Heavensealer

Heavensealers are wielders of angelic magic, capable of healing others, healing themselves, temporarily sealing off the abilities of others, even growing the wings of an angel on their back. Despite all of this, they lack in the offensive power found in other Archetypes. The official colour is baby pink.

## Tier-0

Heavensealers never suffer from dismemberment, their limbs and head simply cannot be cut off.

## Tier I

* Cupid Shot - Can only be used with ranged weapons such as bow and arrows, or alternatively, a crossbow. The user's arrow tip turns into a heart shape, glowing in a strong pink. If this arrow hits a target and said target survives, the target will fall madly in love with the first being they see, be it friend or foe. The duration of this effect is permanent if used against regular NPCs or Familiars, but for everyone else is as follow (in turns): Monster (5); Mini-Boss (4); Mid-Boss (3); Quest-Bosses (2); World/Floor-Bosses (1). Villains are immune to this, while players will not experience love but instead (for 3 turns) experience the same effects as if they had taken the drug ecstasy. Costs 10 stamina per affected arrow.
* Halo - Permanently gain a Halo above the user's head, which emits a soft holy light from it. NPCs will become very kind towards the user, unless they have an evil heart, which will cause them to try to exterminate the user instead. Having this ability also makes one immune to Cupid Shot. NPC Cults may start to appear to worship the user if enough NPCs know of their Halo. Cults may, from time to time, bring random offerings to the player... Though be warned, if the user betrays their own cult, they may become hunted by them.

## Tier II

* Angelic Durability - At the cost of 5 Stamina per use, the user can increase their max HP by 50% for 3 turns. Cannot stack with itself. Using this while HP is full will cause the current HP to also increase, to meet the new maximum, but using this ability while any amount of HP is missing, even just a single point, will not cause the current HP to increase, only the maximum (example, player with 99/100 HP using this will become 99/150, while one at 100/100 will become 150/150).
* Semi-Immortality - The user cannot be damaged by any means, not even status effects, area damage, arena traps, etc, so long as their current HP is exactly 1. At the end of the player's turn, if their HP is exactly 1, restore 5 HP automatically.
* Energy Absorption - When the user is hit with an energy blast (be it magical/mana or elemental, but not by physical strikes infused with magical/elemental energies), the damage the user takes is reduced by 10%. Furthermore, of that 10% that was taken away from the blast, half of it is added back into the user's HP, and the other half, back into the user's Stamina. This does not work against dark magic (like the Hellspawn's Demonic Boost and Devil Arms for example, but also from certain monsters/bosses), in fact, the user now takes triple the damage from such dark attacks.

## Tier III

* Holy Light - The user can emanate a holy aura of light from themselves, which pacifies monsters and Mini-Bosses (but not higher) who come into contact with it, although this effect only lasts for as long as the user keeps the aura up, and the user cannot move while said aura is in effect. Costs 3 Stamina per use/turn.
* Angel Wings - The user grows angelic wings on their back, pristine white if they are good of heart, or the dark wings of a fallen angel if they lack sufficient goodness in their heart (and so, the wings may change colour if the user's heart changes nature over time). Capable of efficient flight, these wings can also shield the user if used to wrap around their own body, reducing received damage by 25%. Furthermore, NPCs will be at awe if the user's wings are white, and this will further increase the effects of the Halo ability, should the user have it as well, improving the received gifts if the user has a cult, as well as the frequency of receiving them... But be warned, if a user has both a Halo as well as the dark wings of a fallen angel, they are far more likely to be hunted down by increasingly greater numbers of NPCs, even good ones joining the hunt after a while. If the user has any Hellspawn ability (be it as their 1st/2nd Archetype, or through Brain Eater's Power Copier/Thief), the wings will have certain demonic details to it on top of still having the usual feathers (colour still varies depending on the heart), looking like a fusion of angel and demonic/devil wings, and wise NPCs will consider the player to be a Nephalem, a hybrid being, half-angel and half-demon... Which will cause even more cults to rise, but also more hunt parties... Better gifts, stronger hunters.

## Tier IV

* Celestial Body - The user's body begins to glow in a soft angelic light, causing them to heal themselves by 50% of their total HP, at the cost of 15 Stamina.
* Celestial Regeneration - The user passively regenerates 3% HP per turn, every turn at the end of the turn.
* Healing Light - The user's body emits a holy light, causing party members in the same area to recover 25% of the user's max HP. Costs 7 Stamina per turn to use. This does not heal the user.

## Tier V

* Healing Zone - The user creates a large circle on the ground with a magical symbol in it, causing the circle to glow in the signature baby pink color of the Heavensealers. Costs 10 Stamina to create the circle, though the circle remains active for as long as the Heavensealer stays there, keeping it in place, for no additional charge. If the Heavensealer leaves their circle, the circle will remain for the next turn, then disappear. Even if the user leaves but then returns to keep the circle, they still have to pay the 10 Stamina for the first turn of keeping the circle, but they won't have to go through the casting process (meaning, no battle actions needed). On the other hand, if the user allows the circle to disappear, or just didn't have one to begin with, creating the circle takes up a battle action along with the 10 Stamina. Any player, be it the user, a user's party member, or any other player really, will regenerate HP in an amount equal to 10% of the user's total HP for every turn they are inside the circle. Additionally, players who leave the circle will regenerate HP in an amount equal to 5% of the user's HP for every turn they are no longer in the circle, for the following 3 turns.
* Sealed Area - The user generates a large dome encasing the entire area. Anyone player inside of that dome cannot activate any of their Archetype abilities, even passive ones won't work, and this includes the user of this ability. Unique Skills still work though. Costs 2 Stamina to use, has no cost to maintain, lasts for as long as the user wills it to be.
* Power Seal - The user casts a spell, causing a mark to appear on the forehead (or whatever body part is most equivalent to it in case the target lacks a forehead) of the chosen target. This cannot be used on players nor regular NPCs, but can be used on everyone else, though only one target at a time. Those afflicted by this mark, are incapable of using their powers. Costs 15 Stamina to cast the spell, and 5 Stamina for every following turn to maintain it in use.