Table of Contents L. Lore C. Commands G. General hints S. Shorthand and common strategies N. NPCs N1. Chiprel N2. Oschore N3. Monkit N4. Bearloth N5. Mudent N6. Gerkat N7. Kongor H. Legion of Man (Humans) HS. Human Structures HS1. Stronghold HS2. Garrison HS3. Guard Tower HS4. Shield Tower HS5. Shock Tower HS6. Mortar Tower HS7. Arsenal HS8. Research Center HS9. Magnetic Factorium HS10. Electric Factorium HS11. Chemical Factorium HS12. Monastery HS13. Siege Workshop HU. Human Units HU1. Nomad HU2. Savage HU3. Legionnaire HU4. Chaplain HU5. Ballista HU6. Catapult HW. Human Weapons HW1. Hunter�s Bow HW2. Crossbow HW3. Marksman�s Bow HW4. Scattergun HW5. Repeater HW6. Coil Rifle HW7. Discharger HW8. Flux Gun HW9. Pulse Cannon HW10. Incinerator HW11. Mortar HW12. Launcher HI. Human Items HI1. Medpack HI2. Ammo Box HI3. Sensor HI4. Immobilizer HI5. Disruptor HI6. Relocator HI7. Demolition Charge HI8. Land Mine HB. Human Buffs HB1. Shield HB2. Electrify HB3. Adrenaline B. Beast Horde (Beasts) BS. Beast Structures BS1. Lair BS2. Sublair BS3. Spire BS4. Healing Spire BS5. Wind Spire BS6. Flame Spire BS7. Nexus BS8. Arcana BS9. Entropy Shrine BS10. Strata Shrine BS11. Fire Shrine BS12. Sanctuary BS13. Charm Shrine BU. Beast Units BU1. Scavenger BU2. Stalker BU3. Predator BU4. Shaman BU5. Summoner BU6. Behemoth BW. Beast Weapons BW1. Venomous BW2. Rabid BW3. Carniverous BW4. Chaos Bolt BW5. Surge BW6. Rupture BW7. Frost Bolts BW8. Tempest BW9. Lightning BW10. Ember BW11. Blaze BW12. Fireball BI. Beast Items BI1. Frenzy BI2. Mana Crystal BI3. Sixth Sense BI4. Snare BI5. Storm Shield BI6. Mist Shroud BI7. Sacrifice BI8. Fire Ward BB. Beast Buffs BB1. Gateway BB2. Heal BB3. Flame Shroud X. Addendum X1. Updates X2. Contact information X3. Copyright information +---------+ | L. Lore | +---------+ In a primal and violent time eons from now, nomadic humans roamed the earth in a never ending struggle to survive. The beasts and creatures suffered mightily at the cruel hand of man as the land was stripped clean by human scavengers and natural resources were consumed with abandon. It was a time of hunger, disease, and death for mankind as science and other knowledge remained untapped ancient secrets. Humanity was fragmented into isolated tribes led by vicious and petty war chiefs. This was also a time of evolution and growth for the creatures of the world. They developed an intelligence equal to that of humankind and formed communities and packs in a new social order. Continuously subjected to humanity's cruelties and deprivations, a deep-seated hatred of humanity was forever instilled within them. Life on our planet, now known as Newerth (New Earth), became a daily struggle between man and beast for the basic natural resources that nurtured life for them both. Ongoing skirmishes over food, precious metals and even simple building blocks of stone escalated to the point that both sides became threatened with extinction. Humanity's isolated tribes, at times united under various war chiefs, remained so fragmented that their very existence was in question. The beasts and creatures also failed to unite in a common cause and continued to fight for their lives individually. Out of this chaos arose a warrior of unmatched ability and leadership. His name was Jaraziah Grimm, son of the legendary brutal warlord, Harrin Grimm. Following the mysterious disappearance of his father, Jaraziah boldly reorganized the remaining nomadic tribes under a single banner called the Legion of Man. He created the Protocols of Grimm, laws which proclaimed man superior to the beasts and creatures of the world. He excelled in his new role as a leader and human commander. Under his banner and the Protocols of Grimm, he created a revolution of thought as well as military power. Through his influence, the human clans embraced common goals, such as the development of scientific knowledge and rekindling the lost art of warfare to regain their rightful place of dominance in Newerth. During this time, the Legion of Man discovered ancient secrets of science and war and quickly applied them to engineering weapons of warfare. Long forgotten knowledge of chemistry, electricity and magnetism resurfaced and ushered in a whole new understanding of science. Jaraziah's leadership, coupled with scientific advances, began an era of unprecedented success for the Legion of Man against the beast race. Victory followed victory as the Legion's influence was expanded dramatically. The Legion of Man's future as the dominant power on Newerth seemed assured. Jaraziah's youngest sister, Ophelia, was a mere child during the renaissance of the Legion of Man. Even at an early age, she was unlike any legionnaire. Ophelia found peace in the outdoors amongst the untamed creatures of the wilderness. She discovered that she had a special gift with animals, an ability to communicate with even the most vicious of beasts. She was at first shocked at her special talent but soon enough learned to use it. Flower buds opened at her touch; even the most powerful beast was calmed by her presence and beasts would howl when she waved goodbye to them. Her gift was clearly supernatural and she successfully hid it from her brother and the rest of the Legion of Man. However, she felt very strongly about the open conflict between man and the beasts. Even as a young child, she openly debated with Jaraziah time and again about her belief that beasts and man could and should live together. Through tiring and seemingly endless confrontations, brother and sister grew further and further apart. Eventually Ophelia was ostracized from the Legion. She was secluded in her parents' home, hidden away as an embarrassment to the Legion and Jaraziah, living as a prisoner. Then one night, under a star-framed moon, a tiny beast creature wandered into the middle of the settlement. Not knowing the risk it was taking, the young pup was there to return a flower that had fallen from Ophelia's hair the day before when she was in the forest. A Legionnaire spotted the young beast and an alarm was raised. To her horror, the cowering, harmless creature was cornered and brutally slaughtered. Ophelia, gripped with the true horror of what her life had become, was unable to remove the memory of that night and the years of beast bloodshed from her mind. Her hatred for what had become of her people and her brother corrupted her soul. Like her father before her, she lost track of what is good in humanity. Nightmare and reality blurred; the days turned to nights until her torment finally ended. In a waking dream, she determined that it was time for her to escape from the Legion of Man. She spoke to the song birds outside her window and with their help and with the help of nearby creatures; she did indeed escape into the wilderness. She completely disappeared from the Legion of