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Dangerous Area
This is a 'Dangerous' area of RuneScape. If you die in this location, you will lose your items


A graveyard in the Wilderness
A graveyard in the Wilderness

The Wilderness is a relic of the god wars, long scarring the surface of Gielinor. In the last days of those frightful times, the world was in ruins and the dead lay unburied across many fields once green and pleasant - and even in those awful days, the area we now call the Wilderness was the most defiled.

In modern days, the land has still not recovered and has become a haven for criminals, violent monsters and those adventurers willing to risk their lives for the rewards the Wilderness offers.


There are no requirements if you wish to start fighting in the Wilderness. Free players and members can player-kill across the great majority of the Wilderness, with only a few isolated locations being exclusively members' content.


A map showing the areas of the Wilderness
The Deep Wilderness shown in blue is separated from the rest of the Wilderness.

The Wilderness is a vast area twice the size of even mighty Misthalin. It sprawls across the northern region of Gielinor's greatest known land mass, bordered by Misthalin, Asgarnia and the high, snowy peaks of the troll-ridden regions.

The Wilderness itself is divided into two areas: the main wilderness area (marked in red on the map to the right) and the deep wilderness (marked in blue).

Bold adventurers may wish to cross into the Wilderness, usually from the relative safety of Edgeville or Varrock. Passage can also be found there from several other locations (such as the teleport lever in East Ardougne) or using spells from the Ancient Spellbook or Lunar Spellbooks.


Agility CourseMembers icon Chaos TunnelsMembers icon Pirates' HideoutMembers icon Deep Wilderness DungeonMembers icon
Do you dare make the long and hazardous trip to this course? Fight the diabolic hordes. Avast, ye scurvy dogs! Bubbling with lava.

Forinthry Dungeon Lava Maze Mage ArenaMembers icon Spirit Beast's RealmMembers icon
A retirement dungeon for revenants. The KBD! Prove yourself and learn you some powerful spells. A shadow of the Wilderness.

Points of Interest

A map showing the points of interest in the Wilderness
Points of interest in the Wilderness

What might possess someone to venture into the waste land of the Wilderness is a matter of some debate among philosophers, but surely the wealth and glory that awaits them must be some incentive. Within the Wilderness are great rewards to temper the perils - one can find runite rocks waiting for a miner's pickaxe, runes simply scattered upon the ground, outposts of all kinds and powerful monsters carrying great loot.

The Mage of Zamorak wanders close to Edgeville, helping runecrafters that have helped him by teleporting them to the Abyss.

Some of the most powerful beasts in Gielinor can be found within or beneath the Wilderness, too. The King Black Dragon hoards his wealth below the Lava Maze, and within the deepest regions of the Wilderness the Chaos Elemental distorts nature and space to carve out his own domain. Also, revenants haunt the Forinthry Dungeon beneath the surface of the Wilderness.

It should be noted that the lands north of the fence - the Deep Wilderness - are only available to members. Within that area, you can find Kolodion's Mage Training Arena, the Wilderness Agility Course and clusters of monsters, pirates and rogues.

Finally, it would be hard to talk about the Wilderness without making reference to Daemonheim, which juts menacingly from the east coast. Here, adventurers can raid ancient dungeons and train their Dungeoneering skill in parties of one to five.

Getting Started

A vast wall separates the mainland from the Wilderness, and you will be warned of its dangers before you cross it. To turn off these warnings, talk to the Doomsayer in Lumbridge.

You should be aware of a couple of points before you jump straight into the fray:

  • You cannot use or equip any borrowed items in the Wilderness. Similarly, you cannot start lending anyone your items while you are in the Wilderness.
  • The effects of extreme potions are reduced to their 'super' equivalents while in the Wilderness.

There are a few simple rules that determine who you can or cannot attack in the Wilderness. You can attack anyone whose Combat level is within a certain range of yours. The boundaries of this range are determined by adding and subtracting the current Wilderness depth from your combat level. So, a player with a combat level of 80 in level 5 of the Wilderness would be able to attack or be attacked by players with combat levels of 75 to 85.

If you can attack a player, their combat level will be displayed in green, yellow or red, just like a monster's combat level. If you cannot attack them at all, their combat level will be white.

Should you die in the Wilderness, you will lose all of your items, except when using the Protect item prayer or curse, which will cause you to retain your most valuable item, based on Grand Exchange prices. However, on High-risk Wilderness worlds, protect item cannot be used.

