recursal/Fanatic-Fandom huggingface dataset:
Dragonfire Cannon

* Portrait
* In Game

"Fueled by wyrmsfire, a substance concocted whose mysterious origins were taught by Sauron in ages past, the Khârtan-gâshan are capable of inflicting heavy losses amongst the enemy ranks, leaving naught but blackened stone in their wake."
—Age of the Ring

When Sauron asserted his dominion over the lands of Rhûn, he gained the fanatical loyalty of several of the Easterlings in that land. As a reward for their service and to give them yet another way to battle against the West, the Dark Lord taught their rulers the secrets of concocting wyrmsfire, a mystical fiery substance that was said by the Easterlings to be harnessed directly from the flames of dragons. With this new technique, the Easterlings would create unique and deadly cannons that would literally rain fire upon their enemies from a great distance, burning soldier and building alike until nothing but ash remained.

The Dragonfire Cannon, or Khârtan-gâsh, is a long-ranged siege weapon available to the Adventure: Rhûn subfaction of Mordor. It can be built in a Level 2 Great Siege Works.

## Abilities

**Unstable Concoction** - The Dragonfire Cannon explodes if destroyed via fire, damaging all surrounding units and structures. Passive ability.

**Halt Auto Acquire/Auto Acquire (R)** - Left click to not fire automatically/Left click to automatically fire at enemies.

**Bombard (T)** - Bombard target area with devastating artillery. Left click icon then left click target area.

## Strategy

The Dragonfire Cannon is the long-ranged siege weapon available to the Adventure: Rhûn subfaction. While it functions similarly to other long-ranged siege weapons such as Trebuchets, the Dragonfire Cannon is unique in that after the initial projectile hits its target, it will leave behind a small pool of flame that will continue to do damage over time against anything caught in the pool. This makes the Dragonfire Cannon especially effective both against enemies that have their mobility limited in some way, as well as against buildings since they are unable to move. However, the player will need to be careful not to allow their own units to walk across these pools as they can be damaged by them as well. The Dragonfire Cannon will also explode if it is destroyed via fire, affecting both enemy and allied units and structures. Thus, it is important to either keep the cannon away from fire damage, or isolate it from Rhûn's army if it is about to be destroyed by fire so that the explosion will only affect enemies, or at the very least be far away from allies.
Fire Drake Lair

"...but the mightier (of Dragons) are hot and very heavy and slow-going, and some belch flame, and fire flickereth beneath their scales, and the lust and greed and cunning evil of these is the greatest of all creatures..."
—Book of Lost Tales 2

The Dragons of Middle-earth were first created by Morgoth in his wars against the Eldar in the First Age. While they were a terrifying sight on the battlefield, many of them were slain at the end of the First Age in the War of Wrath. The survivors fled east and began to grow in strength in the Northern Wastes. The Withered Heath in particular was known for being the abode of dragons. These creatures caused many issues for those living in the north. There were many wars between the Dwarves and Dragons for the sake of treasure, with dwarf kings and dwarf rings alike being destroyed by the fell creatures. The greatest of the dragons in the Third Age, Smaug the Golden, took Erebor for his own, casting out the dwarf population and burning the nearby city of Dale. However, he was later slain by Bard the Bowman in the Quest for Erebor and, with his death, the last of the great dragons was defeated.

## Behaviour

The Lair is protected by a single Fire Wyrm. This creature will wander around the lair and attack nearby foes with great AOE blasts of fire.

## Wild Allegiance

When converted by Wild Allegiance, the Fire Drake Lair can be used to recruit the following units:

## Strategy

The AOE attacks of the Fire Wyrm makes this lair one of the most difficult to destroy, if not the most difficult. The Wyrm has high health and high damage in a large area, making it almost impossible to destroy in melee without heavy losses. The Wyrm is weak to pikemen (like all monsters) but any attackers will most likely be killed in the process so this is not recommended. Heroes can deal high damage but the player must be careful as they can still take a high amount of damage from the Wyrm. Instead, use archers to attack from range to avoid the Wyrm's attacks and then use melee to destroy the lair.
Elven Storm Ship

* Portrait
* Default
* Cirdan's Craftwork
* Upgrade Armour

"It has been told that Fëanor and his sons came first of the Exiles to Middle-earth, and landed in the waste of Lammoth, the Great Echo, upon the outer shores of the Firth of Drengist. And even as the Noldor set foot upon the strand their cries were taken up into the hills and multiplied, so that a clamour as of countless mighty voices filled all the coasts of the North; and the noise of the burning of the ships at Losgar went down the winds of the sea as a tumult of great wrath, and far away all who heard that sound were filled with wonder."
—Of the Return of the Noldor, The Silmarilion

The Elven Storm Ships are a special type of naval unit that is available for the Free Peoples. When it gets close to a target, the ship will be destroyed and be replaced by a whirlpool that will damage all enemy units caught within it while it is active.

