recursal/Fanatic-Fandom huggingface dataset:
Helms Deep (Glorfindel 23)

My caption

"No army has ever breached the deeping wall or set foot inside the Hornburg"
—Theoden

The valley was free over its entire width by the natural series of hills called **Helm's Dike** and behind that lay the fortress of Aglarond or the **Hornburg**, at the entrance to the Glittering Caves. A long causeway wound up to the great gate of the fortress itself. Inside the keep there were stables and an armoury, as well as a great hall in the rear which was dug out of the mountainside. There also was a great tower the top of which consisted of the great horn of Helm Hammerhand. The Deep, which stood next to the fortress, was barred by the long Deeping Wall, which consisted of solid rock except for a small culvert which allowed water from the Deeping Stream to enter; this rendered a fresh supply in sieges of great length, though this small weakness would eventually prove to be the wall's undoing. Access to the fortress from within the Deep was made possible by a long stair which led to the Hornburg's rear gate, where there was a massive system of caves behind the fortress.

**This map has be primary designed to oppose Isengard (in the camps) and Rohan (in the fortress). It will work with other faction but has been optimized for the above mentioned purpose.**

## Features

Reinforcements from Lorien can be summoned at the very right of Helm's deep if the Human Emissary (Rohan Captain) and the elven emissary (Caras Galadhon Guards) present in the court. In addition they will unlock the Reinforcement of Lothlorien (40 minutes, Elven Emissary) and Arrival of Rohirrim (25 minuts, Human Emissary).

The Galadhrim spell now no longer summons Haldir but instead only summons 3 battalion of Galadhrim which stay on the field a much shorter time. It also summons some Galadhrim at the reinforcement point.

Because of the number of heroes available (15) the player will only be able to recruit more if they recruit some. Once a hero is recruited, usually another one will take it's spot in the palantir of the Citadel and Inn.

## Special Buildings

The Rohan player has access to a couple of buildings to gain access to more troops

 Inn
 Helm's Deep Keep

The Isengard player can gain access to a small outpost to gain resources and recruit Grishnákh, Mauhur, Ugluk Scouts and Grishnákh's Boys at the bottom right of the map.

## Special Units

The Rohan player can recruit the following units:

The Isengard player can also take control of an Isengard outpost which will produce money and from which they can also recruit Grishnákh, Mauhur, Ugluk Scouts and Grishnákh's Boys.

## Version

### Version 1.X

Version 1.0 Download: Link

Version 1.3 Download; Link
Slaughterhouse

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

The **Slaughterhouse** provides resources to feed the endless hordes of Mordor. They can also reduce the cost of Mountain Trolls, Drummer Trolls, and Werewolves when two or more are built.

## Level Up

 **Worker's Tools**: Upgrades the building to rank 2. At rank 2, **economy buildings** produce 25% more resources and gain 500 additional hit points.

 **Forged Worker's Tools**: Upgrades the building to rank 3. At rank 3, **internal economy buildings** produce 20% more resources and gain 1000 additional hit points.

'*The upgrades can be researched by casting Sauron's **Influence of Sauron'***

* **Note**: Mordor does not research economy upgrades, instead it relies on Sauron's level 3 ability **Influence of Sauron**. When cast upon an economy structure it will level up all economy structures of that type (internal or external). In order for economy structures to reach level 3, **Influence of Sauron** must be cast on both of the structures of that type. E.g: For the Tribute Camp to reach level 3, **Influence of Sauron** must be cast both on the Tribute Camp and on the Arsenal as they are both internal economy buildings.

  **Influence of Sauron** - Sauron fills a building of Mordor (excluding Tol-In-Gaurhoth and the citadel) with his will, unlocking specific effects like new units or upgrades. All external resource buildings gain a level

## Abilities

**Resource Production** - This building produces resources. It produces **28**  every **12** seconds by default. This number can be modified through upgrades and abilities.

 **Supply Routes** - As you build more economy structures, their individual production becomes less efficient. Once you reach a certain threshold all economy structures will produce less.

* **5** economy structures or less: **100%** production
* **10** economy structures: **84%** production
* **15** economy structures: **69%** production
* **20** economy structures: **56%** production
* **30** economy structures: **49**% production
* **37** economy structures or more: **44%** production

 **Level 3: Man the Defenses** - The workers take up arms. For 20 seconds, the building shoots at nearby enemies but doesn't produce resources.

**Fresh Meat** - The Slaughterhouse provides resources and reduces the cost of monsters (Trolls and Werewolves):

* 2 Slaughterhouses: 10%
* 3 Slaughterhouses: 15%
* 4 Slaughterhouses: 20%
* 5 Slaughterhouses: 25%
* 6 or more Slaughterhouses: 30%
Temple of Twilight

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

The **Temple of Twilight** is where the dark arts of Angmar are practiced and perfected, producing capable but weak Sorcerers and their enthralled acolytes who must give up their lives at a moment's notice for their master's deadly magic. In their temple, you can unlock upgrades to help them achieve their full potential. Gulzár may also be recruited here.

## Level Up

 **Tribute to the Iron Crown** - This building can be upgraded by collecting tribute from the Witch-King's vassals. Orc Camps, Hillmen Villages, Barrows, and Outposts regularly spawn tribute carts that can be sent into this building to upgrade it and generate resources. Note: more than one tribute cart is needed to go from level 2 to level 3. For each level gained, this structure gains +1500 HP.

## Upgrades

The following specializations will become automatically available to Sorcerers when the Temple of Twilight levels up. Alternately, building a Tower of Sorcery at the Angmar Outpost citadel will unlock all specializations regardless of level.

 **Soul Freeze**: Allows Sorcerers to specialize in the Soul Freeze power. This makes units in the radius immobile but invulnerable for a short time. **Cost:** 100

* Requires level 1

 **Well of Souls**: Allows Sorcerers to specialize in the Well of Souls power. This sucks life force from the target to heal units around the sorcerer. **Cost:** 300

* Requires level 2

 **Corpse Rain**: Allows Sorcerers to specialize in the Corpse Rain power. This calls down a barrage of corpses on the target area. **Cost:** 500

* Requires level 3

## Unit & Hero Production

This structure produces the following units:

## Trivia

* When destroyed the blue inscriptions on the spikes of a Level 3 Temple of Twilight will turn green; why that happens is up to anyone's guess...
Mirkwood (Calsash)

Mirkwood

"This is not the Greenwood of old. The very air of the forest is heavy with illusion. It will seek to enter your mind and lead you astray."
—Gandalf

**Mirkwood** (also known as Greenwood the Great) is a massive forest in the East of Middle-Earth. The south was corrupted by the Necromancer, but the north remained a secluded elven kingdom led by King Thranduil. This map was created by Calsash . It presents the player with a fortress map in which the player can build and defend the Halls of King Thranduil. The Fortress player has access to many plots to build any buildings of the faction, regardless of whether or not they are normally available. The Castle players are restricted to normal rules but have access to 2 Outposts and several Settlements.
Military Camp

* No Upgrades
* General's Tent
* Weapon Store
* Armory
* Complete

* Level 1

"**Théoden:** Grimbold, how many?
 **Grimbold:** I bring 500 from the Westfold, my lord.
 **Gamling:** We have 300 more from Fenmarch, Theoden King.
**Theoden:** Where are the riders of Snowbourn?
**Gamling:** None have come, my lord."
—The Return of the King movie.

The **Military Camp** can be summoned by Rohan on passable terrain as long as the terrain is revealed by allied units. It can periodically summon a special type of Rohirrim.

## Upgrades

The Military Camp can receive the following free upgrades which improve the Rohirrim that it summons *(NOTE: Only newly summoned battalions will have the research implemented; existing battalions will not be upgraded)*:

 **Sergeant's Tent:** Establish a tent for Theoden's sergeants. Newly summoned battalions will be led by a sergeant who replenishes fallen members and grants leadership to his men and nearby allies.

 **Weapon Store:** Establish a Weapon Store to provide troops with better equipment. Newly summoned battalions will be armed with Forged Blades and a bow for ranged attacks (can toggle between bow and spear).

 **Armory:** Establish an Armory to provide troops with better protection. Newly summoned battalions will be equipped with shields and chain mail.

## Abilities

**Summon support** - You can toggle this on/off to summon power Rohirrim battalions every 40 seconds for as long as the ability is toggled on.

**Resource Production** - This building produces resources. It produces **50**  every **12** seconds by default. This number can be modified through upgrades and abilities.
Halbarad

## Imladris

*Main article: /Imladris/*
Halbarad leads the Dúnedain of the North to fight for Imladris. He was among the Rangers who guarded the Shire in the years prior to the War of the Ring.

Halbarad can be recrutied from the Dunedain Outpost  once the Troop Tent has been recruited.

## Gondor

*Main article: /Gondor/*
In response to a message sent to Rivendell by Galadriel, **Halbarad** led the Grey Company comprised of 30 Dúnedain and the Sons of Elrond south to the aid of their kinsman Aragorn. Halbarad was then killed in the Battle of the Pelennor Fields.

With the Gondor faction, you can summon him temporarily to the battlefield using spellbook power **The Grey Company** (6pp).
Calger

Calger is one of the main Youtubers who focuses on the Edain Mod. Instead of showing games, he pits units and heroes against each other to work out which is best.

Very little is known about Calger, he is but a shadow whose name is whispered in the wind. His voice has never been heard and his face never seen. He is not yet ready to reveal himself to us.

## Known Habits

* When using heroes, Calger has the heroes fight without any abilities and then allows them to use other abilities and attributes (e.g. horses, mithril coats or nazgul  armour) in following rounds.
* When using units, Calger has the units fight on their own before adding upgrades and abilities in following rounds.

## Edain Content

Calger pits unit against unit, and hero against hero to find out who is best. The battles are always without outside interruptions and are just a true test of their skills.

## Known Affiliates

**Miris -** Miris is the name that appears when Calger hovers on the enemy hero/unit. Even less about him/her, for all we know it might a well be Calger on another computer or one of his affiliates. He/She consistently plays the enemy hero/unit of the hero/unit that Calger is controlling, when multiple heroes are pit against a single one in several rounds Miris will play the multiple heroes.

## Most watched Edain Video

   Sauron Vs Elven Heroes is Calger's most popular video. In it, he pits Sauron  against the Lothlorien  heroes one at a time.