Wilderness Levels

Wilderness level icon

The Wilderness becomes more dangerous the deeper you go, and you should take special note of the level you are in. The further north you venture, the higher the Wilderness level will be. These indicate the relative danger from other players, as well as influencing your ability to teleport out of the Wilderness.

The Wilderness level number is very important as it will determine what Combat level you'll have to possess in order to attack other players, or for them to attack you. The Wilderness level tells you what range of Combat levels you can attack (and can attack you!). This range is measured from your Combat level.

For example, if you have a Combat level of 50 and you're in Level 1 Wilderness, you can only attack players one level above (Level 51) and below you (Level 49). This means that players between Levels 49 and 51 also have the option to attack you.

So keep in mind that if you are in Level 10 Wilderness and you have a Combat level of 50, you can attack players up to ten levels above (Level 60) and below you (Level 40). However, this means that players between Levels 40 and 60 also have the option to attack you, so be careful!

Staying Safe in the Wilderness

There are several exits that lead out of the Wilderness, and each of these could easily be used to escape combat. To discourage this behaviour - so that almost all PvP battles end with a victor - it has been made impossible to access the following areas unless you have been out of combat for ten seconds:

  • Corporeal Beast's lair
  • Daemonheim's west gate exit
  • The frozen fortress in the Deep Wilderness
  • Mage Arena
  • Trollheim beacon ladder

It is also important to note that Wilderness portals cannot be accessed if you have been in combat for the last 10 seconds, and you may not use them if you have been recently teleblocked.

There is a safe haven from player-vs-player combat just after the Wilderness wall. This small area gives you a breather before you enter PvP areas. You may cross the Wilderness wall if you are in combat.

It is possible to teleport away while in the Wilderness, although you should be wary of those who use the Teleblock spell. This spell will rob you of the ability to teleport away for a period of time. The Home Teleport spell can also be interrupted if you are attacked by an opponent while the teleport animation is still running.

You will not need to enter PvP areas of the Wilderness while playing quests or minigames. Spirit of Summer, Summer's End, Defender of Varrock and Curse of Arrav all have access points outside of the Wilderness that will guide you through the Wilderness without being exposed to PvP combat. Additionally, portals to Clan Wars, Stealing Creation and Fist of Guthix can all be found in the Gamers' Grotto, to the north of Falador.

Teleport Restrictions

The Wilderness level can also restrict how you can teleport when you are in the Wilderness.

Up to level 30, enchanted dragonstone jewellery, the Pharaoh's Sceptre and grand seed pods from the Gnome Restaurant may be used, and a ring of life will save you if activated. Other forms of teleportation can be used up to level 20. The only exception to this is the use of levers or any form of natural teleports found in the Wilderness. They can be used throughout all levels and areas of the Wilderness.

Please note that the ring of life has certain conditions for use; it will not always teleport you away from battle if you're outmatched in a fight. If you go to under 10% of your health, it will save you and teleport you. If a final hit on your character is greater than 10% of your health, you'll die as normal.

Also, other players may sometimes block their victims from teleporting with the Teleblock spell, which will prevent you from teleporting for five minutes (or until you leave the Wilderness). This covers all forms of teleporting mentioned above including other methods such as teleport levers.

Death and Drops

Dying and dropping items in the Wilderness is not the same as elsewhere in Gielinor. When you die outside of the Wilderness, you leave a gravestone behind, which protects your dropped items for an amount of time before the tradeable items become visible to all players.

In the Wilderness, no gravestones are left when you die. You will respawn at your nearest 'hub', which will be Edgeville, and there will be NO timer to pick up your items. Dropped tradeable items are immediately visible to the player who did the most damage to you before you died, and that player can pick up and keep your items as they see fit. After one minute of being visible to this player, any remaining items then become visible to other players. You do not travel to Limbo as you would elsewhere in Gielinor.

If you drop items deliberately on the floor, they will immediately be visible to everyone else; this applies to items dropped from a familiar too. Any items put on a table in the Wilderness are immediately visible to other players.

The majority of popular PvP untradeable weapons and armours will drop in a tradeable form. There are far too many of these to list, but the following list should give you a strong idea:

  • Degradeable equipment will generally be converted to a tradeable, degraded version
  • Enchanted equipment will generally be converted to a tradeable, unenchanted version
  • Recoloured equipment will generally be converted to a tradeable, non-recoloured version
  • Other popular untradeable equipment will generally be converted to coins (TzHaar fire cape, Korasi's sword, Barrelchest anchor, etc.)

