Sentinel of Glory

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Sentinel of Glory
Faction
Tier
VII
Cost
5000Gold
Base growth
+2
Squad value
7000
Stats
Health
400
Attack
40
Defense
40
Damage
50-50
Morale
0
Luck
0
Initiative
7
Speed
7
Other Info
Internal ID
sentinel

Sentinels of Glory are Neutral tier-VII units. They can be recruited from Temple of the Four Scholars.

Description

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.

Abilities

Creature Type
Magic Creature
A beast or beast-like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so.
–3 to 3Morale range
–5 to 5Luck range
YesFallen Magic creatures can be raised as Undead after battle.
Attack Type
Melee Attack
Can only attack adjacent enemies. Provokes counterattacks.
Movement Type
Flying
Movement ignores obstacles and traps.
Active Ability
Arina's Way
Special
Cost: 2 Focus ChargesCooldown: 3 roundsTier II
Dispels all negative effects from this creature and fully restores its HP. This cannot revive fallen units. Once per battle.
Does not end the turn.
Active Ability
Naira's Way
Special
Cost: 2 Focus ChargesCooldown: 3 roundsTier II
Deals +40% Damage and takes –40% Damage until the end of the round. Once per battle.
Does not end the turn.
Active Ability
Doreath's Way
Special
Cost: 2 Focus ChargesCooldown: 3 roundsTier II
Blinks to any hex and deals its basic attack as Pure Damage to all adjacent enemies. Once per battle.
Does not end the turn.
Active Ability
Hksmilla's Way
Special
Cost: 2 Focus ChargesCooldown: 3 roundsTier II
Gains immunity to Magic Damage and negative effects until the end of the round. Once per battle.
Does not end the turn.

Laws

This unit is affected by the following Faction Laws:

Tier-7 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier VCost: 2 Law Seals

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