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OSRS Raids

Old School RuneScape's three raids are its greatest team PvM challenges — and the source of many best-in-slot rewards. Discover what each one demands and what you're working toward.

3 raids

What makes raids different from normal bossing?

Multi-room progression. A raid isn't a single boss — it's a sequence of rooms, puzzles and encounters you clear back-to-back before the final fight, all on one set of supplies.

A whole-account check. Because you can't re-bank mid-raid, they test your combat stats, prayer, supply management and gear across multiple styles at once, not just one rotation.

Team and solo layers. Chambers of Xeric and Tombs of Amascut scale to solo or a team; Theatre of Blood is built around a coordinated group. Rewards and difficulty scale with the size and skill of the party.

Scalable difficulty. Tombs of Amascut in particular lets you dial the challenge with invocations, so the same raid can be a gentle first attempt or a brutal endgame push.

How the three raids differ

They share the endgame reward tier but ask for very different things. Tombs of Amascut has the gentlest entry and scalable difficulty; Chambers of Xeric rewards broad, well-rounded accounts; Theatre of Blood is the hardest and the most team-dependent.

RaidRec. combatFormatSignature rewards
Chambers of Xeric100+ Solo or teamTwisted bow, Kodai insignia, Dragon claws
Theatre of Blood110+ TeamScythe of vitur, Ghrazi rapier, Sanguinesti staff
Tombs of Amascut90+ Solo or teamTumeken's shadow, Osmumten's fang

Which raid is right for you?

Starting out?

Tombs of Amascut scales to your chosen invocation level and runs solo, so it's the most forgiving first raid and a clean way to learn raiding habits.

Well-rounded account?

Chambers of Xeric rewards broad stats and adaptability across combat styles and skilling rooms, solo or in a team — and drops the coveted Twisted bow.

Chasing the ceiling?

Theatre of Blood is the hardest and most team-dependent, demanding tight prayer and coordination — but it gates the Scythe of vitur and other best-in-slot melee gear.

Getting raid-ready

Raids are a gear, prayer and stat check — not a quest unlock

None of the three raids need much beyond the content around them, but they punish thin accounts hard. Readiness comes down to a few things:

Combat stats

High offensive stats and 70–80+ Defence keep you accurate and alive across a long, un-bankable run.

Prayer

Rigour and Augury (77 Prayer) are a major DPS and survivability boost; Piety at minimum.

Gear

Bring the best setup you can for every style the raid uses — raids check all three, not one.

Supplies

Learn how much food, brews and restores a full run needs; running dry mid-raid ends it.

Access & mechanics

No hard quest gate, but knowing each room's mechanics beforehand matters far more than raw stats.

Practice runs

Expect early clears to be slow. Learn the rooms at low team/invocation difficulty first.

How raid rewards feed your progression

Raids sit at the top of the reward chain. Their drops are best-in-slot upgrades that make everything else easier — the Twisted bow and Tumeken's shadow reshape your gear for every other boss, and the gp from purple drops funds the rest of your account. Getting there is the same loop the whole site is built on: train the stats, clear the quests that unlock better gear, build experience at regular bosses, then bring it all into the raid. When you're ready, the individual guides — Chambers of Xeric, Theatre of Blood and Tombs of Amascut — are your next step.