Gabriel
Army-Breaking Songstress, Gabriel: Miku's Angel (Yesod). A great pipe organ planted behind you and a circular keyboard where you play songs that empower, bind, charm and heal, paid by the second.
Army-Breaking Songstress, Gabriel (破軍歌姫〈ガブリエル〉) is Miku Izayoi's Angel, carried by the ninth sephirah, Yesod. It is an Ultimate skill, and the only Angel in the mod that stays planted where you call it: a great pipe organ eleven blocks wide rises behind you, a circular keyboard surrounds you, and as long as you stay at the keyboard, you play. Its songs aren't cast, they are held: they last as long as you play, reach everything that can hear them and are paid for every second.
Getting the Angel
- Command:
/give @s dateaslime:sephira_yesod, then right-click with the Sephira Crystal: Yesod in hand to absorb it. If you already carry Gabriel, the crystal refuses you and stays in your inventory. - In survival: the crystal is earned by purifying a Qlipha Crystal of Yesod (the Demon King Lilith).
Miku drops her own (1% chance by default), and the other great bosses can drop one at random. See
Qlipha Crystals and
Qlipha Hosts (Demon Kings).
Usage
Put Gabriel in a Tensura skill slot and press that slot's key to fire the selected mode. Switch modes with Tensura's mode keys or by holding G (mode wheel). Nothing is held: every mode fires on a single press.
The organ and the keyboard
- Calling it places the organ behind you, facing the way you face: the circular keyboard ends up centred on the spot where you stood. The organ takes 4 seconds to rise; nothing can be played meanwhile ("The organ is still rising.").
- Being at the keyboard means staying within 2.2 blocks of the centre of that circle (and within 3 blocks of its height). Every mode except Manifest requires it: otherwise, "Go back to the keyboard to play." and nothing is spent.
- The organ doesn't follow you. If you move more than 48 blocks away, or die, it folds away. It can't be harmed and blocks no one.
Playing a song
- Pressing a song starts it ("Gabriel plays …"), pressing another one switches tunes, and pressing the current song again stops it.
- Every song affects, every second, everything within 24 blocks of the organ, depending on whether it belongs to your friendly or hostile audience. Its effects last 2.5 s and are renewed with every bar.
- The music stops if you leave the keyboard ("You left the keyboard — the music stops.") or can no longer pay for the next second ("Out of magicules — the music stops.").
- Each song has its own motif, played note by note on the organ, and a coloured ring leaves the keyboard with every bar.
The audience
| Audience | Who |
|---|---|
| Friendly | You; other players, except the one who just hit you (within 10 s); your tamed animals; whoever the Solo has charmed |
| Hostile | Monsters; any creature targeting you or one of your friends; the player who just hit you |
| Neither | Peaceful creatures that want nothing from you: no song affects them |
Modes
Press. The organ rises behind you (4 s animation). Press again to stop the music and fold it away.
- Cost: 400 MP to call it, nothing to fold it.
- Cooldown: 4 s after calling, 1 s after folding.
Press to play, press again to stop. Your whole friendly audience in range gets Strength II, Speed II, Haste II, Resistance I and Jump Boost I.
- Cost: 300 MP to start, then 40 MP per second.
- Cooldown: 2 s.
Press to play, press again to stop. The waves bind your hostile audience: Slowness VII, Weakness II, and their horizontal momentum cut dead with every bar — almost motionless. Big targets (Spirits, and anything with more than 150 max HP) are only slowed: Slowness II and Weakness I.
- Cost: 300 MP to start, then 60 MP per second.
- Cooldown: 2 s.
Press to play, press again to stop. Your hostile audience switches to your side: a charmed creature glows, stops targeting you and your friends, and every second looks for one of your enemies within 16 blocks. Its blows no longer hurt you. The charm lasts 60 s for a creature, 20 s for a player ("…'s song fills your head. You would never hurt her.").
Immune to Solo: Spirits, anyone carrying an Angel, anything with more than 150 max HP, and anyone with at least as much max EP as you.
- Cost: 2,000 MP to start, then 90 MP per second.
- Cooldown: 10 s.
Press to play, press again to stop. A soothing song for your friendly audience: Regeneration II, one harmful effect removed per second, and damage taken reduced by 30%.
- Cost: 300 MP to start, then 35 MP per second.
- Cooldown: 2 s.
Press. Stops the current song and sends a sonic wave in front of you: a 14-block cone (60° either side of your gaze) dealing 22 HP that ignores armour, with knockback. The more you are moving when you strike, the stronger it is: up to double (44 HP) at a full run inside the circle. Your friendly audience is spared.
- Cost: 3,000 MP.
- Cooldown: 25 s.
Press. Every blessing at once: 30 seconds of March and Requiem on your friendly audience, plus 1 heart (2 HP) restored per second, up to 48 blocks — twice as far as the other songs. You must stay at the keyboard.
- Cost: your entire magicule pool, taken at once. You need at least 10,000 ("Fantasia needs at least 10,000 magicules to give."). No per-second cost.
- Cooldown: 10 minutes.
Mode summary
| Mode | Cost | Cooldown | Effect |
|---|---|---|---|
| Manifest | 400 MP (0 to fold) | 4 s (1 s when folding) | Raises or folds the organ |
| March | 300 MP + 40 MP/s | 2 s | Strength II, Speed II, Haste II, Resistance, Jump Boost for friends |
| Rondo | 300 MP + 60 MP/s | 2 s | Enemies almost motionless and weakened |
| Solo | 2,000 MP + 90 MP/s | 10 s | Enemies charmed (60 s, 20 s for a player) |
| Requiem | 300 MP + 35 MP/s | 2 s | Regeneration II, ailments removed, −30% damage taken |
| Symphony | 3,000 MP | 25 s | 14-block cone, 22 to 44 HP, ignores armour |
| Fantasia | Whole pool (10,000 min.) | 10 min | March + Requiem + healing, 48 blocks, 30 s |
Locks and limits
- You play at the keyboard, and only there. Straying more than 2.2 blocks from the centre of the circle cuts the music. No playing while crossing the map: Gabriel is a positional Angel.
- One song at a time (Fantasia holds two). Symphony cuts the current song.
- The cost is per second: a long March drains your pool. The song stops by itself when you can no longer pay.
- Solo doesn't take everyone: not Spirits, not Angel bearers, not big creatures, not anyone with as much EP as you or more.
- Fantasia empties your pool: during and after it, your other skills have nothing left to be cast with.
- A player who hits you joins your hostile audience for 10 s: your songs stop helping them, and Rondo or Solo target them.
Tips
- Pick your stage: call the organ where you mean to hold — a chokepoint, the middle of an arena, behind a wall. Your allies fight around you while the music carries.
- March to attack, Requiem to hold: switching between them only costs the starting price (300 MP) and a 2 s cooldown.
- Rondo, then Symphony: Rondo pins enemies in place, Symphony hits them through their armour. Move inside the circle as you strike to double the damage.
- Solo against crowds: charmed monsters fight for you for a whole minute, even after the song stops.
- Save Fantasia for the end of a group fight: thirty seconds of strength and healing for everyone, out to 48 blocks.
See also
Miku — the Spirit who carries it, as a boss
The Angels — all Angels compared
Sephira Crystals and
Qlipha Crystals- Angel Mode Wheel and Controls
