Table of Contents:
- Requirements
- Getting There
- The Central Room
- The Five Camps
- Bandos' Stronghold
- Zamorak's Fortress
- Saradomin's Encampment
- Armadyl's Eyrie
- Ancient Prison
- Death
- Loot
- Completed Troll Stronghold, also finished Eadgar's Ruse would be an
advantage.
- 60 Strength or 60 Agility to enter the area.
- Good armor (preferably related to one of the gods).
- Decent stats (70+ Attack and Strength or 70+ Ranged).
- Food and some Prayer boosting potions.
- Stat boosting potions are recommended.
The simplest way of getting to the God Wars Dungeon (GWD for short), is by teleporting to Trollheim (2 law, 2 fire runes needed), then going down the hill and going north.
You can use the shortcuts to the east for a shorter way, and make sure to use Protect from Missiles when running past the thrower trolls!
Note: However, please note that if your combat level is greater than 137, you do not have to activate your Protect from Missiles prayer, as the trolls will not attack you.
You can use the "drop trick" to bring 2 extra pieces of food and not lose the inventory spots for teleport runes. Just teleport to Trollheim, drop 2 pieces of food, teleport back to a bank (Edgeville is recommended, as a glory will teleport you right next to a bank), withdraw another 2 pieces of food and teleport runes, then teleport back to Trollheim. You can now just pick up the food you dropped earlier, and you won’t lose 2 inventory spots.
Alternatively, you can just walk to GWD from Burthorpe by using the shortcut from Death Plateau. You will need Climbing boots to use this path however!
To enter the Icy Region itself, after you pass the Thrower trolls, you will have to shift a rock or climb through a crevice, for which you need either 60 Strength or 60 Agility.
After you pass this obstacle, your stats and run energy will start to drain because of the cold environment, so you should go to the dungeon itself as fast as possible!
Also, this area is inhabited by level 130+ Ice wolves, so using Protect from Melee is recommended for lower leveled players.
If it is your first time, there will be a dying knight near the entrance, requesting you to deliver a letter to Sir Tiffy in Falador. You can read this if you want, but you don’t have to deliver it to enter the dungeon.
Click here for a detailed map of the battlegrounds.
When you go down the rope, you will enter the main area of the GWD. It’s filled with monsters related to the gods battling each other and anyone who isn’t showing his or her allegiance to their god.
To be perfectly safe inside the GWD, you can just put on an item of every god. A cheap setup would be:
- Amulet: Armadyl pendant
- Cape: Zamorak cape
- Weapon: Ancient mace (works as Bandos item)
- Torso: Monk’s robe (works as Saradomin item)
If you're wearing something similar, you will be safe in the dungeon as long as you don’t unequip an item. If you do, all the monsters of the god you’re not wearing an item from will attack you!
The equipment suggested in this guide is only a suggestion. You can alter it to suit you best, but remember to try and take at least a Zamorak item and an item of the god's general you're going too. Cheap alternatives are Holy or Unholy symbols and Saradomin or Zamorak cape from the Mage Arena.
Apart from the slightly stronger regular monsters like Imps, Goraks and Bloodvelds, there are also a few that can only be found here.
Aviansies are Armadyl followers, and can only be ranged or maged. They are a pretty popular place for Ranged training, as you can camp there pretty much endlessly for experience and drops. Just bring a few Bones to Peaches spells or tablets, and you can heal easily.
Saradomin has a few unique monsters as well. The Knights of Saradomin and the Saradomin priests wander all over the main room, as well as their own encampment.
Bandos chose Cyclopes, Orks, giants and goblins to defend his honor.
All gods also have Spiritual rangers, mages and warriors. These monsters can be given as a Slayer assignment, and especially the Spiritual mages are a much-wanted task. With their 83 Slayer requirement, they are the only monster in RuneScape that can drop Dragon boots.
Around the main room lie the camps of the five gods, and each needs a specific skill or item to enter.
| God name | Location | Items/Levels Needed |
| Zamorak | Zamorak's Fortress. To the north, across the broken bridge |
70 Constitution to cross the bridge. Your Prayer points will be drained to 0 as soon as you to cross. |
| Saradomin | Saradomin's Encampment | 70 Agility. You must climb down two rocky walls to access the main part of the camp. |
| Armadyl | Armadyl's Eyrie, to the south. | 70 Ranged. It is seperated from the main hall by a huge chasm, but you can cross by clicking on the gong hanging above the chasm and you will be teleported across. |
| Bandos | Bandos' Stronghold, to the west. | 70 Strength. Bang on the big door and you will enter the stronghold. |
| Zaros | Ancient Prison, to the south, a bit east of the entrance to Armadyl’s Eyrie. | 70 Constitution, 70 Agility, 70 Ranged, and 70 Strength and the Frozen key. To obtain the key you need to kill the followers of the other four gods IN their camps. (About 50 kills per god). You can use the key 5 times. You can recharge it for 15K-30K coins per charge depending on your smithing level. |
Note: Please look at detailed map HERE to learn more about where monsters are.
Note: Stat boosting potions or items will NOT work.
In each camp, you will find followers as well as Zamorak minions, but there are only Zamorak monsters in Zamorak’s Fortress.
To enter to general’s rooms inside the camps, you will need 40 kills of that god. For example, you can kill 40 Aviansies to enter the room of the Armadyl general, Kree’arra.
In the above picture, you see a player who has reached the required kills to enter General Graardor's room in the Bandos' Stronghold. The color of the text will turn orange once you reach 40 kills.
The generals are always protected by three sergeants, who can drop the special armor or weapons (like Bandos armor or Zamorakian spear) and shards of the godsword blade, but only the generals can drop a hilt.
All generals have two attack styles, including one single combat and one multi-combat so every person in the room can get hit.
