Angel and Archangel: Difference between revisions
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{{ | {{CastleCreaturesNew}}{{CreatureNew | ||
| name = Angel | |||
| faction = Castle | |||
| attack = 20 | |||
| defense = 20 | |||
| shots = | |||
| damage = 50 | |||
| health = 200 | |||
| speed = 12 | |||
| move = Flying | |||
| size = 1 | |||
| growth = 1 | |||
| aivalue = 5019 | |||
| fightvalue = 3585 | |||
| goldcost = 3000 | |||
| resource = Gem | |||
| rescost = 1 | |||
| abilities = Flies. +1 {{gl|Morale}}. {{gl|Hate|Hates}} {{gl|Devil|Devils}}. | |||
}}{{CreatureNew | |||
| name = Archangel | |||
| faction = Castle | |||
| attack = {{gt|30}} | |||
| defense = {{gt|30}} | |||
| shots = | |||
| damage = 50 | |||
| health = {{gt|250}} | |||
| speed = {{gt|18}} | |||
| move = Flying | |||
| size = {{gt|2}} | |||
| growth = 1 | |||
| aivalue = 8776 | |||
| fightvalue = 6033 | |||
| goldcost = 5000 | |||
| resource = Gem | |||
| rescost = 3 | |||
| abilities = Flies. +1 {{gl|Morale}}. {{gl|Hate|Hates}} {{gl|Devil|Devils}}. Resurrects allies (100 Health per Archangel). | |||
}} | }} | ||
'''Angels''' and '''Archangels''' are the level 7 creatures of [[Castle]]. They are recruited from the [[Castle creature dwellings|Portal of Glory]]. Additionally, Angels can be acquired from [[Griffin Conservatory|Griffin Conservatories]]. | '''Angels''' and '''Archangels''' are the level 7 creatures of [[Castle]]. They are recruited from the [[Castle creature dwellings|Portal of Glory]]. Additionally, Angels can be acquired from [[Griffin Conservatory|Griffin Conservatories]]. | ||
''"With their great offensive and defensive power and flying ability, angels and archangels are among the mightiest creatures in the game. Both do 150% damage when attacking devils. Additionally, the archangel is able to resurrect dead allied troops once per combat."{{-}}<sup>[[Restoration of Erathia Manual Page 87|RoE manual]]''</sup> | ''"With their great offensive and defensive power and flying ability, angels and archangels are among the mightiest creatures in the game. Both do 150% damage when attacking devils. Additionally, the archangel is able to resurrect dead allied troops once per combat."{{-}}<sup>[[Restoration of Erathia Manual Page 87|RoE manual]]''</sup> | ||
{{clear|left}} | |||
== Dwellings & Portraits == | |||
{{DwellingPortrait | |||
| dwelling = Portal of Glory | |||
| creature1 = Angel | |||
| creature2 = Archangel | |||
}} | |||
{{clear|left}} | |||
== Heroes with a [[Specialty#Creature_specialties|specialty]] == | |||
* (none) | |||
== Special Abilities == | == Special Abilities == | ||
Angels are the only creatures that gain size upon upgrading them. | |||
The morale bonus they grant lasts until the end of combat, even if all Angels/Archangels die during the fight. | |||
Archangels may cast [[Resurrection]] spell once per combat. The effect does not follow the Resurrection spell's formula (including the bonuses granted by the [[Rockland]] terrain) and is always 100 Health per Archangel in the stack. Like with Advanced and Expert [[Earth Magic]], the Resurrection effect is permanent. Archangels' Resurrection has the same limitations as the regular [[Resurrection]] spell - [[Golem]]s, [[Stone Gargoyle and Obsidian Gargoyle|Gargoyles]], [[Elemental]]s, [[Mechanical]]s, [[Undead]], and [[War Machine]]s can never be resurrected. [[Gold Dragon|Gold]] and [[Black Dragon]]s can only be resurrected with the [[Orb of Vulnerability]]. | |||
== {{roe}} and {{ab}} == | == {{roe}} and {{ab}} == | ||
In {{roe}} and {{ab}} gems were not included in the cost. | In {{roe}} and {{ab}}, gems were not included in the cost of Angels or Archangels. | ||
=={{hota}}== | == {{hota}} == | ||
[[File:Cast spell.png]] [[File:Move.png]] In {{hota}}{{-wh}}, Archangels can now select between resurrecting and moving. | [[File:Cast spell.png]] [[File:Move.png]] In {{hota}}{{-wh}}, Archangels can now select between resurrecting and moving. | ||
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{{video|RoE 1.0 CD-Heroes3-DATA-HEROES3 VID-GOOD1B-smk-GOOD1B-RoE-voice|550px}} | {{video|RoE 1.0 CD-Heroes3-DATA-HEROES3 VID-GOOD1B-smk-GOOD1B-RoE-voice|550px}} | ||
== | An Archangel appears on the main menu screen of [[Restoration of Erathia]], as well as the box art for [[the Board Game]]. | ||
<gallery mode="packed-hover"> | |||
== Gallery == | |||
<gallery mode="packed-hover" heights=200px> | |||
File:RoE1 87.png | Angel<br>(RoE manual p87) | |||
Angel render.jpg | Angel render.jpg | ||
Archangel render.png | Archangel render.png | ||
