Wilderness/Survival guide

Located north of the kingdoms of Misthalin and Asgarnia, the Wilderness is a large and dangerous area. It is easy to die in the Wilderness if you aren't prepared, especially if you have a low combat level. Many aggressive monsters live here, most notably the revenants. However, these dangerous and rare creatures make it also a place of great opportunity. This guide should help you to safely navigate your way around the dangers of the Wilderness.

The Wilderness Levels
When you are in the Wilderness, you may notice the level displayed in the top right corner of your screen. This is the Wilderness level of the area you are in. As you go further into the Wilderness, this level increases, and the strength of the creatures you may encounter will also increase.

A useful piece of information to have is that this Wilderness level also represents the potential combat levels of the revenants that can engage you in combat. For example, a Wilderness level of 1 means the player can be attacked by revenants within 1 combat level of their own; a danger level of 2 means they can fight revenants within 2 combat levels of their own; and so on.

Most methods of teleportation don't work above Wilderness level 20. There are a few items that can teleport players up to level 30, such as an amulet of glory or a ring of life.

The Monsters
The monsters in the Wilderness are what make it dangerous. There are many different monsters living in the Wilderness, with combat levels up to 305 (or 785 underground).

Most 'regular' monsters in the Wilderness, such as skeletons, hobgoblins, hill giants and green dragons, are always aggressive, no matter the combat level of the player. There are also multiple bosses in the Wilderness (for example, the Chaos Elemental, the King Black Dragon and the Corporeal Beast). They are very strong and can kill high-level players quickly. Many players come to fight these monsters for their notable drops such as the Dragon 2h sword from the Chaos Elemental, a draconic visage from the King Black Dragon, or a divine sigil from the Corporeal Beast. In order for players to dare and challenge these vastly superior foes, they must come prepared.

Usually the most dangerous of all, however, are the Revenants. They can randomly appear and attack players in the Wilderness, provided their combat level is close enough to the player's relative to the Wilderness level the player is in (see above). Revenants attack with all three styles of the combat triangle, can cast teleblock, and are able to poison and freeze the player. They are often more dangerous than their combat level suggests. Jagex implemented Revenants to try and take place of PKers when the PvP in the Wilderness was removed. in PvP and Bounty Worlds, there are NO Revenants.

In PvP worlds or Bounty Worlds players can be attacked by other players; see the respective articles for more information.

Equipment
When entering the Wilderness, many players equip all their very best armour, wield their strongest weapons and bring expensive amulets and rings as protection. This works very well as a strategy, keeping you safer than cheaper equipment would.

But many other players prefer to do the opposite - bringing their cheapest armour and weapons, sometimes even wearing as little as possible. This is also a good idea if you have a higher than usual risk of dying (for example, if you are exploring an area of the Wilderness you haven't been in before), as it makes dying a very cheap way of teleporting out of the Wilderness.

Consider your type of armour carefully, as some creatures in the Wilderness can use negative magic bonuses to give you high damage as a result of metal armour.

The following are example guides for the former strategy. They are melee-centred, but it is relatively easy to work out the magic and ranged equivalents.

Suggested Free to Play Equipment

 * Head: Rune full helm, Green d'hide coif
 * Body: Green d'hide body, Rune platebody
 * Legs: Rune platelegs, Green d'hide chaps, Rune plateskirt
 * Amulet: Amulet of Power
 * Weapon: Rune scimitar, Rune battleaxe, Rune longsword, Rune 2h sword
 * Shield: Rune kiteshield, Rune spikeshield, Rune berserker shield
 * Cape: Wilderness capes, Cape
 * Hands: Rune gauntlets, Green d'hide vambraces
 * Ring: Explorer's ring 1-4 (preferably 3 or 4 as these rings have a teleport, to the cabbage field east of the Falador farm).
 * Boots: Leather boots, Fighting/Fancy boots, Swanky boots

Inventory

 * Strength potion
 * Swordfish
 * Rune platebody/Green d'hide body
 * Rune 2h sword
 * Lobster pot, Harpoon (along with a Rune hatchet, a Tinderbox, and 50 Fishing)
 * 1 Law rune, 3 Air runes, and 1 Fire rune (with 25 magic and ability to run back to level 20 Wilderness) for emergency teleport.
 * 43 Prayer (for Protect from Melee, Protect from Magic and Protect from Missiles)