Man. Ten years passed. The renaissance of the Legion continued unabated. However, new and disturbing reports from the borderlands began to come in. They said that the beasts of the world were reuniting against the humans. A new horde of creatures was organizing under a mysterious and powerful leader. Some of the creatures were similar to the ones that they had fought and killed before, yet new and strange, and seemingly more intelligent and far more deadly than in the past. This new Beast Race had learned the ways of human warfare and was making a formidable new army. Reports further came in that the beasts were developing their own form of science that was unlike anything ever seen before, which human scholars could only describe in the old tongue as "magic". Now the Beast Horde had crossed the human borders and was raiding and annihilating isolated settlements. There had been sightings of a human woman, proclaimed as the Beast Queen, leading the new army's successes. A waning moon heralded change and Jaraziah realized that a new savage age is dawning. It became clear under a blood red sky that the renaissance of the Legion of Man had ended and the days of uncontested human domination of the world were over. * * * * * The two armies are now in sight, the smell of battle is in the air, and the drums of war begin a dance of death. Victory or extinction, glory or defeat, the very hand of fate lies in the warrior grip of the SAVAGE. +-------------+ | C. Commands | +-------------+ All commands can be changed in-game using the options menu. What follows are the default commands, to the best of my recollection. F1: Vote yes on a vote. F2: Vote no on a vote. F3: Signify to the server that you are ready for play to begin. F4: Show/hide the current vote. Mouse: Turn left, right, look up, look down. 12345: Select item 1-5, respectively. Item 1 is your melee weapon, item 2 is your ranged weapon, and items 3-5 are your extra items. Mouse wheel (roll): cycle through items. Mouse wheel (press): Zoom in/out (Marksman�s Bow, Coil Rifle, and Lightning only.) Left mouse button: Use selected item. Right mouse button: Use race�s special ability. For humans, this is the ability to parry attacks, significantly reducing damage from them and stunning the opponent. For beasts, this is the ability to leap horizontally, though leaping consumes stamina. If your stamina is insufficient, you cannot leap. ~: Bring up the game�s console. The console is used to execute more complicated commands, but it doesn�t see much use in a regular game. If you bring it up by accident, press ~ again to make it go away. [Tab]: Brings up the scoreboard. You must hold the button down to keep the scoreboard up. [Shift]: Hold with any of the following movement keys to sprint in that direction. Bare in mind that sprinting consumes stamina. If you have no stamina, you cannot sprint. [Alt]: Hold to show your team�s current available arsenal. Unavailable weapons/items/units are transparent, and ones currently under research have a timer displayed over them. [Space]: Press to hop straight up. Hopping consumes stamina. Oddly enough, you can hop even if you are out of stamina. WASD: Move forward, backwards, strafe left, strafe right, respectively. If you hold both forward and backward at the same time, you will creep forward slowly and silently. X: Bail out of siege weapons (Ballista and Catapult only.) You will appear as a nomad with no ranged weapon when you bail out. E: Enter allied buildings. This will only work while you are standing next to your command center (Stronghold for humans, Lair for beasts) or an outpost (Garrison for humans, Sublair for beasts.) C: Toggle 1st/3rd person view while holding a ranged weapon. R: Continuous attack. Hold this button down to simulate pressing the attack button repeatedly REALLY FAST! Useful for building/repairing allied buildings or attacking enemy buildings. F: Officer command. If you have been granted officer status, you can press F to give nearby allies a context-sensitive command. G: Open/close the graphics window. This is the same as the graphics settings in the options menu. V: Voice command. This brings up a list of basic phrases you can use to quickly communicate with your team. The �Global� set contains basic phrases you can use to quickly communicate with everyone on the server, friend or foe. B: Hold to disable the chat buffer, allowing you to see more previous chats. T: Global chat. Type a message to everyone on the server, friend or foe. Y: Team chat. Type a message your entire team can see, but the enemies cannot. U: Commander chat. Type a message that only your commander can see. M: Toggle the minimap. L: Go to the Loadout screen (only if you are unconscious.) [PgDn]: Toggle auto-attack. Pressing this once is the same as holding down the R button. This can be useful if you must build a structure while simultaneously typing to your team. /spectate <name>: If you are on the spectator team, you can use this command to spectate anyone you want. If you�re waiting to respawn, you can use this command to spectate anyone on your team, though it won�t work on opponents. /callvote <vote>: Calls a vote on the server. Common votes are nextmap (loads the next map in rotation,) concede (admit defeat,) impeach (impeach your team�s commander,) restartmatch (starts the current match over again with the current teams and commanders,) mute <name> (force <name> to be silent for the rest of the match,) and kick <name> (remove <name> from the server and ban him from it for five minutes.) UNcommon votes are elect <name> (impeach your team�s commander and make <name> the new commander,) draw (declare the game to be a draw,) shuffle (shuffle players between teams) and world <world> (load the world named <world>.) /kill: commit suicide and lose all your money. It takes 5 seconds for this command to work. Use this command ONLY if you get stuck and cannot move. /msg <name> <message>: type a message that only <name> can read. If <name> has a space in it, it seems that only typing the first word in his name will do. /ignore <name>: you will not see any messages or voice commands from <name> for the rest of the match. /unignore <name>: if you have used /ignore on <name>, this will reverse it. /disconnect: disconnect from the current server. There�s also a button to do this. /quit: shut down Savage. But you know you want to keep playing! /slap <name>: plays a sound effect and displays a warning for <name> to fight right. Only a commander can use this command. +------------------+ | G. General Hints | +------------------+ When you first start playing the game, you may want to begin by spectating a game or two, so you can see how players behave during a game. Look for people with more kills than deaths or about an equal kill/death ratio. When you join a team, you start from the loadout menu, where you may purchase weapons, items, and units. Always pick at least one weapon, even if it is free (see the weapons section so that you may make an informed decision.) Once you have made your selection, press the SPAWN button to spawn at one of your team�s spawnpoints. If a number appears instead, it is the amount of time in seconds you must wait before you can spawn. There is also a COMMAND button, but do not press it until you know how to command. Savage players generally have little patience for people who have no idea how to command. Being a commander is NOT covered in this FAQ. You can build allied structures under construction by hitting them with melee attacks (structures under construction are transparent and colorless.) You can haul up resources from redstone mines and gold mines by hitting them with melee attacks. Once you are carrying the maximum of any type of resource, the game will tell you to move to the nearest dropoff point to give them to the team. While you CAN mine gold, it is far faster to kill NPCs to obtain gold. For more information, please read the NPCs section. Once you have spawned, try to follow people that look like they know what they�re doing and do what they do. If the commander selects you, a glowing green circle will appear around your feet. He may then give you a command, which is accompanied with a visible waypoint (it looks like a bright glowing pillar of light.) It is usually a very good idea to carry out any commands your commander gives you. On rare occasions, the commander will select you only so he can buff you. If he does, make good use of the buff. You can also send a request to the commander using special keyboard shortcuts to instantly obtain such a buff, if the team has enough energy for it. I advise you not to do so, however, with the single exception if the buff is going to make a significant impact on getting your team the upper-hand in battle (i.e. destroying an enemy�s forward outpost before it can be fully constructed.) If you see a flag standing somewhere on the ground, it is a spawn flag. If it does not currently belong to your team, strike it with a melee attack to steal it, and your allies will be able to use it as a spawnpoint. If it DOES currently belong to your team, drop a few land mines/fire wards around it to help protect it from being stolen by the other team. Outposts are built to control resource pools and choke points, and to help stage assaults against the enemy team. Help to build and protect your team�s outposts and destroy enemy outposts; they are pivotal to the game�s strategy. Most aspects of gathering resources, building the tech tree, etc., are managed by the commander via workers. If workers are killed, it effectively cuts off the team�s supply line. This is more crippling in the beginning of the game. Therefore, try, if you can, to take out your enemy�s workers early in the game, but make sure your team�s own workers don�t befall a similar fate! Don�t call too many votes. People�s patience wears thin the more votes are called. If you call a vote and it doesn�t pass, don�t call it again; it failed for a reason. If you abuse votes too much, the next one could be a kick vote called on you! Generally speaking, instead of calling impeach votes on a bad commander, call elect votes and name a player you know to be a good commander. Naturally, you�ll have to play the game for a while before you learn who�s good at commanding and who isn�t, but the very worst that could happen is your elect vote could fail. If someone attempts to elect you to be the new commander and you don�t want to, you don�t have to. You can single-handedly veto an elect vote called for you! It is considered very bad manners to try calling a nextmap, world, or restartmatch vote just before the enemy team wins. It is also considered cowardly to call a concede vote minutes before the enemy team wins. Nextmap and world votes are called at the ends of matches or before a match starts on a map people hate. Restartmatch votes are called near the beginning of a match if the team has to impeach their commander. Concede votes are, IMO, best called when it�s obvious that your team is losing, but it will take a long time for them to lose (though the jury is still out on concede votes.) If an enemy kills you, don�t whine about it. Nobody likes a whiner. Don�t get mad; get even. Savage is a very hard game with a high learning curve. It isn�t especially friendly to newbies, as bloodthirsty veterans tend to actively seek them out to kill them repeatedly. Don�t let this deter you from playing the game. For every dirty trick a vet can play on you, there�s an even dirtier counter. Learn them and prove your resourcefulness, cunning, and skill! It is crucial that you learn how meleeing works. Humans rely on defense, ranged attacks, and countering to conquer their foes, whereas beasts rely on speed and trickery to confound their opponents. In melee fighting, a human generally attempts to block incoming attacks, then counterattack, with the occasional extra attack where they see an opening. Beasts generally attempt to either leap past their human enemies and attack the side or back where humans AREN�T blocking or they attempt to feign attacks to throw off their enemy�s timing on blocks. Any attack style the beast uses can be read and countered by a good human player with fast reflexes. +------------------------------------+ | S. Shorthand and common strategies | +------------------------------------+ Most shorthand is self-explanitory, but I�ll go over it quickly anyway. Ammo: Ammo Box Ball, Bali: Ballista BD: Back Door (see below) Behe, Behem: Behemoth Carn: Carniverous Cat, Cata: Catapult Chap: Chaplain Charm: Charm Shrine Chem: Chemical Factorium Coil: Coil Rifle Demo: Demolition Charge Elec: Electric Factorium, Electrify buff Ent: Entropy Shrine Flux: Flux Gun Frost: Frost Bolts Garr: Garrison Gate: Gateway Immob: Immobilizer Lego: Legionnaire Mag: Magnetic Factorium Mana: Mana Crystal Meds: Medpack MMBow: Marksman�s Bow PM: Powermine (see below) Pred: Predator Pulse: Pulse Cannon RC: Research Center Reloc: Relocator Rez: Revive, Resurrect Sac: Sacrifice Sav: Savage Scav: Scavenger SH: Stronghold Shammy: Shaman (ironically, the shorthand isn�t shorter at all!) Shield: Shield tower, Shaman�s Shield spell, or Shield buff Sieges: Siege Workshop, siege units Spire: Any of the Horde�s defensive structures. Sub: Sublair Summ: Summoner Temp: Tempest Tower: Any of the Legion�s defensive structures. Venom: Venomous Ward: Fire Ward XBow: Crossbow Powermining: The commander places an outpost that is practically touching a redstone mine. Once built, all allied players in the area turn and face the redstone mine and attack it while simultaneously pushing up against their outpost. This is absolutely the fastest