recursal/Fanatic-Fandom huggingface dataset:
Ruined Tower

"Men had made it high and strong; for at that point, upon a walled causeway, the road came in from the fords and bridges of Osgiliath and passed through a guarded gate between embattled towers."
—Return of the King, Minas Tirith

While there were few man-made structures in Ithilien outside of the wooden encampments made by the Rangers of Ithilien, there were a few old stone towers in certain parts of the forests that served as rallying points where the Rangers could scout out enemies from a great distance and shoot them from afar.

The Ruined Tower is a structure that is permanently summonable from the **Lands Kept Safe** power of the Adventure: Ithilien faction. It is able to be garrisoned and is surrounded by single units of Ithilien Skirmishers and Sentinels for additional protection.

## Strategy

The Ruined Tower is one of the only two structures that can be summoned outside of the Ithilien Citadel's radius. It opens the opportunity for a small forward base to be created alongside an Ithilien Pathfinder's **Forward Camp** or an Auxiliary Camp that the Ithilien units can rally around and protect. The tower itself can also be garrisoned by archers and is surrounded by singular units of Ithilien Skirmishers and Sentinels, which provides the tower some measure of protection. If well-protected, the Ruined Tower can be a highly effective defensive structure that can defend a forward base for an indefinite period of time, although it will still need to be protected from a concentrated melee assault or siege units.
Yeomen Spear Throwers

* Portrait
* In Game
* Upgraded

"The walls of the Hornberg were defended by men hailing from the surrounding valley. Valiantly they defended the keep during the War of the Ring."
—Age of the Ring team

During the Battle of Helm's Deep, every able-bodied man was obliged to take up arms in the name of Rohan to defend the fortress of the Hornberg against the army of Uruk-hai unleashed by Saruman. Several skilled Yeomen contributed to the battle by taking up spears and throwing them at the enemy, the strength of these throws allowing them to strike through the Uruks' Heavy Armour and the battering rams they brought up to breach the gate of the fortress when simple arrows would fail.

The Yeomen Spear Throwers are a unique ranged unit available to Rohan solely during the Lord of the Rings Campaign, specifically during the Helm's Deep mission. Due to the nature of the Campaign mission, they have a smaller battalion size than normal and therefore have a smaller cost and CP requirement to compensate.

## Upgrades

**Mundberg Steel Armour (T)** - When equipped, significantly reduces the amount of damage taken. Go to the armoury (in Helm's Deep) to research this equpiment. Cost: 300

**Heraldry of the Riddermark (V)** - When equipped, increases this battalion to level 2. Go to the armoury (in Helm's Deep) to research this equpiment. Cost: 100

## Strategy

The Yeomen Spear Throwers are a unique ranged unit available to Rohan solely during the Helm's Deep mission of the Lord of the Rings Campaign. Unlike their counterparts the Yeomen Archers, they have a more specialized purpose in targeting heavily armoured units and siege engines. Once the initial phases of the Battle of Helm's Deep are over and the battle shifts over to the battle in front of the gate, the Yeomen Spear Throwers will be valuable for attacking the heavily armoured Uruk-hai and the Battering Rams that will attempt to breach the gate of Helm's Deep (which will lead to immediate defeat if it occurs too early). It is recommended to recruit a mix of Yeomen Spear Throwers and Yeomen Archers so that the player has a diverse roster of Rohan ranged units available to attack any threat that approaches the gate.
Wildmen of Dunland

* Portrait
* Standard
* Upgraded

"The horsemen took your lands. They drove your people into the hills, to scratch a living of rocks! Take back the lands they stole from you. Burn every village!"
—Saruman

Driven from their ancestral lands by the Rohirrim, the Wildmen of Dunland now believe they can get their revenge through the support of Saruman . Unlike the the House of Freca, led by the chieftain Wulfgar, these feral tribes joined the White Wizard's cause without question and participated in the burning of the Westfold - pillaging and slaying indiscriminately.

In Age of the Ring, Wildmen of Dunland serve as basic swordsmen units for Isengard which a recruitable from a level 1 Clan Steading. They are able to stealth near trees, enabling them to ambush enemy units or lie in wait to attack the enemy's base when it is left undefended.

## Abilities

**Level 2: Pillage**- The Wildmen steal resources whenever dealing damage to enemy structures. 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.

