recursal/Fanatic-Fandom huggingface dataset:
Mahûd Chieftain

* Portrait
* In Game

"Mahûd warchiefs form exceptional bonds of loyalty with their Mûmak, caring for them for many years until they can drive and command them as if they were an extension of their own body."
—The Age of the Ring Team

The Mahûddin of Far Harad have a close connection to the natural world around them, in particular with the Mûmakil living in the savannah. The Mûmakil and Mahûddin are heavily intertwined. Those who can gain influence over the former can gain influence over the latter, with the greatest becoming great chieftains across the tribes. It is these warchiefs that the Golden King targeted to spread his influence over the Mahûddin people and corrupt to his cause.

The Mahûd Chieftain is a single unit that can be recruited for Haradwaith.

## Abilities and Formations

**Chieftain's Banner** - Each Mahûd Chieftain on the field decreases the cost of War and Siege Mûmakil by 5%, up to a maximum of 20%. Modifier Type: Spell. Whenever the Chieftain attacks, Mahûd troops gain +33% armour for 6 seconds. At rank 3, Mahûd troops also receive +33% damage. Passive ability.

**Tame the Beast (R)** - Can be cast on a creep's lair to convert it to the player's side. Left click, left click on the target.

**Level 2: Swift Recovery** - Regains health while outside of combat. Passive ability.

## Upgrades

**Tame the Beast (R)** - Once purchased, can be cast on a creep's lair to convert it to the player's side. Cost: 500.

## Strategy

When using strategies involving Mahûd and Mûmakil units, the Mahûd Chieftains are key. As fighters, they are effective in combat, with AOE attacks that can help deal with spam. However, their key use is with their supportive power. The Mahûd units are glass cannons that can benefit from the armour bonus, while the damage bonus can empower the offensive power of the Mahûd units. it is best that a few of the Chieftains are recruited so that the player can also benefit from the cost decrease to Mûmakil units. **Tame the Beast** is a niche power, but can be situationally useful to convert lairs and obtain another source of unit recruitment. While strong, the players must be careful with the Chieftain's recruitment as they can be expensive in the early game, especially with the high cost of the Outpost upgrade.
Iron Hills Riders (Adventure)

* Portrait
* In Game
* Upgrade

"Right then, let's get this done. Send in the goats!"
—Dáin Ironfoot

The Dwarves of the Iron Hills see symbolic similarity between themselves and these large mountain goats. Together, they make a fearsome presence on the battlefield.

While the Iron Hills Riders, or Ukhrub-sharâhul, are a temporary summon in standard play for Oakenshield-era Erebor, they are also permanently recruitable units in the Adventure: Durin's Folk (for both Oakenshield and Ironfoot eras) and Adventure: Battle of the Five Armies subfactions. In both cases, they are recruitable from a Level 3 Erebor Assembly in Adventure: Durin's Folk and a Level 3 Iron Hills Redoubt (a defunct building in standard play brought back for this specific situation) in the Adventure: Battle of the Five Armies subfaction.

*For their temporary summon variant in standard play, see the Iron Hills Riders page.*

## Abilities

**Level 2: Relentless Charge (W)** - Iron Hills Riders lose -50% trample deceleration and gain +50% resistance to pikes for 20 seconds. Left click to activate.

## Upgrades

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

*Note: In the Adventure: Battle of the Five Armies subfaction, this upgrade instead requires the **Armories of Thrór** ability from the Erebor Fortress to be cast.*

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

*Note: In the Adventure: Battle of the FIve Armies subfaction, this upgrade must instead be researched at the Dalish Ruin.*

## Strategy

The Iron Hills Riders are an elite cavalry unit available to the Adventure: Durin's Folk and Adventure: Battle of the Five Armies subfactions of Erebor. Although they require a level 3 structure for both subfactions, they are a very powerful cavalry unit once unlocked that is made even better by their permanent status. They come pre-equipped with Heavy Armor, making them more durable than most cavalry units from the very start, and can be upgraded further with **Khuzdûl Runes** and **Thrór's Banners** to increase their damage and raise their level to 2. This latter upgrade is actually very important, as the Riders will get access to **Relentless Charge**, which dramatically increases their threat level as they will become more effective tramplers and have their weakness to pikes significantly reduced. Utilized properly, the Iron Hills Riders can wreak havoc on enemy units and harass enemy structures, being much more effective than their standard counterparts thanks to being both permanent and upgradable.
Iron Hills Guards

* Portrait
* In-game

"To the Great Hall of Thráin, Thrór brought back the Arkenstone, and he and his folk prospered and became rich, and they had the friendship of all Men that dwelt near. For they made not only things of wonder and beauty but weapons and armour of great worth; and there was great traffic of ore between them and their kin in the Iron Hills."
—Appendix A, Return of the King

The Warriors of the Iron Hills were skilled with many weapons they used in their wars with the orcs and men of the East. These soldiers were often forced to travel far, carrying with them great packs of supplies and weapons. When Dáin Ironfoot came to the aid of Thorin Oakenshield in the Battle of the Five Armies, he brought with him a force of trained soldiers wielding mattocks. After he became king, the warriors of the Iron Hills were brought into the army of Erebor, although some still remained in the east to defend their home.

