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.

ELVEN ARCHERS

Though no law states that male Elves must take up the blade and females the bow, this has been the tradition since history began.

Wielding their light bows with breathtaking speed and consummate skill, the nimble Elven Archers can shoot accurately from deep water or treacherous ground. They can't take much punishment, but they're quick enough on their feet that they don't often have to.

Elven Archers have a double-click dagger attack for close-range use, and are better at it than Human Bowmen. Although that isn't saying much.

In multiplayer, Elven Archers cost 4 points.

ELVEN GUARDS

The Elvish army was a legend in this land before the first Human or Dwarf set foot on its soil. Though modern Elven soldiers lack the hard-won experience of their forebears, their natural talent for synchronized mayhem burns as brightly as ever.

Superbly trained and equipped, the Elven Guard's skill is matched only by his pride. A Guard can outrun any other soldier, and can dispatch all but a handful of Goblins in single combat. Carrying sword and shield, Guards learn quickly from experience and many veterans reach near-heroic stature.

In multiplayer, Elven Guards cost 4 points.

ELVEN MAGES

The forest goddess Syvahna is not the only divinity worshipped by the Elves, but she is undoubtedly the most beloved. Through years of fasting and meditation in her sacred glades, many Elves seek to gain her especial favor. Those who succeed are gifted with insight into the workings of the body and mind--and gain the power to affect those workings.

The Elven Mage can focus his body's vital energies to cast a swift and accurate bolt over an impressive distance. It takes considerable time to regain his strength for another bolt, but this grows easier with experience. His special ability is a healing spell, powered by the mandrake roots he carries.

In multiplayer, Elven Mages cost 10 points.

LEGIONARIES

At the heart of Thell's culture is a fierce devotion to the cause of order, and nothing embodies this more fully than the Legionary. He learns to distinguish himself not through acts of solo heroism, but instead by defending and supporting the comrades at his sides with clockwork timing.

After ages of Orcan harassment, Legionaries have become specialists in defending against ranged attacks. Fine-weave mail provides considerable protection against arrows, and as a special ability the Legionary can raise his shield; incoming missiles which strike it will rebound harmlessly or (if explosive) detonate prematurely. While his shield is raised, however, he cannot block melee attacks. Thellari armor is well-insulated against heat and cold.

In multiplayer, Legionaries cost 3 points.

WARLOCKS OF FLAME

Hundreds of years ago, a party of dour-faced men entered Thell from parts unknown. Eventually most moved on toward an equally shadowy destination, but a few presented themselves at the Academy and quickly rose to prominence. The Pyrogöon is the younger of Thell's twin schools of magic, but no less respected.

Warlocks of Flame are identical in appearance to the Scholomance Warlocks of Myth II, and their combat spells are similar--though somewhat less predictable. Their fireballs do both flame and explosion damage, and as a special ability they can conjure up a wall of fire to sear advancing enemies. Flame Warlocks are immune to their own element and resistant to frost magics.

In multiplayer, Warlocks of Flame cost 8 points.

WARLOCKS OF FROST

The arcane college known as the Xitechne is older than Thell itself. The origin of its chosen elemental alignment is lost to history, but scholars speculate that the ancestors of the Thellari contended with worse threats than Goblins.

Frost Warlocks cause huge ice spikes to erupt from the ground, which radiate freezing cold and detonate violently after a few seconds. Their special ability creates a localized snowstorm which immobilizes and slightly damages its victims; the snow can also extinguish burning projectiles and weaken flame-based attacks. Like other Thellari units, Warlocks of Frost are resistant to thermal attacks.

In multiplayer, Warlocks of Frost cost 8 points.

WARRIORS

Buffered by the Elvish and Thellari lands, Markon is rarely threatened with violence--and the tight-fisted House Markoss prefers not to lavish time and coin on its realm's defenders unless the invading army is already scaling the walls. In the last decade, however, the eldest Prince has taken it upon himself to train the Markonese army into something resembling competence.

Markonese Warriors are identical in form and function to Myth II Warriors. Unimpressive compared to other soldiers of the Four Kingdoms, they are nonetheless reliable fighters.

In multiplayer, Warriors cost 2 points.


---FORCES OF THE GOBLIN EMPIRE---


BERSERKS

Scarcely had an ambitious sorcerer risen to rule his people, when he sold their services to the Empire in return for wealth beyond imagination. Now the Northmen fight not for justice or glory, but out of fear of what their masters will do to them--and to their wives and children--should they fail.

Berserks are identical in form and function to those of Myth II.

In multiplayer, Berserks cost 3 points.

DISCIPLES OF THE SEVENTH GOD

Goblins deemed worthy to seek Borrakal's favor practice a bizarre form of meditation, spending days in specially prepared arenas without food or rest, continually executing slaves, prisoners, and condemned criminals. When they come to truly know slaughter as a medium of existence, they are touched by the Seventh God and become his servants. All Goblin gods have their own disciples, but Borrakal's are the most numerous and influential at present.

Disciples employ a variety of spells in battle, but prefer to manipulate the more ethereal elements. The Nebula, a guided globe of wind and electrical energy, is a common primary attack; special abilities often generate a cloud of choking gas.

In multiplayer, Disciples cost 8 points.

GOBLIN ARCHERS

The Goblins firmly believe that the manual dexterity of women makes them far superior in long-range combat, and the Empire's archers have long been exclusively female.

