recursal/Fanatic-Fandom huggingface dataset:
Erebor Pikemen

* Portrait
* Standard
* Upgraded
* Porcupine

"Then Azog laughed, and he lifted up his head to let forth a great yell of triumph; but the cry died in his throat. For he saw that all his host in the valley was in a rout, and the Dwarves went this way and that slaying as they would, and those that could escape from them were flying south, shrieking as they ran. And hard by all the soldiers of his guard lay dead."
—Return of the King, Appendix A

With long spears and broad shields, these Dwarves guard Erebor's high halls and corridors. During the War of the Dwarves and Orcs, Dwarves wielding spears were a dreaded sight for the Warg Riders. In the War of the Ring, the guards of Erebor were called to action when an army of Rhûn marched upon the city of Dale and the Lonely Mountain .They fought the invading army for days on end before they secured victory when they learned of Sauron's defeat in the south.

In Age of the Ring, Sigin-udrîg, or Erebor Pikemen, are a pikemen unit recruitable from a level 1 Hall of Warriors for both the Erebor faction and its Adventure: Durin's Folk subfaction. They also have a chance to be summoned by Rivendell's Many Meetings spell for 60s.

## Abilities and Formations

**Porcupine Formation (W)** - The units form a circle with pikes extended. Battalion cannot move and gain +75% armour.

**Level 3: Natural Sprinters (T)** - Order Erebor Pikemen to charge the enemy. Modifier Type: Buff. Pikemen gain +25% damage and +25% armour for 10 seconds. Causes meta impact. Left click icon then left click on target

## Upgrades

**Dwarven Plate (T)** - When equipped, significantly reduces the amount of damage taken. Research upgrade at Grand Forge to enable this equipment. Cost: 300

**Khuzdûl Runes (C)** - When equipped, increases damage dealt by melee weapons. Research upgrade at Grand Forge to enable this upgrade. Cost: 300

**Thrór's Banners (V)** - when equipped, increases this battalion to level 2. Research upgrade at Grand Forge to enable this equipment. Cost: 100

## Strategy

Similarly to Âzagh-baruk, Sigin-udrîg are tanky units that can sustain a lot of damage and bring ruin to almost any cavalry charge, but suffer significantly from their low speed which enables the enemy to simply evade them. To overcome this issue, Sigin-udrîg can use the Dwarven Mine tunnel system to rapidly move across points on the map. Alternatively, they benefit from speed buffs granted to them by Balin, Roäc and Arcah. In close quarters, they can also use **Natural Sprinters** to close in on short distances and gain a temporary boost in power. Sigin-udrîg should be used to defend Erebor's archers from flanking cavalry charges - a fully upgraded Sigin-udrîg battalion is capable of annihilating enemy cavalry foolish enough to charge into them.
Black Númenórean Vanguard

* Portrait
* In Game
* Upgraded

"And Sauron gathered to him great strength of his servants out of the east and the south; and among them were not a few of the high race of Númenor. For in the days of the sojourn of Sauron in that land the hearts of well nigh all its people had been turned towards darkness. Therefore many of those who sailed east in that time and made fortresses and dwellings upon the coasts were already bent to his will, and they served him still gladly in Middle-earth. But because of the power of Gil-galad these renegades, lords both mighty and evil, for the most part took up their abodes in the southlands far away...."
—The Silmarillion, Of the Rings of Power and the Third Age

Many of the King's Men of Númenor formed settlements in the south of Middle-earth, with the greatest of these settlements being the city of Umbar on the coast. By the end of the Third Age though, many of these remnants of King's Men, kinslayers and Gondorian rebels had been absorbed into the Haradrim people. However, though many years had passed, their hatred of Gondor was still very much present and they were willing to fight on the side of Sauron in the War of the Ring.

In Age of the Ring, the Black Númenorean Vanguard are an elite cavalry unit for Haradwaith.

## Abilities and Formations

**Stern Gaze** - Modifier Type: Passive Debuff. Nearby enemy units suffer -10% armour. Passive ability.

**Level 3: Armoured Charge (R)** - For 15 seconds, the Vanguard deals -25% melee damage but has a -50% reduction in crush deceleration. Left click to activate.

## Upgrades

**Bronze Cuirasses (T)** - A nearby Caravan is needed to enable this equipment. When equipped, significantly reduces the amount of damage taken. Cost: 300.

**Steel-forged Blades (C)** - A nearby Caravan is needed to enable this equipment. When equipped, increases the damage done by melee weapons.

**Silken Banners (V)** - A nearby Caravan is needed to enable this equipment. When equipped, increases the horde to level 2.

## Strategy

The Black Númenorean Vanguard is the elite cavalry unit for Haradwaith and would likely replace the Harondor Raiders in the late game. Similarly to the Black Númenórean Warriors, they share the **Stern Gaze** ability to weaken enemy forces. **Armoured Charge** is a situational ability for use when trampling, either to disrupt enemy forces or to break away from battle without getting getting trapped. Haradwaith has a number of cavalry units that can be used alongside the Black Númenorean Vanguard. The Harondor Raiders are cheaper and less powerful but can still be used later in the game as effective cavalry to fill out the numbers, while the Guards of the Serpent are a stronger heroic unit that can strengthen cavalry further. The faction also has two heroes that are able to mount: Sûladan who can support the Vanguard through his Onslaught ability and Câssimir who has a strong leadership for the Black Númenorean units.
Arnorian Barrow

* Level 1
* Level 2
* Level 3

"It was in this time that an end came of the Dúnedain of Cardolan, and evil spirits out of Angmar and Rhudaur entered into the deserted mounds and dwelt there."
—Return of the King, Appendix A

After Cardolan fell to the might of Angmar, the Witch-king would send out evil spirits to possess the bodies of the fallen soldiers of Arnor and dwell within the mounds and barrows. These once-revered burial sites for the dead of Arnor would not only become corrupted and infested with evil as a result of these tainted spirits, but would also prohibit the Dúnedain from reclaiming and resettling in the lands of Cardolan ever again.

The Arnorian Barrow is the primary recruitment structure for the Undead units of the Adventure: Angmar subfaction based off of Dol Guldur.

## Upgrades

**Upgrade to Level 2 (A)** - Allows training of Mound-Dwellers of Rhudaur. +10% faster build speed. (cost: 600)

**Upgrade to Level 3 (A)** - Allows training of Unburied Wights. +25% faster build speed. (cost: 1000)

## Function

### Unit Production

The Arnorian Barrow can be used to recruit the following units:

 Mound-Dweller of Rhudaur | Special
 Unburied Wights | Swordsmen

### Abilities

**Shivering Presence** - Nearby Angmar units afflicted by Slow Decay are no longer drained over time, receive +15% damage and armour, and are healed by a small amount. Passive ability.

**Howling Wolves (W)** - Requires a Wild Cairn. Summons a White Wolf to defend the structure. Left click to activate.

## Strategy

The Arnorian Barrow recruits many of the Undead units for the Adventure: Angmar subfaction. Unlike many other structures, it is defended not by arrows, but by individual units of Undead patrolling it. It also has **Shivering Presence** that is necessary for many of Angmar's units to progress throughout the map and **Howling Wolves** as an additional means to defend itself, like many of Angmar's structures. The Arnorian Barrow can be useful at all stages of the game, with options ranging from the easily spammable shock troops in Dead of Arnor to the infantry-killing Mound-Dweller of Rhudaur and the powerful anti-elite Unburied Wights. However, the upgrades for the Arnorian Barrow are expensive and thus they should only be purchased when the player has resources to sustain both the upgrade and the units that it unlocks. If the Witch-king is present and is either Level 8 or has the One Ring, he can also cast **Dark Sorcerer** on the Arnorian Barrow to summon a horde of Risen Dead (Restless Warriors) with more units than the standard horde.
Angmar Hunters

* Portrait
* In Game
* Upgraded

"When evil stirs, orcs are gathered to it like moths to a flame. It did not take long for them to answer the call of their master and swarm towards the frigid north."
—Age of the Ring team

When the Witch-king called upon the forces of evil to gather at Angmar, the orcs were the most numerous of the Forces of Darkness to answer that command. Several of these orcs were pale, emaciated creatures who remained gifted hunters in spite of this, creatures who could hide amongst the trees and stalk their quarry before stealing them away in the dead of the night to serve as slaves in the strongholds of Angmar.

The Angmar Hunters are the basic Archer unit for the Adventure: Angmar subfaction based on Dol Guldur. They are functionally identical to the Orc Hunters and are recruitable from a level 1 Spire of Angmar.

## Abilities

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

**Slow Decay** - Units are continually drained by the Witch-king's magic, slowly losing health over time. Slow Decay can be countered by Shivering Presence from nearby Angmar structures and the Witch-king. Passive ability.

**Fell Spirits (T)** - Requires a Level 3 Spire of Angmar. Turn the horde into Risen Dead. Left click to activate.

**Level 2: Bring It Down! (V)** - Increases damage to flying units by 200% for 20 seconds. Left click to activate.

## Upgrades

**Corpse-fire Arrows (C)** - When equipped, significantly increases the damage done by arrows. Research upgrade at a Spire of Angmar to enable this equipment. Cost: 300.

**Black Banners (V)** - When equipped, increases this battalion to level 2. Research upgrade at a Spire of Angmar to enable this equipment. Cost: 100.

## Strategy

The Angmar Hunters are statistically and functionally identical to the Orc Hunters from Dol Guldur, being the basic Archer unit of the Adventure: Angmar subfaction. Like Orc Hunters, they suffer from **Slow Decay** and so require aggressive expansion with structures so that **Shivering Presence** is cast in the areas the Hunters are moving to prevent them losing health. Angmar Hunters can be converted to a horde of Risen Dead once a Spire of Angmar has been upgraded to Level 3 - Risen Dead are fast moving, semi-elite units that can harass the enemy due to not suffering Slow Decay. Players can be tactical when they decide to convert Hunters as the conversion produces a smaller, albeit stronger horde; it is possible to inflict ranged damage by keeping the Hunters in combat and then using **Fell Spirits** when nearly all of the Hunters have been killed in a horde. This will replenish Angmar's numbers and maximize the damage inflicted against the opponent's troops.
Fountain Guards

* Portrait
* Standard
* Shield Wall

"They guard it [The White Tree] because they have hope. Faith and fading hope that one day it will flower. That a king will come and this city will be as it once was before it fell into decay."
—Gandalf

These men are the silent guards of the White Tree. Their arms and armour, inlaid with mithril, invoke the memory of lost Numenor. When on duty, they were not permitted to leave their post, save at the command of their lord.

