Difference between revisions of "Revenant"

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{{Anomaly}}
 
{{Anomaly}}
 
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{{Stub|reason=General but also infobox and categories}}
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{{Infobox main|entity
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|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}
 
{{Infobox main<!-- Add infobox category here -->
 
 
 
| set property = false <!-- Remove when anomaly goes live and content confirmed -->
 
 
 
 
| name = Revenant
 
| name = Revenant
| image =Revenant.png
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| image = Revenant.png
| description = A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.<br/><br/>Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.<br/><br/>A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.
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| description = A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.<br/>Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.<br/>A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.
 
| type = Entity
 
| type = Entity
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| movespeed = 3.2
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| min comfortable temperature = -40
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| max comfortable temperature = 60
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| flammability = 0
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| marketvalue =
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| filth rate =
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| predator =
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| combatPower =
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| bodysize = 1
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| healthscale = 12
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| hungerrate =
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| diet = none
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| leathername =
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| meatname =
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| basemeatamount =
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| baseleatheramount =
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| wildness =
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| manhuntertame =
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| manhunter =
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| trainable = None
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| mateMtb =
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| gestation =
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| offspring =
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| lifespan = 1000
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| juvenileage =
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| maturityage =
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| attack1dmg = 3
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| attack1type = Blunt
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| attack1cool = 2
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| attack1part = Head
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| attack1chancefactor = 0.2
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| page verified for version =
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| tradeTags =
 
}}
 
}}
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The '''Revenant''' is an advanced [[entity]] added by the [[Anomaly DLC]].
 
The '''Revenant''' is an advanced [[entity]] added by the [[Anomaly DLC]].
  
== Acquisition ==
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== Occurrence ==
Acquisition text
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Revenants may spawn as an Entity event when a colony has at least four [[colonist]]s.{{Check Tag|Slaves/Guests?}}. It will not spawn until this threshold is reached, even if all other advanced entities are already discovered and [[Void Provocation]] is performed. A known entity will be summoned instead.
  
== Summary ==
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Alternatively, one can acquire a Revenant Spine from a Mysterious Cargo [[quest]] as a piece of cargo. The revenant will reform after some time,{{Check Tag|Verify}} or when placed into [[containment]]. Note that immediately smashing the spine will not unlock the Revenant's codex entry. It is not currently known whether the quest respects the population requirement.{{Check Tag|Verify}}
The Revenant is an advanced [[entity]] haunting for colonists to hypnotize. Colonists that have been caught by a Revenant will be plagued by condition called [[Revenant hypnosis]], which makes the colonist incapable of doing any activties. After successfull hypnotizing a victim, the Revenant will flee and hide to hibernate, just to return eventually to find another victim. The Revenant is linked to the colonists it hypnotizes, meaning the hypnotization will end when the Revenant is killed.
 
  
Upon death, the revenant will drop a [[Revenant spine]], which will unlock the [[Revenant invisibility]] dark research project. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant, or can be crushed to kill the revenant permanently.
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== Summary ==
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{{Stub|section=1|reason=geneal -invisibility and hearing mechanics not covered. Nominal move speed seems incorrect - hediff when running away?}}
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The Revenant is an advanced [[entity]] hunting for colonists to hypnotize. It can also target prisoners, though it in unclear if it only does this when no valid colonist targets remain.{{Check Tag|Detail}}
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Pawns that have been caught by a Revenant will be plagued by a condition called [[revenant hypnosis]], which caps [[consciousness]] at 10%, leaving them [[downed]] indefinitely. After successfully hypnotizing a victim, the Revenant will flee and hide to hibernate, just to return eventually to find another victim. The revenant is linked to the colonists it hypnotizes, meaning the hypnotization will end when the Revenant is killed.{{Check Tag|Only?|Wb HMS, unnatural healing etc?}} It is not limited only to the player's pawns, but is also capable of hypnotizing, prisoners, visiting guests and traders.
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Can be revealed by the [[waterskip]]  and [[vertigo pulse]] psycasts.{{RoyaltyIcon}}
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Upon death, the revenant will dissolve and be replaced with  a [[revenant spine]], which will unlock the [[Revenant invisibility]] dark research project. It will also stain the ground around it with an oily looking black stain [[filth]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant, or can be crushed to kill the revenant permanently, which will yield a [[shard]].
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Revenants have a [[psychic sensitivity]] of 200% and a [[toxic resistance]] of 100%.
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They have a stagger duration factor of 0%, making them immune to stagger.
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Note that despite nominally having a melee attack, it never uses it{{Check Tag|Verify}} and instead it either uses its hypnotise attack or runs away.
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=== Yield ===
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{{Recode|section=1|reason=}}
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The revenant yields 4 [[bioferrite]] and 200W per day.
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Min contianment strength 80
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Base escape interval: MTB 45 days.
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Studiable 120000
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Advanced
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3 knowledge
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requires holding platform
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Requires monolith level 1 for study.
  
 
== Analysis ==
 
== Analysis ==
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Fleeing or rather moving Revenants leave behind black scratches, which gives the player a chance to track their movement and get a sense of its whereabouts.
 
