God Wars Dungeon

From Old School RuneScape Wiki
(Redirected from Zamorak's Fortress)
Jump to navigation Jump to search
God Wars Dungeon
God Wars Dungeon Entrance.png
Released17 October 2013 (Update)
MembersYes
Floors3
LocationTroll Country
InhabitantsVaries
MusicArmageddon
Map
Location on World Map
Ice Plateau
Ice Path God Wars Dungeon Forgotten Cemetery
Trollheim

The God Wars Dungeon (or "GWD") is a dungeon where armies of various gods fight, left over from the God Wars.

The Dungeon was first released on 28 August 2007, 18 days after the 10 August 2007 archive of RuneScape that Old School is based on. Its quick return to the live game was enabled by the fact that most of its assets had already been made at the time of the archive and it thus took minimal development time to recreate. One of the first major content releases following the February 2013 server launch, it passed Old School Feature Poll #9 on 9 September 2013 with over 24,860 votes for the return, at an approval of 89%. GWD was then implemented on 17 October for Old School RuneScape servers.

To get Slayer assignments related to the God Wars Dungeon, such as boss tasks, players must complete the Death Plateau quest.[1]

How to get there[edit | edit source]

The blue route denotes coming from Burthorpe. The red route is taken from the Trollheim Teleport. Green indicates the use of Protect from Range, and cyan is where Protect from Melee should be activated.

God Wars Dungeon is located north of Trollheim. Accessing it requires partial completion of Troll Stronghold or full completion of the Easy Combat Achievements (in order to use the teleport on Ghommal's hilt 1)[2] and either Strength 60 Strength or Agility 60 Agility. A rope is also required the first time. Without Magic 61 Magic and the completion of Eadgar's Ruse (to be able to use the Trollheim Teleport), climbing boots are also required each time. Strength potions may be used to boost past the boulder blocking the entrance, but cannot be used to reach the Bandos area. Before entering, items aligned to the gods should be equipped; otherwise, all the followers of those gods will be aggressive, which can quickly kill any player.

  • If you have completed Eadgar's Ruse and have level 61 Magic, you may use the Trollheim Teleport (or the equivalent teleport tablet) to land on top of the mountain east of the Troll Stronghold. From there, make your way down to the base of the mountain and go north. There are Agility shortcuts from level 41 to 47 along the mountain that can be used to shorten the walk. If Making Friends with My Arm has been completed, a stony basalt can also be used as it teleports you to the Troll Stronghold, but this is a longer run.
  • If you cannot use the Trollheim Teleport, teleport to Burthorpe (with a games necklace, for example). This route requires climbing boots, rope, the start of Troll Stronghold and a stamina potion or some super energies will make the trip faster. From there, follow the blue route either up past the wounded soldier and past Death Plateau, making sure to Protect from Range, or go south-west at the fork to Tenzing's house. Make your way north and follow the route through to where Dad is: either you will have to fight him, or he won't be there, depending on how far along the Troll Stronghold quest you are. From there, enter the cave to the north and follow the map route up to the north.

After arriving from either method, go to the northern side of the mountain, where there are thrower trolls, so turning on Protect from Missiles is recommended when close to them. Go to the small alcove in the north, go past the boulder or crack in the wall, and run north to the entrance, which is the large hole in the ground. This area's chill effect drains your stats by 1 every few seconds, and will also drain all of your run and special energy (this effect can be completely negated if you have lit the fire pit found south-west of the dungeon entrance, which requires completion of Making Friends with My Arm). There are high-level ice wolves here, so using Protect from Melee is helpful. If it is your first time entering the dungeon, use a rope on the hole, and climb down.

Note: The Agility shortcuts (climb the rocky stoneholds) north-east of the entrance as well as to the east of Trollheim are one-way routes into level 22 and 31 Wilderness. Players cannot use the shortcut from the Wilderness to get to the GWD area.

The dying knight[edit | edit source]

...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 strongest warriors to investigate. The knight that lies dying amidst the crumbling masonry is all that remains of that doomed expedition...
  • West of the dungeon entrance, talk to the Dying knight and receive the Knight's notes. The knight asks you to bring the notes to Sir Tiffy Cashien in Falador Park. You can enter the dungeon without bringing the notes to Sir Tiffy. You don't even need the notes to enter—just speak to the knight before entering the first time. (If you bring the notes to Sir Tiffy, he will take them whether you have read them or not.)
  • After you grab the notes from the dying knight, he will succumb to his fatal wounds. If you did not bring the notes to Sir Tiffy (by destroying it), you can obtain another set of notes from his corpse.

God chambers[edit | edit source]

  • At the edges of the main dungeon are special chambers belonging to each god, serving as a sort of "base" for each god's followers. Each chamber contains many minions of the chamber's god. Some Zamorak minions also appear in each of the other three chambers, where they usually fight the inhabitants of those chambers. This means a Zamorak item should be equipped in every god chamber, but Armadyl, Bandos, and Saradomin items only need to be equipped in their respective gods' chambers. This allows the player to swap out items like the Armadyl pendant for more powerful items.
  • Gaining entry to these chambers requires the players to have certain levels and sometimes use of equipment. Level requirements cannot be boosted.
  • At the end of each chamber are the most powerful generals of each god, with Combat levels from 580 to 650. There are also three bodyguards, each one using a single combat style in the combat triangle, and an altar for the player to use. This altar can only be used once every 10 minutes and only while the player isn't in combat. For each item affiliated with the appropriate god that the player is wearing, the altar will boost one prayer point above the player's maximum. In order to access this chamber, the player will need to kill 40 of the god's followers, which is decreased to 38, 36, 33 and 30 for completion of the Hard, Elite, Master and Grandmaster combat achievements respectively.
    • The player can also right-click the altar to teleport out of the boss' chamber, even during combat. This will place them just outside the door to the chamber.
  • The Ecumenical key, obtained in the Wilderness God Wars Dungeon, allows players to skip killcount.
    • Spare keys are not needed in the event of death since dying inside one of the four God Wars Dungeon boss rooms will result in your grave appearing outside the boss room. Consumables, however, will remain inside.

Items[edit | edit source]

Recommended items[edit | edit source]

Additional items[edit | edit source]

The following items are needed to enter a particular god's lair.

Notes[edit | edit source]

  1. ^ 1.0 1.1 1.2 In the long run, 2-5 Prayer potions or 6-8 Super restores if using a 2:1 Saradomin brew-Super restore combo is strongly advised in which 12-16 brews should accompany the said amount of restores.
  2. ^ Food, preferably sharks, can be subbed for Saradomin brews and vice versa.
  3. ^ Super sets are not required, but they are recommended for faster kills.

God-related protection[edit | edit source]

All monsters in the dungeon are aggressive to any player unless they have equipped at least one item that is devoted to their god. Aggression remains for a monster until the battle is over whether this be one of the combatants dying or leaving the area. As such, unequipping and re-equipping a piece of equipment will cause monsters in your vicinity to become aggressive but not re-tolerant.

Only one item devoted to a god is required to soothe all of their soldiers and having items devoted to a different god or gods will not cancel out the effect of any other piece of equipment. Appropriately, full tolerance from all monsters in the main dungeon only normally requires four total pieces of equipment: one attuned to each god. For example, equipping an Armadyl pendant, ancient mace, Zamorak platelegs, and Saradomin cloak will render every combatant unaggressive.

When considering what protection is required to bring, it should be noted that in the main dungeon, there will be no followers of the god diagonally across from that section in the vicinity; the one exception to this is followers of Zamorak, who are dispersed everywhere within the dungeon. Within the god encampments, only protection for that god's followers and protection for Zamorak's followers are required. Each encampment only contains combatants of that god and a small, diffuse number of Zamorakians, except Zamorak's Fortress, which only contains Zamorakian followers.

God equipment[edit | edit source]

Area Protection required
Armadyl Bandos Saradomin Zamorak Ancient (Zaros)
Main dungeon
Armadyl's corner Yes Yes Yes Yes No
Bandos' corner Yes Yes No Yes No
Saradomin's corner Yes No Yes Yes No
Zamorak's corner No Yes Yes Yes No
Encampments
Armadyl's Eyrie Yes No No Yes No
Bandos' Stronghold No Yes No Yes No
Saradomin's Encampment No No Yes Yes No
Zamorak's Fortress No No No Yes No
Ancient Prison No No No No Yes

Remember that wielding respective equipment in the dungeon will make monsters following a respective god unaggressive. Without them, players will be subject to attack by that group of followers.

Slot Saradomin Zamorak Bandos Armadyl Zaros
Weapon

Saradomin godsword.pngSaradomin godsword
Saradomin sword.pngSaradomin sword
Rune scimitar (saradomin).pngSaradomin scimitar
Staff of light.pngStaff of light
Saradomin's blessed sword.pngSaradomin's blessed sword
Saradomin staff.pngSaradomin staff
Saradomin crozier.pngSaradomin crozier
Saradomin mjolnir.pngSaradomin mjolnir
Hallowed hammer.pngHallowed hammer
Holy scythe of vitur.pngHoly scythe of vitur
Holy ghrazi rapier.pngHoly ghrazi rapier
Holy sanguinesti staff.pngHoly sanguinesti staff

Zamorak godsword.pngZamorak godsword
Zamorakian spear.pngZamorakian spear
Zamorakian hasta.pngZamorakian hasta
Zamorak staff.pngZamorak staff
Rune scimitar (zamorak).pngZamorak scimitar
Zamorak crozier.pngZamorak crozier
Zamorak mjolnir.pngZamorak mjolnir
Staff of the dead.pngStaff of the dead
Staff of light.pngStaff of light
Staff of balance.pngStaff of balance
Toxic staff of the dead.pngToxic staff of the dead
Dragon hunter lance.pngDragon hunter lance
Thammaron's sceptre.pngThammaron's sceptre
Viggora's chainmace.pngViggora's chainmace
Inquisitor's mace.pngInquisitor's mace

Ancient mace.pngAncient mace
Bandos godsword.pngBandos godsword
Bandos crozier.pngBandos crozier

Armadyl godsword.pngArmadyl godsword
Armadyl crossbow.pngArmadyl crossbow
Armadyl crozier.pngArmadyl crozier
Craw's bow.pngCraw's bow

Ancient godsword.pngAncient godsword
Ancient staff.pngAncient staff
Ancient crozier.pngAncient crozier
Zaryte crossbow.pngZaryte crossbow

Shield

Holy book.pngHoly book[n 1]
Saradomin kiteshield.pngSaradomin kiteshield
Rune kiteshield (Saradomin).pngSaradomin-painted heraldic kiteshields
Saradomin d'hide shield.pngSaradomin d'hide shield
Hallowed focus.pngHallowed focus

Unholy book.pngUnholy book[n 1]
Zamorak kiteshield.pngZamorak kiteshield
Rune kiteshield (Zamorak).pngZamorak-painted heraldic kiteshields
Zamorak d'hide shield.pngZamorak d'hide shield

Book of war.pngBook of war[n 1]
Bandos kiteshield.pngBandos kiteshield
Bandos d'hide shield.pngBandos d'hide shield

Book of law.pngBook of law[n 1]
Armadyl kiteshield.pngArmadyl kiteshield
Armadyl d'hide shield.pngArmadyl d'hide shield

Book of darkness.pngBook of darkness[n 1]
Ancient kiteshield.pngAncient kiteshield
Ancient d'hide shield.pngAncient d'hide shield

Head

Saradomin coif.pngSaradomin coif
Saradomin mitre.pngSaradomin mitre
Saradomin full helm.pngSaradomin full helm
Saradomin halo.pngSaradomin halo
Saradomin max hood.pngSaradomin max hood
Imbued saradomin max hood.pngImbued saradomin max hood
Justiciar faceguard.pngJusticiar faceguard
Rune heraldic helm (Saradomin).pngSaradomin-painted heraldic helmets

Zamorak coif.pngZamorak coif
Zamorak mitre.pngZamorak mitre
Elder chaos hood.pngElder chaos hood
Zamorak full helm.pngZamorak full helm
Zamorak halo.pngZamorak halo
Zamorak max hood.pngZamorak max hood
Imbued zamorak max hood.pngImbued zamorak max hood
Inquisitor's great helm.pngInquisitor's great helm
Rune heraldic helm (Zamorak).pngZamorak-painted heraldic helmets
Dagon'hai hat.pngDagon'hai hat

Bandos full helm.pngBandos full helm
Bandos coif.pngBandos coif
Bandos mitre.pngBandos mitre
Bandos halo.pngBandos halo