The Iron Hills Guards, or Ashâmar-sharâhul, are a summonable elite unit for Reign of Ironfoot Erebor and its Adventure: Durin's Folk subfaction. They can be summoned by King Dáin's Final Stand ability.

*For their permanently recruitable counterparts in the Adventure: Battle of the Five Armies subfaction, see the Iron Hills Guards (Adventure: Battle of the Five Armies) page.*

## Strategy

The Iron Hills Guards are summoned as reinforcements alongside King Dáin, who receives a substanial buff whilst Final Stand is active. They have a large battalion size compared to other dwarves and have high armour and health, and so can be used to hold a location for a short time while the other dwarven units can move across the field. As they are swordsmen, the Iron Hills Guards are best used to counter enemy pikemen and swordsmen, and can be countered by enemy cavalry. It is therefore a good idea to protect them with pikemen.
Khazâd-uzbadul

* Portrait
* In Game
* Schiltron

"The king is come unto his hall
Under the Mountain dark and tall.
The Worm of Dread is slain and dead,
And ever so our foes shall fall!"
—Under the Mountain dark and tall

Battle-hardened and unyielding, the Khazâd Guard are royal wardens of the throne of Erebor. They are tasked with defending the Dwarf-lords under the Mountain, and will never give in to their foes while they still draw breath.

In Age of the Ring, Khazâd-uzbadul, or Dwarves of the Lord, are a semi-heroic unit for Erebor and its Adventure: Durin's Folk subfaction that is available from a Level 3 Erebor Redoubt. They are limited to 3 on the battlefield at any one time.

## Abilities and Formations

**Schiltron Formation (W)** - Khazâd-uzbadul form up into a schiltron formation. +50% armour, -20% speed. Khazâd-uzbadul do not deal splash damage when in formation.

**Rising Anger** - Consecutive attacks temporarily increase attack damage by 5% up to a maximum of 25%. Passive ability.

**Staunch Defenders (T)** - Heroes near the Khazâd-uzbadul are granted +10% damage and armour. Passive ability.

At level 3, can be activated to pull enemies nearby the Khazâd-uzbadul towards them. Left click to activate.

## Upgrades

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

## Strategy

The Khazâd-uzbadul are a powerful semi-heroic unit for Erebor and its Adventure: Durin's Folk subfaction. They are versatile units that can either dispatch large numbers of units due to their attacks dealing splash damage, or tank damage by using **Schiltron Formation** at the cost of no longer dealing splash damage. The Khazâd-uzbadul become stronger as the battle lasts longer as their attack damage is increased with **Rising Anger**. Khazâd-uzbadul can improve all nearby allied heroes' stats with **Staunch Defenders**. This ability can also be used to pull enemies towards the unit, thus preventing enemies from escaping or attacking for a short time, allowing the Khazâd-uzbadul to quickly take these units down. While powerful against infantry, heroes and heroic units can deal significant damage to them (unless the Khazâd-uzbadul can use **Staunch Defenders**). Their slow speed also makes them vulnerable to upgraded archers, who can continually attack from range, and cavalry, who can continually knock them down and leave them unable to attack.
White Wolves (Adventure: Angmar)

* Portrait
* In Game
* Upgraded

"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

When the Witch-king rose to power in Angmar, he covered his lands in permanent ice, darkness, and winter. This created the perfect environment for the many White Wolves that lived in the barren icy wastes of the North. Recognizing the usefulness of these savage beasts, the Witch-king would coerce them into his service and set them loose upon the Dúnedain of Arnor.

The White Wolves are a recruitable cavalry unit for the Adventure: Angmar subfaction based off of Dol Guldur, with different stats compared to their standard counterparts. They are recruitable from a Level 1 Wild Cairn.

*For their Misty Mountains counterparts in standard play, see the White Wolves page.*

## Abilities

**Level 2: Dread Howl (W)** - White Wolves let out a bone-chilling howl, terrifying nearby enemy units for 10 seconds. Left click to activate.

**Level 3: Winter Coat** - Pierce resistance is increased by 33%. Passive ability.

## Upgrades

**Rabid Dogs (C)** - When researched, White Wolves deal additional poison damage per attack. Cost: 250

**Pack Alpha (V)** - When equipped, increases this battalion to level 2. Can only be equipped at level 1. Research Black Banners upgrade at Spire of Angmar to enable this equipment. Cost: 100

## Strategy

The White Wolves in the Adventure: Angmar subfaction are altered significantly from their counterparts in the Misty Mountains. Although they have the same overall function as Cavalry units, they are weaker and have much less health than their standard counterparts. To balance this out, they have significantly reduced cost and CP requirements, making them cheaper and more spammable. They can also purchase the **Rabid Dogs** upgrade to allow them to deal additional poison damage per attack, allowing them to take a toll on elite units such as heroes even if they cannot defeat them outright. Otherwise, they functionan similarly to their standard counterparts in that they can terrify enemy units with **Dread Howl** and can increase their resistance to arrows with **Winter Coat**, although the increase in resistance to pierce is less than for standard White Wolves (33% instead of 50%).

