recursal/Fanatic-Fandom huggingface dataset:
Woodland Feast

"I was having such beautiful dreams. I dreamed I was walking in a forest rather like this one, only lit with torches on the trees and lamps swinging from the branches and fires burning on the ground; and there was a great feast going on, going on for ever. A woodland king was there with a crown of leaves, and there was a merry singing, and I could not count or describe the things there were to eat and drink."
—Bombur

The Elvenking and his people would often venture into the forest for their great feasts. These were often grand affairs with food for all and songs that would spread throughout the trees. However, if an outsider come across one of these feasts, the elves would disappear into a sudden darkness, leaving the intruder disoriented with nothing left behind. During the Quest for Erebor, the Company of Thorin Oakenshield were imprisoned by the Silvan Elves for intruding on these feasts.

The Woodland Feast is a summonable structure for the Woodland Realm. It is will only stay on the battlefield for 180s.

## Function

The Woodland Feast will continuously heal them nearby troops and grant them +33% armour and damage.. It also has the following ability:

**Move Feast (W)** - Move the Feast to a different location on the battlefield. Left click icon then left click on target area.

## Strategy

The Woodland Feast is a powerful support structure for the faction. It can act as a combination of a heroic statue and a well, granting nearby allies large bonuses in combat. This can help the fragile Silvan Elves last longer in combat in particular and so should be used on the frontlines of the battlefield where it can affect the largest number of troops. When combined with the faction's other sources of healing such as the Well of Wine, Galion and a Druid of the Oaken Order, Woodland Realm troops can lost a long time in combat, despite their low health and armour. The Feast is unique among structures as it can move across the map with its abilities. This has the bonus of being able to move along with the army to provide continuous support, as well as being able to prevent enemy forces from destroying it. This can allow the Feast to also act as a distraction, allowing your own forces to move unhindered while the enemy attacks the structure before moving the Feast to a separate location entirely.
Yeomen Spearmen

* Portrait
* Standard
* Upgraded
* Porcupine

"I want every man and strong lad able to bear arms, to be ready for battle by nightfall. We will cover the causeway and the gate from above. No army has ever breached the deeping wall or set foot inside the Hornburg."
—Théoden

In times of war, men of Rohan wealthy enough to own a plot of land would organize themselves into regiments and take up arms to defend their homes. These men wielding spears were positioned at the gates of the Hornburg to drive off any Uruk-Hai that attempted to enter the stronghold. Many of these men were mere farmers, both young and old, but were inspired by Aragorn to hold on to hope even when the battle seemed bleak.

In Age of the Ring, Yeomen Spearmen are a pikemen unit for Rohan, recruitable from a Farm or Windmill.

## Abilities and Formations

**Porcupine Formation (W)** - The units form a circle with pikes extended. Battalion cannot move and gain +75% armour.

## Upgrades

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

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

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

## Upgrades

Yeomen Spearmen are important units throughout the game: they are necessary for creeping warg and troll lairs along with Yeomen Archers to boost the player's economy in the early game and then are required to protect Rohan's archer units from enemy cavalry charges. As with any pikemen unit, Yeomen Spearmen can be used to overwhelm and take down enemy heroes - especially when they are fully upgraded. **Porcupine** formations allows them to provide greater protection to archers as the they have increased armour and so can withstand more cavalry charges. A flaw in **Porcupine** formation however, is that it leaves the Spearmen susceptible to enemy archer fire as they cannot move to engage the enemy whilst in formation. Like the peasants, they can be spammed out from any resource structure, though the player must be careful to balance this with their resource production.
Shagrat

* Portrait
* In Game

"Sam to his amazement saw that one of the sprawling bodies was moving. It was crawling. It put out a claw and clutched the bundle. It staggered up. In its other hand it held a broad-headed spear with a short broken haft. It was poised for a stabbing thrust. But at that very moment a hiss escaped its teeth, a gasp of pain or hate. Quick as a snake Shagrat slipped aside, twisted round, and drove his knife into his enemy’s throat.
"Got you, Gorbag!" he cried. "Not quite dead, eh? Well, I’ll finish my job now." He sprang on to the fallen body, and stamped and trampled it in his fury, stooping now and again to stab and slash it with his knife."
—The Return of the King, The Tower of Cirith Ungol

Shagrat was an Uruk-captain stationed in the tower of Cirith Ungol towards the end of the War of the Ring. He harboured a terrible grudge with Gorbag, the orc-captain of Minas Morgul, with whom he discovered the body of Frodo in Shelob's lair. The two captains brought Frodo to Cirith Ungol and claimed his possessions, until Gorbag instigated a brawl between his orcs and Shagrat's uruks over Frodo's mithril vest. Shagrat survived the massacre, killed Gorbag and managed to flee to Lugbúrz with the mithril vest.

In Age of the Ring, Shagrat is a hero in Mordor recruitable from the Fortress.

## Abilities

**Fierce Rivalry** - When near Gorbag, Shagrat slowly takes damage over time. Unlocks Brawl ability for Black Uruk Marauders allowing to kill friendly Orc Warriors or Legions of Morgul to gain combat experience. Passive ability.