way for a team to obtain redstone, and is a very common strategy. Such outposts are almost always placed outside the base; base redstone mines are USUALLY close enough to the command center that it�s not necessary in the base. Back Door: A handful of maps have multiple entrances to the bases. One or more main entrances are easily accessible from the center of the map (or more commonly used,) whereas the other entrance(s) is/are less direct and out of the way, or rarely used. The latter is known as a back door. Many successful ambushes on an enemy�s base start from the back door, so both commanders and players must be attentive and occasionally check their back door to prevent such an ambush. Forwards: Quite simply an outpost built in an aggressively forward location. Rushes: One of the more common strategies is to surprise the enemy team with a forward outpost and assault their base with some manner of powerful weapon. Early in a match, the Horde sometimes will use what is known as a �sac rush,� which consists of a sublair built near the Legion�s base, and all beast players spawn, use the Sacrifice item, and blast away various structures in the Legion�s base. By the time Legion players react, the damage is already staggering. By a similar token, the Legion will occasionally launch a �siege rush.� It works similar to the Horde�s sac rush, except Legion players spawn as either ballista or catapults and normally concentrate all fire on the Lair. There is also such a strategy as a demo rush, though it is almost never seen anymore. Frosting towers: As its name implies, this strategy consists of attacking Guard Towers with Frost Bolts. Frost Bolt has remarkably high building penetration, allowing it to cause large amounts of damage to a Guard Tower. A single player can mess up a Guard Tower; two or more both frosting a tower can take it down easily enough. Turtling up: The Shield Tower is integral to the common Legion strategy of turtling up. The Legion�s commander builds a Shield Tower surrounded by several Guard Towers. The Guard towers prevent any intruders from approaching the Shield Tower and obscure it from attacks by Summoners. This makes it hard (although not impossible) to destroy the Legion�s base. All empires fall � you just have to know where to push. Mining/Warding flag: After a Spawn Flag has been claimed, it is a good idea to drop Landmines/Fire Wards around the flag to make it that much harder for the enemy team to steal. Although helpful, remember that this is merely a deterrent; if your enemy is determined enough, s/he will either clear away your mines/wards or make a death run for the flag. Minesweeping: Quite simply clearing away the enemy�s Land Mines or Fire Wards. The Legion has two methods of doing this: either they will walk up to (not on top of) a ward and start blocking until the explosion ricochets off their block, or they will throw a disruptor at the ward, causing it to erupt prematurely. The Horde also has two methods of doing this: either they will walk up to (not on top of) a mine, then quickly leap backwards to dodge the explosion, or they will activate Storm Shield and walk on top of all the mines (mines cause no damage to anyone protected by Storm Shield.) A third, uncommon method for minesweeping can only be performed if someone has died near a mine/ward. The healer rezzes his ally on top of it. Since both the raised player and healer are temporarily invincible while the rez animation is playing, the explosive detonates, causing damage to no one. +---------+ | N. NPCs | +---------+ N1. Chiprel Appearance: small, black rodent. Behavior: slow, stupid, and weak. Gold: pitiful. Drops: 1 The only reason to attack a chiprel at all is for a small chunk of experience if they�re on your way. N2. Oschore Appearance: 2 foot tall yellow bird. Behavior: normal speed, slightly aggressive, pursues directly. Gold: modest. Drops: 1 Oschores are normally seen in groups of 3 or 4. Two quick melee attacks (sometimes less) will take one down. The gold they drop isn�t great, but it adds up. N3. Monkit Appearance: monkey carrying a spear. Behavior: normal speed, slightly aggressive, pursues in darting fashion, uses ranged weapon. Gold: good. Drops: 1 Monkits are normally seen in groups of 3 or 4. Two quick melee attacks will take them down. N4. Bearloth Appearance: 6-foot tall blue ape. Behavior: normal speed, slightly aggressive, pursues in darting fashion, powerful. Gold: good. Drops: 4 Bearloths tend to only respawn a set number of times before they return. That being said, players rarely attack them. N5. Mudent Appearance: 2-foot tall bearded�thing. Behavior: slow speed, slightly aggressive, pursues directly, powerful. Gold: good. Drops: 4 Mudents are excellent sources of gold, but due to their power, it is not worth it to attack one ill-equipped. Use a ranged weapon or Carnivorous to fight one. N6. Gerkat Appearance: brown-grey feline. Behavior: fast speed, highly aggressive, pursues directly. Gold: good. Drops: 1 Gerkats are dangerous NPCs. If you see one, keep a good distance away from it if you can. If one chases you, there�s little you can do but turn and fight. You can easily kill one, but it hurts a lot. Without the right equipment and unit, 3 will have no trouble taking you down, and they do assist each other. N7. Kongor Appearance: 10-foot tall gorilla. Behavior: fast speed, highly aggressive, pursues directly, uses ranged weapon. Gold: good. Drops: 4 The above stats are misleading; kongors are easy to kill. Just stand right underneath one�s legs and melee it until it dies. For all their power and aggression, they miss with their ranged weapon almost every time. They have an insane amount of HP, though; it takes too long to kill one. +---------------------------+ | H. Legion of Man (Humans) | +---------------------------+ HS. Human Structures -------------------- HS1. Stronghold The command center of the Legion of Man. It serves as the teams first spawnpoint and resource dropoff. If the Stronghold is destroyed, the Legion loses the match. Strongholds can be upgraded twice (for 750 and 1500 redstone), can create workers, and research Savages and Legionnaires. The first upgrade requires the presence of an Arsenal, and the second requires a Siege Workshop and a Research Center. HS2. Garrison An outpost structure. Like the Stronghold, it is a spawnpoint, resource dropoff, and it can create workers. Unlike the Stronghold, the game doesn�t end if the Garrison is destroyed. HS3. Guard Tower This basic defensive structure automatically fires arrows at any passing intruders. It can only be built within a proximity of the Stronghold or a Garrison. HS4. Shield Tower Prerequisite: Stronghold 2 and Magnetic Factorium An advanced defensive structure. Instead of attacking intruders, it armors nearby buildings (except for other shield