v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing Angel

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Quality|Superior}}
+
{{Quality|Superior|21:19, 20 September 2016 (UTC)}}
 
{{av}}
 
{{av}}
 
{{spoiler|filler=<br><br><br><br>}}
 
{{spoiler|filler=<br><br><br><br>}}
  
  
 
[[File:angel_preview.png|right]]'''Angels''' {{Raw Tile|Ä|7:0}} are procedurally-generated [[creature]]s created by [[Deity|deities]] to guard the [[vault]]s erected by [[demon]]s who were twisted into humanoid form in a time before time. Facing them is one form of endgame in [[adventurer mode]].
 
 
Graphically, the sprites that angels use will be of black, mysterious-looking creatures that resemble the generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[demon]]s and [[megabeast]]s.
 
 
==Overview==
 
[[File:Bim-sarasti.jpg|thumb|right|300px|"Mudung's Monster, a towering eyeless grasshopper. It has two long, spiral horns and it never appears to be perturbed or surprised by any happening. Its indigo exoskeleton is wrinkled. It was created by the human goddess Mudung Deepperplexes and is of a part with fate." ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]
 
 
Angels are randomly generated at worldgen, with appearance, arms, armor, and even material determined by the [[sphere]]s of their creator. The term "angel" is used loosely – after all, they are sent by deities that knowingly released [[demon]]s into the world. As such, they are disproportionately associated with "dark" or "violent" spheres like deformity and war, and with fittingly vile appearances, but even those associated with neutral or supposedly-positive spheres tend to be utterly bizarre in appearance. The WAR, VALOR and FORTRESSES spheres boost the natural combat skills of the "'''Soldier'''" angel type to 10 from 6. The sphere effects on body materials work the same way they do for demons etc., so a muck god will more likely have mud angels, a rainbow god; crystal angels, etc. (there are about 30 spheres with material links). DEATH, MISERY, DARKNESS and NIGHT sphere angels can have dark color alterations.  All angels share certain traits, however; they are [[fanciful]] [[creatures]] who are all able to swim in and [[Amphibious|breathe]] water and [[Building destroyer|destroy buildings]]. Furthermore, they are immune to [[Trapavoid|traps]], [[No Pain|pain]], fear, nausea, [[No Stun|stunning]], [[No Exert|exertion]], dizziness, fevers and any sort of poison. Unlike demons, angels do not seem to be universally immune to [[fire]]. Assistants and Soldiers are able to equip items and freely open unlocked [[door]]s. Some angels have access to a [[syndrome]] called "divine sickness", whose effects are randomized, but typically include effects such as vomiting blood, blisters, numbness and nausea. Others may have [[Creature_token#EXTRAVISION|extravision]], and they can be genderless, or have male and female castes.
 
 
{{Translation
 
{{Translation
 
| dwarven = sedil
 
| dwarven = sedil
Line 19: Line 10:
 
| human  = idla
 
| human  = idla
 
}}
 
}}
 +
'''Angels''' {{Raw Tile|Ä|7:0}} are procedurally-generated [[creature]]s created by [[Deity|deities]] to guard the [[vault]]s erected by [[demon]]s who were twisted into humanoid form in a time before time. Facing them is one form of endgame in [[adventurer mode]].
 +
 +
==Overview==
 +
[[File:Bim-sarasti.jpg|thumb|right|300px|"Mudung's Monster, a towering eyeless grasshopper. It has two long, spiral horns and it never appears to be perturbed or surprised by any happening. Its indigo exoskeleton is wrinkled. It was created by the human goddess Mudung Deepperplexes and is of a part with fate." ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]
 +
 +
Angels are randomly generated at worldgen, with appearance, arms, armor, and even material determined by the [[sphere]]s of their creator. The term "angel" is used loosely – after all, they are sent by deities that knowingly released [[demon]]s into the world. As such, they are disproportionately associated with "dark" or "violent" spheres like deformity and war, and with fittingly vile appearances, but even those associated with neutral or supposedly-positive spheres tend to be utterly bizarre in appearance. The WAR, VALOR and FORTRESSES spheres boost the natural combat skills of the "'''Soldier'''" angel type to 10 from 6.  The sphere effects on body materials work the same way they do for demons etc., so a muck god will more likely have mud angels, a rainbow god; crystal angels, etc (there are about 30 spheres with material links). DEATH, MISERY, DARKNESS and NIGHT sphere angels can have dark color alterations.  All angels share certain traits, however; they are [[fanciful]] [[creatures]] who are all able to swim in and [[Amphibious|breathe]] water and [[Building destroyer|destroy buildings]]. Furthermore, they are immune to [[Trapavoid|traps]], [[No Pain|pain]], fear, nausea, [[No Stun|stunning]], [[No Exert|exertion]], dizziness, fevers and any sort of poison. Unlike demons, angels do not seem to be universally immune to [[fire]]. Assistants and Soldiers are able to equip items and freely open unlocked [[door]]s. Some angels have access to a [[syndrome]] called "divine sickness", whose effects are randomized, but typically include effects such as vomiting blood, blisters, numbness and nausea. Others may have [[Creature_token#EXTRAVISION|extravision]], and they can be genderless, or have male and female castes.
 +
 
