recursal/Fanatic-Fandom huggingface dataset:
Avari

* Portrait
* In Game

* Normal

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

The **Avari** are Tauriel's loyal Elite swordsmen from Mirkwood. They can be summoned for a short time through her **Mirkwood Ambush** ability.

## Abilities

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

The armorset of a unit dictates how much damage they take from each damage type. For example, if the armor set says that a unit takes 75% of SLASH damage and an enemy attacks it for 20 SLASH damage, the unit will only take 15 damage.

Armor Sets are split up over multiple pages for formatting purposes, all linked below in a tabular format:

* A
* B
* C
* D
* E
* F
* G
* H
* I
* K
* L
* M
* N
* O
* P
* R
* S
* T
* U
* V
* W
* Z
Dor En Ernil

A close combat all out battle

Dor-en-Ernil was a coastland region of southern Gondor. Its name is Sindarin for "Land of the Prince", a reference to the Princes of Dol Amroth. It is a map with a original layout, both players very close together with expansions points all around them.

## View of the Map

### Lair Locations

* **Goblin Lairs**:  **Yellow**
* **Warg Lairs**:  **Purple**
* **Cave Troll**:  **Red**

## Lair Types

### Warg Lair

Warg lairs are probably some of the most dangerous lairs in Edain. The wargs are extremely resistant to everything and deal enormous amount of both trample damage and bite damage. They can mow down any unit weaker than Gondor Soldiers. The wargs are more easily dealt with using Pikemen or Heroes. After that, dealing with the warg lair is easy.

### Troll Lair

Trolls, despite their appearance, are the most efficient creeps, being both easy to creep and very rewarding. The Trolls will always aim for your heroes, often wading through entire battalions to get to them and suffering trample revenge damage. This means that you can easily lure the troll through one or more battalions on aggressive stance to have it suffer heavy damage before turning around with your hero to attack when it turns around. This almost always guarantees an easy kill if well executed. Of course, pikes will make it much easier using this strategy, but even Orc Warriors can kill a troll using this tip. After that destroying its lair is easy and yields a high reward.

### Goblin Lair

Goblin lairs are the most common creeps. Their goblins deal a very small amount of damage, are high in number and respawn quite quickly. Usually the best strategy is to rush for the lair, cut the flow at the source and then take care of any leaks. Cavalry can also be used to clean up the exteriors but can be tricky due to goblin spears being a part of the creeps.
Grimbeorn

* Portrait
* Human
* Bear

* Melee
* Bear

"Frodo learned that Grimbeorn the Old, son of Beorn, was now the lord of many sturdy men, and to their land between the Mountains and Mirkwood neither orc nor wolf dared to go."
—The Fellowship of the Ring, "Many Meetings"

Recruit **Grimbeorn**, son of Beorn. He took over as chieftain of the Beornings after his father's death. As chieftain, he kept the High Pass and the Ford of Carrock free from Orcs and Wolves.

## Abilities

 **Level 1: Shapeshifter (Y) -** Can switch between human and bear forms. As a **human** Grimbeorn causes high damage against certain units and buildings. He breaks through heavy armor. As a **bear** he causes less damage against all enemies, but he can throw enemies in front of him to the ground. In **bear** form he is vulnerable to lances but less vulnerable against blades, can move faster and can trample over enemies. Left click on the icon to activate.

 **Level 3: Survival Instinct (X) -** Grimbeorn heals nearby Beornings and himself for 1750 hitpoints. Left click on the icon to activate.

 **Level 5: Deadly Bite (C) -** Grimbeorn furiously bites an enemy, dealing heavy damage and knocking them back. Only available in bear form. Left click on the icon then left click on the target enemy.

 **Level 5: Ferocious Strike (C) -** Grimbeorn strikes an enemy, dealing heavy damage and knocking them back. Only available when human. Left click on the icon then left click on the target enemy.

 **Level 7: Beorn's Bees (V) -** Grimbeorn, like his father Beorn before him, is a master beekeeper and can call his insect friends to his aid when he needs to. Summons several swarms of bees which will damage nearby enemies. Left click on the icon to activate.

 **Power of the Wilderness (B) -** Grimbeorn's fury cannot be contained. For 20 seconds, Grimbeorn tramples enemies, is immune to arrows (PIERCE), and has +100% armor and +100% damage. Left click on the icon to activate.