The Fountain Guard are Gondor's only heroic unit. Limited to 2, they are recruitable from the fortress itself and provide support to the rest of the faction.

## Abilities and Formations

**Spear Wall Formation (W)** - Fountain Guards form a Spear Wall. They gain +25% armour, immunity to knockback, fear, terror, and all debuffs at the cost of -40% speed.

**Undying Hope** - Modifier Type: Spell. Fountain Guards gain 10% armor for every nearby battalion of Minas Tirith, up to 50%. When a Fountain Guard dies, nearby allies are healed by a small amount. Passive ability.

**Level 3: Expel (T)** - Fountain Guards gain +33% damage and knockback enemy units for 30 seconds. Left click to activate.

**Level 7: Ardent Defenders (C)** - The Fountain Guards are surrounded by an aura that weakens enemies and enforces allies for 30 seconds. Enemy units suffer -25% damage and armour. Allied structures gain +100% armour. Allied heroes gain +50% faster power recharge times. Nearby friendly battalions are replenished over time. Left click to activate.

**Level 2: Valorous Recovery** - Heroic units regain health while outside of combat. Passive ability.

## Strategy

The Fountain Guard are by some measure the most durable units in Gondor's army, aided by their unusually large battalion size for a heroic unit. With **Spear Wall Formation** and **Undying Hope**, they double down further on this toughness, forming a barricade that all but the strongest cavalry will struggle to break. **Undying Hope** encourages them to be the bulwark of an endgame army, at which point the player has likely transitioned to Minas Tirith-based troops, and **Expel** allows them to relieve pressure whenever a force becomes too great for even them. **Ardent Defenders** is their main draw aside from their bulk, massively boosting structure armor and aiding heroes: fittingly for their role, it is best used as a way to throw off an attempted siege.
Dúnedain Outriders

* Portrait
* Standard
* Skirmish

"Do you really mean that Strider is one of the people of the old Kings?" said Frodo in wonder. 'I thought they had all vanished long ago. I thought he was only a Ranger.' 'Only a Ranger!' cried Gandalf. 'My dear Frodo, that is just what the Rangers are: the last remnant in the North of the great people, the Men of the West. They have helped me before; and I shall need their help in the days to come...."
—Fellowship of the Ring, Many Meetings

The wilds of Eriador stretch far and wide, and cannot all be protected by Men wandering on foot. The Dúnedain were the unspoken protectors of the lands of Bree and the Shire, although mistrusted by the few of these lands' inhabitants even aware of their presence. These Rangers rode stocky steeds during their ambushes on the Forces of Darkness that had evil intentions for the people of Eriador.

Dúnedain Outriders are a cavalry unit for Rivendell recruitable from a level 1 Dúnedain Gathering. They are able to stealth near trees.

## Abilities and Formations

**Wedge Formation (W)** - Units gain +25% Damage, -25% Armor, and -50 Crush Deceleration.

**Level 2: Woodscraft (V)** - Becomes invisible while standing still.

## Upgrades

**Tengwar-inscribed Blades (C)** - When equipped, increases damage dealt by melee weapons. Research upgrade at Rivendell Forge to enable this upgrade. Cost: 300

**Dúnedain Captain (V)** - When equipped, increases this battalion to level 2. Research upgrade at Rivendell Forge to enable this equipment. Cost: 100

## Strategy

Dúnedain Outriders are a light cavalry unit which are useful throughout the early-mid game at harassing the enemy across the map due to their speed, or by clearing unprotected battalions of enemy swordsmen and archers. Their wedge formation can make their charges even deadlier to infantry but Rivendell players must be careful not to use it and accidentally charge into pikemen because the formation reduces the Outriders' already low armour and makes them even more vulnerable to pikemen. Dúnedain Outriders are highly capable at setting up ambushes: they can stealth nearby trees and their level 2 ability **Woodscraft** allows them to become invisible while standing still - allowing them to lie in wait for an opportunity to strike.
Draft Tower

* Default
* Oath: Éored
* Oath: Firienholt
* Oath: Westfold

"Aragorn: "The Beacons of Minas Tirith! The Beacons are lit! Gondor calls for aid."
Theoden: "And Rohan will answer. Muster the Rohirrim. Assemble the army at Dunharrow. As many men as can be found. You have two days. On the third, we ride for Gondor and war.""
—The Return of the King

Rohan was a large land, with the people scattered across many farms and villages. However, when it came to war, every village would have its own warriors that would ride to serve their ruler and defend their home. With a system of errand riders, these warriors could be brought together to form a large army in a matter of days.

