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Michael

The Sealing Lord, Mukuro's Angel: a colossal key that seals skills, doors, objects and even the turning of the world, then opens space to hurl the ground, drop meteors or send shots back.

Released Skill v0.0.1 9 min read

Michael (封解主〈ミカエル〉), the Sealing Lord, is Mukuro Hoshimiya's Angel and the sixth sephirah, Tiferet. It is a colossal key that cuts nothing: it closes what works and opens what is shut. An enemy's skills, a door, a portal, an arrow in mid-air, the day-night cycle, and space itself. Michael is an Ultimate skill (since 0.0.2) with five modes.

Getting the Angel

  • By command: /give @s dateaslime:sephira_tiferet, then right-click with the crystal to absorb the Angel. If you already have it, the crystal refuses and you keep it. See Sephira Crystals.
  • In survival: Mukuro can drop her own inverted gem, the Qlipha Crystal of Tiferet (the Demon King Belphegor's) — a one-in-a-hundred chance by default. Other major bosses drop a random one. Absorbed as it is, a Qlipha gem kills: it must first be purified by planting it in a series of hosts. The whole loop is described in Qlipha Crystals.

How to use it

Michael goes into one of Tensura's skill slots and fires with that slot's key. Switch modes with Tensura's mode keys, or hold G to open the mode wheel. All five modes fire on a single press: each one first plays its gesture (the arm rising, the key entering a rift, the key turning), then its effect.

Everything starts with Manifestation: without the key — the Michael item — somewhere in your inventory, the other four modes won't fire ("Michael is not in your hands.").

Ultimate
Rank
5
Modes
400 – 3,000 MP
Cost
1 – 20 s
Cooldown
1 min without skills
Segva on a creature
200 spiritual HP
Lataibu barrage
7 × 30 HP
Meteors
6 s
Deflection

The modes

Your arm rises, a black rift opens a dozen blocks above you, and the key slowly descends from it, upright, spinning on its axis, into your hand. Whatever you were holding moves to your inventory (or drops if it is full). Press again to send the key back: it vanishes from your inventory.

  • Key: press
  • Cost: 400 MP to call it, nothing to send it back
  • Cooldown: 1 s

You take the key in both hands and turn it on whatever you are looking at: it closes it. Michael picks its target in this order: a living being, a thing, a working block, then the ground at your feet. From further than two blocks, one rift opens in front of the key and another behind the target: the bit of the key comes out at its back and turns in time with your hands.

  • A living being (player or creature, bosses included, visible, up to 24 blocks): it gets the Segva, Lock effect for 1 minute and cannot use any skill — no activation, no release, no toggle, and those already running stop. An Angel already deployed comes undone: Metatron's crown, Zaphkiel's clock; Zaphkiel's flintlock and musket leave the inventory. Sealing again restarts the minute instead of stacking. The target's cooldowns keep ticking down.
  • A thing (minecart, boat, arrow, lit TNT, dropped item, falling block…): frozen for 5 minutes. It stops moving, can't be picked up, hit or ridden, and its passengers are thrown out.
  • A working block (any block with an inventory, door, trapdoor, lever, button, furnace, piston, spawner, portal…): locked for 5 minutes. It won't open, won't break (except in creative), can't be pushed by a piston or taken by an explosion, and neither redstone nor villagers can change its state. A spawner spawns nothing, a portal takes no one anywhere. A door, a double chest or a portal locks as a whole.
  • The ground (looking at the top of a block, 6 blocks away at most): the key leaves your hands and drives into the earth. A circle opens on the ground, a column of light rises to a giant lock in the sky, the key forces it in three notches… and after about 7.5 s the lock bites: the day-night cycle stops for 5 minutes, for the whole server. You are heavily slowed during the 10-second scene and must stay within 6 blocks of the key; it returns to your hand at the end.

Everything sealed wears a golden seal, so you can see why that door won't open.

  • Key: press
  • Cost: 600 MP
  • Cooldown: 15 s if the key bit; 2 s if it turned on nothing
  • Range: 24 blocks (6 for the ground)

You hold out the key: a small rift opens in front of it, the key goes in, turns, and its name is called out. What opens next depends on what you are looking at.

  • A living being (visible, up to 40 blocks): the barrage. Right after the call, eight rifts open in a ring around you and each swallows up to ten exposed blocks of terrain, up to 80 blocks in all. Then eight more rifts open around the target, and the blocks burst out of them, two per tick, correcting their course to follow it. Each block explodes on impact. The barrage deals 200 HP of spiritual damage in total (100 hearts), split evenly between the blocks: poor terrain means fewer blocks, not less damage, and the invulnerability that follows a hit does not protect the target between two blocks. The explosions themselves do no damage: they show, push back and dig.
  • Something Segva closed (a locked block or a frozen thing): it opens again at once.
  • Anywhere else: a passage. The key's rift becomes an entrance, and an exit opens where you are looking, up to 48 blocks away (on a wall, you arrive at its foot). For 8 s, anything that enters the first comes out of the second: you, your friends, monsters, items. One way only, and fall distance is reset on the way through.

