|Release date||29 March 2016 (Update)|
|Strongest monster||Telos, the Warden (level 2000)|
|Dwarf multicannon allowed||Disallowed|
|Inhabitants||Elf, Human, Undead, Demon, Dragon Rider|
The Heart of Gielinor, also known as The Heart and God Wars Dungeon 2, is a second God Wars Dungeon. Its release was preceded by revelation of its lore in Tales of the God Wars and a community event, Heart of Gielinor: Encampment. It is located in the Kharidian Desert, just to the west of Nardah in an area called The Heart. It includes followers of Sliske and the three Freneskaen gods, Seren, Zamorak, and Zaros. Each of whom have their own general and section in the dungeon, who are fighting for control over the Anima Mundi source that is within the dungeon.
The Heart of Gielinor is a mid-to-high combat area. As with the original God Wars Dungeon, the player must obtain killcount to access the boss' chambers, which is obtained by killing the soldiers of each faction. The only exception to this is Telos, who does not need any killcount (though the player needs to kill the generals of the other factions first).
God Wars Dungeon 2 was first mentioned at RuneFest 2015. It was mentioned that 2016 would include another God Wars Dungeon reflecting the current, Sixth Age, conflict. Concept art showed Airut, followers of Tuska, and elven followers of Seren as well as designs for new godswords.
- Using The Heart teleport, which can be made on a mahogany eagle lectern or obtained on the Grand Exchange, is the fastest way to get there. This requires completion of Tales of the God Wars to use and create the teleport tablet.
- The Desert amulet 2 or above has unlimited teleports to Nardah, from which players can walk west to reach the Heart. This also places the player closer to Nardah's bank, and the altar (which heals to above maximum health and restores prayer) that can be accessed after completing the Spirits of the Elid quest.
- Teleport via fairy ring to north of Nardah (code DLQ), then walk south and a little west.
- From the Shantay Pass, ride the magic carpet to north Pollnivneach, then walk south and catch a magic carpet to Nardah and walk west.
- Teleport to the house portal in Pollnivneach with Teleport to House or a Pollnivneach tablet, then catch a magic carpet to Nardah.
- Teleport to the Bandit Camp lodestone and walk south-east, go over a bridge and walk a bit further east.
- Teleport to the Agility Pyramid via the Jaleustrophos option on a Pharaoh's sceptre and head north.
Areas of the HeartEdit
The representatives for each faction can be found in the entrance area of The Heart. These are:
- Gregorovic's Chosen, representative for Sliske
- Helwyr's Chosen, representative for Seren
- Furies' Chosen, representative for Zamorak
- Vindicta's Chosen, representative for Zaros
Players can check their reputation with each faction at each of the representatives, as well as reclaim any reputation rewards.
Feng, the Bounty Master is also found in the entrance area. Players can be assigned one bounty a day in a faction to earn reputation. Each bounty requires 100 kills in the assigned faction, with killing the faction's General counting as 25 kills.
Players cannot use their Ingression fragments to summon their monsters at the entrance; this is because the four factions have made a truce in this area as they did not want to be "savages" and wanted to recruit mercenaries at their side.
There are no requirements to enter the main area of The Heart. The main area of the dungeon sees followers of the four factions fighting to take control of nodes. Groups from each faction roam the dungeon looking for nodes being controlled by other factions and attempt to take them over. In order for a group to capture a node they must be out of combat for 10 seconds, having defeated any opposing group members present. After the node is captured, the majority of the group will move out to the next node, while the remaining members will stay behind to defend the node.
Upon capturing a node, NPCs of that faction will spawn in the nearby vicinity, serving as a preliminary guard against future incursions. Unlike the NPCs coming from the portals, these NPCs do not run.
Players can kill NPCs in this area to earn killcount, which is required to fight the dungeon's generals. The Heart features a kill count multiplier, starting at 100% (1 killcount per kill), up to 300% (3 killcount per kill). A 400% multiplier (4 killcount per kill) can be obtained by wielding the Shard of Mah, a post-quest reward from the Children of Mah quest. Upon killing a faction member, the bar will turn full and decrease over time. Killing faction members adds 10% to the multiplier and prolongs the bar. If the bar is completely depleted, the player is brought back to 100% (1x multiplier) regardless of their current multiplier. Killcount is also saved, so even if the player leaves the dungeon, their killcounts will still be there when they return.