Armadyl helmet.pngArmadyl helmet
Armadyl coif.pngArmadyl coif
Armadyl full helm.pngArmadyl full helm
Armadyl mitre.pngArmadyl mitre
Armadyl halo.pngArmadyl halo

Ancient coif.pngAncient coif
Ancient full helm.pngAncient full helm
Ancient mitre.pngAncient mitre
Ancient halo.pngAncient halo
Ancient ceremonial mask.pngAncient ceremonial mask
Torva full helm.pngTorva full helm
Hood of darkness.pngHood of darkness

Cape

Saradomin cape.pngSaradomin cape
Saradomin cloak.pngSaradomin cloak
Saradomin max cape.pngSaradomin max cape
Imbued saradomin cape.pngImbued saradomin cape
Imbued saradomin max cape.pngImbued saradomin max cape

Zamorak cape.pngZamorak cape
Zamorak cloak.pngZamorak cloak
Zamorak max cape.pngZamorak max cape
Imbued zamorak cape.pngImbued zamorak cape
Imbued zamorak max cape.pngImbued zamorak max cape

Bandos cloak.pngBandos cloak

Armadyl cloak.pngArmadyl cloak

Ancient cloak.pngAncient cloak

Body

Saradomin robe top.pngSaradomin robe top
Saradomin d'hide body.pngSaradomin d'hide body
Monk's robe top.pngMonk's robe top
Saradomin platebody.pngSaradomin platebody
Justiciar chestguard.pngJusticiar chestguard

Zamorak robe top.pngZamorak robe top
Zamorak monk top.pngZamorak monk top
Elder chaos top.pngElder chaos top
Zamorak d'hide body.pngZamorak d'hide body
Zamorak platebody.pngZamorak platebody
Inquisitor's hauberk.pngInquisitor's hauberk
Dagon'hai robe top.pngDagon'hai robe top

Bandos chestplate.pngBandos chestplate
Bandos platebody.pngBandos platebody
Bandos d'hide body.pngBandos d'hide body
Bandos robe top.pngBandos robe top

Armadyl chestplate.pngArmadyl chestplate
Armadyl platebody.pngArmadyl platebody
Armadyl d'hide body.pngArmadyl d'hide body
Armadyl robe top.pngArmadyl robe top

Ancient platebody.pngAncient platebody
Ancient d'hide body.pngAncient d'hide body
Ancient robe top.pngAncient robe top
Torva platebody.pngTorva platebody
Ancient ceremonial top.pngAncient ceremonial top
Robe top of darkness.pngRobe top of darkness

Legs

Saradomin robe legs.pngSaradomin robe legs
Saradomin chaps.pngSaradomin chaps
Monk's robe.pngMonk's robe
Saradomin platelegs.pngSaradomin platelegs
Saradomin plateskirt.pngSaradomin plateskirt
Justiciar legguards.pngJusticiar legguards

Zamorak robe legs.pngZamorak robe legs
Zamorak monk bottom.pngZamorak monk bottom
Elder chaos robe.pngElder chaos robe
Zamorak chaps.pngZamorak chaps
Zamorak platelegs.pngZamorak platelegs
Zamorak plateskirt.pngZamorak plateskirt
Inquisitor's plateskirt.pngInquisitor's plateskirt
Dagon'hai robe bottom.pngDagon'hai robe bottom

Bandos tassets.pngBandos tassets
Bandos platelegs.pngBandos platelegs
Bandos chaps.pngBandos chaps
Bandos plateskirt.pngBandos plateskirt
Bandos robe legs.pngBandos robe legs

Armadyl chainskirt.pngArmadyl chainskirt
Armadyl platelegs.pngArmadyl platelegs
Armadyl chaps.pngArmadyl chaps
Armadyl plateskirt.pngArmadyl plateskirt
Armadyl robe legs.pngArmadyl robe legs

Ancient platelegs.pngAncient platelegs
Ancient chaps.pngAncient chaps
Ancient plateskirt.pngAncient plateskirt
Ancient robe legs.pngAncient robe legs
Torva platelegs.pngTorva platelegs
Ancient ceremonial legs.pngAncient ceremonial legs
Robe bottom of darkness.pngRobe bottom of darkness