Suggested Members' Equipment
Try to get your magic defence at +100 or greater for safety from the Revenant magic attacks.
 * Head: Helm of Neitiznot, Berserker helm, Dragon med helm, Body Helmet or Mind Helmet
 * Body: Black dragonhide, Karil's leathertop, Agile top, Rune platebody
 * Legs: Black d'hide chaps, Agile legs, Rune platelegs
 * Amulet: Salve amulet (e), Salve amulet, Amulet of fury, Amulet of glory, God stole
 * Weapon: Godsword, Abyssal whip, Saradomin Sword, Dragon scimitar, Dragon 2H Sword, Dragon Dagger(p++ recommended)
 * Shield: Dragon square shield, Dragonfire shield, Obsidian shield, Dragon Defender, or Body Shield
 * Cape: God Cape, Skill cape, God cloaks, Obsidian Cape, or Ardougne Cloak 3
 * Hands: Forinthry brace, Barrows gloves, Black d'hide vambraces
 * Ring: Jennica's ring, Ring of Life
 * Boots: Dragon boots, Rune boots, Climbing boots, Boots of lightness

Inventory

 * Super defence potions
 * Extreme defence potion
 * Energy Potions or Super Energy Potions
 * Spirit Wolf and Howl scrolls OR Spirit terrorbird and Tireless run scrolls OR Bull ant and Unburden scrolls
 * Antipoison (If going over 50+ wilderness, or in case a Revenant dragon attacks)
 * Higher healing food, such as Monkfish, Rocktail, Sharks, or Tuna potatoes
 * Prayer potions
 * Magic tablets (One-click escape if you can make it back to level 20 wilderness and avoid being tele-blocked. Teleport to House works best as it provides a safe death, even if your construction level is 1) or runes for a teleport spell (also can't be used over 20 wilderness)

Tactics
If you are planning on entering the Wilderness, it is a good idea to know a few hints and tips to keep you as safe as possible.
 * If you are skulled, you will lose all of your items. To combat this, it is suggested that you use the Protect Item prayer to keep one item (your most valuable item in your inventory/being worn).
 * It is a good idea to bring as few items as possible, especially if you have a low combat level or constitution level. Travelling light is the best tactic.
 * Revenants, although dangerous, are not the most common monsters in the Wilderness, so there is no need to panic about them in particular. However, if one does attack you, it pays to be prepared. A comprehensive guide to avoiding revenants, including a map of hotspots, spawns and patrol zones, can be found at the respective page.
 * Jennica's Ring is very helpful. If you happen to see a portal that looks like the one from Spirit of Summer and Summer's End, walk on top of it, and operate the ring in your worn inventory. You will teleport to the Spirit Realm which is not in the Wilderness, and therefore most creatures cannot follow you there. You may teleport out of the Spirit Realm regardless of what level you were in. However, you cannot teleport to the Spirit Realm if you are currently teleblocked.
 * If you are travelling through the Wilderness but do not intend to fight anything, it is often a good idea to wear as little as possible and equip Boots of Lightness, carry teleportation tablets/runes, a Forinthry bracelet, food and other weight reducing equipment. In this situation, run as far as you can and proceed with caution.
 * If you are feeling jittery because of a low level or previously bad experiences, keep an eye on your minimap for yellow dots.
 * It is very possible, and not uncommon, to travel all the way through the Wilderness relatively unscathed, and certainly without encountering many, if any, revenants, so keep an eye out for them, but don't panic.

Demonic Ruins
When battling Greater Demons, it is a good idea to monitor the east to see if a Revenant is coming. If a Revenant knight, Revenant ork, Revenant werewolf, or Revenant vampire, which are frequent around there, show up, do NOT fight it alone in free-to-play if you are not level 120 or above, as the knights have very high defence and attack. The orks, however, have lower defence. A new alternative, which is highly recommended, is the wilderness volcano, as Revenants never enter the crater unless lured in by a fleeing player. With Wilderness Volcano, a trip here is really unnecessary, because Wilderness volcano even has a bank! If you are pay-to-play, the Brimhaven dungeon is a better option.

If a Revenant vampire or Revenant hobgoblin shows up and you have enough prayer points and food, kill it. They have low defences and can be killed without using too much food (note that both can poison). Do NOT come here if you have below 37 prayer. Also note that the Greater Demons may attack you as well because it is a multi-combat area.

An Explorer's Ring 3 is recommended for its run restoring capabilities, as well as a teleport. If you are low on health and have no food (e.g. five life points and no food items), and there is a revenant nearby, it is almost impossible to escape from a accurate revenant such as a pryefiend or a knight, but with revenants having lower attacks (such as orks or werewolves), there is a very small chance that you can escape. Go into the wilderness volcano if low on resources, the chances of survival are higher there.

