Difference between revisions of "Revenant"
(Verified that the Revenant Cargo Quest does not respect the four colonist rule.) |
(Okay if it can't be ignited due to zero flammability then fire damage would probably be like lightning minimum? either way its not worth including it if a update patched a resistance in but forgot to update the description) |
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| name = Revenant | | name = Revenant | ||
| image = Revenant.png | | 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/>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 | + | | 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 fire. |
+ | <!-- Base Stats --> | ||
| type = Entity | | type = Entity | ||
+ | | type2 = Advanced | ||
+ | | flammability = 0 | ||
+ | <!-- Containment --> | ||
+ | | minimum containment strength = 80 | ||
+ | | anomaly knowledge = 3 | ||
+ | | knowledge category = Advanced | ||
+ | | study interval = 120000 | ||
+ | | bioferrite density = 4 | ||
+ | | min monolith level for study = 1 | ||
+ | | requires holding platform = true | ||
+ | | base escape interval MTB days = 45 | ||
+ | <!-- Pawn Stats --> | ||
+ | | combatPower = 300 | ||
| movespeed = 3.2 | | movespeed = 3.2 | ||
− | | | + | | healthscale = 10 |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| bodysize = 1 | | bodysize = 1 | ||
− | |||
− | |||
| diet = none | | diet = none | ||
− | | | + | | lifespan = 1000 |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| trainable = None | | trainable = None | ||
− | | | + | | psychic sensitivity = 2 |
− | | | + | | toxic resistance = 1 |
− | | | + | | stagger duration factor = 0 |
− | | | + | | minimum comfortable temperature = -40 |
+ | | maximum comfortable temperature = 60 | ||
+ | | filth rate = | ||
| juvenileage = | | juvenileage = | ||
| maturityage = | | maturityage = | ||
+ | <!-- Production --> | ||
+ | | destroyyield = {{Icon Small|Revenant spine|1}} | ||
+ | <!-- Melee Combat --> | ||
| attack1dmg = 3 | | attack1dmg = 3 | ||
| attack1type = Blunt | | attack1type = Blunt | ||
| attack1cool = 2 | | attack1cool = 2 | ||
| attack1part = Head | | attack1part = Head | ||
− | | attack1chancefactor = 0.2 | + | | attack1chancefactor = 0.2 |
− | | | + | <!-- Technical --> |
− | | | + | | defName = Revenant |
+ | | label = revenant | ||
}} | }} | ||
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== Occurrence == | == Occurrence == | ||
− | Revenants may spawn as an Entity event when a colony has at least | + | Revenants may spawn as an Entity event when a colony has at least five [[colonist]]s and the Monolith is at at least level 1. Be warned: temporary pawns '''do''' count towards the total. 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, or when placed into [[containment]]. Note that immediately smashing the spine will not unlock the Revenant's codex entry. This quest does not respect the population requirement, but having fewer colonists seems to make it rarer. | ||
− | |||
== Summary == | == Summary == | ||
− | {{Stub|section=1|reason= | + | {{Stub|section=1|reason=general -invisibility and hearing mechanics not covered. Nominal move speed seems incorrect - hediff when running away?}} |
− | The Revenant is an advanced [[entity]] hunting for | + | The Revenant is an advanced [[entity]] hunting for humans to hypnotize. |
+ | |||
+ | 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. The [[unnatural healing]] ability or a [[healer mech serum]] also can end the hypnosis. Revenant hypnosis is not limited only to the player's pawns, but is also capable of affecting prisoners, visiting guests and traders. | ||
− | + | While a Revenant is invisible, any pawns will be unable to target it, and it won't be visible on the map however its location can be pinpointed as it can be seen opening doors. {{Check Tag|Filth Tracking?|Sightstealers track filth is this also the case for revenants?}} | |
Can be revealed by: | Can be revealed by: | ||
* Any damage, including by missed shots happening to hit the revenant. | * Any damage, including by missed shots happening to hit the revenant. | ||
− | |||
* [[EMP]] damage. | * [[EMP]] damage. | ||
* Disruptor flares {{Check Tag|Detail needed}} | * Disruptor flares {{Check Tag|Detail needed}} | ||
+ | * [[Firefoam]] | ||
* The [[waterskip]] and [[vertigo pulse]] psycasts.{{RoyaltyIcon}} | * The [[waterskip]] and [[vertigo pulse]] psycasts.{{RoyaltyIcon}} | ||