It should be noted that only the recruitable White Wolves from the Wild Cairn fall into this mold. The temporarily summoned White Wolves by abilities such as Úlf the Váldúgr's **Váldúgr** or Nauroth's **Blood-freezing Howl** use the stats from the standard White Wolves.
Ruin of Angmar

"For at that time the realm of Angmar arose in the North beyond the Ettenmoors. Its lands lay on both sides of the Mountains, and there were gathered many evil men, and Orcs, and other fell creatures."
—Return of the King, Appendix A

Following Sauron's defeat at the hands of Isildur at the end of the Second Age, the Nazgûl went into hiding for hundreds of years until approximately 1300 TA when the Lord of the Nazgûl set out to weaken his master's enemies in preparation for his return. He rode north and established the kingdom of Angmar, taking the title of the Witch-king of Angmar. For several hundred years, Angmar waged war against the kingdom of Arnor before claiming the Fornost, the capital of Arnor and ending the line of kings of Arnor. Ultimately, the Witch-king was driven out of the north by the armies of Gondor, Lindon and Rivendell - bringing the kingdom of Angmar to an end. The former strongholds of Angmar were left in ruin and abandoned save for wild Wolves and evil spirits which the Witch-king sent forth in the late Third Age, during his hunt for the One Ring in Eriador.

In Age of the Ring, the Ruin of Angmar is a Misty Mountains structure summonable via the 10PP Ruin of Angmar spell book power. It serves as unit production building but is limited to 2 on the battlefield at a time.

## Function

The Ruin of Angmar can be used to recruit the following units:

 White Wolves | Cavalry

The Ruin of Angmar also has a passive ability:

**Chill of Angmar** - Nearby enemies are slowed and lose all leadership. Passive ability.

## Strategy

The Ruin of Angmar is an incredibly useful summonable building for Misty Mountains as it allows them to quickly establish a forward base that can recruit fast moving shock troops and elite cavalry. When supported with Sentry Towers and other unit recruitment structures, the Ruin of Angmar is a very difficult target for the enemy player to destroy. Its Chill of Angmar passive ability makes it a useful hub for Misty Mountains during combat: it slows the enemy, so that friendly archers have more time to fire from safe distance, and removes any leadership that may give the enemy army the edge over Misty Mountains' army.
Wildmen Spearmen

* Portrait
* Standard
* Upgraded

"They hate us, and they are glad, for our doom seems certain to them. "The king, the king!" they cry. "We will take their king. Death to the Forgoil! Death to the Strawheads! Death to the robbers of the north!""
—Gamling

Fearing the Strawheads' mastery of horsemanship, a horde of Dunlendings rarely lacked an abundance of spears. These revenge- tribesmen would arm themselves with crude weaponry, such as pitchforks and scythes, and rallied against the people of Rohan at Saruman's command.

In Age of the Ring, Wildmen Spearmen are the basic pikemen unit for Isengard recruitable from a level 1 Clan Steading. Similarly to Wildmen of Dunland, Wildmen Spearmen are able to stealth near trees.

## Abilities

**Level 2: Pillage**- The Wildmen steal resources whenever dealing damage to enemy structures. 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

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

## Strategy

Wildmen Spearmen are early game pikemen units capable of defending friendly units from enemy light cavalry charges; they can be sent to protect Wildmen of Dunland on economy raids as a result of them both having the **Pillage** ability which can be used to boost Isengard's already strong economy. Wildmen Spearmen are not particularly effective against elite cavalry and so are typically replaced by Uruk Pikemen in the mid-late game, unless the Isengard player invests in unit upgrades and researches the Fury of Frecalund focus that grants Wildmen units +15% damage, +70% combat experience and decreases their price by 10%.
Thranduil's Treasury

"If the elf-king had a weakness it was for treasure, especially for silver and white gems; and though his hoard was rich, he was eager for more, since he had not yet as great a treasure as other elf-lords of old."
—Flies and Spiders, The Hobbit

After the fall of many Silvan Elves at the Battle of Dagorlad, Thranduil took it upon himself to ensure that his people were well protected in future battles. Over the Third Age, he was able to build up a large hoard of treasure and weapons that came into use during the Silvan Elves' battles with Dol Guldur. He always desired to increase his hoard, although he was unwilling to go to war for the sake of gold.

Thranduil's Treasury is an expensive but necessary structure for the Woodland Realm as it allows them to gain their unit upgrades as the game progresses.

## Upgrades

**Upgrade Thranduil's Treasury to Level 2 (A)** - Allows research of Silvan Steel upgrade. (Cost: 1000)

**Upgrade Thranduil's Treasury to Level 3 (A)** - Allows research of Silvan Fletching upgrade. (Cost: 1000)

## Function

The Treasury will allow the following upgrades to be bought for Woodland Realm's units

**Greenwood Banners (W)** - Increases this battalion to level 2. Can only be bought at level 1.

**Silvan Steel (E)** - Allows battalions to purchase the Silvan Steel upgrade. When equipped, increases the damage done by melee weapons. Will upgrade all patrols once the upgrade is purchased.