Chaos Temple (hut)
This altar is multi-combat in a reasonably high wilderness level. Many revenant hunters gather here on populated worlds to organise teams for piling revenants and recharging Prayer. Only the immediate area around the church, though, is multi-combat. There is no real use for this area, other than the few reasons listed above.

'''WARNING: Revenants SPAWN VERY NEAR and move inside that altar commonly. Also they can travel in packs and it is VERY common to see Revenant Werewolves, Revenant Orks, and Revenant Knights entering there every 10 minutes or so.'''

There are many revenants at the ruins, so have defence and magic levels at 70+ before you even go there even if using a different combat style since your magic level plays a part in your defence from magic. Take at least lobster and bring at most 3 valuables.

Rogues' Castle
STAY AWAY from the west side as you approach the castle unless you know exactly what you are doing. If you are entering through the west, it is recommended to stay as far north a possible, since the Chaos Elemental rarely goes there. It dwells here and can kill most players very quickly. This is a very dangerous monster, much more dangerous than any revenant, so beware that you don't start running away from a revenant and run directly into it's line of fire. You have been warned!

If you see a Revenant approaching the castle and targeting you, lock yourself behind a door, or if possible, lock the Revenant into a small room such as the one to the west. It is harder if they are leaving the castle and you are entering it, especially if you're coming from the west and they are in packs, as the Chaos Elemental could hit you, along with Revenants.

A recommended way to escape revenants or the elemental is to run to northern wilderness volcano. The water inlet near the obelisk, the isthmus, and the huge number of skeletons can trap any number of revenants following you.

If you are alone and you're coming from the west, run north until you find rocks, hide behind the wall until you are sure they are gone, then leave by heading east, avoiding the Elemental. If they are in packs, do the same thing, it may be harder as there are more of them to hit you. If there is only one coming out of the castle from the east (for instance, you're coming from the obelisk) run north to the rocks, then hide. Do the same thing if there are packs.

Another option to escape from Revenants is to go to the ancient teleport platform, activate it, and stand on the side of it. Revenants will always come from the west side of the Wilderness. If you stand one tile off of the portal, Revenants will be able to attack you for only a short period of time before the portal activates and they are teleported away. They can go with you on the obelisk however. Deaths are common by this method as the obelisk cannot teleport quickly.

Also, if you open the side door and the shed's door, it can give you a few minutes extra to run. The Revenant will get stuck. Run out the door near the ladder. Run behind the castle; not the fortress. Here you are safe, and you may switch worlds or temporarily log out until the Revenant is gone.

Use the stairway to your advantage. Some revenants cannot ascend or descend the stairway. However revenants sometimes spawn or patrol the second story of the Rogues Castle. If you are on the first floor, try to close a door behind you. Do not stand in the main ground floor room as Revenants can target you through the bars of the main (south) window. If they target you go into the stairwell and close the door. That will probably protect you. You can go upstairs, but you may encounter patrolling revenants upstairs also. They can sometimes pass through closed doors on the first floor and into the room with the three chests. If this happens, exit the room and lock them inside. Although they apparently can pass through the door to enter the room, they can't pass OUT through the door to exit the room. If you are in the large room and the revenant is following or targeting you, use the three chest room as a blocking device and run to the opposite side. You can also use the stub wall near the stairway as a blocking device, if you can trap the revenant on the opposite side of the stub wall they can't attack you. Remember to use every obstacle to your advantage, and logout as soon as your health bar disappears. Switch on protect from missiles even if they're maging you, getting frozen is sure death.

Western Ruins
When being ambushed by a Revenant, hide inside the house with the anvil, and wait or logout until the Revenant is gone. It is a good idea to run north or south as they cannot go further. Even if you have food, do NOT fight it because it WILL teleport about halfway into the fight and you will waste your food which possibly means an even higher levelled revenant may appear and kill you.

Note: Going north may lure the revenant deeper.

Eastern Edge
While fishing, it is inconvenient to find a revenant. If a Revenant is present, run south to the Clan Wars challenge hall or to the wilderness level where it will stop attacking you.

Frozen Waste Plateau
Training here is very dangerous as it is in the deep Wilderness, and the frequency of Revenants (usually a knight or a pair of orks) is high. When you see a revenant, run south to the gates and close it behind you. Then run to the altar to hide, and recharge prayer if necessary.

Red Dragon Isle
Although Revenants don't patrol this section, it is still advised to bring energy restore potions and lots of food, because death is frequent as a bank is not nearby. If getting out of the isle, save the energy for Revenant encounters.

If inside, do not stand near the edges, and resume training as normal. However, revenants can attack from a distance, if you are attacked, run north to the portal, if there is another revenant, the only way is to run west, otherwise if revenants are all over the place, the only option is to die.