− | Upon death, the revenant will dissolve and be replaced with | + | 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 hauled like an item, 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]]. Note that a spine will eventually reform into revenant if not destroyed. |
+ | |||
+ | If a revenant is damaged during its attack, it'll drop a [[revenant flesh chunk]]. Only one sample will drop per victim. The chunk can be studied to make it easier to track the revenant. The first chunk studied will make the trail of claw marks longer. The second will provide an even longer claw mark trail but also provide a warning letter when a pawn is near the revenant. The third sample provides the longest trail and reveals the revenant if a pawn gets close to it. Each revenant must be studied individually. The study progress and tracking benefits apply only to the revenant they dropped from. A revenant that reforms when captured maintains its signature and study progress. A revenant that reforms directly from a spine without the use of a containment spot reforms with a new biosignature. | ||
Revenants have a [[psychic sensitivity]] of 200% and a [[toxic resistance]] of 100%. | Revenants have a [[psychic sensitivity]] of 200% and a [[toxic resistance]] of 100%. | ||
− | They have a | + | They have a [[Stagger Time Multiplier]] of {{Good|×0%}}, making them immune to stagger. |
+ | |||
+ | Note that despite nominally having a melee attack, revenants never use it unless trying to break a recently placed wall and instead either uses its hypnotize attack or runs away. | ||
− | + | If a Revenant has no route through doors when it is escaping or fleeing it will proceed to mine walls to reach its hiding spot. {{Check Tag|Attacking?|If a base is effectively closed in with no doors leading in, does the revenant mine walls to get to its victim?}} | |
+ | |||
+ | After a Revenant hypnotizes a pawn there will be a 1.8 to 3.2 day interval until the next attack. | ||
+ | |||
+ | The visibility distance and hypnotize cast time are based on colonist count. The higher the colonist count the shorter the visibility range and faster hypnotize cast time. | ||
=== Yield === | === Yield === | ||
{{Recode|section=1|reason=}} | {{Recode|section=1|reason=}} | ||
− | The revenant yields 4 [[bioferrite]] and 200W per day. | + | * The revenant yields 4 [[bioferrite]] and 200W per day. |
− | Min | + | * Min containment strength 80 |
− | Base escape interval: MTB 45 days. | + | * Base escape interval: MTB 45 days. |
− | Studiable 120000 | + | * Studiable 120000 |
− | Advanced | + | * Advanced |
− | 3 knowledge | + | * 3 knowledge |
− | requires holding platform | + | * requires holding platform |
− | Requires monolith level 1 for study. | + | * Requires monolith level 1 for study. |
== Analysis == | == Analysis == | ||
− | 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. | + | 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. The moment you identify the presence of a revenant, use zoning, work assignments and restricted doors to keep colonists together and prevent revenants from singling out and picking off isolated colonists. |
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. | ||
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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. | 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. | ||
− | + | Because revenants always come alone, [[psycast]]ers{{RoyaltyIcon}} can trivialize attacks by spamming the [[Stun (psycast)|Stun]] and [[Skip]] psycasts to interrupt their hypnosis and prevent them from escaping. | |
+ | |||
+ | When hunting down an invisible revenant, the [[Beckon]] psycast{{RoyaltyIcon}} can be used to great effect in an attack upon the beast, halting a revenant's flight upon being revealed and calling them back to the psycaster, allowing your pawns to continue to damage and injure the revenant. Spamming Beckon can allow a much easier time hunting down a revenant, potentially allowing you to kill it after just one hunt before it can escape and hide once more. | ||
== Version history == | == Version history == | ||
* [[Anomaly DLC]] Release - Added. | * [[Anomaly DLC]] Release - Added. | ||
− | * [[1.5.4069]] - Revenant flammability reduced, effectively fireproof. | + | * [[Version/1.5.4069]] - Revenant flammability reduced to 0%, effectively fireproof. |
+ | |||
+ | {{Nav|entity|wide}} | ||
+ | [[Category: Entities]] |
Latest revision as of 05:21, 18 November 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General but also infobox and categories. |
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 fire.