The number of items you retain when you die is dependent on whether you are using a protect item prayer or curse.

Death usually means that you retain only three of your items. These three items are the ones with the highest value in your inventory and worn inventory (determined by their Grand Exchange guide price). You can check which items you will keep by clicking the 'Items kept on death' button in your worn inventory and selecting 'What if I Entered the Wilderness?'.

In the wilderness however, you keep none of your items when you die. Instead, your tradeable items will drop and become immediately visible to the player who did the most damage to you (your PKer), and will become visible to all other players one minute later.

You can also affect the number of items you drop by activating a ‘Protect Item’ prayer or curse. The prayer requires level 25 Prayer, while the curse requires level 50 Prayer. Once activated, the prayer and curse allow you to protect one additional item when you die; so, if you are in the Wilderness, you will retain one item on death, while you will retain four items if you die elsewhere. On High-risk Wilderness Worlds, you cannot use the Protect Item prayer or curse in the Wilderness, making them an especially dangerous place to player-kill.

High-risk Wilderness

For some, the danger of simple PvP in the Wilderness will not be enough: they will want to ensure that death in the Wilderness will always, without fail, mean that the victim drops every item they are holding. To offer this high-risk, all-or-nothing style of gameplay in the Wilderness, we have introduced the rather simply named 'High-risk Wilderness Worlds'. To find out which worlds are high-risk, go to the Themed Worlds page. You will be warned of the world's danger when you attempt to log in. Once you have entered these worlds, you will be unable to activate the Protect Item prayer or curse while in the Wilderness.


Whether taking a beast of burden into the Wilderness to act as food storage, or bringing a combat familiar to deal additional damage, a familiar can be of great benefit. Familiars can attack or be attacked but if you have enabled single-way combat, your familiar cannot be right-clicked and attacked, nor can they target other players or creatures.

When your familiar dies or despawns while carrying items in the Wilderness, the items will be dropped. If it was killed by another player, that player will get the dropped items first, then they will become visible to all other players after that. Otherwise, dropped items from a familiar will become visible to everyone immediately , so you can't sneakily dismiss your familiar to prevent PKers getting the loot.


Mage of Zamorak Kolodion
The Mage of Zamorak's chathead
The Mage of Zamorak is highly placed within the Zamorakian Magic Institute, and this position makes him guardian of the path to the Abyss. He is a useful man to know if you intend on becoming a master runecrafter, although you have to wonder what price your bargain with him will cost the world in the future...
Kolodion's chathead
Kolodion is master of the Mage Arena and there are few sorcerers with a greater knowledge of the ways of Magic. If you can prove yourself to him, he will grant you powers born from the gods themselves.
The Mage of Zamorak can be found just north of Edgeville. Kolodion can be found in the Mage Training Arena, in the Deep Wilderness.


There are no quests to start in the Wilderness.

Dangers of the Blasted Land

Giant spider (Level 4) Rogue (Level 14)
A giant spider Giant spiders are a common sight around Gielinor, and are generally quite harmless. The spiders you might encounter in the Wilderness are by no means the most dangerous foe you could stumble across, but they are rarely solitary creatures.
A rogue
Rogues are the shells of people cast out by society for their distinct lack of morals. They care little for their own safety and even less for other people's, and merely cluster together out of some vague sense of companionship.
Giant spiders can be found scuttling over an ancient burial mound to the west of the Demonic Ruins. Rogues can be found in the greatest numbers in their castle in the Deep Wilderness.
Scorpion (Level 20) Dark warrior (Level 24)
A scorpion Though the Wilderness is not as sunny nor as sandy as the Kharidian Desert, scorpions find their homes here to bask in the volcanic heat and to feed upon those foolish enough to come unprepared.
A dark warrior
The Dark Warriors inhabit a fortress within the Wilderness, where they are free to worship Zamorak and plot wicked deeds. Of course, they are generally quite harmless, but you have to respect any group that manages to maintain a fortress within the Wilderness.
Scorpions can be found in a few locations around the Wilderness, but especially in the Scorpion Pit in the Deep Wilderness. Dark warriors can be found in their Fortress.
Thug (Level 28) Bandits (Level 26)
A thug
Thugs are brutish, callous people who pride themselves on having been excellent bullies at school and lazy curs in adulthood. They are of little concern to all but the freshest adventurers wandering in the Wilderness.
A bandit Unlike the bandits in the Western Desert, the bandits of the Wilderness boast no grand history, nor can they claim to live in the shadow of as grand a structure as Jaldraocht Pyramid. They do, however, have a collection of poorly made shacks and some rather silly names.
Thugs can be found in the south of the Wilderness, just north of Varrock. Bandits live in the Bandit Camp, north of the Dark Warriors' Fortress.
Ghost (Level 36) Hobgoblin (Level 40)
A ghost
There are two varieties of spirit in the Wilderness: the common ghosts of cruelly murdered humans, and the revenant essences of ancient warriors who are now bound to a dungeon beneath these lands. Ghosts are the more mundane of the two, and easily the weaker.
A hobgoblin
Hobgoblins are found in most areas of Gielinor. They are basically a tougher version of goblins, generally using spears to attack.
Ghosts can be found in a variety of locations, though the Forgotten Cemetery is a good start. Hobgoblins mill about as ramshackle guards of the adamant mine south-west of the Lava Maze.
Zombie (Level 32/42) Black Knight (Level 44)
A zombie
The zombies here are the shambling remnants of the poor individuals who were buried in the cursed soil of the Wilderness. They are left mindless and lost, wandering about their graveyard for eternity.
A Black Knight
Black Knights are always plotting their next move against the White Knights. Aside from lurking in their castle north of Falador, they seem to be trying to navigate the Lava Maze... but seem stuck near the entrance to the south.
Zombies can be found in the Graveyard of Shadows. Black knights can be found around the Black Knights' Fortress and the Lava Maze.
White wolf (Level 44) Grizzly bear (Level 46)
A white wolf White wolves are dangerous beasts, and more than likely to cause trouble for people on their first journey to the Wilderness Agility Course. They survive the cold of the region by gorging on the flesh of those foolish enough to come unprepared.
A grizzly bear Solitary omnivores that will attack if provoked or hungry, the grizzly bear is a massive beast of fur and claws. While relatively harmless in the Wilderness, they could prove the end of a wounded adventurer or a careless warrior.
White wolves wait for clumsy adventurers to slip from the balance pole at the entrance to the Wilderness Agility Course. The bears are found around a few dead woods in the Wilderness.
Pirate (Level 46) Black unicorn (Level 48)
A pirate
Avast! Pirates be the commonest of scoundrels and seadogs, and a surly bunch o' privateers they are, too. Most Wholesale Plunder Merchants be found in Brimhaven or Mos Le'Harmless, but a few be yet found in the north o' the Wilderness, where they be hidin' out from the authorities and a-hoardin' their loot.
A black unicorn
The black unicorn is a masterpiece of evil. It cares for nothing but itself and will use its horn gladly. Luckily, most adventurers who journey into the Wilderness should be capable of dealing with it.
Pirates be located in their cunningly named Hideout in the very deep o' the Wilderness. The black unicorn can be found in the woods south-west of the volcano.
King scorpion (Level 56) Ice spider (Level 60)
A king scorpion The largest strain of the scorpion genus, the king scorpions feel most at home at high temperatures. Strong venom bubbles within the sharp hook of its tail, while vice-like pincers look for fleshy adventurers to grapple with. Particularly vulnerable to Magic attacks.
An ice spider Ice spiders are weird creatures that seem to be made wholly of the icy land they inhabit. Their bite is nasty and they are quite resilient to stabbing, but fire and assorted magical attacks should be able to put them in their place.
King scorpions roam the top level of the Lava Maze. Ice spiders can be found on the eastern fringe of the ice plateau in the north-west of the Wilderness.
Wolf (Level 60) Giant bat (Level 64)
A wolf
These wolves are the wolves that hunt at midnight, seeking the blood of cowards and fools. They are aggressive and constantly drool in anticipation of an easy kill. Thankfully for most adventurers, they have not been bred to kill in the same way as the ice wolves that guard the entrance to the God Wars Dungeon.
A giant bat As you might expect, the Wilderness is a dark and forbidding place, and ominous clouds often blot out the sun for months on end. So it is, then, that it is an ideal land for these great flying rodents to flap about. As they enjoy moving about at height, you may find it more convenient to slay them with Ranged attacks.
