Revenant


 * For the revenant in Doom 3, see Revenant (Doom 3).

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.''

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.

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.

Data





 * 1) These tables assume that all calls to P_Random for damage, pain chance, impact animations, backfire checks, and smoke trails are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as flickering lights). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
 * 2) Assumes that direct hits are possible, which does not occur in any stock map.
 * 3) Hardcoded exception to infighting negates damage (excepting indirect damage caused by exploding barrels).
 * 4) Assumes that the target is 196 units away. The approximation of consecutive P_Random calls is particularly shaky in the case of a revenant's missile: not only does the total number of calls depend on the flight time of the missile (via the smoke puffs), but the absolute gametic value at launch determines whether the missile is guided or not, and that in turn is highly dependent on how far the revenant walks between attacks.

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

The IWADs contain the following numbers of revenants:

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)

.