Wilderness Agility Course
Training Agility here is risky as frequent Revenant Vampires, Orks, and Knights patrol the course. As such, it is advised to train somewhere else. However, if you still plan to train here, bring as much food as possible, and some anti-poison as Revenants can poison in 50+ wilderness OR in other cases train in a bounty hunter world, in these worlds revenants don't patrol the wilderness. However, beware of the players as some are willing to kill anything that they see, although that does not happen frequently these days. A good way to stay alive is to be prepared for battle or to hide. An ideal hiding setup could consist of: Dragonhide, Boots of Lightness, Spotted or Spottier cape, and if you want to, a weapon to fend off single revenants. You should have you quick prayers or curses set to: Protect item and Deflect/Protect from range (since you have dragonhide, it gives you magic defence bonus). What you should do when a revenant is encountered: If you've already passed the ladder (from which if you fall from the ropeswing or spike pit obstacles) then complete the course, through the tunnel, run past the ropeswing and run down the hatch. All you need to do now is heal, drink antipoison (if poisoned by the revenant), and kill a few skeletons. After that, world hop and you're fine.

Dark Warriors' Fortress
The only good place to train on these and collect runes is the 1st level (Ground), as revenants spawn on the 3rd and 4th floors. A revenant can't climb up and go through ladders. Revenants are forced to go through the front door, as the only way across the moat is the bridge. Common revenants encountered are Revenant imps, Revenant goblins, Revenant icefiends and Revenant werewolves. Also, there is a place to use Jennica's ring from Summer's End in the open space in the centre of the castle, in front of the dead body; beware though that there is a level 129 Tormented Wraith on the other side of the portal. The experience received/ skill it is in for using this portal is defence exp note level 80 defence is required to receive the exp.

Wilderness Runite mine
The mine is very far from a bank, so it is advised to not come back with a full inventory. Using wilderness obelisks can be an efficient way of banking ore though. The closest bank for P2P is the Mage Arena, while free players have a further bank at the Wilderness Volcano. Common revenant sightings here include pyrefiends, vampires, cyclopes, hellhounds, and knights. It is also suggested that you bring at least 4 foods in your inventory.

Bandit Camp
The Bandit Camp is mainly visited for cooking and clan purposes. In the room to the north, there is a NPC called Fat Tony. He sells pizza bases to players. There is 1 tomato and 1 cheese that respawn on a table, which can be used to make pizza. There is a pond just outside the house were players can fish anchovies. Giant Rats are a good source to get raw meat. The revenant patrol route for Bandit Camp is enter at the main entrance, go into the house with Fat Tony, go to the general store, go over the pond in the east, and then teleport. If you have a decent number of life points, run from your hiding spot to the eastern exit near the rats, with protect from range on. Log out and log in again, but keep still until it is clear. If you don't have sufficient life points, close the doors in the building where Fat Tony is and eat the tomatoes and cheese until you're back to a safe number of life points. Revenant Orks, Revenant Pyrefiends, and Revenant Vampires are common here. You should run from the Revenant Vampires, and you can attack the Revenant Pyrefiends, but don't attack the Revenant Orks as they are peaceful, that is, depending on your level.

Lava Maze
Revenant Vampires and Revenant pyrefiends are very common sights here; therefore it is nearly impossible for a lower levelled player to escape this deadly place, as it contains webs and confusing routes. Other commonly spotted revenants near the maze include vampires, hellhounds, cyclopes, orks, and knights. The lava river is not very wide, so the revenants can mage/range you. If a revenant is in sight, run directly to the ending of the maze, just outside of the Lesser demons. If the centre is far away, logging out is recommended, however it may not be possible if you are under attack. On members, if one is attacked near the back/northern part of the maze, behind the web guarded by the giant, your best bet is likely to run past the Lesser Demons and down the ladder.

Hobgoblin Mine
Training Mining here is considered one of the best places in RuneScape as it contains a lot of Adamantite, mithril, Coal, and Iron rocks. However, a high-levelled revenant may pop up at any time and attack you. To avoid this, run through the Chaos ridge, and the level it will stop attacking you. Or arrive at the Chaos ridge, and stay away from the cliffs and log out, then come back and continue mining. Otherwise, run west to the Chaos temple, close the door and hide there, or log out, but be aware that some revenants can pass through the Chaos temple door even if it is closed. Revenant sightings usually include vampires, werewolves, orks, and knights, and have occasionally included dark beasts and even dragons.

