# Revenants

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) 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, 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

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.

They are always aggressive towards anyone within their attack range. Despite their very small wander range, this restriction is removed when they are chasing after a target, though even then they are still limited to a somewhat small area. 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.

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 ranged attacks. However, the attack can still be reduced via prayer flicking following Evolution of Combat changes to prayer.

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 typically 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

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 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

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

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 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, and will attack any who challenge them or wander into their chamber.

## List of revenants

The different types of revenants are listed below:

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

## Update history

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

• 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

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 ${\displaystyle 3.74}$ and ${\displaystyle 11.22}$ 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 ${\displaystyle 4,572}$
5. ^ Mod Crow and Mod Karolina. "Banishing the Revenants." 27-Jan-2011. RuneScape News.