## Upgrades

**Cirdan's Craftwork (C)** - Restores the ship's health over time. Cost: 300

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

## Strategy

The Elven Storm Ships are an unconventional unit. They are like the Explosive Mine of naval combat by destroying themselves in order to damage enemy forces. The whirlpool they create can be used to deal continuous damage to enemy forces and deny access to an area. The Storm Ships are expensive though and only have one use, so the player must make sure they are used effectively. While they do have upgrades to improve their longevity, this isn't much help as the ship will end up being destroyed anyway.
Carrion Feeder

* Portrait
* In Game

"Great and black they are, and black is the shadow cast by their wide wings, as they circle the cloudless sky like wraiths... both patient and eager to tear the flesh from your bones."
—The Age of the Ring Team

Many travellers would pass away in the harsh conditions of Haradwaith's deserts. And wherever death was, the vultures would not be far away. They could sense the weakness in their prey, flying above them patiently, waiting for them to fall so that they could feast on their flesh.

In Age of the Ring, Carrion Feeders are flying units for Haradwaith.

## Abilities and Formations

**Harbingers of Death** - Modifier Type: Debuff. Nearby enemy units lose -10% armour, -10% damage and -15% movement speed. Passive ability.

**Putrid Talons (R)** - When activated, Carrion Feeders' attacks poison target enemies, dealing damage over time for 15 seconds. Left click to activate.

**Level 3: Monstrous Recovery** - Monster units regain health while outside of combat. Passive ability.

## Strategy

The Carrion Feeders of Haradwaith function similarly to the Giant Bats of the Misty Mountains as recruitable flying units. However, they are both cheaper and not as durable as the Giant Bats, having lower health and not having the health regeneration of the Bats. The Carrion Feeders work best with an army to harass them from the skies, using **Harbingers of Death** to weaken them and allow the rest of the army to become more effective. Their speed and this debuff can make the Carrion Feeders effective counters against cavalry, with **Putrid Talons** maximising their damage further. Their lower cost allows them to be spammed out more than the Giant Bats. However, they are fragile to archer attacks and can be easily felled if targeted by such a unit, forcing the player to be careful about when to use them. The Carrion Feeders can be supported by a Nâfarati Beastmaster that can use its abilities to buff them further.
Aragorn (Stormcrow)

* Portrait
* In Game
* Mounted

"Aragorn: Ride out with me. Ride out and meet them.
Théoden: For death and glory.
Aragorn: For Rohan. For your people."
—The Two Towers

Following the breaking of the Fellowship and the passing of Boromir, Aragorn, Legolas and Gimli pursued the squad of Uruk Scouts that had taken Merry and Pippin captive. The Three Hunters' pursuit led them to Fangorn Forest where they discovered the newly resurrected Gandalf the White, who assured them of the Hobbits' safety and instead took them to Rohan. They helped free King Théoden from the influence of Saruman and Wormtongue and defend Rohan from the Isengard army at the Battle for Helm's Deep, where they were ultimately victorious.

In Age of the Ring, Aragorn is a summonable hero along with Legolas, Gimli and Gandalf the White for Rohan as part of the Stormcrow spell book power. They last on the battlefield for 90 seconds and have abilities distinct from their counterparts in other factions.

## Abilities

**The Three Hunters** - Modifier type: Leadership. When near Legolas or Gimli, Aragorn gains +25% armour and speed. Passive ability.

**Kingsfoil (R)** - Heals nearby friendly heroes. Left click to activate.

**Leader of Men (T)** - Modifier type: Spell. When activated, friendly units nearby Aragorn gain +50% damage and immunity to terror. Left click to activate.

**Mount/Dismount (C)** - Left click to switch between mounted and on foot.

## Strategy

Similarly to his Rivendell and Gondor counterparts, Aragorn has a very strong base attack which allows him to dispatch large numbers of enemies. He is most effective when fighting alongside his fellow Hunters due to the armour and speed buff they grant him, enabling him to sustain an even larger amount of punishment than he would without them. **Leader of Men** should be triggered during combat with as many friendly units nearby Aragorn as possible to maximise the power's effectiveness; a well-timed use of this ability can help Rohan decimate their opponent's army or base in the end-game. Aragorn spawns mounted on Hasufel and so can trample enemy units and position himself for an effective use of **Leader of Men** quickly. Whilst mounted, Aragorn becomes an even deadlier hero killer because he is capable of outrunning dismounted enemy heroes and dealing heavy damage against them. He can also support allied heroes through his own **Kingsfoil** ability, healing them from their injuries.
Battering Ram (Isengard)

* Portrait
* In Game

"They gained the gates. The trees, swung by strong arms, smote the timbers with a rending boom. If any man fell, crushed by a stone hurtling from above, two others sprang to take his place. Again and again the great rams swung and crashed."
—The Two Towers, Helm's Deep

Heavily armoured, Saruman's rams made quick work of enemy gates, lending his Uruks access to the keep beyond. These rams were used to breach the Deeping-Gate at the Battle of the Hornburg, allowing the attacking Isengard forces to overwhelm the defenders and force them to retreat to the keep.

In Age of the Ring, Battering Rams are Isengard's basic melee siege weapon recruitable from a level 1 Siege Works. It is almost identical to its Mordor counterpart in function.

## Strategy

Battering Rams are unchanged from vanilla, they are effective at dealing damage to enemy structures but are vulnerable to all melee damage. Consequently, they are best used either when supported by an army or when used to flank around the enemy army and attack their base directly. They are cheap and easy to access and so several rams can be sent in at once; targeting different structures to divert the enemy's attention. In order to maximise the ram's effectiveness, Isengard players can research the Metal and Wheels focus which grants siege weapons +30% damage, +5% speed and decreases their price by 15%.
Dorwinion Assembly

* Level 1
* Level 2
* Level 3

"Nowhere are there any men so friendly to us as the Men of Dale. They are good folk, the Bardings. The grandson of Bard the Bowman rules them, Brand son of Bain son of Bard. He is a good king, and his realm now reaches far south and east of Esgaroth."
—Glóin, Many Meetings

While Dorwinion enjoyed good relationships with several of its neighbors among the Free Peoples despite its rather secluded nature, including the normally solitary elves of the Woodland Realm, there was no friendship greater than the one it shared with the rebuilt kingdom of Dale and its ruler, King Brand. Such was the trust between the two regions that Dale offered to reinforce Dorwinion with a permanent garrison of Barding soldiers, which the people of Dorwinion were happy to accept given that its army, while respectable, would not be able to hold back an attack from Sauron's forces by itself. The soldiers from both of these regions would integrate into a standing army for Dorwinion, sharing a mutual respect for each other's traditions and fighting styles, and the presence of this army would prove vital in defending against the forces of Darkness when Sauron unleashed his attacks upon Dorwinion, Dale, and Erebor alike.

The Dorwinion Assembly is a unit recruitment structure for the Adventure: Dorwinion subfaction of the Woodland Realm, allowing recruitment of both Dorwinion and Barding units.

## Upgrades

**Upgrade Assembly to Level 2 (A)** - +10% faster build speed. Allows recruitment of Barding Longbowmen and Heroes of Dorwinion. Cost: 500

**Upgrade Assembly to Level 3 (A)** - +25% faster build speed. Allows recruitment of Royal Guard of Dale. Cost: 500

## Function

The Dorwinion Assembly can be used to recruit the following units:

## Strategy

The Dorwinion Assembly is one of the main unit production structures for the Adventure: Dorwinion subfaction, allowing for the recruitment of Dorwinion and Barding units. Dorwinion Legionnaires, Barding Swordsmen, and Barding Longbowmen are all powerful units of their respective types (being identical to their counterparts from the Auxiliary Camp and the Reign of Ironfoot Erebor faction respectively) who can be upgraded to become even more deadly in combat. The Hero of Dorwinion is a special single unit that provides supporting bonuses similar to units such as the Captain of Annúminas, and the Royal Guard of Dale are a powerful Heroic Pikemen battalion available to the player once the Dorwinion Assembly has been fully upgraded and King Brand has been deployed to the battlefield. These units, while very powerful, are somewhat expensive in terms of cost and CP requirement. Thus, the Dorwinion Assembly overall is more geared towards mid-to-lategame unit production and it is recommended that the player have a stabilized economy prior to mass producing units from this structure.
Farm (Gondor)

* Level 1
* Level 2
* Level 3

"The townlands were rich, with wide tilth and many orchards, and homesteads there were with oast and garner, fold and byre, and many rills rippling through the green from the highlands down to Anduin. Yet the herdsmen and husbandmen that dwelt there were not many..."
—Minas Tirith, The Return of the King

The Gondor Farm is a core resource structure for the faction, providing food for Gondor's armies. The amount of resources will depend on the building placement.

## Upgrades

This building has no upgrades that can be bought and will instead earn experience by gaining resources.

## Function

The Farm will periodically produce a maximum of +25 resources depending on location relative to other resource structures. This value will increase as the Farm levels up. At level 3, it will shoot arrows at nearby enemies. The Farm will also increase the command point limit by 50.

#### Pasture Bonus

Multiple farms will reduce the cost of cavalry units.

* 2 Farms: 5%
* 3 Farms: 10%
* 4 Farms: 15%
* 5 Farms: 20%
* 6+ Farms: 25%

## Strategy

The farm is Gondor's cheapest resource structure and therefore a core aspect of the faction. The placement of the farm will heavily affect the amount of resources that the farm produces. This will then affect how quickly it levels up. It is vital that the farms be defended from enemy attacks as they are a key target for harassment due to their value and their weak defences.
Arthedain Sentinels

* Portrait
* In Game
* Upgraded

"Peace and freedom, do you say? The North would have known them little but for us. Fear would have destroyed them. But when dark things come from the houseless hills, or creep from sunless woods, they fly from us. What roads would any dare to tread, what safety would there be in quiet lands, or in the homes of simple men at night, if the Dúnedain were asleep, or were all gone into the grave?"
—Aragorn

The city of Fornost Erain fell into ruin and seemed abandoned after the wars between Angmar and Arnor. However, the Dúnedain of the North still used it as a meeting place, and so these lands were rarely left unguarded.

The Arthedain Sentinels are the Auxiliary Camp unit for the Free Peoples in maps in the Arnor region.

