Draft:Archangel

From Omega Wiki
Revision as of 10:11, 11 September 2026 by OmegaAdmin (talk | contribs) (连续整理怪物独立草稿:来源、能力、遗骸与策略,并同步符号索引)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Omega 0.90.4
A Archangel
FormOrdinary creature
Attacks1 physical lunge, raw 0–49; 8 defenses
Special abilitiesDivine allegiance; one-time summons of 3 high angels
Base level9
HP1000
Hit100
Defense50
Action interval2 ticks; lower is faster
Kill experience1500, when death is in sight
GenerationOrdinary and special encounters
Carried items+7 Defender, blessing +7; 0–4 random possessions
ImmunitiesFire, cold, poison, fear, sleep, magic damage
RemainsArchangel's diadem; 50% on normal death
Remains useInedible diadem; no alchemy
Traits
  • Initially peaceful
  • flies
  • opens doors
Referenceminit.h in Omega 0.90.4, line 283[1]

An archangel is a powerful divine servant with eight defensive actions and a fixed Defender. If hostile, it can summon three high angels, each capable of calling further reinforcements.[2]

Generation

Archangels occur in ordinary random pools, the deep Astral Plane and random main-temple placements. They begin with a +7 Defender of blessing strength +7 and zero through four additional random items. Their names show their deity, chosen from the temple's faith when generated there or equally among the six faiths elsewhere.[3]

Description

An archangel has one physical lunge, raw damage 0–49, and eight defenses. It flies and opens doors, with immunity to fire, cold, poison, fear, sleep and magic damage. It is not immune to ordinary physical damage or electricity. Its carried Defender does not change its normal monster attack into the player's weapon effect.[4]

It has no functioning ordinary ranged sleep attack in this version: its assigned sleep melee action cannot execute at normal ranged distances.[5]

It follows the ordinary angel's religious-hostility rules. Once hostile, it attempts three high-angel summons beside the player and loses that special action. Failed placements still consume it. A hostile archangel on its deity's altar has HP set to 2,000, making its own altar a dangerous place to fight it.[6]

Remains and strategy

Normal death drops carried items and has a 50% chance to leave an inedible diadem with no alchemical use. Defender can be retained for protection or used in the Duke's weapon quest.[7]

Eight defenses and 1,000 HP make melee attrition costly. Electricity avoids its broad elemental immunities, while its host can turn a single encounter into several generations of summons. Religious compatibility and an initially peaceful state offer a reason to leave it undisturbed rather than fight solely for its sword.

References