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Mystic

Combat: 8
Hits: 50
Speed: 10
Damage: 20 Cold
Range: 6
Armor: 10
Resistance: 10
Resistant vs: Cold
Vulnerable vs: Piercing and Slashing
View: 7
Attack Type: Both Ground and Air units

Max Mana: 50
Start Mana: 25

Size: Medium
Alignment: Good
Race: High Elf

Ability:
-Can cast Ring of Ice (40 mana)
-Can cast White Ward (25 mana)

Mystics are spellcasters.

Factions[]

High Elves[]

Produced from: Tree of Gold
Requires: Rune of Manos research
Cost: 100 Gold, 100 Crystal
Build Time: 70
Setup Points: 3
Army Points: 1

With short ranged spells and main attack, Mystics are designed to be used along side melee units (Typically Iceguards due to Dragon Knight's being too fast to catch up with), sitting only slightly behind them and offering covering fire... or frost in this case. They can be used to guard ranged units, such as Longbowmen, and threaten enemy melee units that wish to assail them with their Ring of Ice spell, but they will find themselves doing nothing most of the time till that scenario occurs. Their White Ward spell is even more situational and regardless of how the unit is used. High Elves are already immune to the two most common psyche effects out there, and the other two are restricted to only a handful of units. This makes the spell borderline useless for the High Elves, with its only saving grace being able to prevent enemy Illusion class Heroes from inflicting Awe on the High Elven archers. High level High Elven heroes are able to produce more resistant Mystics through their Arcane Rune skill, although the investment may be questioned as the extra hit points are only 5 HP per 2 skill points. At least, high HP Mystics should survive a catapult rock.

Benefits from Healing research.

Quotes[]

  • Ready: "So you need some Magic?"
  • Select: "Behold." "Beware." "My magic is strong."
  • Order: "My pleasure." "I'll be right there." "Right behind you."
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