Inside the boss rooms is an altar, but you can only use this once every 10 minutes. The teleport function will take you just outside the boss room, though this does not mean you are out of danger if you’re not wearing the right god item!
To the west of the dungeon is Bandos' Stronghold. Simply bang on the big door to enter.
The Bandos’ Stronghold is kept by General Graardor. This giant monster is guarded by his maging
Sergeant Steelwill, his ranging Sergeant Grimspike and his melee’ing Sergeant Strongstack.
This general is one of the most popular, as he and his sergeants drop many unique items including the Bandos hilt, Bandos chestplate and Bandos tassets. He is also considered one of the easiest generals to kill.
You should always try to take a piece of Bandos and Zamorak equipment to be left alone by the monsters. You can also use the Bandos pool in Oo’glog, which will keep the Bandos followers from attacking you for an hour (except for Graardor and his sergeants.)
Setup - Tanker
As the Bandos boss can be tanked (see Strategy), most teams do so and to a great success!
As the tanker, you will have to make sure he focuses on you and have to take the hits of his secondary attack.
- Helm: Verac’s helm, Helm of neitiznot, or Guthan's helm.
- Amulet: Amulet of fury, Amulet of glory, or Zamorak stole.
- Cape: Tokhaar-Kal, Fire cape, Red or Blue cape, any trimmed skillcape, or Ardougne cloak 3.
- Weapon: Chaotic longsword/Maul/Rapier, any Godsword, Abyssal whip.
- Shield: Dragonfire shield, Blessed spirit shield, or Granite shield.
- Torso: Royal d'hide body, Bandos chestplate, Torag’s platebody, Guthan’s platebody, or Black d'hide body.
- Legs: Bandos tassets, Verac’s plateskirt, or Guthan’s chainskirt.
- Boots: Steadfast boots, Dragon boots, or Bandos boots.
- Gloves: Goliath gloves, Barrows gloves, or Void knight gloves.
- Ring: Onyx ring (i), Berserker ring (i), or Ring of life.
- Food: Saradomin brews and Super restore potions or Sharks or better and Prayer potions.
In your inventory, you should take a Super attack and Strength potion, a quick teleport out (like a Teleport to house tablet), a few Prayer potions and as much food as possible.
If possible, take a healing familiar like a Unicorn stallion, or a Beast of Burden like a Wartortoise to bring extra food.
You can use Enhanced Excalibur’s special attack to boost your Defence and heal, in addition to normal food and familiar specials.
Setup - Fighter
It will be your job to get rid of the general as soon as possible while the tanker is taking the hits. You should not get hit as much, so your setup should focus on offensive abilities rather then defensive.
- Helm: Verac’s helm, Helm of neitiznot, or Void melee helm.
- Amulet: Amulet of fury, Amulet of glory, or Zamorak stole.
- Cape: Tokhaar-Kal, Fire cape, Red or Blue cape, any trimmed skillcape, or Ardougne cloak 3.
- Weapon: Chaotic longsword/Maul/Rapier, Bandos Godsword, Abyssal whip.
- Shield: Dragonfire shield or Dragon defender.
- Torso: Bandos chestplate, Fighter torso, Rune platebody, or Void knight top.
- Legs: Bandos tassets, Verac’s plateskirt, or Void knight robe.
- Boots: Steadfast boots, Dragon boots, or Bandos boots.
- Gloves: Goliath gloves, Barrows gloves, or Void knight gloves.
- Ring: Onyx ring (i), Berserker ring (i), or Ring of life.
- Food: Saradomin brews and Super restore potions or Sharks or better and Prayer potions.
Strategy:
First things first; getting the required 40 killcount to enter the boss room. You can easily get this by killing goblins or hobgoblins near the entrance to the Stronghold, or inside.
If you run north-west immediately when you enter, you should not worry too much about monsters other then Zamorak and Bandos followers.
As mentioned before, Graardor can be tanked. This means that he will attack one person, and not switch targets as long as you don’t teleport or run away. You should use this to your advantage.
Graardor uses a single target melee attack, and a multi-target ranged attack. Therefore, the tanker should use Protect from Melee while the fighters should use Protect from Missiles in case he uses his special attack.
The tanker will have to “tank” the ranged attack, so it is essential to have a high Ranged defense bonus as well as high life points.
The first person to enter should be the tanker, while using Protect from Melee. Graardor and the sergeants will immediately attack you, so be ready to heal! The rest of the team should follow in at once and, while using Protect from Missiles, attack Graardor.
When the general is dead, you can kill off his minions, preferably starting with Sergeant Steelwill, as your armor is weak to Magic.
After they are all dead and everyone has collected the loot, you should prepare for the next fight, as you’d probably want as many kills per trip as possible.
Everyone but the tanker should stand in the north-west corner of the room, as far as possible from the place where Graardor spawns.
The tanker himself should hang around the middle, and make sure they have Protect from Melee on when he appears. Then they should attack Graardor as quickly as possible, so the rest of the team can safely come out while praying Protect from Missiles to kill off the general again.
If you’re using Guthan’s armor as a tanker, you can use it to fight Graardor as you can heal at the same time. Other team members should use their best weapons against him, but have the opportunity later on to heal a bit with Guthan’s on the sergeants when Graardor is dead.
If you’re running low on Prayer, you can use the altar inside the room to refill your Prayer points, but only once every 10 minutes.
To the north of the Dungeon lies Zamorak's Fortress. To enter, you need to jump over the broken bridge. This requires 70 Constitution and your Prayer points will be drained to 0.
The fortress is guarded by Zamorak’s giant demon K’ril Tsutsaroth. The three other demons are called Tsanon Karlak (melee), Balfrug Kreeyath (magic) and Zakl’n Gritch (ranged). All these demons count towards Lesser demon slayer tasks.
While being harder then General Graardor to fight, K’ril is still one of the more popular. This may be because he is known to drop the Zamorak hilt and Zamorakian spear.
K’ril is different than Graardor in that he can poison you for up to 160 damage and can hit through prayers.
Setup - Tanker
Like at Bandos, you can tank here.
K’ril uses melee and magic attacks, so you should try to get as much magic defense as possible. However, Armadyl armor is only recommended if you are ranging, as it gives negative melee bonuses!
- Helm: Verac’s helm, Helm of neitiznot, Torag's helmet, Zamorak, Saradomin, or Guthix coif.
- Amulet: Amulet of fury, Amulet of glory, or Zamorak stole.
- Cape: Tokhaar-Kal, Fire cape, Red or Blue cape, any trimmed skillcape, or Ardougne cloak 3.
- Weapon: Chaotic longsword/Maul/Rapier, any Godsword, Abyssal whip.
- Shield: Chaotic kiteshield, Dragonfire shield, Blessed spirit shield, or Granite shield.
- Torso: Ganodermic poncho, Karil's leathertop, Royal d'hide body, Bandos chestplate, or Black d'hide body.
- Legs: Ganodermic leggings, Verac’s plateskirt, Bandos tassets, Karil's leatherskirt, Royal d'hide chaps or Black d'hide chaps.
- Boots: Steadfast boots, Dragon boots, or Bandos boots.
- Gloves: Goliath gloves, or Barrows gloves.
- Ring: Onyx ring (i), Berserker ring (i), or Ring of life.
- Food: Saradomin brews and Super restore potions or Sharks or better and Prayer potions.
- Other: Super antipoison potions.
Important: Do NOT forget antipoison potions! K'ril will hit up to 160 with poison!
Setup - Fighter
As you will be using Protect from Magic, you can use normal armor and not get hit by the magic attacks. However, it can be wise to use a mix of armor in case your tanker dies or has to teleport out. Someone else will have to take their job then!
- Helm: Verac’s helm, Helm of neitiznot, or Void melee helm.
- Amulet: Amulet of fury, Amulet of glory, or Zamorak stole.
- Cape: Tokhaar-Kal, Fire cape, Red or Blue cape, any trimmed skillcape, or Ardougne cloak 3.
- Weapon: Chaotic longsword/Maul/Rapier, any Godsword, Abyssal whip.
- Shield: Dragonfire shield or Dragon defender.
- Torso: Barrows platebody, Bandos chestplate, Fighter torso, Black d'hide body, or Void knight top.
- Legs: Barrows legs, Bandos tassets, Black d'hide chaps, or Void knight robe.
- Boots: Steadfast boots, Dragon boots, or Bandos boots.
- Gloves: Goliath gloves, or Barrows gloves, or Void knight gloves.
- Ring: Onyx ring (i), Berserker ring (i), or Ring of life.
- Food: Saradomin brews and Super restore potions or Sharks or better and Prayer potions.
- Other: Super antipoison potions.
Note: If you bring a fighting familiar, be aware that K’ril might turn against you!
Setup - Ranger:
See the Ranged setup for Armadyl.
Strategy
Getting KC for Zamorak is extremely easy. You can simply attack the level 8 imps that walk around the dungeon.
However, you should try to stay as north as possible in the main room so you won’t have to worry about Armadyl or Saradomin followers. Near the Zamorak’s Fortress’ entrance there are only a few goblins and Zamorak minions.
As with all God Wars Dungeon generals, K’ril uses a single combat and a multi combat attack. He uses melee against the first person that attacks him (this should be the tanker), and his secondary attack is a magic spell. He can also poison you, with a starting damage of 160!
The tanker should enter first, using Protect from Melee. When he has attacked K’ril, the rest of the team should follow and start killing.
Sometimes he will hit through Protect from Melee, so keep your life points above 500. When he does this, your Prayer points will be drained as well!
When he poisons you, drink a dose of Super antipoison at once to prevent further damage. Using Super antis instead of normal prevents you from getting poisoned for a while. If you’re using a Unicorn stallion however, you can use the Unicorn’s right-click ability “Cure” to remove the effect of the poison.
Important: Even though unicorn cures the poison, it does NOT protect you from poison! That means, if you are poisoned and cure it by using your Unicorn, you might get poisoned again a few seconds later. So unicorns' abilities aren't recommended here.
The fighters should use Protect from Magic and stat boosting potions and prayers if possible.
In between kills, you can heal up and pray at the altar (though only once every 10 minutes). The fighters should stand as war away from where K’ril spawns in the north east corner, while the tanker should stay around the middle to ensure he attacks him first.
Saradomin's camp is set up on the East side of the dungeon down two rocky walls. To climb down the walls, you need 70 Agility.
The camp guarded by Commander Zilyana and her most trusted followers; Starlight (melee attacks), Growler (magic attacks) and Bree (ranged attacks).
Note: There are no tankers in Saradomin GWD. See Saradomin Strategy for more information.
Setup - Melee
The setup is pretty much the same as the one for Zamorak fighters:
- Helm: Verac’s helm, Helm of neitiznot, or Void melee helm.
- Amulet: Amulet of fury, Amulet of glory, or Zamorak stole.
- Cape: Tokhaar-Kal, Fire cape, Red or Blue cape, any trimmed skillcape, or Ardougne cloak 3.
- Weapon: Chaotic longsword/Maul/Rapier, Bandos Godsword, Abyssal whip.
- Shield: Dragonfire shield or Dragon defender.
- Torso: Bandos chestplate, Fighter torso, Rune platebody, or Void knight top.
- Legs: Bandos tassets, Verac’s plateskirt, or Void knight robe.
- Boots: Steadfast boots, Dragon boots, or Bandos boots.
- Gloves: Goliath gloves, Barrows gloves, or Void knight gloves.
- Ring: Onyx ring (i), Berserker ring (i), or Ring of life.
- Food: Saradomin brews and Super restore potions or Sharks or better and Prayer potions.
A Teleport to house tablet, a few Prayer potions and as much food as possible should be in your inventory.
As always, a healing familiar or beast of burden can be used to bring extra supplies or to heal you during the fight.
Setup - Ranger:
See the Ranged setup for Armadyl.
Getting killcount for Saradomin can take a while, as all of his followers are 100+ combat. There are often some monsters fighting Zamorakian minions though, so you can attack those without them turning against you. You can save some Prayer points and food that way.
When everyone in your team has 40 kills, turn on Protect from Magic and enter the boss room.
As soon as you enter the boss room, attack Zilyana. She has a very fast melee attack (the same speed as Throwing darts on the Rapid setting), and can easily hit 300s with it. Her secondary attack is Magical, so you should keep Protect from Magic on at all times when she is alive.
When she turns against you, you should run from corner to corner so she follows you around and can’t deal any damage. Eventually, she will turn on somebody else so you can attack her again.
Important: There are no tankers in Saradomin GWD. She can focus on anyone she wants, and change targets whenever she wants. ALL of the players need to pay full attention if they do not want to die.
Using a Zamorak godsword special attack on her as soon as possible will freeze her for a while, so you will be safe from her attacks for a bit. If she’s frozen and focused on you, stand back for a while and let the others just attack. Rangers can simply keep attacking her from a distance.
After Zilyana has died, keep using Protect from Magic and kill Growler first. Players using Guthan’s armor can heal on him in between kills.
When you’ve dealt with the other minions, the team should spread out and wait for the next spawn.
The altar can teleport you outside the General’s room and restores your Prayer once every 10 minutes.
Located at the very south of GWD lies Armadyl's Eyrie. 70 Ranged is required to cross the gap.
Armadyl's Eyrie is kept by Kree'arra and his bodyguards Wingman Skree (Magic), Flight Kilisa (Melee) and Flockleader Geerin (Ranged).
Setup
Kree’arra can not be melee’d, so you have to bring Ranged to fight him. Magic is technically possible but it is not recommended as it does not do enough damage to last long.
The equipment is pretty much the same as the Ranged outfit for Bandos:
- Helm: Pernix cowl, Armadyl helmet, Verac’s helm, Royal d'hide coif, or Helm of neitiznot.
- Amulet: Amulet of fury, Amulet of ranging, Armadyl pendant, Amulet of glory, or Zamorak or Saradomin stole.
- Cape: Ava's alerter, or Ava's accumulator.
- Quiver: Ruby bolts (e)/Diamond bolts (e) or Broad-tipped bolts.
- Weapon: Chaotic crossbow, Rune crossbow.
- Shield: Dragonfire shield Blessed spirit shield, Granite shield, Unholy book.
- Torso: Pernix body, Armadyl chestplate, Royal d'hide body, Karil's leathertop, Black d'hide body.
- Legs: Pernix chaps, Royal d'hide chaps, Armadyl plateskirt, Karil's leatherskirt, Verac’s plateskirt.
- Boots: Glaiven boots , Ranger boots or Snakeskin boots.
- Gloves: Swift gloves, Royal d'hide vambraces, Barrows gloves, Saradomin or Zamorak braces.
- Ring: Archers ring (i), Archers' ring, or Ring of life.
- Food: Saradomin brews and Super restore potions or Sharks or better and Prayer potions.
As Kree’arra cannot be tanked like Graardor or K’ril, you can take combat familiars such as titans, but healing familiars or a Beast of Burden with extra supplies will help as well of course.
You can take a Bolt pouch to bring other bolts and not lose too much inventory space. Just bring Broad-tipped bolts for getting your killcount and Diamond bolts (e) for fighting Kree'arra and his minions.
Strategy:
Get your killcount in Armadyl’s Eyrie, as you will only have to worry about Aviansies and Zamorak followers there.
Stick to the lower leveled Aviansies to save food and prayer. If you’re lucky, they will drop some cooked Swordfish or a few noted adamant bars, which can be sold later. This is also why it is such a popular place to train Ranged.
Once everybody on your team has their killcount, head to the big door in the north-west corner of the Eyrie. Make sure your coin- or lootshare is on and activate Protect from Missiles. Turning off Auto-retaliate is recommended so you can stay focused on killing the general, without getting distracted by his minions.
Don't forget to pot up before entering the boss room.
Everyone should focus their attacks on Kree as long as he is alive, and Protect from Missiles prayer must be on at all times while she is alive, or she can deal damage in excess of 700 and you will be in danger of being 1 or 2 hit.
After you disposed of the general, Flight Kilisa should be the next target as his melee attacks can do some serious damage.
After all three minions are dead, pick up your loot and stand around the area where Kree will spawn. If you stand too close however, he can do his melee attack and do some serious damage!
As at the other bosses, you can recharge your Prayer once every 10 minutes, and use the Teleport option on the altar to teleport outside the boss room.
Important Notes: Nex is combat level 1001 and is considered to be the most dangerous monster in RuneScape. If you enter her lair unprepared, you will die within seconds. Also never try to solo Nex (unless your looking for the most effective way to kill yourself.)
It is a good idea to practice yourself in bossfights and to make yourself familiar with the function keys (F1: Inventory, F2: Worn Eguipment, F3: Prayer List, F4: Magic Spellbook, F5: Combat Styles) as this can save you the split second you will need to survive.
Once through the frozen door you will find yourself in a small room without monsters; climb down the pit in the centre of the room.
