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A detailed map of the Wilderness.

The Wilderness, sometimes referred to as Wildy or Wild, is a large and dangerous wasteland that makes up nearly the entirety of north-eastern Gielinor directly north of the kingdoms of Asgarnia and Misthalin.

The entirety of the Wilderness is a PvP area. Two players may fight if their combat levels are within a certain range of each other, increasing the deeper into the Wilderness they go. This, along with very high level monsters and bosses, makes the Wilderness one of the most dangerous places in the game.

The Wilderness Diary is a set of achievement diaries relating to the Wilderness and its surrounding area, released on 5 March 2015.

Unique Mechanics[edit | edit source]

Wilderness levels[edit | edit source]

The Wilderness contains different levels, starting at level 1 at the Wilderness ditch, and increasing to level 56 in the far north. These levels are only indicated by a small screen overlay; there is no physical separation between levels.

Players within Combat level range of each other can attack each other in the Wilderness. This range is calculated by taking the Combat level and adding or subtracting the current Wilderness level.

For example, in level 1 Wilderness, a player who is level 100 can attack players who are level 99, level 101 or the same level. If a player is level 100 is in level 24 Wilderness, they can attack players between level 76 and level 124 Combat.

The first two steps (squares) of the wilderness are "safe" zones, in which players can not attack or be attacked, thus making the Wilderness ditch not necessarily a strict reminder of where the Wilderness starts.

Death Mechanics[edit | edit source]

Upon dying in the Wilderness of any cause, the player will keep up to three (3) items upon respawning. If the player is skulled by attacking another player first or entering the Abyss, they will lose all items upon death. If a player is attacked by another player and fights back, they will not be skulled.

The Protect Item prayer allows the player to keep one more item than usual if activated, meaning up to four (4) items are kept normally, and one (1) item is kept if skulled. Protect Item can only be activated if the player is NOT on a high-risk world.

If the player dies to other players, all tradeable items will only be visible to the player who dealt the most damage for one minute. If the player dies to a monster, they are visible only to the victim for a minute. After this, all other players can see the dropped items for 59 minutes.

Upon death, any untradeable items (such as Void armour, Fire capes or Fighter torso) will be converted into coins above level 20 Wilderness, and players must obtain the item again from its original source. Below level 20 Wilderness, any items deemed useful in combat turn into broken items instead, which can be repaired back into their original state with coins at Perdu. Other untradeable items, such as graceful clothing, will remain on the ground for an hour.

Teleport restrictions[edit | edit source]

Teleports will not work above level 20, except for a select few, such as the amulet of glory, ring of life and those listed below, which may be used by members up to level 30. However, the Teleport Block spell will prevent using nearly any means of teleportation for five minutes, or two and a half minutes if it is successfully cast on a player with Protect from Magic active.

Items that allow member teleportation to up to level 30 Wilderness[edit | edit source]

Dropping items[edit | edit source]

All tradeable items that are dropped within the Wilderness (starting at level 1 rather than the ditch) will be visible to other players immediately, except cooked food and potions which will never appear to others. This is to discourage players dropping their valuable items right before getting killed and making it back in time to pick it up, while the restriction to food and potions is to prevent clans and teams of players dropping supplies for each other during a fight.

Black chinchompas cannot be released in combat. This was changed to prevent chinchompa hunters releasing them to leave nothing for the player killer out of spite.

