Strategy Gamers

Myth II: Soulblighter

Myth II: Soulblighter

Reading time
13 min read
Length
2,695 words
Updated
July 27, 2026

The Myth 2 Unit Guide

INTRODUCTION

This sections describes the units that are found within Myth 2 Soulblighter. It discusses about the unit, weaknesses, abilities and ways the unit could be best used. Use this wisely because knowing what a unit can a cannot do could prove vital on the battle field.


THE LIGHT

alric.gifKING ALRIC

An avatar of years past, King Alric is the only surviving member of the nine sorcerers who opposed the Fallen Lords during the Great War. Alric reclaimed the throne after defeating Balor and has spent the last 60 years rebuilding the Province.

berserk_mugshot.gif BERSERKS

Berserks are Human Warriors that come from the north, they have given up their armour for the option of speed. Since Berserks do not have any armour they are not the strongest unit available but there speed is something to behold. A group of Berserks can be quite devastating. The one main weakness to a Berserk is that he is not all that strong and can be killed quite easily but in groups Berserks are deadly. Use Berserks in packs of 3 or more to get the best out of them. Berserks use giant claymores to lop off pieces of their opponent until their opponent stops moving.

Berserks are one of the fastest units that you can control, therefore they are great units to break up enemy formations, especially enemy Soulless or Bowmen. They can also inflict a great deal of damage even though they wear no armour and can be killed quite easily. They can also be used to run up to an enemy army, get their attention and then run back towards your army luring them into an ambush.

bowman_mugshot.gif BOWMEN

After the war against Balor had been won, the Fir'bolg (bowmen) returned to their own land to once again restart their lives. They were still bund to the truce with the Humans but they claimed they would never fight outside of their homelands ever again. The Human warriors that fought alongside them had become dependant of their ability to attack things from a distance with their bow. So after the Fir'bolg left Human Armies managed to successfully train men in the art of the bow. 

Bowmen are equipped with the mighty Bow allowing them to attack units from a distance. You could also call these units your "Artillery". It is best to give your Bowmen the higher ground. In Myth 2 real world physics apply, so that any unit on higher ground can throw farther than a unit on lower ground. Have your Dwarves or Bowmen on the higher ground with your warriors around the base. Your warriors are then able to clean up any survivors after the Bowmen have finished.

Your Bowmen are also equipped with a Flaming Arrow. This can be used to set the ground alight beneath an enemy Army burning some of them to death even before they can get near your troops. This flaming arrow can also be used to burn the ground away so that your enemy can't do the same e to you. Flaming Arrows are a wonderful deterrent but they are useless on Winter maps or on maps where the ground is dirt and cannot be set alight. This is so because of the real weather effects in Myth 2, rain can douse fire as well as snow and dirt and rocks cannot be set alight. So think carefully before using your Flaming Arrows. Also if a Bowman is cornered he can use a small knife in close quarters combat though this is unadvised because it doesn't do much damage.

dwarf_mugshot.gif DWARVES

Dwarves are short, stumpy little creatures with the urge to blow things up (and a bad attitude). Dwarves throw bottles full of highly explosive chemicals which explode upon impact. Dwarves also carry around 4 Satchel Charges (they can carry more for certain missions or for mulitplayer games). These are like mines but they do not detonate by themselves so you have to fire at them your self with your Dwarves. satchel Charges make a great way to set an Ambush or to have them in defence when you have far fewer men than the oncoming army. Dwarves are quite slow so make sure they don't get too far behind from the rest of your men or you may lose them to any enemy that is following, also they are rather weak so they need to be protected.

journeyman_mugshot.gif JOURNEYMEN

These men are all that remain of the once great Cath Bruig Empire. They were formerly the guards of the Emperor, now disbanded they now wander the Earth in self-imposed exile after the Fallen destroyed Muirthemne and everyone in it. In a further show of penance they have developed the ability to heal a sick or wounded person.

Since Journeymen have the ability to heal another unit they are a great asset to have around. When you are lucky enough to have a Journeymen within your army make sure he is protected, he can attack with the shovel he carries around but he is not as strong as the rest of your troops. Use the Journeyman's healing ability to your advantage and try to keep him protected and he will benefit you well.

mortar_mugshot.gif MORTAR DWARVES

Mortar Dwarves are the same as normal Dwarves but except of throwing explosives Mortar Dwarves have a cannon which they use to fire explosive cannonballs into the enemy from a great distance. Like Dwarves Mortar Dwarves re also very weak and very slow, therefore they need to be protected if you want them to live. Mortar Dwarves are best used to pummel your enemy from a distance or as they march towards you allowing your Dwarves to kill as many as possible before they get near you.

warrior_mugshot.gif WARRIORS

The few living warriors of the first Great War staggered and began to rebuild their lives, starting new families and homes. They hoped that another evil would spread across the land as Balor did and so they started up a Military Training Organisation to begin training men in the art of combat. Now 60 years later this is what they have to show of their efforts, fearless warriors that will march into battle for their King equipped with only their armour and their swords and shields. Warriors are a middle grouped unit that is fairly armoured and can do well in battle. It is best to use your warriors up in the front of the battle, or the head of a defence. They are strong and in groups do not underestimate them.

THE DARK

soulblighter.gif  SOULBLIGHTER

Soulblighter was Balor's Second in Command during the Great War. Arguably the most dangerous of the Fallen Lords, his cruelty and ambition knew no bounds. Many believe that he was once Damas, one of Connacht's Lieutenants. He has now risen to power and is leading devastating attacks throughout the land hoping to once and for all extinguish all life.

thrall_mugshot.gif THRALL

The Thrall are the reanimated corpses of the dead. Because they are dead Thrall are slow moving and are quite stupid but they will take a lot of punishment before the evil magic holding them together collapses and they return back to dead corpse they once were. Being dead means that Thrall do not need to breathe and they can hold their breath indefinitely which means they can hide underwater for any period of time. Thrall carry only an axe which can be quite dangerous. Thrall work best in packs, when there are many of them they can become unstoppable.

soulless_mugshot.gif SOULLESS

The Soulless are Soulblighters most successful reanimating experiment. They are souls of people literally stolen by sorcery, they slowly float over the land leaving death and chaos in their wake. The Soulless are the equivalent of Human Bowmen. Their weapon of choice is spear with sharp barbs on it, these barbs also contain a poison that causes excruciating pain. Soulless are not all that strong but they have the benefit of being able to attack from a distance like Bowmen and they also float over the land allowing them to bypass many obstacles that men on foot would have to avoid. Soulless should be used just like Bowmen, have them on the high ground with adequate protection in case you are charged.

breunor_mugshot.gif BRE'UNOR

The Bre'unor are the aboriginal inhabitants of the Ermine and they are a violently secretive race. Their society is constructed around their belief that one day their god, who resides in the air, is strengthened by the escaping breath of the beings they sacrifice and will one day be powerful enough to simply spirit away their enemies. The Bre'unor use the bones of their sacrifices as weapons and can hurl them at their enemies from a distance or come in close and use them as a club. Some say that the Bre'unor have the ability to control native Wolves. Bre'Unor are best used as long ranged attackers (I think they work best when they attack from a distance), their weapons do a fair bit of damage and they can take on many people before they eventually die.

brigand_mugshot.gif BRIGANDS AND DARK ARCHERS

Brigands and Dark Archers are the bad version of Warriors and Bowmen. As Soulblighter passed through cities his corrupting influence spread turning many weak minded people to his side. Brigands are exactly the same as Warriors except for one difference, Brigands not being as disciplined as Warriors move slower. Dark Archers are the same as Bowmen and the stain of evil can be seen even from afar. Use Dark Archers and Brigands just like Warriors and Bowmen.

fetch_mugshot.gif FETCH

The Fetch are priestesses summoned from another world by Balor during the Great War, but after Alric killed him they could not return to their world and were stuck here. Now Soulblighter has promised them a way home if they join him and help him to defeat the Humans. Fetch have the ability to fire electricity from their finger tips. They are very proud of their ability to decimate an entire army by themselves due to this frighteningly devastating ability, to show this they wear the skins of their victims as a trophy and as a warning. Fetch work best in groups of 2 to 3. Give them the higher ground and make sure they are protected as well because although they are strong they can't take on everyone at once and can be overwhelmed easily. Fetch are exceptionally good to use in an ambush. Just lead your unsuspecting enemy into a couple of Fetch and they will wish they were never born.

