Dragonwilds Regicide Quest Guide: Kuldra's Saga Finale in the Scorned Wilderness

Regicide quest overview card for Dragonwilds

 

    Regicide is the ninth primary quest in RuneScape: Dragonwilds, the fifth quest in the main storyline, and — per the wiki's own description — "the final quest of Kuldra's Saga." It shipped with the "Our 1.0 Release is live!" update on 15 September 2026, and it's the quest that finally opens the Scorned Wilderness, the continent where Kuldra has been rebuilding the Harmonic Resonator. This guide covers what the source wikitext actually documents: the prerequisite, where the quest starts, the zone-by-zone walkthrough, and the reward pack — no invented step numbers or stats beyond what's written.

 

Prerequisites and Where Regicide Begins

 

    The quest's own overview box lists exactly one prerequisite: Icthlarin's Little Helper. You can't start Regicide without finishing it first.

 

    For the start location, the overview box says simply to "Interact with the Dragon Gate north of the Fractured Plains." The full walkthrough narrows that down: after Icthlarin's Little Helper, "head back into the Fractured Plains and head north-west of Velgar's Rise. You will soon come across a Dragon Gate that will take you into the Scorned Wilderness." Interacting with the gate triggers a line about "the blood of the four" sealing it — a recap that Xikotal, Velgar, Imaru, and Fuzan have all already fallen — before you choose to journey in and a narrative trailer for the Scorned Wilderness plays.

 

Gearing Up: What the Quest Recommends

 

Recommended gear and enemy list card for Regicide

 

    The quest's recommended-gear list, quoted directly from the source:

 

  • Adamant or better Logging Axe
  • Rune or better Logging Axe (for the Magic Trees)
  • Adamant or better Pickaxe
  • Power level 7 or better armour and weapons
  • Food and drinks
  • Strong Tea "for long grinds through the raid"

 

    The listed enemies are Multiple Zombies, Multiple Garou, Multiple Goblins, Multiple Skeletons, Black Dragons, and Kuldra herself — no exact spawn counts or power levels are given for most of these beyond "Multiple," so treat that as the source's own phrasing rather than a precise tally.

 

The Walkthrough: Five Zones of the Scorned Wilderness

 

Card listing the five documented zones of the Regicide raid path

 

    Once through the gate, you meet Commander Zilyana at Rasthin's Rest, who explains she's weakened by the continent and can't beat Kuldra alone, but will protect your base from raids once you've set one up there. From there she escorts you only partway, and you fight through the rest yourself. Note: the source's walkthrough is written as continuous prose describing what happens in each zone, not as a numbered in-game objective list — the grouping below follows that same zone-by-zone structure rather than an official step count, since the wikitext doesn't provide one.

 

    The documented zone order is:

 

  1. Dragontail Vines — mine Runite and Luminite ore along the path; charge an Anima Pylon with Air anima siphoned from a nearby shard (each full charge grants "thirty seconds of anima infusion"); Zilyana intervenes against a Kuldra attack that "inflict[s] Soulscourge"; fight a Black Dragon plus skeletal archers and zombies for Discordant Residue; alternate barriers require Earth, Water, and Air anima in sequence.
  2. Fragments of Ghornfell — clear Garou and goblins, then a second Black Dragon guarded by a Garou thane, berserker, and goblin bodyguards; a side door here holds a Sanguine Urn that "can increase your total health pool by ten points"; a Fire/Air dual-pylon puzzle opens the way into a church, then an underground castle ruin holding an Abyssal Demon (and a second, parkour-gated Sanguine Urn).
  3. The Shattered Stronghold — Water anima gets you past the entry barrier before Zilyana blocks another Kuldra attack; a Power Level 9 Rat King guards an Air anima shard; further in, Fire anima (behind a breakable wall reached with a pickaxe) and a PL 9 Garou thane guard the last pylon before a Black Dragon and wild jade vines.
  4. Cataclysm Keep — described as "more fractured and has less safe areas," crossed via roots and small land chunks; three vault guardians (two hulks, one sentinel) guard a puzzle room with a jumping-puzzle-gated Sanguine Urn; once all pylons are active, the source gives the exact button order needed to open the path: "Air, Water, Earth, and Fire."
  5. Kuldra's Sanctum — reached via a Dragon Gate at Cataclysm Keep's end, this is the Part III boss arena.

 

The Boss Fight and Regicide's Rewards

 

Regicide reward pack contents

 

    Inside the Sanctum, the fight requires you to "defeat multiple dragon hatchlings, power up dragonkin cannons, and use multiple anima orbs to either activate pylons or use as ammunition against Kuldra." Neither Kuldra's HP total nor a power-level rating for her is given in the source — undocumented, don't treat any number here as confirmed. Once she's down, you enter her body to destroy her heart while her heartworms attack and poison you; after the heart breaks, you get "only ten seconds to flee from her chest" before a death cutscene plays and you reappear with Zilyana at Rasthin's Rest.

 

    Completing Regicide grants, per the wiki's Rewards section:

 

  • 1x Regicide Reward Pack, containing:
  • 1x Dragon Kiteshield
  • 1x Dragonslayer's Cape
  • 1x Queenslayer's Reward Pack
  • Full, permanent access to the Scorned Wilderness raid, including Kuldra's Sanctum
  • Each subsequent raid run restarts from Dragontail Vines

 

    The Queenslayer's Reward Pack's own contents aren't broken out in this source — undocumented. The wiki's "Required to Complete" field also currently lists "None yet..." — as of this writing, no other quest requires Regicide as a prerequisite, consistent with it being the saga's current endpoint.

 

Bring Strong Tea before you go in — the source calls out long grinds through the raid specifically. Mine the Runite and Luminite deposits in Dragontail Vines on your way past; you won't get looped back easily. And remember the gravestone note: if you die anywhere past Part II, your grave appears next to Zilyana, not where you fell.

 

Running your own Dragonwilds server

 

    Kuldra's Saga is built around co-op — Zilyana explicitly sets up your Scorned Wilderness base so a group can return to it between raid attempts. Running your own Dragonwilds server keeps that base persistent for your whole group instead of relying on one player staying online, and it makes repeated Kuldra's Sanctum attempts (remember, each run resets you to Dragontail Vines) much less friction. A dedicated server also lets you tune PvP and world settings for the raid's tougher fights — the PL 9 mini-bosses and Black Dragons scattered through every zone — without anyone's personal hardware or connection becoming the bottleneck for the whole group.

 

Conclusion

 

    Regicide closes out Kuldra's Saga with a five-zone gauntlet through the Scorned Wilderness, an elemental-anima puzzle system that repeats and escalates zone to zone, and a boss fight built around destroying Kuldra's heart under a ten-second timer. The prerequisite is a single quest (Icthlarin's Little Helper), the gate sits north-west of Velgar's Rise in the Fractured Plains, and the payoff is permanent raid access plus the Regicide Reward Pack. What isn't documented — Kuldra's HP, exact enemy counts beyond "multiple," and the Queenslayer's Reward Pack's contents — is worth going in expecting to discover firsthand rather than planning around a number that isn't published anywhere yet.

 

    Ready to take your group into the Scorned Wilderness? Get your own Dragonwilds server running in minutes and keep your Kuldra's Saga progress persistent for the whole party — free setup credit with code WELCOME.

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