Notable Locations[edit | edit source]

Place Wilderness Level On the Map Other Information
Northern Edgeville Dungeon 1 - 5 Underground, with exit to Obelisk of Air in level 5 Wilderness. Contains many different monsters, including Black demons, Earth warriors, and Chaos druids. The Obelisk of Earth is located here, south of the Black Demons, and an exit north of the Black Demons leads to the Obelisk of Air.
South Wilderness mine 6 - 7 North of the Edgeville bank, near the tip of the River Lum Contains some Coal rocks and Iron rocks. The Mage of Zamorak wanders around here, providing teleport access to the Abyss.
South-west Wilderness mine 9 South of the Dark Warriors' Fortress Contains 34 Coal rocks.
Chaos Temple 13 South-east of the Graveyard of Shadows, marked by the altar icon Apart from a small hut west of the Lava Maze, this is the only altar in the Wilderness. Elder Chaos druids inhabit the area.
Dark Warriors' Fortress 13 - 16 South of the Bandit Camp Spawns earth runes, water runes, air runes, fire runes, chaos runes, mind runes, and body rune.
Revenant Caves 17 - 40 Two entrances - one east of the Dark Warriors' Fortress (low level) and one south-east of the Lava Maze (high level) Home to large number of different monsters, most notably Revenants.
Wilderness God Wars Dungeon 23-29
East of The Forgotten Cemetery Monsters here drop ecumenical keys, and aviansies drop noted adamantite bars.
Bone Yard 27 - 30 North of the Chaos Temple and east of the Ruins A number of Bones and Big bones spawn here, making it a somewhat popular location for free-to-play Prayer training.
Bandit Camp mine 29 - 35 East of the Forgotten Cemetery Contains 16 Iron rocks, 31 Coal rocks, 19 Mithril rocks, 8 Adamantite rocks. Contains more rocks in total than any free-to-play mining site.
Lava Dragon Isle 36 - 42 West of the Demonic Ruins, east of the Lava Maze This is the only location where there are Lava dragons. Among other items, two White berries spawn here.
Chaos Temple (hut) 38 The small building just south of the Frozen Waste Plateau The altar inside this temple allows for fast and affordable Prayer training, making it a popular, if dangerous location to train the skill. This also makes it a hotspot for PKers looking to recharge their prayer points or kill players training here.
Lava Maze 40 - 45 South of the Mage Arena, east of Lava Dragon Isle Contains a number of items spawns, and the Muddy chest at its center can be looted for some treasure. Has a single Lava eel fishing spot. The Lava Maze Dungeon below contains Greater demons, Black dragons, and a Runite rock.
Demonic Ruins 45 - 48
Top right-hand corner There are some Greater demons here, and Prayer points are slowly recharged while within range. Notably the only location with Greater demons available to free-to-play players.
Lava Maze runite mine 46 North of the Lava Maze One of the only places to mine runite ore and the only free-to-play location to do so. Extremely dangerous due to player-killers.
Fountain of Rune 47 - 48
Top right-hand corner south of the Wilderness Volcano Players can cast spells without runes here, although no experience is given. In addition, Dragonstone jewellery can be used on the fountain to gain extra charges.
Rogues' Castle 51 East of the Mage Arena and Deserted Keep Contains rogues, which can be pickpocketed, and chests, which can be looted.
Resource Area 51 - 53 East of the Deserted Keep, west of the Scorpion Pit Contains various Mining, Fishing and Woodcutting resources. These are one of the few fishing spots to contain dark crabs. Two Runite Golems can also be found here.
Wilderness Volcano 53-58 Northeast of the Rogues' Castle Odium wards and Malediction wards can be forged here. Some dark crab fishing spots are nearby.

List of methods to travel quickly to and around the Wilderness[edit | edit source]

Spells[edit | edit source]

Teleports excluding Lunar spells also have a tablet form.

Icon Spell Magic
Spellbook Location Wilderness
Dareeyak Teleport.png Dareeyak Teleport 78 Ancient Western Ruins 23
Carrallangar Teleport.png Carrallangar Teleport 84 Graveyard of Shadows 19
Annakarl Teleport.png Annakarl Teleport 90 Demonic Ruins 47
Ghorrock Teleport.png Ghorrock Teleport 96 Frozen Waste Plateau 45
Ice Plateau Teleport.png Ice Plateau Teleport 89 Lunar 53
Tele Group Ice Plateau.png Tele Group Ice Plateau 90
Cemetery Teleport.png Cemetery Teleport 74 Arceuus The Forgotten Cemetery 31

Equipment[edit | edit source]

Obelisks[edit | edit source]

A player standing at a Wilderness Obelisk
Main article: Wilderness Obelisk

There are several obelisks scattered throughout the whole Wilderness that players can use to randomly teleport to particular locations within the Wilderness. If players have completed the hard Wilderness Diary, they can choose their teleport location. Also, players with level Construction 80 can build their own obelisk that teleports them to the others, but this is a one-way teleport to the Wilderness.

