|Release date||13 August 2001 (Update)|
|Also called||Wildy, Wild, Ullergrax|
|Capital||N/A (previously Senntisten)|
|Members||No (excluding some dungeons)|
|No. of banks||9|
|No. of altars||2|
|Peaks||Wilderness Volcano, Wilderness North Volcano|
|Inhabitants||Several different races|
|Infobox • Talk page|
The Wilderness, also called the Wild or Wildy, is a large and dangerous wasteland which makes up nearly the entirety of north-eastern Gielinor, with the exception of Daemonheim peninsula, directly north of the kingdoms of Asgarnia and Misthalin. It occupies roughly the same area of what used to be known as Forinthry (// fə-RIN-three).
Upon dying in the Wilderness, whether from a player or monster, players will lose all but their three most valuable items. When killed by another player, the killer can pick up the victim's items, after which whatever they do not pick can be collected by other players, including the victim. If killed by a monster, then the victim's items appear for all players.
However, skulled players will lose everything equipped and in their inventory. In both cases, up to two additional items can be saved by using the protect item prayer or curse and eating a fury shark.
Untradable items function differently in the Wilderness if lost and not protected:
- Potions, such as overloads and adrenaline, simply remain on the floor as-is for the killed player. The killer does not obtain anything.
- Some untradeable items, such as Korasi's sword, are converted into coins for the killer.
- Other untradable items, such as an asylum surgeon ring, simply disappear for both parties; the killer does not obtain any coins, and the killed player cannot reclaim it.
The Wilderness is not safe, and players should not bring items they are unwilling to part with.
While in the Wilderness:
- Coins cannot be put in the money pouch
- Disassembly is disabled
- Tradeable dropped items are instantly available to be picked up by anyone
- Both players and NPC visibility is restricted to a pre-EoC level (around ten squares). Items and visual effects can still be seen on the screen/minimap as far as possible.
- Surge, Escape, and Bladed Dive have a shared global cooldown when used.
As the Wilderness is considered to be a high-risk area, players entering the Wilderness without unlocking their bank pin must correctly enter it in order to enter. Cosmetics are likewise disabled unless it is a retro override of what the player is currently using.
- 1 Development history
- 2 In-game history
- 3 The Wilderness wall
- 4 Wilderness levels
- 5 Player killing
- 6 Why enter the Wilderness?
- 6.1 Skilling
- 6.2 Combat and Slayer
- 6.3 Money making
- 6.4 Minigames and D&Ds
- 6.5 Quests and miniquests
- 6.6 Wilderness achievements
- 6.7 Pulling strange switches
- 6.8 Unlocking music
- 7 Reasons not to enter the Wilderness?
- 8 Areas and features
- 9 Music unlocked
- 10 Gallery
- 11 Update history
- 12 Updates
- 13 Trivia
- 14 See also
- 15 References
Development history[edit | edit source]
The Wilderness was well-known for being the only place where non-members could engage in Player-versus-Player (PvP) combat to gain all items that the defeated dropped until 10 December 2007. With this controversial update, meant to counter real-world trading, players could no longer fight each other in the Wilderness; instead, dangerous, aggressive revenants could spawn to attack and kill the player.
However, Jagex implemented substitutes for the old player killing system. With the 10 December 2007 update, the Duel Arena was opened to free players, and the Bounty Hunter and Clan Wars minigames were introduced. On 15 October 2008, PvP worlds were released, which allowed players to attack each other across all of RuneScape. The Bounty Hunter minigame was reworked into Bounty Hunter worlds on 6 May 2009, moving the PvP-enabled area from only the crater (which would later become the Wilderness Volcano) to the entire Wilderness on these worlds, similar to the state of the Wilderness before the 10 December 2007 update.
From 24 December 2010 to 14 January 2011, a referendum to bring back the old Wilderness and free trade was conducted, which 91% of players voted for. As of 18 January 2011, the "Attack" option was secretly added to the menu while right-clicking on a player in the Wilderness in certain areas. Clicking it yielded: The Wilderness was ultimately returned to its original state as of 1 February 2011. PvP and Bounty Hunter worlds were rendered obsolete until another rework on 14 November 2016, and all the minigames that once were located in the Wilderness are now in the Gamers' Grotto north of Falador. This update caused fluctuations of the prices of commonly-used player killing equipment and food. The reintroduction of free trading also prompted botters to gather certain commonly-used resources again, increasing their availability and reducing their value.
Following the Evolution of Combat, players who entered the Wilderness would be "auto-skulled," making them drop all items upon death unless the Protect Item prayer/curse was active. Two now removed abilities were also added with the update: Single and Multi-Way Wilderness, which essentially turned the whole Wilderness into a single or multi-combat zone at the player's discretion. This made the Wilderness extremely unpopular with players, as player killers had to change combat settings to fight players, while those not intending to kill others were severely punished and suffered from greatly reduced kill rates if they remained on single-way mode. These changes were subsequently reversed.
In-game history[edit | edit source]
The area that is now the Wilderness was formerly known as Forinthry. It was a lush and green land by the time Gielinor was discovered by Guthix.
Forinthry was very rich in resources and so a perfect place to build settlements. Zaros, a god who entered Gielinor after Guthix entered his sleeping state at the end of the First Age, fully conquered this area during the Second Age. Many settlements were built, whose most powerful were Dareeyak, Carrallangar, Annakarl, and Ghorrock. Forinthry formed a very big part of Zaros' mighty empire, which was the most powerful of Gielinor at that time and stretched from northern Forinthry, through the north-west of Misthalin, and to the North-east of Morytania.
Near the end of the second age, Zaros' Mahjarrat general Zamorak wanted to overthrow Zaros and was able to collect a group of followers. Those included, but were not limited to, the Elder Demon Thammaron, the vampyre Lord Drakan, the human warrior Viggora, and the other Mahjarrat Zemouregal and Hazeel. When Zamorak got his hands on the Staff of Armadyl, he attacked Zaros' palace and after an intense battle, a large part of Zaros' powers were transferred via the staff to Zamorak, leading to his banishment. After that Zamorak supposedly disappeared, leaving Gielinor to take part in the revolution of Infernus. 19 years later he returned to Gielinor with an army so big that he could conquer the world and declared war against all the other Gods, starting the Gielinorian God Wars.
During the God Wars, Forinthry was under constant attacks of Zamorak and Saradomin's armies and soon started to crumble, the fortresses were dominated, and many of Zaros' remaining followers sided with Zamorak to not be his victims, and soon the remaining settlements of Forinthry were destroyed with the exception of Ghorrock, which was dominated by Zamorak until it became so cold that it became impossible to control it.