**Captain of the Tower (R)** - Mordor Towers and Orc Archers near Shagrat gain +15% vision, +15% range, and +15% damage. Passive ability. At rank 3, spawns a temporary horde of Black Uruk Marauders when used on an allied or enemy building. Left click icon then left click on target building.

**Level 5: Captain of Lugbúrz (T)** - Nearby Black Uruk Marauders gain +25% armor. Passive ability. Can be activated to grant +25% damage to nearby Orc Warriors and Black Uruk Marauders as well as knockback damage to Shagrat for 20 seconds. Left click to activate.

**Level 7: Covetous Uruk (C)** - Shagrat and nearby Black Uruk Marauders steal resources from slain foes. Passive ability.

## Strategy

Shagrat acts as a tanky hero who supports Mordor's orc units and defences. Captain of the Tower is particularly powerful in the early game due to how spammable Orc Archers are; the additional range and damage stacks with the horde bonus triggered by orcs being in numbers greater than 100. It can also strengthen the defences of a forward base due to Battle Towers also being affected by the buff. Black Uruk Marauders benefit most when Shagrat is on the field as they gain additional armour with **Captain of Lugbúrz** and are able to steal resources from enemies - thus enabling Mordor to afford more elite units or heroes. It is recommended to keep Shagrat at a distance from Gorbag, as they begin fighting if left alone which drains both of their health.
White Company Guardians

* Portrait
* In Game
* Upgraded
* Spear Wall

"Stout warriors, handpicked by Beregond, guard the forest-halls of fair Ithilien."
—Age of the Ring

The White Company was the personal bodyguard of the Prince of Ithilien Faramir, created by King Aragorn II Elessar after the end of the War of the Ring with Beregond as their captain. Several of these warriors were expertly able to wield spears, which they used to defend the forest-halls of Ithilien and their liege lords from any enemy who would dare to invade them.

The White Company Guardians are an elite Pikemen unit recruitable from the Citadel of the White Company. They come automatically equipped with Heavy Armor, but are only limited to 3.

## Abilities and Formations

**Spear Wall Formation (W)** - The units form a Spear Wall. Units lose 40% speed, gain resistance to knockback, decelerate crush, and gain +33% armour.

**Level 2: Solemn Duty** - White Company Guardians grant nearby allied heroes +10% armour. Passive ability.

**Level 4: Unscathed (T)** - White Company Guardians gain +50% armour and resistance to knockback but lose 40% speed for 30 seconds. Left click to activate.

## Upgrades

**Banners of the White Tree (V)** - Increases this battalion to level 2. Can only be purchased at level 1. Cost: 100

## Strategy

The White Company Guardians are an elite Pikemen unit that can only be recruited from the Citadel of the White Company. Although they cannot be given offensive upgrades, they are the most durable of the Adventure: Ithilien faction's units by a considerable margin thanks to both their higher health as well as automatically coming equipped with Heavy Armor. Their already impressive endurance can be heightened even further by both **Spear Wall Formation** as well as **Unscathed**, which both increase armour and knockback resistance at the cost of losing speed. Thus, both of these should only be utilized when the White Company Veterans are already right in the frontline, where they can endure a prolonged period of punishment from enemy forces while other units can attack them safely. **Solemn Duty** allows them to support heroes around them by slightly increasing their armour. They are best utilized alongside Beregond, who can provide a significant damage boost alongside knockback and ranged immunity with his Devotion skill.
Undead Monstrosity

* Portrait
* In Game

"Slowly it rose from its shallow pit: a hulking creature, its massive, bleached white bones sticking through its sagging skin every which way, their joints held together by chains and massive steel bolts. Its mouth ajar, its eyes hollow and dead, it looked around as if confused, groaning sorrowfully ere it noticed us..."
—AotR Canon

The servants of The Necromancer were tormented almost as much as his enemies and for many of them, death was no escape. The Necromancer experimented on the rotting bodies of his fallen beasts: rendering them painless, increasing their durability and reanimating them with evil spirits so that they could continue to spread the corruption of Dol Guldur .

The Undead Montrosity is a hero for Dol Guldur that is temporarily summoned by the Undead Monstrosity spell book power. It remains on the battlefield for 90 seconds.

## Abilities

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

**Toxic Bile (R)**- The Undead Monstrosity spews out a load of toxic bile within the selected radius. Enemies caught within take strong damage over time. Left click icon then left click on target area.

**Hooked! (T)**- Target enemy hero or unit is hooked and rooted in place for a short time, during which its armor and attack damage is decreased by 50%. Left click then left click on target.

