Death and rebirth unending. On fatal injury and entering Bleedout, Sevagoth's body petrifies into a broken tombstone as his Shadow manifests itself. Control the Shadow to collect the souls of 5 enemies by casting Consume via the ability, quick melee, or fire weapon buttons with a targeted enemy on the aiming reticle (default 2 , E and LMB respectively), reviving Sevagoth upon a full harvest. Alternatively, allies may manually revive Sevagoth by interacting with his tombstone.
While the passive is activated, a soul counter appears above Sevagoth's ability icons indicating the number of remaining enemies required to revive Sevagoth, as well as a bleedout gauge that counts down toward his death. If Exalted Shadow is unlocked, the Death Well is replaced by the soul counter until Sevagoth revives.
Sevagoth's Shadow summoned by the passive is still vulnerable to damage and status effects except for Knockdown. It utilizes its equipped Mods and Arcanes, but cannot cast its other abilities. Beware, should the Shadow die, Sevagoth will also truly die, but only in Solo mode. In Co-op, his Shadow simply vanishes, and his tombstone will remain for the rest of his bleedout timer, still available to be revived by his allies.
Consume is altered to cost 0Energy to cast and inflicts armor and shield-bypassing damage equal to the target's total hitpoints, instantly killing non-boss enemies.
Although Shadow Claws cannot be used to directly attack, Sevagoth's Shadow can still block incoming frontal damage (default hold RMB ) to prolong its durability until the soul harvest is complete.
However, the claws may still perform a heavy melee attack or slam (default MMB ). Enemies killed via this method do not count toward reviving Sevagoth.
The player can still reach extraction while bleeding out and controlling Sevagoth's Shadow.
Undying Will and Renewal will still function normally on Sevagoth's Tombstone.
Undying Will has no effect when equipped on the Shadow.
When Sevagoth is the player's equipped Warframe, Sevagoth's Shadow is available for customization with its own Upgrade, Appearance, and Abilities tabs in the Arsenal loadout screen after reaching Warframe Rank10.
While controlling Sevagoth's Shadow via the passive ability and Exalted Shadow, the player's HUD fades into a monochrome tint with vaporous visual effects animating along the edges. The Shadow itself visually resides at the eyes of twin storms of darkness that follow from above and below, while a dark fog shrouds the environment in the distance.
Due to the Shadow's bulk, the player's camera angle is set to a different attach point than Warframes.
The Shadow uses custom double jump and dodge animations, where it spins and twirls in a full rotation as it moves toward the input direction.
However, the Shadow cannot pick up carriables such as Mobile Defense datamasses or Excavation power cells, and cannot interact with Sevagoth's Tombstone to revive himself.
The Shadow cannot use Gear items or perform Emotes.
Upon receiving fatal damage, the Shadow does not enter Bleedout, instead reverting the player's control back to Sevagoth's body with no incurred penalty.
While within an ability nullification sphere from enemies such as Nullifier Crewman or Isolator Bursa, Sevagoth's Shadow receives damage to its Health pool as 15% of its maximum health pool every half second.
Replacing Exalted Shadow via Helminth will remove access to all of the Shadow's abilities. However, Sevagoth's Tombstone passive will still function normally.
The Shadow's abilities can not be replaced by Helminth.
Sevagoth's Arbitration strength bonus does not apply to Shadow's abilities.
On Sevagoth Prime, he is accompanied by Sevagoth Prime's Shadow. The only difference is the addition of and base polarities on the Prime ( vs. ), otherwise their stats are identical.
When Sevagoth is the player's equipped Warframe, Shadow Claws/Shadow Claws Prime is available for customization with its own Upgrade tab in the Arsenal loadout screen after reaching Warframe Rank10.
The stance's rank for Shadow Claws corresponds to the ability rank of Exalted Shadow on Sevagoth.
Shadow Claws' colors automatically match the Appearance loadout of Sevagoth's Shadow.
Sevagoth's Shadow utilizes separate Upgrade loadouts from the Sevagoth Warframe, allowing the player to slot in a different Aura, Arcane Enhancements, and Mods for customization according to the Shadow's own attributes.
