The short version
30-second read- Most accounts start at General Graardor. His door only asks for 70 Strength, the fight has no phases, and bones to peaches keeps trips going.
- Combat Achievement tiers cut the kill count. It drops to 35 at Hard, 30 at Elite, 25 at Master and 15 at Grandmaster.
- Leaving the dungeon resets every count. Entering a boss room spends it, and if you also hold an ecumenical key, the count is used and the key kept.
- The Easy Combat Achievement tier can replace Troll Stronghold. It gives Ghommal's hilt 1, with three daily teleports to the dungeon entrance.
God Wars Dungeon at a Glance
The God Wars Dungeon (GWD) is north of Trollheim and holds four generals, one for each god, plus Nex behind the Frozen Door. Getting in needs Troll Stronghold done up to beating Dad (or the Easy Combat Achievement tier), 60 Strength or 60 Agility for the boulder at the entrance, and a rope the first time. Each general then has its own stat gate, and every boss room needs 40 kills of that god's followers, which the game now calls essence, or an ecumenical key.
The generals drop some of the most used mid-game gear in Old School: Bandos chestplate and tassets, the Armadyl set and the Armadyl crossbow, the Zamorakian spear and staff of the dead, and the four godsword hilts. Nex is a team boss and drops Torva, the nihil horn and the ancient hilt.
| Boss | Where | Stat gate | Kill count | Notable reward |
|---|---|---|---|---|
| General Graardor | Bandos' Stronghold (north-west) | 70 Strength (no boosts) and a hammer | 40 Bandos | Bandos chestplate, tassets and boots, bandos hilt |
| K'ril Tsutsaroth | Zamorak's Fortress (north-east) | 70 Hitpoints (boostable) | 40 Zamorak | Zamorakian spear, staff of the dead, zamorak hilt |
| Commander Zilyana | Saradomin's Encampment (south-east) | 70 Agility (no boosts), two ropes the first time | 40 Saradomin | Armadyl crossbow, Saradomin sword, saradomin hilt |
| Kree'arra | Armadyl's Eyrie (south-west) | 70 Ranged, a crossbow and a mithril grapple | 40 Armadyl | Armadyl helmet, chestplate and chainskirt, armadyl hilt |
| Nex | Ancient Prison, behind the Frozen Door | The Frozen Door (Desert Treasure I, plus 70 Agility, Hitpoints, Ranged and Strength) | 40 Zarosian essence | Torva armour, nihil horn, zaryte vambraces, ancient hilt |
Entry Requirements
These get you into the main dungeon. The table above covers each general's own door.
| Requirement | Detail |
|---|---|
| Quest | Troll Stronghold, completed up to defeating Dad. Completing the Easy Combat Achievement tier also works and gives you Ghommal's hilt 1, which has three daily teleports to the dungeon entrance. |
| Entrance boulder | 60 Strength (a Strength potion boost works) or 60 Agility. |
| Rope | One, the first time you climb down the hole. |
| The walk in | Climbing boots, unless you teleport in with Trollheim Teleport (61 Magic and Eadgar's Ruse) or Ghommal's hilt. |
| God items | Wear at least one item for each god and that god's followers leave you alone in the main dungeon. Put them on before you go down. |
| Death Plateau | Needed before Troll Stronghold, so you only skip it by entering through the Easy Combat Achievement tier. Slayer masters will not give GWD boss tasks or aviansie tasks without it. |
Inside, Bandos' Stronghold is to the north-west, Zamorak's Fortress to the north-east, Saradomin's Encampment to the south-east and Armadyl's Eyrie to the south-west. The Frozen Door to Nex is on the south side of the main chamber. Crossing the ice bridge into Zamorak's Fortress drains your prayer to 0, so restore before you need it.
Kill Count (Essence) Explained
Kill count is how many of a god's followers you have killed since you came down the rope. The kill count overlay was renamed Essence in October 2021; the mechanic did not change. The rules are the same for all four generals:
- You need 40 to open a general's door. Completing Combat Achievement tiers lowers it: 35 at Hard, 30 at Elite, 25 at Master and 15 at Grandmaster.
- Each count is per god, and the generals and their bodyguards count toward their own god's total.
- Entering the boss room spends it. If you have both enough kill count and an ecumenical key, the kill count is used and the key is kept.
- Leaving the dungeon resets every count to zero, so a bank trip means starting again.
- An ecumenical key skips the count for any of the five boss rooms, Nex included. Keys drop at 1/60 from monsters in the Wilderness God Wars Dungeon, improving to 1/40 at the Grandmaster tier, and you can also make one from 50 shards that Nex drops. You can hold three, four with the Medium Wilderness Diary and five with the Hard one.
- From the Hard tier up you can rent a private instance of a general's room for 150,000 coins, which drops to 125,000, 100,000 and 75,000 at Elite, Master and Grandmaster.
Nex is slightly different. Her Zarosian followers can give more than one essence each, so you need fewer than 40 kills.
