
Once he has unlocked his regeneration ability, Zlaaq and the poisonous Cobra Mace, he can be used like a spellcasting Stegadon throwing him right into the melee with your frontline will no longer be a problem. Starting out with just a basic healing spell (Apotheosis) and without his signature mount, Zlaaq, he must be carefully protected in the early game and used mainly as a supporting caster and to bolster your frontline with his Encourage ability.


Upkeep: -50% for Temple Guards units ( Lord's army).Unit experience gain per turn: +50 ( Lord's army).Winds of Magic power reserve capacity: +15.Mazdamundi has a combination of spells from the Lores of Heavens, High Magic and Light:Ĭharacter Abilities Active Abilities Ĭampaign starting units Eye of the Vortex ▲ Spellcaster: This unit can cast spells.His Great Purpose does not allow for mercy. With a flick of his wrist, Mazdamundi has smashed cities and doomed armies. Once aloft on his mount, Mazdamundi will march out at the head of the armies of Hexoatl.

The current beast, a colossal specimen named Zlaaq, has served Mazdamundi for almost five hundred years. When riled, the Lord of the Solar-City will levitate his palanquin-throne atop the largest Stegadon that can be found. In the last few centuries he has become the most proactive of all the Mage-Priests. Although it took many interruptions to his thoughtful contemplations, at last the great Slann has fully bestirred himself, shaking off the lethargy that has afflicted so many of his kind.

With a matchless mind unfathomable to others, Mazdamundi is obstinate in his way and will not be deterred from that upon which he has decided. At the Dawn of Creation he was instructed by none other than Lord Kroak himself. Lord Mazdamundi is the oldest and most powerful of the living Slann Mage-Priests.