The Draft Tower is a defensive structure that is limited to 4 at any time. It can summon two temporary battalions of drafted Peasants, although this can be changed to summon other units instead

## Upgrades

**Oath: Westfold (E)** - Requires Erkenbrand to have been recruited. Alters the active Oath to summon a permanent battalion of Westfolders. Has to be rebought after usage. Cost: 550

**Oath: Firienholt (R)** - Alters the active Oath to summon a permanent battalion of Halifirien Wardens. Has to be rebought after usage. Cost: 600

**Oath: Éored (T)** - Alters the active Oath to summon a permanent battalion of Rohirrim Warriors. Has to be rebought after usage. Cost: 650

## Function

**Staunch Defenders (W)** - summons two temporary battalions of drafted Peasants to defend the tower.

**Oaths You Have Taken... (E)** - Summons a permanent battalion of Westfolders/Halifirien Wardens/Rohirrim Warriors. Can be cast near any Draft Tower or Fortress. Respects command point limit. Requires 75/72/80 command points to be summoned. Left click then left click target area.

## Strategy

The Draft Tower is a unique defensive structure that is able to summon battalions of units to defend the surrounding area with a cooldown after each summon. By default, it will summon 2 battalions of peasants with **Staunch Defenders**. However, the Oath upgrades can be used to buy a one time use of **Oaths You Have Taken...** that can be bought multiple times. This ability can be used to summon a permanent Rohan unit that can be effective in the mid game and upgraded. These units can be summoned in various locations depending on the locations of Fortresses and Draft Towers, allowing the Draft Towers to reinforce allied forces across the map. A draft tower on its own will not be sufficient for defense as their units should complement your own army or act as a back up defence. A few draft towers together, combined with ranged defences, would be a powerful defence however.
Armoured Castellan

* Portrait
* In Game

"It was the Shadow of Sauron and the sign of his return. For coming out of the wastes of the East he took up his abode in the south of the forest, and slowly he grew and took shape there again; in a dark hill he made his dwelling and wrought there his sorcery, and all folk feared the Sorcerer of Dol Guldur, and yet they knew not at first how great was their peril."
—The Silmarillion, Of the Rings of Power and the Third Age

Nameless and with no will of their own, the dreaded Castellans of Dol Guldur are eternally bound to the Dark Lord's command. These evil spirits have inhabited suits of armour to wage war with the Elves of the Woodland Realm and Lothlórien.

In Age of the Ring, Castellans are individual swordsman units that act as Dol Guldur's heroic unit. They are limited to three.

## Abilities

**Castellan of Dol Guldur** - Provides armour to nearby allied structures. Attacking enemy units are poisoned and have reduced armour. Passive ability.

**Level 3: Incorporeal (R)** - The Armoured Castellan becomes immune to damage for 30 seconds but cannot move or attack.

**Level 7: Necromantic Blast (T)** - Enemy units are blasted back and take damage. Killed units become wraiths. Left click to activate.

## Strategy

As Dol Guldur's heroic unit, the Armoured Castellans can deal heavy losses to the enemy during battles. However, they are slow moving and so are unlikely to survive if ordered to retreat because they can easily be pursued. They are effective against most infantry units but can be taken down by heroes or when focused by upgraded archers, thus they should be sent in with several other units to absorb damage for them. They are effective in a defensive role due to their bonuses towards allied buildings. If needed, use of **Incorporeal** can save them from death - allowing them to heal without risk of being attacked. Lastly, **Necromantic Blast** allows the Castellans to deal heavy damage to enemy forces surrounding them and bolster allied forces by turning the dead into wraiths.
Angmar Pikemen

* Portrait
* In Game
* Upgraded
* Porcupine

"The orcs of Angmar are not granted fates much improved from those they torment. In the end, all must bend and crawl before the Witch-king's dark might."
—Age of the Ring team

The Orc Pikemen of Angmar were the primary jailers and torturers of the Dúnedain of Arnor that the Witch-king captured and enslaved in Angmar for this horrific experiments. However, the Witch-king cared little more for his servants than he did for his prisoners, and most of the Orcs in Angmar became pale and emaciated. These orcs served the Witch-king out of fear rather than loyalty, and have been driven insane from perpetual torment and the unrelenting cold and evil of Angmar.

In Age of the Ring, Angmar Pikemen are the basic Pikemen unit for the Adventure: Angmar subfaction based on Dol Guldur. They are functionally identical to the Orc Gaolers and are recruitable from a Level 1 Spire of Angmar.

## Abilities and Formations

**Porcupine Formation (W)** - The units form a circle with pikes extended. Battalion cannot move. +75% armour.

**Slow Decay** - Units are continually drained by the Witch-king's magic, slowly losing health over time. Slow Decay can be countered by Shivering Presence from nearby Angmar structures and the Witch-king. Passive ability.

**Fell Spirits (T)** - Requires a Level 3 Spire of Angmar. Turn the horde into Risen Dead. Left click to activate.

## Upgrades

**Black Banners (V)** - When equipped, increases this battalion to level 2. Research upgrade at a Spire of Angmar to enable this equipment. Cost: 100.