## Strategy

Grimbeorn as a mass slayer is used to destroy enemy units, but he is also strong against heroes. He can knock back his enemies and can heal allies. To destroy enemy units he should be used in his bear form as he deals AOE damage. In this form he can also be used to escape danger as his movement speed is faster. To make him really strong you can use his last ability *Power of the Wilderness.*
Edain Mod Wiki

Welcome to the official Edain Mod Wiki, Companion of Edain! This is a wiki entirely dedicated to the Lord of the Rings: Battle for Middle-Earth 2: Rise of the Witch-King addon: the **Edain Mod**. The Edain Mod is an total conversion mod for the Rise of the Witch-King that expands greatly on every aspect of the game using the lore and that uses the Battle for Middle-Earth 1 fixed plots building system. We are currently editing **720 pages** with **33,987 edits** in total, and we need all the help we can get!

New Player? Not sure where to start with the mod? Here's a few helpful links:

* Installing the games and mods
* Playing online
* Getting started with Edain mechanics
* Come talk Edain with us on Discord!
* Check out the FAQ!

The Ring Heroes are in each faction of great strength and mighty will who dare to take upon the power of the One Ring at whatever cost. Apart from Sauron most are educated guesses drawing both from the movie and book lore along with a good dose of common sense. They are a key component from each faction and a unique selling point of the mod as no other mod presents such an exhaustive use of the Ring of Power. Units cannot pick the ring up and instead a Ring-Hero must be bought and brought to the Ring before Gollum steals it back. A full list of all the Ring Heroes can be seen here.

There is a lot more of content under the **Game Elements** and **Content** tabs in the top navigation section, available from any page. This is only a small preview of the most relevant ones.

**Hidden Objects**
The Edain Mod is full of units and buildings that no longer appear in the skirmish battles. Many of these units are listed on the Hidden Object page and are there for modders and mappers to use in this creations.

**About the image:**
A preview of the Misty Mountains spellbook, the full article can be read here.
Battering Ram (Isengard)

* Portrait
* In Game

* Normal

"Again trumpets rang, and a press of roaring men leaped forth. They held their great shields above them like a roof, while in their midst they bore two trunks of mighty trees. ... They gained the gates. The trees, swung by strong arms, smote the timbers with a rending boom. ... Again and again the great rams swung and crashed. "
—The Two Towers

The Isengard Battering Ram is one of the more simple and basic siege engines that Isengard has to offer.  It can be recruited from a Level 1 Siege Works.  Maximize its utility by protecting it with other units such as Uruk-hai. It can attack buildings and gates but not walls.

## Abilities

**Battering Assault** - When assaulting gates, Battering Ram (Isengard)s disable the gate making it impossible to close/open.

## Strategy

This team of orc-folk have the same boorish strategy that the orcs of Mordor have when it comes to siege weaponry: Chop down a tree, strap a cap to the front, and slam it repeatedly into a wall. Simple, cheap, and effective, this battering ram is a great tool for attacking enemy defenses when you're strapping for resources at the start of the game. Keep it well-protected in the midst of a band of your other soldiers, and don't let it stray too far from a meat shield. This siege weapon is very weak against soldiers in general, and is super-slow, so it generally pales in comparison to the later siege weapons that Isengard has to offer.
Erkenbrand

* Portrait
* On Foot
* Mounted

* On Foot
* Mounted

"Behind him, hastening down the long slopes, were a thousand men on foot; their swords were in their hands. Amid them strode a man tall and strong. His shield was red. As he came to the valley's brink, he set to his lips a great black horn and blew a ringing blast. '**Erkenbrand**!' the Riders shouted. '**Erkenbrand**!'"
—The Two Towers

Erkenbrand was a warrior of Rohan during the War of the Ring as well as the lord of the Westfold. He can be recruited at a King's Camp and can lead one of various battalions into the field, making him extremely versatile. He is very similar to Elfhelm, Grimbold and the Rohan Captain. The battalion will not disband if the upgraded Marshal is killed, unlike the Thrall Master, but you will be unable to use the ability until they regenerate.

## Abilities

 **Mount -** Erkenbrand can mount his horse (only available before purchasing a battalion of Meduseld)

 **Marshal of Rohan -** All units nearby are fearless. *(Passive ability)*

 **Any Troop Upgrade: Warriors of Meduseld -** Temporarily summons one battalion of whatever Meduseld units he was upgraded with.

