Chambers of Xeric
The first raid, and the one that pays for learning it rather than after you have.
Chambers of Xeric is a randomly generated raid: the rooms, the puzzles and the boss are drawn fresh each time, so there is no route to memorise the way there is at a normal boss. What you learn instead is how to read a room quickly, which is why the early attempts are slow and the curve is long.
The skilling levels in the requirements are not decoration. The raid contains farming, woodcutting, mining and herblore rooms, and a team missing those levels loses points and time in rooms it cannot fully do. Herblore matters most, because the raid expects you to brew your own supplies inside it.
Profit comes from unique drops rather than a steady stream of loot, so hourly rates only mean anything averaged over a lot of raids. A dry run of twenty raids is normal and is not evidence you are doing it wrong.
Getting the most from it
- Learn solo before joining teams. A solo raid is slower but nobody is waiting on you, and the scaling makes mistakes survivable.
- King's Ransom is on the requirement list because Piety is close to mandatory, not because the raid checks for the quest.
Similar methods
Vorkath
A solo dragon boss with a predictable pattern and consistently valuable drops. One of the most reliable high-level earners.
- Est. GP/hr
- 3m–5m
- Starting GP
- 5m
- Attention
- Hands-on
- Requirements
- 80 Ranged, 70 Defence
Zulrah
A rotation-based snake boss requiring gear switching. Steep learning curve, excellent and consistent payout.
- Est. GP/hr
- 2.5m–4.5m
- Starting GP
- 3m
- Attention
- Hands-on
- Requirements
- 75 Ranged, 75 Magic
Green dragons
Kill green dragons in the Wilderness for dragon bones and green dragonhide. A long-standing route for mid-level accounts.
- Est. GP/hr
- 400k–700k
- Starting GP
- 100k
- Attention
- Moderate attention
- Requirements
- 60 Attack
