Difference between revisions of "Revenant"

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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.}}
 
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==
 
==Innate Abilities==
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**'''[[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.
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**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.
 
**Revenants cannot use the spells [[Borgnjor's Revivification]], [[Death's Door]], or [[Sublimation of Blood]].
 
**Revenants cannot use the spells [[Borgnjor's Revivification]], [[Death's Door]], or [[Sublimation of Blood]].
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*Revenants are vulnerable to [[Lee's Rapid Deconstruction]] and [[Shatter]].
 
*'''[[Claws|Claws 1]]''': Revenants have claws on their hands. They receive a +2 damage bonus to [[Unarmed Combat]], if they are not wearing [[gloves]].
 
*'''[[Claws|Claws 1]]''': Revenants have claws on their hands. They receive a +2 damage bonus to [[Unarmed Combat]], if they are not wearing [[gloves]].
 
*'''[[Low MP|Low MP 2]]''': Revenants have 20% less MP than other species.
 
*'''[[Low MP|Low MP 2]]''': Revenants have 20% less MP than other species.
*'''[[Spellclaws]]''': Revenants perform a melee attack against the highest-health enemy in range whenever they cast a damage-dealing spell.
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*'''Spellclaws''': Revenants perform a melee attack against the highest-health enemy in range whenever they cast a damage-dealing spell. The melee attack takes no extra time, but if your attack speed is faster or slower than 1.0 decaAut, the damage is scaled proportionally.
*Revenants gain ''memories'' from monsters they kill, and can use these memories to boost their spellcasting through their active Enkindle ability upon reaching XL 3 (see below).
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*Revenants gain ''memories'' from monsters they kill; see below for details.
 
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.
 
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.
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===Memories and Enkindle===
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Revenants gain '''memories''' from monsters they kill, based on XP gain. Up to <code>3 + 3*XL/20</code> memories, rounded down, can be stored. These memories may be used by the '''Enkindle''' ability (enabled from XL 3) to boost their damage dealing spells.
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During Enkindle, each ''damage-dealing'' spell is empowered, but uses up a memory in the process. For eligible spells:
 +
*Spell power is increased and spell failure is decreased.
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*Spells cost 0 MP.
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*Body armour and shield encumbrance are ignored for casting.
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*Spellclaws are boosted: Spellclaw attacks never miss, damage is increased depending on spell level, and attacks recover HP equal to 75% the damage dealt.
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Enkindle lasts for <code>11 + 1d9 + 3*memories</code> turns or until you run out of memories.<ref>{{source ref|0.33.1|ability.cc|3385}}</ref> If Enkindled's duration runs out, any spare memories are lost. You can't gain memories during Enkindled.
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The Spellclaws damage boost is nonlinear:<ref>{{source ref|0.33.1|melee-attack.cc|489}}</ref>
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{| class="prettytable" border=1
 +
|-
 +
!Level !! % Boost !! Level !! % Boost
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|-
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|1 || 5% || 6 || 70%
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|-
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|2 || 15% || 7 || 90%
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|-
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|3 || 25% || 8 || 115%
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|-
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|4 || 40% || 9 || 150%
 +
|-
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|5 || 55%
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|}
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==
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*10% more [[HP]] than average.
 
*10% more [[HP]] than average.
 
*+3 [[willpower]] per level.
 
*+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.
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*Upon reaching XL 3, gain the Enkindle ability (Mnemophage mutation) and one random damage-dealing level 1 spell, as well as a memory.
**They also gain one random level 1 spell upon reaching XL 3 for use with this ability.
 
 
 
 
==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
 
Revenants start with the skills and equipment listed for their background.
 
