Best Non Wilderness Bosses Osrs

Maria Garcia
• Sunday, 03 January, 2021
• 11 min read

This set of guides covers all the bosses to be found within the wilderness in Elinor. I’m still on the lookout for active writers who are looking to put their writing talents to good use.

(Source: scapewarsofficial.fandom.com)


Released 13 August2001 (Update)Also calledWildy, Wild Members Capital/A (previously Senntisten)TyperegionThe Wilderness, also known as the Wild or Wild, is a large and dangerous wasteland that makes up nearly the entirety of north-eastern Elinor directly north of the kingdoms of Albania and Mistaken. 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. Those included (but were not limited to) the Elder DemonThammaron, the vampyreLord Drama, the human warrior Vigor, and the MahaRERA Zemouregal and Hazel.

When Zamora got his hands on the Staff of Armada, he attacked Zeros' palace and after an intense battle, a large part of Zeros' powers were transferred via the staff to Zamora, leading to his banishment. During the God Wars, Forestry was under constant attacks of Zamora and Sardonic's armies and soon started to crumble, the fortresses were dominated and many of Zeros' remaining followers sided with Zamora to not be his victims, and soon, the remaining settlements of Forestry were destroyed except Horror.

In the last years of the war Sardonic forged a temporary and fragile alliance with Armada and Bands to defeat Zamora, and in a following battle Zamora brought destruction on the entire land by causing a massive explosion that swept across the continent turning it into the cursed wasteland today known as the Wilderness. Once awoken Gothic led his army to the scarred land of Forestry to end the war, which led him to establish the Edicts of Gothic, which banned all gods from ever directly influencing Elinor again.

Gothic went deep into the depths of Elinor 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 Javanese, scene, ours, and worms were almost wiped out of existence, and all of Elinor suffered from the effects of the wars, but not one kingdom suffered as heavily as Forestry.

roat pkz skilling compete fellow players against
(Source: www.moparscape.org)

Today, many ruins of the once mighty cities still remain in these lands, barely recognizable as the great cities they were but rather piles of bricks and spirits of the creatures who died during the God Wars who were forced to look after the Wilderness. They started wandering the Wilderness, attacking anything alive they would encounter, these spirits became known as the remnants.

Due to the Wilderness being a site of ancient battles, it is also a place where dragons reside. Some outlaws, mostly Nanoradians, have also managed to set up their bases there, like bandits, dark warriors, rogues, and pirates.

Member teleportation up to level 30 Wilderness Amulet of glory Amulet of eternal glory Combat bracelet Skills necklace Ring of wealth Pharaoh's scepter Grand seed pod Royal seed pod Slayer ring Ring of life 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.

This was changed to prevent chinchilla hunters releasing them to leave nothing for the player killer out of spite. Peers will sometimes group together in clans and go King, occasionally splitting any loot which they may obtain.

vrain st ceran trail wilderness miller rock footbridge start project
(Source: wilderness150.wordpress.com)

Monsters include Black demons, Earth warriors, and Chaos druids. South Wilderness mine 6 – 7 North of the Seville bank, near the tip of the River Sum Contains coal and iron rocks.

South-west Wilderness mine 9 South of the Dark Warriors' Fortress Contains 34 coal rocks. Dark Warriors' Fortress 13 – 16 South of the Bandit Camp Spawns all runes chaos and lower.

Chaos Temple (hut) 38 The small building just south of the Frozen Waste Plateau Altar allows for Prayer training. Lava Maze 40 – 45 South of the Mage Arena, east of Lava Dragon Isle Many items spawns (gold necklace, steel plate body and staff of earth), and the Muddy chest can be looted.

Frozen Waste Plateau 43 – 58 Northeastern most part of the Wilderness, north of the Chaos Temple (hut) Spawns law (m), water and cosmic runes, and features three reunite rocks (m). Demonic Ruins 45 – 48(multi combat) Top right-hand corner Prayer points are slowly recharged while within range.

If players have completed the hard Wilderness Diary, they can choose their teleport location. Players with level 57 Woodcutting can create a aka canoe at any canoe station, which transports the player to either the Xerox Enclave or the pond in level 35 Wilderness, east of a Wilderness Obelisk.

The following methods can be used to safely teleport relatively close to the ditch (or other kind of border), but not yet into Wilderness : Trondheim Teleport (tablet) is relatively close to 64 Agility shortcuts to Wilderness.

Canoe to Seville Fairy ring D K R 21 Agility shortcuts from Grand Exchange accessible by Var rock Teleport after completion of medium tier of Var rock Diary or via Spirit Tree or mine cart. 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 Hit points Attack style Location Notes Callisto 305 250 Magic, Ranged, Melee West of the Rogues' Castle It can hit up to 28 in all three combat styles.

202 225 Magic West of the Lava Maze Has a special attack that must be avoided in order to prevent damage. 204 225 Melee, RangedRuins south of The Forgotten Cemetery Has a multi-area special attack that must be avoided by running away.

276 255 Melee, Dragon fire (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 dragon fire attacks that can poison, stun and freeze.

225 200 Melee Caverns beneath Scorpion Pit Has a powerful poison that can damage up to 20. 464 255 Melees, Magic East of the Bone Yard It is able to drain Prayer and perform a deadly special attack that can hit up to 50.

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.

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. 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. 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.

Players can use the Abyss via Wilderness to access the various altars throughout RuneScape to craft runes; the Mage of Zamora that teleports players to the Abyss lurks around level 5 Wilderness, just north of Seville. While in the wilderness, the player can place one extra trap above their maximum amount, thus making hunting quicker and more profitable.

