Archangel: Difference between revisions
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| | {{UnitInfobox|lang=en|id=angel_upg}} | ||
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'''Archangels''' are upgraded tier-VII [[units]] of the {{F|human|en}} faction. They can be recruited from [[Radiant Forge II]]. | |||
They are one of the upgrades of the {{Unit|angel|en}}, the other being the {{Unit|angel_upg_alt|en}}. | |||
| | |||
| | ==Description== | ||
{{Description|lang=en|id=angel_upg}} | |||
| | ==Abilities== | ||
| | {{UnitAbility|lang=en|id=embodiment}} | ||
| | {{UnitAbility|lang=en|id=ranged_attack_no_range_close}} | ||
| | {{UnitAbility|lang=en|id=fly}} | ||
| | {{UnitAbility|lang=en|id=base_passive_sharpshooter}} | ||
| | {{UnitAbility|lang=en|id=base_passive_duelist}} | ||
| | {{UnitAbility|lang=en|id=angel_upg_passive_1}} | ||
| | {{UnitAbility|lang=en|id=common_attack_1}} | ||
| | {{UnitAbility|lang=en|id=angel_upg_1}} | ||
| | {{UnitAbility|lang=en|id=angel_upg_2}} | ||
| | |||
| | ==Laws== | ||
}}{| | This unit is affected by the following Faction [[Laws]]: | ||
| | {{LawSummary|lang=en|id=fraction_law_human_30}} | ||
{{LawSummary|lang=en|id=fraction_law_unfrozen_31}} | |||
{{LawSummary|lang=en|id=fraction_law_dungeon_32}} | |||
==Strategy== | |||
''Nothing yet. Maybe you can add it...?'' | |||
| | {{Clear}} | ||
| | ==Related pages== | ||
{{UnitsNavbox|lang=en|faction=human}} | |||
{{UnitsNavbox}} | |||
[[Category:Temple Units]] | [[Category:Temple Units]] | ||
[[Category:Units]] | |||
__NOTOC__ | |||
Latest revision as of 07:48, 6 August 2026
Archangel |
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Faction |
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Tier VII |
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Base growth +1 |
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Squad value 6362 |
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| Stats | |||
Health 225
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Attack 35
Base: 30 Increase: +5 |
Defense 30
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Damage 50-75
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Morale 0
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Luck 0
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Initiative 12
Base: 8 Increase: +4 |
Speed 5
Base: 4 Increase: +1 |
| Other Info | |||
Dwelling |
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| Related Units | |||
Upgrade A Archangel |
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| Internal ID | |||
| angel_upg | |||
Archangels are upgraded tier-VII units of the
Temple faction. They can be recruited from Radiant Forge II.
They are one of the upgrades of the
Angel, the other being the
Apotheosis.
Description
The art of mimicking angels is the Church of the Sun’s most guarded secret, involving techniques beyond even their own understanding. It must have something to do with those heavily protected buildings they construct in their cities.
But, of course, that’s just a theory among us scholarly minds.
But, of course, that’s just a theory among us scholarly minds.
Abilities
Creature Type
Embodiment
A spirit, soul, or other intangible power that has coalesced into material form.
–3 to 3Morale range
–3 to 3Luck range
NoFallen Embodiments cannot be raised as Undead after battle.
Attack Type
Ranged Attack
No melee penalty and no range penalty
Can attack enemies at any range.
Movement Type
Flying
Movement ignores obstacles and traps.
Passive Ability
Sharpshooter
Ranged attacks deal full Ranged Damage at any range.
Passive Ability
Duelist
Receives no penalty in Melee range, dealing full Damage.
Passive Ability
Forging Perfection
Whenever a positive effect is applied to a friendly creature, it is also applied to this creature.
The effect’s duration and power are copied. If the effect targets multiple stacks, it is applied to this creature only once.
The effect’s duration and power are copied. If the effect targets multiple stacks, it is applied to this creature only once.
Alternative Attack
Melee Attack
Performs an alternative Melee attack.
Active Ability
Refract and Reflect
Special
Cost:
1 Focus ChargeCooldown: 1 roundTier I
Applies a copy of all positive effects currently on this creature to a friendly creature. Does not trigger “Forging Perfection.”Active Ability
Devouring Chalice
Special
Cost: 
2 Focus ChargesCooldown: 2 roundsTier II
Dispels all positive effects from enemies within a 1-hex radius area from chosen hex and applies them to this creature.Laws
This unit is affected by the following Faction Laws:
Angel growth in your cities increases by 1. They gain 20%/40%/60% of their hero’s Attack and Defense as Attack and Defense.
Tier VCost: 3/2/2
Law Seals
Tier-7 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier VCost: 2
Law Seals
Tier-7 creature growth in your cities increases by 1.
Tier VCost: 2
Law Seals
Strategy
Nothing yet. Maybe you can add it...?


