Guide · World

The Void Dungeon

Three Wilderness floors of void monsters, the Void Enclave safe hub beside them, the Void Chest and the red rifts across the Wilderness.

The Void Dungeon is three floors of void monsters under the western Wilderness. Every floor is Wilderness, so other players can attack you anywhere inside. Beside its entrance stands the Void Enclave, a walled safe hub with a bank and the only Void Chest, joined to the rest of the Wilderness by a network of red rifts.

Getting in

The entrance is a Void Rift just north of the Void Enclave (112, 296), in level 22 Wilderness.

  • The toll. The rift takes 100,000 coins from your inventory when you enter. Completing The Last Toll ends the toll for good.
  • Admission lasts until you die down there. Once you have paid you can leave, log out and come back, even after a server restart, without paying again. Dying on any floor ends it, and the next entry costs the toll again. Dying anywhere else does not.
  • Depth. Climbing down to the Broken Menagerie or the Null Sanctum lets the surface rift take you straight back to that floor for as long as the admission lasts.
  • Every floor has an exit rift back to the surface. The rifts and ladders refuse during the 10-second Wilderness player-combat delay. NPC combat adds no separate wait. Stand at the travel object and finish any exchange or other action before using it.

The floors

FloorWilderness levelMonstersTeleport spells
1. Riftworks12Void Spider, Void WolfWork
2. Broken Menagerie16Void Unicorn, Void Ogre, Void GiantWork
3. Null Sanctum20Void Knight, Void Wizard, Void DemonWork
  • Ordinary teleport spells and eligible item teleports work through level 20 Wilderness, including all three floors. They refuse above level 20 and for 10 seconds after Wilderness player combat. Fighting a monster alone does not start that delay. Item, quest and area requirements still apply.
  • Alchemy's book, written pages and teleport slates do not work anywhere another player can attack you, including these floors. Their rules differ from ordinary spell teleports.
  • Every monster down there is aggressive, and in the Wilderness that means at any combat level.
  • All three floors are free-to-play Wilderness (Combat and Wilderness rules). Members items cannot be wielded or used there (Void items, arrows, bones and ashes are allowed), and potion boosts are cut back to what free-to-play supplies can give. Members loot still drops, and you can carry it out.
  • Every monster here has its own chance to drop a Void Key, on top of its normal drops. Void gear comes from these monsters too: see Void gear.

Fighting other players

  • One on one. Once you and another player attack each other, nobody else can attack either of you until 20 seconds after the last attack between you. A third player is told the dungeon only allows one-on-one fights.
  • Room to move after a kill. For 5 game ticks (about 3 seconds) after a kill, a click on the ground or the minimap starts a walk during which the floor's monsters will not attack you on sight, for 5 more ticks. Only a real walk click counts, and attacking or casting at a monster ends it.
  • Entropy cannot be cast in the dungeon.

The Void Enclave

The Enclave is a walled safe zone inside the Wilderness: nobody can attack you within its walls. Its four gates are sealed with void webs that you slice to pass. Inside you will find:

  • a bank chest, an altar and a cooking range;
  • a healing pool that restores every lowered stat except Prayer;
  • the Void General Store, run by the Void Quartermaster;
  • the Void Chest;
  • the Void Herald, who manages your titles;
  • a waystone that returns you to Edgeville;
  • a purple rift to Edgeville, Varrock, Falador, Ardougne and other stops, and a red rift (below);
  • the held page arch to the Margin, for players who have finished The Fourth Depth (The Void quests and the Margin).

The Void Chest

There is one Void Chest, in the Enclave (105, 316). Use a Void Key on it, or open it with a key in your pack. Each key opens it once, and every opening pays something.

  • Keep 3 inventory slots free besides the key, or the chest will not open.
  • Noted keys do not work. Unnote them at a bank first. Keys do not stack.
  • Its rarest results are Void equipment: the Scimitar, the Sceptre and the three Void wizard robes. They are announced to the whole world. The full table and its chances are on the Void Chest card in Drops.

Void Keys come from:

  • every Void Dungeon monster, killed in the dungeon;
  • Void Dragons;
  • some Wilderness monsters killed in the Wilderness, among them demons, adult dragons, fire giants and moss giants, Elder Moss Giant included;
  • claiming a bounty, or counter-killing your hunter while you carry the mark (Combat and Wilderness rules);
  • the Event Chest, as noted keys (Keys and chests).

Red rifts

Eight red rifts form one network, and every one leads to all the others. All eight stops are open on this world.

StopWilderness level
EdgevilleSafe
Void EnclaveSafe
Edgeville Dungeon5
Wilderness Castle13
Hobgoblins27
Lesser Cage39
Red Dragons43
Pirate Hut54
  • Leaving a safe stop is instant and free once you finish other actions and exchanges.
  • Leaving a Wilderness stop needs the 10-second player-combat delay to have ended, then 10 seconds standing still at the rift. Moving or renewed player combat cancels it. NPC damage and poison alone do not start a player-combat delay.
  • Arriving at a Wilderness stop skulls you for 20 minutes if you are not skulled already. An existing skull is not extended, and nothing protects you on arrival.
  • After another player kills you in the Wilderness, the Wilderness stops stay closed to you for 30 seconds.

The purple city rifts are a separate network. Void Rush is an event, not part of either: see Events.