Greetings, RuneScape enthusiasts! Today, our journey takes us into the realm of justice and law, guided by the god known as Armadyl. Although often overshadowed by other deities, Armadyl's influence and enigmatic presence persist throughout Gielinor. Let's unravel the lore, explore followers and notable figures, and delve into the strategic encounters in the God Wars Dungeon.
Armadyl's Beliefs: Often associated with benevolence and justice, Armadyl's beliefs closely align with Saradomin. As the god of law, his influence once ruled the skies of Gielinor during the Second Age. However, the God Wars saw a decline in his followers, leaving him nearly forgotten but not entirely erased from the annals of history.
Does VIRTGOLD offer Powerleveling Services for me?
Yes! In fact, our team of expert Powerlevelers has mastered every inch of efficient OSRS training methods, and we're ready to help you accomplish the same feat. Whether you're a seasoned adventurer or just starting out, our personalized approach ensures that you'll receive the most affordable prices and most skilled workers to come out on top. So why wait? Take on the grind of OSRS with confidence, thanks to VIRTGOLD. Want to skip the grind all together? Consider our other services such as Currency and Questing!
Aviantese: A near-extinct bird-like race, the aviantese are devoted followers of Armadyl.
The Guardians of Armadyl: a group of human followers residing in the Temple of Ikov, remain steadfast in their loyalty.
Kree'arra: A trusted general, leading Armadyl's forces in the God Wars Dungeon.
Larrissa: The only known living human follower, aside from the Guardians of Armadyl.
Various items provide protection against Armadyl's troops, including the iconic Armadyl godsword, Armadyl crossbow, and Armadyl armour sets.
Encounter with Kree'arra: As the leader of Armadyl's Eyrie, Kree'arra presents a formidable challenge in the God Wars Dungeon. To face him, players must navigate the chasm, slay followers of Armadyl, and employ specific combat strategies.
Bodyguards:
1. Flight Kilisa (Melee)
2. Wingman Skree (Magic)
3. Flockleader Geerin (Ranged)
Kree'arra is a large and powerful aviansie and leads Armadyl's army in the God Wars Dungeon. Despite being the only walking aviansie in the dungeon, he cannot be attacked with melee, as the player will be discouraged from doing so due to the strength of his wings. Therefore, he can only be killed with magic, ranged, or necromancy.
In order to reach Kree'arra, players may enter Armadyl's Eyrie at the south end of the main chamber. Players must have at least level 70 Ranged Ranged in order to enter the area, signified by a large gong that players will interact with. A total of at least 40 Armadyl killcount is required to enter Kree'arra's chamber at the end of the encampment, unless the Totem of Intimidation is active on Anachronia. He is guarded by his 3 generals: Flight Kilisa, Flockleader Geerin, and Wingman Skree.
Location | Level | Members | Spawns |
---|---|---|---|
God Wars Dungeons | 580 | 1 |
When starting a trip at Kree'arra, many players prefer using an ecumenical key to skip kill count, as Armadylean kill count is relatively slow. Kree'arra is also commonly killed on a Slayer task of Aviansies, so skipping kill count is even more desirable in this case as the player will progress their slayer task if they kill Aviansies for kill count, reducing the overall number of Kree'arra that can be killed on-task.
Kree'arra, unlike the other generals, utilises all three forms of combat. By default, he attacks with ranged and magic. The ranged attack consists of grey dust tornadoes, while the magic attack is a blue dust tornado. Kree'arra's magic attack is classified as ranged magic, meaning that its accuracy rolls against the player's ranged defence bonuses, rather than magic. The ranged attack can deal up to 71 damage, while his magic attack deals up to 21. Both of these attacks hit all players in the room, and can knock the player back a tile unless they are standing in the corners of the chamber. It is important to keep Protect from Missiles on at all times while Kree'arra is alive, or players will meet a swift death.
Should Kree'arra not be targeted, he will go up to his target and swipe his talons at them, dealing up to 26 damage.
Kree'arra has three bodyguards; Flight Kilisa, Wingman Skree and Flockleader Geerin, who use melee, magic and ranged respectively, capable of dealing up to 15, 16 and 25 damage respectively. Only Kilisa will be a threat, as Skree is unlikely to hit due to ranged armour being resistant to magic attacks, and the player is protected from Geerin's attacks.
When killed, Kree'arra and his bodyguards will drop bones, which can be converted into peaches with bones to peaches tablets. Peaches heal for 8 health, so the player can heal for 32 health after each encounter with Kree'arra and his bodyguards. The bodyguards occasionally drop two manta rays or three mushroom potatoes, which heal for 44 and 60 health respectively. These should be juggled if inventory is full.
Tumeken's shadow, with its passive effect enhancing adequately powerful magic gear, is the strongest weapon for conventional methods of killing Kree'arra, and competitive with the chinchompas method detailed below. Additionally, the combination of Blood barrage to heal off the bodyguards and the special attack of an Eldritch nightmare staff, especially with the reduced cooldown granted by the Lightbearer, can allow players to remain in Kree'arra's lair indefinitely, limited only by runes and weapon charges.
