recursal/Fanatic-Fandom huggingface dataset:
Golfimbul

* Portrait
* Ingame

"Long after the day his ancestor's gruesome death sparked the invention of the silly Halfling sport, Golfimbul seeks to avenge the death of his namesake by laying waste to the Shire."
—The Age of the Ring Team

The Chieftain of Mount Gram is a descendant of Golfimbul I, who led a failed Orc assault on the Shire in TA 2747 and fell at the hands of Bandobras Took - leading to the invention of golf. Centuries later, Golfimbul II commands his own army in Mount Gram and has bred a multitude of Wargs in preparation for his vengeance.

In Age of the Ring, Golfimbul is a permanently mounted hero for Misty Mountains, recruitable from the Fortress for 1300 resources. He serves as a support hero for Warg units.

## Abilities

**Chieftain of Mount Gram** - Modifier type: Leadership. Nearby Wargs and Cavalry gain +25% damage, +15% speed and earn experience +50% faster. Stacks with buffs and spells. Passive ability.

**Level 3: White Wolves of Forochel (R)** - Golfimbul summons 3 White Wolves at the target area. At level 6 number of summoned Wolves is increased to 6. Left click on icon then left click on target area.

**Level 8: Hatred of the Fair Folk (T)** - Modifier type: Spell. Golfimbul and nearby Wolves, Wargs, and Wolf-Riders gain +100% damage, +100% Armor and -50% Trample Deceleration. Stacks with Leadership and Spells. Left click to activate.

## Strategy

Golfimbul is very similar in strategy to Sharku as both act as support heroes for their cavalry units; Golfimbul is arguably more effective however as he has his leadership as soon as he is recruited, can summon individual White Wolves, which are elite cavalry units, at level 3 and has a Glorious Charge-like ability at level 8. Golfimbul should be used to harass the enemy's economy with hit and run attacks alongside other Warg units as well as flank the enemy to trample their unprotected archers. **White Wolves of Forochel** can be used in the middle of an enemy's army to divert their attention from a deadly Wolf-rider and White Wolf charge facilitated by **Hatred of the Fair Folk**.
Hunters of the Chetwood

* Portrait
* In Game
* Upgraded

"On the third day out from Bree they came out of the Chetwood. The land had been falling steadily, ever since they turned aside from the Road, and they now entered a wide flat expanse of country, much more difficult to manage. They were far beyond the borders of the Bree-land, out in the pathless wilderness, and drawing near to the Midge-water Marshes."
—The Fellowship of the Ring, A Knife In The Dark

The Chetwood was a region of broad woodland to the north and east of Bree. Many Hobbits once lived in these woods before the Shire was settled, and by the end of the Third Age, there was a village on the edge of the woods named Archet. Villagers from the surrounding settlements often use the woods for hunting purposes, though if a foe came to the region, those bows would be used in the villages' defences.

The Hunters of the Chetwood are an Auxiliary Camp unit that is recruitable for the Free Peoples in an Eriador map.

## Abilities and Formations

**Bombard (W)** - Continuously bombard the target area with a volley of projectiles. Left click icon then left click on target area.

**Level 2: Bear Trap (R)** - The Hunters lay down a bear trap. Enemies that walk across the trap are damaged on impact and suffer damage over time for 10 seconds. Does not affect creeps. Left click to activate.

## Upgrades

**Swan-Feathered Arrows (C)** - Increases base damage and adds additional piercing damage to arrows. Cost: 300.

**Banners of the Noldorin (V)** - When equipped, increases this battalion to level 2. Can only be equipped at level 1. Cost: 100

## Strategy

The Hunters of the Chetwood are a cheap archer unit that can be recruited by the Free Peoples in Eriador maps. Their individual stats are quite low and, due to their inability to upgrade themselves with heavy armour, will not be as effective in the later stages of the game. However, their low price means they can supplement a faction's early game ranged forces. For certain factions like Rohan or Erebor, this can be useful to provide more accessible early archers or faster archers, helping to fill out their weaknesses in the early game.
Mahûd Spears

* Portrait
* In Game
* Upgraded

"The Mahûd have hunted using razor-sharp, stone-tipped spears for untold ages, a testament to their skill and craft."
—The Age of the Ring Team

The Mahûddin tribes of Far Harad lived a simple life in tune with the natural world around them. Hunting was a necessity for both survival and status, and many warriors would use hand-made spears to do so. If they were in battle though, these spears could just as easily be turned on their foes.

The Mahûd Spears are the Auxiliary Camp unit for the Forces of Darkness in Haradwaith maps.

## Abilities and Formations

**Level 3: Warchant (W)** - Modifier Type: Weapon. Mahûd Spears gain +25% armour for 20 seconds. Left click to activate.

## Upgrades

**Indunâ (V)** - When upgraded, increases the horde to level 2. Cost: 100.

## Strategy

The Mahûd Spears are a basic pikemen unit that can be recruited by Forces of Darkness on Haradwaith maps. They are not too expensive, and their large battalion sizes mean that they can easily form a large part of your army. Though they may fall off in the later stages of the game due to no having any armour or weapon upgrades, their **Warchant** ability can allow them to hold their ground for a short time even against stronger foes. In addition, they are also able to stealth in trees, allowing them to ambush passing cavalry.
Mounted Kingsguard

* Portrait
* Spears
* Bows
* Upgraded

"Suddenly the king cried to Snowmane and the horse sprang away. Behind him his banner blew in the wind, white horse upon a field of green, but he outpaced it. After him thundered the knights of his house, but he was ever before them."
—Return of the King, The Ride of the Rohirrim

These mounted elites formed the personal bodyguard of the King and his heirs, performing great deeds at arms to keep safe their charge. Only the most adept warriors, capable of using both spear and bow, were eligible to become a Kingsguard. The Mounted Kingsguard were among the first to charge alongside Théoden in the Battle of Pelennor Fields and remained by his side until the Haradrim and their Mûmakil arrived and sent the Rohirrim ranks into disarray.

