recursal/Fanatic-Fandom huggingface dataset:
Nandor Hîr-Hathol

* Portrait
* Sword
* Axe

"... Halmir of Brethil lord of the Haladin sent swift word to Thingol, for he had friendship with the Elves that guarded the borders of Doriath. Then Beleg Strongbow, chief of the march-wardens of Thingol, brought great strength of the Sindar armed with axes into Brethil; and issuing from the deeps of the forest Halmir and Beleg took an Orc-legion at unawares and destroyed it. Thereafter the black tide out of the North was stemmed in that region, and the Orcs dared not cross the Teiglin for many years after."
—Of the Ruin of Beleriand and the Fall of Fingolfin, The Silmarillion

The Nandor Hîr-Hathol were the residents of Lothlórien for millennia before the Galadhrim arrived. They carry great wisdom and strength, and are counted among the greatest warriors of all elvendom.

In Age of the Ring, the Nandor Hîr-Hathol are Lothlórien's heroic unit. Limited to 2, they are able to switch between weapons to suit different scenarios.

## Abilities

**Switch to Sword/Axe (W)** - Left click to switch between weapons. Swords strong vs. infantry and heroes. Axes strong vs. buildings, monsters and siege weapons.

**Laegrim** - Nandor Hîr-Hathol are immune to fear, terror and knockback. Passive ability.

**Level 3: For Lórinand! (T)** - Nandor Hîr-Hathol temporarily deal additional magic damage and will reflect damage to attacking enemies for 30 seconds. Left click to activate.

**Level 6: Treasures of Ossiriand (C)**  - Grants Tempered Blades, Elven Armour, and Mallorn Bows to units in radius. Left click icon then left click on target units.

**Level 2: Valorous Recovery** - Heroic units regain health while outside of combat. Passive ability.

## Strategy

The Nandor Hîr-Hathol are the faction's heroic unit and are deadly in combat. A late game army consisting of the Nandor, a few pikemen, Lothlórien's heroes and a few upgraded archers can be very deadly. By changing their weapon, they are able to optimize for different scenarios, for example, using the swords in open battle while using the axes when assaulting an enemy base. **Treasures of Ossiriand** can be used to support your army by instantly upgrading units, saving both time and resources. **For Lórinand!** increases their time in combat while giving them extra damage making it much harder for them to be killed.
Háma

* Portait
* Ingame

"Yet in doubt a man of worth will trust to his own wisdom. I believe you as friends and folk worthy of honour who have no evil purpose. You may go in."
—Háma

Háma was a Door-warden of Medulseld, who loyally served Théoden King loyally, even as the king's mind was poisoned by the machinations of Saruman and Wormtongue. He granted Gandalf and the Three Hunters access to the Golden Hall, which allowed Gandalf to free Théoden from Saruman's influence. When Théoden decreed that the people of Edoras must evacuate to the safety of Helm's Deep, Saruman sent out Warg Riders led by Sharku to intercept the refugees. Háma and Gamling were ambushed by a lone Orc scout, whose warg devoured Háma and proceeded to attack Gamling before being killed by Legolas.

In Age of the Ring, Háma is a hero for Rohan, temporarily summoned for 90 seconds by Théoden's Strength Remembered ability, along with Gamling and two battalions of Mounted Kingsguard.

## Abilities

**Door-Warden of Medulseld** - Modifier Type: Spell. For every allied building in Háma's vicinity, he gains +15% Armor. Stacks with Buffs and Spells. Passive ability.

## Strategy

**Strength Remembered** is an extremely useful power to cast in combat as it heals nearby allies and temporarily summons two heroes with high health as well as two elite cavalry battalions which can be used to charge enemies at will without fear of wasting resources or command points. Háma is particularly effective when used in situations of defending the base as he gains armour buffs from nearby allied structures, so that he is more durable and can fend off the enemy for longer.
Nâfarati Marauders

* Portrait
* In Game

"Word of an evil presence in Abrakhân spread quickly: Caran-Lambar, warrior-chief of a nearby tribe arrived with a small cohort of warriors. Hoarmurath transfixed him and his men, and locked them all in a deep dungeon. It is true that the Witch-king was the greatest of the Nine, the most capable in the dark arts of Sauron and his ancient master, but Hoarmurath had spent long years studying in Sauron's scholomance ere his Ring had made him utterly wraith-like - and he began applying his lessons to Caran-Lambar and his men, to strip away their humanity and transform them into brutish, troll-like Men that did his every bidding."
—The Age of the Ring Lore Compendium

The Nâfarati tribes had plenty of strong and proud warriors who lived in the dense jungles of southern Haradwaith. Their fates changed when the Golden King returned to the ancient fortress of Abrakhân however. Caran-Lambar, a warrior chief of the Nâfarati people, led a group of warriors to investigate this danger. The entire group was taken, imprisoned and tortured, with the Golden King applying his experience in sorcery to strip away their humanity and turn them into Troll-like brutes that he then unleashed on the rest of their people.

The Nâfarati Marauders are a semi-heroic swordsmen unit for Haradwaith. They are limited to 3.

## Abilities and Formations

**Blackened Blood (W)** - Marauders heal quickly once out of combat, are immune to knockback and trample. Passive ability. At rank 3, can be activated to cause attacks to drain health from enemy units for 20 seconds. Left click to activate.

**Level 5: Accursed Bastion (R)** - For 15 seconds, Nâfarati Marauders gain +50% armour and +50% damage, but lose -33% speed. When Accursed Bastion ends, all nearby enemies are moderately knocked back. Left click to activate.

## Strategy

The Nâfarati Marauders are powerful front-line units. Their basic attacks deal AOE knockback damage, letting them tear through hordes of units. With the passive of **Blackened Blood**, they can quickly recover outside of combat, with their resistance to knockback and trample making them effective against cavalry as well. The active aspect of the ability can also be used to enhance their survivability further, which allows their front line presence to be even stronger with **Accursed Bastion** which improves their combat presence but makes it harder for them to escape combat. Even so, like with all powerful units, they can still be targeted by elite archers and heroes and so the player must be careful not to lose them in this way. Their chief is able to help them in combat with his leadership, but they can still be effective without him.
Orc Archers

* Portrait
* Standard
* Upgraded

"Presently two orcs came into view. One was clad in ragged brown and was armed with a bow of horn; it was of a small breed, black-skinned, with wide and snuffling nostrils; evidently a tracker of some kind."
—Return of the King, The Land of Shadow

Largely unskilled and ill-equiped, Mordor's archers are a prime example of strength in numbers.

Orc Archers are Mordor's basic ranged unit which can be recruited in large numbers due to their relatively low price; they can deal out a large amount of damage to enemy units when supported by Orc Warriors . In the mid-late game, Orc Archers still play an important role in dealing damage and acting as meat-shields to Mordor's elite ranged units.

## Abilities and Formations

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

## Upgrades

**Fire Arrows (C)** - upgrades this battalion with fire arrows. Significantly increases the damage done by arrows. Cost: 250

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

## Strategy

In the early game, Orc Archers act as the primary damage dealers for Mordor. They are most effective when supported by Orc Warriors and Orc Pikemen because of their low health in relation to other faction's early game archers. The damage output of Orc Archers can be further increased when they are gathered in large numbers due to the horde bonus (+50% damage when in numbers greater than 150) and when enemy units are debuffed by Nazgûl.
Host of the West

"I bid you, stand! Men of the West!"
—Aragorn

After victory was achieved at the Battle of the Pelennor Fields, the leaders of the Free Peoples decided to lead an assault upon Black Gate of Mordor itself to distract Sauron and buy Frodo enough time to destroy the One Ring. Led by Aragorn, they would send forth a mighty host to march upon the Black Gate, traveling through Ithilien and destroying enemies sent to harass and spy on them in the way.

The Host of the West is a permanent summon from the 25 PP spellbook power, Host of the West, which is a power unique to the Adventure: Ithilien faction. They are summoned alongside Aragorn (Elessar).

## List of Battalions

Each battalion comes at level 1 but fully equipped with Heavy Armor and Tempered Blades, and is led by a Hero unit that the entire battalion's survival is dependent upon. The list of battalions summoned by the Host of the West power is as follows:

* 2 battalions of Grey Company Rangers (functionally identical to the Arthedain Sentinels)
* 1 battalion of Dol Amroth Men At Arms (without the **Sally Forth**) ability
* 1 battalion of Soldiers of Minas Tirith
* 1 battalion of Spearmen of Minas Tirith
* 1 battalion of Westfolders (no abilities)
* 1 battalion of Edoras Kingsguard

## Abilities

The individual battalions of the Host of the West each have various abilities that are the same as their respective battalions in standard play, with the exceptions listed above. See their respective pages for additional details.

## Strategy

The Host of the West is an incredibly powerful summon, as it not only brings forth the incredibly powerful Aragorn (Elessar), but also no less than 7 units that automatically come with Heavy Armor and Forged Blades. The sudden appearance of this large army out of nowhere can single-handedly turn the tide of a large-scale battle in one's favor, even without taking Elessar's presence into account. That being said, it is important to pay careful attention to the individual hero units leading the battalions. They are weaker than standard heroes, only having 1000 HP, are forced to remain in the front of the battalion, and if they die the entire battalion falls with them. Thus, it is essential to keep a close eye on these hero units leading the battalions and either heal or retreat as appropriate to prevent the loss of an entire battalion upon the Hero's death.
Iron Hills Riders

* Portrait
* In Game

"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.

Age of the Ring, Ukhrub-sharâhul, or Iron Hills Riders, are an elite cavalry force in Reign of Oakenshield Erebor. They are temporarily summoned by Roäc's Messenger of the King ability for 45 seconds and Dáin Ironfoot's To the King! ability for 75 seconds.

*For their permanently recruitable variants in Erebor's Adventure subfactions, see the Iron Hills Riders (Adventure) page.*

## Strategy

Ukhrub-sharâhul are a temporary cavalry unit that can be used to cause disarray among the enemy's units, particularly their archers due to the Messenger of the King being castable behind enemy lines. Ukhrub-sharâhul are highly durable and so can survive a charge into elite units, however this does not mean that they are invulnerable to pikemen. The battalion summoned by Messenger of the King have a short duration of 45 seconds and so are best utilised when flanking the enemy; Dáin Ironfoot's summoned battalions last considerably longer and so can be used either to engage the enemy or to flank around and harass the enemy's economy since they have more time to destroy a resource structure.
Kingsguard of Fornost Erain

* Portrait
* In Game

"Warriors of great nobility and renown, the Kingsguard of Fornost were sworn defenders of the blood of Anadûnê, tasked with ensuring the survival of Elendil's line."
—Age of the Ring team

The Kingsguard of Fornost Erain were the personal bodyguard of the King of Arthedain in the capital of Fornost, loyally serving and protecting both King Arvedui and Prince Aranarth after the former's death. They were renowed as some of Arthedain's greatest warriors, and although they could not prevent Fornost Erain and Arthedain as a whole from falling, they would continue their duties in a different form as Aranarth became the first of the Chieftain of the Dúnedain Rangers.

