What are OSRS raids?
Raids are OSRS's endgame PvM content: multi-room, multi-boss challenges that reward the best items in the game. There are three — Chambers of Xeric (CoX), Theatre of Blood (ToB) and Tombs of Amascut (ToA) — each with its own mechanics, difficulty curve and unique drop table. Unlike a single boss, a raid tests your consistency across a whole gauntlet, so it demands broader gear and cleaner play.
They're worth learning for two reasons: the loot (best-in-slot weapons and armour) and the fact that raids are where a “finished” account keeps progressing. But you don't walk in cold — each raid has real prerequisites.
Which raid should you learn first?
For almost everyone the answer is Tombs of Amascut. Its invocation system lets you dial the difficulty up or down: you can start at a very low, forgiving raid level to learn the rooms with little risk, then raise the level for better loot as you improve. It's soloable, and its rewards — Osmumten's fang, Masori ranged armour and the Tumeken's shadow — are broadly useful.
Start ToA low, then scale
Run Tombs at a low invocation level first. Learn the puzzle and boss rooms with minimal death risk, then push the raid level up as your consistency grows — the loot scales with the difficulty you set.
Chambers of Xeric
The original OSRS raid. CoX generates a randomised dungeon of skilling and combat rooms leading to the Great Olm. It rewards versatility — you may need to fight, skill and solve small puzzles in one run — and favours magic and ranged. Its headline drops are the Twisted bow(one of the best ranged weapons in the game), the Dragon hunter crossbow, the Dinh's bulwark and the Kodai wand. Solo CoX is a common progression step after ToA.
Theatre of Blood
The hardest and most team-oriented of the three. ToB is a fixed sequence of bosses culminating in the Verzik fight, with punishing mechanics and shared team health pressure — a single player's mistake can wipe the run. It rewards the Scythe of Vitur (the best melee weapon for many bosses), the Ghrazi rapier, the Sanguinesti staff and Justiciar armour. Learn it last, ideally with a group, once your gear and prayer play are solid.
| Raid | Best for learning? | Signature reward |
|---|---|---|
| Tombs of Amascut | Yes — scalable, soloable | Osmumten's fang, Masori armour, Tumeken's shadow |
| Chambers of Xeric | Good second raid | Twisted bow, Dragon hunter crossbow |
| Theatre of Blood | Learn last, team-based | Scythe of Vitur, Ghrazi rapier |
Tombs of Amascut
ToA is built around four boss paths and a final fight against Tumeken's warden, wrapped in the invocation system that makes it the most approachable raid. You choose which invocations to switch on, each adding difficulty and reward. Because you control the difficulty, ToA is the best place to learn raid fundamentals — prayer switching under pressure, gear swaps, and reading boss attacks — without the high entry cost of the other two.
What to upgrade before raiding
Don't buy a full endgame setup to start — but do bring the basics that make learning survivable:
- A capable weapon in at least two styles (e.g. blowpipe + a magic weapon + a melee spec).
- Solid prayer bonus gear and enough Prayer/Herblore for brews and restores.
- Comfortable prayer-switching — raids punish slow flicks harder than any single boss.
- Quests that gate gear you'll rely on (Ancient Magicks, dragon slayer path, etc.).
Slot raids into your progression
The ScapePath raids hublists each raid's requirements, rewards and where it sits in your journey, and links to the gear paths and bosses that prepare you. The plannertells you whether you're ready — and what to fix if you're not.
Take this further with ScapePath
A guide can tell you the general path. These tools apply it to your account — your stats, your quests, your bank — so the next step is always specific to you.
Raids hub
CoX, ToB and ToA requirements, rewards and where they sit in your progression.
Gear paths
Best-in-slot and budget setups for melee, ranged and magic, with the upgrade order.
Bossing hub
Every boss ranked for your stats by profit and difficulty, with the gear and quests each one needs.
Planner
Weighs every quest, boss, skill and money method against your account and tells you what to do next.
Keep reading
- OSRS Gear Progression GuideThe OSRS gear upgrade path for melee, ranged and magic — early, mid and endgame setups, the best upgrades per GP, and the common gear mistakes that waste your bank.
- OSRS Bossing Progression GuideWhen to start bossing in OSRS and the order to learn kills — from Obor and Barrows through Vorkath and God Wars to raids — with the gear, quests and stats each boss really needs.
- OSRS Progression GuideA stage-by-stage roadmap for Old School RuneScape: what to prioritise in the early, mid and late game, how quests, skills, gear and bossing feed each other, and how to always know your best next move.
Requirements, drop mechanics and unlock names in this guide are checked against the live game and the Old School RuneScape Wiki. Factual OSRS mechanics originate with Jagex and the community Wiki; the explanations, structure and recommendations here are ScapePath's own. Last reviewed 27 August 2026.