In the last years of the war Zamorak managed to reclaim the Stone of Jas from Saradomin. Saradomin forged a temporary and fragile alliance with Armadyl and Bandos to defeat Zamorak and take back the Stone of Jas. The combined powers of the three gods were able to triumph over Zamorak. With the three victors standing over him, Zamorak, in his desperation, siphoned energy from the Stone in a last-ditch effort to kill them. Zamorak failed to kill the gods, but the resulting use of the Stone scorched most if not all of Forinthry. Zamorak admits to Armadyl in Sliske's Endgame that were it not for Saradomin, he would have negotiated his way out with Armadyl, seeing him as the most amicable god.
The massive destruction caused the Anima Mundi to cry out in agony, which awoke Guthix from his long slumber, though he could not truly awaken until a ritual was made by four druids: Ria, Atrew, Thera, and Rief. Once truly awoken Guthix led his army to the scarred land of Forinthry to end the war, which led him to establish the Edicts of Guthix, which banned all gods from ever directly influencing Gielinor again. Guthix went deep into the depths of Gielinor and wept, saddened by the effects the God Wars had had on the world that he had shaped and loved. The Wars ended, but the damage was done; many races like the aviansies, icyenes, ourgs, and wyrms were almost wiped out of existence, and all of Gielinor suffered from the effects of the wars, but not one kingdom suffered as heavily as Forinthry.
The Dactyl Dragonkin arrived sometime after Forinthry's destruction and set up a massive laboratory underneath some ruins deep in the Wilderness. It was abandoned and sealed sometime later after one of Kerapac's experiments went terribly wrong.
Forinthry is today known as the Wilderness and is now nothing but a cursed wasteland feared by adventurers. Today, many ruins of the once mighty cities still remain in these lands, barely recognisable as the great cities they were but rather piles of bricks and spirits of the creatures who died during the God Wars who were forced to look after the Wilderness. They started wandering the Wilderness, attacking anything alive they would encounter. These spirits became known as the revenants. Many of those who died in the Wilderness after that point have ended up within a Spirit Plane created by the Spirit Beast. The origins of this beast are unknown. Everyone unlucky enough to die in the Wilderness will be trapped in this realm for the rest of eternity. The Spirit Beast slowly drained the souls of victims trapped inside, causing them to suffer in immeasurable pain while it gained strength from it.
During the Fourth Age, there were many attempts to recolonise the Wilderness. A new city was built at Dareeyak's old location and the Bonde family managed to build a successful farm in the 1700s. Regardless, all attempts at proper recolonisation failed. Though there are still groups of humans residing in the Wilderness, they mainly consist of criminals, typically fleeing from Misthalin's justice system, pirates (as a result of a disaster that fell on Captain Bentley's first crew) and Zamorakians (Dark warriors and the Kinshra).
There are still many creatures wandering around in the Wilderness, like many species of giants and demons. Due to the Wilderness being a site of ancient battles, it is also a place where chromatic dragons reside.
In year 169 of the Fifth Age, many adventurers, who had grown tired of the revenants' constant terror, teamed up to fight the revenants, and reclaimed the land from their tyranny. The adventurers' efforts were successful, and the revenants and a few monsters that roamed the Wilderness were forced into the Forinthry Dungeon. The revenants' desire for revenge would never extinguish, and they would attack anyone that stumbled into them. Bloodwood trees began growing in the area, as a reminder of the land's violent history.
During the Sixth Age with Guthix's assassination, a cursed wisp colony formed around the Sword of Edicts. Several warbands also began forming around locations throughout the Wilderness, in which the ent Quercus tasked adventurers with eradicating them to bring balance in the Wilderness. Various slayer monsters, including the elusive lava strykewyrms (who had appeared briefly during the Fifth Age) and charming moths began appearing in the Wilderness, adding some life to the barren, desolate wasteland.
The Wilderness wall[edit | edit source]
The Wilderness is separated from safer areas by a wall on its southern edge, requiring players to click on it to enter the Wilderness. Formerly a ditch, it required the same action to enter the Wilderness; jumping over. This was to prevent players from wandering into the Wilderness and getting killed or getting 'lured' or tricked into going into the Wilderness with popular luring techniques such as Tree Luring prior the Wilderness changes. After clicking the wall, players are presented with a dialogue box that asks whether they really want to enter the Wilderness. Players who click yes will jump over the wall. Above the wall, there are two safe tiles in which the player cannot be attacked by other players. This has, however, reduced the level 1 Wilderness to 4 tiles.
Jagex added the ditch/wall functionality on 18 April 2007. They also added the option not to receive this warning message every time on 17 July 2007. Players can toggle this and other warning messages on and off via the Doomsayer in Lumbridge. Before the Z-buffering update, the Wilderness Wall was actually a ditch, but due to problems with graphics coding, it was changed into a wall.
Wilderness levels[edit | edit source]
Entering the Wilderness provides restrictions based on the Wilderness level. The Wilderness level rises as one runs north and is displayed in the upper right portion of the screen.
Combat restrictions[edit | edit source]
Any player within a particular level range of the player's combat level can be attacked in the Wilderness. The range is calculated by taking the player's current combat level and adding or subtracting the current Wilderness level they are in.
For example, a level 90 player in level 20 Wilderness means that any player within a combat level range of 70-110 can attack the player.
Familiars in the Wilderness also affect the player's combat level. If the player has no familiar following them, then their combat level is used, regardless of their Summoning level. For example, if a level 138 player enters the Wilderness without a familiar, then they will be considered a level 126 player. However, if they summon a familiar inside the Wilderness, their combat level is returned to the standard 138 until the familiar dies or is dismissed.
In some cases, carrying specific items will remove this restriction, allowing players of any level to attack that player if they meet the requirements. These items include the demonic skull, hellfire bow, wand of treachery, warband supplies, cursed energy, and memories.
The various combat level colours:
- Green - Much Lower in Combat level.
- Lime 1 - A medium amount lower in Combat level.
- Lime 2 - A small amount lower in Combat level.
- Yellow - Equal in Combat level.
- Orange 1 - A small amount higher in Combat level.
- Orange 2 - A medium amount higher in Combat level.
- Red - Much Higher in Combat level.
- White - Cannot attack (i.e. outside the Combat level range or in a safe area.)
Combat Zones[edit | edit source]
Throughout the Wilderness there are two types of combat zones - single and multi-way zones. Most multi-way combat zones are indicated with a pile of markers with crossed swords as a visual indicator. When the player steps into a multi-way combat zone, crossed swords will also appear on their screen.
In single-way zones, two players in combat with each other will be unable to attack other players as long as they are in combat with each other. This also applies to summoning familiars; the owner(s) of the familiar(s) cannot intervene in the fight; although they will still attempt to attack, a game message will appear informing the owner that the familiar cannot attack in such a location.
