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This article is about the region. For the music tracks, see Wilderness (disambiguation).
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"The Wild" redirects here. For the title, see Titles#The Wild.
Wilderness actual
Capital N/A (previously Senntisten)
Members No, besides level 49+ and Red Dragon Isle
No. of banks 9
No. of altars 2
Guilds None
Peaks Wilderness Volcano, Wilderness North Volcano
Inhabitants Several different races
Wilderness warning

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 the Daemonheim peninsula, directly north of the kingdoms of Asgarnia and Misthalin.

There are also unofficial PKing worlds, where you can still use the Protect item prayer and curse. These worlds are 2 and 69.

Upon dying in the Wilderness, be it to player or monster, players will lose all of their items, except their three most valuable items. A maximum of five items can be saved by using the protect items prayer and a portent/sign of item protection unless on a high risk server. However, players who are skulled will lose all items by default unless they have the Protect Item prayer activated, which will protect one item.

Development historyEdit

Clan Wars arena

The former Clan Wars arena was still present, albeit unused.

The Wilderness was famous 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, when the Duel Arena was opened to free players and the Bounty Hunter and Clan Wars minigames were introduced. Later when the classic Wilderness was reintroduced, Bounty Hunter was removed. All the minigames that once were located in the Wilderness are now in the Gamers' Grotto north of Falador.

As of 15 October 2008, players were allowed to attack each other here (and across the rest of RuneScape in PvP worlds) on special Bounty Hunter worlds (These worlds have been rendered obsolete as of the first of February as the classic Wilderness area has been reintroduced). They could not, however, attack each other here on non-PvP worlds.

In the months between July 2008 and October 2008, however, players could only attack each other via activities. The Clan Wars free-for-all portals are very similar to the Wilderness before 1 July 2008, however with the arrival of Bounty worlds the Wilderness returned to being like old player killing. Players had to be careful entering the Wilderness as they could be attacked and likely killed by revenants.

From 24 December 2010 to 14 January 2011 a referendum to bring back the old Wilderness and free trade was conducted, in which ninety one percent of votes were a yes. 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 has now been returned to its original state as of 1 February 2011.

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. The now-removed abilities Single and Multi-Way Wilderness allowed players to dictate how the Wilderness will be towards them. This made the Wilderness very dangerous and unpopular with players, until Wilderness Warbands were released, as they provide free experience rewards with very little risk. Following the release of Legacy Mode, the Wilderness had its old mechanics back. There are also rocks scattered around the surface of the Wilderness with two blood red crossed swords on them; these signal the borders between single and multi-way combat areas.

In-game historyEdit

Wilderness wasteland

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. Like the rest of Gielinor, it was shaped by the god Guthix during the First Age and was an area filled with nature and life.

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.

Wilderness ruins

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' castle and after an intense battle, a large part of Zaros' powers were transferred via the staff to Zamorak, leading to his banishment. After that, the other gods banished Zamorak for defeating one of their kind, however, Zamorak returned as a God, with an army so big that he could conquer the world and declared war against all the other Gods, starting the God Wars.

During the God Wars, Forinthry was under constant attacks of Zamorak and Saradomin's armies and soon started to crumble, the fortresses were dominated and many of Zaros' remaining followers sided with Zamorak to not be his victims, and soon, the remaining settlements of Forinthry were destroyed with the exception of Ghorrock, which was dominated by Zamorak, until it became so cold that it became impossible to control it.

Wilderness wood pathway

Could this once have been a forest?

After 4,000 years of battle, Zamorak managed to take the Stone of Jas from Saradomin, and used its power to sear the entire continent of Forinthry (likely to eliminate evidence of Zaros), turning it into the cursed wasteland today known as the Wilderness. As a result, the Anima Mundi cried out in agony, which awoke Guthix from his long slumber and put an end to the God Wars by creating 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.


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 by the gods to look after the Wilderness. They started patrolling 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. While the spirit beast slowly drains the souls of the unfortunate mortal victims, it makes itself even more powerful.
War at Forinthry

Zamorak destroying the entire Forinthry.

During the Fourth Age, there were many attempts to recolonize 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, however, they were massacred by a group of rogues. 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 dragons reside. Some outlaws, mostly Zamorakians, have also managed to set up their bases there, like bandits, dark warriors, rogues and pirates.

Old wildy

The Wilderness before 10 December 2007.

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 were banished to a cave known as the Forinthry Dungeon. Despite this, the Revenants still remain dangerous to anyone wishing to explore the cave, but are not nearly as powerful as they were above ground.

Wilderness levels

The level rises as one runs north


Main article: Revenants

Revenants were added by Jagex to challenge players after player killing was removed. They would randomly appear and attack players in the Wilderness. Revenants are the ghost-like spirits of creatures killed during the God Wars. All of them could teleblock, freeze, and use all three sides of the combat triangle. In members Wilderness, most of them could also poison the player (except for the revenant dragon, which could poison players anywhere in the Wilderness). They can also unleash hefty damage despite their combat level; even the level 7 revenant imps can hit up to 90 life points. The further north players went, the higher the danger level got. The danger level represents the potential combat levels of revenants they could engage in combat. A danger level of 1 meant you could be attacked by revenants within 1 combat level of your own; a danger level of 2 meant you could fight revenants within 2 combat levels of your own; and so on.

After the Wilderness and Free Trade Update on 1 February, revenants were removed from the Wilderness surface and banished to the Forinthry Dungeon. They also lost their ability to teleblock players, but they are still extremely dangerous and should not be underestimated.

Teleport restrictionsEdit

Teleports will not work above Wilderness Level 20, except for a select few such as the amulet of glory, which may be used by members up to level 30. However, the Teleport Block spell will prevent using any means of teleportation for 5 minutes.

If you have completed Spirit of Summer, you can use Jennica's ring to activate portals throughout the Wilderness, even from the magic axe hut at level 55. The teleport restrictions of the wilderness do not exist in the spirit realm.

Items that allow member teleportation to up to level 30 Wilderness:

The Wilderness wallEdit

Main article: Wilderness wall
Wildy wall

The current Wilderness wall.

Wild Ditch

The ditch as it was seen on the World Map before it was replaced with a wall during an update on 15 September 2010.

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 screen that asks whether they really want to enter the Wilderness. Players who click yes will then jump over the wall. Above it, there are a few safe spaces. This has, however, reduced the level 1 Wilderness to 4 tiles.

Jagex added the ditch/wall functionality on 18 April 2007[1]. They also added the option not to receive this warning message every time on 17 July 2007[2]. 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.

Player killingEdit

Main article: Player killing
Locations wilderness multicombat zones1

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. Depending on combat level, player killers risk nothing to hundreds of millions worth of gear.

PKing also saw the return of looters, low level accounts with the purpose of picking up the remains of a drop after the killer finished taking the most expensive items. They are a hindrance to PKers since they almost always stand on top of the loot and plant marker plants to hamper the killer from picking it up quickly. If a player gets a kill and must teleport away or is killed right after by a PKer, all of the loot could become visible to everyone after a short amount of time, and experienced looters will often pick up the best right away.

PKing also saw the return of griefing/griefers, who target players who are in the wilderness for non-combat reasons (such as penguin hunting). This is often pointless, as these targeted players often carry nothing into the wilderness and thus only drop bones, and the main result is the frustration of the grieved player.