## Upgrades

Erkenbrand can be given one of the following upgrades:

 **Soldiers of Meduseld -** Call a battalion of Soldiers of Meduseld to serve as elite Swordsmen. **Cost:** 500

 **Wardens of Meduseld -** Call a battalion of Wardens of Medused to serve as elite Pikemen. **Cost:** 600

 **Knights of Meduseld -** Call a battalion of Knights of Meduseld to serve as elite Cavalry. **Cost:** 800

## Strategy

The strategy you use with him depends on the situation, what faction you are up against, etc. This is due to his special use of 3 different upgrades which give him 3 different kinds of elite units. The Knights could be used for spammy factions or factions with many archers, the Soldiers to counter enemy pikemen, or the Wardens for cavalry- based factions like Rohan. Also, once he dies and you revive him he is able to re-choose the battalion he will lead. He makes units fearless and can summon two battalions of the upgrade you chose, giving a chance to win the battle if the situation is dire.
Eowyn/Rohan

* Portrait
* On Foot
* Mounted/Disguise

* Melee
* Mounted

"The woman turned and went slowly into the house. As she passed the doors she turned and looked back. Grave and thoughtful was her glance, as she looked on the king with cool pity in her eyes. Very fair was her face, and her long hair was like a river of gold. Slender and tall she was in her white robe girt with silver; but strong she seemed and stern as steel, a daughter of kings."
—The Two Towers, "The King of the Golden Hall"

Recruit **Eowyn**, the Shield-Maiden of Rohan. Very skilled she was with both sword and shield, often seeking opportunity to fight for those she loved. She rode to battle at Minas Tirith in disguise, destroying the Witch-King with the aid of Merry's sword from the Barrow-downs, work of Westernesse. Because of this, her abilities focus on defeating heroes, a task she excels at. She is the only Rohan hero that cannot be exiled through Corrupted Theoden's ability since, in lore, Grima sought her.

## Abilities

 **Level 1: Mount/Dismount -** Activate to mount/dismount Left click on the icon to activate.

 **Level 1: Disguise -** Eowyn disguises herself to hide her identity. Eowyn mounts her horse and disguises herself to look like a normal Rohirrim to the enemy. Left click on the icon to activate.

 **Level 1: Smite -** Eowyn hurls her spear in a powerful ranged attack against a single target Left click on the icon then left click on the target enemy.

 **Level 5: Shield Maiden -** Eowyn is well trained with sword and shield. For 30 seconds, Eowyn gains +17% armor against damage and +70% against hero damage (MAGIC HERO HERO\_RANGED). Left click on the icon to activate.

 **Level 10: I am no Man! -** Eowyn begins a duel with the target enemy hero, reducing its speed by -20% for 60 seconds. While the targeted enemy hero is nearby, Eowyn gains +150% damage, +20% speed, +100% armor and cannot be knocked back. Left click on the icon then left click on the target hero.

## Strategy

Eowyn's role is that of a hero killer. Overall, she should accompany the main army while disguised as a normal Rohirrim, and then use her abilities on enemy heroes she comes across. Her **Smite** should be used to kill fleeing heroes, but it can also be used on monsters and aerial units. If she is in prolonged combat with a powerful hero, then she should activate her Level 10 ability to give herself a massive attack boost. It would also let her catch up to a fleeing hero, and also resist knock-back from heroes like Boromir and the Witch-King. If this is not available, then **Shield Maiden** would let her last longer in a fight against other heroes and units. All of these abilities make Eowyn one of the most powerful Hero Killers in the mod, and she should be used in this way. She will not last as long against a large number of other units, so she should stay with the rest of the army. She will also, like other mounted heroes, suffer from a weakness against pikemen and should be careful around them.
A Not So Warm Welcome

The mission takes place at the events in Lake-town after the arriving of the dwarves. As the mission name indicates, this is not an enthusiastic reception as in the book. Instead, the starting point is similar to the one in the movie where the dwarves are not welcome, and Bard must try to smuggle them to his house. This would not be hard if the city watch did not have their sentries everywhere, making this venture quite difficult without the dwarfs being discovered. The player has to distract the city watch in one way or another and claim favour as well as fulfill them.

### Lake-town: a city full of contradictions

While some are doing well thanks to Lake-town’s status as an important trading center and have become rich through trade, others do not even have the bare essentials to live and trade their goods on hidden black markets. Above all, there is the mayor of Lake-town. Thanks to the high taxes, he lives a rich and easy life, while the city guard ensures law and order and punishes every little disobedience. Thanks to Bard's help, the dwarfs manage to get unnoticed into Lake-town, but this does not solve their problems by far, since they are stuck in their fish barrels until Bard has given them a safe route to his house.

### Speak and Act

Like the first presented mission, this mission will use the same responsive system that allows the player to interact with the characters. However the difference is that it's not just about talking to them, but about solving their quests. Bard has to make some difficult decisions that may well affect the rest of the campaign in the final version of the campaign. So how is Bard going to behave? Will he help the people and rebel against the mayor or will he exploit the corruption to gain an advantage for himself? Or maybe he finds a completely different way?

## Mission Map

On this image you can see a few of the landmarks of this map, namely:

* Docks:  **Red**
* Militia Barracks:  **Brown**
* Dwarves Hiding Spot:  **Purple**
* Tavern:  **Yellow**
* Market:  **Gold**
* Town Place:  **Orange**
* Fairground:  **Pink**
* Bard's House:  **Blue**
* Black Market:  **Beige**
* Animal Market:  **Light Blue**
* City Entrance:  **Blue**

## Objectives

As this map is RPG style, a lot of objectives are hidden, like quests, for you to discover and make your own way. The primary objective of the map is:

* Find a safe way to Bard's House
* Bring the dwarves to Bard's House

In order to do so you will have to distract the guards, represented by laketown captains with red exclamation marks above their heads.

Places with quest content are marked green.
Guard positions are marked red.
Battering Ram (Angmar)

* Portrait
* In Game

* Normal

The **Battering Ram** of Angmar is constructed by **Siege Trolls** and is used to batter down buildings and gates with speedy efficiency. It's also quite cheap, which makes it easy to mass-produce by spamming Siege Trolls.

## Abilities

**Battering Assault** - When assaulting gates, Battering Ram (Angmar)s disable the gate making it impossible to close/open.
Drummer Troll

* Portrait
* In Game

* Normal

**Drummer Trolls** of Mordor provide friendly troops nearby with leadership and can defend themselves to some extent. They are very useful as unit support (as long as they stay at the edge of the battle) by boosting nearby troops with a 15% increase to attack damage as well as fear resistance. They can also use the ability **Roar** to cause nearby enemies to flee in terror. They can be quickly brought down by pikemen or archers, so be careful.

## Abilities

 **Roar -** Causes enemies nearby to flee in fear.

 **Drummer Troll -** Grant +15% damage to nearby allied troops and fear resistance. *(Passive ability)*

## Strategy

The best strategy with the Drummer Troll is to keep it behind your troops so that it gives them leadership without taking damage. They are quite expensive so keeping them alive is key. They can also cause massive disruption in the enemy formation with their "Roar" ability. If used effectively they can create a hole in the enemy formation which can be used to either push through and hit the back line or to separate enemy forces. They can be a driving force of the Mordor strategy but often require too much micro-managing.
Gundabad Forge

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.

## Construction

### Location

Gundabad Tunnel

**Gundabad Forge** is the weapons upgrade research building of the Misty Mountains. It can be built on one of the three build plots of Gundabad Tunnel.

## 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

**- Research cost:** 900

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

**- Research cost:** 900

 **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

**- Research cost:** 1200
Easterlings

* Portrait
* Line
* Porcupine

* Normal

"Wicked men. Servants of Sauron. They are called to Mordor."
—Gollum

**Easterlings** are permanent reinforcements that come from the distant lands of Rhun to serve Mordor. They can be summoned on the edge of the map by unlocking and using the spellbook power "**Reinforcements of Rhun**" (3pp). They will then enter the map alongside Rhun Halberdier Warriors. They are pikemen of Mordor, effective more through their numbers than their stats since Halberdiers of Cirith Ungol are statistically more powerful (but are capped to a maximum of 3 battalions). They are powerful enough to resist many units and can even withstand the fury of certain weaker Mass Slayer Heroes.

## Abilities

 **Porcupine Formation** - the Easterlings form a circle with pikes extended outward to stop any cavalry, dealing heavy damage.

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

## Upgrades

The Easterlings have access to the following upgrades:

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

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

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

*The Easterlings will come with all these upgrades when "**Influence of Sauron"**has been cast to Defense Banner.*

## Strategy

The Easterlings are deadly pikemen and elite forces. This renders them particularly resistant to any troop and extremely effective against cavalry. In addition, unlike many other Mordor pikemen, the Easterlings can get into the Porcupine formation, which makes them immobile but incredibly deadly against cavalry. Overall Easterlings are elite troops that must be kept alive at all cost, and it is key to have them equipped with heavy armor as soon as possible since this will make them stronger. They can take on any basic infantry but will fail if they are at a disadvantage against elite infantry. They are free, strong, but limited by the timer. This timer can, however, be reduced if enough Tribute Camps are built. Like all other units they are affected by most leaderships and powers including Sauron's "**Might of the Damned**".
Goblin-town Tunnel Diggers

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.

## Goblin-town Tunnel Diggers

* Portrait
* In Game

## Recruitment

### Time

30 seconds

**Goblin-town Tunnel Diggers** are classified as support units of the Misty Mountains, despite the game saying they're Siege Unit. Their main goal is to use their ability to dig tunnel from one place to other, providing units of the Misty Mountains access to tunnel network to quickly transport units across larger distances.

## Abilities

 **Dig tunnel (Y) -** The Sappers dig a tunnel, which is connected to the tunnel network, to the targeted area. The Sappers remain in the tunnel, which collapses after 2 minutes. Left click on the icon to activate.

## Upgrades

 **Scavenged Armor -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainInfantryHeavyArmor**. **Cost**: 150
Imladris Catapult

* Portrait
* In Game

* Normal

The **Imladris Catapult** *(Sindarin: Hadiod Imladris)* is the mighty ranged siege unit for the Imladris faction. It can be built at the Siege Works and upgraded with some unique research.

1/1
## Abilities

 **Bombard /  Stop Bombardment -**The Catapult will fire endlessly at the target area until the button is pressed again or the Catapult is moved. Causes damage to all units and structures hit by the boulder.

 **Halt Auto Aquire /  Auto Aquire -** The Catapult will automatically acquire enemy buildings or units. If pressed it will no longer do so and must be explicitly ordered to target units or buildings.

 **Switch Ammunition** **-** Requires **Blinding Shot**. Switches between regular boulders and Blinding Shot boulders.

## Upgrades

The Imladris Catapult can be given the following upgrade:

 **Blinding Shot** - Blinding Shot boulders paralyze enemies in the target area but inflict only half damage. Catapults can switch between regular boulders and Blinding Shot boulders. Once this upgrade is purchased at a level 3 Siege Works, it will automatically be applied to all Imladris Catapults. **Cost:** 800
Balrog

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 (except melee dmg and health) and modding in infobox"
—Gandalf7000
Please remove this template after you have completed or updated the page.

## Balrog

* Portrait
* In Game

## Stats

### Health

8000

* Melee

### Damage

**All**: 750

"And in Utumno he [Melkor] gathered his demons about him, those spirits who first adhered to him in the days of his splendour, and became most like him in his corruption: their hearts were of fire, but they were cloaked in darkness, and terror went before them; they had whips of flame. Balrogs they were named in Middle-earth in later days. "
—The Silmarillion

The Valaraukar, or **Balrogs** ("Demon of Might"), were demons of fire that served Morgoth, master of Sauron. They were among his most dreadful servants.In TA 1980, a Balrog awoke in Moria when the Dwarves had mined too deep for *mithril*. It drove the Dwarves out of their home and slew King Durin VI; the Balrog was thereafter known as "Durin's Bane". This particular Balrog was later slain by Gandalf.

In Edain Mod **Balrog** is the Mass slayer and Building destroyer hero of the Misty Mountains faction. It can bring devastation to the enemy units and buildings alike. Due to very short summon timer and long cooldown, the player must decide carefully where and when to summon him for it to be most beneficial.

## Abilities

 **Ignite (Y) -** The Balrog gains +200% Damage and +50% Armor. Left click on the icon to activate.

 **Fire Whip (X) -** Attacks with flaming whip Left click on the icon then left click on the target unit/hero/building.

 **Scream (C) -** Screams to frighten nearby foes Left click on the icon to activate.

 **Breathe Fire (V) -** Breathes fire over selected area Left click on the icon then left click on the target area.

 **Wings (B) -** Use wings for a short flight Left click on the icon then left click on the target area.
Halberdiers of Cirith Ungol

* Portrait
* In Game

* Normal

"..he could see the Tower of Cirith Ungol in all its strength. The horn that he had seen from the other side was only its topmost turret. Its eastern face stood up in three great tiers from a shelf in the mountain-wall far below; its back was to a great cliff behind, from which it jutted out in pointed bastions, one above the other, diminishing as they rose, with sheer sides of cunning masonry that looked north-east and south-east. "
—The Tower of Cirith Ungol, The Return of the King

**Halberdiers of Cirith Ungol** are elite pikemen of Mordor. They are equally effective against all monsters, cavalry and infantry thanks to their halberd blades. They have the particularity of costing 0 command points but are limited to **three battalions** max. This allows Mordor to always have an edge when it comes to CP. They are a very effective way to counter spam since they can deal heavy damage to most "spam" units.

## Abilities

 **Halberd Pikes** - The Halberdiers of Cirith Ungol deal equivalent damage to all infantry, cavalry and monsters. *(Passive ability)*

 **Crack the Whip (requires Orc Overseer)** - For 30 seconds, they deal double damage and slow cavalry down twice much but lose 25% armor.

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

## Upgrades

The Halberdiers of Cirith Ungol can be given the following upgrades:

 **Orc Scout** - 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. Additionally, the Orc Scout supplies the battalion with a very large sight radius.

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

## Strategy

The Halberdiers can be used both as an early game all-around damage dealer and late game pikemen. Their stats and type advantage might be enough to destroy most units early game, but they will get torn to pieces late game if they are put against heroic units or archers. They are expensive, but this is counter-acted by the fact that they cost no command points, meaning that no matter what Mordor always has the potential for more troops than any other faction. Once paired with overseers they gain +50% damage and +25% armor.
Hillmen Village

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

The Hillmen Village represents Angmar's dominion over Rhudaur and can thus increase the attack of the filthy Rhudaur Spearmen and Axe Throwers.

## Level Up

 **Settler's Tools**: Upgrades the building to rank 2. At rank 2, **economy buildings** produce 25% more resources, gain 500 additional hit points and cost 300.

 **Forged Settler's Tools**: Upgrades the building to rank 3. At rank 3, **external economy buildings** produce 20% more resources, gain 500 additional hit points, can temporarily man a defensive tower and cost 400.

**The upgrades can be researched from the Dark Iron Forge**

## Abilities

**Resource Production** - This building produces resources. It produces **21**  every **12** seconds by default. This number can be modified through upgrades and abilities.

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

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

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

 **Tribute to the Iron Crown** - Recruitment buildings of Angmar can be upgraded to level 2 and 3 by collecting tribute from the Witch-King's vassals. Orc Camps, Hillmen Villages, Barrows, and Outposts spawn tribute carts every 4 minutes that can be sent into any recruitment structure to upgrade it and generate resources. *Passive ability*

**Hillmen Gathering** - The Hillmen Village provides an increase to the attack of Rhudaur Spearmen and Rhudaur Axe Throwers up to 25%:

* 1 Hillmen Village: +5%
* 2 Hillmen Villages: +10%
* 3 Hillmen Villages: +15%
* 4 Hillmen Villages: +20%
* 5 or more Hillmen Villages: +25%
Hobbit Farm

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

"Hobbits are an unobtrusive but very ancient people, more numerous formerly than they are today; for they love peace and quiet and good tilled earth: a well-ordered and well-farmed countryside was their favourite haunt. "
—The Lord of the Rings, Prologue

The **Hobbit Farm** is one of Imladris' resource buildings and is available at settlements. It is unique because unlike other resource buildings, it can defend itself even at level 1 thanks to three hobbits which dwell there. As the Hobbit Farm levels, two additional hobbits appear to defend it from enemy attacks (for a total of seven at level 3). If the hobbits are killed, they respawn over time. They cannot be directly controlled.

## Level Up

 **Insight** - The Library can research studies to enable different abilities and effects for the units of Rivendell. Once the library is fully built, Erestor becomes available. Completed studies upgrade structures to higher levels.

## Abilities

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

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

 **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

**Hobbit Home** - The Farm is defended by several hobbits who attack nearby enemies. If the hobbits are killed they will respawn after a short while.

**Help from Eriador** - The Hobbit Farm provides a reduction to the cost of Dunedain units up to 30%:

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

## Strategy

While the Hobbit Farms is able to defend itself thanks to its hobbit guardians, don't count on them to defeat entire battalions of units. Instead, think of them as a delaying force to keep the enemy busy until you can send some more serious support. At level 3, the Hobbit Farm can fend off larger attacks, but the hobbits are still susceptible to ranged attacks (they only auto-target in a small radius around the Farm).
Halbarad/Gondor

* Portrait
* In Game

* Melee

"I have thirty with me,' said Halbarad. 'That is all of our kindred that could be gathered in haste; but the brethren Elladan and Elrohir have ridden with us, desiring to go to war. We rode as swiftly as we might when your summons came."
—Halbarad, The Return of the King

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

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

## Abilities

 **Dúnedain Banner Bearer -** Halbarad proudly bears the Banner of Arwen Undomiel. Nearby fallen units will be replaced periodically. *Passive Ability.*
Tauriel/Lothlorien

* Portrait
* Knives
* Bow

* Melee
* Ranged

"Are we not part of this world? Tell me, Mellon, when did we let evil become stronger than us?"
—Tauriel

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.

## Abilities

 **Weapon Toggle** - Tauriel switches between her blades and her bow.

 **Mirkwood Ambush** - Tauriel leads the Guards of Mirkwood. Tauriel can summon two battalions of her guards on any allied building on the map and also calls two battalions to aid her. If she wields her bow, archers will be summoned at her location and swordsmen will defend the allied building; if she wields her daggers it will be the other way around.

