ShortHelp

From Dawn of Myth Wiki


Table of contents

The game panel

The panel on the left of the screen contains all options and action preferences of the game.

Main Menu

Main

here you can see your message from the admins, the mayor, elected at affairs, an overview of your units and resources.

Mail

messages from other players to you and the other way.

News

recent activities at your tribe. Any news older than 72 ticks are deleted.

Journal

your personal in-game diary. Useful for keeping scans, target co-ordinates and other stuff.

Com status

the page for any incoming troops to your community. The red ones are the attackers, the green ones are defending armies.

Politics

your community forum. For communicating between community mates. IRC is more useful though.

Alliance

alliance forum. Your mayor has to get your community into the alliance first.

IRC

browser IRC client. Not working at the moment. If you dont have a clue on how to get on irc do the following: Go to www.polarhome.com in your browser. In the left hand menue look for "Service" and then the third option "Chat Client". Click that. Choose a nickname. The server is irc.netgamers.org and the channel #dawnofmyth. Ask people on how to get better access to IRC and how to do certain things.

Research

your researches for better units, scanning abilities and technologies for a faster travel and resources.

Construction

once you researched something, you can build the researched technology to make it work. The techtree is used to see the research/construction (res/con) needed to get some other technologies.

Resources

the screen, where you manage your resource income. There are 5 types of resources in Dawn of Myth: gold, timber, stone, food and animals. Scouts are needed at start to protect your workers/imps/settlers from getting lost. The best is to have 2-3 scouts for 1 worker (they are impudent, forgive them :)). Initiation means that you give your workers some jobs and gain additional resources every tick. You gain 15 resources per tick per one initiated resource. One initiated resource will give you 150 score points (once of course).

Market

here you can donate resources to other players, trade resources for a fee (you can make it smaller by building artifacts) and trade with your community mates with no fee.

Artifacts

there are 3 types of artifacts: combat, resources and economic. Combat resources will get you improved attack, defence and resurrected units percentage. Resource artifacts will get you better percentage of your resource income. Economic artifacts will give you better trading fee or lesser cost for the scans.You can chose between the three classes but then its purely random whether you get an attack, defense or resurrection army (for ordering combat artifacts) and how good they are.

Production

training your troops. There is no limit for troops or no “untrained� people you can train. There is a different build times for different units, plus the order tick. At the bottom of the page is the production line which shows you how many ticks are left until your units are finished training. You need to construct unit buildings first to be able to order them.

Reports

the page where you can get info on other players. Economic scan shows you what resources, how many mines, and how many units the target has. Army report shows you the whole army of a player. Military report will give info on all the armies of a target. News report will inform you about the latest news happened to the other player. Community status scan is a special ability of the human race. It will give you info on armies coming to another community.

Military

it's the command base of your army. Here you send your troops away for attack or defence, move your units from one army to another. As in production, there is one "order"-tick, so at attack it's the best to launch at the end of the tick. You can see the server time almost at the top at the right side of every page. Ticks happen every hour (example: 13:00).

Orders

here you can see the productions or army movements you have ordered. The orders can be deleted at the same tick they were announced. Later only armies can be recalled (note that this "order" cannot be canceled, once recalled the army will come back home no matter what).

Community

the look on your community, or other communities. The green bubble shows that the player is online, the red are offline. The race symbol shows the race of the player (cross are humans, red snail are demons, green lightning are dwarves and elves).
Image:Mainmenu.gif

Other Menu

Main menu

gets you back to the main menu.

DoM Forum

link to game forums.

High scores

player high scores, community high scores, other “records�.

Army

shows you the stats of all units.

Techtree

the techtree of your race. You can access it from research and construction pages though.

Preference

password, ruler and tribe name changing, going into vacation mode or deleting your account, picking names for your armies. Vacation mode means that you "freeze" your account so no resource production but also no one can attack you while you are in vacation mode. So use it when you have to leave the game longer. Minimum is 72 ticks (thats at normal game speed 3 days).

Affairs

election for the community mayor and kicking out the inactives. The affairs can be accessed from politics screen.

History

Compics

Statistics

Userstatistics

Report IP-sharing

Report bug

the name says it all.

Log out

logs you out and your status changes to offline. Better not to logout but to close the window, and then your status remains online for 2 more hours.
Image:Othermenu.gif

Highscore Menu

Main menu

Other

HighScore

ComScore

One tick: Kills

One tick: Units lost

One tick: Points lost

One tick: Stolen res

One tick: Lost res

Total: Kills

Total: Units lost

Total: Points lost

Total: Stolen res

Total: Lost res

Image:Highscoremenu.gif

Races

There are 3 races in Dawn of Myth: humans, elder races (elves and dwarves) and demons (more like undead). Every race has its own special ability. Humans have the community status scan, elves/dwarves have 1 army more (making it 4 armies without base) and demons have ETA -4. All these techniques have to be researched and constructed just like any other technique.

