Heart of Gielinor

Introduction

BannerHoG

Unearthed in the desert, the Heart of Gielinor lays home to generals of gods old and new, representing a struggle between the gods of Seren, Zamorak, Zaros, and Sliske. It is here that you can fight these four generals, and ultimately, an even greater power housed in the centre of the Heart of Gielinor. Bountiful rewards await you, including several sets of unique weapons possessing tier 90 accuracy and tier 80 damage, and requiring level 85 in their respective skill to wield. There are also four different tier 80 anima core armour sets - in Melee, Ranged, Magic, and Hybrid styles - that can be upgraded further using rewards unlocked within the Heart.

Similar to the first God Wars Dungeon, you'll need to kill followers of the corresponding god to unlock access to their chambers. You will need 40 kills once again to buy an hour of time within their chamber, but note this is the only cost. There is no coin fee to enter the instance. As an added boon, this time around, there are a couple advantages conferred when seeking killcount. First, killcount persists between trips; that is, you can leave and return as you wish and it will not deplete. Secondly, there is a multiplier effect for stringing kills together. If you kill creatures quickly, the next kill counts for an extra 10%, up to a multiplier of three times! This helps to speed things up substantially. There is also a reward cutting required killcount in half, from 40 to 20.

The Heart of Gielinor can be reached by travelling through the desert, but travel time can be cut down significantly by using a Heart teleport to place you directly in the lobby. Note that completing the "Tales of the God Wars" miniquest is required to use this tablet.

This guide focuses on normal mode for the four generals of the Heart - Telos and challenge mode will be detailed in future pages.

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Heart of Gielinor Lobby

When entering or teleporting to the Heart of Gielinor, you will be placed in a lobby area. Although there is no bank here, it serves as a safe area as you cannot be attacked by any of the four factions' followers. Here, you can also check how much reputation you have with each of the factions, and talk to each of their representatives. These are:

  • Gregorovic's Chosen: Representative for Sliske.
  • Helwyr's Chosen: Representative for Seren.
  • Vindicta's Chosen: Representative for Zaros.
  • Furies' Chosen: Representative for Zamorak.

You can talk to the appropriate one to reclaim any past rewards you may have discarded. Also, Seals from defeated bosses can be handed in to a different faction through one of these representatives to gain reputation with that faction. You cannot hand in seals to the faction whose boss you just defeated (i.e., no giving Seal(s) of the Furies to Zamorak).

You will also see Feng, the Bounty Master here. If you talk to him and tell him which faction you fight for, he will give you a bounty. This is an assignment to kill 100 followers of a different faction. Alternatively, you can kill the boss of that faction, and each boss kill will count for 25 kills. When you have completed your assignment, you talk to him again to "turn it in" (though there is no physical item to hand in) and receive some reputation as a reward. Initially, you have 5 bounties, and these will be replenished at a rate of one per day at reset time. Should you change your mind about carrying out a certain bounty, you can cancel it and ask for a new one, at the cost of one of your current bounties.

Soothsayer Sibil is also in the area, and you can talk to her regarding a couple of options for Telos, i.e. resetting its enrage mechanic or collecting your loot. Below is a map of the area.

HeartMap
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Sliske's Necropolis

SliskeNecropolis

Requirements: 80 Prayer

Location: North-east corner

Sliske's Necropolis is home to Gregorovic, a nasty manifestation of Sliske's will. Of the four Heart of Gielinor generals, Gregorovic is arguably the most difficult to take on. His combat level varies throughout the fight, taking on random levels from 1-999, but this is purely a cosmetic change. In addition to his normal auto attacks (ranged, or melee if you stray to close), he has a number of special attacks. It is recommended to use a halberd-style weapon such as a Noxious scythe if opting to melee, since melee hits will add up to more significant damage. His attacks are outlined below:

GregSpirits Periodically throughout his attack rotation, Gregorovic will summon a Spirit of Rage, Spirit of Delirium, or Spirit of Mania. The spirits will drift over from one of the three masks located in the arena. If the spirit touches Gregorovic before the player deals damage to them, he will acquire its effect: the Spirit of Rage increases his damage, the Spirit of Delirium increases poison damage, and Spirit of Mania increases his attack speed, so you'll have to deal with specials more frequently. It's recommended to keep Gregorovic near the mask of delirium (in the northern portion of the arena), as poison damage can be nullified through either the Venomblood Invention perk or Antipoison++ (4). Note if you opt to distract spirits, you have to deal damage or it will not count.
GregGlaiveThrow Spots will appear on the ground in scattered places. Standing underneath them will cause you to take multiple magic-based hits in quick succession. One must move a couple space off the tiles to avoid the assault. With this in mind, one should not trigger channeled abilities shortly before this attack, as either the attack or a substantial portion of food will be wasted.
GregClones Twice during the fight, Gregorovic will summon Shadow Clones. These are "copies" of the boss with 3,000 life points, and Gregorovic can switch places with them freely. He has a tendency to favor doing this frequently, so one should aim to keep a distance of two squares from all the clones and dispatch them quickly, lest a melee autoattack or trick knives catch a player off-guard and deal a large amount of damage when they switch places. Two clones will appear when Gregorovic reaches 140,000 life points, and three when he is down to 60,000 life points.
GregTrickKnife Three attacks will hit the player. These are all 100% accuracy, but they can be mitigated by defensive abilities as usual. It should be noted that they can change style, from Ranged to Melee, if you move into melee range or if there are shadows adjacent to you and Gregorovic swaps into one of them. With good timing and a connection without much lag, it is possible to resonance the first of these, dropping prayer temporarily, to heal back some health. If this is not available, attempting Resonance on the second or third "knife" hit is not recommended as the timing can be erratic and overlap with the next auto-attack.
Gregorovic's standard attack rotation is as follows:
  • 3 auto-attacks
  • Trick knife attack
  • 3 auto-attacks
  • Spirits
  • 3 auto-attacks
  • Glaive Throw
  • Repeat until death

