|Released||13 August 2001 (Update)|
|Also called||Wildy, Wild, Forinthry, Ullergrax|
|Members||No (excluding some dungeons)|
|See map section|
|Infobox • Talk page|
The Wilderness, also called the Wild or Wildy, is a large and dangerous region 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).
The Wilderness is infamous for being arguably the most perilous area in all of Gielinor. The terrain is charred and barren, gradually progressing from sparsely wooded areas to volcanic terrain to a frozen wasteland the further north you travel. The Wilderness is inhabited my many different foes that generally become stronger the deeper you go, including thugs, zombies, grizzly bears and hill giants, as well as more powerful creatures such as demons, dragons, dark beasts and glacors. The main appeal of the Wilderness is that it offers many lucrative combat and skilling opportunities, albeit with greater risk of death.
Death in the Wilderness will work differently depending on whether or not the player is opted in to PvP. Unlike other places where a grave is dropped on death, players who die in the Wilderness will not be given a grave and instead must claim their items back from Death if any items were unprotected upon death. If the player dies with no risk, they are instead sent to Edgeville. Skulled players will lose everything equipped and in their inventory and the items will be dropped on the ground. 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 killed player.
The Wilderness is not safe, and players should not bring items they are unwilling to part with if opting in to PvP. Most of the monsters in the Wilderness are permanently aggressive, can attack in groups and follow players quite far from their habitat, so caution should be taken when running past groups of dangerous monsters. As the Wilderness is considered to be a high-risk area, players entering without unlocking their bank PIN must correctly enter it in order to enter.
There is also a threat system which increases the longer the player stays in the Wilderness (see threat system section below).
Region info[edit | edit source]
|Capital||N/A (previously Senntisten)|
|Databox • Talk page|
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 Crater) 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 players 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.
Following a lack of interest and content in the Wilderness, the Wilderness went through a graphical rehaul in several areas and more slayer monsters were added on 1 August 2022 as part of a massive update. Many low-level monsters were removed for the slayer monsters, others were moved and others simply added into empty areas. In addition, player-versus-player combat was rehauled to opt-in only, in which those who had the mode toggled or had a skull above them could be attacked by other players. Regardless of the player's setting, a threat level was added, which slowly accumulates over time, or faster if the player performs various activities in the Wilderness. To prevent the area from being completely AFK, various threats were added in the form of damaging projectiles and flash mobs that increase in frequency the higher the player's threat is.
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 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 aviansie, 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.
When the Edicts were re-established, Zamorak's followers had a brief civil war which ended following K'ril's banishment. More life returned to the Wilderness, although the lands are still highly dangerous for many people traversing through it.
The Wilderness wall[edit | edit source]
The Wilderness is separated from safer areas by a wall on its southern edge. This is to prevent players from unknowingly wandering or getting tricked into entering the Wilderness and getting killed. Players are required to click on the wall.
After clicking on the wall, the players are presented with a dialogue box that asks whether they really want to enter the Wilderness if they opted into PvP. This and other warning messages can be toggled on and off via the Doomsayer in Lumbridge. 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.
Opt-in PvP[edit | edit source]
Initially, players are not opted into PvP and will not become skulled when entering the Wilderness, meaning other players cannot attack them. Players who wish to opt-in to PvP may do so by speaking to Vala north east of the Edgeville bank. This will cause the player to become skulled every time they enter the Wilderness and allows them to fight other players who also have PvP enabled. If the player dies while skulled, whether to a player or monster, they will respawn in Edgeville instead of Death's Office and all of their items will be dropped on the ground where they died. Opt-in PvP is required in order to use the Hellfire bow, carry a Demonic skull, harvest cursed wisps, and participate in Wilderness Warbands.
Warning: Entering the Wilderness with cursed energy, a demonic skull, or a Divine-o-matic vacuum in the players inventory will automatically cause them to opt-into PvP without having to speak to Vala. Attempting to harvest a cursed wisp or pickup cursed energy will first bring up a warning screen before letting the player enable PvP.
While in the Wilderness and opted into PvP:
- Coins cannot be put in the money pouch.
- Cosmetics are disabled unless it is a retro override of what the player currently has equipped.
- Disassembly is disabled.
- Tradeable dropped items are instantly available to be picked up by anyone.
- Sign of life, Sign of death, Portent of death, Portent of life, or the Defence cape perk will not work.
Untradable items function differently in the Wilderness if lost and not protected while skulled:
- 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.
When engaging a new player, the player's adrenaline is drained to 0%. This is to prevent Player killers 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 as long as they finish killing their current target beforehand; otherwise, their adrenaline will also be drained to 0%. 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.
Other helpful tips for Player killing or escaping from a Player killer includes, but is not limited to:
- Consuming a Gorajian mushroom heals 10% of the players maximum health, and for 10 seconds afterwards damage in PvP is reduced by a flat 15%.
- Drinking a dose of Powerburst of vitality will double the player's current Lifepoints for the next 6 seconds, and at the end of the powerburst's duration, the player's current Lifepoints will be halved. Meaning, it should be used when the player's health is high to minimize damage. During the duration of the powerburst's effect, the player should avoid eating, as consuming food during the 6 second period will essentially halve the amount of Lifepoints healed, once the powerburst wears off.
- Knowing when to activate Anticipation vs. Freedom. Anticipation should ideally be used to mitigate stuns, as well as reducing damage taken. Freedom is optimally used by the player to break free from Debuff effects, notably: Stun, Snare, Ice spells, Bleeding (status), etc.
- Drinking a dose of a Stamina potion, having the Endurance relic active, sipping an Ogre flask (salt water), or using the Spa in Oo'glog/Anachronia spa.
- If the player is attacked by a Player killer, and the aggressor casts the spell Teleport Block, the player who is effected by Teleport Block (status), may equip a shield to cast the Defensive ability, Immortality. Doing so, in the event the player "dies", they will be revived with 40% of their maximum Lifepoints and be provided with 2 seconds of damage immunity from incoming attacks. This will also remove any Teleport Block effect that the player might have had. Take note, in the event the player does not "die" within Immortality's 30 second duration, the player will not be revived on death.
Wilderness levels[edit | edit source]
Entering the Wilderness provides restrictions based on the Wilderness level. The Wilderness level rises as one runs north and it is usually displayed in the upper right portion of the screen.
PvP Combat restrictions[edit | edit source]
Any player within a particular level range of the players combat level can be attacked in the Wilderness. The range is calculated by taking the players 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 players 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.)
PvP 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 teleport block 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
- Portable fairy ring
- Portable obelisk
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 teleport blocked or in combat.
Threat system[edit | edit source]
Regardless if the player opts in or out of PvP, whenever the player is in the Wilderness, a threat level will begin building up while being active or even idle. The threat level will increase based on the following:
- Spending time in the Wilderness (1 threat level every 10 minutes inside)
- Killing monsters in the Wilderness
- Gathering resources using certain Wilderness nodes
- Fishing or Smithing in Wilderness doesn't increase the threat.
Threat increases by one every time one of the actions above is met. When killing monsters, every three or four kills equates to one threat level gained, regardless of the monster's combat level - e.g rats still provide the same contribution as a revenant dragon. There are a few exceptions to this - on a slayer task, it requires twice as many monsters to increase one level. In Wilderness Flash Events, the levels only apply in combat events after the event ends - e.g the King Black Dragon adds two or three levels, while pyrefiends can add up to five levels per event.
For skilling, threat increases depending on the skill being trained and the resource that is being gathered. For example, cutting bloodwood trees will increase threat for every 4 actions that provide a log, but hunting charming moths increases threat with every 14 catches. Additionally, threat is not increased for skilling in the Wilderness that does not involve the nodes directly. Cutting the logs from a bloodwood tree will generate threat, but fletching the logs gathered will not.
Threat is retained for as long as the player remains within the Wilderness and resets when leaving to a non-Wilderness zone or upon death. Areas that are in the Wilderness but are not considered such (e.g. the Corporeal Beast's cave, Mage arena bank, Spirit Realm) will reset the threat level. The threat level caps at level 10. Trail-be-gone and Trail-be-gone (max strength) reduces the threat level by 1 and all levels respectively when used. Obsidian palmstones will prevent the build-up of threat, being consumed whenever the player would have obtained a threat level.
Every threat level increases the damage the player deals and takes by 1%. Higher threat levels increases the Slayer points awarded by Mandrith from completing Slayer tasks. Mandrith awards players (15 + player's threat level) slayer points after completing every task. On every 10th task, players are awarded with (15 + player's threat level) x 5. On every 50th task, players gain (15 + player's threat level) x 15. In addition, it increases the frequency of which the player will obtain Wilderness events.
