor will become attackable. He is weakest to slash attacks, however, ranged still works well here. Remaining blood reavers will automatically die once the next phase is started.

 

 

Ice Phase

Pray protect from magic through-out this phase. Nex will use an Ice barrage attack which can freeze you if you are not praying correctly. Also, be sure to always stand in melee distance for this phase.

Nex’s special attacks in this phase are as follows:

  • Containment: Nex will shout “contain this!”, she will use a smash attack on the floor, in front of her, causing icicles to appear in a 5×5 area surrounding her. If a player is caught in this they will receive damage up to 60 hp, while also deactivating protection prayers. If you do become trapped, using protect from missiles will half the amount of damage dealt.
  • Ice Prison: Nex will target a player using an attack that spawns ice stalagmites within a 3×3 area of effect. Focused on the targeted players location and deactivating their protection prayers. If the player/s do not escape within four seconds they will receive damage up to 75 hitpoints. To destroy the stalagmite’s players must use a crush-based attack. If for whatever reason you can not escape, praying protect from range will half the incoming damage.

When Nex reaches 20% Health, Glacies will become attackable. Kill it with crush attacks or ranged to proceed to the final phase.

Zaros Phase

The Zaros phase represents Nex’s final form. She will start the phase by healing for 500 hp. Through-out the phase she will attack using only her standard melee and magic attacks, use protect from magic. Players should stand as close to Nex as possible to reduce damage taken from magical attacks.

Nex will use different ancient curses, including overhead prayers that she will alternate through every 5 attacks. They are as follows:

  • Turmoil: Her magic and melee attacks are more accurate and powerful. Can also drain players melee stats.
  • Soul Split: Overhead prayer whereby Nex will heal a small percentage based on every successful hit she deals to players.
  • Deflect Melee: Deflects melee damage she would have received onto the player who attacks her with melee..
  • Wrath: Stronger version of the Retribution prayer. Deals up to 45 damage if players are within a 5×5 radius of Nex upon her death. You have three seconds to run away after Nex dies.

 

 

Other Tips and Tricks for Killing Nex

Red-x follow stall

This can be used to mitigate some damage on specific phases (smoke, ice, zaros), however some DPS is lost due to 1 person not being tick efficient, and it will be harder for meleers to know when deflect melee is about to come up on Zaros phase. It is important to communicate with the team if red-x stalling will be used or not so that everyone is on board. Example shown below:

Resupplying

Traditional method for resupplying allows everyone to leave the instance and simply regear. However, if you have an alt available then you can use that to resupply within the instance. Below is a setup for the resupply alt.

 

 

Line of Sight at Nex

Understanding Nex line of sight helps you to avoid some damage when dealing with minions. If Nex is on east-west lane, then you can stand to the right on black line as shown in picture below – then Nex will not attack you (unless its aggroed towards you, then it will path around the center and get in line of sight). If Nex stood on north-south lane, Nexus and Oste Kappe would be out of line of sight. This applies when killing any minion.

Nex Line of Sight

 

 

Nex FAQs

Below is a list of commonly asked questions by players new to Nex in OSRS.

Is Nex Soloable in osrs?

Yes, it is possible to kill nex in a solo. However, it is extremely difficult and not recommended.

Is there a discord for Nex?

Yes, one of the most popular Nex discords is Nexcord.

How many Nex kills per hour?

In teams of around 5-6 players, it is possible to get up to 12 kills per hour. In Duo it is possible to get 6/7 kills per hour.

Best Nex scale for profit?

Duo is the best scale for money making and profit. However, it is arguably the hardest scale outside of solo, so good starting gear is required.

What is the drop rate at Nex?

There is a 1 in 43 chance of rolling a unique drop on the Nex table. This is per Nex kill rather than for each player. Individual unique rates are as follows:

  • Zartye Vambraces – 1/172
  • Nihil Horn – 1/258
  • Torva Full Helm (damaged) – 1/258
  • Torva Platebody (damaged) – 1/258
  • Torva Platelegs (damaged) – 1/258
  • Ancient Hilt (damaged) – 1/516

💥💥OSRS Inferno Guide💥💥

OSRS Inferno Guide


Introduction to Inferno

The Inferno is the abyss over which the largest skill gap in the game was created. No PvM you’ve done before will even come close to the challenges that await you here. Whether it be a couple of days, weeks, or even months, the road to your infernal cape is going to be paved with your blood, sweat, and tears. No amount of tips and tricks will get the cape for you – it’s your own decision to make and only your own determination will push you through to the end.

 

 

That being said, literally anyone can get an infernal cape. It’s hard, it’s not impossible, especially not with the help of osrs guides No matter what kind of stigma you have or what others have told you, everybody is capable of getting their own cape as long as they take the right steps towards improvement. And a good start is by being informed – knowing as much as you can is extremely valuable for your attempts.

Time is precious. This guide is designed to help you obtain a cape as quickly as possible. Allowing you access to the best in slot cape for PVM such as Cox and tob. This will include the best methods for learning and attempt to provide you with every single advantage you can get. This isn’t a perfect guide – not everybody will take away from it the same, but every learner should be as informed as they can possibly be.

This guide is focused entirely on a first cape. Speedruns, limited account builds and other inferno challenges (no pillar, no ancients, etc.) are not included here. On one last note, if any of the GIFs aren’t playing properly on discord, open the link. (edited)

With that out of the way, I hope you like reading. Let’s begin.

Recommended Levels

Before starting the Inferno it’s recommended to have at least:

  • 99 range
  • 97 magic
  • 85 Defence
  • 77 Prayer (Rigour and Augury)

 

 

Gear Setups

Below you can find some recommended gear setups for inferno.

Max Tbow Setup

max tbow

Min Bow Setup

min tbow setup for inferno

 

 

General Notes for Inferno Beginners

:Saradomin_brew4::Super_restore4: Your brew to restore ratio will fix itself. The more attempts you do, the easier it will become to find what best suits you – there’s no need to try and find a perfect ratio when you’re getting started.

:Bastion_potion4: You can take a 2nd bastion potion if you consistently make it to Zuk with supplies (optional on bow capes, highly recommended for ACB capes).

:Toxic_blowpipe: Use Amythest darts. You can use dragon darts if you consistently make it to Zuk.

:Crystal_body::Crystal_legs: Crystal armor may be used instead of Armadyl/D’hides (if you can afford it). It has higher ranged defence and prayer bonus, only sacrificing a small amount of ranged accuracy.

:Bandos_chestplate::Justiciar_chestguard: Bandos chestplate or Justiciar can be used instead of Ancestral/Ahrims. This will help in making mistakes less punishing as you will take considerably less damage when you mess up. Do not use Justiciar as a method of bruteforcing. You will only cripple yourself by refusing to learn the Inferno.

:Saradomin_godsword: Saradomin Godsword may be taken in place of a restore. I would only recommend taking it after you have made it to Zuk twice, when conserving supplies actually matters. While learning, it’s better to use as many supplies as you can.

:Falador_shield_4: Bring a Falador Shield 4 in place of a restore if you have it.

:Master_wand: If using a master wand, remember to bring water runes in your inventory. However, I wouldn’t recommend attempting the Inferno for the first time with gear below the ACB setup.

 

 

Inferno Preperation

Tile Markers

Mark the relevant tiles as shown in the image.

  • The four green numbered tiles are the Zuk safespots. Count tiles to make sure they’re correct.
  • The lone northern tile works as a reference point for several useful tiles:
    • It is a meleer safespot.
    • One tile south of it is the starting tile.
    • One tile west of it is a bat safespot.
  • The lone center tile is a triple Jads standing tile. You are free to mark as many tiles as you like, or none at all.

Prepotting

Before you start your run, go to the bank in Mor Ul Rek. Check charges on all of your items, as well as runes/ammo and set your autocast to Blood Barrage.

Prepot on heart (if you have), angler, bastion pot and stam pot. :Imbued_heart::Anglerfish::Bastion_potion4::stams:

  • Items dropped in the Inferno will not despawn for approximately 3 hours.
  • Drop a potion at the pillar to equip BP, but don’t forget to pick it back up before logging out.

 

 

Monster Breakdown

As you’re probably aware, in the Inferno you’ll have to make your way through waves of monsters similar to the fight caves. Most of these mobs have unique properties that you’ll have to know in order to defeat them. Let’s go over them.

Nibblers

  • Three of these will spawn on almost every single wave.
  • They’re going to target one of the three pillars at random, slowly chipping away at its health.

Bats

  • Bats will attack with ranged over a very short distance.
  • They drain your run energy with each hit.
  • They drain your stats with each successful hit.
  • They attack every 3 ticks, the fastest of any monster in the Inferno.
  • Max hit is 19, however may increase after draining stats.

Blobs

Blobs are the most versatile of the Inferno mobs, and the Inferno will feel much more doable after you’ve mastered them. Knowing its mechanics like the back of your hand is fundamental to success.

  • They will attack with either mage or range, unless you’re in close proximity in which case they may also melee.
  • They have a unique attack pattern: after coming into line of sight with a blob, your prayer is checked on the first tick to see if it’s mage or range. The attack itself then happens on the fourth tick (3 ticks later), with the opposite style of what you prayed against. They will then read your prayer again three ticks afterwards, and repeat the pattern.
  • Max hit is 29.
  • After a blob dies, three bloblets will spawn in its place.
  • Each one attacks with a different style and deals up to 18 damage.

Meleer

  • :Protect_from_Melee: Attacks with melee, hence its name.
  • Meleers have the ability to dig to a spot within melee range of you after they’ve been out of combat for a while.
  • Max hit is 49.

