: THE ARMY OF THE LIGHT
: ~Units of Llancarfan~: The city of Llancarfan has been
: the seat of the Cath Bruig Empire for over a thousand
: years. It is the pinnacle of human civilization and
: knowledge. Thousands of well trained soldiers and
: archers defend the city's impenetrable walls.
Heh, not as 'impentetrable' as they thought...
:Hundreds of Heron Guard pledge their life to serve the :Emporer
: and their majestic city. The greatest sorcerers in the
: world, the Avatara, make their home in the city,
: mastering their magical arts. The shadowy Warlocks of
: Scholomance also pursue their unholy lust for power
: within the city's walls.
Unholy lust? The Warlocks are on our side, would the use of unholy maybe hint at a betrayal? Something has to happen for Llancarfan to fall. Spider Cultists or Warlocks may have been responsible. Warlocks are doubtable though, as they later assist Myrdred. Unless of course he is somehow involved. Just speculation. Unlike the world's lucky PC gamers, us Mac users are still waiting.
: >Archers of Llancarfan - Out of the ranks of soldiers,
: those that have a keen eye are trained in the ancient
: ways of the longbow. Llancarfan Archers train most of
: their lives with their bows, becoming deadly accurate.
: Archers forgo the bulk of chain armor for the mobility
: of light leather. Unfortunately, the archers are not
: known for their swift movement or hand to hand combat
: prowess. Get them on a high fortification, though, and
: they can turn the tide of any battle. Many archers
: also carry with them a single bulky Fire Arrow. These
: explosive arrows are lit and fired, erupting into a
: pool of fire when shattering on the ground. To launch
: a Fire Arrow, use the Special Ability key and click on
: the spot of ground to target.
I wonder how humanity got so lazy as to loose the art of archery entirely by the time of TFL? I know a long amount of time elapsed, but you'd think a valuable military tool like that wouldn't be forgotten. I suppose a thousand odd years would have that effect. Not in our world, but in the world of Miff.
: >Warlocks of Scholomance - Secretive and reclusive,
: the Warlocks of Scholomance are feared and despised by
: those outside their order. They have mastered
: incredible magics, but at the price of their souls.
: Dressing in long red robes with fiery emblems, they
: make a fearsome sight. During the battle, they have
: the ability to summon a magical fire that streaks
: towards their foes and detonates in a small area. The
: Warlocks are subservient only to Mjarin, the Imperial
: Advisor and head of their order.
Mjarin? Hmmm. I always thought they had some fealty fo Myrdred, but I guess they have a fair chunk of time after Myth 3 in which to form a bond with good old Myrdred. I guess I'll have to wait until the game is out before I can encounter Mjarin. I assume that if he deserves mention in the manual, he'll make an appearance in game. But I guess Rabican, Murgen, Cu Roi and Maeldun were never seen in game either.
Warlocks use mana as
: a source of their powers. With each fiery spell they
: weave, their mana is depleted. With no mana, a Warlock
: cannot cast his spells, and must wait for his powers
: to recharge. A warlock's special ability is a massive
: fireball that when cast streaks towards the enemy and
: obliterates them in a tremendous fiery holocaust. This
: spell takes _ of the warlock's mana, but when timed
: right, it can turn the tide of the battle. To cast
: this deadly spell, press the Special Ability key and
: click on the ground or the unit to target... then
: stand back!
Sweet! I never really found Confusion that applicable. And let's admit it, the spell looked very stupid.
: >Avatara - The most powerful human sorcerers in the
: world, the Avatara were created centuries ago by the
: Archmage Mazzarin. Avatara need not rely on their
: spell abilities alone in combat, as they are also
: masters of their enchanted blades. The Avatara's most
: deadly dream spell is the Dispersal Dream which can
: explosively eliminate an entire army from the
: battlefield. To weave this dream, use the Special
: Ability key and click on a unit to unleash the spell
: upon. Use this spell with caution, as it's
: "spreading nature" can easily move into
: friendly units too close to the epicenter.
Think we might encounter more than one Avatara this time around? I presume that there ARE more than one, because Avatara seems to be the accepted plural for Avatar. Since Myrdred earns a mention in the characters section, you'd think that a separate entry for Avatara would indicate their separateness from good ol' Deceiver.
: >Dwarven Demolitionists - The Dwarven Demolitionist is a recent invention. With the creation of explosive
: liquids, a "Dwarven Cocktail" was put into
: battle with explosive results. With the succesful
: demolition of a Ghol stronghold, the new explosives
: have been embraced by Dwarven culture. These
: Demolitionists have an affinity for blowing their
: enemies into small smoldering pieces - and are the
: only ones crazy enough to run into battle with
: explosives strapped to themselves. Demolitionists are
: not bogged down by heavy armor, so they are more
: mobile than their axe-wielding brethren. Dwarven
: Demolitionists also carry Satchel Charges, basically
: bigger versions of their explosive cocktails. Satchels
: are placed on the battlefield and then set off by an
: explosion happening nearby. To have a Demolitionist
: place a Satchel Charge, use the Special Ability key
: and click the ground where you want them to set it.
: Usually one good cocktail throw will set the charge
: off, causing an extreme amount of collateral damage.
: Also, to pick up a Satchel Charge laying on the
: ground, simply click on it.
Don't know if I like the new Demolitionist tag, but I can see how it was necessary. You can't really have Dwarf, Dwarf Warrior and Dwarf Smith.
: >Dwarven Smiths of Muirthemne - Dwarven smiths are the
: builders of Dwarven Society - forging the weapons and
: armor for their clans, as well as inventing many new
: devices and magical artifacts. The Smiths of
: Muirthemne have set up their great forge in the city
: of Llancarfan, and pedal their trade with the people
: there. Although not as hearty as Dwarven warriors, the
: large smithy hammers they carry can seriously impede
: even the fiercest enemy. Smiths carry with them magic
: rods known as Flame Torches. Smiths use these rods to
: weld and smelt the metals that they work with. It also
: is very useful in combat, creating a cone of white hot
: flame that can sear enemies to ash. To use the Flame
: Torch, press the Special Ability key and click on the
: enemy you wish to incinerate.
For some reason the idea of Flame Torches would sound stupid anywhere but the world of Myth. I love how the team at MJ has made a fairly modern weapon appear to 'fit in' with the rest of the world. WarCraft II failed abysmally in introducing cannons and flying machines to its world, good to know that it *is* possible.
: >Hearthguard - In the lands of Gower, these ever
: vigilant guardians of the clans defend their villages
: and townships from any evil that dares trespass. They
: are the Hearthguard, and their prowess with their
: spears is legendary. Not only can they throw their
: javelins with great distance and precision, but they
: can strike at any creature that ventures too close.
: Their wooded shields can turn the claw of any
: Myrkridia.
Can't wait to play with these guys!
: >Villagers - Farmers and peasants, these men and women
: make up for their lack of combat skill with the
: stubborness learned while living in their harsh land.
: Carrying only wooden pitchforks and wearing ordinary
: clothing, these are the last line of defense between
: the Myrkridia and their families.
Not bad. The use of a citizen's militia would give the story a very desperate feel. In TFL and SB you still had villagers prancing around, albeit at the beginning of the conflict. Having them play a part in the war gives the story a grittier feel, or at least I imagine it would.
LR