**Silvan Fletching (R)** - Allows battalions to purchase the Silvan Fletching upgrade. When equipped, significantly increases the damage done by arrows.

## Strategy

The Treasury is a necessary structure for the Woodland Realm as it allows units to buy their upgrades. However, it and its upgrades are quite expensive and so, buying it too early can put a lot of pressure on the player's economy. Greenwood Banners is an important upgrade for the faction as many units gain additional abilities at level 2, such as the Silvan Elves' Evasion. In addition, all elven units can passively heal when at level 2 so levelling them up quickly is very important (especially as the Well of Wine is the weakest of all the wells). Silvan Steel and Fletching are both powerful upgrades as they heavily increase one of Woodland Realm's chief strengths which is their high damage, but the requirements for the upgrades are expensive and so the player must time their purchases carefully. Unlike other upgrade structures in other factions, the Treasury does not provide heavy armour. This upgrade is only available through Thranduil himself and so, the Elvenking is still very important in the late game. While the structure is protected by a few individual Guards of the Palace, it is is still a high-priority target for enemies due to its high cost and importance, and so should be defended well.
Warg Pit

* Level 1
* Level 2
* Level 3

"Many houses there were, chambers, halls, and passages, cut and tunnelled back into the walls upon their inner side, so that all the open circle was overlooked by countless windows and dark doors. Thousands could dwell there, workers, servants, slaves, and warriors with great store of arms; wolves were fed and stabled in deep dens beneath."
—The Two Towers, The Road to Isengard

Deep within the caverns of Isengard, Saruman bred not only Orcs and Uruks, but vile Wargs as well. These Wargs differed considerably in appearance from the Wargs that inhabited the Misty Mountains; but were just as deadly. They were trained by the ruthless orc captain Sharku, who rode out of Isengard along with his fellow Warg Riders to attack the refugees of Rohan as they journeyed to Helm's Deep.

In Age of the Ring, the Warg Pit is a unit production building for Isengard from which warg riders can be recruited.

## Upgrades

**Upgrade Warg Pit to Level 2 (A)** - +10% faster build speed. Cost: 200

**Upgrade Warg Pit to Level 3 (A)** - +25% faster build speed. Adds defensive arrow tower. Grants an additional warg to all Warg Sentries. Does not stack. Cost: 300

## Function

The Warg Pit can be used to recruit the following unit:

## Strategy

The Warg Pit gives the Isengard player access to fast moving cavalry units which can be used to harass the enemy and flank around their armies. It is more expensive than Isengard's other unit production buildings, therefore it is not advisable to build this structure too early when Isengard's economy has not yet expanded. Warg Riders are a fast, high damage harassment force that can be used for chasing down enemy units and destroying buildings. However, their lack of armour and health means that they are not very powerful in a prolonged battle. Whilst Dunnish Outriders are superior to Warg Riders, it is possible to strengthen the Warg Riders using the Wolves of Isengard focus. This building is also useful for defence, as it will improve all Warg Sentries across the map once the building is level 3.
Orc Tunnel

* Level 1
* Level 2
* Level 3

"Without any light they would have soon come to grief. There were not only many roads to choose from, there were also in many places holes and pitfalls, and dark wells beside the path in which their passing feet echoed. There were fissures and chasms in the walls and floor, and every now and then a crack would open right before their feet."
—Fellowship of the Ring, A Journey in the Dark

Many Orcs resided within the vast underground tunnels of the Misty Mountains and created various settlements, such as Goblin-Town. They put these tunnels to use during the Quest for Erebor when Orcs throughout the Misty Mountains mustered at Gundabad under the command of Bolg of the North. Khazad-dûm was a labyrinth of tunnels and caverns which became infested by Orcs, who were encountered by Balin during his expedition and then by the Fellowship several years later.

In Age of the Ring, the Orc Tunnel is a core resource structure for Misty Mountains and its Adventure: Shadow and Flame subfaction, which generates resources. The amount of resources will depend on the building placement. The Orc Tunnel also gives Misty Mountains' units access to the tunnel network.

## Upgrades

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

## Function

The Orc Tunnel will periodically produce a maximum of +25 resources depending on location relative to other resource structures. This value will increase as the Tunnel levels up. At level 2, scaffolding will form and will be manned by Moria Orc Archers who shoot arrows at nearby enemies. The Orc Tunnel will also increase the command point limit by 50. The tunnel network allows up to five units and heroes at a time to enter one Orc Tunnel and leave at another Tunnel of the player's choice.

## Strategy

The Orc Tunnel is Misty Mountains' primary resource production structure which is fundamental to the faction's success as it boosts the economy and increases the command point limit, so that a greater number of units can be recruited. The placement of the Tunnel influences its resource output, which in turn affects the rate at which it levels up. As with any resource structure, Orc Tunnels are a prime target for enemy raids and so Misty Mountains must be prepared to defend them until they reach level 2, at which point they gain a defensive archers to defend the building. The tunnel network is an excellent way of maintaining map controlling and applying pressure from various sides as units can enter Tunnels nearby the base and exit from a Tunnel on the other side of the map in a matter of seconds. This principle also enables efficient retreats with minimal casualties.
Isengard War Camp

"Build me an army worthy of Mordor!"
—Sauron

When Saruman turned his back on the Free Peoples and pledged his loyalty to Sauron, the Dark Lord demanded that the White Wizard build him an army worthy of Mordor as his first command. Saruman would follow this command with the creation of his Uruk-hai army, both to advance the cause of his new master but also in the hopes that one day he would one day be able to overthrow the Dark Lord and take his place once he was able to find and claim the One Ring.