Ends roam around the forests of the Wilderness, which is killed can be cut for noted logs. Players can access one of the few two banks in the Wilderness here and use the Pool of refreshment to restore hit points, prayer points, run energy and stats.

There are gates on all four sides of the settlement, which allows players in and out of the Enclave and there are numerous means of transportation to get there. 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. When worn, other players with the same cape will appear as blue dots on the Minimal, rather than the usual white.

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. Hard, elite and master clue scrolls often require players to traverse through the Wilderness, to complete a step of the Treasure Trail.

Wearing the ring of wealth (i) doubles the chance of clue scroll drops in the Wilderness by all monsters. The Wilderness was introduced into the game on 13 August2001, 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.

My name's Thematic, and today I'm going to be showing you guys 4 very easy bosses that you can easily master with a little of practice. I'm going to do a few kills on each of them in some low level gear to show you that it is possible to do these bosses without much money.

If you learn anything, or find this article interesting, be sure to leave like and subscribe if you're new around here. So, this makes it a really, wonderful set up to use at Jagannath Rex right now for low levels, and it's a lot cheaper than other set-ups that use the Serpentine Helm, or the Vera's Helm, or the plate skirt.

The best weapon to use at Rex is a Trident, and if you don't have a lot of money, you can buy an uncharged Trident at the Grand Exchange for about 50k, and then charge it with 200-300 charges just for one trip at Rex. The two things you need to focus on are Magic damage boost, so the Occult necklace, and Prayer bonus, as this is very important at Rex as well, especially if you have a low defense level.

I brought a lot of prayer potions, and that's for players that have a very low defense level. You'll see soon when I go to kill Rex, that I don't even need to use Prayer there, and that's since my Defense and Magic level are very close to 99.

But, for those people that have around 70 in those stats, it is recommended to Pray Magic while you're killing Rex. Navigating through the Water Birth Island Dungeon isn't too difficult.

Once you get all the way to the bottom, there's a root that you can jump over to peek into the Jagannath cave in a safe area. There is a good chance that they'll attack you a few times, but then eventually they'll walk to the other side of the room.

It's a good idea to use long range on your Trident, and what you have to do is attack Rex, run over to the coastline, all the way to the East, and wait till Rex comes a little closer, and then run directly South. You should put on Protect form Melee if it's your first few times doing this, because there's a good chance that he'll hit you.

You won't take any damage, except form the things around the outside on the coastline, and then once you finish your kill, you can switch over to your Gutman's War Spear to heal up on the guys attacking you, and that basically means that you don't need any food with you for the rest of the trip. So, this means I can stay here pretty much endlessly as long as I have enough Antidote Potions, and it makes it really handy for Jagannath Slayer task, because there isn't much banking involved.

But, 30 kills is still doable in an hour, and you also have a pretty good chance of getting a Clue Scroll : 1 in 42 for a hard clue, and 1 in 750 for an Elite, and 1 in 5000 drop chance for the Pet Jagannath Rex. In order to be able to kill him, you need at least 43 Prayer for Protect from Melee, and at least 70 in the combat stats for Vera's.

The Assault Amulet from the Haunted Mine Quest really helps against Vet'ion, and since he's weak to crush, you can also bring a Mythical Cape. I've shown in the past a safe spot for Vet'ion, where you can lure him out of his walking distance and just attack him normally until he dies, without taking any damage.

Before I go further, don't take your Fire Cape, or Dragon defender into the wilderness, because this is above level 30, and if you die, there's a good chance that you might lose it. All you have to do is attack him, run back to the safe spot very quickly, and wait until his health bar disappears, and then repeat.

Your Vera's can hit right through his defense level, making kills a lot faster than they normally would be. Once he hits half of his health, he'll spawn in two Hell Hounds.

At this safe spot specifically, only one of the Hell Hounds will become aggressive to you. Lure them back with Protect with Melee on, and then finish off your Vet'ion kill.

Black Salamanders are dirt cheap, and Marylander tar is worth nothing. But, I would recommend buying the Barrows teleport tablets off the Grand Exchange.

At lower levels you might expect a bit under 1mil per hour, but with the combination of Rune drops, and things like the Ah rim's robe top, or the Karl's leather top, you really can make a lot o money here. Doing at least the Montana Hard Diary also increases the loot that you get from Barrows.

I'm sure even the lower level Salamanders will work as well, but of course your trips will be a bit longer, and you'll need a few more Prayer pots and food. Gullah may look hard, but once you know how it works, it's actually one of the easiest, safest bosses in the game.

It has far lower requirements than Format, and you'll only need 80 Magic and Range, and a decent Defense level in order to kill him. So, you can do Gullah with not a lot of money, and make millions per hour.

You'd be better off taking Ah rim's and Karl's, or Armada, but for the sake of this, I'm showing it with black D'hide and mystics. But the toxic blowpipe, or an Armada l or Dragon Crossbow will also work very well.

By the third rotation, you'll know exactly which process it is, Alpha, Bravo, Charlie or Delta, and all you have to do is just kind of keep one ahead at all times. You can see here it's so easy to avoid all the damage from his Had phase, just by watching his head, and flicking prayers each time.

Currently, the blowpipe is almost 6mil, which is one of the key things that makes Gullah so profitable right now. So, once your Ring of Recoil breaks, make sure you put on another one straight away.

So, those are 4 easy bosses in Old School that you can make huge amounts of profit from. Rex is a great boss to do when you're on a Jagannath Slayer task for a lot of profit, because with the 1 in 128 drop rate of a Berserker Ring, you're almost guaranteed a Berserker Ring on one Slayer Task.

The Vet'ion flinching method, or the Vet'ion safe spot method is very good for low levels, and if you want to learn the safe spot, I've put a link to that video in the description below.

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