Cherub: Difference between revisions

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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]].  
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 if they are ever [[frozen]], and have a 100% chance to reflect projectiles.
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 ===
=== List of Cherubim ===
{{#cargo_query:table=GeneralData=GD
{{#cargo_query:table=GeneralData=GD
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{{qud look|text={{grammar|text=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 =pronouns.possessive= construction, =pronouns.subjective= closely =verb:resemble:afterpronoun= =pronouns.possessive= referent, but an exposed cog here and an exhaust valve there betray the truth of =pronouns.possessive= nature. =pronouns.Possessive= movements are short and mimetic; =pronouns.subjective= =verb:inhabit:afterpronoun= the valley between the mountains of life and imagination.}}|title=Mechanical Cherubim}}
{{qud look|text={{grammar|text=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 =pronouns.possessive= construction, =pronouns.subjective= closely =verb:resemble:afterpronoun= =pronouns.possessive= referent, but an exposed cog here and an exhaust valve there betray the truth of =pronouns.possessive= nature. =pronouns.Possessive= movements are short and mimetic; =pronouns.subjective= =verb:inhabit:afterpronoun= the valley between the mountains of life and imagination.}}|title=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 and 50% respectively.
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 ===
=== List of Mechanical Cherubim ===
{{#cargo_query:table=GeneralData=GD
{{#cargo_query:table=GeneralData=GD

Revision as of 19:18, 14 August 2020

This information is reliable as of patch 2.0.200.85. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.200.85.
Cherub

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.

Perfect

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

Mechanical Cherubim

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.

Perfect


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 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

Electrical Generation 10

travel quickened • +5 Quickness

Teleportation 10

References

Everything in this page is taken from [1].

  1. XRL.World.Parts.CherubimSpawner