Strategy: Gregorovic is generally regarded as the most difficult of the Heart generals to fight, especially solo. As mentioned above, set up with a halberd-style weapon if you plan to melee, or alternatively range him. Keep him near the northern part of the arena so only Spirits of Delirium materialize, as the others make kills more problematic if you fail to damage them. Also ensure you have either the venomblood invention perk on your equipment (which negates the poison damage), a supply of antipoison, or another way to negate it such as the Supreme poison purge aura. The poison inflicted by Gregorovic runs down the timers, so note you'll need a lot more time worth of poison than what it indicates on the tin (i.e., a dose of antipoison++ will likely not last you 12 minutes).

Start off by luring Gregorovic far enough north so he's closest to the mask of delirium. If you have it unlocked, you can start off with Soul Split on to heal up from the last kill, if necessary. Count three auto-attacks and be prepared for the Trick Knife attack. Making sure to stay out of melee range (2 spaces away, or more if ranging), put on your shield and Resonance the first hit. You can Reflect the next two Trick Knife hits or switch immediately back to your weapon - it's up to personal preference. Put Soul Split back on and continue hitting Gregorovic. He will call his spirit after three more attacks. If it is the Spirit of Delirium you can ignore it, or try to swipe it with an area-of-effect or chain ability to get a little extra health off Soul Split.

More auto-attacks will follow; continue attacking until you see spots on the ground. This is his Glaive Throw attack. You want to avoid being under or close to any squares afflicted or you will suffer quite a bit of magic damage. Step away, and be careful not to spend channeled abilities right before this attack. Once Glaive Throw ends, the rotation restarts. Resonance should be off cooldown, allowing you to heal off another trick knife. From here, it's mostly rinse and repeat until the kill is finished.

Damage-boosting abilities are very useful and can speed up things substantially. If you are using melee, Quake will knock down his defense which can be useful if you aren't already 100% accuracy against him. Be aware, though, that Berserk can cause you to take heavy damage, and it is best to protect even against auto-attacks whilst under its influence. There are a couple breaks in the rotation (right before spirit summon and glaive throw) that you can sneak in Soul Split to soak up some health.

At 140,000 and 60,000 lp, Gregorovic will summon 2 and 3 shadow clones, respectively. He'll switch places with them frequently and can give you a harsh smack with melee if you get too close. It's advisable to use these spirits to your advantage and kill them to extend Devotion. Use area-of-effect or chain abilities to clear them away as quickly as possible.

IMPORTANT: There are some quirks with the game due to halberd weapons, shields, and 3-tick distance that one should watch out for. Swapping out a halberd for a shield at a distance of two squares will cause you to run straight in to attack. Therefore, to use Resonance on Trick Knife as intended, you should click the ground on a safe square as you swap your shield out. Separately, if you are 3 squares away and click on a target with run on, you will run 2 squares in one game tick...and straight into melee range. Click manually on the ground two squares away, then click separately on the target to avoid taking unnecessary damage. This is an issue with clones and switching of position.

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Seren's Encampment

SerensEncampment

Requirements: 80 Magic

Location: South-east corner

Seren's Encampment is home to Helwyr, where man quite literally transforms into beast before your eyes. Drawing power from his environment, he calls upon nature to produce toxic green clouds, summon wolves, and more to get in your way. Magic is often favored here to keep a distance from his melee attacks, but a Noxious scythe or other powerful melee weapon can provide another solid option for experienced players.

NatureAidHelwyr The arena in which you fight Helwyr has is partitioned into 25 areas with (at first) dormant mushrooms. Helwyr will call for the aid of nature and three of these will exude a green cloud of gas. These prevent you from running and stun after a few ticks, so they should be avoid. Surge or Anticipate can be used to aid in making a quick escape. Note that the clouds will last through an entire attack rotation and then some, ruling out tanking them as an option.
HelwyrBleed Helwyr will shout "YOU. WILL. BLEED!" and claw the area in front of him for significant damage. You can use Resonance to heal the initial hit, but you will also be subject to bleed damage. Freedom will clear the damage, but you'll want to wait until the Thrash stage (later in the rotation) to do so, unless you have the utmost confidence in dodging it. Dodging Rake is an option if desired - either run straight through Helwyr when he rears up for it, or surge out of the way. Beware that Helwyr may skip this special entirely if you are too far out of range.
Rend is the status of being under bleed effects from Helwyr from Thrash - and stacks with that from Rake. It can be cleared with Freedom.
HelwyrThrash After shouting "You cannot escape me!" Helwyr will thrash around in a fixed area doing lots of damage to players within a small zone and stacking on additional bleed damage. This can be avoided entirely by moving several squares away from him. Once you have cleared a safe distance, it is recommended to Freedom to clear the effects of bleeds, if necessary.
HelwyrCywirAlphas Helwyr summons two Cywir Alphas to defend him. They have 3,000 life points and are generally not an issue. However, it may be desirable to kill them to ensure you can use Resonance on his Rake attack, or to extend the duration of Devotion.
Helwyr's standard attack rotation is as follows:
  • Nature's Aid
  • 3 auto-attacks
  • Rake ("YOU. WILL. BLEED!")
  • 3 auto-attacks
  • Thrash ("You cannot escape me!")
  • 3 auto-attacks
  • Cywir Alphas
  • 3 auto-attacks
  • Repeat until death

Strategy: Magic is technically the most advantageous setup against Helwyr due to the combat triangle, but experience players can also opt for a Noxious scythe instead. At any rate, killing Helwyr efficiently and without consumption of a significant amount of food requires key management of the arena space. The arena is divided into 25 blocks. Shortly after spawning, 3 of these will be infected with a green gas cloud from the mushrooms. The top priority should be staying out of these clouds at all costs. If a new batch catches you inside one, immediately use Anticipate and move out. If you are stunned without realizing, Freedom will also work, but is not ideal as it should be saved for later in the rotation to stem the loss of health from Helwyr's bleed attacks. Another option is to use Surge to quickly move out, but care should be taken that your destination is not mired in a different cloud.

Next up will be Helwyr's Rake attack. He will exclaim "YOU. WILL. BLEED!" and proceed to take a swipe at you. There are several ways to deal with this. One option is to absorb the full hit with Resonance to heal up. You will start to suffer minor bleed damage (50 apiece) but do not yet clear it with Freedom. Alternatively, you can attempt to dodge the swipe by running perpendicular to Helwyr, or straight through him. If successfully executed, you take no damage from the swipe and suffer no bleed damage from this attack either.

After 3 more attacks, Helwyr will shout "You cannot escape me!" and thrash around wildly. With practice, one can avoid taking any of these hits by moving out of melee range at the right time. Under some circumstances, Helwyr will skip this attack entirely, which can mess up your rotation, so don't get too carried away. If not, ensure that you are out of melee range, and then Freedom off to clear bleed damage. Ensure you do not step back into his melee range for the duration of Thrash or you will have to suffer bleed damage through the next rotation, and will lose your ability to Resonance off the next Rake attack because of it. Alternatively, you can tank the whole Thrash attack by praying against melee and using Devotion. This is all easier to execute when using magic or having another player there to tank.

Helwyr's final special occurs when he summons 2 Cywir alphas. They do not deal a significant amount of damage, but you can use them to extend Devotion, use Sacrifice for health, etc. Make sure you kill them off by the time Helwyr executes his next Rake attack if you plan to heal off it via Resonance. This strategy can be continued for the duration of the fight. If using Sunshine, make sure to plant it after Nature's Aid to yield the most guaranteed time with it. If you are placing it at a different time, spread it over several different blocks to maximize your odds of being able to stay within the shroud after the next Nature's Aid attack.

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Zaros's Bastion

ZarosBastion

Zaros' Bastion plays host to the dragon rider Vindicta and her dragon Gorvek. While this encounter does not feature a great number and variety of special attacks, you can soon be in trouble if you don't avoid dragonfire and carefully time your protection prayers.

Requirements: 80 Attack

Location: South-west corner

VindictaDragonfire Every so often (see the attack rotation for precise info) Gorvek will set a wall of dragonfire across the arena. Staying within this narrow beam will cause rapid hits of magic damage. Move a few squares to the side to avoid continuing to take damage. The usual methods (protection prayer, dragonfire potions, defensive abilities, etc.) do not seem to reduce or block this damage in any way.
VindictaRangedAttack In the second phase, once Vindicta has mounted Gorvek, you will be hit with three attacks between Gorvek breathing down dragonfire walls. These will be a melee hit, an unblockable ranged hit, and a second melee hit. The ranged attack will hit with 100% accuracy, and should be mitigated with Resonance or Devotion (or at least protection prayers) as it can deal a lot of damage unblocked.

