recursal/Fanatic-Fandom huggingface dataset:
Gimli (Dwarf-friend)

* Portrait
* Glóin's Axe
* Balin's Axe

"Gimli: "I never thought I'd die fighting side by side with an Elf."
Legolas: "What about side by side with a friend?"
Gimli: "Aye, I could do that."
—The Return of the King

Gimli, son of Glóin, was a member of the Fellowship of the Ring, He initially harboured the same grudge towards Legolas that had festered between the Dwarves and Elves for many years. However, as the Fellowship's quest led them across Middle-earth, Gimli and Legolas put aside their races' differences and began to form a close friendship - healing the rift between Dwarves and Elves. In the Fourth Age after the passing of their friend King Elessar, Legolas and Gimli set sail to the Undying Lands together - making Gimli the first Dwarf to ever take the journey into the West.

In Age of the Ring, Gimli is a summonable hero in Woodland Realm, he is summoned by Legolas' level 10 ability Dwarf-friend.

## Abilities

**Axe Throw (W)** - Powerful ranged attack with radius damage. Left click icon then left click on target.

**Axemaster (R)** - Left click to toggle between Balin's Axe (double-headed) and Glóin's Axe (walking axe). Balin's Axe grants additional armor and splash damage. Glóin's Axe grants movement speed and attack speed.

**Nobody Tosses A Dwarf (T)** - Gimli jumps to a location causing area-effect damage. Left click icon then left click on target area.

## Strategy

Gimli compliments Legolas' combat style exceptionally well as he covers up Legolas' areas of weakness: unlike Legolas, Gimli is very durable especially with Balin's Axe equipped and so he can fight in the front line whilst Legolas picks off foes from a distance. Gimli is capable of killing numerous enemy units in his 90 second summon time thanks to **Axe Throw** which can be used to soften up single targets, such as heroes, for Legolas to complete the kill, or against groups of enemies due to the ability's spash damage. **Nobody Tosses A Dwarf** allows Gimli to disrupt enemy lines and draw enemy unit's attention to him as he wreaks havoc - this gives Woodland Realm's army and opportunity to inflict casualties without losing as many units. Finally, Gimli can toggle between axes depending on whether he's fighting heroes or units - Glóin's Axe might be better suited to fighting heroes as Gimli attacks faster and can move at greater speed to chase a hero down, whilst Balin's Axe's splash damage and additional armour makes it more suitable for fighting large numbers of units.
Giant Eagle

* Portrait
* In Game

### Faction

Gondor, Adventure: Grey Company, Adventure: Ithilien, Adventure: Battle of the Five Armies (Erebor), Lothlórien, Rivendell

### Summoned By

The Messengers of Manwë (25PP)/The Eagles Are Coming (25 PP)/Eagles of the Mountains (15PP)/ Aiwendil, Bird-Friend

### Timer

75s (Messengers of Manwe/The Eagles Are Coming)
60s (Lothlórien/Rivendell)

### Attack Type

Melee AOE Knockback

"And then even as it winged away into forgetfulness it heard voices, and they seemed to be crying in some forgotten world far above:
'The Eagles are coming! The Eagles are coming!'
For one moment more Pippin's thought hovered. 'Bilbo!' it said. 'But no! That came in his tale, long long ago.'"
—The Black Gate Opens, The Return of the King

The Giant Eagles of the Mountains were immense birds that were capable of human speech and acted as messengers for Manwë. They assisted Thorin's Company as they escaped from the wargs of the Misty Mountains and they helped to turn the tide at the Battle of Five Armies. During the War of the Ring, they worked with Radagast to keep an eye on the movements of the enemy and came to the Battle of the Black Gate where they fought the Nazgul.

In Age of the Ring, the Eagles can be summoned in multiple ways. Three Eagles can be summoned by The Messengers of Manwë (25PP) along with Gwaihir, a power accessible to Gondor, Adventure: Ithilien, Adventure: Grey Company. The Adventure: Battle of the Five Armies subfaction can also summon these Eagles through The Eagles Are Coming (25 PP). Two Eagles can be summoned by Lothlórien's Eagles of the Mountains (15PP). And lastly, one Eagle can be summoned by Aiwendil, Bird-Friend at the Rivendell Conservatorium.

## Strategy

Like other flying units, the Eagles are best used against units. Their AOE and high damage allows them to deal heavy damage and dirsupt enemy formations. It is best for them to target clumped up units to make the most of their limited time on the battlefield. Their mobility allows them to counter cavalry very easily, especially since they can't fight back. However, they must be wary of ranged units as they can fight back and deal heavy damage, especially those that are upgraded. This also applies for ranged heroes such as Faramir or Bard the Bowman.
Citadel Guards

* Portrait
* Standard
* Spear Wall

"Upon the black surcoats were embroidered in white a tree blossoming like snow beneath a silver crown and many-pointed stars. This was the livery of the heirs of Elendil, and none wore it now in all Gondor, save the Guards of the Citadel before the Court of the Fountain where the White Tree once had grown."
—The Return of the King, Minas Tirith

The Guards of the Citadel were the personal guard of the Steward of Gondor who warded the gates of the citadel at the top level of Minas Tirith. They were renowned for their unwavering loyalty, even to Denethor who had began to fall into madness due to the grief of his son's death and the influence of Sauron via the palantír. Notable members of the Citadel Guard included Beregond and Pippin, both of whom defied the Steward to rescue Faramir when they discovered Denethor intended to burn himself and his son alive.

