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.
- 1 Unique mechanics
- 2 Player Killing
- 3 Notable locations
- 4 Transportation methods
- 5 Bosses
- 6 Skill training
- 7 Miniquests
- 8 Other features
- 9 Development history
- 10 See also
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.
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 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 a strict reminder of where the Wilderness starts.
Death mechanics[edit | edit source]
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, but only one (1) is kept if skulled. Protect Item can NOT be activated 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 Wilderness, except for those methods 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.
Member teleportation up to level 30 Wilderness[edit | edit source]
- Amulet of glory
- Amulet of eternal glory
- Combat bracelet
- Skills necklace
- Ring of wealth
- Pharaoh's sceptre
- Grand seed pod
- Royal seed pod
- Slayer ring
- Ring of life
Dropping items[edit | edit source]
Except for cooked food and potions, all dropped items become visible to other players immediately. This is to discourage players from dropping their items before dying and quickly making it back to pick them up. Cooked foods and potions never appear to other players, which is to prevent clans and teams from 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.
Player Killing[edit | edit source]
Many players engage in player killing - "PKing" - throughout the Wilderness to obtain valuables. When a PKer kills another player in the Wilderness, most or all of the items the victim was carrying are dropped and made visible to the PKer.
In multi-combat areas, many PKers are able to attack the same player simultaneously. PKers will sometimes group together in clans and go PKing, occasionally splitting any loot which they may obtain. These groups can be difficult to counteract if stumbled upon in the Wilderness.
Another form of player killing for money is bot slaying, where players can kill bots that attack monsters for the resources the bots have collected. This can be an easy and reliable way for players to gain profit and acquire kills. A popular monster for this is green dragons, as their hides and bones are very profitable.
Bounty Hunter[edit | edit source]
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 Store. 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.
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.||Monsters include Black demons, Earth warriors, and Chaos druids. The Obelisk of Earth and exit to the Obelisk of Air are located here.|
|South Wilderness mine||6 - 7||North of the Edgeville bank, near the tip of the River Lum||Contains coal and iron rocks. The Mage of Zamorak provides 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||This is one of only two altars in the Wilderness. Elder Chaos druids inhabit the area.|
|Dark Warriors' Fortress||13 - 16||South of the Bandit Camp||Spawns all runes chaos and lower.|
|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 drop ecumenical keys, and aviansies drop noted adamantite bars.|
|Bone Yard||27 - 30||North of the Chaos Temple and east of the Ruins||Bones and Big bones spawn here, making it a popular Prayer training location.|
|Bandit Camp mine||29 - 35||East of the Forgotten Cemetery||Contains 16 iron rocks, 31 coal rocks, 19 mithril rocks, 8 adamantite rocks. Most rocks of any free-to-play mining site.|
|Lava Dragon Isle||36 - 42||West of the Demonic Ruins, east of the Lava Maze||The only location of Lava dragons. Two white berries spawn here.|
|Chaos Temple (hut)||38||The small building just south of the Frozen Waste Plateau||Altar allows for Prayer training. A hotspot for PKers recharging their prayer or killing players training here.|
|Lava Maze||40 - 45||South of the Mage Arena, east of Lava Dragon Isle||Many items spawns, and the Muddy chest can be looted. Has a single lava eel fishing spot. The dungeon contains Greater demons, Black dragons, and a runite rock.|
|Demonic Ruins||45 - 48
|Top right-hand corner||Prayer points are slowly recharged while within range. The only F2P location with Greater demons.|
|Lava Maze runite mine||46||North of the Lava Maze||The only free-to-play vein of runite ore. Player-killing hotspot.|
|Fountain of Rune||47 - 48
|Top right-hand corner south of the Wilderness Volcano||Players can cast spells without runes here, though no experience is given.Dragonstone jewellery can gain extra charges from the fountain.|
|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 Mining, Fishing and Woodcutting resources. One of the few fishing spots to contain dark crabs. Two Runite Golems are here.|
|Wilderness Volcano||53-58||Northeast of the Rogues' Castle||Odium wards and malediction wards are forged here. Dark crab fishing spots are nearby.|
Transportation methods[edit | edit source]
Note: Some methods in this section may allow the player to immediately teleport into deep sections of the Wilderness. However, nothing except members' Deserted Keep lever allows directly leaving the Wilderness above level 30, and pk-ers may tele-block the player below level 30. Always come prepared, as easy escape may not be readily available in an emergency.
Spells[edit | edit source]
|Dareeyak Teleport||78||Ancient||Western Ruins||23|
|Carrallangar Teleport||84||Graveyard of Shadows||19|
|Annakarl Teleport||90||Demonic Ruins||47|
|Ghorrock Teleport||96||Frozen Waste Plateau||45|
|Ice Plateau Teleport||89||Lunar||53|
|Tele Group Ice Plateau||90|
|Cemetery Teleport||74||Arceuus||The Forgotten Cemetery||31|
Equipment[edit | edit source]
- Burning amulet - has teleports to various locations around the Wilderness
- Games necklace - teleports players to Corporeal Beast Cave, where exiting the cave places players in the Wilderness
- Revenant cave teleport - teleports the player to the Revenant Caves entrance at level 40 Wilderness
- Wilderness sword 3 - offers one daily teleport to the Fountain of Rune
- Wilderness sword 4 - offers unlimited teleports to the Fountain of Rune
Obelisks[edit | edit source]
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 80 Construction 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]
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.
|Callisto||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.|
|Chaos Elemental||305||250||Magic, Ranged, Melee||West of the Rogues' Castle||It can hit up to 28 in all three combat styles.|
|Chaos Fanatic||202||225||Magic||West of the Lava Maze||Has a special attack that must be avoided in order to avoid damage.|
|Crazy archaeologist||204||225||Melee, Ranged||Ruins south of The Forgotten Cemetery||Has a multi-area special attack that must be avoided by running away.|
|King Black Dragon||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.|
|Scorpia||225||200||Melee||Cavern beneath Scorpion Pit||Has a powerful poison that can damage up to 20.|
|Venenatis||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.|
|Vet'ion||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.|
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]
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]
Abyss[edit | edit source]
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.
Chaos Altar[edit | edit source]
The chaos altar is located approximately north of Edgeville in level 9 Wilderness, and as with most other runecrafting altars, requires a chaos talisman or tiara to enter. Here players can craft chaos runes; however, entering conventionally requires players to traverse a multi-floor maze to reach the altar itself.
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 are 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 67 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]
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]
Slayer[edit | edit source]
Krystilia assigns an array of Slayer assignments that must be completed within the Wilderness. These monsters can range from combat level 1 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.
Miniquests[edit | edit source]
Curse of the Empty Lord[edit | edit source]
Mage Arena[edit | edit source]
Mage Arena II[edit | edit source]
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]
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]
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]
The Wilderness was introduced into the game on 13 August 2001, and quickly became famous as the only place where players could engage in Player-versus-Player (PvP) combat, to gain all items that the defeated dropped.
Currently, players passing the ditch are presented with a screen confirming that they actually want to enter the Wilderness. This can be toggled at the Doomsayer.