recursal/Fanatic-Fandom huggingface dataset:
Ithilien Skirmishers

* Portrait
* In Game
* Upgraded

"Though the Rangers of Ithilien relied chiefly upon ambush, at times pitched battled in Ithilien cannot be avoided, and bow was exchanged for the sword."
—Age of the Ring team

The Rangers of Ithilien relied predominantly on ambush and their skills with the bow and arrow to defend Ithilien. Despite this, they recognized that sometimes, whether it be due to ill fortune or specific circumstances, they would need to fight their enemies in melee. Thus, many Ithilien Rangers trained themselves to be skilled with the blade, and any enemies who engaged them expecting an easy kill against a predominantly bow-wielding opponent would be unpleasantly surprised when the Rangers fought them with their swords just as fiercely as any worthy Gondorian soldier.

The Ithilien Skirmishers are the primary Swordsmen unit for the Adventure: Ithilien faction based on Gondor. Like most of the Ithilien units, they can be recruited from the Ithilien Gathering.

## Abilities

By default, the Ithilien Skirmishers are able to stealth near trees.

**Level 2: Evasion (R)** - Rangers of Ithilien gain +25% armor, 10% speed, and knockback resistance for 20 seconds. Left click to activate.

**Level 3: Sharpened Blades -** Attacks deal a small amount of damage over time for 15 seconds. Passive ability.

## Upgrades

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

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

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

## Strategy

The Ithilien Skirmishers are the basic Swordsmen unit for the Adventure: Ithilien faction. They are effective Swordsmen units especially for the early to mid-game, especially with their ability to stealth near trees, but cannot get an armour upgrade by themselves. **Evasion** helps mitigate this disadvantage by giving the Skirmishers a temporary armor boost as well as a speed boost and knockback resistance to help them fight against enemy units and heroes with high knockback. **Sharpened Blades** also increase the Skirmishers' damage potential by giving them permanent damage over time ability with their basic attacks. That being said, the player will need the permanent armor buff from Faramir's **Captain of Ithilien** to maintain even footing against fully upgraded armies, or they will likely need to phase the Skirmishers out in the late-game and replace them with either the fully upgradable Anórien Soldiers from the Ithilien Beacon or the Veterans of Osgiliath (who automatically come with Heavy Armor) from the Auxiliary Camp on that particular map.
Mountain-orc Slashers

* Portrait
* Standard
* Upgraded

"In the days of Arassuil, Orcs, multiplying again in the Misty Mountains, begin to ravage the lands, and the Dúnedain and the sons of Elrond fought with them. It was at this time that a large band came so far west as to enter the Shire, and were driven off by Bandobras Took."
—Return of the King, Appendix A

Hardened through generations of war and weather, these Mountain-orcs were finally united under one banner by Azog the Defiler. They participated in the War of the Dwarves and Orcs and rallied to Bolg of the North's cause in an attempt to usurp the Dwarves from the reclaimed Kingdom of Erebor.

In Age of the Ring, Mountain-orc Slashers are a swordsmen unit for Misty Mountains which are recruitable from a level 1 Mountain-orc Lodge.

## Abilities and Formations

**Level 2: Terror of the Mountain** - Consecutive attacks temporarily increase attack damage by 5% up to a maximum of 20%. Passive Ability.

## Upgrades

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

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

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

## Strategy

Unlike Moria-orc Screechers, Mountain-orc Slashers are able to stand toe to toe with most standard infantry units without needing to outnumber them. Thus, it is possible for Misty Mountains to recruit a much more standardised army consisting of Mountain-orc units if they choose to rather than trying to overwhelm the enemy with spammable weak units. Slashers are fully upgradable and benefit from Muzgash's leadership which means that they can be used throughout the early-mid game; in the late game they can be replaced by the elite infantry unit Gundabad Berserkers which act as both pikemen and swordsmen. Alternatively, the player can continue to use fully upgraded Slashers and buff them with Bolg of the North, this strategy has the benefit of the Slashers having larger hordes and costing fewer resources and command points than the Gundabad Berserkers. In combat, Slashers are most effective when protected by Mountain-orc Brutes which prevent the Slashers from being dispatched by enemy cavalry or monsters. If upgraded to level 2, Slashers thrive in prolonged combat thanks to their **Terror of the Mountain** ability, which passively increases the Slashers' melee damage with each consecutive hit they deal.
Glorfindel

* Portrait
* Ingame
* Mounted

"Glorfindel was tall and straight; his hair was of shining gold, his face fair and young and fearless and full of joy; his eyes were bright and keen, and his voice like music; on his brow sat wisdom, and in his hand was strength."
—Fellowship of the Ring, Many Meetings

Glorfindel was an Elf Lord who resided in Rivendell in the late Third Age. During the First Age, he fought to defend the fleeing refugees of Gondolin as it was attacked by Morgoth's armies; ultimately slaying a Balrog at the cost of his own life. But this was not the end. Instead, he was sent back to Middle-earth by Manwë to aid the Free Peoples in their struggles against Sauron. Glorfindel fought the Forces of Darkness throughout the Third Age, helping to bring ruin to the Kingdom of Angmar and then escorting Frodo to the safety of the Fords of the Bruinen whilst pursued by The Nine.

