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Wesnoth Units database

Mystic

(image)

Unlike their counterparts the Warlocks the Mystics have given up the quest for stronger magics for the ability to levitate. Unlike most mages the mystics keep themselves both spiritually and physically adept, due to adeptness in both fields the Mystic's body is stronger than their colleagues'. Due to the ability to levitate, their strong magic and their completed studies in the field of healing, these mages are not to be played with, and thus these mages are respected among other orders of mages.

Special Notes: Due to this unit's relationship with its entity 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
Advances to:
Cost: 55
HP: 55
Movement: 6
XP: 100
Level: 2
Alignment: chaotic
IDMinotaur_Mystic
Abilities: cures, heals +8, divine health
(image)staff
impact
10 - 3
melee
(image)aura blast
arcane
9 - 4
ranged
magical
Resistances:
blade-30%
pierce0%
impact0%
fire10%
cold10%
arcane-20%
TerrainMovement CostDefence
Cave150%
Cave Wall9930%
Chasm130%
Deep Water210%
Forest160%
Grassland130%
Hills150%
Mountains170%
Mushroom Grove150%
Sand130%
Shallow Water220%
Snow130%
Swamp120%
Village150%