Killing enemy faction members can also give Ingression fragments, which can be used to summon reinforcements and gain reputation. The monsters present in The Heart are Slayer monsters and killing them will count towards relevant Slayer tasks. The monsters in the dungeon have normal Slayer level requirements but higher combat levels. Due to the various types of enemies in the dungeon, tolerance mechanics are different compared to the God Wars Dungeon. The Shard of Zaros's tolerance mechanic does not work in The Heart; instead, insignias given by the faction's representatives and the Shard of Mah will provide tolerance to their relevant factions when worn.
Minions involved in the dungeon include wights, skeletons and necromancers as followers of Sliske; some of the monsters from the God Wars Dungeon, the Kinshra and chaos dwarves as followers of Zamorak; blood reavers, ancient mages, ancient rangers and ancient warriors as followers of Zaros; and elven warriors, wolves and automatons as followers of Seren.
The four generals are located in separate boss rooms in the four corners of the dungeon. While there are no requirements to enter The Heart, there are level 80 skill requirements to enter the boss rooms. Additionally the player must have 40 kill count, unless they have obtained the 50% killcount reduction perk from their respective factions.
On death, gravestones appear outside the boss room and therefore do not require kill count to access. Players should be able to easily reclaim items from their gravestones should they use the Bandit Camp lodestone and run back.
Zamorak's Rampart is located in the north-west of the dungeon and requires level 80 Ranged to enter. The Twin Furies, Nymora and Avaryss, are located here, and Song of the Furies is unlocked upon entering the boss instance.
The portal in Zamorak's Rampart occasionally sends out armies of Zamorakians, including:
- Black Knight (level 108)
- Bloodveld (level 108)
- Hellhound (level 108)
- Zamorakian sniper (level 108)
- Chaos dwarf (level 108)
- Black Knight champion (level 115)
- Champion of Infernus (level 119)
The portal in Zaros's Bastion occasionally sends out armies of Zarosians, including:
- Ancient warrior (level 108)
- Ancient mage (level 108)
- Ancient ranger (level 108)
- Blood reaver (level 115)
The portal in Seren's Encampment occasionally sends out armies of Serenists, including:
- Wolf (level 108)
- Seren warrior (level 108)
- Seren mage (level 108)
- Seren archer (level 108)
- Automaton (level 115)
The portal in Sliske's Necropolis occasionally sends out armies of Sliskeans, including:
- Wight (level 108)
- Skeleton (level 108)
- Wight ranger (level 108)
- Necromancer (level 108)
- Fallen champion (level 119)
Centre of the HeartEdit
The deepest parts of the Heart can be accessed in the middle of the main dungeon. A door blocks access to the centre of the Heart, which can only be opened with an ancient sigil. The sigil was broken into four parts, with each faction's generals claiming them, so they must be killed in order to reconnect the key.
Once the sigil is created, it can be placed on the door to permanently access the centre of the Heart. This is where Telos, the Warden is located.
The generals may only be killed in instanced fights. 40 killcount (20 with the reduced killcount perk) is needed to access the boss rooms and is taken upon starting an instance. Players can continually come and go into the instance even if they run out of needed killcount until it expires. The original four bosses have a "challenge" mode; a Hard Mode version of the boss, which can only be tackled alone. The fight with Telos does not offer a "challenge" mode fight. The "challenge" mode modifies the drop rate for the unique drops to be , where is the drop rate in the normal mode, and is the unlocked drop increase's number of percentage units.
The Boss portal in the Max Guild offers fast access to the bosses.
From fighting the generals players can obtain tradeable rewards as well as seals which players are able to hand in for reputation with any of the rival factions. Killing the generals is a regular completionist cape requirement, as they are a possible Soul Reaper assignment. There are 7 boss pets that can be obtainable from The Heart of Gielinor; obtaining these is a requirement for the insane Final Boss title.