towers.) If you attack a human�s building and it barely causes any damage, look around for a Shield Tower and attack it first. Shield Towers are an upgrade from Guard Towers. HS5. Shock Tower Prerequisite: Stronghold 2 and Electric Factorium An advanced defensive structure. It blocks enemy projectiles within the area of effect. It is useful on the following weapons: Chaos Bolt, Frost Bolts, Ember, Blaze, Fireball, Hunter�s Bow, Crossbow, Pulse Cannon, Incinerator, Mortar, and Launcher. All other forms of attack penetrate this power. The Shock Tower also fires electrical blasts at nearby intruders and anything that uses a melee attack on a Shock Tower takes damage. Shock Towers are an upgrade from Guard Towers. HS6. Mortar Tower Prerequisite: Stronghold 2 and Chemical Factorium An advanced defensive structure. It lobs powerful explosives at any passing intruders. Mortar Towers are an upgrade from Guard Towers. HS7. Arsenal A technology building. It is required to research any ranged weapons for the Legion of Man, and must be present and operational for the team to be able to purchase archery weapons (Crossbow and Marksman�s Bow.) Many human commanders also use this building to block paths that enemies might otherwise take. HS8. Research Center Prerequisite: Arsenal A technology building. It is required to research any items for the Legion of man, and must be present and operational for the team to be able to purchase basic items (Medpack and Ammo Box.) Many human commanders also use this building to block paths that enemies might otherwise take. HS9. Magnetic Factorium Prerequisite: Arsenal A technology building. It must be present and operational to allow the Arsenal and Research Center to research magnetic weapons and items, and for teammates to be able to purchase said weapons/items once researched. It also raises the team�s maximum magnetic power by 100. HS10. Electric Factorium Prerequisite: Arsenal A technology building. It must be present and operational to allow the Arsenal and Research Center to research electric weapons and items, and for teammates to be able to purchase said weapons/items once researched. It also raises the team�s maximum electric power by 100. HS11. Chemical Factorium Prerequisite: Arsenal A technology building. It must be present and operational to allow the Arsenal and Research Center to research chemical weapons and items, and for teammates to be able to purchase said weapons/items once researched. It also raises the team�s maximum chemical power by 100. HS12. Monastery Prerequisite: Arsenal A technology building. It is required to research the Chaplain, Ressurect, and Potion, and must be present and operational for teammates to be able to purchase Chaplains. HS13. Siege Workshop Prerequisite: Arsenal and Stronghold 2. A technology building. It is required to research Ballista and Catapults, and must be present and operational for teammates to be able to purchase said units. Many human commanders also use this building to block paths that enemies might otherwise take. HU. Human Units --------------- HU1. Nomad Cost: Free Prerequisite: None HP: 250 Power: Low Speed: Fast Strengths: Quick melee attacks are useful for hurried building construction. Small size makes the nomad slightly hard to hit. Weaknesses: Melee attack range and power are pitiful. Nomads are very frail. HU2. Savage Cost: 2500 Prerequisite: Stronghold 2 HP: 450 Power: Moderate Speed: Moderate Strengths: Versatile. No glaring weaknesses. Weaknesses: No outstanding strengths. HU3. Legionnaire Cost: 4500 Prerequisite: Stronghold 3 HP: 650 Power: High Speed: Moderate Strengths: Powerful and long-ranged melee attacks appear to hit further than the axe reaches. Hardy infantry. Weaknesses: Large size makes the Legionnaire easy to spot and somewhat easy to hit. Slow melee attacks make for below-par building speed. HU4. Chaplain Cost: 1500 Prerequisite: Monastery HP: 250 Power: Low Speed: Fast Strengths: Lightning-fast melee attacks make this unit the absolute best builder in the Legion. Small size makes Chaplains slightly hard to hit. Ability to heal allied siege units has some use. Weaknesses: Melee attack range and power are pitiful, even more so than the Nomad�s. Both the Chaplain and the person he raises are vulnerable to attacks after the Resurrect animation finishes, and most human players will relocate instead of dying anyway. Specialties: Item 2 is a healing beam. So long as it is on your ally, he recovers HP. Item 3 is Resurrect. Use this to raise an unconscious ally (works only on allies displaying a red cross over their bodies.) Item 4 is Potion. Throw this to accelerate the HP regeneration for all allies in the area of effect. HU5. Ballista Cost: 4000 Prerequisite: Siege Workshop HP: 1000 Power: Very high Speed: Slow Strengths: Ranged attack is capable of instantly one-shotting any unshielded/non-blocking infantry and tearing enemy siege units apart. Capable of quickly and safely stripping an enemy base/outpost of most or all defensive structures. Weaknesses: No melee attack. Awkward movement. Limited firing radius. Limited ammunition. Large size. Vulnerable to all fire and chemical weapons and Pulse Cannon. HU6. Catapult Cost: 7500 Prerequisite: Siege Workshop and Stronghold 3 HP: 3000 Power: Extreme Speed: Slow Strengths: Capable of quickly stripping an enemy base/outpost of all defensive structures and swiftly laying waste to all enemy buildings. Direct hit is capable of one-shotting any unshielded/non-blocking infantry and dealing major damage to enemy siege units. Weaknesses: No melee attack. Awkward movement. Tricky firing controls. Limited firing radius. Limited ammunition. Huge delay between attacks. Large size. Vulnerable to all fire and chemical weapons and pulse cannon. Low splash-damage radius makes attacking infantry nearly a pointless endeavor. Completely helpless against beasts protected by Storm Shield. HW. Human Weapons ----------------- HW1. Hunter�s Bow Cost: Free Branch: None Prerequisites: None Ammo: 20 arrows. Delay: 1000 ms Dmg/hit: 72 Dmg/sec: 72 Vs. Structure: -89% Vs. Siege: +11% Firing type: hold to fire further. Range: moderate Notes: only take this if you have no other options. HW2. Crossbow Cost: 100 Branch: Archery Prerequisites: Arsenal Ammo: 20 bolts. Delay: 700 ms Dmg/hit: 67 Dmg/sec: 96 Vs. Structure: -87% Vs. Siege: +33% Firing type: automatic Range: moderate Notes: only take this if neither Scattergun nor Discharger are available. HW3. Marksman�s Bow Cost: 1500 Branch: Archery Prerequisites: Arsenal, Stronghold 2, Crossbow Ammo: 5 Super arrows Delay: 4066 ms Dmg/hit: 270 Dmg/sec: 66 Vs. Structure: -89% Vs. Siege: -44% Firing type: hold to fire further, steady for higher accuracy. Zoom lens. Range: extreme Notes: only take to oppress a gold-starved, cornered enemy team. Low siege/building penetration. HW4. Scattergun