A Quick Myth II: Soulblighter Unit Guide for Veteran and Newbie alike! :)
Units are not shown precisely to scale. Details of Special Units (such as Alric or Shiver) are not yet included in this list.
Additional Information follows the list regarding Alternate Names, Heroes, Undead and Mana.

Unit

Category

Speed

Vitality

Range

Cost

Strengths

Weaknesses

Special Ability

Notes

Trow

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!

Myrkridian Giant (Myrk Giant)

Myrkridian Giant

(Myrk Giant)

Melee
(plus Special Throw)

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!

Myrkridian (Myrk)

Myrkridian

(Myrk)

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...

Heron Guard

Heron
Guard

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!

Berserk (Zerk)

Berserk

(Zerk)

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.

Stygian Knight (Styg, Knight)

Stygian Knight

(Styg, Knight)

Melee

33

6.5

7.0

3

Invulnerable to Arrows, Soulless spears, and fire!

Very vulnerable to Warlock/Dorf blasts.

Stygian Knights have one cool looking death...

Maul

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.

Warrior

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.

Brigand

Brigand

Melee

31

2.2

2

Bland.

Similar to Warrior though not quite as tough and a bit slower (I'd trade 'em).

Journeyman (JMan)

Journeyman

(JMan)

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!

Thrall

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!

Ghôl

Ghôl

Melee
(plus can
throw items)

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").

DEADLY in packs! Good for raiding enemy Archer groups and hunting down Dwarves!

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!

Spider

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.

Wolf

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.

Ghast

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.

Bowman (Archer)

Bowman

(Archer)

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.

Soulless

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.

Can float above water (great for tagging/moving Balls on water!). Can move onto steep terrain other units cannot (except Spiders).

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.

bre'Unor

bre'Unor

Missile
and Melee

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.

fir'Bolg (Archer)

fir'Bolg

(Archer)

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!

Poacher

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.

Dwarf (Dorf, Duff)

Dwarf

(Dorf, Duff)

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!!!

Mortar Dwarf

Mortar
Dwarf

(Dorf, Duff)

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.

Reload time longer than regular Dwarves.

Similar to regular Dwarves but shots are not quite as erratic (bouncy). Mortar Dwarves don't carry Satchels.

Some games ("Picket Fences" for example) have special variant of Mortar Dwarves called "Minelayer Dwarves", which tend to do more damage to friendly units than to the enemy! They have a T Special Ability of "dropping Mine (Mortar)" which disappears into the ground in a couple of seconds **BUT** will explode as soon as any unit (friendly or enemy) steps near it! If the dropping Dwarf is too close when it disappears, they will die! Also when a Minelayer Dwarf dies, ALL remaining mines are automatically laid, resulting in potential catastrophic results!

Warlock (Lock)

Warlock

(Lock)

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.

Must "recharge" as attack is "Mana-based" (blue bar over unit). Each fireball takes about 55% of Mana - can get two attacks off then must wait longer...

T - Ring of Fire
(or sometimes Confusion Spell)

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.

Fetch

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.

Wight

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.

Can be used to make two explosive Pus Packets (the biggest ones) by healing with Journeyman or Heron Guard.

Very slow and explode if shot or blasted from a distance.

T - Explode
(will explode
automatically
if they reach
targeted enemy)

Heal your own Wights for two explosive Pus Packets for Ghôls!

Fetch

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.

Very slow and 40% slower in any water!

Special 3rd Party Plugin Unit - additional information here - download link here

Sak Cannons can be truly devastating but are not terribly accurate. More valuable in groups in a prolonged or surprise attack. Must assume enemy has them when available to trade. NEVER heal your own Cannons - they die instantly!!

Baron

Baron

Assassin Target

33

5.5

Surprisingly fast (as fast as a Warrior, Stygian Knight or Maul!) and fairly hard to kill.

Fun to taunt.

Peasant

Peasant

Assassin
Target

Stampede Unit

20

1.0

1.5

Make excellent targets.

A bit dim. Very slow. Easily killed.

Pig

Pig

Stampede Unit

23

0.75

1.25

Source of delicious bacon.

Slow. Easily killed.

Chicken

Chicken

Assassin
Target

Stampede Unit

20

1.2

Eggs are good with bacon (see Pig). Small size can be an asset in Stampede.

Usually uncontrollable as Assassin Targets!

Very slow and easily killed.

Squirrel

Squirrel

Stampede Unit

39

0.7

VERY fast and hard to see. Entertaining to watch. Fun to feed.

Easily killed.

The following rows are incomplete as of now - plans are to include several more units from the Standard Game along with units from
Bungie's Extra Maps (including Chimera) and units such as the Forest Giant and Myrmidon from Myth TFL:

Unit

Category

Speed

Vitality

Range

Cost

Strengths

Weaknesses

Special Ability

Notes

Chicken

Alric

Specialty
Unit

33

16

Squirrel

Soulblighter

Specialty
Unit

55

30

Chicken

Shiver

Specialty
Unit

45

15

Squirrel

The
Deceiver

Specialty
Unit

27

10

Chicken

Summoner

Specialty
Unit

29

15

Chicken

Shade

Chicken

Mahir

Chicken

Forest
Giant

Chicken

Myrmidon

Chicken

Cannon

Chicken

Changeling

Chicken

Boneman

Chicken

Wasp

Chicken

Swineherd

Chicken

Deer

Chicken

Frog

Chicken

Target
Dummy

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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