|Spell Rarity||Very Rare|
|Upkeep Cost||20 per turn|
|# of figures||1|
|Melee Attack per figure||15|
|Defense per figure||10|
|Hit Points per figure||18|
+30% To Hit
Caster ( 40)Holy Bonus +2
The Fantastic Unit Edit
Physical Description Edit
The Arch Angel is a divine creature, resembling a human with fair skin and blond 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 Arch Angel's back, keeping it aloft. The Arch Angel's head is adorned with a halo - a yellowish ring of divine energy.The Arch Angel is very hard to distinguish at a glance from a "regular" Angel, but there are several visual differences. Aside from being somewhat larger physically than an Angel, the Arch Angel's longsword glows with divine energy (or possibly some sort of holy flame). Smaller details include longer robes and more distinct wing feathers for the Arch Angel. Consult the image to the right.
In most monotheistic religions, Arch Angels are seen as God's direct aides, being highest in the hierarchy of Angels. The concept of Arch Angels developed overtime from a scant few references to specific named Angels in the bible.
Attack Properties Edit
The Arch Angel has a powerful Melee Attack. Though it does not compare well to the attacks made by other top-end Fantastic Units, it is still very dangerous to most units.
The Arch Angel strikes with a strength of 15. This is boosted to 17 during combat, thanks to the Arch Angel's own Holy Bonus ability. With its high +30% bonus To Hit, the Arch Angel will deliver 10.2 Points of Damage on average with each attack - easily enough to destroy a low-tier Normal Unit outright, and inflict substantial damage on stronger units.
Defensive Properties Edit
The Arch Angel's Defense score is one of the highest in the game. It is normally 10, but thanks to the Arch Angel's Holy Bonus this is increased to 12 during combat. As a result, most enemy units will struggle to inflict any damage on the Arch Angel, since it can block about 3.6 Points of Damage from any attack on average.
The Arch Angel has Illusions Immunity. This means that it can make Defense rolls as normal when an Illusion Damage attack is made against it, and is also completely immune to many Sorcery spells and Curses.
Finally, the Arch Angel possesses a massive Resistance score of 12, again raised to 14 during combat thanks to the Holy Bonus. As a result, the Arch Angel is almost completely immune to all Curses and some types of Special Attacks - even if they inflict a significant Resistance penalty.
The Arch Angel possesses the Caster ability with 40. In other words, it can spend up to 40 casting its own spells during combat, without spending any of its controlling Wizard's Mana.
A Arch Angel may cast any Life combat spells (regardless of how many are known to its controlling wizard!), as long as it has sufficient Mana to do so. With a pool of only 40, a few spells are simply too expensive for it, but others may be cast a few times before the creature empties its Mana pool.
Casting any spell costs the Arch Angel all of its remaining movement points for the turn - however many there are left. Therefore, it can only cast one spell per turn, but may move freely before doing so. As long as it has at least 0.5 Movement Points remaining, it can cast a spell - and then its Movement Points are reduced to 0.
Other Properties Edit
The Arch Angel is one of the fastest-moving units in the game, traveling at a rate of 4 both on the overland map and during combat. Aside from the obvious benefits to using an Arch Angel as a scout, the fast movement during combat allows it to easily maneuver across the battlefield, flanking the enemy and picking off units one by one.
More importantly, the Arch Angel bestows a set of powerful bonuses to all friendly units on the battlefield, including itself:
This will significantly increase the power of any army containing an Arch Angel. Larger armies, naturally, benefit more from this, as each individual unit receives the same bonus. Note that this Holy Bonus is not cumulative, so having two or more Arch Angels in an army does not grant more than +2 in each of the above categories.
Basic Tactics Edit
The Arch 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 Arch Angel back, or at least away from dangerous enemy units, so that its bonus remains in play. Consider adding one Arch Angel to each and every large army you send out.
Fortunately, the Arch Angel is quite maneuverable in combat, and can 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.
Most importantly however, the Arch Angel can augment your combat spellcasting by casting its own spells - without drawing Mana from your Mana Pool or reducing your available Spell Skill for the battle. This essentially allows adding more Unit Enchantments, perform more Healing, and inflict more damage on enemy units, et cetera.
Enemy Arch Angels Edit
Arch Angels are some of the rarest Neutral units in the game - rarer even than the other Life creatures. They may occasionally appear in Ancient Temples or Towers of Wizardry, and will either be alone or accompanied by lesser Life creatures.
Arch Angels are easier to destroy than other top-tier Fantastic Units (like the Sky Drake or Great Drake), since they lack the superior combat abilities of such units. On the other hand, the Arch Angel can cast all sorts of spells to buff itself up, making it harder to destroy - and can even heal itself during combat.
The most dangerous occurrence of an Arch Angel is as part of an army - the larger the army, the harder the battle. This is due to the Arch Angel's Holy Bonus +2, which significantly strengthens all other units on its side. Even lowly Normal Units may become terrifyingly powerful thanks to this effect. In such a scenario, your primary task is to destroy the Arch Angel by any means, thereby denying the bonus to the remainder of the enemy units.
Always remember that the Arch Angel is virtually immune to all Curses, and even to some Special Attacks. Therefore you may wish to try to reduce its Resistance score in some way, if you rely primarily on such attacks.
Ability Overview Edit
- This unit has an extra 30% chance to hit its target with every attack. This improves its statistical chance to inflict more Damage with each attack it makes.
- This unit may cast spells during combat, withdrawing Mana from its own personal Mana Pool to do so.
- Spellcasting takes up all of the unit's remaining Movement Points for the turn.
- The unit may spend up to 40 per battle. This Mana Pool is reset at the end of each battle - assuming the unit survives at all.
- If the unit is a Hero and is placed in the same Town as the Wizard's Fortress, half of these Caster points are added to the wizard's Spell Skill.
- 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 freely like any other unit.
- This unit is completely immune to many Curses from the Sorcery realm. It either may not be targeted by such curses at all, or is simply not affected by them.
Holy Bonus +2 Edit
- During combat, this unit provides +2, +2 and +2 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.
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 Arch Angel in play, it is necessary to pay an Upkeep Cost of 20 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 Arch 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.
You can also dismiss the Arch Angel 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 you can always cast the Arch 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 Very Rare Life spell, Arch Angel may become available to any Wizard who possesses at least 3 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least 10 Spellbooks.
Arch Angel may not be acquired at the start of the campaign regardless of how many Spellbooks the wizard possesses. It must either be Researched during the game, or acquired through other means.
Wizards with 3 to 9 Spellbooks have a random chance of being able to Research Arch 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.
Arch Angel has a base Research Cost of 5,000.
With at least 3 Spellbooks, the Arch 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.