Ranger

  • :Protect_from_Missiles: Attacks with range, hence its name.
  • Max hit is 46.
  • If you are in melee distance, it can also melee you.

Mager

  • :Protect_from_Magic: Attacks with mage, hence its name.
  • Max hit is 70.
  • If you are in melee distance, it can also melee you.
  • They have the ability to respawn mobs you’ve killed before in the wave. Each mob can only be respawned once, and it will be at half health. The respawn will always happen within a small area south of the north pillar.
  • This is the only non-boss monster you should use Tbow on. BP everything else.

 

 

Essential Skills

There are three essential skills you should master on the road to your infernal cape. Not learning them is going to cost you an unearthly amount of wasted time. While these can be practiced outside of the Inferno, you will get a lot of experience simply from trying to do these things while you’re inside the Inferno.

You are expected to know what a game tick is and have some form of previous experience with tick manipulation. If you do not understand how game ticks in OSRS work, you should do some research on it and apply practice to other areas before attempting the Inferno.

One Tick Flicking

NOTE: Listening to game sounds is incredibly helpful for learning and using flicking techniques. Highly recommend you turn them on.

One tick flicking is a prayer manipulation method that allows you to maintain your prayers up without using prayer points, either a single one or both overheads + offensives with your quick prayers. You must first click to turn on your prayer, and then double-click every tick after that to keep it active without losing prayer points.

Example of 1 tick flicking in the inferno

One Tick Alternating or Two Tick Alternating

One tick alternating is your bread and butter solution for any wave with a blob in it – which is a lot of them. This method is foolproof against a single blob, double blob, blob + ranger and blob + mager. You will never take any damage in these situations if you execute it correctly.

  • Switch your prayer from mage-range or range-mage every tick.
  • If you’re dealing with a ranger or a mager, make sure you pray against it on the first tick, then begin alternating.
One tick alternating example in the inferno

Waves Starting Position

The Inferno consists of 69 total waves, with 67, 68 and 69 being the boss fights against Jad, triple Jads and Zuk. The first 66 waves will pit you up against several mobs from which you can only safespot at three different pillars.

The only important pillar is the north one, as it’s going to be your starting point in every wave, and there are fewer possible spawns on the north side of the inferno, making it so that all waves can be solved using this pillar alone.

Solving spawns is possibly the hardest part of the inferno. Master this, and you’re golden. At the start of every wave, start with your mage gear equipped and get ready to throw an ice barrage on the spawn of nibblers. Stand on this tile by the north pillar. It will allow you to drag yourself out after casting your ice barrage if you need it, and you can spam click the tile in order to prevent the drag.

OSRS Inferno Wave Stack Solutions

Below will cover a range of different solutions to monsters you may find stacked behind your northern pillar after the start of a wave. These solutions are for mob stacks south of the pillar, although the same principle applies if they are stacked west of the pillar as well.

 

 

 

Triple Jads

Triple Jads is just Jad but fast. Before you start the wave, take a moment to stretch your legs. Take a deep breath. I’m not kidding when I say pretty much all Triples deaths happen due to nerves. Relax, stay composed and you’ll be able to pay attention to everything.

:Saradomin_brew4: While you’re still paused inside the Inferno, you can brew to 115 and restore. Since Jad’s max hit is 113, you cannot die to a single missed prayer until you’ve been hit by healers. Realistically, it doesn’t make a difference, but the insurance can really help you out psychologically.

:Bastion_potion4: Whether you brew or not, you should now sip your first dose of bastion potion. Make sure you’re standing in the center when you logout for good. You may use the tile marked in the “Preparation” section – it will make it so that only 1 healer from the first Jad attacks you after tagging them.

:Rigour: When you eventually log back in, you will want to use rigour for the whole wave.

Start by attacking the southern Jad. The most important step of the fight is to identify which Jad attacked last and whether they are attacking in a clockwise or counter clockwise rotation. This is random for each run, but remains the same for the whole wave, so as long as you don’t lose track, you can always expect which Jad will attack next.

These Jads only have 3 healers each. When healers eventually do spawn, remember your priority is always prayers. Only tag a healer when you are absolutely sure you’ve prayed against the Jad attacking you and you will be ready to pray against the next Jad. There is a 3-tick time window in between each attack, so don’t stress over it, you will have time, just stay in the rhythm.

After the first Jad is dead, the wave, ironically, becomes three times easier. You can kill these last two Jads in whichever order you prefer, and you will have plenty of time to brew and restore if you need to. For the last Jad, I would recommend the run-through strategy, so you can barrage up to full HP for the final wave. Once again, you should hit the logout button and take the time to sort out your inventory during the pause. You can get all your mage gear out of the way since you won’t be using it. Make sure you drag all your potions into a manageable position and find a comfortable spot for your blowpipe for when you need to switch.

 

 

Tzkal-Zuk

TzKal-Zuk is the final boss of the Inferno. At the beginning of this fight, you will start at the north center of the room. A shield emerges from the wall. This shield protects you from Zuk’s attacks which have a max hit of 251 and cannot be prayed against or tick eaten.

:Bastion_potion4: If you brewed during triple Jads, you may want to sip another dose of bastion potion. If not, you can carry the range boost over. In general, you want to be always potted, so sip after having brewed during the fight. Make sure you leave 2 doses remaining, they will be very important in the later parts of the fight.

:Saradomin_brew4::Super_restore4: 4 Brews + 4 Restores is a comfortable amount to go into the fight with. You can beat Zuk with very minimal supplies, so do not be discouraged if you feel like you are running low, even down to only 1 of each potion.

Zuk Mechanics

  • Zuk has 1200 HP.
  • The shield has 600 HP.
  • It has no defence and cannot be healed – its death means your death.
  • A set of mager and ranger will spawn 45 seconds after the start of the fight.
  • A following set will spawn 3 minutes and 30 seconds after the previous set spawns. This timer repeats itself.
  • The timer is paused when Zuk falls below 600 HP (non-inclusive). The timer is unpaused when Zuk falls below 480 HP (non-inclusive). When the timer is unpaused, an additional 1 minute and 45 seconds are added to the timer. When the timer is unpaused, a single Jad will spawn as well.
  • Healers will spawn when Zuk falls below 240 HP (non-inclusive). Zuk also becomes enraged. (edited)

Sets

A set is a spawn of a mager and a ranger, which will always spawn west and east respectively. They have the same properties as the ones found in the waves. The mager cannot revive monsters. They will naturally target the shield, but their aggro will be shifted towards you when you attack them.

Jad

A single Jad spawns in the north-center when Zuk falls below 480 HP. It will naturally target the shield, but its aggro will be shifted towards you when you attack it. It will spawn 3 healers – these always appear north of it.

Healers

Four healers spawn when Zuk falls below 240 HP. They will begin to heal Zuk, but their aggro will be shifted towards you when you attack them. Their attacks are 3×3 tile fireballs that land near them randomly. These attacks cannot be prayed against and each one deals 5-10 damage. After healers spawn, Zuk becomes enraged, meaning he attacks more frequently.

 

 

Strategy for Killing Zuk

The tiles marked in the “Preparation” section are safespots. If you are standing on these tiles at the same time the shield is there, you will be safe from every single one of Zuk’s attacks (pre-healers).

:Rigour:You will want to use Rigour for the near entirety of the fight. Exceptions will be noted. If you are very low on restores, you can flick it at the corner safespots. :stams: Use your stamina doses when you are between 60-80 run ideally. Try not to fall too low on run energy.

How to Efficiently Attack Zuk: (3-1-1-1-3).

The fight begins – hit him once in the center. Identify which direction the shield is headed towards and move to that corner safespot. Do three hits at the corner. Run to the nearest safespot and do a single hit. Keep running and do another hit somewhere in the middle, in between the two central safespots. Move towards the next safespot for another single shot. Finally, run to the opposite corner and do another three hits there. As long as you don’t miss ticks, this method is foolproof. If for some reason you end up falling behind on the shield, always prioritize catching up with it. It’s never worth greeding for an extra hit. Stop attacking and get back into rhythm as soon as you can.

First Set

This will spawn after 2 and a half rotations of the shield (45 seconds). Since the shield may start off by going either west or east, there are different strategies involving each one. These strategies assume you will NOT flick sets. It is both unrealistic and unnecessary to pull it off on a first cape.

West Rotation

:Protect_from_Magic:Pray mage. Tag the mager with Tbow ASAP. When the shield reaches the middle, switch to BP and tag the ranger. Move in between each BP hit on the ranger. Stop at the corner. Use BP specs for healing. Brew if you ever fall below 60 HP. Once the shield moves west, follow it and continue attacking until the middle again.

If the ranger is still alive, you will have to wait until the shield travels east again. Make sure to use your brews to tank it. You can also equip your tank armor and shield until you can reach it.

East Rotation

:Protect_from_Missiles: Pray range. Tag the ranger with BP ASAP. Move in between each BP hit on the ranger. Stop attacking once you reach the middle. Keep moving towards the west corner safespot. :Protect_from_Magic: When you reach it, pray mage and tag the mager. This will prevent a lot of damage taken from the ranger by sacrificing some shield HP. When the shield travels east and reaches the middle again, immediately start attacking the ranger again.

If you are oversupplied with brews (6+), you should tag the mager as early as you can. For either rotation, the goal is to kill the ranger ASAP and keep the mager alive.