Revenants start with the skills and equipment listed for their background.
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==Difficulty of Play==
 
==Difficulty of Play==
 
{{Moderate}}
 
{{Moderate}}
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Revenants are a durable species with undead resistances. In particular, [[poison]] immunity helps early, while [[torment]] immunity is great in [[extended]]. With [[Claws]] and a high [[Unarmed Combat]] aptitude, they make good unarmed fighters, even without access to [[talisman]]s. They can also be played as casters, despite the low MP, with good aptitudes in a few schools and passible (-1) aptitudes in most others. Enkindle partially solves the MP issue, as it allows you to cast at 0 MP.
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However, Revenants really shine when combining melee with direct-damage spells, as their Spellclaws allow them to do both at the same time. Enkindle is a really strong ability, as it allows a Revenant to cast spells that are otherwise offline without using MP.
  
 
{{species_aptitudes|Revenant}}
 
{{species_aptitudes|Revenant}}
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==Strategy==
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*For heavy melee characters, damage spells can be treated like [[evocable]]s that can be activated with Enkindled.
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*For primarily magic characters, Spellclaws can result in free attacks (especially if you're already using range-1 spells like [[Irradiate]]), and putting a few levels into melee doesn't cost much XP.
  
 
==History==
 
==History==
{{CBA|0.33|Revenants will replace [[Ghoul]]s.}}
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*Revenants were added in [[0.33]] to replace [[Ghoul]]s.
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==References==
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<references/>
  
 
{{species}}
 
{{species}}

Latest revision as of 09:49, 22 November 2025

Version 0.33: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
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.

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.

Memories and Enkindle

Revenants gain memories from monsters they kill, based on XP gain. Up to 3 + 3*XL/20 memories, rounded down, can be stored. These memories may be used by the Enkindle ability (enabled from XL 3) to boost their damage dealing spells.

During Enkindle, each damage-dealing spell is empowered, but uses up a memory in the process. For eligible spells:

  • Spell power is increased and spell failure is decreased.
  • Spells cost 0 MP.
  • Body armour and shield encumbrance are ignored for casting.
  • Spellclaws are boosted: Spellclaw attacks never miss, damage is increased depending on spell level, and attacks recover HP equal to 75% the damage dealt.

Enkindle lasts for 11 + 1d9 + 3*memories turns or until you run out of memories.[1] If Enkindled's duration runs out, any spare memories are lost. You can't gain memories during Enkindled.

The Spellclaws damage boost is nonlinear:[2]

Level  % Boost Level  % Boost
1 5% 6 70%
2 15% 7 90%
3 25% 8 115%
4 40% 9 150%
5 55%

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, gain the Enkindle ability (Mnemophage mutation) and one random damage-dealing level 1 spell, as well as a memory.

Starting Skills and Equipment

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

Difficulty of Play

SimpleIntermediateAdvanced

Revenants are a durable species with undead resistances. In particular, poison immunity helps early, while torment immunity is great in extended. With Claws and a high Unarmed Combat aptitude, they make good unarmed fighters, even without access to talismans. They can also be played as casters, despite the low MP, with good aptitudes in a few schools and passible (-1) aptitudes in most others. Enkindle partially solves the MP issue, as it allows you to cast at 0 MP.

However, Revenants really shine when combining melee with direct-damage spells, as their Spellclaws allow them to do both at the same time. Enkindle is a really strong ability, as it allows a Revenant to cast spells that are otherwise offline without using MP.

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 Forgecraft -2
Throwing -1 Shapeshifting N/A Translocations -1
Alchemy -1
Short Blades -1 Fire Magic -2
Long Blades -1 Ice Magic 1
Ranged Weapons -3 Air Magic -2
Experience -1 Earth Magic 1

Strategy

  • For heavy melee characters, damage spells can be treated like evocables that can be activated with Enkindled.
  • For primarily magic characters, Spellclaws can result in free attacks (especially if you're already using range-1 spells like Irradiate), and putting a few levels into melee doesn't cost much XP.

History

References

Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganRevenantTenguOniBarachi
Advanced CoglinVine StalkerPoltergeistDemigodFormicidNagaOctopodeFelidMummy