Base Stats
Pawn Stats
- Combat Power
- 300
- Move Speed
- 3.2 c/s
- Health Scale
- 1000% HP
- Body Size
- 1
- Mass
- 60 kg
- Diet
- none
- Life Expectancy
- 1000 years
- Trainable Intelligence
- None
- Psychic Sensitivity
- 200%
- Toxic Resistance
- 100%
Melee Combat
- Attack
- Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 0.93
Containment
- Min Containment Strength
- 80
- Knowledge Gain
- 3 Advanced
- Study Interval
- 120,000 ticks (2 in-game days)
- Min Monolith Level For Study
- 1
- Held on Platform
- true
- Escape Interval
- MTB 45 days
- defName
- Revenant
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 five colonists and the Monolith is at at least level 1. Be warned: temporary pawns do count towards the total. 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, or when placed into containment. Note that immediately smashing the spine will not unlock the Revenant's codex entry. This quest does not respect the population requirement, but having fewer colonists seems to make it rarer.
Summary[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: general -invisibility and hearing mechanics not covered. Nominal move speed seems incorrect - hediff when running away?. |
The Revenant is an advanced entity hunting for humans to hypnotize.
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. The unnatural healing ability or a healer mech serum also can end the hypnosis. Revenant hypnosis is not limited only to the player's pawns, but is also capable of affecting prisoners, visiting guests and traders.
While a Revenant is invisible, any pawns will be unable to target it, and it won't be visible on the map however its location can be pinpointed as it can be seen opening doors. [Filth Tracking?]
Can be revealed by:
- Any damage, including by missed shots happening to hit the revenant.
- EMP damage.
- Disruptor flares [Detail needed]
- Firefoam
- The waterskip and vertigo pulse psycasts.
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 hauled like an item, 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. Note that a spine will eventually reform into revenant if not destroyed.
If a revenant is damaged during its attack, it'll drop a revenant flesh chunk. Only one sample will drop per victim. The chunk can be studied to make it easier to track the revenant. The first chunk studied will make the trail of claw marks longer. The second will provide an even longer claw mark trail but also provide a warning letter when a pawn is near the revenant. The third sample provides the longest trail and reveals the revenant if a pawn gets close to it. Each revenant must be studied individually. The study progress and tracking benefits apply only to the revenant they dropped from. A revenant that reforms when captured maintains its signature and study progress. A revenant that reforms directly from a spine without the use of a containment spot reforms with a new biosignature.
Revenants have a psychic sensitivity of 200% and a toxic resistance of 100%.
They have a Stagger Time Multiplier of ×0%, making them immune to stagger.
Note that despite nominally having a melee attack, revenants never use it unless trying to break a recently placed wall and instead either uses its hypnotize attack or runs away.
If a Revenant has no route through doors when it is escaping or fleeing it will proceed to mine walls to reach its hiding spot. [Attacking?]
After a Revenant hypnotizes a pawn there will be a 1.8 to 3.2 day interval until the next attack.
The visibility distance and hypnotize cast time are based on colonist count. The higher the colonist count the shorter the visibility range and faster hypnotize cast time.
Yield[edit]
This section has been suggested for recoding. Reason: '. You can help RimWorld Wiki by improving it. |
- The revenant yields 4 bioferrite and 200W per day.
- Min containment 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. The moment you identify the presence of a revenant, use zoning, work assignments and restricted doors to keep colonists together and prevent revenants from singling out and picking off isolated colonists.
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. The first studied chunk of flesh will cause the Revenant to leave tracks for a greater length of time after cloaking. The second will allow your colonists to hear it when they are nearby, represented by a message appearing at the top of the screen and the pawn gaining an exclamation mark over their head. The third studied chunk will allow your colonists to see through its invisibility, causing it to be revealed when they are close enough.
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.
Because revenants always come alone, psycasters can trivialize attacks by spamming the Stun and Skip psycasts to interrupt their hypnosis and prevent them from escaping.
When hunting down an invisible revenant, the Beckon psycast can be used to great effect in an attack upon the beast, halting a revenant's flight upon being revealed and calling them back to the psycaster, allowing your pawns to continue to damage and injure the revenant. Spamming Beckon can allow a much easier time hunting down a revenant, potentially allowing you to kill it after just one hunt before it can escape and hide once more.
Version history[edit]
- Anomaly DLC Release - Added.
- Version/1.5.4069 - Revenant flammability reduced to 0%, effectively fireproof.