Continue attacking Zuk using the method from before – pray mage and ignore the mager. Get Zuk below 600 HP. Afterwards, you can turn off rigour. Kill the mager – the maximum distance you can hit with a Tbow is at the middle-east safespot. You can still attack Zuk at the east corner, but do NOT get Zuk below 480 HP.

 

 

Jad

Tag Jad instantly so your shield doesn’t take unnecessary damage. Attack Jad as you would attack Zuk (3-1-1-1-3). Healers will always clump up north of Jad – tag them using blood barrage. Blood barrage counts as a hit, so make sure you move to the next safespot after using it. Do not use blood barrage from the east corner, you will get dragged out. West corner is safe. Prioritize moving to the next safespot and overhead prayers before anything else.

After killing Jad, return to attacking Zuk. Do NOT get Zuk below 240 HP. Once you can no longer attack Zuk, patiently follow the shield until the second set spawns.

Second Set

:Protect_from_Magic::Protect_from_Missiles: Tag and pray against the monster that spawns closest to you. :Protect_from_Magic: Make sure to pray mage by the time you tag the mager. Kill the ranger as you did before. Leave the mager alive. :Saradomin_brew4: Brew up to 115 HP afterwards. :Bastion_potion4: You will now use the first of the two remaining bastion doses. Return to attacking Zuk, but only do your 3 hits at the corners. Get Zuk under 240 HP – prepare to equip BP for healers.

Healers

  • Prioritize being on pace with the shield at all times.
  • Tag healers with BP when they spawn.
  • Move in between each BP hit on the healers to ensure you’re caught up with the shield.
  • Try to tag the next healer ASAP – the goal is to get them all off of Zuk.
  • You can move further into the corner than the corner safespot to dodge fireballs.
  • Use BP specs to heal.
  • :Saradomin_brew4:Start brewing as soon as you fall below 40 HP.
  • Kill all the healers.

Enraged Phase

Enrage starts when healers spawn. The 3-1-1-1-3 method is no longer viable, neither are the middle safespots. Corners are still safe. Stay slightly in front, or in the middle of the shield at all times. Never stay near the back. Do not attack Zuk in between corner safespots and the middle safespots (which are no longer safe) – you will get dragged out in either direction.

After all healers are dead, follow the instructions above to continue attacking Zuk. This is the final stretch. Brew up – don’t be afraid to use all of them. Use your final dose of bastion potion here. If you can’t deal enough DPS to finish off Zuk, you may encounter a third set. At Which point proceed to deal with it similarly to the previous sets, but do not kill the mager after the ranger is dead. After doing so, finish of Zuk and congratulations on your Infernal Cape.

 

 

Inferno FAQs

Here are some of the most frequently asked questions regarding the Inferno to summarise this guide.

Can you do the inferno without prayer flicking?

Yes, it is possible to do the inferno with no prayer flicking at all. Special attacks such as the sgs and eldritch can provide a theoretical endless supply of prayer points. However, it is recommended to know how to lazy flick as a minimum as it will save time. Being reliant on waiting for special attacks is a waste of time.

Is inferno a safe minigame?

Yes, hardcore ironmen can die freely in the inferno and not lose their hardcore status.

How hard is the inferno?

The inferno is undoubtably one of OSRS’s most difficult pieces of PvM content. However, there are currently over 50,000 accounts that have completed the inferno. Making it a very achievable goal for people of all levels.

How long does it take to beat the Inferno?

On average, for most players it will take between 30 and 50 attempts (around 30 hours). However, many players have been able to beat it in less than 10 attempts. With others taking up to or more than 100. It varies from person to person.

Are inferno spawns random?

Yes, at the start of each wave the spawns are completely randomized.

OSRS ToB Guide – Theatre of Blood (Raids 2)

OSRS ToB Guide – Theatre of Blood (Raids 2)

More Pvm Guides

OSRS CoX Guide – Chambers of Xeric (Raids 1)
https://runelister.com/2022/12/26/osrs-cox-guide-chambers-of-xeric-raids-1/

OSRS ToA Guide – Tombs of Amascut (Raids 3)
https://runelister.com/2022/12/26/osrs-toa-guide-tombs-of-amascut-raids-3/

 

Theatre of Blood Beginners Guide

The Theatre of Blood, also known as ToB for short, is Oldschool Runescape’s second raid. Unlike in the  the boss encounters within ToB are linear, as you progress through-out the raid you will need to complete the same room format to earn your reward at the end. The audience for this s complete learners and will provide all the relevant information to help you get your first completion.

 

 

Learner Gear Setup for ToB

When learning ToB it is recommended to reduce the amount of switches required, this is why elite void is used within the setups. The crossbow is to be used during Verzik Web phase if you are unable to run webs correctly. Once you get more experience you can remove the crossbow, and progress to bandos/torva, elite void range and ancestral (on mage roles). This can be seen in the progression chart below.

osrs learner tob gear
osrs tob gear progression

Advanced ToB Gear Setups

Below you can find advanced ToB setups. These are only recommended when you are comfortable with all rooms, usually at around 100+ Kill Count before you progress to these setups. They are tailored to 4 man and so have 4 key roles. If you are focusing on Trio then you can remove the Melee Freeze setup and things stay relatively the same.

Mage

ToB mage role setup
Runes in Pouch: Death, Soul and Blood.
  • First additional switch would be ancestral hat if comfortable
  • Do not prepot with imbued heart. Keep it for the start of Nylocas. As mage level does not affect max hits on barrages for Maiden anyway.

Melee Freeze

ToB melee freeze role setup
Runes in Pouch: Death, Soul and Blood.
  • Do not prepot with imbued heart. Keep it for the start of Nylocas. As mage level does not affect max hits on barrages for Maiden anyway.
  • Camp ancestral bottoms at Nylocas waves to make switching easier. Ham joint or swift blade should be on aggressive.

Range DPS

ToB range role setup
Runes in pouch: Death, Astral, Mud
  • Bring 20 – 25 black chins per raid. Remember to restock each raid. Any leftovers can be dropped for space after Nylo.
  • Buy stamina pot after Bloat and Sotetseg
  • Potshare range and stamina pots before Nylocas waves.
  • Potshare second range pot before the Nylocas boss spawns (after waves).
  • Potshare second stamina pot at p3 verzik for web phase.
  • Kill purple crab with blowpipe during p2 verzik. Stay on a separate side to Melee dps role, so you can each pop it based on what side it spawns.
  • If comfortable with supplies, thralls can be added. Replace occult with book of the dead. Add cosmic, Law and Blood runes.

Melee DPS

ToB melee role setup
Runes in pouch: Death, Astral, Lava
  • Camp torva legs for Nylocas waves. Swift blade or ham joint on aggressive.
  • Kill purple crab on your side during p2 Verzik. Make sure you are on opposing side to the ranger at p2 start.
  • Blood runes can be withdrawn from sang staff if you want an additional space. However, this will likely slow your raid down as you refill and empty the staff between rooms.

Maiden Guide

Maiden will attack the nearest player to her every 10 ticks with a magic based attack. She can drain your stats when she attacks you; which stats are drained is based upon your highest attack bonus. Maiden can throw blood instead of maging, which targets all players in the room on the tile they’re standing on. Blood Spawns are small, roaming creatures that leave a trail of blood on the floor in their wake. They can spawn after maiden throws blood. If a player stands on blood they will take damage and lose prayer every tick. This also heals Maiden.

At 70%, 50% and 30% health spiders will spawn on the north and south sides of the room. They will walk to Maiden, if they reach her they will heal her for twice their remaining HP. Any time Maiden is healed her max hit and the chance for Blood Spawns to appear increases.

 

 

Strategy to Kill Maiden

Drop 2 brews outside Maiden. One is so you have space for your defender when you switch to range, and the other is so you can take off your prims after speccing

Assign Freezing Roles. The Roles are: N123(4), S124 Tank, and the rest DPS.

maiden crab spawns osrs

Protect from Magic and run in and DWH/BGS spec Maiden twice. If you are BGS wait until after all the DWH specs before speccing. Switch to range gear, take off prims and attack Maiden. If Maiden throws blood you need to move at least 1-2 tile to dodge it. You should move 1-2 tiles every time Maiden does ANY attack animation to ‘pre-dodge’ potential blood attacks. If Maiden throws extra blood at you you must move 3-4 tiles. If you are standing close to Maiden you MUST pre-dodge every attack otherwise you’ll get hit by the blood attack every time it happens. If any Blood Spawns appear Ice Barrage then kill with blowpipe. Keeping the room clear of Blood Spawns is important.

Before Spiders spawn, the Freezers pre-switch (do at 3-5% above set spawn HP) and wait for DPSers to proc the spawn. N123(4) must have the N1 Spider spawn tile marked as you have a 2 tick window to get the first freeze off, or else you will be too late for 3s. After Spiders spawn, DPS roles blowpipe N1/N2/S1 down then get back on Maiden.

maiden freezing guide osrs
Maiden Freezing in action

Bloat

Bloat moves around the pillar in the center of the room. He can change directions. If you are within his line of sight he will fire flies at you. These flies can also bounce off you to other players within your line of sight. After moving around the room Bloat will go to sleep for a period of time. When Bloat wakes up he will stomp the ground, dealing heavy damage to any player in his line of sight. When Bloat is below 90% HP body parts will begin to fall from the ceiling while he is moving. The body parts will appear as shadows on the ground, growing in size before hitting the ground, dealing heavy damage and stunning any player standing on the tile. Body parts cannot fall on the same tile successively. When Bloat is below 60% HP he is eligible to run instead of walking. Bloat can run at two different speeds: jog and sprint.

