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Metatron

Origami Tobiichi's angel: a crown of eight light cannons that hunt, rain light on the ground, fire a 96-block beam, lock onto a target and give you wings.

Released Skill v0.0.1 6 min read

Metatron (Angel of the Crown, Metatron) is the angel of the first sephirah, Keter, wielded by Origami Tobiichi. It has no body: it manifests as eight semi-autonomous light cannons that form a crown behind you. Each mode is not a strike but a formation: you give the order, and the cannons fly, charge and fire on their own. It is a Tensura Ultimate skill.

Getting the angel

  • In creative or by command: /give @s dateaslime:sephira_keter, then right-click with the crystal in hand to absorb it. If you already have Metatron, the crystal is refused and stays in your hand.
  • In survival (since 0.0.2, in early access): bosses have a 1% chance to drop a Qlipha Crystal. Origami always drops Keter's; other bosses roll one at random. Do not absorb it: it must be purified by planting it in creatures until the real Sephira Crystal of Keter drops. Everything is explained in Qlipha Crystals.

Usage

Put Metatron in a skill slot of your Tensura preset and activate it with that slot's key. To switch modes, use Tensura's mode keys or hold G to open the mode wheel.

Every mode is available as soon as you acquire the angel. Above all, every technique calls the crown if it is not there: no need to summon first and then switch modes — pressing Kadour with no cannons out raises your arm, opens the gate and launches the hunt in one go.

8
Cannons
95 damage, 96 blocks
Artelif beam
5 s
Artelif charge
48 blocks, 3 cannons
Lock-On
×3 creative flight
Flight (Mal'akh)
1,500 magicules
Max cost
5 s
Max cooldown

The modes

Press. You raise your arm; after 0.4 s a gate opens 13 blocks above you and the eight cannons burst out of it before settling into a crown at your back. Press again to send the cannons back: they fly up into the sky and fade away.

  • Cost: 300 magicules to call, nothing to dismiss.
  • Cooldown: none.
  • Duration: unlimited. The crown stays until you dismiss it, you die, or your skills are sealed.
  • The crown slowly rotates and leans behind you when you dash.

Kadour, Sword of Light. Press. The formation breaks: each cannon picks a prey and dives onto it. Targets are handed out in turn among the eight cannons (against two enemies, each gets four), nearest first.

  • Cost: 400 magicules.
  • Cooldown: 2 s.
  • Damage: 14 per cannon that hits, so up to 112 on a single target.
  • Range: creatures within 26 blocks, in line of sight.
  • Targets: every living creature except players.
  • Each cannon strikes only once, then returns to the crown.

Shemesh, The Sun. Press. The cannons rise into a halo 4.6 blocks above you and spin fast to gather light, then pour it down as a rain of beams all around.

  • Cost: 900 magicules.
  • Cooldown: 4 s.
  • Charge: 1.7 s, then about 6 s of rain (7.5 s in total).
  • Damage: 7 per beam, within 2 blocks of the point of impact; each cannon fires every 0.35 s, about 130 beams in total.
  • Area: random points in a 7-block circle around you.
  • You are never hit, but everything else is, allies included.

Artelif, Crown Cannon. Press or hold. The cannons close ranks in front of you, tips aligned with your gaze, into a spindle of light. The charge builds for 5 seconds, then a single beam leaves from a focus 5 blocks in front of your eyes. The shot fires on its own once the charge is full: releasing the key neither cancels it nor fires it early.

  • Cost: 1,500 magicules.
  • Cooldown: 5 s, set on release.
  • Damage: 95, within 4.5 blocks of the beam's line.
  • Range: 96 blocks, stopped by the first solid block.
  • Aim: what counts is where you look at the moment of the shot; you can correct your aim for the whole charge.
  • The cannons go back to the crown a little over a second after the shot.

Mal'akh, Heavenly Wings. Press. The cannons fold into two wings on your back and you take off with a leap. Press again to fold the wings.

  • Cost: 200 magicules.
  • Cooldown: none.
  • Flight: free flight, about 3 times faster than creative-mode flight.
  • Falling: no fall damage while the wings are open.
  • While sprinting, your body stretches out horizontally.
  • Casting another technique does not make you fall: the wings only close if you press Mal'akh again or if the crown disappears.

Lock-On. Press. Metatron locks onto the creature you are looking at: the three nearest cannons leave the crown, circle it at 4 blocks, hover above it and riddle it with bolts of light. The other five stay with you.

  • Cost: none.
  • Cooldown: 2 s, only if a target was locked. Aiming at nothing costs nothing (message "Nothing to lock on.").
  • Range: 48 blocks along your line of sight.
  • Damage: 6 per bolt, each cannon firing about every 0.45 s.
  • Duration: about 5.5 s. Locking the same target again extends the barrage without interrupting it.
  • Can target any creature, players included.

Mode summary

Mode Cost Cooldown Effect
Manifestation 300 (call) / 0 (dismiss) — Calls or dismisses the crown of 8 cannons
Kadour 400 2 s Each cannon dives onto a creature (14 damage), 26 blocks
Shemesh 900 4 s Halo, then a rain of ~130 beams of 7 damage around you
Artelif 1,500 5 s 5 s charge, 95-damage beam over 96 blocks
Mal'akh 200 — Wings: fast free flight, no fall damage
Lock-On 0 2 s 3 cannons circle the target (6 damage per bolt)

Damage values are base values; Tensura then adjusts them according to the caster and the target's resistances.

Locks and limits

  • Segva (the lock of Michael) seals your skills: the crown falls apart at once, and your wings with it.
  • The crown disappears if you die or leave the world.
  • Kadour ignores players: in PvP, rely on Lock-On or Artelif.
  • Shemesh and Artelif hurt everything in their area except you, including your allies and pets.
  • The Artelif beam stops at the first solid block: it does not go through walls.
  • The cannons can be neither struck nor destroyed.

Tips

  • Call the crown before the fight: a technique cast without cannons first spends the time of the summoning (the arm, the gate, the cannons' flight).
  • During the Artelif charge, keep the target in your sights until the very end: the direction of your gaze at the moment of the shot is what counts.
  • Lock-On is free: use it continuously between techniques, and lock the same target again to extend the barrage.
  • Mal'akh + Lock-On: fly out of reach while three cannons deal with the target.
  • Kadour spends its magicules even with no prey in view: make sure creatures are in line of sight before you cast it.

See also