Other[edit | edit source]

Players can use the Ardougne or Edgeville teleport lever to teleport to the Deserted Keep.

Players with level Woodcutting 57 can create a waka canoe at any canoe station, which transports by the pond in level 35 Wilderness, east of a Wilderness Obelisk.

The magic door found within the Entrana Dungeon teleports the player to level 32 Wilderness, south of the chaos dwarves near Vet'ion.

Bosses[edit | edit source]

The Wilderness is a host of many powerful bosses, who are able to drop rare items that can't be obtained anywhere else.

Name Image Level Hitpoints Attack style Location Notes
470 255 Melee, Magic South of Demonic Ruins Has a powerful special attack that hits up to 60 and has another attack which knock players backwards.

Unique drops:
Tyrannical ring.pngTyrannical ring
Dragon pickaxe.pngDragon pickaxe
Callisto cub.pngCallisto cub

Chaos Elemental
Chaos Elemental.png
305 250 Magic, Ranged, Melee West of the Rogues' Castle It can hit up to 28 in all three combat styles.

Unique drops:
Pet chaos elemental.pngPet chaos elemental
Dragon pickaxe.pngDragon pickaxe

Chaos Fanatic
Chaos Fanatic.png
202 225 Magic West of the Lava Maze Has a special attack that must be avoided in order to avoid damage.

Unique drops:
Pet chaos elemental.pngPet chaos elemental
Malediction shard 1.pngMalediction shard 1
Odium shard 1.pngOdium shard 1

Crazy archaeologist
Crazy archaeologist.png
204 225 Melee, Ranged Ruins south of The Forgotten Cemetery Has a multi-area special attack that must be avoided by running away.

Unique drops:
Malediction shard 2.pngMalediction shard 2
Odium shard 2.pngOdium shard 2

King Black Dragon
King Black Dragon.png
276 255 Melee, Dragonfire (long-ranged) His lair accessed by pulling the lever in the western entrance of the Lava Maze Dungeon. A particularly strong black dragon that is capable of various dragonfire attacks that can poison, stun and freeze.

Unique drops:
Dragon pickaxe.pngDragon pickaxe
Kbd heads.pngKbd heads
Prince black dragon.pngPrince black dragon

225 200 Melee Cavern beneath Scorpion Pit Has a powerful poison that can damage up to 20.

Unique drops:
Malediction shard 3.pngMalediction shard 3
Odium shard 3.pngOdium shard 3
Scorpia's offspring.pngScorpia's offspring

464 255 Melee, Magic East of the Bone Yard It is able to drain Prayer and perform a deadly special attack that can hit up to 50.

Unique drops:
Treasonous ring.pngTreasonous ring
Dragon pickaxe.pngDragon pickaxe
Venenatis spiderling.pngVenenatis spiderling

454 255 Melee, Magic North of the Bone Yard It has a lightning bolt attack that can't be blocked by Prayer, and when it reaches half health, it will summon two level 214 skeleton hellhounds to aid it, becoming invulnerable until they are killed. Also has a second form that is dealt with the same way as the first, except it summons level 281 greater skeleton hellhounds instead.

Unique drops:
Ring of the gods.pngRing of the gods
Dragon pickaxe.pngDragon pickaxe
Vet'ion jr..pngVet'ion jr.

Skill Training[edit | edit source]

Throughout the Wilderness, there are many locations where players can train their skills. Many of these training methods are more profitable or faster than other options, though they all carry with them increased risk due to the threat of hostile player killers.

