This is an old revision of the document!
Great Olm | ||||
---|---|---|---|---|
![]() |
||||
Examine | ||||
Ferocious. It's unnerving. | ||||
Combat level | 1043 | |||
Hitpoints | 800 | |||
Aggressive | Yes | |||
Poisonous | Yes | |||
Max hit | Varies | |||
Attack styles | ||||
Magic, Ranged | ||||
![]() |
||||
![]() | ![]() | ![]() | ![]() | ![]() |
250 | 250 | 150 | 250 | 250 |
![]() |
||||
![]() | ![]() | ![]() | ![]() | ![]() |
+0 | +0 | +0 | +60 | +60 |
![]() |
||||
![]() | ![]() | ![]() | ![]() | ![]() |
+200 | +200 | +200 | +200 | +50 |
Other bonuses | Immunities | |||
![]() | ![]() | ![]() | ![]() | ![]() |
+0 | +0 | +0 | Immune | Immune |
Attack speed | ||||
![]() |
Great Olm | ||||
---|---|---|---|---|
![]() |
||||
Examine | ||||
Ferocious. It's unnerving. | ||||
Combat level | 1043 | |||
Hitpoints | 800 | |||
Aggressive | Yes | |||
Poisonous | Yes | |||
Max hit | Varies | |||
Attack styles | ||||
Magic, Ranged | ||||
![]() |
||||
![]() | ![]() | ![]() | ![]() | ![]() |
375 | 375 | 225 | 375 | 375 |
![]() |
||||
![]() | ![]() | ![]() | ![]() | ![]() |
+0 | +0 | +0 | +60 | +60 |
![]() |
||||
![]() | ![]() | ![]() | ![]() | ![]() |
+200 | +200 | +200 | +200 | +50 |
Other bonuses | Immunities | |||
![]() | ![]() | ![]() | ![]() | ![]() |
+0 | +0 | +0 | Immune | Immune |
Attack speed | ||||
![]() |
Great Olm
The Great Olm (referred to as the Guardian in the Deep by Xeric's followers) is the last and final boss in the Chambers of Xeric raid. A large, blind, white salamander, it is one of Xeric's greatest possessions. An olm is a species of aquatic serpentine salamanders living in lakes deep underground.
The Great Olm is the only monster in the Chambers of Xeric that has a defined combat level; all other monsters encountered inside the raid do not have any known combat level. In addition, its arms also have a defined combat level (though they are still part of it, so it is still technically one monster). All of Olm's attackable parts have varying combat levels.
DISCLAIMER: The stats displayed on this page can vary based on the player with the highest combat level. The stats shown are scaled for a player with maxed combat stats.
Mechanics
Attacks
Standard attacks: Olm has two standard attacks: Magic and Ranged. The magic attacks are large green orbs, while the ranged attacks are smaller chunks of crystal. Both deal the same amount of damage. Prayer reduces the damage by roughly 75-80%.
Spheres: Olm randomly picks a sphere (red, green or purple) and sends it at the player. If not blocked, the player will be damaged approximately 50% of their current Hitpoints. If a protection prayer was used when the sphere was launched, it is disabled and the player's Prayer is reduced by 50%. To block the attack, pray accordingly before and as the sphere hits you:
During phases 1-3, Olm also has access to these specific attacks:
Olm also has phase-unique attacks which can replace one of the auto-attacks in his rotation:
Acid:
Flame:
Crystal:
There are also attacks applied during other segments of the fight:
Fight overview
Olm has at least four phases, with an additional phase for every 8 players in the raid. Unlike the other bosses in the room, once the player enters his chamber, it is a fight to the death. In each phase except the penultimate and final ones, Olm will focus on a specific set of abilities referred to as powers.
Like other bosses in the chambers, many of Olm's stats scale between its claws and head depending on the stats and amount of players in the raid, despite him having a pre-determined combat level. Monster Examine can be cast on him. In most small teams, his combat stats and max hit are comparable to God Wars Dungeon bosses. If stat draining attacks — such as dragon warhammer special attack — are used, they only affect the part of him that was hit. His stats also reset when a new phase starts.
Olm attacks with ranged and magic, the former consisting of a chunk of crystal and latter green-coloured dragonfire. Olm has three attack zones to choose from; left, middle and right. He prioritises the zone with the most amount of players. If no players are in that zone, he will swerve his head accordingly and skip an attack in its attack rotation. If a player is in his attack zone but Olm swerves his head regardless, no attacks are skipped.
Olm's attack rotation consists of the following below. Phase-specific attacks are incorporated into the attack pattern as an auto-attack and alternate between the available pool:
In order to progress to the next phase, both of Olm's hands must be disabled. Olm's head can be attacked at any phase, although he will automatically recover any damage taken shortly afterwards in all but the final phase. When both hands are disabled, Olm will retreat underground and shake the area with AoE falling crystals before reappearing on the other side with a new power. During the penultimate phase, the left hand gains a damage to health ability indicated with an infinity sign on it. In this phase, both of Olm's hands must be disabled within a specific time frame or it will recover back at full health. All powers are available to Olm during this phase, and it is indicated with Olm's head glowing.