## Quotes

* Calger's voice has yet to be heard, meaning that the quote section will remain empty until he decides to do so. Until now his only communication has been through screen text.
Dunedain Rangers

**This article is a disambiguation page for Dunedain Rangers**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

Dunedain Rangers, also known as Rangers of the North, were, in lore, the last remnants of the Arnoriens. In the mod they are present in two factions:

* As the remnants of the destroyed kingdom of Arnor, in the Imladris faction, recruitable from the Dunedain Outpost.
* As protectors of the Arnorien forests and borders in the Arnor faction, recruitable from the Ranger Tents.
Hall of the King's Men

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

"It was in the beginning of the reign of Malvegil of Arthedain that evil came to Arnor. For at that time the realm of Angmar arose in the North beyond the Ettenmoors. Its lands lay on both sides of the Mountains, and there were gathered many evil men, and Orcs, and other fell creatures. [The lord of that land was known as the Witch-King...]"
—Appendix A, The Lord of the Rings

The **Hall of the King's Men** is one of Angmar's unit-producing structures. Here Thrall Masters and Black Numenoreans may be trained, as well as several heroes.

## Level Up

 **Tribute to the Iron Crown** - This building can be upgraded by collecting tribute from the Witch-King's vassals. Orc Camps, Hillmen Villages, Barrows, and Outposts regularly spawn tribute carts that can be sent into this building to upgrade it and generate resources. Note: more than one tribute cart is needed to go from level 2 to level 3. For each level gained, this structure gains +1500 HP.

## Unit & Hero Production

This structure produces the following units:

 Mornamarth | Sword
 Dûrmarth | Sword

## Strategy

Mornamarth can use his level 7 ability **Edict of Carn Dûm** to target a Hall of the King's Men, allowing it to permanently recruit all Dark Dunedain units for 25% less resources (not applicable to Shadow Guards and Black Knights). If you're going to be training lots of Men of Carn Dûm, Mornamarth and this ability are must-haves. An Angmar Outpost with a Garrison Tower will also decrease the training time of all Hall of the King's Men units by 30%.
Ральф Дильс

**Ральф Дильс** - немец, герой Второй Мировой войны. Будучи в звании майора, оказался отрезанным от основных сил англичанами, но вместо того, чтобы прорываться к своим, вместе со своей ротой ушел в глубь территории противника, где начал отрываться по полной. Итогом его полугодового вояжа стал разгром пяти английских полков, захват новейшей техники англичан, обрыв фронтового снабжения, смещение фронта на сотню километров в сторону англичан, потеря ими двух городов, звание личного врага английской короны и много чего еще. При этом Дильс сумел-таки вернуться к своим, чудом дотащив с собой ту самую новейшую, и на тот момент секретную, технику. За заслуги получил Герб.

После войны, фамилия Дильс у англичан потеряла свой первоначальный смысл превратившись в аналог русского слова "песец".
Loot Mine

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

The **Loot Mines** are abandoned dwarven mines that have been overtaken by the goblins. The goblins have no skill for the fine art of metal mining but they are excellent scavengers. The mines are picked clean of dwarven equipment which is then used in their conflicts.

## Level Up

 **Worker's Tools**: Upgrades the building to rank 2. At rank 2, **economy buildings** produce 25% more resources and gain 500 additional hit points.

 **Forged Worker's Tools**: Upgrades the building to rank 3. At rank 3, **internal economy buildings** produce 20% more resources and gain 1000 additional hit points.

Recruiting Bolg will grant one level to all resource structures, you can then recruit specific heroes to level up specific realms:

* Gundabad: The Defiler
* Moria: The Chieftain
* Goblin-town: The Great Goblin

## Function

**Resource Production** - This building produces resources. It produces **28**  every **12** seconds by default. This number can be modified through upgrades and abilities.

 **Supply Routes** - As you build more economy structures, their individual production becomes less efficient. Once you reach a certain threshold all economy structures will produce less.

* **5** economy structures or less: **100%** production
* **10** economy structures: **84%** production
* **15** economy structures: **69%** production
* **20** economy structures: **56%** production
* **30** economy structures: **49**% production
* **37** economy structures or more: **44%** production

**Construction Materials -** Loot mines reduce the cost of all fixed build structures.

* 2 Loot Mine: -10%
* 3 Loot Mines: -15%
* 4 Loot Mines: -20%
* 5 Loot Mines: -25%
* 6 or more Loot Mines: -30%
Jexet

The fiber Jexet is a commercially produced
vulcanized rubber. It takes the shape of the form it is given to, that it, it
works something like water. These work great in machineries, if used properly.
The Jexet however can only be created on the planet of Ukarin. This is
because the planet has incense humid weather, under which the fiber gains its
defining properties.

The Jexet was one of the first products to
be approved by the Inter-Galaxy Space and
Environment Pollution Committee (IGSEP) as a 100% environment-friendly synthetic compound.

Scholar Name - Cobra
Hay Cart

* Portrait
* Normal
* Aflame

* Normal

### Armor Set

The Hay Cart is a new siege unit in 4.5 which helps Rohan's early game ability to hurt its enemies' infrastructure. They are cheap, quick siege units which can be recruited from Farms and Theodred's **Attack Post** once the ability **Siege Garrison** has been cast on it. They cannot attack on their own but rather deploy like Isengard's Mines and then deal a set amount of damage over a period if left untouched. The deployed cart can be destroyed to prematurely stop the damage output.

## Abilities

 **Stop** - The Hay Cart stops all current actions and remains at the current location until it is given another order.

 **Hay Wagon** - Right click with the hay wagon selected to leave it at an enemy building. During the time that the hay cart is burning the enemy building will take a lot of damage. Enemy units very close to the burning hay cart will suffer a little bit of damage. *(Passive ability)*

 **Burning Hay Wagon** - This passive replaces **Hay Wagon** once the cart is deployed. The Hay Wagon is burning and deals a lot of damage to enemy buildings near it, and nearby enemies suffer a little bit of damage as well. The Hay Wagon burns for 15 seconds but can be destroyed by the enemy.

