Free-to-play Revenant hunting guide

Killing Revenants is a popular way of passing time among high-level players. Some people kill Revenants for their potential drops, which includes the old PvP weapons, armour and statuettes.

Due to a previous update, revenants only give 1.33xp per 10 life points damage dealt and so are not good for training.

About Revenants
During the God Wars, over 4,000 years ago, many of those that died were trapped eternally in the Wilderness, their souls twisted by the evil magic and corruption that surrounds it. They roamed the wilderness to replace PKers when PvP was removed to combat Real-world trading. When PvP was brought back, they were forced into the Forinthry Dungeon as players took back the wilderness.

Today these creatures, known as Revenants, continue to hunt those who enter their area of the Forinthry Dungeon, doing whatever they can with their melee, magic, and ranged skills to eliminate anyone who happens to cross their paths. They tend to be much stronger than what their combat level suggests and most other monsters in the free-to-play world.

Location
Revenants patrol the North-eastern area of the Forinthry Dungeon.

WARNING: The Forinthry Dungeon is a multi-combat, PVP-enabled area, meaning it is entirely possible for other players to attack you whilst fighting the revenants in the dungeon. Do not bring equipment that you are not willing to lose.

What to Bring
Note: The equipment shown here is for players who wish to risk their items. If you feel uncomfortable with what is listed, bring only 3 valuable items (or 4 with the Protect Item prayer).

Melee
Equipment The advantage of using a melee-armour setup is that if protect from magic is used, the player can more effectively defend against all styles of combat. An alternative would be to use green d'hide armour (or a combination of d'hide and rune) if prayer is not to be used. Although theorectially this is the best method of protection, the wise player will also keep in mind the fact that prayer potions do no exist in the free-to-play game, so an alternative method of recovering prayer will need to be comsidered if prayer is to be used.
 * Headgear: Rune full helm; Green d'hide coif > Coif
 * Capes: Team cape/Coloured cape
 * Neckwear: Amulet of power > Amulet of strength
 * Weapons: Gravite 2h > Gravite Rapier > Gravite longsword > Rune weaponry depending on tactics used
 * Body Armour: Rune platebody; Green d'hide body > Rune chain body
 * Shields: Rune berserker shield; Anti-dragon shield > Rune kite shield > Rune spikeshield > Rune square shield > Nothing if using 2 Handed weapon
 * Leg Armour: Rune plate legs/Rune plate skirt; Green d'hide chaps
 * Ring: Explorer's Ring 3 or 4
 * Gloves: Rune gauntlets; Green dragonhide vambraces
 * Boots: Fancy boots or Fighting boots; Leather boots

Inventory
 * Strength Potion (Optional)
 * Food, depending on what revenants are to be fought, and the player's stats.
 * Teleport runes

The full melee-armour setup is recommended for short trips to fight powerful revenants as there is no way of restoring prayer in a free-to-play world except by using an altar or dying (level 99 prayer with protect from magic on will last approximately 300 seconds, which is five minutes).

While wearing d'hide reduces melee and range defence, magic defence is significantly boosted. This way praying is not a constant necessity. The combination of armour to be used is up to the player's personal preference. Generally the use of d'hide armour is more useful for killing less powerful revenants when prayer is not completely necessary. However, keep in mind the fact that the best magic defence that can be achieved in the free-to-play game is 40 (not being ridiculous by considering tome of frost/talisman staff) using full green d'hide and power amulet, which is relatively low considering full rune provides the player with over 200 in all melee and range defences.

Ranged
Equipment
 * Green dragonhide coif; Rune full helm > Coif
 * Team cape/Coloured cape
 * Amulet of power
 * 100+ Arrows
 * Maple longbow(sighted) > Maple shortbow


 * Green dragonhide body
 * Green dragonhide chaps
 * Green dragonhide vambraces; Rune gauntlets
 * Leather boots > Fancy boots or Fighting boots

Inventory Assuming maxed stats, a ranger is not as powerful as a warrior when it comes to killing revenants (100% confirmed) while also being costly due to adamant arrows being rather expensive (arguments against the first part are incorrect as damage-per-second (dps) is more accurate than maximum-hit-rate in determining effectiveness; arguments against the second part completely invalidate the purpose of the statement as mithril arrows and below have no place in competing against melee).
 * Teleport runes*
 * Food as required by stats and equipment.
 * Rune scimitar, if killing lower level revenants while waiting for higher levels to respawn.

However, there are some cases where rangers have an advantage over warriors. The most important are: partial safespotting of large revenants (when soloing, explained below), and the use of longbow sight. While ranging may never have a dps as high as melee, the sight has an advantage in that it has incredible accuracy. When combined with eagle eye (an advantage in itself, since the drain rate is half of what it is when praying melee) the ranger becomes quite powerful. The high accuracy also means hits are more consistent which is an advantage considering the healing mechanics (explained below), and also reduces the chances of an "unlucky streak" which many warriors suffer from time to time.

Note: Rune 2h sword for KO hits is not recommended due to the mechanics of the revenants' healing process. You are unlikely to land a KO hit on anything higher than a goblin.

Prayer
Equipment
 * Green dragonhide coif; Rune full helm &gt; Coif
 * Team cape/Coloured cape
 * Holy Symbol/Power amulet
 * 100+ Arrows (if ranging)
 * Your preferred weapon Maple Longbow (sighted)/Gravite 2h > Maple shortbow/Rune Scimitar
 * Monk's robe top
 * Monk's robe bottom
 * Rune gauntlets; Green dragonhide vambraces
 * Leather boots; Fancy boots or Fighting boots

Inventory
 * Teleport runes*
 * Food as required by the player's stats

Largely unused due to being defenceless, which reduces chances of survival. This setup is viable in a team, and can be switched to when purely on the offense with offensive prayers.


 * Teleport runes can be replaced by Teleport tablet.

Getting Started
A good method to minimise loss on death and maximize the time you are able to stay in the wild is to bring only a green d'hide body, green d'hide chaps, and a Rune Scimitar for your worn equipment. If using prayer, a good method is to use the Rune platebody, platelegs and a Scimitar to learn about the area or the revenants.

Mechanics of revenants
As this section is rather long and wordy, skip this part unless you are absolutely serious about killing revenants.

It is a good idea to understand how the mechanics of revenants work before deciding on anything, as this will be the basis of your decisions.

Aggression and Tolerance
Revenants share the same mechanics of aggression and tolerance with most other monsters in RuneScape, that is, they will hit you when you are too close to them and will stop automatically attacking you if you stay in the area for more than 10 minutes.

Revenants have an average sized aggression zone. That is, they are not like Ankous which only hit you if you stand on a square adjacent to theirs, and not like most boss monsters that attack you as soon as they enter the screen. Their tolerance zone is the same as all other monsters, which is approximately the width of your minimap screen. *NOTE* the aggression range does NOT refer to the distance you are from the monster. RuneScape is unique in that one diagonal square is considered to be the same distance as one adjacent square. This means that you may be in the aggression zone of a seemingly distant revenant if the straight line between it and your character is on a diagonal. Tolerance is extremely useful during long trips as it will help you avoid a lot of unnecessary damage and will ensure your fights are undisturbed by other revenants. However it is rather easy to leave the tolerance zone, whether intentional or not. A serious revenant hunter should definitely take this factor into consideration when deciding which revenants to fight and where, and if they can deal with large numbers of revenants or powerful ones, or just some weak ones at a time.

Healing
Revenants have special healing mechanics that do not depend on time or luck. Revenants will ALWAYS stop attacking to heal when they are at below exactly one half of their maximum life points, and will ALWAYS stop healing when they are above exactly half their maximum life points. Their healing takes 3 game ticks (1.8s) which is exactly the same as the eating rate of a player, after which they will continue to attack you. THIS IS THE VERY IMPORTANT PART: they will heal exactly 100 '''each time they are hit. '''This means that if two hits are landed on them two ticks (1.2s) apart they will heal twice, 100 each time, then they will continue their attacking after 3 more ticks UNLESS their life points are lowered to below half of their maximum within this time. HOWEVER, if two hits are landed on either the SAME game tick or at ONE tick apart THEY WILL NOT HEAL TWICE IMMEDIATELY. Possibly the only upside to any of this is that their healing is limited. Each revenant can heal 20 times, at 100 each this means they can recover a total of 2000 life points.