The equipped Aura on the Shadow is only active during Exalted Shadow and while Sevagoth is bleeding out in his tombstone. This seems to deactivate the Aura equipped on Sevagoth (only one aura seems to be active at a time).
Sevagoth's Shadow's Appearance tab within the Arsenal allows for separate color and attachments customization.
Appearance menu consists of helmet, skin, attachments, and color options.
The Shadow's energy colors automatically match the selected colors on Sevagoth's Appearance loadout.
Sevagoth's Shadow's appearance resembles the Sevagoth Warframe with some notable differences.
The flesh-like collar around Sevagoth's neck is enlarged, causing the lining of spikes to protrude more prominently.
The inner pieces of the shawl normally dangling freely are enlarged and warped into malleable arms ending in razor-sharp claws. The wires wrapped around his arms become unfurled and hang freely in front.
Elongated spikes protrude from its spine, while the spinal cord act as a tail.
Sevagoth's upper and lower limbs as well as his main body are missing, replaced by flowing shadows and ghostly vapor that emanate from the Shadow.
Abilities[]
Sevagoth and his Shadow both possess a unique set of four abilities with different modding benefits, highlighted in the tabs below:
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Sevagoth’s Shadow flies outward ravaging enemies in his path. Survivors are damaged by Death’s Harvest over time. The souls of the dead fill the Death Well.
Misc:
10 / 15 m/s (tap-cast flight speeds) 20 / 30 m/s (hold-cast flight speeds) 1 (active Shadow limit) 1 (damage and mark instance per enemy) 25% (current enemy health done as Blast) 4 m (radial damage range) 5 % (Death Well gain per enemy)
Sevagoth expends 25energy to sever apart from his Shadow and expel it toward the direction of his aiming reticle. Reap's Shadow is an invulnerable flying object that lasts for 2.5 / 3 / ? / 6 seconds, with a variable flight speed of 10 meters per second if cast by tapping the ability key, or 20 meters per second if held down. The Shadow's harrowing wail weakens all enemies within 2 / 3 / ? / 8 meters, inflicting 100 / 150 / 200 / 250Radiation damage and marking them with Death's Harvest; marked enemies receive 10% / 20% / 30% / 50%Damage Vulnerability for 5 / 7 / 8 / 10 seconds. Only 1 Shadow from Reap may be active at once per player.
Damage and Harvest mark only apply to each individual enemy once per instance of Reap.
Reap's damage can benefit from Harvest marks inflicted by a previous instance of Reap or Death's Harvest.
Reap's Shadow is tracked on the minimap as an allied blue dot.
Recasting the ability will remove the current Shadow and send out a new one.
While the Shadow is in flight, aiming once at a location (default RMB ) marks it as the Shadow's new travel direction, causing it to fly through the intended area until Reap expires or switching destinations; hold aim on an area to command the Shadow to accelerate its flight speed to 15 meters per second if Reap was cast via tapping the ability key, or 30 meters per second if held down; while aim is sustained by Sevagoth, the Shadow will continuously follow his reticle and encircle over the location the reticle rests upon.
Reap's Shadow still experiences collision with objects and terrain, and will automatically attempt to maneuver around them.
Casting Reap directly on or aiming once on a targeted enemy will not cause the Shadow to follow it.
Manually blocking with a melee weapon will not redirect the Shadow.
The Shadow will audibly respond to Sevagoth's aim to indicate it is rerouting.
Ability Synergy:
Enemies seeded with Sow hit by Reap are dealt 25% of their current health as True damage and detonate, dealing 25% of their current health as Blast damage to all enemies in a 4 meter radius.
Explosion damage has no falloff.
While Gloom is active, enemies damaged by Reap's Shadow heal Sevagoth's health.
Each enemy marked then killed by any source, or directly killed by Reap's Shadow fills 5% of the Death Well for Exalted Shadow.
Death Well gain stacks when Sown enemies die from Reap, but not vice-versa.
Casting Reap is an upper-body animation that allows movement and Maneuvers while restricting other actions.
Sevagoth visually raises his arms to open a portal for the Shadow to fly through. As the Shadow flies, it constantly emits an eerie wail with shadows trailing in its wake. Affected enemies emit shadow tendrils flailing from their torso. Upon expiration, the Shadow collapses into a fading blackhole to return to Sevagoth.
Reap's Shadow uses Sevagoth's Shadow's Appearance customizations, except for energy color which uses Sevagoth's Appearance loadout selection.
Reap's Shadow will expire prematurely upon colliding with a null bubble from enemies such as Nullifier Crewman or Isolator Bursa.
Shadow Haze is a Warframe Augment Mod for Sevagoth that increases the Critical Chance from any source against enemies affected by Reap or Death's Harvest. When affected enemies die, a new Reap Shadow spawns from their corpse and seeks other enemies, up to a maximum of 3 active Shadows at all mod ranks.
Plant a death seed in nearby targets to drain their lifeforce. Reap what has been sown to detonate afflicted enemies, dealing a percentage of their health as radial damage. The souls of the dead fill the Death Well.
Sevagoth expends 50energy to damn the souls of the wicked and implant death seeds into all enemies within a radius of 10 / 12 / 14 / 16 meters. Seeded enemies decay toward death taking 100 / 150 / 200 / 250True damage per second over 5 / 8 / 11 / 10 seconds.
True damage inflicts armor-bypassing damage directly to health, ignoring any shield values enemies have.
Ability Synergy:
Sown enemies hit by Reap are dealt 25% of their current health as True damage and detonate, dealing 25% of their current health as Blast damage to all enemies in a 4 meter radius.
Explosion damage has no falloff.
While Gloom is active, Sown enemies heal Sevagoth's health as they take damage per second.
Each enemy seeded then killed by any source, or directly killed by Sow fills 5% of the Death Well for Exalted Shadow.
Death Well gain stacks when Sown enemies die from Reap, but not vice-versa.
Casting Sow is an upper-body animation that allows movement and Maneuvers while restricting other actions.
Sevagoth visually conjures rising darkness around him that briefly remains visible to indicate the effective range, as he spreads his arms to sow the death seeds into his foes. Affected enemies are shrouded in a cloak of darkness with a tint of Sevagoth's chosen energy colors.
Summon a radial pulse wave that ensnares and slows enemies, siphoning their lifeforce for the Death Well. Allies within the wave steal health with each attack.
Sevagoth unleashes flowing darkness around him, as a radial wave pulses out at a speed of 1 / 1.2 / 1.5 / 2 meters per second, beginning from 1 / 2 / 3 / 4 meters then expands up to 5 / 8 / 11 / 16 meters. Enemies within his aura suffer from 25% / 30% / 33% / 35%Slow, whilst Sevagoth and allies standing within gain 1% / 2% / 3% / 5% lifesteal for damage dealt with weapons and abilities against any enemies.
Gloom also affects fighters flying too close to a Railjack, allowing the aura user to heal themselves while using a turret, be it via direct fire or offensive abilities such as Shatter Burst.
Sevagoth does not require enemies to be in Line of Sight to be slowed.
Gloom costs 50energy to deploy. Once active, Gloom reacts to enemy presence in its radius, slowing all enemies within. Each enemy slowed by Gloom drains a base amount of 0.75 energy per second, stacking up to a cap of 10 enemies for a maximum drain amount of 7.5 energy per second, to maintain the aura until deactivated manually by pressing the ability key again (default 3 ) or automatically when Sevagoth runs out of energy.
Energy drain enemy cap is not affected by mods.
Sevagoth himself, his Shadow, and allies within Gloom do not trigger energy drain per second, granting them a persistent lifesteal effect while in range.
While Gloom is active, but not draining energy, Sevagoth can replenish energy using Rally Point, Energy Siphon, Energy Nexus, Dreamer's Bond, and/or Wellspring. If an enemy walks into range the energy replenishment from these effects will halt until the enemy is removed from the radius.
While most enemies - including bosses - are slowed by Gloom, some specific enemies are completely unaffected by the slowing aura, such as:
Do note that Sevagoth and his allies can still heal themselves while attacking these slow-immune enemies as long as everyone is within his aura.
Going Operator mode while Gloom is toggled disables both its healing and slowing effects, even though the aura is still visible. Returning to Sevagoth promptly reactivates it, unless a nullifier bubble, a Disruption Demo Unit, or a possessed Exolizer crosses the frame to forcefully disable it.
