
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.
§ Statistics
Combat profile
vs. roster maximum
- 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
Dispels all negative effects from this creature and fully restores its HP. Once per battle.
Naira’s Way
Deals +40% Damage and takes –40% Damage until the end of the round. Once per battle.
Doreath’s Way
Blinks to any hex and deals its basic attack as Pure Damage to all adjacent enemies. Once per battle.
Hksmilla’s Way
Gains immunity to Magic Damage and negative effects until the end of the round. Once per battle.
§ Passives
Always-on traits
Melee Attack
passiveCan only attack adjacent enemies. Provokes counterattacks.
Flying
passiveMovement 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