**Torches (C)** - Upgrades this horde with torches. Increases the damage done by melee attacks. Cost: 200.

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

## Strategy

Wildmen of Dunland are fast moving units that are best used to raid the enemy's economy due to their **Pillage**ability, which boosts Isengard's own economy and because Wildmen upgraded with torches are highly effective at destroying structures quickly. In combat, torches can give Wildmen the edge because of the increased melee and fire damage the upgrade grants; however Wildmen are typically replaced by Uruk-Hai in the mid-late game due to the Uruk's increased durability. Despite this, it is perfectly viable for Isengard to continue using Wildmen units in the later stages of the game if they fully upgrade their units and research the Fury of Frecalund focus that grants Wildmen +15% damage, +70% combat experience and decreases their price by 10%. They can also be supported by the Dunlending Axemen and Huscarls with their abilties, as well as by Wulfgar.
Saenathra's Sister

* Portrait
* In Game

"Suddenly he saw, too, that there were spiders huge and horrible sitting in the branches above him, and Ring or no Ring he trembled with fear lest they should discover him. Standing behind a tree he watched a group of them for some time, and then in the silence and stillness of the wood he realised that these loathsome creatures were speaking one to another."
—The Hobbit, Flies and Spiders

As the Necromancer's dark influence grew, Great Spiders crept forth from the tunnels of Dol Guldur along with their great sister Saenathra, infesting the Greenwood and endangering the Elvenking's paths. Though not as large as their matriarch, these spiders are still much larger than most and will feed upon any unwitting traveller that dares traverse the infested forests of Mirkwood.

In Age of the Ring, Saenathra's Sisters are a siege unit for Dol Guldur which are recruitable from a level 2 Spider Lair.

## Abilities and Formations

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

**Level 2: Burrow (R)** - Allows the spider to tunnel under the ground and emerge at any unshrouded location. Left click icon then left click on target location.

**Level 3: Encasing Webs (T)** - Disables enemy structures and deals minor damage over time. Left click icon then left click on target.

## Strategy

Saenathra's Sisters are capable of dealing trample damage against infantry and can be used against enemy swordsmen and archers. However, their optimal role is against enemy structures, which they deal very good damage against. The Sisters are inoculated against the Necromancer's magic and so are able to move freely around the map without relying on aggressive forward base building; if they level up to level 2 they can use **Burrow** to travel from one side of the map to another so long as there's vision. It is recommended to level a few Sisters up to level 2, such as by attacking enemy resource structures, and then using Burrow to enter the enemy's base whilst the rest of Dol Guldur's army holds off the enemy's army. **Encasing Webs** can be cast on unit recruitment structures to disable them whilst the Sisters prioritise other structures, such as the enemy's fortress.
Took Archers

* Portrait
* Standard
* Upgraded

"Though slow to quarrel, and for sport killing nothing that lived, they were doughty at bay, and at need could still handle arms. They shot well with the bow, for they were keen-eyed and sure at the mark."
—Fellowship of the Ring, Concerning Hobbits

Like all Hobbits, these archers are blessed with keen eyes and steady hands, with an added dose of courage native to the Took family. No doubt, these archers have defended the Shire on several occasions - stopping the Orc invaders lead by an ancestor of Golfimbul, driving off the White Wolves of Forochel in the Fell Winter and defeating Sharkey's ruffians in the final battle of the War of the Ring.

In Age of the Ring, Took Archers are the basic archer unit for Rivendell, recruitable from a level 1 Bree-land Encampment. Similarly to Bounders, they can stealth nearby trees.

## Abilities

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

## Upgrades

**Swan-Feathered Arrows (C)** - Increases base damage and adds additional piercing damage to arrows. Research upgrade at Rivendell Forge to enable this equipment. Cost: 300

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

## Strategy

Took Archers are glass-canon units for Rivendell in the early game, they can inflict good damage particularly when gathered in large numbers but do not fare well at all if the enemy is able to close the distance with infantry or cavalry. Took Archers benefit from Gildor's **Companion** leadership and so should be kept in close proximity to him to increase their armour and damage output even further. Rivendell can produce overwhelmingly large numbers of Took Archers and Bounders using Fatty Bolger's **Fear! Fire! Foes!** ability, which significantly increases Hobbit unit recruitment speed. This ability can be used to catch the enemy off-guard and potentially can end the game early with a very large Hobbit army that deals quite a lot of damage, thanks to the Took Archers.
Silvan Outriders

* Portrait
* In Game
* Upgraded

"He could not keep up with the hunting Elves all the time they were out, so he never discovered the ways out of the wood, and was left to wander miserably in the forest, terrified of losing himself, until a chance came of returning. He was hungry too outside, for he was no hunter; but inside the caves he could pick up a living of some sort by stealing food from store or table when no one was at hand."
—The Hobbit, Barrels Out of Bond

The Woodland Realm was vast, and Thranduil employed swift and nimble riders to carry messages and orders between its various Elven-homes. The most adept archers of Thranduil's hunting parties were skilled enough to kill their prey whilst riding on horseback and put their talents to great use in the Battle Under the Trees by sending the Necromancer's forces into disarray as they were waylaid by arrows from all sides.

Gwairochyn are the archer cavalry unit for Woodland Realm, they are recruited from a level 2 Silvan Clearing.

## Abilities and Formations

**Level 2: Horse Mastery (R)** - Outriders temporarily gain +25% armour and +20% speed. Left click to activate.

## Upgrades

**Silvan Fletching (C)** - when equipped, significantly increases the damage dealt by arrows. Research upgrade at Thranduil's Treasury to enable this equipment. Cost: 300

**Banner Carrier (V)** - when equipped, increases this battalion to level 2. Research upgrade at Thranduil's Treasury to enable this equipment. Cost: 100

**Sindarin Armour** - When equipped, units gain +20% armour. Can be equipped via Thranduil's Love of Silver and Jewels ability.

