Campaign |
---|
AOI DID EI HttT Liberty NR SoF SotBE THoT TRoW TSG AToTB UtBS - EoV |
Era |
AoH D - AOL D(AM) D+S EoM EoMR EoS F FC GS I IC ME MH PYR(DE5ul) PYR(DE7l) SR WoC WC WE |
Language |
C |
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: Due to this unit's relationship with its deity it is granted a magical body in which the magic is manifested as self-healing and thus this unit recovers 3 HP per turn. The unit has magical attacks, which always have a high chance of hitting an opponent. This unit is capable of healing those around it, and curing them of poison. This unit's arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures. This unit can fly over the terrain and over any impediments such as the snow, chasms and sand...
Advances from: | Shaman |
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Advances to: | |
Cost: | 55 |
HP: | 55 |
Movement: | 6 |
XP: | 100 |
Level: | 2 |
Alignment: | chaotic |
ID | Minotaur Mystic |
Abilities: | cures, heals +8, divine health |
staff impact | 9 - 3 melee | ||
aura blast arcane | 9 - 3 ranged | magical |
Resistances: | |
---|---|
blade | -20% |
pierce | 0% |
impact | 0% |
fire | 10% |
cold | 10% |
arcane | -40% |
Terrain | Movement Cost | Defense |
---|---|---|
Cave | 1 | 50% |
Coastal Reef | 2 | 30% |
Deep Water | 2 | 10% |
Flat | 1 | 30% |
Forest | 1 | 60% |
Frozen | 1 | 30% |
Hills | 1 | 50% |
Impassable | 99 | 30% |
Mountains | 1 | 70% |
Mushroom Grove | 1 | 50% |
Sand | 1 | 30% |
Shallow Water | 2 | 20% |
Swamp | 1 | 20% |
Unwalkable | 1 | 30% |