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    FAQ/Strategy Guide by MBomber000

    Updated: 05/13/07 | Printable Version | Search Guide | Bookmark Guide

    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. Hunterís Bow
    		HW2. Crossbow
    		HW3. Marksmanís 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 (Marksmanís Bow, Coil Rifle, and Lightning
    		     only.)
    
    Left mouse button: Use selected item.
    
    Right mouse button: Use raceís 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 gameís console.  The console is used to execute more complicated
       commands, but it doesnít 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 teamís 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 ďGlobalĒ 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 youíre waiting to respawn, you
    		  can use this command to spectate anyone on your team, though
    		  it wonít 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 teamís 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 teamís 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.  Thereís 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 teamís
    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
    theyíre 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 enemyís 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 teamís
    outposts and destroy enemy outposts; they are pivotal to the gameís 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 teamís supply line.  This is more crippling in the beginning of the game.
    Therefore, try, if you can, to take out your enemyís workers early in the game,
    but make sure your teamís own workers donít befall a similar fate!
    
    Donít call too many votes.  Peopleís patience wears thin the more votes are
    called.  If you call a vote and it doesnít pass, donít 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,
    youíll have to play the game for a while before you learn whoís good at
    commanding and who isnít, 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 donít want to, you donít 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
    itís 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, donít whine about it.  Nobody likes a whiner.  Donít get
    mad; get even.
    
    Savage is a very hard game with a high learning curve.  It isnít especially
    friendly to newbies, as bloodthirsty veterans tend to actively seek them out to
    kill them repeatedly.  Donít let this deter you from playing the game.  For
    every dirty trick a vet can play on you, thereís 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
    ARENíT blocking or they attempt to feign attacks to throw off their enemyís
    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 Iíll 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: Marksmanís 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 isnít shorter at all!)
    Shield: Shield tower, Shamanís Shield spell, or Shield buff
    Sieges: Siege Workshop, siege units
    Spire: Any of the Hordeís defensive structures.
    Sub: Sublair
    Summ: Summoner
    Temp: Tempest
    Tower: Any of the Legionís 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 itís 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 enemyís 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 ďsac rush,Ē which consists of	a sublair built near the Legionís base,
    	and all beast players spawn, use the Sacrifice item, and blast away
    	various structures in the Legionís base.  By the time Legion players
    	react, the damage is already staggering.  By a similar token, the Legion
    	will occasionally launch a ďsiege rush.Ē  It works similar to the
    	Hordeís 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 Legionís 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 Legionís base.  All empires fall Ė 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 enemyís 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
    theyíre 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 isnít 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 beardedÖthing.
    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, thereís 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 oneís 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 doesnít 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 humanís
    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, Hunterís 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 Marksmanís 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
    teamís 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
    teamís 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
    teamís 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
    	    Nomadís.  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. Hunterís 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. Marksmanís 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, donít 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.  Donít hold it too long after
           activating or itíll 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.  Donít hold too long after
           activating or itíll 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 teamís 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 humanís 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 humanís melee attack power skyrockets.
    Useful for: destroying enemy structures quickly.  One-shotting any enemy unit
    	    (unless youíre a nomad and heís a predator.)  Making all beasts back
    	    away from you and start using ranged weapons on you.
    
    HB3. Adrenaline
    
    Requires: 75 chemicals
    Effect: Selected humanís speed skyrockets, making him faster than a beast with
            Frenzy!
    Useful for: Outrunning beasts.  Surgical demolition charge setting.  Dashing
    	    past enemyís 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 doesnít 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, Hunterís 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 teamís 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 teamís 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 teamís 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; donít 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
           enemyís 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 youíre 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 unitís 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.