
Neutral creatures · Tier 7
Sentinel of Glory
How to use this creature in practice
Mobile attacks and screening across obstacles
Sentinel of Glory can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 and Initiative 7 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.
- Arina’s Way: Once per battle, clears its harmful effects and fully heals surviving members. Dead stack members are not restored. Cost: 2 Focus charge(s); cooldown: 3 round(s).
- Naira’s Way: Once per battle, gains 40% damage dealt and 40% damage reduction for the remainder of the round. Cost: 2 Focus charge(s); cooldown: 3 round(s).
- Attack
- 40
- Defense
- 40
- Damage
- 50–50
- Health
- 400
- Speed / reach
- 7
- Initiative
- 7
- Movement type
- Flying
- Retaliations per round
- 1
- Initial morale
- 0
- Initial luck
- 0
- Morale limits
- -3 … 3
- Luck limits
- -5 … 5
- Base weekly growth
- 2
- Creature type
- Magic Creature
Cost per creature: 5000 gold
Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.
Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.
Abilities and limitations
Arina’s Way
Once per battle, clears its harmful effects and fully heals surviving members. Dead stack members are not restored. Cost: 2 Focus charge(s); cooldown: 3 round(s).
Naira’s Way
Once per battle, gains 40% damage dealt and 40% damage reduction for the remainder of the round. Cost: 2 Focus charge(s); cooldown: 3 round(s).
Doreath’s Way
Once per battle, teleports to any hex and deals basic-attack damage as Pure damage to adjacent enemies. Cost: 2 Focus charge(s); cooldown: 3 round(s).
Hksmilla’s Way
Once per battle, becomes immune to Magic damage and harmful effects for the rest of the round. Cost: 2 Focus charge(s); cooldown: 3 round(s).
Magic Creature
This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Melee Attack
Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Flying
Movement bypasses obstacles and traps. Flying alone grants neither a ranged attack nor damage immunity.