Revenants

Revenants are the undead versions of creatures slain in the God Wars, and are one of the most dangerous type of monsters in the game. They are ghostly and can be found floating freely around various parts of the Wilderness attacking any player unlucky enough to encounter one.

Introduction
Revenants attack from all three sides of the combat triangle: A normal yet powerful melee attack, a ranged attack that can freeze you on the spot (they may also retreat a short distance to prevent you from attacking), and a magic attack that can prevent you from teleporting. They have extraordinary strength for monsters their level. In fact, except for the lower level ones, revenants can hit over 20 with each attack, regardless of combat level. Revenants can also heal themselves rapidly a limited amount of times when their health falls low (they will even make the eating noise as if they're eating food), and cure themselves from poison. While they are healing themselves, they stop attacking the player. That would be a great time to use combat-boosting prayers such as Chivalry or Piety, however, this also means that the player is no longer considered to be under attack, allowing other monsters (or even other revenants) to attack the player. Revenants will either heal themselves up to a point when they will attempt to retreat while using magic and ranged attacks, or continue to fight the player to the death. If a player uses any of the Obelisks scattered around the wilderness, revenants may also follow him/her through the portal.

Difference between Revenants and PKers
Revenants were meant to replace player killers in the Wilderness back whenever the entire Wilderness was PvP, although there is a question of fairness to players.


 * In the past, a level 7 player killer could not deal 9 damage. However, a level 7 revenant imp is capable of doing so.
 * Players have also spoken out over the fact that player killers could be out-smarted, tricked or placated as opposed to the ruthless nature of the ghosts, making them much more difficult to defeat or escape from.
 * The Revenants patrol every area of the Wilderness and go places where player killers would never go.
 * Revenants do not attack each other, and neither do other creatures in the Wilderness, such as the Chaos Elemental for example.
 * WARNING: Revenants spawn everywhere and all RESPAWN in a building North-West inside the Ruins (level 20).

However, there are a few things that cancel the unfairness out:


 * Unlike player killers, Revenants cannot run as fast as the victimized player.
 * Secondly, if they turn aggressive towards you, they will follow you around like any NPC, meaning you can trap it behind a wall then run away, whilst player killers could simply run around it.
 * Revenants can't summon familiars, as opposed to PKers.
 * Lastly, that Revenants have no real plan when attacking, whilst player killers can also use plans and counter attacks such as prayers or special attacks.

Many players (especially high level players) have claimed that Revenants are much easier and less dangerous than human player killers. On the other hand, the presence of Revenants can be a serious disruption to players' plans for wilderness trips, as even a single Revenant may prevent players from entering a particular area.

Although revenants can attack from all three sides of the combat triangle, they attack primarily with whatever attack the player less defended from in terms of equipment bonus. For example, if one were to wear warrior armour, which gives fairly good defence in melee and range, they will mostly attack the player with their magic attacks, as warrior armour has very little or negative magic defence.

In addition, revenants can also detect prayer. If a player uses protection prayers against revenants, they will stop using the attack the player is protecting against, and will fight with their other two attacks, depending on what they're less defended from. However, their teleblock and freezing attacks can't be blocked by any prayer, so they may use one of those attacks against the player even if he/she is praying from it.

Players should also note that revenants have a very long range in both magic and ranged attacks. As revenants have established patrol routes, one can learn the path of these routes, then learn to spot revenants on the minimap before they attack. A player can then go to another world and continue with their wilderness activities.

Another note is that some revenants can poison. However they seem to only poison in level 50+ Wilderness, and only with their melee and ranged attacks. The only exception to this is the Revenant dragon, which can poison players anywhere in the Wilderness.

Also, revenants have a few sets of strategies such as freezing you then stepping away using ranged or mage attacks.

Since all revenants are considered ghosts, they can be slain for a slayer assignment.

List of Revenants
The different types of Revenants are listed below:


 * Revenant imp - Level 7
 * Revenant goblin - Level 15/22/30/37
 * Revenant icefiend - Level 45
 * Revenant pyrefiend - Level 52
 * Revenant hobgoblin - Level 60
 * Revenant vampire - Level 68
 * Revenant werewolf - Level 75
 * Revenant cyclops - level 82
 * Revenant hellhound - Level 90
 * Revenant demon - Level 98
 * Revenant ork - Level 105
 * Revenant dark beast - Level 120
 * Revenant knight - Level 126
 * Revenant Dragon - Level 135

Except for some of the highest-leveled revenants, they will vary in combat level slightly. They can also sometimes travel in packs of 2 or more. You do not need a slayer level to kill them.

Spotting and avoiding

 * All different types of revenants patrol the entire wilderness, routinely looking out for unwelcome guests. As such, no place here is safe from them, aside from Bounty Hunter, Clan Wars, Fist of Guthix and Stealing Creation (which are designated as "non-wilderness" areas).


