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God Wars Dungeon

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The God Wars Dungeon is without question one of the most dangerous places in Gielinor. Within the dungeon itself you will find a multicombat area filled with creatures that have spent the whole of their natural lives fighting. If you have never been to the God Wars Dungeon before, take only items you are willing to lose. This is not a warning that should be taken lightly...

You must have started Troll Stronghold to gain access to the God Wars Dungeon and must have either 60 Strength or 60 Agility.

godwars intro1.jpg
Entrance to the God Wars

More than two thousand years ago, the lands of Gielinor were torn and scorched during the greatest war ever waged: the god wars. During this time, the gods sent their mightiest minions to walk among their followers, gathering them to battle and, inevitably, to their deaths. In modern-day Gielinor, the Wilderness is the scar that this war left.

In recent times, though, the sheer number of adventurers wandering the land have had a remarkable environmental effect - something akin to global warming from the massive numbers of logs burnt* has thawed a place best forgotten. Now, freed from their icy stasis, the warriors that went to fight in one of the last great battles of the god wars have returned to life, without the slightest inkling that their war ended so long ago.

* Of course, a good deal of volcanic activity was also involved, but that's not nearly as exciting.


god wars location1.jpg
Location of God Wars

The God Wars Dungeon lies deep beneath the ice, north of Trollheim, on the edge of the cliffs that separate the trolls from the Wilderness. There, little more than ruins now, is a temple whose dedication is long since lost, and, within the bounds of that decayed structure, the boldest and strongest of heroes might find a crack into the world below.

The path to this temple is not easy, though, as the only path into the temple's valley is blocked by massive stones. To move the boulders from the path you must have a Strength level of 60. Alternatively, a small niche in a rockslide can be carefully navigated if you have an Agility level of 60.

You may leave the area by the same path, or by descending the cliffs that lead down to the Wilderness in the east.

Note that this is a particularly cold region in Gielinor, where the chill saps your strength and numbs your mind. The longer you stay in the temple grounds, the lower all of your statistics will fall. The cold effect is not present in the God Wars Dungeon itself.

Points of Interest

godwars features1.jpg
Interesting areas of God Wars
purple circle.png
red circle.png
Entrance to Zamorak's Fortress
green circle.png
Entrance to Bandos's Stronghold
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Entrance to Armadyl's Eyrie
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Entrance to Saradomin's Encampment
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Entrance to the Ancient Prison
magenta circle.png
Chasm to the Ancient Prison

The most striking feature of the God Wars Dungeon is the battle itself. As you attempt to move about the main area safely, you will see dozens of warriors still acting out the roles they were given all those centuries ago. In general, Armadyl, Bandos and Saradomin had their legions there to fight Zamorak's forces, but the god wars were named appropriately, for the gods' mistrust inevitably led to fighting between these supposed 'allies'.

The main central area of the God Wars Dungeon is where most of the fighting happens, while each of the deities involved has an established stronghold around the edge.

symbol of armadyl.gif symbol of bandos.gif symbol of saradomin.gif symbol of zamorak.gif
Armadyl's Eyrie Bandos's Stronghold Saradomin's Encampment Zamorak's Fortress

There's an even deeper secret hidden beneath this level of the God Wars Dungeon, a foe so powerful and threatening to all the other armies that all four of them banded together to imprison it in what is now referred to only as the Ancient Prison.

symbol of zaros.gif
Ancient Prison

Getting Started

god wars safe area.jpg
Entrance to K'ril Tsutsaroth's Chambers

If you wish to help your chosen god to defeat his enemies, you might like to try slaying your foes' generals. In order to gain access to the generals' chambers (the first door, marked with a red arrow), you must have killed at least forty of their followers (although Nex will allow you to fight her without this total, as long as you are wearing full ancient ceremonial clothing). You'll notice a counter in the top left of your screen detailing how many followers of each god you have killed.

Once you have paid the kill count to get in, you'll find yourself in the safe area (marked with an orange arrow). Here you can get your friends and your thoughts together before going forth into battle. Clicking on the next door (marked with a green arrow) will allow you several choices:

  • Enter boss room - For players wanting a non-instanced, non-hard mode battle. Clicking this will let you enter the battle that you can currently see raging in the room beyond.
  • Start a new session - For players wanting to set up an instanced battle (see Instanced Boss Battles).
  • Start a new session (hard mode) - For players wanting to set up an instanced battle in hard mode (see below).
  • Join an existing fight - For players wanting to join an existing instanced battle (this only shows up if applicable). You'll be asked to enter the name of the player who is hosting the battle, and this player must be fighting the same general as you. If an entry key (or password) was set, you'll be asked for this too.
  • Rejoin my previous battle - For players who were in a battle already and wish to rejoin it (this only shows up if applicable).

