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. They 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. 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, which makes them vulnerable. That would be a great time to use combat-boosting prayers such as Chivalry or Piety. 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 you use any of the Obelisks scattered around the place, they may also follow you through the portal. Dragon dagger special attacks can be used to finish them off once their health falls to about 30%. The different types of Revenants are listed below:


 * Revenant imp - Level 7 or below
 * Revenant goblin - Level 37 or below
 * Revenant icefiend - Level 45 or below
 * Revenant pyrefiend - Level 56 or below
 * Revenant hobgoblin - Level 60
 * Revenant vampire - Level 68
 * Revenant werewolf - Level 75
 * Revenant cyclops - level 82
 * Revenant hellhound - Level 90
 * Revenant demon - Level 92
 * 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. Some lower-leveled revenants also seem to travel in packs of 2 or more.

Revenants were meant to replace player killers in the wilderness, although there is a question of fairness to players. For example, in the past, a level 7 player killer could not deal 8 damage or teleblock. 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 or tricked as opposed to the ruthless nature of the ghosts, making them much more difficult to defeat or escape from. Also, a regular player could not teleblock, then freeze a player in quick succession, which Revenants are able to do. In addition, the revenant monsters cannot be attacked by other monsters, which would save players before the update in a single-combat area. Finally the revenants patrol every area of the wilderness and go places player killers would never go.

However, there are a few things that cancels the unfairness out: First is unlike player killers, revenants cannot run as fast as the victimized player. Second is 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. The third is that revenants have no real plan when attacking, whilst player killers can also use plans and counter attacks such as prayers or special attacks.

As revenants use the magic attack first often, turn run on IMMEDIATELY when you hear them shooting it. You should be able to learn it within very short time. Their magic attacks look like white fireballs, whilst their ranged attacks look like white shards.

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 to poison you in level 49+ Wilderness, past the members gate.

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

Tips, Hints, and Notes

 * The more south in the wilderness you are wandering, the less of a threat the revenants are. Likewise, the further north you are, the more of a threat they will be.


 * Revenants patrol in the wilderness, routinely looking out for unwelcome guests. As such, no place here is safe from them, aside from Bounty Hunter and Clan Wars (which are designated as "non-wilderness" areas).


 * If you use protection prayers against revenants, they will stop using the attack you're protected from (i.e. They will stop using their magic attack if use protect from magic, but they may still use it to teleblock you).


 * 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, but they can sometimes climb up after 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.


 * Since their teleblock wears off after 5 minutes or when you leave the Wilderness, you can go to the Clan Wars or Bounty Hunter area to erase the teleblock.


 * Revenants can pass through closed doorways and climb ladders if they are on their patrol route (but not when they are chasing someone), so be careful! Be aware that they can also pass the Agility Training Area, without any required levels.


 * Revenants also have the ability to teleport to random locations in the Wilderness. Some of these areas include inside castles, the Wilderness area of Edgeville dungeon, and even inside the Wilderness Agility Course.


 * 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. They are also vulnerable to the effects of the Salve Amulet.


 * Revenants can also appear in the Wilderness area of Edgeville Dungeon, so watch out!

History
The God Wars that raged across Gielinor for 4,000 years were the world's darkest hours. Countless races 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 faction launched massive assaults not only on eachother, 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.