 **Jump At** - Tauriel leaps at an enemy hero. This deals high damage to the hero and knocks them to ground. This refreshes the damage bonus of all of Tauriel's Guards mapwide.

## Strategy

Tauriel is a very versatile summon which can be used in many different ways. You can either pick to summon her reinforcements near her to muster a small defensive detachment of forces or you can summon them at another building, to provide aid to distant allies in the case of a multipronged offensive. Using her toggle weapon, you can also pick what units she will summon near her and what units she will summon at the target area. If Tauriel's location is besieged by machines it might be worth switching her to daggers before summoning her guards so that the Avari units are summoned at her position, while the Mirkwood Border Guards go aid your main troops. Don't forget to use her **Jump At** ability at least once, as it refreshes the guards' passive, granting them double damage for 15 seconds.
Gundabad Wargs

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## Gundabad Wargs

* Portrait
* In Game

## Recruitment

### Time

37 seconds

**Gundabad Wargs** are one of many wild beasts that serve Misty Mountains. Apart from Gundabad Warg-riders they are the only cavalry units of Misty Mountains. They can be recruited from settlement building Warg Lair or from the Warg Lair summoned by Misty Mountains spellbook power **Untamed Allegiance**. They can be used either to scout and gain map control by reaching settlement build plots, or as every cavalry - trample enemies.

## Abilities

**Howl (Y)** - Wargs gain +30% Damage and +30% speed. Left click to activate.

## Strategy

It is the best to use Gundabad Wargs early game before you have access to their stronger counterpart: Gundabad Warg-riders. To gain more of their speed ues **Howl** ability to move faster and deal more damage.Later game Gundabad Wargs can be used together with Gundabad Warg-riders. As usual enemy Pikemen will make short work of Gundabad Wargs as of any other cavlry. Since they can't receive any upgrades, they are relatively weaker than their counterpart - Gundabad Warg-riders, who can receive all basic upgrades.
Siege Trolls

* Portrait
* In Game

* Normal

The **Angmar Siege Trolls** are trolls that have been trained in the craft and operation of various siege engines. They can be recruited from the Dark Iron Forge, emerging carrying construction materials on their back which they can assemble into a siege engine very quickly. This gives them a distinct speed and defensability advantage as they remain unhindered by bulky siege weapons.

## Abilities

 **Siege Trolls of Angmar** - The Angmar Siege Trolls posses the knowledge to construct and operate siege engines. They can attack but do not inflict the same damage as regular trolls as they are not trained for combat and are encumbered by their equipment. *(Passive ability)*

 **Construct Ram** - The Trolls construct and operate an Angmar Battering Ram.

 **Construct Stone Thrower** - The Trolls construct and operate an Angmar Stone Thrower.

 **Construct Siege Tower** - The Trolls construct and operate an Angmar Siege Tower.
Haldir

## Lothlorien

*Main article: /Lothlorien/*
Recruit one of the Galadhrim warriors (he was probably leader of the border guards of Lothlórien) and brother of Rumil and Orophin.  He will be available in the citadel once the Border Guardhouse has been built.

## Rohan

*Main article: /Rohan/*
In the Rohan faction, Haldir can be temporarily summoned using the Rohan spellbook ability **Alliance between Elves and Men** (6pp) alongside with 3 battalions of Galadhrim warriors.
Cold-drake

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## Cold-drake

* Portrait
* In Game

## Recruitment

### Time

??? seconds

"Many are the dragons that Melko has loosed upon the world and some are more mighty than others. Now the least mighty -- yet were they very great beside the Men of those days -- are cold as is the nature of snakes and serpents, and of them a many having wings go with the uttermost noise and speed..."
—Book of Lost Tales

The **Cold-drakes** alongside Fire-drakes are the heroic units of Misty Mountains faction. Fiercely territorial, the Cold-drakes are vicious creatures, who lash at any that disturb them and dwell deep within caves. They can be recruited from the Fire Drake Lair. As all heroic units they are limited to 3 at one time.

## Abilities

 **Roar (Y) -** The Cold-drake drives his enemies back with his roar. Left click on the icon to activate.
Minas Morgul Outpost

* Level 1
* Level 2
* Level 3

"All was dark about it, earth and sky, but it was lit with light. Not the imprisoned moonlight welling through the marble walls of Minas Ithil long ago, Tower of the Moon, fair and radiant in the hollow of the hills. Paler indeed than the moon ailing in some slow eclipse was the light of it now, wavering and blowing like a noisome exhalation of decay, a corpse-light, a light that illuminated nothing."
—The Two Towers

The **Minas Morgul Fortress** is the dreadful abode of the Nazgul, a captured and corrupted city of Gondor that now produces Orcs for Mordor.

