Saint Michael
Boss · Native to the Based Department
This article is about the creature. For the region, see the Based Department.
Saint Michael is a boss creature found in the Based Department. It has 9,500 hitpoints and hits for up to 130, placing it among the ten most dangerous creatures in the game (#10 of 511).
It drops Seraph Blade and 5 other items, and yields 3,900 experience and 4,200 coins on death. As a boss it attacks on the shortened 0.7-second cadence and announces its arrival in the message log.
Combat statistics
- HIT POINTS
- 9,500
- DAMAGE
- 130
- DPS
- ~186
- SPEED
- 13 / 28.6
- EXPERIENCE
- 3,900
- COINS
- 4,200
At 0.7 seconds a swing for 130, sustained contact costs roughly 186 health per second. The charge multiplier takes it from 13 to 28.6 while closing.
Behaviour
- Charges
- Multiplies its movement speed while closing mid-range distance, then drops back to base speed on contact. Freezing effects are the only reliable brake.
- Boss
- Attacks on a 0.7-second cadence instead of the standard 1.1, and announces itself in the message log on spawn. One instance may be alive in its region at a time.
Drops
| Item | Quantity | Rarity | Type |
|---|---|---|---|
| Seraph Blade | 1 | Common · 90% | Weapon |
| Staff of Light | 1 | Common · 70% | Weapon |
| Seraph Halo | 1 | Always | Armour |
| Seraph Raiment | 1 | Common · 80% | Armour |
| Halo Gold | 10 | Always | Material |
| Valkyrie Braid | 1 | Common · 60% | Armour |
Coins and experience are awarded separately and are not part of the drop table.
Location
Saint Michael spawns inside the Based Department, a region of radius 20 centred on 20, 130. It occupies slot 3 of 3 on that spawn table, and being a unique boss it clears only 0.4% of rolls — and only when no other instance is alive. It shares the table with 3 other creatures.
Others on this spawn table
- Cherub 160 HP
- Archangel 600 HP
- Based Seraph 200 HP
Strategy
- Fight in contact or from well outside its approach band; the middle distance is where it doubles speed.
- Only one may be alive in the region at a time — clear the trash first so nothing adds mid-fight.
- At 130 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.