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Revenants, also called the Holy Ones,[1] are the ghostly versions of creatures slain in the God Wars, and used to be amongst the most dangerous type of monsters in RuneScape. The word revenant comes from a French word meaning "returned". Before 1 February 2011, Revenants could be found patrolling freely around various parts of the Wilderness, but are now found only in the north-east chamber of the Forinthry Dungeon (level 28-31 Wilderness). Slaying at least one of every type of revenant is a requirement for one of the elite Wilderness achievements.

Though revenants lack a generously rewarding drop table, they are often killed by players as they, along with the Chaos Elemental, are the only monsters to drop Ancient Warriors' equipment. This type of equipment has extremely high stats for their level (as they are classified as PvP armour), and may be upgraded from tier 78 to 88 with an Ancient Warriors' equipment patch, which the revenants can also drop. Other rewards include ancient artefacts, corrupt dragon equipment, Corrupt Ancient Warriors' equipment, and access to the Wilderness shared loot table.

Revenants can also drop their spirit - a pet drop which unlocks the lowest level revenant and each successive drop allows for the next strongest revenant to be unlocked. The drop rate of this item continues to decrease as the player unlocks more reskins.

Revenant drops are unaffected by luck tiers; instead, the drop rate is based on the combat level of the revenant; as such, higher levelled ones are more likely to roll the revenant drop table. There are only two ways to increase the drop rate of revenant items: completion of the elite Wilderness achievements which gives a 5% increased chance for revenant drops, and revenant drop enhancers, which give a 10% increased chance. Both boosts can be in effect at the same time.

Revenants may be assigned as a slayer task from Mandrith. They cannot be placed in the Sunken Pyramid - attempting to do so will state that they need to be within the Wilderness to survive. As revenants are classified as ghosts, they also count towards ghost Slayer assignments. Some may also double for other tasks, depending on the revenant in question.

Since revenants are classified as undead creatures, they are affected by both salve amulet and its enchanted version, the Undead Slayer perk, and the Undead Slayer ability. As they are specifically classified as ghosts, players can wear Ghost hunter equipment to deal up to 10% additional damage to revenants. Revenants take 25% extra damage from Revenant bane equipment. All types of revenants are also susceptible to the Inquisitor staff.

Overview[edit | edit source]

Revenants use all three types of the combat triangle.

Revenants used to always attack with magic before changing their combat style accordingly to the player's weakness, but since the Evolution of Combat, revenants always start off with attacking the player's weakness.

Revenant's aggression state[edit | edit source]

They are always aggressive towards anyone within their attack range. Their wander range is six game squares from spawn. When they are chasing after a target, they will persist until their target is over eight game squares from their maximum wander range (14 game squares) and lose interest. Revenants are also capable of short teleportation around obstacles (e.g. walls) provided that they managed to attack their target once before doing so. Teleporting this way ignores the revenants maximum wander range. Revenants can be made tolerant via natural timer, but this limits the player to a small area. Instead, a Forinthry bracelet can be used, with each activation protecting the player from revenant damage for a minute, and makes them tolerant for an hour.

Revenant's combat style[edit | edit source]

Revenants react accordingly to the player's affinity values and the protection prayers/curses used, exploiting the player's weakness whenever possible; when all values are equal, the revenants attack with ranged only. If the player's melee and ranged affinity value is low, but their magic affinity is high, then the revenants attack with magic until the affinity values change or prayers are used. If the player is wearing melee armour and uses Protect/Deflect Magic, then the revenants will use melee attacks as the player is already strong against ranged attacks. However, the attack can still be reduced via prayer flicking following Evolution of Combat changes to prayer.

Revenant's healing mechanic[edit | edit source]

Revenants will "eat" from their limited food supply to restore 1/6th of their maximum health after an initial delay of 2.4 seconds for each hitsplat they received that has them below 50% health. This will not occur if the revenants run out of food. Revenant's healing mechanic does not trigger under 50% health unless they specifically take damage from a player or their familiar. Multiple hits that occur sooner than 2.4 seconds count as multiple heals; the first heal happens after the initial delay of 2.4 seconds with the following hitsplat(s) that occured healing at an interval of 0-1.8 seconds depending on how close it was to the initial hitsplat(s) that triggered the revenants to heal; if the revenants heal over 50% health, this chain will end. Revenants can "eat" to heal a maximum of three times in the same tick. During the time that revenants are queued to heal from a hit, they do not attack any players. Low damaging abilities or bleeds are inefficient as they deal too little damage allowing the revenants to outheal them. Players can delay an ability from hitting to fire off two abilities simultaneously or right after an auto-attack to deal more upfront damage and killing the revenants before they heal.

Hitsplats that do not trigger the revenant's healing mechanic:

  • Missed hitsplats
  • Typeless hitsplats
  • Reflect hitsplats
  • Poison hitsplats
  • Dreadnip hitsplats
  • Cannon hitsplats

Original release[edit | edit source]

The areas that revenants patrolled before being banished into the Forinthry Dungeon

Revenants were introduced in an update on 10 December 2007, and were designed to replace player killers in the Wilderness. Player killers had long been a significant danger in the Wilderness, so revenants were created to provide a similar threat.