Cost: Free Branch: Magnetic Prerequisites: Magnetic Factorium, Arsenal Ammo: 10 rounds (12 shots each) Delay: 900 ms Dmg/hit: 15 ~ 180 Dmg/sec: 16 ~ 200 Vs. Structure: +7% Vs. Siege: +33% Firing type: trigger Range: low Notes: more powerful at closer range as you hit your enemy with more pellets. HW5. Repeater Cost: 250 Branch: Magnetic Prerequisites: Magnetic Factorium, Arsenal, Stronghold 2, Scattergun Ammo: 110 bullets Delay: 120 ms Dmg/hit: 19 Dmg/sec: 162 Vs. Structure: -73% Vs. Siege: +33% Firing type: automatic Range: good Notes: not particularly accurate, but still useful. IMO, Coil Rifle makes this obsolete. HW6. Coil Rifle Cost: 500 Branch: Magnetic Prerequisites: Magnetic Factorium, Arsenal, Stronghold 3, Repeater Ammo: 13 shells Delay: 900 ms Dmg/hit: 112 Dmg/sec: 124 Vs. Structure: -38% Vs. Siege: +25% Firing type: automatic, zoom lens. Range: high Notes: highly versatile, goes through units. Highly recommended. HW7. Discharger Cost: Free Branch: Electric Prerequisites: Electric Factorium, Arsenal Ammo: 20 charges Delay: 400 ms Dmg/hit: ?? ~ 150 Dmg/sec: ?? ~ 100 Vs. Structure: -33% Vs. Siege: +33% Firing type: hold for more power. Range: low Notes: Although firing without a full charge is weaker, don�t take it for granted. HW8. Flux Gun Cost: 250 Branch: Electric Prerequisites: Electric Factorium, Arsenal, Stronghold 2, Discharger Ammo: 250 energy Delay: 50 ms Dmg/hit: 12 Dmg/sec: 240 Vs. Structure: -60% Vs. Siege: -20% Firing type: sustained fire Range: low Notes: Easy to hit with if your enemy is in range. Occasionally seems to knock beasts out of leaps. HW9. Pulse Cannon Cost: 500 Branch: Electric Prerequisites: Electric Factorium, Arsenal, Stronghold 3, Flux Gun Ammo: 25 charges Delay: 400 ms Dmg/hit: 105 Dmg/sec: 262 Vs. Structure: -53% Vs. Siege: +33% Firing type: automatic, splash damage Range: moderate Notes: High siege penetration. Hold your fire if your target uses Storm Shield. HW10. Incinerator Cost: Free Branch: Chemical Prerequisites: Chemical Factorium, Arsenal Ammo: 170 fuel (2 fires per fuel) Delay: 50 ms Dmg/hit: 5 Dmg/sec: 200 Vs. Structure: -25% Vs. Siege: No bonus Firing type: sustained fire Range: low Notes: Slow speed and low range make this weapon practically worthless, unfortunately. HW11. Mortar Cost: 250 Branch: Chemical Prerequisites: Chemical Factorium, Arsenal, Stronghold 2, Incinerator Ammo: 8 grenades Delay: 900 ms Dmg/hit: 150 Dmg/sec: 166 Vs. Structure: +147% Vs. Siege: +33% Firing type: automatic, splash damage. Range: moderate Notes: flight angle makes firing over walls possible. Bounces across terrain. Aim low for infantry. Higher dmg/sec on structures and siege units than Launcher HW12. Launcher Cost: 500 Branch: Chemical Prerequisites: Chemical Factorium, Arsenal, Stronghold 3, Mortar Ammo: 10 missiles Delay: 1500 ms Dmg/hit: 206 Dmg/sec: 137 Vs. Structure: +87% Vs. Siege: +33% Firing type: automatic, splash damage. Range: high Notes: slow flight speed makes it hard to hit infantry. Not very useful unless an entire squad uses this on the same building. HI. Human Items --------------- HI1. Medpack Cost: 250 Prerequisite: Research Center Branch: Basic Type: Self Stack: 3 Use: Restores about 1/3 of your health instantly. Notes: Highly recommended. HI2. Ammo Box Cost: 800 Prerequisite: Research Center Branch: Basic Type: Passive Stack: 1 Use: While in your inventory, lets you spawn with double the maximum ammunition. Notes: You cannot collect any ammunition above the normal maximum. HI3. Sensor Cost: 250 Prerequisite: Research Center, Magnetic Factorium Branch: Magnetic Type: Dropped Stack: 1, multiple boxes Use: Drop on the ground to provide extra line of site and reveal hidden/invisible enemies. Notes: Since it sees through objects and can be destroyed, hide it well. HI4. Immobilizer Cost: 200 Prerequisite: Research Center, Magnetic Factorium, Stronghold 2, Sensor Branch: Magnetic Type: Thrown Stack: 2 Use: Hold button to activate, release to throw. Slows down enemies in area of effect. Notes: It goes off as soon as it hits the ground. Don�t hold it too long after activating or it�ll go off in your hand! HI5. Disruptor Cost: 250 Prerequisite: Research Center, Electric Factorium Branch: Electric Type: Thrown Stack: 3 Use: Hold button to activate, release to throw. Explosion kills enemies, mines, wards, and disables advanced defense structures. Notes: Does not work on basic defense structures. Don�t hold too long after activating or it�ll explode in your hand, killing you! HI6. Relocator Cost: 500 Prerequisite: Research Center, Electric Factorium, Stronghold 2, Disruptor Branch: Electric Type: Dropped, self Stack: 1 Use: Drop on ground. Then use again later to teleport to the dropped part. Notes: This item can save your life. Use to teleport away from something that would kill you. HI7. Demolition Charge Cost: 1000 Prerequisite: Research Center, Chemical Factorium Branch: Chemical Type: Dropped Stack: 1 Use: Drop on ground. Several seconds later, it explodes violently. Caution: it can kill you. Notes: Useful for damage enemy buildings. Enemies can diffuse it by attacking it. HI8. Land Mine Cost: 200 Prerequisite: Research Center, Chemical Factorium, Stronghold 2, Demolition Charge Branch: Chemical Type: Dropped Stack: 5 Use: Drop on ground. It explodes when an enemy walks near it. Notes: You can walk over your team�s landmines, but the explosions from your own can kill you if an enemy sets it off. HB. Human Buffs --------------- HB1. Shield Requires: 75 magnetic energy Effect: Selected human�s defense rating skyrockets. Useful for: Surviving just about anything. Getting hit by a behemoth and living. Dashing through a gauntlet of flame spires. HB2. Electrify Requires: 75 electric energy Effect: Selected human�s melee attack power skyrockets. Useful for: destroying enemy structures quickly. One-shotting any enemy unit (unless you�re a nomad and he�s a predator.) Making all beasts back away from you and start using ranged weapons on you. HB3. Adrenaline Requires: 75 chemicals Effect: Selected human�s speed skyrockets, making him faster than a beast with Frenzy! Useful for: Outrunning beasts. Surgical demolition charge setting. Dashing past enemy�s perimeter defenses. +-------------------------+ | B. Beast Horde (Beasts) | +-------------------------+ BS. Beast Structures -------------------- BS1. Lair The command center of the Beast Horde. It serves as the teams first spawnpoint and resource dropoff. If the Lair is destroyed, the Horde loses the match. Lairs can be upgraded twice (for 750 and 1500 redstone), can create workers, and research Stalkers and Predators. The first upgrade requires the presence of a Nexus, and the second requires a Charm Shrine and an Arcana. BS2. Sublair An outpost structure. Like the Lair, it is a spawnpoint, resource dropoff, and it can create workers. Unlike