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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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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. |
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