The Isengard War Camp is a temporary unit production structure that is summoned by the Isengard faction through the 15 PP power **Build Me An Army!** It can summon a permanent battalion of either Fighting Uruk-hai, Uruk-hai Pikemen, or Uruk-hai Crossbowmen every 45 seconds, all of which come equipped with Heavy Armour. It is limited to only 1 at a time.

## Abilities

**Activate/Deactivate Build Me an Army (W)** - Can start or pause production of Uruk-hai every 45 seconds. Respects command point limit. Left click to activate or deactivate.

**Toggle Fighting Uruk-hai Production (E)** - Isengard War Camp starts producing Fighting Uruk-hai.

**Toggle Uruk-hai Pikemen Production (R)** - Isengard War Camp starts producing Uruk-hai Pikemen.

**Toggle Uruk-hai Crossbowmen Production (T)** - Isengard War Camp starts producing Uruk-hai Crossbowmen.

## Strategy

The Isengard War Camp is a useful structure summoned by the 15 PP power **Build Me An Army!** for replenishing the armies of Isengard. It allows for the summon of 3 different types of units every 45 seconds, all of which are permanent and come pre-equipped with Heavy Armour. As long as the camp is protected, this can be invaluable for replenishing Isengard's armies without requiring any money to do so. The Camp itself can be placed either deep in the base to ensure its continued survival, or it can be placed in the front lines to help the hordes summoned from it quickly engage in battle against enemies. It should be noted that the Camp itself respects CP limit, so it may be worth temporarily deactivating the structure if you are planning on recruiting units that the Camp cannot summon like the Dunlending units or the Uruk-hai Man-Slayers.
Peasants

* Portrait
* Standard
* Drafted
* Upgraded

"Aragorn: Farmers, ferriers, stable boys. These are no soldiers.
Gimli: Most have seen too many winters.
Legolas: Or too few."
—The Two Towers

The Riddermark depended on its peasants to work the fields - only in times of great need could they be levied to serve their king in battle. During the War of the Ring, peasants, both young and old, were drafted to defend the fortress of Helm's Deep against the 10,000 strong Uruk-Hai army that marched upon them to destroy the world of Men. Aragorn managed to inspire enough hope in them that they were able to survive the night and buy sufficient time for Gandalf's arrival with thousands of exiled Rohirrim to secure victory.

In Age of the Ring, Peasants are the basic swordsmen unit for Rohan and are recruitable from both Farms and Windmills which have been toggled to Peasantry of the Mark. They can be drafted using the 5PP spell book power Draft.

## Abilities and Formations

**Drafted** - requires Draft power. Peasants have received swords and shields. They can now be upgraded.

## 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

## Strategy

Peasants are Rohan's only source of swordsmen until they research the 10PP spell book power Horn of the Westfold (which unlocks Westfolders). They are weak when undrafted but can be recruited in large numbers because of how cheap they are. Rohan must make the decision of which Farms or Windmills to commit to Peasant production whilst still being able to expand their economy. It is recommended to toggle only one resource structure to peasant production in the early game until there is steady resource production, at which point more resource structures can be toggled to Peasantry of the Mark to produce vast numbers of peasants to overwhelm the enemy. Peasants benefit from the horde bonus, which grants them +20% damage and armour when in numbers of 60 or greater - this stacks with Éowyn's **Lady of Rohan** leadership as well as any other buff or leadership. The Peasants can also be supported by the leaderships of the faction's resource structures and the Lone Scout leadership of the Rohirrim Scout.
Ruffian Bows

* Portrait
* In Game
* Upgraded

"‘And there are some folk in Bree who are not to be trusted,’ he went on. ‘Bill Ferny, for instance. He has an evil name in the Bree-land, and queer folk call at his house. You must have noticed him among the company: a swarthy sneering fellow. He was very close with one of the Southern strangers, and they slipped out together just after your ‘‘accident’’. Not all of those Southerners mean well; and as for Ferny, he would sell anything to anybody; or make mischief for amusement..."
—The Fellowship of the Ring, Strider

As Saruman began his investigations into Eriador, he recruited a number of individuals to serve him. From rejects and vagabonds to cheats and liars, he welcomed all into his service. These individuals acted as his spies and agents in the north and, when he himself went north after his fall at Isengard, it was these Ruffians that helped him keep control over the Shire.

The Ruffian Bows are an Auxiliary Camp unit that can be recruited by the Forces of Darkness in Eriador maps.

## Abilities and Formations

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

**Sharkey's Ruffians** - Modifier Type: Leadership. Ruffians gain +25% damage when near Saruman. Passive ability.

**Level 2: Light 'em Up (T)** - The Ruffians throw flaming bottles at the target. Left click icon then left click on target.

