OSRS Chambers of Xeric guide 2026: rooms, team roles and the August loot rebalance
Chambers of Xeric (CoX) is a team raid built for 3 to 5 players, and its structure is the point: the raid is a series of rooms rather than one fight, and the team is split up so several rooms run at once. You start in the Great Hall, pass through the Entrance Hall, and the party divides into three two-player team rooms — the Storage Room, the Fight Caves and the Boss Room — while one player takes the Maze alone. The maze player carries a small backpack and must find the right teleporter for each of their items, and what they bring back decides what the team gets from the Treasury and the Vault that follows. The raid ends with Xeric, a two-phase boss where phase 2 replaces the familiar form with several different Xeric variants, each telegraphing a heavy incoming hit the party has to dodge or reposition away from before it resolves. In August 2026 the Summer Sweep-Up changed the CoX loot table, which is what moved the profit side of the raid — read our CoX loot rebalance and CoX profit articles for the numbers rather than relying on older figures.
Key takeaways
- CoX is a team raid for 3-5 players, organised as rooms that run at the same time rather than one long fight.
- The party splits into three two-player team rooms — Storage Room, Fight Caves, Boss Room — while one player takes the Maze alone.
- The maze player's backpack decides the team's Treasury and Vault outcome, so that role carries the whole loot line.
- Xeric has two phases; phase 2 swaps in several different Xeric variants with telegraphed heavy hits.
- The Summer Sweep-Up changed CoX loot in August 2026 — older GP/hr figures for the raid are stale.
What CoX is
Chambers of Xeric is a team raid sized for 3 to 5 players, and it is built differently from a normal boss. There is no single fight that scales with your group — instead the raid is a connected set of rooms, and the design forces the party to split up and run several of them at the same time. Everything the raid does rests on that split.
That is also why a CoX session is organised work. Room order, item loadouts and who goes where all have to be decided before you start, and a team that walks in without an order falls apart by the second room.
The rooms
You enter through the Great Hall and then the Entrance Hall. From there the raid opens into its main body: three team rooms — the Storage Room, the Fight Caves and the Boss Room — each designed to hold two players, plus the Maze, which one player takes on their own.
After the team rooms the raid leads to the Treasury and then the Vault. Those two are the payout side of the raid: the Treasury is the loot run that follows the team rooms, and the Vault sits behind it, holding Xeric's relics and the better items.
The rooms are ordered so that the team's work feeds the maze player's work. What the team rooms produce is what the maze player carries, and what the maze player brings back is what the Treasury and the Vault give you.
Team structure and roles
Each of the three team rooms takes two players at a time, so the raid's shape is three two-player rooms running in parallel with one maze player. A five-player team covers all three rooms comfortably; a three-player team has to choose which rooms to run and skip the rest, which is a real decision and not a minor one.
The split is the whole point of the design. Rooms are meant to be solved as two-player units — two sets of hands, two sets of items, one room — and a team that tries to stack everyone into one room is solving the raid slower than it should.
The maze — the role that carries the loot
One player takes the Maze alone, carrying a small backpack of items and navigating a sequence of teleporters. The job is to match each item to the teleporter that accepts it and get it through to the end of the maze intact — using the wrong item at the wrong teleporter can cost that item, and the maze is where a careless player can quietly sink the raid's loot.
This is why the maze is the highest-skill role in the raid. Everyone else is fighting or solving a puzzle with two people; the maze player is working alone with a limited set of items and no second pair of hands to catch a mistake. Pick the player for it deliberately, and let them run it consistently rather than rotating it every session.
The Treasury and the Vault
The Treasury is the loot run that follows the team rooms, and it is fed by whatever the maze player brought back. The Vault sits behind the Treasury and holds Xeric's relics along with the better items on the raid's table — it is the end of the payout line, and it is only reachable once the Treasury has been cleared.
The practical rule for both: the team's loot ceiling is set by the maze, not by the team rooms. A great team-room session followed by a failed maze is a worse outcome than an ordinary team session with a clean maze run.
The boss — Xeric
The raid ends with Xeric, a two-phase fight. Phase 1 is the familiar form: readable attack patterns, dodge windows, and the kind of fight that rewards a team that pays attention to what Xeric is about to do rather than one that guesses.
Phase 2 is where the raid changes character. Xeric's familiar form gives way to several different variants, and each one telegraphs a heavy incoming hit that the party has to dodge or reposition away from before it resolves. That is a different skill from phase 1 — reading a timer and moving, rather than reading an attack and blocking it.
What changed in August 2026
The Summer Sweep-Up in August 2026 included Chambers of Xeric changes, and they were loot changes. That means every GP-per-hour figure for CoX published before the update is stale, and any advice you are reading that quotes a pre-update profit number is describing a raid that no longer exists.
Read our CoX loot rebalance article for what the drop table actually became, and our CoX profit article for what the new numbers mean in practice. This article is the walkthrough — the room structure, the team split and the boss are unchanged by the update, and they are what you need before you can read the profit numbers at all.
Questions players ask
How many players does Chambers of Xeric need?+
Between 3 and 5 players. The raid splits into three two-player team rooms plus one solo maze player, so a five-player team covers everything and a smaller team has to choose which rooms to run.
What are the Chambers of Xeric rooms?+
The Great Hall and Entrance Hall at the start, then three team rooms — the Storage Room, the Fight Caves and the Boss Room — plus the Maze, followed by the Treasury and the Vault.
What does the maze player do in CoX?+
They enter the Maze alone with a small backpack of items and must match each item to the teleporter that accepts it. What they bring back feeds the Treasury and the Vault, so the maze role sets the raid's loot ceiling.
How many phases does Xeric have?+
Two. Phase 1 is the familiar form with readable attack patterns. Phase 2 swaps in several different Xeric variants, each telegraphing a heavy incoming hit the party must dodge or reposition away from.
Did CoX change in 2026?+
Yes — the Summer Sweep-Up in August 2026 changed the CoX loot table, which made pre-update GP/hr figures stale. The room structure, team split and boss are unchanged. See our CoX loot rebalance and profit articles for the current numbers.
Sources and verification
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