Vindicta's standard attack rotation is as follows:

Phase 1: 1 auto-attack, then hurricane (dual melee hit), then:

  • 1 auto-attack
  • 1 auto-attack (melee, accompanied by range for anyone too far away)
  • 1 auto-attack
  • Dragonfire Wall
  • 3 auto-attacks
  • Hurricane
  • Repeat until Phase 2

Phase 2:

  • Melee attack
  • 100% accuracy Ranged attack
  • Melee attack
  • Dragonfire Wall and fly to new location
  • Repeat until death

Strategy: The combat style of your choice can be utilized here, though Magic is often preferred for its range. The fight is split into two parts: from 200,000 LP down to 100,000 (part 1) and then from 100,000 LP down to 0 (part 2). Part 1 is a fairly vanilla fight. Vindicta will execute her rotation, hitting you with melee attacks under most circumstances, and occasionally firing off the ability Hurricane. Soul Split can be used, flicking for attacks as necessary. The only real threat here is Gorvek's dragonfire. When Vindicta raises her swords, be prepared to run a few steps away to maneuver out of the stream of dragonfire. Otherwise, you will take constant, unblockable magic hits.

Once part 1 is done, Vindicta mounts Gorvek and begins a new attack pattern. You will be hit with a melee attack, a 100% accuracy ranged attack, another melee attack. Then the pair will take off, a new line of dragonfire will appear, and they'll chase you down to begin it all again. The melee hits can be tanked or flicked with Soul Split, but the ranged attack needs to be protected. To mitigate the damage most effectively, use Resonance and Devotion whenever available, and otherwise protect from missiles to halve the damage.

Part 2 is more involved, so if possible, save your damage-boosting ultimates for this part of the phase. Use them right before phase 2 begins, timing it so you are set to start using thresholds as Vindicta mounts Gorvek. Take care not to use a channeled ability as she does though, as Gorvek moves around wildly during the process and this will cancel any channeled abilities you are trying to execute. Also beware that after the dragonfire attack, if you stay out of Vindicta and Gorvek's range for too long, the pair will skip the first melee attack and go straight to the 100% accuracy ranged attack.

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Zamorak's Rampart

ZamorakRampart

Requirements: 80 Ranged

Location: North-west corner

Zamorak's Rampart is home to the twin sisters Avaryss and Nymora. When these two sisters aren't chasing you around the arena with their special attacks, Avaryss will melee you whilst Nymora pelts you with ranged attacks. Despite possessing several very different specials, though, the Twin Furies are generally regarded as the least difficult of the four generals in the Heart, and kills should be pretty straightforward once some experience is attained.

FuriesSurge Avaryss will shout one of several phrases and fly across the arena in each of the four cardinal directions in the order of coming from North, West, South, and finally East, charging to the opposite direction. Getting hit will deal a moderate amount of melee damage and stun the player for a short period of time, also cancelling any channeled abilities. It is best to commit the order to memory and move orthogonally to it to prevent from being struck, attacking Nymora with abilities as a second priority. Avoid channeled abilities during this phase.
FuriesRainDeath Nymora will rain down spikes dealing low but consistent ranged damage shortly every few ticks. Move to the area underneath her to avoid taking this damage. Avaryss will follow you to stay in melee range and attack you.
FuriesBurn Flames will appear on the outer part of the arena as Avaryss and Nymora charge up this special and a bar will appear over their heads. During this time, they will be more vulnerable and take more damage from attacks. Stack this with a damage-boosting ability like Berserk to take maximum advantage of it. When the bar over them empties, they will release a bomb attack which will deal a large chunk of damage (~4k-5k unblocked). Resonance will not heal this damage but will block it and is recommended. Alternatively, one can run or surge to the edge of the arena, but this wastes time and is not recommended.
The Twin Furies' standard attack rotation is as follows:
  • Surge
  • Few auto-attacks
  • Rain Death
  • Few auto-attacks
  • Burn Phase
  • Few auto-attacks
  • Repeat until death

Strategy: Usually, fighting one boss is challenging enough. But with the Twin Furies, the fun doubles as you take on both of them and their bag of tricks at once! However, this can actually be used to your advantage, as Nymora and Avaryss have a shared health pool. This means area-of-effect attacks can swipe off damage from both sisters and be more effective than at the other Generals in the Heart. For this reason, halberd weaponry is highly recommended here. As you might expect though, the sisters don't stay together in one place much of the time, so usage of these abilities should be timed carefully to have the maximum effect.

Shortly after starting the kill, Avaryss will speed along the arena in each of the four directions (first North, then West, South, and East). If she hits you, you will be slammed into the opposite wall, take damage, and suffer a short stun. Commit the order of these charges (starting north, then moving counterclockwise) to memory - dodging them should be your first priority, tagging attacks on Nymora in the interrim as possible. If you do get hit, you need to move quickly to avoid the next one, as the stun takes away part of your reaction time. On connections with a higher latency, this attack can be much harder to avoid.

You'll have a short window to hit both sisters, and should Cleave/Quake/Hurricane as time and adrenaline allows, before Nymora initiates the next special attack. Run or Surge to Nymora to avoid sustaining repeated ranged damage, and continue attacking Avaryss, who will follow you over. Once this ends, you'll want to head back toward the centre to be prepared for the Burn phase.