Economic effects of player killingEdit

In the weeks following the return of player killing, the price of commonly used PKing gear, including armour, weapons, and food plummeted. The abyssal whip, rune platebody and platelegs, and sharks crashed to almost half their price before the update. Rune scimitars went from 30k to 17k. Barrows equipment also crashed significantly. While its demand rose, this can be explained:

  • With Bounty and PvP worlds, not all of the victim's items became the killer's loot - oftentimes the loot was a lot worse than the value of their lost items. Ancient artefacts were introduced, items that could be sold to an NPC named Mandrith for a set amount of coins. As a result, the supply of gear was low as it was constantly removed from the game and the coins added into the game caused inflation; therefore prices rose.
  • After 1 February 2011, the drop system changed. All tradeable items such as the gear used in PKing lost upon death remained in the game as players picked them up and sold them. So the supply remained constant, unlike its decrease in PvP worlds. The effect of prices was particularly strong on Abyssal whips, which were mostly not transferred when one was lost in a PvP world. All of them now remain in the game as well as new ones coming in from abyssal demons.
  • The return of free trade came with the return of real world trading. They began using bots again to gather resources, including high level fish: sharks, rocktail, monkfish, etc. The supply of them increased dramatically and lowered the prices. Unused food lost in player killing was also picked up by looters.

However, the special PvP drops that were formerly only acquired from PvP, and now from revenants, such as vesta's longsword, skyrocketed. This is because they were much easier to get from PKing rather than killing revenants now, whose drop rate of these items is extremely low.

Why enter the Wilderness?Edit

Wilderness hunting area

A Hunter area with black salamanders.

Low wilderness

The lower, safer levels of the Wilderness.

Many players enter the Wilderness to kill other players,

For access to the AbyssEdit

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.

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.

For resourcesEdit

Lava island

A respawn point of nature runes.

There are many useful spawns in the Wilderness. Particularly, the only two non-members' spawn points for planks, which are required for the Dragon Slayer quest:

  1. In the Graveyard of Shadows, level 25-30 Wilderness. This place is filled with aggressive zombies, so lower levels may want to bring some food and/or armour.
  2. The Lava Maze (level 55-61) contains several item spawns such as Iron full helm, Gold necklace, Staff of earth, Steel platebody, along with coin respawn points. Bring food, as it contains black knights, king scorpions, hill giants and lesser demons.

There are also many respawns for bones in the Chaos Temple and the Boneyard, and members can collect white berries (a valuable potion ingredient) 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 risk factor and the aggressive monsters mean these mines are rarely mined-out, unlike the Mining Guild at busy times.

The Wilderness has one of the few places to mine runite ore in all Gielinor, being the only place free-to-play players could mine runite until the 19 July 2010 Dungeoneering update. After the 1 Feb 2011 Wilderness update, the runite rocks near the Lava Maze began spawning their ore much faster, making it well worth the risk for those who are bold enough to mine in level 40+ Wilderness.

The Wilderness' other mines are also usually empty of other players, and some of them have very large concentration of a specific rock. Examples are the Hobgoblin mine, which has 22 mithril rocks, the largest concentration of mithril ore anywhere in RuneScape.

While the best metal armour enables players to shrug off most of the monsters that frequent the mines, other players will frequently attack with magic as well, so ranged armour may be preferable to avoid susceptibility to magic attacks. Protect from Magic may also be used to help ward off magical attacks.


Fishing in the Wilderness

A player fishing lobsters in the Wilderness.

Around level 45 Wilderness on the east coast, there is a second F2P 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.

For Agility trainingEdit

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 you 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 earn you a bit more experience based on what level is acquired. When wielding or carrying the Wilderness sword 2 or higher, you will gain +5% XP per lap completion at the Wilderness Agility Course.

For DivinationEdit

A Cursed wisp colony can be found at 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. When wearing the Demonic skull, experience will be increased by 20%.

For DungeoneeringEdit

Because Daemonheim is located in the Wilderness, some players may walk through the Wilderness to get to the peninsula. However, it is faster to get to Daemonheim by taking the Fremennik ship at Al Kharid or Taverley or to simply teleport there via the ring of kinship.

For FarmingEdit

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 a Bloodweed seed can be planted to grow Bloodweeds. When wearing the Demonic skull, experience will be increased by 20%.

For HunterEdit

Black salamanders and Charming moths can be caught for Hunter XP. Charming Moths give a complete charm when caught, and when wearing the Demonic skull, experience will be increased by 20%.

For Prayer trainingEdit

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 tasks, you gain the ability to un-note items with Harrison, who is near the Chaos Altar. This is very useful because you can un-note a stack of noted bones or ashes for fast Prayer training.

For ThievingEdit

Players can loot chests in the Magic axe hut (Level 54 Wilderness), which requires a Lockpick to enter, at level 23 Thieving. You must search for traps first to be able to loot the chests, or you'll get damaged.

Players can loot chests, which requires a Lockpick to loot, in the Rogues' Castle (Levels 50-54 Wilderness) on the first floor (second floor for U.S. English). Players may also auto-pickpocket Rogues, Rogue Enforcers, and Rogue Captains at level 32, 62, and 92 Thieving respectively. Upon your first pickpocket on a floor, you get 30 seconds of uninterrupted pickpocketing, and after that, it goes to skill checks until you get caught. Once you've been caught, you can't pickpocket on that floor for 2 minutes. With 4 floors and 30 seconds of immunity, you should be able to rotate efficiently.

For WoodcuttingEdit

Three Bloodwood trees can be found throughout the Wilderness. They are located at next to the Chaos Temple, north-east of the Demonic Ruins, and south of the Pirates' Hideout. 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 you 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.

For monster killingEdit

Main article: Monster killing

The Wilderness has monsters that can be beneficial to kill for their drops or their experience (E.g. Greater demons). In both Free and Member worlds, the King Black Dragon can be killed for dragon bones and Black dragonhide. In members' worlds, green dragons can be killed for dragon bones and Green dragonhide, and the Lava strykewyrm may be hunted for its level 85 component parts to create their respective weaponry. These are a few examples of monsters that attract players into the Wilderness despite the ever present risk of death.

The Wilderness Volcano is also a good area to train since it has Greater demons and Hellhounds. There is always plenty to kill since the monsters spawn fast and there is usually a small amount of players.


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 near the western wall. Be warned that the dungeon is still considered a PvP area making it extremely dangerous.


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 to kill solo, so teams or multiple trips are usually required.

Demon flash mobsEdit

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.


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 tasks completed in the Wilderness or by 20% for tasks completed in the Chaos Tunnels. Furthermore, when wearing the Demonic skull, experience will be increased by 20%.

Soul ReaperEdit

With the release of Soul Reaper, the Chaos Elemental, King Black Dragon, and Corporeal Beast are three of the twenty bosses that players may be assigned with in order to kill. Players must kill 5, 10, 20, 30, and 50 of them in order to meet part of the vanquisher override requirements, and 100 each of these bosses are required in order to meet part of the requirement for the title "Final Boss".

Two of those bosses are located within the Wilderness:

King Black Dragon
Located in level 42 Wilderness by climbing down a ladder west of the Lava Maze and then by pulling a lever. One entrance to the King Black Dragon's lair is located in the Wilderness, but the lair itself is not. However, entering the lair from the Wilderness awards the player with a 10% damage boost.
Chaos Elemental
Located in the highest levels of the Wilderness, west of the Rogue's Castle.

For musicEdit

Some players wish to unlock as much music as possible, since they can get the Air Guitar emote upon unlocking 500 songs. Approximately 40 music tracks are unlocked in the Wilderness, in which 28 tracks can be unlocked in F2P. Exploration within the Wilderness area will unlock soundtracks and music.

List of music that can be unlocked in the Wilderness

For moneyEdit

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.

Many players also visit the Wilderness to kill green dragons as the hides and bones they always drop are very profitable.

At the end of the Lava Maze, players can loot the Muddy chest (Level 43 Wilderness) with muddy keys for various loot to make profit.

Another way to make money is by running back and forth from a bank, such as a Cape merchant, to the Red Dragon Isle, where players can pick up white berries, bank them, and later sell them at the Grand Exchange. White berries sell for 1,062 coins each.

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 Level Alchemy prices because the "Tax collectors do not visit his store." All Wilderness merchants are very high-level as a matter of personal safety.

For tradeEdit

There is a shop selling pizza bases located in the Bandit Camp, as well as a general store, which buys items from players for the High Level Alchemy price rather than the standard Low Level Alchemy price used in most general stores. Neil the cape merchant acts as bank, and he wanders near the general store, making item selling to general store reasonable and profitable.

The general store also sells various valuable items, such as Vial of water packs, Broad arrowheads, Gold leaves, and Reinforcing plates, for 90% of their usual store price. It is also the only store that sells Bloodweed seeds.

For runesEdit

Nature runes and Law runes can be extremely hard to come by for Ironmen without the necessary Runecrafting levels. Members 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 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.

For Team CapesEdit

Main article: Team cape

A Team cape can help you tell if someone is an ally or an enemy. If you and another player wear the same Team cape, the 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. You can buy these capes from Cape merchants (men with big bags on their backs). Their locations are in different places but are always near one place.

Since the Wilderness Improvements & Task Set update, players can now access their bank at a Cape merchant.

For Quests and MiniquestsEdit

In most cases, quests that require players to enter the Wilderness will instead take them to safe, instanced versions of the relevant areas, making them completely safe. There are, however, a few exceptions:

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

For the Wilderness Task SetEdit

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

For MinigamesEdit

There are a few Minigames that may take place or only occur in the Wilderness.


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 HunterEdit

Bounty Hunter can only be played on Bounty Hunter worlds, which are World 79 (Legacy Mode) and World 106 (Evolution of Combat). Players would be assigned a target to kill to earn and upgrade Bounty emblems, which can be cashed in for points to buy rewards. Players are matched based on their Rating and combat level. Players can gain Rating if they kill their target, or lose Rating if they die. Rogue kills, or non-target kills, 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.

For D&D'sEdit

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

Penguin Hide and SeekEdit

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 StarsEdit

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 TrailsEdit

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 update on 1 Feburary 2011 update, the chances of getting a step involving the Wilderness have been greatly decreased.

Be warned that you can still be attacked by other players while fighting off any of the wizards that may attack you while digging for a casket, so be prepared for anything. Most of the time, you will be incapable of teleporting, so you should be sure to bring a lot of high leveled food, some prayer potions, and a shield.

Wilderness WarbandsEdit

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 or money.

For Strange SwitchesEdit

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 have 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 you leave the Wilderness by any means (logging out, teleporting, hopping over the Wilderness wall, or getting killed).

For the thrillEdit

Some players like to get together with friends and take the risk of hanging out in the Wilderness just for the fun of it.

Why not enter the Wilderness?Edit

Spider hill

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 in many ways:

  • By other players - the level of players that can attack you increases as you go deeper into the Wilderness, so a person can be killed by a player whose combat level is much higher than their own.
  • By high-level monsters - some of the chief Wilderness attractions are some of the most likely places to die. Powerful monsters such as green and red dragons can be dangerous, and the Chaos Elemental makes the region from the scorpion pit to the skeletal fence to the Wilderness North Volcano very unsafe.
  • By 'regular' monsters - almost all monsters in the Wilderness attack players on sight even if they are passive elsewhere. These creatures attack everyone - level 100+ players will still be attacked by giant rats.
  • By revenants - only in the Forinthry Dungeon. These undead creatures are much more dangerous than their combat level suggests. After the return of the Wilderness update, killing revenants is much more rewarding than before.

The free-to-play areaEdit

Free-to-play wilderness

Free-to-play Wilderness.


All of the areas to the right except the Red Dragon Isle are available to free-to-play users.

Other places of interestEdit

Place Wilderness Level On the Map Other Information
Demonic Ruins 46-47 Top right-hand corner There are some greater demons here.
The Steel mine 5-8 The Mining spot map icon closest to the southern river (the beginning of the surface stretch of the River Lum) Contains a little Coal and Iron ore
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 36-38 The Mining spot map icon east of the Forgotten Cemetery Contains 31 coal, 16 iron, 19 mithril, and 8 adamantite ore. Contains more rocks in total than any free-to-play mining site.
The Skeleton mine 11-13 The Mining spot map icon south of the Dark Warriors' Fortress 34 coal rocks.
The Wilderness rune mine 46 Slightly above the Lava Maze One of the two places to mine runite ore in non-members worlds, the other being the Mining Guild resource dungeon.
Chaos Temple (Wilderness) 13 South-east of the Graveyard of Shadows, marked by Altar map icon 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 [[Ash (disambiguation)|ashes}} on it.
Chaos Temple (hut) 38 The Altar map icon 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.

