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20080730.144615
i added amazon context links... just because i can... if they're not too obtrusive... i'll leave them
20080114.231544
enabled mod_deflate on andromeda. the site is now seeing an estimated 80% reduction in overall size for clients to download
20080109.022443
added an rss 2.0 feed for the news at http://www.subnova.com/news/rss/. it will show the 14 most recent posts
20070823.031056
updated cq calculations so that if a member doesn't login to the website in the past 77 days, the contribution points start vanishing in a hurry... tanking the irank
20070823.024814
removed the referral ads from the bottom of the main content area
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Light:
Melee Units:
Warrior
Health: 55
Effect Modifiers: None
Speed: 33
Attack: Sword Swing
Attack Damage: 5-5.5
Attack Type: Slashing
Range: 0-1.2
Recovery Time: .1
Recovery Time Delta: .1
Miss Fraction: 5%
Special abilities: Sheild
Cost: 2 points
The warrior's ranks consists of hastily trained soilders of the west. They are covered in chainmail armor, and are equiped with long swords and sheilds.
The warrior is your staple unit throughout the early campaign missions, and in most light netmaps. They do not posess great speed, but they can outrun most missle units easily. Their health is average, and their attack strength is somewhat lacking. They are still effective when used en masse. However, a squad of these can easily be destroyed by a large group of thrall, or a small pack any other type of fighter (besides ghols and ghasts). Use them when your missle units are no longer effective against advancing enemies. They also have a sheild to block some incomming melee attacks, but dont expect this to help against a pack of Myrkridia. Also, the rumor that thrall take more damage then warriors is for the most part, false. Read the thrall section below to find the real tru7h.
Journeyman
Health: 67
Effect Modifiers: 50% damage from explosions, immune to paralysis and stone
Speed: 29
Attack: Shovel Swing
Attack Damage: 4.4-5.5
Attack Type: Slashing
Range: 0-1.4
Recovery Time: .5
Recovery Time Delta: .1
Miss Fraction: None
Special Attack: Mandrake Root (6 roots, 9 max)
Attack Damage: 200
Attack Type: Healing
Range: 0-1.6
Recovery Time: .5
Recovery Time Delta: .1
Miss Fraction: None
Special Abilities: Absorbs %20 of attacks delt
Cost: 6 points
These former defenders of the Cath Bruig empire have put themselves in a self-imposed penance for not being present when the capital Muirthemnie fell to the fallen. They have traded their swords for shovels of common laborers and wear nine gold tiles around their necks as part of their punishment. They have also sworn to heal the wounds of those injured in battle.
The journeyman are mainly used to heal other units. However, unlike most stereotypical healers, they are quite sturdy, and can take a good amount of hits before dying. They are a bit on the slow side, but with some determination, able to outrun most missle units. They can defend themselves if attacked with their spade shovel, but that won't take down much other than a ghol or a very injured fighter. Their healing ability allows them to kill undead units instantly, and also disables wights from going boom. Should the wight detonate, however, the Journeyman will not become paralysed, and take very little damage from the explosion. They are quite useful in that respect. Their healing ability only heals to a unit's set healing limit. This is 80%, unless otherwise stated in this guide. As for multiplayer, it doesn't hurt to have one of these lying around. And if you are a lover of pus packets, you will need one of these to heal your own wight to get the ooey gooey goodness inside.
Beserk
Health: 55
Effect Modifiers: 50% damage from paralysis
Speed: 45
Attack: Sword Swing
Attack Damage: 5.5-6.5*
Attack Type: Slashing
Range: 0-1.2
Recovery Time: 0
Recovery Time Delta: .1
Miss Fraction: 5%
Special Attack: None
Special Abilities: Gains attack damage and speed near death
Cost: 3
A fierce race from the north that Mel Gibson could have used in "Braveheart", the beserk opt for speed over armor. Their battle hardened skin does surprizingly well at taking damage. They weild huge claymores which they hack their enemies to bits with.
Now here's a fighter for the Light that doesn't suck! The Beserk is a great melee unit, and will be your staple fighter throughout the middle and end of the campaign. Their speed is matched by few, and they can even outrun the speedy ghol (barely). Their attack is somewhat lacking, but swift enough to balance that flaw out. With a few kills under their belts, the beserk can kill slower melee units without giving the enemy a chance to swing their weapon once. The biggest downfall to the beserk is that their health is still only average. Of course, when the beserk is near death it becomes, well, a beserker. It will attack with greater speed and attack damage than normal. Quite nice. These are also great scouts. In dark netmaps, a beserk is always a good buy. Since they can keep up with your myrkridia, they might be a better investment then heron guards.
Beserk Hero:
Health: 75
Attack Range: 0-1.5
Cost: 6
Perhaps the worst "hero" flavor of any unit. You don't even get Beserk heroes in the default maps (solo and net). Not worth the cost.