The Kingsguard of Fornost Erain are the Heroic unit for the Adventure: Arthedain subfaction based on Gondor. They are recruitable from a Level 3 Fornost Garrison but require King Arvedui to have been purchased first. They are limited to only 2 at a time.

## Abilities

**Faithful Guardians (W)** - Modifier Type: Leadership. Kingsguard of Fornost Erain grant nearby Heroes +10% to all stats. Passive ability.

Target friendly hero gains +50% armour for 25 seconds. Left click then left click on target hero.

**Level 2: Vigilant Watch (R)** - Target friendly structure becomes invulnerable but cannot produce for 30 seconds. Left click then left click target structure.

**Level 3: Zealous Defence (T)** - Kingsguard of Fornost Erain deal splash damage in a wide radius at the cost of -33% armour for 20 seconds. Left click to activate.

**Level 2: Valorous Recovery** - Heroic units regain health while outside of combat. Passive ability.

## Strategy

The Kingsguard of Fornost Erain are the Heroic unit of the Adventure: Arthedain subfaction. Although they are somewhat difficult to access, requiring both King Arvedui and a Level 3 Fornost Garrison, they are incredibly effective once they hit the field. **Faithful Guardians** provides valuable support to Arthedain's heroes by slightly boosting all of their stats, and can temporarily grant +50% armour to a particular hero to make them much more durable temporarily. **Vigilant Watch** allows the Kingsguard to save a structure that is at risk of being destroyed by making it invulnerable, although it should be noted that the structure will not be able to produce in exchange for this invulnerability. **Zealous Defence** increases the already impressive combat capabilities of the Kingsguard by granting them splash damage that allows them to decimate enemy armies, particularly spam ones, although they will be more vulnerable to attack because of the armor reduction during this time. Although the Kingsguard are very effective in combat, they can still be focused down and killed by repeated volleys from upgraded Archers, so it is recommended to either protect them with other units as a meat shield or take out those archers first before committing the Kingsguard to the field especially if they are going to be using **Zealous Defence**.
Maps

"He used often to say there was only one Road; that it was like a great river: its springs were at every doorstep, and every path was its tributary. "It's a dangerous business, Frodo, going out of your door," he used to say. "You step into the Road, and if you don't keep your feet, there is no knowing where you might be swept off to. Do you realize that this is the very path that goes through Mirkwood, and that if you let it, it might take you to the Lonely Mountain or even further and to worse places?" He used to say that on the path outside the front door at Bag End, especially after he had been out for a long walk."
—Frodo

The Age of the Ring mod has a large number of skirmish maps on which games can be played. Each of these maps would have different features to offer a different gameplay experience.

Note: Maps with a \* are original to Age of the Ring. Adventure Maps are listed on a separate page.
Grond

* Portrait
* In Game

"Great engines crawled across the field; and in the midst was a huge ram, great as a forest-tree a hundred feet in length, swinging on mighty chains. Long had it been forging in the dark smithies of Mordor, and its hideous head, founded of black steel, was shaped in the likeness of a ravening wolf; on it spells of ruin lay. Grond they named it, in memory of the Hammer of the Underworld of old."
—Return of the King, The Siege of Gondor

This giant battering ram was named after the Hammer of the Underworld - Morgoth's weapon of choice. No gate can hope to stand against it. It was forged with the purpose of breaching the gates of Minas Tirith, which it succeeded in doing so with the aid of the Witch-King's dark incantations.

In Age of the Ring, Grond is without a doubt the most powerful siege weapon in the game; it is recruitable from a Mordor level 3 Great Siege Works once Gothmog has been recruited - it is limited to 1.

## Strategy

Players are alerted to the recruitment of Grond by a global audio cue that plays as it spawns. As soon as they hear this cue, defending players must shore up their defences by upgrading their fortresses, building battle towers and building as much as they can between Grond and their base in order to delay it as much as possible. Grond has an extremely large amount of health which makes destroying it a particularly difficult task. It is vulnerable however to upgraded pikemen, flying units, magic damage and heroes - other units can be crushed by Grond and so should not be wasted trying to take it down unless absolutely necessary. Mordor players using Grond are not guaranteed victory with Grond alone and so should send it in with plenty of other units to support it and inflict additional damage.
Horsemen of the Mark

* Portrait
* Standard
* Upgraded

"With astonishing speed and skill they checked their steeds, wheeled, and came charging round. Soon the three companions found themselves in a ring of horsemen moving in a running circle, up the hill-slope behind them and down, round and round them, and drawing ever inwards."
—The Two Towers, The Riders of Rohan

Yeoman or peasant, in Rohan every man owned a horse, and had learned to defend themselves from horseback. When the need arose, these men would ride out to battle to defend their homes. Despite not being permanent soldiers, these Riders displayed excellence in horsemanship; their skill in riding compensated for their inexperience in battle.

In Age of the Ring, Horsemen of the Mark are the most basic of Rohan's many cavalry units. They are recruited from a level 1 Stables.

## Abilities and Formations

**Level 3: Muster of Edoras** - Modifier Type: Level. Units permanently gain +33% armour. Stacks with leaderships and spells.

## Upgrades

**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

Horsemen of the Mark are one of the many cavalry units that Rohan can recruit, they are also the most basic of these and so should be replaced after the early game. This is because although they are fast moving and able to harass enemy economy and trample enemy archers, they have much lower health and armour than Rohirrim Warriors or Riders of Snowbourn and so do not last for very long in combat after an inital charge. Moreover, they cannot be upgraded to the same extent as Rohan's other cavalry units: they gain an armour buff from **Muster of Edoras** but are unable to receive Horsemen Shields to protect them from arrows or pike damage.
Lurtz

* Portrait
* Bow
* Sword
* Armour (bow)
* Armour (sword)

"One of the Halflings carries something of great value. Bring them to me alive and unspoiled. Kill the others."
—Saruman

Lurtz was the first of Saruman's new Uruk-Hai to be created. He was naturally a violent creature, choking an orc to death quickly after his creation. Lurtz was tasked to lead the Uruk Scouts to intercept the Fellowship of the Ring and retrieve the Hobbits for Saruman. In the following battle, Lurtz managed to killed Boromir with his great bow before being slain in a duel with Aragorn.

## Abilities

**Level 1: Toggle Weapon (W)** - left click to toggle between bow and sword.

**Level 1: Leader of the Hunt (R)** - Uruk-hai near Lurtz gain +33% Damage and +33% Armor. Stacks with Buffs and Spells. Passive ability. Can be cast on enemy heroes to track their movements for 60 seconds.

**Level 3: Relentless Warrior (T)** - Lurtz gains +75% damage, +25% armour and deals splash damage for 20 seconds. Can only use with sword equipped. With each level gained, damage is increased by 25% up to a maximum of +200% at level 8. Left click to activate.

**Level 4: Cripple (C)** - Pins enemy hero in place. Can only use with bow equipped. At rank 8, instills fear into nearby enemies. Left click then left click on target hero.

**Level 10: Uruk Chief** - Lurtz is clad in thick armor. Permanently gains +50% Armor. Passive ability.

## Strategy

Lurtz is a versatile hero that specialises in supporting Isengard's Uruk-hai unit roster and killing enemy heroes. He can attack from range with his bow before toggling to sword to quickly dispatch high priority targets, such as heroes and heroic units, whilst using abilities such as **Cripple** and **Relentless Warrior**. Lurtz is always a useful hero in Uruk-hai focused strategies due to his Uruk-specific leadership immediately unlocking at level 1, this increases the durability and damage of the already elite Uruk-hai units so that they gain an advantage over enemy units. **Relentless Warrior** scales in strength as Lurtz levels up: the higher Lurtz' level, the more quickly he can kill enemy heroes (who cannot escape if paralysed by **Cripple**). This is later coupled with **Uruk Chief** so that by level 10, Lurtz should be one of the enemy's primary targets before sending in their heroes as otherwise their heroes are at risk of quickly being killed by a highly durable Lurtz dealing +200% damage.
Horsemaster's Campground

* Level 1
* Level 2
* Level 3

"... out of the East Men were moving endlessly: swordsmen, spearmen, bowmen upon horses, chariots of chieftains and laden wains."
—The Fellowship of the Ring, The Breaking of the Fellowship

While little is known about the cultures of the Men of the East, both the Easterlings of Rhûn and the Variags of Khand were skilled with horses and the art of cavalry, albeit in different ways. When Sauron sounded the call to war, the Easterlings and Variags would march to unleash war upon the Free Peoples, and their cavalry was a vital part of their military strategy. They would set up several campgrounds in which they would be able to store and train their horses, and these same campgrounds would also be where Houndmaster Bélokh would train his Khandish Wardogs and the dreaded chariots of the Easterlings would be prepared.

The Horsemaster's Campground is a unit recruitment structure for the Adventure: Rhûn subfaction of Mordor. It is where the subfaction's cavalry units are recruited.

## Upgrades

**Upgrade to Level 2 (A)** - allows training of Golden Cataphracts. +10% faster build speed. Cost: 500

**Upgrade to Level 3 (A)** - allows training of Golden Chariots. +25% faster build speed. Cost: 350

## Function

The Horsemaster's Campground can be used to recruit the following units:

 Variag Outriders | Archer Cavalry
 Golden Cataphracts | Cavalry
 Golden Chariot | Cavalry

## Strategy

The Horsemaster's Campground is the unit recruitment for the Adventure: Rhûn subfaction's Cavalry units. The Khandish Wardogs are cheap, spammable basic cavalry that can be used to overwhelm the battlefield if Houndmaster Bélokh has been recruited to the battlefield. The Variag Outriders are an Archer Cavalry unit that has increased mobility to harass enemies with arrows, and they can be fully upgraded with Jagged Steel Armour and Barbed Arrows. The Golden Cataphracts are an elite and fully upgradable cavalry unit that are functionally and statistically identical to their standard Mordor counterparts. Finally, the Golden Chariot is a single, powerful Cavalry unit akin to the Battlewagon that cannot be knocked back by monsters and is particularly effective at trampling melee infantry and devastating enemy armies if micromanaged properly.
Gundabad Stone-troll

* Portrait
* Unupgraded
* Dread Helmet
* Serrated Armour
* Scythe Gauntlets

"Gandalf: "They must have come down from the Ettenmoors."
Thorin: "Since when the mountain trolls venture this far south?"
Gandalf: "Oh, not for an age. Not since a darker power ruled these lands.""
—An Unexpected Journey

The Stone-trolls of Gundabad came from the most inhospitable regions of the mountains. They often came with the orcs of Gundabad in their conquests. They were often fitted with deadly weapons and equipment by the orcs, as much to make them more dangerous to their foes as to cause enough pain to the trolls to enrage them into a frenzy.

