Mystic
Although the Warlocks and the Elders are more famous for their very lofty role, more powerful magic and the mysterious crystals which they wield, the Mystics are superior to the Warlocks and the Elders in a few ways. First they can levitate, such an ability is very useful in battle; second they are physically stronger than their counterparts; third they possess healing abilities. All these qualities make the Mystics a terrifying force on the battle field, therefore they should not be taken lightly.
Special Notes: This unit regains 4 HP at the beginning of its turn. If is poisoned, it will be cured of it instead. This unit has magical attacks, which always have a high chance of hitting an opponent. This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. This unit is capable of healing those around it, and curing them of poison.
Information
Advances from: | Shaman |
Advances to: | |
Cost: | 55 |
HP: | 55 |
Movement: | 6 |
XP: | 100 |
Level: | 2 |
Alignment: | chaotic |
ID | Minotaur Mystic |
Abilities: | cures, heals +8, recovery |
Attacks (damage - count)
staff melee | 9 - 3 impact | ||
sacred fire ranged | 9 - 3 arcane | magical |
Resistances
blade | -20% | pierce | 0% | |||
---|---|---|---|---|---|---|
impact | 0% | fire | 10% | |||
cold | 10% | arcane | -40% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 50% | |
Cave | 1 | 50% | |
Coastal Reef | 2 | 40% | |
Deep Water | 2 | 20% | |
Flat | 1 | 40% | |
Forest | 1 | 60% | |
Frozen | 1 | 40% | |
Hills | 1 | 50% | |
Mountains | 1 | 70% | |
Mushroom Grove | 1 | 50% | |
Sand | 1 | 40% | |
Shallow Water | 2 | 40% | |
Swamp | 1 | 40% | |
Unwalkable | 1 | 40% | |
Village | 1 | 50% |