 

 

How to kill Bloat

Before entering the room equip your salve (e). Drop a brew so that you have inventory space to switch to spec weapon. Supercombat after going in. When Bloat is on the opposite side of the pillar, you may enter the room. Turn on Protect from Range and immediately stand against the pillar. At all times when Bloat is moving you want to be against the pillar on the opposite side of the room as him. When Bloat sleeps attack him with melee. You can get 6 whip hits or 5 scythe hits in before you need to run away if you are on time. If you are late, do 1 less hit before running away.

If you do not have claws: Use a chally spec as the last hit on Bloat instead of your whip/scythe. Chally spec should ONLY be used for last hitting.

When Bloat does his Stomp attack you must be at least 5 tiles away from him and must be around a corner of the pillar to not get hit by it. As a general rule it is better to melee Bloat on the side of him which would let you run around a corner in less time. If you have claws: equip them after Bloat’s first sleep phase. Next time Bloat sleeps start off with 2x claw spec (or 1 if you chally spec’d on last hit for the first phase). The reason why you save specs until the second sleep phase is because if Bloat is >60% HP he will always walk.

bloat safe tiles

The Nylocas

nylo attack styles osrs

n this room waves of Nylocas will continuously spawn in order, attacking both the pillars and the players. These waves and color changes are always the same, except for 2 random small Nylos that spawn upon death of a large Nylo. The 3 types of Nylos attack with a specific style, and must be attacked with that same combat style to kill them, as shown in the image above. Hitting with the wrong attack style will block your player out from dealing damage to that Nylo again. They can also explode if not killed within a set period of time of entering the room.

At the end of the waves, a boss will spawn that switches between the 3 combat styles randomly (always starts melee). Players must switch to the appropriate style (same as the wave Nylos) to deal damage to the boss, and prayers to defend against it. Hitting with the wrong style here will instead heal the boss for the damage dealt, and recoil it back to you (it will not block your player out from dealing damage).

 

 

Nylo Strategy

Each player will be assigned a role to do in this room based on team size, with their main job to kill their respective style of Nylo. The roles will vary with team size: Team Sizes:

  • Team of 3; 1 Melee + 1 Ranger + 1 Mager (Nylos have 8 or 16 HP depending on small/large type).
  • Team of 4; 2 Melee + 1 Ranger + 1 Mager (Nylos have 9 or 19 HP depending on small/large type).
  • Team of 5; 2 Melee + 1 Ranger + 2 Magers (Nylos have 11 or 22 HP depending on small/large type).

Player aggressive Nylos in the middle should be prioritized first, and appropriate defensive overhead prayers to be used as needed. At all times use Piety/Rigour/Augury, it is a common misconception that you should not use offensive prayers. Over time, memorize the spawns/color changes of the waves as they are always the same. Maintain low downtime by readying your cursor on the next Nylo, and click it as soon as you receive an EXP drop that will kill the current target. Your commands are cancelled at color changes and aggression from Nylocas (aggression occurs after they have crossed the entrance line). Beginners can mitigate mistakes during the waves by continuously clicking after they cross the line. Use the previous tip to your advantage during the boss (you will automatically stop attacking the boss when it switches forms).

 

 

Melee Role

If there is more than 1 melee role (team sizes 4/5), spread out east/west and prioritize a side (you can help the other side if excess gray Nylos are there). If there are no gray Nylos to kill in the entire room, kill blue Nylos with a trident/sang staff. Do NOT barrage them. During the end waves, a good method to attack gray Nylos on the pillars without taking heavy explosive damage is to move away from the pillars in between your attacks.

Ranger Role

The main focus point of the ranger is to blowpipe as many green nylos as possible without having too much downtime. Players having trouble with this may find it easier to click the next green nylo instead of waiting for the EXP drop. If the first nylocas lives, simply re-target it.

Mage Role

Use the trident/sang staff on any isolated blue Nylocas. Use barrages if they can kill multiple blue Nylocas and switch to melee if there are no blue Nylos alive. At the end waves, there will be a lot of blue Nylos where you can barrage.

When the waves end, sip range pot and supercombat for the boss. You should use Claws or BGS (not DWH or Chally) specs as the boss spawns (it will always be in melee form). Beginners should always switch overheads first and weapons second. Advanced players can pre-switch their gear in preference of Melee/Mage -> Ranged -> Melee.

 

 

Sotetseg

Sotetseg attacks with a Magic based orb that, when it hits a player, splits into 2 orbs: 1 Magic and 1 Range, directed at other party members. All Magic orbs are Red while the Range orbs are Black. While in melee distance Sotetseg can attack with melee instead. Protection prayers completely nullify the Magic/Ranged orb. The melee attack is only reduced by 50%. If a player is hit by an orb while not using the correct protection prayer, it will disable protection prayers for a short time. After 10 orb attacks, Sotetseg will launch a large energy ball at one player. This damage can be shared across multiple players by standing within 1 tile of the selected player.

At 66% and 33% HP, Sotetseg will teleport players to the far side of the room to run a maze. He does not attack during this time. One person of the party will be chosen to guide the party through the maze and the rest will follow the guide’s path. The maze guide will be seperated from the party and shown the safe path highlighted in red. The maze guide can walk on any of the squares without taking damage; however will be taking small amounts of damage over time. Once the guide has stepped onto the maze, the tile they are standing on will be highlighted in red for the rest of the party. At the end of the maze is a portal to take the guide back to the party. The rest of the party not chosen must not stand on any maze tile except the safe ones that only the guide can see. If a player stands on an unsafe tile the party will take AoE damage every tick. Once any player not chosen progresses past the third row of the maze, a tornado will spawn at the beginning tile of the maze. This tornado follows the safe maze path at walking speed. If any players are caught by the tornado, it does huge AoE damage to that player and others nearby. After each maze is completed Sotetseg regains most of his defense and resumes attacking.

Sotetseg Strategy

Protect from Magic when you go in. Use 1 DWH/BGS spec at the start and one after each maze. Stand around Sotetseg in melee distance and Melee him. If you have Tbow and at least 1 DWH spec has hit, it is better than a whip (still use in melee distance). Prayer flick the orbs correctly (red = protect mage, black = protect range). It’s useful to watch where each mage orb from Sotetseg goes and how/where it splits to give yourself the most time to switch prayers accordingly. If there is ever a time where you think a mage orb and range orb will hit you on the same tick, protect from magic first and then protect from range the tick after. When Sotetseg launches the large ball of energy, gather (DD) at melee distance south of Sotetseg and DO NOT leave until you see the hit splat from the bomb landing. Spread out quickly after so it is easier to react to any mage/range orbs.

Once teleported for the maze, turn off prayers. Equip your defence lowering spec weapon. The guide steps onto the first tile of the safe path (highlighted in red), waits a little bit, then moves to the third row following the safe path and waits until the party has caught up. It is a good idea to use voice chat to communicate. Once the party is ready, the guide runs maze following the safe path as quickly as possible without sacrificing click accuracy. It is very important to not make pathing errors as they can kill the team near instantly. At the end of the maze, the guide may enter the portal to return to the team. As a follower click on the red highlighted squares in the order they come up. Make sure not to go onto the 4th row of the maze before everyone is ready. It is very important to not make pathing errors (misclicks) as they deal alot of damage to the team. After each maze use 1 DWH/BGS spec.

 

 

Before entering Xarpus

After Sotetseg is complete, you will be able to buy supplies from the final supply chest before Verzik.

Drop all your brews/restores that aren’t 4 dose. If you brought in Soul runes, drop those. Sip and drop your ranging potion, it is no longer needed. If you have more than 8 doses of Supercombat, sip and drop the extra doses. If you have less than 3 doses of stamina, drop it and buy a new one. Buy restores until you have 4. If you are going to have 10+ brews, you can buy a 5th restore. Fill the rest of your inventory with brews. Buy these last. If you have any extra points, buy brews and drop them on the floor in case your teammates need them.

 

 

Xarpus Room Guide

Xarpus is split into three phases. During Phase one; Exposed exhumed will heal Xarpus over time. Stand on them to prevent this. For phase two; Xarpus will face players based on orb order (top-down) and fire a poison projectile that will land on their current tile. It will also bounce off and create 2 projectiles (these will not bounce) toward the other players. These poison tiles will deal damage if they are ran/skipped over. At around 20-25% HP phase three is triggered. Xarpus will randomly face quadrants of the room, and any players who attack him while in his current line of sight will be hit back for a massive amount of damage. Xarpus turns every 8 ticks in this phase.

The 8 green tile markers show where you should stand for the end of P1/beginning of P2. The 8 gray tile markers will assist you in navigating around Xarpus for P3 greatly. Do not stand on the gray tiles during P2. This room does not require supplies to be used, other than offensive boosts which can be used at the previous Sotetseg chest.

xarpus tile markers

Phase 1; Exhumes

Spread out across the room to minimize the time needed to reach an exhumed. Only one player needs to be standing on an exhumed to block it. Once all exhumed has faded away, prepare for P2 by equipping your DWH/BGS and standing on the green tiles. Do not stand on the gray tiles or between two of them.

Phase 2; Pre-screech

Use your defence lowering special attacks. Save BGS specs until after all DWH specs have been used. Then, run to different corners of the room and blowpipe (tbow is better if less than 4 specs hit). Move two tiles away from your current position only when Xarpus turns to face you. Bouncing projectiles will not reach you in time, and this method will prevent you from spreading additional poison. In trios, additionally avoid returning back to tiles adjacent to your previous position. After Xarpus screeches at 20-25% HP, stop attacking. Stand on any of the 8 gray tiles and prepare for P3.

