Shadows

The vile Shadows are some of the most fearsome enemies that plague the good people of Ylinthia. While their origins are unknown to most, The Sentinel knows their true origin.

The man known now as The Shadow King, who is the ruler of the Shadows, was once a normal mortal and a powerful mage. In his haughtiness, he sought to combine all mana types save for holy to create his own mana, his own magic, his own spells.

Messing with God’s Creation is always problematic. The attempt backfired and a massive explosion of corrupted mana filled the island nation the man ruled. The corrupted terrain broke apart into floating pieces and the denizens of the island became twisted and cursed for all eternity. A Shadow can never truly die, instead their bodies disintegrate into dust when destroyed to be returned to their realm later. The island and its fragments became known as the Shadow Realm.

Now trapped in their Shadow Realm, the Shadows can only remain outside of their realm for a brief time before being returned to their prison. If summoned by an exceptionally talented Shadowmancer, they can remain outside for longer.

That land is so seeped with darkness that no mortal without the blessing of Heaven can enter the Shadow Realm safely. The Shadows can freely traverse between the fragments of their realm. Mortals can only visit a single fragment at a time and while in a fragment, other fragments are unable to be seen.

The Shadows are the essence of fear, and fear is their weapon against the living. The Shadow’s glowing red eyes are the last thing their enemies see. Shadows have a special form of incorporability and their energy is harmful to all non-Shadows. Like other incorporeal creatures, Shadows are immune to mundane weapons. Not even magical enchantments do much harm against these evil creatures. In addition, they are resistant to spells.

The only effective offense against the Shadows is holy energy. The power of God pierces the resistance of the Shadows, rendering their magic resistance useless.

A large portion of Shadows fall into one of seven main categories, though other types exist and are seen rarely. The majority of the members of each category share a common appearance, but the bat headed Terrors and insect headed Abominations are examples of different forms.

Pinnacle Ability (Level 30)
  • Army of Fear: Shadow units now cause fear. The Abomination’s level of fear increases.
Shadow Guard Black Knight

The Shadow Guard are the mortal servants of the Shadows. Upon recruitment, they are stripped of their identity and are replaced with a number, rank, or title as their new identification.

Tier 1 cavalry unit.
Shadow Guard Crossbowman

The Shadow Guard are the mortal servants of the Shadows. Upon recruitment, they are stripped of their identity and are replaced with a number, rank, or title as their new identification.

Tier 1 ranged unit.
Shadow Guard Mage

Wearing identity obscuring robes, the mages of the Shadow Guard both aid in battle with their magic and summon their masters from the Shadow Realm. 

Tier 1 spellcaster unit. Has Fire Orb spell that makes next attack deal AOE damage.
Shadow Guard Ogre

The Shadow Guard are the mortal servants of the Shadows. Upon recruitment, they are stripped of their identity and are replaced with a number, rank, or title as their new identification.

Tier 1 two handed heavy infantry unit.
Shadow Guard Spearman

The Shadow Guard are the mortal servants of the Shadows. Upon recruitment, they are stripped of their identity and are replaced with a number, rank, or title as their new identification.

Tier 1 two handed spear unit.
Shadow Guard Warrior

The Shadow Guard are the mortal servants of the Shadows. Upon recruitment, they are stripped of their identity and are replaced with a number, rank, or title as their new identification.

Tier 1 infantry unit.
Brute

Brutes are the Shadow equivalent of Ogres.

Tier 3 two handed heavy infantry unit. Has Shadow Incorporealibility passive ability that reduces all non-holy damage by half. Has Shadow Spell Resistance passive ability that gives 50% spell resistance to all non-holy spells.
Faceless

Like the other Shadows, the Faceless possess no mouth, ears nor nose. The Faceless also have no eyes, though they maintain complete awareness of their surroundings. They have complete immunity to all spells except those drawn from divine power. The Faceless use their wings to soar into battle, firing at enemies with bows or entering melee with their strange bladed weapons.

