Guardian angel

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Threat level 3
Guardian angel
Unknown creature.png
Basic statistics
Disposition Faction: Heaven, Ltd.
Armor Class A2
Pain Sensitivity 50%
Max Blood 24
Agility +1
Limb groups
HEAD Head - 12 HP
BODY Upper body - 48 HP
Lower body - 36 HP
LIMB 2 arms - 24 HP
2 legs - 24 HP
2 wings - 24 HP
EXTREMITY 2 hands - 18 HP
2 feet - 18 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 guardian angel (often shortened to just guardian or GA) 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, BRD
  • Leg quiver (Right), Ammunition: 6x Arrow, BRD

Other information


  • Combat skills: Skilled (Archery, Two-handed sword), Basic (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.

Guardian angels are evolved angels and resemble tall, athletic humans. They have the same pair of feathered wings, pale to light skin, and blonde hair as their previous form, but now look taller, stronger and more chiseled. Their average height and weight are now 6 feet and 180 pounds.

Within the angelic hierarchy, they are C-rank, above angels and pterolykoi, placing them at the same level as shrine maidens and feathered serpents, and under seraphim and colossi.

Although guardian angels do not learn any new angelic powers, their Angelic Energy pool is higher, and their combat capabilities are greatly improved. Their bodies are now tough enough to count as armored, their sensitivity to pain is halved, and their combat skills are highly refined, to the point of possessing basic proficiency in just about any weapon imaginable, as well as more advanced skills with their weapons of choice, the longbow and the longsword. Guardian angels now carry broadhead arrows as well, further increasing their lethality.

Guardian angels, or "GAs" as they're sometimes called, typically perform their protective duties towards a single person, sometimes a very small group. GAs are highly regarded, and are reserved to more devout, Angelic-aligned sapients that have earned the honor of being protected by one of Heaven's finest and most talented. It is very common for a guardian angel to be an angel that has protected the same person or group of person for a while, and gained enough experience to reach the level of guardian, then simply continued to protect their favorite regulars.

Should a guardian angel continue surviving and fulfilling their duties, they may eventually evolve once again, and rank up to the next form, the seraph. Although details and specifics are not known, judging by the relative rarity of seraphim, it appears that the gap in experience between GA and seraph is much greater than that between angel and GA.