Members-only areasEdit

Members only wilderness areas

Members only part of the Wilderness


This area is only available to members. Note: The white line visible near the bottom is the fence separating the free-to-play and pay-to-play areas.

Mage ArenaEdit

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. Players here can also use Gundai to bank.

Other places of interestEdit

Place / Monster Wilderness Level On the Map Other Information
Mage of Zamorak 5 Near the Steel mine Allows you to access the Abyss, one of the few places where you can craft all types of runes.
The King Black Dragon 42 Near the Lava Maze The lair itself is not considered part of the Wilderness, so you are allowed to teleport from within. The King Black Dragon can drop a draconic visage (extremely rare).
Forinthry Dungeon 25-42 Near the Wilderness Volcano You can kill greater and lesser demons, revenants, hellhounds and green dragons 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 to free another rogue 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.


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. You must be in the 3x3 area between the pillars to be teleported. It will not teleport you if you are teleblocked, and it is useful for sending PKers away to another location.

With the completion of the Hard Wilderness Tasks, players can set which area they would like to be teleported to rather then being randomly teleported.

The portals are found in the following locations:
Wilderness obelisk

An obelisk in the Wilderness

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

Be warned: using this may also teleport other players if they are caught in the 3x3 square when the teleport activates. Thus, if you are teleported deeper into the Wilderness, they will be able to attack you.

Wilderness area of Edgeville dungeonEdit

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 10 Dungeoneering to access. Although it is not in the Wilderness section of the dungeon, the entrance is in the Wilderness section.
  • 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.
  • The dungeon is one of only 2 locations to house earth warriors. You need 15 Agility to cross the monkey bars to get to them.

Southeast cornerEdit

Ever since the Missing, Presumed Death release and Silvarea graphical update on 15 October 2013, the rather large area in the southeast corner of the Wilderness below level 9, just south of the path to Daemonheim (where the track, "Undercurrent" was unlocked), somehow got blocked off in the free-to-play world and became a members only area, even though there are no barriers surrounding it. That error has still not been fixed.

Wilderness levelsEdit

Any player within a particular level range of your combat level can be attacked in the Wilderness. The range is calculated by taking your current user level and adding or subtracting the current Wilderness level you are in. The maximum Wilderness level is 56.

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. Also, if a player who is level 100 is in level 24 Wilderness, they are able to attack players between level 76 and level 124 combat.

The various combat level colours:


No quest starts in the Wilderness, but several take place partially or mostly in the Wilderness. However, according to Jagex, there is no PvP combat in quest areas in the Wilderness, and players on quests that enter the Wilderness have safe ways to transit the PvP parts of the Wilderness. Quests taking place partially or mostly in the Wilderness are:



Monsters in the WildernessEdit

Wilderness Chaos Fields

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

Abyssal demon Ankou
Bandits Black demons
Black dragons Black knights
Black unicorns Chaos druids
Chaos dwarves Chaos elemental
Dark warriors Dark wizards
Dark beasts Kal'gerion demons
Deadly red spiders Gargoyles
Giant rats Giant spiders
Greater demons Green dragons
Grizzly bears Guard bandits
Hellhounds Hill giants
Hobgoblins Ice giants
Ice spiders Ice strykewyrms
Ice warriors Lava strykewyrms
Lesser demons Moss giants
Poison spiders Rats
Red dragons Revenants
Rogues Skeletons
Spiders Waterfiends
WildyWyrm Zombies


This section is a stub. You can help by expanding it.


See alsoEdit


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

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