## Strategy

The Angmar Pikemen are functionally and statistically identical to the Orc Gaolers from Dol Guldur, being the basic Pikemen unit of the Adventure: Angmar subfaction. Like the Orc Gaolers, they continually suffer from **Slow Decay** which limits their harassment potential unless the Angmar player continually builds structures as the Pikemen advance so that they are buffed by Shivering Presence. Once the Spire of Angmar has been fully upgraded to Level 3, the **Fell Spirits** ability is unlocked which can convert Angmar Pikemen to Risen Dead: semi-elite, fast moving shock troops that do not suffer from Slow Decay. Players can be strategic when they decide to use Fell Spirits: they can use it before the Angmar Pikemen enter combat to produce a stronger, albeit smaller horde that can harass, or they can use it when a Pikemen horde is depleted to replenish the numbers of Angmar's army with stronger units. Regardless, it is important to still use Angmar Pikemen in the army until Tomb Guard can be recruited, as Risen Dead themselves are highly vulnerable to cavalry.
Farm (Rohan)

* Level 1
* Level 2
* Level 3

"You are looking now south-west across the north plains of the Riddermark, Rohan the land of the Horse-lords. Ere long we shall come to the mouth of the Limlight that runs down from Fangorn to join the Great River. That is the north boundary of Rohan; and of old all that lay between Limlight and the White Mountains belonged to the Rohirrim. It is a rich and pleasant land, and its grass has no rival..."
—Aragorn

The Rohan Farm is one of Rohan's two main resource structures alongside the Windmill, providing crops 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 Farm will periodically produce a maximum of +25 resources depending on location relative to other resource structures. This value will increase as the Farm levels up. At level 3, it will shoot arrows at nearby enemies. The Farm will also increase the command point limit by 50.

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

#### Field Bonus

Multiple farms will reduce the cost of cavalry units.

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

By using the following ability, the farm 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 | Pikemen

## Strategy

As the Farm is one or 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 farms if they are aiming to recruit more cavalry, which allows the player to focus more on Rohan's core strengths. While Peasants and Yeomen Spearmen are a core unit for Rohan in the early game, the player must be careful about converting too many of their farms to unit production as this would lead to a weakened economy. By using the leadership of the structure, the player can turn Peasants into a powerful harassment force as they spread across the map. The player can also use Rohan's Wells and the Bountiful Harvest spellbook power to boost the income generated by the farms, though these two bonuses do not stack.
Archery Range (Rohan)

* Level 1
* Level 2
* Level 3

"But even more would I give for a hundred good archers of Mirkwood. We shall need them. The Rohirrim have good bowmen after their fashion, but there are too few here, too few."
—Legolas

While not as skilled the elves of the forests, the Rohirrim were very skilled at archery in battle. Their forces on horseback were able to use bows to harass enemy forces at speed, but their soldiers on foot where often equally skilled at using the bow to attack their enemies. These archers were invaluable at the Battle of the Hornburg where they rained down arrows on the Uruk armies.

The Archery Range is used to recruit and upgrade Rohan's archer units. It will also produce a small amount of resources.

## Upgrades

**Upgrade Archery Range to Level 2 (A)** - allows training of the Halifirien Wardens and research of the fire arrows upgrade. +10% faster build speed. Cost: 750

**Upgrade Archery Range to Level 3 (A)** - +25% faster build speed. Adds defensive tower.

## Function

The Archery Range will produce a maximum of +5 resources depending on location relative to other resource structures. This value will increase as the building levels up.

#### Unit Upgrades

The Archery Range will allow unit upgrades to be bought for Rohan's units.

**Fire Arrows (R)**- Allows hordes to purchase the Fire Arrows upgrade .When equipped, significantly increases the damage done by Arrows. Will upgrade all patrols and tower archers instantly once upgrade is purchased.

## Strategy

The Rohan Archery Range is used to gain access to ranged units for the faction. The Yeomen Archers can act as an early archer unit to compliment the player's Peasants and Yeomen Spearmen. In the mid-game, the Halifirien Wardens can be used as an elite archer unit that is able to bring down volleys of arrows and cause fear in a target. The building also allows access to the Fire Arrows upgrades, which can help the Rohirrim Archers and Mounted Kingsguard. The building will produce a small amount of resources. This means that the player must be careful when it comes to its placement if they want to make the most of the resources while not putting the building at too much risk.
Dol Amroth Men at Arms

* Portrait
* In Game

"So it was that Gandalf took command of the last defence of the City of Gondor. Wherever he came men's hearts would lift again, and the winged shadows pass from memory. Tirelessly he strode from Citadel to Gate, from north to south about the wall; and with him went the Prince of Dol Amroth in his shining mail. For he and his knights still held themselves like lords in whom the race of Númenor ran true."
—The Siege of Gondor, The Return of the King

Choosing to fight on foot rather than on horseback, these heavily armoured swordsmen are no less elite than their equestrian counterparts. During the Siege of Minas Tirith, they fought on the walls to prevent the orcs of Mordor from gaining a foothold and were more resistant to the dark aura of the Nazgul.