There are several implications of their special healing mechanics:
 * KO weapons are of no use. Unlike in PvP where player's healing rates are limited by time, revenants will always heal when you hit them, therefore a KO hit will land if you can hit 100 more than what you were expecting to KO with.
 * If the aim is to kill the revenant without finishing all its "food" you must be able to hit consistently over 100 (except for the imp and some lower level goblins; but if you cannot hit over 50 the imp will take 2100 damage to kill).
 * This may be the only situation other than PvP KO hits where a slow hard-hitting weapon may be better than a fast weapon with a higher damage-per-second, since they will only heal when you hit them you may actually kill them faster this way. Also, you will not be hit as much as you may initially expect (slowest f2p weapon is rune 2h which takes 7 ticks and is less than the 5 ticks for the revenant to hit you plus the 3 it takes them to eat, so you will only be hit once for every time you hit the revenant, assuming you constantly hit over 100 of course).
 * Theoretically the range/2h method similar to that which is used in PvP situations could work here. However, assuming ideal conditions, the 184/319 = 503 with one tick in between accounting for 1 x 100 heal will mean an effective 403 points of damage, which is not enough to KO a cyclops at half LP, therefore it is not recommended.
 * In teams some of this will not apply as you can land simultaneous/1tick staggered hits which will greatly improve kill times.

Patrol area, wandering, range and teleporting
If you are not familiar with the map of the forinthry dungeon, it is well worth the time to memorize the locations of the revenants before going. Each revenant has a general area where they will patrol and will generally not leave the small area. When a revenant is after a target they will attack relentlessly. To escape their attack you generally have to run until they are no longer in your minimap screen (think back to the old days when that ork hits you before it appears on minimap), which is rather annoying as the tolerance timer of 10 minutes will reset. Alternatively, it may be a better idea to lure the revenant to a safer area and kill it.

When revenants left the wilderness they lost their teleblocking and freezing ability but retained a little of their teleporting ability. While no longer as impressive as it used to be, it has become a rather dangerous weapon they hold. At specific locations, revenants are able to teleport to other specific locations if they are after someone who is still within their range but cannot be reached. When utilising the running team tactic, it is very important to consider this. If, through experiment, you find that the revenant will never teleport if they are trapped somewhere, then use that spot and do not change. If you find positions where they do teleport, then remember them so you will avoid them in future.

Attacking
There has been unverified speculation on the attack patterns of revenants. It is confirmed that revenants react to protection prayers and will never use the style that the player is protected from. Many players believe that revenants mage a lot and that magic is their strongest style of attack. The second part is untrue in most cases. A likely reason that revenants tend to attack with magic is that free-to-play players cannot have a higher magic defence bonus than melee and range defence bonuses. Combined with the fact that a lot of players have a higher defence level than magic level, this misconception is justified. This has been confirmed by the fact that revenants initiate combat with a ranged attack against a 1 defence pure (70 magic at the time of testing).

Another misconception about the attacking patterns of revenants is that if you intentionally lower your defence the revenants will attempt to attack you with melee. This is untrue due to your ranged defence also being lowered. It is known that a monster with multiple attack styles can change styles without reason (Jad is a good example) and is confirmed through testing by ranging the cyclops. Therefore, keeping your defence high is never a disadvantage.

When a revenant's health falls below half and it has finished its 20 "pieces of food" it will not stop attacking. At this stage, through testing on the cyclops, it appears to use magic and ranged attacks more often if you are not in its melee range, although this is unconfirmed. Also, if you do not leave its melee range after it has stopped maging/ranging, it will only use melee for the rest of the fight (evidence of this while fighting revenants up to cyclops).

In depth analysis of individual revenants
Note: this section assumes decent stats and equipment. Do not expect the following information to be accurate in all cases.

Revenant imp (level 7)
Nature:

Revenant imps are the weakest of the revenants, having only 100 life points, however, Revenant Imps have a max hit of 90 using all three combat styles. It is recommended to kill these while waiting for other revenants to respawn. Otherwise, killing these revenants are rather pointless due to their miniscule chance of dropping anything besides coins.

Strategy:

Any player who is considering killing revenants should be able to kill these with ease with any combat style. The imp tends to interfere with ork/goblin fights quite frequently, in which case it may be a good idea to kill the imp first.

Revenant goblin (levels 15, 22, 30, 37)
Nature:

Revenant goblins are relatively strong for their level, and can inflict large amounts of damage quickly and accurately, though their defence is fairly low. However, they are much more powerful than imps. Lower levelled players should not expect to kill them easily. The goblin beside the cyclops has 250 LP, therefore you must deplete its food supply to kill them if you cannot hit above 100.

Strategy:

This fight is much more difficult than the previous; the goblins' combat level is misleading. Killing this revenant is discouraged unless waiting for others to respawn as goblins are always in places where you can be attacked by other revenants (cyclops, icefiend and potentially knight, pyrefiend and potentially dark beast, werewolf and potentially vampyre, all much stronger than goblin). A two-man team should sync their attacks for a quick kill. They also have an extremely slow respawn rate, therefore focusing on killing goblins is not recommended.

Revenant icefiend (level 45)
Nature:

Revenant icefiends are fairly weak in defence compared to other revenants, but they are not to be underestimated as they can hit upwards of 200.

Strategy:

This revenant is in the aggression zone of a goblin, and potentially the knight. It may be a good idea to lure it out to kill on its own. Two-man teams should ignore the previous statement.

Revenant pyrefiend (level 52)
Nature:

These are mildy dangerous revenants for their combat level, but they lack defence, similar to the icefiend. They also have a similar max hit to the icefiend, around 200.

Strategy:

This revenant is in the aggression zone of a goblin and potentially the dark beast. In this case, the dark beast is much more dangerous than the knight in the previous case, as you will be much closer to the dark beast. Always be prepared to run when the dark beast hits you. Another method would be to range it while the dark beast is trapped behind the wall, switching to melee when it starts to attack you with melee.

Revenant hobgoblin (level 60)
Nature:

These revenants are fairly weak compared to other revenants around their level. They are also fairly easy to kill alone.

Strategy:

Despite their weak nature, caution must be taken when killing them as there are several more dangerous revenants in the vicinity including the werewolf and potentially the hellhound. They should either be killed while the werewolf is dead or be lured out before killing.

Revenant vampyre (level 68)
Nature:

Revenant vampyres are quite powerful for their level. They hit fairly high and have average defence.

Strategy:

This revenant is also in the clump in the north-western corner. Again, luring is advised, unless the other revenants are dead. It is very close to the Hellhound, so lure it out with a Ranged weapon for an easier kill.

Revenant werewolf (level 75)
Nature:

This revenant is strong. It eats the vampyre for breakfast. The 7 combat level step-up boosts both its offence and defence considerably.

Strategy:

This revenant is easy to lure out from the house it hides in with its friends. Meleeing it is difficult as you will not hit frequently and it can melee extremely well. Possibly the best character to kill the werewolf is an archer with high defence and magic. By avoiding its melee and tanking its mage hits, it really isn't as difficult to take down.

Revenant cyclops (level 82)
Nature:

Has strong magic attacks, according to its wiki page, however personal experience proves otherwise. In the higher level bunch of revenants the cyclops has absolutely pitiful defence. Sight hardly ever misses and it can be perfected with gravite 2h.

Strategy:

Unlike a most/all other revenants the cyclops can be partially safespotted. By exploiting its 2x2 size body, an archer can use the ledge right beside it to trap it. Initially it will mage/range you but will eventually give up and try to melee you, which it can't as half of it is trapped behind the ledge. Occasionally it will revert to maging you again, but with a high range and magic level it should be very easy. Watch out for lucky hits and be prepared to eat occasionally. Meleeing is also viable, and is more effective in a two-man team.

Revenant hellhound (level 90)
Nature:

This revenant is hardly ever fought. It is located almost at the northernmost point (furthest from level 20 wilderness where you can teleport) and is with a group of other revenants.

Strategy:

It is recommended that you lure and kill the weaker revenants around it before moving in. It is unconfirmed whether the partial safespot trick as with the cyclops works with the hellhound. Generally the risk/reward factor suggests that this revenant should be left alone as the demon is in a less dangerous area and has a better drop rate for rare items.

Revenant demon (level 98)
Nature:

Another big step up. Revenant demon hits incredibly hard. If not fought properly it is likely that you will only get one kill per trip. Their melee attack is either a Slash or Crush type.

Strategy:

Solo kill may be rather difficult. It is likely that you will be constantly getting hit while you eat, and it is unlikely that you can outheal what the demon can hit. Should be easy in a larger group. In smaller groups the hit-and-run strategy should be used (explained below). This gives your team an extra 2-3 hits before it redirects its attention. This revenant tends not to use its teleport as often as the other high level revenants and so it hiding while eating may be a good idea.

Revenant ork (level 105)
Nature:

Although a lot less dangerous than they were when they patrolled the wilderness, they are still incredibly strong offensively but has only average defence.

Strategy:

Soloing may be extremely difficult. When fighting the ork it is recommended to stay in the little house it patrols to avoid the cyclops hitting you. Initially this fight may be very hard, but will get slightly easier when the ork starts to take its time to heal. The same hiding strategy should be used in small groups. Kill the cyclops if the group is unsure where to hide in the walls. From this point on, melee becomes noticeably superior to ranged.