Glorfindel is one of the two Faction Leader heroes of the Rivendell faction. He is recruitable from the Rivendell Conservatorium.

*For his Adventure: Arthedain temporary summon variant, see the Glorfindel (Adventure: Arthedain) page.*

## Abilities

**Lord Of The House Of The Golden Flower (W)** - Modifier Type: Leadership. Rivendell Knights near Glorfindel gain +25% damage and armour. Passive ability. Left click to toggle between mounted on Asfoloth or on foot.

**Level 3: Revealed in Wrath (R)** - Glorfindel temporarily gains 100% damage. Modifier type: Spell. Glorfindel causes fear in nearby enemies and Nazgûl. Stacks with spells, buffs and leadership. Left click to activate.

**Level 5: Noro lim, Asfaloth! (T)** - Glorfindel gain +20% speed, +100% armour and glides past enemies like the wind. Can only be used mounted. Left click to activate.

**Level 7:** **Light of Aman (C)** - Targeted units gain experience. Left click then left click on target units.

**Level 10: Slayer of Demons (V)** - Blasts back units in a wide radius surrounding Glorfindel and stuns them for 15 seconds. Glorfindel's melee attacks pin enemy heroes for a short time.

## Strategy

Compared to other faction leader Elrond, Glorfindel is far more combat orientated and is exceptionally proficient at dispatching large groups of units and killing enemy heroes. A combination of **Slayer of Demons** and **Revealed in Wrath** clears out surrounding enemy units due to the stun, fear, increased damage which permits Glorfindel to slay a target enemy hero with ease whilst enemy units are unable to intervene. **Noro lim, Asfaloth!** can be used when mounted to allow Glorfindel to tank enemy damage and escape from combat, especially from pikemen as he will no longer trample in this time and so won't be affected by the revenge damage. He does have some supportive capabilities though. Through his leadership, Glorfindel is effective at supporting the faction's late game cavalry, while **Light of Aman** can strengthen Rivendell's already powerful late game units by leveling them up, granting them additional stats. If Glorfindel reaches low health, he can simply mount Asfaloth and quickly escape the battle.
Lothrandir

* Portrait
* In Game

"A lonely soul and wanderer, Lothrandir chooses to spend his days wandering the northern reaches of Eriador. He is well-known among the Lossoth people, and has learned much of their ancient ways."
—Age of the Ring team

While all Dúnedain were loyal protectors of Middle-earth, individual members would travel to different regions of the North to carry out their duties. Lothrandir focused on the northern parts of Eriador, where he would become a friend to the Lossoth people and learn their ways and culture. Through his interactions with them, he learned how to become a skilled hunter...as well as a skilled ambusher of any enemies who would dare to threaten the North.

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

## Abilities

**Quick Dispatch (W)** - Lothrandir gains +25% attack and movement speed for 30 seconds. Left click to activate.

**Subtle Ways (R)** - Lothrandir and target allies become stealthed and deal increased damage for 30 seconds. Left click icon then left click on target units.

## Strategy

Lothrandir is a hero who is primarily offense-oriented. **Quick Dispatch** allows him to strike at multiple enemies or a single high-priority target such as a hero or monster more quickly thanks to the increased attack speed, and allows him to either engage or disengage from enemies faster thanks to the increased movement speed. **Subtle Ways** allows Lothrandir to boost his and his allies' damage while also stealthing for a few seconds, increasing his damage potential both in terms of direct combat as well as aiding in setting up ambushes. While Lothrandir is a good fighter, he is not especially tanky for a hero (unlike Aragorn and Gimli) and thus should avoid prolonged combat against powerful enemy heroes or fully upgraded armies without proper support lest he risk his death.
Legolas (Stormcrow)

* Portrait
* In Game
* Mounted

"Two!" said Gimli, patting his axe. He had returned to his place on the wall. "Two?" said Legolas, "I have done better, though now I must grope for spent arrows; all mine are gone. Yet I make my tale twenty at the least. But this is only a few leaves in a forest."
—The Two Towers, Helm's Deep

Following the breaking of the Fellowship and the passing of Boromir, Aragorn, Legolas and Gimli pursued the squad of Uruk Scouts that had taken Merry and Pippin captive. The Three Hunters' pursuit led them to Fangorn Forest where they discovered the newly resurrected Gandalf the White, who assured them of the Hobbits' safety and instead took them to Rohan. They helped free King Théoden from the influence of Saruman and Wormtongue and defend Rohan from the Isengard army at the Battle for Helm's Deep, where they were ultimately victorious. During this battle, Gimli and Legolas competed with each other to kill the most Uruk-Hai. Gimli won this competition with a kill count of 43 as opposed to Legolas' 42.

In Age of the Ring, Legolas is a summonable hero along with Aragon, Gimli and Gandalf the White for Rohan as part of the Stormcrow spell book power. They last on the battlefield for 90 seconds and have abilities distinct from their counterparts in other factions. Legolas is summoned on his horse with Gimli, and so they must be dismounted to use their specialised abilities.

## Abilities

**The Three Hunters**- Modifier type: Leadership. When near Aragorn or Gimli, Legolas gains +25% armour and speed. Passive ability.

**Elven Skill (R)** - Double-arrow attack that deals splash damage. Must be dismounted to use. Left click icon then left click on target.

**Arrow Wind (T)** - Launch a continuous volley of arrows. Can only be used dismounted. Left click icon then left click on target area.

**Mount/Dismount (C)** - Left click to switch between mounted and on foot.

## Strategy

Legolas is capable of killing enormous numbers of units from a great distance with his primary attack, he has the lowest health of the Stormcrow heroes however and so should have units or heroes nearby him to prevent the enemy closing the distance. He also benefits being in close proximity to his fellow Hunters who grant him additional armour, **Elven Skill** is particularly useful when used to target enemy monsters or heroes; the splash damage it inflicts is beneficial when fired into large groups of enemies as enemies surrounding the target are also harmed. He can also deal with hordes with **Arrow Wind** dealing damage against a number of enemies at a time, although if a foe can be isolated, this ability can also deal high damage to an individual target. Whilst mounted, Legolas uses his White Knives to attack and so is more vulnerable to damage due to his relatively low health, however he has the benefit of trampling units and travelling considerably faster.
Grishnákh

* Portrait
* In game

"You have spoken more than enough, Uglúk," sneered the evil voice. "I wonder how they would like it in Lugbúrz. They might think that Uglúk's shoulders needed relieving of a swollen head. They might ask where his strange ideas came from. Did they come from Saruman, perhaps? Who does he think he is, setting up on his own with his filthy white badges? They might agree with me, with Grishnákh their trusted messenger; and I Grishnákh say this: Saruman is a fool, and a dirty treacherous fool. But the Great Eye is on him."
—The Uruk-hai, The Two Towers

**Grishnákh** was a cunning orc-captain of Lugbúrz dispatched to intercept Uglúk and his Uruk-hai when they captured Merry and Pippin at Amon Hen.

Having knowledge of the One Ring, he was tasked with seizing this quarry and taking the Hobbits to a Winged Nazgûl that awaited them on the other side of the Great River. Though the Uruk-hai proved an obstacle in his mission, Grishnákh stole away the Hobbits during the raid on the orc camp by the Rohirrim - being exceptionally cruel and treacherous. Interrogating the captives to discern if they had the Ring, Grishnákh attempted to escape but was cut down by an attacking rider.

In Age of the Ring, Grishnákh is a hero for Isengard who is temporarily summoned by the Scum from Lugbúrz spell book power along with three hordes of Orc Warriors.

## Abilities

**Pillage** - Grishnákh steals resources whenever dealing damage to enemy structures. Passive ability.

**Orcish Tenacity** - If Grishnákh reaches 30% health, he temporarily gains +100% armour for 20 seconds. Passive ability.

**Wicked Jab (T) -** Powerful attack that deals heavy damage over time to target hero for 20 seconds. Left click icon then left click on target.

## Strategy

Grishnákh is an effective hero in a number of circumstances: he can be used to lead raids on the enemy's base or resource structures along with the Orc Warriors spawned with him, as they all have the pillage ability - buffing Isengard's economy. Alternatively, he can be summoned at the flank of an enemy's army during an engagement to dispatch the enemy's archers whilst avoiding a large proportion of ranged attacks. **Wicked Jab** is a very useful ability for killing enemy heroes - the hero gradually takes damage, whilst Grishnákh focuses subsequent attacks on the stunned hero and avoids damage himself.
Hill-troll

* Portrait
* In Game

"Outside the door they all halted. There was a cave or rock-chamber behind, but in the gloom inside nothing could be seen. Strider, Sam, and Merry pushing with all their strength managed to open the door a little wider, and then Strider and Merry went in. They did not go far, for on the floor lay many old bones, and nothing else was to be seen near the entrance except some great empty jars and broken pots.
'Surely this is a troll-hole, if ever there was one!' said Pippin."
—Fellowship of the Ring, Flight to the Ford

Hill-trolls were commonly seen throughout Middle-earth, particularly in areas of hills and moorland. Greater in stature than men and covered in hard scales, these creatures are fearsome foes: Arabor, grandfather of Aragorn, was slain when ambushed by a company of Hill-trolls.

In Age of the Ring, Hill-trolls are monster units in Misty Mountains, they are recruited from Hill-troll Lairs converted by Wild Allegiance.

## Strategy

In comparison to Misty Mountains' standard Cave-trolls, Hill-trolls have a greater amount of health and stronger armour but are limited to only attacking in melee. Capturing a Hill-troll Lair early with Wild Allegiance can prove to be an incredibly devastating strategy to catch enemies off-guard and effectively harass their structures with tanky Hill-trolls. Whilst Hill-trolls are more expensive than Cave-trolls, Misty Mountains' Moria-orc units are cheap enough to continue applying pressure on the enemy whilst still making enough resources to continually produce Hill-trolls if the player has sufficient map control and resource structures.
Lake Town Watchmen

* Portrait
* Standard
* Upgraded
* Porcupine

"Not far from the mouth of the Forest River was the strange town Bilbo heard the elves speak of in the king's cellars. It was not built on the shore, though there were a few huts and buildings there, but right out on the surface of the lake, protected from the swirl of the entering river by a promontory of rock which formed a calm bay."
—The Hobbit, A Warm Welcome

Of old, the Master of Esgaroth has armed and maintained a small regiment of townsguard, tasked with upholding law and order upon the Long Lake. During the Quest for Erebor, Thorin Oakenshield promised the men of Laketown a share of the gold in Erebor, if they allowed him and his company to proceed with their mission. When the Dwarves entered the Mountain, Smaug attacked and set Lake Town ablaze - destroying the men of Esgaroth's homes. Thorin refused to give them their payment and so they rallied against the Dwarves; almost engaging in combat before Bolg of the North and his Orc army arrived intending to claim revenge on the Dwarves. Thus, the Men of Lake Town rallied against the Orcs and fought side by side with the Dwarves of Erebor, Elves of the Woodland Realm and the Eagles in the Battle of the Five Armies.

In Age of the Ring, Lake Town Watchmen are a pikemen unit for Reign of Oakenshield Erebor and its Adventure: Battle of the Five Armies subfaction. They also have a chance to be summoned by Rivendell's Many Meetings spell for 60s.

## Abilities and Formations

**Porcupine Formation (W)** - The units form a circle with pikes extended. Battalion cannot move and gain +100% armour.

## Upgrades

**Master's Armour (T)** - When equipped, significantly reduces the amount of damage taken. Research upgrade at Grand Forge to enable this equipment. Cost: 300

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

*(Note: In the Adventure: Battle of the Five Armies subfaction, the **Master's Armour** upgrade requires the **Armouries of Thrór** ability from the Erebor Fortress, while the **Esgaroth Banners** upgrade is instead researched at the Dalish Ruin.)*

## Strategy

Lake Town Watchmen serve as an alternative pikemen unit in the early game to Erebor Pikemen, although they have less armour and inflict less damage Lake Town Watchmen have the advantage of being quicker than their Dwarven counterpart. This allows them to pursue enemies and move into position to fend off cavalry charges more effectively. Bard the Bowman is able to grant Laketowners experience with **Rabble Rouser**, which increases their stats to being close to Erebor Pikemen's, especially when the Laketowners are fully upgraded. They can also be supported by the Master of Lake-town who can increase their damage, and by the Guards of the Master who can weaken their foes.
Ithilien Sentinels

* Portrait
* In Game
* Upgraded
* Wide Formation

"For a strong force of Orcs and Easterlings attempted to take their leading companies in an ambush; and that was in the very place where Faramir had waylaid the men of Harad, and the road went in a deep cutting through an out-thrust of the eastward hills. But the Captains of the West were well warned by their scouts, skilled men from Henneth Annûn led by Mablung; and so the ambush was itself trapped."
—The Black Gate Opens, The Return of the King

The Rangers of Ithilien were a company of Gondorian soldiers who had lived in Ithilien before it was taken over by Mordor. Based in Henneth Annûn and led by Faramir during the War of the Ring, it was their job to harass the forces of Sauron that moved through the region. They fought in a number of missions, eventually fighting in the Battle of Pelennor Fields and scouting for the Host of the West on their way to the Black Gate.

The Ithilien Sentinels are a pikemen unit for the Free Peoples that can be recruited from an Auxiliary Camp on Mordor maps.

*For their variant from the Adventure: Ithilien faction, see the Ithilien Sentinels (Adventure: Ithilien) page.*

## Abilities and Formations

**Wide Formation (W)** - +15% damage, -15% armour.

**Level 2: Evasion (R)** - Ithilien Sentinels gain +25% armour, +10% speed and knockback resistance for 20 seconds. Left click to activate.

## Upgrades

**Tempered Blades (C)** - When equipped, increases damage dealt by melee weapons. Cost: 300

**Banners of the White City (V)** - When equipped, increases this battalion to level 2. Can only be equipped at level 1. Cost: 100

## Strategy

The Ithilien Sentinels are the Auxiliary Camp unit for the Free Peoples on Mordor maps, and can act as effective pikemen to defend against enemy cavalry and monsters. Though they start with relatively high health, they cannot get armour later in the game and so must rely on their abilities and damage output. **Wide Formation** focuses them onto a riskier, glass cannon playstyle to increase their damage at the expense of armour. This risk can be managed through **Evasion** which grants a temporary buff to armour, speed and knockback resistance. However, this is also situation. As pikemen deal much of their damage to cavalry through the crush revenge mechanic (which requires the pikemen to be trampled to deal high damage), the knockback resistance may lower their damage output, though it would protect them in other ways. One way in which this can be useful is when fighting enemy units and heroes with high knockback, allowing the Sentinels to stay on foot to continue dealing damage while not having to worry about trampling.
Kinn-lai Garrison

"When maybe a thousand years [of the Third Age] had passed, and the first shadow had fallen on Greenwood the Great, the Istari or Wizards appeared in Middle-earth. It was afterwards said that they came out of the Far West and were messengers sent to contest the power of Sauron, and to unite all those who had the will to resist him; but they were forbidden to match his power with power, or to seek to dominate Elves or Men by force and fear."
—The Return of the King, LoTR Appendix B

When Morinehtar and Rómestámo the Blue traveled to the East as part of their mission to counter Sauron's influence, one of the Peoples they focused their attention on were the Elves of the Kinn-lai. These Kinn-lai were among the most numerous and militaristic of the Avari tribes in the East, and they were already wary of the influence of Sauron among the Easterlings of Rhûn. With encouragement from the Blue Wizards and the sages that they trained, it didn't take much convincing for the Warriors of the Kinn-lai to take up arms against the servants of Darkness, contributing an indirect but important role for why the forces of the East under Sauron failed to outnumber the Free Peoples in the West.

The Kinn-lai Garrison is the unit recruitment structure for the Kinn-lai units and the Istari Acolytes.

## Upgrades

**Upgrade Kinn-lai Garrison to Level 2 (A)** - Allows training of Istari Acolytes. Cost: 500

**Upgrade Kinn-lai Garrison to Level 3 (A)** - Allows training of Kinn-lai Masters. Cost: 800

## Function

The Kinn-lai Garrison allows for the recruitment of the following units:

 Istari Acolyte | Support
 Kinn-lai Masters | Archers/Swordsmen

## Strategy

The Kinn-lai Garrison allows for the recruitment of Kinn-lai units and Istari Acolytes, all of which serve various different functions for the Adventure: Dorwinion subfaction. Warriors of the Kinn-lai are Pikemen units that serve as an alternative for the Dorwinion Legionnaires. Istari Acolytes are special single support units that are analogous to the Druids of the Oaken Order, able to purchase spells to support allies. One of their spells also allows them to deal heavy damage to structures, being Dorwinion's only ranged siege option. The Kinn-lai Masters are powerful hybrid Archer/Swordsmen units that are analogous to the Marchwardens in Lothlórien. It is recommended to use the Kinn-lai units alongside the Istari Acolytes, as they provide the Kinn-lai units with crush resistance and immunity to fear and terror to maximize their effectiveness.
Glorfindel (Adventure: Arthedain)

* Portrait
* Ingame
* Mounted

"Glorfindel was tall and straight; his hair was of shining gold, his face fair and young and fearless and full of joy; his eyes were bright and keen, and his voice like music; on his brow sat wisdom, and in his hand was strength."
—Fellowship of the Ring, Many Meetings

Glorfindel was an Elf Lord who resided in Rivendell in the late Third Age. During the First Age, he fought to defend the fleeing refugees of Gondolin as it was attacked by Morgoth's armies; ultimately slaying a Balrog at the cost of his own life. But this was not the end. Instead, he was sent back to Middle-earth by Manwë to aid the Free Peoples in their struggles against Sauron. Glorfindel fought the Forces of Darkness throughout the Third Age, helping to bring ruin to the Kingdom of Angmar alongside Eärnur after Arthedain and Arnor fell. It was he who would make the prophecy about the Witch-king that he would not fall by the hand of a man, which would come to pass later during the Battle of the Pelennor Fields when Éowyn and Merry slew the Lord of the Nazgul.

While Glorfindel is a Faction Leader for the Rivendell faction of Age of the Ring in standard play, he also appears in the Adventure: Arthedain subfaction based on Gondor. He is a temporary summon by the 25 PP power Elf-Friends of Old.

*For his Rivendell Faction Leader variant, see the Glorfindel page.*

## Abilities

**Mount Asfaloth/Dismount (W)** - Left click to switch between mounted on Asfaloth and on foot.

**Revealed in Wrath (R)** - Glorfindel gains +100% damage for 30 seconds. Left click to activate.

Modifier Type: Spell. Glorfindel causes fear to nearby enemies and Nazgûl. Passive ability.

**Slayer of Demons (C)** - Blasts back units in a wide radius surrounding Glorfindel and stuns them for 15 seconds. Glorfindel's melee attacks pin enemy heroes for 30 seconds. Left click to activate.

## Strategy

Glorfindel as a temporary summon in the Adventure: Arthedain faction is very similar to his Rivendell counterpart, although he does not possess the ability to boost his allies' experience like his counterpart or boost his speed and armour when mounted. Nevertheless, Glorfindel remains an extremely powerful summon, not just because he is a very capable combat-oriented hero who has immediate access to all of his other abilities but also because he is accompanied by 3 temporary units of Rivendell Glaivesmen and Rivendell Archers each who come pre-equipped with Heavy Armor. A combination of **Slayer of Demons** and **Revealed in Wrath** clears out surrounding enemy units due to the stun, fear, increased damage which permits Glorfindel to slay a target enemy hero with ease whilst enemy units are unable to intervene. His abilities can also be refreshed with Malbeth the Seer's **Prophecy of Kings** to unleash double the devastation with his other abilities. Combined with the small army that accompanies him, it is very possible for Glorfindel to single-handedly turn the tide of battle in Arthedain's favor, as befitting a 25 PP summon.
Morgul Vanguard

* Portrait
* In Game

"Before them went a great cavalry of horsemen moving like ordered shadows, and at their head was on greater than all the rest: a Rider, all black save that on his hooded head he had a helm like a crown that flickered with a perilous light."
—The Two Towers, The Stairs of Cirith Ungol

These soulless men have long served the Witch-king as his personal bodyguard and the vanguard of his legions. It is possible that they are Black Númenóreans, not unlike the Mouth of Sauron, who were ensnared by the Dark Lord and gifted unnaturally long life at the expense of their identity and will.

In Age of the Ring, the Morgul Vanguard is Mordor's heroic unit and is recruitable from the Fortress once the Morgul Spire upgrade has been researched. They are limited to 1 battalion.

## Abilities

**Level 2: Morgul Influence** - Modifier type: Passive Debuff. Nearby enemy units suffer -15% damage and -10% armour. Does not stack with other debuffs. Passive ability.

**Level 4: Morgul Blade (R)** - Target enemy takes poison damage over time and become a Wight upon death. Left click icon then left click target.

**Level 7: Morgul Sorcery (T)** - Causes enemy units to flee in terror. Left click to activate.

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

## Strategy

Because they are heroic units, Morgul Vanguard are a costly but worthy investment. They are mounted which allows them to quickly move across the map and harass different targets, whilst also dealing trample damage to enemy units. Once engaged in combat, the Morgul Vanguard is able to sustain and deal lots of damage, which becomes more apparent once they reach level 2 and debuff nearby enemy units with **Morgul Influence.** Of course, players must remain wary of enemy pikemen as these are capable of dealing considerable damage to the Morgul Vanguard. The **Morgul Blade** ability makes the Morgul Vanguard adept at killing heroes because targeted heroes will still take poison damage if they try to retreat and can easily be pursued by the mounted Vanguard. **Morgul Sorcery** serves the same purpose as a Nazgûl screech - to disperse enemy units which enables friendly units to chase them down and kill them.
Hunting Shrine

* Level 1
* Level 2
* Level 3

"And on a time it chanced that Oromë rode eastward in his hunting, and he turned north by the shores of Helcar and passed under the shadows of the Orocarni, the Mountains of the East. Then on a sudden Nahar set up a great neighing, and stood still. And Oromë wondered and sat silent, and it seemed to him that in the quiet of the land under the stars he heard afar off many voices singing."
—Of the Beginning of Days, The Silmarillion

The Elves of the Woodland Realm were keen hunters, often riding out into the night for this purpose. Even the Elvenking himself would join these great hunts. Their reverance for the hunt and for the Huntsman of the Valar, Oromë, is something they have in common with the neighbouring Woodmen of the Anduin who also had great respect for the natural world around them.

The Hunting Shrine is a core resource structure for the Woodland Realm. It also acts as a recruitment location for the Feredir.

## Upgrades

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

## Function

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

#### Game Bonus

Multiple Hunting Lodges will reduce the cost of Silvan Infantry units.

* 2 Hunting Lodges: 5%
* 3 Hunting Lodges: 10%
* 4 Hunting Lodges: 15%
* 5 Hunting Lodges: 20%

## Strategy

The Hunting Lodge is the cheapest resource structure for the Woodland Realm and therefore a core aspect of the faction. The placement of the building will heavily affect the amount of resources that it produces. This will then affect how quickly it levels up. It is vital that the Hunting Lodges be defended from enemy attacks as they are a key target for harassment due to their value and their weak defences. By reducing the cost of Silvan Infantry, the Hunting Lodges can allow the player to continually recruit them with ease, allowing for continuous harassment over the enemy and higher numbers to compensate for their lower armour. The Hunting Lodge is also important as a recruitment location for the Feredir. These single units are important for the faction. Their high speed and vision range allows them to scout and harass enemy units with ease. They can also earn resources per kill, making them a useful boost to the player's economy throughout the game. However, they are limited to a maximum of 5 at a time.
Hall of Warriors

* Level 1
* Level 2
* Level 3

"Since they were to come in the days of the power of Melkor, Aulë made the Dwarves strong to endure. Therefore they are stone-hard, stubborn, fast in friendship and in enmity, and they suffer toil and hunger and hurt of body more hardily than all other speaking peoples; and they live long, far beyond the span of Men, yet not forever."
—Of Aulë and Yavanna, The Silmarilion

The Dwarves were created to be a strong and hardy folk. They were described as "the most redoubtable warriors of all the Speaking Peoples". They were a warlike people and would fight fiercely against their foes and those who disrespected them. Wielding their high quality weapons and armour, they were a deadly force on the battlefield.

The Hall of Warriors is one of the primary unit production structures for the Erebor faction and its Adventure: Durin's Folk subfaction. It provides access to the faction's basic dwarven infantry.

## Upgrades

**Upgrade Hall of Warriors to Level 2 (A)** - +10% faster build speed. Allows training of Erebor Grim Hammers. Cost: 300

**Upgrade Hall of Warriors to Level 3 (A)** - +25% faster build speed. Adds Defensive Guard Tower. Cost: 300

## Function

In the standard Erebor faction, the Hall of Warriors allows for the recruitment of the following units:

 Erebor Pikemen | Pikemen
 Erebor Archers | Archers
 Erebor Grim Hammers | Swordsmen

In the Adventure: Durin's Folk subfaction, the Hall of Warriors instead allow for the recruitment of the following units:

## Strategy

The Hall of Warriors is the primary unit production building for Erebor and its Adventure: Durin's Folk subfaction. At level 1, it can produce the basic swordsmen, archers and pikemen of the faction. Once the building is upgraded, it can be used to recruit the Grim Hammers, a swordsman unit with a faster attack speed and a speed debuff on enemy units which allows it to counter enemy spam. However, all of the units from this building are quite slow and so must make use of the various speed bonuses of the faction, as well as the Mine tunnel system, to travel across the map. Despite this, they are tankier than the faction's Ered Luin and Mannish units and so are powerful for both offense and defence.