Two random Wilderness events can occur at any time while the player is in the Wilderness. While each event has a minimum cooldown time, the code has various variables which can further increase the time for the event to occur:
- The main volcano will launch a shard (Ranged) or magical ember (Magic) towards the player. The damage dealt and frequency is based on the threat level. While the damage is hard typeless, successfully praying against the attack (or having volcanic protection) will significantly reduce incoming damage; prayer flicking does work, but the damage is calculated one tick before the hitsplat appears. Disruption Shield does not negate the damage for either type of attack, and neither do other defensive abilities.
- When it happens, it yields:
- if it is in magic, along with a flaming ball.
- if it is in ranged, along with a green projectile.
- The damage scales with threat and the player's maximum health - Constitution levels and armours that give a health bonus, such as Cryptbloom armour - temporary boosts like sailfish do not count.
- When it happens, it yields:
- Monsters will form flash mobs to ambush the player; a game message appears stating: provoked by another player. They will despawn in roughly a minute regardless if they're in combat or not. The monsters that appear are set on specific combat brackets and weighting:
. These monsters will initially be aggressive to the player they were intended for and spawn around them, but will attack other players should the targeted player run out of range, die or are
- Mobs can spawn in constricted areas (even in spots where they would be unable to move due to surroundings), but cannot spawn on elevated levels, mostly due to a lack of space to position them.
- The amount of monsters spawns corresponds to the player's threat level, which assigns "weight" to them. The higher the threat level, the more weight is added, resulting in larger mobs.
- At no threat, the player can expect a single monster from the normal weight table, while at max threat, the player can expect 0-3 monsters from the hard weight table (0 being rare) and 4-7 from the normal weight table.
- Killing the monsters that spawn will reward drops as usual, although clearing the whole mob (which is completely unfeasible due to the randomness and time limit) does not give any additional rewards.
- The monsters that appear do not factor in the player's Slayer level, so its possible to get a mob that they can't kill.
- The monsters that spawn appear in four combat brackets based on which one the player's combat level falls in. Bolded text indicates if the monster has high weight:
- Combat bracket 3-39: Skeleton, giant skeleton, revenant imp, revenant goblin, revenant icefiend, lesser demon, green dragon, revenant werewolf
- Combat bracket 40-79: greater demon, lesser demon, blue dragon, revenant cyclops, revenant hellhound, greater demon pyromancer, greater demon savage, dragonstone dragon, revenant demon
- Combat bracket 80-109: black demon, greater demon, lesser demon, dragonstone dragon, black dragon, abyssal savage, abyssal beast, abyssal lord, hellhound (Wilderness), dark beast (Wilderness), revenant demon, revenant ork, revenant dark beast, greater demon brute, greater demon sage, onyx dragon, revenant knight, revenant dragon
- Combat bracket 110+: black demon, greater demon, dragonstone dragon, onyx dragon, abyssal savage, abyssal beast, abyssal lord, dark beast (Wilderness), hellhound (Wilderness), revenant demon, revenant ork, revenant dark beast, revenant knight, revenant dragon, greater demon berserker, greater demon ash lord, Ripper Demon, acheron mammoth, hydrix dragon
- Elite variants of the monsters (that have them) can spawn, however it is not confirmed whether or not these appear as an individual spawn or when the preceding monster was killed.
- Due to the mammoth's combat mechanics, the mammoth will not initiate combat until attacked.
- Due to how Ripper Demons work in the Wilderness, they will be unable to use their adrenaline-gaining mechanics unless struck first.
- The Zamorakian Undercity demons, ripper demons and acheron mammoths have a larger aggression range compared to other monsters.
After an event, a cooldown timer activates which prevents the player from getting the event again for a set amount of time. This timer decreases by 1 for every extra threat level. Volcano attacks occur twice as frequently compared to flash mobs. At no threat, the player can expect a volcano attack after 18+ minutes pass of in-game time and a flash mob every 36+. At max threat, the player can expect a volcano attack after 8+ minutes pass, and the subsequent decrease in volcano time in turn causes the mob timer to drop to 16+ minutes.
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 enables PvP, 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% of the normal experience, or 350% with a demonic skull equipped. Upon entering the Abyss, players' prayer points are drained.
With the 1 August 2022 Wilderness rework, Abyss runecrafting is significantly safer as the threat posed by monsters spawning from flash mobs are essentially nonexistent (only one monster at level 0 threat) and players being unable to be attacked by other players if they're opted-out of PvP.