Wolves can be found south of the Scorpion Pit, close to the Chaos Elemental. Giant bats are located in the wastes between the Mage Arena and the Pirates' Hideout.
Hill giant (Level 64) Chaos dwarf (Level 68)
hill giant.gif
Massive, brutish beasts, hill giants are mercifully remarkably feeble for creatures of their stature. They lack the resilience of their moss and ice cousins, but are generally excellent prey for young adventurers looking to enhance their combat skills. Having said that, the Wilderness is probably not the best place for such training...
chaos dwarf1.gif Chaos dwarves like causing chaos! They are more belligerent than the Drunken Dwarf, and twice as likely to carry an axe. Chaos dwarves are known to drop the 'muddy key' which opens a chest deep in the Wilderness holding treasures to reward those brave enough to take the journey.
Hill giants gather north-east of the Chaos Temple, where black salamanders can be hunted. Chaos dwarves can be found south-east of Red Dragon Isle.
Moss giant (Level 74) Ice giant (Level 74)
moss giant.gif
Moss giants are commonly seen on the surface of Gielinor, and a sizeable number have found their way into the Wilderness, where they and their beards wait for adventurers to disturb them. Young adventurers find that they have a rather delicious range of drops when slain.
ice giant.gif
Though his blades may be sharp, his mind certainly is not. The ice giant, tall and thunderous with icicles for a beard, is quite easy to avoid on your way through the deeper reaches of the Wilderness. Once confronted, however, this surly and none-too-clever oaf will make short work of you with his sword, slashing and blindly pummelling. This lofty foe is prone to fire, Ranged and Magic attacks.
Moss giants (and their beards, of course) can be found between the Lava Maze and Red Dragon Isle. Ice giants can be found on the ice plateau in the north-west of the Wilderness.
Skeleton (Level 46/74/78) Ice warrior (Level 78)
A skeleton Like the zombies and ghosts, skeletons are a relatively common sight in the Wilderness. Most adventurers making their first forays into that dark land will encounter them early on, and those who are not ready may find themselves cut to pieces soon after.
An ice warrior
A spirit of elemental magic, the ice warrior feels compelled to patrol the icy reaches of the Wilderness. This melee fighter is composed of ice and as such is vulnerable to fire and shattering crush attacks. Also weak to Magic attacks, the warrior will often leave runestone drops as his elemental spirit evaporates.
Skeletons can be found throughout the Wilderness, especially just north of Edgeville. The most dangerous of them can be found in the Wilderness Volcano Ice warriors can be found on the ice plateau in the north-west of the Wilderness.
Green dragon (Level 90) Ankou (Level 90)
A green dragon These Wilderness stalwarts are a distant relation to the mighty Elvarg of Crandor, although far more agreeable. These particular green dragons are aware of the King Black Dragon and his domain, so avoid the western area of the Maze. Less well defended against stab and Ranged attacks, the green dragon is a pale green shadow of Elvarg's might.
An ankou
An Ankou's touch is as cold as the void, and drains life with the merest graze of its fingertips. They are skinless creatures returned from the dead by unnatural sorcery.
The green dragons can be found in a few secluded valleys in the southern half of the Wilderness. Ankou can be found in the Wilderness Volcano.
Lesser demon (Level 100) Greater demon (Level 118)
A lesser demon
Forced out of the lower echelons of the Lava Maze by the territorial greater demons, these wingless versions have found their way to the Wilderness surface. Guarding the entrances to these lower levels, the lesser demons are biding their time till these areas can be regained.
A greater demon
These looming forsaken are one of the great dangers of the Wilderness; although by no means are they the foulest beast you might encounter. Curving scimitar-like claws and thick hides of pure evil make them a strong adversary for those who do not dabble in the magical arts, while a hunger for new souls makes them an unlikely foe to be bypassed with a well-timed sprint.
Lesser demons can be found within the fences that guard access to the King Black Dragon's lair, just west of the Lava Maze, and in the Wilderness Volcano. Greater demons can be found loitering about the Demonic Ruins and in the Wilderness Volcano.
Red dragon (Level 120) Hellhound (Level 132)
A red dragon Red dragons are powerful enemies whose scales are the colour of blood. They are quite social creatures, like most other dragons, and have a tendency to cluster in the same region. Red dragons are best attacked with stabbing weapons or Ranged attacks.
A hellhound Wilder than your household pet by far, hellhounds will not obey your every command, nor are they humanity's best friend. Hellhounds use their powerful front claws to rake their opponents and gouge flesh, making them particularly strong melee opponents.
Red dragons are best avoided by steering well clear of Red Dragon Isle. Hellhounds can be avoided by steering clear of the area south-east of the Deserted Keep in the Deep Wilderness, and by keeping well away from the Wilderness Volcano.
Deadly red spider (Level 136) Chaos Elemental (Level 138)
A deadly red spider
Tougher than the giant spiders, deadly red spiders haven't earned their name letting adventurers walk by: they will give you a tough fight if you are unprepared.
The Chaos Elemental Who can say where the Chaos Elemental names its origin? Its existence is a mystery and an insult to the laws of nature. Whatever its source, the Chaos Elemental is a powerful and frustrating opponent, capable of stripping you of your armour, hurling you vast distances in an instant and slaying you without thought of the ethics of such an act. Beware this beast!
Deadly red spiders can be found north of the Lava Maze. The Chaos Elemental warps the laws of physics around it to the west of the Rogues' Castle.