Phase 3; Post-screech

Navigate around Xarpus using the 8 tiles in a circular motion, and attack Xarpus only when he is not facing your quadrant. Beginners should be very cautious with their timing in this phase. It is recommended to stand still and wait until Xarpus is not looking at you. Advanced players can move to where he’s already facing in anticipation of his turn to maximize your DPS, since he will not stare at the same quadrant twice in a row. Depending on weapon of choice, you can deal maximum DPS based on the attack cycles below:

  • Basic: Whip/Rapier – 2 hits per turn
  • Advanced: Blowpipe – 4 hits per turn (move between each attack)
  • Advanced: Scythe/Tbow – [2-2-1-2-1] cycle, starting if you hit on the same tick he turns

Before going into Verzik ensure that somebody picks up the Dawnbringer staff outside.

 

 

Verzik Guide

Phase One Mechanics

Verzik attacks players using a magic attack. If you’re behind a pillar, Verzik will instead target the pillar. She takes significantly reduced damage from normal attacks. The Dawnbringer special attack hits hard against Verzik. When Pillars fall, anybody standing in melee distance will be stunned and take heavy damage. When she reaches 0% HP, the remaining standing pillars will fall and Verzik will move to the center of the room. Defence reduction specs do not work against any phase of Verzik.

How to complete p1 Verzik

Drop a minimum of 2 brews on the outside of the pillars so that you have space to pick up Dawnbringer when it is your time to spec. Give the Dawnbringer to the person at the top of the orb order (in the top left of screen). You will be passing around Dawnbringer in orb order starting from the top. DD in melee distance with melee gear on at the start. The person with Dawnbringer should be wielding it preparing to spec 2x at the start. Put on Protect from Magic, no other prayer. Leave this prayer on for the entirety of P1. DO NOT turn it off for any reason. Spam click the boss. The person with the Dawnbringer will be the one to start the boss. You can get 4 hits in at the beginning before needing to run behind the NW Pillar.

The person starting will 2x Dawnbringer spec then drop the Dawnbringer at the boss, then attack it twice with melee before running behind NW Pillar. The second person at the start will 2x melee hit, pick up Dawnbringer, spec 1x in melee distance, move back toward NW Pillar and spec a second time before dropping Dawnbringer behind Pillar at the safespot. From here onward, Dawnbringer should only be dropped/picked up at the pillar safespots marked below.

Use the gray tiles for dropping/picking up Dawnbringer. The red tiles are safe from both Verzik’s magic attacks and from the Pillar falling damage.The Visual cue to when you can attack Verzik from behind the Pillar is when she spreads her legs or when she claps. After Verzik starts attacking you can only get 2 melee hits or 3 mage hits in before needing to get behind pillar. Melee is significantly better: a single whip hit deals more damage than 3 trident/sang hits. On the hit that the NW Pillar would die, the entire team runs East to the NE Pillar. When the NE Pillar dies, the team moves to the Middle East Pillar. If the Middle East Pillar dies the team moves to the Middle West Pillar. This method is known as 1-1-2-2.

Keep passing the Dawnbringer around in orb order doing specs. Once everybody has done 2 specs, the orb order loops around and starts at the top for the second set of specs. Everybody does 1 more spec. If Verzik is not at 0% by the time everybody has used their specs, you may use the Dawnbringer to auto attack. Once Verzik is at 0%, get away from the pillars immediately. Move to the center of the room. P2 will begin shortly.

 

 

Phase Two Mechanics

For both P2 and P3, Verzik is weak to slash. Every 4 ticks, Verzik will check to see if any players are under her/in melee distance. If a player meets that condition, she has a high chance to bounce them outwards, dealing damage and stunning them temporarily. If no players are in melee distance during this tick, she will usually throw a 1×1 ranged attack (prayer halves this damage) that will target every player’s current position.

Verzik can also throw a blue lightning attack (occurs every 5 attacks) that can bounce a total of 4 times between players before dealing 50 damage to the last contacted player. If this attack passes directly through Verzik it will be negated. If a player is too far away from their teammates, the attack will simply deal 50 damage without bouncing. Periodically, Verzik can spawn both a set of explosive Nylocas (number of Nylos dependent on team size) and a purple Nylocas that does not move. The purple Nylocas will deal damage to players under its spawn point, and must be attacked with a poison-type weapon (tent whip/swamp trident ideally) to prevent it from healing Verzik. The explosive nylocas will detonate upon close proximity to its targetted player, dealing damage based on distance.

At 35% HP, Verzik will stop spawning the explosive and purple Nylos. Instead, she will spawn two red Nylocas periodically. After a set amount of time, these two will heal Verzik on a 1:1 ratio of their HP. During this phase, Verzik will mainly use magic attacks that can be fully negated with Protect From Magic. These attacks will drain your prayer. She can still throw her previous ranged attacks sometimes. While spawning her sets of red Nylocas, Verzik will briefly stop attacking and any attacks dealt to her will instead heal her.

 

 

p2 Verzik Strategy

You will be using melee almost entirely from this point onward. You must be supercombatted at all times. Use a 4 tick rhythm that both keeps your player out of melee distance on her 4th tick, and dodges her ranged attack. Beginners are advised to keep their HP high and pray ranged until 35%. Try to keep a symmetrical formation (usually 2 east, 2 west) to increase your team’s chance of negating the lightning attack.

Prioritize avoiding the explosive Nylo spawns by first moving away from them. Ice Barrage them to hold them in place afterwards. Stay at a minimum of 4-5 tiles away from them. She cannot spawn the explosive Nylocas if the purple Nylo is not poisoned. Beginner teams learning the P2 rhythm may find it helpful to leave it alive before 35% to practice, but it will make the phase longer.

verzik p2 example osrs
Verzik p2 example

At 35%, protect from magic to negate her magic attacks. Move in between hits to dodge her ranged attacks. Kill or lower the red Nylos to below ~10% HP before attacking Verzik with the same 4 tick rhythm as before. If you attack prior to Verzik’s pause/heal, you can get one additional hit on Verzik before her next set spawns.

You can use a Verzik p2 training app here; https://lmperium2096.github.io/verzik_trainer/index.html

Phase 3 Mechanics

Verzik will select a random player to target, and attack every 7 ticks (above 20% HP) with ranged, mage, and melee attacks. The ranged and mage attacks will hit all players. The melee attack hits all players around her. The melee attack can be entirely avoided if the targetted player is not within melee distance (below or away from her) 1 tick before her attack. If the targetted player is out of melee distance for an extended period of time, she will switch to a different player. The ranged and mage attacks can be prayed against before they reach you. Protection prayers will reduce 50% of the damage taken.

 

 

During P3, Verzik has four different types of special attacks. These will occur after every 4 basic attacks, in the following order:

Nylocas

Identical to Phase 2: stay far away from them and freeze them before continuing to melee the boss. Unlike Phase 2, there will not be a purple Nylo.

Webs

Verzik walks to the center of the room and begins to fire webs. The webs will root players in place if stood on. The webs have 7-11 HP dependent on team size, and can be attacked (ideally with a trident or ice barrage) to free a stuck player. The webs have a set amount of time before they disappear, and will persist 1 tick even after they have visually dissappeared. If a player is not freed in time, they will take a large amount of damage.

Yellows

Verzik will become invulnerable. Yellow pools will spawn on the map – one per player. Each person must stand on a different yellow pool to shield themselves from an incoming attack (can hit up to 80).

Bomb

Verzik will target one random player to fire a green bomb at. This will deal 75% of their maximum HP. It can be, but is not usually bounced to another player by standing within a 3×3 of them. An incorrectly bounced bomb will deal more damage to the team overall.

Purple Tornadoes

At 20% HP, Verzik will spawn 1 purple tornado per player. The tornado follows a specific player at walking speed. If a player is hit by the tornado, it will deal 50% of current health as damage and it will heal Verzik for a considerable amount. A player can only be hit by their own tornado – not their teammates’. She will start attacking every 5 ticks during this phase. Since she attacks every 5 ticks, her cycle of special attacks occurs at a faster rate.

 

 

P3 Verzik Strategy

The player targetted by Verzik is assigned as the tank. Non-tanking players may simply attack the boss with melee and pray accordingly. The designated tank should wait under or away from Verzik until after she does a mage/range attack. Attack once with melee before immediately going back under or away from her. Repeat this to prevent meleeing your other teammates.

Specials

At web phase, beginners should use non-melee weapons and attack her from far away (Tbow > Ruby Bolt Crossbow > Trident). Try to stay on the outskirts of the room so as to not disrupt any teammates who are meleeing during webs. Continually move clockwise to dodge the incoming webs, and beware of stepping on a teammate’s web. Return to melee after web phase ends.

While you’re running and standing on yellows, brew up to above full HP to prepare for the bomb. Regardless of team size or skill, most teams choose to simply tank the green bomb without bouncing it to other players. Ensure that everyone on the team has above 80 HP before this attack.

Avoid getting caught by a purple tornado at all costs. It is best advised to lower Verzik below 20% HP after yellows. If you have not brought Verzik below 20% by the time Nylos spawn, it is best advised to wait until yellows occur again. After purples have spawned, use your high damage special attacks to finish the fight as quickly as possible. If tornados are chasing you during yellow pools, it is advised to tank the 80 damage from yellows instead of risking a heal from the tornado.