Hands

Holy wraps.pngHoly wraps
Saradomin bracers.pngSaradomin bracers

Zamorak bracers.pngZamorak bracers

Bandos bracers.pngBandos bracers

Armadyl bracers.pngArmadyl bracers

Ancient bracers.pngAncient bracers
Zaryte vambraces.pngZaryte vambraces
Ancient ceremonial gloves.pngAncient ceremonial gloves
Gloves of darkness.pngGloves of darkness

Feet

Saradomin d'hide boots.pngSaradomin d'hide boots
Holy sandals.pngHoly sandals
Devout boots.pngDevout boots

Zamorak d'hide boots.pngZamorak d'hide boots

Bandos d'hide boots.pngBandos d'hide boots
Bandos boots.pngBandos boots
Guardian boots.pngGuardian boots

Armadyl d'hide boots.pngArmadyl d'hide boots

Ancient d'hide boots.pngAncient d'hide boots
Ancient ceremonial boots.pngAncient ceremonial boots
Boots of darkness.pngBoots of darkness

Ammunition

Holy blessing.pngHoly blessing
Hallowed grapple.pngHallowed grapple

Unholy blessing.pngUnholy blessing

War blessing.pngWar blessing

Honourable blessing.pngHonourable blessing

Ancient blessing.pngAncient blessing

Neck

Holy symbol.pngHoly symbol
Saradomin stole.pngSaradomin stole
Hallowed symbol.pngHallowed symbol

Unholy symbol.pngUnholy symbol
Zamorak stole.pngZamorak stole

Bandos stole.pngBandos stole

Armadyl pendant.pngArmadyl pendant
Armadyl stole.pngArmadyl stole

Ancient stole.pngAncient stole

Ring

Hallowed ring.pngHallowed ring
Ring of endurance.pngRing of endurance

N/A N/A N/A N/A
  1. ^ 1.0 1.1 1.2 1.3 1.4 Does not require a completed book of 4 pages.

Main Dungeon[edit | edit source]

The dungeon consists of a large central shared chamber with four offshoots that lead to each general's base. This is where the majority of the fighting takes place, with a free-for-all between each god's forces. Apart from aviansies, all other monsters will not retaliate at the aggressor if they are in combat with another monster.

Accessing the bases requires 70 in their respective stat, which cannot be boosted. The Ancient Prison can be accessed by assembling a frozen key, obtained from defeating the four generals. Once used on the Frozen Door, the key disintegrates, but allows for permanent access to the Ancient Prison.

Armadyl's Eyrie[edit | edit source]

A player grappling to Armadyl's Eyrie.

The pillar at the gap must be grappled using a crossbow and a mithril grapple. Just inside the Eyrie, there's a crate that can be searched for a spare mithril grapple, if the player wants to leave again; an infinite amount can be claimed as long as the player doesn't already have one.

The Eyrie contains Armadylean spiritual mages, rangers and warriors as well as regular aviantese.

Several minions of Zamorak: a bloodveld, two werewolves and two Zamorakian spiritual rangers, who regularly fight with the Armadyleans, are also found here.

Bandos' Stronghold[edit | edit source]

The big door, the entrance to Bandos' Stronghold.

The gong on the big door must be hit with a hammer to enter the chamber. The player will automatically enter the Stronghold when the gong is hit.

To leave, simply walk up next to the door and it will open, or click on the door ('Bang on big door'). The door does not always open. If this happens, walk about 3-4 squares into the Stronghold and try again. (Simply staying next to the door and repeatedly clicking it does not cause it to open.)

Inside the Stronghold Bandos' higher-level forces can be found: Bandosian spiritual mages, rangers and warriors, orks, cyclopes and jogres.

Several minions of Zamorak: a bloodveld, hellhound, imp, werewolf and two vampyres are found lingering in the Stronghold, most of them regularly fighting the Bandosians.

Saradomin's Encampment[edit | edit source]

The first rock in which a rope is required.

To enter Saradomin's Encampment, a rope must be tied to a rock by the waterfall, another rope must be attached to another rock inside the Encampment to allow full access, once the ropes are attached they will remain permanently.

Like the main area, all of Saradomin's forces can be found here: Knights, priests and spiritual mages, rangers and warriors.

Several minions of Zamorak: two werewolves, two vampyres, an icefiend and a gorak are in the encampment, fighting the forces of Saradomin.

