First of all, sorry for being late with
the review. I'd say that I was too busy with legitimate things like
work and study, but actually I was just watching digimon and playing/modding Skyrim in my free time. Anyway, on to the next RPG book: More Magic &
Mayhem. Yes, a sequel to magic & mayhem, a book with horrid magic
but great mayhem. Let's see whether this book is better or worse.
Chapter
One: Spell Slingers and Gear Grinders
We start our book off with the
introduction of new classes.
Core Classes
Inscriber:
A new path for the arcanist, giving him access to some of the runic
magic you may remember from the previous book. However, there is an
important distinction given between Inscribers and Runemasters, with
Inscribers just being specialised mages, while runemasters follow
their own unique path. It's a pretty interesting distinction, though
I'm still missing any references to the scourge rune magic.
Witch Doctor:
A new path for the healer, specialising in alchemical brews and
voodoo. They actually get some pretty interesting mechanics for
making brews, and I really like their execution.
Runemaster:
This book gives us a lot more depth on the backstory for runes than
the original magic&mayhem did, with runes being recreations of
natural ley patterns. I really like the explanation, as it is the
perfect explanation for how runic magic can be considered more
natural than other arcane magic.
Prestige
Classes
Argent Dawn
Templar: Using ancient
teachings of the light, the argent dawn has unlocked many secrets. In
return for the sacrifice of old paladin and priest powers, the
templar gains new abilities to aid in battle against all forms of
evil, rather than just demons and undead. While the concept is
interesting, I do still have issues with this class for one simple
reason: Why does the Argent Dawn have access to this class? The
argent dawn consists of a bunch of paladins and priests living in a
small church of the holy light in scourge-occupied territory. Where
in the world did they (and only they) get these ancient secrets of
the light, if the church they occupy used to belong to the kingdom of
Lordaeron? And why would the argent dawn, which exists solely to
fight the demons and scourge, need warriors specialised in fighting
all forms evil rather than just those two?
Enchanter:
Like the trade skill in world of warcraft, the enchanter specialises
in creating magical items. The enchanter doesn't really seem like a
fun class to play with, but it could come in handy for NPCs.
Ley Walker:
Arcane magic in the warcraft universe relies on so-called ley lines,
energy patterns that originate from the well of eternity (and
presumably the sunwell). The ley walkers are those who study these
lines more closely, allowing them to manipulate them directly.
However, the entire article makes one really annoying mistake, by
mentioning that all magic is dependent on the ley lines, rather than
just arcane magic. Because of this, its suddenly the tauren and the
night elves, both races that don't practice arcane magic, that have
the most ley walkers. Still, the class looks fun to play with.
Steam
Warrior: The only class in the
book that focuses on the mayhem part of the title. Steam warriors
pilot giant suits of mechanical armour into battle. The class looks
awesome and the description works fine, though there is a weird
mention of how odd it is that trolls take well to the life of a
steamwarrior. Since it is indeed odd (the trolls being the least
technologically inclined playable race, even less so than the
lift-building tauren), I would really like some elaboration on that
point.
Feats
The book adds feats that can roughly be divided into four groups:
Alchemy feats, tech feats, rune enhancement feats and a couple of
normal spell feats. The alchemy feats are really boring, as are most
of the rune and tech feats. However, there are a few nice ones in
there, like the one that allows you to create a rune that doesn't
immediately take effect or the spellbreaker feat, which allows you to
destroy spell slots along with health when you attack. Overall, a
pretty decent selection.
Chapter two: Enchantments, runes
and Brews
We get our new crafting mechanisms this chapter.
Alchemy
Alchemy is available to those who have taken the journeyman alchemist
feat, allowing them to make draughts, philters and oils, as well as
perform transmutations. It's a nice way to combine the alchemy system
from world of warcraft with the d20 rules. I don't really like how
they combined it with herbalism though, which only serves to
automatically lower the costs of alchemy (but never by more than
half). However, pretty much all the alchemy recipes from world of
warcraft have been given stats here, so thats a very big plus.
Enchantments
Simply an update to the world of warcraft mechanics to work in the
d20 system, which works well enough.