Many aspects of revenants were introduced to mimic player killers, such as roaming around the Wilderness to search for unfortunate targets, being able to heal themselves, cure themselves of poison, use multiple combat styles, freeze and teleblock players, and often travelled in packs when wandering multi-combat areas to mimic small parties. Revenants could only attack targets that were in the appropriate combat range; for example, a revenant ork, who had a combat level of 105, could not attack a level 89 or lower player if it encountered one in level 15 Wilderness, and vice versa.

However, the revenants were arguably weaker than the player killers themselves. Players could attack revenants without being skulled (though it was unlikely the revenant would not discover the player), and revenants fell short of actual tactics. Whereas a player killer would time when to eat and land killing blows, a revenant could only use normal attacks and could not combo out players alone. Player killers could also be placated with reasoning, whereas a revenant would relentlessly pursue their target until either one died or it could not find them anymore. Revenants also had inconsistent drop tables, as despite their immense strength they lacked a rewarding drop table to compensate for such difficulty, often dropping small amounts of coins or even nothing at all. Revenants were also incapable of running, making them easier to avoid despite their long attack range.

There were a number of mechanics regarding their movement:

  • Unlike players, revenants could not run. They could only move at normal walking speed, meaning they can be outrun.
  • A revenant's teleblock spell would prevent you from teleporting for five minutes. Wearing a Forinthry bracelet allows you to teleport, bypassing their block for up to five times.
  • There were a few areas in the Wilderness that were not actually part of the Wilderness, and could be used as sanctuary. These included the Wilderness Crater's banking area, Stealing Creation, Fist of Guthix, Edgeville Dungeon resource dungeon, anywhere under the Lava Maze, the Spirit Realm, the Mage Arena bank (which teleblocked players could not enter), Ghorrock, and Daemonheim. There is also a small peninsula east of the Demonic ruins that revenants can reach but players can avoid attacks by going to the far side of the peninsula. Revenants rarely get onto the peninsula. Entering any of these areas will also lift any teleblocks that may be in effect. Revenants could occasionally enter these areas, though they could not attack players nor could they be attacked.
  • The Protect from Missiles spell would help block their ranged attack that froze you, and, in most cases, was their strongest attack. Although Protect from Missiles does not block the freezing attacks, it does make the revenants less likely to use them.
  • Although revenants could reach just about every location in the Wilderness, they often followed common routes in their patrols. Learning these routes helped to avoid revenants. A picture including revenant hotspots, spawns and patrols can be found above.
  • Revenants made a distinctive sound when they attack with Magic, which can be easily heard if the sound effects are on.
  • Revenants would be scared off by Howl, the special attack of a spirit wolf.
  • Revenants did not appear in PvP worlds; player killers roam the Wilderness instead.
  • Revenants tried to target all players, even ones it can't attack. So if the revenant is on the other side of a wall targeting you, you can send out a player with a level too low for it to attack. It would then try to target the low level player, realise it can't and go away.
  • Revenants could go through doors while wandering, but you could stop them from entering through the door (e.g. Chaos Temple) by quickly attacking them and closing the door before they enter.

Drop mechanics[edit | edit source]

The drop rate of revenant items is calculated as follows:[2]

  1. Let G be the ghost level of a revenant, calculated by taking the square root of its combat level, resulting in a number between 1 and 12[3].
  2. Divide 60,000 by G to get the revnumber R between 5,000 and 60,000. If the player has completed the elite Wilderness achievements, reduce R by 5%. If the player has a revenant drop enhancer active, reduce R by another 10% (the lowest possible theoretical value is 4,275[4]).
  3. R is used to calculate the drops:
Mod Ash confirming the effects of Jennica's ring on revenants

Additionally, all revenants except revenant imps and goblins have a special tertiary drop unique to that type of revenant. The chance of receiving one of these drops is roughly doubled by wearing Jennica's ring. Jennica's ring does not affect any of revenants' other drops.

History[edit | edit source]

Two players battling against a Revenant demon

During the Second Age, the Wilderness was the heart of the kingdom of the Empty Lord, 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.

The God Wars that raged across Gielinor for 4,000 years were the world's darkest hours. The races of countless civilisations were forced into extinction, and entire regions were left uninhabitable by battle.

At one point during the war, Saradomin made an uneasy alliance with Bandos and Armadyl to stop Zamorak for good. Cornered and weakened by the three gods, Zamorak used the Stone of Jas in a last-ditch attempt to annihilate his enemies. The tactic failed, but the surge of power annihilated Forinthry, turning in into a barren and desolate wasteland.

Banishment of the revenants from the wilderness, led by player moderators.[5]

Many of those that died in the Wars are trapped eternally in the Wilderness, due to their souls being twisted by the evil magic and corruption that surrounds it. For a very long time, over 2,000 years later, these creatures, known now as the revenants, began patrolling the Wilderness and attacking all who they encountered, using everything in their power to stop them.

They were said to have guided the head mystic to a portal leading to the Primordial realm, where he and a few others set up camp around the portal to construct new bodies for them. In recent days, the portal relocated to the Gamers' Grotto, so the mystics relocated there to continue their duties.

