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Tier: 3
Alignment: Neutral
Wiki Information
Entrance:
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The Revenant is a warrior who has tapped into the greater Nexal powers to move beyond life itself. Revenants are undead soldiers and through their connection with the forces of death are granted many powers beyond those of the other unaligned combat classes.
Revenants suffer severe penalties when operating in daylight (even taking damage if they move through the outside) but are terrible engines of blood and destruction at night. Over time, the Revenant will gain the ability to use the life-forces of his foes to fuel his own power as well as taking the form of night creatures. However, it is the Revenant's Blood Frenzy that inspires the most dread within those who walk in the light.
Like the Lich, the Revenant is immune to Death damage.
During the day, Revenants suffer several innate penalties to their actions:
- A -1 damage penalty to all attacks
- A -30% to attack rolls (if outside)
- A -15% to attack rolls (if inside, or in the Sewers)
- 3 Hit Points damage per Action Point spent, if acting outside.
However, during the night, Revenants gain extensive additional strength:
- A 5% bonus to all attacks
- A 1 damage bonus to all attacks
- A regeneration of 10 Hit Points every 15 minutes (the Revenant must be "alive").
Daytime penalties may be offset with the purchase of the Day Resistance skill. Nighttime bonuses may be enhanced with the purchase of the Strength of Darkness skill.
It always night time in the planes of Stygia and its Warrens. Further, even though the void brightens and darkens in the plane of Nifleheim, Revenants will always be at full strength there as it is the plane of Death.
It is always day time in the planes of Paradise and the Nimbus.
Revenants take double damage from silver weapons such as Tarnished Swords.
| | | Blood Frenzy (30 CP)  You are able to channel your blood so that you enter a powerful, predatory state. This ability allows the Revenant to enter a 'Blood Frenzy' state. When under the effects of Blood Frenzy, the character gains an increased attack chance and increased damage. However, his defense is reduced. This ability consumes a great deal of Magic Points. |
| | | Elite Attack (30 CP)  Your knowledge of combat has further increased. Your attacks are even more damaging. This ability adds a permanent, innate damage bonus of +2 to all attacks performed by the character with any weapon. It does not apply to spell attacks but it does apply to enhanced attacks. This ability stacks with Strong Attack. |
| | | Revenant's Kiss (30 CP)  Your affinity with the night has granted you a thirst for blood - and the means to extract it. This ability grants the Revenant an innate bite attack. Upon a successful hit with the bite, in addition to its normal damage, the Revenant will drink the blood of the victim and is able to use the blood to heal himself. This blood drinking ability works with the bite of the wolf form granted by Shadow of the Wolf as well. |
| | | Soul Consumption (60 CP)  You have grown stronger in the arts of the night, and may now steal parts of the souls from your victims. Upon a successful kill using one of the Revenant's bite attacks, a small portion of the victim's soul is consumed and is used to replenish the Revenant's Magic Point total. This ability works with both the innate bite granted by Revenant's Kiss and the wolf bite granted by Shadow of the Wolf. |
| | | Shadow of the Bat (30 CP)  You are able to transform your body into that of a large bat. This ability allows the Revenant to transform into a bat. When in bat form, the Revenant is much harder to hit, but he is unable to speak, manipulate items, or attack any foe. This form provides a form of flight that does not extract any Magic Points during travel (but it does consume Magic Points per minute). |
| | | Animus of the Bat (60 CP)  You are able to assume a hybrid form of bat and man. While in hybrid form, your senses are sharpened, you react faster, and your hand-to-hand and melee damage is increased. This skill grants the Revenant an additional shape change form. The Revenant may access some, but not all, items in his or her inventory. Some, but not all, weapons may be used. The Revenant gains the equivalent of Enhanced Senses while in this form as well as the ability to see invisible creatueres. The Revenant may fly at whim and may interact with doors. |
| | | Shadow of the Wolf (30 CP)  You are able to transform your body into that of a large wolf. This ability allows the Revenant to transform into a wolf. When in wolf form, the Revenant may not speak, manipulate objects, or attack with any weapons other than a powerful innate bite attack. Further, the wolf form is very fast. |
| | | Animus of the Wolf (60 CP)  You are able to assume a hybrid form of wolf and man. While in hybrid form, you react faster and your hand-to-hand damage is increased. This skill grants the Revenant an additional shape change form. The Revenant may access some, but not all, items in his or her inventory. Some, but not all, weapons may be used. The Revenant gains the equivalent of Enhanced Senses while in this form, an increased defense, as well as a bonus to damage with hand to hand and melee attacks. Further, the Revenant may interact with doors. |
| | | Howl (60 CP)  When in wolf form, you may let out a howl. This will summon another wolf creature to accompany you on your hunt. This skill summons a wolf. The wolf behaves as a single pet. It has its own personality and desires, and cannot be controlled or ordered. The wolf will leave if you revert to your human form. You may only summon one wolf at a time. |
| | | Echoing Howl (90 CP)  Your ability to howl has improved dramatically and will attract more wolves to hunt with you. This ability increases the number of wolves summoned by your howl. The number who appear will be between three and six. While they are individual pets, they will behave as a pack. The wolves will leave you if you revert to your human form. You may not summon additional wolves while other wolves accompany you. |
| | | Strength of Darkness (30 CP)  Your undead soul has taken deeper root in the night, making you more powerful in darkness. This ability increases the Revenant's innate nighttime damage bonus to +2. Further, the Revenant's attack bonus is increased to +10%. |
| | | Day Resistance (60 CP)  You have grown stronger and are better able to resist the life-source, the sun. This skill reduces the Revenant's innate daytime penalties. Damage taken while performing actions outside in the sun is reduced to 1 point, the damage penalty is removed, and the percentage penalties for operating outside and inside are reduced to -15% and -5%, respectively. |
| | | Shadow Armor (60 CP)  You have reconnected with the dark and dread soldiers of the night, and have been granted a suit of Shadow Armor. This ability grants the Revenant a suit of archaic, magical Shadow Armor. The Shadow Armor is bound to the Revenant body and soul, and cannot be removed. The Shadow Armor affords varying degrees of protection. |
| | | Umbral Sword (60 CP)  You have reconnected with the dark and dread soldiers of the night, and have been granted an Umbral Sword. This ability grants the Revenant an archaic, magical sword of great power. The sword is bound to the Revenant body and soul, and cannot be traded or dropped. |
| | | Summon Bat Swarm (30 CP)  You are capable of summoning a large cloud of bats. The bat swarm will obey your every command. You may summon a bat swarm. The bat swarm behaves as a single pet and has a collective number of Hit Points, Magic Points, and Action Points. When any of these three statistics reach zero, the bat swarm will lose cohesiveness. |
| | | Summon Vermin Swarm (30 CP)  You are capable of summoning a large swarm of vermin: rats, mice, bats, etc. The vermin swarm will obey your every command. You may summon a vermin swarm. The vermin swarm behaves as a single pet and has a collective number of Hit Points, Magic Points, and Action Points. When any of these three statistics reach zero, the vermin swarm will lose cohesiveness. |
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