Gods and Heroes: Rome Rising - day two

The Mystic
With fire bolts and swarms of insects hiding up their sleeves, Mystics are known for their craftiness with the arcane arts and necromancy. But like a double-edged sword, the Mystics' high damage outputs are balanced by their low threshold for pain. A combination of melee minions to hold enemies at bay and healer minions to tend to your wounds will go a long way towards getting the most mileage out of this nuker class.

Starting Feat: Numinous Flame
A fiery bolt that causes initial damage and additional damage over time.
Higher Level Feat: Energy Chant
- Increases the friendly target's energy regeneration significantly for a short amount of time.

Available Gods: Bacchus or Trevia
First God Power (Bacchus): Conjure Wine
- Conjures wine, providing drinks for the Mystic.
Higher Level God Power (Bacchus): Drunkenness
- Increases spell damage and health regeneration rates.
First God Power (Trevia): Siphon Life
- Instantly steal some health from your target, giving it to the caster.
Higher Level God Power (Trevia): Terrifying Gaze
- Your damage over time spells have a chance to stun the target.

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