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

## Strategy

The Undead Monstrosity is easily the tankiest unit in Dol Guldur, it has a significant amount of health and poses the threat of exploding and dealing strong poison damage if not killed within its timer duration. Thus, enemy units' attention must be diverted to the Undead Monstrosity to minimise the damage it can inflict; this however leaves them vulnerable to the rest of Dol Guldur's army and heroes. The Undead Monstrosity is dangerous itself as it debuffs nearby units with **Putrid Presence**and deals good poison damage to large numbers of enemies with **Toxic Bile** - making these damaged units prime targets for The Necromancer's Abhorred Dread to replenish Dol Guldur's army with Risen Dead temporarily. **Hooked!**leaves enemy heroes particularly vulnerable and is devastating when cast with Krimpûl the Torturer nearby, as he can cast Imprison on any enemy hero that survives the initial onslaught.
Serf Bowmen

* Portrait
* In Game
* Upgraded

"The hunters of the plains and darkwoods of the distant East are not free: they belong to whichever warlord lays claim upon their training grounds, and must serve him when called upon in times of war."
—Age of the Ring team

The plains and darkwoods of Rhûn are inhabited by several hunters who, while vastly inferior to the Easterlings who make up the Great Khân's armies, are skilled archers in their own right. Oftentimes, an Easterling warlord sees the potential in these men as warriors and will conquer their village and lands, subjugating them and gaining their service as serfs in exchange for sparing them from utter destruction and some degree of protection. When Sauron issued the call to war against his enemies, the Easterlings would call upon the service of the serfs, using them as cannon fodder to soften up their enemies while the elite soldiers of the Great Khân's would wait for their enemies to be weakened before joining the fray.

The Serf Bowmen, or Heltân-yûnax, are a basic Archer unit available to the Adventure: Rhûn subfaction based on Mordor. They are recruitable from a Level 1 Rhûn Archery Range.

## Abilities

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

**Level 3: Forced Service (R)** - Heltân-yûnax quickly replenish their forces with 4 new recruits. Left click to activate.

## Upgrades

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

## Strategy

The Heltân-yûnax are a cheap, spammable archer unit available to the Adventure: Rhûn subfaction. They have a low cost but large battalion size, allowing the player to recruit them in large numbers to overwhelm the foe. However, this comes at the expense of individual strength, with the unit being weaker than most archers and being unable to purchase upgrades for armour or damage. While they may not be powerful individually, they gain a Horde bonus of +35% armour when there are 40 Serf Spearmen, Serf Bowmen, or Variags of Khand present in a group. Thus, it is recommended to gather as many Serfs and Variags in a group as possible to increase the Serf Spearmen's durability and overall effectiveness in combat. They also gain **Forced Service** at level 3, which allows them to immediately replenish some of the battalion to to further enhance their spam capabilities. That being said, it is likely that the Serf Bowmen will be phased out by the player in the mid-late game in favor of the elite Great Khân's Archers once the player's economy has stabilized.
Siege Grounds

* Level 1
* Level 2
* Level 3

"But everywhere he looked he saw the signs of war. The Misty Mountains were crawling like anthills: orcs were issuing out of a thousand holes. Under the boughs of Mirkwood there was deadly strife of Elves and Men and fell beasts. The land of the Beornings was aflame..."
—The Breaking of the Fellowship, The Fellowship of the Ring

As the Woodland Realm and the Vale of Anduin were assaulted by the forces of Moria and Dol Guldur, their armies needed ways to defend their homes and strike back at their foes. This opportunity came when Thranduil's armies won the Battle Under the Trees and proceeded to assault the fortress of Dol Guldur with the armies of Lothlórien. Meanwhile, Grimbeorn and his people were able to strike at the fortresses of the Goblins of the Mountains, putting an end to the threat on the Vale of Anduin.

The Siege Grounds is a recruitment structure for the Woodland Realm which provides access to the faction's siege weapons.

## Upgrades

**Upgrade Siege Grounds to Level 2 (A)** - Allows training of Haehadron. Heals nearby damaged siege engines. +10% faster build speed. Cost: 500

**Upgrade Siege Grounds to Level 3 (A)** - +25% faster build speed. Increased healing to nearby siege engines. Cost: 300

## Function

The Siege Grounds can recruit the following units:

 Distant-thrower | Siege

## Strategy

The Siege Grounds is a vital structure for the Woodland Realm as it provides the faction's siege weapons. The Beorning Battering Ram is a powerful melee weapon. It can deal higher damage than most other rams but is slower and so must be protected with an army when assaulting a fortress. The Distant-Thrower is a ranged ballista that also has very high damage, but has low health and is more vulnerable to attack. With enough cover, it can deal heavy damage to a foe's defences however. It can be useful to build the Siege Grounds in a forward position to apply more constant pressure on an enemies base and reduce the time taken to reach the front line. It can also be placed in a more obscure location on the map to prepare for an attack from another position that can catch the enemy by surprise.
Warg Sentry

"A wolf snapped - at his cloak as he swung up, and nearly got him. In a minute there was a whole pack of them yelping all round the tree and leaping up at the trunk, with eyes blazing and tongues hanging out."
—The Hobbit, Out of the Frying Pan into the Fire

A distinct breed of Warg was bred by the corrupted Wizard Saruman in the caverns of Isengard, before being cultivated into bloodthirsty creatures by the orc captain Sharku. These Wargs could be ride out mounted by orcs to meet the Rohirrim in battle, although some remained in Isengard to as a defensive measure against possible attacks from the Riders of Rohan.

In Age of the Ring, the Warg Sentry is a defensive structure for Isengard which spawns three Wargs, each with 900 health, to defend the structure and attack any nearby enemy.

## Strategy

Warg Sentries serve as a slightly less expensive alternative to the Lookout Tower; the Wargs deal significantly more damage against swordsmen and archer units which get to close but are also much more vulnerable to pikemen and archers at range compared to Towers. They are still useful when built alongside Lookout Towers, especially when used to defend forward bases as the Wargs can dispatch swordsmen and cavalry units attacking the position whilst the Tower and garrisoned archers can focus on pikemen and archer units. If the player has a level 3 Warg Pit, all Warg Sentries across the map will be improved as they will be protected by a fourth warg.
Toradan

* Portrait
* In Game

"A veteran of many skirmishes with the orcs of the Misty Mountains, Toradan is a stout warrior whose presence alone inspires fear into the black hearts of the enemy."
—Age of the Ring team

The Dúnedain Rangers were all skilled warriors and protectors of the North, and few exemplified this more than Toradan. Toradan was one of the most skilled and fiercest warriors among the Dúnedain, and he fought against the orcs of the Misty Mountains with such skill and ferocity that he would inspire a reputation of dread amongst the servants of the Enemy in those lands.

In Age of the Ring, Toradan is a recruitable Hero for the Adventure: Grey Company subfaction based on Gondor, as well as a playable hero in the Lord of the Rings campaign.

## Abilities

**Wide Sweep (W)** - Toradan swings his sword hard, dealing damage to and knocking back everything around him. Left click to activate.

**Grizzled Warrior (R)** - For 20 seconds, Toradan reflects a portion of the damage dealt to him. Left click to activate.

## Strategies

Out of all the unique Dúnedain heroes, Toradan is the one best suited to fighting against armies. **Wide Sweep** allows him to deal damage to and disrupt enemies around him by knocking them back. **Grizzled Warrior** allows him to reflect damage he takes back at the enemy, meaning that the enemy army will suffer damage or losses just by engaging him. He is best suited for open, large-scale engagements where his abilities allow him to take a heavy toll on enemy units with an army supporting him to take advantage of the opening he provides.
Uruk-hai Pikemen

* Portrait
* Standard
* Upgraded
* Spear Wall

"A new power is rising, its victory is at hand. This night, the land will be stained with the blood of Rohan. March to Helm's Deep, leave none alive. To war! There will be no dawn for Men."
—Saruman

Preparing to eradicate the Horse-Lords of Rohan, Saruman outfitted great numbers of his Uruks with long pikes.

Uruk-hai Pikemen are Isengard's elite pikemen unit which are recruitable from a level 2 Uruk Pit. They can also be summoned with the Isengard War Camp from the Build Me An Army (15PP) power with heavy armour. They rank among some of the best pikemen in the game and so are excellent counters to even elite cavalry. Their effectiveness can be maximized by making use of their formations and unit upgrades.

## Formations and Abilities

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

**Level 3: Bloodlust -**Bloodlust grants Uruk-Hai +25% damage. Passive ability.

## Upgrades

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

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

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

## Strategy

Uruk Pikemen are amongst the most elite of pikemen units and so Isengard players should aim to replace Wildmen Spearmen with them in the mid-late game, when they have established a strong economy due to the Uruk Pikemen's high price. Fully upgraded Uruk Pikemen are capable of stopping most cavalry and monster units, particularly when using their **Spear Wall Formation;** either immediately killing oncoming charges or slowing them down enough for other troops to pick them off. Isengard can enhance Uruk Pikemen's deadliness by researching the Fighting Uruk-Hai focus, which grants Uruk Pikemen (and Uruk-Hai) +30% damage, +70% experience gain and decreases their cost by 20%.
White Wolves

* Portrait
* Standard
* Pack Alpha

"Fear! Fire! Foes!
The Brandybucks were blowing the Horn-call of Buckland, that had not been sounded for a hundred years, not since the White Wolves came in the Fell Winter, when the Brandywine was frozen over.
Awake! Awake!"
—Fellowship of the Ring, A Knife in the Dark

The Fell Winter lasted between TA 2911 to 2912 and was a particularly harsh season that resulted in the Brandywine River freezing over. This gave Orcs and White Wolves, rarely seen in Eriador, free passage into the Shire. The White Wolves were eventually driven out but are thought to still roam the frozen barrens of Forodwaith where they may be coerced into allying with the Forces of Darkness once more.

In Age of the Ring, White Wolves are an elite cavalry unit in Misty Mountains recruitable from the Ruin of Angmar once it is summoned by its spell book power. Six individual White Wolves are also summoned by Golfimbul's Level 3 **White Wolves of Forochel** ability.

