Archangel

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Angelics
Threat level 5
Archangel
Unknown creature.png
Basic statistics
Disposition Faction: Heaven, Ltd.
Armor Class A4
Pain Sensitivity 50%
Max Blood 30
Agility +1
Limb groups
HEAD Head - 20 HP
BODY Upper body - 80 HP
Lower body - 60 HP
LIMB 2 arms - 40 HP
2 legs - 40 HP
6 wings - 40 HP
EXTREMITY 2 hands - 30 HP
2 feet - 30 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 archangel 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 seven attacks: Punch, Kick, Super light shield, Super angelic healing beam, Light ball, Seraphic speed and Divine-gating.

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.

Super light shield

Damage type Range MAPT IS LDV Pain (All ACs)
Special Special 1 5 N N/A
  • Inflicts no Pain or Limb Damage.
  • This technique is an Angelic power which requires 2 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 super llight shield is already active, the technique can be used again to refill the existing shield's HP back to full.
    • The super light shield counts as Armored, with 60 HP and LDV-0.
    • The super 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 super 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.

Super angelic healing beam

Damage type Range MAPT IS LDV Pain (All ACs)
Special Ranged 1 5 N N/A
  • Inflicts no Pain or Limb Damage.
  • This technique is an Angelic power which requires 4 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 45% Pain, 4 HP per limb on all limbs, heal 2.0 Blood, 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.

Seraphic speed

Damage type Range MAPT IS LDV Pain (All ACs)
Special Special 1 1 N N/A
  • Inflicts no Pain or Limb Damage.
  • This technique is an Angelic power which requires 2 AE to cast.
  • Upon casting this technique, the creature gains Agility +1 and -2 IS tiers' for 1 turn.
  • This technique always succeeds.
  • The creature's turn does not end after casting this technique, allowing the creature to immediately use another technique after casting this one. However, it cannot be cast more than once in the same turn.

Divine-gating

Damage type Range MAPT IS LDV Pain (All ACs)
Special Special 1 0 N N/A
  • Inflicts no Pain or Limb Damage.
  • This technique is an Angelic power which requires 10 AE to cast.
  • Upon casting this technique, a portal opens on the creature's Side, which spawns 1d3 random Angelic creatures of threat levels 1 to 3 (except shrine maidens). The spawned creatures are under the caster's command.


Equipment

Load-bearing equipment

Equipment and inventory

Equipped weapons:

Inventory:

  • None


Other information

Statistics:

Skills:

  • Combat skills: Expert (All 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.


Overview

Lorebook.png
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.

Archangels are evolved seraphim and the final, rarest, and most powerful form that can eventually be reached by a cherub. They are even taller than seraphim, now reaching an average height of 7 feet and an average weight of 250 pounds. Their bodies are very muscular and chiseled, to the point of being a stereotype; the expression "archangel body" is an idiom referring to a perfectly built and maintained body, particularly within the contexts of fitness and bodybuilding.

Within the angelic hierarchy, they are A-rank, above seraphim and colossi. No other A-rank angelic creatures exist; they are the highest-ranked angelics that can be seen in the Mazes, and they answer directly to the leaders of Heaven itself, the Elder Council. As a symbol of their highly elevated status within the angelic hierarchy, archangels possess three pairs of wings. The image of an archangel's bust with its six wings extended, forming a shape with seven points (with the archangel's head as the central point) is a well-known angelic symbol, meant to represent the Seven Virtues preached by Heaven.

Archangels fulfill the same type of duties as seraphim, with the difference that they are in charge of giving orders and directives to seraphim, therefore fulfilling a role equivalent to that of a high commander.

They are the strongest type of angelic creature known to the Mazes, with a complete set of combat skills and very high strength. Although their angelic powers are essentially the same as a seraph's, they have a larger pool of Angelic Energy, and most archangels start out with enough AE to perform divine-gating immediately, letting them instantly summon subordinates for free and at will at least once. The traditional weapon of an archangel is the zweihander; when used in combination with their high strength, archangels have the ability to personally and brutally cut down nearly any opponent that stands in their way, and few creatures will survive more than a single hit.

Because archangels are so rare and seldom seen in the Mazes, their reputation may seem exaggerated. However, if you are fortunate enough to see one in person, you will find that little exaggeration was ever necessary in the first place; they are every bit as imposing and intimidating as they seem, and truly are Heaven's finest and most talented.