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Myth
What is Myth?
History of Myth
Map of the world of Myth
Units
Pyro's Myth Starter Guide
Units
The following units are taken from the first two games of the series, "The Fallen Lords" and "Soulblighter", and are described primarily in terms of a single player game. In a multi-player game their usefulness may differ slightly from those indicated here, but their main role outlined here remains the same.

Also, only the most important characteristics and a brief but useful description is given here since the application "Fear" can provide us with much more detailed information about every unit.

Note: The units are not shown in the appropriate scale.


Light Units
Dark Units



Light Units

Warrior - Myth I, Myth II

WarriorAttack: Sword attack - close combat

Description: The warrior is the most common unit in Myth. As a rudimentary 'infantry of the line' it is not especially strong, but is moderately fast and somewhat resistant to most forms of damage. Warriors carry a sword and a shield which occasionally blocks direct attacks.

fir'Bolg - Myth I

fir'BolgAttack: Bow shot - long range, knife attack - close combat

Description: fir'Bolgs are masters of the bow. They are most useful at long range where, especially in large numbers, fir'Bolg can inflict moderate damage to the enemy. However, in close combat, they are almost defenceless except for an optional punch attack. Although they have the greatest range in the game, fir'Bolg move slowly and must often be protected by close combat infantry.

Dwarf - Myth I, Myth II

DwarfAttack: Explosive bottle throw - medium range, satchel charges - fixed (special ability)

Description: Dwarves are race allied with humans who are in perpetual conflict with their sworn enemies, the Ghols. Dwarven cocktails are extremely dangerous and are able to kill whole squads of the undead at short to moderate range. However, similarly to archers, Dwarves are effectively helpless in close combat. All Dwarven units move slowly and, as a consequence, often fall prey to enemy archers or soulless.

Berserk - Myth I, Myth II

BerserkAttack: Sword attack - close combat

Description: Berserks are frantic warriors from the north. Berserks favour fighting bare-backed which, although it makes them more vulnerable, affords them far greater speed than most non-giant units. Even though a skilled berserker can defeat almost any enemy in lone combat they can often fall prey to attrition and Trow.

Journeyman - Myth I, Myth II

JourneymanAttack: Shovel attack - close combat, healing - close combat (special ability)

Description: The main healers in the Army of Light, Journeymen wear heavy cloaks that make them effective tank units. Their healing skill is reliant on mandrake roots which can be found on most single player maps. All Journeymen start with at least six mandrake roots with a maximum capacity of nine. Although healing is their primary task on the battlefield, Journeymen can also attack with their shovel but for only minimal damage. When fighting undead Journeymen can use their healing ability to "un-heal" any undead enemy - destroying the undead.

Forest Giant - Myth I

Forest GiantAttack: Punch - close combat

Description: The Forest Giants living in Forest Heart allied themselves with humans during the Great War. These huge, fast, and extremely strong creatures are the most powerful close combat units the Army of Light can field. Most enemies will be obliterated by one slap of a Forest Giant's wooden hand.

Bowman - Myth II

BowmanAttack: Bow shot - long range, knife attack - close combat, fire arrow - long range (special ability)

Description: After the Great War humans trained their own archers who replaced their old allies, the fir'Bolgs as the Empire's main bowmen. Human archers can shoot very accurately at long range and have a stronger close range attack than the fir'Bolg. Human archers come equipped with one fire arrow per archer on most single and multiplayer maps. This fire arrow, when fired at flammable terrain, can inflict great damage on a clumped group of units or provide an effective barrier against advancing enemy.

Heron Guard - Myth II

Heron GuardAttack: Swords attack - close combat, healing - close combat (special ability)

Description: When the Ibis Crown was found and the Empire of Cath Bruig was reborn, Journeymen threw off their coats and donned their old armour. These warriors, the Heron Guard, are elite close combat infantry that also carry mandrake roots. Heron Guards are fast, strong, resistant, and can heal both themselves and their companions. Other than lacking a Warrior's shield or the speed of Berserkers, Heron Guards are the best regular infantry available to any commander.

Dwarven Mortar - Myth II

Dwarven MortarAttack: Mortar shot - long range

Description: After the Great War dwarven technology improved and a new dwarven weapon was born: the mortar. Although not many can use this weapon well, those who mastered it are extremely dangerous at medium to long range. However, like most Dwarves, Dwarven Mortarmen are slow and vulnerable in close combat.