Archangel alternative render.jpg | Archangel alternative render.jpg | ||
Restoration of erathia menu no buttons.png | |||
HD Edition menu no buttons.png | |||
The Board Game.png | |||
Board Game Menu.png | |||
</gallery> | </gallery> | ||
{{fanopinion| | {{fanopinion| | ||
Archangels are among the strongest level 7 units recruitable from a town. They have the highest [[attack]] and [[defense]] (both 30) out of all level 7 creatures that you can recruit from a town and only [[Azure Dragon]]s and [[Crystal Dragon]]s have higher attack and defense ([[Rust Dragon]]s have the same). Only [[Phoenix]]es (21) and [[Azure Dragon]]s (19) have higher base [[speed]] than Archangels' 18. The only creatures that can defeat an Archangel in a one-on-one combat are the [[Ancient Behemoth]], [[Titan]] (by defending 4 times and then attacking), and in {{hota}}{{-wh}} the [[Haspid]]. | |||
Archangels have the highest AI Value of any creature in {{roe}} with 8776. | Archangels have the highest AI Value of any creature in {{roe}} with 8776. | ||
Casting the [[Clone]] spell on a stack of Archangels before the stack has cast | Casting the [[Clone]] spell on a stack of Archangels before the stack has cast its [[Resurrection]], enables the clone to cast it (in [[Horn of the Abyss]], a cloned stack can always cast Resurrection, even if the original stack has already casted it). Typically the Resurrection cast by Archangels (100 x number of casting Archangels) is more powerful compared to a hero's Resurrection (40/80/160 + 50 x hero's Power) and is always permanent, unlike hero spell which requires Advanced [[Earth Magic]] to last longer than the current battle. (However, the hero instead needs Expert [[Water Magic]] to clone the Archangels.) After the clone has cast the Resurrection, it is almost preferable to let the enemy destroy it in order to cast Clone on the Archangels again. Additionally, spells like [[Fireball]] or [[Meteor Shower]] can be used to destroy the clone. The clone can also be used as expendable stack to use up enemy retaliation, with added bonus of striking very hard and possibly another clone coming soon. | ||
One Archangel can resurrect up to 100 health, so in Castle army 1 Archangel can raise 1 [[Cavalier and Champion|Cavalier or Champion]], over 3 [[Monk and Zealot|Monks or Zealots]], just under 3 [[Swordsman and Crusader|Swordsmen or Crusaders]], 4 [[Griffin and Royal Griffin|Griffins or Royal Griffins]], 10 [[Archer and Marksman|Archers or Marksmen]] and 10 [[Pikeman and Halberdier|Pikemen or Halberdiers]]. | One Archangel can resurrect up to 100 health, so in Castle army 1 Archangel can raise 0.4 Archangels (five can resurrect two), 0.5 Angels, 1 [[Cavalier and Champion|Cavalier or Champion]], over 3 [[Monk and Zealot|Monks or Zealots]], just under 3 [[Swordsman and Crusader|Swordsmen or Crusaders]], 4 [[Griffin and Royal Griffin|Griffins or Royal Griffins]], 10 [[Archer and Marksman|Archers or Marksmen]] and 10 [[Pikeman and Halberdier|Pikemen or Halberdiers]]. Because of these numbers, it could be wise to divide them into stacks of 3 or 5, 8, 10, 13 etc. so they can resurrect each other. | ||
Archangels' extremely high speed makes them very useful to resist [[Dragogeddon]] tactics. As they are faster than [[Green Dragon and Gold Dragon|Gold]] and [[Red Dragon and Black Dragon|Black Dragons]], use only Archangels and cast [[Anti-Magic]] on them, making [[Armageddon]] spell completely useless on the battlefield. | Archangels' extremely high speed makes them very useful to resist [[Dragogeddon]] tactics. As they are faster than [[Green Dragon and Gold Dragon|Gold]] and [[Red Dragon and Black Dragon|Black Dragons]], use only Archangels and cast [[Anti-Magic]] on them, making [[Armageddon]] spell completely useless on the battlefield. | ||
Because their damage is not based on a range of numbers, but is instead set at 50, spells like [[bless]] and [[curse]] have almost no effect | Because their damage is not based on a range of numbers, but is instead set at 50, spells like [[bless]] and [[curse]] have almost no effect, making them a sure-fire unit. Use spells affecting attack or defense instead, like [[Bloodlust]], [[Weakness]], [[Stone Skin]], [[Disrupting Ray]]. [[Shield]] has additional benefit of not being Defense buff, so it stacks with Stone Skin and protects better against [[Behemoth]]s, as they partially ignore opponent's Defense. [[Slayer]] is strongest possible attack buff without downsides, but requires specific enemies or [[Fire Magic]] [[secondary skill]] to work against all level 7 creatures instead of just the "monstrous" ones. [[Counterstrike]] is potentially very strong, as by their nature as powerful, fast melee | ||