Resource Area[edit | edit source]

Main article: Resource Area

The Resource Area, located very deep within the Wilderness, provides a wide assortment of resources, such as various amounts of ores, magic trees, yew trees, and two Runite Golems, which can be killed and then mined for rune ore. There are static Dark crab fishing spots that can be fished with a Lobster pot and Dark fishing bait. Players must pay 7,500 coins to enter the Resource Area, with free entry as a reward for completing the elite Wilderness Diary. While it is relatively safe, player killers can also pay the fee and attack people training in the area.

Prayer[edit | edit source]

The Chaos Temple in level 38 Wilderness acts as a gilded altar with two burners lit, granting the same Prayer experience bonus when used in a player-owned house chapel. However, offering bones here gives a 50% chance for a bone offered to not be consumed, potentially saving lots of money if training prayer here in bulk. Outside, the Elder Chaos druid can unnote a player's bones for 50 coins per bone.

Runecraft[edit | edit source]

Main article: Abyss
A map of the Abyss.

Players can use the Abyss via Wilderness to access the various altars throughout RuneScape to craft runes; the Mage of Zamorak that teleports players to the Abyss lurks around level 5 Wilderness, just north of Edgeville. Many players will risk being killed to craft runes here as it is the fastest way available to train Runecraft for profit; normally, only runes above cosmic are crafted here as any rune below this is not considered worth the risk, and/or it takes less time to reach the appropriate altar by other means.

Mining[edit | edit source]

Runite ore, which requires 85 Mining, is found in the Wilderness and is the only area where free players may mine it. Members can also mine here, although there are much safer locations such as the Heroes' Guild and Mourner Tunnels, which have some runite rocks. The Wilderness Rejuvenation update added several runite rocks at the Frozen Waste Plateau, making the Wilderness have the most runite rocks in-game.

There are also other mines that can be visited as there is usually no one around. The Skeleton Mine is a mine containing a large amount of coal rocks, although skeletons wander around the mine. The Bandit Camp Mine contains a relatively large amount of iron, coal, mithril and adamantite rocks.

Fishing[edit | edit source]

Some fishing spots ar located south of the Fountain of Rune, where players can fish dark crabs with dark fishing bait and a lobster pot. Dark crabs can be fished with 85 Fishing and heal 22 Hitpoints each once cooked, making it one of the best foods for players to use.

Hunter[edit | edit source]

There are two hunting area in the Wilderness: one for hunting black chinchompas (requires 73 Hunter), and another for hunting black salamanders (requires 73 Hunter). While in the wilderness, the player can place one extra trap above their maximum amount, thus making hunting quicker and more profitable. The black chinchompa hunting location is particularly dangerous, as the location is a popular player-killing spot.

Woodcutting[edit | edit source]

A player chops an Ent trunk after killing an Ent.

Ents roam around the forests of the Wilderness, which if killed can be cut for noted logs. The type of logs is based on the Woodcutting level of the player and the Axe used.

The Wilderness ents give double the amount of logs compared to the ents in the Woodcutting Guild, making it reasonably profitable at a high Woodcutting level.

Thieving[edit | edit source]

At 84 Thieving, players can loot the Chest (Rogues' Castle)s. There are three chests that are at the base of Rogues' Castle. The chest contains some decent rewards ranging from 1,000 minimum in value to approximately 40,000 gold, including various noted fish, runes, ores, and noted cut dragonstones. However, when a player loots from a chest, rogues within range will become aggressive, making this a dangerous but profitable method of money making.

Agility[edit | edit source]

Players have an Agility training course in the deep Wilderness. It is one of the fastest Agility training areas, though also the most dangerous, as it is the only course with the threat of Player killing.

Slayer[edit | edit source]

Main articles: Krystilia and Krystilia/Strategies

Krystilia assigns an array of Slayer tasks that must be completed within the Wilderness. These monsters can range from Combat level 8 to 470, assuming Wilderness bosses, and they all have a chance at dropping mysterious emblems and Slayer's enchantments in addition to their regular drops. Also, whilst wearing a Ring of wealth (i), players double their chances of receiving a clue scroll.