In multi-way zones, there is no limit as to how many players and familiars can attack a single target as long as they are in that area. If a player is dragged from a single-way to multi-way area by a lava whip's special attack, there is a 10 second delay before the dragged player can be attacked by others (the dragged player in turn can only attack the player who dragged them in).
Similarly to combat level restrictions, carrying a demonic skull, cursed energy, memories, warband supplies (including looted treachery wands) and the hellfire bow removes the combat zone restriction, so a player carrying any of these items will be treated as if they are in a multi-way zone.
Teleport restrictions[edit | edit source]
Unknown magic in the Wilderness will cause most forms of teleportation to be intercepted, preventing the player from teleporting out safely. These typical teleports will only work at level 20 or lower Wilderness.
If the player is struck by a Teleport Block spell, then all forms of teleportation are disabled for five minutes (halved if applied when Protect/Deflect Magic is active). Carrying any quantity of cursed energy, or warband supplies, will permanently teleblock the player until they remove them.
Items that allow players to teleport up to level 30 Wilderness:
- Amulet of glory
- Combat bracelet
- Grand seed pod
- Pharaoh's sceptre
- Ring of life
- Ring of Wealth
- Ring of Fortune
- Luck of the Dwarves
- Skills necklace
- Saradominist, Zamorakian, Armadylean, and Bandosian tokens (discontinued, the only teleport item usable for free players)
- Wilderness sword 4
Methods that allow players to remotely teleport items up to level 30 Wilderness:
The following teleport options entirely ignore the Wilderness level restrictions:
- Wilderness obelisks can be used to teleport to other obelisks randomly. After completing the hard Wilderness achievements, players are able to choose their destination.
- Players who have completed Spirit of Summer can use Jennica's ring to access several areas of the Spirit Realm. Extra locations are added with completion of Summer's End. However, players cannot teleport into the Spirit Realm if teleblocked or in combat.
Player killing[edit | edit source]
Reintroduced into the Wilderness on 1 February 2011, player killing can take place in the Wilderness. When a player is killed in the Wilderness, none of their lost items are protected by a gravestone. Instead, they are dropped on the ground and available to the killer, or if the player was killed by a monster, to everyone. After killing a player, the player gets a 10 second immunity from being attacked by other players. Depending on combat level and gear, player killers can risk between nothing and hundreds of millions of coins worth.
When engaging a new player, the player's adrenaline level is dropped to 0% to prevent them from gaining an unfair advantage over their opponent. If they were under the effects of Berserk or Metamorphosis, these effects are automatically cleared out for the same reason. On the contrary, the attacked player may still retain their adrenaline even if they engage the aggressor. This is true even if both parties temporarily leave combat and the attacked player tries to attack the aggressor, although they will not be skulled as long as they remain in the Wilderness.
Why enter the Wilderness?[edit | edit source]
Skilling[edit | edit source]
While extremely dangerous, the Wilderness offers a multitude of exclusive skilling options, as well as a 33% faster respawn rate for non-exclusive resources compared to other locations.
Players may equip a demonic skull in order to increase Slayer, Farming, Hunter and Divination experience gained by 20%, as well as increasing the experience reward for skilling in the abyss and granting a level scaling experience modifier for the Wilderness Agility Course. On the other hand, wearing the skull further increases the risk because it disables Wilderness level restrictions, which allows wearers to be attacked by anyone and prevents the use of Vengeance, Retribution, and Wrath.
While in the Wilderness, brawling gloves grant up to 300% more experience (up from the regular 50%). The deeper the player is in the Wilderness, the more bonus experience is gained with them.
Runecrafting through the Abyss[edit | edit source]
Members can use the Abyss, which provides access to all the Runecrafting altars, excluding the Astral and Ourania Runecrafting Altars, without the need of a talisman. The Zamorak mage that teleports players to the abyss is in level 5 Wilderness. Runecrafting runes from the Abyss will provide 250% experience or 350% when wearing the Demonic skull. Upon entering the Abyss, players' prayer points are drained, and players are automatically skulled unless they wear a Forinthry bracelet, which loses a charge each time the Abyss is entered.
Many players will risk being killed to craft runes here as it is the fastest way available to train Runecrafting for profit. Normally, only runes above cosmic are crafted here as any rune below this is not considered worth the risk, or it takes less time to reach the appropriate altar by other means. It should be noted that there will not always be player killers waiting by the rift since the average runecrafter does not carry expensive items with them, so it is usually seen as a waste of time and resources to kill them.
Runecrafting through the Abyss also gives players a chance to receive magical thread, which can be used to craft small rune pouches with 30 thread and level 55 Runecrafting or large rune pouches with 100 thread and level 90 Runecrafting. These items enable players to carry multiple types of runes in a single inventory space or in the ammunition slot. The chances of receiving thread can be increased with a higher Runecrafting level, using more essence at once, and by wearing a demonic skull.
While wielding a Wilderness sword 3 or higher, players have a chance to be instantly teleported to the centre of the Abyss, saving a few more seconds for crafting runes.
Agility[edit | edit source]
Members have an Agility training course in the deep Wilderness. It is one of the fastest Agility training areas, though also the most dangerous, as almost any player can attack the player in there due to its location.
When wearing the Demonic skull, Agility experience gained from the Wilderness Agility Course is given a scaling increase starting at level 50; each level past 50 increases the experience by 4%. This means that at level 75 Agility experience from the course is doubled, and at level 99 Agility, experience is 296% the usual experience. Using agility boosting items such as a summer pie will increase experience based on what level is acquired. When wielding or carrying the Wilderness sword 2 or higher, players will gain +5% bonus experience per lap completion at the Wilderness Agility Course.
Divination[edit | edit source]
A cursed wisp colony can be found in the Wilderness Volcano near the Sword of Edicts. The cursed energy can be transmuted into any other energy type, excluding elder and ancestral energy, at a ratio of 100 cursed energy into 150 energy of the player's choice. Players should note that carrying cursed energy will teleblock the player and allow anyone to attack them. A former strategy to circumvent the teleblock involved the use of a divine-o-matic vacuum, which can be used to produce divine charge. This is no longer recommended, as following a recent update the divine-o-matic is now always lost on death, while a replacement can cost one upwards of ten million coins worth of Invention materials.
Farming[edit | edit source]
A flower patch can be found at the Western Ruins where flower seeds may be planted. With the Wilderness Expansion update of 8 August 2016, a herb patch can be found just north of the end point of the canoe. This herb patch can be used to grow any herb, although it is the only patch where bloodweed seeds can be planted to grow bloodweeds. Bloodweed is used for luck, camouflage, and aggression potions. The herb patch is protected from disease after completing the hard Wilderness achievements.