*For their counterparts in the Adventure: Angmar subfaction, see the White Wolves (Adventure: Angmar) page.*

## Abilities

**Level 3: Howl (W)** - White Wolves temporarily terrify enemy units. Left click to activate.

**Level 3: Winter Coat** - Pierce resistance is increased by 50%. Passive ability.

## Upgrades

**Pack Alpha (V)** - When equipped, increases this battalion to level 2. Research upgrade at Goblin Hoard to enable this equipment. Cost: 100

## Strategy

White Wolves are a more elite cavalry unit compared to Misty Mountain's other cavalry units because of their larger amount of health and their ability to terrify enemy units with **Howl** - this enables friendly units to dispatch the enemy with little resistance. Despite their increased health, White Wolves are still vulnerable to pikemen and so must be carefully managed to prevent reckless charges. They benefit not only from Golfimbul's **Chieftain of Mount Gram** passive leadership but also his active **Hatred for the Free Folk** ability, which significantly increases White Wolves' health and armour by +100%. Keeping the White Wolves alive throughout the game can be more rewarding as **Winter Coat** can improve their longevity and resistance to archers.
Wights

* Portrait
* In Game

"Cold be hand and heart and bone,
and cold be sleep under stone:
never more to wake on stony bed,
never, till the Sun fails and the Moon is dead.
In the black wind the stars shall die,
and still on gold here let them lie,
till the dark lord lifts his hand
over dead sea and withered land."
—Barrow Wight incantation

The Wights are the undead that have been unable to leave Middle-earth due to dark sorcery. The effects of Sauron's rings would often leave their users in such a state, as would the Morgul Knives of the Nazgul. The Wights would find it almost impossible to interact with the physical world without the use of the clothes and weapons, and would mainly rely on an aura of fear.

A battalion of 3 Wights can be summoned by the Golden King of Abrakhân's Guard of Abrakhân power, sacrificing his own guards in the process.

## Abilities

**Black Dread** - Modifier Type: Passive Debuff. Nearby enemies suffer -25% damage and -20% armour. Does not stack with other debuffs. Passive ability.

## Strategy

The primary use of the Wights is to debuff enemies in combat, using **Black Dread** to weaken them and make it easier for allies. The Wights themselves are effective in combat. Their attacks will ignore enemy armour and also regain health with every hit, allowing them to endure for a while in combat, maximising the time that **Black Dread** can be effective. Despite this though, focused attacks from archers or heroes will be able to overwhelm their health regeneration and bring them down.
Âmazhir Caravan

* Portrait
* In Game
* Deployed

"The Âmazhir are an ancient tribe of nomads. None are more intimately familiar with the vast South-lands of Middle-earth, or more privy to its many secrets."
—The Age of the Ring Team

Not all who lived in Haradwaith lived in towns or cities. Some lived a nomadic lifestyle, always on the move. Despite this solitary lifestyle, these nomads were welcoming to travellers who came across them. In spite of their own poverty, guests would be treated well with the highest hospitality. These nomads knew plenty of secrets of these lands and would be willing to share their secrets to other travellers, helping to keep them safe.

The Âmazhir Caravan is a special unit for Haradwaith. It can be deployed across the map to provide support for allies.

## Abilities

**Make Camp (W)** - Âmazhir Caravan deploys to become Âmazhir Camp. Âmazhir Camp passively grants various buffs and can replenish units with Blackest of Teas. Left click to activate.

**Blackest of Teas (R)** - Caravan must be deployed. Replenishes one fallen unit in nearby battalions. Left click to activate.

**Blessing of Mâhan** - Caravan must be deployed. Modifier Type: Leadership. Allies near the Camp gain +33% armour. Passive ability.

**Blessing of Shâhad** - Caravan must be deployed. Modifier Type: Leadership. Allies near the Camp gain +33% damage. Passive ability.

**Wind Demon's Favour** - Caravan must be deployed. Modifier Type: Leadership. Allies near the Camp earn experience 50% faster. Passive ability.

## Strategy

Along with the Southron Trade Caravan, the Âmazhir Caravan is a key part of the faction. Like the Trade Caravan, the mobility of the Âmazhir Caravan allows it to be used across the map to set up forward bases on the front line. Once deployed, the Âmazhir Caravan acts as a heroic statue, providing buffs to units for armour, damage and experience gain. In addition, the Caravan can use **Blackest of Teas** as an active ability to replenish armies, combining the functions of a traditional heroic statue and a well (though the Caravan is unable to heal units).
Tauriel

* Portrait
* In Game

"It is our fight. It will not end here. With every victory this evil will grow. If your father has his way, we will do nothing. We will hide within our walls, live our lives away from the light and let darkness descend. Are we are not part of this world? Tell me, Mellon, when did we let evil become stronger than us?"
—Tauriel, Desolation of Smaug

Tauriel was a Silvan Elf who served as the Elvenking's captain of the guard alongside his son, Legolas. Tauriel and her Rangers were highly efficient in their patrols and kept the Elvenking's forest clear of spiders and other foul creatures that dared to trespass into the Woodland Realm. During the Battle Under the Trees, the Necromancer of Dol Guldur sent forth legions of the dead to raze the Greenwood. Thranduil was able to secure victory thanks to the actions of Tauriel and her force of Silvan Elves who led the various ambushes against the undead hordes.

In Age of the Ring, Tauriel is a recruitable hero in Woodland Realm.

## Abilities

**Silvan Captain** - Nearby Silvan units gain +25% vision & attack range and +25% experience gain. At Level 3, nearby Silvan units ability cooldown times are reduced by 25%. Passive ability.

