recursal/Fanatic-Fandom huggingface dataset:
Gondor Royal Guard

* Portrait
* In Game

"In the days that followed his crowning the King sat on his throne in the Hall of the Kings and pronounced his judgements. And embassies came from many lands and peoples, from the East and the South, and from the borders of Mirkwood, and from Dunland in the west. And the King pardoned the Easterlings that had given themselves up, and sent them away free, and he made peace with the peoples of Harad; and the slaves of Mordor he released and gave to them all the lands about Lake Núrnen to be their own."
—The Steward and the King, The Return of the King

When Aragorn began his rule of Gondor, he needed his own set of bodyguards. These elite soldiers were the best of the best of Gondor's armies. Their job was to protect the King and his family at all times. This was no easy task as they would have to join Elessar in his wars against the Easterlings and Haradrim.

The Royal Guard are individual soldiers that are strong in combat. Four of them are temporarily summoned alongside Elessar when The Return of the King (25PP) is used.

## Strategy

The Royal Guard are some of the most powerful units in game with health that is higher than some heroes. However, they do not have any abilities and are mainly used to compliment Elessar in combat by fighting off nearby forces. When they work together, the Guards can deal high damage to stronger targets such as heroes.
Gollum

* Portrait
* Ingame

"And now the Ring had drawn him here. He will never be rid of his need for it. He hates and loves the Ring, as he hates and loves himself. Sméagol's life is a sad story. Yes, Sméagol he was once called. Before the Ring found him. Before it drove him mad."
—Gandalf the Grey

Sméagol was once a Stoor-Hobbit of the River Folk, who discovered the One Ring, which had been lost in the Anduin thousands of years prior by Isildur. He murdered his relative Déagol to sieze the Ring and was cast out by the River Folk once they learned of his crime. Sméagol then dwelt in the Misty Mountains for over 500 years as the Ring granted him unnaturally long life. The Ring's evil tortured Sméagol and drove him mad; transforming him into the wretched creature Gollum.

Bilbo Baggins encountered Gollum in his cave and inadvertently stole the One Ring from him. Enraged at the loss of his 'Precious', Gollum left the Misty Mountains in search of Baggins and later discovered the Ring was now carried by Bilbo's nephew, Frodo, who Gollum pursued. Gollum was subdued by Frodo and Sam, who he promised to help enter the lands of Mordor whilst secretly plotting to have them killed by Shelob. The Hobbits survived and made their way to Mount Doom where they intended on destroying the One Ring; Gollum once again attacked them and bit the Ring off Frodo's finger. Whilst celebrating, however, Gollum slipped and fell into the fires of Mount Doom; taking the Ring with him and bringing doom to the Dark Lord Sauron.

In Age of the Ring, Gollum is a neutral unit found on every map, if Ring Hero Mode is enabled in the skirmish menu. He is almost constantly stealthed, but if discovered and killed he will drop the One Ring, which players can take back to their Fortress - granting them access to their faction's powerful Ring Hero.

## Strategy

Gollum is difficult to locate due to his invisibility and fast movement, which allows him to cover great distances in short time. However, as he travels he makes quite a lot of noise that the player can listen for to help pin-point his location before sending units to investigate the general area. It is recommended to send cavalry units or mounted heroes to track Gollum down as they can keep up with him and trample him when he is uncloaked which prevents him from attempting to escape. Moreover, the player can make use of spell book powers and fortress upgrades that increase vision range and detect stealthed units as these shall reveal Gollum to the player. Gondor and Lothlórien are particularly capable at locating Gollum due to their respective Ivory Tower and Light of Eärendil fortress upgrades that reveal the entire map and all stealthed units, including Gollum for 30 seconds.
Ithilien Outriders

* Portrait
* In Game
* Upgraded
* Wedge Formation

"The road from Ithilien to Minas Tirith was trodden by green-clad messengers, bringing word to and from the White City, informing the Steward of the movements of the Enemy and bringing new orders to the Rangers of Ithilien."
—Age of the Ring team

Although the Rangers of Ithilien were a solitary and isolated force, it was still crucial that they maintain consistent and coherent communication with Minas Tirith and its Steward. The leader of Minas Tirith was kept well-informed and up-to-date on enemy movements, and he needed to send out orders to the Rangers in a timely manner. The Ithilien Outriders were the cornerstone of this communication network, traveling to and from Ithilien and Minas Tirith with as much as speed as possible while also being able to charge enemy forces like any cavalry would if necessary.

The Ithilien Outriders are the primary cavalry unit for the Adventure: Ithilien faction based on Gondor. They are recruitable from the Ithilien Gathering.

## Abilities and Formations

By default, the Ithilien Outriders can stealth near trees.

**Wedge Formation (W)** - Units gain +25% Damage, -25% Armor, and -50% Crush Deceleration.

## Upgrades

**Tempered Blades (C)** - When equipped, increases damage done by Melee weapons. Research upgrade at Ithilien Storehouse to enable this upgrade. Cost: 300

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

**Steel Cuirasses** - Requires Faramir's **Captain of Ithilien** to be cast on the unit. Permanently grants the unit +20% armour.

