Heroes VI Sentinels also protect adjacent allies through Shielding. Deploy by recipients and the actual incoming damage type rather than adding protection percentages.
Watch for: Do not transfer this rule to the base Heroes VII Sentinel. Ranged protection, damage sharing and Might/Magic protection are separate effects.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 20 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Shielding: Absorbs 35% of damage aimed at an adjacent ally, reducing the absorbed hit by 25%. The protector can therefore lose creatures without being directly attacked.
Shielded Sentinel: Sentinel and Praetorian take 25% less ranged damage. Their own protection is distinct from absorbing damage aimed at adjacent allies.
Might damage
2–4
Magic damage
—
Might protection
16 %
Magic protection
2 %
Health
25
Initiative
20
Combat movement
5
Ranged reach
—
Morale
7
Luck
7
Reference growth
9
Cost per creature: 75 gold
Abilities and limitations
Shielding
Absorbs 35% of damage aimed at an adjacent ally, reducing the absorbed hit by 25%. The protector can therefore lose creatures without being directly attacked.
Shielded Sentinel
Sentinel and Praetorian take 25% less ranged damage. Their own protection is distinct from absorbing damage aimed at adjacent allies.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Example in a tactical plan (1)
The creature is an example in our specific plan; this does not establish ownership or a starting army.
These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.
Sentinel · reference values before bonuses
Creatures
Total cost
Base health
1
75 gold
25
5
375 gold
125
10
750 gold
250
Reading this profile correctly
Read Might/Magic damage and protection separately. Protection percentages are not raw Defense attributes. Campaign forms, bosses and transformations do not establish separate ordinary recruitment.
The table separates Might and Magic damage, including the element. Protection percentages are not raw defense attributes; ability bonuses cannot simply be added to them. Growth belongs to the listed reference recruitment form and does not guarantee the same count in every town and patch. Ranged reach is not ammunition. Read separate conditions for bosses and Namtaru forms.
111 stat profiles from eight historical Acid Cave inventories: 86 faction forms, 12 neutrals and 13 bosses. The faction inventory covers 84 base and upgraded creatures, with additional separate humanoid and spider forms for Fate Spinner and Fate Weaver. A boss is not an ordinary recruit. Might and Magic damage are separate; protection percentages are not raw defense attributes. Values describe the cited reference tables rather than every patch and scenario.