## Upgrades

**Fire Arrows (C)** - Upgrades this horde with fire arrows. Significantly increases the damage done by fire arrows. Cost: 300.

**Sharkey's Enforcer (V)** - Increases this horde to level 2. Can only be equipped at level 1. Cost: 300.

## Strategy

The Ruffian Bows are a counterpoint to the Hunters of the Chetwood as a cheap archer unit recruited by Forces of Darkness from Auxiliary Camps. They can be effective in the early game but will drop off in the late game due to their lower stats and lack of heavy armour. Their primary ability is **Light 'em Up** which can deal stronger fire damage against a target, increasing their damage output for a very short time. The Ruffian Bows are especially effective in Isengard as they gain a bonus around Saruman, allowing them to be used later in the game as a cheap, glass cannon unit.
Krimpûl's Gaol

"'You speak of what you do not know, when you liken Moria to the stronghold of Sauron,' answered Gandalf. 'I alone of you have ever been in the dungeons of the Dark Lord, and only in his older and lesser dwelling in Dol Guldur.’"
—The Ring Goes South, The Fellowship of the Ring

Krimpûl the Torturer was known throughout Dol Guldur as the master of the dungeons. Under his command, the orcs were on constant watch for unrest. The prisoners themselves suffered, with Krimpûl himself taking a hand in their torture. It was in one of these dungeons where he cut the Ring of Power from the hand of Thráin.

Krimpûl's Gaol is a building that can be summoned by Krimpûl's **Dungeon Master** ability once he has reached level 5. It will stay on the battlefield for 90s.

## Function

#### Abilities

**Dark Presence** - Nearby Dol Guldur 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.

## Strategy

Krimpûl's Gaol can be summoned on the front lines and has two main uses. The first is to provide **Dark Presence**. This can improve the stats of nearby units and will prevent the basic Dol Guldur units from the effect of Slow Decay. This may prove the difference between victory and defeat if it is summoned at the right time in the battle. Secondly, the building itself can recruit Broken Rabble. These can be used to reinforce an army and, thanks to the building's **Dark Presence**, will not suffer damage over time as they enter the battle.
Éotheod Warriors

* Portrait
* In Game

"They were a remnant of the Northmen, who had formerly been a numerous and powerful confederation of peoples living in the wide plains between Mirkwood and the River Running, great breeders of horses and riders renowned for their skill and endurance, though their settled homes were in the eaves of the Forest, and especially in the East Bight, which had largely been made by their felling of trees."
—Unfinished Tales, Cirion and Eorl and the Friendship of Gondor and Rohan

The Éotheod were a group Northmen who lived nearby to the Woodland Realm throughout the Third Age. They were exceptional equestrians that reveled in all feats or horsemanship. They dwelt in the settlement of Framsburg until they rode south with Eorl the Young to found the Kingdom of Rohan. There were some that remained however and during the War of the Ring, these warriors were under the command of Frumgar Frumgarson - slayer of Muzgash.

In Age of the Ring, Éotheod Warriors are a summonable cavalry unit in Woodland Realm, they are summoned by the 15 power point spellbook power Spears of Framsburg for 90 seconds.

*For their permanently recruitable counterparts in the Adventure: Dorwinion subfaction, see the Éotheod Warriors (Adventure: Dorwinion) page.*

## Strategy

Spears of Framsburg summons three battalions of Éotheod Warriors alongside their leader Frumgar, this summon can be devastating as it can be cast behind enemy lines so that archer units are incredibly vulnerable to a flanking charge. Éotheod Warriors are identical in stats to their descendant Rohirrim Warriors, they are durable enough to charge through ranks of enemy archers and swordsmen without taking much damage whilst still being susceptible to pikemen. It is advised to keep them nearby Frumgar so that they benefit from his **Wrath of the Dragon Slayer** leadership; it is also ideal to have them fight alongside a mounted Thranduil so that they receive a greater amount of armour from his **Elvenking** leadership. With these passive buffs, Éotheod Warriors can turn the tide of battle in Woodland Realm's favour and inflict severe losses against the enemy.
Mirror of Galadriel

"Here is the Mirror of Galadriel," she said. "I have brought you here so that you may look in it, if you will." The air was very still, and the dell was dark, and the Elf-lady beside him was tall and pale."What shall we look for, and what shall we see?" asked Frodo, filled with awe. "Many things I can command the Mirror to reveal," she answered, "and to some I can show what they desire to see. But the Mirror will also show things unbidden, and those are often stranger and more profitable than things which we wish to behold. What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, things that yet may be. But which it is that he sees, even the wisest cannot always tell."
—Fellowship of the Ring, The Mirror of Galadriel

The Mirror of Galadriel was a basin of water which showed those who looked into it visions of the past, present and what may come to pass. During the War of the Ring, Galadriel allowed Frodo and Sam to gaze into the Mirror: Sam was shown a vision of the Shire desecrated whilst Frodo saw the Eye of Sauron in search of the One Ring.

