Seven Seals howtoai.sh
  1. 1
  2. 2
  3. 3
  4. 4
  5. 5
  6. 6
  7. 7
  8. 8
  9. 9
  10. 10
  11. 11
  12. 12
  13. 13
  14. 14
  15. 15
  16. 16
  17. 17
  18. 18
  19. 19
  20. 20
  21. 21
  22. 22
  23. 23
  24. 24

Round clock loads from the server.

Wiki

High seraph

High seraph is an elder of the celestial peoples, who live where Lumen runs strong. Where Seraph is a messenger, this one is a captain. No barracks can raise it. A mage casts Summon high seraph, and it descends to the kingdom that called.

Like every called shape, it is held in the Hallow by mana. Its upkeep is paid in mana, and it asks far more than a lesser celestial. Withdraw the mana and it is dismissed. In battle it flies, and it mends the wounds of the host around it; the card shows its strength.

Its kin did not all stay in the light. At the Breaking, some celestials went down into Deopa's Deep and became his creatures.

Sealborn who have served beside the elders say these beings remember the day Heaven's Gate tore. Asked whether they saw the Skybreaker pass, they fall silent. Whether that silence hides an answer is a question the songs and the gods still argue over.

Player-visible facts

FieldValue
Attack4000
Counter attack (defensive strike)400
Hit points5000
Recruitment cost per unitCalled or acquired; no recruitment price
Ordinary upkeep per unit per spent turn0 geld, 2.5 mana, 0 population
Can be dismissedYes

These are base unit values. Battle reports show effective attack and hit points after current effects. Defence uses resistance; no single defence score is exposed.