Sentinel of Glory
Tier 7 Neutral

Sentinel of Glory

These former allies of the Church of the Sun have abandoned it for an unclear reason. The claim is, they are “keepers of balance” — and when the Inquisitors shook it, they chose instead to serve the balance between the four scholars of magic.

Melee Magic creature 2 passives 4 abilities
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§ Statistics

Combat profile

vs. roster maximum

Offence
40
Defence
40
Damage
50
Health
400
Speed
7
Initiative
7
Damage
50–50
Action pts
1
Morale
0 [-3…3]
Luck
0 [-5…5]

§ Cost

Recruitment

Gold
5,000

§ Abilities

Active abilities

Arina’s Way

cast Focus 2 CD 3

Dispels all negative effects from this creature and fully restores its HP. Once per battle.

Naira’s Way

cast Focus 2 CD 3

Deals +40% Damage and takes –40% Damage until the end of the round. Once per battle.

Doreath’s Way

end_move_attack Focus 2 CD 3

Blinks to any hex and deals its basic attack as Pure Damage to all adjacent enemies. Once per battle.

Hksmilla’s Way

cast Focus 2 CD 3

Gains immunity to Magic Damage and negative effects until the end of the round. Once per battle.

§ Passives

Always-on traits

Melee Attack

passive

Can only attack adjacent enemies. Provokes counterattacks.

Flying

passive

Movement ignores obstacles and traps.

§ Attack patterns

Hits these hexes

Accent hex is the targeted tile; red hexes take damage, with fill intensity tracking the multiplier; the dashed hex with a dot is the attacker. Ranged attacks push the attacker back with a dashed connector; an ∞ marker on the line means the engine resolves the actual distance at attack time. Self-cast abilities stamp the attacker dot directly on the targeted tile. Cells that deviate from the 100% baseline carry a label — ¼ / ½ / ¾ for partial hits, ×N for empowered ones.

  • Default attack

    melee

    single

  • Arina’s Way

    cast

    single buff

  • Doreath’s Way

    end_move_attack

    Any range

    swirl