recursal/Fanatic-Fandom huggingface dataset:
Pony Pack

* Portrait
* In Game

* Normal

"Give him a pony."
—Thorin Oakenshield, The Hobbit: An Unexpected Journey movie

*The Lord of the Rings* is resplendent with notable creatures of equestrian nature and their unshakeable bonds with the races of Middle-earth. Some took more prominent roles in history, such as the mighty and majestic Shadowfax, while others played important albeit more humble parts, such as the sturdy and reliable Bill the Pony, who proved himself worthy by kicking his former master, the legendary Bill Ferny (whom he is also named after). The **Pony Pack** battalion is a tribute to these noble animals, and their inclusion in the dwarven factions means every faction in Edain Mod has access to horses or their relatives in some way, shape, or form. The Pony Pack also represents the migratory nature of dwarves displaced from their homes with the fall of Moria. These brave ponies give the Unburnt, Arkenguard, and Ironbreakers the courage to become heroic units with their adorable eyes and fluffy manes, to become the very best, to become protectors of what they love: a chance to become Veterans of Khazad-dûm. And also to avenge their homeland.

**Pony Packs** appear mysteriously at the Travel Camp settlement structure. Once combined with The Unburnt, Arkenguard  or Ironbreakers, the combined unit will disappear and reappear a few minutes later as Veterans of Khazad-dûm. The ponies vanish as magically as they appeared when the Veterans return, leading some to speculate that Gandalf the Grey (also coincidentally summonable out of thin air) might be involved. The Veterans are limited to 3 groups on the battlefield at once. Using excess pony packs as bait, diversionary tactics, or risky scouting is morally reprehensible and an injustice even a Valar would get off his rear end to correct. It is far better to keep them and demolish the Travel Camp instead, replacing it with a mineshaft or lumber mill. That way if any of your Veterans die, your wise ponies can take more troops to an alternate dimension to instruct them in the ways of warfare before returning them.

## Trivia

* Pony Packs are currently selected when Q (select all units) is used, so if you have Pony Packs, beware because they could go to the middle of battle.
Royal Archers

* Portrait
* Bow
* Sword

* Bow
* Sword

Hama's **Royal Archers** are Elite units available for the Rohan faction through Hama's level 10 ability. Only one horde is available, but they can switch between sword and bow, making them both swordsmen and archers.

## Abilities

  **Switch Weapon:** The Royal Archers can switch between sword and bow.
Morgul Orc Warriors

* Portrait
* In Game

* Normal

"Across the narrow valley, now almost level with his eyes, the walls of the evil city stood, and its cavernous gate, shaped like an open mouth with gleaming teeth, was gaping wide. And out of the gate an army came. All that host was clad in sable, dark as the night. Against the wan walls and the luminous pavement of the road Frodo could see them, small black figures in rank upon rank, marching swiftly and silently, passing outwards in an endless stream. "
—The Two Towers

The free **Morgul Orc Warriors**, a unit of  **Mordor**, come from the Tower of Dark Sorcery and have been heavily armored and rendered resistant to fear. They can only be trained at the Minas Morgul Outpost once it has been purchased for 2500. They are a late game substitute of the free Mordor orc warriors, but they cannot be mass produced at the same speed due to the limitations caused by the number of outposts on a map. Even though they are more resistant to damage due to their increased armor and also more effective thanks to the fearless status, making them more resistant to Unit Interferer Heroes, they are still weak to Mass Slayer Heroes.

A Morgul Orc Warrior has a base health of 360, and there are 20 of them per battalion.

## Abilities

 **Bloodthirst** - The battalion attacks another friendly horde of Orc Warriors and destroys it, gaining experience. This must be repeated a couple of times for the battalion to reach level 2.

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

 **Crack the Whip** - For 30 seconds the horde will deal twice as much damage to melee units but lose 25% armor (requires Orc Overseer)

## Upgrades

The Morgul Orcs 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 Orc Warriors are simply an upgraded version of the standard Orc Warriors, and can 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 Orc Warriors 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 Orc Warriors, they just have slightly better stats, therefore having the same weaknesses (apart from fear) and the same strength in their numbers.
Ost-In-Edhil (Calsash)

My caption

"In those days the smiths of Ost-in-Edhil surpassed all that they had contrived before; and they took thought, and they made Rings of Power"
—The Silmarillion: Of the Rings of Power and the Third Age

## Ost-In-Edhil

The capital city of the elven-realm of Eregion, and the dwelling place of Celebrimbor and the Gwaith-i-Mírdain. This city was home to the greatest forgemasters and smiths of the Noldor upon the eastern shores in the Second Age, and was the birthplace of the Rings of Power.