Fleeing or rather moving Revenants leave behind black scratches, which gives the player a chance to track their movement and get a sense of its whereabouts.
  
Additionally, hidden Revenants can be revealed with disrupter flares, explosives, EMP, firefoam, or by being lit on fire. Sometimes, damaging the spectre will make it drop Revenant flesh which can be studied to better understand the creature, making it easier to find and track it down on the next encounter.
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Additionally, hidden Revenants can be revealed with disruptor flares, explosives, EMP, or firefoam. Sometimes, damaging the specter will make it drop Revenant flesh which can be studied to better understand the creature, making it easier to find and track it down on the next encounter.
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A [[Proximity detector]] is capable of detecting a hidden Revenant, but it will not reveal it. Still, it can be used to help narrow its hiding area.
  
 
Revenants hypnosis can be cured by the [[Unnatural Healing]] ability.
 
Revenants hypnosis can be cured by the [[Unnatural Healing]] ability.
 
Burning revenants will be unable to hide or flee. For this reason, a single [[scorcher]]{{BiotechIcon}} can effectively disable a revenant, as its [[Mini-flameblaster]]{{BiotechIcon}} has a fast enough fire rate to prevent the revenant from extinguishing itself. Of course, this does require that the scorcher is able to reach the fight before the revenant grips its target.
 
  
 
== Version history ==  
 
== Version history ==  
 
* [[Anomaly DLC]] Release - Added.
 
* [[Anomaly DLC]] Release - Added.
 
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* [[1.5.4069]] - Revenant flammability reduced, effectively fireproof.
CATEGORIES GO HERE
 

Latest revision as of 22:15, 28 April 2024

Revenant

Revenant

A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.
Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.
A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.

Base Stats

Type
Entity
Flammability
0%

Pawn Stats

Move Speed
3.2 c/s
Health Scale
12
Body Size
1
Mass - Baby
12 kg
Mass - Juvenile
30 kg
Mass - Adult
60 kg
Carrying Capacity
75 kg
Diet
none
Life Expectancy
1000 years
Trainable Intelligence
None
Comfortable Temp Range
-40 °C – 60 °C (-40 °F – 140 °F)

Melee Combat

Attack
Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.2 chance factor
Average DPS
0.93

The Revenant is an advanced entity added by the Anomaly DLC.

Occurrence[edit]

Revenants may spawn as an Entity event when a colony has at least four colonists.[Slaves/Guests?]. It will not spawn until this threshold is reached, even if all other advanced entities are already discovered and Void Provocation is performed. A known entity will be summoned instead.

Alternatively, one can acquire a Revenant Spine from a Mysterious Cargo quest as a piece of cargo. The revenant will reform after some time,[Verify] or when placed into containment. Note that immediately smashing the spine will not unlock the Revenant's codex entry. It is not currently known whether the quest respects the population requirement.[Verify]

Summary[edit]

The Revenant is an advanced entity hunting for colonists to hypnotize. It can also target prisoners, though it in unclear if it only does this when no valid colonist targets remain.[Detail]

Pawns that have been caught by a Revenant will be plagued by a condition called revenant hypnosis, which caps consciousness at 10%, leaving them downed indefinitely. After successfully hypnotizing a victim, the Revenant will flee and hide to hibernate, just to return eventually to find another victim. The revenant is linked to the colonists it hypnotizes, meaning the hypnotization will end when the Revenant is killed.[Only?] It is not limited only to the player's pawns, but is also capable of hypnotizing, prisoners, visiting guests and traders.

Can be revealed by the waterskip and vertigo pulse psycasts.Content added by the Royalty DLC

Upon death, the revenant will dissolve and be replaced with a revenant spine, which will unlock the Revenant invisibility dark research project. It will also stain the ground around it with an oily looking black stain filth. The spine can be carried to a holding platform to reform and resurrect the revenant, or can be crushed to kill the revenant permanently, which will yield a shard.

Revenants have a psychic sensitivity of 200% and a toxic resistance of 100%.

They have a stagger duration factor of 0%, making them immune to stagger.

Note that despite nominally having a melee attack, it never uses it[Verify] and instead it either uses its hypnotise attack or runs away.

Yield[edit]

The revenant yields 4 bioferrite and 200W per day. Min contianment strength 80 Base escape interval: MTB 45 days. Studiable 120000 Advanced 3 knowledge requires holding platform Requires monolith level 1 for study.

Analysis[edit]

These entities are quite fast and turn invisible after getting some distance to the colonists, so catching and killing it poses a challenge for unprepared settlements. Especially spread-out settlements where Revenants can pick victims without anyone around can be crippled badly by it returning over and over again.

Fleeing or rather moving Revenants leave behind black scratches, which gives the player a chance to track their movement and get a sense of its whereabouts.

Additionally, hidden Revenants can be revealed with disruptor flares, explosives, EMP, or firefoam. Sometimes, damaging the specter will make it drop Revenant flesh which can be studied to better understand the creature, making it easier to find and track it down on the next encounter.

A Proximity detector is capable of detecting a hidden Revenant, but it will not reveal it. Still, it can be used to help narrow its hiding area.

Revenants hypnosis can be cured by the Unnatural Healing ability.

Version history[edit]