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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
Radius: 0
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
Radius: 0
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
Radius: 0
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
Radius: 0
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
Radius: 0
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
Radius: 0
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
Radius: 0
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
Radius: 0
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
Radius: 20
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
Radius: 0
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
Radius: 100
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
Radius: 50
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. It
 has 200 HP.

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 for three seconds. (Radius is believed to be 100.)
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 (after three seconds)!

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. 360 damage on
 infantry, -90% vs. buildings, no bonus damage against sieges. Radius is
 confirmed to be 115.
Notes: Does not work on basic defense structures. Don’t hold too long after
 activating or it’ll explode in your hand, killing you (after four
 seconds)!

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. It has 50 HP.

HI7. Demolition Charge

Cost: 1000
Prerequisite: Research Center, Chemical Factorium
Branch: Chemical
Type: Dropped
Stack: 1
Use: Drop on ground. Five seconds later, it explodes violently. Caution: it
 can kill you.
Notes: Useful for damaging enemy buildings (or anything else, for that matter).
 Deals 6000 damage to anything within a believed radius of 150. 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 or NPC walks near it, dealing
 500 damage to anything within a believed radius of 150.
Notes: You can walk over your team’s landmines, but the explosions from your own
 can kill you if an enemy sets it off. Landmines require 3 seconds to
 activate after being deployed.


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: 333 (5000)
Dmg/hit: 5
Dmg/sec: 15
Firing type: melee enchantment
Range: melee
Radius: 0
Notes: this is like a hit-and-a-half. Deals a grand total of 75 damage.

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
Radius: 0
Notes: accelerates natural healing eight-fold and restores 20xdmg 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: 333 (5000)
Dmg/hit: 5
Dmg/sec: 15
Firing type: melee enchantment
Range: melee
Radius: 0
Notes: restores HP with melee hits to units. HP recovered = 0.45xdmg. 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
Radius: 0
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
Radius: 30
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
Radius: 100
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
Radius: 0
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
Radius: 0
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
Radius: 0
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
Radius: 40
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
Radius: 10
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
Radius: 42
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 for 10 seconds.
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 in a believed radius of 150 are tangled in vines, slowing them down
 by 60% and preventing them from jumping.
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 for 10 seconds.
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 for 15 seconds. 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 1400 damage with his
 death, and a whopping +400% bonus against siege units and structures!
 Radius is believed to be 150.
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. Radius is believed to be 150, and
 damage is 500 against anything.
Notes: If an enemy sets it off, your own Fire Ward can kill you. Fire Wards
 require 3 seconds to charge their explosive magic after being deployed.


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.
5/13/07:Added information on timing and splash radius for weapons and items,
 once again based on Trozz's findings.

X2. Contact Information

I can be contacted through email: dkrze@cfl.rr.com. 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.
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