In the Age of the Ring mod, the Gundabad Stone-trolls are the most powerful trolls in the faction, they are recruitable from a level 3 Troll Lair. Stone-trolls have multiple upgrades to make them stronger.

## Abilities

**Level 2:** **Thick Skull (W)** - For 15 seconds, the Troll gains +100% damage against structures but loses -50% armour.

## Upgrades

**Dread Helmet (R)** - Upgrades this troll with a dread helmet. Significantly increases armour and scares enemy units. Decreases Stone-trolls speed by 10%. Cost: 500

**Serrated Armour (T)** - Upgrades this troll with serrated armour. Significantly increases hitpoints and reduces crush deceleration. Decreases Stone-trolls speed by 10%. Cost: 500

**Scythe Gauntlets (C)** - Upgrades this troll with scythe gauntlets. Significantly increases attack power and attack damage. Decreases Stone-trolls speed by 10%. Cost: 500

## Strategy

The Gundabad Stone-trolls are some of the most powerful monster units in game but take a while to reach their full potential. This is due to the high paywall of their recruitment and each of their upgrades, though this paywall can be reduced by other discounts for upgrades. This upgrades also come at a slight cost to their speed. However, when they are upgraded, they can be very powerful at destroying structures as well as infantry and cavalry with powerful AOE strikes. Like all monsters on the ground, they must be wary of pikes and archers. **Thick Skull** can be used when dealing high damage when there is less chance of retaliation, for example, it can be used when singling out a fortress in a large assault.
Harondor Warlord

* Warlord Portrait
* Warlord In Game
* Axemen Portrait
* Axemen In Game
* Bowmen Portrait
* Bowmen In Game
* Spearmen Portrait
* Spearmen In Game

"He wondered what the man’s name was and where he came from; and if he was really evil of heart, or what lies or threats had led him on the long march from his home; and if he would not really rather have stayed there in peace – all in a flash of thought which was quickly driven from his mind…"
—The Two Towers, Of Herbs and Stewed Rabbit

Sauron's messengers travelled far and wide in the lands of Haradwaith, bringing many warlords and tribal leaders under his banner through bribery, lies and threats. Those who would not follow him willingly would be subjugated by these warlords and, during the War of the Ring, would be forced to march north to battle against the Free Peoples.

In Age of the Ring, the Harondor Warlords are singular units that can be upgraded into one of three Tribal units: Axemen, Bowmen and Spearmen. The Tribal units can also be individually summoned by the Tribal Camp.

## Abilities and Formations

**Lies and Threats** - Requires Lies and Threats upgrade. Harondor Warlords have increased armour.

**Submit (R)** - Requires Lies and Threats upgrade. Harondor Warlords can sacrifice members of their hordes for +10% speed and +15% damage. Lasts 30 seconds. Left click to activate. (Unit cost: 1)

## Upgrades

**Tribal Axemen (R)** - Summon Tribal Axemen to serve you. Strong vs Pikemen. Cost: 0.

**Tribal Bowmen (T)** - Summons Tribal Bowmen to serve you. Strong vs Archers and Swordsmen. Cost: 50.

**Tribal Spearmen (C)** - Summons Tribal Spearmen to serve you. Strong vs Cavalry. Cost: 50.

## Strategy

The Harondor Warlords are the basis of Haradwaith's forces in the early game. Though easily brought down on their own, they can summon hordes of cheap infantry to act as armies. This versatility is their greatest strength, allowing them to adapt to the various components of the enemy army, though each Warlord can only have one upgrade. The primary weakness of this mechanic though is that the Warlord can be targeted to bring down the entire battalion, making them vulnerable to heroes or other units that may be able to target them individually. This can be managed through the Lies and Threats upgrade, which is obtainable from the Harondor Outpost, that improves the Warlord's armour. It also grants access to the **Submit** power, which sacrifices a unit in the battalion for a boost in offensive power. The Tribal units do not have this weakness when summoned by the Tribal Camp. Syâr-Rhul is the primary supporter for these units as he has his own leadership that affects Tribal units earlier in the game.
Helmingas Warriors

* Portrait
* Dismounted
* Mounted

"Back from the Deep the echoes came, blast upon blast, as if on every cliff and hill a mighty herald stood. But on the walls men looked up, listening with wonder; for the echoes did not die. Ever the hornblasts wound on among the hills; clearer now and louder they answered one to another, blowing fierce and free. "Helm! Helm!" The Riders shouted. "Helm is arisen and comes back to war. Helm for Théoden King!"
—The Two Towers, Helm's Deep

Helm's Deep was home to a garrison of veteran warriors. Keeping alive the image of Helm Hammerhand's martial prowess, they kept Rohan's primary refuge open and guarded against surprise assaults. They were present at the Battle of the Hornburg and rode out alongside their King and Aragorn to meet the Isengard host before Gandalf arrived with reinforcements.

