The Myrkridia are a savage, lupine race revived by the Summoner. They possess terrifying speed and a lightning-fast shredding attack that can turn a Warrior or even a Berserk into pulp in a matter of seconds. Try to soften them up from a distance with Bowmen and then Dwarves, but be ready to bring up your melee troops for protection from the fleet-footed Myrkridia. Myrkridia do have some weaknesses that can be used against them. When severely wounded, Myrkridia will pause, paralyzed by a blinding rage. This moment gives you a chance to finish off the severely wounded opponent. Take note, however: Myrkridia in this state go into a frenzy, attacking any unit near them, either friend or foe. If you can wound a Myrkridia into this rage and stop your attack, he will inflict some damage on his compatriots before they can kill him themselves; this not only inflicts some bonus damage to your opposition, but it also delays them in their otherwise speedy approach. Giant Myrkridia Really big Myrkridia, the same size as a Trow, who can not only rip apart legions with their bare hands, but can kill from afar by casting a magical handful of exploding skulls. Their explosive attack is extremely hard to defend against; it is fast, wide, and extremely destructive, and will kill weaker units like Bowmen and Dwarves in masses. It is, however, fueled by mana, preventing the Giant Myrkridia from using it too often; like other magic units, they must wait a fairly long time to recharge before attacking again. Their physical attack is not as powerful as that of the Trow, but their explosives more than make up for the lack. Note, though, that because Giant Myrkridia attack faster than Trow, they can actually defeat the Trow in single combat. Giant Myrkridia are best eliminated with a pair of Trow or a large group of Berserks or Heron Guards attacking from all sides. Though not undead, Giant Myrkridia are immune to Deceiver's Blinding Dream. Next, The Shades, Soulless, and the Stygian Knights |