Cherub: Difference between revisions
Rework the introduction a little bit and add some links |
m move aop to references |
||
Line 1: | Line 1: | ||
{{qud look|text={{grammar|text=Gallium veins press against the underside of =pronouns.possessive= crystalline *skin* and gleam warmly. =pronouns.Possessive= body is perfect, and the whole of it is wet with amniotic slick; could =pronouns.subjective= have just now peeled =pronouns.reflexive= off an oil canvas? =verb:Were:afterpronoun= =pronouns.subjective= cast into the material realm by a dreaming, dripping brain? Whatever the embryo, =pronouns.subjective= =verb:are:afterpronoun= now the archetypal *creatureType*; it's all there in impeccable simulacrum: *features*. Perfection is realized.}} | {{qud look|text={{grammar|text=Gallium veins press against the underside of =pronouns.possessive= crystalline *skin* and gleam warmly. =pronouns.Possessive= body is perfect, and the whole of it is wet with amniotic slick; could =pronouns.subjective= have just now peeled =pronouns.reflexive= off an oil canvas? =verb:Were:afterpronoun= =pronouns.subjective= cast into the material realm by a dreaming, dripping brain? Whatever the embryo, =pronouns.subjective= =verb:are:afterpronoun= now the archetypal *creatureType*; it's all there in impeccable simulacrum: *features*. Perfection is realized.}} | ||
}} | }} | ||
Line 101: | Line 100: | ||
==References== | ==References== | ||
{{As of patch inline|2.0.200.85}} | |||
Everything in this page is taken from {{Code Reference|class=CherubimSpawner}}. | Everything in this page is taken from {{Code Reference|class=CherubimSpawner}}. |
Revision as of 15:39, 5 February 2021
Cherubim are a class of powerful tier 8 creatures that can be found roaming Qud, as well as guarding the tombs and reliquaries the sultans. There is a variety of cherubim to represent each of the old sultanate-era factions.
In the Tomb of the Eaters, each sultan's tomb is guarded by several cherubim of the factions with whom the sultan had favorable relations during their lifetime. Typically, these factions came to be favored by each sultan by playing an important role in their sultan histories. The cherubim stand watch over the sultan's
sarcophagus and
reliquary.
Cherubim are part of the hidden "Cherubim" faction, which makes them neutral to all other factions. This means they are typically docile, whether found roaming randomly around the world or guarding a sultan's tomb. However, they will become hostile when provoked. If they are guards, they will also become hostile to any creature that disturbs their sultan's possessions or which does not have the Mark of Death.
Each cherub gains additional abilities based on their aligned sultan's themes, as noted below. All non-mechanical cherubim have the ability to reheat themselves by 60 degrees per turn if they are ever frozen, and have a 100% chance to reflect projectiles. This reflection is vulnerable to EMP blasts.
List of Cherubim
Mechanical Cherubim
If the sultan that the cherubim are related to is from the 4th period or later, they will be Mechanical instead. They have slightly different stats than normal cherubim. Mechanical cherubim also will attempt to heat themselves up and reflect projectiles, but they are decreased to 50T per turn and 50% respectively.
List of Mechanical Cherubim
Sultan Theme and Abilities
All cherubim gain dynamic abilities based on the sultan's theme their faction is allied with.
Theme | Caste | Description | Notes |
---|---|---|---|
glass | glass | • Attacks have a 10% chance to dismember.
• Reflects 25% damage back at attackers. |
|
jewels | jeweled | • +10 Ego.
• Attacks have a small chance to transmute opponents into gemstones. |
There is a 5% chance to to transmute into gemstones. This is instant death, even if the target was a dominated creature. |
stars | star | • Light Manipulation 10 | |
time | time | • Temporal Fugue 10 | |
salt | salt | • +10 Willpower
• +100% HP |
|
ice | ice | • +100 Cold Resist
• Ice Breath 10 |
|
scholarship | learned | • +10 Intelligence
• Attacks discharge |
|
might | mighty | • +20 Strength | |
chance | chaotic | • Whenever this creature is about to take damage, there's a 25% chance they blink away instead.
• Whenever this creature attacks, 50% of the time the Fates have their way. |
|
circuitry | electric | • +100 Electrical Resist | |
travel | quickened | • +5 Quickness
• Teleportation 10 |
References
![]() |
This information is reliable as of patch 2.0.200.85. |
Everything in this page is taken from [1].
- ↑
XRL.World.Parts.CherubimSpawner