Those who have completed Summer's End will be aware of the apparent destruction of the terror-inspiring Spirit Beast. They, too, may comprehend enough of the connection between the Wilderness and the Spirit Beast's Realm to realise that it is not gone... No, the Spirit Beast has been given a solid form, and although it is nowhere close to as powerful as it might have been, it is still one of the most powerful beasts in all of Gielinor, stronger even than TzTok-Jad. Its greatest weakness, however, is that all manner of vengeful adventurers wish to assault it en masse, hoping for a small piece of the prize...

The Corporeal Beast can be found in the mine north of the ruined farm.


  • There are many items to be found littering the Wilderness, waiting for the greedy to follow the trail of items to their deaths... Of course, if you have no fear, you can find a great range of runes, a few planks, scraps of armour and a number of weapons.
  • The Chaos Elemental, awesome and powerful as he is, occasionally drops a dragon two-handed sword and certain PvP equipment (Morrigan, Vesta, Statius and Zuriel gear).
  • If you have completed Spirit of Summer, you will receive a ring that can be used to travel to several parallel areas of the Wilderness for generous rewards.
  • The Corporeal Beast attacks using every Combat style, as well as a number of attacks that defy description and cannot be protected against using Prayer. In addition to this, the dark core frequently leaps from its body to steal some of your life to feed its master.
  • Fighting the Corporeal Beast is not without rewards, as it is known to drop the holy elixir and sigils required to enhance a spirit shield.

Frequently Asked Questions

1. Where is the Wilderness? How can I get there?
The Wilderness covers a huge space to the north of Gielinor. To get there from the surface, you will likely travel north from Varrock, Falador or Edgeville, crossing the Wilderness wall that warns players of the dangers ahead. If you accept these dangers, you will jump over the Wilderness wall and enter a small 'safe haven' area adjacent to it, where you cannot attack or be attacked by other players. Once past this area, you are in the Wilderness and ready to start player-killing! A skull icon appears on the side of your game screen to note that you are in the Wilderness, and you are given an indication of your Wilderness depth (but more on this later).

Many players cluster and prepare for battle in Edgeville before wandering into the Wilderness, so you may wish to join them here. You can enter the Wilderness from beneath, too: Edgeville Dungeon has a Wilderness gate that can be passed through (again, you will receive warnings before you may do so), taking you into PvP areas beneath the Wilderness.

2. How dangerous is the Wilderness? What happens if I die there?
Whatever your intention when you enter the Wilderness, you are in danger of being attacked and, potentially, killed by another player. As such, the Wilderness is very dangerous, and you should be prepared to lose any items you are carrying.

Dying and dropping items in the Wilderness is not the same as elsewhere in Geilinor. When you die outside of the Wilderness, you leave a gravestone behind, which protects your dropped items for an amount of time before the tradeable items become visible to all players.

In the Wilderness, no gravestones are left when you die. You will respawn at your nearest 'hub', which will be Edgeville, and there is NO timer to pick up your items. Dropped tradeable items are immediately visible to the player who did the most damage to you before you died, and that player can pick up and keep your items as they see fit. If you drop items deliberately on the floor, they will immediately be visible to everyone else. You DO NOT enter Limbo as you would outside of the Wilderness.

After one minute of being visible to the player who dealt the most damage, any remaining items then become visible to other players. Untradeable items will either disappear or appear in a tradeable form (cash, in an unenchanted form, in a degraded form, etc).

This means that killing another player in the Wilderness can give you an immediate reward. It also means that some or all of your items are likely to be lost if you are killed in the Wilderness. It is best to see the Wilderness as a thrilling and tempting risk, then, and one that you could potentially reap great rewards from. Try player-killing on a members' world - you'll find that the drops you receive are generally of a higher value than on any other world.

3. Who can I attack in the Wilderness? What does the Wilderness level mean?
There are limitations to who you can attack in the Wilderness. These limitations are designed to stop low-level players from immediately dying at the hands of high-level players waiting at the borders of the Wilderness.

There are three factors that determine who you can attack in the Wilderness: your combat level, your opponent's combat level, and the depth of the Wilderness. You can view the depth of the Wilderness on your game display. The Wilderness stretches from a depth of level 1 to level 56, increasing as you move further north.

To determine whether you can attack someone in the Wilderness, or be attacked by that person, take your combat level and deduct the current Wilderness depth from that number. This number is the lowest combat level for a player that you can attack or be attacked by. If you have a combat level of 30 in a Wilderness depth of 5, you can only attack players who are level 25 or over, for example.

Now, take your combat level and add your current Wilderness depth to it. This is the highest combat level for a player that you can attack, or be attacked by. That level 30 player could attack or be attacked by players up to combat level 35.

This range of combat levels increases as you go deeper and deeper into the Wilderness. This means that the deepest levels of the Wilderness are the most dangerous, as more and more high-level players will be able to target you; on the flipside, there will be more opportunities to kill low-level players in these areas. Player-killing, then, is a fine balance, and soon becomes the art of picking players to attack and who to leave well alone!

4. What can I take into the Wilderness?
It is possible to take all items into the Wilderness. Of course, it's possible to lose all items in the Wilderness too! Tradeable and untradeable items are welcome in the Wilderness, although untradeable items will not drop on the ground for other players to see. In some cases, untradeable items will drop in a different, tradeable form - as a similar item to the one that was dropped, or as a cache of coins for the killer to collect.

Items cannot be lent in the Wilderness, lent items cannot be equipped in the Wilderness, and players who have lent items equipped will be informed that their item has been unequipped. Lent items cannot be used for non-combat purposes in the Wilderness either; for example, a dragon pickaxe cannot be used to mine runite in the Wilderness.

If you are under the effect of an extreme potion when you enter the Wilderness, it will be reduced to its 'super' potion equivalent. Extreme potions cannot be drunk in the Wilderness.

5. Can I use Summoning in the Wilderness?
Members can indeed use familiars in the Wilderness, and we highly recommend them - they can mean the difference between winning or losing! Whether taking a beast of burden into the Wilderness to act as food storage, or bringing a combat familiar to deal additional damage, a familiar can be of great benefit.
6. How do I escape the Wilderness? What happens if I start losing a fight?
There will inevitably be battles that you start losing in the Wilderness. In these instances, you might want to escape and get away from your assailant. Be aware that this is the nature of the Wilderness: your death (and resulting items) will be a just reward for the player who manages to overcome you. With this in mind, it is prohibitively difficult to escape from a battle you are losing.

It is not impossible, however, particularly if your opponent is not paying full attention. Teleports will get you out of a combat situation; get hit by a Teleblock spell, however, and your escape attempt will be aborted. Be warned: teleport spells will not work beyond level 20 of the Wilderness, while teleportation jewellery will often not work beyond level 20 of the Wilderness. Only dragonstone jewellery is known to work up to level 30 of the Wilderness.

You might also fancy running away, but this is by no means a certain method of escape. Your opponent can move as fast as you can move, and they may have methods of restoring their run energy in an effort to chase you. To counteract this, it is recommended that you raise your Agility level and bring energy replenishing items to allow for quick getaways. There are other hazards too: wizards have freezing and binding spells that will paralyse you so they can catch up, while wizards and rangers can attack from afar.

Some areas in the Wilderness act as a safe haven, most notably the small area after the Wilderness wall and Daemonheim. Reach these locations and your opponent will not be able to attack. Some safe havens will require that you are out of combat for ten seconds, however, so be aware that you may not be allowed in until that time has elapsed.