Once down you are in another safe room. Make sure you have full lifepoints and have drunk from your potions before you leave this area because in the next room there are strong monsters waiting to kill you.
When you are ready, enter the tunnel. In the main room there are Ancient Rangers, Ancient Mages, Ancient Warriors, and Blood reavers. (The latter can hit through prayer but with reduced damage.)
The monsters in this room will be agressive unless your defensive armor stats exceed 250 e.g. 250 Ranged defence will prevent the Ancient rangers from attacking.
When you have your killcount, you can enter the barrier room where you can bank with Ashuelot Reis and prepare for Nex. Once ready, banish the prison barrier and enter Nex's prison.
Note: You don’t have to get the killcount to enter the bank room. If you wear Ancient Ceremonial robes, you don’t have to kill the monsters, but ALL of them will be aggressive and these robes don’t have any stats. So prayer and food are recommended.
Setup
You will be using ranged and melee to kill Nex as magic is very inaccurate. There are two options: use Void or use Pernix/Armadyl. The latter is recommended because defensive stats are more important than offensive ones.
- Helm: Pernix cowl > Armadyl helmet
- Amulet: Amulet of fury > Amulet of glory
- Cape: Ava’s alerter > Ava’s accumulator
- Quiver: Diamond bolts (e) (500+)
- Weapon: Chaotic crossbow > Rune crossbow
- Shield: Divine Spirit shield/Elysian Spirit shield/Spectral Spirit shield/Eagle-Eye kiteshield
- Torso: Pernix body > Armadyl chestplate
- Legs: Pernix chaps > Armadyl chainskirt
- Boots: Glaiven boots > Ranger boots > Dragon boots
- Gloves: Swift gloves > Goliath gloves > Culinoromancer gloves 10
- Ring: Onyx ring (i) > Dragonstone ring (i) > Tokkul-Zo
Note:If using void replace Armadyl/Pernix and gloves by void armour.
Inventory:
- Staff of light (when tanking)
- Dragon claws
- Melee weapon (preferably chaotic) (optional)
- Ruby bolts (e) (500+)
- Antipoison (the stronger the better)
- 3 Recover Special
- 3 Overload
- 3 Prayer renewals
- Saradomin Brews and Super restores (3 brews per 2 restores)
Beast of Burden:(preferably pack yak) Saradomin Brews and Super restores
I also suggest you use the normal prayerbook with Rigour unlocked as you will be ranging most of the time.
Strategy
Nex is very strong and has one of the most complicated attack patterns ingame. As a result this guide is only a general guideline. Every team has their own strategies and tricks.
General strategy:
Have your sound on as Nex will literally shout which special attack she will do.
Nex will attack the person with the lowest magic level first. Or she attacks the person who is the furthest away from her. So the tanker should use fewer super restores so his/her magic level is lower and Nex will attack him/her.
You should use ruby bolts (e) to damage Nex and kill her minions. Switch to diamond bolts (e) for her last phase. (The part where she starts praying.) If you brought a melee weapon, you can attack her minions with melee as they are wearing magic armour.
The tank always uses Protect from Melee. The others use Protect from Magic. Always use the Rigour prayer.
Always stay together so Nex won’t run around the room as this will only make the fight longer.
Summary/Reminder Version
| Smoke Phase |
| Stay in the center. |
| First use Dragon claws special attacks. If you brought a melee weapon, you can use it in this phase. |
| Kill Fumus (northwest). |
| Shadow Phase |
| Stay in the nothern half of the room. |
| Keep your distance. |
| Kill Umbra (northeast). |
| Blood Phase |
| Stay southeast. |
| Don't attack during siphon. |
| Use special attacks and drink recovery special. |
| Kill Cruor (southeast). |
| Ice Phase |
| Stay southEAST. |
| Free allies in icicles. |
| Run away from "Contain this!" Use ranged untill the wall disappears, then contiue with melee (if you brought a melee weapon). |
| Kill Glacies (southwest). |
| Curses Phase |
| Death dot where Glacies was. |
| Use Staff of Light special attack when tanking. |
| Finish her and run away from her Wrath. |
Initial Phase
Once you have passed the barrier and entered her prison, Nex will appear in the centre and summon her four mages - Fumus (smoke), Umbra (shadow), Cruor (blood) and Glacies (ice); one in each corner of the room. This phase lasts for around 20 seconds and she will be unagressive.
Smoke Phase
During this phase you want to be in melee distance of Nex. If everyone is close enough, she will use few magic attacks and melee the tank.
First thing to do is using your Dragon claws special on her.
Nex uses melee and some kind of Smoke Barrage, which will poison you starting at 88.
Get her to 4/5 lifepoints and then kill Fumus (northwest).
Keep your lifepoints as high as possible as a single hit can do over 700 damage.
Note: If you have the virus when Fumus is dead, run away from your team and wait till it disappears before joining the fight again.
Also keep an eye out for the special attacks listed below.
| Nex' shouts | Effect of special attack | How to avoid |
| Let the virus flow through you! | One of the players will get the virus. It will spread to players that are standing next to that player. This virus will hit you, lower your combat stats and drain your prayer points. | Just ignore the virus, snip from your super restore when needed and hold your position. You don’t want Nex to use magic often. |
| There is… NO ESCAPE! | Nex will fly through one of the paths and she will hit anyone in her way. Possibly hitting over 700 damage. | As you are standing on the crossroads, just run a few steps aside. She will return to the center, attack her again. |
| None | Nex will pull you to her, disabling your prayers. | Just toggle your prayers back on and continu fighting. |
Shadow phase
Now you have to move away from her as the closer you are, the more you get hit. If your screen gets darker, you have to take more distance.
Nex will use some kind of Shadow barrage and melee. Use protect from melee if you are the tank or if she is focusing on you.