**Level 3: Eyes and Ears (R)** - Tauriel calls a group of stationary Taurdrim to defend targeted location. They are immobile, but remain stealthed when not attacking. Left click icon then left click on pathable location.

**Level 4: Fleet-footed (T)** - Modifier Type: Spell. Nearby infantry gains +20% movement speed. Stacks with Leadership and Spells. Left click to activate.

**Level 5: Close Quarter Combat (C)** - Tauriel temporarily uses her twin daggers. Increases attack damage by +33% and deals splash damage. Left click to activate.

**Level 8: Daughter of the Forest (V)** - Tauriel is able to disappear into the trees when she wishes. Tauriel teleports to target area. Left click icon then left click on pathable location.

## Strategy

Tauriel is an incredibly useful hero in the early game due to her low cost and ability to buff Silvan units with additional experience gain and vision, with the additional cooldown time reduction at level 3 - this leadership facilitates Silvan units leveling up to level 2 faster and being able to use Evasion more frequently so that they can perform hit and run attacks more frequently. Tauriel can also enhance Silvan units' speed advantage with Fleet-footed, which when combined with Evasion and Elvenking's Road can allow Silvan troops to move at exceptionally fast speeds so that they can retreat, flank or move to defend at incredibly fast speed. Tauriel herself is quite vulnerable to damage but is relatively quick and deals decent damage at range, **Close Quarters Combat** is especially effective against single targets such as heroes and monsters as she deals additional damage. Once Tauriel reaches level 8, killing her becomes a particularly difficult task thanks to **Daughter of the Forest**, which allows her to teleport a short distance out of harms way, such as behind Woodland Realm's front line of units.
Treason of Isengard

* Loading Screen
* Map Layout

"Saruman: A friendship with Saruman is not lightly thrown aside. One ill turn deserves another. It is over. Embrace the power of the Ring or embrace your own destruction!
Gandalf: There is only one Lord of the Ring. Only one who can bend it to his will. And he does not share power.
Saruman: So you have chosen death."
—Fellowship of the Ring

Frodo awakens in Rivendell, healed from the Morgul poisoning thanks to the skill of Lord Elrond. He finds that Gandalf has arrived and so he questions the wizard as to why he did not meet them in Bree as they had planned. Gandalf explains that he had traveled to Isengard to meet Saruman the White, the leader of the Istari order, to seek guidance; it soon became clear that Saruman had been corrupted and coveted the One Ring for himself. When asked to join Saruman, Gandalf refused and so was imprisoned in Orthanc before escaping with the aid of Gwaihir.

Treason of Isengard is the fourth mission in the Lord of the Rings Campaign, the player controls Gandalf the Grey who must be kept alive otherwise the mission is failed.

## Guide

**New Objective - Defeat Saruman**

After the cinematic showing the reveal of Saruman's treachery, players are immediately thrown into a boss fight with Saruman. He is able to cast **Lord of Orthanc** before Gandalf can attack but is then vulnerable to attacks. It is advised to not use **Disturber of the Peace** on Saruman as it can be used on the Wildmen of Dunland battalions later in the mission.

Once Saruman reaches 75% health, he casts **Fireball** and becomes unattackable. A horde of Wildmen enter the chamber and must be killed before Saruman can be attacked again - players can choose to use Disturber of the Peace now or continue to save it for when Gandalf is at low heath. These Wildmen must not be underestimated - they can inflict significant damage on Gandalf before they are killed.

This process is repeated when Saruman reaches 50% and 25% health. Player may have to use the spell book power Kingsfoil to replenish Gandalf's health for long enough to complete the mission. Alternatively Gandalf can take a reprieve in the library as enemies will not pursue him into it - giving him a chance to heal more. Once Saruman has lost a sufficient amount of health, the mission is complete.
Sam

* Portrait
* Ingame

"**Sam**: 'I wonder if people will ever say, 'Let's hear about Frodo and the Ring.' And they'll say 'Yes, that's one of my favorite stories. Frodo was really courageous, wasn't he, Dad?' 'Yes, my boy, the most famousest of hobbits. And that's saying a lot.'
**Frodo**: 'You've left out one of the chief characters - Samwise the Brave. I want to hear more about Sam. Frodo wouldn't have got far without Sam.'
**Sam**: 'Now Mr. Frodo, you shouldn't make fun; I was being serious.'
**Frodo**: 'So was I.'"
—The Two Towers

Samwise Gamgee was Frodo Baggins' servant. He was the one who cared for Frodo the most and joined him after the Breaking of the Fellowship on the way to Mordor. He rescued his master, first from Shelob and then from the Tower of Cirith Ungol. He was also one of the only people to reject the temptation of the One Ring Sam carried Frodo up the slopes of Mount Doom on his back out of love for his friend and master. After the War of the Ring, he married Rosie Cotton and said farewell to Frodo at the Grey Havens. He lived his life in the Shire, finishing the Red Book and telling the tales of the past to the other Hobbits. When his wife died, he at last sailed to the Undying Lands to be reunited with Frodo.