## Strategy

The Ithilien Outriders are the primary (and only) Cavalry unit available to the Adventure: Ithilien faction. They are most similar to the Dúnedain Outriders from the Rivendell faction, although they trade slightly less health for the ability to get an armor Faramir's **Captain of Ithilien.** Otherwise they have similar roles and capabilities as a light cavalry unit who are useful throughout the early-mid game at harassing the enemy across the map due to their speed, or by clearing unprotected battalions of enemy swordsmen and archers. Their **Wedge Formation** makes their charges even deadlier, but players must be careful not to use it and accidentally charge into pikemen because the formation reduces the Outriders' already low armour and makes them even more vulnerable to pikemen. They can also set up ambushes as they are able to stealth near trees by default. It is important to use Faramir's **Captain of Ithilien** on them to keep them relevant in the late-game or else they will not likely survive very long against a fully upgraded army.
Iron Hills Phalanx

* Portrait
* In Game
* Upgraded
* Shield Wall

"With long spears and broad shields, these Dwarves staunchly guarded the Lord of the Iron Hills with nigh impenetrable lines."
—Age of the Ring team

The dwarves of the Iron Hills were skilled warriors with any weapon, and the spear was certainly not an exception to this rule. Many of the heavily armoured dwarves of this region would pick up spear and shield to staunchly defend their lord, Dáin Ironfoot, from any threat, be it elf or orc. Together, several of these Dwarves could form a nigh impenetrable front line which would stand its ground against any threat, a fact which would prove vital to the victory of the Free Peoples at the Battle of the Five Armies when Bolg of the North unleashed his armies upon them to claim Erebor and avenge his fallen father, Azog the Defiler.

The Iron Hills Phalanx are an elite Pikemen unit available to the Adventure: Battle of the Five Armies subfaction of Erebor. They come pre-equipped with Heavy Armour and are recruitable from a Level 2 Iron Hills Redoubt.

## Abilities and Formations

**Shield Wall Formation (W)** - Iron Hills Phalanx form a Shield Wall. They gain +33% armour, -20% damage, -40% speed and bonus damage to cavalry.

**Sundering Strikes** - Melee attacks decrease enemy armour by 20% for 5 seconds. Debuff does not stack with itself. Passive ability.

**Level 2: Natural Sprinters (T)** - Order Iron Hills Phalanx to charge the enemy. Modifier Type: Buff. Warriors gain +25% damage and +25% armour for 10 seconds. Causes meta impact. Left click icon then left click on target.

## Upgrades

**Khuzdûl Runes (C)** - When equipped, increases damage dealt by melee weapons. Research the Armouries of Thrór fortress upgrade and cast its ability to cast Khuzdûl Runes**.**

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

## Strategy

The Iron Hills Phalanx are an elite Pikemen unit available to the Adventure: Battle of the Five Armies subfaction. Similarly to other Iron Hills units, they are tanky and powerful thanks to their high health and being pre-equipped with Heavy Armour, but they are also slower compared to the other units available. They are able to enter a **Shield Wall Formation** to increase their durability even further and maximize their effectiveness against cavalry, but they lose out on damage and speed while in this formation to compensate for this. **Sundering Strikes** decreases the armour of those they strike, making it easier for those affected to be killed by the entire army. **Natural Sprinters** allows the Iron Hills Warriors to charge at an enemy, allowing them to deal heavy damage and clear a path for one's allies while also providing a brief armour and damage buff. In order to make full use out of Iron Hills Phalanx, one should equip them with Khuzdûl Runes through the Armouries of Thrór Fortress ability and pair them with heroes with compatible leaderships such as Dáin Ironfoot or Thorin Oakenshield.
Barding Phalanx

* Portrait
* In Game
* Upgraded
* Phalanx

"By that time all the bells were ringing in Dale and the warriors were arming. The dwarves rushed out of their great gate; but there was the dragon waiting for them. None escaped that way. The river rushed up in steam and a fog fell on Dale, and in the fog the dragon came on them and destroyed most of the warriors-the usual unhappy story, it was only too common in those days."
—Thorin Oakenshield

After Bard the Bowman became King of Dale, he made sure that a standing army was established in the event of invasion. This was continued by his son, Bain, and his grandson, Brand. King Brand knew that there were threats to his realm, especially after meeting the messengers of Sauron. He ensured that his kingdom's armies were well equipped and skilled enough to deal with the forces of the enemy. This came in invaluable during the Battle of Dale, when the Bardings fought against the elite warriors from the East to defend their home.

The Barding Phalanx are a spearmen unit available for Reign of Ironfoot Erebor. They can be recruited from a Level 1 Erebor Assembly.

## Abilities and Formations

**Phalanx Formation (W)** - The units form a spear wall. Units lose 40% speed, gain resistance to knockback, decelerates crush, and gain +33% armour.

**Level 4: Dalish Supremacy** - Modifier Type: Passive Debuff. Nearby enemy Easterlings and Variags suffer -25% damage and -20% armour. Does not stack with other debuffs. Passive ability

## Upgrades

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

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

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

## Strategy

While the Barding Phalanx are weaker in combat than the Sigin-udrîg, they have larger battalion sizes, allowing them to slow enemy cavalry further and allow allied units to deal additional damage. They are also faster, and so can react to cavalry movements much better than the Sigin-udrîg. By using their formations, the Phalanx can last even longer in combat against enemy cavalry, although this makes them easier to hit by archers and area of effect spells. The Barding Phalanx are a strong choice against Mordor as they can help to counter the faction's elite Easterling units, especially the Easterling Kataphrakts. While this debuff is at a high level, the faction can use abilities such as Arcah's Wisdom of Yore to level the units up quickly. The Barding Phalanx can be supported by King Brand, who can help them with his leadership and pin enemy heroes so that the Phalanx can deal high damage.
Halbarad

* Portrait
* Bow
* Spear
* Armoured

"What is that you bear, kinsman?" For he saw that instead of a spear he bore a long staff, as it were a standard, but it was close-furled in a black cloth bound about with many thongs. "It is a gift that I bring you from the Lady of Rivendell," Halbarad answered,"She wrought it in secret, and long was the making. But she also sends word to you: The days are now short. Either our hope cometh, or all hope's end. Therefore I send thee what I have made for thee. Fare well, Elfstone!"
—Return of the King, Passing of the Grey Company

Halbarad was a captain of the Dúnedain who loyally served his chieftain Aragorn in the late Third Age. He rode out with the Grey Company and the Sons of Elrond to aid Isildur's Heir in his journey through the Paths of the Dead and liberation of Pelargir. Throughout this task, Halbarad bore the Banner of the Evenstar, wrought by Arwen Undómiel, which inspired hope in the Free People in the Battle of Pelennor Fields. Halbarad fought bravely but ultimately perished in this battle.

In Age of the Ring, Halbarad is a recruitable hero for both the Rivendell faction as well as the Adventure: Grey Company subfaction based on Gondor.

## Abilities

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

**Unerring Loyalty** - Modifier Type: Spell. Aragorn gains Experience +15% faster when near Halbarad. Stacks with Leadership, Buffs, and Spells. Passive ability.

**Level 3: Muster the Dúnedain (T)** - The recruit times of Dúnedain Rangers and Dúnedain Outriders are decreased by 150% for 45 seconds. Left click to activate.

**Level 5: Perseverance (C)** - Nearby Dúnedain gain +30% Armor, and +50% Resistance to knockback. At level 7, summons four single Grey Company Rangers around Halbarad. Left click to activate.

**Level 10: The Banner of Arwen (V)** - Halbarad unfurls the Banner wrought by Arwen Undómiel. For 60 seconds, allied units in a large radius gain +50% damage and are constantly replenished. Nearby allied heroes receive +50% experience faster. The banner can be destroyed by the enemy in this time. Left click icon to activate.

## Strategy

Halbarad is a highly versatile midgame hero that can attack both from range or in melee thanks to his toggle, he is excellent at ensuring Aragorn reaches higher levels faster - granting him access to more powerful abilities such as A Fire Shall be Woken. Additionally, Halbarad is capable of supporting Dúnedain troops both with **Perseverance** and by increasing their recruitment speed via **Muster the Dúnedain** which can grant Rivendell or Adventure: Grey Company the advantage as they produce large numbers of highly versatile units from across the map. His final ability **Banner of Arwen** is extremely useful when used in the middle of a large engagement, it should ideally be planted either within or behind Rivendell troops to prevent it being destroyed prematurely. Once unfurled, the standard provides a significant buff to friendly units and heroes, as well as serving as a gathering point for the player's army where units can be replenished.
Mahûd Warriors

* Portrait
* In-Game

"The warriors of the Mahûd are said to be fearless in battle, knowing that the moment of their glorious demise is pre-ordained by the many gods of death."
—The Age of the Ring Team

The Mahûddin tribes were the people living in savannahs of Far Harad. Here, they lived a simple life, eking out a living with nature. Their warriors were strong though, with a fearlessness in battle and a faith in their gods. These warriors were driven by a sense of justice and honour in battle, a sense that was corrupted as the influence of the Golden King spread throughout these lands.

In Age of the Ring, the Mahûd Warriors are a swordsmen battalion for the Haradwaith.

## Abilities and Formations

**Level 3: Warchant (W)** - Modifier Type: Weapon. Mahûd Warriors gain +25% damage for 20 seconds. Left click to activate.

## Upgrades

**Indunâ (V)** - A nearby caravan is needed to access this equipment. When upgraded, increases the horde to level 2.

## Strategy

The Mahûd Warriors are an swordsmen battalion for Haradwaith, acting as a counterpart to the Warlords in the early game. The Warriors act as glass cannons, being faster and having higher damage, though they have low survivability. This can be managed through the supportive capabilities of the Mahûd Chieftain and Syâr-Rhul. Keeping the Mahûd Warriors alive to level 3 will benefit them through the **Warchant**, boosting their offensive capabilities. These glass cannon qualities of the unit allows them to act as a harassment force against structures. They have a weakness against cavalry though, and as the Mahûd Outpost has no pikemen, the Warlords would still be required to protect the Warriors.
Kâradd Patriarch

* Portrait
* In Game

"Hundreds of long ladders were lifted up. Many were cast down in ruin, but many more replaced them, and Orcs sprang up them like apes in the dark forests of the South."
—Helms Deep, The Two Towers

The Kâradd were great apes that lived in small troops in the depths of Haradwaith's jungles in the south. The Golden King had stolen many of them, twisting them with his fell magic to act as malicious beasts of war to crush his foes in battle.