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]
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 Crater 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 players choice. Opting into PvP is required in order to harvest a cursed wisp, making it a very dangerous activity. Carrying cursed energy will teleport block the player and allow anyone to attack them.
Farming[edit | edit source]
A flower patch can be found at the western ruins where flower seeds may be planted. 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.
Other skills[edit | edit source]
Members can train other skills in the Wilderness using brawling gloves.
There is a forge and anvil located in the western ruins, a furnace for smelting bars in the eastern ruins, and many Mining sites scattered around. The furnace can also be used to craft silver and gold items. Members can use the furnace to create molten glass.
There is a barrel of water in the western ruins that can be used as a water source for cooking items that require water as an ingredient, used to fill vials for use in creating Herblore potions, or be used to make soft clay. In order to work with soft clay, players would need to place a portable crafter which may be lost if killed. Other methods of training Crafting to consider are making jewellery, creating glass items and making armour. There are many monsters in the Wilderness that drop items that can be used for Crafting. For example, spiders drop spider silk which can be woven into Magic armour.
Training Woodcutting is difficult for low and mid-level players as there are very few trees in the Wilderness that they can chop down other than several normal trees located in levels 1 through 5. Members with at least level 85 Woodcutting can chop any of the three bloodwood trees that can be found throughout the Wilderness. They are located at next to the Chaos Temple, north-east of the Demonic Ruins, and south of the Pirates' Hideout. Level 93 Fletching is required to fletch the wood to make bakriminel bolts. 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 western ruins 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.
Cooking items that can be cooked on a fire is the easiest method to train Cooking in the Wilderness. Players can use the cape merchant's bank to get logs or chop the trees in the low level Wilderness. Cooking items on a range is much harder and risky. There are only two ranges in the Wilderness; one in the Bandit Camp that all players can access and one in the Rogues' Castle for members only. Both of these locations can be very dangerous. The Bandit Camp requires players to be opted into PvP, as the Bandit Brawlers within will attack any player that is not skulled. The Rogues' Castle does not require players to opt into PvP, but the very dangerous Chaos Elemental guards the perimeter and may catch players off-guard.
Fletching can easily be done anywhere in the Wilderness. However, several of the base supplies to train the skill can only be found outside of the Wilderness.
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. The slayer master Mandrith also resides in the Wilderness as a high-level slayer master that requires players to complete his tasks in the Wilderness. While not an official slayer master, Erskine also provides slayer contracts for some monsters for extra experience or coins.
A large variety of monsters can be more easily accessed in the Wilderness, such as red dragons. Some of these locations are also particularly useful for Slayer training, such as the large Ripper Demon swarm near the Red Dragon Isle. In addition, abyssal beasts and abyssal lords killed in the Wilderness while on a slayer task count as one kill for the task, rather than two and five respectively for more experience in total.
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. Revenants are also killed for their Revenant Spirit drops which unlocks a new skin for the Revenant Pet. 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]
The Wilderness is both one of the most rewarding and most dangerous places to train Slayer. It is home to many high levelled slayer monsters including ripper demons, abyssal creatures, acheron mammoths, wyverns, gemstone dragons, and Kal'gerion demons.
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.
Mandrith is a Slayer master that gives assignments exclusive to the Wilderness. Receiving assignments from Mandrith requires Slayer level of 95 and combat level of 120. Completing a Wilderness slayer assignment awards a Wilderness slayer chest and one Reaper point. The chest contains a reward from the Wilderness slayer drop table, which includes the valuable tier 87 weapons: Annihilation, Decimation, and Obliteration. Additionally, Wilderness Slayer tasks give 15 slayer points plus your threat level at the time of task completion, for a potential of 25 slayer points. 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 shared loot table. Obtaining every required item completes the Wildest of All achievement and unlocks the title, [Name], Forinthry's Fury.
Slayer contracts[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.
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 the increasing threat system.
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.
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 a body rune, iron full helm, gold necklace, staff of earth, steel platebody, and coin respawn points. Bring food, as it contains aggressive hellhounds, ripper demons, and black dragons. 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 high-level abyssal creatures.
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 or attaining the Master Farmer rank in Farming reputation. 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 due to the highly aggressive monsters.
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.