Dwarves will never have a [[preferences|preference]] for angels, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000. Like other procedurally-generated creatures, they are not available to be spawned in the [[object testing arena]].
 
Dwarves will never have a [[preferences|preference]] for angels, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000. Like other procedurally-generated creatures, they are not available to be spawned in the [[object testing arena]].
  
 
Even if you kill all the angels inside a vault, they will eventually respawn (no confirmation yet about how long it takes – a cleared vault has been witnessed having its population back in under a month) which makes vaults pretty good high-level item grinding grounds. Try to kill at least one Soldier and pick up their gear – your adventure will instantly become much easier. Do note that angels are quite capable of wandering out of their vaults, slaughtering any stragglers, so lingering near one is not a good idea.  
 
Even if you kill all the angels inside a vault, they will eventually respawn (no confirmation yet about how long it takes – a cleared vault has been witnessed having its population back in under a month) which makes vaults pretty good high-level item grinding grounds. Try to kill at least one Soldier and pick up their gear – your adventure will instantly become much easier. Do note that angels are quite capable of wandering out of their vaults, slaughtering any stragglers, so lingering near one is not a good idea.  
  
Dwarven [[squad]]s can attempt to [[Mission|explore]] a vault in order to recover the slab in it, as it's considered a [[legendary artifact]]. The guardians will defend their lair (and probably slaughter your dwarves) accordingly. However, if you successfully conquer a vault through a fortress mode mission, the soldiers become a playable race in adventure mode with dwarven starting setup and ethics. If you do embark on a vault, the assistants and archangel appear to become tame livestock. They can be made available as pets or slaughtered and butchered. Soldiers remain hostile, but do not appear to leave the vault on their own.
+
Angels usually can't be directly encountered in [[fortress mode]] unless you happen to [[embark]] on a vault, in which case your fortress' expected lifespan won't be very high. Dwarven [[squad]]s can attempt to [[Mission|explore]] a vault in order to recover the slab in it, as it's considered a [[legendary artifact]]. The guardians will defend their lair (and probably slaughter your dwarves) accordingly. However, if you successfully conquer a vault through a fortress mode mission, its angels become a playable race in adventure mode with dwarven starting setup and ethics.
 
 
Digging into an "[[unusual volcanic wall]] studded with gems" has a chance to reveal an angel, alongside [[magma|other]] [[demon|fun]] [[hell|things]].
 
  
 
Overall, they are easier to defeat than demons for their smaller sizes (save for the Archangel) and lower chance of having a special ability.
 
Overall, they are easier to defeat than demons for their smaller sizes (save for the Archangel) and lower chance of having a special ability.
Line 37: Line 33:
  
 
===Soldier===
 
===Soldier===
'''Soldiers''' ({{Raw Tile|Ä|3:0:1}} or {{Raw Tile|ä|3:0:1}}) are sentient humanoid foes, with armor and weapons of [[divine metal]] and clothes of [[divine fabric]]. They are guaranteed to have "Talented"-level combat skills. Their size is highly randomized - they can be larger or smaller than an average [[human]] - in some cases, their size difference from the player will be so marginal that they become able to use their [[divine fabric|divine clothing]]. A vault always contains exactly 25 of them. In some vaults, but not all of them, these soldiers have names similar to those of civilized creatures, albeit in divine language.
+
'''Soldiers''' ({{Raw Tile|Ä|3:0:1}} or {{Raw Tile|ä|3:0:1}}) are sentient humanoid foes, with armor and weapons of [[divine metal]] and clothes of [[divine fabric]]. They are guaranteed to have "Talented" level combat skills. Their size is highly randomized - they can be larger or smaller than an average [[human]] - in some cases, their size difference from the player will be so marginal that they become able to use their [[divine fabric|divine clothing]]. A vault always contains exactly 25 of them. In some vaults, but not all of them, these soldiers have names similar to those of civilized creatures, albeit in divine language. Soldiers tend to be made of flesh, even though the others may be made of an inorganic material.
  
 
===Archangel===
 
===Archangel===

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 hidden category: