Difference between revisions of "Revenant"

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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 by being lit on fire.
+
| 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
| min comfortable temperature = -40
+
| healthscale = 10
| max comfortable temperature = 60
 
| flammability = 0
 
| marketvalue =
 
| filth rate =
 
| combatPower =  
 
 
| bodysize = 1
 
| bodysize = 1
| healthscale = 12
+
| diet = none
| diet = none
+
| lifespan = 1000
 
| trainable = None
 
| trainable = None
| lifespan = 1000
+
| 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
| page verified for version =  
+
<!-- Technical -->
| tradeTags =  
+
| defName = Revenant
 +
| label = revenant
 
}}
 
}}
  
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== Occurrence ==
 
== Occurrence ==
Revenants may spawn as an Entity event when a colony has at least four [[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.
+
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.
 
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=geneal -invisibility and hearing mechanics not covered. Nominal move speed seems incorrect - hediff when running away?}}
+
{{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 humans to hypnotize.  
+
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.
+
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 on a random tile far away from where it was revealed, 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.
  
Can be revealed by:
+
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?}}
 +
 
 +
Invisible revenants 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.
* Fire damage.
 
 
* [[EMP]] damage.
 
* [[EMP]] damage.
* Disruptor flares {{Check Tag|Detail needed}}
+
* [[Disruptor flare pack|Disruptor flares]] Note: Only the initial flash from the flare will reveal revenant, not the light that they continue to put out.
 +
* [[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 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.
+
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. You will get a warning letter before the revenant emerge.
  
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.
+
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 and also provide a warning when a pawn is near the revenant, indicated by an exclamation mark above the pawn's head. 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 stagger duration factor of 0%, making them immune to stagger.
+
They have a [[Stagger Time Multiplier]] of {{Good|×0%}}, making them immune to stagger.
  
Note that despite nominally having a melee attack, revenants never uses it{{Check Tag|Verify}} and instead it either uses its hypnotise attack or runs away.
+
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.  
 
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 highest the colonist count the shorter the visibility range and faster hypnotize cast time.
+
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 ===
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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.
 
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.
+
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.
  
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.
+
There a many ways to prevent a revenant from running away, allowing you to deal more damage each time it's revealed, or even killing it after the first hypnosis:
 +
* [[Vertigo pulse]] reveals the revenant, disrupts its hypnosis, makes it wander around without being able to hypnotize or become invisible for a whopping 40 seconds.
 +
* [[Stun (psycast)|Stun]] psycast stuns the revenant in place, but doesn't interrupt their hypnosis.
 +
* EMP also stun the revenant in place without disrupting hypnosis. But it can reveal a hidden revenant, and will stun it for much longer (especially with high-quality [[EMP launcher]]s). Legendary EMP launchers can stun revenants indefinitely.
 +
* [[Beckon]] psycast prevents the revenant from running away, but it will wake up when taking damage. [[Skip]] psycast also prevents them from running away.
  
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.
+
=== Containment ===
 +
The revenant has high containment strength requirement and is annoying in case of escape. But once their "silver bullet" (legendary [[EMP launcher]] or [[vertigo pulse]]) is available, you can completely prevent revenants from running away or hiding. This makes capturing and harvesting from them much easier.
 +
 
 +
Executing the revenant also resets the "Bioferrite Extracted" cooldown allowing it to be farmed for around 15-20 bioferrite per extraction by repeating the extract bioferrite > execute > capture process.
  
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.
+
=== Hunting the revenant ===
 +
Revenants only move fast when fleeing. If they are injured enough, they will become slower than humans when invisible. After analyzing 2 flesh chunks, the trail will be long enough to reliably catch a slow revenant.
  
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.
+
[[EMP grenades]] can be used to reveal and stun invisible revenants. With practice, it's possible to aim the throw ahead of the trail and catch a them. See the [[EMP grenades#Aiming ahead|grenade aiming]] section for how far to aim ahead. The speed of the revenant can by approximated by comparing the distance covered by its trail and the distance by a normal pawn in the same duration.
  
 
== 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]]
 
[[Category: Entities]]

Latest revision as of 21:26, 17 December 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 fire.

Base Stats

Type
EntityAdvanced
Flammability
0%

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
Destroy yield
Revenant spine

Containment

Min Containment Strength
80
Knowledge Gain
3 Advanced
Study Interval
120,000 ticks (2 in-game days)
Bioferrite Generation
Bioferrite 4/day
Min Monolith Level For Study
1
Held on Platform
true
Escape Interval
MTB 45 days
Technical
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]

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 on a random tile far away from where it was revealed, 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?]

Invisible revenants can be revealed by:

  • Any damage, including by missed shots happening to hit the revenant.
  • EMP damage.
  • Disruptor flares Note: Only the initial flash from the flare will reveal revenant, not the light that they continue to put out.
  • Firefoam
  • 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 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. You will get a warning letter before the revenant emerge.

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 and also provide a warning when a pawn is near the revenant, indicated by an exclamation mark above the pawn's head. 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]

  • 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.

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.

There a many ways to prevent a revenant from running away, allowing you to deal more damage each time it's revealed, or even killing it after the first hypnosis:

  • Vertigo pulse reveals the revenant, disrupts its hypnosis, makes it wander around without being able to hypnotize or become invisible for a whopping 40 seconds.
  • Stun psycast stuns the revenant in place, but doesn't interrupt their hypnosis.
  • EMP also stun the revenant in place without disrupting hypnosis. But it can reveal a hidden revenant, and will stun it for much longer (especially with high-quality EMP launchers). Legendary EMP launchers can stun revenants indefinitely.
  • Beckon psycast prevents the revenant from running away, but it will wake up when taking damage. Skip psycast also prevents them from running away.

Containment[edit]

The revenant has high containment strength requirement and is annoying in case of escape. But once their "silver bullet" (legendary EMP launcher or vertigo pulse) is available, you can completely prevent revenants from running away or hiding. This makes capturing and harvesting from them much easier.

Executing the revenant also resets the "Bioferrite Extracted" cooldown allowing it to be farmed for around 15-20 bioferrite per extraction by repeating the extract bioferrite > execute > capture process.

Hunting the revenant[edit]

Revenants only move fast when fleeing. If they are injured enough, they will become slower than humans when invisible. After analyzing 2 flesh chunks, the trail will be long enough to reliably catch a slow revenant.

EMP grenades can be used to reveal and stun invisible revenants. With practice, it's possible to aim the throw ahead of the trail and catch a them. See the grenade aiming section for how far to aim ahead. The speed of the revenant can by approximated by comparing the distance covered by its trail and the distance by a normal pawn in the same duration.

Version history[edit]