Ability Synergy:
While Gloom is active, damage dealt by Reap's Shadow and Sow heal Sevagoth's health. Damage dealt by Consume further heals the Shadow's health with lifesteal while the Shadow remains in range.
Gloom remains activated and centered on Sevagoth's body during Exalted Shadow.
Each enemy alive within Gloom's radius fills 0.1% per second of the Death Well for Exalted Shadow.
Casting Gloom is a full-body animation that restricts grounded movement and other actions. Deactivating Gloom is instantaneous and does not play an animation.
Sevagoth visually conjures a shadow wave then sustains the ring of flowing darkness that indicates the aura radius, visible only to himself. Both he and his allies affected by Gloom visually emit a spiraling shadow torrent around their legs. Affected enemies visually appear hindered by three shadowy clouds around their head, torso, and thigh regions.
Subsuming Sevagoth to the Helminth will offer Gloom and its augments to be used by other Warframes.
When injected into Lavos, Gloom is altered to cost 0 energy to cast and sustain, lasts for 12 seconds that triggers a 10 second cooldown after deactivation.
Tips & Tricks
As the ability's energy drain is only dependent on the number of enemies within the slowing aura, Blind Rage is a practical mod to equip to maximize the slowing effect. Do note that the reduced efficiency does increase the toggling cost.
Investing in increased Energy reserves, such as by using Flow (Primed) or slotting Azure Archon Shards, also ensures the longevity of a toggled Gloom aura.
Ability Strength bonuses from various sources can assist in reaching higher slow effect of Gloom and, in some cases, free mod slots.
Protea trivializes the Ability Strength requirements to reach the Slow effect cap, as her additive 100% Ability Strength bonus every 4th ability cast means that she only has to mod for the remaining 72% Ability Strength, then reach the bonus by using her other abilities. Dispensary also lets her manage the Energy costs easily.
If Gloom is subsumed onto a given Warframe's fourth ability, Precision Intensify can used to reach the slow cap, leaving only the 82% remaining Ability Strength to be reached with other sources.
When extracted, Gloom is a very versatile ability to infuse into Warframes that otherwise have no means to heal in their ability kits (i.e. Mesa can heal herself with Peacemaker as she shoots down enemies within range of her infused Gloom}.
Garuda can exchange Blood Altar for Gloom, becoming a mobile offensive healer and crowd controller that is sustained extremely well by Bloodletting. This comes at the cost of Blood Altar's disabling ability and its passive healing, as she must actively attack to heal herself.
Ember can easily reach 95% Slow effect with her passive, in combination with several Ability Strength mods.
Kavor Defectors and Arbitration Defense targets can heal themselves by shooting enemies while under the effects of Gloom.
Hostile Necramechs are also slowed by Gloom, making aiming at their exposed weakpoints far easier. Also, Loid and Otak's survivability is increased as long as the Gloom user stays near them to keep the Infested at bay.
Inaros Prime can opt to infuse himself with Gloom to help Baro Ki'Teer survive better in Void Raider missions, not only to help manage incoming Nightwatch enemies but also, as with the above Defectors, help him heal himself when he attacks.
Gloom will also affect Demo units in Disruption missions should they wander into range, but their nullifying pulses will briefly remove the slowing effect allowing for short "hops" towards the conduit. Coming too close to the Demo units while using the nullifying pulse can also dispel Gloom, so players should be mindful of reactivating it as soon as possible.
Be careful when doing missions in the Zariman Ten Zero, as Thrax Legates and Centurions are not slowed by Gloom until their Overguard is dealt with and can take players by complete surprise.
Note that Gloom can sometimes prolong the invulnerability phases of enemies, such as Torment while she is using Tidal Surge, so be mindful of either moving away from them or disable Gloom to let them finish their invulnerability mode.
Bugs
Gloom can sometimes inadvertently set off the alarms of data vaults in Spy missions when the aura slows down patrolling Sensor Regulators or Orokin Spectator drones.
If subsumed onto Harrow, Thurible will not grant energy on kill if enemies are under the effect of Gloom
When the Death Well fills to above 75%, Sevagoth’s Shadow form is ready to be released. Tear the enemy asunder with a collection of Melee-focused Abilities.