In Age of the Ring, the Mirror of Galadriel is a support structure for Lothlórien which enables the research of special faction upgrades. The Mirror is limited to one on the battlefield at a time.

## Function

The following upgrades and abilites can be researched or used via the Mirror of Galadriel:

**Things That Are (W)** - Increases production speed of Silvan Levy, Silvan Sentries, Silvan Scouts, Sindar Pathstalkers, Sentinels, and Marchwardens by 100% for 45 seconds.

**Things That Were (E)** - Decreases cost of Knights of Amroth Amdírion and the Nandor Hîr-Hathol by 20%. Player must maintain a Mirror to benefit from this upgrade. Cost: 600

**Things That Will Be (R)** - Grants +25% armour to Mallorn Trees. Player must maintain a Mirror to benefit from this upgrade. Cost: 800

## Strategy

Although expensive, the Mirror of Galadriel is a particularly useful structure for Lothlórien in the mid-late game as it can be used to decrease the cost of heroic units and significantly decrease the recruitment time of non-heroic units temporarily, which allows Lothlórien to continue applying pressure following a large, costly engagement. Things That Will Be is very useful at boosting Lothlórien's defence, improving the survivability for the majority of the faction's structures.
White Stag

* Portrait
* In Game

"Suddenly on the path ahead appeared some white deer, a hind and fawns as snowy white as the hart had been dark. They glimmered in the shadows. Before Thorin could cry out three of the dwarves had leaped to their feet and loosed off arrows from their bows. None seemed to find their mark. The deer turned and vanished in the trees as silently as they had come, and in vain the dwarves shot their arrows after them."
—Flies and Spiders, The Hobbit

By the end of the Third Age, the forest of Mirkwood was a realm of darkness and decay that was only held back by the dwindling powers of the Woodland Realm. However, hope still remained with other, mysterious forces lingering under the canopy. The White Stag was one of these. The elves had seldom seen it, but there were stories of how it would appear when all hope was lost, scattering the forces of darkness and bringing good fortune to those in its vicinity.

In the Age of the Ring, the White Stag is a summonable hero for the Woodland Realm as one of the faction's tier 4 spellbook powers.

## Abilities

**Ethereal** - The White Stag is immune to all attacks but may trample enemy units. Enemy units are terrified by the White Stag. Passive ability.

**A Sign of Good Fortune** - Modifier Type: Spell. Nearby friendly units gain +300% armor and resistance to fear and terror. Stacks with Leaderships and Buffs. Passive Ability.

**Fey Wisdom (T)** - For 60 seconds, nearby friendly units and heroes gain +300% experience gain and immunity to magic and elemental damage. Left click to activate.

## Strategy

Unlike other Tier 4 summonable creatures such as Durin's Bane or the Gwanthaur, the White Stag has a more passive (but no less powerful) effect on the battlefield. While it cannot attack directly, it will be able to trample enemies it rides over. Its influence over the enemy can definitely be felt however, as all nearby enemy units will continually flee in fear when around the Stag, preventing them from being able to fight and leaving them defenseless to Woodland Realm's armies. This fear effect can also be used to save your own army, allowing them to retreat in safety while the enemy is disoriented. Allies affected by the White Stag will be heavily enhanced in combat, with an incredibly large armour boost that allows them to defy their foes for longer. If they survive, they will also be heavy rewarded as **Fey Wisdom** grants them a heavy increase in experience gain. With the increased armour and temporary immunity to elemental damage, the Stag can ensure that assaults on enemy bases are far more successful. In addition, the immunity to magic damage renders certain enemy heroes far less powerful (such as Gandalf the White, Saruman and Galadriel).
Uruk-hai Axemen

* Portrait
* In Game

"Some time ago I began to wonder how Orcs dared to pass through my woods so freely…Only lately did I guess that Saruman was to blame, and that long ago he had been spying out all the ways, and discovering my secrets. He and his foul folk are making havoc now. Down on the borders they are felling trees — good trees. Some of the trees they just cut down and leave to rot — orc-mischief that; but most are hewn up and carried off to feed the fires of Orthanc. There is always a smoke rising from Isengard these days."
—Treebeard

To fuel his war machine, Saruman required great quantities of wood to feed the fires. His servants were sent into the nearby forests of Fangorn to fell the trees there and bring the wood back to the forges of Isengard. These axes had another use soon enough though: to bring destruction to the villages of Rohan and to equip those servants he sent out to fulfil his fell purposes.

The Uruk-hai Axemen are the Auxiliary Camp unit for the Forces of Darkness on Rohan maps.

## Abilities and Formations

**Level 2: Hunt Them Down (W)** - Modifier Type: Weapon. Uruk-hai Axes gain +25% damage and +15% speed for 20 seconds. Left click to activate.