Heron Guard
Health: 65
Effect Modifiers: immune to paralysis and stone
Speed: 39
Attack: Sword Swing
Attack Damage: 6.5-7.5
Attack Type: Slashing
Range: 0-1.2
Recovery Time: 0
Recovery Time Delta: .1
Miss Fraction: None
Special Attack: Mandrake Root
Attack Damage: 200 (1 root, 6 max)
Attack Type: Healing
Range: 0-1.4
Recovery Time: 1 second
Recovery Time Delta: .1
Miss Fraction: None
Cost: 3
Special: Can be healed up to 100%
The former journeymen reborn, the heron guards are back to defend all that is good, and kick the dark's ass. They finnaly took off that baggy fur coat and revealed their shiny bushido-looking armor underneath. They have also regained the use of their dual swords, which they attack with quite well.
Although not as fast as the Beserk, the heron guards are more resorceful. Their health and effect modifiers give heron guards a much needed boost in resiliance that most light units lack. Their attack, while not as fast as the beserks, is more damaging. The Heron guard can also heal other units like a journeyman, but only carry one initial root. Still, the Heron guard can technicaly take almost twice as much damage as other units after healing itself. They are not as fast as beserks, so be prepared to keep them closer to your missle units for protection. In netmaps, these are very good additions to your melee army. A heron guard with a few kills can even kill a myrkridia with little damage.
Heron Guard Hero:
Health: 75
Effect Modifiers: 85% damage taken from Slashing
Attack Recovery time: -.25
Secondary attack: (9 roots, 9 max)
Cost: 8
Now we get to see some improvements in the hero section! The Heron guard hero is a very well equiped healer. Although he has only a little bit more health than an average heron guard, he takes 85% damage from melee attacks, making him more hardier in close combat. The Heron Guard hero also attacks much faster than an average Heron Guard. Although still not able to run as fast as your krids or zerks in net games, he makes a great guard for your missle units, especially with the ability to heal them all quickly. Well worth the cost, but you wont want to get more than 1 or 2.
Missle units
Bowman
Health: 22
Effect Modifiers: Stays paralyzed for 25% longer from paralyzing attacks
Speed: 27
Attack: Arrow
Attack Damage: 5-6
Attack Type: Slashing
Range: 3-20
Recovery Time: 2.5 seconds
Recovery Time Delta: .067
Second Attack: Knife swing
Attack Damage: 5.5-6.5
Attack Type: Slashing
Range: 1.2
Recovery Time: .5
Recovery Time Delta: None
Miss Fraction: 30%
Special Attack: Flaming Arrow (1 arrow, 4 max)
Attack Damage: 5-6
Attack Type: Fire
Range: 3-20
Recovery Time: 2.5 seconds
Recovery Time Delta: .067
Cost: 3
Those humans who didn't want to run into battle with sword and sheild opted to pick off their enemies from a distance with the bow. Forever useful in battle, the bowmen usually have gone to one of the fir'bolg war colleges to train in their art. Some say that they do a better job then the fir'bolg.
My favorite missle unit, the bowmen are an essencial part of any army. They will be your primary missle units throughout the campaign, and light netmaps. Their range is quite far, they can shoot farther then any other unit that doesn't use magic. Their flaming arrow is also a very useful attack. They can set fire to distant satchel charges and pus packets, force melee units to absorb damage and change their route before entering a battle, and best of all, can easily disrupt enemy bowman and souless formations (very useful when you are forced into a bowman fight). The bowman has some obvious bad qualities. It is slow, but can still outrun undead units. It has very low health, and gets frozen by wight pus (if you even survived the blow) for a little longer then most units. Their biggest weakness is if enemy melee units get inside their range. They can attack with their knife when cornered, but dont expect much out of it. Bowman will mainly be used to kill enemy missle units whose range is considerably smaller than the bowman's. I usualy max out on these in netgames.
Bowman Hero:
Health: 32
Attack Recovery Time: -2
Special Attack: Flaming Arrow (4 arrows, 6 max)
Cost: 6
The Bowman Hero is by far the best missle unit in the game. The health bonus is not a big deal, but the Bowman Hero can shoot an arrow with litteraly no recovery time. As soon as the first arrow leaves the bow, the second one is on it's way. Quite devestating against anything, and the perfect Trow slayers. Since they carry 4 flame arrows, you will get to use these arrows more liberally, and perhaps pull off some neat tricks you wouldn't risk doing with normal bowmen. Deffinately worth the points.
Dwarf
Health: 22
Effect Modifiers: 25% more damage from paralysis
Speed: 27
Attack: Moltov Cocktail (Grenade)
Attack Damage: 50-60
Attack Radius: 2.5-3
Attack Type: Explosive
Range: 4-10
Recovery Time: 5 seconds
Recovery Time Delta: .067
Detonation rate: 90%
Special Attack: Satchel Charge (4 charges, 8 max)
Attack Damage: 50-60
Attack Radius: 2.25-2.3
Attack Type: Explosive
Range: None
Recovery Time: 1 second
Recovery Time Delta: None
Cost: 6
From the caves of Myrgard, the dwarves are stubborn little creatures with a sick sense of humor, and an explosion fetish. They love their "booms" and "blams", but hate the ghols, a race they have been eternally at war with. They have been hard at work advancing their techonolgies in the feild of mass destruction, and most will find these dwarves a great improvement over the dwarfs of 60 years earlier.