Tier 3 flying dual wield infantry unit. Has Shadow Incorporealibility passive ability that reduces all non-holy damage by half. Has Faceless Spell Resistance passive ability that gives spell immunity to all non-holy spells.
Faceless Archer

Like the other Shadows, the Faceless possess no mouth, ears nor nose. The Faceless also have no eyes, though they maintain complete awareness of their surroundings. They have complete immunity to all spells except those drawn from divine power. The Faceless use their wings to soar into battle, firing at enemies with bows or entering melee with their strange bladed weapons.

Tier 3 flying ranged infantry unit. Has Shadow Incorporealibility passive ability that reduces all non-holy damage by half. Has Faceless Spell Resistance passive ability that gives spell immunity to all non-holy spells.
Hound

Bearing a lion-like mane of spikes, the Shadow Hounds are the vanguard of the Shadow armies, reaching the battle first either with or without Shade riders. Their tails contain spikes which they can shoot at enemies.

Tier 3 heavy cavalry unit. Has Hound Spikes ability that makes a flurry of ranged attacks to a target. Has Shadow Incorporealibility passive ability that reduces all non-holy damage by half. Has Shadow Spell Resistance passive ability that gives 50% spell resistance to all non-holy spells.
Seeker

The Seekers are the mages of the Shadows. Having a single eye capable of firing blasts of energy in the center of their misshapen bodies, the Seekers scuttle forward on three legs.

Tier 3 spellcaster unit. Has Eye Beam ability that deals high damage to a single target. Has Shadow Orb spell that makes next attack deal AOE damage. Has Dark Tendrils spell that stuns an enemy. Has Shadow Incorporealibility passive ability that reduces all non-holy damage by half. Has Shadow Spell Resistance passive ability that gives 50% spell resistance to all non-holy spells.
Shade Archer

The Shades, the smallest of the Shadows, are around the size of a male Human in height. They make up the bulk of the Shadow armies.

Tier 3 ranged unit. Has Shadow Incorporealibility passive ability that reduces all non-holy damage by half. Has Shadow Spell Resistance passive ability that gives 50% spell resistance to all non-holy spells.
Shade Spearman

The Shades, the smallest of the Shadows, are around the size of a male Human in height. They make up the bulk of the Shadow armies.

Tier 3 spear unit. Has Shadow Incorporealibility passive ability that reduces all non-holy damage by half. Has Shadow Spell Resistance passive ability that gives 50% spell resistance to all non-holy spells.
Shade Warrior

The Shades, the smallest of the Shadows, are around the size of a male Human in height. They make up the bulk of the Shadow armies.

Tier 3 dual wield infantry unit. Has Shadow Incorporealibility passive ability that reduces all non-holy damage by half. Has Shadow Spell Resistance passive ability that gives 50% spell resistance to all non-holy spells.
Terror

Terrors are some of the most feared Shadows. They have the size and strength of Ogres and powerful wings that give them maneuverability on the battlefield. Their large clawed hands and taloned feet make quick work of armor, shredding their opponents to death with ease.

Tier 3 flying heavy infantry unit. Has Shadow Incorporealibility passive ability that reduces all non-holy damage by half. Has Shadow Spell Resistance passive ability that gives 50% spell resistance to all non-holy spells.
Abomination

The Shadow Abominations are the stuff of nightmares. Taller than any natural creature of Ylinthia and possessing incredible strength, the Abominations are the “living” siege engines of the Shadows.

Able to breathe black Shadow flame from their mandibled mouth, the Abominations can kill hordes of enemies in a single burst of flame.

If a single opponent proves problematic, the Abomination can impale its foe with the massive blades upon its back.

Titan unit. Has Shadow Breath ability that deals AOE damage. Has Impale ability that deals massive damage to a single non-hero non-titan unit. Has Shadow Incorporealibility passive ability that reduces all non-holy damage by half. Has Shadow Spell Resistance passive ability that gives 50% spell resistance to all non-holy spells.