Hunter[edit | edit source]
Black salamanders and charming moths can be caught for Hunter experience. Black salamanders can be used as a tier 70 crossbow or as a secondary ingredient for camouflage potions, while charming moths give a complete charm when caught. Wearing the Demonic skull will not increase Hunter experience when hunting black salamanders.
Prayer training[edit | edit source]
The Chaos Altar at the Chaos Temple (Level 12 Wilderness) functions as a Gilded altar without the need to light burners. When offering bones or ashes, this provides 350% Prayer experience that would be gained by burying or scattering them.
After completing the hard Wilderness achievements, Harrison, who is near the Chaos Altar, can unnote items. This is useful for ironmen as it significantly reduces bank time and the need for clean marrentill.
Thieving[edit | edit source]
Players can loot chests in the Magic axe hut (Level 54 Wilderness), which requires a Lockpick to enter at level 23 Thieving. Players must search the chests for traps, or they will be damaged upon trying to open it.
Players can loot chests, which requires a Lockpick, in the Rogues' Castle (Levels 50-54 Wilderness) on the 1st floor[UK]2nd floor[US]. Players may also auto-pickpocket Rogues, Rogue Enforcers, and Rogue Captains at level 32, 62, and 92 Thieving respectively. Upon the first pickpocket on a floor, players will get 30 seconds of uninterrupted pickpocketing, and after that, it goes to skill checks until they get caught. Once caught, they will not be able to pickpocket on that floor for two minutes. With four floors and 30 seconds of immunity, players should be able to rotate efficiently.
In the eastern room on the 1st floor[UK]2nd floor[US] of the Rogues's Castle, there are three safes which can be cracked at 90 Thieving. Each one gives 10,625 experience, 31,875 in total, and they take five minutes to respawn.
Combat and Slayer[edit | edit source]
The Wilderness offers a multitude of monsters, mostly also available in other places but still including a few exclusive ones. Free players find the only place to fight greater demons and hellhounds. Members also can kill green or red dragons, which elsewhere only can be found as a more powerful version or in a more remote location for their hides, bones, and other potentially valuable drops.
Most monsters are aggressive in the Wilderness and will attempt to attack players even if their combat level is significantly higher than theirs. Out of all of the monsters listed below, less than twelve are tolerant towards players.
Fighting in the Abyss[edit | edit source]
The Abyss can be used to fight its inhabitants: Abyssal guardians, walkers, and leeches. While they're not formidable opponents, they are aggressive and appear to fight in large numbers, which makes the Abyss a good place for low attention combat training and levelling augmented items. Notably, they drop abyssal charms that can be used to create various runecrafting familiars, runecrafting pouches, which can be used to hold pure essence, and various talismans.
Revenants[edit | edit source]
Many players also seek out revenants in the Forinthry Dungeon to kill them for their valuable drops, such as Corrupt dragon armour, Ancient artefacts, and Ancient Warriors' Equipment. The dungeon can be entered in either level 17 or 31 Wilderness on the western side of the Wilderness. Revenants are able to use all three attack styles and generally utilise the one a player is weak against. Using a charge of a Forinthry bracelet renders them unaggressive for one hour as well as granting damage immunity for one minute. Jennica's ring will double the chance of receiving a special drop from Revenants, while the Revenant drop enhancer is in the inventory, it will increase the chance to receive Ancient Warriors' equipment or ancient artefacts from Revenants, and after completing the elite Wilderness achievements, revenants drop rare items more commonly.
Slayer[edit | edit source]
Players can get Slayer contracts from Erskine in Edgeville. For every kill, the player will gain 20% the Slayer experience that the monster would have given if they were on a Slayer assignment. Slayer experience can also be increased by a Wilderness slayer xp enhancer, which the experience is doubled for assignments completed in the Wilderness or by 20% for assignments completed in the Chaos Tunnels.
It also exclusively houses the Lava strykewyrm, dropping searing ashes as the highest source of prayer experience and secondary ingredient for aggression potions, and it can drop fury sharks, which provides protection to an additional item upon dying and stacks with protect item. It also may drop components for upgrading the abyssal whip, the dark bow, and the staff of light to tier 85 variants, which are the lava whip, the strykebow, and the staff of darkness, respectively.
After the Bounty Hunter removal update on 11 March 2019, Mandrith was promoted to a Slayer master assigning assignments exclusive to the Wilderness. Receiving assignments from Mandrith requires a Slayer level of 85. Occasionally, he may offer a challenge assignment, which requires slaying 15 of each Slayer monster in the Wilderness, with the optional extra objective of killing each of the three Wilderness bosses once (the Chaos Elemental, the King Black Dragon, and the Corporeal Beast).
The Wilderness also contains a log section in which players must obtain various drops from unique Slayer monsters in the area; for this log, the drops consist of items from the revenants, lava strykewyrms, and Wilderness global table. Obtaining every required item completes the Wildest of All achievement and unlocks the title, [Name], Forinthry's Fury.
Tormented wraith[edit | edit source]
The tormented wraith can be found in the Spirit Realm, which can be accessed from the portal at the centre of the Dark Warrior's Fortress with Jennica's ring and is available after the completion of Summer's End. In order to fight it, players are required regular or elite black items in the head, body, and legs slots, and players need to wield black weapons in both hands, which can be either two-handed, dual-wielded, or one-hand and shield. It notably drops the holy elixir and items useful to medium levelled players.
WildyWyrm[edit | edit source]
The WildyWyrm, which is a more powerful version of the Lava strykewyrm, can rarely spawn in the Wilderness. The WildyWyrm has more valuable loot and a higher chance to drop the Wyrm spike, Wyrm heart, and Wyrm scalp. The WildyWyrm is extremely powerful and difficult to kill alone, so teams or multiple trips are usually required.
The Wilderness swords allow players to track the WildyWyrm down far easier.
Bosses and Soul Reaper[edit | edit source]
With the release of Soul Reaper, the King Black Dragon, the Chaos Elemental, and the Corporeal Beast are three of the potentially assignable bosses for reaper tasks. Players must kill increasing amounts of them in order to unlock the reaper title, parts of the vanquisher override, and the Final Boss title. Additionally, their pets are required for the Insane Final Boss title. The former two bosses are also available to be fought by free players.
The King Black Dragon can be accessed by activating one of the two artefacts. The easiest access for members and free players is to use the Edgeville artefact. As a dangerous alternative and mandatory for members and free players, they also can use the artefact by climbing down a ladder (Level 42 Wilderness) located west of the Lava Maze Dungeon. While this access requires players to go through the Wilderness, the King Black Dragon's Lair itself isn't located in the Wilderness. Using this access, players are awarded a 10% damage boost until they leave the lair.