Demon flash mobs[edit | edit source]
Demon flash mobs 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]
Players can still be attacked while fighting a wizard that may spawn when digging for a casket. 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 Flash Events[edit | edit source]
Wilderness Flash Events are 13 repeatable scenarios involving both combat and skilling, one event spawns at the beginning of every hour. Completing an event awards a sack of wild rewards, and completing one of the three special events awards a sack of very wild rewards. Opting into PvP is not required to participate in any of the events. To see what the current flash event is and what the next one will be, players may talk to either the Wandering Ramokee or Nikkel by the PvP hatch. The flash event and its spawn location are broadcasted in the chat box five minutes before it begins.
Wilderness Warbands[edit | edit source]
Wilderness Warbands is a very dangerous Distraction & Diversion, which happens every seven hours. Opting into PvP is required in order to participate in Wilderness Warbands, looting a warband tent will skull the player. 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 with the threat system disabled. No quests require opting into PvP, making them completely safe from player killers.
Quests[edit | edit source]
- The Curse of Arrav
- Daughter of Chaos
- Defender of Varrock
- Devious Minds
- One of a Kind
- Spirit of Summer
- Summer's End
- The Temple at Senntisten
- What Lies Below
- While Guthix Sleeps
Miniquests[edit | edit source]
- Civil War I (miniquest)
- Civil War II (miniquest)
- The Curse of Zaros (miniquest)
- Enter the Abyss (miniquest)
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.
Areas and features[edit | edit source]
Map[edit | edit source]
Features[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 Crater||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 northernmost and most dangerous section of the Wilderness. It is separated from the lower Wilderness by a fence that runs the entire length with three gates for passage between the two sections. Because of the high level of the Deep Wilderness it allows players to be attacked by those that are of a significantly higher combat level than themselves if PvP is enabled.
This area was originally accessible to members only, but following an update on 9 October 2017, it was opened to free players. Several notable areas and features can still 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.
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 teleport blocked, 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 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.
Cape merchants[edit | edit source]
All cape merchants in the Wilderness are able to access the player's bank and withdraw and deposit items as with any other bank or chest. However, they don't provide a bank's natural healing effect, and they cannot access the player's bank if they are in combat.
William and Ian only act as bank on members' worlds. William and Edmond are the only two merchants that possess a massive wander range; the remaining merchants never walk too far from where they may be found.
|Around Red Dragon Isle||William|
|The Forgotten Cemetery||Ian|
|West of Lava Maze||Darren|
|Entrance to Dragonkin Laboratory (outside dangerous zone)||Edward|
|Immediately west of the Bandit Camp (Wilderness)||Neil|
|East of the Wilderness (Level 35) Hobgoblin mine or South of the Lava Maze||Edmond|
|Chaos Temple (Wilderness)||Simon|
|East of Dark Warriors' Fortress||Sam|
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 Crater||greater and lesser demons, dark beasts, revenants, hellhounds, and green dragons can be killed here.|
|Wilderness Agility Course||50+||Northwestern corner of the Wilderness||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||Contains rogues, and another rogue can be freed for jewellery selling.|
|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 Crater||18-32||East of the Rogues' Castle and north of the easternmost gate to members Wilderness.||Many monsters such as hellhounds, greater demons, skeletons, lesser demons, and ankou. Also the only place to get cursed energy.|
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 Crater.
- 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 Crater.
- 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 Crater.
- 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 Crater.
- Witching - Unlocked on the eastern edge of level 25-35 Wilderness.
Gallery[edit | edit source]
Concept art[edit | edit source]
News[edit | edit source]
Environment[edit | edit source]
Update history[edit | edit source]
- patch 5 December 2022 (Update):
- Winter is coming and Mod Blkwitch has been up to snow good in the frozen north of the deep wilderness. She's also updated the Mage Arena inside and out.
- Northern and nort-western parts of the Wilderness were updated into snowy enviornments with falling snow effect.
- Winter is coming and Mod Blkwitch has been up to snow good in the frozen north of the deep wilderness. She's also updated the Mage Arena inside and out.
- ninja 31 October 2022 (Update):
- The Wilderness warning interface will now open upon attempting to teleport to the Wilderness lodestone, if opted into PvP.
- patch 3 October 2022 (Update):
- Characters who have PvP disabled can no longer use the 'Intercept' ability on players with PvP enabled in the Wilderness.
- update 15 August 2022 (Update):
- Wilderness Ambushes now drop loot and count for Slayer Tasks.