Minas Morgul is one of the special outposts of Mordor in Edain Mod. It weakens enemies near it.

## Upgrades

  **Influence of Sauron** - Sauron fills a building of Mordor (excluding Tol-In-Gaurhoth and the citadel) with his will, unlocking specific effects like new units or upgrades. Lesser Wraiths can now be enslaved into Morgul Shadows

## Abilities

 **The Dead City** - Nearby enemies inflict -15% damage and lose 15% armor; hidden units will also be uncloaked. *Passive ability*

**Resource Production** - This building produces resources. It produces **10**  every **12** seconds by default. This number can be modified through upgrades and abilities.

## Strategy

The fortress of Minas Morgul is one of two special outposts available to Mordor, serving a threefold purpose. It can recruit elite battalions and special forces to aid the war effort, protect and hold an area for territory control purposes, and weaken nearby enemies while producing resources as a supportive role.

All of the elite units of Minas Mogul are orc foot soldiers that are recruited for battle. These special orcs wear heavy armor, allowing them to sustain much more damage than normal Mordor orcs, and the armor also makes them fearless, and thus unaffected by fear-invoking effects that would weaken them or cause them to flee or freeze. This makes them useful in that they stay on the battlefield longer and can more easily overpower weaker troops that lack upgrades, and since they're unaffected by intimidation, they can fight with reckless abandon without a shred of cowardice.

The Morgul outpost also recruits one of the few cavalry units of Mordor, albeit in limited number. The Morgul Riders are a heroic battalion that are built to trample large numbers of foot soldiers for extreme damage. When paired with the Ringwraiths on their mounted steeds, these riders make for ideal companions in battle. The Ringwraiths empower the riders so that they slow down much less when trampling enemies, while the riders become wandering spirits that the Ringwraiths can convert into new phantom swordsmen. Speaking of Ringwraiths, the Morgul outpost can recruit one of them, the Witch-King, adding him to the battlefield to fight for you.
Ironbreakers

* Portrait
* Sword
* Pickaxe

* Normal

"Each one of his folk was clad in a hauberk of steel mail that hung to his knees, and his legs were covered with hose of a fine and flexible metal mesh, the secret of whose making was possessed by Dain's people. The dwarves are exceedingly strong for their height, but most of these were strong even for dwarves. In battle they wielded heavy two-handed mattocks; but each of them had also a short broad sword at his side and a roundshield slung at his back. Their beards were forked and plaited and thrust into their belts. Their caps were of iron and they were shot with iron, and their faces were grim. "
—The Hobbit

Recruit the elite infantry of the Iron Hills to tear through enemy ranks.

## Abilities

**Switch Weapons *-*** Toggle between Pickaxe and Sword with Shield. The Pickaxe knocks enemies back, but the dwarves have -40% armor.

## Upgrades

The Guardians of Erebor 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 **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
Rivendell Swordsmen

* Portrait
* In Game

* Normal

The **Rivendell Swordsmen** *(Sindarin: Megyr Imladris)* are the basic infantry unit of Imladris. As of the 4.5.5 update, they are no longer the starting unit for Imladris, being replaced by the Blade Masters. Their abilities allow them to be used in many different situations, making the Rivendell Swordsmen very strategically adaptable.

## Abilities

 **Stand Fast!:** For 30 seconds, the Swordsmen gain +25% armor and slow enemy cavalry 30% faster when they are trampled. Cannot be used simultaneously with **Advance!**.

 **Advance!:** Requires *Basic Military Studies* (from the Library). The Swordsmen gain +25% damage and +35% movement speed for 30 seconds. Cannot be used simultaneously with **Stand Fast!**.

## Upgrades

The Rivendell Swordsmen 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 **EdainInfantryHeavyArmor**. **Cost**: 300

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

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

## Trivia

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

**Клан Битальджи** - один из малайзийских кланов, возраст - 800 лет. Крупный (по меркам Малайзии) поставщик меди и бокситов. Основные мощности клана находятся в Западной Малайзии.

## Правящий Род

**Камонтоку:** *"Что-то вроде нескольких ярких звёзд, которыми они управляют. Слабенький, проявившийся совсем недавно. Урон звёзды наносят, но слишком уж ничтожный, так что пока даже не понятна направленность их камонтоку. Может, он и вовсе не боевой."*

### Представители:

**Азра Битальджи** - двоюродная внучка главы клана, эффектная редкой красоты брюнетка. Активно борется с братьями за место торгового представителя клана.