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.

How to get there
Revenants are found in a deep level wilderness most players try to avoid. They reside in the Wilderness at levels 28-32 Wilderness, which is a huge combat range for players. Players may have several choices to get to them:
 * With 57 Woodcutting, players use a Waka canoe and drive it to the Wilderness. Players then go south-west from the pond to find a small cave opening. Then from there, players go east. Ignore the forks in the road by taking the top route to the Revenants.
 * If walking, players go to a small wooded area east of the Dark Warrior's fortress. A small cave opening is there. Players may go down. Upon doing so, they reach a fork in the road.
 * If you go north, use Protect from Melee as a large number of Greater demons will attack you. Keep moving up, and keep that prayer on. You'll end up in a bunch of Hellhounds. Go north again, but stick to the left side of the wall to avoid being attacked by a Revenant cyclops.
 * If you go east, you'll enter a large room. Green dragons reside here, but they are members only, so they will not appear. Go north afterwards to go to the Revenants.

Standard
This cheap setup allows for some Revenants to melee instead of mage you. If you put any helm on, all Revenants you fight will mage for the entire battle. If you're going by yourself, a Sling may be useful as it is cheap, can deal a decent amount of damage, and much more better then a bow and arrow.
 * Helm: None*
 * Body: Green d'hide body
 * Chaps: Green d'hide chaps
 * Weapon: Gravite 2h sword > Gravite rapier > Rune scimitar > Rune longsword
 * Lure: Sling
 * Amulet: Amulet of power > Amulet of strength
 * Cape: Team capes** > Cape
 * Shield: Rune kiteshield > Rune berserker shield 0 > Rune sq shield
 * Boots:
 * Gloves:


 * No helm is needed. This will increase your magic defence and block out most, if any, useless damage.
 * Team capes are optional if you are planning to bring more then one person to avoid an accidental hit on a teammate.

Tank Melee
Using the Protect from Magic prayer, you will avoid magic damage and the Revenants will attempt to use their Ranged attacks. The high defence of a full rune set will block off most attacks. Prayer flashing is recommended, but as the Revenant's attack speed may be different (due to healing and other Revenants attacking), putting your protection prayers for the whole batte may be recommended. Prayer recharges can be found in the Chaos Temple at level 35 Wilderness.
 * Helm: Rune full helm > Rune helm > Adamant full helm > Adamant helm
 * Body: Rune platebody > Rune chainbody > Adamant platebody > Adamant chainbody
 * Amulet: ? > Amulet of Power
 * Legs: Rune plateskirt/platelegs > Adamant plateskirt/platelegs
 * Weapon: Rune scimitar > Rune longsword > Rune battleaxe
 * Shield: Rune berserker shield > Rune kiteshield > Rune sq shield
 * Gloves:
 * Boots:
 * Cape: Team capes > Cape

Ranged
The ranged setup is useful as some of the Revenants are weak to ranged attacks. However, due to the large volume of arrows needed, players prefer using Steel or weaker arrows as they can deal quick damage onto Revenants. If you're soloing, a sighted longbow would be prefered. If you're in a group, a shortbow may be useful to force the Revenant to keep on healing.
 * Helm: Rune full helm > Rune helm
 * Body: Green d'hide body
 * Chaps: Green d'hide chaps
 * Amulet: Amulet of accuracy > Amulet of power
 * Weapon: Maple longbow (sighted) > Maple shortbow
 * Gloves:
 * Arrows: Adamant arrows > Steel arrows > Iron arrows
 * Boots:
 * Cape: Team capes > Cape

Getting Started
A good method to minimise loss on death and familiarize yourself with the Forinthry Dungeon is to bring only a green d'hide body, green d'hide chaps, and a Rune 2h sword for your worn equipment. Even for a casual trip you may still want to bring Tuna or better food.

(You can also bring one more item if you like, such as long as your Protect item prayer is active.)

To start off, don't attack any revenant that is within 30 levels of you. This means for a level 110 player, it would not be recommended to attack any revenants ranging from level 80-126, as it will be incrediably diffcult, unless the player posses good weapons and a very high strength and attack level. Start off by killing low level revenants. Some good revenants to kill at first would be the Revenant icefiend, pyrefiend, hobgoblin, vampyre, goblin and imps. Never go near a pack of Revenants, as they will be agressive unless the agression timer is up.

Agression & Wander range
Revenants seem to be peaceful at first. However, if a player is one square or within melee range of a Revenant, they will immediately attempt to attack the player, even if a wall is blocking them. Revenants do not wander a far way from their respawn point; their wander range is extremely small; 2x2. However, if pursuing a player, they will leave their respawn point to a boundary, after that they will be unable to attack you. Revenants lose their agression when a player has stayed long enough, or when a player has run out of the Revenant in minimap range.

Healing
When a Revenant is at half or lower then half of it's maximum hit points, it will heal itself. So, if a Revenant imp had 50 or lower lifepoints, it would heal itself back. Every heal gives them 100 extra hitpoints. They are able to use this 20 times before they run out. While healing, Revenants will be unable to attack you (unless you are using a 5 tick weapon, 2hs). Once a Revenant heals to half it's health +1 or more then that, they will resume attacking with the attack they used on you.

Warrior_fighting_revenant.png
Revenants attack acc {C ording to your weak point. A player using Rune armor, for example, may be maged by a Revenant. Howev {C er, if you pray aganist their attacks, they will use another attack to countereact it. For example, if you're using Protect from Magic aganist a Dark beast, and using Rune armor, which has excellent melee defense, it will attempt to mage you. As this picture to the left shows, the player uses the correct prayer when using melee armor aganist the Revenant werewolf.

