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Difference between revisions of "Angel"

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{{Quality|Fine|01:19, 2 August 2014 (UTC)}}
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{{Quality|Superior|21:19, 20 September 2016 (UTC)}}
 
{{av}}
 
{{av}}
 
{{spoiler|filler=<br><br><br><br>}}
 
{{spoiler|filler=<br><br><br><br>}}
  
==Angels==
 
  
Angels and the [[vault]]s they inhabit are created by a [[Deity]] after bringing a [[Demon]] to the world. They are randomly generated at worldgen like their demonic counterparts, with appearances, arms, and armor determined by the spheres of their creator. The term "angel" is used loosely -- after all, they are sent by deities that knowingly released demons into the world. As such, they are disproportionately associated with "dark" or "violent" spheres like deformity and war, with fittingly vile appearances, but even those associated to neutral or supposedly positive spheres tend to be utterly bizarre in appearance. They come in three categories.
+
{{Translation
 +
| dwarven = sedil
 +
| elvish  = thili
 +
| goblin  = asmuk
 +
| human  = idla
 +
}}
 +
'''Angels''' {{Raw Tile|Ä|7:0}} are incredibly powerful, 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 arguably the endgame of [[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, and armor determined by the [[sphere]]s of their creator. The term "angel" is used loosely -- after all, they are sent by deities that knowingly released demons into the world. As such, they are disproportionately associated with "dark" or "violent" spheres like deformity and war, 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 will more likely have 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.
 +
 
 +
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.
 +
 
 +
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 training grounds. Try to kill at least one Soldier and pick up his 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.  
  
===Soldier===
+
Angels usually can't be directly encountered in [[fortress mode]], though 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, its angels become a playable race in adventure mode.
  
Soldiers are sentient humanoid foes, with armor and weapons of of [[divine metal]] and clothes of [[divine fabric]]. They are much larger than a human, and guaranteed to have "Talented" level combat skills. A vault always contains exactly 25.
+
==Angel types==
 +
[[File:Angel_Size.png|thumb|200px|Estimated size comparison between a group of angels (All made by the same god, Solon) and a dwarf.]]
 +
Angels come in three categories:
  
 
===Assistant===
 
===Assistant===
  
Assistants are highly randomized bestial angels; though more than a match for most adventurers, they're the least dangerous angels, with low combat skills and no weapons or armor. A vault always contains exactly 50. These '''have''' been seen opening doors, although it is not known if this ability is universal or randomly generated.
+
'''Assistants''' ({{Raw Tile|Ä|6:0:0}} or {{Raw Tile|ä|6:0:0}}) are highly randomized bestial angels; though more than a match for most adventurers, they're the least dangerous angels, with low combat skills and no weapons or armor, though they are able to equip them given the chance. A vault always contains exactly 50 of them.
 +
 
 +
===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, and they can be larger as well as 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.
  
 
===Archangel===
 
===Archangel===
  
Only a single one of these powerful foes can be found in a vault. They are the size of [[forgotten beast]]s and possess Grand Master combat skills, making them often the most powerful single creature in Dwarf Fortress.
+
The '''Archangel''' ({{Raw Tile|Ä|4:0:1}}) is the huge, bestial guardian of the final chamber. Only a single one of these powerful foes can be found in a vault. They stand 10,000,000 cm³, the same size as a [[forgotten beast]], and possess Grand Master [[skill]] in [[wrestling]], [[Combat skill|biting]], striking, kicking, fighter, [[Archery|archer]], dodging and [[observer]], making them equivalent in power to a unique demon, or the most difficult individual foe the game has to offer. Due to this, they may very well be the closest thing to a 'final boss' in the game.
 +
 
 +
Defeating the archangel grants the player access to the [[slab]] related to the vault's demon, allowing them to either bind them to their service or banish them back to the [[Underworld]].
 +
 
 +
==Divine language==
 +
{{Main|Divine language}}
 +
Angel names are generated using a divine language. The divine language works just like any of the four major languages in the respect that it has its own translation of a set of English words. Unlike the other languages, however, it is generated individually for each world. Each world has only one divine language, meaning that all angels in all vaults in a given world will use the same language.
  
 +
In the world raws, the divine language is referred to as GEN_DIVINE. By changing an entity's TRANSLATION token to GEN_DIVINE, it's possible to make them use the same names as the angels.
  
-----
+
{{gamedata|title=Example raws (as extracted from world.sav)|[OBJECT:CREATURE]
  
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 training grounds. Try to kill at least one Soldier and pick up his gear. Your adventure will instantly become much easier.
+
[CREATURE:HF852 DIVINE_2]
 +
[DESCRIPTION:A one-eyed humanoid.  It has large mandibles and it has a rattling exhale. Its gray skin is leathery. It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]
 +
[NAME:Dead Minion:Dead Minions:Dead minion]
 +
[CASTE_NAME:Dead Minion:Dead Minions:Dead minion]
 +
[GENERATED]
 +
[SOURCE_HFID:852]
 +
[LARGE_PREDATOR]
 +
[DIFFICULTY:2]
 +
[NATURAL_SKILL:WRESTLING:4]
 +
[NATURAL_SKILL:BITE:4]
 +
[NATURAL_SKILL:GRASP_STRIKE:4]
 +
[NATURAL_SKILL:STANCE_STRIKE:4]
 +
[NATURAL_SKILL:MELEE_COMBAT:4]
 +
[NATURAL_SKILL:RANGED_COMBAT:4]
 +
[NATURAL_SKILL:DODGING:4]
 +
[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]
 +
[LARGE_ROAMING]
 +
[MALE]
 +
[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]
 +
[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]
 +
[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]
 +
[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]
 +
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]
 +
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]
 +
[NO_DRINK]
 +
[NO_EAT]
 +
[NO_SLEEP]
 +
[FANCIFUL]
 +
[SUPERNATURAL]
 +
[AMPHIBIOUS]
 +
[PETVALUE:2000]
 +
[GRASSTRAMPLE:20]
 +
[BUILDINGDESTROYER:2]
 +
[ALL_ACTIVE]
 +
[SWIMS_INNATE]
 +
[TRAPAVOID]
 +
[NOPAIN]
 +
[NOSTUN]
 +
[NONAUSEA]
 +
[NOFEAR]
 +
[NOEXERT]
 +
[NO_DIZZINESS]
 +
[NO_FEVERS]
 +
[LARGE_PREDATOR]
 +
[SPHERE:BALANCE]
 +
[SPHERE:DEATH]
 +
[SPHERE:DEFORMITY]
 +
[SPHERE:DISEASE]
 +
[SPHERE:SUICIDE]
 +
[BODY_SIZE:0:0:70000]
 +
[CREATURE_TILE:142]
 +
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_LARGE_MANDIBLES:RCP_1_EYE:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS:RCP_1_EYELID]
 +
[CANOPENDOORS]
 +
[EQUIPS]
 +
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
 +
[REMOVE_MATERIAL:HAIR]
 +
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
 +
[REMOVE_TISSUE:HAIR]
 +
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
 +
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
 +
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
 +
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
 +
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
 +
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
 +
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
 +
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
 +
[HAS_NERVES]
 +
[HOMEOTHERM:10040]
 +
[SELECT_MATERIAL:SKIN]
 +
[STATE_COLOR:ALL_SOLID:GRAY]
 +
[NO_UNIT_TYPE_COLOR]
 +
[COLOR:6:0:0]
 +
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
 +
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
 +
[TL_MAJOR_ARTERIES]
 +
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
 +
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]
 +
[CREATURE_CLASS:GENERAL_POISON]
 +
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
 +
[ATTACK_SKILL:GRASP_STRIKE]
 +
[ATTACK_VERB:punch:punches]
 +
[ATTACK_CONTACT_PERC:100]
 +
[ATTACK_PREPARE_AND_RECOVER:2:2]
 +
[ATTACK_FLAG_WITH]
 +
[ATTACK_PRIORITY:MAIN]
 +
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
 +
[ATTACK_SKILL:STANCE_STRIKE]
 +
[ATTACK_VERB:kick:kicks]
 +
[ATTACK_CONTACT_PERC:100]
 +
[ATTACK_PREPARE_AND_RECOVER:2:2]
 +
[ATTACK_FLAG_WITH]
 +
[ATTACK_PRIORITY:MAIN]
 +
[ATTACK_FLAG_BAD_MULTIATTACK]
 +
[ATTACK:BITE:BODYPART:BY_CATEGORY:MANDIBLE]
 +
[ATTACK_SKILL:BITE]
 +
[ATTACK_VERB:bite:bites]
 +
[ATTACK_CONTACT_PERC:100]
 +
[ATTACK_PENETRATION_PERC:100]
 +
[ATTACK_PREPARE_AND_RECOVER:2:2]
 +
[ATTACK_FLAG_EDGE]
 +
[ATTACK_PRIORITY:MAIN]
 +
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
 +
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
 +
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
 +
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]
 +
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]
 +
[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
 +
[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
 +
[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
 +
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]
 +
[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]
 +
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]
 +
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
 +
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
 +
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
 +
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]
 +
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]
 +
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]
 +
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
 +
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
 +
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
 +
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]
 +
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]
 +
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]
  
{{Translation
+
[CREATURE:HF852 DIVINE_1]
| dwarven = sedil
+
[DESCRIPTION:A large humanoid composed of vomit.  It has wings and its body is bent and misshapen.  It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]
| elvish = thili
+
[NAME:Warrior of Deformity:Warriors of Deformity:warrior]
| goblin  = asmuk
+
[CASTE_NAME:Warrior of Deformity:Warriors of Deformity:warrior]
| human  = idla
+
[GENERATED]
 +
[SOURCE_HFID:852]
 +
[DIFFICULTY:6]
 +
[CAN_LEARN]
 +
[CAN_SPEAK]
 +
[LARGE_ROAMING]
 +
[FEMALE]
 +
[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]
 +
[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]
 +
[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]
 +
[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]
 +
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]
 +
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]
 +
[NO_DRINK]
 +
[NO_EAT]
 +
[NO_SLEEP]
 +
[FANCIFUL]
 +
[SUPERNATURAL]
 +
[AMPHIBIOUS]
 +
[PETVALUE:2000]
 +
[GRASSTRAMPLE:20]
 +
[BUILDINGDESTROYER:2]
 +
[ALL_ACTIVE]
 +
[SWIMS_INNATE]
 +
[TRAPAVOID]
 +
[NOPAIN]
 +
[NOSTUN]
 +
[NONAUSEA]
 +
[NOFEAR]
 +
[NOEXERT]
 +
[NO_DIZZINESS]
 +
[NO_FEVERS]
 +
[NATURAL_SKILL:WRESTLING:6]
 +
[NATURAL_SKILL:BITE:6]
 +
[NATURAL_SKILL:GRASP_STRIKE:6]
 +
[NATURAL_SKILL:STANCE_STRIKE:6]
 +
[NATURAL_SKILL:MELEE_COMBAT:6]
 +
[NATURAL_SKILL:RANGED_COMBAT:6]
 +
[NATURAL_SKILL:DODGING:6]
 +
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
 +
[NATURAL_SKILL:AXE:6]
 +
[NATURAL_SKILL:SWORD:6]
 +
[NATURAL_SKILL:DAGGER:6]
 +
[NATURAL_SKILL:PIKE:6]
 +
[NATURAL_SKILL:MACE:6]
 +
[NATURAL_SKILL:HAMMER:6]
 +
[NATURAL_SKILL:WHIP:6]
 +
[NATURAL_SKILL:SPEAR:6]
 +
[LARGE_PREDATOR]
 +
[SPHERE:BALANCE]
 +
[SPHERE:DEATH]
 +
[SPHERE:DEFORMITY]
 +
[SPHERE:DISEASE]
 +
[SPHERE:SUICIDE]
 +
[BODY_SIZE:0:0:80000]
 +
[CREATURE_TILE:142]
 +
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
 +
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TWO_FLIGHTLESS_WINGS:RCP_LOWER_BODY_STINGER]
 +
[CANOPENDOORS]
 +
[EQUIPS]
 +
[TISSUE:UNIFORM_TIS]
 +
[TISSUE_NAME:tissue:NP]
 +
[TISSUE_MATERIAL:VOMIT]
 +
[TISSUE_MAT_STATE:SOLID]
 +
[MUSCULAR]
 +
[FUNCTIONAL]
 +
[STRUCTURAL]
 +
[RELATIVE_THICKNESS:1]
 +
[CONNECTS]
 +
[TISSUE_SHAPE:LAYER]
 +
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]
 +
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
 +
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
 +
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
 +
[NOT_LIVING]
 +
[NOT_BUTCHERABLE]
 +
[ODOR_STRING:vomit]
 +
[ODOR_LEVEL:90]
 +
[COLOR:2:0:0]
 +
[NOBREATHE]
 +
[EXTRAVISION]
 +
[HOMEOTHERM:10040]
 +
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
 +
[ENTERS_BLOOD]
 +
[SYNDROME]
 +
[SYN_NAME:divine sickness]
 +
[SYN_AFFECTED_CLASS:GENERAL_POISON]
 +
[SYN_IMMUNE_CREATURE:HF852 DIVINE_1:ALL]
 +
[SYN_INJECTED]
 +
[SYN_CONTACT]
 +
[SYN_INHALED]
 +
[SYN_INGESTED]
 +
[CE_IMPAIR_FUNCTION:SEV:100:PROB:100:START:858:PEAK:1745:END:3188:LOCALIZED:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]
 +
[CE_PAIN:SEV:100:PROB:100:START:343:PEAK:1602:END:4801:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]
 +
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
 +
[ATTACK_SKILL:GRASP_STRIKE]
 +
[ATTACK_VERB:punch:punches]
 +
[ATTACK_CONTACT_PERC:100]
 +
[ATTACK_PREPARE_AND_RECOVER:2:2]
 +
[ATTACK_FLAG_WITH]
 +
[ATTACK_PRIORITY:MAIN]
 +
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
 +
[ATTACK_SKILL:STANCE_STRIKE]
 +
[ATTACK_VERB:kick:kicks]
 +
[ATTACK_CONTACT_PERC:100]
 +
[ATTACK_PREPARE_AND_RECOVER:2:2]
 +
[ATTACK_FLAG_WITH]
 +
[ATTACK_PRIORITY:MAIN]
 +
[ATTACK_FLAG_BAD_MULTIATTACK]
 +
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]
 +
[ATTACK_SKILL:STANCE_STRIKE]
 +
[ATTACK_VERB:sting:stings]
 +
[ATTACK_CONTACT_PERC:5]
 +
[ATTACK_PENETRATION_PERC:100]
 +
[ATTACK_PREPARE_AND_RECOVER:2:2]
 +
[ATTACK_FLAG_EDGE]
 +
[ATTACK_PRIORITY:MAIN]
 +
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
 +
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
 +
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
 +
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
 +
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]
 +
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]
 +
[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
 +
[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
 +
[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
 +
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]
 +
[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]
 +
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]
 +
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
 +
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
 +
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
 +
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]
 +
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]
 +
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]
 +
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
 +
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
 +
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
 +
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]
 +
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]
 +
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]
 +
 
 +
[CREATURE:HF852 DIVINE_3]
 +
[DESCRIPTION:A great pterosaur composed of grime and filth.  It has two long, spiral horns and it has a rattling exhale. It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]
 +
[NAME:Suicide's Destroyer:Suicide's Destroyers:Suicide's destroyer]
 +
[CASTE_NAME:Suicide's Destroyer:Suicide's Destroyers:Suicide's destroyer]
 +
[GENERATED]
 +
[SOURCE_HFID:852]
 +
[LARGE_PREDATOR]
 +
[DIFFICULTY:10]
 +
[NATURAL_SKILL:WRESTLING:14]
 +
[NATURAL_SKILL:BITE:14]
 +
[NATURAL_SKILL:GRASP_STRIKE:14]
 +
[NATURAL_SKILL:STANCE_STRIKE:14]
 +
[NATURAL_SKILL:MELEE_COMBAT:14]
 +
[NATURAL_SKILL:RANGED_COMBAT:14]
 +
[NATURAL_SKILL:DODGING:14]
 +
[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]
 +
[LARGE_ROAMING]
 +
[FEMALE]
 +
[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]
 +
[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]
 +
[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]
 +
[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]
 +
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]
 +
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]
 +
[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]
 +
[NO_DRINK]
 +
[NO_EAT]
 +
[NO_SLEEP]
 +
[FANCIFUL]
 +
[SUPERNATURAL]
 +
[AMPHIBIOUS]
 +
[PETVALUE:2000]
 +
[GRASSTRAMPLE:20]
 +
[BUILDINGDESTROYER:2]
 +
[ALL_ACTIVE]
 +
[SWIMS_INNATE]
 +
[TRAPAVOID]
 +
[NOPAIN]
 +
[NOSTUN]
 +
[NONAUSEA]
 +
[NOFEAR]
 +
[NOEXERT]
 +
[NO_DIZZINESS]
 +
[NO_FEVERS]
 +
[LARGE_PREDATOR]
 +
[SPHERE:BALANCE]
 +
[SPHERE:DEATH]
 +
[SPHERE:DEFORMITY]
 +
[SPHERE:DISEASE]
 +
[SPHERE:SUICIDE]
 +
[BODY_SIZE:0:0:10000000]
 +
[CREATURE_TILE:142]
 +
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
 +
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_LEGS:RCP_TWO_WINGS:RCP_2_HEAD_HORNS:RCP_4_TOES]
 +
[FLIER]
 +
[TISSUE:UNIFORM_TIS]
 +
[TISSUE_NAME:tissue:NP]
 +
[TISSUE_MATERIAL:GRIME]
 +
[TISSUE_MAT_STATE:SOLID]
 +
[MUSCULAR]
 +
[FUNCTIONAL]
 +
[STRUCTURAL]
 +
[RELATIVE_THICKNESS:1]
 +
[CONNECTS]
 +
[TISSUE_SHAPE:LAYER]
 +
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]
 +
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
 +
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
 +
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
 +
[NOT_LIVING]
 +
[NOT_BUTCHERABLE]
 +
[ODOR_STRING:filth]
 +
[ODOR_LEVEL:90]
 +
[COLOR:6:0:0]
 +
[NOBREATHE]
 +
[EXTRAVISION]
 +
[HOMEOTHERM:10040]
 +
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
 +
[ATTACK_SKILL:STANCE_STRIKE]
 +
[ATTACK_VERB:kick:kicks]
 +
[ATTACK_CONTACT_PERC:100]
 +
[ATTACK_PREPARE_AND_RECOVER:2:2]
 +
[ATTACK_FLAG_WITH]
 +
[ATTACK_PRIORITY:MAIN]
 +
[ATTACK_FLAG_BAD_MULTIATTACK]
 +
[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]
 +
[ATTACK_SKILL:BITE]
 +
[ATTACK_VERB:gore:gores]
 +
[ATTACK_CONTACT_PERC:5]
 +
[ATTACK_PENETRATION_PERC:100]
 +
[ATTACK_PREPARE_AND_RECOVER:2:2]
 +
[ATTACK_FLAG_EDGE]
 +
[ATTACK_PRIORITY:MAIN]
 +
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
 +
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
 +
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
 +
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]
 +
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]
 +
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]
 +
[GAIT:FLY:Maximum Flight Speed:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
 +
[GAIT:FLY:Faster Flight:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
 +
[GAIT:FLY:Fast Flight:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
 +
[GAIT:FLY:Fly:900:NO_BUILD_UP:0]
 +
[GAIT:FLY:Slow Flight:1900:NO_BUILD_UP:0]
 +
[GAIT:FLY:Hover:2900:NO_BUILD_UP:0]
 +
[GAIT:WALK:Fastest Walk:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
 +
[GAIT:WALK:Faster Walk:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
 +
[GAIT:WALK:Fast Walk:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
 +
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]
 +
[GAIT:WALK:Slow Walk:1900:NO_BUILD_UP:0]
 +
[GAIT:WALK:Slowest Walk:2900:NO_BUILD_UP:0]
 +
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
 +
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
 +
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
 +
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]
 +
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]
 +
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]
 
}}
 
}}
 +
 +
{{Creatures}}
 +
{{Category|Amphibious}}
 +
{{Category|Building destroyer}}
 +
{{Category|HFS}}
 +
{{Category|Fanciful}}
 +
{{Category|Learns}}
 +
{{Category|No Exert}}
 +
{{Category|No Pain}}
 +
{{Category|No Stun}}
 +
[[ru:Angel]]

Revision as of 11:31, 10 November 2019

This article is about the current version of DF.
Note that some content may still need to be updated.

Spoiler2010.png This article contains massive spoilers. If you do not wish to have your game experience spoiled, do not scroll down!





"Angel" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: sedil
Elvish: thili
Goblin: asmuk
Human: idla

Angels Ä are incredibly powerful, procedurally-generated creatures created by deities to guard the vaults erected by demons who were twisted into humanoid form in a time before time. Facing them is arguably the endgame of adventurer mode.

Overview

"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." (post)

Angels are randomly generated at worldgen, with appearance, arms, and armor determined by the spheres of their creator. The term "angel" is used loosely -- after all, they are sent by deities that knowingly released demons into the world. As such, they are disproportionately associated with "dark" or "violent" spheres like deformity and war, 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 will more likely have 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 breathe water and destroy buildings. Furthermore, they are immune to traps, pain, fear, nausea, stunning, 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 doors. 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.

Dwarves will never have a preference for angels, as they possess no [PREFSTRING]. They possess an unused pet value of 2,000.

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 training grounds. Try to kill at least one Soldier and pick up his 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.

Angels usually can't be directly encountered in fortress mode, though dwarven squads can attempt to 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, its angels become a playable race in adventure mode.

Angel types

Estimated size comparison between a group of angels (All made by the same god, Solon) and a dwarf.

Angels come in three categories:

Assistant

Assistants (Ä or ä) are highly randomized bestial angels; though more than a match for most adventurers, they're the least dangerous angels, with low combat skills and no weapons or armor, though they are able to equip them given the chance. A vault always contains exactly 50 of them.

Soldier

Soldiers (Ä or ä) 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, and they can be larger as well as 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 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.

Archangel

The Archangel (Ä) is the huge, bestial guardian of the final chamber. Only a single one of these powerful foes can be found in a vault. They stand 10,000,000 cm³, the same size as a forgotten beast, and possess Grand Master skill in wrestling, biting, striking, kicking, fighter, archer, dodging and observer, making them equivalent in power to a unique demon, or the most difficult individual foe the game has to offer. Due to this, they may very well be the closest thing to a 'final boss' in the game.

Defeating the archangel grants the player access to the slab related to the vault's demon, allowing them to either bind them to their service or banish them back to the Underworld.

Divine language

Main article: Divine language

Angel names are generated using a divine language. The divine language works just like any of the four major languages in the respect that it has its own translation of a set of English words. Unlike the other languages, however, it is generated individually for each world. Each world has only one divine language, meaning that all angels in all vaults in a given world will use the same language.

In the world raws, the divine language is referred to as GEN_DIVINE. By changing an entity's TRANSLATION token to GEN_DIVINE, it's possible to make them use the same names as the angels.