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A Quick Myth II: Soulblighter Unit Guide for Veteran and Newbie alike! :) |
Unit |
Category |
Speed |
Vitality |
Range |
Cost |
Strengths |
Weaknesses |
Special Ability |
Notes |
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Trow |
Melee |
51 |
30.0 |
|
24 |
Extremely Strong and Fast. Can go into very deep water. Always good to have a few of these guys around! ;) |
Bowman Arrows and Soulless Spears can weaken from a distance. More vulnerable if surrounded by large number of enemies. |
If trading allows for Trows, you can safely assume the enemy will have them! |
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Myrkridian Giant |
Melee |
47 |
12.0 13.0 |
5 to 16 |
24 |
Extremely Strong and Fast (though not quite as fast as Trow). |
T - Throw Flaming Skulls |
Myrk Giants throw flaming skulls as their Special Attack - erratic but DEADLY! |
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Myrkridian |
Melee |
45 |
6.0 6.5 |
|
4 |
Strong and Fast - just shreds the enemy with its claws! |
Once health gets down to a "critical point" Myrks "go berserk", becoming Neutral (uncontrollable) and will attack anything nearby - including former allies! |
These guys are fast and great for slashing enemy Warlocks, Bowmen and Dwarves. Also there is something extremely intimidating about having a horde of Myrks descending on your army... |
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Heron |
Melee |
39 |
6.5 |
|
3 |
Strong and Fast - excellent melee units. Journeyman healing. Pus cannot harm. |
T - Heal |
Normally start with just one Healing Root (9 max) - Heroes start with eight! |
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Berserk |
Melee |
45 |
5.5 |
|
3 |
Very fast and DEADLY in large groups! Can hack apart an enemy quickly! |
Vulnerable to Warlock/Dorf blasts (no armor). |
Berserks have no armor, so they are faster but take damage much more easily than armored counterparts. |
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Stygian Knight |
Melee |
33 |
6.5 7.0 |
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3 |
Invulnerable to Arrows, Soulless spears, and fire! |
Very vulnerable to Warlock/Dorf blasts. |
Stygian Knights have one cool looking death... |
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Maul |
Melee |
33 |
8.0 8.5 |
|
3 |
These brutes are very tough in large numbers. |
Turn slowly. |
Better in hordes - make great grunting sounds. |
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Warrior |
Melee |
33 |
2.2 |
|
2 |
Tough standard melee unit - will shield during hand-to-hand and thus can outlast enemy units even if weakened! |
Their armor and shields help as an auto-defense. |
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Brigand |
Melee |
31 |
2.2 |
|
2 |
Bland. |
Similar to Warrior though not quite as tough and a bit slower (I'd trade 'em). |
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Journeyman |
Melee |
29 |
6.7 |
|
6 |
Journeymen are the standard "Healing" units. This can "give you more units" by healing your army. Use them to "Heal" enemy Wights and Cannons! Use them to Heal Wights to make Pus Packets for Ghôls! Very tough and resilient, but not as strong an attack as Herons or other melee. Pus Packets from Ghôls do no damage to Journeymen! |
Vulnerable to tougher melee units. If hit "mid-heal", they will drop Healing Root. |
T - Heal |
Often good to have a Journeyman in your army - if you use him! If you don't, you're wasting trading points! Be sure to pick up Healing Roots lying around some maps and those dropped by friendly or enemy Journeymen! |
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Thrall |
Melee |
20 |
5.5 |
|
1 |
Tough in numbers at very close range. Inexpensive. Can stay hidden underwater forever (use as surprise force or hidden scouts). Can be used to harass or distract an enemy. |
Very slow. Vulnerable to Warlock/Dorf blasts. |
Don't heal your own Thrall (they die), but "heal" enemy Thrall if one-on-one in a tight spot! |
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Ghôl |
Melee |
43 |
3.2 |
0 to 8 |
2 |
Ghôls are Fast and can pick up and throw one item like a Pus Packet or Mortar Shell (for example on "Leagues from Nowhere"). |
When carrying an object they cannot fight hand-to-hand until they throw the item. |
Load up Ghôls with Pus Packets (NOTE: There are ONLY TWO explosive Pus Packets in every Wight!) and they become VERY DEADLY, especially in pairs! Great as scouts and Ball Stealers too! |
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Spider |
Melee |
45 |
1.2 |
|
1 |
Very Fast and can crawl over terrain other units cannot (except Soulless). Tough in large groups. |
Very weak - usually die with one hit. |
Spiders make great scouts and Ball Stealers. Groups of Spiders can be very effective when used to attack Soulless perched on hilltops - similar to Ghôls raiding Bowman formations. |
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Wolf |
Melee |
33 |
2.0 |
|
3 |
Very hard to see and relatively fast, making them EXCELLENT scouts and DEADLY in very large groups (they tend to surprise the enemy). |
Easily killed. |
Rare as controllable units, more likely to be found as "ambient wildlife" that sometimes trigger auto-attacks by Bowmen and other units. |
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Ghast |
Melee |
23 |
2.2 |
|
1 |
They will stun the enemy IF they get close enough to touch them. Can stay underwater forever. |
Very slow and nasty smelling. |
Deadly in groups, somewhat rare in multiplayer games. |
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Bowman |
Missile |
27 |
2.2 |
3 to 20 |
3 |
Can inflict infinite damage to an enemy from a distance! Fire Arrows are DEADLY if used properly. |
Vulnerable to faster melee units and Warlock/Dorf blasts. |
T - Shoot Fire Arrow |
Typically start with one Fire Arrow (not on every map though!). Can carry 3 max (pick up friendly or enemy dropped Fire Arrows!). Archer Heroes are a bit TOO tough. |
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Soulless |
Missile |
29 |
2.4 |
3 to 20 |
3 |
Can inflict infinite damage to an enemy from a distance! Spears are sometimes less obvious (harder to see) than arrows at first. |
Slow and very vulnerable to blasts. Tend to shoot each other in the back when bunched. |
Soulless are DEADLY in numbers and can float over water of ANY depth, touching Balls when other units can't! Can also stay out of reach of other units on hilltops. |
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bre'Unor |
Missile |
39 |
4.0 |
4 to 16 |
4 |
Double-purposed missile and melee unit. Can move as fast as a Heron Guard. Tougher in groups. |
Missile attack (throwing jawbones!) is relatively inaccurate if just one or two units. A bit expensive to trade for. |
Funky unit which is both Missile and Melee. |
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fir'Bolg |
Missile |
27 |
2.2 |
3 to 20 |
3 |
Can inflict infinite damage to an enemy from a distance! Stun Arrows can be DEADLY when used against other fir'Bolg or in combination with a melee or Ghôl attack. |
Vulnerable to faster melee units and Warlock/Dorf blasts. |
T - Shoot Stun Arrow |
These are Archers from "Myth 1". Typically start with 2 or 3 Stun Arrows. Can carry an unknown number (probably 3). Pick up friendly or enemy dropped Stun Arrows quickly!! They disintegrate in about two seconds and then cannot be picked up! |
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Poacher |
Missile |
31 |
1.0 1.5 |
5 to 25 |
6 |
Can inflict infinite damage to an enemy from a distance! Blunderbuss shot pellets are almost imperceptible so must look for "flinching" of friendly units to see who is taking damage. |
Vulnerable to faster melee units and Warlock/Dorf blasts. Shot is somewhat inaccurate. |
These units are a bit rare in multi-player (they originate from the Secret Solo Level: "A Long Awaited Drinking Party"). Found on a "Sleepy Hollow" mesh but are not tradable. |
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Dwarf |
Mass Destruction |
27 |
2.2 |
4 to 10 |
6 |
Can inflict MASSIVE damage to an enemy from a distance! Dwarf Bottles (similar to a Molotov Cocktail) are DEADLY if used properly. Can blow up other unexploded Dwarf Bottles, Mortar Dwarf Shells, Satchels or Powder Kegs. |
Vulnerable to faster melee units and Warlock/Dorf blasts. Friendly Fire damage from Dwarves can change the course of a game. If carrying Satchels when killed, resulting explosion can cause MASSIVE FRIENDLY DAMAGE! Some bottles are duds. |
T - Drop Satchel |
Dwarves (also called Dorfs and Duffs) are arguably one of the toughest units in Myth. They can cause massive friendly damage if not used properly however. Usually a good idea to "drop Satchels" (using T Special Ability) early in the game to prevent exploding these amidst friendly units at death (can hide Satchels in water too). Several variants on Dwarves exist on various maps - "Pathfinders" are invisible unless they are "doing something" (such as attacking, dropping Satchels or moving shoulder-to-shoulder with enemy) - "Flare Dorfs" (sometimes also called "Pathfinders" in games! Doh!) have Special Attack of throwing "Flare" that draws TREMENDOUS Satchel Air Strike - but unused flares are "thrown" when killed - resulting in possible MULTIPLE AIR STRIKES!!! |
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Mortar |
Mass Destruction |
27 |
2.2 |
7 to 15 |
8 |
Can inflict MASSIVE damage to an enemy from a distance! Mortar Dwarf Shells are like small cannonballs and are DEADLY if used properly. Can blow up other unexploded Dwarf Bottles, Mortar Dwarf Shells, Satchels or Powder Kegs. Can also destroy weakened structures like the walls of the center ruins in Venice. Mortar shells can explode in water too! |
Vulnerable to faster melee units and Warlock/Dorf blasts. Friendly Fire damage from Dwarves can change the course of a game. Some Mortar shells are duds. |
Similar to regular Dwarves but shots are not quite as erratic (bouncy). Mortar Dwarves don't carry Satchels. |
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Warlock |
Mass Destruction |
27 |
2.2 |
5 to 12 |
8 |
Can inflict MASSIVE damage to an enemy from a distance! Fireballs ignite anything explosive within a large radius of impact. Fireballs will "track" an enemy as they move like a guided missile! |
Vulnerable to faster melee units and Warlock/Dorf blasts. |
T - Ring of Fire |
Warlocks sometimes get Special Ability of "Ring of Fire" for fending off hand-to-hand attacks. Occasionally this is replaced with a "Confuse the Enemy" Spell. Both are Mana-based. Warlock Heroes "recharge" faster and have longer range. |
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Fetch |
Mass Destruction |
27 |
2.2 |
3 to 10 |
6 |
Can inflict MASSIVE damage to an enemy from a distance! Lightning Bolts are infinite (not Mana-based) and can hit more than one enemy at a time (i.e. it is "conducted" along multiple units and thus more effective against a "bunched" enemy). Can hit very close range. Can ignight explosive objects. Attack is particularly effective against Archers/Soulless (can take out 6 to 8 units) if they can get close enough to hit them! |
Very weak and unable to fight hand-to-hand. Vulnerable to Archers and Warlocks who can hit them first (they have a longer range) and kill them before they fire. |
DEADLY if more than one Fetch attacking at the same time. Sometimes Fetch Lightning is weak, like when attacking Trow. |
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Wight |
Suicide Bomber |
20 |
1.5 |
|
3 |
DEADLY if they reach the enemy! Can stay underwater forever and surprise enemies moving across rivers or at water's edge. |
Very slow and explode if shot or blasted from a distance. |
T - Explode |
Heal your own Wights for two explosive Pus Packets for Ghôls! |
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Sak Cannon |
Mass Destruction |
16 |
10.0 |
10 to 60 |
12 |
Can inflict CATASTROPHIC damage to an enemy from a distance! EXTREMELY DEADLY in groups of two or more! Pus does not harm. |
Shots are inaccurate. Long recharge. Vulnerable to close attack. Can be "healed" for instant death. |
Special 3rd Party Plugin Unit - additional information here - download link here |
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Baron |
Assassin Target |
33 |
5.5 |
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Surprisingly fast (as fast as a Warrior, Stygian Knight or Maul!) and fairly hard to kill. |
Fun to taunt. |
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Peasant |
Assassin |
20 |
1.0 1.5 |
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Make excellent targets. |
A bit dim. Very slow. Easily killed. |
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Pig |
Stampede Unit |
23 |
0.75 1.25 |
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Source of delicious bacon. |
Slow. Easily killed. |
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Chicken |
Assassin |
20 |
1.2 |
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Eggs are good with bacon (see Pig). Small size can be an asset in Stampede. |
Usually uncontrollable as Assassin Targets! |
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Squirrel |
Stampede Unit |
39 |
0.7 |
|
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VERY fast and hard to see. Entertaining to watch. Fun to feed. |
Easily killed. |
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The following rows are incomplete as of now - plans are to include several more units from the Standard Game along with units from |
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Unit |
Category |
Speed |
Vitality |
Range |
Cost |
Strengths |
Weaknesses |
Special Ability |
Notes |
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Alric |
Specialty |
33 |
16 |
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Soulblighter |
Specialty |
55 |
30 |
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Shiver |
Specialty |
45 |
15 |
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The |
Specialty |
27 |
10 |
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Summoner |
Specialty |
29 |
15 |
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Shade |
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Mahir |
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Forest |
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Myrmidon |
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Cannon |
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Changeling |
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Boneman |
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Wasp |
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Swineherd |
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Deer |
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Frog |
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Target |
Additional Information: |
(Name in Parentheses) - Alternate name(s) for unit. For example, a Dwarf is also called a "Dorf" or "Duff". |
Green Unit Name - Indicates this unit type also comes in "Hero" variety. If applicable, they start with more Special Ability "Items" (for example Fire Arrows, Healing Roots). Melee Heroes take more damage and attack faster. Missile and Mass Destruction Heroes recharge faster or use less Mana per shot (i.e. they get more shots in the same time period). |
Red Unit Name - Indicates unit is considered "Undead". Will disintegrate when healed (friendly or enemy). Can stay underwater forever (or float above in the case of Soulless). Not good as houseguests. Never invite to parties. Never leave alone with pets. |
Blue Special Ability - Indicates unit's Special (T) Attack is "Mana Based". A unit's Mana is indicated by the Blue Bar over the top of the unit. Mana is loosely defined as Energy, but tending towards Magical or Psychic Energy. For example, a Warlock requires Mana to conjure up and shoot a Fireball, whereas a Fetch does not require Mana for shooting Lightning. The Warlock cannot shoot fireballs continuously - he must "recharge" before being able to summon up the next one. The same is true for Myrk Giants: conjuring and throwing Flaming Skulls on demand is tiring business! ;) |
Myth II, Images, Units, etc. ©1998 Bungie Software. Thanks for such a great game!! :) |
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