- AoE abilities will now work in singleway combat zones within the Wilderness.
- patch 8 August 2022 (Update):
- The following changes have been made to the Abyss:
- The Abyss can now be entered without the requirement of being opted-in to PvP. The 250% Runecrafting XP bonus still applies for opted-out players who runecraft via the Abyss.
- The Forinthry bracelet no longer consumes charges when entering the Abyss while equipped. The examine has been updated to reflect this change.
- Players who do opt-in for PvP and use the demonic skull receive the 350% XP bonus.
- Fixed an issue with the Wilderness slayer chests being destroyed on death. They now work as follows:
- If you are inside the Wilderness with PvP enabled, the chest will be destroyed.
- If you inside the Wilderness with PvP disabled, the chest will be protected.
- If you outside the Wilderness with PvP disabled, the chest will be protected.
- If you outside the Wilderness with PvP enabled, the chest will be protected.
- Additional sound effects have been added for the following:
- Wilderness Volcano shortcuts
- Wilderness Volcano random event (projectile)
- Wilderness ambushes (spawn sound)
- Picking up coins outside of the Wilderness - no matter your PvP state - will now see them go directly into the money pouch, rather than your backpack.
- Fixed a small section of tiles that did not count as being "Wilderness".
- Replaced two of the onyx dragons in the Deep Wilderness Dungeon with dragonstone dragons.
- The ghostly piper has moved away from their old spot to a new spot nearby. One that is a bit less dragon contested.
- Fixed an issue where creatures spawned in via the Wilderness threat system could appear at higher mapping levels, making it look like they are floating.
- Dark beasts in the Wilderness now drop loot matching other dark beasts.
- Killing Soulgazers whilst on a 'Soulgazers (Wilderness)' task will now decrease your Slayer count.
- Fixed an issue that allowed players to attack abyssal demons inside Kuradal's Dungeon if they were on an 'Abyssal Demons (Wilderness)' Slayer task.
- Dummies can no longer be placed down whilst inside the Wilderness.
- The treasure chest outside of the Dragonkin Laboratory has been re-mapped down on the surface world.
- Moved a piece of the environment that was blocking access to the "Sword of Edicts engram".
- The following changes have been made to the Abyss:
- update 1 August 2022 (Update):
- The Wilderness has been graphically updated.
- PvP has been changed to be opt-in.
- A threat system has been introduced. Your threat level now increases while completing activites in the Wilderness. As the threat level rises:
- You will deal more damage and take more damage.
- Ambushes will occur more often, with larger groups of enemies and more difficult monsters.
- The Volcano will hit you harder and more often.
- Monsters in Wilderness redistributed with some removed and some added.
- ninja 18 July 2022 (Update):
- Fixed an issue with being able to use the strange device in the Wilderness.
- patch 9 May 2022 (Update):
- Music boxes are no longer placeable in the Wilderness.
- Fixed an issue preventing the Lost Toys Miniquest being incompletable after dying in the Wilderness. Players who are currently stuck can speak to Lex to continue.
- patch 14 March 2022 (Update):
- The render distance (for both the screen and minimap) in the Wilderness now matches that of the rest of Gielinor.
- patch 9 August 2021 (Update):
- Withdrawing materials from the metal bank in the Wilderness will now trigger a warning informing players that it will not be possible to deposit them again during combat in the Wilderness.
- patch 4 May 2021 (Update):
- A tree in the Wilderness is no longer floating and now blocks player characters properly.
- 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.
- update 18 March 2002 (Update):
- update 18 August 2001 (Update):
- Loot from player killing will now correctly assign the drops to the killer instead of someone else.
- patch 18 August 2001 (Update):
- Teleport spells no longer work once you reach level-20 Wilderness or beyond.
- update 13 August 2001 (Update):
- You can no longer shoot someone across the Wilderness border with a ranged weapon.
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.
- 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.
See also[edit | edit source]
- Wilderness and Free Trade Vote
- Forinthry Dungeon
- Player killing
- Death list
- Before The Wilderness (Expansion 2)
References[edit | edit source]
- ^ Jagex. RuneScape Behind the Scenes #207 - RuneFest, Dagannoth Kings rework & More. YouTube. 2 September 2016. (Archived from the original on 2 June 2021.) "...to the Lava Maze, Deep Wilderness Dungeon, Agility Dungeon and Forinthry Dungeon."