However, it should be noted that this strategy requires almost completely maxed mage gear. Even a single downgrade from an Ancestral robe top to an Ahrim's robetop for example will dramatically impact kill times and trip length, due to the magnifying effect Tumeken's shadow has on the magic stat bonuses of other pieces of equipment. The barrier to entry is therefore extremely high, and for players who do not have the best-in-slot options for two or more gear slots, the chinchompa method will prove significantly faster.
As ancestral armour has less defence bonuses than conventional ranged options, players will take significantly more damage from Kree'arra's magic attacks (which roll off ranged defence bonuses as ranged magic), Kilisa and Skree's attacks. As players will be carrying runes for barrage spells, having a magic weapon that can autocast ancients will be useful. The player should always freeze Kilisa and walk under Kree'arra after every attack to minimise his overall attacks, as he has an attack speed of 3, whereas the staff has an attack speed of 5.
Because of Kree'arra's exceptionally high defensive stats, one of the most effective ways to kill him is by dealing indirect damage using red or black chinchompas. Hitting Kree'arra directly is significantly harder compared to the other generals. Chinchompas roll accuracy based on the player's current target; if the hit is successful, then all other monsters in range will generally take damage regardless of their Defence level and bonuses.
To utilise the chinchompa method, the player must have both targets near or directly on each other. Monsters with a size of 2x2 tiles or larger have their hitboxes placed on the south-western most tile, which is also where any items dropped upon their death will appear.
It is important that when utilising the chinchompa method, Kree'arra must be targeted off-tick (when the player is not attacking); otherwise, he will attempt to use Melee; Medium Fuse has the same attack rate as Kree'arra. To achieve this, simply left-click Kree'arra after throwing a chinchompa at Flight Kilisa, and then left-click Kilisa again just before your next attack. Repeating this cycle will ensure you take no melee damage from Kree'arra during the fight.
When an untouched room is entered, Kree'arra and his minions will be wandering around. Players should move to the south-western corner of the chamber to line up both Kree'arra and Kilisa. The player throws the chinchompas at Kilisa, allowing the chinchompas to damage Kree'arra in the process. Kilisa will clearly die before Kree'arra does at the start of the encounter, so switch to your crossbow or twisted bow to kill Kree'arra. If Kilisa respawns before Kree'arra dies, then let her come to the player before switching to chinchompas.
When the room is cleared and Kree'arra respawns, when he attempts to melee the player, his hitboxes will also collide with Geerin, allowing chinchompas to be used on both of them for equal effect. The primary advantage of two chinchompa targets allows players to maintain more consistent damage, although there are also a few disadvantages in doing so; if the player's reflexes are too slow, Kree'arra will move out of the chinchompa's AoE, forcing the player to fully lure Kree'arra onto Kilisa and reducing the overall amount of health healed if Geerin does not respawn before Kree'arra dies.
Both crossbows and the twisted bow have an attack rate of 6 when used on Accurate/Long Range, and 5 on Rapid. This means the player attacks every 3.6 and 3.0 seconds respectively. Kree'arra has an attack speed of 3, or 1.8 seconds, so walk under him after every shot to reduce his attack rate.
When Kree'arra dies, switch to your toxic blowpipe and kill off Skree. Kilisa and Geerin can be stacked for Blood Barrage, unless Kilisa is dead or on low health, in which the player should use Blood Blitz on Geerin instead. Geerin and Skree will generally attack on different ticks (as Skree spawns all the way to the east, out of visible range when standing on the western edge), allowing their attacks to be flicked. It is also possible to flick all three bodyguards' attacks if they attack on different ticks, which saves even more food.
In team encounters, all players will take damage from Kree'arra's attacks, so there is no designated tank. Players should opt for the strongest crossbow (or a twisted bow if possessed) with ruby and diamond enchanted bolts, and switch to a blowpipe when he dies to deal with the minions.
Maxed magic gear for conventional methods.
Dealing indirect damage with red or black chinchompas.
Viable and less expensive options than chinchompas.
Mith grapple
One-click teleport (such as ectophial or teleport tabs)
Any necessary god items
12-16 Saradomin brews
6-8 super restores
2-3 ranging potions
Ecumenical key (optional)
Trollheim Teleport
Item | Quantity | Rarity | Price |
---|---|---|---|
Armadyl helmet | 1 | 1/381 | 10,200,240 |
Armadyl chestplate | 1 | 1/381 | 40,942,850 |
Armadyl chainskirt | 1 | 1/381 | 30,794,908 |
Armadyl hilt | 1 | 1/508 | 9,697,275 |
Godsword shard 1 | 1 | 1/762 | 152,859 |
Godsword shard 2 | 1 | 1/762 | 154,170 |
Godsword shard 3 | 1 | 1/762 | 156,717 |