|Also called||Wildy, Wild, Wld, wilde.|
|* Red Dragon Isle|
|Members Only||No, besides level 49+ and Red Dragon Isle|
|No. of Banks||3 (Wilderness Volcano, Mage Arena, Fist of Guthix)|
|No. of Altars||2 (Chaos and Death)|
|Teleportation||Dareeyak Teleport, Carrallangar Teleport, Annakarl Teleport, Ghorrock Teleport, Games Necklace (Clan Wars and Bounty Hunter), Ice Plateau Teleport, Ardougne teleport lever, Wilderness Obelisks, Entrana Dungeon door|
|Peaks||Frozen Waste Plateau Wilderness Volcano|
|Inhabitants/Race||Humans, Dragons, Demons, Revenants, and more.|
|Location on World map|
|Asgarnia and Misthalin|
The Wilderness is a large and dangerous area which makes up the entirety of north-eastern Gielinor, directly north of the kingdoms of Asgarnia and Misthalin. It 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 12 December 2007, when the Duel Arena was opened to free players and the Bounty Hunter and Clan Wars minigames were introduced. As of 15 October 2008, players can now attack each other here (and across the rest of RuneScape in PvP worlds) on special Bounty Worlds. They cannot, however, attack each other here on non-PvP worlds. In the months between December 2007 and October 2008, however, players could only attack each other via minigames. The Clan Wars free-for-all portals are very similar to the Wilderness before 10 December 2007, however with the arrival of Bounty worlds the Wilderness returned to being like old player killing. Players should be careful entering the Wilderness as they could be attacked or even killed by a Revenant.
The Wilderness used to be a dense forest with rich supplies of basically everything that a city would need. It once held the greatest of cities ever to be seen on RuneScape and was described as "Heaven on Earth". That is until the God Wars started, and War erupted from the rich land that once belonged to the God Zaros, who faded out of existence as he was betrayed by the once-mortal Zamorak, who then became a god himself. The Gods joined forces in order to fight against Zamorak. However, eventually all the Gods started to fight amongst and for themselves. The Wilderness back then became the center of warfare. After 4,000 years of battle, the heaven-like Wilderness is now reduced to nothing but cursed, un-revivable wastelands. Eventually Guthix awoke 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. The Guthix went deep into the depths of Gielinor and cried, saddened by the effects the God Wars had over the world that he had created and loved. The Wars are stopped, but the damage is done. Many races like Avianses, Iceyenes, Ourgs and Wyrms are driven to exctinction due to their over-usage in the God Wars. The Wilderness was now wastelands feared by Adventurers. Spirits of the creatures who died during the God Wars stayed at the Wilderness now wander around the area, and are known as Revenants.
Revenants were added by Jagex to challenge players after player killing was removed. They will randomly appear and attack players in the Wilderness. Revenants are the ghost-like spirits of creatures killed during the God Wars. All of them can teleblock and prevent you from moving, and are capable of using all 3 styles of the combat triangle. In 50+ Wilderness, most of them can also poison the player (except for the Revenant dragon, which can 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 9. The further north players go, the higher the danger level gets. The danger level represents the potential combat levels of revenants you can engage in combat. A danger level of 1 means you can be attacked by revenants within 1 combat level of your own; a danger level of 2 means you can fight revenants within 2 combat levels of your own; and so on.
Teleports will not work above level 20, except for a select few such as the Amulet of Glory or Ring of Life which may be used by members up to level 30. However, the Tele Block spell will prevent teleports from working for 5 minutes, which revenants may cast on you. Wearing a Forinthry bracelet, members may teleport whilst under a teleblock up to 5 times per bracelet, which can be life saving in certain situations such as the Mage Arena.
If you travel to the spirit realm via Jennica's ring, you can teleport, even from the axe hut at level 55, since the spirit realm is not considered a part of the wilderness as far as game mechanics go.
Items that allow member teleportation to up to 30 level Wilderness:
The Wilderness is protected by a ditch on its south edge, requiring players to click on it to enter the Wilderness. 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 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. Above it, there are a few safe spaces. This has, however, reduced the level 1 Wilderness to 4 tiles.