Hard Mode

For players looking for more of a challenge, the hard mode option exists. This mode will increase the difficulty of the generals (with the exception of Nex) who will fight according to their tactics, levels and abilities that they used in The World Wakes quest.

Hard mode is set up and costs the same as an instanced fight.

armadylean soulstone.gif bandosian soulstone.gif saradominist soulstone.gif zamorakian soulstone.gif

When killing bosses on hard mode, their drop tables will be the same as their easier counterparts but some items will drop more frequently, and the drop table will also include a common chance of a soulstone dropping. These soulstones can be charged by defeating boss monsters on hard mode. Charges are stored until they are used; they do not disappear after you log out.

These soulstones are used as part of your kill checks when entering the first door leading to a boss room. The kill count from the kill interface is taken first, then from the stone.

Entering the Ancient Prison

The Ancient Prison is slightly different to the other chambers. You will first need to reform the frozen key; this key was split into four parts, with one part being held by each of the four factions in the God Wars Dungeon. To gain these key parts, you'll need to defeat the warriors in each of the four faction strongholds (not in the boss room) until they drop their part.

When you've retrieved all four parts, reform the key and use it on the frozen door to the south of the God Wars Dungeon's main area, then use a rope to climb down the hole to the level below (the corpse behind the frozen door won't mind you borrowing his rope).

Also unlike the other generals, Nex does not have an instanced or a hard mode option.


The dying Knight
dying knight.gif
When the Temple Knights discovered rumours of the ruined temple, they immediately feared the return of some ancient evil and sent a contingent of their finest warriors to investigate. The knight that lies dying amid the crumbling masonry is all that remains of that doomed expedition...


There are no quests to start in the God Wars Dungeon, only a constant struggle for survival!

