Pay-to-play Revenant hunting guide
Location[edit | edit source]
Revenants patrol the north-eastern room in the Forinthry Dungeon. This room covers levels 28-31 Wilderness. There are 17 revenant spawns there consisting of two imps, four goblins and one each of the remaining revenants. Six of these revenants are at level 31 Wilderness; a goblin, werewolf, hobgoblin, hellhound, vampyre and dragon. The remaining revenants are within level 28-30 Wilderness.
WARNING: The Forinthry Dungeon is a PVP-enabled area, meaning it is entirely possible for other players to attack you while fighting the revenants in the dungeon. Do not bring equipment that you are not willing to lose.
Overview[edit | edit source]
Combat[edit | edit source]
Revenants are some of the few monsters in RuneScape that are capable of attacking with all three combat styles as auto-attacks. The ranged attack consists of translucent spiked projectiles, and the magic attacks a translucent, smooth ball. The magic attack has a chance of applying a 3 second stun and 6 second bind if it hits the player. The ranged attack for most revenants is a basic attack, apart from the revenant dragon, which can apply poison that deals up to 1000 damage each time it goes off.
Apart from attacking with all three combat styles, the revenants also factor in the player's armour rating and protection prayers/curses into account. Revenants normally attack with ranged if the three ratings for all combat styles are the same (hybrid/all-type armour), but will use magic if the player is using melee armour. In the event of ranged armour, the revenant tends to range from a distance and use melee up close. If the player has protection prayers/curses active, they will also factor this into account. A player with melee armour who uses Protect/Deflect Magic will cause the revenant to use melee, since the player is already strongest against ranged attacks.
Offensively, the revenants' combat stats are the same for their type (equal Melee, Magic and Ranged). The same also applies for their defensive stats, in which the affinities towards each style are the same, that being a set 40, making weapons of equal, lower and slightly higher than them to miss frequently even with the best boosts. The revenants' defence level varies for each type, ranging from 10 for imps and 90 for dragons.
Being undead and spiritual creatures, revenants are susceptible to the following:
- Ghost hunter equipment
- Revenant bane equipment
- Inquisitor staff
- Salve amulet and enchanted variant
- Undead Slayer perk
- Undead Slayer ability
Revenants are highly aggressive creatures and will attempt to attack players if they are within their effective radius and do not have a clear vision on them. Applying the effect of an forinthry bracelet will prevent the revenants from harming the player for a minute, along with keeping them tolerant for an hour while in Forinthry Dungeon. Note that the non-aggression effect doesn't stop revenants from trying to attack the player if their vision on them is obscured, but they will lose interest once a player walks within view.
Revenants are also capable of "teleporting" around obstacles if they or the player cannot see each other and have attacked the player at least once.
Restorative Properties[edit | edit source]
Revenants are some of the few monsters in RuneScape that are also capable of healing themselves. When a revenant falls below 50% of their maximum health, they will heal around 16.67% of their maximum health each time they "eat". The revenant usually does not attack while eating, and each revenant comes with 20 "food"; once they run out of food, they act like a normal monster. The speed at which revenants eats usually depends on the player's attack speed; for example, slow hits such as Quake, Cleave or auto-attacks prompts revenants to eat slower, while applying a bleed like Dismember causes the revenant to rapidly eat whenever they fall below half health for its duration.
General Strategy[edit | edit source]
While revenants are fairly weak and killable on either game mode, Legacy Mode is highly encouraged because it requires very little risk and players can maintain very consistent rates. Most revenants will usually be slain in two or three hits. Tier 80 or better weapons, along with elder overloads, usually ensures very accurate rates on all but the dragon.
Legacy Mode also allows for the player to safely prayer flick on a less frequent basis compared to EoC combat with quick prayers. It is also possible to flick in EoC, but requires prayers to be hotkeyed in place of activating quick prayers. Due to the player's already high auto-attacks, Soul Split will generally overheal past the revenant's health.
