Revenants/Strategies

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Revenants are monsters that can be found in the Revenant Caves, which are located in singles-plus combat Wilderness. They have generous drop tables, consisting of valuable rewards, and are found within level 17-40 Wilderness in the Revenant Caves.

Warning: The entire area counts as the Wilderness. Players will be able to attack you here and the area is a rather popular one to do so.

How to get there[edit | edit source]

The location of the Revenant Caves.

Note: Without 75 Agility, (70 with a Summer pie, or 72 with an Agility Potion) using the lower levelled entrances are recommended, as the higher end of the cave has limited escape options without the level 75 and 89 Agility shortcuts. The level 89 shortcut is a good escape route for players if their aggressor lacks the Agility needed to cross it. The shortcuts do make the player vulnerable as they navigate it for a few seconds however.

Mechanics[edit | edit source]

A revenant imp healing itself.

Revenants use all three forms of attack. Their attacks have very high accuracy and will often deal high damage. They will react to a player's overhead prayers and defensive bonuses. By default, all revenants attack with Magic, but can quickly adapt based on the player's defensive bonuses and prayers.

A revenant's magic attack, which resembles a weaker form of Ice Barrage, can momentarily freeze the player for several seconds and hits up to nine other players on the same tile as their target. Revenants are also capable of healing whenever their health falls below 50%. The exact healing mechanics are as follows:

  • They have a cooldown that begins once they have healed, preventing them from healing again for 15 ticks (9 seconds).
  • They are guaranteed a heal whenever they attack while they're below half HP, so long as their heal is ready and not on cooldown.
  • They can only heal themselves a total of 8-36 times before being unable to heal again.

To prevent most of a revenant's damage and aggression, a charged bracelet of ethereum must be worn at all times. The bracelet is charged by revenant ethers, which all revenants are guaranteed to drop. For each attack the revenant does, its damage is reduced by 75% by a charged bracelet, with each attack consuming one charge. Note that it will not prevent the freezing capability of a revenant's magic attacks. The bracelet is always lost upon death. If a bracelet is taken, it is recommended to give it 100 charges as it is more than enough to be self-sufficient inside the caves.

Suggested skills[edit | edit source]

Strategy[edit | edit source]

Always minimise your risk in the Wilderness by limiting the amount of valuable items you bring to three (or four with the Protect Item) - for example a, good weapon along with some body and leg armour, such as black or blessed dragonhide - in addition to wearing a bracelet of ethereum and bringing a means of teleportation.

The amulet of avarice is the most powerful amulet for killing revenants, giving the same bonuses as a Salve amulet(ei) and a amulet of glory, but makes the player skulled until unequipped (and for 20 minutes thereafter), increasing your potential risk substantially and making yourself a target for player killers. However, you will receive many of the revenants' drops in noted form, along with an increased chance to roll on the drop table for a Wilderness weapon or additional amulet of avarice due to being constantly skulled. The decision whether or not to use this item should not be taken lightly.

The royal seed pod and any charged dragonstone jewellery are capable of teleporting non-teleblocked players to safety at level 30 Wilderness or below. The seed pod is a good option, as it is a one-click teleport and can be cheaply re-obtained, allowing an observant player to easily escape player killers. Since dying is highly probable, it is recommended to have spare bracelets, amulets and ether in the bank. A bracelet with 50 ether will suffice as the bracelet and its ether is always lost upon death and more can be obtained than what is consumed while fighting revenants.

Revenants below level 30 Wilderness include a single hellhound, two imps, goblins, hobgoblins and demons, three pyrefiends, and four orks, while those above level 30 Wilderness consist of a single pyrefiend and hellhound, two imps, cyclops, demons, dark beasts, knights and dragons. The dark beasts can be lured and fought in level 30 Wilderness, allowing players to maximise profits and safety at the same time, although they will have to loot the drops in level 31 Wilderness if not luring or telegrabbing them.

A Wilderness weapon requires 1,000 ether to charge, plus additional ether for usage; no more than 200 is necessary per trip for a total of 1,200 ether, assuming no deaths. Otherwise, the weapon will have to be recharged and reloaded. See the equipment section below for cheaper alternatives, albeit less kills and less profit.

While killing revenants can be one of the most lucrative sources of income for any player who can survive being intercepted and interrupted by player killers, it is more beneficial for higher-level players with access to better tanking equipment and stats. Some knowledge of PvP tactics is helpful (such as the ability to fight back if anti-PKing), quickly reacting to and predicting incoming attacks, using Protect from Magic when running away, and not overbrewing) to increase the chance of survival. Using Barrows armour alongside Dinh's bulwark or an elysian spirit shield further increases the chance of survival; with a good defensive setup, it should be very easy to escape most player killers, with some outright not attacking due to not being worth their time.

Saradomin brews are highly recommended for escaping player killers, with super restores to counter the Magic drain. The revenants drop plenty of blighted food as a tertiary drop, which helps extend trips; make sure to close the looting bag when picking them up to eat.

