CLASSCherub
TEAM LIMIT1

Strong of body and resolve, the cherub is the most reliable and fanatically loyal of all angels. While the seraphim are considered celestial nobility, the cherubim are their knights in shining armor, the guardians of things held dear. Once a cherub is assigned to defend someone or something, they will protect their charge with fanatic devotion. These beings are highly perceptive and remarkably resilient, rendering them the most effective type of "guardian angels". While not particularly adept at battle magic, the cherubim are able to employ a number of non-combat spells with great effect. They are, however, unable to wear torso armor, like most angels, because of their large wings.

STAT MODIFIERS


StrengthDexterityAccuracyConstitutionIntelligence

+3 none +3 +3 -7

NON-COMBAT SPELLSCOMBAT SPELLS

FriendsFlame strike
HealDivine justice
Light
Protect
Purification
Ring of immortality
Spiritual hammer

ABILITIES

Extra target seeking range (+1)

See in darkness (+1)

See invisible

Winged torso: the cherub cannot wear normal torso armor as his wings interfere.

Defend
Command: defend <player>
Stamina: 2.5%

This is the cherub's trademark ability to defend someone with celestial tenacity. The angel, while in battle alongside its charge, will take some of the damage headed the defendee's way. It is even rumored that cherubim have taken death blows for their charges rather than fail in their duty to protect.

Set heal aliases
Command: aliases [-d] [str1 str2 str3 ...]

The "aliases" command provides a quick tool for the cherub to set up convenient aliases to heal various team members. When used without any arguments, it sets up "cast heal <player>" aliases for the first ten players on your team (in order of last 15 C/D) as "1", "2", "3", etc, up through "0". With the "-d" argument, it uses "11", "22", "33", through "00" instead. If you supply your own custom strings, separated by spaces, it will use those instead. When setting the aliases, each team member who is assigned a number (or custom string) is told their number, and their "heal-call" variable is checked to perform an automatic alias set if applicable (see the "heal-call" section in "help variables").

Take to the air
Command: lift
Stamina: 2.5% per room flown through

The cherub lifts its massive, feathery wings and takes flight. While in the air, the angel is nearly impossible to track. Additionally, the cherub becomes somewhat more agile but considerably less accurate.

RACES THAT CAN SELECT THIS CLASS

Angel