Grand Forge

* Level 1
* Level 2
* Level 3

"Their smithcraft indeed the Sindar soon learned of them; yet in the tempering of steel alone of all crafts the Dwarves were never outmatched even by the Noldor, and in the making of mail of linked rings, which was first contrived by the smiths of Belegost, their work had no rival."
—Of the Sindar, The Silmarillion

As creations of Aulë, the Dwarves were attracted towards crafts. They were considered unrivaled in arts such as smithing, crafting, metalworking, and masonry, even by the Noldor. Their equipment was some of the best quality in Middle-earth. However, their skill in metalwork had faded by the end of the Third Age as secrets had been lost to the past.

The Grand Forge is one of the resource structures available to Erebor and its Adventure: Durin's Folk subfaction. It produces resources depending on building placement. It will also allow access to unit upgrades for Erebor's units.

The Grand Forge also exists for the Adventure: Battle of the Five Armies subfaction of Erebor. However, it has a dramatically different functionality in that it is no longer the building where unit upgrades are researched at. Instead, the Grand Forge can now unleash blasts of fire that can blast back surrounding enemies and set them on fire as long as the **Hearths Rekindled** (10 PP) power has been purchased.

## Upgrades

The Grand Forge has no upgrades that can be bought. It will gain experience through earning resources as well as by buying the unit upgrades.

## Abilities

**Ignite (W)** - Requires Hearths Rekindled. Knocks back enemy units and sets the surrounding area on fire. Left click to activate. *(Adventure: Battle of the Five Armies only)*

## Function

The Grand Forge will periodically produce +25 resources depending on location relative to other resource structures. This will increase as the building levels up. It will also increase the command point limit by 50. At level 3, it will shoot at nearby enemies.

#### Steel Bonus

Multiple Grand Forges will reduce the cost of upgrades.

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

#### Unit Upgrades

The Grand Forge will allow unit upgrades to be bought for Erebor's units. *(Erebor and Adventure: Durin's Folk only)*

**Thrór's Banners (W)** - Allows hordes to purchase the banner carrier upgrade. Increases a horde to level 2.

**Siege Hammers (E)**- When equipped, significantly increases damage dealt by melee weapons to structures.

**Mithril-tipped Arrows (R)**- Purchase Mithril-tipped Arrows Upgrade. Adds additional Slash damage to Arrows. Select a battalion to upgrade

**Khuzdûl Runes (T)** - Allows hordes to purchase the forged blades upgrade. Increases the damage done by melee weapons. Will upgrade all patrols once upgrade is purchased.

**Dwarven Plate (S)** - Allows hordes to purchase the Dwarven Plate upgrade. When equipped, significantly reduces the damage taken. Will upgrade all patrols once upgrade is purchased.

## Strategy

The Grand Forge is necessary for Erebor's progression into the mid-late game. The Dwarven Siege, Mithril-tipped Arrows and Khuzdûl Runes upgrade require level 2 to purchase and the Grand Forge will only level up as it earns resources over time. Therefore, it may be worth it to buy the structure in the earlier stages of the game to allow time for it to level up. On the other hand, the structure is also more expensive than the farm which can make the difference in the early game. This would need to be balanced with the Steel Bonus from having multiple Grand Forges. A good idea can therefore be to have one Forge in an easy to defend location in the early game to let it level up and then potentially build more in the late game when the player can sustain them easier.

While the Grand Forge is identical to its standard counterpart in the Adventure: Durin's Folk subfaction, its functionality is dramatically altered in the Adventure: Battle of the Five Armies subfaction. The Grand Forge here is no longer the structure where unit upgrades are purchased, as that has been repurposed for the **Armouries of Thrór** upgrade for the Erebor Fortress. Instead, the Grand Forge now has a new ability in **Ignite**, which allows it to blast back enemy units and surrounding the area on fire. This makes the Grand Forge much easier to protect, as it can now actively counter-attack and wreak havoc upon armies that attempt to destroy it. However, this ability requires the **Hearths Rekindled** (10 PP) spellbook power, which also increases Grand Forge resource production by 15% passively. If they are not planning on purchasing Hearths Rekindled, however, then it is recommended that the player utilize the Dwarven Mine instead for their economy, as without **Ignite** the Grand Forge has little practical use without its ability to research unit upgrades and the Steel Bonus is functionally meaningless when compared to the mobility offered by the Dwarven Mine.