In Age of the Ring, Mounted Kingsguard are the most elite non-heroic cavalry unit that Rohan can recruit. They are recruited from a level 3 Stables and are already equipped with heavy armour. They are limited to 3 battalions.

## Abilities and Formations

**Toggle Weapon (W)** - Left click to switch between spear and bow.

**Royal Escort** - Modifier type: Leadership. The Kingsguard grant nearby heroes +15% armour. Stacks with other buffs and spells. Passive ability.

## Upgrades

**Forged Blades (C)** - When equipped, increases damage dealt by melee weapons. Research upgrade at Barracks (Rohan) to enable this upgrade. Cost: 300

**Fire Arrows (C)** - upgrades this battalion with fire arrows. Significantly increases the damage done by arrows. Cost: 300

**Banner Carrier (V)** - When equipped, increases this battalion to level 2. Research upgrade at Barracks (Rohan) to enable this equipment. Cost: 100

## Strategy

Mounted Kingsguard are arguably the most elite cavalry unit in the entire game: they have a substantial amount of health and armour and are highly versatile - capable of switching between melee and ranged damage. They can be used to crush almost any enemy unit or can flank around and harass the enemy using their bows, if the enemy closes the distance, they can simply toggle spears and fend the enemy off. **Royal Escort** increases the difficulty of taking down friendly heroes by buffing their armour. This can be stacked so that allied heroes become almost unstoppable unless the enemy can eliminate the Kingsguard. Indeed, the enemy's priority should be to slow Rohan's economy down as much as possible by destroying as many economy structures as possible so that they do not reach the point of being able to recruit several Mounted Kingsguard units and multiple heroes.
King of the Dead

* Portrait
* In Game

"The dead do not suffer the living to pass!"
—The King of the Dead

The King of the Dead was the leader of the Oathbreakers, who made the fateful decision to abandon Isildur when the time came to fight Sauron. This grave mistake left him and his people as cursed undead for all of the Third Age, unable to find peace or rest. They would be trapped in this state until Aragorn would come to the Paths of the Dead and call upon him and his people to fight for Isildur's line, finally fulfilling the oath they had made long ago and find the peace they so desired.

The King of the Dead is a recruitable hero for the Adventure: Grey Company subfaction of Gondor from the Cairn of the Dwimorberg.

## Abilities

**Level 3: March of the Dead** - The King of the Dead permanently gains +15% movement speed.

Modifier Type: Leadership. Nearby friendly units and heroes gain +15% movement speed and +50% experience gain. Passive ability.

**Level 5: Curse of the Dead King (R)** - Target enemy units flee in terror. Any Oathbreaker Warriors in the area gain +50% damage. Left click icon then left click on target area.

**Level 7: A Call Beyond (T)** - The King of the Dead slowly but continually summons temporary, single Oathbreaker Warriors from the Earth but can't move or attack. Left click to activate or deactivate.

**Level 10: Fulfill Your Oath! (C)** - Summons an army of Oathbreakers that terrifies or kills anything in its path. Left click icon then left click on target.

## Strategy

The King of the Dead is a recruitable hero from the Cairn of the Dwimorberg for the Adventure: Grey Company subfaction. He is statistically identical to Cargást but with a modified skillset. **March of the Dead** increases the movement speed of the King and both the movement speed and experience gain of the King's allies (including heroes), allowing them to either advance or retreat faster and get stronger more quickly. **Curse of the Dead King** is similar to Cargást's **Spell of the Barrows,** only it causes enemies to flee in terror instead of stunning them in fear and significantly increases the attack power of Oathbreaker Warriors. **A Call Beyond** is similar to Cargást's **A Dark Awakening** in that it summons a continuous swarm of temporary individual Oathbreaker Warrior units, although it leaves the King of the Dead vulnerable since he cannot move or attack. Finally, **Fulfill Your Oath!** is an incredibly destructive power unique to the King of the Dead that functions identically to Elessar's, allowing the King to instantly kill almost any enemy in the game that isn't a Hero or an incredibly powerful summon.
Idrial

* Portrait
* Ingame
* Level 4
* Level 8

"Idrial is one of Galadriel’s most trusted handmaidens and was sent by her to aid Berethor in his quest to Rivendell."
—The Age of the Ring Team

Idrial was an Elf of Lothlórien, who loyally served the Lady of Light Galadriel as one of her handmaidens. She was highly adept at combat and often fought alongside the Marchwardens to defend Lothlórien from Orc incursions. After helping escort the Fellowship to Caras Galadhon, Idrial was tasked with finding and assisting Berethor, a man of Gondor, who had been sent by Denethor to confirm Boromir's safety.

## Abilities

**Fluid Strike (W)** - Powerful attack that causes meta impact. Damage increases as Idrial levels. Left click icon then left click on target.

**Level 3: Cleanse Shadow (R)** - Modifier Type: Leadership. Nearby Sindar Pathstalkers and Handmaidens gain +33% damage and +33% armour. Stacks with buffs and spells. Passive ability.