Located in the highest levels of the Wilderness, the Chaos Elemental can be found west of the Rogue's Castle. The elemental is highly aggressive and can prove to be a challenging for low and medium levelled players, along with the risk of much more stronger players attacking them while they battle it.
Money making[edit | edit source]
Many players engage in player killing throughout the Wilderness to obtain valuables. When they kill a player, they will get all or nearly all of the items that the player was holding. Then the player killer takes the dropped items and does whatever they may wish to do with them. This includes using the High Level Alchemy or Low Level Alchemy spells on them or selling them for money. Another form of player killing for profit is bot slaying, where players can kill Bots that attack green dragons for the bones they have collected. This can be an easy and reliable way for players to gain profit and acquire kills.
Bandit Duty Free sells items common to general stores alongside more valuable items like vial of water packs, broad arrowheads, gold leaves, marble blocks, stones of binding, reinforcing plates, and algarum threads for 90% of their usual store price, as well as exclusively bloodweed seeds.
Tony's Pizza Bases sells pizza bases and offers cheese and tomato spawns. Additionally, rats can be killed nearby for meat, and anchovies can be fished, thus offering a good spot for making plain, meat, and anchovy pizzas.
Obtaining resources[edit | edit source]
There are many useful spawns in the Wilderness, and players can collect them and run back and forth from a bank, such as a cape merchant, to make money. Particularly, picking them up used to be the only option for free players to obtain planks (besides trading), which are required for the Dragon Slayer quest:
- Five can be found in the Graveyard of Shadows in level 25-30 Wilderness. This place is filled with aggressive zombies, so lower levels may want to bring some food and/or armour.
- One spawns near the eastern ruins.
- Ten spawns are scattered in the western ruins.
The Lava Maze (level 40-45) contains several item spawns such as iron full helm, gold necklace, staff of earth, steel platebody, and coin respawn points. Bring food, as it contains Black Knights, king scorpions, hill giants, and lesser demons. At the end of the maze, players can loot the muddy chest (Level 43 Wilderness) with muddy keys for various loot to make profit. While free players are able to open the chest, they cannot obtain most of the rewards since most items are members-only, which massively diminishes potential profit.
At level 47 Wilderness, there is a small hill south of the border where a cut sapphire will spawn. It is guarded by low-level spiders.
The Wilderness is location to several mining sites, including the Southern Wilderness mining site, the South-western Wilderness mining site, the Lava Maze Dungeon mine, the hobgoblin mine, the Wilderness Volcano mine, and the Pirates' Hideout mining site.
Around level 45 Wilderness on the east coast, there is a second free-to-play fishing spot for lobsters, tuna, and swordfish. However, it's easier and safer to fish from Karamja to avoid the risk of player killers, as well as more convenient since the implementation of Stiles. The Lava Maze is the only lava eel fishing spot besides the one in the Taverley Dungeon near the group of baby blue dragons.
Three bloodwood trees can be found throughout the Wilderness and are the only ones accessible without quest progress. They are located at next to the Chaos Temple, north-east of the Demonic Ruins, and south of the Pirates' Hideout. They require level 85 Woodcutting to chop, and level 93 Fletching is required to fletch the wood to make bakriminel bolts. The bloodwood logs can't be burned. The deeper the bloodwood trees are in the Wilderness, the more logs they'll yield. Bloodwood logs and bakriminel bolt shafts disappear if the player move too far from the tree, so players should bring bakriminel bolt tips, which can only be bought from Mami Rimba, before cutting the bloodwood trees if they plan on fletching bakriminel bolts.
A cursed magic tree can be found in the Spirit Realm, which is accessed from the ruins, north-east of the flower patch, with Jennica's ring. The cursed magic tree requires level 82 Woodcutting to chop, and the cursed magic logs can't be fletched, but they can be burned with level 75 Firemaking. The cursed magic logs turn to normal magic logs after leaving the Spirit Realm. When the cursed magic tree is cut down, a normal magic tree will appear in the Wilderness. After cutting the magic tree, the cursed tree will respawn. This means that a player is able to cut magic logs constantly without the wait of the respawn.
Obtaining runes[edit | edit source]
Nature runes and law runes can be extremely hard to come by for Ironmen without the necessary Runecrafting levels. Players can buy law and nature runes from the magic shop beside the Mage arena. The level 60 Magic requirement for the mage arena does not apply for the shop. The Mage of Zamorak also sells better runes after the Enter the Abyss miniquest has been completed. Some places in the Wilderness spawn runes, which players may collect for free. Although, it can be quite dangerous if other players pass by.
Obtaining team capes[edit | edit source]
A team cape can help determine if someone is an ally or an enemy. If two players wear the same team cape, the other player will show up as a blue dot on the minimap rather than white, and the left-click "Attack" option will be moved to a right-click. If two players are wearing different team capes, then the "Attack" option for each other will both be left-click, regardless if one player has a higher combat level. Some players want to collect team capes, so they go in the Wilderness just to enhance their collection. These handy capes can vary in colours and designs. These capes can be bought from cape merchants (men with big bags on their backs). Their locations are in different places but are always near one place. Team capes can also be sold for a slight profit in the Grand Exchange.
With the elite Wilderness achievements completed, team capes will also double as one of Ava's devices.
Since the Wilderness Improvements & Task Set update, players can now access their bank at a cape merchant as long as they are not in combat.
Charging orbs[edit | edit source]
Players can use the Air Obelisk in order to charge unpowered orbs to air orbs, which can be attached to battlestaves. In order to reach the obelisk, players need to traverse the Wilderness part of Edgeville Dungeon, unless they have completed the hard Wilderness achievements, which unlocks a direct access above ground. The Earth Obelisk is located in Edgeville Dungeon, which can be used for charging earth orbs.
Minigames and D&Ds[edit | edit source]
Beacons[edit | edit source]
If the player has finished the All Fired Up quest, then the player may need to head into the Wilderness to light some beacons for the minigame All Fired Up. The beacons in the Wilderness are in the following locations: two beacons are north-east of the Lumber Yard, one beacon is located in the low-level Wilderness north of the Grand Exchange, one beacon is located north of the altar at level 43 Wilderness, one beacon is on the Frozen Waste Plateau.
Bounty Hunter[edit | edit source]
Bounty Hunter was a minigame that could only be played on Bounty Hunter worlds. Players would be assigned a target to kill to earn and upgrade bounty emblems, which could be cashed in for points to buy rewards. Players were matched based on their Rating and combat level. Players could gain Rating if they killed their target or would lose Rating if they die. Rogue kills, or non-target kills, would have a small chance to upgrade a Bounty emblem and would gain (or lose if the player dies) little Rating than from a bounty kill.