The runic art
Gives us details on the casting of runes. It's a bit of a retread of
the original magic&mayhem, but we're at least given some
interesting new lore. Oh, and we get regular arcane magic being
called supreme hubris, because it dares make use of non-natural
arcane patterns. Considering that the “natural” arcane patterns
were created by the titans and they made Malygos, aspect of magic, I highly doubt they
would have minded. Still, runecasting is very well-done, fits the
setting and looks like it'd be a lot of fun to play with.
Rune patterns
Just a listing of new rune patterns. It also has a few pictures to
make us see what two of the rune families look like. They look really
cool, making me wish they had included pictures for all 11 rune
families. Also, it fixed the mark of the werewolf from magic &
mayhem, renaming it to mark of the worgen. Mark of the badger still
induces great rage though.
Chapter three: Power
Overwhelming
And we get our regular spells, including a few new spell
types imported from world of warcraft: blessing, seals and totems.
I'm fine with the former two, but instant totem placement always felt
more like a game mechanism in world of warcraft, rather than how the
spell actually works. I always assumed that characters were carrying
the actual totems.
The normal spell-list includes a lot of the spells from
world of warcraft and warcraft III that hadn't gotten rules yet.
Chapter Four: So shiny!
Time for new magic items!
Amongst the new magic head items are phylacteries. As a
name choice, thats kind of confusing, since phylactery in fantasy
usually refers to the place where a lich stores his soul. I didn't
even know it had another meaning, but apparently they're small black
boxes filled with Torah prayers worn on the forehead during morning
prayers. Judaism doesn't exist in the warcraft universe, so I'm
guessing that they're filled with prayers from another sort of holy
book. But... what holy book? The description says the only
established phylactery, the phylactery of faithfulness, is commonly
used by both the knights of the silver hand and the night elves and
is spreading in use amongst the horde. However, those three groups
have completely different religions, none of which are established as
having a holy book.
Overall, the magic items are pretty damn good and there
is a lot of them, with over 60 pages dedicated to this chapter. There
are some minor lore errors in the book, but not that many. The only
one that is really notable is the description of bloodstone ore,
which doesn't fit with the description given in world of warcraft at
all.
Chapter Five: Things that go
boom in the night
Like in the original Magic & Mayhem, the book really
isn't good at mixing the two aspects, focusing mostly on magic. Only
now, at page 163 out of a 200 page book do we finally get some focus
on technology. Which is a shame, since its usually the best part.
Remember how the RPG keeps calling arcane magic evil and
destructive even though the backstory for the games prove it can
actually be used safely? Well, this chapter is nothing like that.
According to this chapter, all magic is evil and destructive. It also
has a number of weird statements like technology being easier to
master than magic (could be true for arcane magic, but definitely not
for divine magic), all magic requiring sacrifice and technology being
more reliable than magic.
Next comes a description of the uses of magic in the
world, giving descriptions for the alliance, the horde and the
goblins. Oddly enough, the viewpoints of the high elves and the
forsaken are never mentioned. Still, its a nice and simple
explanation.
Tech-mods
Tech-mods are technological weapon/armor enhancements.
They're limited by the fact that they need electricity to work and
power sources aren't exactly reliable. The tech-mods themselves are
actually pretty cool, including good old classics like chainsaws
(called Chatter blades) and silent guns, but also includes fun
stuff like boring bullets, which drill into armor.
Steam
Armor
Battle rules for your own private goblin shredder armor!
I really like the way this operates, with critical hits being capable
of destroying steam armor equipment. I find the steam armor weapon
and armor lists a bit on the short side, though the equipment list is
cool. Not really sure I like the idea of armour-repairing miniature
robots though. Seems a bit too high-tech.
Technological
Devices
And
to cap it off, we get a list of cool technological devices. My
favourite has to be the chaos chicken, just for the idea of sending a
legion of grenade-laying chickens at an enemy outpost.
Conclusion
The
book was actually a lot better than I expected. Magic dominated the
book, but it was well-written with far fewer lore contradictions than
earlier books. I could see much of these things being added to world
of warcraft. The only thing that I was missing in this book was
adequate pictures. Sure, we got a few good illustrations, but not
even a complete overview of the new weapons, like is usual in these
D20 books. Still, the book gets an 8.5 out of 10 from me.
edit: Almost forgot to add. Next review is Day of the Dragon, the first of the warcraft novels by Richard A. Knaak.
edit: Almost forgot to add. Next review is Day of the Dragon, the first of the warcraft novels by Richard A. Knaak.