Left click to moderately heal and grant nearby units immunity to fear and terror. Stacks with leaderships and spells.

**Level 7: Gift of Galadriel (T)** - Summons a golden tree that is surrounded by Elven mists onto the battlefield. Friendly units within the mist become stealthed.

Modifier Type: Active Debuff. Nearby enemy units suffer -25% Damage and -20% Armor. Nullifies enemy Leadership. Does not stack with other Debuffs. Left click icon then left click on target area.

**Level 10: Haste of the Elves** - Modifier Type: Spell. Idrial's power cooldowns are reduced by 20% permanently. Passive ability.

## Upgrades

**Gifs of Lórien** - Cleanse Shadow replenishes fallen units in a great area.

## Strategy

Idrial is a beneficial hero to recruit in matches against factions with spammable units, such as Mordor and Misty Mountains, as her **Fluid Strike** enables her to clear large groups of enemies - especially as she levels up. **Cleanse Shadow** is extremely useful as it heals units and grants them resistance to fear and terror, thus allowing units to engage in combat for longer and inflict more damage. This is particularly effective when cast in combination with **Gift of Galadriel**, which debuffs enemy units so that the task of defeating the enemy army becomes easier. Players should be wary not to allow this tree to be destroyed however. Idrial becomes capable of casting these abilities more often once she reaches level 10 as her ability cooldown time is considerably decreased. Idrial's supportive capabilities become further enhanced when upgraded by the Gifts of Lórien spellbook power, increasing the power of her healing.

## Trivia

* Idrial originated in the Lord of the Rings: The Third Age videogame, and is one of a few characters from the game that are present in the mod, alongside Berethor, Hadhod and Elegost.
Legolas (Elf-friend)

* Portrait
* Bow
* White Knives

"Then Legolas built a grey ship in Ithilien, and sailed down Anduin and so over Sea; and with him, it is said, went Gimli the Dwarf. And when that ship passed an end was come in the Middle-earth of the Fellowship of the Ring."
—Appendix B, The Tale of Years, Return of the King

Legolas Greenleaf was Prince of the Woodland Realm and a member of the Fellowship of the Ring, sworn to defend Frodo Baggins as he carried the One Ring to Mordor to destroy it. Over the course of this quest, Legolas and Gimli developed a close friendship - an almost unprecedented feat due to the tensions between the Dwarven and Elven races. Following the death of their friend Elessar in the Fourth Age, Legolas took Gimli with him to Valinor, making Gimli the first Dwarf to set foot upon the Undying Lands.

In Age of the Ring, Legolas is a summonable hero summoned for 90 seconds by Gimli's Elf-friend ability in Reign of Ironfoot Erebor.

## Abilities

**Toggle Weapon (W)** - Left click to toggle between bow and white knives.

**Twin Arrows (R)** - Double-arrow attack that deals splash damage. Left click then left click target.

## Strategy

Legolas in Reign of Ironfoot Erebor is identical to his Woodland Realm counterpart, albeit with fewer abilities. He is most effective at range due to his high damage and firing rate - this is particularly deadly in Erebor as Dwarven units can keep enemies pinned in combat whilst Legolas picks off units at a distance. Legolas can support Gimli in hero killing with his **Twin Arrows** abilities which can be combined with Gimli's **Axe Throw** and **Stubborn Pride** to inflict severe damage and neutralise enemies as they flee. Legolas is only available on the field for 90 seconds and so it is recommended to summon him mid-combat to gain the most use from him.
Goblin Lair

"In the days of Arahad I the Orcs, who had, as later appeared, long been secretly occupying strongholds in the Misty Mountains, so as to bar all the passes into Eriador, suddenly revealed themselves. In 2509 Celebrían wife of Elrond was journeying to Lórien when she was waylaid in the Redhorn Pass, and her escort being scattered by the sudden assault of the Orcs, she was seized and carried off."
—Appendix A, The Return of the King

During the First Age of Middle-earth, the race of Orcs first revealed themselves in war against the Free Peoples. Their origin was unknown with rumours of them being men or elves who had been corrupted by Morgoth. The Orcs were a constant threat in Middle-earth for millennia afterwards with them forming great armies under the command of a master or launching continuous small attacks on settlements across Arda. When not under the control of a Dark Lord, they often made their homes in the mountains, with the Misty Mountains being notorious for this as the Goblins took control of the many caverns and dwarf halls beneath the ground.

## Behaviour

The Goblin Lair is protected by a number of weak Moria Orcs. These include both melee swordsmen and ranged archers, allowing them to deal damage to enemies from a distance.

## Wild Allegiance

When converted by Wild Allegiance, the Goblin Lair can be used to recruit the following units:

 Moria-orc Archers | Archers

## Strategy

While the Goblin Lair is protected by a large number of guards, these guards are individually very weak. In most cases, a single battalion or hero would easily be able to wipe out the guards and destroy the lair. The guards will respawn quickly but will not cause much trouble as they respawn one at a time. A single cavalry charge will most likely be able to wipe out almost all the guards. As this is the weakest lair, the reward given by it upon destruction is the smallest.
Gundabad Warriors

* Portrait
* In Game

"As Gandalf had hoped, the goblin army had gathered behind the resisted vanguard, and poured now in rage into the valley, driving wildly up between the arms of the Mountain, seeking for the foe. Their banners were countless, black and red, and they came on like a tide in fury and disorder."
—The Clouds Burst, The Hobbit

While many of the Orcs who dwelled in Angmar were either weak, scrawny creatures or undead monsters experimented on by the Witch-king, a few of the orcs who answered Angmar's call were elite Gundabad Warriors. These orcs were Men-like in stature and exhibited discipline to a degree rarely seen in Orcish soldiers. Even the Witch-king, who for the most part cared nothing for the orcs underneath his command, gave these warriors more respect than he did for most of his forces. He allowed them to freely serve in his forces without being experimented on or corrupted so long as they aided in the destruction of Arnor, which the Gundabad Warriors were more than happy to oblige.