In the Age of the Ring, Samwise can be summoned by Frodo and will be on the battlefield permanently until his death.

## Abilities

**Level 1: Toggle Rocks/Sword (W)** - Left click to toggle between melee and rock throwing mode.

**Level 1: Elven Cloak (R)** - Become invisible when standing still. Left click to activate.

**Level 1: Don't You Lose Him** - Frodo gains +100% armour when around Sam. Passive ability

**Level 1: That's For My Old Gaffer! (C)**- Sam temporarily gains +100% damage and +100% armour. Left click to activate.

**Level 1: Rabbit Stew (V)** - Summons a pot of stew that heals nearby units and detects stealth. Left click on icon then left click on target position.

## Strategy

Samwise is summoned from Frodo as as way of assisting him. Frodo is able to gain double armour when around Sam, making him vital for keeping the Ringbearer alive. Sam is able to fight better than Frodo, using **That's For My Old Gaffer!** to make himself a lot stronger (however he is still a Hobbit so the player must still be careful). He can therefore act as a hero killer for a time to protect his master. Sam can assist nearby units by placing his **Rabbit Stew** close to him to heal them outside combat. Sam also has the bonus of being a permanent summon compared to most other summoned heroes and can be summoned almost instantly again after his death if the power has cooled down.
Pinnath Gelin Riders

* Portrait
* Standard
* Upgraded

"And so the companies came and were hailed and cheered and passed through the Gate, men of the Outlands marching to defend the City of Gondor in a dark hour; but always too few, always less than hope looked for or need asked.... Hirluin the Fair of the Green Hills from Pinnath Gelin with three hundreds of gallant green-clad men."
—Return of the King, Minas Tirith

As Pinnath Gelin was a loyal province of Gondor, Hirluin marched some three-hundred well-armed soldiers to the aid of Minas Tirith during the Battle of the Pelennor Fields. These riders fought hard to defend the White City from the forces of Sauron, even at the cost of their lord Hirluin.

In Age of the Ring, Pinnath Gelin Riders are the basic cavalry unit for Gondor, which are recruitable from a level 1 Stables in standard play. They are also recruitable from a level 3 Barracks in the Adventure: Grey Company subfaction,

## Abilities and Formations

**Level 4: Armaments of the White City**- Modifier Type: Level. Units permanently gain +20% armour. Stacks with leaderships and spells.

## Upgrades

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

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

## Strategy

Pinnath Gelin Riders are Gondor's basic cavalry unit which are useful at harassing the enemy's economy in the early game, they can also be used in combat to flank around and charge unprotected swordsmen and archer units. However, they do not last very long in direct combat due to their low armour and so should be pulled out soon after a charge to reduce the number of casualties; that is, until they reach level 4 and gain the **Armaments of the White City** armour buff. They are typically replaced by more elite cavalry units in the mid-late game, such as by Anórien Knights and Swan Knights.
Signal Fire

* Default
* Captured

"The beacons of Gondor are alight, calling for aid. War is kindled. See, there is the fire on Amon Dîn, and flame on Eilenach; and there they go speeding west: Nardol, Erelas, Min-Rimmon, Calenhad, and the Halifirien on the borders of Rohan."
—Gandalf

Throughout Middle-earth, beacon fires were sometimes used as a method of sending signals across long distances. The most famous of these were the Beacons of Gondor which were used as warning methods for North and South Gondor. The Northern Beacons would also be used as a warning to Rohan. These beacons were used to summon aid before the Battle of Pelennor Fields and the sight of them would inspire hope in those who saw them.

The Signal Fire is a capturable building.

## Function

The Signal Fire's primary purpose is to reveal a large area of the map.

## Strategy

The Signal Fire grants vision over a large area around it. While perhaps a weaker effect than other capturable buildings, it can still be useful to reveal large areas, allowing for enemy forces to be spotted easier, making the Signal Fire a point of contention across the map when expanding. Unlike other capturable buildings such as the Outpost or Inn, the Signal Fire cannot be destroyed. This means that any enemy players are forced to capture it to remove it from the player's control, forcing them to spend additional time in the region and allowing for reinforcements to arrive.
Rivendell Glaivesmen

* Portrait
* Standard
* Upgraded
* Shieldwall

"Indeed there is power in Rivendell to withstand the might of Mordor, for a while: and elsewhere other powers still dwell."
—Gandalf the Grey

The elegant art of fighting with a long glaive is a time-honored and battle-tested Noldorin tradition. These Elves bear large shields with which they can form tight shield walls to block the passage of any evil creature that would dare attack the valley of Rivendell.

In Age of the Ring, Rivendell Glaivesmen are the elite pikemen unit for Rivendell recruitable from a level 1 Rivendell Dormitory.

## Abilities and Formations

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

**Song of Finwë (R)**- The seasoned warriors sing a song of past victories. Rivendell Glaivesmen gain +33% armour for 15 seconds. Left click to activate.