Armies in Battle

Imp ( Level 8 | Weak to weak to water.gif ) Goblin ( Level 120 | Weak to weak to earth.gif )
godwars imp.gif
During the god wars, even the lowliest of soldiers had their powers boosted by their god, and imps are no exception. These tiny manifestations of evil were normally used to swarm over their enemies or as expert thieves, but now they are so few that they are easily the weakest of the foes you might encounter.
godwars goblin.gif
Goblins were one of the most numerous races during the god wars and made up the bulk of a number of armies. They are fairly harmless by the dungeon's standards, although you'll be too busy fighting off everything else to notice.
Icefiend ( Level 120 | Weak to weak to fire.gif ) Hobgoblin ( Level 120 | Weak to weak to earth.gif )
godwars icefiend.gif
The icefiends may once have been waterfiends, but their long imprisonment in the cold turned them to ice. They are now like shards of evil water raised to fight by Zamorak's sorceries.
hobgoblin1 god.gif
Hobgoblins are like a cross between a goblin and an ork, but they lack a goblin's tenacity and an ork's brute strength. They make up for this by being almost as numerous as the goblins but far stronger.
Pyrefiend ( Level 132 | Weak to weak to water.gif ) Ogre ( Level 124 | Weak to weak to crush.gif / weak to earth.gif )
pyrefiend godwars.gif
Pyrefiends are creatures of pure flame and hate, and though small they are remarkably dangerous. You will need a Slayer level of 30 to kill a pyrefiend.
godwars ogre1.gif
Ogres are one of Bandos's favourite creations, being utterly devoted to him and dull-witted enough to follow any order. The ogres in the God Wars Dungeon are massive brutes with little concept of safety.
Jogre ( Level 124 | Weak to weak to earth.gif ) Aviansie ( Level 128, 132, 136 | Weak to weak to bolts.gif )
godwars jogre.gif
Even during the god wars there were jungles to breed jogres in, and Bandos took advantage of their natural aggression to supplement his armies. The jogres are dangerous foes and are, if anything, more belligerent than orks.
The aviantese were Armadyl's most precious children, and it is told that when they were destroyed he wept and abandoned Gielinor. Of course, not all of them were slain - some were merely frozen - and they continue to fight in his name. You can only attack an aviansie with Ranged or Magic attacks.
Vampyre ( Level 128 | Weak to weak to fire.gif ) Bloodveld ( Level 132 | Weak to weak to water.gif )
The vampyres have been allies of Zamorak from the beginning of the god wars, and even the primitive versions present in the God Wars Dungeon are potent fighters with a remarkable bloodlust. Be glad that there are no members of the Vyrewatch down there!
bloodveld normal.gif
Bloodvelds are bloated creatures with a long, flexible tongue with which they drain their prey of blood. They are tough creatures, and you will need a Slayer level of 50 to kill them.
Werewolf ( Level 128 | Weak to weak to water.gif ) Ork ( Level 136 | Weak to weak to earth.gif )
godwars werewolf.gif
In their true forms, werewolves are incredibly powerful creatures possessed of a single-minded determination to kill. In the dungeon this lust is sated endlessly.
godwars ork.gif
The most reliable warriors in Bandos's forces are the orks. They are massive beasts with a bloody-minded loyalty to their god of war: the ideal soldier in a battle that might never end.
Saradomin priest ( Level 134 | Weak to weak to arrows.gif ) Spiritual mage ( Level 140 | Weak to weak to bolts.gif )
saradomin priest.gif
During the time of the god wars, priests could not afford to be peaceful and weak, unlike their softer descendents in Lumbridge and Varrock. These devout people went to battle with the certainty that Saradomin would grant them the strength to prevail.
saradomin spiritual mage.gif
Even after death, the greatest soldiers in the gods' armies continue to serve. Spiritual mages are potent sorcerers and are rarely alone.
Spiritual ranger ( Level 140 | Weak to weak to stab.gif ) Spiritual warrior ( Level 140 | Weak to weak to earth.gif )
saradomin spiritual ranger.gif
The gods' forces are largely composed of spiritual fighters - those who have given their lives in the struggle, and continue to do so these thousands of years later. The rangers in these armies are excellent marksmen and should not be underestimated.
saradomin spiritual warrior.gif
The spiritual warriors are the strongest of the many spirits that fight beneath the ice. Their blades are tempered with the belief they attribute to their cause.
Hellhound ( Level 136 | Weak to weak to water.gif ) Ice wolf ( Level 136 | Weak to weak to earth.gif )
godwars hellhound.gif
These vicious beasts stalk their prey across the world without pausing for rest. They are the ultimate hunter, and Zamorak's armies are often preceded by the baying of these demonic hounds.
ice wolf.png
The icy paths of the mountains above the God Wars Dungeon are owned by the ice wolves - even the ice trolls tend to avoid them. They are vicious beasts driven by hunger. Ice wolves can be found around the temple ruins above the God Wars Dungeon.
Gorak ( Level 136 | Weak to weak to fire.gif )
godwars gorak.gif
Goraks come from a plane entirely separate from that of Gielinor, but the boundary between the two worlds is weak at the best of times. During the god wars, many of them made their way into Gielinor to serve under any god that would show them battle. They are especially dangerous, as no prayers will stop their attacks, and they will drain your skill levels with astonishing speed.

Frequently Asked Questions

1. Which monsters drop all the awesome gear?

2. Which items are tradeable?

3. Will my Salve Amulet work on spiritual mages, warriors or rangers?

4. How does K'ril Tsutsaroth attack?

5. What do I need to get into each area?

6. How can I stop monsters from attacking me?

7. Can I use heraldic armour from a Player-Owned House workshop to stop monsters from attacking me?

8. Will I keep my kill count if I leave the dungeon?

9. Help! I'm stuck at the entrance to the God Wars Dungeon as my stats have been drained and I can no longer lift the boulder to get out!


Click here to view the necklaces

Click here to view the ancient ceremonial amour

Click here to view bandos armour

Click here to view armadyl armour

Click here to view subjugation armour

Click here to view torva armour

Click here to view pernix armour

Click here to view virtus armour

Click here to view armour that is not part of a set dropped in this dungeon

Click here to view weapons

Click here to view off-hand books

Click here to view the other rewards


  • There are separate requirements to enter each of the gods strongholds. To enter Saradomin's Encampment you will need level 70 Agility. To enter Bandos's Stronghold you will need a hammer and level 70 Strength. To enter Armadyl's Eyrie you will need level 70 Ranged.
  • When you enter Zamorak's Fortress you will discover that your Prayer is immediately drained. You must also have at least 700 life points remaining to cross the river.
  • A quick way to the God Wars Dungeon is to use the Trollheim Teleport spell, though you must have completed Eadgar's Ruse to use this spell.
  • Having completed Love Story, it is possible to retrieve a book from a dwarf in Keldagrim to give to the Wise Old Man. He will then teach you how to modify your Teleport to house tablets to take you to Trollheim. From here, it is a shortish walk to the God Wars Dungeon.


During the Second Age, Zaros had almost complete domination over the world. The areas that are now the Wilderness, Northern Misthalin, Northern Asgarnia and North-western Morytania formed the greatest part of his kingdom, and cities were constructed. When he was betrayed and defeated by his Mahjarrat general, Zamorak, the Second Age ended and the other gods began ruling without interference. However, many gods, the most significant being Saradomin and Zamorak, wanted complete control.

During Ritual of the Mahjarrat, Saradomin states that Zamorak had returned from his banishment as he wanted to repossess the Stone of Jas, which Saradomin confiscated after Zamorak was banished.

After Zaros' defeat in single combat, Zamorak quickly rounded up Zaros' remaining loyalist followers and destroyed his fortresses and cities. The majority were destroyed quickly except for Senntisten, which held out for many hundreds of years. The war escalated as other Gods, seeing an opportunity, attempted to seize control of previously Zarosian areas. Zamorak was unable to efficiently conquer and maintain his holdings due to the speed with which he acted. The war further intensified, and by the time of the Fall of Hallowvale, almost the entirety of Gielinor was in chaos. The gods, at the time, could directly interact with the world, which caused destruction far beyond any that had been seen before or after the Wars.

During the Wars, countless civilisations, races, and animal species disappeared. Many were destroyed, while others hid themselves or underwent drastic changes in order to survive. Much of the world itself was mutated; once healthy lands were ruined or reformed. Most of these changes were so devastating that they continue to affect Gielinor today.

In fact, the entire world was on the brink of destruction when the fighting awoke Guthix from his sleep. At the end of the First Age, Guthix went into a deep slumber that stretched over many millennia. When he awoke, he found the world in ruin. He was so enraged that he instantly demanded that the gods stop fighting their wars on Gielinor, and to continue to hold influence only through their followers. Most of the gods left Gielinor, although they continued to watch over it and hear the prayers of their faithful. It was at this time that the Third Age, which had lasted approximately 4000 years, finally ended.

On 28 August 2007, a massive cavern that had been frozen for eons in northern Troll Country began to thaw due to tectonic movements in the Wilderness. This cavern, it was revealed, was the site of one of the God Wars' last battles; the monsters within have not realised that the God Wars are over and thus continue to fight. Players are able to explore the dungeon, but it is extremely dangerous. Though it is a massive battle, with hundreds of monsters and warriors fighting for their gods with no end in sight, it pales in comparison to the bloody carnage that was the Third Age.

The true history of the God Wars is always somewhat difficult to determine. Having occurred several thousand years ago, information is difficult to come by.

However, an even more hindering factor are the differences in accounts of the Wars. Saradominists and Zamorakians often disagree on what truly occurred at the time. For instance, Saradominists such as the Wise Old Man state that when victory was nearly Saradomin's, he pitied the Zamorakians and allowed for a truce to be made. Zamorakians, however, insist that this was not the case, and have their own beliefs on the matter. Most now accept that it was actually Guthix who ended the Wars.

Another difficult subject are the Edicts of Guthix, which were created by Guthix when he ended the Wars. Some religious groups doubt their existence. Others, however, including many important religious advisors such as Aeonisig Raispher, highly encourage the following of the Edicts. This makes understanding them difficult, and has been the cause of many political disputes since their creation.

Development Team

Content Team
Developer: Greg V
Graphical Update
Content Team
Developer: Ian H
Graphics Team
Modeller: Zoltan H
Animation: Brad A
Environment: Alex R
Quality Assurance Team
Core Testers: (Project Lead:Lewis R) Jamie B
Audio Team
Audio: Ian T, Michael M, Adam R
Instancing and Hard Mode
Content Team
Developer: (Project Lead:Chris L) Krista G
Designer: Seb D
Quality Assurance Team
Core Testers: Sarah J, Ben L

God Wars Dungeon

Frozen Wastes

Cities & Towns
Baneore CaveGod Wars Dungeon
Other Places of Interest
Frozen Waste PlateauGhorrockGhorrock FortressIce PathLucien's FortressMahjarrat Ritual SiteZemouregal's Fortress

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