None of the revenants are particularly troublesome, but orks and higher can deal over 1,000 with a single attack. The dragon is also capable of applying a strong poison that can deal over 1,000 damage, so it is recommended to bring some sort of poison prevention when killing it.
EoC's main advantage over Legacy, however, is having more tools to escape PKers. Freedom and Anticipation can be rotated to prevent stuns and binds, Surge and Barge (on mobs) can be used to escape PKers, and a shield switch with the Turtling perk can grant a long-lasting Barricade to prevent all damage taken for a time (or Reflect for less adrenaline-costly damage reduction). Another strategy is to use Immortality if tele-blocked - being resurrected by immortality removes the tele-block effect, allowing you to teleport immediately after resurrection.
Due to how revenants eat, bleeds apart from Slaughter are highly discouraged as this often causes the revenant to spam heal back to near full health as each hit is treated as an individual against it.
As most revenants are below 30 Wilderness and the random value of their drops, a pack yak is highly recommended to winter storage drops and valuable risked items (e.g ghost hunter or a revenant drop enhancer, the latter always being lost on death) if the player gets killed by another player. Around 15-20 scrolls should be enough for a reasonable hour at revenants.
Due to the value of revenant items, placing the loot beam sensor at 1,000 coins will alert the player to any potential drop from the revenants, since there are very few items worth over the default level, or 1,000,000 coins.
Dealing with other players[edit | edit source]
Although it is significantly easier to escape hostile players at revenants as a majority of them reside in level 30 or lower Wilderness, it is possible to get Teleport Blocked before the player may be able to teleport out if they are not aware of their surroundings. If the hostile player hasn't done so yet, use an appropriate teleport method such as a charged dragonstone jewellery or the Wilderness sword 4 (equip for fast-teleport). However, as player killers may carry runes for Teleport Block, you will most likely have to run all the way down to the wall if they manage to teleblock you.
Note that not all player killers are aggressive and may opt to skull-trick, often wearing ghostweave robes while under the effects of a Camouflage potion which can result in them blending notoriously well with the ruins, although the lamps and lava can easily reveal them. Some may also use a ghast familiar, which inexperienced players can confuse as a revenant since both are considered undead beings - however, remember that ghasts are bigger and green - revenants are white.
In Legacy Mode, it is generally impossible to escape from a player killer in EoC combat as they have an array of attacks to stun/bind and disable overhead prayers. If both players are on the same combat style, however, the chances of escape are higher.
Some player killers may carry Morrigan's throwing axe to use its special to drain a player's run energy to 0% very quickly - this can be countered by dousing in the saltwater bath in Oo'glog, having a salt water flask, drinking a stamina potion or being under the effects of the Endurance perk which will provide more than enough time to run to the wall due to their ability to rapidly restore run energy. While not necessary, bolas is also helpful in escaping player killers due to its fairly high accuracy and binding the target for 12 seconds. Morrigan's axe themselves can also be brought by the player due to their relatively cheap price, although the special attack requires 50% adrenaline in order to use.
In EoC style, Immortality can be used to negate Teleport Block if it triggers while the status is applied to them, allowing for a short time frame to potentially teleport out before the player killer can reapply it.
Good food, saradomin brews and/or a mix of jellyfish can be used to restore large amounts of health at once to increase the chances of survival. If available, bring 1-2 fury sharks as they'll save an extra item if the player dies while the status is active on them, which also stacks with Protect Item to save two additional items, provided that the player doesn't get smited in the process. Powder of item protection is better for long-term, albeit costly and mostly unnecessary.
Equipment[edit | edit source]
Players can opt between an enchanted salve amulet or a demon horn necklace. Revenants are considered undead, so an enchanted salve amulet provides a 20% accuracy and damage bonus while worn. The Undead Slayer perk provides a flat 7% damage increase, and the ability variant temporarily increases the player's damage against the revenants by 15% for 10 seconds. The Stone of Jas boost, obtained from completing the Ritual of the Mahjarrat quest, also adds an additional 3% damage boost for four hours. Using a revenantbane two-handed sword or main-hand longsword will also increase damage by 25%.
