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Navigation: Main Page Creatures Angel

Threat level 2
Unknown creature.png
Basic statistics
Disposition Faction: Heaven, Ltd.
Armor Class C1
Pain Sensitivity 100%
Max Blood 20
Agility +0
Limb groups
HEAD Head - 10 HP
BODY Upper body - 40 HP
Lower body - 30 HP
LIMB 2 arms - 20 HP
2 legs - 20 HP
2 wings - 20 HP
EXTREMITY 2 hands - 15 HP
2 feet - 15 HP
WEAK POINTS 2 eyes (Head)
Crotch (Lower body)
Secondary statistics
Skeleton type Has bones.png
Can use Weapons/LBE? Yes box.png
Can use Clothing and armor? No box.png

The angel is a creature belonging to the Angelics category. They are sapient and adapted to life in the Civilized Areas, making them one of the civilized species of the Mazes.

Attacks and techniques

This creature has five attacks: Punch, Kick, Light shield, Angelic healing beam, and Light ball.

Punch and kick

Identical to the basic unarmed combat punch and kick. Maximum attacks per turn is determined by the Martial arts combat skill level.

Light shield

Damage type Range MAPT IS LDV Pain (All ACs)
Special Special 1 9 N N/A
  • Inflicts no Pain or Limb Damage.
  • This technique is an Angelic power which requires 1 AE to cast.
  • Upon casting the shield, the creature becomes engulfed in a protective shield, which will block all incoming damage. It will break after sustaining a certain amount of limb damage. If a light shield is already active, the technique can be used again to refill the existing shield's HP back to full.
    • The light shield counts as Armored, with 40 HP and LDV-0.
    • The light shield engulfs the user, which means it takes priority over personal body armor and/or shields, but will not engulf Cover. The order of priority is as follows: Cover > Light shield > Physical shields > Target creature (AC/body armor).
    • The light shield is fully impenetrable until broken - there is no pass-through of damage until the shield is broken, which makes it possible to survive powerful hits without taking damage (other than the casting costs), even if they would destroy the shield in one hit.

Angelic healing beam

Damage type Range MAPT IS LDV Pain (All ACs)
Special Ranged 1 9 N N/A
  • Inflicts no Pain or Limb Damage.
  • This technique is an Angelic power which requires 2 AE to cast.
  • This technique can be aimed at self, or at any other creature in the room. It requires no accuracy check; the technique always succeeds.
  • Upon casting the spell, the targeted creature will instantly heal 30% Pain, 4 HP per limb on all limbs, and close 2 random open wounds.

Light ball

Damage type Range MAPT IS LDV Pain (All ACs)
Special Ranged 1 3 N N/A
  • Inflicts no Pain or Limb Damage.
  • This technique is an Angelic power which requires 1 AE to cast.
  • The purpose of this attack is to generate a powerful, flash of blinding brightness alongside a very loud noise on the Side in which it lands, essentially working like a flashbang. The attack does not need to be aimed at any particular creature, as the cloud will affect every creature on the same Side.
  • All creatures affected by a light ball will gain the Flashbanged effect for 2 turns. If any creature affected by a light ball was also under the effects of Night Vision, such as that provided by Night vision goggles, the length of that effect is doubled (4 turns, instead of 2).

Dice results:

  • A critical success will double the length of the Flashbanged effect (4 turns, instead of 2).
    • The effects of Night Vision and a critical success stack; meaning such a creature will be blinded for 8 turns (2 x2 x2).
  • A regular success will result in the normal effects occurring.
  • A failure results in the light ball failing to disorient anyone, imparting its effects to no creatures.
  • A critical failure results in the light ball undergoing premature extinction, resulting in no effects.


Load-bearing equipment

Equipment and inventory

Equipped weapons:


  • Leg quiver (Left), Ammunition: 6x Arrow, NRM
  • Leg quiver (Right), Ammunition: 6x Arrow, NRM

Other information


  • Combat skills: Basic (Archery, Two-handed sword), Unskilled (all other combat skills)
  • Non-combat skills: Unskilled (all non-combat skills)

Creature traits:

  • Angelic: This creature is angelic, and therefore has access to certain Angelic powers (listed above as techniques), and the resource needed to cast them, Angelic Energy. See this page for more details.
  • Cannot be butchered: On death, this creature's body quickly fades then disappears, dropping any equipment it carried (if any) and making it impossible to butcher this creature.
  • Flight: This creature is capable of flying using its wings. As a free action, this creature may toggle Flight on or off once per turn. If Flight is on, this creature receives the following effects:
    • Primed pressure mines will not be set off by a flying creature on the same Side.
    • Primed directional mines will not be set off by a flying creature even if it enters the Protected Side from the Target Side.
    • Opponents attacking a flying creature suffer from a FT malus: FT+2 with melee attacks, FT+1 with ranged attacks.
    • Flying creatures cannot take cover.
    • Flying creatures suffer from certain maluses: Recoil +1 and FT+1.
    • If at least half of their wings is disabled, this creature is forced off Flight and can no longer toggle it back on until healed.


This article or section contains lore-related information.
Though not strictly necessary for playing the game, you are encouraged to read this section if you wish to have a better understanding of the game's universe.

Angelic creatures are employees of Heaven, Ltd., the Angelic faction.

Angels resemble adult humans, with a pair of white feathered wings, pale to light skin, and blonde hair. They are about 5 feet 6 inches tall on average, weighing around 160 pounds on average. Both male and female angels exist, and they typically wear white, Roman-style togas, white sandals, and one silver wrist bracelets on each arm, each one adorned with the symbol of Heaven, Ltd.

Angels are evolved cherubs, and are classified as D-rank within Heaven's hierarchy, above cherubs (E-rank), equal to pterolykoi, below shrine maidens, feathered serpents, and their next stage of evolution, the guardian angels, all of whom are C-rank.

Angels maintain the same protection and anti-demonic duties they had as cherubs, but possess taller bodies with better resistance to pain and damage - now on par with an average human. At this stage, it is common for angels to have "regulars"; people that they frequently and specifically protect, usually out of mutual agreement or developing friendships.

In addition to their existing archery skills, if they hadn't already trained in their use, angels gain basic proficiency with two-handed swords, and are typically issued with a longsword. The shortbow they received as cherubs is also replaced and upgraded to a longbow. Angels also learn a new power; the light ball; which is a magic version of the flashbang grenade.

Should an angel continue surviving and fulfilling their duties, they may eventually evolve and rank up to their next form, the guardian angel.