## Strategy

The Gwairochyn are Woodland Realm's ultimate unit harasser due to their capability of not only trampling units but dealing damage from a safe distance. They are able to deal with enemy archers and swordsmen like traditional melee cavalry with their trample whilst evading and shooting at enemy pikemen with their bows. **Horse Mastery** enhances this harassment ability as it can be used both offensively to close the distance and trample enemy units before pikemen move into position but it also enables the Gwairochyn to escape engagements more safely. They have relatively low armour and health and so can still be outmatched by elite units; their durability is mainly increased by Thranduil, who can ride alongside them on his Elk to passively grant them armour and can permanently grant them Sindarin Armour which allows them to sustain and consequently deal more damage before retreating.
Silvan Spearmen

* Portrait
* In Game
* Upgraded
* Porcupine

"They got up and staggered on in the direction which eight out of the thirteen of them guessed to be the one in which the path lay; but they never found out if they were right. Such day as there ever was in the forest was fading once more into the blackness of night, when suddenly out sprang the light of many torches all round them, like hundreds of red stars. Out leaped Wood-elves with their bows and spears and called the Dwarves to halt."
—The Hobbit, Barrels Out of Bond

While many Elves hunted their quarry from afar, some preferred to stalk and skewer them from a closer range. These Elves used their knowledge of the Greenwood to set up deadly ambushes that spelled doom for their quarry without fail - there were few who entered the Elvenking's domain that were heard from again.

Thelamaethyr are the basic pikemen unit of Woodland Realm, they are recruited from a level 2 Silvan Clearing.

## Abilities and Formations

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

**Level 2: Evasion (R)** - Silvan units temporarily gain 25% armor, 10% speed and knockback resistance. Left click to activate.

## Upgrades

**Silvan Steel (C)** - when equipped, increases the damage done by melee weapons. Research upgrade at Thranduil's Treasury to enable this equipment. Cost: 300

**Banner Carrier (V)** - when equipped, increases this battalion to level 2. Research upgrade at Thranduil's Treasury to enable this equipment. Cost: 100

**Sindarin Armour** - when equipped, units gain +20% armour. Can be equipped via Thranduil's Love of Silver and Jewels ability.

## Strategy

Thelamaethyr are a vital unit to recruit in any match as they are Woodland Realm's only pikemen unit until the player can afford Guards of the Palace. Their low cost enables them to be spammed quite easily, so long as the player has upgraded one of their Silvan Clearings to level 2. They serve primarily to protect archers such as Taurdrim, who are particularly vulnerable to enemy cavalry charges. Whilst the Thelamaethyr themselves are weak against enemy swordsmen and archers, they excel at killing cavalry thanks to their high damage and fast movement speed which enables them to quickly reposition to counter incoming cavalry. This strength is enhanced once they reach level 2 because they can use **Evasion** not only to quickly escape losing battles but also offensively to move into position nearby archers if enemy cavalry is spotted and is about to charge the archers. Whilst they are less durable than Palace Guards, the Thelamaethyr can be strengthened by Tauriel's leadership which reduces Evasion cooldown time, Galion's healing and temporary armour boost, and most importantly Thranduil's passive leadership and Love of Silver and Jewels.
Thráin (Azanulbizar)

* Portrait
* In Game

"Such was the tale that Nár brought back to Thráin; and when he had wept and torn his beard he fell silent. Seven days he sat and said no word. Then he stood up and said: 'This cannot be borne!' That was the beginning of the War of the Dwarves and the Orcs, which was long and deadly, and fought for the most part indeep places beneath the earth. Thráin at once sent messengers bearing the tale, north, east, and west; but it was three years before the Dwarves had mustered their strength."
—Return of the King, Appendix A

Thráin II, son of Thrór, was prince of Erebor when Smaug the Terrible sacked the Mountain and drove away the Dwarves. Homeless and destitute, Thrór left his kin and traveled to Moria where he was captured and killed by the orc Azog, who carved his name onto the head of the king. When Thráin learned of his father's death, he mustered the full strength of the seven Dwarven houses and waged war with the orcs for seven years before driving the enemy back to Azanulbizar. It was here that the final battle of the War of the Dwarves and Orcs took place and Azog was finally slain. Several years after the battle was won, Thráin was lost whilst travelling through Mirkwood and was never heard from again by his kin.

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

## Abilities

**Son of Thrór** - Thráin slams the ground, knocking back enemy units and dealing heavy damage to structures in a small radius. Left click icon then left click on target.

