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Myth II Units

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Well, here are some unit descriptions and their pictures for Myth II: Soulblighter. I have fixed my image problem due to my extensive knowlege of HTML! (Thank goodness for my "Learn HTML in a Week" book...) Apparently these is some kind of bug in my bre' Unor imaging, and the only way I found to fix it was to create 2 of the same image.



Heron Guards
Allegiance - Light
Description - Called everything from the wooden warrior to the samuri to the heir to the Forest Giant, they are actually units talked about in Myth: TFL. If you remember (yeah, right!), Heron Guards were originally the guards of the Journeymen back before the Fallen Lords destroyed their home/empire. Like the Journeymen, Heron Guards have the ability to heal other units, but only twice. Healing enemies such as thrall or wights causes thsoe enemies to crumble.


Bezerk
Allegiance - Light
Description - An old favorite from Myth: TFL, Berserks are human warriors from the far north who gave up armor and shields for one thing: speed. One of the fastest units in Myth II: Soulblighter, their ferocious attack and exceptional strength defenitely make them something to beware of. In Myth II, however, there have been some changes to Berserks from Myth: TFL: they now carry their sword in two hands, as opposed to one, and their also appear to be female Berserks (Myth: TFL only had males). However, there is no proof saying that there are or there aren't.


Warrior
Allegiance - Light
Description - One of those good ol' sacrificial units from Myth: TFL, they haven't really changed much except for getting a facelift. Like in Myth: TFL, there are still left and right-handed versions, and right-handedness is still dominant. They are rather medium in everything except for their dexterity, due to their mass amounts of armor. Not exceptionally fast, not exceptionally strong, they are really just an average unit.


Bowman
Allegiance - Light
Description - Almost an old favorite, Bowmen are no longer fir' Bolg, but are now human. However, they keep that wimpiness that we all know and love, but they also keep their dead aim. Besides getting a facelift, their only real difference is the ability to shoot one fire arrow. The fire arrow then causes whatever it hits to burn for a short time, blocking the path of any and all units that try to go through it. Actually, the new AI in Myth II will not allow enemy units or your own units to go through or into the fire.


Dwarves

Allegiance - Light
Description - Short, stocky, rather slow, Dwarves have the ability to throw molotov cocktails which either explode on impact, fizzle for a while and then explode, or just plain go out. The Dwarf is a returning favorite which hasn't changed at all since Myth: TFL, and the Dwarven Pathfinder remains as the highley-skilled elite dwarven artillery man. However, there is a new unit to Myth II called the Mortar Dwarf, which has the ability to fire cannon balls at a very long range. However, Mortar Dwarves will not be available to use on Bungie.net for fear that battles will become long-range artillery practice, rather than up-close and personal sword fights.


Peasants
Allegiance - Neutral
Description - Nothing more than scenery except on a few single player missions where they might help you on your way, Peasants are like the old Villagers from Myth: TFL except for a facelift. Peasants' only jobs are to walk around in towns and look active, or to work ships. One more thing, too. They're good practice for Bowmen while you wait for your enemy to show himself.


Ghasts
Allegiance - Dark
Description - A new unit to Myth II, these are much like Thrall. nothing more than corpses brought back to life by dark magic, they paralyze enemies with nothing more than a touch. Supposedly has other special abilities that Bungie doesn't wish to talk about. If possible, Ghasts are even weaker than thrall.


Journeymen
Allegiance - Light
Description - Once proud rulers and protectors of Muirthemne, they are now either wandering healers (6 heals per Journeyman) or have gone back to their flashy armor and duel swords (in other words, Heron Guards). They carry around the shovel of a common laborer, and are faster than Dwarves but slower than Warriors.


Brigands
Allegiance - Neutral
Description - Originally thought to be the new-and improved Warrior for Myth II, they are now known to be nothing but mercenaries, who you may be killing one level, and depending and their swords the next. Almost exactly like the Warriors, Brigands are heavily armored and can stand a lot of damage. However, they are rumored to be faster than Warriors.


Maul
Allegiance - Dark
Description - Originally thought to eb the new-and-uglified Ghol, then the new-and-uglified Myrmidon, they are now known to be an all new unit, slightly slower than a Warrior, and slightly stronger than a Berserk. Their huge body is slightly deceptive, as 4 Warriors can finish a Mual off without one casulty. However, they are definitely something to be scared of, as their power does make them a dangerous adversary.