As of the late Fifth Age, the Wilderness was "reclaimed" by humans, who had been tired of the revenants' terror. Many revenants were slain, and the few that survived were driven into an underground complex, severely weakened from the conflict. However, they are still dangerous and not to be underestimated, and will attack any who challenge them or wander into their chamber.

List of revenants[edit | edit source]

The different types of revenants are listed below:

Name Combat
LP Poisonous Members Tertiary drop
Revenant imp 14 1,500 X mark.svg F2P icon.png X mark.svg
Revenant goblin 16 1,800 X mark.svg F2P icon.png X mark.svg
Revenant goblin 19 2,100 X mark.svg F2P icon.png X mark.svg
Revenant goblin 22 2,400 X mark.svg F2P icon.png X mark.svg
Revenant goblin 28 3,000 X mark.svg F2P icon.png X mark.svg
Revenant icefiend 37 4,050 X mark.svg F2P icon.png 2 Choc ices
Revenant pyrefiend 40 4,350 X mark.svg F2P icon.png Fire orb
Revenant hobgoblin 44 4,800 X mark.svg F2P icon.png 2 Limpwurt seeds
Revenant vampyre 47 5,100 X mark.svg F2P icon.png Vampyre dust
Revenant werewolf 53 5,700 X mark.svg F2P icon.png 4 Sharks
Revenant cyclops 60 6,450 X mark.svg F2P icon.png Tiny spiky rune salvage
Revenant hellhound 70 7,050 X mark.svg F2P icon.png Sealed clue scroll (hard)
Revenant demon 84 7,500 X mark.svg F2P icon.png Medium bladed rune salvage
Revenant ork 98 8,250 X mark.svg F2P icon.png Dragon dagger
Revenant dark beast 112 8,850 X mark.svg F2P icon.png 4 Adamantite stone spirits
Revenant knight 119 9,750 X mark.svg F2P icon.png Amulet of glory
Revenant dragon 126 10,350 Yes check.svg P2P icon.png Dragon scimitar

Gallery[edit | edit source]

Update history[edit | edit source]

This information has been compiled as part of the update history project. Some updates may not be included - see here for how to help out!
  • patch 20 May 2019 (Update):.
    • The prestige counter for Revenants will now correctly show the amount of prestige players have with Revenant kills.
  • patch 28 April 2014 (Update):
    • Revenant creatures have been corrected to be slightly stronger.
  • patch 16 April 2013 (Update):
    • Revenants now heal more health when eating food.
  • patch 14 December 2010 (Update):
    • Revenant goblin heads no longer move strangely.
  • patch 9 November 2010 (Update):
    • Revenants will no longer attack players who are in combat with Treasure Trail-related NPCs.

Trivia[edit | edit source]

  • According to the head mystic, the revenants are the Holy Ones of whom the mystics spoke. It is said they sent the head mystic a message in his dreams and told him to build the camp for Stealing Creation, to make bodies for them out of sacred clay.
  • Revenants are unique non-boss monsters, as non-boss monsters are usually found in abundant amount of numbers. They also beat every monster in terms of variety, as there are 14 different types of Revenants. 
  • The revenant pyrefiend, icefiend, and cyclops received new sounds after a hidden update.
    • In addition, they will try to attack a player even if they are under the effects of a Forinthry brace, as long as the player is behind a wall. When the player moves to an area where the revenant can see them, they will become tolerant and return to their wander zones.
  • Prior to the Evolution of Combat:
    • All revenants were capable of poisoning if the player was at or above level 50 Wilderness with their ranged attacks. As of now, only the revenant dragon is capable of poisoning players.
    • Revenants maintained a low aggression range, only getting close when the player was not far from them, even behind a wall. After the update, the aggression range was drastically increased.
    • When below 50% of their maximum health, the revenant would heal for 100 health rather than a percentage of their maximum health.
    • When fighting familiars, revenants would use an extremely accurate, and rapid-hitting magic attack that struck four times.
    • Revenants were capable of curing themselves of poison.
  • The revenant dark beast and dragon are the only revenants who lack a living counterpart in the God Wars Dungeon. Aviansies on the other hand don't have a revenant variant despite a majority of them being wiped out by Zamorak's use of the Stone in Forinthry.

References[edit | edit source]

  1. ^ Head mystic, RuneScape. "The Holy Ones! They are the most blessed of all the gods' creatures. Long ago, they served their gods in the glorious wars... People today call them the revenants."
  2. ^ Mod Timbo. "Revealing Drop Rates." 17 November 2017. Developers' Blogs.
  3. ^ Although the theoretical minimum and maximum are 1 and 12 respectively, the lowest combat level is 14 and the highest is 126, making the real minimum and maximum values and respectively.
  4. ^ Given the value 4,275, these bonuses are applied multiplicatively rather than additively. Since this value uses the theoretical maximum value of 12 and not real maximum of 11.22, the real lowest possible value is
  5. ^ Mod Crow and Mod Karolina. "Banishing the Revenants." 27-Jan-2011. RuneScape News.