Revenants/Strategies

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Attack

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 is within the Wilderness. Players will be able to attack you here and the area is a rather popular one to do so.

Suggested skills

Transportation

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

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 themselves whenever their health falls below 50%. The exact healing mechanics are as follows:

  • They recover 20 hitpoints each time they heal. This disregards their maximum hitpoints (e.g. a revenant imp will heal fully).
  • 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 8-25 times before being unable to heal again - it being random (probability being uniform throughout).[1]

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 only recommended to give it 100 charges as it automatically recharges itself with dropped ether.

Strategy

Revenants are relatively straightforward to kill, dealing minor amounts of damage and respawning quickly. Most of the strategy for revenants is deciding your risk tolerance with Pkers and your equipment. There are various levels of revenants across the caves, each with varying pros and cons. Generally, higher level revenants are more profitable yet have higher traffic from Pkers.

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, cyclopes, 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.

Revenant dragons and revenant knights are difficult to kill without a revenant weapon, are in a highly trafficked player killer zone above 30 wilderness, but give the most loot per kill.

Handling player killers

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.

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.

Revenant maledictus

Possible spawn locations of Revenant maledictus

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 extra 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

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.

  • As revenants have very high accuracy, the bracelet of ethereum is highly recommended when battling them.
  • 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.
    • If you do not possess or do not wish to use an amulet of avarice, Revenants are considered undead creatures, so the salve amulet and variants will work on them.
  • 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.
  • Any of the Wilderness weapons will drastically increase your kills per hour, but requires 1,000 ether to charge, plus additional ether for usage. No more than 500 is necessary per trip for a total of 1,500 ether. On death, the weapon will have to be recharged and reloaded. See the equipment section below for cheaper alternatives, albeit less kills and less profit.
  • 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.

  1. ^ Ensure it is protected over 20 wilderness with a Trouver parchment
  2. ^ 2.0 2.1 2.2 2.3 Only as a protected item. Do not bring if you will be skulled.
  3. ^ 3.0 3.1 3.2 Only when Crystal armour is combined with Bow of faerdhinen. Do not bring if you will be skulled.
  4. ^ With dragon, amethyst, rune, or adamant darts. Blowpipe with strong darts generally beats Bow of faerdhinen against weaker revenant monsters.
  5. ^ 5.0 5.1 5.2 5.3 5.4 5.5 With their respective weapon type

Inventory

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.

  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

Inventory

This setup uses a ranged tank setup which aims to prioritise survivability with slightly increased risk, while maintaining high dps. This is achieved via a clever use of protected items with the most benefit, alongside cheap gear that provides a lot of defensive stats. This setup is mostly for higher levels with more to spend, but will work for anybody with high hitpoints and relatively high defence and magic levels. The risk is still extremely low due to the low cost of the tank items and the high chance of surviving. Use the agility shortcuts and prioritise teleporting. If teleblocked, focus on running and eating. Ignore prayer switches but keep prayer points topped up. Summer pies can help reach the level requirement for the agility shortcuts. To get there, teleport using the Revenant cave teleport scroll which leads to Revenant dragons. Ensure you have ether in your Bracelet of ethereum and have it toggled to collect ether.

  • Never skull, use skull prevention.
  • Always use Protect from Magic and Protect item. Switch from offensive ranged prayers to Augury when attacked. This is to avoid a full teleblock. You can survive a half teleblock quite easily even from somebody in max. It's also because the build is centred around providing bulk against melee/ranged so camping Protect from Magic and Augury prevents spells from landing.
  • When attacked, switch to the tank legs, phoenix necklace and Dinh's bulwark. Often pkers will give up at this point.
  • Check that you are always protecting your expensive items. For your fourth, it can help to bring a cheaper +1 as it's possible to get smited. But staying in singles should avoid this if you're vigilant.
  • If you don't have fortified Masori, you can add Echo boots/Guardian boots alongside Blessed body or Karil's leathertop. Although it's usually not worth it to take Karil's top/skirt because the cost is not worth the added risk. If the enemy is catching a lot of freezes, you can add an Imbued god cape alongside a Blessed body.
The core items for this strategy are Masori body (f), Barrow's helm, Barrow's legs, Dinh's bulwark, Salve amulet(ei), Bracelet of ethereum, and Webweaver bow. If you have Avernic treads (max), use these and replace your Ring of suffering. If in need of melee defence, replace it with a Steel ring, or use a Ring of shadows for more Magic defence and ranged accuracy. A Granite ring works for the budget option, and adds ranged defence, but the Explorer's ring provides much more utility.
  1. ^ Although Dizana's quiver, Ava's assembler or even Infernal cape can be used, the aim here is to minimise risk for the greatest benefit.
  2. ^ 2.0 2.1 If you are dying, the benefit for brimstone and blessed boots is not worth the added risked value. Use these when you are confident you can survive

Inventory

  • Take 6-8 Saradomin brews and a Sanfew serum for in case the player is attacked by a pker using venom.
  • Summer pies can be used if the boost takes you to 75 agility, this also provides run energy.
  • A Guthix rest or two can help restore run energy and provide delay-free healing for facing maledictus without it affecting your ranged level. These also lower venom.
  • A Barrows gloves switch is worth it if the player has many Saradomin brews for the defensive stats alone.
  • Stamina potions simply aren't necessary at higher agility levels, especially if the player has Summer pies and/or Guthix rest. The player can consider taking the Explorer's ring as a backup for run energy, as this also provides alchs, although this is rarely needed.

When a freeze is about to finish, the player can switch back to d'hide chaps before running to encourage splashing.

Soloing the maledictus is possible, though this will be the only time where you are truly vulnerable. Be very careful, as using protect from ranged against the maledictus opens you up to a full teleblock. Additionally, players will expend a lot of food to kill maledictus. It usually uses at least 4 brews, often even more than that. This is why it's recommended that you take an excessive amount of brews and if planning to kill maledictus. A Ranging potion can help to top up your ranged level. Saving food when killing the boss can help retain the ability to combo eat against a pker.

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:

References

  1. ^ Jagex. Mod Ash on Discord. Screenshot. 27 May 2025. Archived from the original on 7 March 2026. Mod Ash: "It's 8-25 times, with equal chance of each integer. If they're attacking a player, and are on <50% health, and aren't subject to their cool-down, they'll try healing by 20. I believe the figure of 20 is irrespective of their base HP because it mimics how a low-level player can eat high-value food; that part of the design would date back to 2007-8 when they were roaming the Wilderness more like players. Sorry about the very slow reply - I had some time off work.",
    in reply to
    "<@979000257612492840> are you able to say how much hp revenants actually restore? and also how many times exactly they're able to trigger this healing mechanic, wiki says 8-36 which is ... a very large range, and doesn't specify how this range is determined / etc" (screenshot)

Source

Content from the Old School RuneScape Wiki (operated by Weird Gloop), licensed under CC BY-NC-SA 3.0.

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