This noble creature always sides with the weak, as her master General Shannara wants her to. Shannara's Pet relies on her speed to move fast around the battlefield. Her mystical horn allows her to cast blessings upon her allies.

Stats and Information

At the monster's highest level at each rank:

25 Power 25 Life 25 Speed 25 Stamina
30 3,267 22,921 3,476 140
30 3,415 25,258 3,634 140
30 3,564 27,709 3,792 140
30 3,712 30,274 3,950 140
30 3,861 32,953 4,108 140
30 4,158 38,653 4,424 140
Trait(s) Icono oro.png Max GPM
30 Tough: All status effects have 35% less accuracy against it 155
30 Tough: All status effects have 35% less accuracy against it 170
30 Tough: All status effects have 35% less accuracy against it 186
30 Tough: All status effects have 35% less accuracy against it 201
30 Tough: All status effects have 35% less accuracy against it 217
30 Tough: All status effects have 35% less accuracy against it 232
Book(s) Relic(s) Role
SpiritsTeam Wars BannerTrap Support
20 Price 20 Exp 20 Sell 20 Breed 20 Hatch
N/A 35,000 10,000 N/A 2d 2h

 Obtention

Skills

Special
Magic Mystical Charge
Multiple Allies Warm Up -
Damage 0 Accuracy 120
Stamina Cost - Cooldown -
Remove Negative Status Effects and heal all life
Default
Physical Hoof Hits
Single Enemy Warm Up 0
Damage 25 Accuracy 100
Stamina Cost 13 Cooldown 0
Default
Magic Shannara Energy
Single Enemy Warm Up 0
Damage 25 Accuracy 100
Stamina Cost 13 Cooldown 0


Group 1
Special Horse Stop
Single Enemy Warm Up 0
Damage 35 Accuracy 95
Stamina Cost 28 Cooldown 0
Group 1
Magic Astral Scramble
Single Enemy Warm Up 0
Damage 30 Accuracy 95
Stamina Cost 27 Cooldown 0
Damage Reduction: Monster inflicts 25% less damage (2 turns)
Group 1
Magic Magic Anagram
Multiple Enemies Warm Up 0
Damage 20 Accuracy 90
Stamina Cost 31 Cooldown 1


Group 2
Special Dazing Stomp
Single Enemy Warm Up 0
Damage 40 Accuracy 95
Stamina Cost 28 Cooldown 0
Daze: Power and Accuracy reduced by 25% (3 turns)
Group 2
Magic Anagram Disruption
Multiple Enemies Warm Up 0
Damage 30 Accuracy 90
Stamina Cost 35 Cooldown 2
Damage Reduction: Monster inflicts 25% less damage (2 turns)
Group 2
Magic Astral Invasion
Single Enemy Warm Up 0
Damage 40 Accuracy 95
Stamina Cost 31 Cooldown 1
Possessed: Next turn will attack its teammates (1 turn) Stamina Leak: Removes 15% Stamina each turn (3 turns)


Group 3
Special Dizzy Stomp
Single Enemy Warm Up 0
Damage 45 Accuracy 95
Stamina Cost 31 Cooldown 1
Daze: Power and Accuracy reduced by 25% (3 turns) Damage Reduction: Monster inflicts 25% less damage (2 turns)
Group 3
Magic Mystic Thrust
Single Enemy Warm Up 0
Damage 50 Accuracy 95
Stamina Cost 28 Cooldown 2
self: Remove Negative Status Effects
Group 3
Magic Astral Blessing
Multiple Allies Warm Up 0
Damage 0 Accuracy 100
Stamina Cost 30 Cooldown 3
Stamina Regeneration: Recharges 20% Stamina each turn (3 turns) Regeneration: Heals 20% of Life each turn (3 turns)

Trivia

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