In Age of the Ring, the Kâradd Patriarchs are a monster unit recruited from Haradwaith's Pavilion of the Golden King.

## Abilities and Formations

**Level 2: Blood-crazed Howl (W)** - The Kâradd Patriarch howls, causing enemy units to flee in terror. Left click to activate.

**Level 3: Thundering Leap (R) -** The Kâradd jumps to a location causing area-effect damage. Left click icon then left click on target area.

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

## Strategy

The Kâradd Patriarch is a powerful monster unit for Haradwaith. It functions similarly to the trolls used by Mordor and Misty Mountains, acting as a single unit with a powerful melee AOE attack. This allows the unit to deal well with infantry and cavalry. Their abilities help with this crowd control aspect, with **Blood-crazed Howl** being able to scatter enemy forces, and **Thundering Leap** being able to deal heavy damage to clumps of enemy forces. Like with most monster units, players must be wary of dealing with elite or upgraded pikemen that'd be able to deal large damage to the Kâradd, as well as archers that would be able to focus their ranged attacks on them.
Nauroth

* Portrait
* In Game

"A black Wolf of terrifying size and cunning, Nauroth was swayed to serve the Witch-king with the promise of satiating his hunger with the blood of Arnor."
—Age of the Ring

Nauroth was the greatest spawn of Carcharoth, the legendary wolf of great horror who served Morgoth in the First Age, who was still living in Middle-earth during the days of the Angmar Wars. Upon discovering his presence, the Witch-king approached Nauroth and offered him the promise that, in exchange for his service, he would be able to slaughter the Dúnedain who lived in Arnor and devour their bodies in an unparalled feast. Nauroth would accept this offer, and become the greatest of the Wolves that served the Witch-king in Angmar.

Nauroth is a recruitable hero for the Adventure: Angmar subfaction of Dol Guldur. He is recruitable from the Angmar Fortress.

## Abilities

**Lunge (W)** - Nauroth leaps to a location causing area-of-effect damage. Left click icon then left click on target area.

**Level 3: Blood-freezing Howl (R)** - Enemy units within the radius are slowed by 33%, and take increased damage from Wolves for 30 seconds.

At rank 6, also summons a hoard of White Wolves. Left click icon then left click on target units.

**Level 5: Wolf in Sheep's Clothing (T)** - Causes targeted units to become hostile towards each other for 15 seconds. Left click icon then left click on target area.

**Level 7: Ravenous Hunger (C)** - Like Carcharoth, Nauroth possesses an insatiable hunger for flesh. Nauroth can now trample enemy units. Passive ability.

When activated, Nauroth deals strong damage to selected enemy and is healed. Left click icon then left click on target area.

## Strategy

Nauroth is a powerful hero for the Adventure: Angmar subfaction, who works best alongside White Wolves but is effective standalone as well. He is dangerous for enemy armies right from the start thanks to his **Lunge** ability, which allows him to leap and cause area of effect damage wherever he lands. **Blood-freezing Howl** slows enemy units, along Angmar to either catch up to them or disengage more easily depending on the situation. The affected units also take increased damage from Wolves, which Nauroth can directly summon if he is level 6. **Wolf in Sheep's Clothing** is a powerful disruptive ability that turns enemies hostile against each other and can make defeating them much easier, although care must be taken not to cast this ability on one's own units by mistake. If Nauroth reaches level 8, **Ravenous Hunger** allows him to trample enemy units and can heal himself by dealing heavy damage to a target unit, which is especially effective in dealing with high-priority enemy heroes or monsters.
Harbingers of Shadow

* Portrait
* In Game

"During Sauron's long hiding in the mysterious lands of the East he attracted a dark following of sorcerers and Witch-lords. These evil men would grow learned in the dark arts of Morgoth, in time transforming themselves into the half-living Harbingers of Shadow and following Sauron on his journey back into the lands and affairs of his sworn enemies."
—Age of the Ring Team

Following his defeat at the end of the Second Age, Sauron fled to the East where he bided his time and slowly regathered his strength of old. Many men in these far lands were drawn to his presence and the most devoted among them were schooled in the devious practices of Morgoth and engaged in the worship of the two Dark Powers until they were corrupted in mind, body and soul.

When they finally ventured West with their new master, they were unrecognizable as the men they once were - being shallow husks of their former selves - and became known as the **Harbingers of Shadow**, warriors and sorcerers learned in forbidden lore and a dreaded host committed to the Necromancer of Dol Guldur.

In Age of the Ring, Harbingers of Shadow are a specialist swordsmen unit in Dol Guldur which are recruited from a level 2 Spire of Sorcery. They are limited to 3 battalions on the battlefield at a time.

## Abilities and Formation

**Deep Rot (W)** - Can be cast on a structure to deal damage over time. At rank 3, spawns several uncontrollable wraiths around the targeted structure. These Wraiths last a short time but can turn enemy units into Wraiths. Left click icon then left click on target building

**Level 2: Cold Steel (R)** - The Harbingers' attacks passively decrease armor by -15% and movement speed by -10%. Passive ability.

**Level 3: Withering Touch (T)** - Units within the radius take damage over time for 20 seconds. Affects both enemies and allies. Risen Dead are immune. Left click icon then left click on target area.

## Strategy

Harbingers could be considered a semi-heroic unit as they are limited, deal high damage and have a considerable amount of health. They are proficient in combat against infantry, with a slight AOE on their basic attacks that lets them deal with hordes, but are particularly effective when used against heroes, especially when using **Cold Steel**, and structures. **Deep Rot's** damage stacks and can be used to weaken a structure in preparation for attacks by Orc Ravagers or Saenathra's Sisters; at level 3, enemy units defending the affected structure are at risk of being turned to wraiths by the summoned wraiths surrounding the structure. **Withering Touch** is particularly useful at softening up groups of spammable units, it can be used preemptively before Dol Guldur's army engages the enemy or during combat if Risen Dead are at the front line, as they are immune to the damage.
Legions of Morgul

* Portrait
* Standard
* Upgraded
* Shield Wall

"As the terrible cry ended, falling back through a long sickening wail to silence, Frodo slowly raised his head. Across the narrow valley, now almost on a level with his eyes, the walls of the evil city stood, and its cavernous gate, shaped like an open mouth with gleaming teeth, was gaping wide. And out of the gate an army came."
—The Two Towers, The Stairs of Cirith Ungol

These orcs have been hardened by years of war with Gondor and are amongst the elite of Sauron's armies. A great host of these orcs under the command of the Gothmog and Witch-King laid siege to Minas Tirith during the War of the Ring. These Orcs had were similar in stature to Men and exhibited far more discipline than the standard orc rabble.

Legions of Morgul are one of Mordor's various elite swordsmen units, they are recruitable from a Fortress upgraded with Morgul Sorcery and so are mid-late game units.

## Abilities and Formations

**Shield Wall Formation (W)** - +33% armour, -20% damage, -40% speed.

**Sorcerous Steel**  - Melee attacks decrease enemy armour by 15% for 5 seconds. Debuff does not stack with itself. Passive ability.

## Upgrades

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

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

## Strategy

Legions of Morgul are considerably more difficult to access than Black Uruk Marauders and Variags of Khand due to being locked behind a fortress upgrade that costs 1500, but are a worthy investment in the mid-late game thanks to their high armour and formation. Their durability can be further increased with the multitude of leaderships and buffs Mordor has access to - the Legions benefit from Gothmog and Drummer Trolls' leadership, the Fortress' Beacon of Morgul ability and spellbook buffs. Legions of Morgul cannot be spammed as easily as standard orc units or Black Uruks because they are recruited from the Fortress, that is, unless the player uses the Call the Horde spellbook power which significantly reduces the recruitment time of all orc units, including Legions of Morgul. The Legions of Morgul are designed to act as a counter towards elite and heroic units. **Sorcerous Steel** allows them to reduce the armour of their targets, making them more vulnerable to attacks so that units that already deal high damage, such as Great Khân's Archers become even more dangerous.
Lookout Tower

"Treebeard put us down, and went up to the gates, and began hammering on the doors, and calling for Saruman. There was no answer, except arrows and stones from the walls."
—The Two Towers, Flotsam and Jetsam

Isengard was well defended from any standard army due to its high walls and various watch towers set up throughout the stronghold. It would have been folly for the people of Rohan to simply march upon Saruman and try to lay siege to Isengard. However, the ring of Isengard and its towers were ineffective at keeping the Ents at bay, when they stormed Isengard in retaliation of Saruman's desecration of the forest.

In Age of the Ring, Lookout Towers are defensive structures which fire arrows at nearby enemies. They can be garrisoned with archers who also fire at the enemy but cannot be attacked whilst the tower stands.

## Upgrades

**Fire Arrows (W)**- Upgrades this tower with fire arrows, increases the damage done by arrows. Cost: 200

## Strategy

Lookout Towers can be built anywhere on the map and can be used to limit the enemy's advance at specific points - particularly if multiple towers are built. They can be upgraded with fire arrows which increases the damage the tower inflicts. Towers are particularly useful at defending forward bases as they force the enemy to invest in siege weapons as their regular troops normally fall to the towers before they can destroy the forward unit recruitment buildings.
Mouth of Sauron (Adventure: Rhûn)

* Portrait
* In game

"At its head there rode a tall and evil shape, mounted upon a black horse, if horse it was; for it was huge and hideous, and its face was a frightful mask, more like a skull than a living head, and in the sockets of its eyes and in its nostrils there burned a flame. The rider was robed all in black, and black was his lofty helm; yet this was no Ringwraith but a living man. The Lieutenant of the Tower of Barad-dûr he was, and his name is remembered in no tale; for he himself had forgotten it."
—Return of the King, The Black Gate Opens

The Mouth of Sauron was the Lieutenant of Barad-dûr and the ambassador of Sauron. Much of his past is unknown as he himself had forgotten even his former name, but it was known that he was a Black Númenórean.

Ensnared by Sauron, he was taught much dark sorcery, which most likely prolonged the Númenórean's life far beyond what was natural. When Elessar rode to the Black Gate, the Enemy offered to parley through his Mouth. The emissary relayed Sauron's request: that the host of Gondor and Rohan retreat and that the Men of the West would be left to govern their affairs as vassals of the Dark Lord. Moreover, it seemed apparent that the Mouth of Sauron would take up residence in Isengard instead of Saruman - for his past misdeeds and attempts to cheat their master. When the Free People rejected his terms and threatened his life, the Mouth of Sauron fearfully rode back and set the entire Mordor host onto them.

While the Mouth of Sauron appears in standard play as a hero for Mordor, he is also a temporary summon for its Adventure: Rhûn subfaction. He is summoned using the **Herald of the Dark Tower** (15 PP) power alongside 2 battalions of Morgul Acolytes.

*For his Mordor counterpart in standard play, see the Mouth of Sauron page.*

## Abilities

**Dark Lord's Authority** - Modifier Type: Passive Debuff. Nearby enemy units suffer -25% damage and -20% armour. Passive ability

## Strategy

Although the Mouth of Sauron is less powerful as a temporary summon compared to his Mordor counterpart thanks to losing out on most of his abilities, this is balanced out by the fact that he is accompanied by 2 powerful battalions of Morgul Acolytes, elite Swordsmen akin to the Dunlending Huskarls. The Mouth of Sauron is able to passively debuff and weaken nearby enemy units with **Dark Lord's Authority**, which increases the overall effectiveness of not just the Morgul Acolytes but also the player's army in general. As he can be summoned anywhere on the map, he and his Morgul Acolytes can potentially be summoned behind or to the side of the enemy for a devastating flanking attack, or reinforce the player's main army with their collective power. However, it should be noted that his summon only lasts 60 seconds so the player will need to judiciously use him and his Acolytes lest he waste a 15 PP power for little gain.
Wild Saber Immortal

## Trivia

* He was beaten by the Divine Bat Emperor after he allowed Dongfang Zhuangshi to flee the Opposite Shore Realm for the Holy Glacial Lands which allowed the intervention of Celestial Thearch, he even tried to explain himself by saying that the spell formation was broken by a Soul Formation Stage cultivator, obviously the Divine Bat Emperor did not believe him, so he could only direct his hatred towards the cause of his suffering, An Lin.
Harondor Raiders

* Portrait
* In Game
* Upgraded
* Serpent's Lunge

"Then he was filled with a red wrath and shouted aloud, and displaying his standard, black serpent upon scarlet, he came against the white horse and the green with great press of men; and the drawing of the scimitars of the Southrons was like a glitter of stars."
—The Return of the King, The Battle of Pelennor Fields

The desert lands of Haradwaith were vast and cavalry forces were valued highly by the forces here. The horses used by Haradwaith's cavalry were raised in the desert, and so were used to travelling and fighting in hot weather. Those who rode on them accompanied Sûladan as he led his armies north, and in the Battle of Pelennor Fields, they fought against the cavalry armies of the Rohirrim. Though the fight was bitter, they fell to the superior mounted forces of their foes.

In Age of the Ring, the Harondor Raiders are a recruitable unit for Haradwaith. They can also be summoned by the Tribal Camp.

## Abilities and Formations

**Serpent's Lunge Formation (W)** - +25% damage, -25% armour, -25% crush deceleration.

## Upgrades

**Bronze Cuirasses (T)** - A nearby caravan is needed to enable this equipment. When equipped, significantly reduces the amount of damage taken. Cost: 300.

**Steel-Forged Blades (C)** - A nearby caravan is needed to enable this equipment. When equipped, increases the damage done by melee weapons. Cost: 300.

**Silken Banners (V)** - A nearby caravan is needed to enable this equipment. When equipped, increases the horde to level 2. Cost: 100.

## Strategy

The Harondor Raiders are the cheapest of the cavalry units for the Haradwaith faction. Like most cavalry units, they are used both for dealing with hordes of archers and swordsmen, and for harassing cavalry units. With the **Serpent's Lunge Formation**, they have a focus on aggressive actions, increasing their damage and trampling capability in exchange for survivability. Later in the game, the Raiders can be used alongside the more expensive Black Númenóreans Vanguard that are stronger. The primary support options for the Raiders are Sûladan and the Guards of the Serpent. The former can use his leadership to boost their combat abilities, while also using his abilities to grant a temporary boost in damage and make enemy structures more vulnerable. The latter can grant cavalry units a large temporary boost in specialist armour, allowing them to deal with pikemen far easier.
Monument to Tar-Araval

"Araval, grandsire to Arvedui, was a mighty Arthedinian king who went to battle against the dark forces of Angmar and returned victorious."
—Age of the Ring team

Tar-Araval was an Arthedinian king who was the grandsire of Arvedui. He fought against the forces of Angmar and achieved victory, creating a legacy of hope and inspiration that was sorely needed in the dark times of the Angmar wars. To maintain morale and hope within Arthedain, Arvedui would have several statues of him erected throughout Arthedain as a reminder to his citizens that even the darkest of times and despite the doom encroaching upon the last kingdom of Arnor, hope could yet prevail.

The Monument to Tar-Araval is a structure unique to the Adventure: Arthedain subfaction based on Gondor. It combines elements of both the Well and the Heroic Statue. It is also able to detect stealth in nearby units.

## Abilities

**Monument to Tar-Araval** - Modifier type: Leadership. Allies near the well gain +25% damage, +25% armour, earn experience +33% faster, and become immune to fear and terror. Replenishes health and units in nearby battalions.

## Strategy

The Monument to Tar-Araval is a useful support building for the Adventure: Arthedain subfaction of Gondor. It is slightly more expensive than the standard well, but makes up for this by serving as both a Well and a Heroic statue simultaneously. The Monument not only allows the player's armies to retreat to a forward-built Monument to heal up before re-engaging the player's army, but also makes it easier for that army to fight around the well itself if the enemy is advancing and the Monument needs to be protected thanks to the leadership bonuses that the Monument provides. It is strongly recommended for an Arthedain player to use the Monument as part of any forward base to help ensure the longevity of a player's troops.
Ithilien Watchtower

"We ever watch the shores nigh Osgiliath, which our enemies now partly hold, and issue from it to harry our lands."
—The Two Towers, The Window of the West

As part of their eternal vigil over the lands of Ithilien, the Rangers of Ithilien created wooden battle towers that blended in well with the surrounding woodlands and trees. These towers allowed the Rangers to keep watch over long distances, giving them a high vantage point to snipe at enemy forces and also alert the watchers to much larger enemy forces invading their lands.

The Ithilien Watchtower is one of the basic structures available to the Adventure: Ithilien faction based on Gondor. It can be created from a build plot of the Ithilien Citadel, and will fire arrows upon approaching enemies like other towers. It also provides utility by both significantly increasing command points and also periodically generating resources.

## Upgrades

**Bodkin Arrows (W)** - Upgrades this tower with Bodkin Arrows. Increases the damage caused by arrows. Cost: 200

## Abilities

**Watchful Eyes (E)** - Reveals shroud and summons three Ithilien Rangers in a target area. Left click icon then left click on target area.

## Strategy

The Ithilien Watchtower is the primary defensive structure that can be built from the plots surrounding the Ithilien Citadel. Although they cannot be garrisoned, the towers can be upgraded with Bodkin Arrows to further increase their damage output. The Watchtower also provides additional utility that other factions' towers do not, as it significantly increases CP by 100 and periodically generates +25 resources similarly to the rest of the Adventure: Ithilien faction's buildings. The Tower also has some scouting utility as **Watchful Eyes** allows it to lift the shroud over an area and summon three Ithilien Rangers that can harass enemy units passing by. It is worth building one or two surrounding the Ithilien Citadel base to slightly bolster its defenses in case the enemy attacks the Citadel directly.
Lossoth Hunters

* Portrait
* In Game
* Upgraded

"These are a strange, unfriendly people, remnant of the Forodwaith, Men of far-off days, accustomed to the bitter colds of the realm of Morgoth. Indeed those colds linger still in that region, though they lie hardly more than a hundred leagues north of the Shire. The Lossoth house in the snow, and it is said that they can run on the ice with bones on their feet, and have carts without wheels. They live mostly, inaccessible to their enemies, on the great Cape of Forochel that shuts off to the north-west the immense bay of that name; but they often camp on the south shores of the bay at the feet of the Mountains."
—Return of the King, Appendix A

The Lossoth were an isolated, unfriendly people living far to the north of Middle-earth around the Cape of Forochel. Though they mainly kept away from most affairs of others in Middle-earth, they were afraid of the power of the Witch-king and gave aid to Arvedui, the last King of Arnor, after he fled north when Fornost was invaded by the forces of Angmar. Accustomed to living in the cold climates of the north, the Lossoth are adept hunters, with their skills being put to the test in the Great Hunt of a mammoth.

The Lossoth Hunters are the Auxiliary Camp units for all factions in Forodwaith maps.

## Abilities and Formations

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

**Level 2: Hunting Trap (T)** - The Lossoth set a hunting trap on the ground. Enemies that walk across the trap are damaged and suffer -15% speed for 15 seconds. Does not affect creeps. Left click to activate.

## Upgrades

**Loyal Companions (R)** - Causes the battalion to be defended by sled dogs. Cost: 150

**Lossoth Huntmaster (V)** - when equipped, increases this battalion to level 2. Cost: 100

## Strategy

The Lossoth Hunters are an effective archer unit that is available for all factions in Forodwaith maps. They have relatively high health for archers, as well as elite armour by default, making them quite tanky. However, they have no damage or armour upgrades, and so can be outclassed in the late game by other archer options. **Loyal Companions** works similarly to the upgrade of the same name used by the Woodmen Hunters, spawning a number of smaller dogs that can attack enemies in melee. Though not a gamechanger, it is a simple way of giving them more protection for when enemies get up close. **Hunting Trap** is their primary ability, giving an additional source of damage while also providing some crowd control utility. This can be useful for maximising the arrows launched by the Hunters before the enemy gets close or allowing allies to escape difficult situations easier.
Battle Tower (Rivendell)

"From that time war never ceased between Sauron and the Elves.... In that time the stronghold and refuge of Imladris, that Men called Rivendell, was founded by Elrond Half-elven; and long it endured."
—Of the Rings of Power and the Third Age, The Silmarilion

The Sanctuary of Imladris was created during the War of Elves and Sauron. Since its creation, Rivendell has never fallen to the enemy. While the power of Elrond and Vilya has had a large effect on the defences, the Sanctuary is also guarded by many of the best elven warriors in Middle-earth.

The Battle Tower is a defensive structure for the Rivendell faction that will fire arrows on nearby enemies.

## Upgrades

**Swan-Feathered Arrows (W)** - Upgrade this battle tower's archer with Swan-Feathered Arrows. Increases damage done by arrows. Cost: 200

## Strategy

Battle Towers can be built anywhere on the map and can be used to limit the enemy's advance at specific points - particularly if multiple towers are built. They can be garrisoned with archers which increases the damage the tower inflicts. Towers are particularly useful at defending forward bases as they force the enemy to invest in siege weapons as their regular troops normally fall to the towers before they can destroy the forward unit recruitment buildings. The towers are especially important for Rivendell as the faction has no building guards by default (instead it must buy these guards through an upgrade at the Rivendell Library).
Khân's Guard

* Portrait
* In Game

"It is reported to us that many kings have ridden in from the East to the service of Mordor. From the North to the field of Dagorlad there is skirmish and rumour of war."
—Hirgon

The Khân's Guard were the personal guard of the legendary Easterling overlord, Vâh-rús, sworn to defend him unto death from any attack from the Free Peoples. Equipped with some of the toughest and most ornate armor in all of Rhûn and wielding deadly halberds that were of comparable quality to the expertly crafted axes of the elite Golden Axemen, the Khân's Guard were never far from their lord and master's side. If any enemy was unfortunate enough to get even close to Vâh-rús, the Khân's Guard would make them sorely regret their misfortune by viciously tearing them apart with their axes.

The Khân's Guard are a temporarily summoned elite Swordsmen unit that are temporarily summoned by Vâh-rús' **Onyx Emperor's Chosen**, if he is level 10 when the spell is cast.

## Strategy

The Khân's Guard are a temporary but powerful elite Swordsmen unit who are statistically identical to the Golden Axemen. Although they do not possess any skills, they are still a powerful semi-heroic Swordsmen unit with high health and armour, and deal splash damage with their attacks which allows them to cleave through armies if not checked by cavalry and elite archers. Their nature as a temporary summon means they can be brought forth to the battlefield at an unpredictable time to throw the enemy off guard or protect Vâh-rús if he is at risk of being overwhelmed, and they last quite a long time for a summoned unit. Their already high combat prowess is immediately enhanced even further by Vâh-rús' **Rân's Authority** leadership since they are summoned right next to him, and they can be further buffed by their master's **Warlord's Demand** spell. While only one unit of these elite warriors is summoned by Vâh-rús at a time, they can still provide vital reinforcements for Rhûn's army and can be a devastating force if utilized correctly.
Oathsworn Warriors

* Portrait
* In Game
* Upgraded
* Shield Wall

"After usurping the Dúnedain throne of Rhudaur, the Hillmen swore many oaths to the Witch-king, binding themselves in servitude to their dark master."
—Age of the Ring team

Many of the Hillmen of Rhudaur had a bitter hatred for the Dúnedain who ruled those lands, seeing them as little better than unworthy usurpers. When the Witch-king offered them the opportunity to overthrow the Dúnedain and reclaim Rhudaur for themselves in exchange for servitude and loyalty, the Hillmen gladly accepted the offer and pledged their loyalty to Angmar. These Oathsworn Warriors, led by Úlf the Váldúgr, would make up the majority of the evil men who served the Witch-king, being instrumental to their dark master’s conquest of Rhudaur and the destruction of Cardolan and eventually Arthedain afterwards.

The Oathsworn Warriors are a Swordsmen unit for the Adventure: Angmar subfaction based off Dol Guldur. They are recruitable from a level 1 Ancestral Hall.

## Abilities and Formations

**Slow Decay** – Units are continually drained by the Witch-king’s magic, slowly losing health over time. Slow Decay can be countered by Shivering Presence from nearby Angmar structures and the Witch-king. Passive ability.

**Shield Wall Formation (R)** - +33% armour, -40% speed.

**Level 2: Northern Fury (T)** – Oathsworn Warriors gain +15% damage and +50% knockback resistance for 30 seconds. Left click to activate.

## Strategy

The Oathsworn Warriors are Swordsmen units for the Adventure: Angmar subfaction of Dol Guldur who are similar statwise to the Dunlending Axemen from Isengard. However, unlike their Dunlending counterparts, they do not get any upgrades beyond the Black Banners. They also suffer from Slow Decay, which means they are slightly stronger if a source of Shivering Presence is nearby but also start taking damage over time outside of it. Nevertheless, they are still much more durable and effective in battle than Angmar Snaga, especially if they are fielded alongside Úlf the Váldúgr, who provides a passive leadership bonus to their armor and damage. They can also cast **Northern Fury** to temporarily increase their damage and resistance to knockback. Thus, they are an option for Angmar players if they want to have competent Swordsmen units that are not as costly as Angmar Ravagers and/or if they do not have access to **Fell Spirits** to summon Risen Dead.