Revenant

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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.<ref>Template:Source ref</ref> If Enkindle's duration runs out, any spare memories are lost. You can't gain memories during Enkindle.

The Spellclaws damage boost is nonlinear:<ref>Template:Source ref</ref>

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

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

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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 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.

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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.
  • Despite the name of "Spellclaws", the melee passive doesn't get any special bonus from Unarmed Combat. Characters who are primarily casters will likely prefer to wield weapons or magical staves once past the early game. The former can benefit from brand and enchantments, outweighing the +2 Unarmed damage boost, while the latter directly boosts spell power and has passable melee damage.

History

References

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