Goblin Archers' primitive crossbows launch swift and punishing bolts, but they have a ponderously slow reload time and their lack of accuracy severely reduces their maximum range. Archers are swifter than Human Bowmen and slightly more resilient, but they have no close-range attack whatsoever.

In multiplayer, Goblin Archers cost 3 points.

GOBLIN SOLDIERS

The backbone of the Goblin army, Soldiers kill and die in their thousands for Gods and Empire. They carry round, painted shields and blades for which the Kingdoms have no name.

Goblin Soldiers are roughly equivalent to human Warriors, though their light armor makes them slightly faster and more fragile.

In multiplayer, Goblin Soldiers cost 2 points.

HELOT SLAVES

Throughout history, armies have forced the conquered to serve them in battle, but few treat their Helots with as little sympathy as the Goblins. Their ranks constantly swelling with new prisoners of war and disobedient Northmen, the slaves are promised rewards for faithful service and punishment for disobedience. In the punishment, at least, the slaves have absolute faith.

Unarmored, untrained, slowed by exhaustion and neglected wounds, Slaves are wretched fighters. But their long spears give them an initial advantage in any melee confrontation, and make them surprisingly effective when they attack in numbers--as they almost always do.

In multiplayer, Helot Slaves cost 1 point.

HIRED BOWS

Vulthannis recruited mercenary archers from the South to diversify his army--and to intimidate his restive subjects. No soldier of the Four Kingdoms could possibly match the hatred felt for the Northland King's hired Bowmen by ther own Berserk allies.

Hired Bows are identical in form and function to Myth II Dark Archers.

In multiplayer, Hired Bowmen cost 3 points.

IMPERIAL GUARDS

The most talented young Goblin warriors are selected for the Imperial Guard, where they defend the lives of high officials and the Emperor himself. The savage bloodlust instilled in Guard trainees, unsettling even to other Goblins, was traditionally justified by their purely defensive role. In recent years, however, Guards have begun to appear on the battlefield as an offensive force in their own right.

Imperial Guards exemplify the guiding principles of Goblin warfare: speed, audacity and a blitzkrieg offense. Whirling their two-handed, serrated almost-swords faster than the eye can follow, Guards charge over the battlefield chasing down those who run and slicing to bits those who stand and fight. Imperial Guards are not the toughest melee units, but they attack relentlessly and few get the chance to deal a blow in return.

In multiplayer, Imperial Guards cost 4 points.

ORCAN MARAUDERS

Primitive cousins and devoted worshippers of the Goblins, the Orcan tribes range throughout the Midland Forest and the westward lands, harassing Elves, Dwarves and Humans with admirable--if foolhardy--persistence. The Empire's gifts of weaponry--cheap and crude by all standards save the Orcans'--have only reinforced the nomads' loyalty

Most Orcan Marauders carry a sword and a bow, using one or the other depending on the target's distance--though they have little skill with either weapon. They can pick up and carry small objects, tossing them as a special ability. Marauders are quick and nimble, but the few scraps of armor they have collected give them little protection.

In multiplayer, Orcan Marauders cost 2 points.

WARGS

Not content with their Human cannon fodder, the Goblins have made even the beasts of the forest into weapons of war. The half-tame Wargs are bred for size, savagery and cunning to complement the predatory instincts of their lupine ancestors.

Faster than any soldier on two legs, the Wargs can dodge an arrow in mid-flight. They can take little damage, however, and go down quickly before trained melee opponents. A Warg's thick coat and proximity to the ground make fire its worst enemy.

Half-crazed even before the torture the Goblins call training, Wargs will turn on their own if badly injured.

In multiplayer, Wargs cost 3 points.

WARG-RIDERS

Not many Goblins of either sex are bold enough to sit astride a slavering Warg, and the Archers who do so gain great respect among their kind. With the rider's keen eyesight and the mount's sense of smell, Warg-Riders make unparalleled sentries and trackers; the slave who attempts to escape from a camp they guard is either desperate or extremely foolish.

Ridden Wargs are slower and less agile than their unencumbered counterparts, but they can still outdistance most other units--and a double-click bite attack awaits any pursuer who manages to catch up. Effectively two units in one, the Warg-Rider takes extra damage from area attacks, which injure both mount and rider. Flame is particularly effective against them.

In multiplayer, Warg-Riders cost 6 points.


---NON-ALIGNED FORCES---


DRAGONS

Goblins have won the respect of individual Dragons, but most are impartially hostile to any intruders in their territory. Of course, their precise motivations make little difference to their unfortunate victims.

There are at least three varieties of Dragons. But you'll have to find out all about them yourself. Don't worry, they're not easy to miss.

Each variety of Dragon has a different multiplayer cost.

TROLLS

These hulking creatures can be found in the deepest forest lakes and on the highest mountain peaks. Seemingly formed of solid stone, Trolls nevertheless require a diet of meat, and they are perhaps the most serious danger to travelers in the highlands of the North and East.

Swinging immense paws which can take a man's head off, Trolls require neither weapons nor armor. Swords and arrows do not bite deeply into their rocky flesh, and they shrug off temperature extremes which would kill a lesser being.

The Dwarves, never happy without a racial nemesis, have enthusiastically set to work eradicating the Trolls from Harvek Mountain and its environs--with as yet limited success.

In multiplayer, Lesser Trolls cost 6 points. Greater Trolls cost 24.