In Adventure: Durin's Folk, the Hall of Warriors' primary purpose remains the same. However, the Erebor Warriors and Erebor Archers have increased health, increased cost, and require a Level 2 Hall of Warriors instead of Level 1.
Monument to Elendil

"Then Aragorn set trumpeters at each of the four roads that ran into the ring of trees, and they blew a great fanfare, and the heralds cried aloud: 'The Lords of Gondor have returned and all this land that is theirs they take back.' The hideous orc-head that was set upon the carven figure was cast down and broken in pieces, and the old king's head was raised and set in its place once more, still crowned with white and golden flowers: and men laboured to wash and pare away all the foul scrawls that orcs had put upon the stone."
—Return of the King, The Black Gate Opens

In Age of the Ring, the Monument to Elendil is a support structure for Gondor that combines the features of a traditional Well and Heroic Statue.

## Function

Allies near the Statue gain +25% damage, +25% armour, earn experience 33% faster, and become immune to fear and terror. Modifier Type: Leadership. Replenishes health and units in nearby battalions.

## Strategy

The Monument to Elendil is a structure that combines the features of a traditional Well and Heroic Statue. Though it is more expensive than these structures individually, it is cheaper overall and can be used to both heal nearby allies and grant them bonuses in combat, benefitting the elite units of the faction in particular to help them stay alive. The Monument can be used both offensively and defensively, and also benefits from its higher health compared to the Heroic Statue and Well. One difference is that, unlike a traditional Heroic Statue, the Monument to Elendil has no discount to infantry and is purely a supportive structure.
Iron Hills Redoubt

* Level 1
* Level 2
* Level 3

"Among many cares he [Gandalf] was troubled in mind by the perilous state of the North; because he knew then already that Sauron was plotting war, and intended, as soon as he felt strong enough, to attack Rivendell. But to resist any attempt from the East to regain the lands of Angmar and the northern passes in the mountains there were now only the Dwarves of the Iron Hills."
—Appendix A, Return of the King

The Iron Hills were a range of great hills in the North-East of Wilderland. These hills were rich in iron which was what attracted the dwarves to the region. However, there was little gold in the region and so the Dwarves of the Iron Hills were less wealthy than their kin elsewhere. However, they were strong warriors. Led by Dáin Ironfoot, these warriors fought in many conflicts including the Wars of Dwarves and Orcs and the Battle of Five Armies.

While the Iron Hills Redoubt was once a defunct structure for a past version of the Age of the Ring, it has been brought back for the Adventure: Battle of the Five Armies subfaction based on Erebor. It is the recruitment structure for the Iron Hills units of that subfaction.

## Upgrades

**Upgrade Redoubt to Level 2 (A)** - +10% faster build speed. Allows recruitment of Iron Hills Phalanx and Iron Hills Crossbowmen. Cost: 500

**Upgrade Redoubt to Level 3 (A)** - +25% faster build speed. Allows recruitment of Iron Hills Riders and Iron Hills Guards. Cost: 300

## Function

The following units can be produced by the Iron Hills Redoubt.

## Strategy

The Iron Hills Redoubt is the primary recruitment structure for the Iron Hills units of the Adventure: Battle of the Five Armies subfaction of Erebor. In general, these units are powerful, tanky, and durable thanks to already being pre-equipped with Heavy Armour, but they are slower than the Greenwood or Laketown units that the player also has access too. They also tend to be more on the expensive side because of this. The player should generally start getting Iron Hills units once their economy has stabilized and they can afford more expensive units. It is important to have **Armouries of Thrór** unlocked from the Erebor Fortress as soon as possible so that the player can upgrade their Iron Hills units with **Khuzdûl Runes** to increase their damage.
Kíli

* Portrait
* Bow
* Sword
* Armoured

### Faction

Reign of Oakenshield Erebor, Adventure: Durin's Folk, Adventure: Battle of the Five Armies

### Voiced By

Zack Young

"I will not hide behind a wall of stone while others fight our battles for us! It is not in my blood, Thorin Oakenshield."
—Kíli

Kíli was the brother of Fíli and the royal nephew to Thorin Oakenshield, whom he accompanied along with his brother, various other Dwarves and Bilbo Baggins on his quest to reclaim Erebor. Kíli was exceptionally skilled with a bow, which he put to use in various situations throughout the journey as the company was pursued by Orcs, Wargs and Spiders in different locations. The quest was successful and the dragon Smaug was slain by Bard the Bowman but news spread throughout the North quickly and so several armies marched on the Mountain to claim their share of the gold within. Before the different forces could come into combat, Bolg of the North arrived with an Orc and Warg army and attacked the Dwarves, Elves and Men of Lake Town in the Battle of the Five Armies. Although ultimately victorious, Kíli and his brother Fíli were slain by Bolg's Bodyguard whilst protecting their uncle.