Protect from Magic and Protect Item should be used at almost all times while in the Revenant Caves to reduce the overall damage of the revenants, (magic is their most accurate style), reduce the duration of teleblock by 50%, or reduce incoming magical attacks from pkers as they most often start by attempting to freeze their target with Ice Barrage. It is generally better to bring additional Prayer potions over Prayer gear, as Prayer gear such as proselyte is weak to Magic and monk's robes offer almost no defensive bonuses.

In all but the revenant knight and dragon areas, Pkers generally use the Standard spellbook as it would be very easy to teleport from them if they were using Ancient spells. If a player has completed the Hard Wilderness Diary, they should attempt to teleport away from pkers as soon as possible to avoid getting teleblocked. If the player isn't quick enough, does not have the diary completed, or is beyond 30 Wilderness in the northern part of the dungeon, some other strategies will have to be used.

  • Attempt to outrun the PKer. By bringing high magic defence gear and praying Mystic Might or Augury, they can cover lots of ground in between the PKers entangle and freeze spells if they splash. Given enough time you could be able to run to the Wilderness Ditch and escape.
  • Attempt to combat the PKer. A half-teleblock only lasts 2:30. Bringing good defensive gear and a ranged weapon to retaliate with can make the PKer think twice about trying to take your loot. Making them waste time by eating or brewing down their stats can give you enough of an edge to survive a player in more powerful gear than your own. With good timing of Vengeance and a powerful special attack weapon like an Armadyl godsword or Voidwaker, some PKers can be killed outright.
  • Attempt to freeze-logout. By bringing Entangles, Ice Barrages, or another way of freezing a PKer will allow one to force them into a position where they cannot reach the player with magical or ranged attacks. This can be done by freezing the PKer and then running around a corner. This breaks line of sight and allows you to wait until 10 seconds are up to log out. A much riskier option is to freeze the PKer and attempt to stand underneath their player model. This can be done when sufficient cover is too far away, but runs the risk of the PKer using mithril or adamant seeds to move from underneath you and interrupt your logout.

If arriving to the revenants through the upper entrance via burning amulet, it is recommended to use Protect from Magic to avoid being seared by any potential green dragons the player may run past. The other entrances do not have this concern.

While revenants are being slain by players, there is a possibility of a revenant maledictus spawning in one of several locations across the caves. If the player has no intention to fight it, it is highly recommended to leave the area as it does hefty damage and will bring unnecessary attention to the location it spawns in. Players killing revenant hobgoblins or knights do not need to worry about the maledictus, as it will only spawn in large areas, with both of these revenants being in cramped and narrow passageways.

Equipment[edit | edit source]

As revenants have very high accuracy, the bracelet of ethereum is highly recommended when battling them.

  • Revenants are considered undead creatures, so the salve amulet and variants will work on them. The amulet of avarice provides the same bonuses as an Salve amulet(ei), but will incur a much greater risk as only 1 item can potentially be protected on death. Only use this item if you plan on risking extremely little, or are experienced enough to reliably escape pkers.
  • Revenants have fairly high defensive bonuses which are offset by a low Defence level. Almost any style can be effective against them.
  • Appropriate Prayer switching, black dragonhide armour and Dinh's bulwark can be used to protect the player by lowering the accuracy of player killers, who bring teleblocks and freezes.
  • Alternatively, monk's robes offer cheap prayer bonuses at the cost of less defensive and offensive (if using ranged) bonuses.
  • Players can use the Toggle option on the bracelet of ethereum to make it so dropped ether is automatically added to the bracelet.

This setup aims to maximise DPS against the revenants while miminizing risk. Ranged can usually offer better dps against revenants with less gear used, and d'hide conveniently adds ranged accuracy while giving magic defence. However, you will be more vulnerable to incoming melee and ranged attacks from PKers without a shield.

Inventory[edit | edit source]

  1. ^ You will have a Skull over your head at all times
  2. ^ Ensure it is protected over 20 wilderness with a Trouver parchment
  3. ^ 3.0 3.1 Do not bring if you will be skulled
  4. ^ With dragon, amethyst, rune, or adamant darts
  5. ^ 5.0 5.1 5.2 5.3 5.4 5.5 With their respective weapon type

Melee is generally less damage than ranged setups, but is tankier against revenants and PKers. You gain additional defence and utility from melee gear such as the serpentine helm and dragonfire shield.

Inventory[edit | edit source]

  1. ^ You will have a Skull over your head at all times
  2. ^ 2.0 2.1 2.2 2.3 2.4 ensure to protect with a trouver parchment or else they can be lost beyond 20 Wilderness
  3. ^ 3.0 3.1 3.2 3.3 3.4 Do not bring if you will be skulled

Regardless of your inventory setup, you should have a teleportation item capable of bringing you to safety at or below level 30 Wilderness, such as a royal seed pod or charged dragonstone jewellery, in addition to the following: