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This article is about the region. For the music tracks, see Wilderness (disambiguation).
"Wild" redirects here. For the title, see the Wild.
"Forinthry" redirects here. For other uses, see Forinthry (disambiguation).
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Wilderness warning.png

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 (/fəˈrɪnθri/ fə-RIN-three)[1].

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.
    • The upgrades unlocked by the double Surge and Escape codices are not available.

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.

Development history[edit | edit source]

The former Clan Wars arena was still present, albeit unused
The Wilderness before 10 December 2007

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: You can only attack players in a player-vs-player area. 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.

The Wilderness Warbands were added on 25 March 2013, offering massive experience for minimal effort to bring players back into the Wilderness.

A Wilderness achievement set, alongside a massive overhaul including new skilling options and locations for slayer monsters was implemented on 8 August 2016.

In-game history[edit | edit source]

Lava, ruins and the remains of warriors is all what is left of the Zarosian empire...

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.

Once a house, now ruins.

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.

Zamorak, Armadyl, Bandos, and Saradomin, immediately before the land is scarred.

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.

Could this once have been a forest?

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.

A small oasis near the middle of the wilderness, one of the few places that have not been scarred.

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.

Zamorak destroying the entirety of Forinthry

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]

Main article: Wilderness wall
The current Wilderness wall
The warning interface upon entering the Wilderness

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.[2] They also added the option not to receive this warning message every time on 17 July 2007.[3] 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]

Wilderness level is displayed in the upper right

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:

Combat Zones[edit | edit source]

The borders of the single- and multi-way combat areas of the wilderness for PvP.

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:

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]

Main article: Player killing
The red areas show multiway combat areas prior to The Evolution of Combat.

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]

A Hunter area with black salamanders.
The lower, safer levels of the Wilderness.

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]

A small field of grass full of moss giants and chaos runes.

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.

Abyssal demonAnkouBanditsBlack demons
Black dragonsBlack knightsBlack unicornsBlue dragons
Chaos druidsChaos dwarvesChaos elementalDark beasts
Dark warriorsDark wizardsDeadly red spidersGargoyles
Giant ratsGiant spidersGreater demonsGreen dragons
Grizzly bearsGuard banditsHellhoundsHill giants
HobgoblinsIce giantsIce spidersIce strykewyrms
Ice warriorsKal'gerion demonsLava strykewyrmsLesser demons
Moss giantsPoison spidersRatsRed dragons

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]

Main article: Revenants

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]

Map of Slayer monsters in the Wilderness

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.

The Wilderness is home to many high levelled slayer monsters including Dark beasts, Abyssal demons, Ice strykewyrms, Gargoyles, 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.

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]

Main article: Tormented wraith

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]

Main article: Soul Reaper

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.

The Corporeal Beast can be fought after completing the Summer's end quest and can safely accessed using a games necklace or the PvM Portal.

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.

The Bandit Camp is home to two stores: Tony's Pizza Bases and Bandit Duty Free. In order to safely enter the camp, players are required to be skulled, or they will be attacked by the bandits.

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]

A respawn point of nature runes.

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:

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.

There are also many respawns for bones in the Chaos Temple and the Boneyard, and members can collect white berries at Red Dragon Isle.

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.

A player fishing lobsters in the Wilderness.

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]

Main article: Team cape

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]

There are a few minigames and Distractions and Diversions that may take place or only occur in the Wilderness.

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]

Main article: Bounty Hunter

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]

Main article: Demon Flash Mob

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]

Main article: Shooting Star

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]

Main article: Wilderness Warbands

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]

Miniquests[edit | edit source]

Wilderness achievements[edit | edit source]

Wilderness achievements can be completed by doing achievements related to the Wilderness. Completing the achievement set gives a Wilderness sword and variety of useful rewards and benefits.

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]

Players wanting to unlock as many song tracks as possible for the various music emotes and the completionist cape can exclusively unlock the following tracks in the Wilderness:

Reasons not to enter the Wilderness?[edit | edit source]

A hill with aggressive spiders' nests.

