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The Last Alliance : Features : Showcases - First Age : FA Edain Units


The Noldor

The Edain
First Age Civilization
Units (1 2)
Buildings (1 2)
Equipment (1)

Back to Civilization Showcases: First Age of the Sun

Scout

Swordsman
The major part of the Edain military consists of Swordsmen. Their prowess and importance increased quickly after the Alliance between Noldor and the Three Houses of the Edain – not only because of the training they received but also because the Noldor shared their knowledge of making armour and weapons with the Edain. Swordsmen are equipped with longswords of human and more seldomly of elven origin, stout shields and medium or heavy armour. Naturally they never surpassed their teachers, but the Edainic Swordsman has a respected part in the war effort against the Enemy in the North.

Abilities: Attack (Melee), Garrison

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Scout

Bowman
The Bowmen of the Edain were first taught the Art of Archery from the various Avari they met on their travels to Beleriand. Upon finally reaching their destination they learned numerous improvements from the resident Eldar which led to better constructed bows and more deadly arrow-heads. Although they never caught on to the superior skills of the Eldar, they managed to become quite adept for their own kind. When employed in large groups a Volley of arrows targeting a specified area can become quite lethal and also the abilty to shoot Flaming Arrows can have devastating results.

Abilities: Attack (Ranged), Volley, Garrison, Flaming Arrows

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Scout

Rider
The Rider is a rather new concept to the Edain, mainly influenced by the effective Noldorin cavalry. Armed with a long and lethal spear and a round shield the Edainic Riders were mainly used as shock troops that at first out-flanked the enemy and later harrassed their sides and rear. They also excel at quick hit-and-run tactics that leave the defenders behind in a chaotic state. Nonetheless cavalry units were not as common as the other infantry units, due to the higher cost and the longer training time.

Abilities: Attack (Melee)

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Scout

Healer
Healers are the only possiblity for healing the wounded when in the field. They are trained at the Encampment but can also travel along an army of the Edain. They automatically tend to the wounded in a certain radius, passing from injured to injured. Another, but more seldomly used ability of the Healer is the “Cure Poison” skill that lets them cure any poisoned injuries. This takes considerable more time than healing normal wounds and tragically for some victims of the Orcs’ poisoned arrows, any help will already be too late.

Abilities: Heal, Cure Poison

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Scout Ranger
The Rangers are the masters of the woodlands, second only to the Sindarin Rangers. They can traverse the woods almost undetected and quite fast, are primarily armed with a bow, but after an upgrade called “Blades of the Rangers”, they can also wield swords. The player can manually switch between these two attack-modes but the game will also automatically switch from Ranged Attack to Melee Attack if an enemy comes into a certain range (and vice versa). Rangers lack any kind of heavy armor, so they are quite vulnerable in any kind of close-quarter fighting with superior armoured forces..

Abilities: Attack (Ranged), Attack (Melee)

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Scout

Captain
The Captains of the Edain belong to the kin of the great Edainic Chieftains. They usually enter the services of an Elven Lord in their youth, where they not only learn the languages but also of the Lore and the Wisdom of the Eldar. Equipped with well a crafted sword, armour and shield (sometimes even of elven origin) they serve as an example of honor, duty and commitment for their troops. When sounding the Horn of Valour they inspire their soldiers to extraordinary feats of braveness.

Abilities: Attack (Melee), Horn of Valour, Carry

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