Seraph
For a list of all holy monsters, see list of holy monsters.
seraph A | |
---|---|
HP | 183-239 |
HD | 25 |
XP | 11250 |
Speed | 15 |
AC | 10 |
EV | 20 |
Will | 160 |
Attack1 | 50 (hit: plain) |
Attack2 | 20 (hit: plain)
|
Resistances | rF+++, rElec, rPois+, rN+++, rRot, rDrown, rHoly |
Vulnerabilities | None |
Habitat | Land |
Intelligence | High |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Holy |
Size | Medium |
Type | angel, seraph |
Flags | Fighter Flying Glows See invisible Speaks |
The Seraphim, or the Burning Ones, are the highest rank of the angelic hosts, the mightiest servants of the good gods. They have six wings and but one face, and are said to sometimes take the forms of fiery serpents.
“In the year that king Uzziah died I saw also the LORD sitting upon a throne, high and lifted up, and his train filled the temple. |
Contents
Useful Info
Seraphim are flying holy beings, the rugged, upgraded version of angels. Like angels, they can heal themselves over time, but this rarely makes much difference in combat. They have a massive HP pool on par with some of the beefier uniques in the game, and always generate with a highly-enchanted flaming great sword and either pearl dragon armour or fire dragon armour. They are extremely rare, only appearing on holy-themed Pandemonium floors, and only one may generate per floor.
Spells
Spell set | ||
---|---|---|
Slot1 | Hunting Cry | Natural flag, No silent flag |
Slot2 | Summon Holies | Priest flag |
Slot3 | Injury Bond | Demonic flag |
Slot4 | Cleansing Flame | Priest flag |
Slot5 | Smiting (7-17) | Demonic flag |
Slot6 | Minor Healing (2d12) | Emergency flag, Demonic flag |
Tips & Tricks
Worshipping a good god (Zin, the Shining One, or Elyvilon) may cause it to calm down and become neutral towards you.
As this monster is solely encountered in holy-themed Pandemonium, it is worth noting that an extremely resilient, normal-speed monster with only melee damage is not much of a threat compared to its level companions, such as pearl dragons. Even undead and demonspawn characters can deal with it relatively safely, as it has no holy damage output. Fire resistance certainly helps though.
History
In 0.16, seraphim recieved a new, much more powerful spell list. They also began spawning during the Orb run (albeit rarely).
Prior to 0.15, Seraphim (and all other holy creatures) will no longer be potentially neutral toward worshipers of good gods.
- 0.14 articles
- Hit type
- Plain flavour
- Fire resistance
- Fire resistance 3
- Electricity resistance
- Poison resistance
- Negative energy resistance
- Negative energy 3
- Rot resistance
- Drown resistance
- Holy resistance
- High intelligence
- Weapons armour
- Starting equipment
- Open doors
- Holy holiness
- Medium monsters
- Fighter
- Flying
- Glows
- See invisible
- Speaking monster
- Monsters
- Spellcaster