The Wilderness bosses
Every fight above the ditch, what the singles-plus caves change, and what a death out there costs.
The Wilderness is the only place in the game where dying loses your items, and it holds sixteen of the teleport window's boss rows because of it. Everything up there pays better for that reason.
What a death costs
Three separate rules, and none of them is the others:
- Items drop anywhere in the Wilderness. Nowhere else in the game does.
- Above level 20, eleven untradeables break instead of dropping, and your killer takes 65% of their repair value as salvage. Perdu puts them back together - item repair has the list.
- A one-life account spends its rank on any death that loses items.
::kept shows what you would keep from where you are standing. ::skull skulls you on purpose, and ::stuck frees you if the world has genuinely wedged you.
The three that come in pairs
Callisto, Venenatis and Vet'ion each have a singles-plus twin in a baked cave nearby - Artio, Spindel and Calvar'ion. The twins are weaker and safer to fight, and they share one rate ladder with their multi-way parents: the same uniques at rates matched to the fight, rather than a second table.
The three of them are also where the wards come from, and a ward is assembled rather than dropped whole.
The rest of the ladder
- Chaos Fanatic and Crazy Archaeologist - the two easiest, and a sensible first trip.
- Chaos Elemental and King Black Dragon - the old lairs.
- Scorpia - multi-way, and the fight is really her two guardians.
- Maggot King - deep, multi-way, in the Mage Arena, with drops weighted by the damage you did.
- Demonic gorillas and Tormented demons - the two single-way camps, and the zenyte and demonbane lanes respectively.
Revenants
Around forty blood revenants roam above level 30 as a population that manages itself, with their own minimap marker. Their best rows only drop above level 30, so the safer edge of the Wilderness pays the ordinary table.
Every so often a Blood maledictus rises among them. ::revboss teleports you to it while one is alive, and the quest tab's World Events panel carries the bar that says how close the next one is.
Wilderness-only gear
The wilderness weapons hit 50% harder against monsters, and only in the Wilderness - they are worth nothing anywhere else, and they can never be charged. The Muddy and Larran's key chests are the Wilderness's own reward lane: coins, blood money and consumables, and never gear.
