|“||When summoned, the Mummy will rise from the ground to serve its master. Its ancient curses daze and poison its enemies.||„|
The Mummy is one of the monster units that are only unlockable and upgradable via missions in the Dungeon. Its abilities to daze enemies and teleport directly to the hero when summoned during attacks are unique among units.
Unlocking and upgradingEdit
The Mummy is unlocked if you complete the Dungeon chamber Crypt of the Living Dead I. Level 6 is unlocked when you complete Crypt of the Living Dead VI.
Mummies are excellent at defending the hero against enemy units during attacks. Their basic attack applies strong poison to several enemies at once, rapidly killing paladins, archers, and arblasters. Their daze attack will stop all nearby enemies in their tracks for a few seconds, giving the hero extra time to take them out with a spell or escape. Although mummies never directly attack towers, nearby towers will be affected by the daze attack as if they were units. Mummies have a lot of health, making it feasible to keep several "alive" at once using the heal spell. When summoned, mummies rise directly out of the ground nearby the hero, making them a useful panic button and allowing the player to use morale effectively even late in an attack when summoned units wouldn't normally have enough time to reach the front line.
On the downside, mummies can do very little besides absorb damage against towers, barricades, and the castle gate. Players attacking with mummies should bring a strong source of blunt damage, like cannons or the sonic blast spell. Their morale cost of 14 is also pretty steep, making it harder to use them effectively before achieving late-game leadership levels.
When relying heavily on mummies for attack, it's very important to keep an eye on the positions of enemy units using the mini-map at the top of the screen. Since mummies skip over the area between the tent and the hero, they won't have a chance to attack enemies behind the hero. If too many unopposed units get behind the hero, they will destroy the tent, causing an instant defeat with no chance at resurrection.
Mummies are able to make good use of their daze ability on defense, but miss out entirely on their ability to teleport to the front line. Since the daze ability only slows heroes instead of stopping them outright, players are generally able to take out defending mummies before they cripple the attacking front. Defenders may be better off using an ogre and a froster when creating a "tank" wave. Still, mummies can slow down the hero a lot when they spawn just in front of him.
Super Jelly-arm Wavy Dance Edit
When their side wins a battle, mummies perform a stunningly-beautiful interpretive dance in which they wave their arms around like gelatinous gorillas. Most attacking players will immediately surrender upon seeing a defending mummy in order to experience the sublime pleasure of their sinuous movements.
|Forgings Levels||Pearls Cost||Cooldown||Success Chance||Max Fails|
|+3||300||1d 3h 54m||44.4%||1|
|+4||400||1d 13h 12m||33.3%||1|
|+5||400||2d 7h 48m||33.3%||1|
|+6||400||3d 11h 42m||33.3%||1|
|+∞||400||6d 23h 24m||33.3%||1|
War Boost (Surprise Mummy)Edit
Surprise Mummy Levels Edit
|Level||Poison Damage Boost||Knight Spawn %||Knight Spawn||Fiefdoms|
Special Boosts Edit
Nimble Mummy Edit
Nimble Mummies are faster than ever!
Warp Rift MummyEdit
Warp Rift Mummies cast a time warp when they die.