In Age of the Ring, Citadel Guards are elite pikemen for Gondor - individual guards permanently surround Denethor but an entire battalion can be summoned for 90 seconds via Denethor's In Service of the Steward ability and the Gondor Fortress' Stalwart Defence ability.

## Abilities and Formations

**Spear Wall Formation (W)** - The units form a spear wall. Units lose 40% speed, gain resistance to knockback, decelerates crush, and gain +30% armour.

## Strategy

Citadel Guards are one of the most elite units in Gondor and so can make a significant difference in combat despite their limited time on the battlefield. They are the bane of any cavalry unit unfortunate enough to charge into them, especially when they are set to **Spear Wall Formation** which grants them significant armour against cavalry and slows cavalry down enough for friendly units to finish the cavalry battalion off. As with other pikemen units, Citadel Guards are effective at taking heroes down and so if Denethor is correctly positioned, can be summoned behind an enemy hero - preventing them from retreating, alternatively from the fortress they can be summoned in front of charging cavalry and monsters. In general, Citadel Guards can give Gondor the advantage as they do not cost any command points and so can grant the Gondor army superior numbers than the enemy.
Dúnedain Soldiers

* Portrait
* In Game

"The Númenóreans were of great stature and strength, and their fully-equipped soldiers were accustomed to bear heavy armour and weapons."
—Unfinished Tales, Disaster of the Gladden Fields

These Dúnedain Soldiers were Númenoreans who fled to Middle-earth before Sauron the Deceiver convinced Ar-Pharazôn to sail to war against Valinor. They were led by Elendil and his sons Isildur and Anárion, and joined the Elven forces of Gil-galad to resist the Dark Lord as the Last Alliance of Elves and Men. The Dúnedain were mighty warriors that helped successfully force Sauron's forces back into the black lands of Mordor. It was here that the decisive battle of the War of the Last Alliance took place - victory was near, but the power of the One Ring could not be undone, and Sauron killed Elendil and Gil-galad. Isildur was able to use the shard of his father's sword Narsil to cut the Ring of Power from Sauron's finger, thus vanquishing his physical form and robbing him of much of his power.

Isildur claimed the Ring for himself but did not destroy it when given the opportunity, which proved to be his undoing as only a few years later, he and his men were ambushed and killed by orcs and the One Ring became lost in the Anduin for thousands of years.

In Age of the Ring, Dúnedain Soldiers are a Lord of the Rings Campaign exclusive swordsmen unit which can be recruited from the Dúnedain Tent in the Last Alliance mission. They also appear in the Council of Elrond mission, during the vignette of the Disaster of the Gladden Fields.

## Abilities

**Level 2: Charge Attack**- Order Soldiers to charge the enemy. Modifier Type: Buff. Soldiers gain +50% damage and +50% armour. Stacks with Leadership and Spells.Causes meta impact. Left click icon then left click on target.

## Strategy

Whilst not as durable as Lindon Warriors, Dúnedain Soldiers serve as a cheaper alternative swordsmen unit which they can recruit in larger numbers due to their lower command point cost. They fare well against Orc Warriors but are easily killed by the various Olog-Hai and Nazgûl the player encounters throughout the Last Alliance mission, and so need support from archers and friendly heroes. During the Disaster of the Gladden Fields vignette, the player only has a limited number of Dúnedain Soldiers and cannot recruit any more - they serve simply to keep the orc hordes at bay with Elendur until they make a final stand on the banks of the Anduin and engage in an unwinnable battle against innumerous level 5 Orc Warriors.
Angmar Snaga

* Portrait
* In Game

"Crawling forth endlessly from their deep warrens, Snaga make up the lowest and most numerous rank of orc, little more than meat shields for their dark master."
—Age of the Ring team

The Witch-king sent forth countless orcs from his kingdom of Angmar to assault the subrealms of Arnor, Arthedain in particular. His most numerous servants were the Angmar Snaga, individually weak yet savage orcs who made up for their deficient quality with raw numbers. While these orcs served little better than meat shields in combat, the Witch-king still found dark purpose for them by transforming their slaughtered corpses into undead warriors who could attack their enemies with renewed fury.

The Angmar Snaga are the basic Swordsmen unit for the Adventure: Angmar faction subfaction based on Dol Guldur. They are recruitable form a level 1 Spire of Angmar.

## Abilities

**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.

**Level 2: Eternal Servitude** - Each unit killed is reanimated as Risen Dead. Risen Dead do not suffer from Slow Decay. Passive ability.