troops they will often be amidst enemy troops, taking multiple hits each turn and with this spell they will fight back, as if they had additional turns. Similar effect can be achieved by good [[morale]], as it's practically a given considering their +1 bonus, same town type army bonus, cheap and common +1 [[artifact]]s, and [[Mirth]] spell. At best it's only 12,5% though, or average of 1 bonus action per 8 turns. | troops they will often be amidst enemy troops, taking multiple hits each turn and with this spell they will fight back, as if they had additional turns. Similar effect can be achieved by good [[morale]], as it's practically a given considering their +1 bonus, same town type army bonus, cheap and common +1 [[artifact]]s, and [[Mirth]] spell. At best it's only 12,5% though, or average of 1 bonus action per 8 turns. | ||
Casting the [[Frenzy]] spell on a stack of Archangels and then casting the Clone spell on the same stack, removes the effect of the Frenzy spell from both the clone and the targeted Archangel stack. | Casting the [[Frenzy]] spell on a stack of Archangels and then casting the Clone spell on the same stack, removes the effect of the Frenzy spell from both the clone and the targeted Archangel stack. | ||
Their great weakness is their lack of immunities - they can be [[slow]]ed, [[blind]]ed, [[berserk]]ed, in extreme cases even [[hypnotize]]d. If facing powerful magic [[hero]], it might be worth it to just cast [[Anti-magic]] on Archangels in the first turn to prevent them from being disabled. As Angels have 200 health and Archangels 250, they are not particularly threatened by [[direct damage spell]]s, but such spells are still something to expect - Angels have very high Defense stat, so if the opponent cannot kill them using their army, they might try to do so using magic, like [[Implosion]] or [[Lightning Bolt]]. | Their great weakness is their lack of immunities - while this allows them to be resurrected as mentioned previously and buffed by beneficial spells, it also means they can be [[slow]]ed, [[blind]]ed, [[berserk]]ed, and in extreme cases even [[hypnotize]]d. If facing a powerful magic [[hero]], it might be worth it to just cast [[Anti-magic]] on Archangels in the first turn to prevent them from being disabled. As Angels have 200 health and Archangels 250, they are not particularly threatened by [[direct damage spell]]s, but such spells are still something to expect - Angels have very high Defense stat, so if the opponent cannot kill them using their army, they might try to do so using magic, like [[Implosion]] or [[Lightning Bolt]]. | ||
Another downside is that great as they are in battle, they are also appropriately expensive - while Angels are decently priced at 3000 {{g}} and 1 {{gem}}, Archangels cost 5000 {{g}} and 3 {{gem}}, making them the most expensive town-aligned unit in game. [[Portal of Glory|Their dwelling]] is also one of the most expensive in game, requiring 20000 {{g}} and 10 each of {{crystal}}, {{gem}}, {{mercury}} and {{sulfur}} and again this amount for upgrade, and to fulfill its requirements [[Monastery]] must be built first, for another 2000 {{g}}, 5 wood and 5 ore, and 2 each of [[magical resource]]s. Considering that Castle's [[Resource Silo]] produces ore and wood, it might cause shortages without external sources. | Another downside is that great as they are in battle, they are also appropriately expensive - while Angels are decently priced at 3000 {{g}} and 1 {{gem}}, Archangels cost 5000 {{g}} and 3 {{gem}}, making them the most expensive town-aligned unit in game. [[Portal of Glory|Their dwelling]] is also one of the most expensive in game, requiring 20000 {{g}} and 10 each of {{crystal}}, {{gem}}, {{mercury}} and {{sulfur}} and again this amount for upgrade, and to fulfill its requirements [[Monastery]] must be built first, for another 2000 {{g}}, 5 wood and 5 ore, and 2 each of [[magical resource]]s. Considering that Castle's [[Resource Silo]] produces ore and wood, it might cause shortages without external sources. | ||
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Best [[secondary skill]]s for both types of Angels are [[Offense]] to capitalize on their great attack power and [[Armorer]] to help them live longer, as they are natural damage magnets. | Best [[secondary skill]]s for both types of Angels are [[Offense]] to capitalize on their great attack power and [[Armorer]] to help them live longer, as they are natural damage magnets. | ||