In Age of the Ring, Helmingas Warriors are the heroic unit for Rohan, which are recruitable from a level 3 Barracks once the Fortress upgrade Horn of Helm Hammerhand has been researched. They are limited to one battalion on the battlefield at a time.

## Abilities

**Mount/Dismount (W)** - Left click to toggle between on horse or on foot.

**For the Hornburg! (R)** - Modifier Type: Spell. Allies near the Helmingas become immune to fear and terror. Passive ability.

The Helmingas can crush enemies and are immune to arrows for a short duration. Left click to activate.

**Level 3: Mark of Freca (C)** - The Helmingas grant the Mark of Freca to an enemy unit, causing them to flee in fear, lose all leadership and lose -33% armor. Left click on icon then left click on target battalion.

**Level 6: Mark of Helm (T)** - The Helmingas grant the Mark of Helm to an allied unit, causing them to temporarily gain +100% attack damage. Left click on icon then left click on target battalion.

**Level 2: Valorous Recovery** - Heroic units regain health while outside of combat. Passive ability.

## Strategy

Helmingas Wardens are one of the most powerful heroic units in the game due to how versatile they are: they are capable of packing a punch both on foot or mounted but can then toggle mount to make a quick escape if they are losing too many units. They begin regenerating lost units after level 2 as with other heroic battalions. Helmingas have been known to level insufficiently defended enemy bases - **For the Hornburg** means that the opponent should keep a few fully upgraded pikemen battalions at the ready nearby the base as the Helmingas temporarily gain immunity to arrows fired by the fortress or battle towers. Helmingas can be used to strengthen other elite Rohan units, such as Edoras Kingsguard or Mounted Kingsguard, with their **Mark of Helm** ability. An additional 100% damage granted to these units can make a significant impact during combat. Finally, Mark of Freca can be used before sending in other cavalry units: it disorganises the enemy forces as they flee in fear and reduces their armour so that the Helmingas and other friendly cavalry can easily pursue them and take them down.
Gwathló Tribesmen

* Portrait
* In Game

"At the point of the confluence of Glanduin and Mitheithel the land was almost flat, and the waters become sluggish and tended to spread into fenland. But some hundred miles below Tharbad the slope increased. The Gwathló, however, never became swift, and ships of smaller draught could without difficulty sail or be rowed as far as Tharbad."
—Unfinished Tales, Part 2, Ch IV, The History of Galadriel and Celeborn, Appendix C, 'The Boundaries Of Lórien

The Greyflood, or Gwathló, was a river that bordered between Mirhiriath and Enedwaith. Living next to this river were a small number of farmers and fishers who depended on the river for their livelihoods. Although they did not technically serve Arthedain directly, these Gwathló Tribesmen maintained good relations with the last Northern Kingdom of Arnor. They willingly sent soldiers to aid Arthedain in its ongoing war against Angmar knowing full well that if Arthedain fell, the Tribesmen themselves would be the next to suffer.

The Gwathló Tribesmen are a temporarily summonable Swordsmen unit for the Adventure: Arthedain subfaction based on Gondor. They require an Embassy to summon.

## Strategy

The Gwathló Tribesmen are a temporarily summonable basic Swordsmen unit that are analogous to the Lamedon Clansmen from Gondor. Although they are not particularly powerful by themselves and cannot be upgraded, they have some flexibility as they can be summoned at-will either to defend the Embassy or other nearby buildings until the player's main army arrives, or as a supplementary battalion that can act as a meat shield to protect more important units and heroes. As Swordsmen unit, they have the same basic advantages against Pikemen and weaknesses against Archers and Cavalry/Monsters like any other unit and this should be kept in mind if one wishes to use Gwathló Tribesmen as part of serious combat.
Oathbreaker Huskarls

* Portrait
* In Game

"Mighty warriors in life, these elite undead swordsmen were unparalled fighters among the men of Dunharrow. In death, their deft swordsmanship is enhanced by the chill of the grave."
—Age of the Ring team

Among the ghostly warriors who dwelled in the Dwimorberg, the Oathbreaker Huskarls were the greatest and most skilled swordsmen among them. In death, they continue to serve as the personal bodyguard and champions of the King of the Dead, and after Aragorn called upon them to fulfill their oath, they will fight and protect him ferociously to fulfill their oath so that they can rest in peace.

The Oathbreaker Huskarls are an elite, semi-heroic swordsmen unit in the Adventure: Grey Company faction, who can only be recruited from a Cairn of the Dwimorberg. They are only limited to 2 battalions on the battlefield at a time.

## Abilities

**Level 2: Deathly Veterans** - The Oathbreakers steel their shambling allies, reinforcing their armour by 10%. Passive ability.