## Strategies

Angmar Snaga are the basic Swordsmen unit for Adventure: Angmar. They are very similar to the Broken Rabble from the standard Dol Guldur faction, being exceptionally spammable and can be used to overwhelm the enemy's forces despite the weakness of each individual unit. They are cheaper compared to the Broken Rabble but have even less health to compensate. They suffer from **Slow Decay** so their harassment potential is limited unless the Adventure: Angmar player is diligent and continues to build structures to cast **Shivering Presence**. If the player can keep a horde of Angmar Snaga alive up until they reach level 2, they are rewarded for it as they are able to transform the Angmar Snaga into the much more effective Risen Dead once they are killed. Risen Dead are fast moving, semi-elite shock troops that do not suffer Slow Decay; this enables Angmar to harass more effectively.
Cellar Door

* Level 1
* Level 2
* Level 3
* Prison Guards

"It is a crime to wander in my realm without leave. Do you forget that you were in my kingdom, using the road that my people made? Did you not three times pursue and trouble my people in the forest and rouse the spiders with your riot and clamour? After all the disturbance you have made I have a right to know what brings you here, and if you will not tell me now, I will keep you all in prison until you have learned sense and manners!"
—Thranduil

The Elvenking's Halls were a vast cave system underneath Mirkwood. The lowest levels were dungeons fit for any intruders on the Woodland Realm as well as prisoners of war. Escape from these dungeons was almost impossible with the Prison Guards on the watch. However, Bilbo Baggins was able to achieve this, freeing his companions from their imprisonment during the Quest for Erebor.

The Cellar Door is a defensive structure for the Woodland Realm and its Adventure: Dorwinion subfaction with multiple uses to assist the faction. It is limited to four.

## Upgrades

The Cellar Door will passively level up as it earns resources. There is also the following upgrade to the structure:

**Purchase Prison Guards (W)** - Allows the Cellar Door to summon one battalion of Prison Guards. (Cost: 500)

## Function

The Cellar Door will periodically produce a maximum of +10 resources depending on location relative to other resource structures. This value will increase as the Cellar Door levels up. When the Cellar Door reaches level 2, it will be protected by a single archer who will fire on nearby enemies.

#### Abilities

The Cellar Door is able to be garrisoned by up to 5 units or heroes. Units garrisoned in a Cellar Door enter a tunnel network which connects all Doors built by the player on the map, allowing them to exit from any Door at will.

**Prison Guards (W)** - Summons one battalion of Prison Guards to defend the Cellar Door. Requires Prison Guards upgrade.

## Strategy

The Cellar Door is a versatile structure for the Woodland Realm and its Adventure: Dorwinion subfaction. The tunnel network allows for the faction's units to quickly travel across the map, allowing them to make sudden ambushes or retreat from a battle at ease. This can be combined with the faction's other movement-based abilities such as Elvenking's Road or Tauriel's Fleet-footed. The Cellar Door can also be used to summon Prison Guards, a powerful but temporary elite unit. The Prison Guards can toggle between melee and ranged weapons, and use their abilities to prevent enemies from dealing high damage. This summon can be used to prevent enemy units from harassing structures and can be a part of a base defence (although it will not stop any dedicated assault on its own). Therefore, the placement of this structure is very important, especially as it can earn the player a small amount of resources as well.
Corsair Black Ship

* Portrait
* Default
* Pirate Flags
* Upgrade Armour

"Thorongil often counselled Ecthelion that the strength of the rebels in Umbar was a great peril to Gondor, and a threat to the fiefs of the south that would prove deadly, if Sauron moved to open war. At last he got leave of the Steward and gathered a small fleet, and he came to Umbar unlooked-for by night, and there burned a great part of the ships of the Corsairs. "
—Appendix A, The Return of the King

The Corsair Black Ships are the main combat naval units for the Forces of Darkness. They are fast and able to launch flaming arrows at enemy forces from range.

## Upgrades

**Pirate Flags (P)** - Significantly increases damage dealt. Cost: 200.

**Upgrade Armour (M) -** Upgrades this ship with additional armour. Significantly reduces the amount of damage taken. Cost: 300

## Strategy

The Corsair Black Ships should be used to harass and attack enemy ships. This makes them good for defending allied Transport Ships from enemy attack. They can also be used to shoot at any enemy units that are by the coast. If the player is planning on using these units a lot, buying the upgrades massively improves their effectiveness. Naval units in this game do not last long in fights generally, so the additional armour will allow them to last just a little bit longer. Pirate Flags can also be used to give them the edge in combat by improving their damage. While stronger in combat, the Black Ships are unable to regain their health outside combat like the Elven Warship and so must be more careful when fighting.
Amdir

* Portrait
* In Game

"Amdir is a common sight for those that inhabit the borderlands between the Shire and the Bree-land. Maggot and Bombadil know him, and both would attest to his selfless, noble spirit."
—Age of the Ring team

While all Dúnedain were loyal protectors of Middle-earth, individual members would travel to different regions of the North to carry out their duties. Amdir focused his attention on the region between the Shire and the Bree-land. He is one of the few Dúnedain who is seen with anything approaching regularly in these lands, and also one of the few who has garnered some measure of goodwill amongst the common folk thanks to his nobility and honor, as Farmer Maggot and Bombadil can attest.

In Age of the Ring, Amdir is a recruitable Hero for the Adventure: Grey Company subfaction based on Gondor, as well as a playable hero in the Lord of the Rings campaign.

## Abilities

**Banishing Strike (W)** - Amdir drives his spear forward fearlessly, dealing powerful damage to a single unit. Left click then left click on target.

**Noble Heart (R)** - Amdir's bravery in the face of evil causes his enemies to briefly be stunned in terror. Left click to activate.

## Strategy

Amdir is an offense-oriented hero similar to Lothrandir but in different ways. **Banishing Strike** allows him to deal heavy damage to a single unit, which makes it an excellent tool for damaging high-priority targets like heroes or monsters (such as Cargást in his Campaign mission). **Noble Heart** allows him to disrupt enemy armies by stunning them with fear, giving his allies the opportunity to attack them freely while they are afflicted. Although he is a good fighter, his combat capabilities are limited once he uses his abilities and thus he should either retreat after casting them or be surrounded by a supporting army or heroes so that he can continue battling without risk of being killed.
Fighting Uruk-hai

* Portrait
* Standard
* Upgraded
* Shield Wall

"We are the Uruk-hai: we do not stop the fight for night or day, for fair weather or for storm. We come to kill, by sun or moon."
—The Two Towers, Helm's Deep

Crossbreeding orcs with goblin-men, Saruman has bred an army with but a single purpose; to destroy the world of Men.

The Uruk-Hai are Isengard's elite swordsmen units which are recruitable from a level 2 Uruk Pit. They can also be summoned by the Isengard War Camp from the Build Me An Army (15PP) spell with heavy armour. They are highly formidable troops with a large amount of armour which can be significantly increased using their Shield Wall formation and Isengard's affordable unit upgrades.

## Abilities and Formations

**Shield Wall Formation (W)** *-* Units gain +33% armour but lose 20% damage and 40% speed.

**Level 3: Bloodlust -**Bloodlust grants Uruk-Hai +25% damage. Passive ability.

## Upgrades

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

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

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

## Strategy

Uruk-hai make up the core of Isengard's armies in the mid-late game, they are considerably stronger in terms of health and damage to Wildmen units and so players should aim to establish a strong economy (with the assistance of  the Fires of Industry and Fuel the Fires spellbook powers) so that they can begin recruiting an Uruk-hai army to match their opponent's elite troops. Uruk-hai are even more effective when upgraded, which is easier for Isengard due to the aforementioned economy buffs; they can become even deadlier if the player researches the Fighting Uruk-hai focus, which provides Uruk-hai (and Uruk Pikemen) +30% damage, +70% experience gain and decreases their cost by 20%. When being summoned by Build Me An Army, the Uruk-hai can be used to both bolster defences and to reinforce an assault, depending on the location where the War Camp is summoned.
Blackroot Vale Archers

* Portrait
* Standard
* Upgraded

"And so the companies came and were hailed and cheered and passed through the Gate, men of the Outlands marching to defend the City of Gondor in a dark hour.... From the uplands of Morthond, the great Blackroot Vale, tall Duinhir with his sons, Duilin and Derufin, and five hundred bowmen."
—Return of the King, Minas Tirith

The inhabitants of the Blackroot Vale were known in Gondor for their archery skills, and their lord Duinhir took five-hundred bowmen to the Battle of the Pelennor Fields. Their aid helped prolong the Siege of Minas Tirith so that reinforcements from Rohan and Pelargir were able to arrive in time and turn the tide in battle. This victory did not come without sacrifice for the people of the Blackroot Vale however, as Duinhir, Lord of Morthond, was said to be crushed by Mûmakil in the ensuing battle.

In Age of the Ring, Blackroot Vale Archers are the basic archer unit for Gondor, they are recruitable from a level 1 Archery Range. In the Adventure: Grey Company subfaction, they are recruitable from a lvl 1 Barracks instead.

## Abilities and Formations

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

**Level 4: Armaments of the White City**- Modifier Type: Level. Units permanently gain +20% armour. Stacks with leaderships and spells.

## Upgrades

**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 Blacksmith to enable this equipment. Cost: 100

## Strategy

Blackroot Vale Archers are Gondor's (and the Adventure: Grey Company subfaction's) archer unit for the early game: they are cheap and so can be recruited in relatively large numbers. They benefit from Forlong's leadership and can be upgraded with a banner carrier and fire arrows which makes them more likely to survive long enough to reach level 4 where they gain an armour buff from **Armaments of the White City**. As with any archer unit, they are highly susceptible to being wiped out by enemy cavalry charges unless sufficiently protected by pikemen; in the early game this will be by Linhir Spearmen. Blackroot Vale Archers are typically replaced in the mid-late game by the superior Anórien Archers (or the Dol Amroth Archers in Adventure: Grey Company) which have better stats, have a formation and can be fully upgraded.
Eärnur

* Portrait
* In Game

"Eärnur was a man like his father in valour, but not in wisdom. He was a man of strong body and hot mood; but he would take no wife, for his only pleasure was in fighting, or in the exercise of arms. His prowess was such that none in Gondor could stand against him in those weapon-sports in which he delighted, seeming rather a champion than a captain or king, and retaining his vigour and skill to a later age than was then usual."
—The Return of the King, LOTR Appendix A, Annals of the Kings and Rulers: Gondor and the Heirs of Anárion

Eärnur was a prince and captain of Gondor at the time of Arthedain's fall, and the son of King Eärnil II of Gondor. Although Eärnil had been chosen over Arvedui as the King of Gondor, the King promised his northern counterpart that he would provide aid to Arthedain if they ever needed it. To fulfill this pledge, he sent his son Eärnur and a large force from Gondor to protect Arthedain against Angmar, although they would arrive too late to save the northern Kingdom and Arnor from ruin. Nevertheless, Eärnur would at least ensure that Arthedain was avenged, for he joined forces with Rivendell, fighting alongside the mighty Elf Lord Glorfindel, to destroy Angmar once and for all and drive the Witch-King from the North.