wight_mugshot.gif WIGHTS

Wights are stitched up corpses that have been reanimated with dark magic. The Wight is a Kamikaze unit, they blunder up to their victim, when they are close they plunge a dagger deep into their gas filled body causing an explosion that destroys anything near it. During the explosion puss is sent hurling from the diseased body and paralyses anything it touches for a short amount of time. Wight are best used to soften up an enemy army before sending in the big guns. Wights can be used in an ambush but it can be tricky and requires practice. Wights can also stay under water indefinitely because they also do not breath. Hiding Wights or Thrall in the water is a good idea for a surprise attack.

ghast_mugshot.gif GHAST

A Ghast is the corpse of a villager and other common folk. Ghasts are the in the first stage of becoming a Wight. Ghast are quite nimble seeing that they are an undead corpse but their blows do not do much damage and they are fairly weak. Ghasts are best used as cannon fodder or as bait for traps. Although they do not inflict much damage they can paralyse other units simply by touching them.

ghol_mugshot.gif GHÔLS

Ghôls are swift beasts that drag their knuckles upon the ground as they run. They have an incredible speed making them great charging units or swift hit and fade units. They make excellent scouts though they are relatively weak and do not do that much damage with the giant cleavers they use as weapons. Ghôls are best used in packs of up to 10 at a time and make great diversion or for sneaking up behind enemy Bowmen and ripping them to pieces before they can react. Ghôls can also pick up things from the battle field, including rocks, axe blades, unexploded Dwarven explosives, explosive parts from a Wight, limbs of the dead and nearly anything else that appears on the battle field.

note: to make a Ghôl pick up something from the battle field select the Ghôl and then click on the object you want him to pick up. He will go pick it up and then use next time he is ordered to attack an enemy.

maul_mugshot.gif MAULS

Mauls are pig-like creatures which are native to the Blind Steppes, they wear thick armour and wield spiked clubs which crush their foes with only a few blows. Mauls are quite slow but are very strong and can take a beating before they die. Mauls are best used as shield for the more vulnerable units and are best to have up in the front-lines of the battle. Because they are slow they do not favour well in an ambush because they stick out like a lit up Christmas tree and the enemy usually runs away at the sight of them.

stygian_mugshot.gif STYGIAN KNIGHTS

Stygian Knights are animated suits of armour, animated by only the deepest darkest sorcery. These Knights are created only by Soulblighter himself, he gives them to his Human associates for added protection and are rare to see. Because of their armour Stygian knights are immune to arrows but are very easily killed by Dwarves. In groups of 3 or 4 Stygian Knights are a force to be reckoned with. They attack with huge battle axes that can tear men apart in a matter of seconds.

warlock_mugshot.gif WARLOCKS

Warlocks are the ancient allies of the Deceiver and after the Deceiver had been put into his deep sleep the Warlocks went in search to find an protect him until he could restores to his rightful self. Warlocks are able cast fire balls that home in on their targets. They also have a secondary attack, a confusion spell. This confuses the units it hits making them unable to do anything properly. Warlocks are quite strong and are very effective at taking on great numbers of men at a time. They are best kept away from the rest of your army as their fireballs cannot tell the difference between friend or foe. 

MAHIR

The Mahir are an invisible enemy that can only be seen by the travelling black couds they move in. Since they can't be seen they can't be hurt, but they do render themselves visible by standing still or attacking. The Mahir are the personal body guards of Soulblighter and are only found on the the final levels of Myth 2. The best way of killing Mahirs is to attract their attention by send a unit out to get attacked by the Mahir and then have your Bowmen take the Mahir out quickly and efficiently. Berserks can also slaughter Mahirs without too much trouble.

NON-ALIGNED

trow_mugshot.gif THE TROW

The Trow retreated to the north after the Great War but still keep a truce with the Humans even though they slaughtered so many of them during the Great War. The Trow wish to return to their once glorious state as they were long ago. This wish for a peaceful life does not stop them from attacking anyone that gets to close to their home. Trow head into battle and with mighty kicks that tear the opponent apart it is no wonder that many men tremble from mere sight of them.

spider_mugshot.gif CAVE SPIDERS

Myths tell of Spiders that grow larger than the average Human, living in the deepest bowels of the earth. Their frightful size and the outrageous number of them make them more than a match for those foolish enough to delve into their lairs. Cave Spiders have no loyalty meaning that they will also attack the Fallen.

Acknowledgement

Written by Jarrod Hampton. Preserved here as part of the-spoiler.com archive. Original source: The Spoiler.