Player Killing[edit | edit source]

Main article: Player killing
A clan of players player-killing their target.

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 he or she may wish to do with them. This includes using the High Alchemy or Low 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 and hides they have collected. This can be an easy and reliable way for players to gain profit and acquire kills. As mentioned earlier, many players visit the Wilderness to kill green dragons, as their hides and bones they always drop are very profitable.

Bounty Hunter[edit | edit source]

Main article: Bounty Hunter

Bounty Hunter is a player killing-based minigame and can only be played on the Bounty Hunter world 18. Players are assigned a target to kill to earn and upgrade mysterious emblems, which can be cashed in for points to buy rewards at the Bounty Hunter Shop. Players are matched based on Combat level, and emblems are always risked.

Looting[edit | edit source]

Players, especially those with low level accounts, can venture into the Wilderness with minimal risk with the sole purpose of looting. Looters pick up the remains of a drop after the killer finished taking the most expensive items, and some looters even tailgate player-killing clans.

Miniquests[edit | edit source]

Curse of Zaros[edit | edit source]

The Curse of Zaros miniquest may require players to enter the Wilderness, depending on which ghost locations the player gets.

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 receive the God cape and the God staff of their chosen God.

Mage Arena II[edit | edit source]

Main article: The Mage Arena II

After completing the Mage Arena, players with at least level 75 Magic and the ability to cast the god spells outside the Mage Arena can attempt Kolodion's second challenge. Successful players receive an imbued god cape of their chosen god.

Other Features[edit | edit source]

Wilderness Diary[edit | edit source]

Main article: Wilderness Diary

The Wilderness Diary can be completed by doing a set of tasks related to the Wilderness. Completing a tier gives a Wilderness sword and variety of useful rewards and benefits. For example, completion of all tasks grants noted dragon bone drops within the Wilderness and free access to the Resource Area.

Team capes[edit | edit source]

The cape merchant Simon, found near the Chaos Temple.
Main article: Team cape

A number of Cape merchants are scattered across the Wilderness, each of them offering five colorful capes for sale. When worn, other players with the same cape will appear as blue dots on the Minimap, rather than the usual white. The attack option for players with the same cape will also be moved to a right-click option, rather than the usual left-click default for the Wilderness. These capes are popular for clans or other groups of players in the Wilderness, both to identify their allies and avoid accidentally attacking each other

Shop selling[edit | edit source]

Many players have items that are of very little value to merchants and skill specialists. The general store in the Bandit Camp buys items for close to High Alchemy prices because the "tax collectors do not visit his store." All Wilderness merchants are very high-level as a matter of personal safety.

Clue scrolls[edit | edit source]

Hard, elite and master clue scrolls often require players to traverse through the Wilderness, to complete a step of the Treasure Trail. In addition, players can still be attacked by player killers while fighting off any of the wizards that attack when in the process of digging for a clue or a reward casket. It is recommended to only bring what is absolutely necessary, to prevent the loss of the clue scroll. A clue box can be brought along to protect the clue scroll or casket in case of death within the Wilderness.

Wearing the Ring of wealth (i) doubles the chance of clue scroll drops in the Wilderness by all monsters.

Development history[edit | edit source]

A map of the Wilderness.

The Wilderness was introduced into the game on 13 August 2001. It is famous for being the only place where players can engage in Player-versus-Player (PvP) Combat to gain all items that the defeated dropped. A ditch was added on 18 April 2007 to prevent players from wandering into the Wilderness and getting killed, lured or tricked into going into the Wilderness with popular luring techniques such as Tree Luring prior to the Wilderness changes. After clicking the ditch, players are presented with a screen that asks whether they really want to enter the Wilderness. Players who click 'yes' will then jump over the ditch.

See also[edit | edit source]