These are dwarves (or as known by their more popular name, dorfs). Dwarves like to blow things up, as you will learn right away. Their moltov cocktail (or grenades) are quite effective against anything, especially clumped melee units. These are important to soften up enemy melee units before you are forced to engage them in combat, or just obliterate them completely. Their range is not all that great, however. They will most likely be able to throw only one or two grenades at fast moving melee units before they move inside the dwarf's range. Their satchel charges can be placed anywhere and detonated for a devestating blast, you just need to know how to plan ahead. They are prone to getting killed by archers and soulless, so be sure to retreat when they get too close for comfort. Nothing a master of the dorf juke can't handle. Their physical stats are identical to the bowman, except for the fact they are about half their size. This makes them very useful since they can stand in front of bowmen and not worry about interfering with their attacks. Just make sure you keep a tight rein on your dwarves, friendly fire is quite easy to come by with these guys around. As for netgames, some people like dwarves, some people don't. In Myth 2, I always go with about half of the maximum number of dwarfs allowed in a netmap. In TFL, however, dwarfs are far more prone to killing themselves and other units, as well as missing their targets. In TFL, I usualy only get a couple of dwarfs at most.
Dwarven Hero
Health: 50
Attack: Pathfinder Grenade
Recovery Time: 3 seconds
Recovery Time Delta: .033
Detonation Rate: %100
Special Attack: Satchel Charge (8 charges, 8 max)
Cost: 8
A big step over the normal dwarf, the Dwarven Hero can throw better grenades farther (due to the greater angle it is thrown at) and faster. And with an amazing amount of health for a missle unit, you cant go wrong investing in a few of these. Keep in mind that more satchels = bigger boom, so you may want to toss a few down at the begining of a net level for saftey reasons.
Dwarven Pathfinder
Health: 60
Effect Modifiers: 75% damage from Slashing
Attack: Pathfinder Grenade
Recovery Time: 3
Recovery Time Delta: .033
Detonation Rate: %100
Cost: 8
At first glance, the dwarven pathfinder may just seem like a Dwarven hero with more health. Besides that, one major difference is that in solo levels, the Pathfinder starts off invisible to enemy units. It becomes visible when touched by an enemy unit or it starts attacking the enemy. The other big difference is that unlike the dwarven hero, who throws his grenades high in the air, the pathfinder throws his grenades lower to the ground, making them more likely to hit it's target directly. This is a more effective and speedier way of tossing grenades at foes. Deffinately worth the cost if offered in a map. Its too bad they lack the paratrooper signal and artilery charges of TFL. I guess the Dorfs forgot to enhance their balloon abilities after the great war.
Dwarven Mortar
Health: 22
Effect Modifiers: 25% more damage taken from paralysis
Speed: 27
Attack: Mortar round
Attack Damage: 50-60
Attack Type: Explosive
Attack Radius: 3
Range: 7-15
Recovery Time: 10
Recovery Time Delta: .067
Detonation Rate: 90%
Special Attack: None
Cost: 8
Dwarves also like to blow things up from a distance. That is where the Dwarven Mortar comes in. The latest in fashionable armegeddon, dwarven mortars are an elite pack of dwarfs who are trained in the still-experimental mortar cannon. Most dwarfs blow themselves to peices before being able to master the art of the mortar, so beware.
Dwarven Mortars are not particularly safe, and because of their long recovery time, will tend to screw up shots planned seconds ahead. Their range is much better than a dwarf's, but still not enough to outrange bowmen and souless. Still, they can do lots of damage to oncomming missle and melee units. Just be careful, mortars need lots of space between them and the enemy, so be sure to attack as soon as the enemy is within range. Don't expect these to do the job of normal dwarfs the same way, they require different strategies. I wouldnt get too many of these in net games, due to their high cost.
Dwarven Mortar Hero:
Health: 50
Attack: Hero Mortar Round
Attack Damage: 70-80
Radius: 3.5-3.6
Range: 7-20
Recovery time: 8
Detonation Rate: %100
Cost: 10
The Dwarven Mortar Hero is everything a hero should be, It excels the Dwarven Mortar in health, firepower, and ease of use. These dwarves have enough range to take out bowmen and soulless, and with the extra health, that shouldn't be too hard. Always get these, just watch out for warlocks and giants.
Dark
Melee units
(Keep in mind that some dark units that fall into the melee category can also have missle and magic attacks)
Ghasts
Health: 22
Effect Modifiers: Immune to paralysis, gas, and confusion
Speed: 23
Attack: Zombie Bitch Slap
Attack Damage: 2.5-4
Attack Type: Slashing (can cause paralysis)
Range: 0-1
Recovery Time: .2
Recovery Time Delta: .1
Miss Fraction: None
Special: Undead
Cost: 1
These are undead things on their way to becoming a wight. They are from the freshly robbed graves of peasent folk who wont be happy to see their late loved ones up and about again.
They are not powerful, they are pathetically slow, and they have sucky health. Their two redeaming qualities are that they are cheap (but not purchaseable in default Bungie maps), and they can paralyse units. A melee army with a few of these thrown in will probably result in an easy win against a melee army of equal size. Should these get close enough to hit missle units, they should be able to take it down quickly. Definately an interesting concept. Fighting them should not be a problem, take them out with missle units (very easy to do) and avoid melee combat whenever possible. They are also undead, and can hide underwater for suprize attacks.