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

## Strategy

The Oathbreaker Huskarls are semi-heroic Swordsmen units in the Adventure: Grey Company subfaction analogous to the Dunlending Huskarls. Although they are statistically identical to the Dunlending Huskarls and have the same strengths as elite Swordsmen who are very effective in melee combat in general, their abilities are significantly different from their Dunlending counterparts. **Deathly Veterans** allows them to boost the armour of their allies by 10% just by being present, up to a respectable 20% boost if two battalions of them are present. **Withering Touch** functions identically to the ability cast by the Harbingers of Shadow, softening up groups of enemy units with continual damage. The skill is best utilized when the player's own army is clear from the target area or if only Oathbreaker Warriors are present, as the Oathbreakers are immune to the damage caused by the skill and the player will want to avoid damaging his own forces with this ability.
Harondor Outpost

* Level 1
* Level 2
* Level 3

"Smeágol thinks they have come out of the South beyond the Great River’s end: they came up that road. They have passed on to the Black Gate; but more may follow. Always more people coming to Mordor. One day all the peoples will be inside."
—Gollum

The lands of Near Harad and Harondor were populated by a number of tribes that were often at conflict with each other. However, influence of Sauron and a need for further resources drove them together under one banner. Now, under the leadership of Sûladan, they march as part of Haradwaith's armies against their ancient foes in the north. Those who do not follow willingly are instead driven by the whips of their overlords.

The Harondor Outpost is a structure for Haradwaith.

## Upgrades

**Upgrade Harondor Outpost to Level 2 (A)** - Allows training of Harondor Raiders and Harondor Spearmen. +10% faster build speed. Cost: 400.

**Upgrade Harondor Outpost to Level 3 (A)** - Allows training of Harondor Archers and Guards of the Serpent. +25% faster build speed. Adds defensive arrow tower. Cost: 500.

## Function

The Harondor Outpost can be used to recruit the following units:

In addition, the following upgrade can be researched:

**Lies and Threats (R)** - Increases Harondor Warlords' armour. Unlocks the "Submit!" ability for tribal hordes. Cost: 650.

## Strategy

The Harondor Outpost will likely be one of the first unit production structures for Haradwaith players. The Warlords are a versatile unit that can be upgraded to act as cheap swordsmen, spearmen or archers, and can be upgraded further once **Lies and Threats** has been researched. The Harondor units can be used throughout the mid-game, providing the earliest source of cavalry for the faction, as well as stronger archers and pikemen to use throughout the game. Lastly, the Guards of the Serpent are a strong heroic unit that can make cavalry forces even stronger. The Warlord units should be supported by Syâr-Rhul while the Harondor units can also be supported by Sûladan and the **Subjugation: Near Harad** upgrade of the Haradwaith Fortress which can make them cheaper.
Great Khân's Archers

* Portrait
* Standard
* Upgraded

"In Rhûn, archery is considered high art. In consequence, Easterling Archers rank amongst the most elite in Middle-earth. Armed with longbows and arrows with twisted barbed heads, it is no wonder that the archers of Rhûn are some of the most fearsome that make up Sauron's hordes."
—Age of the Ring Team

Khân-yûn-âkhax were highly trained marksmen that carried heavy warbows and quivers full of twisted barbed arrows, raining death upon the enemy even as the phalanx advanced.

The Khân-yûn-âkhax are Mordor's ranged units in the mid-late game, and are recruitable from a Level 2 Easterling Garrison. They are vastly superior to the basic Orc Archers due to their heavy armour and barbed arrows upgrade, which significantly increases their damage as well as adding splash damage.

They are also available to the Adventure: Rhûn subfaction, being identical to and serving the same purpose as their Mordor counterparts. In this subfaction, they are recruitable from a Level 2 Rhûn Archery Range instead.

## Abilities and Formations

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

**Level 3: Serrated Armour** - A small percentage of received damage is redirected to the attacker.

## Upgrades

**Jagged Steel Armor (T)** - When equipped, significantly reduces the amount of damage taken. Research upgrade at Gorgoroth Foundry to enable this upgrade. Cost: 250

**Barbed Arrows (C)** - Upgrades this battalion with Barbed Arrows. Increases the damage done by arrows and adds slash damage. Research from Easterling Garrison. Cost: 250

*Note: In the Adventure: Rhûn subfaction, this upgrade is instead researched at the Gorgoroth Foundry.*

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

## Strategy

These Archers are the most heavily armoured of the two Mordor archer units, enabling them to take the most damage which would make them more appropriate in the later stages of the game. This is also applicable to the Adventure: Rhûn subfaction, in which they are superior to the Serf Bowmen instead. They are extremely effective at dealing damage, particularly when upgraded with Barbed Arrows, but still require protection from flanking cavalry attacks - preferably by Great Khân's Phalanx in the mid-late game. Once at level 3, the Easterlings can act as an anti-spam unit, dealing additional damage to all those who are attacking them. If the enemy is not careful, they will suffer heavy losses from just engaging the Easterlings. The Easterlings can be supported by Gothmog and his Into the Fray ability, which can boost their speed and damage further.
Madril

* Portrait
* Ingame

"Madril: Our scouts report Saruman has attacked Rohan. Théoden's people have fled to Helm's Deep. But we must look to our own borders. Faramir, orcs are on the move. Sauron is marshalling an army. Easterlings and Southrons are passing through the Black Gate.
Faramir: How many?
Madril: Some thousands. More come every day."
—The Two Towers

Madril was an Ithilien Ranger who served as Faramir's second-in-command. He advised Faramir on Sauron's mustering of orcs and Easterlings in preparation of the assault on Osgiliath during the War of the Ring before marching with his captain to reinforce the Osgiliath garrison. Eventually, the Morgul Host led by the Witch-king and Gothmog struck and overwhelmed the defending forces - Madril was mortally wounded during the battle before being killed personally by Gothmog.