The recommended perks for the revenantbane sword should be Undead Slayer combined with either Precise 6 or Equilibrium 4 for additional damage. The BIS perks for the revenantbane sword should be Precise 6 Undead Slayer (if Undead Slayer is not used in armour) and Equilibrium 4 Ruthless 3.
The Ghost hunter equipment offers a damage bonus against ghosts depending on how many pieces are owned; one piece grants a 3% damage bonus, two pieces grant 6%, and three pieces grant 10%. There is no benefit in taking a fourth piece. Ghost hunter armour falls under the hybrid class, so revenants will only attack with ranged. As revenants are considered ghosts, they have a chance of dropping parts of this set and thus killing other ghost monsters beforehand is unnecessary. It is important to note that ghost hunter cannot be augmented, so players wishing to benefit from a three-piece set must bring the backpack in place of the augmented body/legs. In this case, the augmented body/legs should have Undead Slayer with Mobile (for use in EoC mode), while the two-handed sword gets a combo of Precise and Equilibrium.
When using three pieces of ghost hunter equipment, an enchanted salve amulet and revenantbane weaponry, players are essentially given a 62% damage increase. Visiting the Glacor Cave beforehand will turn this into a 65% damage boost for four hours. Using an inquisitors' staff drops the damage increase to a 49.5% damage increase, or 52.5% if the Glacor Cave was visited beforehand, but with a 12.5% accuracy bonus - however, the staff is quite expensive compared to revenantbane weapons.
It is advised to wear ranged armour so they will either use melee or ranged. The cheapest inventory should consist of at least 1 to 2 Forinthry braces, and the rest of your inventory should be filled with food, such as Sailfish or Rocktail. You should also have some ranging potions or overloads, as the Hellfire bow can still miss against the the dark beast, knight, and dragon relatively often if no boosts are used. The recommended equipment below is from the most effective to the least effective without the risk of losing too much.
Melee has the advantage of stronger attacks, which can easily decimate almost every revenant in combat in Legacy Mode due to their ability to deal very high damage with less input in general.
Magic may be used for the inquisitor staff's passive and the range that staves offer over melee weapons, requiring less movement between kills.
Other Items[edit | edit source]
- Antipoison++ - only if fighting the Revenant dragon, whose ranged attacks are poisonous and deals very high poison damage, which lasts three minutes. Only needed if the augmented armour piece(s) do not have Venomblood.
- Forinthry bracelet - when used, makes the player immune to damage from revenants for one minute and makes revenants non-aggressive for one hour while staying in the dungeon.
- A familiar - Pack yak to winter storage scroll obtained drops and teleporting potentially risked item(s) in the event of death.
- Food - Not needed with Soul Split and high level weaponry but should be taken in the event that you take too much damage or are attacked by a PKer.
- Fury Shark - As an extra precaution against PKers, a Fury Shark will allow one further item to be protected upon death within a minute of eating. Note, a maximum of 5 items may be protected upon death.
- Powder of item protection - Like the Fury Shark, this powder will allow one further item to be protected upon death for 30 minutes after using. Note, a maximum of 5 items may be protected upon death.
- Potions - to increase combat stats when fighting and to restore prayer. Not needed with a demon horn necklace/attuned ectoplasmator but should be taken as a precaution.
- Shield switch with Mobile to escape from aggressive players if not using Legacy Mode.
- Wilderness sword 1/2/3/4 - provides unlimited free teleports to Edgeville. Additionally, Wilderness sword 2 and higher provide unlimited teleports to the Forinthry Dungeon, making it easier to get to the revenants themselves, and Wilderness sword 4 allows teleports up to 30 Wilderness levels, making it a useful emergency teleport.
- Advanced gold accumulator - this should not be brought, but be automatically inserted in the player's toolbelt. While the coin drops are reduced by 10%, revenants don't drop large amounts of coins at a time. This also leaves the mini-map clean of coin drops, which in turn alerts the player of drops below loot beam value.