## Abilities and Formation

**Blades of Westernesse** - Arthedain Sentinels deal +33% damage against Undead units. Passive ability.

**Level 2: Woodcraft (V)** - The battalion becomes invisible when standing still. Left click to activate.

**Level 3: Watchful Eyes (R)** - Reveals an area of the map. Left click icon then left click on target area.

## Upgrades

**Tengwar-Inscribed Blades (C)** - Increases damage done by melee units. Left click to upgrade this unit. Cost: 300

**Dúnedain Captain (V)** - Increases unit to level 2 and unlocks Woodcraft special power. Can only be equipped at level 1. Cost: 100.

## Strategy

The Arthedain Sentinels are a swordsmen unit that is effective for good factions during the early and mid stages of the game. Though more expensive than most early units, they are recruited with high armour, allowing them to outlast the early units of most factions. Though they will fall off later in the game due to being unable to be upgraded with heavy armour, they can still be effective when mixed in with your army. They can be especially good against Dol Guldur and Misty Mountains which use undead in their armies (the former in particular) as the Sentinels can counteract them with their **Blades of Westernesse**. The Sentinels are also able to stealth in trees and become invisible for a short time at level 2, allowing the player to use them for scouting and ambush-focused strategy. Scouting becomes easier for them when they reach level 3 as **Watchful Eyes** is unlocked.
Aranarth

* Portrait
* Bow
* Sword

"The eldest son of Arvedui, Aranarth has shown great wisdom from a young age. Though faced with great adversity, he managed to ensure the survival of his people and of the royal line to which he belonged."
—Age of the Ring team

Aranarth was the son of Arvedui and the last prince of Arthedain. He was meant to succeed his father after his death, but after the kingdom of Arnor fell to Angmar's Onslaught, Aranarth forsook this claim and instead took up a new mantle as the First Chieftain of the Dúnedain Rangers. Aranarth would prove to be a wise, cunning, and capable leader despite the circumstances forced upon him. He would lead the Dúnedain Rangers in their solemn duty to protect the people of the North from the shadows.

Aranarth is a recruitable hero from the Adventure: Arthedain subfaction based on Gondor. He is recruitable from the Arthedain Fortress.

## Abilities

**Toggle Weapon (W)** - Left click to toggle between bow and sword.

**Cunning (R)** - Aranarth exploits an enemy hero's weakness, reducing their armour and speed by 20% for 30 seconds. At level 3, reduces armour and speed by 30%. At level 6, reduces armour and speed by 40%. At level 10, reduces armour and speed by 50%. Left click icon then left click on target.

**Level 3: Marksman (T)** - Single ranged attack. Target enemy suffers damage over time for 15 seconds. Can only use with bow equipped. Left click icon then left click on target.

**Level 6: Impenetrable Lines (C)** - Nearby friendly units gain +30% armour and +50% resistance to knockback for 30 seconds. Left click to activate.

**Level 10: Chieftain of the Dúnedain (V)** - Aranarth unfurls the Banner of Annúminas. For 60 seconds, allied units in a large radius gain +50% armour and are constantly replenished. Nearby allied heroes' ability cooldown timers are reduced by 25%. The banner can be destroyed by the enemy in this time. Left click to activate.

## Strategy

Aranarth is a versatile hero for the Adventure: Arthedain subfaction with both hero-killing and support capabilities. He is able to alternate between bow and sword depending on the situation. **Cunning** allows him to significantly weaken an enemy hero's defenses and makes it easier for allies to hunt them down and kill, with the armor and speed debuff increasing in power as he levels up. **Marksman** allows him to deal significant damage to a high priority target with his bow, and can be especially effective with monsters if **Cunning** has been cast on them first. **Impenetrable Lines** allows him to bolster the defenses of his army by increasing the armour and knockback resistance of his allies. **Chieftain of the Dúnedain** allows Aranarth to create a rallying point with the Banner of Annúminas, significantly increasing the armour of his allies even further and also reducing fellow heroes' ability cooldown timers by 25%, although the banner must also be protected by the player's army to prevent it from being destroyed.
Ent

* Portrait
* Oak
* Birch
* Spruce

"They have feelings, my friend. The Elves began it: waking up the trees, teaching them to speak."
—Legolas

The Ents were an ancient race that were the Shepherds of the Forest - helping trees to grow and defending them from evil. They remained neutral to the conflict between the Free Peoples and Sauron until the War of the Ring, in which Merry and Pippin convinced them to march against Saruman. They were enraged to discover the desecration of the forest at the borders of Isengard and consequently stormed the fortress - bringing ruin to Saruman's machinations and removing him from the war.

In Age of the Ring, Ents are a siege unit for Lothlórien which are recruitable from the Ent Moot. They are limited to 8 on the battlefield at a time. They are also summoned by Rohan's Last March of the Ents 25PP spell book power, along with Treebeard.

## Abilities

**Toggle Attack (W)** - Left click to toggle between rock throwing and melee attacks.

**Bombard (R)**- Bombard target area with devastating artillery. Can only be used in rock throwing mode. Left click icon then left click target area.

## Strategy

Ents are one of Lothlórien's sources of siege damage (the others being Galadriel, Cast Down its Walls 15PP spell and Nandor Hîr-Hathol equipped with axes). They can attack from long distances with rocks equipped which keeps them out of harms way from enemy pikemen. This range can be enhanced by Treebeard's March of the Ents leadership which also grants them additional vision, speed and armour; making Treebeard a useful support hero if Lothlórien invests in Ent recruitment. Ents are also capable of trampling enemy infantry which allows them to clear large groups of enemy swordsmen and archers, although this is ill-advised if the enemy has pikemen or archers upgraded with fire arrows in their ranks.
Khren-ták

* Portrait
* In game

"The Scourge of Dorwinion earned his moniker during bloody conflict with the lords of Dorwinion, when, outnumbered and surrounded, he slew a hundred legionnaires to reach their commander, whose head he took. Being among the sole survivors of his company of Dragon Knights, Khren-ták was promoted to replace their fallen commander."
—Age of the Ring Team

The Dragon Knights of Rhûn were an order of warriors known for their strength and cunning, something guaranteed by their rite of passage of retreiving a gemstone from a hoarding fire-drake. Khren-ták is their current commander. He possesses power in battle alike to a dragon, and has built up a reputation through extended warfare in the lands of Dorwinion.

Khren-ták is a recruitable hero for the Adventure: Rhûn subfaction based on Mordor. He is recruitable from the Rhûn Fortress.

## Abilities

**Shield Slam (R)** - For every 15 allied Rhûn units nearby, Khren-ták gains +5% armour to a maximum of 25%. Passive ability.

When activated, Khren-ták slams the enemy with his shield, damaging and knocking them back. Left click icon then left click on target

**Level 3: Veteran's Rule** - Modifier Type: Leadership. Dragon Knights near Khren-ták gain experience +50% faster. At level 6, grants nearby Easterling infantry an additional +25% damage and armour. Passive Ability.

**Level 5: Strength's Reward (T)** - Give targeted units excellent experience. Left click icon then left click on target units.

**Level 7: Great Wyrm's Supplication (C)** - Khren-ták slams his mace into the ground, stunning nearby enemies for 5 seconds and granting knockback resistance to all nearby allies for 10 seconds. Left click to activate.

**Level 10: Dragon Lord's Wrath (V)** - Khren-ták channels the might of the raging dragon, breathing fire over an area and dealing heavy damage to units and structures. Left click icon then left click on target.

## Strategy

Khren-ták is generally a hero that focuses on his individual strength as a warrior, as befitting his reputation, though has a few supportive benefits as well. He has access to crowd control in a number of ways, with **Shield Slam** knocking back a smaller set of targets, while **Great Wyrm's Supplication** stuns enemies in a large area. **Dragon Lord's Wrath** is used purely for devastation of armies and structures, and can be combined with **Great Wyrm's Supplication** to trap enemies in place for the inferno. Khren-ták is a powerful foe in battle, working best with late game units to grant his bonuses to Dragon Knights and Easterling infantry while getting an armour bonus in return. **Strength's Reward** grants them further bonuses with its experience-granting power, while **Great Wyrm's Supplication** can boost the defensive strength of nearby units. Overall, Khren-ták is a hero with strong individual strength, but is at his best when working with allies to make the most of his bonuses and crowd-control power.
Arnor

In Age of the Ring, the lost kingdom of Arnor does not feature as its own faction. This is because Age of the Ring is set during the last decades of the Third Age, when Arnor was long reduced to ruin. However, the descendants of this Dúnedain kingdom are ever-present in the Rivendell faction. Rivendell can construct a Dúnedain Gathering from which the player can recruit various Dúnedain units. Heroes such as Aragorn and Halbarad can further fulfill the Arnor fantasy, and Bree-land Townsguard receive an Arnor-inspired heavy armor once they reach level 3.

A technical explanation for Arnor not existing in Age of the Ring is that the Rivendell faction has entirely replaced the code that EA left unused for their unfinished or campaign-only Arnor faction. Clever users however should be able to modify AotR's files to add Dúnedain Soldiers and Archers to a skirmish faction, as well as Elendil, Isildur, Elendur.

Check out the following pages for Arnor-related units and buildings in The Age of the Ring.

## Adventure: Arthedain

As of Version 8.0, an Adventure Arthedain subfaction based on Gondor was created, allowing players who wish to play as Arnor to do so through that subfaction. The subfaction centers around Arthedain in the last days of the Angmar wars prior to the fall of Fornost Erain and the fall of Arnor as a whole. It is one of the Adventure factions that is most dramatically altered from its standard counterpart.

The following are lists of units, buildings, and heroes that are part of the Adventure: Arthedain subfaction.
Dáin II Ironfoot (Azanulbizar)

* Portrait
* In Game

"Then Thráin turned to Dáin, and said: "But surely my own kin will not desert me?"
"No," said Dáin. "You are the father of our Folk, and we have bled for you, and will again. But we will not enter Khazad-dûm. You will not enter Khazad-dûm. Only I have looked through the shadow of the Gate. Beyond the shadow it waits for you still: Durin's Bane. The world must change and some other power than ours must come before Durin's Folk walk again in Moria."
—Return of the King, Appendix A

Among the Dwarves rallied by Thráin II following the murder of King Thrór by Azog the Defiler were Náin and his son Dáin of the Iron Hills. The Dwarves launched a ferocious campaign against the orcs and drove them back to Azanulbizar, where Thrór had been slain. Dáin arrived with his father as fresh reinforcements as the battle progressed and watched as Náin engaged Azog in a duel before the great Orc overcame Náin and broke his neck. Fueled with rage, Dáin pursued Azog and hewed his neck with the red axe - killing the orc leader and securing victory for the Dwarves. It was Dáin who dissuaded Thráin from entering Moria, for he had seen the shadow of Durin's Bane and realised that victory against the Balrog was impossible for those that had survived Azanulbizar.