The Gundabad Warriors are a temporary Swordsmen summon that are summoned via the 10 PP power **Orcish Allegiance**. Two of these hordes are summoned by this power when it is used.

## Strategy

Although they do not have any skills, the Gundabad Warriors remain a useful summon for Adventure: Angmar. They come pre-equipped with Heavy Armor and are not affected by Slow Decay, allowing them to be summoned and traverse freely across the map without needing to be within range of Angmar's structures. They are highly durable Swordsmen who are more than capable of holding their own in direct combat, and their nature as a summon means they can flank the enemy from the side or behind.
Glóin

* Portrait
* Ingame

"Next to Frodo on his right sat a dwarf of important appearance, richly dressed. His beard, very long and forked, was white, nearly as white as the snow-white cloth of his garments. He wore a silver belt, and round his neck hung a chain of silver and diamonds. Frodo stopped eating to look at him. "Welcome and well met!" said the dwarf, turning towards him. Then he actually rose from his seat and bowed. "Glóin at your service," he said, and bowed still lower."
—Fellowship of the Ring, Many Meetings

Glóin was one of the thirteen Dwarves in Thorin Oakenshield's Company that set out to reclaim Erebor from the dragon Smaug. Glóin survived the quest and made his home in the Lonely Mountain, along with his son Gimli. When King Dáin was threatened by a messenger of Mordor after refusing to swear fealty to the Dark Lord Sauron, he sent Glóin and Gimli to Rivendell to seek advice from Lord Elrond. Glóin met the nephew of his former companion Bilbo, Frodo Baggins, who possessed the One Ring; which was the subject of debate at the Council of Elrond. It was decided that the Ring must be cast into the Fires of Doom - Gimli was chosen as one of the nine members of the Fellowship of the Ring to aid the Ringbearer in his quest.

## Abilities

**Herb Lore (W)** - Heals nearby units. At Level 3, allies near Glóin gain +15% damage and +15% armour. Modifier Type: Leadership. Stacks with buffs and spells. Passive ability.

**Proud Father** - Glóin gains +20% armour and damage when near Gimli. Passive ability.

**Level 3: Baruk Khazâd** **(T)** - Modifier Type: Spell. Nearby dwarven units gain a +15% speed bonus, +50% experience bonus and resistance to fear and terror. Stacks with buffs, leaderships and spells. Left click to activate.

**Level 5: Venture Capitalism (C)** - Targeted Mine or Grand Forge has +200% increased production. Left click then left click on target.

**Level 8: Secret Ways (V)**- Glóin knows of routes the younger dwarves do not. Teleports target units to the targeted location. Does not work on siege units. Left click icon, then left click on target units, then left click on pathable location.

## Strategy

Glóin specialises as an early game support hero. His **Herb Lore** is the faction's only in-battle heal and so is vital for keeping allied units alive. At higher levels, Glóin can be used as an early provider of leadership for Ironfoot-era Erebor, while also boosting dwarven speed with **Baruk Khazâd**. **Venture Capitalism** can give a strong but temporary boost to your economy. **Secret Ways** can be used both offensively (to perform surprise attacks, avoid defenses and bring reinforcements to the field) or defensively (to retreat from battle). While Glóin is weak in combat compared to the other Dwarven heroes, he becomes stronger in the late game once Gimli has been recruited.
Guard Tower

"When Sauron returned to Mordor, he ordered the construction of massive, terrible towers, meant to keep a watchful eye upon the bordering lands of Gondor."
—Age of the Ring team

When Sauron returned to Mordor, he ordered the construction of several towers both upon the borders of and within Mordor itself to ensure that no potential threat could hope to enter his lands without being noticed by him or his servants. Even the Eastern border between Mordor and Rhûn, which was theoretically no threat at all since the Easterlings of Rhûn were some of Sauron's closest and most fanatical allies among the Men of Darkness, was guarded carefully with a series of watchtowers. Some of these towers were created by the Easterlings to assist Sauron with the defense of his lands and were inspired heavily by Rhûnic culture, and the Easterlings would be inspired by Sauron's vigilance to create more of these towers to protect their own lands and in enemy lands to establish their superiority over those they conquered.

The Guard Tower is a defensive structure for the Adventure: Rhûn subfaction of Mordor which fires arrows at nearby enemies. It can be garrisoned with archers who also fire at the enemy but cannot be attacked whilst the tower stands.

## Upgrades

**Fire Arrows (W)** - Upgrades this Tower with Fire Arrows. Increases the damage done by arrows. Cost: 200

## Strategy

Guard Towers can be built anywhere on the map and can be used to limit the enemy's advance at specific points - particularly if multiple towers are built. They can be garrisoned with archers which increases the damage the tower inflicts. Towers are particularly useful at defending forward bases as they force the enemy to invest in siege weapons as their regular troops normally fall to the towers before they can destroy the forward unit recruitment buildings.