In Age of the Ring, Madril is temporarily summoned by Faramir's Captain of Ithilien ability along with a battalion of Ithilien Rangers; they are unable to move and last on the battlefield for two minutes. A fully controllable version of Madril is a Lord of the Rings Campaign exclusive hero that appears in several missions: Council of Elrond, Ambush in Ithilien and Escape from Osgiliath.

*For his Adventure: Ithilien variant, see the Madril (Adventure: Ithilien) page.*

## Abilities

**Campaign Exclusive**

**Toggle Weapon (W)** - left click to toggle between sword and bow.

**Lure (R)** - Lures nearby enemy units. Left click to activate.

**Ranger Veteran** - Modifier Type: Leadership. Rangers near Madril earn experience 150% faster. Stacks with Buffs and Spells. Passive ability.

**Master of Ambush (C)** - An experienced Ranger, Madril knows how best to execute a successful ambush upon his foes. Madril stuns nearby enemies for 5 seconds. Left click then left click target location.

## Strategy

Madril summoned by Captain of Ithilien is non-movable but is fully stealthed and spawns with a battalion of Ithilien Rangers; they automatically loose arrows at enemies that come into their range. This makes Madril a useful summon to defend specific locations on the map, such as flanks, as not only does he engage the enemy he gives the Gondor player increased warning of their opponents movements. Madril in the Lord of the Rings Campaign is fully controllable, his abilities in these missions are invaluable - **Master of Ambush** can delay the enemy's advance so that the player's forces have more time to escape or secure additional kills. **Ranger Veteran** increases the effectiveness of the already deadly Ithilien Rangers so that they level up faster and become more durable in combat.
Gwaihir

* Portrait
* In Game

### Faction

Gondor, Adventure: Ithilien, Adventure: Grey Company, Adventure: Battle of the Five Armies (Erebor)

### Summoned By

The Messengers of Manwë (25PP) (Gondor and its Adventure subfactions)
The Eagles Are Coming (25 PP) (Adventure: Battle of the Five Armies)

### Voiced By

Vanilla Eagle noises

"So it was that when summer waned, there came a night of moon, and Gwaihir the Windlord, swiftest of the Great Eagles, came unlooked-for to Orthanc; and he found me standing on the pinnacle. Then I spoke to him and he bore me away, before Saruman was aware."
—Gandalf the Grey

Gwaihir the Windlord was the swiftest and greatest of the Giant Eagles of Middle-earth in the Third Age. He had a close association with Gandalf and saved him on two separate occasions: first from Orthanc and secondly from the peak of Celebdil after his battle with Durin's Bane. He also came with his kin to assist the Free Peoples at the Battle of the Black Gate and flew into Mordor with Gandalf to rescue Frodo and Sam after the destruction of the One Ring.

Gwaihir the Windlord can be summoned by The Messengers of Manwë (25PP) for Gondor and its Adventure subfactions, as well as the Adventure: Battle of the Five Armies subfaction of Erebor through The Eagles Are Coming (25 PP). He is summoned alongside 3 other Giant Eagles.

## Abilities

**Wings like a Hurricane (W)** - Shoots a shockwave of force below the Eagle, causing meta damage to enemies. Left click icon then left click on target area.

## Strategy

Gwaihir can be used similarly to other flying units by dealing as much damage as possible in a short space of time. His large AOE can let him deal heavy damage to enemy hordes and his mobility means that it is easy for him to move around the map to strike at any target. **Wings like a Hurricane** can be used to deal continual damage to enemies on a target area while also knocking them over, making it useful for disrupting formations. Like all flying units, Gwaihir must beware of archers who can deal high damage to him.
Oasis

"We never went that way, but they say it goes a hundred leagues, until you can see the Great Water that is never still. There are lots of fishes there, and big birds eat fishes: nice birds: but we never went there, alas no! we never had a chance. And further still there are more lands, they say, but the Yellow Face is very hot there, and there are seldom any clouds, and the men are fierce and have dark faces. We do not want to see that land."
—Gollum

Though the lands of Haradwaith seemed hostile to those unfamiliar with the terrain and climate, for those who were knowledgeable, the desert held some reprieve. Here and there amidst the sands were oases that, no matter the size, were of key importance to any traveling Haradrim in the area. Those who were on journeys would often plan out their voyages to travel from water source to water source, with keen knowledge of what might happen if they did not do such a thing.

The Oasis is a summonable structure for Haradwaith with the 15PP Oasis spellbook power. It is limited to 2.

## Function

The Oasis will passively heal nearby units and heroes, and replenish nearby battalions. It also has the following ability:

**Cleansing Waters (W)** - Instantly heals units for a moderate amount. Affected units gain +50% armour and resistance to fear and terror for 60 seconds. Left click icon then left click on target area.

## Strategy

Haradwaith has no buildable wells like those made by other factions. In addition, it has no spellbook heal and limited methods of healing in general. This makes the Oasis a very valuable structure for the faction, capable of providing a refuge that units can fall back to after a battle. With the other summonable structures and mobile caravans, the Oasis can work to quickly create a forward base on the front lines. In this case, the passive heal can be used to boost the survivability of units fighting on the front lines, while **Cleansing Waters** can grant a temporary but significant boost in an army's defensive capabilities. The main drawback of the Oasis is its fragility, but if it is carefully protected, it can be very valuable for the player.