Getting started

Well, everyone has to start from nothing. First you should start research and construction on scouts and workers/imps/settlers, then initiate the first 2 roids which you get at the start.. After the construction is finished, build about 100 scouts and about 20 workers. Later you can order some more workers, but you won`t need more scouts then. Best is to order at the same tick, or some other times, only for scouts to come before the workers, so they don't run away. When your workers come out of production, start initiating them. The cost of initiation grows when you have more initiated roids, so it's only worth to initiate until having less than 50 or 60 roids. Later the costs won't bring back the resources spent on the initiation. When initiating, it's better to check what resources your first units need. For example, if you're a member of the Elder Alliance, and you start with Elves, you need to initiate some timber, some stone and some food roids, as Elves cost timber, food and stone. In the whole round, the resources are spread over all 5 kinds for all the races. Gold is used to buy artifacts and scans so you might want to init some extra gold lands.

Attack

4. a) Building your first army. For the first attack, you, of course need an army. At the start you will only need 2 kinds of units – one the ones that have decent defence to protect your charmers, who are the second type of the units necessary to make an attack and to steal some lands so you get richer.

b) The actual attack. When built first units, it's time to get some resources (later – roids). The whole battle “machine� will be explained here. ETA (Expected Time of Arrival) – the amount of time it takes to get to any other place. Your travel time is seen in the military screen. It should have added one more, the launching tick. Classes – there are 5 classes in Dawn of Myth. They are S (soft), H (hard), SF (soft flying), HF (hard flying) and T (tower). Charmer units (charmers and dwarven sorcerers/priests/vampires) are S (charmer) and H (others) classes. When building an army, it is vital that your army targets all of those classes. At least all except towers, since you won't need that when defending. Soft and hard class units are all necessary so your charmers don`t get killed so fast. Soft flying and hard flying units are quite effective, but they are also expensive and, especially hard flying, slow. So you should have less of them, and maybe don't have any hard flying, as they have high initiation, so they may get killed even before they can do any harm. Towers are a special class. They fire before any other unit on the battlefield does, but they can not move, so you can not move them away when a huge enemy comes, so you should have little of them. Each unit has its own initiation. The lower the initiation is, the sooner a unit attacks. Charmer units have the highest init number, so they capture roids the latest. That's why you need to have other units of the same class as the charmers, who take the main damage so the charmers won't get killed and you can enjoy your hard-captured roids. The capture limit is 20%. That means that if you attack someone where you are more than five times his/her score, you won't get any roids. The same happens when you have less than five times more score, and you gain the score when going to the target. But when your target loses score, you will get roids, as the score of the target is locked when you launch your army. Using armies. When you have trained your units, and researched and constructed the 2nd, or maybe the 3rd army, you must know what the point of having so many is. Usually 2 armies are used for getting roids. You launch one army at a target that is guaranteed to kill the enemy, so you get roids. And 2nd army is launched 3 ticks later, or pre-ordered to be launched 3 ticks later, so you keep getting roids 6 ticks instead of 3. The point is that wounded units resurrect only after 8 ticks since the battle. And while they are "healing" you are stealing his roids at no or very little score loss. When having 3 armies, we'd recommend you to keep some of your army at home if someone in your community gets attacked.

Defence

Defence is vital so your community can be stable and lose less. When getting attacked, it's good to try to defend the community mate, so the attacker must pull his army back. The main difference between offence and defence is the multiplication of armour. That means that you have a slight defence advantage over the attacking armies, making you stronger in defence. But when you can't do anything to stop the enemy, you should move your armies away to defend the creators' community (not attack them, will result in closure :P) or to attack some target to get roids. It's always easier to get lost roids than to build a new army, and cheaper (lands are free when you take them by force :))!

Preferences and affairs

When browsing the preferences, there are many useful functions there. The first you should do when registered is to change that annoying password of yours with the one you use somewhere else or that is typed easily. There you can also name your armies, set your account on vacation or delete mode. When set on vacation, you can’t login for at least 72 ticks, and when on delete mode you have 72 ticks to login before your account is deleted. Affairs have 2 basic functions when you are a simple member. That's voting for the mayor and kicking out the ones that are inactive or don't fit in the community. When elected as mayor or given a rank, you can set a community password, community name and picture.

What to do when locked

When you found your account disabled, you should first go on IRC (irc.netgamers.org), join #dawnofmyth, find someone with an op (@) or a voice (+) and talk to them, ask why your account was locked. When you try to lock in there is already a reason why your account got closed. When you are on IRC have that line ready and also remember your coords. But DONT post coords in #dawnofmyth. Wait until someone from the staff (the @ and +) asks you for the coords in a PM (at polarhome you have on top of your window a line that says "status" then "dawnofmyth" and then there might show up a third box with a name in light blue and it is blinking (that is the PM).

Cooperation

For survival, it's vital to help each other out when in need. It's important since when no one defends, your community gets crushed one by one, and people leave the game. And you aren't defended by anyone, and the game loses its fun. Alliances are a great way to communicate and alert of needed defence/alliance attacks. The more relatives you have, the more chances of getting successfully defended, or, maybe the fun thing in seeing attacker's army bashed into pieces?. When in a community and an alliance, try to be as active as possible, since you never know when you get under attack, or someone else needs defence. When communicating on IRC, it's enough just to idle on channels, and set your highlights, so when someone needs you, you'll know.


And that concludes our manual. I think it's enough for a newcomer to have a clue what this game is about. You can always find some of our Forge members on IRC (irc.netgamers.org) #dawnofmyth (just ask, also non Forge members will help you). If you have some questions, please get us a message, we'll try to explain everything.

Greets, DoM Forge: Queelis, Sordes, ulv, Ravont_lee, Messiah, Aldarn, Lendosan, Kazaa, Luca.