[[Leadership]] is made mostly redundant by their +1 morale bonus, because morale only goes up to 3 and their inherent +1 bonus stacks with all other morale benefits like adventure map objects, artifacts, single town army type +1 bonus and, when defending a town, [[Tavern]]'s +1 or Castle's [[Brotherhood of the Sword]]'s +2. | [[Leadership]] is made mostly redundant by their +1 morale bonus, because morale only goes up to 3 and their inherent +1 bonus stacks with all other morale benefits like adventure map objects, artifacts, single town army type +1 bonus and, when defending a town, [[Tavern]]'s +1 or Castle's [[Brotherhood of the Sword]]'s +2. | ||
[[Tactics]] offers a dubious benefit to them in offense - usually they have first turn in combat and unless [[Mind spell|disabled]], [[slow]]ed down or [[Dendroid_Guard_and_Dendroid_Soldier|bound]] they can fly anywhere on the battlefield. Starting in player-made formation might benefit the rest of your army that does not have 18 speed though, or if you use defensive strategy. Having Tactics might also be useful simply to deny its use to the enemy, especially if they have vulnerable ranged units that you'd like to force into melee before they can be blocked by defending melee troops. | [[Tactics]] offers a dubious benefit to them in offense - usually they have first turn in combat and unless [[Mind spell|disabled]], [[slow]]ed down or [[Dendroid_Guard_and_Dendroid_Soldier|bound]] they can fly anywhere on the battlefield. Starting in player-made formation might benefit the rest of your army that does not have 18 speed though, or if you use defensive strategy. Having Tactics might also be useful simply to deny its use to the enemy, especially if they have vulnerable ranged units that you'd like to force into melee before they can be blocked by defending melee troops. [[Luck]] can be helpful as both types of Angels hit very hard already, so if they get a lucky strike it can be quite devastating for the enemy. | ||
Because of the above, the best [[hero]]es to combine with Archangels are those of martial class and well-scaling specialties, like [[Crag Hack]] or [[Tazar]]. [[Neela]] and [[Mephala]] also have good specialties, but not-so-good secondary skills - [[Scholar]] isn't good for main hero and [[Leadership]] is largely redundant in Castle army with Archangels. | Because of the above, the best [[hero]]es to combine with Archangels are those of martial class and well-scaling specialties, like [[Crag Hack]] or [[Tazar]]. [[Neela]] and [[Mephala]] also have good specialties, but not-so-good secondary skills - [[Scholar]] isn't good for main hero and [[Leadership]] is largely redundant in Castle army with Archangels. |
Revision as of 17:37, 19 March 2025



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Angels and Archangels are the level 7 creatures of Castle. They are recruited from the Portal of Glory. Additionally, Angels can be acquired from Griffin Conservatories.
"With their great offensive and defensive power and flying ability, angels and archangels are among the mightiest creatures in the game. Both do 150% damage when attacking devils. Additionally, the archangel is able to resurrect dead allied troops once per combat." RoE manual
Dwellings & Portraits
Heroes with a specialty
- (none)
Special Abilities
Angels are the only creatures that gain size upon upgrading them.
The morale bonus they grant lasts until the end of combat, even if all Angels/Archangels die during the fight.
Archangels may cast Resurrection spell once per combat. The effect does not follow the Resurrection spell's formula (including the bonuses granted by the Rockland terrain) and is always 100 Health per Archangel in the stack. Like with Advanced and Expert Earth Magic, the Resurrection effect is permanent. Archangels' Resurrection has the same limitations as the regular Resurrection spell - Golems, Gargoyles, Elementals, Mechanicals, Undead, and War Machines can never be resurrected. Gold and Black Dragons can only be resurrected with the Orb of Vulnerability.
Restoration of Erathia and Armageddon's Blade
In Restoration of Erathia and Armageddon's Blade, gems were not included in the cost of Angels or Archangels.
Horn of the Abyss
In Horn of the Abyss
, Archangels can now select between resurrecting and moving.
Appearance
An Angel appears at the beginning of the Guardian Angels scenario from the Long Live the Queen campaign in Restoration of Erathia.
An Archangel appears on the main menu screen of Restoration of Erathia, as well as the box art for the Board Game.
Gallery
-
Angel
(RoE manual p87)