Greetings, adventurers of Gielinor! Today, our quest for knowledge takes us deep into the realm of chaos, power, and destruction. Join us as we explore the enigmatic lore of Zamorak, the god whose ascent to godhood marked a turning point in RuneScape history. From the hazardous Freneskae to the God Wars Dungeon, let the journey commence.
Freneskae Origins: Zamorak, a Mahjarrat hailing from Freneskae, ascended through the ranks of the Zarosian Empire, ultimately leading to a rebellion that changed the course of history.
Godhood Ascension: Zamorak's rebellion against Zaros, culminating in the fateful stabbing with the Staff of Armadyl, resulted in his ascension to godhood. This pivotal event marked the end of the Second Age and the dawn of the God Wars.
God Wars and Banishment: The God Wars, a tumultuous era of divine conflicts, saw Zamorak and his followers clash with other gods. Guthix's awakening and the subsequent Edicts of Guthix banished the warring gods, including Zamorak, from Gielinor.
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K'ril Tsutsaroth is the boss of the Zamorak Fortress in the God Wars Dungeon. To gain access to his chamber, players must have slain 40 Zamorakians throughout the dungeon. He uses melee and magic attacks, and his special attack can occasionally hit through the Protect from Melee prayer should players attempt to use it.
He is typically killed on a Slayer task - K'ril Tsutsaroth is classified as a greater demon, and thus killing him counts towards any greater demon Slayer task and allows a player to take advantage of the damage boosting effects of a Black mask or Slayer helmet. As a demon, he is also susceptible to demonbane weapons and spells.
Location | Levels | Members | Spawns |
---|---|---|---|
God Wars Dungeon | 650 | 1 |
Like other God Wars Dungeon bosses, K'ril roams around a rectangular room with his bodyguards until a player enters, attacking them on sight. He attacks with melee and magic, and if his target is praying Protect from Melee, he can use a devastating melee special attack that hits through prayer. The melee attack has a maximum hit of 46, the magic attack hits from 10-30 and the special attack hits from 35-49, as well as draining half of the player's current prayer points. The relative occurrences of the attacks are 2/3 for melee and 1/3 for magic. Barring a complex mechanic, K'ril will use his special on 1 in every 9 hits instead of a melee attack, which gives it an incidence of 2/27 in total. If all players leave, his health and stats will be reset.
1. Balfrug Kreeyath (Magic): Balfrug Kreeyath is a three-faced black demon who destroyed the desert city of Ullek during the God Wars. He is one of K'ril Tsutsaroth's bodyguards, along with Zakl'n Gritch and Tstanon Karlak. He attacks with Magic by launching huge fireballs at the player and has a maximum hit of 16.
Balfrug Kreeyath is considered a black demon for the purpose of a Slayer task. As with most demons, he is susceptible to the effects of demonbane weapons.
2. Tstanon Karlak (Melee): Tstanon Karlak is one of K'ril Tsutsaroth's bodyguards and can be found in the God Wars Dungeon, along with Zakl'n Gritch and Balfrug Kreeyath. Tstanon attacks with Melee and has a maximum hit of 15. Tstanon is usually not considered a threat compared to K'ril, since most players already have Protect from Melee active while fighting the Zamorak bosses.
Tstanon Karlak is considered a greater demon for the purpose of a Slayer task. As with most demons, he is susceptible to the effects of demonbane weapons.
3. Zakl'n Gritch (Ranged): Zakl'n Gritch is one of K'ril Tsutsaroth's bodyguards, along with Balfrug Kreeyath and Tstanon Karlak. Zakl'n Gritch attacks with Ranged by throwing large snowballs and has a maximum hit of 21. His fearsome appearance and power over ice have earned him the nickname "Scourge of the Light", being a prominent soldier in Zamorak's army.
Zakl'n Gritch is considered a lesser demon for the purpose of a Slayer task, and similarly it can drop the lesser demon champion scroll. As with most demons, he is susceptible to the effects of demonbane weapons.
Facing K'ril Tsutsaroth and his formidable bodyguards requires cunning strategies and skilled combat. Prepare for the chaos of melee, magic, and ranged attacks, and tread carefully to avoid the devastating special attack.
K'ril attacks with both melee and magic. As such, if using melee, it is recommended for solo players (or in groups, the tank) to wear armour with high magic defence and use Protect from Melee during the kill. While this approach does leave players susceptible to his occasional prayer smash attack, it is still generally more efficient than doing the opposite.
After K'ril has been killed, the minions each focus on a random player. Because of this, players should adjust their prayers accordingly and focus on killing minions which are focusing on the same player. As K'ril and his minions drop ashes, bones to peaches cannot be used, and players should manage their hitpoints adequately. In group encounters, using Guthan's is recommended; in solo encounters, Blood Barrage is more effective. When casting Blood Barrage, make sure to stack Tstanon on Zakl'n so both demons can be hit by the spell. Bringing water runes (or a Kodai wand) is optional for Ice Barrage, but can freeze Tstanon in place so the player doesn't have to flick between ranged and melee prayers as frequently.