Nymora and Avaryss will join each other in the centre and begin charging a channeled bomb attack. The outer part of the arena will be covered in flames and deal significant damage, so if you are not already near the centre of the arena, you should move there as soon as possible. You will still take periodic damage even in the centre, but it will be greatly reduced and can generally be mitigated via Soul Split, Vampyrism aura, or other means. During this phase, they will be more vulnerable, and your attacks will have much more potency. To take maximal advantage of this, queue Berserk after Rain Death winds down and build adrenaline. Empty thresholds as soon as the sisters are in the centre, making sure to hit both of them with Cleave/Hurricane/Quake as well. When the bars over their heads are almost empty, either Surge out of the way or use Resonance to block the hit. (It won't heal you, but it will zero out.)

After the channeled bomb, you'll have another short window in which to hit the two sisters with more area-of-effect attacks before the rotation begins again from the start. Note: Although Onslaught could be used during the Channeled Bomb attack, but since hits are already boosted greatly, it is mostly a waste of adrenaline and food to do so.

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Centre: Telos

In the heart of the Heart of Gielinor lays a foreboding chamber home to a powerful sleeping giant - Telos. Not just anyone can fight him, however. You must first defeat the four generals within the Heart, being either the top damage-dealing player in a group or completing the kills solo (see the drops section for further details) to obtain the four sigil pieces. Once you have them, they can easily be assembled into an Ancient Sigil, which can be used on the door in the centre to access the boss.

Players should be advised that Telos is significantly harder and more difficult than the four generals in the Heart, who can for the most part be farmed for hours on end solo or in a small group with solid knowledge on the mechanics. Further details on Telos' attacks and strategy will be explained elsewhere. Magic is the preferred style, as the combat triangle favors it most.

Enrage Mechanic

Telos features an enrage mechanic, as well as several drop tables based on his enrage when defeated. After a successful kill, if the player chooses to defer collecting loot, Telos can be faced at a slightly higher enrage, with the exact amount being chosen randomly. Many kills can be strung together for a higher chance of the rarest rewards, unique pieces for crafting two-handed, level 92 weapons. Should a player die whilst on a streak, a portion of the loot (dependent on how many kills long the streak was) can be retained. When starting a streak, you can select any enrage between 0% and the highest you have defeated. If at any time you want to end your streak and collect your loot, you may do so as well. The maximum possible enrage is 4000%.

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Inventory and Gear Setups

A good inventory setup can allow you to last much longer at the Heart of Gielinor bosses. Experienced players can stay nearly indefinitely with the right combination potions and aura rotation. In terms of necessities, the only main item needed is a stock of antipoisons for Gregorovic, or the Venomblood perk on your equipment. A list of generally useful (but not absolutely necessary) items follows, sorted roughly in descending importance.

  • Enhanced excalibur (adds up to a whopping amount of health over the course of hours)
  • Luck of the dwarves (increased chance of uniques/better rare drop table loot)
  • Saradomin brew can help especially for beginners to heal more health per inventory space
  • Dreadnip (inflict more damage especially combined with damage; more tricky to use on Twin Furies)
  • Ring of vigour (preserves adrenaline after ultimates)
  • Asylum surgeon's ring (solid all-class ring, preserves adrenaline occasionally on thresholds)
  • Vengeful kiteshield or other kiteshield (matter of personal preference - ability to use Resonance can be useful especially with lower armour)

General gear setups are provided here for varying budgets. It is recommended to have very high stats (90+) along with a Pack yak or Steel titan along with an Overload variant, in conjunction with at least the "Mid-level" gear listed below if one wishes to attempt soloing with efficiency. That being said, skilled players may be able to make more of less - use the setups below as suggestions, not rules. The most beneficial combat styles vary by individual bosses and are described in greater depth in their respective sections above.

Ranged

More Effective ... Less Effective
Worn-equipment-helm Sirenic mask (Superior) Death lotus hood Anima Core helm of Zamorak Armadyl helmet
Worn-equipment-chest Sirenic hauberk (Superior) Death lotus chestplate Anima Core body of Zamorak Armadyl chestplate
Worn-equipment-legs Sirenic chaps (Superior) Death lotus chaps Anima Core legs of Zamorak Armadyl chainskirt
Worn-equipment-weaponWorn-equipment-shield Noxious longbow Wyvern crossbow Attuned crystal bow Zaryte bow
Worn-equipment-weapon Ascension cossbow Shadow glaive Attuned crystal chakram Armadyl crossbow
Worn-equipment-shield Off-hand ascension c'bow Off-hand shadow glaive Off-hand crystal chakram Off-hand Armadyl c'bow
Worn-equipment-gauntlets Ascension grips/Swift gloves Pernix gloves Mercenary's gloves Armadyl gloves
Worn-equipment-boots Glaiven boots Pernix boots Armadyl boots Silverhawk boots
Worn-equipment-ring Ring of death Asylum surgeon's ring Sixth-Age circuit Archers' ring
Worn-equipment-amulet Amulet of souls Dragon rider amulet Saradomin's murmur Amulet of ranging
Worn-equipment-arrow Tirannwn quiver 4 Ascension bolts/Araxyte arrow Onyx bolts/Ascendri bolts Royal bolts/Wild arrow
Worn-equipment-cape Completionist cape TokHaar-Kal-Xil Skillcape Obsidian cape
Worn-equipment-pocket Sup. scrimshaw of cruelty Superior scrimshaw of ranging Sign of life Holy wrench
Worn-equipment-aura Supreme sharpshooter aura Vampyrism aura Supreme poison purge aura Supreme invigorate aura