Teleporting
When a Revenant attempts to attack a player, it is unable to because a wall is blocking it. However, if the Revenant manages to get a hit (damage or not), players must hide immediately (a place where the Revenant won't teleport to). If the player does not hide, the Revenant may either teleport to a spot where it can attack you, or phase through the wall blocking it. To avoid the Revenant from giving a sneak attack, immediately hide inside a building where the Revenant can't go into. (e.g Revenant knight, the player hides in the building across that contains the level 15 Revenant goblin, the knight will be unable to teleport away from the building containing the icefiend)

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.

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 goblin/werewolf fights quite frequently, in which case it may be a good idea to kill the imp first.

(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.

(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, but are much more accurate.

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 da

ngerous 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. If the Revenant hellhound is nearby, immediately kill it or lure the vampyre to the building south of it's spawn location (it's an empty building that has no revenants, not the one to the east).

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. However, it is really strong, with moderately high slash and crush defence and also hits more harder and accurate then most revenants at it's level.

Revenant cyclops (level 82)
Nature:

In the higher level bunch of revenants the cyclops lacks both accuracy and defence, however, they're still very tough in defence than cockaroach soldiers.

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 easy to lure the hellhound in a two or more man team. To do so, one player must use the empty building south of the vampyre. The player hits the hellhound with a Ranged weapon, and the hellhound will attempt to attack the player who hit it but is unable to. The building that contains the level 15 goblin must then be used to do a sucessful lure. A player will hide behind the torch and shoot the hellhound, which will make it revert it's attention to them. After that, it is quite an easy kill.

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. The demon tends to lure players upwards, but in some events down to the Revenant dark beast so players should use the walls for cover. However, with decent armour and using Protect from Magic, it is possible to avoid any damage and allowing you to gain several kills in one trip.

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, or north and western side of the building it resides in. It may be hard at first, but over time, the healing will become easier for you to handle.

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. Unless the player has a very high Prayer, Attack, Strength and Defence level, along with either Corrupt dragon and gravite weaponry, it would not be recommended to kill it at all. Remember to not let it fall back into the other Revenants if the tolerance timer has not started.

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 is complete suicide. It will most likely kill you before you can deal enough damage onto it. The goblin usually tends to interfere with the fights often, so it is best to either kill it or wait for the tolerance timer to start. A player using Corrupt dragon and Gravite should be able to take it down within 5-10 minutes. If you are in a two or more man team, it will be much more easier.

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 berserking, 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. Moving around in a spot the targeted Revenant will not attack you is a good idea. The person should not do anything to make the targeted Revenant attack him.
 * 3) All other members may attack the targeted Revenant. After 10 ticks, the person who hit at tick 11 will be the current target.
 * 4) If the Revenant is under half it's maximum hitpoints however (e.g a Revenant hobgoblin at 440 or lower hitpoints), it will still remain on the target it was supposed to attack.
 * 5) Keep attacking until it dies. If you are attacking and it goes above half health, after one more hit (4/5 tick weapon), the Revenant will target you now. Your partner should now start to attack him until it switches it's attention onto him.
 * 6) Repeat until it dies.

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 berserked with better results.

Baiting
This is perfect when fighting a Revenant too strong for one person alone. First, a person must not get tolerance from the Revenants in the area (the minimap is basically your "tolerance"). Find a spot where the "bait" is safe from Revenants.

The "bait" must be close to a targeted Revenant, but not within the attacking range of it. The player will lure the Revenant to the spot. The Revenant will attempt to attack, but Revenants will ALWAYS target those who aren't tolerant to them to those who are. The "bait" must not do anything, but if the "bait" is skilled in a solo hit and run, they can do it occasionaly. When the Revenant switches their agression towards the player who attacked them, they will try to. However, they will revert back to the "bait". If the Revenant is accidently led out of the lure, the attackers and bait should run until the targeted Revenant is basically tolerant or is stuck inside the lure again.

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 armour 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
This will take an extremely long time, but would otherwise safe precious food.

When a monster is hit, they have two ticks to respond before attacking. To do this, a player must attack the target, and run to a spot where the Revenant cannot attack them anymore. Wait for 10 ticks (basically until the lifepoints bar disappears), and attack the Revenant again.

Note that however, to be at a safe cause, wait for your XP popups to disappear. There have been cases where players have waitied for the Revenant's hitpoint bar to disappear, and attack, only for them to be attacked.

If you do get hit (any type of combat), immediately hide somewhere you think the Revenant won't get you. This is because they will move out of the place to attempt to attack you, or teleport to a place where they can attack you. Once the Revenant stops this (they only do it once), get it trapped again. Repeat with the same method until you get hit (in which you hide again), or until you or the Revenant dies.

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).
 * 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 specific 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.
 * It is highly recommended to target low level revenants in a specific area before targeting the stronger ones. Not only it will make them tolerant, it will save lifepoints that would be unnecessarily lost and will make the trip even smoother.
 * 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).
 * 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.
 * Pick up coins. It will salvage some of the coins you used to buy your supplies. Revenants commonly drop coins, and higher level ones will usually drop even more coins then lower level ones.
 * 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.
 * You will most likely get your items back if you use a Waka canoe. This requires at least 57 Woodcutting to make.