Cherub
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Gallium veins press against the underside of their crystalline *skin* and gleam warmly. Their body is perfect, and the whole of it is wet with amniotic slick; could they have just now peeled themself off an oil canvas? Were they cast into the material realm by a dreaming, dripping brain? Whatever the embryo, they are now the archetypal *creatureType*; it's all there in impeccable simulacrum: *features*. Perfection is realized.
Cherubim are a group of powerful tier 8 creatures that can be found roaming Qud, as well as guarding the reliquaries to their respective sultans. One cherubim type corresponds to each "old" faction, and the sultans who are allied with such during their time of reign will have their reliquaries guarded by them in the Tomb of the Eaters.
They are of the hidden faction Cherubim, which are neutral to everything. This means they are docile, including when they are found roaming around. However, they will become hostile when provoked. If they are guards, they will also be hostile if their sultan's possessions are stolen or if the creature does not have the Mark of Death.
The additional abilities they gain are related to the sultan's theme. 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.
List of Cherubim
- antelope cherub
- ape cherub
- baboon cherub
- baetyl cherub
- bat cherub
- bear cherub
- bird cherub
- cannibal cherub
- cat cherub
- crab cherub
- dog cherub
- equine cherub
- fish cherub
- flower cherub
- fractus cherub
- frog cherub
- grazing cherub
- hermit cherub
- insect cherub
- mollusk cherub
- mushroom cherub
- ooze cherub
- pottery cherub
- reptile cherub
- robot cherub
- root cherub
- spider cherub
- stranger cherub
- swine cherub
- tortoise cherub
- tree cherub
- urchin cherub
- vine cherub
- worm cherub
Mechanical Cherubim
Dials tick and vacuum tubes mantle under synthetic *skin* and inside plastic joints. *features* are wrought from a vast and furcate machinery into the ideal form of the *creatureType*. By the artistry of their construction, they closely resemble their referent, but an exposed cog here and an exhaust valve there betray the truth of their nature. Their movements are short and mimetic; they inhabit the valley between the mountains of life and imagination.
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
- mechanical antelope cherub
- mechanical ape cherub
- mechanical baboon cherub
- mechanical baetyl cherub
- mechanical bat cherub
- mechanical bear cherub
- mechanical bird cherub
- mechanical cannibal cherub
- mechanical cat cherub
- mechanical crab cherub
- mechanical dog cherub
- mechanical equine cherub
- mechanical fish cherub
- mechanical flower cherub
- mechanical fractus cherub
- mechanical frog cherub
- mechanical grazing cherub
- mechanical hermit cherub
- mechanical insect cherub
- mechanical mollusk cherub
- mechanical mushroom cherub
- mechanical ooze cherub
- mechanical pottery cherub
- mechanical reptile cherub
- mechanical robot cherub
- mechanical root cherub
- mechanical spider cherub
- mechanical stranger cherub
- mechanical swine cherub
- mechanical tortoise cherub
- mechanical tree cherub
- mechanical urchin cherub
- mechanical vine cherub
- mechanical worm cherub
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 clockwork beetles. |
|
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
Everything in this page is taken from [1].
- ↑
XRL.World.Parts.CherubimSpawner