Revenant dark beast (level 120)
Nature:

While offensively this revenant is no more dangerous than the ork, it was strategically placed by JaGeX in the middle of the dungeon where it can potentially interfere with a lot of fights.

Strategy:

Attempting to solo this revenant in free-to-play may be a very terrible idea. It is likely that you will die and it will not. Small elite groups can kill it by using the hiding strategy. Otherwise a very large group is required to kill it.

Revenant knight (level 126)
Nature:

Hitting this is like hitting a brick wall. It doesn't get hurt but you do. In addition, there are machine guns mounted on this brick wall that can hit upwards of 300.

Strategy:

Soloing this revenant is ridiculous. What's worse the brick wall has friends (goblin and icefiend) that will most likely be helping it. Be prepared to run before you run out of food, continuous hits of 300 will kill you. In small groups the hiding strategy is almost absolutely necessary. This, along with the ork and dark beast can drop very valuable items more often than other revenants, but the time taken to kill each one may mean that better rates can be obtained by killing other revenants.

Advanced tactics
It is recommended that you understand all the other relevant parts of this article before attempting this, unless you are already proficient in using these in other situations.

Running/Hiding
It is possible with a two-man team to kill any revenant with this method, however it will take longer than beserking, but patience can be rewarded.

Before starting you MUST have fulfilled both of the following conditions: When these two conditions are fulfilled you can then begin. The 10 ticks delay has means you will either get 3 hits with a weapon of 4 ticks or 2 hits with a weapon of 5 ticks or more.
 * You must have located a suitable safe-spot, which will usually be a wall, where the revenant can be trapped behind AND will not teleport out of.
 * The revenants must be tolerant, and you must know the boundaries of your tolerance zone.
 * 1) Lure your targeted revenant into the safe spot, with your partner(s) waiting there also.
 * 2) Determine who the revenant is after. THAT PERSON SHOULD NOT MOVE.
 * 3) All other team mates may now attack the revenant, which will not retaliate.
 * 4) After 10 ticks (6s) the revenant will redirect its attention to whoever hits it first after this point. THAT PERSON MUST THEN REMAIN IN THE SAFE SPOT.
 * 5) Other members may now safely attack the revenant.
 * 6) When the revenant's LP bar falls below half, MAKE SURE YOU WATCH ITS ACTIONS CAREFULLY because the delay is no longer 10 ticks if it decides to eat. It will also never redirect its attention in the same instant that it heals. If you are the first person to hit it and not drop its LP below half after it has eaten (and after the original 10 ticks have passed of course) then it is likely that it will be after you now.
 * 7) Repeat until it has died.

NOTE: A 4 tick weapon is "speed 6" on the runescape wiki and a rating of "normal" in the equipment screen under speed. A 5 tick weapon is "speed 5" on rswiki and a rating of "slow" in equip screen. 6 tick is "speed 4" and "very slow".

Theoretically you can land 4 hits with a 3 tick weapon (maple shortbow) but this is both impractical and dangerous as it is inaccurate (tested and confirmed at 99 range with full green d'hide) and any hesitation may mean that the third hit may land after the 10 tick pseudo-tolerance threshold resulting in avoidable unnecessary damage.

The 10 ticks delay also means that Gravite 2h > Rune 2h > Gravite Rapier > Rune Scimitar > Rune battleaxe > Gravite longsword > Rune Longsword for this tactic.

N.B. This tactic should only be used on Cyclops and higher (werewolf if you're really having trouble) since any lower revenants can be beserked with better results.

Baiting
This is a variation to the Running/Hiding tactic and is more effective if there is a major imbalance in your team's abilities. The difference between this and the previous tactic is that one member of your team (the weakest offensively) purposely does not get tolerance so he/she can lure the revenant being killed.

When using this tactic, the "bait" hides in a safespot with the revenant behind while the rest of the team attack. PLEASE NOTE: the revenant can still revert its attention to the rest of the team if it is attacked, but will quickly go back to trying to hit the "bait". If you see the revenant reverting its attention to you, you must also hide (not on the same square as your bait so you can clearly see when it is not after you anymore). If done properly this method may be more effective than a group all having tolerance, since the most powerful players will have more opportunities to attack. If timed correctly, it is possible that the "bait" can also hit the revenant without being damaged, however this is rather risky and may ruin the fight if done incorrectly. The correct time to hit would be the instant the revenant turns its attention to a teammate, or 10 ticks (6s) after the revenant has had its attention on you.

Prayer Flashing
Skip this if you already know how to do this.

F2p is severely handicapped in that there is no reliable way of restoring prayer (only ways are dying, altar and twisted bird skull necklace). This makes the ability to flash pray critically important in many areas of f2p play. There is probably a guide on this somewhere else on the wiki, and it is very important that you read it.

When fighting revenants you will probably be flashing offensive prayers, unless you are using the melee with full rune method. Set your selected prayers as your quick-prayers and pray as necessary. This is important because not only can you use them quickly without opening your prayer interface, you can also use more than one prayer at once.

Melee armor is highly recommended, despite it's negative magic defence, but with skilled prayer flashing, one can achieve many kills per trip. If done correctly, you will only need to eat 1-2 pieces of food per revenant, though a Longbow might be advised for luring if needed. Bronze arrows and a longbow can make prayer flashing last longer then usual.

Many f2p players forget the usefulness of prayer because of the tediousness to use it. However using prayer significantly reduces the time required to make a kill. 113 attack and strength is quite a lot better than 99.

Solo Hit and Run
NOTE: This tactic takes an EXTREMELY long time to get a kill and is not recommended unless you are extremely bored/determined.

This tactic exploits the retaliation mechanics of RuneScape. When a monster is hit initially, it will respond 2 ticks after it is hit. If, after the monster is hit, the monster cannot hit the player after 2 ticks, then the player is safe. After 10 ticks (basically until the LP bar on top of the monster disappears) the retaliation timer is reset, i.e. it will again take another 2 ticks to respond even though it is still after the player. If however the player miscounts and hits the monster too early, the monster will retaliate immediately and the player cannot avoid the damage regardless of how fast the player runs.

This tactic must be carried out under the same conditions as the team running tactic (i.e. safe and tolerant). Ideally a slow hardhitting weapon should be used. Gravite 2h > Rune 2h > Gravite Longsword (due to accuracy issues with Rune Battleaxe) etc. since the player must wait for a long time anyway.

This tactic is not recommended for killing any revenant that the player can kill by beserking, since it would probably take less time to stock up, kill the revenant and restock than to use this method.

Other Tips

 * If you are attacked by more than one revenant at a time, it is recommended that you flee unless you are certain that you are not at risk (e.g. if the imp hits you while you are killing the cyclops),
 * Use the appropriate protection prayer depending on what you're wearing.
 * Do not bring rare or valuable items in the Wilderness. Not only will this cause greater losses upon death, but it will also make you a more tempting target for PKers, although PKers do not come often as they can be easily killed by other Revenants, unlike the P2P PKers who can use a Forninthry brace and can kill you easily.
 * Pures with lower than 10 Defence are strongly advised to avoid trying to kill a revenant alone, even with protection prayers.
 * Be careful who you go hunting with. The dungeon is PvP enabled so other players will be able to kill you here. However, it shouldn't be a problem, as Revenant hunting in F2P is often rare.
 * If a high levelled revenant is after you, hiding behind a wall is an alternative to running. If there are other aggressive revenants in the area, either kill them or use Protect from Magic and run to a safe zone.
 * Corrupt dragon equipement and artifacts are the only valuables dropped by F2P revenants. Take the drop regardless of what it is, as it is likely that any drop will be worth much more then your inventory and setup and so it is worth potentially putting them at risk.
 * If players need to teleport, run south with Protect from Melee on. All of the other non-revenant monsters use melee only. (This is not needed if you are running from the level 28 area unless you are running in a way that makes you lure PKers into the Hellhounds and Greater demons).
 * There are a few safespots to log out. Either log out where the Revenant dragon wanders about, or use the paths to the Revenants to log out. (DO NOT use the Hellhound shortcut, as a Revenant Cyclops wanders there and you have a potential risk of being hit from the Hellhounds).
 * Decide what revenant you want to kill. Higher levelled revenants have a much more higher chance of dropping an artefact or Corrupt dragon equipment then lower levels. However higher levelled revenants can deal more damage than lower levels and can potentially kill a player. If killing lower levels, you will get more kills per trip, but the chances of getting an artefact or corrupt dragon equipment per kill will much lower.
 * As you will not have a gravestone upon death, it is highly unlikely that you will be able to retrieve your items after dying. Therefore, consider your risk to be everything beyond what you keep on death and bring items accordingly.