Eärnur is a temporary summonable Hero for the Adventure: Arthedain faction based on Gondor. He is summoned by using the 25 PP power Allegiance of the Faithful.

## Abilities

**Hands of the Prince (W)** - Heals nearby friendly heroes and strengthens them by granting them +33% armour for 30 seconds. Left click to activate.

**Captain of Gondor (R)** - Modifier type: Spell. Eärnur and nearby cavalry gain +50% armour, and -50% crush deceleration for 30 seconds. Left click to activate.

## Strategy

Eärnur is a permanently mounted hero who is temporarily summoned alongside 6 Knights of Minas Tirith (renamed Anórien Knights) who come pre-equipped with Steel Cuirasses. This large cavalry force can potentially devastate any infantry-based army especially since it can be summoned anywhere for an easy flanking advantage, although the player must be wary not to charge Eärnur or his knights into Pikemen or kill the Pikemen prior to charging. **Hands of the Prince** allows Eärnur to heal nearby heroes and temporarily increase their durability with a +33% armour bonus. **Captain of Gondor** operates similarly to Imrahil's **Amroth for Gondor!,** allowing them to punch through enemy ranks whilst sustaining less damage from all sources, as well as reducing the risk that comes with charging enemy Pikemen. His abilities can also be refreshed with Malbeth the Seer's **Prophecy of Kings** to heal allies mutliple times or coordinate multiple incredibly powerful charges with his army of Knights. Combined with the small army that accompanies him, it is very possible for Eärnur to single-handedly turn the tide of battle in Arthedain's favor, as befitting a 25 PP summon.
Dorwinion Auxiliaries

* Portrait
* In Game

"Levied from the far corners of the realm, the Dorwinion Auxiliaries are motivated by decent wages and the opportunity to linger on the edge of the battlefield once they've thrown all they've got to throw."
—Age of the Ring team

The Dorwinion Auxiliaries were a backup force for the Dorwinion Guards who helped them to maintain order in Dorwinion and also fight against outside threats should the need arise. Although they were not exactly the most virtuous or selfless of soldiers, being primarily motivated by decent wages and other payment in the form of Dorwinion's Wine, they were still loyal subjects of Dorwinion who could pose a significant threat with their deadly javelins and spears, which they were able to throw at their enemies with surprising accuracy.

The Dorwinion Auxiliaries are a temporarily summoned ranged specialist unit for the Adventure: Dorwinion subfaction of the Woodland Realm. They are summoned from a Hero of Dorwinion's **Personal Retinue** skill if the Hero in question is Level 4 or higher.

## Stances

**March (F)** - This is the default stance. No bonus. Units will auto-acquire enemies within a medium range.

**Run (D)** - +35% movement speed, -33% armour. They will auto-acquire enemies when sighted.

**Phalanx Formation (G)** - +33% armour, -35% movement speed. They will not auto-acquire enemies.

## Strategy

The Dorwinion Auxiliaries are a temporarily summoned ranged specialist unit identical statwise to the Blighted Trappers, thus making them effective ranged units against enemy archers, monsters, and structures. Although they do not have skills, they instead have stances which affect their combat behavior. **Run** increases their movement speed significantly while decreasing their armor, while **Phalanx Formation** significantly increases their armour while decreasing their movement speed. The Dorwinion Auxiliries can therefore be microed to approach their enemies using **Run** to more quickly engage them and make the most of their limited timer, before switching to **Phalanx Formation** in the midst of battle to make them more durable against the foes they are fighting. Their nature as a temporary summon makes them flexible, as the Hero of Dorwinion can summon them in the middle of battle to catch enemies off-guard or protect important units such as the Hero himself or named heroes, or as part of reinforcements prior to an impending battle or as part of am assault on an enemy base. The surprise factor is especially impactful if the Hero of Dorwinion is Level 5, as **Personal Retinue** will summon a small army out of nowhere for the player to work with.
Blighted Trappers

* Portrait
* In Game

"Parasitic spores that spread from the corrupted pools of Southern Mirkwood have infected parts of the native Woodmen population. They were last seen shambling towards the haunted fortress upon the barren hill..."
—Age of the Ring Team

The capture of the Entwives enabled The Necromancer to sow corruption into the soil of the Greenwood. Mushrooms grew and spread parasitic spores that ensnared the Woodmen and ravaged their minds so that all that remained were husks without wills of their own. The Trappers now serve the Necromancer and aid him in his war against their own people.

In Age of the Ring, Blighted Trappers are a ranged specialist unit for Dol Guldur which can be recruited from a level 2 Fount of Corruption.

## Abilities and Formations

**Inoculation**- The Slow Decay of the Necromancer's magic does not affect those already consumed by it. Passive ability.

**Level 2: Noxious Darts (R)** - Infected Woodsmen temporarily deal poison damage. Deals added damage to structures. Left click to activate.

**Level 3: Parasitic Embrace (T)** - Enemy archers hit by Blighted Trappers suffer -20% damage for 5 seconds. Passive ability. Enemy units in the targeted area become infected and lose -50% vision and -25% range for 30 seconds. Left click icon then left click on target area.

## Upgrades

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

## Strategy

Whilst Orc Hunters serve as the primary ranged unit for Dol Guldur, Blighted Trappers are incredibly deadly and so are a worthy investment. Their attacks deal slash damage, enabling them to deal effective damage to most targets, which can be amplified using the Carnage spellbook power. As a result of **Inoculation**, Trappers can roam the map freely and so can be used to creep effectively: troll creeps are particularly vulnerable due to the Trappers' high damage against monster units. As the Trappers level up, they become useful as anti-structure units, as **Noxious Darts** increases their damage against enemy structures, and anti-archer units due to **Parasitic Embrace** which reduces the efficiency of enemy archers. The Trappers deal additional damage towards structures by default, so they are certainly effective against these targets. It is recommended to send Trappers into combat with other units to protect them, as they do not last very long in melee.
Cairn of the Dwimorberg

"The way is shut. It was made by those who are Dead, and the Dead keep it, until the time comes. The way is shut."
—The Return of the King, The Muster of Rohan

Long ago, the Men of the mountains swore an oath to Isildur to fight for him against Sauron. However, when the time came to fight, however, they instead fled into the mountains since they worshipped Sauron as a dark god. Enraged, Isildur cursed the men and their King as Oathbreakers, forcing them to dwell eternally in the mountain as restless undead spirits until his descendant, Aragorn, would traverse the paths of the Dead and call upon them to fulfill their oath. Answering the call, the Dead Men of Dunharrow would swarm out of the Dwimorberg, thoroughly destroying the Corsairs of Umbar and allowing Aragorn to commandeer their ships before releasing them from their oath and finally allowing them to rest.

The Cairn of the Dwimorberg is a structure from the Adventure: Grey Company subfaction of Gondor. It is summoned by the 15 PP power Cairn of the Dwimorberg and serves as a unit production building for special Oathbreaker units, but is only limited to 2 at a time.

## Function

The Cairn of the Dwimorberg summons individual Oathbreaker Warrior units to attack nearby enemies.

### Unit Production

 Oathbreaker Warriors | Swordsmen
 Oathbreaker Huskarls | Swordsmen

The King of the Dead is also recruitable from the Cairn of the Dwimorberg.

## Strategy

The Cairn of the Dwimorberg is a unique structure for the Adventure: Grey Company subfaction, and provides access to special Oathbreaker units for the player. The Cairn itself is similar to the Restless Barrows from the Dol Guldur faction, albeit with much higher health to account for the fact that is is a 15 PP summon. It can be utilized both offensively and defensively, either being summoned at the base to prevent it from being destroyed or being summoned in the frontlines as part of a forward base to provide a fresh, continual stream of Oathbreakers to attack enemies unceasingly. The Oathbreaker Warriors themselves are fast-moving melee shock troops that can be spammed out from the Cairn, while the Oathbreaker Huskarls are elite units with unique capabilities and the King of the Dead himself is an excellent hero who is similar to Cargást but with different abilities.
Battlewagon

* Portrait
* Standard
* Upgraded

"Baruk Khazâd! Khazâd ai-mênu! (Axes of the Dwarves! The Dwarves are upon you!)"
—Khuzdul battlecry

The Dwarves of Iron Hills have developed a chariot that can cross even the roughest of terrain and ride down the toughest of foes. These Battlewagons were used to great effect during the Battle of the Five Armies to smash through the ranks of Bolg's army. After Erebor was reclaimed and began to prosper, it is more than likely that the Dwarves of the Iron Hills engineered war-chariots for the Kingdom of Erebor. These chariots would have been essential during the Battle of Dale to tear into the lines of the invading Easterling army.

In Age of the Ring, Ibsênab-azghakakâ, or Battlewagons, are a cavalry unit for Erebor and its Adventure subfactions which are recruitable from a level 1 Erebor Workshop. They are limited to a maximum of 3.

## Abilities and Formations

**Oil Barrels (W)** - Launches flaming oil barrels that explode on the battlefield. Left click icon then left click on target area

**Level 2: Unfurl Ironfoot's Banners!** - Nearby dwarves gain +33% damage, +33% armour and +50% experience gain. Passive ability.

**Level 3: Take A Pit Stop!** - The battlewagon and crew heal outside of combat.

**Level 4: Mince Meat, Coming Up!** - The battlewagon's wheels are outfitted with dangerous wheel blades. Reduces the crush deceleration of the Wagon.

**Level 5: Hop on!** - Adds several Crossbowmen to the Battlewagon.

## Upgrades

**Iron Hills Banner (R)** - when equipped, increases this unit to level 2. Research upgrade at Grand Forge to enable this equipment. Cost: 100

## Strategy

When properly micromanaged, Ibsênab-azghakakâ can be the bane of an enemy army - they are extremely vulnerable to pikemen but can crush swordsmen and archers with ease. They are Erebor's only permanent cavalry unit as both Ukhrub-sharâhul and Barding Outriders are available as temporary summons in both Reign of Oakenshield and Reign of Ironfoot; thus they are critical to Erebor's success - especially when paired with Huruz-Khagal-zirak to mop up enemy archers. As they level up, Ibsênab-azghakakâ increase in strength and become even more difficult to destroy: they can launch oil barrels into clumps of units to inflict fire damage, they can retreat out of combat and begin healing at level 3, their crush becomes even deadlier at level 4 and they can act as mobile turrets with **Hop On!** at level 5. Once the battlewagon reaches level 2, Ibsênab-azghakakâ gain an additional support role as they buff nearby allied units.
Barracks (Gondor)

* Level 1
* Level 2
* Level 3

"Believe not that in the land of Gondor the blood of Númenor is spent, nor all its pride and dignity forgotten. By our valour the wild folk of the East are still restrained, and the terror of Morgul kept at bay..."
—Boromir

When Sauron openly declared himself in the late Third Age, his enemies were forced to greatly militarise to prepare for his inevitable attacks. Gondor was Sauron's prime target and so the Steward of Minas Tirith drafted not only soldiers of the White City but of the Fiefdoms in service of Gondor.