OSRS CoX Guide – Chambers of Xeric (Raids 1)

Chambers of Xeric Beginners Guide

Chambers of Xeric, also known as CoX for short or Raids 1 is  very first raid that was ever released. Which would soon be followed by raids 2 and 3,

CoX can be found within Mount Quidamortem, to the far west of Zeah. When creating a raid, players will have the ability to select between two raid sizes; normal and large. The raid is made up of numerous different types of rooms, this includes; Floor entrance and Exit, Puzzle rooms, Combat rooms, Scavenger rooms and rooms. A normal raid will consist of between 5 and 6 Combat/Puzzle rooms, while large raids will consist of between 7 and 8. Normal raid size is usually favoured among players as it results in the best points per hour which results in a higher likelihood of increased hourly profit.

The Combat Rooms consist of Vespula, Vasa Nistirio, Vanguards, Shamans, Skeletal Mystics, Tekton, the Muttadiles and Guardians. While Puzzle rooms include Crabs, Tightrope, Ice Demon and Corrupted Scavenger (Thieving).

 

 

Recommended Gear Setup

Follow the Recommended Gear Setups below. If you are heading in as a learner you can remove some of the accuracy based switches from the max setup to make room for more food. These include; range helm, range boots and book of the dead.

Note; do not under any circumstances use tri-void (all 3 void helms) for raids. It is significantly less dps than other alternatives, including the minimum recommended setup from below.

Stab weapon required when using scythe (for Vasa crystal)

 

 

CoX Combat Room Resources

Tekton

Tekton uses Melee attacks during the fight. He can hit high even through protect from melee. However, his attacks are completely avoidable. As the attacks can only be dealt in the direction he is facing, meaning players can make use of running from corner to corner to avoid his standard attacks, as shown in the attached image.

tekton guide

This method works best with a 4-tick weapon such as the dragon hunter lance or abyssal tentacle. Remember if you are using lance to put it on crush, only for tekton as the boss is weak to crush. If using scythe just attempt to follow your team mates without missing hits, if this means tanking a hit it is usually fine to do so. Keep your scythe set to slash if using Bandos/Torva and crush if using Inq.

Tekton has a high defence level. So making use of your Dragon Warhammer or BGS specs here is important. If you are BGSing it is optimal to spec after your team mates have warhammered.

If and when Tekton does return to the anvil, he will begin to rejuvenate a small amount of Hp and Defence. He will be unattackable in the meanwhile and begin using a 3×3 AoE (area of effect) attack, which can deal between 10-20 damage if you are hit. Simply spread out from your team mates and move 2 squares away each time you see the sparks.

Vespula

Vespula’s room consists of her, four lux grubs and an abyssal portal. In order to kill Vespula and proceed to the next room the portal must be destroyed.

Before entering, drink a stamina and ranging potion. Set your quick prayers to redemption and rigour or eagle eye. Enter the room with quick prayer enabled and instantly attack the portal. Once you have done this you will need to run one square behind the grub (as shown in the clip above). If your redemption procs then you will need to sip super restore or sanfew, re-enable quick prayers and keep attacking. Repeat this until the portal dies.

If any of the grubs have HP bars you will need to feed them in higher scales (usually 5 players and above). One person grabs three medivaemia blossoms and spam clicks the grub with the hp bar to feed. If you fail to do this in time then a vespine soldier will spawn, just blowpipe it till it lands on the floor then melee it to kill it.

 

 

Vasa Nistirio

Vasa will be need to be awaken by the player approaching. Once he is woken up he will immediately summon a fire barrier at the entrance and perform his teleport attack.

During the teleport, half of the players in the room will be teleported next to him and unable to move, the remaining will be teleported to the outer edges of his arena. Those teleported to the edges will need to run in and stand within 3 tiles of vasa using protect from magic to prevent damage (alternatively you can tank the damage while venging – this is not advised for beginners).

After the teleport attack is done, pray range + rigour and attack with crossbow or twisted bow. Vasa will begin to throw rocks that can deal damage if you are anywhere near them in a 3×3 AoE radius.

Vasa will begin pathing to a chosen crystal that will also be lit up and glowing. You should also path towards the same crystal while attacking. Once vasa reaches the chosen crystal you will need to switch to melee gear with a stab weapon and attack the crystal until it dies. Then continue to range vasa again until it dies or reaches the next crystal. If Vasa does a second teleport repeat the same process.

 

 

Vanguards

There are three Vanguards in the room, one for each corresponding attack style – mage, range and melee. The most important part of this room is to evenly distribute damage through-out the room. In teams of five and more the vanguards hit-points can not differ between 33.3% or they will reset to 100% hp. In teams of four or fewer this value is set at 40%.

In teams you will want to evenly distribute the number of people in the raid amongst the vanguards alive. But, in standard trios one person following each vanguard is ideal. You will need to follow the vanguard you are on as during the room the vanguard can dig and move position at random (between 20 and 40 ticks). You will also want to deal damage from the outer edges of the room, to ensure you do not catch aggro for other vanguards.

Attack your vanguard with the opposite style in the combat triangle. Deal range damage to the mage vanguard. Deal melee damage to the range vanguard and deal mage damage to the melee vanguard. This can be seen in the image above.

The Muttadiles

The basics of this room are to simply dps the baby Muttadile until it dies and then kill the mother Muttadile. However, once each of the muttadiles reach a certain threshold of hp they will retreat to the Meat Tree and begin to eat and gain hp back. During this time you will be unable to deal damage until they have finished eating.

Blowpipe is best to use on small Muttadile, and twisted bow on the big Muttadile.

To deal with the Muttadiles there are two affective methods currently used.

Freezing

When each of the muttadiles reach 40% hp you simply freeze them to prevent them from eating the meat tree. Barrage is usually used for the small mut and a ZGS for the big Muttadile. This method is best used in alted raids

Chopping

Use any axe to cut the meat tree until it dies. Ideally you should use a bronze axe so that it can be dropped when the tree dies. While chopping when you receive an exp drop you can sang/trident the baby Muttadile to lower its health to 40% then stop attacking. When the tree dies both Muttadiles will be unable to replenish their hp at the tree so you can quickly kill both. This is best used in un-alted raids where the average wc of the team is above 60.

 

 

Guardians

The Guardians room is very simple to complete. When you enter the room you will see two stone guardians, they are immune to all damage that is not a pickaxe. Crystal and Dragon are the most effective in terms of damage per second. However, if you forget your pickaxe, you can find a permanent iron pickaxe spawn near the Guardians. Your max hit will also scale with your mining lvl, so it is beneficial to have high mining in this room.

The method used to kill them relies on flinching, and can be seen in the video above. This helps avoid their falling rocks attack which can damage the player. In addition to avoiding some of their melee attacks.

Skeletal Mystics

Skeletal Mystics are another very easy room to complete. Simple pray protect from magic and attack them with your best available range weapon. The twisted bow is fine here. There will be multiple Mystics so attack one at a time to ensure you are not taking unnecessary damage from multiple npcs.

Lizardman Shamans

For Shamans use protect from range and a Twisted Bow or a crossbow to kill them. When you see the shaman shoot a large green ball you will need to run three tiles away. When you see him summon purple minions, avoid them or they explode and deal around 10 damage.

 

 

Puzzle Room Resources

Tightrope

To complete the room simply kill the mobs on the surrounding sides of the tightrope before crossing. Protect from mage against the magers and protect from range against the rangers. Use twisted bow or blowpipe on magers and use blowpipe on rangers. Kill each npc one at a time to ensure you are tanking the minimal amount of damage at any one time.

Once dead simply cross the rope (if you have the agility level – at least one person in the team will have the ability to). Retrieve the keystone crystal and use it to dispel the shimmering barrier.

Crab Room

To solve crabs you must bounce an orb off the crabs into the crystals. The orb will always turn clockwise when it bounces off a crab. You must change the orbs color to the opposite color of the target crystal. You can change the colour of the orb by bouncing it off a colored crab. You colour crabs by using different combat styles as demonstrated:

You will need to smash the crabs in place with a Dragon Warhammer, or if you do not have one you can find a regular hammer spawn in the room.

 

 

Ice Demon

To attack the ice demon you will first need to warm it by lighting any (or multiple) of the four braziers with kindling. The room will contain a tinderbox and bronze axe spawn, so be sure to grab these at the start of the room and begin chopping an inventory of kindling. You can use the nearby chest to deposit your items into private.

Once you have put enough kindling into the braziers (no fm required), re-gear at the chest. Pray protect from range and kill the Ice Demon. It is optimal to spec with DWH then use #range (crossbow or twisted bow) to kill the ice demon. It is also weak to fire spells so having at least one person on fire surge can be beneficial. Ice Demon will throw rocks at you so be sure to move two tiles to dodge this attack.

Corrupted Scavenger (Thieving Room)

When you arrive in the room immediately bank everything in private storage. Then begin to steal grubs from the chests until you have 10-15 grubs. Dump grubs in the trough and continue stealing and feeding until the room is complete and the scavenger moves from blocking the exit.

Having a lockpick is recommended although not necessary, as it will increase your opening time of chests significantly. 95+ thieving is also optimal as the minimum amount of grubs per chest is 2 at this level.

 

 

The Great Olm Fight

In traditional team sizes olm has a total of four phases. However, for every 8th player this adds one additional standard phase. Olm consists of three attackable npcs; the head and both his right and left claws. During the fight he can attack with a range of different methods, which we will cover first

Standard Olm Attacks

His first attack to consider is a mage or range auto-attack. The magic attack is a green fire projectile, while the ranged is a chunk of crystals, be sure to pray accordingly through-out the fight. He also has the ability to send a coloured sphere to a player. When fired at the player it will reduce your prayer by half and disable your protection prayers. If you do not pray accordingly this will reduce your hitpoints by approximately 50%.