Ghol
Allegiance - Dark
Desription - An old favorite form Myth: TFL, ghols are known as scouts with exceptional speed. Not very stong themselves, they have the ability to pick up objects (such as rocks, body parts, fallen swords, and even Wight puss) and hurl it at their enemy. Wight puss paralizes enemies, and, with some larger pieces, actually hurts them.


Warlock
Allegiance - Dark
Desription - An all-new unit to Myth II, Warlocks present a new element: magic. Having the abilty to unleash tracking fireballs (yup, tracking. Picture them as heat seaking misiles that don't need heat) that can follow an enemy over hills and ridges. The onyl way to escape fireballs is to either hide behind a building or tree, or, as another alternative, just run away as fast as you possibly can. Some units, such as Berserks, actually are fast enoguht to run away. Due to their inability to fight hand-to-hand, they have another spell call Confusion which causes enemy units to slash their swords blindly into the air (like the ghols on the single player level Sons of Myrgard before Balin becomes visible). however, this spell doesn't last very long, and it is advisable to run away as soon as the spell is cast. As one more spell, Warlocks also have Cloudkill, a little known about spell which is suspected to be very deadly against large numbers of troops, where fireballs hurt only a small number. Warlocks have a limited amount of Manta, which is decreased every time a spell is cast. However, the Manta builds up again in between spell castings.


Fetch
Allegiance - Dark
Desription - One of the original Myth: TFL units, Fetch shoot lightening from their fingers with the same destructive power as a Dwarven molotov cocktail. Fetch lightening also has the ability to shoot molotov cocktails long range if timed just right. Lightening also blocks Soulless spears, Bowmen arrows, and even enemy molotov cocktails.


Thrall
Allegiance - Dark
Description - Once proud warriors who fought for the living as the living, they are no long-dead corpses brought back to life by dark magic. Extremely slow (many a game I have found myself screaming at them as they slowly, oh, so slowly, make thier way towards the ball on a Steal the Bacon slugfest game) and not very stong, they carry large axes. One advantage of being dead is not needing to breath, so Thrall can stay underwater indefenitely.


Stygian Knights
Allegiance - Dark
Description - An all-new unit to Myth II, Stygian Knights are old suits of armor brought to life by dark magic. Slightly slower than Dwarves and about as stong as a Warrior, they have one defenite advantage: they are immune to normal arrows and spears. Only fire arrows can hurt them (besides normal mellee attacks such as swords, or medium range attacks such as Fetch lightening or Dwarven molotovs). Thus, they will probably be very usefull in net games such as Last Man on the Hill.


bre' Unor
Allegiance - Dark(?)
Description - An all-new unit to Myth II, very little is known about them besides this quote form Bungie: "Bre'Unor are the artillery/infantry combo the Skreal never became." According to Mythology, this means that they will ahve a short-range projectile attack with a range about the size of a Dwarf's molotov throw. They will also carry a short-range weapon, probably a sword or dagger, for hand-to-hand combat.


Souless
Allegiance - Dark
Description - Soulless are an old favorite from Myth: TFL. Their souls (as you might have guessed) have been stolen from them by dark magic (possibly given to Stygian Knights). Nothing more than a skull with a spine, they float across any terrain. Somehow (I'm not sure how thye do this without any arms) they throw javelins with a range slightly smaller than that of a Bowman. However, their ability to cross any terrian enables them to get high ground that Bowmen only dream about, thus helping a Soulless's range. They can't engage in hand-to-hand combat.


Trow
Allegiance - Dark
Description - Huge giants, they actually fought on the side of the Dark in Myth: TFL, but all evidence shows that they are on the side of the Light in Myth II. Their great strength enables them to kill smaller enemies with as little as one kick, and they can pummle larger foes with thier fists. If you decide that they should run away (rather an odd sensation, watching something that big run away from little guys), their great speed quikly puts a large amount of distance even between the fastest of enemies. Their rival on the Dark's side will likely be the Large Myrkridia.


Wight
Allegiance - Dark
Description - An old favorite from Myth: TFL, Wights are stiched up corpses given life again by dark magic. They don't attack enemies by actually touching them in any way, what they do is walk up to enemies and plunge a dagger into themselves. This suddenly releases huge amounts of gasses, which couses the Wight to explode. Anything within range of the explosion is either killed or coated with a film of puss which causes brief a brief paralysis.


Myrkridia
Allegiance - Dark(?)
Description - An all-new unit to Myth II, Myrkridia come in 2 versions: big and little. The big are about the size of the Trow and much alike in strength and speed. Small Myrkridia are extremely fast and throw molotv cocktails. When they run out of molotovs, they attack in swarms, hacking and slashing with their claws.

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