## Strategy

One Hay Cart is enough to destroy a level 1 settlement building, so they are a great harassment option to combat map control. Their cheap cost and quick speed are offset by low armor, making them an easy kill if they are targeted. They are best used when the enemy's attention is on other things; using them in a group can also help to ensure at least one will ignite the target structure. It is not advisable to assault an enemy camp or castle with them unless they will be well defended. They should not be used as a replacement to battering rams or onagers but rather alongside them.
Mirkwood Archers

* Portrait
* Standard
* Upgraded

* Normal

"That night the dwarves slept little. The morning was still pale when they saw a company approaching. From behind their wall they watched them come up to the valley's head and climb slowly up. Before long they could see that both men of the lake armed as if for war and elvish bowmen were among them. "
—The Hobbit

**Mirkwood Archers** *(Sindarin: Pengryn Taur-nu-Fuin)* are the late-game alternative to the Lórien Borderguard Archers for the Lothlórien faction. They can be recruited from the Mirkwood Outpost once you have built a Troopchamber on one of the build plots.

## Abilities

 **Disruptive Shots -** The arrows of the Mirkwood archers slow enemy units by 40% for 5 seconds. *(Passive ability)*

 **Ambush of the Woodelves -** The woodelves ambush their enemies. Mirkwood Warriors knock back enemies with their attacks for 15 seconds. Can only be activated when the battalion is in stealth.

## Upgrades

The Mirkwood Archers have access to the following upgrades:

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 200.

 **Silverthorn Arrows -** This upgrade adds a bonus MAGIC damage to the battalion, causing it to deal greatly increased damage to everything and even more to buildings. **Cost**: 700

 **Longbows -** After being purchased the Longbow upgrade increases the range and vision field of the equipped battalion by 20%. **Cost**: 200

All these upgrades must be researched at Forge before applying on battalion.

## Strategy

Mirkwood Archers are an upgraded version of Lórien Borderguard Archers. They can be perfectly used to protect your Lórien castle (when playing castle maps), because their skill *Disruptive Shots* proves useful to slow enemies as they fire from castle hubs, so in late game Lórien Borderguard Archers can be replaced by them. They can also just be used for protecting Mirkwood Outpost.
Resurrection of Angmar Arc

The **Resurrection of Angmar** Arc is part of Fredius's War of the Ring Map Series and gives the player the control over a Black Numenorean called Vaztumir. Sauron has ordered him to resurrect the old Kingdom of Angmar, and resume the conquest of the North. Vaztumir must gather enough allies, both old and new, to wage war against the vigilant Dunedain, and eventually the Elves of Imladris. Aid Vaztumir in his task to show Middle-Earth that the threat of the North has not yet been defeated! However, the Elves of Imladris and the Dunedain of the North won't just stand by and idly watch how Angmar grows again. It will eventually be their turn to counter Vaztumir, and destroy the Kingdom of Angmar once again.

### Resurrecting Angmar(E)

**Mission(download)**

In this mission the player takes control over Vaztumir, and must search for old allies in the Mountains of Angmar. Vaztumir first get's the loyalty of the Hillmen. After the Hillmen joined the player's side, a group of scouts come and inform the player that there is a camp of Orcs in the south of the map. The Orcs are in the middle of a competition to elect a new leader.

1/4
By killing the two quarrelling leaders, the Orcs of Angmar join the players army, and the player receives additional Orc battalions to fill the ranks. The player then must search for more allies, and encounters several Dunedain Rangers who guard the realm. After defeating them, the player will encounter a Snow-troll lair, where three Snow-trolls join the ranks. After that, the player must release some Dire Wolves, who are guarded by a some Dunedain battalions. Killing those Dunedain will free the Wolves, and they will join your army. The player now has gathered all the available allies in the region, and get's a notification about a Dunedain encampment om the south-west side of the map. After defeating an army of Dunedain, and surviving a small ambush, the player encounters the Dunedain camp. After killing all Rangers inside the camp, the player is then victorious.

**Strategy Tips**

* Vaztumir is not an official hero. It's best to put him in a seperate shortcut-group, so that the player doesn't lose him out of his sight (CTRL + 1, or any other number).
* When encountering the Orc camp, kill the two leaders as soon as possible, instead of killing all the Orcs. The remaining Orcs, who you fought with first, will also join your army.
* Remember, Vaztumir MUST survive, or else you will lose the mission.
* Use the Trolls to deliver massive damage to the enemy, but be carefull, for they are also very vulnerable to arrows and spears.
* Have Fun!
Lindon Watchtower

* Level 1
* Level 2
* Level 3
* Level 4

* Level 1
* Level 2
* Level 3
* Level 4

"In Eriador Imladris was the chief dwelling of the High Elves; but at the Grey Havens of Lindon there abode also a remnant of the people of Gil-galad the Elvenking. ... Círdan the Shipwright was lord of the Havens and mighty among the Wise."
—The Silmarillion

The Lindon Watchtower is a defensive and unit production structure built at settlements available for both the Imladris faction and the Arnor faction. It becomes stronger and more extensive as Cirdan reaches certain levels, increasing its strategic value. However, this means that its fate is tied to Cirdan's, so if you don't recruit or use him much, the tower will remain in its weakest form. If you recruited Cirdan, the Lindon Watchtower can also train Lindon Guardians, heroic units capable with both sword and bow. The Watchtower has a ranged attack that will automatically seek out nearby enemies.

## Level Up

The Watchtower levels up by one level each time Cirdan reaches level 3, level 7, and level 10.

* Level 2: double vision range
* Level 3: double HP
* Level 4: instant unit production
Halbarad/Imladris

* Portrait
* Bow
* Sword

* Melee
* Ranged

"'A little people, but of great worth are the Shire-folk,' said Halbarad. 'Little do they know of our long labour for the safekeeping of their borders, and yet I grudge it not.'"
—Halbarad, The Return of the King, "The Passing of the Grey Company"

Halbarad leads the Dúnedain of the North to fight for Imladris. He was among the Rangers who guarded the Shire in the years prior to the War of the Ring.

Halbarad can be recruited from the Dunedain Outpost once the Troop Tent has been recruited.

## Abilities

  **Level 1: Toggle Weapon****:** Halbarad can switch between his sword and his bow. While armed with his sword he gains +15% armor.

 **Level 3: Leader of the Dúnedain****:** Halbarad leads the Dúnedain of the North into battle. At level 3, allied Dúnedain gain fears resistance and +25% damage. At level 5, Dúnedain across the whole map are able to purchase Banner Carriers. At level 7, Dúnedain across the whole map can purchase Forged Blades and Fire Arrows. *(Passive ability)*

 **Level 5: Rangers Mustering Call****:** Halbarad orders a general summoning and muster of all remaining Dúnedain to meet and arm themselves at the encampment. Dúnedain recruitment speed is significantly increased for a short time.

 **Level 7: Dúnedain Ambuscade****:** For a short time, Halbarad is encircled by Dúnedain who shoot nearby enemies. Hit enemies are damaged and become slower.

 **Level 10: Dúnedain Arrow Volley****:** *Only available when armed with a bow*. Halbarad and nearby Dúnedain Rangers fire arrows 33% faster and move 20% faster. For the duration of the ability, Halbarad cannot switch weapons.

 **Level 10: Dúnedain Sword Strike****:** *Only available when armed with a sword*. Halbarad and nearby Dúnedain Swordsmen attack 33% faster and move 20% faster. For the duration of the ability, Halbarad cannot switch weapons.

## Strategy

Halbarad is the ultimate unit support hero for Imladris' Dunedain units: he can make them train faster, offers them leadership bonuses, and provides them with the ability to purchase their upgrades. He should therefore obviously be used near Dunedain to increase their usefulness. He can support them with either the bow or the sword, adding to his versatility as a hero. To ambush or escape his enemies, he can summon a ring of archers which will slow down any units they target. With his level 10 ability, Halbarad offers an extra bonus to Dunedain Rangers by allowing them to shoot and move faster, great for covering a retreat or ambushing enemy forces (just like his level 7 ability, **Dunedain Ambuscade**).
Mirkwood Border Guards

* Portrait
* In Game

* Normal

"Out leaped Wood-elves with their bows and spears and called the dwarves to halt."
—The Hobbit

**Mirkwood Border Guards** are Tauriel's loyal bowmen from Mirkwood. They can be summoned for a short time through her **Mirkwood Ambush** ability.

## Abilities

 **Surprising Attack -** When entering the battlefield, the guards of Mirkwood deal double damage for 15 seconds. This bonus is refreshed if Tauriel uses **Jump At** on an enemy hero. *(Passive ability)*
Morgul Pikemen

* Portrait
* In Game

* Normal

"There was a dull clang. The gates of Minas Morgul had closed. The last rank of spears had vanished down the road. The tower still grinned across the valley, but the light was fading in it. The whole city was falling back into a dark brooding shade, and silence. Yet still it was filled with watchfulness. "
—The Two Towers

The **Morgul Pikemen** come from the Tower of Sorcery, a sub-faction of  **Mordor,** and they are heavily armored with a strong resistance to fear. They can only be trained at the Minas Morgul Outpost, which can be purchased for 2500 at an outpost plot. They are a late game substitute for regular Orc Pikemen but are mass produced slower due to the limit of outposts that can be built. As they are more resistant to damage due to their increased armor and are also more effective thanks to the fearless status, they are more resistant to Unit Interferer Heroes. However, they are still very weak to Mass Slayer Heroes.

## Abilities

 **Porcupine Formation -** The Morgul Pikemen set up in a circle and extend their pikes, becoming immobile but extremely deadly to cavalry.

 **Bloodthirst -** The battalion destroys a nearby friendly troop of Orc Warriors and gains some experience.

 **Soldiers of the Dead City** - The orcs of Minas Morgul wear heavy armor and are fearless. *(Passive ability)*

 **Crack the Whip -** grants them a double damage bonus against cavalry units, slowing them down twice as much, but this also reduces their armor by 25%. (requires Orc Overseer)

**Flank Defence** - Pikemen are used to defending from all sides when battling against monsters and cavalry. As a result, they cannot be flanked. They take no extra damage from being flanked and deal full revenge damage regardless of the direction they get trampled from.

## Upgrades

The Morgul Pikemen have access to the following upgrades:

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 200.

 **Orc Overseer** - If paired with an orc overseer this battalion will gain +50% damage and +25% armor and the ability **Crack the Whip**

## Strategy

The Morgul Pikemen are simply an upgraded version of the standard pikemen and therefore can be better utilized. However, they are present on a short supply since they are limited by the number of outposts. If joined with standard pikemen they can prove to be very deadly. Apart from that, the advice stays the same, during the extreme-late game stage they can be paired with the other Morgul units and overseers to form a deadly force once well micro-managed. They are still on the same level as pikemen, they just have slightly better stats, so therefore they have the same weaknesses (apart from fear) and the same strength in their numbers.
Rivendell Spearmen

* Portrait
* Line
* Porcupine
* Shield Wall

* Normal

**Rivendell Spearmen** *(Sindarin: Eithyr Imladris)* are the pikemen for the Imladris faction. Like the rest of Imladris' units, they come in a battalion of 5 and can make use of two abilities once the proper research has been completed.

## Abilities

 **Shield Wall:** Requires *Basic Military Studies* (from the Library). The pikemen change their fighting style and use their shields to protect themselves. They gain +70% armor but lose 30% speed for 30 seconds.

**Flank Defence** - Pikemen are used to defending from all sides when battling against monsters and cavalry. As a result, they cannot be flanked. They take no extra damage from being flanked and deal full revenge damage regardless of the direction they get trampled from.

 **Porcupine Formation:** The units form a circle with pikes extended. Requires Basic Military Studies to have been reasearch at the Library

## Upgrades

The Rivendell Spearmen have access to the following upgrades:

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 200.

 **Heavy Armor -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainPikemanHeavyArmor**. **Cost**: 300

 **Magic Blades -** Increases the damage of this battalion and provides a damage bonus against **monsters and cavalry**. **Cost**: 300

 **Eregion Blades -** After the **Forged Blades** (**Magic Blades**) upgrade has been purchased by the battalion, this additional upgrade becomes available once the *Basic Blacksmithing Studies* has been researched from the Library. The **Eregion Blades** are lighter and more efficient, granting the battalion a +25% higher attack speed. **Cost**: 200

## Trivia

* When the Last Alliance is summoned, this battalion and the other two battalions of Elves summoned will get a special look based on their Last Alliance appearance in the Fellowship of the Ring movie.
Siege Works

**This article is a disambiguation page for Siege Works**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

The Siege Works is present in a couple factions and is used to create siege weapons for the faction, units specialized in building, wall and gate destruction. Here are all the buildings with similar names throughout the mod:

* Siege Works (Isengard)
* Siege Workshop (Gondor) and Siege Workshop (Arnor)
* Great Siege Works (Mordor)
* Siege Works (Imladris)
Rhudaur Spearmen

* Portrait
* In Game

* Normal

"I bring filthy spearmen from the hills!"
—Thrall Master

Rhudaur Spearmen are spawned from Thrall Masters. They are the main Pikemen unit for Angmar's early game. Weaker than most other pikemen, their strength comes in numbers as their primary ability relies on there being many of them on the field near each other. They are also the second cheapest Thrall Master-summoned unit. Like every other Thrall Master summoned unit, they need their Thrall Master to be alive. If the Thrall Master dies, the rest of the battalion dies, so it is important to keep the Thrall Master alive and out of harm's way as much as possible.

A Rhudaur Spearman has 320 base health, and there are 15 of them in each battalion, plus their thrall master who has 677 base health.

## Abilities

 **Die for the Witch-king! -** Men of Carn Dum gain +7% armor for every 15 nearby Hillmen, up to a maximum of +35%. Each time a member of a Hillmen horde dies, all Men Carn dums gain +35% damage for 7 seconds. *Passive Ability.*

 **Black Guard Officers: Offcers of the Black Guard -** The Officers of the Black Guard ensure a cruel discipline among Angmar's vassals. They have 25% more HP and deal 25% more damage. *Passive Ability.*

**Flank Defence** - Pikemen are used to defending from all sides when battling against monsters and cavalry. As a result, they cannot be flanked. They take no extra damage from being flanked and deal full revenge damage regardless of the direction they get trampled from.

## Strategy

Rhudaur Spearmen are Angmar's primary source of pikemen during the early game. Like the Gundabad Warriors, they rely mostly on their numbers and ability to swarm their target, although they should be used mostly to support your Gundabad Warriors rather then fight by themselves since both parties can benefit from having the other around. When planning to build Rhudaur Spearmen you should build a couple Hillmen Villages on settlement build plots as they increase the damage of Rhudaur Spearmen, as well as Rhudaur Axe Throwers. When using Rhudaur Spearmen, it is important to watch for Mass Slayers as they can make quick work of Rhudaur Spearmen, even if they have increased damage. You also should watch out for archers as they can focus their fire on the battalion's Thrall Master.
Nargothrond (Silverbane)

Please remove this template after you add sufficient links.

Nargothrond

"... and Thingol spoke to him of the deep gorge of the River Narog, and the caves under the High Faroth in its steep western shore, and when he departed he gave him guides to lead him to that place of which few yet knew. Thus Finrod came to the Caverns of Narog, and began to establish there deep halls and armouries after the fashion of the mansions of Menegroth; and that stronghold was called Nargothrond."
—The Silmarillion

1/3
This fan-made map recreated an elven
fortress from the first age allowing players to either lay siege to it
or to push back the invaders. The player is able to capture various
inns, docks and signal fires.
Почти SCP Вики

## **ПРИВЕТСТВУЕМ ВАС, СОТРУДНИК.**

На данный момент создано 17 статей, и вы **можете помочь нам**

**Wikia** — это слово, состоящее из пяти английских букв. Шучу, это сообщество интернет-энциклопедий на разные темы. Любой пользователь может редактировать страницы на этой Вики, а может и не редактировать. Просто нажмите кнопку «Править» в верхней части любой страницы, но можете и не нажимать!

## **Тут происходит полная [ДАННЫЕ УДАЛЕНЫ]. Спасайтесь отсюда!!!**

Вы можете улучшить эту вики! Создайте свою статью, если хотите. Если не хотите - не создавайте.
<createbox>
width=24
break=no
buttonlabel=Создать новую страницу
</createbox>
Так же вы можете улучшать уже созданные страницы, а можете и не улучшать.
Siege Tower (Mordor)

* Portrait
* In Game

* Normal

"Not at the towers! Aim for the trolls! Kill the trolls! Bring them down!"
—Gandalf

The **Siege Tower** is a siege engine from Mordor which cannot attack but instead latches onto the walls of castles, allowing friendly troops to climb up on the enemy castle walls. It is manned by two mighty trolls who die once the tower is destroyed. The player can latch on to the wall by right clicking on it while having the tower selected and can unlatch by using the ability **Retract Latch**. The Towers can also be used to trample; they instantly kill anything they trample over and take some major trample revenge damage.

## Abilities

 **Retract Latch** - The Tower lets go of the wall that it is attached to.

## Strategy

Siege towers are useless unless it is a castle or fortress map. If it is the case they can be used to position archers on top of walls, trapping the enemy inside. You can also use it to mount other troops, creating quick access into the enemy base.
The Chieftain

* Portrait
* Bow
* Sword

"A huge orc-chieftain, almost man-high, clad in black mail from head to foot, leaped into the chamber; behind him his followers clustered in the doorway. His broad flat face was swart, his eyes were like coals, and his tongue was red; he wielded a great spear."
—The Fellowship of the Ring

The **Moria Chieftain**, also known as not-Gorkil, is the leader of the Moria Goblins. He is recruited from any Moria Tunnel and starts as an archer (with the ability to switch to sword at level 3).

## Abilities

 **Level 1: Chieftain of the Hordes -** The Moria Chieftain has a 4% chance with each attack to call additional Goblin Archers into the fray. When armed with the sword, there is a 10% chance he will call Goblin Warriors. *Passive Ability.*

 **Level 2: Troll-slaying Arrow (X) -** The Chieftain draws his bow with a cruel-looking barbed arrow which can cripple even the most massive monsters of the Deep. For a short time the injured monster’s damage is reduced by 10%. Can also be used on your own monsters. Only available when using the bow. Left click on the icon then left click on the target allied or enemy monster.

 **Level 2: Skull Totem (X) -** Places a skull totem which will remain on the map until destroyed. Reveals the nearby shroud, detects stealth, and provides +30% damage to nearby allies. Only available when using the sword. Left click on the icon then left click on the target area.

/ **Level 3: Switch Weapon (C) -** Toggle between sword and bow. Left click on the icon to activate.

 **Level 7: Reinforcements from the Deep (V) -** The Chieftain calls new Orc hordes from out of the tunnels. For a short time all fallen members of hordes in the vicinity of the selected tunnel are replaced by new warriors. This ability has unlimited range. Left click on the icon then left click on the target tunnel or allied citadel.

 **Level 10: Overwhelming Region (V) -** For a short time the chance of the Chieftain to call Orcs to his attack is doubled. Instead of ordinary Orc maggots he calls his best warriors who are already equipped with heavy armor. Left click on the icon to activate.
Hobbit Bowmen

* Portrait
* In Game

* Normal

"The Shire-folk survived, thought war swept over them and most of them fled into hiding. To the help of the king they sent some archers who never returned, and others went also to the battle in which Angmar was overthrown."
—Appendix A, The Lord of the Rings

Hobbit Bowmen are archers from the Shire who can be summoned to aid Arnor in its time of need. They are led by Bandobras Took.
Soundsets/Mordor

## Heroes

**Gothmog**
Attack

 *Kill him!*

 *Fire!*

 *Fire at will!*

 *Draw swords!*

 *Get back there and smash it down!*

 *What are you doing you useless scum!*

Move

 *[Grunts]*

 *Faster!*

 *Fear... the city is rank with it.*

 *Move into the city, kill all in your path.*

 *Quiet!*

Abilities

 *[Noises of army marching, cries of battles, grunts]*

 *Release the prisoners!*

 *The Age of Men is over. The Time of the Orc has come.*

Selected

 *Form ranks! Pikes in front, archers behind!*

 *Let us ease their pain.*

 *Grond will breach it.*

 *[Spits]*

 *Stay where you are!*

 *Form ranks, you maggots!*

Spawn

 *The Age of Men is over!*

## Units

**Castellans**
Attack

 *[Laughter]*

 *Do not challenge fate's will.*

 *Their time is short!*

 *We demand sacrifice!*

 *Come mortal witness your demise!*

Die

 *Oblivion awaits!*

 *[Metal clanging]*

 *[Laughter]*

Move

 *[Laughter]*

 *At once!*

 *It is in motion.*

 *Without question!*

 *Inevitable!*

Select

 *We are timeless.*

 *It is done!*

 *Mortality is weakness!*

 *[Laughter]*

 *Second sight ordains it.*

Spawn

 *Bow to the void or be consumed by it.*

 *As was foreseen.*

 *For the void!*
Pitch Throwers

* Portrait
* In Game

* Normal

The **Pitch Throwers** are a new unit in Rohan which specialize in dealing damage to buildings from a medium range using their pouch of inflamed pitch as weapons. Their mobility as infantry makes them valuable for harassing enemy buildings or getting rid of enemy siege machines. They have the advantage of being a ranged unit that deals immediate bonus damage against buildings without needing to be upgraded like Yeomen.