Thrall
Health: 55
Effect Modifiers: 50% damage from paralysis, immune to gas and confusion
Speed: 20
Attack: Axe Swing
Attack Damage: 7-8
Attack Type: Slashing
Range: 0-1.2
Recovery Time: .2
Recovery Time Delta: .1
Miss Fraction: 0
Special Attack: None
Special: Undead
Cost: 1
Also known as the Children of Bahl?al, thrall are undead warriors of the past held together by bloody bandages and dark magic. The only weapon the mindless thrall can use with some sort of efficiency is an axe.
These are the staple melee unit of the dark army. They are cheap, effective killers when used in a very large (but affordable) group. Their axe swing does good damage, although it is quite slow. Their health is average, but they have decent effect modifiers. Their biggest downside is that their movement speed is THE SLOWEST in the game. They wont be able to chase down anything, unless you have them severely pinned. They can hide underwater, however, which allows for great suprize attacks in netplay. Always good to have these lying around in netgames, even if to just soak up damage. Keep in mind that a thrall with a few kills can take down a warrior with little problems.
Ghol
Health: 32
Effect Modifiers: 50% damage from paralysis
Speed: 43
Attack: Cleaver Swing
Attack Damage: 5-6
Attack Type: Slashing
Range: 0-1
Recovery Time: .5
Recovery Time Delta: .1
Miss Fraction: 0
Attack (with small object): Throw
Attack Damage: Varied
Attack Type: Varied
Range: 0-8
Recovery Time: 1
Recovery Time Delta: None
Miss Fraction: None
Special Abilities: Can pick up small objects, can run up steep hills
Cost: 2
The ghols are a race also native to the Myrgard area, and have been at war with the dwarves for as long as any history book can recall. The ghols have an unworked stone godhead that they worship, which they drag anywhere they roam. The godhead mysteriously vanished at the end of the great war. Perhaps if you were 1337 you would know what really happened.
The ever versitile ghol. Can be the biggest waste of points if not used properly, but can also be the most valuable. Their speed is excellent, but not enough to make up for their low health and VERY slow attack. The ghol's value is in it's ability to run up steep hills that most units cannot, and the ability to pick up debris from the battle field and use it against the enemy. The most popluar thing to throw are pus packets, which are peices of wights that explode and paralyse nearby targets. It is a very deadly attack. It's attack damage is roughly half that of a dwarf grenade, but with an equal blast radius. Ghols can also pick up satchel charges, flame arrows, heads, and anything else small enough to fit in a sack. Most won't do any damage, but sharp things like swords will do a little bit of damage. Perhaps the best use for a ghol is to disrupt enemy missle units when engaged in an archer fight. If they target the ghols, then there is less pressure on your bowmen. If they ignore the ghols, then they have to deal with them hacking their bowmen to death. Combine this tactic with the pus packets and you'll be rid of the other team's missle units quickly.
Brigand
Health: 55
Effect Modifiers: None
Speed: 31
Attack: Sword Swing
Attack Damage: 4.5-5.5
Attack Type: Slashing
Range: 0-1.2
Recovery Time: .1
Recovery Time Delta: .1
Miss Fraction: 5%
Special: Shield
Cost: 2
Mercenaries, cowards, and those fallen to the dark's spells are what make up the ranks of the lowly brigand. They are not as well trained or equiped as the warriors of light, but their love of money matches that of the warrior's good intent.
Basically the dark version of the warrior, only they are a little bit slower. Probably not worth the cost.
Stygian Knight
Health: 65-70
Effect Modifiers: Takes double damage from explosives, 60% damage from electricity, immune to kinetic damage, fire, and paralysis.
Speed: 33
Attack: Axe Swing
Attack Damage: 8-9
Attack Type: Slashing
Range: 0-1.2
Recovery Time: 0
Recovery Time Delta: .1
Miss Fraction: 0
Special Attack: None
Cost: 3
Empty shells of armor animated by dark magic, the stygian knights are a grim reminder of how swift a warrior can meet his death. These are personal bodyguards who have been commishoned by Soulblighter's human servants. Soulblighter and the other fallen lords do not use these, as they has found more useful protectors....
Stygian knights are big, powerful, and deadly (isnt that always the way it is?) Able to take out a group of warriors twice their number, the stygian knights can make short work of out of the light's armies if unprepared to deal with them. Since they have no body, the knights are immune to the arrows that pierce their thick armor. They are, however, very prone to grenades, and dwarfs are deffinately your safest bet when dealing with these monsters. In netgames, they are deffinately worth the price on light maps. Just make sure you have archers to pick off dwarfs and wights before rushing them into battle.
Bre'Unor
Health: 40
Effect Modifiers: None
Speed: 39
Attack: Bone Throw
Attack Damage: 4.5-5.5
Attack Type: Slashing
Range: 4-16
Recovery Time: 2 seconds
Recovery Time Delta: .067
Miss Fraction: None
Second Attack: Bone Strike
Attack Damage: 5.5-6.5
Attack Type: Slashing
Range: 0-1.2
Recovery Time: .5
Recovery Time Delta: .1
Miss Fraction:
Cost: 4
A mysterious race of savages that "share" the Ermine Forest with the fir'bolg, the Bre'Unor are quite confusing at first glance. They wear the bones of their sacrifices, and use them as weapons as well. Speaking of which, they love their sacrifices, and don't mind making you into one. Just don't poke fun at their gods...
Bre'Unor are very similar to the illfated Saekrel of TFL, as they are an even mix of melee and missle qualities. They throw the bones of their sacrifices at you from a medium distance, then engage you in melee combat with them once you get too close. They are a good mixture of melee and missle abilities, but they arent very good at either. Sort of like a jack of all trades, yet masters of none. Their speed is good for a melee unit, and fantastic for a missle one. They even have health that is almost halfway between missle and melee fighters. Perhaps a bit pricey for netgames, but a Bre'unor can make an interesting addition to your army.
Wolf
Health: 20
Effect Modifiers: None
Speed: 33
Attack: Wolf Bite
Attack Damage: 5.5-6.5
Attack Type: Slashing
Range: 0-1
Recovery Time: None
Recovery Time Delta: .1
Miss Fraction: 5%
Special Attack: None
Cost: 3
The seemingly untamable wolf of the Ermine has sided itself with the Bre'Unor. They make good pets, it appears, and love tearing things to shreds as much as the Bre'Unor do. Must be all the free doggy bones they get.
Wolves are not very strong in constitution, and for wolves they move pretty slow, but they are very efficent killers. Being very small, they easily sneak in and attack swiftly, which can tear your missle units apart much faster then a pack of ghols. Your melee units should be able to make short work of them, that is, if you catch them in time. Again, perhaps a bit pricey for netgames.
Maul
Health: 80-85
Effect Modifiers: 70% damage from Explosives
Speed: 33
Attack: Club Swing
Attack Damage: 10-11
Attack Type: Kinetic
Range: 0-1.7
Recovery Time: 0
Recovery Time Delta: .1
Miss Fraction: 5%
Special: Can be healed only to %70
Cost: 4
A very powerful race from the north, the mauls resemble something of a pig cop from duke nukem, only in midevil times. No doubt that the beserks have been able to survive in the north with these monsters due to their slow speed, and lack of any sort of intellegence. How come the pigs are always the stupidest? Haven't any of these game designers read "Animal Farm?". But I digress...
The Mauls are quite devestating, once they get in range. Their health is incredible, and their thick hides and armor shield them from explosives well. Their swing is one of the most powerful melee attacks in the myth world, so do your best to kill them from a distance. The maul's biggest enemy is speed. A pack of beserks can take down mauls more efficently than heron guards because of this. Satchel charges also work well against them. It's up to you if you want these in net games, as you will be sacrificing speed for power.
Myrkridia
Health: 60-65
Effect Modifiers: %80 from explosive and fire damage, %50 from electrical, %25 from gas
Speed: 45
Attack: Claw strike
Attack Damage: 9-10
Attack Type: Slashing
Range: 0-1.2
Recovery Time: -.5
Recovery Time Delta: .1
Miss Fraction: 5%
Special Abilities: Gains more attack ferocity near death, goes beserk at 25% health.
Cost: 4
A race all but forgoten, the Myrkridia make their triumphant return as the badasses to end all badasses in Myth 2. Although the exact history of the Myrkridia is unknown, they were imprisoned in an artifact called the Tain 1000 years ago during the Wolf Age by Connacht, saving the human race from extinction. However, Soulblighter found a sorcerer called "The Summoner" who has resurected the living nightmare on the light again.
These monsters are as good as they sound. Myrkridia will win just about any sort of battle they get into unless hopelessly outnumbered. They also have some protection against missle units with their effect modifiers. Their speed and attack are lightning fast, and their attack power is tremendous. Their one (and only) weakness is that they go berserk at %25 health, giving them only about 45 hit points of health in which you can control them. When they go berserk, they will scream at the sky and (should they still be alive) start to attack whatever they come across, including you, so be wary of your krids' health. Because they gain attack damage and speed near death, dont count a beserked krid as out. I always max out on these in netmaps, and so should you, unless you like giant claws tearing your units' throats off.
Myrkridian Giant
Health: 120-130
Effect Modifiers: %60 damage from slashing and kinetic, %50 damage from explosive and electricity, %30 damage from gas, %20 damage from paralysis, stone, and confusion
Mana: 100
Speed: 47
Attack: Big Claw Strike
Attack Damage: 14-15
Attack Type: Slashing
Range: 0-2
Recovery Time: -.4
Recovery Time Delta: .1
Miss Fraction: None
Special Attack: Explosive Skulls (100 Mana, throws 5-8 skulls)
Attack Damage: 19-20
Attack Type: Explosive
Range: 5-16
Recovery Time: None
Recovery Time Delta: 0
Miss Fraction: None
Cost: 24
Yosamitie Sam once said: "If there is one thing I hate more than a rabbit, it's two rabbits." Obviously, Yosamitie didn't explore the possibility of a rabbit that was 5 times the size of the first rabbit, with explosive skulls that fly out of it's mighty claws and can run at blazing speeds. He might have had to retract that statement, and so will you if you thought nothing was worse than a myrkridia.