  • Red = protect from melee.
  • Green = protect from missiles.
  • Purple = protect from magic.

Olm’s Special Attacks

If the left hand is in its attackable form then olm will also cycle through these following special attacks. They occur in the order as seen below and each one is followed after 2 regular auto-attacks.

  • Crystal Burst: Olm throws a crystal under the players current tile. If you do not move within a few seconds the crystal will grow and deal significant damage to you.
  • Lightning: Bolts of lightning will spawn on random rows and begin to run north or south through-out olms chamber. If you get caught by one it will deal moderate damage and hold you in place for a few seconds.
  • Teleport Swap: Olm will pick someone for you to pair up with. If you do not stand on the same tile to them then you will be teleported to the tile they are on. more damage is dealt based on how far away you are from the person.
  • Healing: This can only occur on the final standard phase (phase 3). During this special any damage dealt to the melee hand will actually heal the melee hand.

 

 

Phase Specific Attacks

Olm has a range of phase-unique attacks which he can use to replace one of his auto-attacks during a phase. During the final standard phase he can use any phase specific attack. These attacks are as follows:

Acid Phase

  • Acid Spit: Olm will spit out a number of different acid pools. If you stand on top of these pools you will take damage of between 3 and 6 per game tick.
  • Acid Trail: Olm will select one player and generate acid pools under them, wherever they walk/run. Therefore, to avoid damage you must move around the room, and try to avoid covering tiles your team mates are using.

Flame Phase

  • Flame Wall: Olm will spawn two fire walls across the entire chamber, trapping the player inside. If the player does not escape in time they will take damage as high as 65 hp. In order to free yourself or team mates someone must cast a water spell such as Humidify, Ice Spells and/or Water spells on the wall.
  • Burn with me: A green fireball will land on a chosen player causing them to yell out “burn with me!”. The player will then take 5 damage every few seconds and their stats will decrease by 2 every time this happens. The burn also has the ability to spread to other players within 1 tile radius of anyone who is currently burning.

Crystal Phase

  • Crystal Bombs: Olm will release a bomb into the chamber. After a short period the bomb explodes dealing up to 60 damage if you are close, and a minimum of 15 damage. The damage scales based on how close you are to the bomb.
  • Falling crystals: One player will be highlighted with a red circle and crystals will begin to fall on their position, dealing 16-20 damage if caught by one. simply continue moving to avoid this attack.

 

 

How to kill Olm

As previously mentioned the Olm has 3 attackable npcs. During the first three phases you will want to attack his right claw with magicgear and attack his left claw with melee. During the final phase only the head will be left alive, you will then attack this with range. Using an incorrect attack style will result in drastically slower kill times and it is not feasible to do so.

Room positioning

  • The blue zones are the safe areas.
  • The left side of the room is the mage hand.
  • The right side of the room is the melee hand.
  • The dark blue line is where you longrange from when melee clenches.
  • The black square is the thumb, meet here for teleports.

 

 

OSRS Scouting in CoX

What is Scouting?

Scouting is the process of entering a raid and checking the raid layout from room to room. If the rooms are not desirable, you simply leave and “rescout” the raid. Scouting good raid rotations increases your GP/Hour drastically, as well as making it easier to find teammates.

How do you Scout a Raid?

Turn on the Chambers of Xeric plugin within Runelite and then:

  • Join your own Friend’s Chat (FC)
  • Make a party at the party board in the Raids Area
  • Enter the Raid and check the pop-up of the rotation
  • If the Raid looks bad, start the raid then leave
  • Rescout for a better raid, and repeat until you find one

What does a good scout look like?

Any 5 room raid containing the Tightrope room is generally a good scout.

Tightrope provides the best points per hour outside of olm. The smaller raid size of only 5 rooms makes getting to olm faster, which is beneficial as olm is the best points per hour.

What do the Letters in a Raid Layout Stand for?

These refer to the letters shown at the top of a scout, for example “SCSPFCCSPF” as shown in the “good scout” example above.

  • C = Boss room
  • P = Puzzle room
  • F = Farming room
  • S = Scav room

 

OSRS ToA Guide – Tombs of Amascut (Raids 3)

Tombs of Amascut Beginners Guide

Tombs of Amascut, also known as ToA, is the third raid to be released in Oldschool Runescape. Following on from the success of its predecessors.For every raid you will be required to complete 4 Demi-boss rooms before advancing to the 5th and Final boss. These rooms can be done in any order, each room will contain one puzzle you must complete before advancing to fight the demi-boss.

The raid also features invocations, these are additional challenges that make the raid more difficult but also increase the probability of loot. Invocations include factors such as speed, supply restraints, additional mechanics and more. We will provide a more detailed discussion of each invocation later on in this guide.

 

 

ToA Gear Setups

Below are a range of recommended setups based on affordability.

Maxed Setup

OSRS ToA max gear
Max Gear ToA

Estimated cost around 5.7b.

In terms of DPS-per-GP upgrades, aim to buy in this order: ZCB -> Shadow -> Masori -> Torva.

:normalmode::expertmode: Works for both Normal and Expert Mode raids (can bank helmet switches for Experts if you are still learning).

High Tier Setup

OSRS gear setup for ToA
High Tier ToA Setup

Estimated cost is around 2.3b

Fang is a massive upgrade, buy it first if you can. Lightbearer is a great (relatively) cheap upgrade. Tbow is also a huge upgrade, but costs a small fortune. A fang + tbow rebuild is worth considering if you plan to camp ToA.

:expertmode: If you plan to learn Expert Mode raids, consider banking MA2 cape and Ancestral hat for an extra brew and restore.

Core Gear Setup

OSRS ToA gear setup
Core Gear ToA Setup

Estimated Cost is around 850m. This setup has a big budget spike over the previous, upgrading core items for all 3 attack styles (Rapier > Bofa > Sang).

Claws are a great spec weapon if you are not the BGS/DWH/Corruptor for your team. If you do not have a Partisan of breaching already, bring another potion and use Rapier on Kephri.

Welfare ToA Setup

OSRS ToA welfare gear
Welfare ToA setup

Estimated Cost is around 150m. This setup will allow players to comfortably do normal ToA runs.

 

 

How to get to ToA OSRS?

Raids 3 is located in Necropolis, within the black Pyramid. The fasted method of transportation there is:

  • Using the Pharaoh’s Sceptre to Teleport to Jaltevas. For this you must have already used the Sceptre on the obelisk north of the mine in Necropolis.
  • Fairy code: A-K-P and running east. This method requires 62

Alternative (slower) methods include:

  • Nardah teleport and run south-west.
  • Magic carpet ride from the Shantay Pass to Pollniveach. Run south and ride a second carpet to Sophanem. Then run south-east. If you have or max cape then you can teleport directly to Pollniveach.
osrs how to get to toa

 

 

ToA Room Resources

Below is a list of all you need to know for the rooms in Tombs of Amascut. Including a breakdown of each demi-boss, puzzles and the final boss.

Akkha OSRS

Akkha

Akkha is the Guardian of Het and a Humanoid. To fight him you must first complete the Path of Het.

Path of Het

Pickaxe matters, you can bring in a dragon pickaxe and deposit it forever. Bounce light from mirrors to hit the shield minion. Once the light hits the statue, you can attack the obelisk in the middle. This should take 1 phase with (85 and a dragon pickaxe). Avoid getting hit by black shadows roaming the floor, being hit by the light will deal a little bit of damage.

Akkha Overview

Akkha prays against 2 styles at once. If he is praying mage/range – Attack him with melee and pray range. If he is praying mage/melee – Attack him with range and pray mage. If he is praying range/melee – and pray melee. Akkha will always start praying range/melee -> mage/range -> range/melee.

If you struggle with prayers, remembering like the image below shows might help.

akkha combat triangle OSRS

Attack Akkha with corresponding style untill the guards spawn at the 4 corners of the room. Kill one of them. Once you’ve killed one of the guards, Akkha will ONLY take damage when he is lured into the same corner as the most recently killed guard. He might also lash out at all the other quadrants EXCEPT for the one where you killed the most recent guard (when the hourglass on the wall fills up).

Once you’ve killed all 4 guards, the final phase starts. Ideally you have double claw spec for this phase. Akkha will appear in 1 of the 4 corners of the room, once you deal a threshold amount of damage to him, he will change corner (around 1 scythe swing per person in the raid). Mage pray still works, but is less effective.

 

 

Mechanics of Akkha

If Akkha turns your character into a “shadow”, avoid moving, if you move you will leave a trail behind you, if you or someone else walks into it, you take elemental dmg (depending on what quadrant you’re in).

If Akkha turns your character into a “white light”, you will have a beam of light shooting out in a straight line from your character, make sure to spread out.

When Akkha dissapears, one of the 4 icons in the middle of the floor will light up. Then one of the adjacent symbols will also light up. REMEMBER THE ORDER and stand on them in the same order.

The light attacks do not deal damage on the tile you’re standing on, therefore multiple people can DD (stand on the same tile as) to avoid damage (i.e. dd on the tank). This tactic is more usefull if you’re using the “Feeling Special?” invocation.

Akkha Invocations

  • Double Trouble: Akkha will do two special attacks at once.
  • Keep Back: If you are in melee range, Akkha’s ranged and magic attacks will also do melee damage to you.
  • Stay Vigilant: Akkha will switch attack styles and prayers at random.
  • Feeling Special: Akkha’s detonate attack triggers in more directions. Memory attack will provide only a two tick time frame to move quadrants. Trailing orbs attack spawns an additional orb, found 2 tiles in front of the player.

