Revenant

From Doom Wiki

Jump to: navigation, search
A revenant on the move in Level 6: The Crusher, in Doom II.
A revenant on the move in Level 6: The Crusher, in Doom II.

Revenants are monsters introduced in Doom II that are easily recognized by their high-pitched shriek. They take the form of very tall animated skeletons in metal body armor equipped with shoulder-mounted missile launchers, and blood and gore run down their legs.

According to the manual: Apparently when a demon dies, they pick him up, dust him off, wire him some combat gear, and send him back into battle. No rest for the wicked, eh? You wish your missiles did what his can do.

Contents

[edit] Combat characteristics

Revenants fire two sorts of missiles; unguided and homing. The homing missiles can be identified by their gray smoke trail. During melee combat they can also strike a blow with one of their large fists, complete with an exaggerated punching sound effect. When a revenant is within 196 units of its target, it will resort to its punching attack, unless attacked and hurt, which makes it counter-attack with its missile.

[edit] Tactical analysis

The revenant's missiles are very powerful and when homing, particularly hard to dodge when out in the open. Fortunately, the pain chance of a revenant is rather high, so a chaingun will generally suffice against a single monster, preventing it from attacking. The revenant is rather fast on its feet, so players must be sure to keep their distance. If they don't, the melee attack of the revenant delivers a fiendishly powerful blow that can easily crush the player with a few hits.

When fighting larger groups of these towering skeletons, it is useful to use a plasma gun, the BFG9000 or a rocket launcher. It is useful to keep moving, as well, to prevent missiles from reaching the player, and if pillars, walls, or other obstacles are available, then they will be useful as barriers for stopping homing missiles. The homing missiles are very difficult to outrun, but if the player is able to strafe to the side and then forward just before being hit, the projectile may not be able to come around again. Another way to dodge them is for the player to slide behind an obstacle or around a corner.

[edit] Notes

  • The name revenant is of french origin[1], and generally means "one who returns (from death)".
  • When compared to the the monster as it appears in the game, the revenant model built during the game's development [2] shows a good deal more muscle tissue, and no chest armor.
  • Despite the fact that the engine considers the revenant only 56 units in height, the actual sprite of monster is taller closer to 72 units or more in height, making the Revenant look as if it is standing "inside" the ceiling if it enters a corridor or room that is less than 72 units in height. Their height appearance also makes it unclear as to what they may have been in life, as they look taller than the game's human characters and do not resemble any other in-game monster, notwithstanding the tongue-in-cheek description in the game manual that defines them as reanimated demons.
  • Because revenant rockets adjust their direction to aim towards the targeted player, it is possible to place them into stable orbits [3][4].

[edit] Data

Attributes
ID #66 (decimal), 42 (hex)
Hit points300
Speed10 map units/frame
(175.0 map units/second)
Width40
Height56
Reaction time8
Pain chance100 (39.06%)
Mass500
Bits4194310
Bits list

1: Obstacle

2: Shootable

22: Affects Kill %

Sprites & sounds
Sprite nameSKEL
Alert soundDSSKESIT
Action soundDSSKEACT
Pain soundDSPOPAIN
Death soundDSSKEDTH
Melee attack
Damage6-60
SoundDSSKESWG (backswing)
DSSKEPCH (impact)
Ranged attack
TypeProjectile
(sometimes guided)
Speed10 map units/tic
(350 map units/second)
Damage10-80
Width11
Height8
Sprite nameFATB (in flight)
PUFF (trail)
FBXP (impact)
SoundDSSKEATK (firing)
DSBAREXP (impact)
Damage done by a revenant's punch
Damage done by a revenant's punch
Damage done by a revenant's missile
Damage done by a revenant's missile

[edit] Appearance statistics

In classic Doom, the revenant is first encountered on these maps:

GameITYTD and HNTRHMPUV and NM
Doom IIMAP06: The CrusherMAP06: The CrusherMAP06: The Crusher
TNT: EvilutionMAP05: HangerMAP03: Power ControlMAP02: Human BBQ
PlutoniaMAP01: CongoMAP01: CongoMAP01: Congo

The IWADs contain the following numbers of revenants:

GameITYTD and HNTRHMPUV and NM
Doom II205990
TNT: Evilution61152233
Plutonia266349422

[edit] Doom RPG

In Doom RPG, the revenant appears as a class of monster. There are three variations, identified by color:

  • Ghoul (normal but with green "pants")
  • Fiend (blue)
  • Revenant (normal colors)

They explode when defeated, usually leaving a rocket behind for the player to pick up.

[edit] See also

Monsters from Doom and Doom II
Arachnotron | Arch-vile | Baron of hell | Cacodemon | Commander Keen | Cyberdemon | Demon | Heavy weapon dude | Hell knight | Imp | Lost soul | Mancubus | Pain elemental | Revenant | Shotgun guy | Spectre | Spiderdemon | Zombieman | Wolfenstein SS | See also final boss
Personal tools
.