It should be noted that unlike Mordor's battle towers, the Guard Towers of Rhûn *can* be garrisoned with archers. A series of two or three properly positioned Guard Towers garrisoned by Great Khân's Archers equipped with Barbed Arrows can be a particularly impenetrable defense that can withstand enemy armies that outnumber them by a significant margin if they are supported by even a modest defense of infantry, especially with a cavalry unit such as Golden Cataphracts on standby to charge at and destroy any enemy ranged siege units that appear to destroy the towers from afar.
Lindon Spearmen

* Portrait
* Standard
* Spear Wall

"Then Gil-galad and Elendil passed into Mordor and encompassed the stronghold of Sauron; and they laid siege to it for seven years, and suffered grievous loss by fire and by the darts and bolts of the Enemy, and Sauron sent many sorties against them."
—The Silmarillion, Of the Rings of Power and the Third Age

With tall shields and immense spears, these Noldor warriors halted the swarming advance of Mordor's armies. They marched as part of the Last Alliance of Elves and Men against the Dark Lord Sauron during the Second Age. Driving the Mordor host deep into the black lands, these Noldor Warriors besieged the fortress of Barad-dûr for seven years until at last Sauron himself emerged with an army of orcs. The spears of the Lindon Elves helped keep the orcs at bay but there were none who could resist Sauron's might. Both Gil-galad and Elendil died at the hands of the Lord of the Ring but Isildur son of Elendil used the shard of Narsil to cut the One Ring from Sauron's finger - destroying his physical body and securing victory for the Free Peoples.

In Age of the Ring, Lindon Spearmen are an elite pikemen unit that are recruitable from the Noldor Tent in the Last Alliance mission of the Lord of the Rings Campaign and from Rivendell Dormitory in both War in the North and Dominion of Sauron versions of Grey Havens.

## Abilities and Formations

**Spear Wall Formation (M)** - the units form a spear wall. Units lose 40% speed, gain resistance to knockback, decelerates crush, and gain +33% armour to all and a bonus 60% armour against cavalry.

## Strategy

Lindon Spearmen are the only pikemen recruitable in the Last Alliance and they play an essential role at various points in the mission as the player is attacked by Olog-Hai and Drummer Trolls, both of which the Lindon Spearmen can bring down with archer support. Their **Shield Wall Formation** gives them additional armour which makes it even more difficult for the weak Orc Warriors to assail them. However, the player has limited access to them due to their high command point cost and the low maximum CP limit the player has. Thankfully, the player is heavily reinforced by Lindon Spearmen upon the arrival of Gil-gilad and Elendil once the northern Mordor camp has been sacked.

In War in the North version of Grey Havens, Lindon Spearmen are of limited use due to the enemy never utilizing any cavalry or monsters after the opening portions of the mission, and the map itself mostly revolving around utilizing the navy.
Horse-head Ram

* Portrait
* In Game

"The Rohirrim associated horses with strength and nobility. No wonder then that they preferred to adorn their battering rams with iron-wrought horse-heads, to bring down an enemy's gate with noble fury."
—The Age of the Ring Team

Whilst better suited to meeting their enemy on an open field, the Rohirrim were still capable of laying siege to an enemy. They crafted battering rams and onagers that, whilst crude compared to Gondorian technology, performed the necessary function of bringing down an enemy's gate and walls very well.

In Age of the Ring, the Horse-head Ram serves as the basic melee siege weapon for Rohan, recruitable from a level 1 Workshop.

## Strategy

Horse-head Rams are unchanged from vanilla battering rams, they are effective at dealing damage to enemy structures but are vulnerable to all melee damage. Consequently, they are best used either when supported by an army or when used to flank around the enemy army and attack their base directly. They are cheap and easy to access and so several rams can be sent in at once; targeting different structures to divert the enemy's attention. They can also be sent in along with Helmingas Warriors, who are particularly adept at dealing damage to both infantry and structures.
Windmill

* Level 1
* Level 2
* Level 3

"The dwellings of the Rohirrim were for the most part many leagues away to the South, under the wooded eaves of the White Mountains, now hidden in mist and cloud; yet the Horse-lords had formerly kept many herds and studs in the Eastemnet, this easterly region of their realm, and there the herdsmen had wandered much, living in camp and tent, even in winter-time."
—The Riders of Rohan, The Two Towers

The Rohan Windmill is one of Rohan's two main resource structures alongside the Farm, providing bread as a resource based on the terrain. It can also be converted into a unit production building at will, although this will reduce resource production.

## Upgrades

This building has no upgrades that can be bought and will instead earn experience by gaining resources.

## Function

The Windmill will periodically produce a maximum of +25 resources depending on location relative to other resource structures. This value will increase as the Windmill levels up. At level 3, it will shoot arrows at nearby enemies. The Windmill will also increase the command point limit by 50.

The Windmill will grant nearby Peasants +10% damage and armour.

#### Bread Bonus

Multiple farms will reduce the cost of Infantry units.

* 2 Windmill: 5%
* 3 Windmill: 10%
* 4 Windmill: 15%
* 5 Windmill: 20%

By using the following ability, the Windmill will allow unit production but will only produce +5 resources.

**Peasantry of the Mark/Farm Production (W)** - Switches to recruitment of Peasants and Yeomen Spearmen/resource production.

 Yeomen Spearmen

## Strategy

As the Windmill is one of Rohan's core resource buildings, it is necessary for the faction's economy. However, the player has the choice between the Farm and the Windmill. While they both allow production of Peasants and Yeomen Spearmen, they have varying economy bonuses. The player would generally use more Windmills if they are aiming to recruit more infantry, which allows the player to have a more versatile army that can compliment their cavalry. While these units are are core units for Rohan in the early game, the player must be careful about converting too many of their Windmills to unit production as this would lead to a weakened economy. By using the structure's leaderships, Peasants can be used as a powerful harassment force when spread across the map.
Gundabad Wolf-riders

* Portrait
* Standard
* Upgraded

"Ere long the vanguard swirled round the spur's end and came rushing into Dale. These were the swiftest wolf-riders, and already their cries and howls rent the air afar. A few brave men were strung before them to make a feint of resistance, and many there fell before the rest drew back and fled to either side."
—The Hobbit, The Clouds Break

For generations, Orcs have ridden Wargs - not as masters, but as equals - to track and ambush the Free Peoples. The Wargs ridden by Orcs of the Misty Mountains were distinct from those created by the machinations of Saruman. A pack of Warg Riders originating from the Misty Mountains ruthlessly pursued the company of Thorin Oakenshield as they travelled across Eriador towards the Lonely Mountain. These hunters would have succeeded in catching their quarry were it not for the timely intervention of Lord Elrond and the Elves of Rivendell.

In Age of the Ring, Gundabad Wolf-riders are the standard cavalry unit for Misty Mountains recruitable from a level 2 Wolf Cairn. They have higher health and armour than their Isengard counterparts.

## Abilities

**Howl (W)**- Modifier type: Buff. Warg Riders gain +25% damage and +25% armour. Stacks with leadership and buffs. Left click to activate.

**Level 3: Winter Coat** - Pierce resistance is increased by 50%. Passive ability.

## Upgrades

**Forged Blades (C)** - When equipped, increases damage dealt by melee weapons. Research upgrade at Goblin Hoard to enable this upgrade. Cost: 300

**Banner Carrier (V)** - When equipped, increases this battalion to level 2. Research upgrade at Goblin Hoard to enable this equipment. Cost: 100

## Strategy

Gundabad Wolf-riders can be used similarly to other standard cavalry units: to perform hit and run attacks targeting the enemy's economy to spread out their forces to facilitate a concentrated attack by the rest of the Misty Mountains army, or to flank and trample unprotected archers and swordsmen during combat. **Howl**can be used during a charge to maximise the Wolf-riders' effectiveness, in addition to upgrading them with forged blades. Moreover, Wolf-riders can be buffed by Golfimbul via his passive **Chieftain of Mount Gram** leadership and active **Hatred of the Free Folk** ability, which grants +100% damage and +100% armour, stacking with leadership and spells. The Wolf-riders are recruited with heavy armour and so are quite tanky already. Keeping them alive throughout the game can be more rewarding as **Winter Coat** can improve their longevity and resistance to archers.
Marchwardens

* Portrait
* Bow
* Sword
* Upgraded (bows)
* Upgraded (swords)

"Though grievous harm was done to the fair woods on the borders, the assaults were driven back; and when the Shadow passed, Celeborn came forth and led the host of Lórien over Anduin in many boats. They took Dol Guldur, and Galadriel threw down its walls and laid bare its pits, and the forest was cleansed."
—Appendix B, The Return of the King

The Marchwardens are Lothlórien's only true military unit, and only the finest warriors may count themselves amongst their ranks. The are tasked with guarding the borders of Lothlórien and answer only to Celeborn himself.

The Marchwardens are an elite fighting force for the Lothlórien faction. They are able switch between bow and sword.

## Abilities

**Bombard (W)** - Continuously bombard target area with a volley of projectiles. Left click icon then left click on target area.

**Alternate Weapon (R)** - Left click to switch between bow and sword.

## Upgrades

**Mallorn Bow (C)** - When equipped, significantly increases the damage done by arrows. Research upgrade at Golden Wood Storehouse to enable this equipment. Bows must be equipped. Cost: 300.

**Tempered Blades (C)** - When equipped, increases damage dealt by melee weapons. Research upgrade at Golden Wood Storehouse to enable this upgrade. Cost: 300

**Elven Armour (T)** - When equipped, significantly reduces the amount of damage taken. Research upgrade at Golden Wood Storehouse to enable this equipment. Cost: 300

**Banners of the Golden Wood (V)** - When equipped, increases this battalion to level 2. Research upgrade at Golden Wood Storehouse to enable this equipment. Cost: 100

## Strategy

The Marchwardens are the most powerful standard units of the faction. This is mainly due to their high stats and their versatility in being able to switch between melee and ranged. This makes them much less vulnerable to cavalry and other melee forces than other archers (although not as resistant to cavalry as pure pikemen) as they can switch to melee when the enemies are close. However, they do not have as much health as the Sentinels of Cerin Amroth, making them more of a compromise in stats. A late game Lothlórien army would usually have quite a few of them combined with the Nandor Hîr-Hathol and some focused archers and pikemen.
Ithilien Beacon

"See! The beacons of Gondor are alight, calling for aid. War is kindled. See, there is the fire on Amon Dîn, and flame on Eilenach; and there they go speeding west: Nardol, Erelas, Min-Rimmon, Calenhad, and the Halifirien on the borders of Rohan."
—Gandalf

The Rangers of Ithilien were an effective fighting force who protected Ithilien against the invading forces of Sauron and the Haradrim, but they recognized that their strength was limited and that they could very well fight an enemy too great for them to defeat by themselves. Thus, they set up their own beacon system inspired by the Beacons of Amon Dîn, which they would light in emergency circumstances to warn Minas Tirith of an impending army and also call for fully armed and armored reinforcements if the need arose.