Warlock - Myth II

WarlockAttack: Fireball - long range, confusion - long range (special ability)

Description: Warlocks are powerful wizards who can defeat entire squads of enemies using their pyromancy. Warlocks shoot large and deadly fireballs, but can only attack a limited time before they must regenerate mana. Unfortunately, other than their confusion spell, Warlocks are defenceless in close combat. However, in multiplayer, Warlock's confusion spell is replaced with a Ring Of Fire attack that creates a wall of fire around the Warlock for duration of the spell.

Avatara - Myth I

AvataraAttack: Dagger attack - close combat, Dispersal Dream - long range (special ability)

Description: Avatara are the most powerful units in the Army of Light. Avatara are master swordsmen and can use Dream magic - the most powerful kind of battlefield magic. Alric is the only Avatara available in either the Myth: The Fallen Lords or Myth 2: Soulblighter single player games.

King/Emperor Alric - Myth II

King/Emperor AlricAttack: Sword attack - close combat, Dispersal Dream - long range (special ability), Balmung - close combat/short range

Description: Alric became king of the Western Provinces after the Great War and later became emperor of the Second Cath Bruig Empire, when the Ibis Crown was found. Alric is a powerful warrior-mage; able to use the 'Dispersal Dream' spell and wield the sword Balmung.

Deceiver - Myth II

DeceiverAttack: Incineration - close combat, Binding Dream - long range (special ability)

Description: Formerly a lieutenant of Balor, The Deceiver, also known as Myrdred, was thawed from the ice on the Stair of Grief by the Army of the Light during the war with Soulblighter. In exchange, he committed himself to aiding the army of Light in it's fight against Soulblighter and Shiver. The Deceiver is almost invincible in single combat as his primary attack paralyzes his opponent while slowly draining their life. His secondary attack is a powerful dream spell which converts living units to the Army of Light. Both the Deciever's primary and secondary attack drain his mana significantly.

Dark Units

Thrall - Myth I, Myth II

ThrallAttack: Axe attack - close combat

Description: Thrall is a catch-all term for a corpse, with minimal mental capacity, reanimated through necromancy. Most commonly Thrall are former peasants equipped with broadaxe and haphazardly equipped armour. Universally thrall are slow moving and generally of minimal danger to an aware commander. The true danger of Thrall comes from their commonly vast numbers that can overwhelm all but the most defensible positions. In close combat Thrall have the same damage and attack speed statistics of a Warrior but lack a Warrior's shield.

Soulless - Myth I, Myth II

SoullessAttack: Spear throw - long range

Description: Soulless are dead people's skeletons smashed in waist, which are floating in the air. They are the dark side counterparts for archers, but as opposed to them, Soulless use spears. Because they float over the surface instead of walking on it, they can transverse terrains that are unpassable for other units, such as steep slopes or deep water.

Ghol - Myth I, Myth II

GholAttack: Cleaver attack - close combat, projectile throw - medium range

Description: Ghols are cunning, stooping creatures with long and strong arms, who have been waging everlasting war with Dwarves. Although they are not too tough, their agility and speed can cause a lot of confusion, especially among Archers and Dwarves' lines.

Wight - Myth I, Myth II

WightAttack: Suicidal explosion - close combat/medium range

Description: Wights are bloated, full of germs bodies, filled with explosive gas. Every one of them has got a dagger and, whenever the enemy is near, it cuts it's own stomach causing an explosion, which deals big damage and covers everything in range with paralysing pus. The best way to deal with wights is to kill them from a distance.

Myrmidon - Myth I

MyrmidonAttack: Blades attack - close combat

Description: Myrmidons are resurrected bodies of killed Berserks. Just as their previous incarnations, they are dangerous warriors. Myrmidons are strong, fast and in a group they can become a big trouble.

Spider - Myth I, Myth II

SpiderAttack: Bite - close combat

Description: These spiders, as opposed to common arachnids, live in caves and are much bigger, almost human-sized. But such as their little kins, they can walk on walls and ceiling. In conjunction with their quickness and despite their miserable strength, they are very onerous enemies, especially in big groups.

Fetch - Myth I, Myth II

FetchAttack: Lightning - medium range

Description: Fetches are priestesses brought from the other world by Balor during the Great War. Although they're weak, they can shoot powerful lightning from their dried fingers. As a trophy, they wear a skin of killed men. The best way to kill Fetches is shooting them from a distance.

Trow - Myth I, Myth II

TrowAttack: Kick - close combat, punch - close combat

Description: Trows are a primeval race of giants, which were witnesses of the world's birth. They are endowed with great strength, so they can smash smaller enemies into pieces with a single kick. When fighting other giants, they use their fists. Only big group of units can defeat Trows.