In the image below you can see a list of Akkha’s specific invocations, with their corresponding difficulty levels.

akkha invocations osrs
Ba-Ba OSRS guide

Ba-Ba

Ba-Ba is the Guardian of Apmeken. The monkey boss in Tombs of Amascut.

Path of Apmeken

The monkey path contains 1 puzzle before the main boss. To clear this room you must kill all the monkeys.

One person will be chosen with Apmekens blessing, this person will receive extra instructions. The blessing passes on as the room continues. 1/3 Issues will happen:

  • Issue with roof supports – fix pillars
  • Fumes – Pour potion into vents
  • Corruption – DD on a tile and the person with the blessing uses potion on the corrupted player(s) (example tiles can be south/north of the middle pillar, make it clear with your team which tile to DD on).

The room has 4 pillars and 4 vents. If you’re less than 4 players, you only have to take one vent each. With 4 or more players, as long as each pillar/vent is fixed, you won’t take damage (therefore you can have “float” players that help around the room).

  • Shamans – Kill them ASAP with BP
  • Red monkeys – Kill with mage
  • Green – Kill with melee
  • Blue – Kill with range
  • Acid Monkeys – Mage
  • Volatile monkey – Run away once it touches you (it’ll blow up dealing a significant amount of damage to the immidiate adjacent tiles).

OSRS Fire Cape Guide | Best Strategies On How To Kill Jad

00:00 – Intro
00:30 – Context
01:13 – Getting There
01:52 – Minimum requirements
03:28 – Suggested requirements
05:10 – Inventory
06:45 – Bats
07:32 – Blob
08:17 – Ranger
08:55 – Melee
09:50 – Melee + Ranger
11:13 – Mage
12:18 – Mage + Ranger
13:08 – Mage + Melee
14:53 – Mage + Meele + Ranger
17:16 – Prepare Jad Spawn
17:44 – Jad Spawn
18:28 – Jad + Switches
20:01 – Jad Healers
21:34 – Sponsors & Outro

OSRS Construction Guide | Training From Level 1 To 99

Timestamps:
0:00 – Intro
0:16 – How To Get A House
0:53 – Equipment
1:13 – Phials & Servants
3:03 – Quests
3:22 – Boosts
3:45 – Keybinds & Mouse Tricks

Fastest Method
4:36 – Levels 1-33
5:25 – Levels 33-52
5:47 – Levels 52-77
6:03 – Levels 77-99
7:01 – Total Cost

Alternative Methods
7:15 – Mahogany Homes
7:49 – Mounted Mythical Capes
8:13 – Teak Benches
8:22 – Oak Dungeon Doors

9:32 – Sponsored Segment
10:30 – Outro

Guide On How to Sell OSRS Gold Safely And Earn Real Money 💸

Selling OSRS gold can sometimes be difficult and risky to do. That’s why we would like to tell you some of our tips and the things to be aware of when selling your RuneScape gold online.
All About Selling OSRS Gold

What Is The Process Of Selling Runescape Gold?
Your Privacy Matters
The Company You’re Dealing With
Imposters
Mistakes To Avoid When Selling OSRS Gold
Using your real IP address
Using in-game chat to communicate
Trading gold via a new Alternative account
Trading gold in a well-known area
Choosing companies with an unknown history

If you’re too lazy to read the article and want to sell your OSRS gold now you can just head to our Sell RS Gold page. In case you’re looking to buy some OSRS Gold or OSRS Accounts instead, you can do that on our website as well.
What Is The Process Of Selling Runescape Gold?

The first question that comes to your mind when you decide to sell Runescape gold is how to do it. Selling Runescape gold, in general, is easy, but it is easier if you are dealing with a trusted company.

Also, the amount of Runescape gold you are selling shouldn’t be too small, otherwise, you won’t gain that much real money.

Every company has its own rules when it comes to buying gold from the players. Some may pay in a long time after receiving your gold, others pay instantly. In general, you and the gold buyer should be able to communicate easily on their website or the in-game chat.

Usually, you will be asked first what type of RuneScape gold are you planning to sell, OSRS gold or RS3 gold. After that, you’ll be discussing your preferred payment method and where you’re going to meet in-game to trade the gold. Usually, payment will be sent instantly, but sometimes it takes time.
Your Privacy Matters

When it comes to selling Runescape gold, your privacy should be the most important thing for you. Your account is the most valuable thing in this case and even more valuable than selling 1 or 2 Billion OSRS gold.

The majority of Runescape players are always asking one question when it comes to selling gold; is it illegal to sell Runescape gold? The answer is no, it’s only against the game rules, but that doesn’t mean you cannot do it.

Also, it’s not the most important thing you should care about, getting banned while selling gold is less likely to happen nowadays.

In addition to hiding your main account identity, you can also completely hide your real-life information during the payment process. This can be done by using any Cryptocurrency (like Bitcoin or Ethereum), but this depends on whether the RS gold site you are selling to accepts them.

In Probemas, we offer you a variety of options that you can choose from to receive your payment upon selling your Runescape Gold to us.

Our employee will ask you to provide your Bitcoin wallet address upon completing the trade process in-game and the funds will be transferred to your wallet instantly. This is actually pretty much the same way all the other payment methods work as well.

When selling your RS Gold to us we also offer payments in PayPal, Skrill, and Bank transfer to almost any country!

It is possible to sell your Gold on eBay.com, but it is not a smart thing to do. People on eBay usually tend to chargeback after completing the payment, thus you will end up losing your Gold with no chance of getting it back. That’s why Probemas is your best choice when it comes to selling Runescape Gold fast and easy.
The Company You’re Dealing With

Choosing the best RS gold website to deal with is a very important factor when it comes to buying and selling RS gold online. If you are willing to take it as a job, then you should find yourself the best company to partner with.

A good company can be defined by its customer support service and its industry experience. A company that delivers can send you the payment instantly is always the best choice for you.

Not just that, you also need to consider their experience. The longer they have been in this type of business, the more knowledgeable they are in avoiding penalties or bans from Jagex. A well-experienced company should be aware of all the tricks and how to protect their customers.

Picking a company that is willing to buy your OSRS gold for an expensive price shouldn’t be your first priority in this case. Your security and safety should be number one in this career. Losing your account is like losing your job, but losing a good offer is not the end of the world.

Many companies in the market will be eager to show you why they are the best, but checking what their customers say about them is the best way to compare each RuneScape gold site.
Imposters

Every place in this world has imposters, your job, your school, and even your game. In Runescape imposters are almost everywhere, they will do whatever it takes to entice you and get every single RS GP you have. Things like gambling near the Grand Exchange, trading gold with an unknown player in the game, all of this is just bad and should be avoided.

Some gold companies are also working that way, they will be acting like they are selling gold or buying gold normally, but they are actually there to scam you of your gold. To avoid this scenario from taking place, you should check their whole history and their customer reviews, even if they are not showing them, you should be able to Google their name at least.

Always try to sell your gold to the right company, you are not only risking your gold, but also your account and your identity.

Overall, you should always be aware of the existence of imposters, do not click on any link, do not trust anyone, just use your brain, and be smart. Here you can check our verified reviews on Trustpilot and Reviews.io.
Mistakes To Avoid When Selling OSRS Gold

There are many mistakes that can be done while selling Runescape gold, whether it is OSRS gold or RS3 gold. All of these mistakes are pretty easy to avoid, but the majority of Runescape players are not aware of them.
Using your real IP address

The first thing you should be avoiding is using your real IP address while trading the gold. Jagex can track your IP address if you are using an alternative account, and this can get your main account banned. Using a VPN is the best choice since you have the option to use a different IP address for each trade.
Using in-game chat to communicate

The second thing you should be avoiding is the gold companies that are using the RuneScape’s in-game chat to communicate. Any communication through the game should be completely avoided, as it can be proof of you selling gold and breaking Jagex’s rules. The conversation should be done through their website or somewhere else away from your game account.
Trading gold via a new Alternative account

The third thing you should be avoiding is trading gold via a new Alternative account. Your alternative account should be created a long time ago before using it to trade gold. Playing on it for some time is necessary, also training your skills, having some friends on your list, and completing some quests can help make it more legitimate.

All of this should make your alternative look like your main, but using your main should be your last choice. Having a RuneScape membership on your Alternative account is a very good thing to have as well, it makes the account less suspicious and decreases the chance of getting caught by Jagex.
Trading gold in a well-known area

The fourth thing you should be avoiding is trading gold in a well-known area such as the Grand Exchange. These places are very well-known for the mods of Jagex and they are aware of the gold trading processes being done there. The meeting place should be unique and unknown, something nobody can expect to be a place where you trade your gold.
Choosing companies with an unknown history

Finally, the company you are dealing with should be of a good reputation and a well-known history.

A company that has good customer reviews and provides great customer service should be your first choice. Having various payment options is also a good thing alongside their experience and the amount of time it takes to send you the payment. Companies with unknown history are probably going to scam you or will try to get your account banned.

A company like Probemas should be your first choice for selling Runescape gold as we are offering great customer service with a 24/7 live chat since 2013.

We are a registered company operating in the UK. Furthermore, we have never received a complaint from the customer about being banned after trading gold with us.

Need help with your RuneScape journey? Join our Discord server and try out our other OSRS services like questing, power leveling, fire cape, and many more.