Eregion fell in the War of Sauron  and the Elves , being the first casualty, with Celebrimbor (Its' Lord) being posted on Sauron's banner. It was never rebuilt, with much of its population relocating to Rivendell  instead, with only a small portion going to Lindon.

## Map Features

The player who starts in the bottom left hand corner has control over Annatar, as well as the One Ring in its base. In addition, the person in control of the city has the ability to recruit Noldorin Swordsmen, along with Gil-Galad and Gil-Galad guards, as well as Lindon and basic Gondor units.

Ost-In-Edhil Download
Rivendell (Calsash)

"At this time the first Council was held, and it was there determined that an Elvish stronghold in the east of Eriador should be maintained at Imladris rather than in Eregion."
—Unfinished Tales: The History of Galadriel and Celeborn

## Rivendell, The Last Homely House

Rivendell is the stronghold of the Noldor in the east of Eriador, being founded in the Second Age during the War of Sauron and Elves. It is also known as Eregion. By the 3rd age, its the last Noldorin realm in Middle-Earth other than Lindon, and is the great preserver of knowledge and history in Middle-Earth.

However, Imladris was founded during a time of war, and a such, was established in a highly defensible valley. Even now the realm of Elrond maintains a close watch upon the Misty Mountains and holds the territory of Hollin (the former Noldorin realm of Eregion). The Lord of Rivendell since the end of the High-Kings of the Noldor have been the de-facto heads of the Noldorin Elves in Arda, and Rivendell has become the diplomatic center of Middle-Earth, with its central location and historical ties to nearly all factions in Middle-Earth.

## Map Features

The player inside the fortress gains access to the Rivendell  spellbook and heroes when they play as Lothlorien . In addition, the player inside the fortress can recruit Dunedain rangers and swordsman. They also may summon the White Council, who take 15 minutes to arrive, along with a fully upgraded army.

Rivendell Custom Map Download
Obsolete Versions

The previous version are here if you wish to download, however neither the team nor this wiki provides official support for any of the previous versions to 4.0 Demo. This is purely for entertainment purposes and, in addition to not providing any support, the team will accept no suggestions to modifications that should be made to the mod. These versions may have bugs or may even be incompatible, any installation of a version is at your own risk and peril. Here is a video to have both 4.0 and 3.8.1 at the same time

All previous versions can be downloaded from here: Link
Slave Hole

This page needs to be updated or finished. One or more sections of the page are incorrect, incomplete or of inferior quality. The reason this page requires an update is:

"Needs images in infobox"
—Username
Please remove this template after you have completed or updated the page.

## Stats

* Level 1
* Level 2
* Level 3

### Interval

12 Seconds

**Slave Holes** are terrible constructions in which goblins work their captured slaves to death. They produce great amounts of resource and can be further upgraded using the Loot Hoard.

## 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

Fresh Meat - Slave Holes reduce the costs of monsters.

* 2 Slave Holes: -10%
* 3 Slave Holes: -15%
* 4 Slave Holes: -20%
* 5 Slave Holes: -25%
* 6 or more Slave Holes: -30%
Hearth

* Level 1

### Armor Set

"Soon Master Elf, you will enjoy the fabled hospitality of the dwarves! Roaring fires, malt beer, ripe meat off the bone!"
—Gimli

The **Hearth** is the Dwarven equivalent of the Well of Men, healing wounded troops and replenishing battalion numbers. It addition to regular build plots, it can also be constructed on the two special build plots near the citadel unlocked through research at a level 3 Stonemason (**Line of Defense**). Furthermore, a Battlewagon can be upgraded with a Hearth to heal nearby allies out on the battlefield.

## ​Function

**Hearth** - The Hearth serves to heal heroes and allied battalions.

 **Reinforcements** - For a limited time, allied units near the well replenish fallen soldiers.

## ​Strategy

Hearths can be used to support armies that are heavily defending their base, allowing them to last longer in battle. They can also be combined with a tower and a heroic statue on generic outposts to provide a forward base where attacking forces can recover.
Mauhur

* Portrait
* In Game

* Melee

"Still there's one thing the fine fellows don't know: Mauhur and his lads are in the forest, and they should turn up any time now."
—Ugluk, The Two Towers

Mauhur was an Uruk captain who came to Ugluk's aid when Ugluk was being ambushed by Eomer's Riders of Rohan.  Unfortunately for both of them, Mauhur's counter-ambush was a failure and both were killed.

Mauhur can only be summoned for a short time (2:30) along with 6 elite scouts through Ugluk's level 10 ability **Call from the Dungeons**. Mauhur is summoned at level 1 but can actually gain experience up to level 5. He does not retain his experience the next time he is summoned.

## Abilities

 **On the Hunt:** For every horde of Uruk Hunters and every summoned Hunter, Mauhur gains +10% damage.

## Strategy

Mauhur is a very strong hero who can also level up to be stronger. His **On the Hunt** ability can even increase Mauhur's damage more when Uruk Hunters are near to him. He can be used in big or medium-sized battles for his high damage.
Morgul Archers

* Portrait
* In Game

* Normal

"Form ranks you maggots! Form ranks! Pikes up front. Archers behind."
—Gothmog

**Morgul Archers** are the advanced archers of **Mordor****.**  Sent from Minas Morgul, they have heavy armor and deal a good amount of damage on their own, but once paired with various leaderships, they can prove even deadlier. It is important to not fill up your command points with only standard orcs but to also include Morgul Archers as damage dealers. As usual, Mass Slayer Heroes will make quick work of them. The Morgul Archers don't have a type advantage but are particularly strong from a distance; however, if you let the enemy get close you will lose the battalion even though they will put up more of a fight than the standard Orc Archers.

## Abilities

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

 **Crack the Whip -** For 30 seconds the archers deal double damage to ranged units, but this reduces their armor by 25% (requires Orc Overseer)

## Upgrades

The Morgul 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.

 **Fire Arrows** - This upgrades adds a bonus FIRE damage to the unit. Causing it to deal increased damage to everything and even more to buildings. **Cost**: 400

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

*The **Fire Arrows** upgrade can only be purchased once the Arsenal is under Sauron's influence.*

## Strategy

Morgul Archers are the most advanced archers of Mordor apart from the Black Uruk Archers. They act as support to the melee orcs which take damage while they deal it out. They have quite a low armor rating, so it is important to always support them with other troops since they cannot hold out on their own. Their **Fire Arrow** upgrade is a big boost to their damage, but this will make them targets of the enemy, requiring more management to avoid losing them. As any other troop, they gain various boosts from leaderships and are affected by powers such as Sauron's **Lord of Mordor** or **Might of the Damned**. They can be mounted on Mumakil to work as a walking sentry.
King of the Oathbreakers

* Portrait
* Ingame

* Melee

"None but the King of Gondor may command me!"
—King of the Dead

Summon the army of the dead to fight alongside you for a short duration of time.

## Abilities

 **Death Laughter** - The horrible laughter of the King of the Dead causes units to flee in terror from him.

 **The King of Dunharg** - Once the King and his Oathbreakers fulfill their oath, nearby enemies fear them and become weaker. *(Passive ability)*

## Strategy

Generally speaking, **Death Laughter** shouldn't be used while the Army of the Dead still has a substantial amount of time left in their summon, or is being used offensively. This is because it will cause enemy units to be feared, sending them away from the army; the last thing you want for a summon as strong as this.

However, if the army is used defensively and the enemy is still not wiped out during the attack, use the **Death Laughter** to buy more time, preferably using the ability just before the king disappears, giving the maximum time without an enemy attack (fighting the army + time spent feared). The King of the Dead is a powerful asset to an already extremely overpowered army of the dead.
Knights of Meduseld

* Portrait
* In-game

* Normal

The Knights of Meduseld are a fearsome elite mounted force which can trade efficiently with all units apart from pikemen
using their skill in battle. They are commanded by either one of the Marshal or a Rohan Captain.

## Abilities

If the knights are recruited to serve under one of the Marshals they retain the ability of the Marshal. If they are recruited to serve under a Rohan Captain they gain the following ability:
 **Knights of Meduseld: Meduseld's Bravest -** The Knights of Meduseld gain +50% armor against all melee units except pikemen for 30 seconds.

## Upgrades

 **Heavy Armor -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainCavalryHeavyArmor**, if Horse Shields has been purchased changes the armor set to **EdainCavalryHeavyShieldArmor**. **Cost**: 300

 **Forged Blades -** Increases the damage of this battalion and provides a damage bonus against **buildings**. **Cost**: 300

 **Horse Shield -** Increases armor of the battalion against Pikemen by 25% and armor against Swordsmen by 50%. Changes the armorset to **EdainCavalryShieldArmor**, if heavy armor has already been purchased changes the armorset to **EdainCavalryHeavyShieldArmor**. **Cost**: 200
Quickbeam/Rohan

* Portrait
* Ingame

* Melee
* Ranged

"Quickbeam is a gentle creature, but he hates Saruman all the more fiercely for that: his people suffered cruelly from orc-axes. He leapt down the path from the inner gate, and he can move like a wind when he is roused."
—Pippin, The Two Towers

Along with Treebeard, Quickbeam is summoned with 5 other Ents. They will fight along side you on the battlefield for a short time.

## Abilities

**Throw Rocks/ Close Melee Attack** - Switch between ranged attacks and close combat attacks.

**Carry Hobbits** - Quickbeam is able to carry hobbits.
Haradrim Lancers

* Portrait
* Line
* Wedge

* Normal

"Southward beyond the road lay the main force of the Haradrim, and there their horsemen were gathered about the standard of their chieftain. And he looked out, and in the growing light he saw the banner of the king ... Then he was filled with a red wrath and shouted aloud, and displaying his standard, black serpent upon scarlet, he came against the white horse and the green with great press of men; and the drawing of the scimitars of the Southrons was like a glitter of stars. "
—The Return of the King

**Haradrim Lancers** are cavalry that come from Harad to fight for Mordor. They are summoned through the spellbook power **Reinforcements of Harad** (6pp) coming equipped with many upgrades. These Lancers are Mordor's most reliable cavalry, just under the heroic Morgul Riders. Along with that, they are one of the few Mordor units that can use formations. Summoning them costs 300 command points.

## Abilities

 **Wedge Formation** - Grants them +25% damage, slows them down 50% less while trampling, but reduces their armor by 25%.

## Upgrades

The Haradrim Lancers 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 **EdainCavalryHeavyArmor**, if Horse Shields has been purchased changes the armor set to **EdainCavalryHeavyShieldArmor**. **Cost**: 300

 **Forged Blades -** Increases the damage of this battalion and provides a damage bonus against **buildings**. **Cost**: 300

*The Haradrim Lancers will come equipped with these upgrades when **"Influence of Sauron"** has been cast on the Defensive Banner.*

## Strategy

Haradrim Lancers are cavalry that can trample through enemies with ease, but be wary of pikes that can easily cut them down. Due to their limited numbers they are best used to make precise strikes on enemy troops behind the main lines. They can also be used like all cavalry to take down retreating heroes and run down archers hiding behind enemy lines. Along with that they are also great for harassment strategies, hunting down resource buildings and destroying them.
Lake-Town Bowmen

* Portrait
* In Game

* Normal

"Roaring he swept back over the town. A hail of dark arrows leaped up and snapped and rattled on his scales and jewels, and their shafts fell back kindled by his breath burning and hissing into the lake. No fireworks you ever imagined equalled the sights of that night. At the twanging of the bows and the shrilling of the trumpets the dragon's wrath blazed to its height, till he was blind and mad with it. No one had dared to give battle to him for many an age; nor would they have dared now, if it had not been for the grim-voiced man (Bard was his name), who ran to and fro cheering on the archers and urging the Master to order them to fight to the last arrow. "
—The Hobbit

The **Lake-Town Bowmen** are brave men of Lake-Town that have gathered bows and arrows to act as archers and to defend their land and fight alongside the Dwarves of Ered Luin. They can be recruited at the Town Hall Outpost. They have a large battalion size but are still a bit weak if unprotected.

## Abilities

 **Bombard -** The archers bombard an area. All enemies in the area are slowed by 40% slower and have -5% armor for 3 seconds.

## Upgrades

The Lake Town Bowmen 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

 **Fire Arrows** - This upgrades adds a bonus FIRE damage to the unit. Causing it to deal increased damage to everything and even more to buildings. **Cost**: 400
Maps

In Edain, Maps are split up in four categories:

## Mission Maps

* The Path Of The Edain
* Defend the Shire
* Greenwing's Challenge
* Tower Defense

## Skirmish Map

* Argonath
* Arnor: River Lhûn
* Cair Andros
* Celduin River
* Druadan Forest
* East Ithilien
* Ford of Isen II
* Golf de Lune
* Iron Hills (Map)
* Ithilien
* Northern Ithilien
* Plateau of Gorgoroth
* Tower Hills
* Umbar
* Weathertop
* Dor En Ernil

## Horde Maps

**All horde maps are broken down on this page.**

## Fortress Maps

* Rivendell (Map)

All of them are part of the category Official Map
Gundabad Warg-riders

This page needs to be updated or finished. One or more sections of the page are incorrect, incomplete or of inferior quality. The reason this page requires an update is:

"Needs stats and modding in infobox"
—Gandalf7000
Please remove this template after you have completed or updated the page.

## Gundabad Warg-riders

* Portrait
* In Game

## Recruitment

### Time

30 seconds

"The Wargs and the goblins often helped one another in wicked deeds. ... But in those days they sometimes used to go on raids, especially to get food or slaves to work for them. Then they often got the Wargs to help and shared the plunder with them. Sometimes they rode on wolves like men do on horses. ..."
—The Hobbit

The **Gundabad Warg-Riders** are a group of Gundabad Orcs that ride feral wargs. This interesting choice of mount presents as much danger to the rider as they do to the enemy. They could be classified as elite cavalry of Misty Mountains.

## Abilities

 **Smell blood (Y) -** The Warg-riders focus on their target and hunt it down relentlessly. For 30 seconds they only take half the damage from any arrows and decelerate half as much when trampling. Left click on the icon to activate.

