Myth II: Soulblighter
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Dwarves, owing to their immense destructive power, need to be handled carefully. They're stubborn, obstinate creatures with a warped sense of humor. If a Dwarf targets an enemy unit which then moves into a crowd of your own troops, don’t be surprised if he obliterates them all. Friendly fire is part of the realism of the Myth battlefield.

Dwarves can also place satchel charges - packs of explosives which detonate if hit with another explosive. The strategic possibilities of littering the ground with high explosives should be readily apparent. Each Dwarf starts with four satchel charges, but can carry up to nine.

JOURNEYMEN
These men are all that remains of the Empire of the Cath Bruig. Formerly the guards of the Emperor, they disbanded and wandered the earth in self-imposed exile after the Fallen destroyed Muirthemne and everyone in it. In a further show of penance, they developed the ability to heal other people, though they are by nature loners and do not actively seek out company. To heal a unit select the journeyman, press the special action key (T), then select the injured unit.


Journeymen can also heal undead units (like thrall and wights),
dispelling the dark magic that animates them.

When pressed into battle, Journeymen swing the shovel of a common laborer. Some say they still have the remarkable ability of Heron Guards in combat, but the Journeymen themselves seem to have thrown off every vestige of their once glorious past.

MORTAR DWARVES
The sixty years of peace since the end of the Great War have not seen the Dwarves idling about. There is still great concern over what they refer to as “the Ghôl problem” and much research has been done into new technologies of mass destruction. Their mortar technology is still in its infancy, and there are a scant few Dwarves trained in its use; many of them blow themselves to pieces before they learn to use it properly.

Dwarven mortars are wildly erratic...and utterly devastating.

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