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

## Upgrades

**Banner of the White Hand (V)** - when equipped, increases this battalion to level 2. Cost: 100

## Strategy

The Uruk-hai Axemen are a simple yet effective swordsmen units available for all Forces of Darkness on Rohan maps. While their armour is not as strong as that of other Uruk-hai units such the Fighting Uruk-hai, they still have higher health, giving them a good level of survivability. They are primarily offensively inclined, however. **Hunt Them Down** grants a temporary damage and speed boost, making them effective it hunting down foes and tearing down structures. If they are able to reach a higher level, they gain a permanent damage boost with **Bloodlust** which helps compensate for their lack of other upgrades. As such, keeping them alive is definitely worth it, and the player is encouraged to use heals and XP granting abilities such as the Great Goblin's to help them reach this level.
Royal Guard of Dale

* Portrait
* In Game
* Upgraded
* Phalanx

"The retinue of Dalish royal guards was founded soon after Bard restored the great city of Dale. Its members have served as the personal guard of Barding kings ever since."
—Age of the Ring team

The Royal Guard of Dale were the personal escort and guard of King Brand, wearing some of the highest quality armor and carrying the most finely crafted spears in all of Dale. They would often escort their king whenever he visited the region of Dorwinion, and would fight to the last to protect their King when the Easterlings assaulted Dale and Erebor, and avenge their King once he fell during the Battle of Dale.

The Royal Guard of Dale are a Heroic Pikemen unit available to the Adventure: Dorwinion subfaction of the Woodland Realm. They are recruited at a level 3 Dorwinion Assembly once King Brand is on the field. They are limited to 1 on the battlefield at a time.

## Abilities and Formations

**Phalanx Formation (W)** - Units lose -40% speed, gain resistance to knockback, decelerate crush, and gain +33% armour.

## Upgrades

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

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

## Strategy

The Royal Guard of Dale are a rather unconventional but still very powerful Heroic Pikemen unit for the Adventure: Dorwinion subfaction. They are statistically identical to the Fountain Guards, the Heroic Pikemen unit of Gondor. Unlike other Heroic units in general, they do not have a list of skills, but instead can receive the **Barding Blades** and **Banners of Dale** upgrades to directly increase their combat prowess. Otherwise, they retain standard Heroic Pikemen strengths of being especially effective against enemy cavalry, monsters, and heroes, especially once they have received Barding Blades. They can also go into **Phalanx Formation,** sacrificing movement speed to become even more powerful front line fighters with knockback resistance, crush deceleration, and an armour bonus. The Royal Guard of Dale are the best Heroic unit to choose for Dorwinion if they are facing enemies that are relying heavily on unit types that they are naturally strong against, as they will be able to dispatch even elite monsters like the Gundabad Stone-troll or Heroic cavalry like Morgul Vanguard with incredible ease.
Royal Camp

"In 1974 the power of Angmar arose again, and the Witch-king came down upon Arthedain before winter was ended. He captured Fornost, and drove most of the remaining Dúnedain over the Lune; among them were the sons of the king. But King Arvedui held out upon the North Downs until the last, and then fled north with some of his guard; and they escaped by the swiftness of their horses."
—Return of the King, Appx. A Part I Section iii "Eriador, Arnor , and the Heirs of Isildur"

King Arvedui was the last king of Arthedain before its fall to Angmar, and he was a man who in times of peace would go on royal expeditions into both his lands and lands beyond that were not yet tainted by Angmar's shadow, erecting small camps during these expeditions. When Arthedain finally fell to Angmar, these camps would come in handy, as Arvedui had the survival skills needed to flee and live in the north and would live in these camps until he made the fateful decision to try and flee the North on an Elven ship sent to rescue him by Círdan the Shipwright, only to be drowned in a violent storm in the sea.

The Royal Camp is a temporary unit production structure unique to the Adventure: Arthedain subfaction based on Gondor. It is summoned by Arvedui's **"Royal Expedition"** ability. It can summon a permanent battalion of either Soldiers of Arthedain, Wardens of Arthedain, of Longbowmen of Cardolan every 45 seconds that come pre-equipped with Tempered Blades and Steel Cuirasses. It lasts for 210 seconds and is limited to 1 at a time.

## Abilities

**Activate/Deactivate Royal Camp (W)** - Can start or pause production of a fully upgraded battalion of chosen Dúnedain every 45 seconds. Respects command point limit. Left click to activate or deactivate.

**Toggle Soldiers of Arthedain Production (E)** - Royal Camp starts producing Soldiers of Arthedain.

**Toggle Wardens of Arthedain Production (R)** - Royal Camp starts producing Wardens of Arthedain.

**Toggle Longbowmen of Cardolan Production (T)** - Royal Camp starts producing Longbowmen of Cardolan.

## Strategy

The Royal Camp is a useful structure summoned by Arvedui for replenishing the armies of Arthedain without requiring any resources to do so. It allows for the summon of 3 different types of units every 45 seconds, all of which are permanent and come automatically upgraded with Tempered Blades and Steel Cuirasses. As long as the camp is protected, this can be invaluable for replenishing Arthedain's armies with fully upgraded soldiers without requiring any money to do so. The Camp itself can be placed either deep in the base to ensure its continued survival, or it can be placed in the front lines to help the battalions summoned from it quickly engage in battle against enemies. It should be noted that the Camp itself respects CP limit, so it may be worth temporarily deactivating the structure if you are planning on recruiting units that the Camp cannot summon like the Kingsguard of Fornost Erain and are close to reaching your command point limit.