the Lair, the game doesn�t end if the Sublair is destroyed. BS3. Spire This basic defensive structure automatically fires energy bolts at any passing intruders. It can only be built within a proximity of the Lair or a Sublair. BS4. Healing Spire Prerequisites: Entropy Shrine, Lair 2 An advanced defensive structure. Automatically repairs nearby buildings, and fires Chaos Bolts at any passing intruders. Healing Spires are an upgrade from Spires. BS5. Wind Spire Prerequisites: Strata Shrine, Lair 2 An advanced defensive structure. Literally blows away enemy projectiles. It is useful on the following weapons: Chaos Bolt, Frost Bolts, Ember, Blaze, Fireball, Hunter�s Bow, Crossbow, Pulse Cannon, Incinerator, Mortar, and Launcher. All other forms of attack penetrate this power. It also fires Frost Bolts at any passing intruders. Wind Spires are an upgrade from Spires. BS6. Flame Spire Prerequisites: Fire Shrine, Lair 2 An advanced defensive structure. Shoots fireballs at any passing intruders. Flame Spires are an upgrade from Spires. BS7. Nexus A technology building. It is required to research and permit the purchase of melee enchantments for the Beast Horde. BS8. Arcana Prerequisites: Nexus A technology building. It is required to research any items for the Beast Horde, and must be present and operational for the team to be able to purchase basic items (Frenzy and Mana Crystal.) Placed in front of a Sublair, occasionally Ballista players will mistake the Arcana for a Sublair and attack the Arcana instead! BS9. Entropy Shrine Prerequisites: Nexus A technology building. It is required to research and permit the purchase of Entropy weapons. It must also be present and operational to allow the Arcana to research Entropy items, and for teammates to be able to purchase said items once researched. It also raises the team�s maximum Entropy by 300. BS10. Strata Shrine Prerequisites: Nexus A technology building. It is required to research and permit the purchase of Strata weapons. It must also be present and operational to allow the Arcana to research Strata items, and for teammates to be able to purchase said items once researched. It also raises the team�s maximum Strata by 100. BS11. Fire Shrine Prerequisites: Nexus A technology building. It is required to research and permit the purchase of Fire weapons. It must also be present and operational to allow the Arcana to research Fire items, and for teammates to be able to purchase said items once researched. It also raises the team�s maximum Fire by 100. BS12. Sanctuary Prerequisites: Nexus A technology building. It is required to research the Shaman, Shield, and Revive, and must be present and operational for teammates to be able to purchase Shaman. BS13. Charm Shrine Prerequisites: Nexus, Lair 2 A technology building. It is required to research Summoners and Behemoths, and must be present and operational for teammates to be able to purchase said units. BU. Beast Units --------------- BU1. Scavenger Cost: Free Prerequisite: None HP: 250 Power: Low Speed: Fast Strengths: Quick melee attacks are useful for hurried building construction. Small size makes the scavenger slightly hard to hit. Weaknesses: Melee attack range and power are pitiful. Scavengers are very frail. BU2. Stalker Cost: 2500 Prerequisite: Lair 2 HP: 450 Power: Moderate Speed: Moderate Strengths: Versatile. No glaring weaknesses. Weaknesses: No outstanding strengths. BU3. Predator Cost: 4500 Prerequisite: Lair 3 HP: 650 Power: High Speed: Moderate Strengths: Powerful and long-ranged melee attacks appear to hit further than the claw reaches. Hardy infantry. Low delay between first and second strike. Weaknesses: Large size makes the Predator easy to spot and somewhat easy to hit. Slow melee attacks make for below-par building speed. BU4. Shaman Cost: 1500 Prerequisite: Sanctuary HP: 250 Power: Moderate Speed: Fast Strengths: Melee attack enjoys 100% penetration on any unit. Small size and leap makes Shaman considerably hard to hit. Ability to heal and revive allied units is useful. Ability to shield allied units and buildings is indispensable. Weaknesses: A complete lack of any ranged weapons or melee enchantments renders Shaman vulnerable without other allied units to cover them. Specialties: Item 2 is a healing beam. Fire it at an allied player/worker/building to restore a chunk of his/her/its HP, though the ability leaves a lot to be desired for buildings. Item 3 is Revive. Use this to raise an unconscious ally (works only on allies displaying a red cross over their bodies.) Item 4 is Shield. So long as it is touching an allied player/worker/building, he/she/it enjoys the effect of amplified armor, making Shaman remarkably useful for guarding buildings against siege attacks and helping to push Behemoths safely into the enemy base. BU5. Summoner Cost: 4500 Prerequisite: Charm Shrine HP: 500 Power: Very high Speed: Slow Strengths: Ranged attack is capable of instantly one-shotting any unshielded/non-blocking infantry and tearing enemy siege units apart. Capable of safely stripping an enemy base/outpost of all defensive structures and major building damage on the enemy base for extended periods of time with their unlimited mana. Small size allows them limited ability to hide in holes, corners, and behind obstacles. Weaknesses: No melee attack. Slow movement. Limited firing radius. Slow recharge time. Vulnerable to all fire and chemical weapons and Pulse Cannon. BU6. Behemoth Cost: 7000 Prerequisite: Charm Shrine and Lair 3 HP: 5000 Power: Extreme Speed: Moderate Strengths: Capable of laying waste to all enemy buildings with alarming speed. Direct hit is capable of one-shotting any unshielded/non-blocking infantry and siege units. Weaknesses: No ranged attack. Gargantuan size makes the Behemoth nearly impossible to miss. Noisy footsteps can be heard from far away. Vulnerable to all fire and chemical weapons and pulse cannon. Completely helpless unless able to close distance between himself and his enemy. BW. Beast Weapons ----------------- BW1. Venomous Cost: Free Branch: Melee Prerequisites: Nexus Mana cost: n/a Delay: n/a Dmg/hit: low Dmg/sec: low Firing type: melee enchantment Range: melee Notes: this is like a hit-and-a-half. BW2. Rabid Cost: 250 Branch: Melee Prerequisites: Nexus Mana cost: n/a Delay: n/a Dmg/hit: n/a Dmg/sec: n/a Firing type: melee enchantment Range: melee Notes: accelerates natural healing and restores stamina each time you hit an enemy. Useful for keeping your speed up, which is imperative for a skilled melee beast to survive. BW3. Carnivorous Cost: 250 Branch: Melee Prerequisites: Nexus and Lair 2 Mana cost: n/a Delay: n/a Dmg/hit: n/a Dmg/sec: n/a Firing type: melee enchantment Range: melee Notes: restores HP in accordance with melee damage dealt. Useful for survival, poor for stamina. BW4. Chaos Bolt Cost: Free Branch: Entropy Prerequisites: Entropy Shrine Mana cost: 10% Delay: 1000 ms Dmg/hit: 100 Dmg/sec: 100 Vs. Structure: -10% Vs. Siege: No bonus Firing type: auto Range: low Notes: broken weapon; don�t even think about taking. Original function was to fire smaller shots at nearby enemies, but the main shot lacks the ability to detect nearby enemies. BW5. Surge Cost: 250 Branch: Entropy Prerequisites: Entropy Shrine, Lair 2, Chaos Bolt Mana cost: 1% Delay: 50 ms Dmg/hit: 14 Dmg/sec: 280 Vs. Structure: -40% Vs. Siege: No bonus Firing type: sustained fire, splash damage Range: moderate Notes: good anti-infantry weapon. Try firing this at humans who are dueling with a melee beast. BW6. Rupture Cost: 500 Branch: Entropy Prerequisites: Entropy Shrine, Lair 3, Surge Mana cost: 10% Delay: 1000 ms Dmg/hit: 80 Dmg/sec: 80 Vs. Structure: +40% Vs. Siege: No bonus Firing type: automatic, splash damage Range: moderate Notes: useful for wearing down approaching enemies. Wide splash radius. Aim at enemy�s feet. BW7. Frost Bolts Cost: Free Branch: Strata Prerequisites: Strata Shrine Mana cost: 10% (6 icicles each) Delay: 1000 ms Dmg/hit: 40 ~ 240 Dmg/sec: 40 ~ 240 Vs. Structure: -20% Vs. Siege: No bonus Firing type: automatic Range: low Notes: more powerful at closer range as you hit your enemy with more ice. Remarkably effective on defensive structures. BW8. Tempest Cost: 250 Branch: Strata Prerequisites: Strata Shrine, Lair 2, Frost Bolts Mana cost: 9% Delay: 1400 ms Dmg/hit: 170 Dmg/sec: 121 Vs. Structure: -50% Vs. Siege: No bonus Firing type: automatic Range: high Notes: versatile and highly-recommended. BW9. Lightning Cost: 500 Branch: Strata Prerequisites: Strata Shrine, Lair 3, Tempest Mana cost: 20% Delay: 3766 ms Dmg/hit: 300 Dmg/sec: 79 Vs. Structure: -30% Vs. Siege: No bonus Firing type: hold to charge, release to fire, steady for higher accuracy. Zoom lens. Range: extreme Notes: only take to oppress a gold-starved, cornered enemy team. Low siege/building penetration. BW10. Ember Cost: Free Branch: Fire Prerequisites: Fire Shrine Mana cost: 7%? Delay: 700 ms Dmg/hit: 105 Dmg/sec: 150 Vs. Structure: +60% Vs. Siege: +33% Firing type: automatic, splash damage Range: low Notes: high siege penetration. Useful if you�re poor with ranged weapons. BW11. Blaze Cost: 250 Branch: Fire Prerequisites: Fire Shrine, Lair 2, Ember Mana cost: 1% Delay: 50 ms Dmg/hit: 22 Dmg/sec: 450 Vs. Structure: +20% Vs. Siege: +30% Firing type: sustained fire, splash damage Range: low Notes: Highest dmg/sec of any infantry weapon, but a bit hard to hit infantry with. High siege/building penetration. BW12. Fireball Cost: Free Branch: None Prerequisites: Fire Shrine, Lair 3, Blaze Mana cost: 10% Delay: 2750 Dmg/hit: 172 Dmg/sec: 62 Vs. Structure: +100% Vs. Siege: +33% Firing type: hold for higher range/distance, release to fire. Range: high Notes: low speed kills this weapon; any tier 2 beast weapon is better. Uncharged shots are horribly weak BI. Beast Items --------------- BI1. Frenzy Cost: 800 Prerequisite: Arcana Branch: Basic Type: Self Stack: 1 Use: After being used, stamina regenerates very quickly. Notes: Useful for quick melee attacks or covering much ground quickly. BI2. Mana Crystal Cost: 800 Prerequisite: Arcana Branch: Basic Type: Passive Stack: 1 Use: Slowly regenerates mana. Notes: Useful if you intend to use a lot of magic. BI3. Sixth Sense Cost: 300 Prerequisite: Arcana, Entropy Shrine Branch: Entropy Type: Passive Stack: 1 Use: Nearby enemies are revealed in a thin pillar of light, even if they are invisible or hiding. Notes: Of little use, but can be helpful on a dark map. BI4. Snare Cost: 250 Prerequisite: Arcana, Entropy Shrine, Sixth Sense, Lair 2 Branch: Entropy Type: Thrown Stack: 3 Use: Enemies near where it lands are tangled in vines, slowing them down. Notes: Useful in conjunction with low-accuracy magic, but effect is short-lived. BI5. Storm Shield Cost: 500 Prerequisite: Arcana, Strata Shrine Branch: Strata Type: Self Stack: 1 Use: User becomes proof against splash damage until effect wears off. Notes: Useful for minesweeping and protection against Pulse Cannons and Catapults. BI6. Mist Shroud Cost: 1000 Prerequisite: Arcana, Strata Shrine, Lair 2 Branch: Strata Type: Self Stack: 1 Use: Render the user transparent. Defensive structures ignore transparent enemies. Notes: Transparent is NOT invisible! Also, if you are near an enemy sensor, effect is nullified. BI7. Sacrifice Cost: 1000 Prerequisite: Arcana, Fire Shrine Branch: Fire Type: Self Stack: 1 Use: After 10 seconds, user explodes violently, causing massive damage with his death. Notes: If you are killed before you explode, you will not explode. BI8. Fire Ward Cost: 250 Prerequisite: Arcana, Fire Shrine, Lair 2 Branch: Fire Type: Dropped Stack: 5 Use: Erupts when it senses a nearby enemy. Notes: If an enemy sets it off, your own Fire Ward can kill you. BB. Beast Buffs --------------- BB1. Gateway Requires: 300 Entropy Effect: Creates and links two teleport gates through the earth. Useful for: Surprise assaults, gaining control of ground quickly. Known to abruptly shift the tide of battle, but requires 30 seconds to build, is easily destroyed, and operating gates produce bright light visible from far away. BB2. Heal Requires: 50 Strata Effect: Completely restores select unit�s HP, stamina, and mana. Useful for: Survival, practically invincible infantry. BB3. Flame Shroud Requires: 75 Fire Effect: Unit is wrapped in fire, causing constant damage to anyone too close. Useful for: Dispersing groups of enemies, accelerated damage to buildings, etc. +-------------+ | X. Addendum | +-------------+ X1. Updates 4/5/07: Added Updates section Added numbers to weapon damage, delay, damage per second, and damage bonuses when attacking structures or siege units. A few edits on weapon notes. A tip of the hat to Trozz for ferretting out those numbers. X2. Contact Information I can be contacted through email: [email protected]. Please put "Savage FAQ" in the subject line, or I may confuse it with junk mail and just delete it. I welcome emails that contain any corrections to information that is badly wrong, as well as requests of permission to reprint any part of the FAQ. Please do NOT email me, however, for small errors i.e. slightly incorrect prices (some servers adjust the prices of various weapons/items/units.) X3. Copyright Information Savage: The Battle for Newerth, and all units, weapons, items, NPCs, and structures from said game, are all copyrighted/trademarked by S2 Games, LLC (www.s2games.com). The game's myth (the Lore section) was reprinted with permission and can be found at www.s2games.com/savage/myth.php. The actual FAQ is Copyright 2007 Daniel "Midnight Bomber" Krzeminski. This FAQ may NOT be reprinted except with my express written consent. Please contact S2 Games for permission to reprint the game's myth.