Revenant

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Revision as of 22:02, 6 October 2024 by Maple653 (talk | contribs) (melee attack seems to be only used when like trapped recently by a wall or just... garage door i guess.)
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Summary

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.

Can be revealed by:

  • Any damage, including by missed shots happening to hit the revenant.
  • Fire damage.
  • EMP damage.
  • Disruptor flares [Detail needed]
  • 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.

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 wall and instead it either uses its hypnotise attack or runs away. notably if enclosed in a area with no door, the revenant will begin mining a wall shortly after attacking one.

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.

Yield

  • 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.