## Abilities

 **Pitch Throwers** - The Pitch Throwers hurl burning pitch pouches which are strong against buildings and machines. *(Passive ability)*

## Upgrades

The Pitch Throwers have access to the following upgrades:

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 200.

 **Heavy Armor -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainArcherHeavyArmor**. **Cost**: 300
Ithilien

"They walked on in silence for a while, passing like grey and green shadows under the old trees, their feet making no sound; above them many birds sang, and the sun glistened on the polished roof of dark leaves in the evergreen woods of Ithilien. "
—The Two Towers

Ithilien was the fertile, wooded land that could be found between the mounains of Gondor and Mordor. It was the main base of operations for Faramir and his rangers during the War of the Ring. After the crowning of King Elessar, Faramir became steward of these lands, and elves came and dwelt in them.

## View of the Map

In this map, a river separates the two opponents with 4 crossings. Outposts are more tucked away than other maps, offering more of a support role than a defensive one. Certain settlement plots along the river offer more defensive positions; take that into consideration when deciding which outpost expansion to go for.

* The Forbidden Pool
* Old Gondorian ruins at the edge of the map
1/2

### Points of Interest

 \****POIs are marked with an elven brooch.***\*

* **The Forbidden Pool**: A non-functional Gondorian unit production building

## Lair Types

### Orc Lair

Orc lairs are not as common as Goblin lairs but are basically identical besides the appearance. Their orcs deal a very small amount of damage, are high in number and respawn quite quickly. Usually the best strategy is to rush for the lair, cut the flow at the source and then take care of any leaks. Cavalry can also be used to clean up the exteriors but can be tricky due to orc spears being a part of the creeps.

## Trivia

* The Forbidden Pool can be found in another map as well, Northern Ithilien.

## War of the Ring

Ithilien can be found on the WotR map southeast of Minas Tirith. Though historically a territory of Gondor, in WotR, it is part of the region of Mordor.

Controlling Ithilien gives:

* 2 build plots
* +5% experience bonus when fighting within this territory
Rúmil & Orophin

* Rúmil Portrait
* Orophin Portrait
* Ingame
* Armoured

* Rumil
* Orophin

"When Frodo came at last up on to the flet he found Legolas seated with three other Elves. They were clad in shadowy-grey, and could not be seen among the tree-stems, unless they moved suddenly."
—The Fellowship of the Ring, "Lothlórien"

Recruit the brothers of Haldir - **Rúmil and Orophin**.They are the scouts of Lothlórien. They are both recruited from the citadel under one icon but are two separate heroes (unlike Elrohir and Elladan). They share experience once they are on the battlefield and have the same abilities. Rúmil is equipped with a bow and Orophin wields a sword. You can still use their abilities when they are both selected.

## **Abilities**

**Level 1: Rúmil and Orophin** - Both heroes share combat experience, reveal hidden enemy units nearby, and can use their skills simultaneously while both are selected. *(Passive ability)*

**Level 1: Concealed Strike** - Rúmil/Orophin uses his elven cloak to hide from his enemies, becoming invisible for 10 seconds. During this time, he can still move around and temporarily reveal himself to attack.

**Level 1: Wind Runner** - Rúmil/Orophin moves 50% faster for a short time. Skill may be used in conjunction with '**Concealed Strike**'.

**Level 3: Lembas Bread** - Rúmil/Orophin eats a wafer of Lembas bread, healing himself for 1000 life points.

**Level 7: Stellar Weapons** - The weapon of Rúmil/Orophin becomes bathed in a shining light, increasing damage by 50% and knocking back foes.

## Upgrades

They can receive only one upgrade:

 **Gifts of Lorien -** Galadriel hands gifts from Lothlorien to a hero. The gift can increase the stat of the heroes and/or grants it upgraded abilities. **Rúmil and Orophin** are gifted mighty elven armor that highly enhances their defense but lowers their speed. When the ability is cast on either the brothers both will get the armor.

## Strategy

Rúmil and Orophin are scout heroes, which means combat is not their strongest area. However, they can be better equipped for combat once they have the **Gifts of Lorien** upgrade and can make use of their level 7 ability, granting them +50% damage and knock-back for a short time. Their other abilities allow them to become invisible and move much faster, which can be used to track Gollum and get the Ring or to capture settlements. If only one of them dies, you will have to wait until the other dies as well to recruit them both again from citadel.

## Quotes

*"We must keep our borders safe!"*

*"I will guard our people!"*

*"I sense a dark presence!"*

*"We must rid ourselves from Sauron's servants!"*
Siege Tower

**This article is a disambiguation page for Siege Tower**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

Siege towers are specialized siege engines used to get troops on enemy walls like Siege Ladders. They can target and latch on to enemy walls and once they have they serve as an elevator between the ground and the wall. In the Edain Mod there are two Siege Tower units:

* the Mordor Siege Tower
* the Angmar Siege Tower