7. How do I start player-killing in the Wilderness?
If you aim to start a player-killing career in the Wilderness, you may want to make sure that you have plenty of opponents to face, or players to fight with. Try the following to improve your PvP experience:
  • Log into a world that specialises in PvP. You'll find these on the Themed Worlds page of the Knowledge Base. In these worlds, you'll find people clustered around the Wilderness areas and Edgeville, fixing for a fight.
  • If you are feeling particularly adventurous, you might also want to try High-risk PvP Worlds, where Protect Item prayers and curses cannot be used in the Wilderness.
  • Join a PvP clan. By joining likeminded player-killing enthusiasts in the Wilderness, you can organise mass Clan Wars battles, organised skirmishes in the Wilderness, and get tips from people who have player-killed for a long time.
  • Visit the official PvP forums. Players discuss tactics here, as well organise events, so you may find something to your taste.
  • Travel to Edgeville, west of Varrock. This is the home of PvP preparation, and many fighters gather here to discuss their plans.
  • Look on the forums for community events that are taking place in the Wilderness.

It is also worth preparing yourself for the battles ahead. Think about the following before you embark on a player-killing odyssey:

  • What items are you risking? Are you going to risk items that are expensive or difficult to get back? If the answer to that question is no, do you feel that your equipment is of a high enough quality to threaten your opponents?
  • Think about the level of the Wilderness that you will be spending your time in. The deeper you go, the greater the risk that you will be attacked by higher level players.
  • Will you bring a summoning familiar? A familiar will generally give you an advantage in PvP combat.
  • Do you have an escape route? You might want to think about bringing items that will aid you in getting away from a battle that is going badly: energy potions are a good choice, as are methods of teleportation.
  • Always be aware of the combat triangle in the Wilderness. If an opponent is lower level than you, but has an advantage over you through the combat triangle (melee is strong against ranged, ranged is strong against mage, mage is strong against melee) then the fight may not be as one-sided as you imagine.
  • You might benefit from practicing your player-killing in other - often safe - environments, like the Duel Arena and Clan Wars.
  • It may seem obvious, but it is easy to overlook: think about the supplementary items you are bringing: armour, weapons, food, potions, and items that replenish your special attack, prayer and run energy. Manage your inventory and learn the best setup for your player-killing experience.
8. Can I avoid going into the Wilderness? What game content requires that I go into the Wilderness?
We acknowledge that the Wilderness is not to everyone's taste, and many will not want to fight each other or risk losing their items. So, although the Wilderness contains a few minigames, quests and skill locations - including the Dungeoneering halls of Daemonheim - these can generally be accessed without entering PvP areas.

Dungeoneering can be accessed from the west coast of Al Kharid via a free Fremennik ferry. You can also use your ring of kinship to get to the Daemonheim peninsula, once you have talked to the Dungeoneering Tutor to receive one.

Three popular minigames - Stealing Creation, Clan Wars and Fist of Guthix - can be accessed via portals in the Gamers' Grotto. This is an underground location to the north of Falador, and can be found on your World Map.

The few quests that ask you to travel into the Wilderness - Defender of Varrock, The Curse of Arrav, Spirit of Summer, Summer's End - each have safe methods of getting into the Wilderness, most often through the use of teleports, so you do not have to put yourself at risk at any point.

That's not to say that the Wilderness is empty of content, however. A number of creatures, big monster battles and expensive resources can be found in the Wilderness: rewards for those willing to risk a venture into the Wilderness. Take them on if you dare!

9. How can I find out how much I'm risking?
Your 'Items kept on death' interface (accessed through a button on your Worn Equipment menu) has information about the total value of your items, as well as the amount you are risking. If you are risking enough to be eligible for a good drop, the value of your risked items will be coloured green.
10. What items can I take into the Wilderness?
All items can be taken and used in the Wilderness, unless they are lent to you by another player. If they have been lent to you, you will not be able to use them in the Wilderness for player-killing or skill activities.
11. Where can I find the revenants and PvP World items now?
The revenants, inhabitants of the Wilderness from 2007-2011, can now be found in the Forinthry Dungeon. Fight them if you dare, as they will change their methods of attack according to how you are fighting them. We have added PvP World items (statuettes and PvP weapons and armour) to their drop tables.

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