Melee

AraxxiHighLevelMeleeEquip
More Effective ... Less Effective
Worn-equipment-helm Malevolent helm (Superior) Tetsu helm Anima Core helm of Zaros Bandos helmet
Worn-equipment-chest Malevolent cuirass (Superior) Tetsu body Anima Core body of Zaros Bandos chestplate
Worn-equipment-legs Malevolent greaves (Superior)Tetsu platelegs Anima Core legs of Zaros Bandos tassets
Worn-equipment-weaponWorn-equipment-shield Noxious scythe Dragon rider lance Attuned crystal halberd Crystal halberd
Worn-equipment-weapon Drygore mace Blade of Nymora Tetsu katana Attuned crystal dagger
Worn-equipment-shield Off-hand drygore mace Blade of Avaryss Tetsu wakizashi Off-hand attuned crystal dagger
Worn-equipment-gauntlets Razorback gauntlets/Goliath gloves Torva gloves Bandos gloves
Worn-equipment-boots Steadfast boots Torva boots Bandos boots Silverhawk boots
Worn-equipment-ring Ring of death Asylum surgeon's ring Sixth-Age circuit Warrior ring
Worn-equipment-amulet Amulet of souls Blood amulet of fury Saradomin's whisper Amulet of fury
Worn-equipment-arrow Tirannwn quiver 4
Worn-equipment-cape Completionist cape TokHaar-Kal-Ket Skillcape Obsidian cape
Worn-equipment-pocket (Sup.) Scrimshaw of vampyrism Sup. scrimshaw of attack Sign of life Holy wrench
Worn-equipment-aura Supreme brawler aura Vampyrism aura Supreme poison purge aura Supreme invigorate aura

Magic

More Effective ... Less Effective
Worn-equipment-helm Tectonic mask (Superior) Seasinger's hood Anima Core helm of Seren Hood of subjugation
Worn-equipment-chest Tectonic robe top (Superior)Seasinger's robe top Anima Core body of Seren Garb of subjugation
Worn-equipment-legs Tectonic robe bottom (Superior) Seasinger's robe bottom Anima Core legs of Seren Gown of subjugation
Worn-equipment-weaponWorn-equipment-shield Noxious staff Camel staff Staff of darkness Attuned crystal staff
Worn-equipment-weapon Seismic wand Seasinger kiba Attuned crystal wand Virtus wand
Worn-equipment-shield Seismic singularity Seasinger makigai Attuned crystal orb Virtus book
Worn-equipment-gauntlets Spellcaster gloves/Celestial handwraps Virtus gloves Gloves of subjugation
Worn-equipment-boots Ragefire boots Virtus boots Boots of subjugation Silverhawk boots
Worn-equipment-ring Ring of death Asylum surgeon's ring Sixth-Age circuit Seers' ring
Worn-equipment-amulet Amulet of souls Blood amulet of fury Saradomin's hiss Amulet of fury
Worn-equipment-cape Completionist cape TokHaar-Kal-Mej Skillcape Obsidian cape
Worn-equipment-pocket (Sup.) Scrimshaw of magic Sup. Scrimshaw of the elements Sign of life Holy wrench
Worn-equipment-aura Supreme runic accuracy aura Vampyrism aura Supreme poison purge aura Supreme invigorate aura

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Rewards

Drops

The four generals in the Heart of Gielinor drop a variety of items, from the components to make anima core armor and tier 85 weaponry to an abundance of resource drops. Seals are always dropped in addition to the main drop, and in a group, all players who do at least a minimal amount of damage will receive seals. In addition, there are 6 boss pets to collect. As usual, only the player dealing the greatest amount of damage has a roll for the pet. The drops are listed in full in the table below.

