Difference between revisions of "Revenant"

From CrawlWiki
Jump to: navigation, search
m (fix typo)
m (Innate Abilities: stat drain is no more)
Line 16: Line 16:
 
**'''[[Poison Resistance|Poison Immunity]]''': Revenants are immune to poison.
 
**'''[[Poison Resistance|Poison Immunity]]''': Revenants are immune to poison.
 
**'''[[Torment Immunity]]''': Revenants cannot be tormented.
 
**'''[[Torment Immunity]]''': Revenants cannot be tormented.
**Revenants cannot gain [[mutation]]s, use [[talisman]]s, or be [[polymorph]]ed. When mutated, they receive [[stat]] penalties instead.
+
**Revenants cannot gain [[mutation]]s, use [[talisman]]s, or be [[polymorph]]ed. When mutated, they [[drain|temporarily lose max HP]] instead.
 
**Revenants are [[unbreathing]], cannot be put to [[sleep]], cannot go [[berserk]], and do not have [[blood]].
 
**Revenants are [[unbreathing]], cannot be put to [[sleep]], cannot go [[berserk]], and do not have [[blood]].
 
**Revenants are vulnerable to [[Dispel Undead]], [[holy]] damage, and [[holy wrath]]-[[brand]]ed weapons. They may not worship the [[good god]]s ([[The Shining One]], [[Zin]], or [[Elyvilon]]). The holy wrath brand will not function on weapons they wield.
 
**Revenants are vulnerable to [[Dispel Undead]], [[holy]] damage, and [[holy wrath]]-[[brand]]ed weapons. They may not worship the [[good god]]s ([[The Shining One]], [[Zin]], or [[Elyvilon]]). The holy wrath brand will not function on weapons they wield.

Revision as of 15:10, 17 February 2025

Trunk-only: This article pertains to a feature of Crawl which is being tested. It will likely change before the next release, and may even be removed entirely.
This page is about the player species. For the monster, see Revenant (monster).
Revenants are skeletal undead, created when an individual dies to violent magic without being mourned or remembered. They rise with fragmentary recollections of their former life and an all-consuming hunger to claw back that existence which the world forgot.

So powerful is this drive which animates them that they can they can actually rip the very existence from others, tearing fragments of souls and memories and even the fundamental essence of inanimate objects and turning them into fuel for the unholy fire that forever flickers upon their form.

Their nature makes them uniquely skilled at wielding destructive magic; while their reserves of magical energy are poor and their aptitudes unremarkable (aside from an affinity for ice, earth, and necromantic magic), they can channel damage-dealing spells through their claws, allowing them to perform melee attacks at the same time as they cast spells. They can even burn away the memories they have collected to briefly empower their magic and allow them to cast unhindered by armour.

Beyond this, they are sturdy and skilled at using their claws in unarmed combat, and possess the same immunity to poison, negative energy, and torment that all undead share, as well as a resistance to cold.

Revenants are an undead species that will be added in 0.33.

Innate Abilities

Revenants have a base Strength of 11, Intelligence of 7, and Dexterity of 4 (before Background modifiers). They have +1 base magic points, however this is affected by their Low Magic mutation.

Preferred Backgrounds

Revenants are prohibited from becoming Shapeshifters.

Level Bonuses

  • +1 strength or intelligence every 5th level.
  • 10% more HP than average.
  • +3 willpower per level.
  • Upon reaching XL 3, they gain the Mnemophage mutation, which grants an Enkindle ability. This ability grants the Enkindled status for several turns, during which any damage-dealing spells the player casts will have increased power and success chance, cost 0 MP, is unaffected by armour encumbrance, and heals the player for a portion of any damage dealt. Each empowered spell costs a memory, and all memories are lost when the status ends regardless of whether they have been used. The ability has an experience-based cooldown.
    • They also gain one random level 1 spell upon reaching XL 3 for use with this ability.

Starting Skills and Equipment

Revenants start with the skills and equipment listed for their background.

Difficulty of Play

SimpleIntermediateAdvanced

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting 1 Armour -1 Spellcasting -1
Dodging -1
Maces & Flails -1 Shields -1 Conjurations -1
Axes -1 Stealth 2 Hexes -2
Polearms -1 Summonings -1
Staves -1 Invocations 1 Necromancy 0
Unarmed Combat 1 Evocations -1 Translocations -1
Throwing -1 Shapeshifting N/A Alchemy -1
Fire Magic -2
Short Blades -1 Ice Magic 1
Long Blades -1 Air Magic -2
Ranged Weapons -1 Experience -1 Earth Magic 1

History

Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy