|Upkeep Cost||15 per turn|
|# of figures||1|
|Melee Attack per figure||13|
|Defense per figure||7|
|Hit Points per figure||15|
+20% To Hit
Holy Bonus +1Dispel Evil
The Fantastic Unit Edit
Physical Description Edit
The Angel is a divine creature, resembling a human with fair skin and blonde hair, and dressed in fine flowing white robes - as angels have often been depicted in Christian religious artwork since the middle ages. Two great white wings protrude out the Angel's back, keeping it aloft. The Angel's head is adorned with a halo - a yellowish ring of divine energy. It carries a large, sharp longsword in its right hand, symbolizing the swift stroke of justice.
Angels are dominant figures in the Abrahamic (monotheistic) religions of our world, serving as direct messengers and servants of God. Their appearance as depicted in the game, however, was invented much later than the ancient texts, which often described them as bizarre and awe-inspiring monstrosities - when they weren't described as looking just like regular humans.
Offensive Properties Edit
The Angel's Melee Attack is impressive compared to that of most Normal Units in the game, but being a single figure and having such high Casting and Upkeep Costs its attack leaves something to be desired, compared to similar-level creatures from other realms.
The Angel attacks with 13, which is increased to 14 during combat thanks to its Holy Bonus ability (explained below). This attack enjoys a +20% To Hit bonus, delivering about 7 points of Damage, on average. This can be quite dangerous to low/mid-tier Normal Units, but is not impressive against other Fantastic Creatures.
On the other hand, the Angel does have a Special Attack that can come in handy when fighting Death and Chaos creatures. It is called the Dispel Evil ability: when the Angel engages in melee combat against an enemy unit associated with the Death or Chaos realm, the opponent must make a Resistance roll at a penalty of -4 or have one of its figures destroyed. Undead units must make this roll at -9.
Defensive Properties Edit
The Angel has a relatively-high Defense score of 7, which is increased to 8 during combat thanks to its Holy Bonus ability (explained below). This means that it will block about 2.4 points of Damage on average from any attack - making it very durable against low/mid-tier enemy units.
The Angel also has Illusions Immunity. This means that it can make Defense rolls as normal when it is struck by Illusion Damage, and is completely immune to many Sorcery spells and Curses. This ability also allows the detection (and, to a certain degree, targeting) of Invisible enemy units in battles.
Finally, the Angel possesses a Resistance score of 8, again raised to 9 during combat thanks to the Holy Bonus. As a result, many Curses and Special Attacks will have significant trouble affecting the Angel at all, unless they also inflict a Resistance penalty.
Other Properties Edit
The Angel moves at a rate of 3, both on the overland map and during combat. This allows it to work as a scout, and also to maneuver easily around the battlefield to get at the enemy's weakest units first (especially the Undead, which it can potentially destroy with ease).
More importantly, the Angel bestows a set of bonuses to all friendly units on the battlefield, including itself:
This will significantly increase the power of any army containing an Angel. Larger armies, particularly those containing Multi-Figure units, naturally benefit more from this effect, as each individual unit (resp. figure) receives the same bonus. Note that this Holy Bonus is not cumulative, so having two or more Angels in an army does not grant more than +1 in each of the above categories. It also has no effect on the overland map, only in combat.
Basic Tactics Edit
The Angel benefits the army it is in regardless of what it does in battle - and, in fact, it is often a better idea to keep the Angel back, or at least away from dangerous enemy units, so that its bonus remains in play. Consider adding one Angel to each and every large army, especially those comprising of many Multi-Figure units.
Fortunately, the Angel is quite maneuverable in combat, and can both stay out of harm's way, or seek out and destroy the weakest enemy units by simply bypassing the enemy's stronger Melee Attackers. Its Flying ability grants it protection from most ground-moving enemy units, making this even easier to accomplish.
If the enemy army contains Death or Chaos creatures, the Angel can attempt to engage these in the hopes that they fail to resist its Dispel Evil ability. However, this should be a last-ditch effort unless the enemy is fairly weak anyway.
Enemy Angels Edit
Angels are not too difficult to destroy, though it may take a strong unit or two to do so. However, engaging them with Death or Chaos creatures is generally not a good idea. Ranged Attack units may also have a problem getting through the Angel's high Defense, strong Melee Attackers may be a better choice against it.
If it is accompanied by other units during a battle, it is usually imperative to take out the Angel as quickly as possible. This is because the creature's Holy Bonus makes its entire army stronger, so all other enemy units are more dangerous than normal until the Angel is destroyed.
Ability Overview Edit
- This unit has an extra 20% chance to hit its target with every attack. This improves its chance to inflict more Damage with each attack it makes.
- Illusion Damage inflicted on this unit does not bypass its armor. The unit gets to make its Defense rolls as normal.
- During combat, this unit will spot all enemy Invisible creatures regardless of how close they are. Those creatures become semi-visible on the screen, and may be targeted by spells like any other unit.
- This unit is completely immune to many Curses from the Sorcery realm. It may either not be targeted by such spells at all, or is simply not affected by them.
Holy Bonus +1 Edit
- During combat, this unit provides +1, +1 and +1 to each and every friendly unit, including itself.
- Holy Bonus does not stack: if there is more than one unit providing a Holy Bonus, only one takes effect.
- When this unit engages in Melee Combat with an enemy unit associated with the Chaos or Death realms, it also delivers a Touch Attack of Dispel Evil Damage.
- The enemy unit must make a Resistance roll at a penalty of -4. On a failure one figure is immediately destroyed.
- Undead units must make their resistance rolls at -9, almost completely ensuring their destruction!
- This is a Touch Attack, which means it takes place simultaneously with the delivery of actual Melee Damage. Therefore, any figure killed off by the Dispel Evil ability still gets to deliver its damage as normal before it dies.
The Summoning Spell Edit
The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.
To keep the Angel in play, it is necessary to pay an Upkeep Cost of 15 per turn. This is drawn automatically from the caster's Mana pool each turn. Failure to pay the required costs due to lack of Mana in the pool will lead to the Angel being immediately destroyed, along with any Unit Enchantments currently affecting it.
If the unit is destroyed in combat, then it is gone from the world entirely, and there is no further need to pay its Upkeep Costs.
The Angel can also be dismissed voluntarily. To do this, right-click the unit's icon and then press the red "Dismiss" button on the bottom right corner of the unit's details panel. A dismissed unit is gone forever, but of course it is always possible to cast the Angel spell again to get a fresh new one. The primary reason to dismiss a Fantastic Creature would be to remove its Upkeep Cost (conserving Mana as a result).
As a Rare Life spell, Angel may become available to any Wizard who possesses at least 2 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least 10 Spellbooks.
Wizards with 2 to 9 Spellbooks have a random chance of being able to Research Angel during the game. The chance for this spell to appear for research increases with the number of Life Spellbooks the Wizard possesses or obtains during gameplay. With 10 or 11 Spellbooks, the spell is guaranteed to appear for Research at some point, if it is not already available for casting.
Angel has a base Research Cost of 1,400.
With at least 2 Spellbooks, the Angel spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.