Zamorak's Fortress[edit | edit source]

The broken ice bridge.

The player's prayer points are immediately drained to 0 upon crossing the river. In addition to that, the lighting is dimmed and cannot be illuminated by light sources, though it remains fairly easy to see. The light darkens as the player approaches the boss chamber. This darkness can be dispersed by consuming Saradomin's light, a drop from Commander Zilyana.

Inside the fortress many minions of Zamorak can be found: spiritual mages, rangers and warriors, imps, bloodveld, goraks and hellhounds.

The Fortress is the only one of the four gods' chambers that contains only the minions of its god. No minions of Saradomin, Armadyl, or Bandos spawn here.

Ancient Prison[edit | edit source]

The Frozen Door leading to the Ancient Prison.

The Ancient Prison requires the player to have used a frozen key on the door to unseal it and access the prison. Followers of the ancient god Zaros reside within, far stronger than the combatants in the rest of the dungeon. The Zarosian spiritual creatures and blood reavers in this area take double damage from fire spells.

There is an ancient forge inside the prison to break down Bandos armour into Bandosian components, and a "lobby" area between the main chamber and Nex's prison where players can resupply via Ashuelot Reis, and prepare to fight Nex herself. Should a player logout inside the "lobby" area, they will return to the lobby/banking room upon logging back in.

Generals[edit | edit source]

The generals reside at the end of their bases, requiring 40 kill count in order to access. This can be lowered with completion of specific tiers of the combat achievement diary. After completing the hard (and below) combat achievement sets, the chambers can be instanced, requiring 150,000 coins and lowers by 25,000 for each set completed above it. The generals and their bodyguards do count towards kill count, although this is mostly irrelevant.

In non-instanced chambers, if the general is damaged but no one is inside, they will despawn.

Armadyl's general[edit | edit source]

A group of players fighting Kree'arra, the graceful avatar of Armadyl.

Kree'arra is a massive aviansie; like his fellow brethren, he cannot be attacked with any Melee attacks apart from that of a salamander. He attacks with melee only when he is not under attack. His Ranged and Magic attacks hit all players in his chamber with a whirlwind attack that knocks players back and freezes them. His maximum hit is 71 with Ranged, 26 with Melee and 25 with Magic.

Bandos' general[edit | edit source]

A group of players fighting General Graardor, a huge Bandosian war chief.

General Graardor is very large, brutal, and heavily armoured ourg. Although he does not have a weapon, he still hits very hard and should not be underestimated. He uses Melee and Ranged attacks. His Melee attack can hit up to 60, whilst his Ranged attack has a max hit of 35 (and can hit everyone in the room). Therefore, Protect from Melee is recommended for tanks, whilst the rest Protect from Ranged.

Saradomin's general[edit | edit source]

A group of players fighting Zilyana, commander of Saradomin's forces.

Commander Zilyana is a female Icyene. She is described in the Game Guide as "delivering divine justice with a sharpened tip". Her max hit with Melee is 31 and Magic is 31; lower than the other bosses, albeit being very accurate, and are of the same speed as throwing knives.

Zamorak's general[edit | edit source]

A group of players fighting K'ril Tsutsaroth, a servant of the god Zamorak.

A massive demon that leads Zamorak's forces, K'ril's Magic attacks are relatively weak compared to his Melee attacks. His magical attacks hit a maximum of 30, but are commonly used. His Melee attacks, however, can hit up to 49 (41 even with Protect from Melee). He can drain Prayer and can sometimes hit through protection prayers. K'ril Tsutsaroth can also inflict poison damage which starts at 18, so it is advisable to bring protection against poison.

Zaros' general[edit | edit source]

A group of players fighting Nex, one of Zaros' most powerful generals.

A formidable and exceedingly powerful nihil known as the Angel of Death and the fifth general, Nex is an extremely powerful general of Zaros that forced the other four generals to work together to seal her and her armies behind their ancient prison. Unlike the other generals, Nex possesses multiple phases during her fight. She uses Ancient Curses that are not accessible to players.

Combatants[edit | edit source]

Armadyl[edit | edit source]

Bandos[edit | edit source]

Saradomin[edit | edit source]

Zamorak[edit | edit source]

Zaros[edit | edit source]

Historical[edit | edit source]

The original version of GWD was released on 28 August 2007, less than a month after the source code of Old School RuneScape (10 August 2007). On the first official release, Jagex encountered many issues with bugs that arose in the following weeks (28 August 2007) after launch. These issues were fixed before the God Wars Dungeon was implemented into Old School RuneScape.

These fixes included the following:

Server load - Inefficient combat code running on certain monsters caused the servers to struggle.

Safespotting in boss rooms - Angled walls and doorways were edited to a rectangular form without angled corners which could be used to safespot bosses in relative safety.

Commander Zilyana's angled room before being edited.

Monster settings - Monsters are now able to walk through one another and players without causing them to be stuck. Certain monsters AI flaws were corrected (some monsters used weaponry and combat styles without code to specify how they would do this).

Excessive adamant bar drops - Originally, Aviantese had a chance of over a 19.5% drop rate of Adamantite bars in bank-note form. The developers did not want bots re-appearing in Old School RuneScape, so to avoid aviansie bots, they only promised to release the GWD if the adamant bars the aviansies dropped were not noted. This has been remedied by having them drop the bars in noted form only when the hard Fremennik Diary has been completed. In addition, aviansies in the Wilderness God Wars Dungeon drop noted bars as well, but players can attack aviansie hunters there.

Minor general bugs

  • Slayer experience is awarded if another monster deals the killing blow (assuming the player deals damage).
  • A section of the Wilderness near the GWD entrance had incorrect map blocking causing players to be stuck.
  • The familiar check at the GWD entrance was removed due to it not working correctly.
  • Killcount is more reliable (resetting to 0 after re-entering).
  • The snow overlay didn't always vanish correctly on leaving the area.

Changes that passed the feature poll include:

  • The four bosses and their bodyguards broadcast messages to all players in their rooms to state what items have been dropped, and to whom.
  • The boss room doors are entrances only, and the altars have a 'Teleport' option to let you exit.
  • When the four bosses drop stacks of herbs, they now do so in banknote form.
  • A new magic weapon similar in behaviour to the Staff of light is dropped by K'ril Tsutsaroth.

On 20 October 2021, the Frozen Door could be interacted with, revealing a threatening voice which many players assumed to be that of Nex due to a similar approach like RuneScape. The general was quickly revealed to be Nex, who would be arriving into the game soon. However, as Old School RuneScape lacks overworld overloads, Summoning, and the Ancient Curses that were prevalent during Nex's release in RuneScape, accessing and fighting Nex would be far different compared to that of RuneScape. Nex and the entirety of the prison became available on 5 January 2022, although the frozen key and the first chamber in the prison were made accessible on 16 December 2021.

  • The frozen key in RuneScape was a charged item that would loses charges each time it was used on the door in return for access to the prison. The key in Old School RuneScape is a one-time item that permanently grants access to the prison.
  • Rather than living members of Zarosian followers (ancient warriors, rangers and mages), they are present in Old School RuneScape as spiritual variants. Blood Reavers are still present as part of the Zarosian mobs. There are also more enemies present compared to the RuneScape variant, notably the mages.
    • Unlike in RuneScape, where the Zarosian faction could only be made tolerant with the Shard of Zaros, a post-quest reward item during Fate of the Gods, the Zarosian faction in Old School RuneScape shares the same aggression and tolerance mechanics as the other factions. The Zarosian faction's essence count is also counted immediately upon entry, whereas in RuneScape it only appears inside the Ancient Prison.
  • The ancient ceremonial set will still be present in Old School RuneScape, but will not bypass the kill count requirement needed to access Nex's chambers; this is already serviced by ecumenical keys and reduced kill count from combat achievement task sets. Instead of being purely cosmetical, they share the same stats as monk robes and are dropped by all enemies apart from Nex.
  • An altar is present in Nex's chamber, acting the same as the other general's altars.
  • The frozen door leading to the second safe room can be entered and exited at will, although re-entering the safe area consumes essence as normal.
  • All of the Zarosian enemies give more essence than just one, with the occasional chance to get an additional essence from each kill.
  • Nex's rewards in RuneScape consisted of Torva, Virtus and Pernix armour (helm, body and legs) along with the zaryte bow. Rather than recopying the entire drop table, Nex in Old School RuneScape would drop the following:
    • Virtus was initially the main reward, but player concerns about it devaluing ancestral robes caused them to be scrapped for Torva armour, although the team has expressed interest in placing them as a reward elsewhere. Unlike Torva equipment in RuneScape, Torva equipment dropped in Old School RuneScape is dropped in a broken state, requiring the player to break down Bandos chestplates and Bandos tassets by the ancient forge in the prison for Bandosian components before requiring 90 Smithing to make them usable. Torva does not degrade either.
    • As with all the other generals, Nex drops her own god hilt, used to create the ancient godsword.
    • The Zaryte bow was removed in favour of a crossbow variant, requiring an Armadyl crossbow.
    • Zaryte vambraces

Music unlocked[edit | edit source]

Name Unlock details Music track
The Ancient Prison Unlocked upon entering the Ancient Prison
The Angel's Fury Unlocked during the fight with Nex
Armadyl Alliance Unlocked upon entering Armadyl's Eyrie
Armageddon Unlocked upon entering the God Wars Dungeon
Bandos Battalion Unlocked upon entering Bandos' Stronghold
Strength of Saradomin Unlocked upon entering Saradomin's Encampment
Zamorak Zoo Unlocked upon entering Zamorak's Fortress
Zaros Zeitgeist Unlocked during the fight with Nex

Changes[edit | edit source]

Date Changes
5 January 2022
(update)

The Ancient Prison became accessible.

16 December 2021
(update)

Added the Ancient Prison to the dungeon, containing the forces of Zaros. Removed the undeveloped underwater section of Zamorak's fortress.

20 October 2021
(update)

The NPC Killcount overlay was updated, having been renamed to Essence.

14 July 2021
(update | poll)

More bloodvelds have been added to the dungeon.

3 March 2021
(update)

Loot broadcasts for pet drops will now appear correctly in the GWD boss rooms.

16 July 2020
(update)

Raised the priority of various attack animations in the God Wars Dungeon to stop them being interrupted by defend animations.

8 October 2015
(update)

Added blocking to a pillar in the God Wars Dungeon.

24 September 2015
(update)

Adamant bar drops from Aviansies in the God Wars Dungeon are now noted for players that have completed the hard Fremennik achievement diary.

3 September 2015
(update | poll)

when consumed, Saradomin's light permanently removes the darkness from the Zamorakian section of the God Wars Dungeon.

25 June 2015
(update | poll)

Added a 'peek' option to the entrance of each of the boss rooms, allowing players to see the number of other players currently in the room.

3 April 2014
(update)

Killing Bloodveld within the God Wars Dungeon now applies the correct killcount.

30 January 2014
(update | poll)

Altars within the God Wars Dungeon now tell you how long before you may use them.

17 December 2013
(update)

Some of the bodyguards in the God Wars Dungeon have been adjusted to help them reach players hiding at the sides of their rooms.

7 November 2013
(update)

Leaving the God Wars Dungeon will now reset the players kill-counts.

24 October 2013
(update)

Monsters in the God Wars dungeon that previously dropped medium-level clues have been upgraded to drop hard clues.

Trivia[edit | edit source]

  • Along with the Ourania Altar, the God Wars Dungeon is one of a small handful of new updates that recreated content from the original RuneScape 2 using archived assets.
  • On release, generals did not despawn if no players were in their chambers. This was added with an update on 29 March 2018 to accommodate for Ironman players.
  • An underwater section of the dungeon in Zamorak's Fortress was originally planned, but scrapped later on in development. Parts of the area could be seen from the entrance to Commander Zilyana's room via the use of an oculus orb before its removal in an update.
  • Prior to the release of Combat Achievements, access to the God Wars Dungeon was only possible with partial completion of Troll Stronghold. This means that players with limited builds (such as the obby mauler) with level 1 Attack can now enter the God Wars Dungeon using Ghommal's hilt, without having to accept the 3000 Attack XP reward from Death Plateau.

References[edit | edit source]

  1. ^ Jagex. Mod Ash's Twitter account. 24 March 2016. (Archived from the original on 26 May 2020.) Mod Ash: "You do need Death Plateau for GWD tasks."
  2. ^ Jagex. Mod Ash's Twitter account. 16 August 2021. Mod Ash: "I hadn't heard plans to require that quest for the hilt's teleport." Lost reference