Pic Item Quantity Note
Dormant Anima Core helm Dormant Anima Core helm 1 Rare/Unique items
Dormant Anima Core body Dormant Anima Core body 1
Dormant Anima Core legs Dormant Anima Core legs 1
Shadow glaive Shadow glaive 1
Off-hand shadow glaive Off-hand shadow glaive 1
Seal of the Faceless Seal of the Faceless 1-2 (regular mode)
Sliskean essence Sliskean essence 1
Crest of Sliske Crest of Sliske 1
Coins Coins ~60K-80K
Rune full helm Rune full helm 5-10 (noted)
Rune platelegs Rune platelegs 5-10 (noted)
Rune bar Rune bar 9-11 (noted)
Runite ore Runite ore 10-15 (noted)
Raw shark Raw shark ~50 (noted)
Uncut diamond Uncut diamond ~20 (noted)
Magic logs Magic logs ~150-200 (noted)
Uncut dragonstone Uncut dragonstone 8-11 (noted)
Battlestaff Battlestaff 45-60 (noted)
Grimy dwarf weed Grimy dwarf weed ~15-25 (noted)
Coal Coal ~600 (noted)
Tertiary Drops
Shark Shark 1-3
Faceless mask Faceless mask 1 Boss pet (1/2000, threshold of 400)
Crystal key Rare drop table roll 1
Sigil piece (Sliske) Sigil piece (Sliske)) 1 One of the four pieces required to unlock Telos - will always drop unless Telos has already been unlocked by the player or has already been received
Pic Item Quantity Note
Dormant Anima Core helm Dormant Anima Core helm 1 Rare/Unique items
Dormant Anima Core body Dormant Anima Core body 1
Dormant Anima Core legs Dormant Anima Core legs 1
Wand of the Cywir elders Wand of the Cywir elders 1
Orb of the Cywir elders Orb of the Cywir elders 1
Seal of the Cywir Seal of the Cywir 1-2 (regular mode)
Serenic essence Serenic essence 1
Crest of Seren Crest of Seren 1
Bones Bones 1 Always dropped
Coins Coins ~60K-80K
Rune bar Rune bar ~10 (noted)
Rune battleaxe Rune battleaxe ~10-15 (noted)
Off-hand rune battleaxe Off-hand rune battleaxe ~10-15 (noted)
Uncut diamond Uncut diamond ~20 (noted)
Magic logs Magic logs ~150-200 (noted)
Uncut dragonstone Uncut dragonstone 8-11 (noted)
Grimy dwarf weed Grimy dwarf weed ~15-25 (noted)
Coal Coal ~600 (noted)
Runite ore Runite ore 10-15 (noted)
Raw shark Raw shark ~50 (noted)
Grimy lantadyme Grimy lantadyme 80-100 (noted)
Tertiary Drops
Shark Shark 1-3
Twisted antler Twisted antler 1 Boss pet (1/2000, threshold of 400)
Crystal key Rare drop table roll 1
Sigil piece (Seren) Sigil piece (Seren) 1 One of the four pieces required to unlock Telos - will always drop unless Telos has already been unlocked by the player or has already been received
Pic Item Quantity Note
Dormant Anima Core helm Dormant Anima Core helm 1 Rare/Unique items
Dormant Anima Core body Dormant Anima Core body 1
Dormant Anima Core legs Dormant Anima Core legs 1
Dragon rider lance Dragon rider lance 1
Seal of the Dragon Riders Seal of the Dragon Riders 1-2 (normal mode)
Zarosian essence Zarosian essence 1
Crest of Zaros Crest of Zaros 1
Coins Coins ~60K-80K
Rune bar Rune bar ~10 (noted)
Rune battleaxe Rune kiteshield ~10-15 (noted)
Uncut diamond Uncut diamond ~20 (noted)
Magic logs Magic logs ~150-200 (noted)
Uncut dragonstone Uncut dragonstone 8-11 (noted)
Grimy dwarf weed Grimy dwarf weed ~15-25 (noted)
Coal Coal ~600 (noted)
Runite ore Runite ore 10-15 (noted)
Raw shark Raw shark ~50 (noted)
Dragon bones Dragon bones ~150-250 (noted)
Tertiary Drops
Shark Shark 1-3
Imbued Blade Slice Imbued Blade Slice 1 Boss pet (1/2000, threshold of 400)
Glimmering scale Glimmering scale 1
Crystal key Rare drop table roll 1
Sigil piece (Zaros) Sigil piece (Zaros) 1 One of the four pieces required to unlock Telos - will always drop unless Telos has already been unlocked by the player or has already been received
Pic Item Quantity Note
Dormant Anima Core helm Dormant Anima Core helm 1 Rare/Unique items
Dormant Anima Core body Dormant Anima Core body 1
Dormant Anima Core legs Dormant Anima Core legs 1
Blade of Avaryss Blade of Avaryss 1
Blade of Nymora Blade of Nymora 1
Seal of the Furies Seal of the Furies 1-2 (normal mode)
Zamorakian essence Zamorakian essence 1
Crest of Zamorak Crest of Zamorak 1
Coins Coins ~60K-80K
Rune bar Rune bar ~10 (noted)
Rune 2h sword Rune 2h sword 5-10 (noted)
Wine of Zamorak Wine of Zamorak 18-22 (noted)
Uncut diamond Uncut diamond ~20 (noted)
Magic logs Magic logs ~150-200 (noted)
Uncut dragonstone Uncut dragonstone 8-11 (noted)
Coal Coal ~600 (noted)
Runite ore Runite ore 10-15 (noted)
Raw shark Raw shark ~50 (noted)
Infernal ashes Infernal ashes ~150-200+ (noted)
Tertiary Drops
Shark Shark 1-3
Avaryss\' Braid Avaryss' Braid 1 Boss pet (1/2000, threshold of 400)
Nymora\'s Braid Nymora's Braid 1
Crystal key Rare drop table roll 1
Sigil piece (Zamorak) Sigil piece (Zamorak) 1 One of the four pieces required to unlock Telos - will always drop unless Telos has already been unlocked by the player or has already been received
All boss pets are a base drop chance of 1/2000, with a threshold of 400 kills. In challenge mode the chance is doubled.
Pic Item Name Boss
GregPet Faceless mask Greg Gregorovic
LilwyrPet Twisted antler Lilwyr Helwyr
VindiddyPet Imbued Blade Slice Vindiddy Vindicta
RawrvekPet Glimmering scale Rawrvek
NylessaPet Nymora's Braid Nylessa The Twin Furies
AvaPet Avaryss' Braid Ava

Reputation Rewards

The chance of receiving certain rare rewards from the bosses (pet drops excluded) can be boosted by gaining reputation with that faction. Handing in seals from another faction's defeated general (5 reputation each), along with completing bounties (150 reputation each), and some one off-feats garner reputation, which automatically unlock boons as listed below. In addition to increasing drop chances, other cosmetic rewards and items to shield you from a faction's aggression are also unlockable. All reputation listed below is cumulative and is not spent when rewards are reached.

