Cherub: Difference between revisions

From Caves of Qud Wiki
Jump to navigation Jump to search
m (Teamtoto moved page User:Teamtoto/Sandbox2 to Cherub without leaving a redirect)
(Rework the introduction a little bit and add some links)
Line 1: Line 1:
{{As Of Patch|2.0.200.85}}
{{As Of Patch|2.0.200.85}}
{{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.}}
'''Cherubim''' are a group of powerful tier 8 creatures that can be found roaming Qud, as well as guarding the reliquaries to their respective [[sultan]]s. 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]].
}}
'''Cherubim''' are a class of powerful tier 8 creatures that can be found roaming Qud, as well as guarding the tombs and reliquaries the [[sultan]]s. There is a variety of cherubim to represent each of the [[Factions that existed during the time of the sultanate|old sultanate-era factions]].


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]].  
In the {{favilink|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 {{favilink|imperial sarcophagus|sarcophagus}} and {{favilink|sultan reliquary|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 [[sultan theme|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.


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. This reflection is vulnerable to EMP blasts.
=== List of Cherubim ===
=== List of Cherubim ===
{{#cargo_query:table=GeneralData=GD
{{#cargo_query:table=GeneralData=GD
Line 16: Line 20:


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.
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 01:29, 19 December 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 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

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