The Ithilien Beacon is a unique unit recruitment structure for the Adventure: Ithilien faction based on Gondor, which allows for the recruitment of soldiers from Minas Tirith. It also significantly increases the faction's command points and periodically generates resources for the faction.

## Function

The Ithilien Beacon has a unique unit recruitment method, described below:

**Call for Aid (W)** - Cost: 600, CP: 75. Permanently summons a random battalion of troops from Minas Tirith.

The Beacon randomly selects between a battalion of Anórien Soldiers, Anórien Archers, and Anórien Spearmen to the battlefield (renamed as "Units" of Minas Tirith). These units are identical to their standard counterparts and are able to be fully upgraded.

## Strategy

The Ithilien Beacon is a rather unique unit recruitment structure for the Adventure: Ithilien faction. Like the other Adventure: Ithilien buildings, it provides a significant CP boost of 100 and periodically generates 25 resources every few seconds. More uniquely, it allows for the recruitment of a random battalion of Anórien units through **Call for Aid**, providing an alternative for the faction's Ranger units. The forces from Minas Tirith are more effective in direct combat and can be fully upgraded, unlike the Ranger units who cannot utilize Steel Cuirasses and require Faramir's **Captain of Ithilien** for a permanent armor upgrade. However, they forgo the Stealth capabilities of the Ranger units and the random nature of **Call for Aid** means that a player may not necessarily get the type of Anórien unit that they desire in a given situation. Thus, it is best to utilize the units of Minas Tirith in the mid-late game when their better combat capabilities are necessary for large-scale engagements or assaults on enemy bases.
Khandish Wardogs

* Portrait
* In Game
* Upgraded

"For generations, the men of Khand have relied on these sturdy hounds for hunting and as guard dogs. The beasts are also used in times of war, tying down their targets while Variag outriders volley arrows from the flank."
—Age of the Ring team

When the Variags of Khand prepare to battle, one of their favorite tactics is to send out Khandish Wardogs as part of an initial assault against an enemy. These hounds are sturdy and powerful, but also savage and difficult to tame. Despite this, the men of Khand have successfully managed to tame and utilize these Wardogs as hunting partners and guard dogs, with Houndmaster Bélokh having particular skill in training them. Oftentimes, the Variags would launch scores of these hounds against enemies, taking them by surprise and keeping them distracted, while the Variags and their allies would take advantage of the distraction to shoot them or close the distance to finish off their foes.

The Khandish Wardogs are a cavalry unit available to the Adventure: Rhûn subfaction of Mordor. They are recruitable from a Level 1 Horsemaster's Campground if Houndmaster Bélokh has already been deployed to the battlefield.

## Abilities

**Pack Tactics** - Horde Bonus. Modifier Type: Spell. All Khandish Wardogs gain +25% damage and +25% armour when gathered in numbers of 30 or more.

## Upgrades

**Pack Alpha (V)** - When equipped, increases this battalion to level 2. Can only be equipped at level 1. Research Banners of the Red Eye upgrade at the Gorgoroth Foundry to enable this upgrade. Cost: 100

## Strategy

The Khandish Wardogs are a cheap, spammable basic cavalry unit available to the Adventure: Rhûn subfaction if Houndmaster Bélokh has been recruited. While they may not be very powerful individually, they are also very cheap in terms of both resource cost and CP requirement. They also come with a horde bonus which increases their armour and damage if they are in a pack of 30 or more, which increases their combat capabilities and allows them to more effectively charge and kill enemy Swordsmen and Archers. Houndmaster Bélokh can also provide a leadership as well as an active buff that can further increase their effectiveness in combat, and thus they can be a surprisingly devastating force if all of these buffs and leaderships are concurrently active. However, they are still ultimately an early-midgame focused unit and will likely be phased out in favor of more elite Cavalry units in the mid-late game.
Mountain Troll

* Portrait
* Rock Throw
* Fist
* Tree

"In their beginning far back in the twilight of the Elder Days, these were creatures of dull and lumpish nature and had no more language than beasts. But Sauron had made use of them, teaching them what little they could learn and increasing their wits with wickedness."
—Return of the King, Appendix F

Sauron's Olog-Hai are fierce and cunning, able to withstand sunlight while under the sway of the Dark Lord's will. These trolls were able to operate Mordor's machinery, for instance loading catapults and wielding the mighty battering ram Grond during the siege of Minas Tirith.

In Age of the Ring, Mountain Trolls are one of Mordor's various monster units which are highly versatile due to their range of abilities. They are recruited from a level 1 Troll Cage.

## Abilities

**Close Range Attack/Throw Rocks (W)** - switch between melee attacks and throwing rocks.

**Bombard (R)** - bombard the target area with devastating artillery. Left click on icon then left click on target area.

**Find an Orc to eat (T)** - find an orc to eat for healing.

**Find a Tree (C)** - find a tree as a weapon.

## Strategies

Mountain Trolls are adept at dealing both ranged and melee siege damage to structures depending on which attack they are using and can be used to disrupt the ranks of closely packed units either with their ranged AOE attack or whilst using a tree as a weapon. Mountain Trolls are affected by the food bonus of slaughterhouses, allowing Mordor to recruit large numbers of trolls at a reduced price. Micromanagement of Mountain Trolls is vital to make the most out of them, as trolls are highly vulnerable even to basic pikemen and are killed very quickly if allowed to charge pikes recklessly.
Greenwood Vineyard

* Level 1
* Level 2
* Level 3

"Very little is known of Dorwinion except that it is "a land of vines in 'the burning South.' ""
—The Lost Road, The Conclusion of the Quenta Silmarillion

One of Dorwinion's greatest resources was the wine that it produced, which was powerful enough to make even a wood-elf drunk and was said to be some of the greatest wine in all of Middle-earth. The Vineyards in Dorwinion were essential to the production of this wine, and thus were a core foundation of the country's economy.

