Skilling anywhere in the Wilderness gives 3x XP. Twelve tracks have a marked site, and one of them is live as a Skilling Surge for twenty minutes every hour, ten minutes past. The surge does not add a second multiplier; it tells everyone, skillers and PKers both, where the traffic is.
Open the live map with ::wildyskilling, or use the Skills board in the quest tab to teleport straight to a track. Save a separate loadout outside the Wilderness with ::skillpreset save and it loads on the way in, so your PK build is never overwritten. Gathered resources go in the 40-slot skilling bag (::skillingbag deposit), which cannot be opened inside the Wilderness and drops when you die. Skilly stands at 3080, 3483 on the south road out of Edgeville if you want it explained in game.

1. Mining
Rocks in the Resource Area, Wilderness 53, marked at 3184, 3943. Fenced on three sides, which is the point.

2. Fishing
A four-spot shoal on the coast at 3151, 3793, landing at 3147, 3789. Small net at 1, bait at 5, fly at 20, harpoon at 35, lobster pot at 40, sharks at 76 and baited dark crab pots at 85. Another player within eight tiles acts as a lookout and speeds your catch up by a tick.

3. Hunter
Black chinchompas on the open plateau at 3135, 3765. Every approach to it is visible, in both directions.

4. Herblore
Marked at 3219, 3652 on the Chaos altar route. This one is still a route rather than a site: there are no Wilderness herb nodes of its own yet, so the map marks where the traffic goes and nothing more.

5. Woodcutting and Firemaking
Three magic trees at 3188, 3190 and 3192 on the line y 3941, level 75 for both halves. Bank the logs or burn them where you cut them; the smoke tells everyone you are there.

6. Runecrafting
The nature altar at 3220, 3935 by the Demonic Ruins, level 44, pure essence in and nature runes out. Landing is at 3216, 3932 so you are never dropped onto the altar tile.

7. Farming
Five herb patches along y 3946 in the Resource Area: guam at 1, harralander at 20, irit at 40, snapdragon at 60 and torstol at 80. A dibber and a matching seed per patch, three herbs a harvest, and the respawn gets longer as the herb gets better.

8. Smithing
Furnace at 3197, 3941 and anvil at 3200, 3942. Normal ores, bars and recipes, bronze at 1 through rune at 85. A fixed workstation in a fenced area is an easy place to be caught, so bring what you intend to lose.

9. Crafting and Fletching
The artisan camp at 3187, 3940, beside the same magic trees. Chisel on uncut gems from opal at 1 to zenyte at 89, or knife on logs for bows and ammunition from arrow shafts at 1 to dragon darts at 95.

10. Cooking
The stove at 3176, 3941, shrimp at 1 through manta ray at 91. No burn protection and no output bonus, so its only advantage is that it sits next to the fishing route and pays triple.

11. Thieving
Five stalls along the Bandit Camp street at 3016 to 3028 on y 3705, Wilderness
- Provisions at 1, textiles at 20, ore at 40, spices at 60 and gems at 80,
paying 8 to 160 XP a raid. Every raid also rolls the skilling crate table, from 1 percent on the first stall to 5 percent on the last. An emptied stall stays empty until it respawns, so anyone walking past can read which tiers you have been working.

12. Agility
Five obstacles on the northern apron of the Wilderness Agility Course, 2984 to 3000 on y 3952, Wilderness 52. Balance log at 1, stepping stones at 20, rope swing at 40, monkey bars at 60 and the pipe at 80. There is nothing to bank here: each obstacle gives 4 to 10 run energy back instead, and none of them clear a teleblock or make you untargetable.

Construction is the next track to get a site. Herblore gets its own nodes when the models are in.
Johnny