 * Using the salt water spa in Oo'glog which gives you infinite run energy for a certain period of time, it is possible to outrun any revenant you encounter - even running from the members' Wilderness area all the way to Edgeville if you do happen to get teleblocked. Additionally, the sulphur spa and thermal spa will give you above-maximum prayer and hp respectively, which will further aid escaping any such encounter. Because of the limited duration of the salt water spa, it is only of use with brief trips into the Wilderness such as Treasure Trails or King Black Dragon hunting trips.


 * At small-roomed areas, such as the Dark Warriors' Fortress, you are less likely to be attacked, but it will be harder to escape if you are caught anyway. Climbing a ladder is often effective in shaking off a revenant. By common belief, revenants are thought to climb stairs, but actually they just spawn on that floor to attack you.
 * This particular location does have a patrol route for revenants, entering through the main door, passing through closed doors and going round to the rune spawn locations, then following the same path back out. However, Revenants have been known to appear at a range and immediately attack with a ranged freezing attack.


 * Since their teleblock wears off after 5 minutes or when you leave the Wilderness, you can go to the Clan Wars, Bounty Hunter, Fist of Guthix or alternatively enter the Spirit Realm to erase the teleblock.


 * Revenants can pass through closed doorways and climb ladders if they are on their patrol route, so be careful! However, once they set their sights on a player, they will no longer be able to pass doors or any other obstacles, making it easier for players to escape.


 * Revenants may disappear every now and then, even in combat. Some players believe that this is because they are teleporting just like a player killer would do when in trouble, but this is not true; they only disappear for two reasons: One is that they have reached the end of their patrol route, in which case they will reappear somewhere else in the Wilderness to search for any trespassers. The second reason is that the revenant has wandered too far away from its patrol route, in which case it will disappear and reappear back where it's supposed to be.


 * Wearing a Forinthry bracelet allows a player to still teleport, even under a revenant's teleblock, for up to 5 times per bracelet, which can be very helpful in situations that require teleporting, such as the Mage Arena.


 * The Howl special effect of a Spirit wolf familiar (which scares the monster making it retreat) also seems to work on revenants, which can be helpful on short Wilderness trips such as treasure trails. The revenants may still use their ranged and magic attacks from a distance, though.


 * For more help, see the Wilderness Survival Guide.

Revenant hunting

 * As revenants are considered ghosts, which are undead, the Crumble Undead spell can be cast against them, though they will always be able to retaliate using ranged or magic attacks even if the player can trap them at a distance. Be warned though, revenants have VERY HIGH magic defence. They are also vulnerable to the effects of the Salve Amulet which can give more XP while battling them.


 * Jennica's ring (obtained by completing the Spirit of Summer quest) is known to make revenants "more generous" with their drops.


 * Werewolves and Orks are the most common to see traveling in packs. It is advised to bring a large group to take all of them out.


 * The best sets armour for defending against revenants' attacks is Dragon hide. It provides a mixture of Magic, Ranged, and Melee defence bonuses.


 * With an Explorer's Ring, players can regain 50% of their run energy up to 3 times per day, which can be very useful if a revenant has teleblocked him/her.


 * The unofficial Revenant hunting world is 141 (for free-to-play). Some good places to hunt are the chaos altar in level 38 Wilderness (not to be confused with the Chaos Temple, the fishing spot on the left side of the Wilderness (the only fishing spot there), and the Demonic Ruins.

History
The God Wars that raged across Gielinor for 4,000 years were the world's darkest hours. The races of countless civilizations were forced to extinction, and entire regions were left uninhabitable by battle. No area suffered so greatly as the Wilderness.

During the Second Age, the Wilderness was the heart of the kingdom of the dark god Zaros. At the time, the land was prosperous and wooded, protected from his enemies by enormous military strength. However, when he was overthrown by Zamorak, the God Wars began.

With Zaros removed from power, the world's other races and religious factions launched massive assaults not only on each other, but on the leaderless legions of Zaros. By the end of the God Wars, the Wilderness had suffered from so much conflict that it was permanently scarred, its former beauty forgotten.

Many of those that died in the Wars are trapped eternally in the Wilderness, their souls twisted by the evil magic and corruption that surrounds it. Today, over 2,000 years later, these creatures, known now as the Revenants, continue to hunt for those that enter their kingdom, doing whatever they can in their power to stop them.

Trivia

 * The Revenant magical attack resembles the shape of a human skull.
 * According to the Head mystic of Stealing Creation, the revenants are the Holy Ones where the mystics are talking about. It is said they sent the Head Mystic a message in his dreams and told him to build the camp.
 * The Mystic (dwarf) mentions he is 'building' bodies for the Revenants.