It is recommended to stay in the northern half of the room so Nex won’t run around randomly.
Get Nex to 3/5 lifepoints and kill Umbra (northeast) whilst praying against magic as this minion can hit about 200.
Keep your lifepoints over 700.
| Nex' shouts | Effect of special attack | How to avoid |
| Fear the shadow! | Shadow traps appear under every player. After a second you will get hit up to 700 lifepoints. | Move away from your position, but don’t run over other people’s traps as you can get hit by EVERY trap. If you are to late to move and Nex hits you with a Shadow barrage, you can go from max lifepoints to none in 2 secondes. |
| Embrace darkness! | The room turns dark and everyone close to Nex will get hit for a large amount of damage. | As you are ranging from a safe distance, you won’t have problems with this attack. |
Blood phase
Time to use your dragon claws again. Spec as much as you can, using recovery potions when needed.
Try to stay together in the southeastern corner so Nex won’t run trough the room chasing someone.
You’d better use protect from magic as Nex uses a kind of blood barrage.
Also keep your prayer points as low as possible. Many of her attacks will HALVE your prayer points, so the lower your points are, the fewer you will lose.
Get Nex to 2/5 lifepoints and kill Cruor (southeast). Try not to stand on one spot so Nex won’t heal to much using her blood barrage.
| Nex' shouts | Effect of special attack | How to avoid |
| I demand a blood sacrifice! | Nex will cast a blood barrage on someone, halving your prayer points and healing herself. | A message in your chatbox will advise you to run away. Don’t do it! It’s very hard to dodge this attack, so you will only cause Nex to run around, making the fight longer. |
| A siphon will solve this! | Nex will kneel down for about 3 secondes and summon up to three blood reavers. All damage done to her during this time will HEAL her. She will also kill the blood reavers from the last siphon and heal herself with their remaining lifepoints. | Stop attacking Nex! Instead hit the blood reavers so the next siphon will heal Nex less. |
Ice Phase
Stay in a group where the blood mage Cruor was so you can free your team members from the icy prison. Keep your prayer points low as Nex’ ice barrages drain your prayer points. The more points you have, the more you will lose.
Get Nex to 1/5 lifepoints and kill Glacies (southwest).
| Nex' shouts | Effect of special attack | How to avoid |
| Contain this! | Nex will make a 2x2 box surrounded by ice around her. If you are caught inside your prayers will be disabled and you will take some damage. | Just get away from her. If you are trapped, be ready to heal and put your prayer back on. |
| Die now, in a prison of ice! | Nex will freeze a player in a some stalagmites. The player himself can’t break his prison but the others can. If the player is still in the prison after 3 secondes, he will get hit up to 800 damage and his prayers will be disabled. | If you are in the prison, heal to or above maximum lifepoints and spam click outside the box so you will move as soon as you are free. If one of your team mates is trapped, free him by clicking on the stalagmites. |
Curses phase
Nex will only use her normal magic and melee attacks, but these are more powerfull.
She will also use Soul Split, Defect Melee, no prayer, Soul Split, Deflect Melee, no prayer, ect.
Death dot (=standing on the same square) where Glacies was, forcing Nex to come close and to use melee most of the time.
When your tanking, it’s time to use your Staff of light’s special attack, halving all melee damage for the next minute. If you are using your Dragon claws special attack, be carefull to attack only when Nex isn’t using Deflect Melee.
| Nex' shouts | Effect of special attack | How to avoid |
| NOW, THE POWER OF ZAROS! | (only at the start of this phase) Nex will heal 6,000 lifepoints at the start of the phase and activate Turmoil, boosting her Attack, Strength, and Defence while lowering yours. | You can't. |
| Taste my wrath! | When she dies, Nex will activate Wrath. | Run away from her and keep your lifepoints high if Nex is almost dead as this attack can deal up to 600 damage to all nearby players. |
Death at God Wars Dungeon can be very annoying, as you will probably have to get your killcount again to get to your grave. The grave spawns where you died, even if this is inside a boss room.
If your friends bless your grave however, you can easily get back there in time before it disappears. Especially at Bandos and Zamorak, where the killcount is easy to get.
The Godsword
Godswords are one of the most powerful swords in RuneScape. They are made by forging 4 Godsword shards and a special hilt.
| Attack: Stab +0, Slash +132, Crush +80, Mage +0, Range +0 Defence: Stab +0, Slash +0, Crush +0, Mage +0, Range +0 Other: Strength +132, Prayer +8 |
| Name | Special Attack | Effect |
| Armadyl | The Judgement | Inflicts 25% more damage |
| Bandos | Warstrike | Inflicts 10% more damage. It also drains all combat stats until they reach 0. Stats are drained in this order: Defence, Strength, Prayer, Attack, Magic, Range |
| Saradomin | Healing Blade | Restores half the damage done to your hitpoints and a quarter to your prayer. A minimum of 10 hitpoints and 5 prayer points will be recieved |
| Zamorak | Ice Cleave | Freezes your opponent for 20 seconds |
Note: Below you will see which God can drop what. All of the bosses will drop a unique hilt to themselves. So for example, Graardor, the Bandos general, has a chance of dropping a Bandos hilt. Only generals can drop hilts, however, all of the monsters in the boss room can drop the items listed below.