## Abilities

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

**Brotherhood:** Modifier Type: Leadership. Kíli gains +20% damage when near Fíli . Passive ability.

**Luck of Battle:** Kíli permanently gains a boost in evasion to ranged attacks. At level 5, Kili gains resistance to knockback.

**Level 3: Quick Shot (C)** - Kíli gains increased damage and attack speed for a short period of time. Can only use with bow equipped. Left click to activate.

**Level 8: High Spirits (V)** - Grants experience to nearby troops. Only affects dwarven units. Left click icon then left click on target units.

## Strategy

Kíli is a highly versatile hero who can attack both from range or in melee; he is recruited with relatively low health for a hero and so it is advised to keep him toggled to bow until he increases in level more and gains additional health. When using his bow, he also deals additional damage to cavalry, allowing him to help Erebor deal with one of its largest counters. He should be kept in the vicinity of Fíli as the two brothers grant each other an additional +20% damage which makes them more effective against more elite enemy units. This can be coupled with **Quick Shot**, which not only increased Kíli's damage but also his firing rate - enabling him to dispatch larger groups of enemy units from a safe distance. **High Spirits** is particularly useful at all stages of the game as Dwarf units at higher levels are both tankier and they unlock special abilities that can turn the tide of battle in an instant.
Mahûd Outpost

* Level 1
* Level 2
* Level 3

"But I’ve heard tales of the big folk down away in the Sunlands. Swertings we call ’em in our tales; and they ride on oliphaunts, ’tis said, when they fight. They put houses and towers on the oliphauntses backs and all, and the oliphaunts throw rocks and trees at one another. So when you said ‘‘Men out of the South, all in red and gold,’’ I said ‘‘were there any oliphaunts?’’"
—Samwise Gamgee

In the lands of Far Harad north of the Nâfarat River, the Mahûddin tribes reside on the great desert. Here, they have honed their connection to nature for millennia, although nowhere is this more prevalent than their connection with the Mûmakil. These massive creatures are everywhere in Mahûddin life, with plenty of uses in both peace and war. Those who can raise the greatest Mûmakil will have dominance in the savannah. In the War of the Ring, the warlords of the Mahûddin were corrupted to serve the Golden King, sending their warriors and Mûmakil north into battle.

In Age of the Ring, the Mahûd Outpost is a structure in Haradwaith.

## Upgrades

**Upgrade Mahûd Outpost to Level 2 (A)** - Allows training of Mahûd Chieftains and War Mûmakil. +10% faster build speed. Cost: 600.

**Upgrade Mahûd Outpost to Level 3 (A)** - Allows training of Siege Mûmakil. Allows Mûmakil to be upgraded with Armoured Tusks and War Paint. +25% faster build speed. Heals nearby Mûmakil. Cost: 800.

## Function

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

## Strategy

The Mahûd outpost is a key structure for Haradwaith throughout all stages of the game. The Mahûd units are powerful early game swordsmen and archers, with high damage attacks that is balanced by their low defensive capabilities and vulnerability to cavalry charges. Mixing them with the Tribal and Harondor units can prove effective. They can be supported further by the Mahûd Chieftain, which offers buffs for their survivability, can provide map control by controlling lairs and can make Mûmak units cheaper, all while providing a strong front line presence. The Mûmakil are key units for the faction. The War Mûmak can lead armies, dealing heavy damage to armies, heroes and buildings alike while also supporting other aspects of the faction. Meanwhile, the Siege Mûmak is the only ranged siege weapon in the faction, making them a great asset for base assaults. The Outpost itself can support the Mûmak units by providing further upgrades for them and allowing a place of healing, making levelling the structure of great importance for Mûmak-focused strategies.
Greenwood Spearmen

* Portrait
* In Game

"Down, heedless of order, rushed all the Dwarves of Dáin to his help. Down too came many of the Lake-men, for Bard could not restrain them; and out upon the other side came many of the spearmen of the Elves. Once again the Goblins were stricken in the valley; and they were piled in heaps till Dale was dark and hideous with their corpses."
—The Hobbit, The Clouds Burst

The soldiers of the Elvenking's army were highly proficient with almost any weapon: from sword, glaive and bow. Greenwood Spearmen were less numerous within the Elvenking's ranks but were by no means less deadly; they answered to Feren, Captain of the Kingsguard and were responsible for inflicting heavy losses against the Orcs during the Battle of the Five Armies.

In Age of the Ring, Greenwood Spearmen are a summonable pikemen unit in Woodland Realm and the Adventure: Battle of the Five Armies subfaction of Erebor. They are summoned for 60 seconds by Feren's Commander of Eryn Lasgalen ability.

*For their permanently recruitable variants in the Adventure: Battle of the Five Armies subfaction, see the Hall-watchers page.*

## Strategy

Greenwood Spearmen have higher health than Tamastirnyr while having the same armor and so are highly durable elite pikemen. Feren is a relatively early game hero and so the Greenwood Spearmen may the first elite Greenwood units Woodland Realm summons to the field before they can afford to recruit units from the Royal Barracks. In combat, Greenwood Spearmen can withstand and deal large amounts of damage; as Feren levels up his ability summons an increasingly larger temporary army - the presence of additional tanky units in the form of Greenwood Spearmen can swing the balance of power in Woodland Realm's favour.