Death Well Drain: 1% s-1
Misc:
5 m (Shadow summoned propulsion) 5 % (Death Well gain per enemy for Reap, Sow and Death's Harvest) 0.1 %/s (Death Well gain per second per enemy for Gloom) 1% HP (Death Well drain to health conversion)
Immortalized by his reaping of souls, Sevagoth passively collects the life essences of enemies affected by or slain by Reap, Sow, Gloom, or Death's Harvest, gradually filling the Death Well gauge displayed above his ability icons. Once 75% of the gauge is filled, Sevagoth may leave his mortal body behind to transfer control into Sevagoth's Shadow, which is propelled forward for 5 meters then drains 1% of the Death Well per second to remain summoned. Sevagoth's Shadow possesses four new Abilities: Embrace, Consume, Death's Harvest, and Reunite. Exalted Shadow will deactivate when the Death Well fully depletes, when the Shadow receives fatal damage or falls out of bounds, when Transference is initiated, or when Reunite is cast.
Sevagoth's physical body is invulnerable to damage and untargetable by enemies while taking control of Shadow.
The Shadow will always spawn with full Shields, Health and initial Energy, regardless of its previous state on recast.
Propulsion from summoning the Shadow carries forth Sevagoth's momentum when casting Exalted Shadow, allowing the player to gain extra distance once controlling the Shadow.
If aim gliding while casting this ability, Sevagoth's body will be propelled forward in an arcing trajectory instead.
When the Death Well reaches at least 75%, a sound indicator plays for the player, while the well's energy visually glows intensely, as energy veins emanate outside the well.
While officially Set Mod bonuses do not affect Exalted Weapons (with the exception of the Sacrificial Mod Set), the Gladiator Mod Set can still apply if equipped on Melee and not on the Exalted Weapon itself.
Sevagoth's Abilities will stay active during Exalted Shadow.
Each enemy affected then killed by any source, or directly killed by Reap's Shadow, Sow, or Death's Harvest fills 5% of the Death Well. Each enemy alive within Gloom's radius fills 0.1% per second of the Death Well.
The player must be directly controlling Sevagoth with Exalted Shadow deactivated to gain Death Well percentage from the eligible Abilities noted above.
Death Well gain stacks when Sown enemies die from Reap, but not vice-versa.
For each percent of the Death Well drained during Exalted Shadow, Sevagoth's health is healed by 1% of his maximum health pool once Reunite is complete.
Casting Exalted Shadow is a full-body animation that restricts movement and other actions.
Sevagoth visually summons his Shadow which materializes in front of him. Sevagoth's body remains stationary in a levitating stance.
While within an ability nullification sphere from enemies such as Nullifier Crewman or Isolator Bursa, Sevagoth's Shadow receives damage to its Health pool as 15% of its maximum health pool every 0.5 seconds.
Sevagoth's Shadow will benefit from Archon Shards slotted into Sevagoth himself.
Sevagoth's Shadow, and Shadow Claws, can benefit from Helminth Invigorations applied to Sevagoth as they are both considered exalted weapons.
Any primary, secondary, and reload speed buff from invigorations will not have any benefit during Exalted Shadow as it uses melee exclusively.
Ravenous Wraith is a unique Stance exclusive to Shadow Claws that can only be acquired and used by activating Sevagoth's fourth ability, Exalted Shadow. This Stance overrides the Stance on any currently equipped melee weapon for as long as Exalted Shadow remains active.
A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox).
A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox).
A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°).
A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack. Affected by the Seismic Wave mod.
A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod.
A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range.
View Full Legend
Average Damage Multiplier per second only applies to single-target DPS calculations.
Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations.
Combo animation lengths are approximate and are only accurate within a few tenths of a second.
Each tile marking in stance preview gifs are 2m apart.
Combos labeled with an asterisk (*) are shared between weapons within the same weapon type.
Tips & Tricks
Preparation modded on the Shadow will increase its initial starting energy. This energy will be restored every time Shadow is summoned.
