Below is a list of units you will encounter while playing Myth II: Soulblighter. In single-player game, you will be limited to Light units; in a multiplayer game, your force can include both Light and Dark units. The Light BERSERKS Berserks are human warriors from the North who forego conventional armor for the sake of speed. Their bare, battle-scarred flesh doesnÕt protect them much, but the speed and ferocity of their attack gives them a definite edge, especially when they attack in groups. However, their eagerness to attack may make them difficult to control. Berserks use giant claymores to lop off pieces of their opponents until those opponents stop moving. BOWMEN After the war against Balor ended, the fir'bolg returned to their own land. The truce remained intact, but they swore that they would never fight outside of their borders again. Humans who had fought alongside them had come to rely on the fir'bolg ability to attack opponents from a distance, and human militias soon drummed up their own groups of bowmen. A group of bowmen can do substantial damage to enemy forces while theyÕre still too far off to fight back. In addition, each unit carries a fire arrow that can be activated by selecting the unit, pressing the special action key (T), and attacking an enemy unit or the ground. If cornered, bowmen can fight with a knife (although this is not their strong suit). To make your bowmen fight hand-to-hand, select the bowman, then double click on a nearby enemy unit. DWARVES Dwarves are short, stocky creatures with a love of explosives and a passionate hatred of Gh™ls. Dwarves throw small bottles filled with an unstable concoction which explodes powerfully upon impact. Dwarves, owing to their immense destructive power, need to be handled carefully. They're stubborn, obstinate creatures with a warped sense of humor. If a Dwarf targets an enemy unit which then moves into a crowd of your own troops, donÕt be surprised if he obliterates them all. Friendly fire is part of the realism of the Myth battlefield. Dwarves can also place satchel charges - packs of explosives which detonate if hit with another explosive. The strategic possibilities of littering the ground with high explosives should be readily apparent. Each Dwarf starts with four satchel charges, but can carry up to nine. JOURNEYMEN These men are all that remains of the Empire of the Cath Bruig. Formerly the guards of the Emperor, they disbanded and wandered the earth. They went into self-imposed exile after the Fallen destroyed Muirthemne and everyone in it. In a further show of penance, they developed the ability to heal other people, though they are by nature loners and do not actively seek out company. To heal a unit select the journeyman, press the special action key (T), then select the injured unit. Journeymen can also heal undead units (like thrall and wights), dispelling the dark magic that animates them. When pressed into battle, Journeymen swing the shovel of a common laborer. Some say they still have the remarkable ability of Heron Guards in combat, but the Journeymen themselves seem to have thrown off every vestige of their once glorious past. MORTAR DWARVES The sixty years of peace since the end of the Great War have not seen the Dwarves idling about. There is still great concern over what they refer to as Òthe Gh™l problemÓ and much research has been done into new technologies of mass destruction. Their mortar technology is still in its infancy, and there are a scant few Dwarves trained in its use; many of them blow themselves to pieces before they learn to use it properly. Dwarven mortars are wildly erratic...and utterly devastating. WARRIORS The few living humans who could call themselves veterans of the Great War had staggered back to their cities and villages, hopeful that no similar threat would return to the land in their lifetime but determined to see that future generations would not suffer such losses if faced with a similar evil. Six decades later, their efforts have resulted in a military program which even commands the grudging respect of the mighty Trow. Warriors are equipped with swords and shields. The Dark BRE'UNOR The aboriginal inhabitants of the Ermine, the bre'Unor are a violently secretive race. Their society seems to be structured around their belief that their god, who resides in the air, is strengthened by the escaping breath of the beings they sacrifice and will one day grow powerful enough to spirit away their enemies - most notably the fir'Bolg, with whom they have sparred for centuries. The bre'Unor have discovered that the bones of their largest sacrifices are excellent objects to hurl at new kills, and hoard them explicitly for that purpose. Tales abound of bre'Unor cunning and ferocity in battle, and some even say their vile deity has given them the ability to command wolves. BRIGANDS AND DARK ARCHERS As SoulblighterÕs corrupting influence spread, many weak and unsavory soldiers were swayed to his banner with false promises. These are the rough equivalent of their Light counterparts, with some differences; for example Brigands, being undisciplined, run more slowly than Warriors. The stain of evil on these units is visible even from afar. FETCH Priestesses summoned from another world by Balor during the Great War, they found themselves unable to return after his destruction at AlricÕs hands. In return for their continued cooperation, Soulblighter has promised them a way home. Disturbingly proud of their ability to singlehandedly decimate legions of veteran warriors, the Fetch wear the skins of the men theyÕve electrocuted as trophy and warning. The Fetch fires blasts of electricity from its withered fingertips. GHASTS Having learned BalorÕs greatest secret, the reanimation of the dead, Soulblighter passed on this knowledge to his evil human associates so they could build him an army. These Undead are the corpses of villagers and other commoners, and are the first stage in what will eventually become a Wight. They are nimble compared to most undead units, and while their blows do little damage, their foul stench and clammy touch can stun the living. GHOLS The Gh™l is a swift beast which drags its knuckles as it lopes along the ground. Their speed makes them incredible scouts, and although they are relatively weak they can dash up a hill and hack a group of bowmen to pieces before they have a chance to react. They have never been an especially bright race, and since the Dwarven destruction of the Gh™l Godhead during the Great War they have thought of nothing but the complete subjugation of the Dwarves. The Gh™l wields a cleaver longer than its own lengthy and muscular arms. Gh™ls can pick up battlefield detritus and hurl it at their nearest enemy. Axe blades, Dwarven grenades, explosive pieces of wights, and scattered limbs of the dead can be picked up by Gh™ls and used for a more destructive attack. To pick something up, select the Gh™l and click on the item you would like him to use. He will carry it until told to throw it by targeting another unit or the ground. MAULS Hulking, pig-like brutes native to the Blind Steppes, Mauls wear armor and wield spiked clubs fashioned from whole tree trunks. With heads as thick as their massive limbs, they were easily bound to SoulblighterÕs service. Though not fast, Mauls both absorb and inflict serious damage, and are willing shields on the battlefield for more vulnerable units. SOULLESS Their souls literally stolen by sorcery, the Soulless slowly float across the land, leaving pestilence and corruption in their wake. Their weapon of choice is a barbed javelin anointed with a toxin that causes excruciating pain. One of SoulblighterÕs most successful experiments with reanimation, it is hardly surprising that he has brought more of them along this time. THRALL The reanimated corpses of humans. Because theyÕre dead, Thrall are slow moving, but they will also withstand a great deal of damage before the foul sorceries that keep their bodies upright fail. Another benefit of being dead that the Thrall enjoy is not being required to breathe, which allows them to remain underwater indefinitely. The only weapon the mindless Thrall can use with any degree of success is an axe. Since they're dead, thrall, wights and ghasts don't have to breathe. Unlike the living, they can travel through the deepest water, and can remain hidden under water indefinitely. STYGIAN KNIGHTS Only the darkest sorcery is capable of creating these magically animated suits of armor. Stygian Knights are a rare sight as they are created only by Soulblighter and given as guards to his human associates. They attack with huge battle axes and are unharmed by arrows. Even dismembered, they do not bleed. WARLOCKS When rumors began to spread shortly after the end of the war that the Deceiver was entombed somewhere in the Cloudspine, an odd collection of men dared the journey to find him. It was many years before anyone recognized them as Warlocks from the Scholomance, ancient allies of The Deceiver and collaborators of the Fallen Lords. Warlocks have a primary fireball attack and a secondary confusion spell. The confusion spell can be activated by pressing the special action key (T) when the Warlock's mana bar is full. WIGHTS A stitched-up corpse, given new life by dark magic as a breeding ground for virulent disease and foul decay. The wight shambles up to its target and plunges a dagger into its gas-filled body causing it to explode, shaking the earth around it, destroying anything in its immediate vicinity and coating everything with a thin film of pus which induces a brief paralysis. You can order a wight to detonate by pressing the Special Action key (T). Non-Aligned CAVE SPIDERS Dwarven legend tells of spiders that grow larger than humans, living unchecked in the deepest bowels of the earth. Their constitutions are weak but their frightful size, and sheer weight of numbers, make them more than a match for those foolish enough to delve into their subterranean lairs. Having no loyalties, they will also attack the Fallen. TROW The Trow retreated to the north at the end of the Great War, and have since held a nervous truce with the humans who slew so many of their number during the conflict. Their bitter memories of their own golden age many generations ago have left them with a collective hunger for a return to better times. This urge does not prevent the Trow from exacting a frightful toll upon any who would pass across the land they have claimed as their own. Trow wade into a melee with mighty kicks, powerful enough to rip the targetÕs body in half.