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, though they do not appear on PvP worlds. When fighting them you only get 1 xp for each point of damage (i.e if you hit a 13, you only get 13 xp instead of 52).

Introduction & Combat Capabilities
In general, Revenants are at least as dangerous as a monster 3 times their listed level.

Offensively, Revenants attack from all 3 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. Their ranged attacks have extremely long ranges, and they have extraordinary strength for monsters their level. In fact, most Revenants aside from the lowest leveled ones can hit over 20 with each attack, regardless of their combat level.

When attacking, Revenants usually identify and go after a player's weakness. For example, if one were to wear warrior armour, which gives fairly good defence in melee and ranged, they will mostly use magic attacks, as warrior armour has very little or negative magic defence. In addition, Revenants can detect prayer. If a player uses protection prayers against Revenants, they will stop using the attack the player is protecting against, and will choose from their other 2 attack styles. It should be noted, however, that their teleblock (magic) and freezing (ranged) side effects can't be blocked by prayer, so they may use one of those attacks against the player even if he/she is praying from it.

Defensively, Revenants can heal themselves rapidly a limited amount of times when their health falls low (believed to be 3 times, 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. They have also been known to follow players through closed doors, in some circumstances.

Revenants can attack you even if you are fighting another monster, e.g. Green Dragons. If you are in the middle of a fight you are not protected from them, even if you are not in a multicombat zone.

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 rarely go.
 * Revenants do not attack each other, and neither do other creatures in the Wilderness, such as the Chaos Elemental for example.
 * Revenants may walk through closed doors.
 * Revenants have insane range with their magic and ranged attacks, spanning over several screens.
 * Most player killers couldn't deal high fairly high damage in all sides of the combat triangle (melee, ranged, and magic). However, many of the mid/high-levelled revenants can deal over 20 damage with all three sides.

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


 * Unlike player killers, Revenants cannot run as fast as the victimised player; except that Revenants can cast freeze spells, negating the run speed advantage.
 * 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.
 * Revenants have no real plan when attacking, whilst player killers can also use plans and counter attacks such as prayers or special attacks.
 * Revenants are AI-based and are not as "smart" as a human.
 * Protection prayers offer full protection against the style of attack it is protecting against, though their ability to detect prayer limits prayer's value.
 * Amulet of Salve (e) offers a 20% bonus against them.

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.

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-levelled 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.

Low

 * Imp
 * Hobgoblin
 * Goblin
 * Pyrefiend
 * Icefiend

Medium

 * Vampire
 * Werewolf
 * Cyclops
 * Demon

High

 * Ork
 * Dark Beast
 * Hellhound

Very High

 * Knight
 * Dragon

Rarity Classification

 * Estimates only, actual spottings vary.

Common

 * Imp
 * Goblin
 * Ork
 * Knight

Semi-common

 * Hobgoblin
 * Vampire
 * Werewolf

Uncommon

 * Icefiend
 * Pyrefiend

Rare

 * Cyclops
 * Hellhound

Very rare

 * Dark Beast
 * Dragon
 * Demon

Spotting and avoiding

 * WARNING: Revenants spawn almost everywhere and all kinds SPAWN in a building east inside the Western Ruins (level 23).


 * 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).


 * A particularly useful way to spot unwanted revenants if one is training fighting in the wilderness is to check your message box. If you're currently fighting any non-revenant NPC and it is NOT multiway combat, you will always receive the message: "I'm already under attack." and you will stop attacking the monster.  This message happens usually several seconds before the revenant actually hits you so this would be a good time to run.


 * Because Revenants are slower than players, they can be outrun.
 * 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 hit points, respectively, which will further aid your survival. 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.
 * With an Explorer's Ring, players can regain 50% of their run energy up to 3 times per day. This can be very useful if a revenant has teleblocked him/her - but it's best to take the ring off. Attacks will disrupt attempts to "operate" the ring while worn, because it requires multiple screens. Once the ring is removed, however, you can "Restore run energy" with a single right-click.


 * Revenants can also follow you a long way, so beware. Even if you think they have gone, they might still be locked onto you and can surprise unsuspecting players with their ultra long-ranged attacks.


