Campagne |
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UIO DT EI HdT LdW Liberté RN SdF FdON LMdT EdW LGS HdDF SlSB - TFGE |
Era |
Pd Âdh - AOL AoG AE A BAE BEE BGE(b) BfTE BRE CA CEoM D+E D+F D+A D+E+E+E D+N D+S DotD EE0 EB EBE EH EM EoA EoA EoHS EoMR EoM EoS EotF EotF+D EotFfS EE EE+D EE+EoM+D ER F FA F FC GEE GE GEae GS GE GA He H+N HA I IC JDM JE JNA JZ LDE LME ME+D MCE0B ME ME+D ME+EoM+EoM+D MR NSE OMPTAoHE OMPTDE PYR(DE5ul) PYR(DE7l) PDE RE RoCE SF+D SR TT T+D Uw WK WC WE |
Langue |
C af ar bg ca ca cs da de el en eo es et eu fi fr fur gl he hr hu id is it ja ko la lt lv mk mr nb nl pl pt pt racv ro ru sk sl sr sr sv tl tr zh zh |
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.
Remarques : 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. L'attaque à distance de cette unité est magique et a toujours de fortes chances de toucher sa cible. Cette unité est capable de soigner les unités environnantes et de les guérir du poison. L'attaque sacrée de cette unité provoque des dégâts considérables sur les créatures magiques et aussi quelques dégâts sur les créatures non magiques. This unit can fly over the terrain and over any impediments such as the snow, chasms and sand...
Évolue à partir de : | Shaman |
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Évolue en : | |
Coût : | 55 |
PV : | 55 |
Mouvement: | 6 |
XP : | 100 |
Niveau: | 2 |
Alignement : | chaotique |
ID | EoS Minotaur Mystic |
Capacités : | guérison, soins +8, divine health |
bâton contondant | 9 - 3 corps à corps | ||
aura blast sacré | 9 - 3 à distance | magique |
Résistances : | |
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tranchant | -20% |
perforant | 0% |
contondant | 0% |
feu | 10% |
froid | 10% |
sacré | -40% |
Terrain | Coût des mouvements | Défense |
---|---|---|
Caverne | 1 | 50% |
Château | 1 | 50% |
Collines | 1 | 50% |
Eau peu profonde | 2 | 20% |
Eau profonde | 2 | 10% |
Forêt | 1 | 60% |
Forêt de champignons | 1 | 50% |
Gelé | 1 | 30% |
Impraticable | 1 | 30% |
Infranchissable | 99 | 30% |
Marais | 1 | 20% |
Montagnes | 1 | 70% |
Plat | 1 | 30% |
Récif | 2 | 30% |
Sable | 1 | 30% |
Village | 1 | 50% |