Chest run

Definition
The term chest run refers to a practice that takes place in high level areas (predominantly the Fissure of Woe) where a group of players decide they will run to chests in the area (dodging foes) to open them and possibly get high-quality gold items.

The profession of choice for chest runners is warrior but other professions like rangers and elementalists have running skills too. A chest run requires a leader who is aware of where the possible chest spawn locations are as well as where the enemy groups and patrols will be located.

Pros and Cons
Advantages:
 * Chest runs are an easy way for newbies in the Fissure of Woe to get to the best locked chests in the game, the Obsidian Chests.
 * With a good leader and solid runners, the group can easily get to many of the chests in the Fissure without trouble in around an hour. A regular adventuring group would take 4 hours to do the same.

Disadvantages:
 * It is usually an "every man for himself" kind of adventure where a runner who lags behind or gets killed might not get help. Some chest run groups specifically state that there will be no resurrection. Therefore, players should be adept at running before undertaking this.
 * It is actually not very feasible financially most of the time. If the party locates 4 chests, 1 purple and 3 gold, that would be an good run. Yet, to open these chests, each player must have 4 keys, which amounts to 6,000 gold. The items that drop (though highest in quality compared to other locked chests) usually have a 25% chance of being of enough quality to be sold for more than a few thousand gold (either the item itself is of high stats, or a valuable weapon upgrade is salvaged from it). In total, chances are the player will pay more than they make, unless they find a really exceptional item. Because the party is not fighting, there are no regular drops or shards to compensate the price of the keys as is the case in a regular Fissure adventure.