## Upgrades

 **Forged Blades -** Increases the damage of this battalion and provides a damage bonus against

* Other infantry if they are swordsmen
* Monsters and Cavalry if they are pikemen
* Buildings if they are cavalry
 **Cost**: 300

 **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**: 75.

 **Scavenged Armor -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainCavalryHeavyArmor**, if Horse Shields has been purchased changes the armor set to **EdainCavalryHeavyShieldArmor**. **Cost**: 300
Henneth Annun (Glorfindel 23)

My caption

"This is the Window of the Sunset, Henneth Annûn, fairest of all the falls of Ithilien, land of many fountains."
—Faramir

**Henneth Annûn**, also called the **Window of the Sunset**, or Window on the West, was a hidden refuge of the Rangers of Ithilien in the northern part of Ithilien along the Ephel Duath, the Mountains of Shadow. The waterfall cascading over the cliff-face had originally run through the cave itself, but was altered to flow over one of the entrances; this likeness to a window gave Henneth Annûn its name. There are two entrances into the cave system- one being the route through which Samwise Gamgee and Frodo were led, and the other being the window itself. At the bottom of the window was a bowl full of sharp stone knives.

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

## Features

The map presents the Gondor player with a hidden base in the mountain from which the player can train troops and garrison archers. There are no gates and the units enter and leave through the waterfall. A small decorative Gollum can be seen near the forbidden pool. The Mordor player can conquer Rhun camps in an attempt to siege the fortress.

## Special Buildings

The Gondor player has access to a fully custom fortress with custom buildings that can recruit a wide range of units, in addition they have a couple of plots on which they can build some of the regular buildings.:

 Hall of Warriors
 Siege Works

By claiming the two outposts on the sides the Mordor  player gains access to many buildings of Harad and Rhun which will allow them to train many Easterlings unit:

 Haradrim Palace
 Haradrim Scout Tower
 Dunland Shelter
 Siege Works

## Special Units

The Gondor player can build a lot of special troops along with some of the regular ones:

The Mordor can build many troops in addition to their regular roster:
Hill Troll

* Portrait
* In Game

* Normal

"Arador was taken by hill-trolls in the Coldfells north of Rivendell and was slain"
—The Lord of the Rings, Appendix A, Annals of the Kings and Rulers: The Tale of Aragorn and Arwen

The Hill Trolls are deadly monsters summoned alongside Rogash through Angmar's **Summon Hill Trolls** power (7pp). They have a medium AOE attack and can be used to destroy all the units around them. They are also pretty effective against heroes. They are a dreaded sight to the eyes of the enemy since they are able to cause massive damage to everything, not only to massive armies but also to heroes and elite units.
Lesser Wraith

* Portrait
* In Game

* Normal

"They tried to pierce your heart with a Morgul-knife which remains in the wound. If they had succeeded, you would have become like they are, only weaker and under their command. You would have become a wraith under the dominion of the Dark Lord; and he would have tormented you for trying to keep his Ring..."
—Gandalf

**Lesser Wraiths** are support beings which cannot attack or be attacked. This unit is created by killing a unit that has been poisoned by a Nazgul Morgul blade. Once the unit dies it will spawn a lesser wraith, which can either be controlled for a certain time before it vanishes into the ethereal world, or it can be transformed into a Morgul Shadow, provided that the Minas Morgul outpost is under Sauron's influence.

## Upgrades

The Lesser Wraith can be given the following upgrade:

 **Morgul Shadow:** The Lesser Wraith can be bound to the One Ring and come back as a Morgul Shadow.

## Strategy

On their own, lesser wraiths pose little purpose aside from scouting, although their slowness and brief period of existence sabotages that. If a Minas Morgul outpost is under Sauron's influence however, they can be enslaved, becoming a morgul shadow. Lesser wraiths also spawn from felled morgul knights that have reached level six. Whenever possible, right click the morgul blade power in your nazgul's ability palantir. This should switch it to auto-use, allowing your many nazgul to passively produce more of these lesser wraiths as they fight.
Merry

## Rohan

*Main article: /Rohan/*
Recruit the loyal hobbit, Meriadoc Brandybuck, to fight for your cause. As a Hobbit, he does not have a faction of his own people but in the Edain Mod he fights for Rohan.

## Gondor

*Main article: /Gondor/*
Merry appears also in the Gondor faction. He can be summoned along with an army of Rohan with Gondor's spellbook power **Rohan Answers** .
Spear Throwers

* Portrait
* In Game

* Normal

The **Spear Throwers** of Rohan are exceptional marksmen that can hurl spears. They have the particularity of having the strengths of pikemen from range. They are the only spear-throwing units in the game besides the Dwarven Hunters of Ered Mithrin from the Iron Hills.

## Abilities

 **Mighty Spears -** The Spear Throwers of Rohan toss their spears with great strength, knocking enemies to the ground. *(Passive ability)*

## Upgrades

The Rohan Spear 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 **EdainBowPikeHeavyArmor**. **Cost**: 300

 **Forged Blades -** Increases the damage of this battalion and provides a damage bonus against **other infantry** (swordsmen, pikemen, archers, etc...). **Cost**: 300

## Strategy

Spear Throwers come in battalions of ten and are somewhat expensive, but worth their cost. They are quite a unique unit because they have the advantages of pikemen but at range, so they can be used to kill cavalry and monsters from a distance. They are great for covering units that are very vulnerable to trample damage, stopping an enemy cavalry charge before it can reach you. For this reason, they should not be used to replace Yeomen Archers since they aren't good at dealing damage against infantry but should be used alongside them. Their **Mighty Spears** ability can allow them to be effective against other units too, even if just to slow them down by knocking them to the ground.
Knights of Dol Amroth

* Portrait
* In Game

* Normal

"Now they sprang forward, formed, quickened to a gallop, and charged with a great shout. And from the walls an answering shout went up; for foremost on the field rode the swan-knights of Dol Amroth with their Prince and his blue banner at their head."
—The Return of the King

The **Knights of Dol Amroth** are heroic cavalry who fight for Gondor. They can only be trained once Prince Imrahil has been recruited. Only 3 battalions of Knights of Dol Amroth may be on the field at the same time. They are able to grant Gondor Knights and other allied cavalry an attack bonus. They valiantly defended Minas Tirith from the armies of Mordor during the War of the Ring.

## Abilities

 **Shattering Rush:** The Dol Amroth knights dash to the selected enemy, trampling down everything in their way. For the duration of the dash they deal triple damage and slow down only half as much. Can't be used when **Into the Battle** is active. Left click on icon then left click on target.

 **Level 5:** **Inspiration****:** Nearby friendly cavalry receive +25% attack damage. Doesn't apply to other Knights of Dol Amroth. *(Passive ability)*

 **Level 10: Into the Battle:** The Knights of Dol Amroth prepare for a sortie. For 30 seconds they can't trample any units but receive +50% attack damage and armor. Can't be used during **Shattering Rush**. Left click to activate.

## Strategy

As Gondor's heroic cavalry, the Knights of Dol Amroth are mainly used in the late game once the player has built the Border Stronghold, recrutied Imrahil and has enough money for the Knights. However, they are quite powerful to compensate for how difficult they are to recruit. **Shattering Rush**​ should be used whenever the Knights fight any large force of units to ensure that they don't slow down in the middle of the clump. This can be especially useful against units like Isengard's Shield Bearers who make cavalry slow down a lot faster. It can also allow them to break out of an enemy army if they are surrounded. **​Inspiration**​ allows them to be partnered with Gondor knights by improving their skills. Although **​Into the Battle**​ is very hard to reach, it can be very useful when fighting pikemen, heroes or other heroic units.
Tauriel

## Lothlorien

*Main article: /Lothlorien/*
Tauriel is the captain of the Elven guard of Thranduil's Woodland Realm. She is summonable for a short time on all maps except the Mirkwood map (6 player), where she can be recruited permanently from the Mirkwood Outpost.

The player can summon Tauriel using her spellbook power near any allied structure.

## Mirkwood Map

*Main article: /Map/*
**Tauriel** can be recruited permanently **only** on the Mirkwood map (6 players). The team decided this because Mirkwood is Tauriel's homeland and it belongs to her, so she should be recruitable permanently there. She also has a full set of abilities. On that map, Tauriel's spell is replaced by **Mirkwood Scouts**, which summons a permanent **Observation Post**. This structure is permanently cloaked except on direct contact and provides vision but cannot attack.
Palantir Guards of Amon Sul

* Portrait
* Spear
* Sword

* Spear
* Sword

"A great host came out of Angmar in 1409, and crossing the river entered Cardolan and surrounded Weathertop. The Dúnedain were defeated and Arveleg was slain. The Tower of Amon Sûl was burned and razed; but the *palantír* was saved and carried back in retreat to Fornost..."
—Appendix A, The Lord of the Rings

Recruit the personal Guard of the Palantir to defend Arnor with spear and sword to the bitter end. They are heroic units, being limited to 3 battalions on the battlefield at a time.

## Abilities

 /  **Toggle Weapon -** Switch between sword and lance.

 **Level 5: Defend Building -** The Palantir Guards protect an allied building. The target building becomes invulnerable 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.

## Strategy

Guards of the Palantir are Arnor's most powerful units, proficient with both swords and spears. They are slow but extremely resilient and can defeat most enemy battalions, even elite ones. If you have all three battalions in a fight, there is a high chance of winning it. Be sure to have them switch weapons based on what kind of units they are fighting to increase their effectiveness. Having a level 5 battalion near a vulnerable building will also be useful because of their **Defend Building** ability.
Royal Guards

* Portrait
* In Game

* Normal

"Théoden King of the Mark had reached the road from the Gate to the River, and he turned towards the City [Minas Tirith] that was now less than a mile distant. He slackened his speed a little, seeking new foes, and his knights came about him, and Dernhelm was with them."
—The Return of the King

The **Royal Guards** are the heroic cavalry of Rohan. They can trample most units very easily but tend to struggle against other heroic units, especially any heroic pikemen. Thankfully they are armed with several abilities which can help them overcome some of their weaknesses.

## Abilities

 **Dauntless Advance -** For 30 seconds, the Royal Guards gain +50% armor and inflict +150% damage against pikemen. **Dauntless Advance** and **For Death and Glory** cannot be used at the same time. Left click to activate.

 **Level 5: For Death and Glory -** For 30 seconds, the Royal Guards slow 75% less when trampling and move +25% faster, but have -50% armor. **For Death and Glory** and **Dauntless Advance** cannot be used at the same time. Left click to activate.

 **Level 10: Guardians of Rohan -** The Royal Guards protect nearby heroes, granting them +20% armor and +20% cool-down speed on their abilities. *(Passive ability)*
Baltoy

**Baltoy** is a dual-type Ground/Psychic Pokémon.

It evolves into Claydol starting at level 36.

## Base Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Trivia

### Name Origin

Baltoy may be a combination of balance and toy.
Ringlo Vale Swordsmen

* Portrait
* In Game

* Normal

"The men of Ringló Vale behind the son of their lord, Dervorin striding on foot: three hundreds. "
—The Return of the King

The Ringlo Vale Swordsmen come to defend Gondor. They are master swordsmen who have sworn allegiance to the White Tree. They are very agile but still have a hard time against heavy armor. Ringlo Vale Swordsmen can be recruited using the signal fire system.

## Abilities

 **Cutting Blades -** The Envoys deal additional damage against enemies without heavy armor but only moderate damage against enemies with heavy armor. *(Passive ability)*

## Upgrades

The Ringlo Vale Swordsmen have access to the following ugprades:

 **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 **EdainInfantryHeavyArmor**. **Cost**: 300

 **Forged Blades -** Increases the damage of this battalion and provides a damage bonus against **other infantry** (swordsmen, pikemen, archers, etc...). **Cost**: 300

## Strategy

Because of their passive ability, **Cutting Blades**, the Envoys are a great counter to weak units found in the early game such as Mordor Orcs or Rohan Peasants. However, they shouldn't be used to replace Gondor Soldiers since they are not as effective against heavy armor. Combine them with other troops from the fiefdoms for maximum effect, but try not to use them to assault an enemy base as the defenses will cut them down quickly.
Isildur

* Portrait
* In Game

* Melee

"I beheld the last combat on the slopes of Orodruin, where Gil-Galad died, and Elendil fell, and Narsil broke beneath him; but Sauron himself was overthrown, and **Isildur** cut the Ring from his hand with the hilt-shard of his father's sword, and took it for his own."
—Elrond, The Fellowship of the Ring

**Isildur** was a Númenorean prince who fled to Middle-earth with his father, Elendil, and his younger brother, Anarion. He ruled the kingdom of Gondor from Minas Ithil together with his brother, who ruled from Minas Anor. He fought with Sauron with the Last Alliance of Elves and Men, and though his father and brother perished, he survived and cut the Ring from Sauron's hand. Ignoring the advice of Elrond and Cirdan, Isildur took the Ring as his own instead of destroying it. Later in life, Isildur was ambushed by orcs; putting the Ring on, he tried to swim across a nearby river to safety. The Ring betrayed him and slipped from his finger, and the orcs shot him with arrows from the riverbank. Therefore, the Ring was given the name "Isildur's Bane" in the North. Though Isildur was killed, his son Valandil had remained in Rivendell, and there the heirs of Isildur were raised until Aragorn II son of Arathorn II finally reclaimed the Crown of Gondor at the end of the War of the Ring.

## Abilities

 **March into the Black Land -** As long as a commander of the Last Alliance lives, all Last Alliance forces will receive +50% armor against arrows, siege weapons, and elemental damage. *(Passive ability)*

 **Merciless Charge -** Isildur uses his incredible combat prowess to disable enemy buildings for 5 seconds with each strike.
Palace Guards

**This article is a disambiguation page for Palace Guards**

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.

Palace Guards are proud soldiers of the faction, set to guard the stronghold of their Lords and Kings. In the Edain Mod, the name Palace Guards refers to the following units:

* The Elven Palace Guards from the Mirkwood subfaction
* The Palace Guards of Arnor, guarding the northern realm of Men
Onager

* Portrait
* In Game

* Normal

The **Onager** is Rohan's catapult and can be used to destroy enemy buildings and archers. They can be used on any troops but have a minimum range; therefore, they are very vulnerable to melee units. As the other Rohan siege weapons, it is weaker than the other factions' equivalents.

## Abilities

 **Halt Auto-Acquire /  Auto-Acquire -** Click to enable or disable the catapult's ability to pick its own targets.

 **Bombard /  Stop Bombardment -** Start/Stop bombarding the target area with devastating artillery.
Rogash

* Portrait
* In Game

* Melee

"Catch Rogash!"
—Rogash

Summon Rogash, the Troll of the North, along with two other Hill Trolls. They will fight for you on the battlefield for a short time.

## Abilities

 **Dominate Troll** - Take control of targeted enemy troll.

 **Battlecry** - Rogash's terrible battlecry causes enemy units in a wide area to flee.

 **Leap** - Rogash leaps to a position and deals heavy damage around his impact area while yelling the famous "Catch Rogash!"

## Strategy

Rogash, as a summoned hero, can be used to turn the tide of battles that are stuck. His mass-slaying capabilities, along with that of the Hill-Trolls, can be used to make quick work of the hordes of weaker units in the battle. With **Dominate Troll**, he can take the control of enemy trolls, which can be very useful against Mordor . **Battlecry** is useful to give you an advantage in the battle because it makes enemy units flee and be unable to counter your attack for a short time. **Leap** is a powerful tool to make quick work of standard units and further emphasizes his mass-slaying capabilities. It is best used against large clumps of units and can be used along with other abilities to ensure that as many units are hit as possible (e.g. Helegwen's **Hail of Frost Arrows**, the Sorcerer's **Soul Freeze** or the spellbook's **Frozen Land**).
Steelworks

* Normal
* Armor
* Weapons
* Bolts
* Completed

* Level 1

"The old world will burn in the fires of industry. Forests will fall. A new order will rise. We will drive the machine of war with the sword and the spear and the iron fist of the orc. "
—Saruman

The **Steelworks** is Isengard's unique outpost expansion and the most expensive of the game, but it makes up for its steep price by producing lots of resources at a time and by shooting powerful arrows. It can also research some equipment-improving upgrades.

## Upgrades

This structure fires at nearby enemies from its arrow towers and periodically produces +180 resources. It can also research the following improvements, each for 1000 resources:

 **Hardened Bolts** - Increases the damage of units that are equipped with Steel Bolts by 25%. **Cost**: 1000

 **Hardened Weapons** - Increases the damage of units that are equipped with Forged Blades by 33%. **Cost**: 1000

 **Hardened Armors** - Increases the hitpoints of units that are equipped with Heavy Armor by 20%. **Cost**: 1000

## Abilities

**Resource Production** - This building produces resources. It produces **180**  every **12** seconds by default. This number can be modified through upgrades and abilities.

## Strategy

The Steelworks is the most expensive outpost in the game, but more than compensates for its prohibitive cost by not only producing a large amount of resources, but also aiding in territory control by having two arrow towers and a lot of hitpoints. It also researches three technologies that further bolsters their already impressive unit upgrades.
Mill

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

The **Mill** is a resource building of Angmar. Building more than one will make Dire Wolves and Werewolves cheaper, an important consideration if choosing to pursue a fast, wolf-based strategy.

## 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 from the Dark Iron Forge**

## 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

**Food** - The Mill is a basic resource building. It also provides a reduction to the cost of Dire Wolves and Werewolves up to 30%:

* 2 Mills: 10%
* 3 Mills: 15%
* 4 Mills: 20%
* 5 Mills: 25%
* 6 or more Mills: 30%

## Strategy

One of the cheapest attack plans of Angmar is to focus primarily on dire wolves and werewolves. For this strategy, multiple mills must be built so as to cheapen the price of dire wolves at the wolf tamer's kennel. After building multiple wolf dens across the map and at the fortress, Furious Fangs is a strategy involving speed, ferocity, and power. Angmar's wolves are generally cheap, especially with the bonuses of multiple mills. Later on though, when you research the needed upgrades, you can begin to make your wolves tougher and you can train wolf-riders and werewolves. While your dire wolf packs will overwhelm and outrun enemy soldiers, your wolf riders will trample their siege weapons, and your werewolves en masse will destroy enemy structures. This quick, super-aggressive strategy becomes more dangerous as time passes, as your economy grows to purchase more wolves and more expensive units that involve wolves. Drauglin, the Beastmaster of Angmar, will be the only hero unit that you need for this strategy, as his abilities mostly benefit your wolves, and he makes an excellent scouting unit for the early-game when your primary concern is locating your enemies for the ensuing onslaught.