Jagex added the ditch functionality on 18 April 2007. They also added the option not to receive this warning message every time on 17 July 2007. Players can toggle this and other warning messages on and off via the Doomsayer in Lumbridge.
Why indeed, would anyone choose to enter this dangerous place?
Matching wits against other players is one of the most common reasons why some players choose to visit this lawless place. In Bounty Worlds players can fight against one another in the Wilderness. However, in normal worlds players can't fight each other here. It used to be possible to fight other players in the Wilderness on any world, but Jagex removed this feature as it was much used in real world trading. The Combat triangle comes into play when battling other players, and is briefly outlined as follows:
Pay to play players can use the Abyss Via Wilderness to access the various altars throughout RuneScape to craft runes; the Zamorak mage that teleports players to the abyss is in level 5 Wilderness. Many players will risk being killed to craft runes here as it is the fastest way available; normally only runes above cosmic are crafted here as any rune below this is not considered worth the risk.
The risk factor and the aggressive monsters mean these mines are rarely mined-out, unlike the Mining guild at busy times.
The Wilderness is one of the uniques mines of runite in all Gielinor.
While the best metal armour enables players to shrug off most of the monsters that frequent the mines, Revenants will frequently attack with Magic as well, so ranged armour may be preferable to avoid a negative magic defence bonus.
Pay to play players can obtain Clue Scrolls from monsters. The higher level Clue Scrolls often involve visits to the Wilderness, including to the parts with a very high danger level. Most of the time you will be incapable of teleporting so you would need to bring a lot of food, preferably lobsters or sharks.
The Wilderness has monsters that can be interesting to kill for their drops or their experience e.g. Greater demons. In member worlds, Green Dragons, the King Black Dragon, Chaos Elemental, and the strongest monster on RuneScape, the Corporeal beast, are examples of monsters that attract players into the Wilderness.
Many players engage in player killing in Bounty Worlds to obtain valuables. When they kill a player, they will get items generated by the game or at least some of the target's items. Then the player killer takes the dropped items and does whatever so they may wish to do with them. This includes using the High Alchemy or Low Alchemy spells on them or selling them for money.
Another way to make money is by walking/running back and forth from the Wilderness Volcano bank to the Red Dragon Isle. Players that do this are usually picking up White berries, banking them, and later selling them at the Grand Exchange.
Another way many players make money is killing black unicorns west of stealing creation. Then they get a full inventory of horns. After that they run over to the stealing creation bank deppossite box. After getting many unicorn horns players withdraw them as bank notes, then they run down to the Grand Exchange. Unicorns horns sell for around 2000gp 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 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.
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 find these capes by searching for men with big bags on their backs. Their location are in different places but are always near one place.
Many players seek out revenants to hunt and kill them, usually just for the glory and satisfaction of doing so. Some higher levelled revenants also drop fairly valuable items, such as Dragon daggers or Amulets of glory, though these are fairly rare drops.
There are a lot of places that players would like to explore. However, curiosity can sometimes kill you, and this applies to better to no other place than the Wilderness. But if a player is ready, why not go ahead and have a look around?
On 29 July 2008, the first Wilderness quest, Spirit of Summer, was released. The quest mainly focuses at the centre of the wilderness. The sequel Summer's End is also started in the Wilderness, and on the 29 September, the third quest, Defender of Varrock brought players to the Graveyard of Shadows and to the Chaos Temple which are both located in the Wilderness.
Also, the Ghostly robes (miniquest) takes a player into the Wilderness at least once.
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 All Fired Up (minigame). The beacons in the Wilderness are in the following locations: one on the Frozen Waste Plateau, one beacon is located in the low-level Wilderness north of the Grand Exchange, two other beacons north-east of the Lumber yard and one beacon is located north of the altar in level 43 Wilderness.
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 alchemy price rather than the standard low alchemy used in most general stores. However, due to the remoteness of the bandit camp, the stores are rarely used.