In game, the Dol Amroth Men at Arms are elite swordsmen that can be recruited from the Dol Amroth Citadel in the standard Gondor faction as well as the Dol Amroth Barracks in the Adventure: Grey Company subfaction. In the latter, they have a slightly increased battalion size but also a slightly higher cost and CP requirement to balance this out.

## Abilities

**Blood of the Eldar** - Dol Amroth's units slowly recover outside combat. Passive ability.

**Level 2: Sally Forth (R)** - Men-at-Arms and nearby Fiefdoms troops gain +25% damage and resistance to knockback for 15 seconds. Left click to activate.

## Upgrades

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

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

## Strategy

The Men at Arms are an elite battalion of swordsmen that are similar to the Anórien Soldiers. They are able to boost their offensive capabilities and those of nearby Fiefdom units temporarily with **Sally Forth**, which provides both a damage boost and a resistance to knockback. This can allow the fiefdoms units to still be used in the late game when combined with the bonuses from **Sworn Allegiance** and Forlong's leadership. They do also come with heavy armour, making them more resistant to damage to begin with, and they are able to heal outside of combat as well. This is offset by their recruitment location being from a 15PP Spellbook power in the standard Gondor faction, although in Adventure: Grey Company they can be easily recruited from the Dol Amroth Barracks instead. Like other swordsmen, they can form the core of your infantry army and can be especially effective against pikemen and weaker swordsmen. However, they must be careful against archers and cavalry.
Bree-land Encampment

* Level 1
* Level 2
* Level 3

"For Bree stood at an old meeting of ways; another ancient road crossed the East Road just outside the dike at the western end of the village, and in former days Men and other folk of various sorts had travelled much on it. But the Northern Lands had long been desolate, and the North Road was now seldom used: it was grass-grown, and the Bree-folk called it the Greenway."
—At the Sign of the Prancing Pony, Fellowship of the Ring

Bree was a village in Eriador that was located at a major crossroads. This meant that it saw many travelers selling their goods or looking for a place to rest for the night. It was mainly a village of Men, but Hobbits lived there as well.

The Bree-land Encampment is the earliest production building for Rivendell. It is used to recruit the Hobbit and Bree units as well as the Hobbit heroes.

## Upgrades

**Upgrade Bree-land Encampment to Level 2 (A)** - Allows recruitment of Fatty Bolger and Battering Rams. +10% faster build speed. Cost: 300

**Upgrade Bree-land Encampment to Level 3 (A)** - Allows recruitment of Farmer Maggot. Heals nearby damaged siege engines. +25% faster build speed. Cost: 300

## Function

The Encampment will increase the command point limit by 25 and can recruit the following units:

 Took Archers | Archers
 Bree-land Townsguard | Pikemen
 Battering Ram | Siege

Both Fredegar Bolger and Farmer Maggot can be recruited from the Encampment at levels 2 and 3 respectively.

**Unexpected Party** -
Ho! Ho! Ho! to the bottle I go
To heal my heart and drown my woe.
Rain may fall and wind may blow,
And many miles be still to go,
But under a tall tree I will lie,
And let the clouds go sailing by.

## Strategy

The Bree-land Encampment would act as the faction's earliest unit production building. The units from this building are required in the early game. While weak, they are cheap and can be buffed by the leadership of Gildor Inglorion. The building also provides the faction's only conventional siege in the form of the Battering Rams, making it even more important. While the Bree-land units are outclassed by the Elves and Dúnedain, they can still be useful in later stages of the game as a backup force, especially when the player uses Fatty to quicken their production. The player can also use Farmer Maggot to provide a boost to their economy with his farm.
Cold-drake

* Portrait
* In Game

"They were very great beside the Men of those days - cold as in the nature of snakes and serpents, and of them a many having wings go with the uttermost noise and speed..."
—The Book of Lost Tales 2

Residing in the Northern Wastes of Middle-earth, Cold-drakes are dragons incapable of breathing fire but are by no means less deadly than their fire-breathing kin. Whilst their numbers had dwindled considerably by the Third Age, Cold-drakes still posed a considerable threat to the Free People of the North - particularly the Dwarves, who were driven from their mines of Ered Mithrin by the Cold-drakes.

In Age of the Ring, Cold-drakes are a flying monster unit in Misty Mountains, they are recruited from a level 2 Wyrm Lair. Only 1 Cold Drake may be on the battlefield at a time.