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

## Stances

**Battle Stance (F)** - This is Dáin's default stance. No bonus. Dáin will equip his default axe.

**Hold Ground Stance (G)** - +10% armour, -20% damage, -10% speed. Dáin will equip his warhammer. Deals knockback damage.

**Aggressive Stance (D)** - +10% damage, +10% speed, -20% armour. Dáin will equip his red axe. Deals splash damage.

## Abilities

**Level 2: Baruk Khazâd!** **(W)** - Powerful attack that causes meta impact. Left click icon then left click on target.

## Strategy

Dáin arrives with Dwalin as reinforcements once the player has destroyed the orc camps led by Urshak and Muzgash, Dáin is useful in the final battle at the East-gate especially with his **Baruk Khazâd!** ability which allows him to knockback several units at once to clear passages in the orc ranks. This ability can also be used to deal good damage against Azog and Azog's Bodyguard.
Erebor Archers

* Portrait
* Standard
* Upgraded

"The sword is sharp, the spear is long,
The arrow swift, the Gate is strong;
The heart is bold that looks on gold;
The dwarves no more shall suffer wrong."
—Under the Mountain dark and tall

Carrying compound shortbows and thick arrows, these Dwarven archers pack a punch across short distances. Whilst not as precise a shot as their allies from Dale, the Dwarves of Erebor could still lay low many foes by launching volleys of arrows. Many Easterlings were likely to have fallen at the hands of Erebor Archers during the Battle of Dale and Siege of Erebor towards the end of the War of the Ring.

In Age of the Ring, Rakhâs-abzâg, or Erebor Archers, are an archer unit recruitable from a level 1 Hall of Warriors. They are also available to its Adventure: Durin's Folk subfaction as well.

## 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 3: Punch Through!** **(R)** - Rakhâs-abzâg temporarily knock back enemy units for 30 seconds. Left click to activate.

## Upgrades

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

**Mithril-tipped Arrows (C)** - when equipped, increases the pierce damage and adds additional slash damage to arrows. Research upgrade at Grand Forge to enable this equipment. Cost: 300

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

## Strategy

Rakhâs-abzâg are the basic Archer unit for Erebor and its Adventure: Durin's Folk subfaction, they are similar to Âzagh-baruk and Sigin-udrîg as they are tanky but slow moving as a result. Compared to other archer units, Rakhâs-abzâg have lower range and so have to close the distance between themselves and the enemy more; consequently they are best used when there are allied units such as Âzagh-baruk to keep the enemy occupied whilst the Rakhâs-abzâg loose their arrows. When fully upgraded and in large numbers, Rakhâs-abzâg are still capable of packing a punch, their **Punch Through!** ability negates their low range as their arrows temporarily knock back enemy units so that distance is maintained and enemies are temporarily neutralised for melee units to dispatch them.
Accursed Guard

* Portrait
* In Game

"New and dangerous enemies coming out of the east were steadily drifting in between Mirkwood and Dagorlad from beyond the Sea of Rhûn. They were slaying or driving north up the River Running and into the Forest the remnant of the Northmen that still dwelt east of Mirkwood."
—Unfinished Tales, Cirion and Eorl and the Friendship of Gondor and Rohan

The Easterlings of Rhûn were closely linked to the Dark Lord Sauron even in the Second Age, when one of their kings Khamûl was gifted a Ring of Power by Sauron. In time, Khamûl lost his will and passed into the Unseen world as a Nazgûl bound to the fate of the One Ring. During Sauron's exile to the East, he strengthened his alliance with the Easterlings and some of them accompanied him to the Hill of Sorcery. These soldiers continued to serve Khamûl and The Necromancer - not even death brought an end to their service.

In Age of the Ring, the Accursed Guards are individual units in Dol Guldur and the Adventure: Rhûn subfaction of Mordor which are temporarily summoned by Khamûl's Black Easterling ability for 120 seconds.

## Strategy

Accursed Guards are highly similar to the Gondor Royal Guard summoned with Elessar, albeit with slightly less health. They could almost be considered temporary heroes due to their high health and armour - they can devastate armies if supported properly with other units. Their base damage is already high, but is increased even further as the Accursed Guards benefit from the damage and speed boost Khamûl's The Black Easterling grants other units. This comes at the cost of reduced armour however.
Erkenbrand

* Portrait
* Ingame

"'What news of Erkenbrand? Word came yesterday that he was retreating hither with all that is left of the best Riders of Westfold. But he has not come.'
'I fear that he will not come now,' said Éomer. 'Our scouts have gained no news of him, and the enemy fills all the valley behind us.'
'I would that he had escaped,' said Théoden. 'He was a mighty man. In him lived again the valour of Helm the Hammerhand.'"
—The Two Towers, Helm's Deep

Erkenbrand was the Lord of the Westfold, he and his men marched to war following the Burning of the Westfold at the hands of the Wildmen of Dunland under the command of Saruman. He prepared Helm's Deep for siege and after the Second Battle of the Fords of Isen encountered Gandalf the White, who was mustering as many Rohirrim as possible to reinforce the defending garrison of Helm's Deep. They arrived at the critical moment of the Battle of the Hornburg and turned the tide of battle in Rohan's favour.

## Abilities

**Gilded Horn (W)** - Nearby infantry temporarily gain +20% bonus speed and resistance to fear, terror, knockback and trample. Left click to activate.

**Level 3:** **Valour of Hammerhand (R)** - Erkenbrand performs a powerful attack that knocks back enemy units. Left click icon then left click on target.

**Level 5: Marshall of the West-mark** - Modifier Type: Leadership. Westfolders near Erkenbrand gain +33% Armour. Stacks with Buffs and Spells. Passive ability.

**Level 7: Reinforcements (C)** - Summons two battalions of Westfolders.

## Strategy

Erkenbrand is one of the only heroes, the other being Merry, in Rohan that cannot mount a horse. The recruitment of Erkenbrand also allows the Westfolders to be recruited. This all highlights Erkenbrand's role as an infantry supporter - Westfolders benefit from his abilities the most, but they can also be used alongside Peasants and Yeomen troops. **Gilded Horn** grants infantry additional speed and knockback resistance, allowing them to retreat from battles without being knocked back by monsters or siege weapons. **Valour of Hammerhand** gives Erkenbrand an AOE knockback attack, though he already has some small AOE with his basic attacks. **Marshall of the West-mark** increases Westfolders' durability even more and compliments their Shield Wall Formation very well. **Reinforcements** helps bolster Rohan's army with elite upgraded infantry with no command point cost - this could potentially turn the tide of battle.
Durin's Bane

* Portrait
* Ingame
* Ignite

"Moria. You fear to go into those mines. The dwarves delved too greedily and too deep. You know what they awoke in the darkness of Khazad-dûm. Shadow and Flame."
—Saruman

**Durin's Bane** was a Balrog, a Maia of fire coerced by the willpower of Morgoth. After his master's downfall, the demon survived the War of Wrath and crept at the roots of Middle-earth beneath the Misty Mountains.

In the Third Age, greedy Dwarf miners of Moria searching for mithril unwittingly unleashed this Balrog, awakening him from his slumber. The beasts earned its monicker by slaying King Durin VI and forcing his people out of their ancestral home. The existence of the demon allowed for groups of Orcs to settle in and ensured outsiders would not dare enter Moria. However during the War of the Ring, the Fellowship had no other choice but to travel across the mines and thus encountered Durin's Bane. This resulted in a long confrontation between the Balrog and the Wizard Gandalf the Grey, from the lowest dungeon to the highest peak, that led to both their deaths.

*For the Adventure: Shadow and Flame version of the Balrog, see the Durin's Bane (Adventure: Shadow and Flame) page.*

## Abilities

**Ignite (W)** - The Balrog gains +50% damage and armour, reduces the cooldown time of special abilities and causes enemy units to flee in terror. Left click to activate.

**Fire Whip (R)** - Attacks with flaming whip. Left click icon then left click target.

**Scream (T)** - Scream at and stun nearby enemies. Left click to activate.

**Breathe Fire (C)** - Breathes fire at target area. Left click then left click on target area.

**Wings (V)** - Use wings for a short flight. Left click icon the left click on target area.

## Strategy

Durin's Bane is a devastating final tier spellbook summoned hero that severely damages or kills enemy nearby units in the initial shockwave, meaning that he is best spawned under large groups of enemy units to maximise the casualties. The Balrog's default attack inflicts AOE damage and so can dispatch large numbers of enemies at once; alternatively it can destroy enemy structures quickly - especially when **Ignite** is active. **Fire Whip** allows Durin's Bane to inflict severe damage and knockback on single targets, it is best used on heroes to significantly weaken them. **Breathe Fire** is one of Durin's Bane's most destructive abilities as it can destroy multiple enemy structures at once if they are close enough to each other. The Balrog's large amount of health makes it particularly difficult to take down but he is extremely vulnerable to Gandalf and so if Gandalf is on the battlefield, **Wings** can be used to allow Durin's Bane to quickly escape and attack another target.
Drummer Troll

* Portrait
* In Game

"Ever since the middle night the great assault had gone on. The drums rolled. To the north and to the south company upon company of the enemy pressed the walls."
—Return of the King, The Siege of Gondor

Trolls bearing leather-skinned drums are a great way to boost orcish morale - and keep them marching in line. These Olog-Hai marched upon Minas Tirith with the Morgul Host; the beating of their drums drove fear into the hearts of the Gondorian defenders before the assault even began.

In Age of the Ring, Drummer Trolls act as support units that provide leadership to surrounding friendly troops; they can also inspire fear in enemies using their active ability.

## Abilities

**Roar (W) -** Causes enemies nearby to flee in fear.

**Leadership** - Modifier type: Leadership. Allies near Drummer Troll gain +33% damage, +33% armour and earn experience 50% faster. Stacks with buffs and spells. Passive ability.

## Strategy

Although Drummer Trolls can attack, they are not particularly proficient in combat and so are best used when kept at the back of armies to continue buffing friendly units throughout the engagement. The Troll's Leadership synergizes well with units from the Easterling Encampment, as Mordor's mannish units do not benefit from any other leadership in the faction. Their **Roar** ability can shift the advantage in Mordor's favour as fleeing enemies are defenseless to attacks. Drummer Trolls are affected by the food bonus of slaughterhouses and so Mordor can recruit several Drummer Trolls at a reduced price to maximize the buff units receive. In an engagement, opponents should target Drummer Trolls as quickly as possible with pikemen or upgraded archers to deny Mordor units the buff that these trolls provide.
Corrupted Mammoth

* Portrait
* In Game

"Green things fell sick and rotted, and rivers were choked with weeds and slime, and fens were made, rank and poisonous, the breeding place of flies; and forests grew dark and perilous, the haunts of fear; and beasts became monsters of horn and ivory and dyed the earth with blood."
—The Silmarillion

The Witch-king's cruelty and willingness to corrupt life around him did not extend solely to the Orcs who dwelled in Angmar. At the height of his power during the wintertime, he was able to work his foul magics to corrupt even the mightiest of beasts. One of his most successful experiments was the corruption of a large Mammoth, which he turned Undead and drove insane with his evil experiments and subsequently unleashed upon the Dúnedain to wreak havoc upon their armies.

The Corrupted Mammoth is a powerful temporary summon for the Adventure: Angmar subfaction of Dol Guldur. It is summoned using the 15 PP power **Corrupted Mammoth**.

## Abilities

**Putrid Presence** - Armor of nearby enemies is reduced by 15%. Passive ability.

**Corpse Explosion** - The Corrupted Mammoth explodes if not killed before its timer runs out. The explosion knocks down nearby enemies and leaves a cloud of poisonous fumes. Passive ability.

**Mighty Stomp (T)** - The Corrupted Mammoth stomps down sending a shockwave that knocks down and damages enemy units and structures in front of her. Left click to activate.

**Harrowing Trumpet (C)** - The Corrupted Mammoth sounds an ear-splitting trumpeting, stunning surrounding enemies in fear for 15 seconds. Left click to activate.

## Strategy

The Corrupted Mammoth is analogous to the Undead Monstrosity in Dol Guldur, easily being Angmar's tankiest unit. it has a significant amount of health and poses the threat of exploding and dealing strong poison damage if not killed within its timer duration. Thus, enemy units' attention must be diverted to the Corrupted Mammoth to minimise the damage it can inflict; this however leaves them vulnerable to the rest of Angmar's army and heroes. Its very presence is dangerous to enemies as it reduces their armour with **Putrid Presence**, and it can unleash powerful stomps with **Mighty Stomp** that can deal heavy damage and disruption to enemies by knocking them down. **Mighty Stomp** is also a powerful ability for attacking enemy structures, and it is one of the few siege tools that the Angmar subfaction has for attacking enemy bases. **Harrowing Trumpet** can disrupt enemies even further by stunning enemies with fear, allowing the rest of Angmar's army to attack freely. The Corrupted Mammoth is best utilized to turn the tide in a large battle or as part of a final assault on an enemy base for these reasons.
Dunlending Axemen

* Portrait
* In Game
* Upgraded

"But under Brego and Aldor the Dunlendings were rooted out again and driven away beyond the Isen, and the Fords of Isen were guarded. Thus the Rohirrim earned the hatred of the Dunlendings, which was not ap­peased until the return of the King, then far off in the future. Whenever the Rohirrim were weak or in trouble the Dunlendings renewed their attacks."
—Unfinished Tales, Battles of the Fords of Isen

An axe, a shield, and a helmet. These are the most valuable possessions of any Dunnish warrior. Though more noble than the Hill-tribes surrounding Wulfborg, the Dunlendings still harboured a deep hatred of the Rohirrim for their past transgressions against the people of Dunland. Saruman exploited the Dunlendings' fury and enlisted them into his service, threatening their leaders with subjugation if they did not rally to the White Wizard's cause.

In Age of the Ring, Dunlending Axemen are an elite swordsman unit in Isengard, they are recruited from a level 1 Dunlending Longhouse.

## Abilities and Formations

**Level 4: Rallying Cry (W)** - Nearby Wildmen and Dunlendings gain trample resistance and +15% movement speed. Left click to activate.

## Upgrades

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

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

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

## Strategy

Dunlending Axemen are a mid-late elite swordsman unit recruitable from the Longhouse once Wulfgar is on the field, they are more expensive than Fighting Uruk-hai but have better armour against swordsmen, pikemen and crush damage and deal splash damage - making them worthy alternatives to Uruk-hai. They are fully upgradable and are supported by Wulfgar, who passively grants them 50% damage and 200% armour temporarily with his **King of the Hills** ability. Dunlending Axemen also have a supportive element with their **Rallying Cry** ability, which makes Wildmen and Dunlending more resistant to cavalry charges and faster so that they can chase down enemy heroes, flank around the enemy or retreat with fewer casualties. As with other Dunlending units, Axemen can be strengthened with the **Fury of Frecalund** fortress upgrade, which grants them additional damage, experience gain and discounted build cost.