 * 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.


 * 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.


 * Wearing a Forinthry bracelet allows a player to still teleport, even under a revenant's teleblock, for up to 5 times per bracelet. This can be very helpful in situations that require teleporting, such as the Ardougne teleport lever near the Mage Arena, in Level 50+ wilderness.


 * The Combat bracelet also reportedly allows teleportation while under teleblock, in Wilderness under Level 30. It is not clear from the description whether this applies to its own teleports only, or to teleportation in general.


 * Since the teleblock wears off after 5 minutes, or when you leave the Wilderness, you can go to the Clan Wars, Bounty Hunter or Fist of Guthix to erase the teleblock. These are considered to be "non-Wilderness" areas. Stealing creation should also work, but there are no verified tests yet.


 * If you want to avoid being frozen or teleblocked, wear a Forinthry bracelet and use the Protect from ranged prayer. This is not foolproof, but the mage attacks cannot teleblock you and the creatures are far less likely to use their freezing ranged attack.


 * 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 3 reasons: (1) 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; (2) 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; (3) Their time limit of 2 - 3 minutes on the map is up, and so they teleport.


 * 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.


 * Although Revenants can detect protection prayers, there are reports that with keen eyes and good reflexes you can switch prayers to the attack before it hits you. The farther the distance from the Revenant the better this would work. Jagex's combat system calculates damage at the beginning of an attack, however, and other players have tried this method without success. If you wish to experiment, their magic attack is bigger and ball shaped, and their ranged attack is smaller and dart shaped. Also, if you have protect from magic on, you can determine the next attack will be ranged and vice versa.


 * There would be a maximum of one revenant in PvP worlds.


 * Point your mouse over a piece of your food and click when hit by the attack of a Revenant. That way you'll spend less time clicking after the Revenant has attacked.


 * For more help, please consult this guide.

Revenant hunting

 * The Revenants don't have really good drops and they are EXTREMELY dangerous, therefore, only bring items you are willing to lose, and replace.


 * The best way to go after Revenants is in a group, in a multi-combat zone. They can sometimes be lured into this situation, for instance from the eastern Green dragon wilderness hunting grounds, west to the beginning of the multi-combat area near Clan Wars.
 * The Chaos Temple (hut) in Level 38 wilderness, on the west side of the map, is a popular gathering place for Revenant hunts. Unfortunately, some poorly socialised players are apt to use door spamming if you're attacked outside. See the location's entry for details.


 * The best way to defend against a Revenant's attack is to wear high level melee armour, such as Barrows armour, and use the Protect from Magic prayer. This provides the player with extremely high melee and ranged defence bonuses, and makes the Revenant much less likely to use their magic attack. Note that the teleblock feature of their magic attack can still work, if magic is used on you anyway. A Forinthry bracelet can provide full insurance against teleblocks.


 * If a player is unable to use Protect from Magic, then dragon hide armour can be worn, which provides fairly high melee, magic, and ranged defence bonuses.


 * 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 a player an advantage 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 travelling in packs. It is advised to bring a large group to take all of them out. If you are unlucky enough to encounter a Revenant Dragon.... well, good luck. Running or teleporting away is probably safest in this situation.


 * The unofficial Revenant hunting world is 141 (for free-to-play). A good place to hunt is the Evil altar in level 38 Wilderness. (Not to be confused with the Chaos Temple.)


 * The fishing spot on the far eastern side of the Wilderness. This is the only Fishing spot in the Wilderness. Be warned though, Revenants are known to spawn in the ruined castle just east of the Demonic Ruins and they will travel south to the fishing spots first, then the Green dragons, then back to the fishing place, then up north to the Demonic ruins, and finally they will teleport just west of the Corporeal Beast cave.

History
The God Wars that raged across Gielinor for 4,000 years were the world's darkest hours. The races of countless civilisations 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.
 * The Revenants died in the God Wars, but there are no dragons or dark beasts in the God Wars Area.
 * The Revenants' ranged attack somewhat resembles Ice rush due it's ability to freeze you for 5 seconds and its appearance.
 * Revenant is French for "Ghost" and "Spirit".