Myrkidian giants are bigger, stronger, faster, and more armored then their smaller counterparts. Because they only take %60 damage from melee and arrows, they actually appear have about 170-180 health against fighters and archers. They are quite powerful against just about anything, and they have the speed to outrun pretty much all melee units as well as chase down missle units with frightening speed. Unlike the Trow, their attack against ground units are weaker, but much faster. Plus, some giants have magical explosive skulls that they can throw at people. An individual skull wont do much, but they throw 5 to 8 of these at once, which adds up in damage. They need a full bar of mana to throw the skulls, but they can run away and recharge before engaging the enemy again. Giants should be approached cautiously, and with your melee units well spread out. Dont even bother using missle units against them, missle units can be cut down by the explosive skulls frighteningly fast. In net games, these are El Cheapo Mucho. They can throw skulls, run away, and throw more unhurt forever, unless they get caught in a trap or get chased down by another giant. Their mana bar takes about 20 seconds to recharge.
Shade
Health: 120
Effect Modifiers: 50% damage from slashing, kinetic, and electricity, 25% damage from explosives, 5% damage from fire
Speed: 29
Attack: Sword Swing
Attack Damage: 7-8
Attack Type: Slashing
Range: 0-1.2
Recovery Time: None
Recovery Time Delta: None
Miss Fraction: None
Special Attack: Shade Dispersal Dream (3 egeneron cubes, 6 max)
Attack Damage: 50-60
Attack Type: Explosive
Range: 0-14
Recovery Time: 4
Recovery Time Delta: 0
Special: Absorbs %20 of damage taken
Cost: 16
Shades are odd, but simply awsome creatures. They are reanimated Avatara of an age long past, and still retain the Avatara's abilities. They slowly hover across the land, but cannot cross water. Too bad your encounters with these bad boys in Myth 2 is in the middle of a frickin DESERT WASTELAND, or else you could have actually used that information to your advantage.
The Shade's primary function will be to cast it's Dispersal Dream spell. The spell causes an explosion at the center of the target. The key, however, is that the spell moves on to any other unit that is within range of the first target, and then moves onto another adjacent target, and so on and so on. The result is a chain reaction that can wipe out virtually endless amounts of units in a short time. However, this attack does not discriminate against friend or foe, and can wipe out your army and shade just as fast as you can cast it. Their large health and strong melee attack doesnt mean that they are defenseless once out of cubes, so approach with extreme caution. Their effect modifiers give them technically double the health they would normaly have in combat. These usually dont appear in net games, but if they are offered, max out.
Mahir
Health: 15
Effect Modifiers: Triple damage from explosions, 50% damage from confusion, immune to electricity, fire, paralysis, stone, and gas damage.
Speed: 80
Mana: 80
Attack: Energy Drain
Attack Damage: .7-.9
Attack Type: Explosive
Range: .1-1.5
Recovery Time: -1 second
Recovery Time Delta: None
Miss Fraction: None
Special Attack: Mahir hold spell (costs 70 mana)
Attack Damage: 200
Attack Type: Holding
Range: 1-10
Recovery Time: None
Recovery Time Delta: None
Special: Undead
Cost: 9
The unimplemented unit of TFL returns, only with full functionality this time. Little is known about these dark spectres, but they definately make good bodyguards for Soulblighter.
The Mahir, while not attacking, is simply a round shadow on the ground, making them easy to conceal for fast attacks, and I do mean fast. Their speed is faster than any other unit's, and their energy drain spell will kill any unit every time if uncontested by other units. The only way to kill these is to either target the ground near it early with missle attacks (dwarves work realy well at this), or wait for it to pick on a unit then kill it while it is visible. Their secondary attack is also quite useful, as it freezes a unit for quite a while, allowing you to take out key defenders while your mahir attack the helpless. Deffinately an interesting choice for netplay, and perhaps the perfect stealth attacker. Just be cautious of their extremely low health, or else those 9 points just went to waste.
Missle units
Soulless
Health: 24
Effect Modifiers: Immune to paralysis, stone, gas, and confusion
Speed: 29
Attack: Javelin throw
Attack Damage: 5-6
Attack Type: Slashing
Range: 3-20
Recovery Time: 2 seconds
Recovery Time Delta: .1
Secondary Attack: Javelin stab
Attack Damage: 3-4
Attack Type: Slashing
Range: 0-1.2
Recovery Time: 1 second
Recovery Time Delta: .1
Miss Fraction: None
Special: Undead
Cost: 3
The Dark's version of the bowman, the souless are the disembodied souls of past warriors that slowly float across the landscape. The big differences between a bowman and a soulless are these:
- Slightly more health and speed
- Slightly less range and accuracy
- Faster attack rate
- No special attack
- Hovering allows them to cross any type of terrain, including deep water and high mountains
- Kinetic missle attacks (such as arrows) go through the soulless, meaning multiple soulless can be hit with one shot
The Soulless's main attack, as previously stated, is a thrown javelin similar to a bowman's arrow. Toe to toe against bowmen, the soulless usually looses due to less accuracy and fire arrows from enemy bowmen. However, if the soulless can reach higher ground then bowmen (and since they can float, they most certainly can), the bowmen suddenly are at a disadvantage. The key to soulless is to find a spot that melee units cannot get to and is higher than enemy soulless. Just watch out for spiders, which can go anywhere the soulless can, only much faster. Since spiders usually appear in dark maps, I would be wary about getting too many of these. It depends on the landscape. If there is lots of impassable terrain, get these.