The Greenwood Vineyard is the primary resource structure for the Adventure: Dorwinion subfaction of the Woodland Realm.

## Upgrades

This building has no upgrades that can be bought and will instead earn experience by gaining resources.

## Function

The Greenwood Vineyard will periodically produce a maximum of +25 resources depending on location relative to other resource structures. This value will increase as the Vineyard levels up. The Greenwood Vineyard will also increase the command point limit by 50.

Unlike the Hunting Shrine or Vineyard in the standard Woodland Realm faction, there is no bonus associated with the Greenwood Vineyard.

## Strategy

The Greenwood Vineyard is the cheapest resource structure for Adventure: Dorwinion and therefore a core aspect of the subfaction, even though it does not provide any discounts to units unlike the resource production buildings of the standard Woodland Realm faction. The placement of the building will heavily affect the amount of resources that it produces. This will then affect how quickly it levels up. It is vital that the Greenwood Vineyard be defended from enemy attacks as they are a key target for harassment due to their value and their weak defenses.
Olog-Hai

* Portrait
* In Game

"There came striding up, roaring like beasts, a great company of hill-trolls out of Gorgoroth. Taller and broader than Men they were, and they were clad only in close-fitting mesh of horny scales, or maybe that was their hideous hide; but they bore round bucklers huge and black and wielded heavy hammers in their knotted hands. Reckless they sprang into the pools and waded across, bellowing as they came. Like a storm they broke upon the line of the men of Gondor, and beat upon helm and head, and arm and shield as smiths hewing the hot bending iron."
—Return of the King, The Black Gate Opens.

The cruelest, most intelligent of the Olog-Hai wore jagged black armour and sent to the front line to serve as some of Sauron's most feared warriors. It took but a few armoured Olog-Hai to break the ranks of the elite Anórien troops in during the Siege of Minas Tirith and the Battle of the Black Gate. An Olog-Hai of exceptional intelligence, Mollok, was tasked by the Dark Lord himself to slay Elessar who had marched upon the Black Gate.

In Age of the Ring, Olog-Hai are the most powerful of Mordor's troll units, they are recruitable from a level 3 Troll Cage.

## Abilities

**Dominate Troll (W)** - Requires Rank 2. Take control of target enemy troll.

**Monstrous Recovery -** Requires Rank 3. Monster units regain health while outside of combat. Passive ability.

## Strategy

Olog-Hai are amongst Mordor's most powerful units: they can serve as excellent tanks that disrupt enemy lines with their powerful AOE attacks or can deal significant siege damage to structures. Although they are extremely powerful, they are not invulnerable - especially to elite pikemen and upgraded archers; thus it is best to send Olog-Hai into combat with other units and heroes to support them and then micromanage the Olog-Hai so that they target swordsmen and archers left unprotected with pikemen. Making use of the stop command (hotkey S) and defensive stance can prevent the Olog-hai accidentally trampling pikemen and dying to trample revenge damage.
Ithilien Gathering

"Sam soon became aware also that though they walked alone, there were many men close at hand: not only Damrod and Mablung flitting in and out of the shadows ahead, but others on either side, all making their swift secret way to some appointed place."
—The Two Towers, The Window of the West

The Rangers of Ithilien set up several camps and gatherings scattered throughout Ithilien, where they could gather together to share information, rest, and mobilize their forces. These gatherings, while rather simplistic in build and design, blended quite well with the natural woods of Ithilien, giving the Rangers valuable bases where they could both seek refuge and rally together to prepare their ambushes upon the forces of darkness.

The Ithilien Gathering is the primary unit production building for the Adventure: Ithilien faction based on Gondor. It is must be built on a build plot from the Ithilien Citadel, but significantly increases command points and also doubles as a resource production building that produces a set amount of resources every few seconds.

## Function

The Ithilien Gathering can recruit the following units:

 Ithilien Sentinels | Pikemen
 Ithilien Rangers | Archers
 Ithilien Outriders | Cavalry

## Strategy

The Ithilien Gathering is the primary unit production building of the Adventure: Ithilien faction. All of the faction's Ranger units can be recruited from the Gathering immediately upon its construction, with each unit serving a different function to create a well-balanced army right from the start. The structure also comes with a sentry tower with Rangers in place that can shoot at approaching enemies, providing it with some measure of protection from enemy units (although this by itself will not stop a concentrated assault). The Ithilien Gathering also has a unique quality that it shares with other buildings in the Adventure: Ithilien faction. It provides 100 CP upon construction and also generates +25 resources every few seconds, allowing it to double as a resource production structure. The player should have at least 2-3 of these structures built around the Ithilien Citadel if not more to ensure a steady stream of Ithilien Ranger units to replenish the faction's armies, as the Rangers make up the fundamental cornerstone of the early-mid game of Adventure: Ithilien.