Shadow
A mobile assassin who weaves between shadows. The Shadow spends the Umbra resource on its signature plays: symmetric teleportation, vision-denial mist trails, and per-target invisibility marks.
It is a glass cannon — devastating burst when it strikes from an enemy's rear hex, but fragile if it is ever caught in the open. Managing Umbra and picking the right moment to commit is the whole game with a Shadow.
Role
- Archetype: Mobile assassin
- Strengths: Mobility, rear-hex burst, vision denial, repositioning
- Weaknesses: Very fragile; dependent on the Umbra resource
Base Stats
| Stat | Value |
|---|---|
| Health | 70 |
| Movement Points | 5 |
| Action Points | 3 |
| Attack | 24 |
| Defense | 8 |
| Magic Power | 0 |
| Magical Resistance | 5 |
| Vision Range | 6 |
| Attack Range | 1 |
Skills
See the Shadow skills page for the same list in the Skills section.
| Skill | Slot | AP | Cooldown | Range | Target | Description |
|---|---|---|---|---|---|---|
| Affliction | Fight | 1 | 1 | 1 | Single Enemy | Strike target dealing 20 physical (40 from the single rear hex). Inflicts UNHEALABLE for 2 rounds. Backstab kills grant +1 Umbra. |
| Ecliptic Strike | Fight | 1 | 2 | 4–5 | Single Enemy | Ranged strike (4-5 hexes) dealing 20 physical and marking the target for 2 enemy turns. While marked, Shadow is invisible to that specific enemy. Replaces any prior mark. Costs 1 Umbra. |
| Spectrum | Fight | 1 | — | 0–3 | Single Enemy | Dual mode. Without DARKEN: target self to gain DARKEN (fails if seen). With DARKEN: target an enemy at 2-3 hexes to teleport to the symmetric position opposite them (1 Umbra). |
| Traversombre | Fight | 1 | 2 | 1–4 | AoE Enemy | Dash 1-4 hexes in a straight line. Deals 15 physical to every enemy crossed. If DARKEN: leaves MIST on every crossed hex (occupants' vision reduced to 1 until end of round). Costs 1 Umbra in MIST mode. |
| Umbral Blade | Fight | 1 | 2 | 1 | Single Enemy | Strike adjacent enemy for 25 physical and inflict BURDEN — target retains current AP but does not regenerate AP at turn start. Lasts 2 turns. |
| Ethereal | Ultimate | 0 | — | Self | Self | Phase out of the world. Until end of turn: ignore unit and obstacle collision while moving, and gain +2 movement points. Once per battle, no AP cost. |
| Wandering | Reaction | 0 | — | Self | — | Each time Shadow gains the DARKEN buff (from Chiaroscuro at round start or Spectrum at mid-turn), automatically gain +2 movement points. Triggers at most once per turn. |
| Chiaroscuro | Innate | 0 | — | Self | — | At each round start, if no enemy can currently see Shadow, gain the DARKEN buff. While DARKEN, Shadow is invisible during movement; ending a step in enemy sight breaks DARKEN. |
| Sixth Sense | Passive | 0 | — | Self | — | Heightened awareness. Reveals enemy vision zones with red borders, but only for enemies currently in Shadow's own line of sight. Enemies hidden by fog have their vision zones hidden too — to read the field, Shadow must first see the field. |