Bandos
| Item Name | Stats |
| Bandos boots | Attack: Stab +0, Slash +0, Crush +0, Magic -5, Ranged -3 Defence: Stab +17, Slash +18, Crush +19, Magic +0, Ranged +0, Summoning +15 Other: Strength +0, Prayer +1 |
| Bandos chestplate | Attack: Stab +0, Slash +0, Crush +0, Magic -15, Ranged -10 Defence: Stab +98, Slash +93, Crush +105, Magic -6, Ranged +133, Summoning +52 Other: Strength +4, Prayer +1 |
| Bandos tassets | Attack: Stab +0, Slash +0, Crush +0, Magic -21, Ranged -7 Defence: Stab +71, Slash +63, Crush +66, Magic -4, Ranged +93, Summoning +25 Other: Strength +2, Prayer +1 |
| Bandos gloves | Attack: Stab +10, Slash +14, Crush +10, Magic -1, Ranged -1 Defence: Stab +16, Slash +12, Crush +12, Magic -2, Ranged +12, Summoning +0 Other: Strength +12, Prayer +1 |
| Bandos helmet | Attack: Stab +0, Slash +0, Crush +0, Magic -6, Ranged -2 Defence: Stab +58, Slash +48, Crush +49, Magic -3, Ranged +53, Summoning +0 Other: Strength +1, Prayer +1 |
| Bandos warshield | Attack: Stab +0, Slash +0, Crush +0, Magic -8, Ranged -12 Defence: Stab +61, Slash +65, Crush +62, Magic -5, Ranged +64, Summoning +0 Other: Strength +2, Prayer +1 |
Zamorak
| Item Name | Stats |
| Zamorakian spear | Attack: Stab +85, Slash +65, Crush +65, Magic +0, Ranged +0 Defence: Stab +13, Slash +13, Crush +12, Magic +0, Ranged +13, Summoning +0 Other: Strength +75, Prayer +2 |
| Steam battlestaff | Attack: Stab +7, Slash -1, Crush +28, Magic +10, Ranged +0 Defence: Stab +2, Slash +3, Crush +1, Magic +10, Ranged +0, Summoning +0 Other: Strength +35, Prayer +0 |
| Boots of subjugation | Attack: Stab +0, Slash +0, Crush +0, Magic +6, Ranged -2 Defence: Stab +0, Slash +0, Crush +0, Magic +4, Ranged -2, Summoning +0 Other: Strength +0, Prayer +1, Magic damage 1% |
| Garb of subjugation | Attack: Stab +0, Slash +0, Crush +0, Magic +31, Ranged -10 Defence: Stab +35, Slash +30, Crush +56, Magic +40, Ranged -6, Summoning +0 Other: Strength +0, Prayer +1, Magic damage 3% |
| Gloves of subjugation | Attack: Stab +0, Slash +0, Crush +0, Magic +7, Ranged -2 Defence: Stab +2, Slash +2, Crush +7, Magic +7, Ranged -3, Summoning +0 Other: Strength +0, Prayer +1, Magic damage 1% |
| Hood of subjugation | Attack: Stab +0, Slash +0, Crush +0, Magic +7, Ranged -3 Defence: Stab +12, Slash +8, Crush +14, Magic +8, Ranged -3, Summoning +0 Other: Strength +0, Prayer +1, Magic damage 1% |
| Gown of subjugation | Attack: Stab +0, Slash +0, Crush +0, Magic +23, Ranged -7 Defence: Stab +26, Slash +24, Crush +34, Magic +25, Ranged -4, Summoning +0 Other: Strength +0, Prayer +1, Magic damage 2% |
| Ward of subjugation | Attack: Stab +0, Slash +0, Crush +0, Magic +16, Ranged -10 Defence: Stab +39, Slash +28, Crush +44, Magic +3, Ranged -2, Summoning +0 Other: Strength +0, Prayer +1, Magic damage 1% |
Saradomin
| Item Name | Stats |
| Saradomin sword | Attack: Stab +0, Slash +82, Crush +60, Magic +0, Ranged +0 Defence: Stab +0, Slash +0, Crush +0, Magic +0, Ranged +0, Summoning +0 Other: Strength +82, Prayer +2 |
| Saradomin's hiss | Attack: Stab +0, Slash +0, Crush +0, Magic +16, Ranged +0 Defence: Stab +0, Slash +0, Crush +0, Magic +0, Ranged +0, Summoning +0 Other: Strength +0, Prayer +1, Magic damage 12% |
| Saradomin's murmur | Attack: Stab +0, Slash +0, Crush +0, Magic +0, Ranged +18 Defence: Stab +0, Slash +0, Crush +0, Magic +0, Ranged +0, Summoning +0 Other: Strength +0, Prayer +1 |
| Saradomin's whisper | Attack: Stab +0, Slash +0, Crush +0, Magic +0, Ranged +0 Defence: Stab +0, Slash +0, Crush +0, Magic +0, Ranged +0, Summoning +0 Other: Strength +12, Prayer +1 |
| Armadyl crossbow | Attack: Stab +0, Slash +0, Crush +0, Magic +0, Ranged +105 Defence: Stab +0, Slash +0, Crush +0, Magic +0, Ranged +0, Summoning +0 Other: Strength +0, Prayer +1 |
Armadyl
| Item Name | Stats |
| Armadyl helmet | Attack: Stab -5, Slash -5, Crush -5, Magic -5, Ranged +10 Defence: Stab +6, Slash +8, Crush +10, Magic +10, Ranged +8, Summoning +12 Other: Strength +0, Prayer +1 |
| Armadyl chestplate | Attack: Stab -7, Slash -7, Crush -7, Magic -15, Ranged +33 Defence: Stab +56, Slash +48, Crush +61, Magic +70, Ranged +57, Summoning +52 Other: Strength +0, Prayer +1 |
| Armadyl plateskirt | Attack: Stab -6, Slash -6, Crush -6, Magic -10, Ranged +20 Defence: Stab +32, Slash +26, Crush +34, Magic +40, Ranged +33, Summoning +25 Other: Strength +0, Prayer +1 |