Strength Mods
Duration Mods
Range Mods
Shadow
View Maximization ▾▾
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Sevagoth's Shadow expends 25energy to expand the reach of its grasp, tethering and reeling in all enemies standing within a conical area spanning 10 / 12 / 15 / 20 meters and a 80° angle centered on the aiming reticle. Grasped enemies are Lifted helplessly for 5 / 6 / 7 / 8 seconds, during which their flailing bodies rapidly float toward the ability's casting location collecting together into a cluster.
Embrace is disabled on the Shadow when Sevagoth is bleeding out in his tombstone.
Can be recast while active to grasp new enemies while releasing affected enemies. If cast on already affected enemies, Embrace renews Lifted duration and pulls them to the new casting location.
Casting Embrace is a full-body animation that allows movement and Maneuvers while restricting other actions.
Sevagoth's Shadow visually drags its claws along its sides and raises them into the air toward itself. Energy resembling its Shadow Claws rise from the ground at the edge of the conical area, then retracts to Sevagoth's Shadow, as multiple energy tethers link to the affected enemies pulling them into the Shadow's embrace.
Sevagoth's Shadow expends 25energy to lunge forward horizontally across 5 / 8 / 11 / 14 meters toward the aiming reticle if cast without a target, or dashes through a targeted enemy within range.
If an enemy was targeted, on contact with the targeted enemy only, Consume inflicts 1,000 / 1,500 / 2,000 / 2,500Radiation damage and Knockdown, while healing the Shadow's Health pool by 10% / 15% / 20% / 25% of the damage dealt. The target's soul is also ejected skyward and its body suffers from Confusion for ? seconds.
While Gloom is active and the Shadow remains in range, Consume's damage further heals the Shadow's health with lifesteal.
While Sevagoth is bleeding out in his tombstone, his summoned Shadow's Consume is altered to cast from the ability, quick melee, and fire weapon buttons (default 2 , E and LMB respectively), costs 0 energy, and inflicts armor and shield-bypassing damage equal to the target's total hitpoints to instantly kill non-boss enemies.
Casting Consume is a full-body animation that enforces directional movement while restricting other actions.
Lunging without a target moves Sevagoth's Shadow across the horizontal plane.
Lunging with a target causes Sevagoth's Shadow to home in toward its victim.
Sevagoth's Shadow visually propels itself forward leaving lingering darkness in its wake. The targeted enemy falls to the ground as a copy of its silhouette floats into the air and dissolves away.
The Shadow audibly responds upon making direct contact with the targeted enemy.
Sevagoth's Shadow expends 75energy to let loose a harrowing wail to leave a death mark on all enemies within a radius of 5 / 8 / 10 / 12 meters. Marked enemies receive 10% / 20% / 30% / 50%Damage Vulnerability for 5 / 7 / 8 / 10 seconds.
Death's Harvest is disabled on the Shadow while Sevagoth is bleeding out in his tombstone.
Can be recast while active to mark new enemies in range. Marks do not refresh on already affected enemies in range of a new instance.
Casting Death's Harvest is a full-body animation that stops grounded movement and other actions.
Sevagoth's Shadow visually claps its claws together below itself, wailing eerily as rising shadows briefly outline the ability radius before fading away. Marked enemies emit flailing shadow tendrils from their torso.
Sevagoth's Shadow transfers its master's consciousness back into his physical body, by teleporting Sevagoth over unrestricted range to the Shadow's location and merge together at no cost. Reunite is automatically cast if the Death Well is empty, if Shadow receives fatal damage, or if Sevagoth's body enters an ability nullification sphere.
Teleport range is not affected by mods.
As Sevagoth's Shadow, the Death Well gradually drains until empty. Casting Reunite ceases the drain on the meter.
Using Transference will automatically cast Reunite.
Ability Synergy:
For each percent of the Death Well drained during Exalted Shadow, Sevagoth's Health is healed by 1% of his maximum health pool once Reunite is complete.
Reunite is disabled on the Shadow while Sevagoth is bleeding out in his Tombstone.
Casting Reunite is a full-body animation that stops grounded movement and other actions.
Sevagoth's Shadow visually fades away as Sevagoth's body emerges from a shadowy portal below, then regains his composure and ceases levitating.