Wight
Health: 22
Effect Modifiers: Immune to pararlysis, gas, and confusion
Speed: 20
Attack: Self Destruct
Attack Damage: 50-60
Attack Type: Explosion (causes paralysis)
Range: None
Radius: 6.0-6.4
Recovery Time: None
Recovery Time Delta: None
Special Attack: Self Destruct (manual)
Cost: 3
Ahh, the wight. No unit can strike terror into the heart of a player than a wight who popped out of no where. Wights are undead humans who grow in cespools of filth and diseases, making them very popular with the ladies. The result is a zombified walking pile of exploding cancer, ready to end it's horribly painful existance for it's master.
Although not technically a missle unit, the wight does have a wide blast range. The wight basically a suicide zombie. It's actual explosion damage is that of a simple dwarf grenade. It's radius, however, is far greater. When the wight goes boom it also covers all units nearby with a sticky film of it's pus, paralysing it's targets. The wight can only take a few arrows, however, and you will have to do some sneaking in order to get the wight close enough to do damage. With it's slow speed, that's not easy. It can, however, be placed underwater, making a great suprize attack on a band of units crossing a river. Just be careful to keep the wight far away from your other units, as it will go off very violently if killed. If your wights are near your other units, smart players will ALWAYS try to take it out first, so don't get caught with your undead pants down. On the flipside, you should be scanning for baddly placed enemy wights as well.
Fetch
Health: 22
Effect Modifiers: 25% damage from electricity
Speed: 27
Attack: Lightning Strike
Attack Damage: 30
Attack Type: Explosive Electricity
Range: 3-10
Radius: 2.0-2.2
Recovery Time: 2.5 seconds
Recovery Time Delta: None
Cost: 6
Believe it or not, but that's a lady under those layers of skin that the fetch proudly wear as either trophies of their victories or nessessity. These dark priestesses are from another dimension, brought over by Balor and then left without a ticket home once he was defeated. Soulblighter has convinced them to fight for him with the same promise of a way back to their demension. SB, you are one slick dawg, pimpin ladies from all demensions. It's all good.
Fetch are one of the most feared missle units in the myth universe. Fetch shoot bolts of lightning from their fingertips, with devestating results. These strikes always detonate, and do quite a bit of damage. The fetch also have a fast attack speed for such a strong attack, and should be able to wipe out the slower melee units with little problem. The fetch do have some problems, of course. First, they are slow and weak (like most missle units), and cannot outrange bowmen and soulless. However, the lightning attack has the wonderful ability to throw arrows off course, and blow up most other projectiles comming at it. Fetch also sometimes have a tendancy to shoot your own units, and themselves. Lightning can also bounce off units and come flying back at you. Luckily, the fetch take little damage from their own attacks. Lightning also sets off ANY explosive it goes near, so if your fetch is standing on a satchel while firing, kaboom! Deffinately get these on net games.
Unaffiliated/Neutral
Cave Spider
Health: 12
Effect Modifiers: Double damage from explosives, immune to gas
Speed: 45
Attack: Spider Bite
Attack Damage: 6-7
Attack Type: Slashing
Range: 0-1.2
Recovery Time: .1
Recovery Time Delta: .1
Miss Fraction: 5%
Cost: 1
Cave spiders are odd creatures who for some reason are native to the tain's habitat. Too big for their own size, the spiders have little else to do in those massive caves than attack anything that invades it's personal space. Quite deadly in numbers, but nothing a few beserks can't handle.
Cave spiders are a bit weaker this time around without their mighty queen to protect them. Their health is pitiful, but their speed and fast attack are great. They can also climb any surface, so they can actually run away from melee units and hide on steep ledges or rocks. These are also good for taking out pesky soulless up on unwalkable terrain, just make sure it's a sneak attack. Low in cost, it couldn't hurt to get a few of these, they make great scouts.
Trow
Health: 300
Effect Modifiers: 50% damage taken from fire, 25% damage taken from Explosives and electricity, Immune to paralysis
Speed: 51
Attack: Supa-Phat Tr0 kik!! (Trow Kick)
Attack Damage: 50-60
Attack Type: Kinetic
Range: 0-1.8
Recovery Time: .2
Recovery Time Delta: None
Miss Fraction: None
Second Attack: Trow Punch (used against other giants)
Attack Damage: 20-24
Attack Type: Slashing
Range: 0-2
Recovery Time: .2
Recovery Time Delta: None
Miss Fraction: None
Special: Can only be healed up to %50, turns to stone at 25% health
Cost: 24
The Infamous Trow. Proud (if unintended) founders of the beloved tr0 speak that so many youngsters are using all over the internet. 0mg wtf mb. Besides procrastinated speech, these trow are quite intertwined with the creation of the myth world. They worship Nyx, the god of creation, who personally molded the towering, muscled Trow out of clay at the begining of time. The Trow ruled the land for countless centuries, easily crushing any lower races that rose against them. Once the Trow discovered iron, and it's uses on the battlefield, they became unstoppable... and tyrannical. They began using the lesser race known as Ohgres as slaves to build their temples for Nyx. The Ohgres revolted, and although cut down the size of the Trow race substantially, became extinct because of it. The Trow felt the guilt of becoming corrupt, and abandoned their newfound iron forever (thank god for us.) Connacht used this against the Trow, imprissoning them in their frozen cities, and erasing evidence of them from the world forever. Fast foward to the present; Connacht, now Balor, freed the Trow from their frozen tomb, under the condition they worked for him. The Trow accepted. When Balor was defeated, the Trow went about their own business, with no grudge or intrest in human affairs. When Soulblighter returned to destroy all, the Deceiver won the Trow over to the side of the light in a game of territories. Trow love their flag hurling.
Can't get much bigger, stronger, or ancient then a trow. With more health than any other unit, they can take quite a lickin and keep on KIKin, mb. Speaking of Kicking, Trow love to kick. Their kick usualy turns a unit into mush with one or two swings of their massive legs. Don't expect to kill a trow with anything other than a lot of archers and a whole ton of fast melee units. And you will have to accept losing a few melee units in the process as well. A trow will turn to stone at 25% health, so technically they only have 225 points of true health. That's still hardly anything to sneeze at. Against other giants their punch is somewhat effective, but a Krid Giant can do quite a bit of damage against a trow before falling. Deffinately a must for netgames. Their kick can also set off explosives, so be wary about kicking that lone dwarf just asking for a stomp. 0mg wtf mb mi tr0 wnt 800//.
Missle Units
Warlock (Solo)
Health: 22
Effect Modifiers: Immune to confusion
Speed: 27
Mana: 100
Attack: Fireball (costs 55 mana)
Attack Damage: 65-75
Attack Type: Explosion
Range: 5-12
Radius: 4
Recovery Time: None
Recovery Time Delta: None
Special Attack: Confusion spell (costs 100 mana)
Attack Damage: None
Attack Type: Magical
Range: 0-15
Radius:
Recovery Time: None
Recovery Time Delta: None
Cost: 10
Warlocks are grim, humorless men who are devoted to their master, The Deciever. They act as the last line of defense of the Deceiver's resting place. They spend countless amounts of time devoted to learning the dark magics, and weilding them quite effeiciently in battle as well.
Warlocks are perhaps the most lethal of all missle units. Their primary fireball spell is quite powerful, and has a very wide blast radius. The fireball hugs the ground, floating swiftly above the terrain. This, along side the fact that these fireballs are homing, allows the warlock to shoot any unit at any height almost perfectly. Becareful of steep ditches the fireball may explode in. The fireball, while quite annoying when shot at your own friendly units, will not effect the warlock who shot it, making this unit even more effective at close range. People who are good with warlocks tend to lead their targets by control-clicking on the ground where the units will be walking into shortly. The wide blast radius makes this trick work almost every time, and greatly increases the range of the fireball. The warlock's secondary attack will make any unit in it's range act like it's in a Cheech and Chong movie, just wandering around aimlessly swinging at nothing. This lasts for about 5-10 seconds, and does not work on undead units. Both of these spells require mana, which is the only downside to the warlock. A full bar of mana will allow the warlock to shoot 2 fireballs in quick succession, or 1 confusion spell. You must wait about 20 seconds for the Warlock to recharge enough mana to shoot another fireball (that is if your mana is completely drained), and about 40 seconds for the mana bar to recharge completely.
Warlock Hero
Health: 32
Cost: 12
Aside from the greater health and cost, the Warlock Hero recharges it's mana at twice the rate of a normal warlock. Quite useful, deffinately worth the points.
Warlock (Netplay)
Health: 22
Effect Modifiers: 25% more damage taken from paralysis, immune to fire and confusion
Speed: 27
Mana: 100
Attack: Fireball (costs 55 mana)
Attack Damage: 65-75
Attack Type: Explosive
Range: 4-14
Radius: 4
Recovery Time: None
Recovery Time Delta: None
Special Attack: Ring of fire (costs 100 mana)
Attack Damage: 1
Attack Type: Fire
Range: None
Radius: 3
Recovery Time: None
Recovery Time Delta: None
Cost: 10
Aside from a few extra effect modifiers, this warlock is essencially the same as the solo one. The main difference is the Secondary attack, which is a wide ring of fire that will fry all units inside of it, save the warlock himself. This is not as useful as it sounds, as the warlock needs full mana for this spell to work, and this will also kill any friendly units nearby who should have been backing up your warlock in the first place! Still, a great trick tactic or self defence against quick attackers. It's primary attack also has a slighty greater range. (For the love of christ, do not start of a netmap by accidentally hitting T with this unit selected. It happens a lot more than you would think.)
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Slackers.
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