The Barracks is one of the primary unit production buildings of Gondor. It provides access to the faction's melee infantry.

In the Adventure: Grey Company subfaction, the Barracks is instead the recruitment location of all of the subfaction's Fiefdom units. It is renamed the "Southern Fiefdom Barracks" in-game.

## Upgrades

**Upgrade Barracks to Level 2 (A)** - allows training of the Anórien Soldiers and Spearmen. +10% faster build speed. Cost: 600

**Upgrade Barracks to Level 3 (A)** - +25% faster build speed. Adds defensive arrow tower. Cost: 300

In the Adventure: Grey Company subfaction, the Barracks allows for the training of Lossarnach Axemen at level 2 and the Pinnath Gelin Riders at level 3 instead of the Anórien units.

## Function

The Gondor Barracks can be used to recruit the following units:

In the Adventure: Grey Company subfaction, the Southern Fiefdom Barracks can instead be used to recruit the following units:

## Strategy

The Barracks is a critical structure for Gondor as it is the recruitment building of the majority of swordsmen and pikemen units; Fiefdoms units are recruited mainly in the early-mid game until Gondor has expanded its economy with Farms sufficiently, allowing it to upgrade the Barracks and access elite Anórien units. Alternatively, instead of immediately upgrading the barracks to level 2 when Gondor's economy has stabilised, the player could build a second barracks to try and overwhelm the opponent with the numbers of cheaper, faster recruited Fiefdom units. Level 3 Barracks have a considerably larger amount of health than at level 2 and so if the player has sufficient funds and aren't in desperate need of immediate troops they should upgrade their Barracks completely - this also increases the recruitment speed for Anórien units and garrisons the building with archers which shoot nearby enemies.

In the Adventure: Grey Company subfaction, the Barracks instead provides access to all of the Fiefdom units, including the Blackroot Vale Archers and Pinnath Gelin Riders. Thus, it is even more central to the early-midgame of that particular subfaction.
Dorwinion Legionnaires

* Portrait
* Default
* Upgraded

### Requires

Auxiliary Camp has been captured in Rhovanion, Dorwinion Assembly Lvl 1 (Adventure: Dorwinion)

### Attack Type

Single Melee

"Dorwinion is a rich and fertile land, selling its wine for high prices, and its soldiers, known as legionnaires, are well-fed and well-equipped - and often quite drunk."
—The Age of the Ring Team

These soldiers come from the land of Dorwinion by the Sea of Rhûn. While they were mostly neutral in the War of the Ring, they would sell their food and wine to both the Easterlings as well as the Free Peoples of Rhovanion including the Woodland Realm, Kingdom of Dale and Erebor.

The Dorwinion Legionnaires can be recruited by any Free Peoples faction from any Auxiliary Camp that has been captured in the region of Rhovanion. They are also recruitable from the Adventure: Dorwinion subfaction of the Woodland Realm from a Level 1 Dorwinion Assembly.

## Abilities and Formations

**Level 2: Drunken Courage (W)** - Dorwinion Legionnaires gain +33% damage and resistance to fear and terror at the cost of -15% armor for 20 seconds. Left click to activate.

## Upgrades

**Khuzdûl Runes (C)** - When equipped, increases damage dealt by melee weapons. Cost: 300

**Thrór's Banners (V)** - When equipped, increases this battalion to level 2. Cost: 100

## Strategy

The Dorwinion Legionnaires are an elite Pikemen unit which can be recruited by any Free Peoples faction as long as an Auxiliary Camp has been captured on a Rhovanion map, and they are also available to the Adventure: Dorwinion subfaction of the Woodland Realm. They are a useful way for certain factions to get access to get Pikemen units early if they otherwise struggle to do so, such as the Woodland Realm. They are also particularly useful for Erebor as an alternative elite Pikemen unit to the Iron Hills Warriors if the player hasn't been able to get them. Of note, their ability **Drunken Courage** at level 2 grants them a temporary resistance to fear and terror, making them much more effective at fighting against factions that heavily rely on Fear and Terror as part of their core strategies, such as Mordor's Nazgul. This skill also gives them a significant power boost, but it should be noted that they will have mildly reduced armor during its duration to balance this out.
Beorning Battering Ram

* Portrait
* In Game

"If he wishes to go to his home, we will help him as much as we can; as far as the Gladden Fields and beyond. He might hope thus to find the country of the Beornings, where Grimbeorn, Beorn's son, the Old is a lord of many sturdy men. As yet no wolf or orc make headway in that land."
 "That I know well," said Gimli. "Were it not for the Beornings the passage from Dale to Rivendell would not be possible. My father and I had the aid of Grimbeorn on our way west in the autumn."
—The Treason of Isengard

Strong as bears, the Beornings of the Anduin Vale are quite capable of uprooting a tree to batter down an enemy's front door. No orcish fortification in the High Pass could withstand the ferocious attacks of Grimbeorn's folk, who cleared out the pass and maintained a watchful eye so that travelers could move safely without the fear of incursion.

In Age of the Ring, the Beorning Battering Ram is the melee siege weapon of Woodland Realm, it can be build from a level 1 Siege Grounds. It is also available to the Adventure: Dorwinion subfaction, although in that case it is built from a level 2 Beorning Lodge instead.

## Strategy

The Beorning Battering Ram serves the same function as battering rams in other factions: they deal strong siege damage against structures but are vulnerable to all melee attacks and so should be sent in with an army to protect them or used to flank around the enemy's defences to catch them unaware. Beorning Battering Rams move slower than other battering rams but inflict stronger damage and so they are a useful unit to recruit when attacking the enemy's base as a well-hidden ram can level a barracks in a relatively small number of hits - thus limiting the enemy's unit production.
Berethor

* Portrait
* Ingame
* Citadel Guard
* Tower Guard

"A loyal Guard of the Citadel, Berethor was sent to Rivendell by Denethor to ascertain the well-being of his son."
—The Age of the Ring Team

Berethor was a Guard of the Citadel who loyally served the Steward of Gondor and his eldest son Boromir; for many years he fought alongside his captain against the hordes of Mordor. During the War of the Ring, Denethor sent Boromir to Rivendell to act as Gondor's representative in the Council of Elrond. He then tasked Berethor with finding and protecting Boromir - the ensuing journey led Berethor across Middle-earth before returning to Gondor and helping to defend his land against the Mordor invaders in the Battle of the Pelennor Fields.

Berethor is a summoned hero for Gondor, available when Denethor's In Service of the Steward is used.

## Abilities

**Shattering Strike (W)** - Targeted enemy unit or hero takes heavy damage and deals -25% damage for 10 seconds. Left click icon then left click target.

**Challenge of Gondor (R)** - Modifier Type: Active Debuff. Targeted enemy units suffer -25% Damage and -25% Armor. Nullifies enemy leadership. Does not stack with other Debuffs. Left click icon then left click on target units.

## Strategy

Berethor is summoned alongside a battalion of Citadel Guards and can be used to reinforce the front lines of a battle. **Shattering Strike** is most effective when used against enemy heroes - it functions very similarly to Lurtz' **Cripple** in which it prevents enemy heroes from retreating when wounded. It also debuffs the enemy hero which makes it easier to finish them off. **Challenge of Gondor** should be cast ideally on elite enemy units as the debuff can reduce any advantage these elite units may have over allied troops.

## Trivia

* Berethor originated in the Lord of the Rings: The Third Age videogame, and is one of a few characters from the game present in the AotR mod alongside Idrial, Hadhod and Elegost.
Gimli (Adventure: Grey Company)

* Portrait
* In Game

"Faithless is he that says farewell when the road darkens," said Gimli.
 "Maybe," said Elrond, "but let him not vow to walk in the dark, who has not seen the nightfall."
"Yet sworn word may strengthen quaking heart," said Gimli."
—Fellowship of the Ring, The Ring Goes South

Gimli, son of Glóin, was a dwarf of the House of Durin who resided in Erebor after his father and Thorin Oakenshield's company successfully reclaimed the Lonely Mountain from the dragon Smaug. Gimli played a pivotal role in the War of the Ring when he became a member of the Fellowship of the Ring, sworn to protect the Ring-bearer Frodo Baggins on his perilous quest into Mordor. Gimli eventually became separated from Frodo and travelled with Aragorn and Legolas to defend the lands of Rohan and Gondor from the forces of evil; during this time he formed an unprecedented friendship with the Elf Legolas which helped mend the relationship between Dwarves and Elves.

In Age of the Ring, Gimli has multiple variations amongst different factions. He has a unique version of himself as a main hero in the Adventure: Grey Company subfaction. This version of Gimli is also the same one that is utilized for the Lord of the Rings campaign, where he plays a critical role in several of its missions.

*For his Reign of Ironfoot Erebor variant, see the Gimli page.*

## Abilities

**Axe Throw (W)** - Powerful ranged attack with radius damage. Left click icon then left click on target.

**Level 3: Nobody Tosses A Dwarf (R)** - Gimli jumps to a location causing area-effect damage. Left click icon then left click on target area.

**Level 6: Stubborn Pride (T)** - Gimli gains +50% armour and +33% speed for 30 seconds. Left click to activate.

## Strategy

Gimli as he appears in Adventure: Grey Company and the Lord of the Rings Campaign is quite similar overall to his Erebor counterpart, albeit with some minor differences. He does not have the ability to switch between axes like his Erebor counterpart and obviously cannot temporarily summon Legolas since Legolas himself is a permanent hero who appears in the same faction and many of the same campaign missions. However, he has significantly more health to compensate for this. Otherwise, Gimli's skillset is more or less the same as his Erebor counterpart's. **Axe Throw** can be used to soften up single unit targets such as heroes or monsters, or it can alternatively be used for crowd control as it deals radius damage to nearby enemy units. **Nobody Tosses a Dwarf** allows him to leap onto a group of enemy units to cause devastating damage. Gimli remains a powerful and effective front-line fighter regardless of the context, and should be right in the thick of heavy combat with proper support to make the most out of him.