## Upgrades

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

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

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

## Strategy

Rivendell Glaivesmen are among the most elite pikemen in the game, they can devastate almost any cavalry unit that recklessly charges into their ranks - especially when in **Shield Wall** formation. Glaivesmen fare much better against basic swordsmen units compared to other pikemen due to their high health, armour (which can be increased by **Song of Finwë)** and damage although it is not the most effective way to use them. Instead, they should be used to protect the valuable Rivendell Archers or to hunt down enemy heroes, against whom they deal significant damage. As with the other Rivendell Elf units, Glaivesmen deal increased damage to siege weapons, allowing them to effectively defend their base.
Vineyard

* Level 1
* Level 2
* Level 3

"He followed the two elves, until they entered a small cellar and sat down at a table on which two large flagons were set. Soon they began to drink and laugh merrily. Luck of an unusual kind was with Bilbo then. It must be potent wine to make a wood-elf drowsy; but this wine, it would seem, was the heady vintage of the great gardens of Dorwinion, not meant for his soldiers or his servants, but for the king's feasts only, and for smaller bowls, not for the butler's great flagons."
—Barrels Out of Bond, The Hobbit

The Elves of the Woodland Realm, and the Elvenking in particular, were fond of wine at their feasts and parties. Not only did they import wine in trade with Dorwinion, but they also had their own vineyards where they could produce their own vintages. Under the careful supervision of the Master of Wine, Galion, the wine of the Woodland Realm was some of the most sought-after drink in Middle-earth and strong enough to make even a Silvan Elf drowsy.

The Vineyard is one of the Woodland Realm's resource structure, producing wine for the Elves of the Greenwood.

## Upgrades

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

## Function

The Vineyard will periodically produce a maximum of +25 resources depending on location relative to other resource structures. This value will increase as the Vineyard levels up. The Vineyard will also increase the command point limit by 50.

#### Wine Bonus

Multiple Vineyards will reduce the cost of Greenwood Infantry

* 2 Vineyards: 5%
* 3 Vineyards: 10%
* 4 Vineyards: 15%
* 5 Vineyards: 20%

## Strategy

The Vineyard is the Woodland Realm's second resource structure after the Hunting Shrine. While it is slightly more expensive, it is no less important as the Wine Bonus allows a smoother transition into the late game by making the elite troops of the faction more accessible. This can be useful depending on the strategy of the player. While building Vineyards at the start of the game might be a risky strategy, an alternative option would be to begin with Hunting Shrines and then transition to Vineyards as the game progresses. As with all resource structures, the building's low defences and high importance makes it an high-priority target for the opponent, and so it should be protected.
Ancestral Hall

* Level 1
* Level 2
* Level 3

"A great host came out of Angmar in 1409, and crossing the river entered Cardolan and surrounded Weathertop. The Dúnedain were defeated and Arveleg was slain. The Tower of Amon Sûl was burned and razed; but the palantír was saved and carried back in retreat to Fornost, Rhudaur was occupied by evil Men subject to Angmar, and the Dúnedain that remained there were slain or fled west."
—Return of the King, Appendix A

When the Witch-king first established the kingdom of Angmar, he saw the division within the three subkingdoms of Arnor and found an opportunity to simultaneously swell his ranks further and weaken Arnor by subverting the Hillmen of Rhudaur to his cause. The Hillmen of Rhudaur had long been resentful of the Dúnedain of Arnor for taking control of their lands in their eyes, and when the Witch-king offered them the opportunity to reclaim their homelands and get revenge on the Dúnedain they were more than happy to accept. Led by Úlf the Váldúgr, the Hillmen would be critical for orchestrating the fall of the Dúnedain in Rhudaur and would continue to loyally serve the Witch-king until the fall of Arthedain.

The Ancestral Hall is the primary recruitment structure for the Rhudaur Hillmen units of the Adventure: Angmar subfaction based off of Dol Guldur.

## Upgrades

**Upgrade to Level 2 (A)** - +10% faster build speed. (cost: 500)

**Upgrade to Level 3 (A)** - +25% faster build speed. Allows training of Harbingers of Frost. (cost: 300)

Although not stated in-game, the Ancestral Hall will also start firing arrows at nearby enemy units at level 3.

## Function

### Unit Production

The Ancestral Hall can be used to recruit the following units:

 Harbingers of Frost | Specialist

### Abilities

**Shivering Presence** - Nearby Angmar units afflicted by Slow Decay are no longer drained over time, receive +15% damage and armour, and are healed by a small amount. Passive ability.

**Howling Wolves (W)** - Requires a Wild Cairn. Summons a White Wolf to defend the structure. Left click to activate.

## Strategy

The Ancestral Hall is the primary recruitment structure for the Hillmen of Rhudaur units for the Adventure: Angmar subfaction. The Oathsworn Warriors are Swordsmen units that are stronger and more durable than most of Angmar's other Swordsmen (although not to the degree of Angmar Ravagers), while the Harbingers of Frost are elite units that are similar to the Harbingers of Shadow from the standard Dol Guldur faction. Similar to most of Angmar's other structures, it has **Shivering Presence** to negate the effects of Slow Decay on most of Angmar's units, and it can also defend itself with **Howling Wolves** by summoning a White Wolf if a Wild Cairn has already been created.