## Abilities and Formations

**Level 3: Heart-freezing Roar (W)** - Stuns nearby enemies in place. Left click to activate.

## Strategy

Cold-drakes are heavily locked behind the Brood of the North fortress upgrade and a high recruit cost but are worth the significant investment due to their high health, armour and army-disrupting potential. In comparison to Giant Bats, Cold-drakes can sustain far greater punishment from ranged units and so can be a menace to any army without fully upgraded archer units: their attacks deal good damage and break up enemy lines which can give Misty Mountains' army the advantage in a battle. This is enhanced by the Cold-drakes' **Heart-freezing Roar** which stuns enemy units - allowing the Drake to send armies into disarray before attacking vulnerable targets or retreating to heal out of combat.
Battle Tower (Mordor)

* Normal
* Upgraded Arrow
* Banner of Barad-dûr
* Banner of Cirith-Ungol
* Banner of Minas Morgul
* Banner of Rhûn

"Then Sauron returned. Now the watch-towers, which had fallen into decay, were repaired, and filled with arms, and garrisoned with ceaseless vigilance. Stony-faced they were, with dark window-holes staring north and east and west, and each window was full of sleepless eyes."
—The Two Towers, The Black Gate is Closed

All entries into the lands of Mordor were heavily guarded, no force could march upon the Dark Lord unnoticed for his borders were patrolled both at night and day. The Ringbearer was only able to slip past Sauron's defences unnoticed during the War of the Ring thanks to Gollum, who led Frodo and Sam up the Winding Stair and through the treacherous tunnels of Shelob, which were unguarded by Orcs.

In Age of the Ring, Battle Towers are defensive structures which fire arrows at nearby enemies. Unlike other factions, the Mordor Battle Tower cannot be garrisoned with archers.

## Upgrades

**Fire Arrows (W)** - Upgrades this tower with fire arrows, increases the damage done by arrows. Cost: 200

**Banner of Barad-dûr(E)** - Upgrades this tower with a banner bearing the mark of Barad-dûr. Allies near the tower gain 10% damage Cost: 150

**Banner of Cirith-Ungol (R)** - Upgrades this tower with a banner bearing the mark of Cirith-Ungol. Increases tower's vision range by 50% Cost: 150

**Banner of Minas Morgul (T)** - Upgrades this tower with a banner bearing the mark of Minas Morgul and Morgul's magic. Enemy's units nearby the tower take minor damage over time Cost: 150

**Banner of Rhûn (S)** - Upgrades this tower with a banner bearing the mark of Rhûn and Rhûn Archer. Orc archers manning the tower are replace by great Khân's archers Cost: 300

## Strategy

Battle 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 upgraded with fire arrows and Rhûn's banner which increases the damage the tower inflicts. The different banner can provides a variety of effect depending on the situation, so the player can choose between different strategies. 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.
Battering Ram (Mordor)

* Portrait
* In Game

"Gothmog: "What are you doing, you useless scum?"
Murgash: "The door won't go, it's too strong!"
Gothmog: "Get back there and smash it down.""
—Return of the King

Once its gate falls, few strongholds can withstand the hordes of Mordor. In the Siege of Minas Tirith, orc battering rams fruitlessly attempted to batter the city gates but to no avail; resulting in Gothmog ordering Grond to be brought up.

In Age of the Ring, the Mordor battering ram serves as the basic melee siege weapon, recruitable from a level 1 Great Siege Works.

## Strategy

Battering Rams are unchanged from vanilla, 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.
Edoras Kingsguard

* Portrait
* Standard
* Upgraded
* Schiltron
* Swords
* Swords Upgraded
* Swords Schiltron Formation

"Following the winding way up green shoulders of the hills, they came at last to the wide wind-swept halls and gates of Edoras. There sat many men in bright mail, who sprang at once to their feet and barred the way with spears. "Stay, strangers here unknown!" They cried in the tongue of the Riddermark, demanding the names and errand of the strangers."
—The Two Towers, The King of the Golden Hall

Alternatively named the Door-Wardens, these warriors were hand-picked by the King and tasked with the safety of Meduseld. In times of war, they would each lead a small part of a greater Éored. Notable Door-Wardens include Háma, who greeted the Three Hunters and Gandalf the White at the gates of the Golden Hall and confiscated their weapons before they could meet King Théoden.

In Age of the Ring, Edoras Kingsguard are a pikemen unit in Rohan but can be upgraded to have a permanent switch to using swords. They are recruitable from a level 2 Barracks and come equipped with heavy armour.

## Abilities and Formations

**Schiltron Formation (W)** - The Edoras Kingsguard form up into a schiltron formation. -30% movement speed, +15% damage and armour, immunity to knockback.

**Door-Wardens** - Modifier Type: Leadership. The Kingsguard grants nearby structures +33% armor. Stacks with Buffs and Spells. Passive ability.

**Level 3: Surrender Arms (T)** - Enemy units within the radius temporarily deal -33% damage. Left click icon then left click on target battalion.

## Upgrades

**Door-wardens (R)** - When equipped, permanently equips Doorwardens with swords. Left click to upgrade this unit. Cost: 100.