Myrkridia - Myth II

MyrkridiaAttack: Claw - close combat

Description: Myrkridia is a mighty race of wild beasts, brought to this world by the Summoner. They are very fast and strong, in big groups they can defeat any foe. However, when they are weakened enough, they fly into a rage and attack the nearest unit, even if it is other Myrkridian beast.

Myrkridian Giant - Myth II

Myrkridian GiantAttack: Claw - close combat, explosive skulls throw - long range

Description: Myrkridian giants are stronger counterparts to their smaller kins. They are bigger, more massive and more resistant. Furthermore, they can throw explosive skulls at a long distance (uses mana), which makes them very dangerous enemies.

Ghast - Myth II

GhastAttack: Paralysing hit - close combat

Description: Ghasts are slowly moving resurrected bodies. They are home for different germs and bacteria, that's why their hits paralyse enemies. Despite their low resistance, they can become a serious threat in big number, but only in close combat.

Brigand - Myth II

BrigandAttack: Sword attack - close combat

Description: Brigands are common human soldiers, but they went on the dark side, tempted by the promises of reign and fortune. They are weaker than Warriors and can be dangerous only in big groups.

Stygian Knight - Myth II

Stygian KnightAttack: Axe attack - close combat

Description: Stygian Knights are creatures raised to life by Soulblighter itself. By being animated armors without bodies, they are strong and completely resistant to archers' arrows. However, they are very vulnerable to any explosions. Despite that fact, Stygian Knights are very dangerous enemies.

Maul - Myth II

MaulAttack: Club attack - close combat

Description: Mauls are huge pigs, shod in steel and clothed in a coat of mail. They wield wooden clubs studded with nails. They are very strong, quite fast and extremely resistant, especially to Dwarven bottles. In groups they become a serious threat.

bre' Unor - Myth II

bre' UnorAttack: Bone attack - close combat, bone throw - long range

Description: bre' Unor is a wild race living in forests and caves, worshiping some strange deity. They use bones of killed people as weapons. bre' Unor are rather easy enemies.

Wolf - Myth II

WolfAttack: Bite - close combat

Description: Wolves usually stay away from people, but under bre' Unor's command, they became very aggressive. They are fast and agile, but rather weak, so they can threaten only in really big group.

Mahir - Myth II

MahirAttack: Stun - close combat, Darkness Dream - medium range (special ability)

Description: Mahirs are mysterious, rarely seen beings. This is because they are almost invisible, they can be traced only when they move by following their sinister shadow on the ground or when they attack, but then it's already too late. Mahirs are very fast and in one on one combat practically impossible to defeat, but are not a big trouble when you fight them with a group of units.

Shade - Myth I, Myth II

ShadeAttack: Dagger attack - close combat, Dispersal Dream - long range (special ability)

Description: Shades are resurrected bodies of dead Avatara. Therefore they have great power, both physical and magical. In short, that's a very hard enemy. What's interesting, Shades don't walk on ground, but they float above it. They also dislike water and can't pass any water areas.

Balor - Myth I

BalorAttack: Sword attack - close combat, lightning - long range

Description: Balor, also called The Leveller, is one of those who appear in a glare of the comet once in one thousand years. A mighty warrior with great power and resistance, he can fight perfectly both in close combat and at a distance, shooting deadly lightnings. Not without reason Balor commanded the Dark army during the Great War.

Shiver - Myth II

ShiverAttack: Defense spell - fixed, Whisper Dream - long range, ripple spell - long range

Description: Shiver is one of the Fallen Lords, who served Balor during the Great War and then was in Soulblighter's service. Shiver casts powerful spells, which can decimate whole groups of enemies, and when it's needed, she can also defend herself in close combat. She is very fast and hard to defeat.

Summoner - Myth II

SummonerAttack: Myrkridia summoning - fixed, enemy teleportation - medium range

Description: Summoner is a being which, according to prophecy, was meant to bring the Myrkridia back to this world. And it actually did it, causing the worst nightmare of mankind to became real again. Summoner doesn't have any offensive spells, but he can summon Myrkridia and teleport enemy troops away from him.

Soulblighter - Myth I, Myth II

SoulblighterAttack: Glaive attack - close combat

Description: Soulblighter was Balor's right-hand man during the Great War and after his master's death, he was hiding in far nooks of the continent to come back leading an even bigger army. Soulblighter is extremely fast, strong and resistant, which makes him an invincible warrior. All in all, no one can match him in close combat.