Chaos Temple
Located in level 12-15 wilderness, there is a small range of revenants able to attack you. Groups of revenants have been known to respawn here. In the case that you DO encounter a revenant, stand in front of the altar, if the revenant will allow it, so that you can never run out of prayer. As this is below level 20 wilderness, a teleport is useful. This is a great place to train prayer at a low level, as there are countless bone respawns.

Daemonheim
Daemonheim is the home of Dungeoneering, a team-based skill. The entrance to Daemonheim, located in the most easterly part of the Wilderness, is not an actual part of the Wilderness, and so classified as a 'safe zone' where you cannot be attacked. As a result, if you are tailing a monster that you cannot defeat, escaping into Daemonheim is a good strategy

However, if you wish to go Dungeoneering, it is recommended to teleport using the Ring of Kinship or by sailing on the Fremennik ship, located behind the bank in Al Kharid.

Tips


A little-known fact is that Revenants CAN be teleported away by the obelisks in the wilderness, making them an invaluable evasive option. It is recommended to use this method only in the deep wilderness obelisks (i.e. Frozen Waste Plateau, Rogue's Castle). Here's what to do:


 * 1) Lure the revenant into the middle of the obelisk.
 * 2) Activate the obelisk.

If you're teleblocked you can stay in the middle of the obelisk with the revenant beside you. However, this is only recommended for high levelled players because the revenant can still attack you, dealing significant damage. As the teleport activates, the revenant will be gone with it, but a message in your chat will appear saying that you have been teleblocked, leaving you behind. These are recommended for players with a high combat level (90 or above).

Always bring a Forinthry brace and a ring of life, as the bracelet allows you to teleport even when teleblocked and the ring may save your life. If you're not teleblocked, you may be able to just move behind one of the pillars where the Revenant can't reach you, then, as they move up towards you, trigger the obelisk, move out from behind the pillar so they'll move towards the obelisk, then either bind them, or just wait, and they should be teleported.

If you have a clan/group, this method can be very effective if you have at least one member teleblocked who can lure the revenant into the obelisk and another member who's out of sight of the revenant and beside the obelisk. The latter can activate the obelisk while the former can stay inside the obelisk as a tanker. However, if you encounter a group of Revenant Knights or a Revenant Dragon, it is still recommended to run south instead, or taking refuge behind walls, and switching worlds.

It may be somewhat useful to bring basic survival utensils such as: a hatchet, a tinderbox, around 200 gold pieces, and a fishing net, though at times all they do is take up inventory space and increase your weight, which may be fatal. If you are around wooded areas when a revenant attacks, run into the woods, as this will disrupt their attacks and give you a chance to log out or escape.

The best way to escape the wilderness is to run south and hope for the best, or find an obelisk to teleport yourself away (if you're not teleblocked). Best places to run to other than the edge of the wilderness is the Mage Arena lobby, the Clan Wars lobby, and the Wilderness Volcano bank area, as these do not count as the wilderness, and revenants cannot harm you, and teleblock effect wears off.

The Wilderness Volcano, Mage Arena and Fist of Guthix are useful places to stay as they both have banks where you can withdraw anything you need. Clan Wars and the Wilderness Volcano are easily accessible via the Games Necklace, if you were to die in there by poison, and need to return to your grave.

Also, Daemonheim is not counted as the wilderness. If you notice that you are right next to Stealing Creation, use a games necklace (recommended).

If you intend to go in land marks be prepared for a Revenant attack for they run along the edges of marks such as bandit camp, the edges of wilderness volcano, red dragon isle, etc. Remember although Revenants seem to be unable to teleport they appear anywhere in the wilderness and usually do NOT make sound on your speakers so don't crank up your volume just to hear the revenant float by, that WON'T work.

If on a Treasure Trail, meerkats are very useful. They act as a sextant, so you will not need to bring a sextant, chart or a watch, and they can dig without getting into battle with a mage, thus lowering your time in the wilderness to a minimum, and allowing you to not have to carry a spade.

If you find you are low on money or are a beginning player, you may want to venture into the wilderness with nothing at all and take your chances rather than risking more than you should. It is not a guarantee that you will be attacked during a trek through the wilderness and therefore, if you bring a couple of runes and a few materials, there is a chance you will come out safely. And if you do not, at least you have not lost anything. If you plan to visit the wilderness regularly, or to stay there for an extended period(s) of time, choose carefully which items you are going to bring, and ensure you can easily replace items if they are lost, and ensure you have a good supply of cash so that you won't end up spending all your money on replacing lost items. bring some cheap food like tuna, salmon or trout so you can heal incase you are about to die.

Überlebenstraining in der Wildnis