Acolyte

The Acolyte is a hero found in the Base Game of Myth. When he becomes a Journeyman he has two pathes to follow either Dark or Light. When he chooses the Dark path he becomes the Necromancer. When he chooses the Light path he becomes the Mendicant.

Playing the Acolyte

The Acolyte is versatile and offers something few other party members can: healing. He is the only method of healing among the Heroes in the base game. The Acolyte must keep an eye on his Threat so that he can utilize much-needed heals in massive battles. However, the Acolyte doesn’t have a lot of abilities that are movement friendly. He must commit himself to the middle of the battle, then act.

The Acolyte doesn’t just heal, however. He also has powerful spells that assist the party, called buffs.

If the Acolyte is going to be buffing the party in a given Hero Cycle, he should always go first. His buffs make it easier for other Heroes to succeed. Finally, the Acolyte has significant attacks, both physical and Faith-based.

Capable of both direct single-target damage and area-of-effect, a completely powered-up Last Rites is devastatingly destructive.

Faith Cards

Without Faith the Acolyte can do very little. He always has one Faith based in his stats. However, his versatility and power reside in his belief in something other than himself. This is made manifest through his discard pile mechanic. Cards with Faith, like Blood Of An Overcomer, may be played for the Faith even though there are no status effects to cleanse. In cases such as this, any Threat from the card is still added to the Acolyte. When the Acolyte uses a Pray card, he is fishing his discard for Faith cards. It is very simple; Pray cards are best used when the discard pile is smaller and heavily populated with Faith.

Holy Cards

Cards marked as Holy nullify the Undead’s ability to Resurrect. If the party wants an Undead Monster to stay down, have the Acolyte hit them with a Holy ability.

Heal Cards

Heals return some Vitality to the target. They are simple to use, often benefiting greatly from added Faith. If an item or title assists Heals, it would help a Heal card.