The rifts never take the ground under your feet, a block with an inventory, a fluid or a very hard block such as obsidian, and they respect land protection (claims, protected areas). Above the void or water, space closes on blackstone so the attack still goes off.

  • Key: press
  • Cost: 1,500 MP
  • Cooldown: 10 s (barrage); 5 s (reopening or passage)
  • Range: 40 blocks (target), 48 blocks (passage)

You raise the key to the sky and turn it with a flick of the wrist: a huge rift tears open thirty blocks above the target, offset towards you, and seven meteorites of magma and blackstone fall out of it at a slant, one every 0.3 s. The first one aims at the target and follows it if it moves; the others land within 5 blocks of it.

Each impact deals 30 HP of spiritual damage at its heart, less and less further out (12 HP at the edge of a 4.5-block radius), to every living thing except you. The explosion itself does no damage; with the lataibuTerrain rule on, it starts fires and leaves a crater.

With no living being in your sights, aim at a block: the meteorites fall there. If you aim at nothing: "The sky opens onto nothing."

  • Key: press
  • Cost: 3,000 MP
  • Cooldown: 20 s
  • Range: 96 blocks

The outstretched key opens a small rift, and for 6 s the space around you (3.2 blocks around your chest, in every direction) swallows any projectile coming at you: arrows, fireballs, tridents, most of Tensura's ranged attacks — and Zaphkiel's bullets. Each shot comes out of a rift 3 blocks in front of its shooter, faster than it left, fired straight at them. It now belongs to you: you are the one who hits. A deflected Zaphkiel bullet keeps its power. A projectile with no known shooter simply flies back the way it came.

  • Key: press
  • Cost: 800 MP
  • Cooldown: 12 s
  • Duration: 6 s

Mode summary

Mode Cost Cooldown Effect
Manifestation 400 MP (sending back is free) 1 s calls the key into your hand, or sends it back
Segva, Lock 600 MP 15 s seals skills (1 min), a block or a thing (5 min), or the day-night cycle (5 min)
Lataibu 1,500 MP 10 s / 5 s 200 spiritual HP barrage, reopening, or an 8-second passage
Lataibu, Meteor 3,000 MP 20 s 7 meteorites, 30 HP at the heart of each impact
Lataibu, Deflection 800 MP 12 s 6 s of projectiles sent back at their shooter

Locks and limits

  • Only Manifestation works without the key in your inventory.
  • Segva only takes a living being if it is visible: the villager behind the door doesn't steal the target, the door gets picked.
  • Segva's long cooldown only applies if the key bit; a key turning on nothing costs only 2 s.
  • Locked blocks are saved and hold even through a restart. A frozen thing is released if its area unloads.
  • Segva doesn't freeze what the mod's Angels create (rifts, cannons, angel projectiles). Deflection doesn't swallow them either, with one exception: Zaphkiel's bullets, which it sends back.
  • Stopping the world depends on the segvaStopsTime rule (true by default); when it is off, the key refuses ("Segva cannot stop the world here."). If an operator had already turned the day-night cycle off, it stays off after the 5 minutes. Doing it again restarts the 5 minutes.
  • The lataibuTerrain rule (true by default) decides whether Lataibu really tears up the terrain and whether its explosions and meteors dig: when off, blocks are copied instead of taken and the ground is spared — the show is the same. See Gamerules.
  • The passage opens where you look, even in mid-air: aim at the sky and you arrive over the void, 48 blocks away.

Tips

  • Segva first on an opponent who lives off their skills: a full minute without casting anything, and their deployed Angel comes undone. Bosses are affected too.
  • Segva on a door, a trapdoor or a portal keeps a way shut for five minutes; on lit TNT, it won't explode; on an arrow in flight, it hangs in the air.
  • Stopping the world freezes the sky at noon for building, or at midnight for hunting.
  • The barrage is richer over exposed dirt or stone than over water. With lataibuTerrain on, it leaves a crater around you — Zaphkiel's Dalet bullet can give back the torn-up terrain (see The Twelve Bullets of Zaphkiel).
  • Meteors hit every living thing in the area, your allies included: warn them.
  • Deflection sends a skeleton's or an archer's own arrows back, and Kurumi's bullets back to Kurumi.
  • The passage also gets a group out: anyone can use it for 8 s.

See also