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Zaphkiel, Emperor of Eternity

Kurumi Tokisaki's angel: a colossal clock at your back, a flintlock and a musket, twelve bullets of time paid from a time bar, the shadow and the City of Devouring Time.

Released Skill v0.0.1 9 min read

Zaphkiel (刻々帝, Emperor of Eternity) is Kurumi Tokisaki's angel, carried by the third sephirah, Binah. It is an Ultimate skill for Tensura: Reincarnated: a colossal clock rises behind your back, a flintlock and a musket appear in your hands, and every numeral on the dial is a bullet that works on time. Almost everything is paid in time: a crimson bar under your Tensura bars, which refills on its own up to 100% and that only the City of Devouring Time can push beyond.

Getting the angel

  • By command: /give @s dateaslime:sephira_binah, then right-click the Sephira Crystal of Binah to absorb it.
  • In survival (since 0.0.2, in early access): a boss may drop a Qlipha Crystal, which must be purified through hosts before it becomes the real crystal. Kurumi herself always gives Binah's when she drops one. See Qlipha Crystals.

Usage

Put Zaphkiel in a Tensura skill slot and activate it with that slot's key. Zaphkiel has 16 modes, all available as soon as you learn it: switch modes with Tensura's mode keys, or hold G to open the mode wheel (Manifest, Aleph… Yud Bet, Shadow, Devour, City). No mode is held: every one of them is used with a single press.

16
Modes
12
Dial bullets
400 to 8,000 MP
Cost
5% to 300%
Time
1 to 60 s
Cooldown
64 blocks
Aiming range

The chamber

The twelve bullet modes do not fire: they load. The bullet's numeral lights up on the dial, a thread of shadow pours from the clock into the barrel, Kurumi calls its name, the hammer cocks — and the bullet waits, shown under your crosshair. Time, magicules and cooldown are paid when loading.

  • Right-click: the flintlock fires the loaded bullet at whatever you aim at.
  • Left-click: the musket fires it too.
  • Sneak + click: you shoot it into your own temple, the way Kurumi takes Aleph in the story (the shot goes off after 0.9 s).
  • Nothing loaded: each gun fires a plain bullet (10 HP, i.e. 5 hearts, free), and sneaking does nothing.

The loaded bullet belongs to neither gun: it leaves with whichever fires first. A bullet that hits the ground sometimes has an effect of its own (Gimel, Dalet, Zayin, Het, Yud, Yud Aleph, Yud Bet). All twelve are detailed in The Twelve Bullets of Zaphkiel.

The modes

Manifest — Kurumi raises her arm and calls "Zaphkiel". A pool of shadow spreads, the dial draws itself in light, then the clock bursts out as the call ends (about 2.9 s) and each numeral ignites. The flintlock arrives in your right hand and the musket in your left; whatever you were holding goes into your inventory.

  • Key: press. Press again to send the clock and both guns away.
  • Cost: 400 magicules to call, nothing to dismiss. No time.
  • Cooldown: 1 s.
  • The clock floats 2.2 blocks behind you and follows you. Dismissing or re-calling the clock empties the chamber.
  • A bullet mode used without the clock calls it first, then loads once the dial is open (about 4.7 s).

Hide in Shadow — you sink into your shadow in 0.8 s and wake up in the shadow dimension, a pitch-black world. Use the mode a second time to come back out.

  • Key: press (dive), press again (emerge).
  • Cost: 500 magicules and 5% time to dive; emerging is free.
  • Cooldown: 3 s.
  • Someone else's shadow: if another player is within 3 blocks when you dive, you are hiding in their shadow. When you emerge, you rise right behind their heels, wherever they went, even in another dimension.
  • Otherwise, you emerge where you went in.
  • You cannot walk or jump while sinking (Held by the Shadow effect).

Devouring Shadow — pale arms burst out of the ground around whatever you aim at, grab it and drag it underground for 3.5 s. The target can no longer move; its screen goes dark. Then it is imprisoned in the shadow dimension for 2 minutes, and spat back out behind you (or where it was taken if you are gone).

  • Key: press while aiming at a creature or player (up to 16 blocks).
  • Cost: 2,500 magicules, and 12% time when the prey is taken.
  • Cooldown: 60 s after a capture.
  • Broken if you move more than 32 blocks away during the drag, die or disconnect.
  • The prisoners' time: every second, a prisoner loses 1% of its maximum health (down to −90%, recovering 1% per second once outside), and you gain its time: 0.4% + 0.02% per maximum HP of the prisoner. A clock ticks in the dark.
  • An imprisoned player sees how long they have left (every 15 s, then the last 5).
  • With no target, Devour spits out everything your shadow holds (no time cost, 1 s cooldown).

