Draft:Archangel
| A Archangel | |
|---|---|
| Form | Ordinary creature |
| Attacks | 1 physical lunge, raw 0–49; 8 defenses |
| Special abilities | Divine allegiance; one-time summons of 3 high angels |
| Base level | 9 |
| HP | 1000 |
| Hit | 100 |
| Defense | 50 |
| Action interval | 2 ticks; lower is faster |
| Kill experience | 1500, when death is in sight |
| Generation | Ordinary and special encounters |
| Carried items | +7 Defender, blessing +7; 0–4 random possessions |
| Immunities | Fire, cold, poison, fear, sleep, magic damage |
| Remains | Archangel's diadem; 50% on normal death |
| Remains use | Inedible diadem; no alchemy |
Traits
| |
| Reference | minit.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
- ↑ lev.c in Omega 0.90.4, lines 373–394; mon.c in Omega 0.90.4, lines 134–203; mmelee.c in Omega 0.90.4, lines 8–148; mmelee.c in Omega 0.90.4, lines 227–311; aux2.c in Omega 0.90.4, lines 689–727; time.c in Omega 0.90.4, lines 47–74; item.c in Omega 0.90.4, lines 63–139. Ordinary construction, combat, timing and remains.
- ↑ minit.h in Omega 0.90.4, line 283; mspec.c in Omega 0.90.4, lines 486–520.
- ↑ lev.c in Omega 0.90.4, lines 142–164; lev.c in Omega 0.90.4, lines 280–394; country.c in Omega 0.90.4, lines 600–625; iinit.h in Omega 0.90.4, line 242.
- ↑ minit.h in Omega 0.90.4, line 283; mmelee.c in Omega 0.90.4, lines 8–148; mmelee.c in Omega 0.90.4, lines 227–311.
- ↑ mon.c in Omega 0.90.4, lines 390–524; minit.h in Omega 0.90.4, line 283.
- ↑ mspec.c in Omega 0.90.4, lines 486–520; effect3.c in Omega 0.90.4, lines 7–43; mon.c in Omega 0.90.4, lines 1054–1105.
- ↑ mon.c in Omega 0.90.4, lines 134–203; item.c in Omega 0.90.4, lines 63–139; itemf1.c in Omega 0.90.4, lines 664–749; guild1.c in Omega 0.90.4, lines 222–249.