Revenants, also called the Holy Ones, 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 Forinthry Dungeon, which is a PvP zone. 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 and Corrupt Ancient Warriors' equipment.
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.
Overview[edit | edit source]
Revenants use all three types of the combat triangle.
When attacking, revenants will exploit the weakness of their target. Revenants used to always attack with magic before changing their combat style accordingly, but since the Evolution of Combat, always start off with ranged attack.
Revenants react accordingly to the player's armour value; when all values are equal, the revenant attacks with ranged only. Revenants will exploit the player's weakness whenever possible; if the player's melee and ranged armour value is high, but their magic is low, then the revenant attacks with magic until the armour value changes or prayers are used. Revenants also react to protection prayers/curses accordingly. If the player is wearing melee armour and uses Protect/Deflect Magic, then the revenant will use melee attacks as they are already strong to melee attacks. However, the attack can still be reduced as revenants cannot react to prayer flicks on time.
When a revenant reaches less than 50% of its health, they will begin to "eat" and restore roughly 10-15% of their maximum health until they are over 50% of their health, or run out of food. Revenants do not attack while recovering health, and react accordingly based on the attack's speed - for example, Snipe often delays the second heal, whereas Dismember prompts the Revenant to quickly restore health.
Revenants are also capable of short teleportation around obstacles (e.g. walls) provided that they managed to attack their target once before doing so.
Original release[edit | edit source]
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, teleblock players, and often travelled in packs when wandering multi-combat areas to mimic clans. 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 Volcano'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:
- 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.
- 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 value is 4,275).
- R is used to calculate the drops:
- 1/R chance each to obtain an Ancient, Seren, Armadyl, Zamorak, Saradomin or Bandos statuette, or a random brawling glove. The rate for brawling gloves is 2/15 for Smithing and Hunter gloves, and 1/15 for all others
- 2/R chance each to obtain a Ruby chalice, Guthixian brazier, Armadyl totem, Zamorak medallion, Saradomin carving, Bandos scrimshaw or a corrupt dragon item
- 3/R chance each to obtain a Saradomin amphora, Ancient psaltery bridge, Bronzed dragon claw, Third age carafe or broken statue headdress
- 10/R chance each to obtain a piece of Ancient Warriors' equipment or its corrupt version
- If no unique is dropped, then a final roll for coins appear, the cap roughly equal to 50 times G.
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]
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. No area suffered so greatly as the Wilderness.
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, 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, continued to hunt for those that enter their kingdom, doing whatever they can 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 Gamer's 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, as they will attack anyone who wanders into their chambers.
List of revenants[edit | edit source]
The different types of revenants are listed below:
Revenant dark beast
Update history[edit | edit source]
- patch 20 May 2019 (Update):.
- The prestige counter for Revenants will now correctly show the amount of prestige players have with Revenant kills.
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.
References[edit | edit source]
- ^ 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."
- ^ Mod Timbo. "Revealing Drop Rates." 17 November 2017. Developers' Blogs.
- ^ Mod Crow and Mod Karolina. "Banishing the Revenants." 27-Jan-2011. RuneScape News.
Revenants and their drops
|Corrupt dragon equipment|
|Ancient Warriors' equipment|
|Corrupt Ancient Warriors' equipment|