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:
The Dark Warriors' Fortress, located in levels 14 and 15 of the Wilderness is one of the easiest places to train Magic due to 7 rune spawns. Earth, Water, Air and Fire runes. It also contains Chaos, Mind and Body runes.
|Place||Danger Level||On the Map||Other Information|
|Demonic ruins||45 - 48, Multi-combat area||Top right-hand corner||There are some Greater demons here.|
|The Steel mine||6 - 7||The closest to the southern river (the beginning of the surface stretch of the river lum)||Contains a little Coal and Iron ore|
|The Hobgoblin mine||29 - 35||The east of the Forgotten Cemetery||Contains 16 Iron ore, 31 Coal, 19 Mithril ore, 8 Adamantite ore. Contains more rocks in total than any free-to-play Mining Site.|
|The Wilderness skeleton mine||9||The south of the Dark Warriors' Fortress||34 coal rocks.|
|The Wilderness rune mine||45 - 46||Slightly above the Lava Maze||The only place to mine Runite ore in non-members worlds.|
|Chaos Temple (Wilderness)||13||South-East of the Graveyard of Shadows, marked by||Apart from a small hut west of the Lava maze this is the only altar in the Wilderness. Sometimes it's considered the best place for training prayer in free play. However, this is a spawn point for Revenants. Therefore, it has light dangers of being killed by a Revenant hobgoblin or vampire!|
|Chaos Temple (hut)||38||The in the small building just south of the Frozen Waste Plateau||This is the location of the other of two altars in the Wilderness (the other being the above location).|
This area is only available to Pay-to-play users. Note: The white line visible near the bottom is the fence separating the Free-to-play and Pay-to-play areas.
This is where players with at least level 60 Magic can take Kolodion's challenge. Successful players receive the God Cape and the God Staff of their chosen God. For more information, see the Mage Arena article.
|Place / Monster||Danger Level||On the Map||Other Information|
|Mage of Zamorak||5||See: Steel mine||Allows you to access The Abyss|
|The King Black Dragon||40||Near the Lava maze||The lair is not in the Wilderness so you can teleport from the inside. The King Black Dragon can drop a Draconic visage (extremely rare)|
|The Chaos Elemental||51||West of the Rogues' Castle||Drops Dragon two-handed sword|
|Rogues' Castle||51||East of the Mage Arena and Deserted Keep||Contains Rogues|
|Corporeal beast lair||34||North of Summer Bonde's farm in the Spirit Realm.||Contains the Corporeal beast, the highest level monster.|
|North-East Wilderness volcano||51||Right East of the Rogues' Castle and North of the Easternmost gate to member's Wilderness.||A wooden bridge crosses the volcano's centre. It will launch several firespits constantly. Due to its remote location, it's unlikely that you'll be caught by a Revenant.|
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. The portals are found in the following locations:
|Danger Level||Location||On the Map|
|13||North of the Grand Exchange, beside Stealing Creation||Not visible|
|50||Near the Chaos Elemental||South-east of the Rogues' Castle|
|27||South of the Chaos dwarves||North of the Bandit Camp|
|35||Near the Green dragons||South-west of the Lava maze|
|19||At the Black unicorns (The unicorns were moved to just slightly west of the Stealing Creation minigame.)||South of the Graveyard of Shadows|
|44||By the Ice warriors||South-east of the Frozen Waste Plateau|
Be Warned: using this may also teleport Revenants if they are caught in the 3x3 square when the teleport activates.
Although most of the Wilderness is an open area, the north part of Edgeville dungeon is Wilderness too. It can be accessed by passing a members gate. The Wilderness level in the northernmost part is 5. Points of interest:
Any player within a particular level range of Combat level can be attacked on Bounty Worlds. The range is calculated with this formula:
Note that the result is always rounded down.
For example, a player with a Combat level of 100 may attack players with Combat levels between 85 to 115 (a 15-level range). If the player is in the Wilderness, the range increases as the player travels deeper, (directly based off the level of Wilderness the player is in).
Note: A player CAN be attacked by another player outside their range, if the other player has the player within their range. This player CAN of course retaliate if they are attacked this way, even though the other player is outside their level range.
The various Combat level colours: