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UNITS
Below is a listing and description of just some of the units in The Seventh God. Note that the ability to block melee attacks is not listed individually for each unit type which possesses it; all units who carry a shield may do so. For more detailed information on unit abilities and how they may be effectively combined, consult the General Hints in-game. --FORCES OF THE FOUR KINGDOMS-- BOWMEN Thell and Markon alike rely on the rural villages to provide their armies with long-range power The rudiments of archery are essential for any young militiaman on the outskirts of civilization, and most who find their way into the national forces can be brought up to military grade in less than a year. Bowmen are identical in form and function to those of Myth II. In multiplayer, Bowmen cost 3 points. DWARVES AND DWARVEN MORTARS The youngest of the Four Kingdoms--and one whose name has never been told to outsiders--is that of the Dwarves. Their relationship with the Elves is cool at best, but trade with the Human states increases every year. Scores of Dwarven merchants can be found within the borders of Thell and Markon at any time. Dwarves and Dwarven Mortars are identical in form and function to those of Myth II. In multiplayer, Dwarves cost 6 points and Dwarven Mortars cost 8. DWARVEN AXES When the Dwarves expanded into the deeper caves beneath Harvek Mountain--and encountered their inhabitants--they found themselves in close combat for the first time in a thousand years. Traditional challenges inspire traditional solutions, and the younger Dwarves looked to their armored ancestors for inspiration. Slow and not particularly tough, Dwarven Axes nevertheless wield their weapons with implacable determination and tremendous force. Their armor is a triumph of Dwarvish metalwork, crafted of a highly blast-resistant alloy: protection sorely needed by anyone routinely in the path of mortars and grenades. In multiplayer, Dwarven Axes cost 3 points. |