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 Mining spot map icon.png 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 Mining spot map icon.png east of the Forgotten Cemetery Contains necrite rock
The Skeleton mine 9 The Mining spot map icon.png 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 Altar map icon.png 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 Altar map icon.png 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]

Deep Wilderness map.png

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]

Main article: Mage Arena

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

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 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]

An obelisk in the Wilderness

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.
    • A resource dungeon that has chaos druids and several herb spawns, requiring level 10 Dungeoneering to access. This resource dungeon is not part of the Wilderness and is found near the thugs.
  • 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]

Gallery[edit | edit source]

Update history[edit | edit source]

The update history project is a work-in-progress – not all updates to this topic may be covered below. See here for how to help out!
  • patch 13 January 2020 (Update):
    • Fixed repeating audio in the Wilderness.
  • patch 19 August 2019 (Update):
    • Ironmen can no longer obtain another players summoning scrolls by killing their familiar in the wilderness.
  • patch 28 August 2018 (Update):
    • You can no longer place kick-able objects in the 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 22 January 2018 (Update):
    • A broken lava texture in the Wilderness was updated.
    • Blocking issues have been resolved with the small lava pits in the Wilderness, near the red dragon island and the lava maze.
  • 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):
    • Free players can now pass through the high-risk Wilderness wall.
    • Blue dragons have been added to the Wilderness north of the Forgotten Cemetery.
    • The deep wilderness is now accessible to free players, as is the deep wilderness dungeon.
    • The south-east corner of the Wilderness is now a free area.
  • 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 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 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 28 September 2015 (Update):
    • Teleblock immunity is now removed correctly when exiting the Wilderness.
  • patch 15 June 2015 (Update):
    • Some incorrect height mapping in the Wilderness has been fixed.
  • patch 5 January 2015 (Update):
    • Aligned the Edgeville Wilderness level to the wall correctly.
  • patch 1 November 2014 (Update):
    • It's no longer possible to clip through a tree in the high-level Wilderness.
    • Combat dummies can no longer be placed in the safe zone past the Wilderness wall.
  • 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 21 January 2014 (Update):
    • Some floating trees in the Wilderness have been fixed.
  • patch 11 December 2013 (Update):
    • Players can no longer equip lent rare items in the Wilderness.
  • patch 20 May 2013 (Update):
    • A spelling mistake in the Wilderness guide books has been fixed.
  • 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 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):
    • Withdrawing coins from a money pouch in the Wilderness now warns the player that doing so will cause those coins to be risked wealth.
  • patch 31 January 2012 (Update):
    • The Wilderness level interface is no longer hidden underneath the XP counter.
  • patch 19 April 2011 (Update):
    • Some lava in the Wilderness has been levelled out.
  • patch 12 April 2011 (Update):
    • Some height mapping in the Wilderness has been fixed.
  • patch 4 April 2011 (Update):
    • It is no longer possible to get Agility XP on a free world when climbing a ladder in the Wilderness.
    • The ring of Wealth teleport now works in up to level 30 Wilderness.
  • patch 1 February 2011 (Update):
    • Some flickering issues in the Wilderness have been fixed.
  • 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 7 October 2009 (Update):
    • Stopped the Wilderness overlay disappearing in some circumstances.
  • 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):
    • The fire cape shouldn't change in low detail when teleporting around in the Wilderness.
    • You can no longer jump over the Wilderness ditch into a pile of logs next to one of the Wilderness beacons.
  • patch 10 February 2009 (Update):
    • Some ground areas in the Wilderness have been adjusted to look better.
  • update 20 April 2004 (Update):
    • Warning before entering Wilderness added.

Updates[edit | edit source]

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]

  1. ^ 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."
  2. ^ Jagex. "Wilderness Ditch." 18 April 2007. RuneScape News.
  3. ^ Jagex. "Game Improvements." 17 July 2007. RuneScape News.