Which Faction to Start With
Graardor and K'ril are the usual first generals. Graardor's door only asks for Strength, and his room pays you back in bones for bones to peaches. K'ril has the softest gate because his Hitpoints requirement can be boosted, but nothing in his room drops bones and his prayer smash halves your prayer. Zilyana needs 70 Agility and a kiting habit, and Kree'arra needs strong ranged gear or a stack of chinchompas.
The armour each faction drops decides which one is worth your kill count. If you want a specific piece, go to the boss that drops it rather than the easiest one.
What Each God Wars Boss Tests
The God Wars bosses do not test the same thing, which is why gear that carries you through one can leave you stuck on another. Each fight's defining demand:
| Fight | Difficulty | What it tests |
|---|---|---|
| General Graardor | 3 / 5 | Holding Protect from Melee and a health floor of 60 |
| K'ril Tsutsaroth | 3 / 5 | Prayer and poison management |
| Commander Zilyana | 4 / 5 | Kiting and run energy |
| Kree'arra | 4 / 5 | Ranged or magic damage against high defence |
General Graardor: prayer discipline
Level 624 with 255 hitpoints. Two attacks in three are a melee punch that hits up to 60, and the third is a ranged slam that hits up to 35 on everyone in the room. Whoever he is attacking prays Protect from Melee; everyone else prays Protect from Missiles.
- Keep your health above 60 so a punch and a sergeant hit can never add up to a death.
- His three sergeants target whoever hit Graardor last, so fast weapons pull them onto you.
- Graardor and the sergeants drop bones, so bones to peaches stretches every trip.
- Uniques: chestplate, tassets and boots at 1/381 each, bandos hilt at 1/508.
K'ril Tsutsaroth: prayer management
Level 650 with 255 hitpoints. His melee hits up to 46 and can poison, his magic hits up to 30, and if you pray melee, one melee attack in nine becomes a prayer smash that hits 35 to 49 and halves your remaining prayer.
- Restore prayer after the ice bridge, which drains it to 0.
- He counts as a greater demon, so demonbane weapons and greater demon Slayer tasks both apply.
- He and his bodyguards drop ashes, so there are no peaches here.
- Uniques: Zamorakian spear and steam battlestaff at 1/127, staff of the dead and zamorak hilt at 1/508.
Commander Zilyana: kiting
Level 596 with 255 hitpoints. She attacks every 2 ticks (1.2 seconds) for up to 27 with melee or 20 with magic, but only when she is next to you, so ranged players run laps of her room with Protect from Magic on.
- 70 Agility cannot be boosted, and the first visit costs two more ropes.
- Bree, her ranged bodyguard, is most of the damage a clean kite takes.
- Run energy is the real supply: carry stamina potions or learn an energy-neutral tile pattern.
- Uniques: Saradomin sword at 1/127, Saradomin's light at 1/254, Armadyl crossbow and saradomin hilt at 1/508.
Kree'arra: ranged and magic only
Level 580 with 255 hitpoints, and he flies, so ordinary melee cannot hit him. His ranged tornado hits every player in the room for up to 69, so Protect from Missiles stays on until he dies.
- Bring a crossbow and a mithril grapple to cross into the Eyrie, plus 70 Ranged.
- Chinchompas thrown at Flight Kilisa splash onto him, which gets around his high defence.
- He and his bodyguards count for aviansie Slayer tasks.
- Uniques: Armadyl helmet, chestplate and chainskirt at 1/381 each, armadyl hilt at 1/508.
FAQ
How much kill count do you need in God Wars Dungeon?
40 kills of the matching god's followers for each general. Combat Achievements cut it to 35 at Hard, 30 at Elite, 25 at Master and 15 at Grandmaster. An ecumenical key skips it.
What is essence in God Wars Dungeon?
Essence is the current in-game name for kill count. The mechanic did not change: kill a god's followers, then spend the count at that god's door.
Which God Wars boss is easiest?
General Graardor for most accounts. His door needs 70 Strength, the fight has no phases, and bones to peaches keeps trips going. K'ril's Hitpoints gate can be boosted, but his prayer management is harder.
Do I need kill count every trip?
Yes. Entering the room spends it and leaving the dungeon resets it, so killing followers on the way in is part of every trip unless you use an ecumenical key.
Do the bloodvelds in God Wars Dungeon count for kill count?
Yes, for Zamorak only. The bloodvelds, imps, goraks and hellhounds in the dungeon are Zamorak followers, so they count toward K'ril's door and nothing else.
Still stuck on a mechanic? Ask the team on our Discord, it is free.
Bottom Line
Get into the dungeon with Troll Stronghold (or the Easy Combat Achievement tier), 60 Strength or Agility and a rope. Pick a general by the stat gate you already meet and the drop you want, wear a god item for each faction, and plan on 40 kills per entry or an ecumenical key.
Most accounts start at General Graardor. The ceiling is Nex, which needs Desert Treasure I, all four 70s and The Frozen Door.
If you want Bandos kills without learning the room yourself, our General Graardor service is played by hand. Each row in the tables above links to its own guide for mechanics, gear and drops.
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