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Sentinel of Glory
Neutral · Tier 7

Sentinel of Glory

Sentinel of Glory
Base

Sentinel of Glory

Magic Creature
5000 gold
Health
400
Attack
40
Defense
40
Damage
50–50
Initiative
7
Speed
7
Morale
0
Luck
0

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.

Passive abilities

  • Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
  • Flying Movement ignores obstacles and traps.

Active abilities

  • Arina’s Way
    Arina’s Way Dispels all negative effects from this creature and fully restores its HP. Once per battle.
    Concentration: 2 Cooldown: 3 round(s) Charges: 1
  • Naira’s Way
    Naira’s Way Deals +40% Damage and takes –40% Damage until the end of the round. Once per battle.
    Concentration: 2 Cooldown: 3 round(s) Charges: 1
  • Doreath’s Way
    Doreath’s Way Blinks to any hex and deals its basic attack as Pure Damage to all adjacent enemies. Once per battle.
    Concentration: 2 Cooldown: 3 round(s) Charges: 1
    • Target:cone
  • Hksmilla’s Way
    Hksmilla’s Way Gains immunity to Magic Damage and negative effects until the end of the round. Once per battle.
    Concentration: 2 Cooldown: 3 round(s) Charges: 1

Immunities

Magic CreatureCurse
About class "Magic Creature"

A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

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