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

Edoras Kingsguard are one of the most elite infantry units in Rohan, they are strong pikemen at first, being able to defend infantry armies against enemy cavalry. However, they can also be upgraded to have a permanent switch to using swords, making them the strongest swordsmen unit in the faction. **Schiltron Formation** is particularly useful during combat as it increases the Kingsguard's armour so that they are more durable whilst also dissuading enemy cavalry charges into their ranks. **Door-Wardens** is particularly useful when defending the base, especially when there are several Kingsguard on the battlefield Door-Wardens is a stackable buff; it also compliments Mundburg Masonry extremely well. If Kingsguard can be kept alive for long enough to reach level 3, they can cast **Surrender Arms** on enemy elite units to reduce their damage during combat, potentially giving Rohan's army the edge to win the battle.
Burôdapân

* Portrait
* In game

"Squinting, Câssimir thought he could make out a great dark shape at the edge of the greatest pier, far in the distance: the ship of Bûrodapân - the so-called Lord of Waves, the Corsair-lord whose cruel reputation preceded him amongst the waves of the southern Belegaer and beyond. Câssimir knew him as the second son, his errant little brother, a dangerous nuisance who had thankfully rarely visited for most of the thirty years since the great calamity."
—The Age of the Ring Lore Compendium

Burôdapân, known as the Lord of Waves, is the second half of the informal Duumvirate of Umbar. Along with his brother Câssimir, the Lord of Stone, Burôdapân wields great influence over the Haradrim of Umbar and beyond. He is a fierce corsair-lord, with a great fleet under his command, a fleet that he has often led into battle against Gondor. It is said that Burôdapân has been where few have dared to sail, even exploring the Lost City of Kârna and bringing back mysterious treasures from that land.

In Age of the Ring, Burôdapân is a hero for the Haradwaith faction.

## Abilities

**Lord of Waves** - Modifier Type: Leadership. Nearby Corsairs gain +33% armour and damage and +50% experience. At level 5, Burôdapân and nearby Corsairs earn resources per kill. Passive ability.

**Level 3: Take All You Can (R)** - Takes control of single enemy battalion for 30 seconds. Cannot be used on heroic units. Left click icon then left click on target enemies.

**Level 6: Give Nothing Back (T)** - Set fire to selected area, dealing heavy damage to units and structures. Left click icon then left click on target area.

**Level 8: Watery Grave (C)** - Deals significant damage over time to structures for 15 seconds. Can be cast from a large distance. Left click icon then left click on target.

**Level 10: Horn of Kârna (V)** - Burôdapân summons the Horn of Kârna. When sounded, the Horn invokes the Fury of the Deep, which causes nearby units to fight amongst themselves for 30 seconds. Horn of Kârna is limited to 1. Left click icon then left click on target area.

## Upgrades

**Sauron's Reward** - Permanently empowers targeted hero with +25% armour and +25% damage.

## Strategy

Burôdapân has some small support capabilities befitting his role as the Lord of Waves. He's able to lead Corsairs raids on enemy structures effectively, while also giving the faction a small economic boost. However, his main strength is from his disruptive abilities. **Take All You Can** can control enemy units for a short time. While this can't affect heroic units, elite units such as Rivendell's elven units or Mordor's elite Easterlings can still be taken in this way. **Give Nothing Back** and **Watery Grave** both allow Burôdapân to take an anti-structure role while the former is also effective against units. However, the player must be wary that their own units do not fall victim to the fire. **Horn of Kârna** is a powerful summon with both defensive and offensive uses, being able to heavily disrupt and damage enemy armies. However, once again, the player must be wary that allied units aren't affected by the casting.
Balin (Azanulbizar)

* Portrait
* In Game

"The first assault of the vanguard led by Thráin was thrown back with loss, and Thráin was driven into a wood of great trees that then still grew not far from Kheled-zâram. There Frerin his son fell, and Fundin his kinsman, and many others, and both Thráin and Thorin were wounded."
—Return of the King, Appendix A

Towards the end of the War of the Dwarves and Orcs, the Dwarves had driven their enemy back to Azanulbizar, where King Thrór has been murdered by Azog at the very start of the conflict. It was during this battle that a young Balin fought alongside his father Fundin, King Thráin and Thorin, as part of the vanguard, the Dwarves took heavy losses until the arrival of the Dwarves of the Iron Hills. The tide of battle turned, the orcs were defeated and Azog slain; Balin managed to survive and years later would become a member of Thorin Oakenshield's company in a quest to reclaim Erebor.

In Age of the Ring, Balin is a playable hero in the Battle of Azanulbizar campaign mission.

## Abilities

**Level 3: Tactician (W)** - Give targeted friendly troops experience. Left click icon then left click on target units.

**Level 5: King's Advisor (R)** - Modifier Type: Spell. Balin temporarily empowers a friendly hero, granting them 50% armor, 50% faster experience gain, and 75% faster power recharge times. Stacks with Leadership and Spells. Left click icon then left click on target hero.

## Strategy

Alongside Thráin, Balin is arguably the most important hero in this campaign mission due to his abilities: **Tactician** is an excellent method of leveling units up quickly to level 5 so that they are as tanky and deal as much damage as possible, thus maximising their chances of surviving to the end of the mission where they are needed. **King's Advisor** should be used solely on Thráin to increase his armour to compensate for his lower health and even more importantly to decrease the cool down time of his **Wisdom of the Ravens** ability which enables him to heal nearby units and heroes. Having this heal off cool down can often determine whether the player will complete or fail the mission as it can be used when a hero is at risk of dying.