**Level 2: Wisdom of the Ravens** **(R)** - Heals nearby friendly units. Left click to activate.

## Strategy

At the beginning of the mission, Thráin has been cut off from the rest of the Dwarves' forces and must be rescued from the orcs before the timer runs out, otherwise the mission is failed. Once Thorin and Balin reach him (and have ideally rescued the three scattered Dwarf battalions for the bonus objective), Thráin will be at low health and should be pulled out of combat to heal. Thráin is vital to succeeding the mission due to his **Wisdom of the Ravens** ability which allows him to heal nearby units and, most importantly, heroes - the power can be used when a hero is a low health to prevent failing the mission. It is recommended to use Balin's King's Advisor solely on Thráin so that his abilities cool down quicker and a heal is more regularly available. **Son of Thrór** can also be used to clear a path for heroes to escape if they are on low health and are surrounded by enemy units.
Wraiths on Wings

* Portrait
* Ingame

"The wind blew, and the trumpets sang, and arrows whined; but the sun now climbing towards the South was veiled in the reeks of Mordor, and through a threatening haze it gleamed, remote, a sullen red, as if it were the ending of the day, or the end maybe of all the world of light. And out of the gathering mirk the Nazgûl came with their cold voices crying words of death; and then all hope was quenched."
—The Black Gate Opens, The Return of the King

After the Nazgul were unhorsed at the Fords of Bruinen, they began to ride flying Fell Beasts into battle. From here, their powers of fear were magnified and they brought dread to all those beneath them. At the Siege of Gondor and Battle of the Black Gate, the combined strength of the Nazgul in the air was almost too much to bear for the forces of Gondor and many of them were driven to terror. Only those with the strongest wills could stand up against them.

Two Wraiths on Wings can be summoned for 60s by Mordor's Wraiths on Wings! (15PP) power.

## Abilities

**Screech (W)** - causes enemy units to flee in terror. Left click to activate.

**The Nine are Abroad** - As more Nazgûl gather, their strength grows. +10% damage and +10% armour for every Nazgûl nearby. Passive.

## Strategy

The Wraiths on Wings can be used similarly to other flying creatures. They are best used against units as their large damage and AOE lets them devastate enemy armies. If you use the Fell Beasts to attack enemy buildings, be sure to send in weaker ground units first to draw arrow fire from structures so that the Fell Beasts can destroy them without taking heavy damage. Like the the other Nazgul, they can disrupt enemies with **Screech** to break formations and allow for army movements and can work best with other Nazgul thanks to the **The Nine are Abroad** passive which boosts their stats. The Wraiths on Wings must beware of ranged units who can deal heavy damage to them quickly, as well as heroes with ranged attacks.
Stables (Gondor)

* Level 1
* Level 2
* Level 3

"Pippin found that Shadowfax had been well housed and tended. For in the sixth circle, outside the walls of the citadel, there were some fair stables where a few swift horses were kept, hard by the lodgings of the errand-riders of the Lord."
—Return of the King, Minas Tirith

Whilst the men of Gondor did not possess the equestrian mastery exhibited by the Rohirrim, they still rode out to battle on many occasion. Horses were bred and housed not just within the White City itself but in stables across the Fiefdoms of Gondor.

In Age of the Ring, the Stables is a unit recruitment structure in Gondor, which can recruit different cavalry units.

## Upgrades

**Upgrade Stables to Level 2 (A)** - allows training of the Anórien Knights. +10% faster build speed. Cost: 500

**Upgrade Barracks to Level 3 (A)** - +25% faster build speed. Adds defensive tower. Cost: 350

## Function

The Stables can be used to recruit the following units:

 Anórien Knights | Cavalry

## Strategy

The Stables gives the Gondor player access to fast moving cavalry units which can be used to harass the enemy and flank around their armies. It is more expensive than Gondor's other unit production buildings and so are the units which can be recruited from it; therefore it is not advisable to build this structure too early when Gondor's economy has not yet expanded. Pinnath Gelin Riders are adequate against enemy units in the early game but it is recommended to upgrade the Stables to at least level 2 by the midgame so that recruitment of the more heavily armoured Anórien Knights can occur.
Riders of the Naith

* Portrait
* Default
* Upgraded
* Melee

"At length a silence fell, and they heard the music of the waterfall running sweetly in the shadows. Almost Frodo fancied that he could hear a voice singing, mingled with the sound of the water."
—Lothlórien, The Fellowship of the Ring

With the strong increase in orcish incursion on their eastern border, the Galadhrim have begun employing mounted archers to cut off and scatter the orcs before they can make it to the treeline. These warriors are named after the River Nimrodel on the borders of Lothlórien.

The Naith-na-Lethrel are a cavalry unit for Lothlórien. They use bows at first but can switch to melee when Level 2.

## Abilities

**Level 2: Alternate Weapon (W)** - Left click to switch weapons.

## Upgrades

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

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

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

## Strategy

The Riders of the Naith are Lothlórien's main cavalry force unless the player tries to go for the Knights of Amroth Amdírion. The Scouts are one of the few archer cavalry units in the game and can use this to great effect to harass enemy infantry before riding away before they get too close. This makes them far more effective against pikemen than most other cavalry. Their harassment skill is improved once they can get Mallorn Bows. At level 2, the Scouts are able to switch to melee. This can give them an extra option for when enemy forces can catch up to them. However, the player must be careful when doing this due to their low health. Another use for the toggle is to allow the Scouts to harass the enemy further by targeting their buildings. Unlike with the ranged mode, there is no upgrade available for the scouts when in melee. Unlike other factions, Lothlórien does not have a mounted hero to support them, however strong micro-management should still allow them to be used well.
Outpost

"To the Great Hall of Thráin, Thrór brought back the Arkenstone, and he and his folk prospered and became rich, and they had the friendship of all Men that dwelt near. For they made not only things of wonder and beauty but weapons and armour of great worth; and there was great traffic of ore between them and their kin in the Iron Hills. Thus the Northmen who lived between Celduin (River Running) and Carnen (Redwater) became strong and drove back all enemies from the East; and the Dwarves lived in plenty, and there was feasting and song in the Halls of Erebor."
—Appendix A, Return of the King

With many cultures in Middle-earth, it was inevitable that there would be trade between them. This was especially common for the Dwarves who'd trade with Dale, Rhovanion and Eriador. However, trade also took place with Gondor in the South, Eriador in the North and Rhovanion in the East.

The Outpost is a capturable building available on many maps. When captured, it will provide a high amount of resources for the player.

## Function

The Outpost will periodically produce +50 resources for the player once it has been captured.

## Strategy

The Outpost will produce double the resources of a standard resource building. This makes it a heavily contested feature on any maps it is present on. Capturing an Outpost in the early game can provide an economic boost strong enough to gain the edge over your opponent. Therefore, it is important for the player to be able to defend the structure against enemies attempting to take over, either with defensive structures or units. If the opponent is in a rush for time, it may be more advantageous to destroy the outpost instead of capturing it. This can prevent them from having the bonus and can also force them to spend extra money to repair the structure. This works due to the low health of the outpost.
Variags of Khand

* Portrait
* Standard
* Upgraded

"The Variags of Khand were a formidable race of warriors, born from a long history of conflict with the lands of Gondor."
—Age of the Ring team

The Variags were one of the many races of Men that Sauron was able to sway to his service, taking advantage of their hatred of Gondor and manipulating them to fight under his banner. They were allied with the Easterlings, another race of people fiercely loyal to Sauron, and often coordinated attacks upon Gondor together throughout Middle-earth's history. Although the Variags were particularly known and feared for their chariots and horsemen, they also maintained a standing army which marched to the Pelennor Fields at Sauron's command, eager to shed the blood of Gondorians on behalf of their master.

Variags of Khand are one of Mordor's several swordsmen units, which can be recruited from a level 1 Easterling Garrison.

*For their variants in the Adventure: Rhûn subfaction, see the Variags of Khand (Adventure: Rhûn) page.*

## Abilities and Formations

**Plainsrunners (W)** - Variags gain +33% speed at the cost of 10% armour for 20 seconds. Left click to activate.

**Level 3: Shield Cover**- Variags gain +15% armour against ranged attacks as long as there are more than 10 units in battalion. Passive ability.

## Upgrades

**Jagged Steel Armor (T)** - When equipped, significantly reduces the amount of damage taken. Research upgrade at Gorgoroth Foundry to enable this upgrade. Cost: 250

**Cruel Blades (C)** - When equipped, increases damage dealt by melee weapons. Research upgrade at Gorgoroth Foundry to enable this upgrade. Cost: 250

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

## Strategy

Variags of Khand are some of Mordor's stronger swordsmen units for the early-mid game along with Black Uruk Marauders as a result of their accessibility - being able to be recruited from a level 1 (or level 2 in the case of Uruks) recruitment structure and not being locked behind a spellbook power. Variags do not have as much health as the faction's other elite swordsmen, and so should be mixed in with hordes of cheaper orcs. They are adept at countering archers, having increased armour against their attacks while also being able to use **Plainsrunners** to quickly close the distance with them. In addition, this ability can be used to make them effective building harassers.
Siege Works (Gondor)

* Level 1
* Level 2
* Level 3

"Now in their debate some had counselled that Minas Morgul should first be assailed, and if they might take it, it should be utterly destroyed. "And maybe, said Imrahil, "the road that leads thence to the pass above will prove an easier way of assault upon the Dark Lord than his northern gate."
—Return of the King, The Black Gate Opens

Following their victory at the Pelennor Fields, the Host of the West led by Elessar marched east to challenge the Dark Lord. Throughout their march, they claimed back the land that Sauron has taken and prepared a siege on the Dead City of Minas Morgul. For this, they required siege weapons to utterly destroy the Lair of the Nine. However, they found that the fortress was abandoned and instead pressed on to the Black Gate.

In Age of the Ring, the Siege Works is a Gondor building from which siege units can be recruited. It is also available for the Adventure: Grey Company subfaction.

## Upgrades

**Upgrade Siege Works to Level 2 (A)** - Allows research of Fire Stones upgrade. Allows healing of nearby damaged siege machines. +10% faster build speed. Cost: 500

**Upgrade Siege Works to Level 3 (A)** - +25% faster build speed. Increased healing to nearby damaged siege machines. Adds defensive arrow tower. Cost: 300

## Function

The Gondor Siege Works can be used to recruit the following units:

At level 2 the Gondor Siege Works allows the following upgrades to be researched:

**Fire Stones (E)** - Allows Trebuchets to purchase the Fire Stones upgrade. When equipped, significantly increases the damage by Trebuchets.

## Strategy

The Gondor Siege Works is almost vital to securing victory during the mid-late game as it is where Gondor's siege weapons can be recruited; it is too expensive to warrant building early in the game as the player will not be able to afford enough other units to sufficiently protect the Trebuchets recruited. However, it is useful to build a forward Siege Works if the enemy has been successfully driven back into their base as this reduces the distance Trebuchets need to travel to begin attacking enemy structures. It may be useful to immediately upgrade the Siege Works to level 2 before recruiting Trebuchets as this allows the purchase of the Fire Stones upgrade to significantly increase the siege damage of any Trebuchet that Gondor recruits.
Restless Barrow

"When he came to himself again, for a moment he could recall nothing except a sense of dread. Then suddenly he knew that he was imprisoned, caught hopelessly; he was in a barrow. A Barrow-wight had taken him, and he was probably already under the dreadful spells of the Barrow-wights about which whispered tales spoke. He dared not move, but lay as he found himself: flat on his back upon a cold stone with his hands on his breast…"
—Fog on the Barrow-downs, The Fellowship of the Ring

The Barrows of the North were once a location of great nobility. It was here that those with royal blood in Rhovanion were buried after death with their wealth. And so they rested for many long years. However, the arrival of The Necromancer in Dol Guldur changed that. Fell spirits entered the Barrows and the dead began to rise to torment the living.

The Restless Barrow is a defensive structure for Dol Guldur. It will spawn several Restless Warriors to defend the Barrow and attack surrounding enemies.

## Function

The Restless Barrow will spawn Restless Warriors to attack nearby enemies. If The Necromancer uses Abhorred Dread on the Barrow when he is level 8 or above, a full battalion of Restless Warriors will be spawned.

### Abilities

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

## Strategy

The Restless Barrow is a powerful defensive structure. The Restless Warriors it summons will attack nearby enemies, allowing an area to be held. This can be useful for defending a forward base and can be paired with Ruinous Towers and Spires of Sorcery to great effect. Like all Dol Guldur buildings, the Barrow provides access to **Dark Presence**, buffing nearby allies and allowing basic infantry to spread across the map without suffering from Slow Decay. The Barrow can slowly provide access to battalions of Restless Warriors with the help of the Necromancer. These units deal high damage but have low health, and so are best used when mixed in with the other infantry of the faction. It can also allow for recruitment of Unburied Wights. These powerful warriors are limited in number but do not count towards Dol Guldur's CP limit and deal high damage and can be used to counter the elite, upgraded units of other factions.
Wyrm Slayers

* Portrait
* In Game

"But Thorin I [Thráin I's] son removed and went into the far North to the Grey Mountains, where most of Durin's folk were now gathering; for those mountains were rich and little explored. But there were dragons in the wastes beyond; and after many years they became strong again and multiplied, and they made war on the dwarves, and plundered their works. At last Dáin I, together with Frór his second son, was slain at the door of his hall by a great cold-drake."
—Annals of the Kings and Rulers: Durin's Folk, Appendix A, Return of the King

The Wyrm-slayers are part of an elite guild of dwarf warriors. To become one, a dwarf must take a series of grueling tests. However, this is necessary as the Wyrm-slayers must fight the deadliest of all the enemies of the dwarves: the Dragons of the North.

In Age of the Ring, Adâruf-sulûkh, or Wyrm-slayers are a specialist swordsman unit in Erebor and its Adventure: Durin's Folk subfaction.

## Abilities and Formations

**Unburnt** - Adâruf-sulûkh are completely immune to flame damage. Passive ability.

**Flash Flame (M)** - Adâruf-sulûkh throw bottles of dwarven flash flame, damaging enemy units. Left click icon then left click on target unit.

**Level 3: Immolation (I)** - Adâruf-sulûkh temporarily deal fire damage per attack, gain +15% movement speed and can trample enemies for 20 seconds. Left click to activate

## Upgrades

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

## Strategy

Adâruf-sulûkh are higher speed hero hunters of Erebor while also being able to deal considerable damage to weaker hordes. Compared to other Dwarven units, such as Âzagh-baruk, Adâruf-sulûkh move considerably faster and so are better suited to chasing down single enemy targets trying to retreat. **Unburnt** allows Adâruf-sulûkh to withstand fire damage, considerably negating the effectiveness of archers upgraded with fire arrows and Fire Wyrms. **Flash Flame** allows Adâruf-sulûkh to dispatch a large number of enemies at range - thus, giving them a temporary edge against high numbers of weaker units when at lower levels. **Immolation** further improves Adâruf-sulûkh's effectiveness against standard infantry as they can trample and their attacks deal a small amount of fire damage - igniting any enemy that they kill. The additional speed this ability grants can also be used to hunt down a retreating enemy hero.
Éomer

* Portrait
* On Foot
* Mounted

"Now is the hour! Riders of Rohan! Oaths you have taken, now fulfill them all, to lord and land!"
—Éomer

Éomer was Third Marshal of the Riddermark and nephew of King Théoden and brother of Éowyn. During the War of the Ring, he and his Riders distrusted Saruman greatly and would often patrol the Mark and slay any Orcs they could find. His distrust made him a threat to Saruman's plans of conquering Rohan and so he and Gríma Wormtongue manipulated the bewitched Théoden to banish his own nephew. Gandalf the White located Éomer and the Rohirrim loyal to him and together they lifted the siege of Helm's Deep and utterly vanquished the Uruk-Hai army. Later on Éomer participated in the Battle of Pelennor Fields, where he and his men made a valiant last stand on a green hillock before Aragorn and the Grey Company arrived as reinforcements. As a result of Théoden's passing during the battle, Éomer was declared King of Rohan.

## Abilities

**Mount Firefoot/Dismount (W)** - Left click to toggle between on foot or mounted on Firefoot.

**Horse Lord** - Modifier Type: Leadership. Allied cavalry near Éomer gain +33% damage and -25% trample deceleration. At Level 3 Éomer and nearby units earn resources per kill. Stacks with Buffs and Spells. Passive ability.

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

**Level 5: Thirst of Guthwine (C)** - Éomer temporarily gains +100% Damage. Left click to activate.

**Level 8: Stand Your Ground (V)** - Creates a ring which gives +33% armour, +33% damage and resistance to knockback and fear immunity to units within it. Lasts 60 seconds. Left click to activate.

## Strategy

Éomer is one of Rohan's most powerful heroes along with Théoden, although he is far more combat orientated than the latter. He significantly buffs Rohan's cavalry and economy with his **Horse Lord** leadership - he can ride alongside cavalry to harass enemy economy buildings or charge the flanks of the enemy army to great effect. **Thirst of Guthwine** increases Éomer's damage to the extent that he can easily kill enemy heroes, particularly those weakened by Merry's **Halfling Courage**. **Stand Your Ground** is best used in the middle of combat to increase friendly units' combat prowess in a large area and provide them with fear and knockback resistance. Éomer benefits from Théodred's **Prince of the Riddermark** leadership and he can also be strengthened ever more by Éowyn's **Courage for our Friends** ability.
Snow-trolls

* Portrait
* Spear-throwing Mode
* Melee Combat Mode

"Helm grew fierce and gaunt for famine and grief; and the dread of him alone was worth many men in the defence of the Burg. He would go out by himself, clad in white, and stalk like a snow-troll into the camps of his enemies, and slay many men with his hands. "
—Annals of the Kings and Rulers: The House of Eorl, The Return of the King

Snow Trolls were often seen as being legend with the most famous one being the description of Helm Hammerhand in the Long Winter. However, those who lived in the North knew the dangers of these cruel creatures.

In the Age of the Ring mod, the Snow-trolls come in battalions of 5. They are a versatile unit capable of attacking both in melee and with ranged attacks. They are present for both the Misty Mountains faction in standard play as well as the Adventure: Angmar subfaction based on Dol Guldur.

## Abilities

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

**Close Range Attack/Throw Spears (R)** - Switch to melee combat/spear-throwing mode.

**Level 2: Trollish Rage (W)** - Snow-trolls throw their spears with mighty strength, dealing increased damage and knocking units down in large radius. Left click icon then left click on target.

## Strategy

The Snow-trolls are a versatile unit designed to deal with enemy hordes. Their ranged attacks are powerful and unique among monster units, being able to deal high damage from range, especially to elite enemies. This can be maximised through **Trollish Rage** for use against high value targets. The Snow-trolls can attack in melee, however, they are more vulnerable in this state, especially to pikemen, and are unable to use their knockback against cavalry like other trolls may be able to. Like all monsters, they are able to heal automatically once levelled up, making them useful for hit and run attacks.
Yeomen Archers

* Portrait
* Standard
* Upgraded
* Skirmish

"The lightning flashed, and blazoned upon every helm and shield the ghastly hand of Isengard was seen. They reached the summit of the rock; they drove towards the gates. Then at last an answer came: a storm of arrows met them, and a hail of stones. They wavered, broke and fled back..."
—The Two Towers, Helm's Deep

In times of war, men of Rohan wealthy enough to own a plot of land would organize themselves into regiments and take up arms to defend their homes. During the Battle of the Hornburg, the defending Rohan forces bombarded the attacking Uruk-Hai force with volley upon volley in the hope of slowing their progress long enough to survive the night.

In Age of the Ring, Yeomen Archers are the basic archer unit for Rohan, they are recruitable from a level 1 Archery Range.

## 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 2: Skirmish Formation (R)** - Units gain +25% damage, +15% speed, -50% armour. Left click to toggle formation.

## Upgrades

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

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

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

## Strategy

Yeomen Archers are the basic archer unit for Rohan which are capable of inflicting large amounts of damage to the enemy army in the early-mid game. They are most effective when there is a Peasant meatshield in front to prevent enemy infantry closing the distance and when Yeomen Spearmen are nearby to prevent them from being charged by flanking cavalry. Their Skirmish formation can be used to inflict additional damage but comes at the cost of a reduction in armour which leaves Yeomen Archers even more susceptible to enemy attacks - thus it should only be used if the archers have sufficient protection. Yeomen Archers are typically replaced by the superior Halifirien Wardens unit in the mid-late game.
Orc Ravagers

* Portrait
* In Game
* Upgraded

"The Necromancer took a special interest in the largest and toughest of his minions, cursing them with fell magic and turning them into senseless, unstoppable husks tailored strictly to his will."
—Age of the Ring Team

Whilst the Necromancer's corrupting influence left many of his servants emaciated and feeble, there were some orcs within the pits of Dol Guldur that showed resistance to this slow decay. The Necromancer was drawn to these resistant orcs and experimented on them until they were left in a state of purgatory in which they were neither fully living nor dead.

In Age of the Ring, Orc Ravagers act as an elite anti-structure swordsmen unit for Dol Guldur which are recruitable from a level 2 Guldur Gaol.

## Abilities and Formations

**Level 3:** **Appetite for Destruction (W)** - Orc Ravagers temporarily do knockback damage and regain health per hit against structures. Left click to activate.

**Slow Decay** - Units suffer from a basic, constant damage over time effect due to the Necromancer’s magic draining them and their surroundings. Dark Presence counters this damage and buffs units.

## Upgrade

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

## Strategy

Orc Ravagers are tanky front-line units with high health and armour, being able to sustain large amounts of damage whilst other units, such as Blighted Trappers, inflict heavy damage against the enemy's forces. Like most of Dol Guldur's units, they suffer from Slow Decay, so reinforcing them with sources of Dark Presence can allow them to survive longer in battle. Aggressive base expansion with forward Ruinous Towers and the Necromancer allows them to benefit from the additional damage and armour from Dark Presence, allowing them to more easily destroy structures and withstand more enemy attacks. They benefit from Cargást's March of the Dead ability which increases their speed and experience gain, allowing them to move between sources of Dark Presence without decaying and reach level 2 quicker. **Appetite for Destruction** enhances Ravagers' effectiveness against structures as they regain health per hit - allowing them to inflict more damage against a structure before dying.
Troll Lair (Creep)

* Cave Troll
* Hill Troll
* Jungle Troll
* Snow Troll
* Stone Troll

"'Whence did the trolls get them, I wonder?' said Thorin looking at his sword with new interest.
'I could not say,' said Elrond, 'but one may guess that your trolls had plundered other plunderers, or come on the remnants of old robberies in some hold in the mountains of the North. I have heard that there are still forgotten treasures of old to be found in the deserted caverns of the mines of Moria, since the dwarf and goblin war.'"
—The Hobbit, A Short Rest

The Trolls of Middle-earth were a large monsters of limited intellect. First created by Morgoth in the First Age as a mockery of the Ents, the trolls were very dangerous to the Free Peoples of Middle-earth. However, upon contact with sunlight they would turn to stone. During the Third Age, a new breed of Trolls were created by Sauron. Known as Olog-Hai, these creatures could endure the sunlight and were far more powerful and cunning in battle.

In Age of the Ring, there are multiple troll lairs that act as neutral map features.

## Behaviour

All Troll Lairs are protected by a small number of trolls that wander around the lair. Upon sighting an enemy, they will charge towards it and begin to trample it, before attacking in melee with powerful AOE attacks. Cave Troll and Hill Troll Lairs only have one troll guarding it. Snow Troll Lairs and Jungle Troll Lairs are protected by two, while Stone Troll Lairs are protected by three.

## Wild Allegiance

When converted by Wild Allegiance, the various Troll-lair can be used to recruit the following units:

## Strategy

Engaging a troll lair can be done similarly to attack a troll owned by an enemy player. Use of cavalry and swordsmen is ill-advised, as the trolls are immune to trample and can deal high damage in an area. Use archers to bring them down from afar before sending melee units in to destroy the lair. Pikemen can also deal high damage thanks to the trample revenge, however the player must be careful when there are multiple trolls as they can overwhelm the pikemen. In this case, more units would be required. Early heroes can be used to assist your battalions and may even be able to kill a troll or two by themselves (with the exception of the Hobbit heroes or Thráin the Broken).

One advanced tactic may be to use a cheap hero to lure the troll into chasing it. With the troll not far behind, send the hero through a battalion or two of pikemen. If done correctly, the troll will continue to chase the hero, trampling through the pikemen and taking heavy revenge damage in the process. If the troll goes too far from the lair, it will then try to return to the lair, taking more damage on the way. The player must be careful to keep their hero at the correct distance from the troll to ensure they don't take unnecessary losses or lose the troll's interest.