Once both hands are disabled, Olm remains on the spot and attempts a final stand. AoE crystals will continually fall from above until Olm is killed. As with the previous phase, he has access to all of its powers.
Background Information taken from CoX guide here. Review, adjust and format as needed.
Background Information
For small teams (1 to 7 players), the Great Olm only has three phases. This section assumes that the team has seven or fewer players.
Before starting, ensure that you have all of your equipment and supplies required for Olm, as you cannot leave the Great Olm's chamber unless you die.
Olm will start either on the west or east side of the chamber. It will also start with one of three powers; fire, acid, or crystal, which determines the special attacks it uses. To force the Great Olm into the next phase, both hands must be disabled. His left hand is weak to melee attacks, while his right hand is weak to magic. Attacking his head on any non-final phase is highly discouraged, since he will automatically regenerate health and it yields no points.
Fire is the most dangerous mechanic, as it is the only attack with extremely high killing potential due to Olm's high damage, especially if the player is unfortunate enough to get stuck in a fire wall and Olm performs a teleport attack at the same time. This is less of a threat in group encounters, but in solo encounters it is dangerous if the player lacks water spells to break out.
During the first two phases, if the left hand takes too much damage, Olm will temporarily clench it. This prevents it from performing special attacks (lightning, crystal and teleport), but it cannot be harmed. Olm will loosen its grip after a set amount of time has passed, or if the right arm is disabled. If the left hand is disabled first, it will simply prevent Olm from performing any special attacks for the remainder of the phase; this is unfeasible as it will clench very often.
“Blind spots” exist against Olm. This is only useful for soloing, as it requires unnecessary coordination in larger groups. By running in specific spots, Olm moves its head accordingly in order to “see” the player. In addition to preventing Olm from attacking, it also skips an attack in the process - for example, if the player uses a blind spot when Olm has already attacked twice after its lightning attack, it skips the teleport attack. Using the blind spots while attacking Olm requires practice; the right hand is considerably easier than the left. Players can use a 1:0 or 4:1 attack pattern on the left hand; 1:0 is a beginning method where the player attacks once with a slow weapon such as an elder maul while preventing Olm from attacking. It is considerably slower than the 4:1 attack pattern since the player uses a faster weapon like an abyssal tentacle.
In groups of three or more, the middle player(s) are designated as the “head” runner(s), moving left and right to shift Olm's attention on both sides. Runners do not need to use as many supplies, and as a result, drop supplies to any players that may need them.
When forced into the next phase, Olm will retreat back underground and shake the cavern. Crystals will fall from above, dealing moderate damage covering a 3×3 radius, with shadows indicating where they will fall. One crystal will always target a player in the room, but it can be easily avoided. After enough time has passed, it will appear on the other side and start using a new power alongside its old powers.
In the penultimate phase (when its head glows with a green aura), both arms must be disabled simultaneously to force Olm into the next phase. Weaken one hand; when that hand is on low health, focus on the other hand and disable it. In most cases, this means weakening the right hand and disabling the left hand. Once a hand is disabled, Olm loses control of it. A bar will appear over that gap; if filled before the other hand is disabled, Olm will regain control of its disabled hand with full health. The restored hand does not yield any points either.
In the last phase, Olm will attempt a final stand. The head can now be attacked, as its regeneration property is removed. Olm will use all mechanics from the previous phases (barring the teleport attack), instead getting the ability to sap health. When it does this, Olm sends out two blue projectiles at two random tiles in the room; when on top of them, it protects the player(s) from its sapping attack. Players should move continually during this phase, but not in an erratic way, as crystals continually fall from above until Olm is killed. Players should keep their health high to avoid being killed from the increased sources of damage.
Once killed, the crystal surrounding the chest shatters and players can claim their rewards from there before returning to the surface.
PkHonor NPCs and Bosses | |
---|---|
God Wars | Commander Zilyana • General Graardor • Kree'arra • K'ril Tsutsaroth • Nex |
Wilderness | Callisto • Chaos Elemental • Chaos Fanatic • Crazy Archaeologist • Frost Dragons • King Black Dragon • Lava Dragons • Lost Souls • Revenants • Scorpia • Venenatis • Vet'ion • WildyWyrm |
Non-Wilderness | Abyssal Sire • Alchemical Hydra • Barrelchests • Barrows Brothers • Corporeal Beast • Cerberus • Dagannoth Kings • Demonic Gorillas • Dragons • Evil Chicken • Giant Mole • Glacors • Ice Strykewyrms • Kalphite Queen • Kraken • Lizardman Shamans • Nomad • Skotizo • Smoke Devil • Tormented Demons • Tztok-Jad • Vorkath • Zulrah |