The Sentinel is one of the Ranger's three specialisations. Its job is to find and reach: see what is hidden, act from further away and move quickly across a room.
How it works#
| Skill | Slot | Effect |
|---|---|---|
| Survey | Action, cooldown 3 | Reveal hidden things within 5 tiles; see every telegraph two rounds ahead until your next turn |
| Anchor & Pull | Bonus, cooldown 2 | Flow up to 4 tiles along a straight open line, or drag a debris clump 2 tiles toward you |
| Long Reach | Passive | Reach 4 instead of 3 |
The Sentinel's flex choices are Engulf and Flex Ward. It has no Glide, because Pull already moves it.
Strengths and weaknesses#
- Strong: rooms with quiet fronts, which only Survey shows in time; reading Vessel Margins walls from range; dragging debris in the Quiet Tracts.
- Weak: it cannot hold back a front's damage the way a Ward can. In Claude B's bots, the novice Sentinel failed fewer Gardens rooms than the novice Warden, because Ward needs aiming a round ahead.
- Run upgrades: Quick Survey (Survey becomes a bonus action, radius 5 → 3) and Long Anchor (Pull reaches 5, cooldown 2 → 3). See Upgrades.
In the brain#
Microglial processes move constantly and sample the tissue around them, even when nothing is wrong (Nimmerjahn 2005, in mice). Processes move far faster than the cell body. A specialisation is a play style the same cell adopts at home. It is not a fixed microglial subtype or "M1/M2" state.
Development#
- 27 October (kit v1): Claude B made the Sentinel a starter class around process extension, replacing the legacy Sentinel's Process Dash, Surveillance Sweep and Arrival Focus.
- 29 October (kit v4): Firm Reach was removed; Survey and the Long Reach passive were added.
- 1 November: turn-based version (doc 31), with ranges rescaled for 24 px tiles.
- In the alpha, the Sentinel is playable in every room and in lesson 7b.
See also#
Warden · Coordinator · Kit history · Upgrades
Sources#
b89f778c2:src/main-game/alpha/public/encounter/src/skills/turns/catalog.js215bfbf88:docs/game-balance/31-turn-based-encounters.md215bfbf88:docs/game-balance/22-v4-reassessment.md215bfbf88:docs/game-balance/04-classes-and-skills.md
What links here (37)
- Act I: The Long Wake
- Anchor & Pull
- Attune
- Basic actions
- Care
- Coordinator
- Dendritic Gardens
- Direct
- Engulf
- Flex Ward
- Glide
- Huddle
- Imprints
- Kit history
- Known Turns
- Lessons
- Link
- Location verbs
- Long Reach
- Memory Meadow
- Microglia
- Ranger
- Room assembly
- Saving and save migration
- Settle
- Signal tuning
- Stand Fast
- Studios
- Studios drills
- Survey
- Survey ribbon
- Swap
- Upgrades
- Vessel Margins
- Ward
- Warden
- Workshop tools