Your current reputation with a faction can be checked by talking to their representative in the lobby section of the Heart of Gielinor (i.e., Seren's Chosen for Helwyr). See the table below for the full list of rewards.

Reward Reputation Description
25% drop increase 100 Increases the chance of a rare drop by 25% (excluding pets)
Champion Summon 250 Unlock ability to summon more powerful champions of Sliske to the battlefield
Pocket Slot Item 500 Provides an item that shields you from aggression from Sliske's followers
50% drop increase 1,000 Increases the chance of a rare drop by 50% (excluding pets)
Armour Upgrading 2,000 Unlock the ability to craft refined anima core armour of Sliske
Invention 2,500 Unlocks the blueprints for Shadow components in the Invention skill
Faction specific toy 3,000 A mysterious bottle - a cosmetic toy
75% drop increase 3,500 Increases the chance of a rare drop by 75% (excluding pets)
Cosmetic override 4,000 Shadow glaive digger cosmetic override
50% kill count reduction 4,500 Cuts required kill count from 40 to 20 for an hour of an instance
100% drop increase 5,000 Increases the chance of a rare drop by 100% (excluding pets)
Reward Reputation Description
25% drop increase 100 Increases the chance of a rare drop by 25% (excluding pets)
Champion Summon 250 Unlock ability to summon more powerful champions of Seren to the battlefield
Pocket Slot Item 500 Provides an item that shields you from aggression from Seren's followers
50% drop increase 1,000 Increases the chance of a rare drop by 50% (excluding pets)
Armour Upgrading 2,000 Unlock the ability to craft refined anima core armour of Seren
Invention 2,500 Unlocks the blueprints for Cywir components in the Invention skill
Faction specific toy 3,000 A daystone - a cosmetic toy
75% drop increase 3,500 Increases the chance of a rare drop by 75% (excluding pets)
Cosmetic override 4,000 Helwyr's claws cosmetic override
50% kill count reduction 4,500 Cuts required kill count from 40 to 20 for an hour of an instance
100% drop increase 5,000 Increases the chance of a rare drop by 100% (excluding pets)
Reward Reputation Description
25% drop increase 100 Increases the chance of a rare drop by 25% (excluding pets)
Champion Summon 250 Unlock ability to summon more powerful champions of Zarosian to the battlefield
Pocket Slot Item 500 Provides an item that shields you from aggression from Zaros's followers
50% drop increase 1,000 Increases the chance of a rare drop by 50% (excluding pets)
Armour Upgrading 2,000 Unlock the ability to craft refined anima core armour of Zaros
Invention 2,500 Unlocks the blueprints for Ilujankan components in the Invention skill
Faction specific toy 3,000 A nightstone - a cosmetic toy
75% drop increase 3,500 Increases the chance of a rare drop by 75% (excluding pets)
Cosmetic override 4,000 Dragon Rider blade cosmetic override
50% kill count reduction 4,500 Cuts required kill count from 40 to 20 for an hour of an instance
100% drop increase 5,000 Increases the chance of a rare drop by 100% (excluding pets)
Reward Reputation Description
25% drop increase 100 Increases the chance of a rare drop by 25% (excluding pets)
Champion Summon 250 Unlock ability to summon more powerful champions of Zamorak to the battlefield
Pocket Slot Item 500 Provides an item that shields you from aggression from Zamorak's followers
50% drop increase 1,000 Increases the chance of a rare drop by 50% (excluding pets)
Armour Upgrading 2,000 Unlock the ability to craft refined anima core armour of Zamorak
Invention 2,500 Unlocks the blueprints for Avernic components in the Invention skill
Faction specific toy 3,000 A lava ball - a cosmetic toy
75% drop increase 3,500 Increases the chance of a rare drop by 75% (excluding pets)
Cosmetic override 4,000 Shadow Fury Wings cosmetic override
50% kill count reduction 4,500 Cuts required kill count from 40 to 20 for an hour of an instance
100% drop increase 5,000 Increases the chance of a rare drop by 100% (excluding pets)
Reward Reputation Description
Title Unlock 5,000 - all factions Unlocks the title "The Venerated"

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Credits

Original Guide by: Arceus

Special thanks to: Howlin1

Thanks to: Cryptic Rs

Last updated by: Arceus

Last updated on: 05-Jul-2018


RuneScape 2007
Find this page on the Internet Archive with a date as close to Aug 10, 2007 as possible.

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