| Armadyl boots | Attack: Stab +0, Slash +0, Crush +0, Magic -10, Ranged +8 Defence: Stab +2, Slash +1, Crush +5, Magic +2, Ranged +0, Summoning +0 Other: Strength +0, Prayer +1 |
| Armadyl gloves | Attack: Stab +0, Slash +0, Crush +0, Magic -10, Ranged +15 Defence: Stab +3, Slash +3, Crush +5, Magic +8, Ranged +4, Summoning +0 Other: Strength +0, Prayer +1 |
| Armadyl buckler | Attack: Stab -2, Slash -2, Crush -2, Magic -4, Ranged +2 Defence: Stab +45, Slash +48, Crush +68, Magic +22, Ranged +45, Summoning +0 Other: Strength +0, Prayer +1 |
Zaros
| Item Name | Stats |
| Torva full helm | Attack: Stab +0 Slash +0 Crush +0 Magic -7 Ranged -3 Defence: Stab +68 Slash +73 Crush +65 Magic -2 Ranged +74 Summoning +17 Other: Strength +3 Prayer +1 |
| Torva platebody | Attack: Stab +0 Slash +0 Crush +0 Magic -31 Ranged -11 Defence: Stab +156 Slash +140 Crush +120 Magic -10 Ranged +160 Summoning +165 Other: Strength +4 Prayer +1 |
| Torva platelegs | Attack: Stab +0 Slash +0 Crush +0 Magic -21 Ranged -8 Defence: Stab +112 Slash +100 Crush +95 Magic -5 Ranged +125 Summoning +65 Other: Strength +2 Prayer +1 |
| Torva boots | Attack: Stab +1 Slash +1 Crush +1 Magic -5 Ranged -5 Defence: Stab +22 Slash +23 Crush +24 Magic -10 Ranged +0 Summoning +0 Other: Strength +4 Prayer +1 |
| Torva gloves | Attack: Stab +13 Slash +15 Crush +13 Magic -5 Ranged -5 Defence: Stab +18 Slash +16 Crush +16 Magic -5 Ranged +14 Summoning +0 Other: Strength +13 Prayer +1 |
| Pernix cowl | Attack: Stab -6 Slash -6 Crush -6 Magic -10 Ranged +14 Defence: Stab +10 Slash +10 Crush +15 Magic +9 Ranged +13 Summoning +17 Other: Strenght +0 Prayer +1 |
| Pernix body | Attack: Stab -8 Slash -8 Crush -8 Magic -15 Ranged +35 Defence: Stab +65 Slash +50 Crush +68 Magic +75 Ranged +60 Summoning +65 Other: Strenght +0 Prayer +1 |
| Pernix chaps | Attack: Stab -6 Slash -6 Crush -6 Magic -15 Ranged +25 Defence: Stab +38 Slash +27 Crush +40 Magic +47 Ranged +38 Summoning +32 Other: Strength +0 Prayer +1 |
| Pernix boots | Attack: Stab +0 Slash +0 Crush +0 Magic -12 Ranged +11 Defence: Stab +4 Slash +4 Crush +4 Magic +4 Ranged +1 Summoning +32 Other: Strength +0 Prayer +1 |
| Pernix gloves | Attack: Stab +0 Slash +0 Crush +0 Magic -10 Ranged +17 Defence: Stab +5 Slash +5 Crush +5 Magic +10 Ranged +5 Summoning +0 Other: Strength +0 Prayer +1 |
| Virtus mask | Attack: Stab +0 Slash +0 Crush +0 Magic +9 Ranged -3 Defence: Stab +20 Slash +18 Crush +20 Magic +9 Ranged -1 Summoning +17 Other: Strength +0 Prayer +1 |
| Virtus robe top | Attack: Stab +0 Slash +0 Crush +0 Magic +36 Ranged -11 Defence: Stab +63 Slash +50 Crush +70 Magic +36 Ranged +0 Summoning +65 Other: Strength +0 Prayer +1 |
| Virtus robe legs | Attack: Stab +0 Slash +0 Crush +0 Magic +26 Ranged -8 Defence: Stab +38 Slash +40 Crush +40 Magic +26 Ranged +0 Summoning +32 Other: Strength +0 Prayer +1 |
| Virtus gloves | Attack: Stab +0 Slash +0 Crush +0 Magic +8 Ranged -4 Defence: Stab +6 Slash +6 Crush +6 Magic +8 Ranged -6 Summoning +0 Other: Strength +0 Prayer +1 |
| Virtus boots | Attack: Stab +0 Slash +0 Crush +0 Magic +8 Ranged -4 Defence: Stab +0 Slash +0 Crush +0 Magic +6 Ranged -4 Summoning +0 Other: Strength +0 Prayer +1 |
Dragon boots
These are dropped by the Spiritual Mages, found in the Main Room and the God lairs. They require a Slayer level of 83 to kill.
All the gods have their own Spiritual warriors/rangers/mages.
| Item Name | Image | Stats Bonuses |
| Dragon boots | ![]() |
Attack: Stab +0, Slash +0, Crush +0, Mage -3, Range -1 Defence: Stab +16, Slash +17, Crush +18, Mage +0, Range +0 Other: Strength +4, Prayer +0 |
Good luck and have fun!
This Special Report was written by Ghou and Zaros Ultor. Thanks to Atod, Sccrluk9, Jett_Man, Tuo_Templar, Dea-Proximo, axeking187, Jakesterwars, Tokenblack20, Crypto416, Sir Brendan8, Sailorscoutx, 4everawake, Richie_S, Scorpia126, Cyberp0lice, Darkblitz, Ludo, Alfawarlord, Bazzy, Egekalaycan, watkinsted, and Javezz for corrections.
This Special Report was entered into the database on Sun, Dec 02, 2007, at 12:30:24 AM by Jakesterwars, and it was last updated on Wed, Sep 19, 2012, at 07:05:38 PM by Javezz.
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