Drops from the generals are boss-themed weapons and armour. Players can obtain dormant armour pieces as drops and activate these using crests which are also dropped by generals. This creates level 80 non-degradable, tradeable armour that can be augmented. Players can upgrade the level 80 armour into a level 85 version by using tradeable essence which is dropped by the bosses. The level 85 armour will degrade back into the level 80 version after use unless it is repaired using more essence. The level 85 armour is untradeable and is not augmentable. The items used to make both the level 80 and 85 armour are tradeable. The weapons are level 85, however they give level 90 equivalent accuracy bonuses and have level 80 damage bonuses. The weapons are dropped by the generals in a ready to use form. The Anima Core and Refined Anima Core armour sets are for four different armour types, Ranged, Magic, Melee, and Hybrid. Both the armour sets and weapons are themed around each of the four generals.
Telos' drops are different from those of the other generals; rather than dropping a ready to use weapon, Telos drops inactive weapons, which are charged by obtaining three orbs (pure, volcanic and corrupted), which are also obtained from killing Telos. In addition, he does not drop any armour. These weapons are tier 92 and are the currently the best two-handed weapons outside of Daemonheim.
The leaders of each of the factions have past rivalries with at least one of the other faction leaders. The lore behind their conflicts is revealed in Tales of the God Wars.
Gregorovic used to be an ill man, driven to committing violent acts to try and save himself. He bargained with Sliske to help him overcome his disease, but at the cost of becoming Sliske's toy. Now he must sustain his dark form by killing and consuming powerful beings. The Sliske's Parody armour sets and shadow glaive and off-hand shadow glaive weapons are themed around Gregorovic.
The Twin Furies, consisting of Avaryss, the Unceasing and Nymora, the Vengeful, are two powerful demonesses who hunt down and destroy targets that defy Zamorak. They had a third sister who was murdered by Gregorovic at one point, and while they wish to take revenge upon him, they have been ordered by Zamorak to hunt down Vindicta, the last dragon rider faithful to Zaros. Their drops include Anima Core of Zamorak armour and their blades, which accommodate the main hand and off-hand slots and are stabbing weapons.
A living symbol of defiance against Zamorak, Vindicta is an Ilujanka hatched from the egg taken from Morvannon, a dragon rider who defied Zamorak and was hunted down by the Twin Furies. Now into adulthood and trained in combat by Gorvek, who raised her, she seeks to destroy the Twin Furies for their slaughter of her race. The Anima Core of Zaros armour sets and Dragon Rider lance weapon are themed around Vindicta.
The leader of the Cywir Clan, Helwyr is a shape-shifting elf who was devastated when Seren shattered herself and the World Gate was lost, preventing his return home. He seeks vengeance against Gregorovic for killing troops under his command to experiment on. Helwyr drops Anima Core of Seren armour, a main-hand wand, the Wand of the Cywir Elders, and an off-hand orb, the Orb of the Cywir elders.
Telos, the WardenEdit
Telos, the Warden is a construct born from the Anima Mundi, created as a failsafe by the Elder Gods as a last effort to protect the Heart. Like Vorago, another anima construct, Telos is unaligned with the gods. With the battle raging on above the Heart, the generals of the four factions have unknowingly awakened Telos from his slumber. He takes a more aggressive approach with the "invaders"; it seems that he cannot be reasoned with, as he plans to exterminate all life on Gielinor to protect the Heart.
Reputation can be gained from using ingression fragments, dropped by enemy faction members; handing in an enemy bosses seal, obtained from killing a general; and by completing bounty assignments to kill the player's choice of enemy faction members for Feng, the Bounty Master.
Reputation cannot be lost once earned and is separate for each faction. Reputation can be checked at each factions representative, located in the entrance area of The Heart.
- Prior to 9 May 2016, the faction combat mobs only dropped ingression fragments.
- Telos was not part of bosses released in the Heart when the dungeon was initially released. He was added on 27 June 2016.
|Troll Country & The North||
|Tirannwn & Galarpos||
Wars and battles