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.
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.
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.
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.
And among those that you can earn considerable amounts of OARS gold from, there are those that stand heads and shoulders above the rest. They’re weak monsters and consistently drop Zamora Roberto and Bottom, which you can sell for 900-1200 and 1800-2800 gold respectively.
Next up would be killing Green Dragons, one of the more popular money-making monsters in the game. They can be found in the Wilderness, Relevant Cave, and Corsair Cove Dungeon.
200k to 1 million gold per hour may be a huge and somewhat inconsistent range, but it’s easy to take down this enemy. Wilderness Ends are also a good way to make gold, but you have to kill Cerberus in Slayer Tasks from Kristina as this will allow you to get mysterious emblems.
At higher woodcutting levels, you earn even more from Wilderness Ends. If you’re not satisfied with earnings that are only mid-six digits or won’t always get you millions, then it’s time for the million-gold monsters to shine.
There are different kinds of them, and among the most popular ones are Scorpio, the Chaos Fanatic, and the Crazed Archeologist. Brutal Black Dragon is another monster that is already popular, to the point that it doesn’t need to be included here.
John has been playing video games since picking up his first NEW controller at age 5. Worked for both Ubisoft and Activision, mostly spending time helping to push forward the Assassin's Creed series at its peak.
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