Demon flash mobs[edit | edit source]
Demon Flash Mobs, released on 28 January 2013, occasionally spawn in the Wilderness. Mobs found in the Wilderness tend to have greater rewards than mobs that spawn outside of it. The mobs are always found below level 30 Wilderness.
Penguin Hide and Seek[edit | edit source]
Sometimes penguins from Penguin Hide and Seek will be in the Wilderness, so if a player would like to maximise their weekly reward, they would have to go into the Wilderness to find the penguins. However, penguin hunting Clans and Friends Chats can often lead the penguins to relatively safe spots and thus reduce the risk.
Shooting Stars[edit | edit source]
Shooting stars can land in the Wilderness and often have fewer players mining it due to the dangers of the Wilderness.
Treasure Trails[edit | edit source]
Members can obtain clue scrolls from monsters. Some steps in hard and elite clue scrolls may require the player to traverse into the Wilderness to complete them. With the 1 February 2011 update, the chances of getting a step involving the Wilderness have been greatly decreased.
Be warned that other players can still attack while fighting off any of the wizards that may attack while digging for a casket, so be prepared for anything. Most of the time, players will be incapable of teleporting, so be sure to bring a lot of high level food, some prayer potions, and a shield.
Wilderness Warbands[edit | edit source]
Wilderness Warbands, released on 25 March 2013, is a very dangerous Distraction & Diversion, which happens every seven hours. The three possible locations of the warband camps are all in the Wilderness. The locations are Dark warrior fortress also known as DWF, east of the Lava Maze also known as ELM, and Red Dragon Isle, abbreviated as RDI. The minigame is very rewarding in experience, and while a money option is available, it is not recommended.
Quests and miniquests[edit | edit source]
No quest starts in the Wilderness, but some take place partially or mostly in the Wilderness. The majority of the below quests, unless otherwise noted, will take the player to safe, instanced versions of the relevant areas in the Wilderness, making the quests completely safe from player killers.
Quests[edit | edit source]
- The Curse of Arrav
- Defender of Varrock
- Devious Minds requires players to use The Abyss, which can only be accessed by talking to the Zamorak Mage in low-level Wilderness.
- One of a Kind requires players to travel to the green dragon area of Forinthry Dungeon, which will create a safe instance that may be teleported from. While players can be attacked on their way, they don't need any equipment and thus are safe from loss.
- Spirit of Summer
- Summer's End
- The Temple at Senntisten
- What Lies Below
- While Guthix Sleeps briefly places players on the roof of the high-level chaos temple. However, it can only be accessed from Lucien's camp, and players are here very briefly, so there is very little threat.
Miniquests[edit | edit source]
- Enter the Abyss requires players to talk to the Mage of Zamorak to enter the Abyss.
- The Curse of Zaros may require players to enter the Wilderness, depending on which ghost locations the player gets.
Wilderness achievements[edit | edit source]
Pulling strange switches[edit | edit source]
A pair of strange switches (Levels 9-15 Wilderness), switch A and switch B, can be found in a forest in the south-eastern edge of the Wilderness, east of the Chaos Temple. Pulling these switches has no effect other than for fun and to reach a high personal record, which can also be found from a Quick Chat. One score will be added for each lever pulled, and the chain of pulls would continue to record until the player leaves the Wilderness by any means (logging out, teleporting, hopping over the Wilderness wall, or getting killed).
Reaching a score of ten is required to complete an easy Wilderness achievement, Ten-uous Link.
Unlocking music[edit | edit source]
- Army of Darkness
- Close Quarters
- Crystal Sword
- Deep Wildy
- Everlasting Fire
- Mage Arena
- Pirates of Peril
- The Route of All Evil
- The Route of the Problem
- Scape Sad
- Scape Wild
- Wilderness I
- Wilderness II
- Wilderness III
Reasons not to enter the Wilderness?[edit | edit source]
There is one main reason for players to refuse to enter the Wilderness: fear of death. A player can be killed very quickly in the Wilderness if they are unaware of their surroundings:
- By other players - the level of players that can attack increases with the Wilderness level, so a person can be killed by a player whose combat level is much higher than their own.
Areas and features[edit | edit source]
The former free-to-play area[edit | edit source]
Features[edit | edit source]
All of this area used to be the only part available to free-to-play users. It contains almost all of the surface area and it is fenced off in the north from the Deep Wilderness.
Other places of interest[edit | edit source]
|Place||Wilderness Level||On the Map||Other Information|
|Demonic Ruins||46-47||Top right-hand corner||There are some greater demons here along with Kal'gerion demons.|
|The Runite mine||6||The closest to the southern river (the beginning of the surface stretch of the River Lum)||Contains runite rock|
|The Dark Warriors' Fortress||14-17||South of the Bandit Camp||Spawns air runes, water runes, earth runes, fire runes, mind runes, body runes, and chaos runes.|
|The Hobgoblin mine||35||The east of the Forgotten Cemetery||Contains necrite rock|
|The Skeleton mine||9||The south of the Dark Warriors' Fortress||Contains orichalcite rock|
|The Wilderness (Level 47) Lava Maze mine||47||Slightly above the Lava Maze||Contains phasmatite rock|
|Chaos Temple (Wilderness)||13||South-east of the Graveyard of Shadows, marked by||Apart from a small hut west of the Lava Maze, this is the only altar in the Wilderness. It acts as a gilded altar for members when using bones or ashes on it.|
|Chaos Temple (hut)||38||The in the small building just south of the Frozen Waste Plateau||This is the location of the other of two altars in the Wilderness (the other being the above location). This is a popular hot-spot for PKers to recharge their prayer.|
|Wilderness (Level 14) Volcano mine||14||South-east of the south-east entrance to the Wilderness Volcano||Contains drakolith rock|
|Wilderness (Level 54) Pirates' Hideout mine||54||South-east of the Pirates' Hideout||Contains banite rock|
Deep Wilderness[edit | edit source]
The "Deep Wilderness" is the most dangerous of Wilderness areas, due to the very high level allowing players to be attacked by those that are of a significantly higher combat level than themselves.
This area was originally accessible to members only, but following the 9 October 2017 update, it was opened to free players. Note that several notable areas (and features) of the Deep Wilderness can only be accessed by members.
Mage Arena[edit | edit source]
This is where players with at least level 60 Magic can attempt Kolodion's challenge. Successful players will receive the God cape and the God staff of their chosen God, and players are able to unlock the Divine Storm spell afterwards. Players here can also use Gundai to bank.
Other places of interest[edit | edit source]
|Place / Monster||Wilderness Level||On the Map||Other Information|
|Mage of Zamorak||5||Near the Runite mine||Allows players to access the Abyss, one of the few places where all types of runes can be crafted.|
|The King Black Dragon||42||Near the Lava Maze||The lair itself is not considered part of the Wilderness, so teleporting from within is allowed. The King Black Dragon can drop a draconic visage (extremely rare).|
|Forinthry Dungeon||25-42||Near the Wilderness Volcano||greater and lesser demons, revenants, hellhounds, and green dragons can be killed here.|
|Wilderness Agility Course||50+||Top-left corner of the Wilderness (not the white part)||One of the best places to train Agility.|
|The Chaos Elemental||50+||West of the Rogues' Castle||Drops dragon two-handed sword, ancient artefacts, corrupt dragon equipment, and Ancient Warrior's Equipment.|
|Rogues' Castle||55||East of the Mage Arena and Deserted Keep|
|Corporeal Beast lair||37||North of Summer Bonde's farm in the Spirit Realm.||Contains the Corporeal Beast, which can only be fought after the quest Summer's End, and drops the sigils for spirit shields This area can also be accessed safely using a games necklace.|
|Wilderness Volcano||18-32||East of the Rogues' Castle and north of the easternmost gate to member's Wilderness.||Many monsters such as hellhounds, lesser demons, and ankou. Also the only place to get cursed energy.|
Obelisks[edit | edit source]
There are six Wilderness Obelisks. Each portal will randomly teleport anyone standing on the central pad to any of the other 5 pads. They are the only teleportation method to work beyond level 30 Wilderness apart from the Ardougne teleport lever, the Mage Arena teleport lever, and the Edgeville teleport lever. To activate the portal, touch any of the pillars on the side. Players must be in the 3x3 area between the pillars to be teleported. It will not teleport players if they are teleblocked, and it is useful for sending PKers away to another location. Using this may also teleport other players if they are caught in the 3x3 square when the teleport activates. Thus, if the altar teleported deeper into the Wilderness, the PKer will be able to attack.
With the completion of the hard Wilderness achievements, players can set which area they would like to be teleported to rather than being randomly teleported.
The portals are found in the following locations:
|Wilderness Level||Location||On the Map|
|13||North of the Grand Exchange||South-east of the Wilderness Volcano|
|18||At the black unicorns||South of the Graveyard of Shadows|
|27||South of the chaos dwarves||North of the Bandit Camp|
|35||Near the central green dragons||South-west of the Lava maze|
|44||By the ice warriors||South-east of the Frozen Waste Plateau|
|50||Near the Chaos Elemental||South-east of the Rogues' Castle|
Wilderness area of Edgeville dungeon[edit | edit source]
Although most of the Wilderness is an open area, the north part of Edgeville dungeon is considered the Wilderness too. It can be accessed by passing a members gate. The Wilderness level in the northernmost part is 5. Points of interest:
- Several chaos druids in the Wilderness section, well known for their high drop rate for herbs.
- There are six red spider's eggs respawns in this dungeon, making it easier to collect them for potions.
- Several black demons live farther inside the dungeon, closer to a bank than most others.
- The Earth Obelisk is in the dungeon near Chronozon, and the Air Obelisk can be accessed through the dungeon as well past the Black Demons. A shortcut significantly decreases travel time, requiring completion of the hard Wilderness achievements.
- The dungeon is one of only two locations to house earth warriors, the other being the Chaos Tunnels.
Music unlocked[edit | edit source]
- Army of Darkness - Unlocked between the Dark Warrior's Fortress and Trollheim.
- Crystal Sword - Unlocked in level 1 Wilderness, north of Varrock.
- Dangerous - Unlocked in the east of the Wilderness.
- Dark - Unlocked in the south-east of the Wilderness.
- Darkness - Unlocked north of Edgeville in the Wilderness.
- Deep Wildy - Unlocked in or near the Chaos Temple in the north-west of the Wilderness.
- Doorways - Unlocked in the Wilderness north of the Grand Exchange.
- Eruption - Unlocked at the Wilderness Volcano.
- Everlasting Fire - Unlocked on the volcano in the north-east corner of the Wilderness.
- Faithless - Unlocked near the Chaos Temple in the south of the Wilderness.
- Mage Arena - Unlocked at the Mage Arena.
- Pirates of Peril - Unlocked at the Pirates' Hideout.
- Regal - Unlocked at the Rogues' Castle.
- Scape Sad - Unlocked at the Demonic Ruins or south-west of Daemonheim in level 5 Wilderness.
- Scape Wild - Unlocked south of the Wilderness Volcano.
- Undercurrent - Previously unlocked south-west of Daemonheim in level 5 Wilderness; it is now unlocked automatically and played after defeating the skeletal horror.
- Wild Isle - Previously unlocked at Red Dragon Isle; it is now unlocked automatically.
- Wild Side - Previously unlocked in the Lava Maze; it is now unlocked automatically.
- Wilderness I - Unlocked west of the Wilderness Volcano.
- Wilderness II - Unlocked south of the Lava Maze.
- Wilderness III - Unlocked near the Forgotten Cemetery.
- Wildwood - Unlocked east of the Dark Warriors' Fortress, near the Wilderness Volcano.
- Witching - Unlocked on the eastern edge of level 25-35 Wilderness.
Gallery[edit | edit source]
Update history[edit | edit source]
- patch 2 March 2020 (Update):
- patch 19 August 2019 (Update):
- Ironmen can no longer obtain another players summoning scrolls by killing their familiar in the wilderness.
- patch 11 March 2019 (Update):
- Removed a tile in Spirit of Summer spirit realm that counted as Wilderness.
- patch 26 March 2018 (Update):
- Some items that perform emotes have been disabled in wilderness safe areas.
- patch 19 March 2018 (Update):
- Players can no longer use an item on another player in the Wilderness to prevent a form of luring.
- patch 19 February 2018 (Update):
- Multiple items with emotes are now prohibited in the Wilderness safe zone.
- The Hefin Agility emotes are now prohibited in the Wilderness safe zone.
- The Wilderness safe zone west of the Black Knight Fortress now closes the customization tab.
- Wilderness Slayer Contracts no longer drop to the floor during PvP combat.
- patch 12 February 2018 (Update):
- Surplus wilderness tiles north of the Mind altar have been removed.
- patch 22 January 2018 (Update):
- patch 15 January 2018 (Update):
- Trading, requesting assists or attempting to duel will no longer drag a player into the dangerous area of the Wilderness.
- patch 6 November 2017 (Update):
- Graphically updated the Wilderness warning interfaces. These warnings can be toggled on or off in the Game Settings > Doomsayer Warning Settings interface.
- ninja 23 October 2017 (Update):
- A warning has been added to the safe area in the Wilderness to inform players about demonic skulls and luring.
- patch 23 October 2017 (Update):
- Players are now prompted with a warning message when equipping a demonic skull and when crossing the Wilderness wall with one in their backpack.
- The customisations tab will now close itself if opened in the buffer zone of the Wilderness, up until level 3 of the Wilderness.
- Players can no longer place hunter traps in the Wilderness buffer zone.
- Entering the Wilderness via Daemonheim will now cancel players' walk routes so that they only walk one tile into the Wilderness.
- ninja 9 October 2017 (Update):
- patch 14 August 2017 (Update):
- An issue with lighting in several Wilderness underground areas has been fixed.
- patch 19 June 2017 (Update):
- The Wilderness warning will display to the player until they choose to turn it off.
- patch 20 March 2017 (Update):
- patch 20 February 2017 (Update):
- AoE abilities on NPCs will no longer target another player's familiar in the Wilderness.
- patch 6 February 2017 (Update):
- Players dying to non-PvP combat within the wilderness will no longer have their augmented items instantly deleted.
- hotfix 21 December 2016 (Update):
- Withdrawing above max cash to an existing stack of coins in the Wilderness no longer drops it to the floor.
- patch 21 November 2016 (Update):
- Blocked a tile in the Wilderness that caused the player to sink onto lava.
- ninja 17 October 2016 (Update):
- The skull image on the Wilderness kills board has been updated, making it easier to read recorded deaths.
- patch 5 September 2016 (Update):
- It is no longer possible to become skulled on players you cannot attack.
- ninja 13 June 2016 (Update):
- Degradable items are now dropped in the Wilderness with their charges intact.
- patch 13 June 2016 (Update):
- patch 9 May 2016 (Update):
- An outdated warning message has been removed when entering the wilderness via the ice block.
- ninja 18 January 2016 (Update):
- The high risk area bank PIN toggle now checks for more ways to enter the Wilderness.
- patch 5 October 2015 (Update):
- patch 28 September 2015 (Update):
- Teleblock immunity is now removed correctly when exiting the Wilderness.
- patch 1 November 2014 (Update):
- patch 13 October 2014 (Update):
- Players will now be able to correctly attack other players in the Wilderness if they teleport there from the Duel Arena.
- It is no longer possible to equip certain lent items in the Wilderness.
- patch 18 August 2014 (Update):
- Tweaked Green Dragons to make sure they behave correctly in single way Wilderness.
- patch 13 August 2013 (Update):
- patch 4 March 2013 (Update):
- The reference to old combat levels on the Wilderness kills noticeboard has been removed.
- patch 11 December 2012 (Update):
- Two pools of lava in the Wilderness have been made circular again.
- The dragon keepsake box is no longer listed as being dropped in the Wilderness.
- patch 22 November 2012 (Update):
- An infobox warning is shown to players on entering the Wilderness about the PK skulling mechanic being removed, to ensure everyone realises that you will lose everything on death.
- patch 13 November 2012 (Update):
- Free players will now be moved out of the Chaos Temple upper level in the Wilderness.
- patch 3 July 2012 (Update):
- The magic trees in the Wilderness now appear to match the rest of the world.
- patch 19 June 2012 (Update):
- Players no longer appear to be sinking into the ground in the Wilderness near the Lava Maze.
- patch 13 March 2012 (Update):
- A spider web in the Wilderness cannot be walked through without slashing it any more.
- patch 6 March 2012 (Update):
- patch 31 January 2012 (Update):
- The Wilderness level interface is no longer hidden underneath the XP counter.
- patch 4 April 2011 (Update):
- patch 6 October 2010 (Update):
- Fixed the ground in deep areas of the Wilderness.
- Removed some spurious lava from the frozen parts of the Wilderness.
- patch 15 March 2010 (Update):
- Fixed an issue with the Wilderness level indicator and teletabs. You are no longer asked if you wish to go to the Wilderness if you are already there.
- patch 19 January 2010 (Update):
- A small part of the Wilderness wasn't behaving as it should, allowing players to teleport out.
- patch 9 November 2009 (Update):
- Updated the unlock hints for a handful of music tracks in the Wilderness.
- patch 28 July 2009 (Update):
- Your combat range is now correctly displayed if you're at the very top of the Wilderness.
- patch 8 July 2009 (Update):
- Fixed the hint for the Wilderness Volcano music track.
- Removed some blocking from a few tiles in the Wilderness.
- patch 6 May 2009 (Update):
- Fixed a bug where items wouldn't be displayed on the floor in a particular location in the northern Wilderness.
- patch 25 February 2009 (Update):
- patch 10 February 2009 (Update):
- Some ground areas in the Wilderness have been adjusted to look better.
Updates[edit | edit source]
- 13 August 2001 - Update:Wilderness system online
- 10 May 2002 - Update:Latest RuneScape News (10 May 2002) (Addition of deep Wilderness areas)
- 28 January 2003 - Update:Dangerous Agility
- 22 September 2003 - Update:Mage Arena
- 22 February 2005 - Update:Wilderness Capes, and Changes
- 23 February 2005 - Update:Wilderness Capes Change
- 14 March 2005 - Update:Magic and Wilderness Updates
- 24 April 2006 - Update:Wilderness graphical update
- 18 April 2007 - Update:Wilderness Ditch
- 10 December 2007 - Update:Wilderness Changes, Bounty Hunter and Clan Wars!
- 1 February 2011 - Update:The Wilderness and Free Trade Return!
- 11 November 2011 - Update:More Loot = More W00t!
- 13 December 2011 - Update:The Real Wild Rework - New Wilderness Surface Environment Graphics (free and members)
- 25 March 2013 - Update:Wilderness Warbands
- 8 August 2016 - Update:Wilderness Improvements & Task Set
Trivia[edit | edit source]
- The name Forinthry was first referenced when the name of the Abyssal bracelet was changed to the Forinthry brace.
- Forinthry/The Wilderness is known as Ullergrax in the dragonkin language.
- The curator of the Varrock Museum refers to several of the artefacts on display at the museum as being related in one way or another to Forinthry. The curator believes that Forinthry was once a great city, much like Varrock is today.
- Forinthry is also referenced in the RuneScape-based FunOrb game Armies of Gielinor, in the briefing for the second mission of the single-player campaign, "Guthix Awakens". One of the Sages of Guthix, Ewean, says that, "[The] land is condemned, all the way from Forinthry to Sophanem." Little information could be gleaned from this, other than the implication that it was far from Sophanem.
See also[edit | edit source]
References[edit | edit source]
- ^ Jagex. RuneScape Behind the Scenes #207 - RuneFest, Dagannoth Kings rework & More. YouTube. 2 September 2016. "...to the Lava Maze, Deep Wilderness Dungeon, Agility Dungeon and Forinthry Dungeon."
- ^ Jagex. "Wilderness Ditch." 18 April 2007. RuneScape News.
- ^ Jagex. "Game Improvements." 17 July 2007. RuneScape News.