Because bones to peaches cannot be used, it is worthwhile to bring runes for Boost Potion Share and Stat Restore Pot Share to extend trips when going in a team. If not using Lunar spells, players can use Ward of Arceuus to reduce damage taken, and Death Charge to boost special attack energy. In a team it is helpful (but not required) for one or more players to be on task.
For tanks, K'ril Tsutsaroth can be extremely dangerous when using Protect from Melee, as there is a very slim chance to take incredibly high damage should K'ril's prayer slam and both Balfrug and Zakl'n hit on the same or near ticks. For this reason, the tank should bring typical tank setup as with Graardor.
Another alternative is to focus solely on melee and ranged defence, using Protect from Magic to cover the magic weakness, as K'ril will not be able to use his prayer slam, Balfrug becomes completely harmless while Tstanon and Zakl'n will have trouble hitting the player. This in turn means K'ril's melee attacks are the only thing to watch out for as a tank.
This defensive setup is particularly favourable using a full set of justiciar armour with guardian boots; while the player will miss out on a slayer helm's bonuses if on a task, justiciar provides the best melee defence, which can be combined with an elysian spirit shield or dragonfire shield for very high defensive bonuses, complementing the set's passive damage reduction bonus, with the former adding onto it. The glove and amulet slots aren't as of much concern for a defensive setup, and should be focused on improving the player's accuracy.
Similar to tanking General Graardor, the player should hit K'ril Tsutsaroth twice for every hit he inflicts on them to avoid as much damage as possible. This means that a player using Melee will be hit every 8 game ticks, while a player using Ranged with an Armadyl crossbow will be hit every 10 game ticks. In a solo scenario, using Melee practically is the only viable option due to the high damage-per-second of the arclight compared to the Armadyl crossbow, however in a team, Ranged can also be used in combination with Armadyl armour for greater magic defence. Generally soloing K'ril Tsutsaroth is only viable on a slayer task, and the same strategy should be used for soloing Graardor, see here. Finally the tank may use the Lunar spell Vengeance to occasionally reflect high amounts of damage back onto K'ril Tsutsaroth. Further details on each tanking strategy are given in the equipment tabs.
At the beginning of the fight, the attackers should all stand in one of the corners near the altar, as this both is the furthest away you can get from K'ril Tsutsaroth's spawn and allows prayer restoration in the last few seconds before the boss respawns. Attackers should only attack K'ril Tsutsaroth once the tank has hit him, this is especially important when the tank is using ranged as it takes a little more time for a ranged attack to hit K'ril Tsutsaroth compared to a melee attack. As K'ril Tsutsaroth's attacks only hit the tank, the attackers should pray against whichever minion does the most damage to their respective combat style, and wear armour to tank damage against the other combat styles. This effectively means that attackers take relatively small amounts of damage during kills, especially if their Defence is high. Players using Melee should use Protect from Magic, players using Ranged should use Protect from Ranged. It is important to note that should K'ril Tsutsaroth focus on you, the armour you are wearing is generally quite bad at tanking him and you will take excessive amounts of damage. Should this happen, players using Melee should use Protect from Magic, players using Ranged should use Protect from Melee. All attackers should also bring an antidote++, both for this eventuality and to share with the tank should they run out of antidotes.
The player focuses on Magic defence while using Protect from Melee to defend themselves against K'ril's powerful melee attacks. This will leave them vulnerable to his prayer smash attack however, so they should keep their health high to avoid being comboed out by the resulting damage from this attack and from minions.
This advanced setup allows the player to attack K'ril 5 times without getting attacked by him in the process. This avoids the dangerous prospect of trying to tank his attacks and prayer smashing, although it requires a specific pattern to be followed in order to prevent K'ril from attacking at all. This is ideal for the twisted bow, which allows the player to attack 5 times in each rotation. The bow of faerdhinen can be used for a more advanced 8/9:0 method that allows for more hits on K'ril compared to the twisted bow.
By focusing on melee defence, players can use Protect from Magic to protect themselves from K'ril's magical attacks and his prayer smash. However, his melee attacks are significantly more accurate compared to his magic attack and have a higher max hit. K'ril's melee attack is slash-based, so high slash defence is recommended. Because of this it is not recommended to use this setup without Justiciar armour. The given inventory setup assumes a team of 3 players
As a melee attacker, you should maximise your damage per second while keeping your ranged and melee defences high. Fortunately melee gear has high ranged and melee defences, hence you can simply use your max DPS gear. It might be worthwhile to bring an extra antidote++ for the tank should they run out, as they have quite limited inventory space.
Item | Quantity | Rarity | Price |
---|---|---|---|
Steam battlestaff | 1 | 1/127 | 60,245 |
Zamorakian spear | 1 | 1/127 | 4,112,392 |
Staff of the dead | 1 | 1/508 | 8,470,979 |
Zamorak hilt | 1 | 1/508 | 9,198,788 |
Godsword shard 1 | 1 | 1/762 | 152,859 |
Godsword shard 2 | 1 | 1/762 | 154,170 |
Godsword shard 3 | 1 | 1/762 | 156,717 |