City of Devouring Time (時喰みの城) — your shadow spreads over a 40-block radius (20 blocks above and below) in 2.5 s, under a crimson dome, with a giant clock turning backwards overhead. The City stays 30 s where you raised it, then withdraws.

  • Key: press.
  • Cost: 6,000 magicules. No time: it gives some instead.
  • Cooldown: 50 s.
  • Every second, everything alive inside — except you, your tamed animals, your Het clones, players in creative and armor stands — loses 2% of its maximum health (down to −90%), gets Slowness II and Weakness, and pours its time into you: 0.4% + 0.02% per maximum HP of the victim. Ticking across the whole area, a bell every five seconds.
  • Lost maximum health comes back at 1% per second once outside.
  • It is the only way to go beyond 100% time, up to 1500%.
  • Withdraws if you die, disconnect or change dimension. The clock appears if it is not there (without the guns).

The bullets at a glance

Bullet Time Magicules Cooldown Main effect
Aleph (1) 6% 800 6 s Accelerated time, 20 s
Bet (2) 8% 1,200 8 s Slowed time, 8 s
Gimel (3) 7% 1,000 6 s Makes things grow up or age
Dalet (4) 15% 2,000 10 s Health from 6 s ago, afflictions cleared; repairs explosions
Hei (5) 10% 1,500 12 s Dodging and visible threats, 15 s
Vav (6) 15% 2,500 10 s One-minute anchor / target sent 5 s back
Zayin (7) 20% 3,000 15 s Stopped time, hits held back
Het (8) 30% 5,000 30 s Two clones of you, 40 s
Tet (9) 15% 2,500 20 s See through the target's eyes
Yud (10) 10% 2,000 12 s Read memories
Yud Aleph (11) 25% 4,000 25 s Send into the future
Yud Bet (12) 300% 8,000 45 s Bring back into the past

Every detail (on yourself, on a target, on the ground, durations): The Twelve Bullets of Zaphkiel.

Summary of the other modes

Mode Cost Cooldown Effect
Manifest 400 MP (dismiss free) 1 s Clock, flintlock and musket
Shadow 500 MP + 5% (emerging free) 3 s Hide in your shadow or a player's
Devour 2,500 MP + 12% on capture 60 s Two-minute prison in the shadow
City 6,000 MP 50 s 40-block area that steals maximum health and fills your time

The shadow dimension

Kurumi's shadow is a dimension of its own, dateaslime:shadow: a flat floor of black concrete, no sky or clouds, no light at all, frozen time of day and black fog at twenty blocks. Nothing can be broken, placed or blown up there (except in creative). Those who hide there by choice lose nothing; Devour's prey do.

Who lives in which shadow is not saved: after a restart, a player left in the dark with nothing keeping them there is sent out after ten seconds, at the world spawn.

The time bar

Kurumi's time is shown as a third row under Tensura's aura and magicule bars. 1000 units make 100%; it refills by 0.5% per second up to 100%, and only the City and Devour's prisoners push it further, up to 1500%. Free of time: Manifest, plain bullets, emerging from the shadow, spitting out prey and the City. Time is spent in creative too. Everything is explained in The Time Bar.

Locks and limits

  • Not enough time: the mode is refused before Tensura takes the magicules ("Not enough time left").
  • One bullet in the chamber: loading another replaces the first, whose time and cooldown are lost.
  • Segva (Michael's key) undoes the clock, takes both guns away and seals your skills. Being stopped by Zayin or sent into the future by Yud Aleph also seals your skills.
  • Lataibu's Deflection swallows Zaphkiel's bullets and fires them back at their shooter, with their power (three deflections at most).
  • The Spirits (the mod's bosses) can be neither stopped by Zayin nor sent into the future, and only accept beneficial effects: Bet and Gimel do not affect them.
  • The City hits everyone in its area, allies included, except tamed animals and players in creative.
  • The guns never leave your inventory: they cannot be tossed, stored or dropped on death. See Zaphkiel's Flintlock.
  • Time's memory (positions, health, changed blocks, Vav anchors) is not saved: a restart erases it.

Tips

  • Load before the fight: a bullet waits in the chamber as long as it takes. Aleph or Hei into your temple right before engaging is the classic opening.
  • Vav on yourself sets a one-minute anchor: a lethal blow brings you back to it instead of killing you.
  • Zayin, then shoot: every hit on a stopped target is held back and lands all at once when time resumes.
  • Fill up in the City before you need Yud Bet (300%): it is the only bullet that asks for more than your own time.
  • Travel hidden: dive within three blocks of an ally, and you will emerge behind them wherever they went.
  • Alternate right-click and left-click: each gun has its own half-second rate.
  • Dalet fired at the ground restores blocks blown away by explosions in the last two minutes, Lataibu's craters included.

See also