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| Warning | ||
| 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. |
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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.
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.
Entrance/Exit |
Entrance to Zamorak's Fortress |
Entrance to Bandos's Stronghold |
Entrance to Armadyl's Eyrie |
Entrance to Saradomin's Encampment |
Entrance to the Ancient Prison |
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.
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| 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.
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| Ancient Prison |
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:
Instanced battles are private areas where you can battle a boss (with the exception of Nex) in privacy or with friends. Instanced battles also mean you don't have to wait until there is space to fight a general, you can just start your own fight.
Instances have a cost to enter. This initial cost is in coins and will get 1 hour in the instance. This time can be topped up by anyone entering the instance (unless the time is already at the maximum of 4 hours) for the same price as starting the instance.
| Boss | Cost |
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| General Graardor | 200,000 coins |
| Commander Zilyana | 200,000 coins |
| K'ril Tsutsaroth | 200,000 coins |
| Kree'arra | 200,000 coins |
When first creating an instance, you will be asked the following:
If no one is in the instance, or the time expires, it will collapse and the fee will be required again.
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.
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 count 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.
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 |
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| 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!
| Imp ( Level 8 | Weak to |
Goblin ( Level 120 | Weak to |
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| Icefiend ( Level 120 | Weak to |
Hobgoblin ( Level 120 | Weak to |
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| Pyrefiend ( Level 132 | Weak to |
Ogre ( Level 124 | Weak to |
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| Jogre ( Level 124 | Weak to |
Aviansie ( Level 128, 132, 136 | Weak to |
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| Vampyre ( Level 128 | Weak to |
Bloodveld ( Level 132 | Weak to |
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| Werewolf ( Level 128 | Weak to |
Ork ( Level 136 | Weak to |
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| Saradomin priest ( Level 134 | Weak to |
Spiritual mage ( Level 140 | Weak to |
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| Spiritual ranger ( Level 140 | Weak to |
Spiritual warrior ( Level 140 | Weak to |
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| Hellhound ( Level 136 | Weak to |
Ice wolf ( Level 136 | Weak to |
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| Gorak ( Level 136 | Weak to |
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1. Which monsters drop all the awesome gear?
Dragon boots are only dropped by spiritual mages. Ancient ceremonial robes are only dropped by ancient mages (including the four in Nex's room).
Godsword shards can be dropped by Kree'arra, General Graardor, Commander Zilyana and K'ril Tsutsaroth, along with their generals. Hilts are only dropped by these four bosses.
You can also get the following drops:
You cannot get these items from any other creatures in the God Wars Dungeon.
All of the equipment from the Third Age (see list above) is tradeable - even shards of the godsword and the completed godsword itself! Torva, pernix and virtus armour is tradeable, but only when fully charged.
3. Will my Salve Amulet work on spiritual mages, warriors or rangers?
No. The spiritual soldiers of the gods are not actually undead - they have simply remained alive until their bodies fade from existence. Such is their devotion to their god!
4. How does K'ril Tsutsaroth attack?
This almighty demon from Zamorak's legions is certainly more dangerous than most other foes in the God Wars Dungeon, and will be undeterred by any prayers - using them will simply make him angry. If you attempt to ward off attacks by using a protection prayer, you will find that he becomes enraged and attacks with even greater fury. It is entirely possible that he will kill you with a single vicious blow!
In addition to this, K'ril Tsutsaroth's attacks can poison you, inflicting 160 damage every time until you are dead, it wears off or you drink an Antipoison potion.
It should be noted, that while K'ril Tsutsaroth only attacks one target, his attacks will damage up to 9 players who are adjacent to the target. This will speard the damage amongst the group but it will increase the total damage dealt by 10%. If nobody is adjacent to the target, they will receive 100% of the damage.
5. What do I need to get into each area?
To access the dungeon itself, you will need either 60 Strength or 60 Agility to reach the ruined temple. The gods' areas have the following requirements:
6. How can I stop monsters from attacking me?
If you wear/wield an item marked by the monster's god, they will not attack you. You can wear items from several gods and be ignored by all of their followers. For example, you could wear a holy symbol, Bandos boots and carry an unholy book so that only Armadyl's followers will attack you. Alternatively, wearing any torva, pernix or virtus gear, or wielding a zaryte bow, will mean followers of the other four factions will leave you alone. Zarosian creatures will be aggressive no matter what you are wearing.
7. Can I use heraldic armour from a Player-Owned House workshop to stop monsters from attacking me?
No. Only armour properly blessed/desecrated by the gods of Gielinor will protect you from their followers in the God Wars Dungeon. Armour painted in a workshop has not been so treated.
8. Will I keep my kill count if I leave the dungeon?
No. If you leave the dungeon by any means, your kill count will reset to zero.
You can use the small crack on the cliff next to the boulder to get out, no matter how low your stats have been drained.
Click here to view the necklaces
| 70 | No | 2 | 0 | None | 0 | 0 | 0% | 4.4% | 0% | ||
| 70 | No | 2 | 0 | None | 0 | 0 | 4.4% | 0% | 0% | ||
| 70 | No | 2 | 0 | None | 0 | 0 | 0% | 0% | 4.4% | ||
Click here to view the ancient ceremonial amour
| 1 | No | 0 | 0 | None | 0 | 0 | 0% | 0% | 0% | ||
| 1 | No | 0 | 0 | None | 0 | 0 | 0% | 0% | 0% | ||
| 1 | No | 0 | 0 | None | 0 | 0 | 0% | 0% | 0% | ||
| 1 | No | 0 | 0 | None | 0 | 0 | 0% | 0% | 0% | ||
| 1 | No | 0 | 0 | None | 0 | 0 | 0% | 0% | 0% | ||
Click here to view bandos armour
| 70 | 64 | 0 | 180 | None | 6 | 0 | 0% | 0% | 0% | ||
| 70 | 285 | 0 | 1080 | None | 16 | 0 | 0% | 0% | 0% | ||
| 70 | 298 | 0 | 1440 | None | 23 | 0 | 0% | 0% | 0% | ||
| 70 | 64 | 0 | 180 | None | 6 | 0 | 0% | 0% | 0% | ||
| 70 | 259 | 0 | 720 | None | 13 | 0 | 0% | 0% | 0% | ||
| 70 | 297 | 1 | 1050 | None | 0 | 0 | 0% | 0% | 0% | ||
Click here to view armadyl armour
| 70 | 64 | 0 | 180 | None | 6 | 0 | 0% | 0% | 0% | ||
| 70 | 64 | 0 | 180 | None | 6 | 0 | 0% | 0% | 0% | ||
| 70 | 297 | 1 | 1050 | None | 0 | 0 | 0% | 0% | 0% | ||
| 70 | 285 | 0 | 1080 | None | 16 | 0 | 0% | 0% | 0% | ||
| 70 | 298 | 0 | 1440 | None | 23 | 0 | 0% | 0% | 0% | ||
| 70 | 259 | 0 | 720 | None | 13 | 0 | 0% | 0% | 0% | ||
Click here to view subjugation armour
| 70 | 298 | 0 | 1440 | None | 46 | 0 | 0% | 0% | 0% | ||
| 70 | 64 | 0 | 180 | None | 12 | 0 | 0% | 0% | 0% | ||
| 70 | 64 | 0 | 180 | None | 12 | 0 | 0% | 0% | 0% | ||
| 70 | 259 | 0 | 720 | None | 26 | 0 | 0% | 0% | 0% | ||
| 70 | 285 | 0 | 1080 | None | 32 | 0 | 0% | 0% | 0% | ||
| 70 | 297 | 1 | 1050 | None | 0 | 0 | 0% | 0% | 0% | ||
Click here to view torva armour
A full set of Torva (platebody, boots, gloves, full helm, platelegs) armour will grant a +23 damage bonus.
| 80 | 389 | 0 | 1680 | None | 26 | 0 | 0% | 0% | 0% | ||
| 80 | 84 | 0 | 210 | None | 7 | 0 | 0% | 0% | 0% | ||
| 80 | 84 | 0 | 210 | None | 7 | 0 | 0% | 0% | 0% | ||
| 80 | 338 | 0 | 840 | None | 15 | 0 | 0% | 0% | 0% | ||
| 80 | 372 | 0 | 1260 | None | 19 | 0 | 0% | 0% | 0% | ||
Click here to view pernix armour
A full set of Pernix (body, boots, gloves, cowl, chaps) armour will grant a +23 damage bonus.
| 80 | 389 | 0 | 1680 | None | 26 | 0 | 0% | 0% | 0% | ||
| 80 | 84 | 0 | 210 | None | 7 | 0 | 0% | 0% | 0% | ||
| 80 | 84 | 0 | 210 | None | 7 | 0 | 0% | 0% | 0% | ||
| 80 | 338 | 0 | 840 | None | 15 | 0 | 0% | 0% | 0% | ||
| 80 | 372 | 0 | 1260 | None | 19 | 0 | 0% | 0% | 0% | ||
Click here to view virtus armour
A full set of Virtus (robe top, boots, gloves, mask, robe bottom) armour will grant a +23 damage bonus.
| 80 | 389 | 0 | 1680 | None | 52 | 0 | 0% | 0% | 0% | ||
| 80 | 84 | 0 | 210 | None | 14 | 0 | 0% | 0% | 0% | ||
| 80 | 84 | 0 | 210 | None | 14 | 0 | 0% | 0% | 0% | ||
| 80 | 338 | 0 | 840 | None | 30 | 0 | 0% | 0% | 0% | ||
| 80 | 372 | 0 | 1260 | None | 38 | 0 | 0% | 0% | 0% | ||
Click here to view armour that is not part of a set dropped in this dungeon
| 60 | 56 | 0 | 180 | None | 0 | 0 | 0% | 0% | 0% | ||
| 30 | No | 0 | 0 | 0 | 454 | 0% | 0% | 0% | |||
| 40 | No | 0 | 0 | 0 | 628 | 0% | 0% | 0% | |||
| 70 | No | 1 | 0 | 0 | 1486 | 0% | 0% | 0% | |||
| 75 | No | 2 | 0 | 1676 | 1694 | 0% | 0% | 0% | |||
| 75 | No | 2 | 0 | 1676 | 1694 | 0% | 0% | 0% | |||
| 80 | No | 2 | 0 | 1470 | 1924 | 0% | 0% | 0% | |||
| 80 | No | 0 | 0 | 0 | 1924 | 0% | 0% | 0% | |||
Click here to view off-hand books
| 80 | No | 0 | 0 | None | 0 | 1924 | 0% | 0% | 0% | ||
Click here to view the other rewards
The following are only dropped when fighting the generals on hard mode.
Armadylean soulstone |
Bandosian soulstone |
Saradominist soulstone |
Zamorakian soulstone |
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.
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