The last piece of a maxed-out character. An angel flies at your side and, level by level, unlocks three combat powers. It gives no attribute points — those powers are the whole of it. There are three of them — one for fighters, one for whoever takes the hits and one for casters — and you can own all three, but only the one you wear counts.
The three angels
Each card lists the angel's three powers exactly as the in-game tooltip words them. Level 1 comes with the angel; levels 2 and 3 are bought later.
Angel of War
For fighters: Super Attacks that sometimes cost nothing, a Berserk in the middle of a fight, and cheaper low-circle spells.
In your bag
Left Finger
No attribute points: its three powers are everything it gives.
Powers by level
Lv 110% chance that a Super Attack does not consume a charge. (100s cooldown)
Lv 22.5% chance to gain Berserk when you land a hit. (200s cooldown)
Lv 3Spells up to Circle Six cost 15% less mana.
Angel of Protection
For whoever takes the hits: an emergency heal, stronger healing and regeneration, and a chance at Absolute Magic Protection.
In your bag
Left Finger
No attribute points: its three powers are everything it gives.
Powers by level
Lv 1When a hit or a spell leaves you below 50% health, heals 15% of your maximum HP. (300s cooldown)
Lv 2Healing you receive +20% and HP regeneration +10%.
Lv 32.5% chance to gain Absolute Magic Protection when a spell hits you. (200s cooldown)
Angel of Magic
For casters: a chance of Haste when a blow lands on you, and cheaper spells at every circle.
In your bag
Left Finger
No attribute points: its three powers are everything it gives.
Powers by level
Lv 15% chance to gain Haste when a physical hit lands on you. (200s cooldown)
Lv 2Every spell costs 5% less mana.
Lv 3Every spell costs 7% less mana instead of 5%.
Word for word what the game's tooltip says: the wiki takes these lines straight from the game's text files.
Getting an angel
Angels are handed out at the Command Hall, to characters at effective level 140 — your level plus your rebirths, so a level 120 character with 20 rebirths is in. Each one costs 50 Majestics, and you need a free slot in your bag. It always arrives at level 1.
One at a time. All three share the left-finger slot: only the one you wear gives its attribute and its powers, and the other two wait in your bag.
Yours alone. An angel belongs to the character who received it. On anyone else it comes straight off — and the attempt hurts.
At your side. The angel you wear flies next to you and follows your every move — walking, fighting and casting.
Raising its level
Levels 2 and 3 are bought in the Item Upgrade window: open it with the Upgrade button of your bag and choose Majestic Upgrade (Dark / Pendants). Level 2 costs 100 Majestics and level 3 costs 300. There are no dice here — no success chance, no level lost, no broken angel: you pay and the level goes up.
What each level costs, in Majestics
Level 1
50
at the Command Hall
Level 2
100
in Item Upgrade
Level 3
300
in Item Upgrade
Level 1 to 3
450
Majestics in total
How the powers work
Powers add up. Each level keeps what the previous ones gave, so a level-3 angel has all three. When a level repeats a power, the stronger one replaces the weaker instead of adding to it: the Angel of Magic's level-3 mana saving takes the place of the level-2 one.
Hover the angel to see where it stands. In your bag, the bank, the mailbox, the auction house and the Item Upgrade window, its tooltip carries the list of powers — Angel Powers (1/3) on a level-1 angel — with what you have unlocked in yellow and what is still to buy in grey.
The buffs are the real spells. The Haste, Berserk and Absolute Magic Protection an angel gives you are the same ones the spells give, for the same time: Haste 5 s, Berserk 60 s — the full one, not Minor Berserk — and Absolute Magic Protection 60 s. If you already had that buff, it simply starts over. Inside an arena match, angels give neither Berserk nor Absolute Magic Protection.
Logging out does not reset a cooldown. The clock keeps running while you are offline: a power that has just fired is ready again at the same moment whether you stay or leave.
What counts as a hit. The Angel of Protection's level-1 heal is checked right after every hit you take, physical or magical — a weapon, a monster's attack or a spell — and its level-3 roll happens when a spell hits you. The Angel of War's Berserk and the Angel of Magic's Haste need a physical hit that actually does damage. Poison and burning ticks are not hits: they can take you below half health without triggering the heal, and it is the next hit or spell that lands on you that checks it.
Healing means healing spells. The Angel of Protection's bonus to healing received applies to heals cast on you — yours or a friend's — not to potions, which heal exactly as usual. Its regeneration bonus applies to your natural HP regeneration.
Mana saving has a ceiling. Every source of mana saving — gear and angel together — adds up to 80% at most. The Angel of War's saving counts only on spells of Circles 1 to 6; from Circle 7 up it does not apply.
Not in the arena. During any arena match, neither the Angel of War's Berserk nor the Angel of Protection's Absolute Magic Protection triggers.
The powers are read from the game's own text files every time the wiki is built; costs and buff durations are the ones the server runs on.