recursal/Fanatic-Fandom huggingface dataset:
Radiant-maiden

* Portrait
* In Game
* Golden Wood Glaive

"They are fair garments, and the web is good, for it was made in this land. They are Elvish robes certainly, if that is what you mean. Leaf and branch, water and stone: they have the hue and beauty of all these things under the twilight of Lórien that we love; for we put the thought of all that we love into all that we make. Yet they are garments, not armour, and they will not turn shaft or blade. But they should serve you well: they are light to wear, and warm enough or cool enough at need. And you will find them a great aid in keeping out of the sight of unfriendly eyes, whether you walk among the stones or the trees. You are indeed high in the favour of the Lady! For she herself and her maidens wove this stuff; and never before have we clad strangers in the garb of our own people."
—The Fellowship of the Ring, Farewell to Lórien

These elf-maidens were a part of the Lady Galadriel's inner circle. Learned in the subtle magic of the Eldar, their abilities have been infused with the splendour of Nenya.

The Radiant-maidens are single units for Lothlórien.

## Abilities

**Faithful Service** - Modifier Type: Spell. Handmaiden grants +15% armour to Galadriel when she is nearby. Passive ability.

**Radiance** - Modifier Type: Spell. Each consecutive attack grants nearby Lorien melee units +5% attack damage up to a maximum of 20% for 8 seconds. Passive ability.

**Level 3: Gleam of Nenya (C)** - Wielding a fragment of Nenya's power allows the Handmaiden to cleanse the land before her, knocking back and dealing minor damage to enemy units in a straight line. Left click icon then left click on target.

**Level 2: Lembas** - Elven units regain health while outside of combat. Passive ability.

## Upgrades

**Golden Wood Glaive** **(R)** - Upgrades the Handmaiden with a Golden Wood Glaive. When equipped, adds minor splash damage to the Handmaiden's attacks. Cost: 300.

## Strategy

The Radiant-maidens are single units for Lothlórien that are designed for support and assisting on the front lines. **Radiance** allows the Radiant-maidens to support allies in combat, boosting their attack power with each attack. Radiant-maidens are therefore encouraged to stay on the front lines, especially with **Golden Wood Glaive** that allows them to combat cheaper spam units. This is also encouraged with **Faithful Service** that boosts the armour of Galadriel, one of the more fragile late game heroes. The Radiant-maidens primary active ability is **Gleam of Nenya** which improves their AOE further. Though the Radiant-maidens are effective in combat, they can be countered by enemy heroes and upgraded archers that can focus on them. They can be supported themselves by Idrial who can passively grant them additional armour and damage.
Wight Lair

"Gold was piled on the biers of dead kings and queens; and mounds covered them, and the stone doors were shut; and the grass grew over all...soon the hills were empty again. A shadow came out of dark places far away, and the bones were stirred in the mounds. Barrow-wights walked in the hollow places with a clink of rings on cold fingers, and gold chains in the wind. Stone rings grinned out of the ground like broken teeth in the moonlight."
—In the House of Tom Bombadil, The Fellowship of the Ring

The Barrow-wights were undead creatures that were animated by an evil spirit. During the War of Angmar, the Witch-king sent the Barrow-wights to the Barrow-downs where they animated the dead bones under the ground and haunted Cardolan for many years. The Wights were roused by the Nazgûl during their hunt for the One Ring. At one point they captured Frodo, Sam, Merry and Pippin, although they were rescued by Tom Bombadil who had some power over the spirits.

## Behaviour

The Wight Lairs are protected by a single Barrow-wight at a time. This Barrow-wight will attack enemies within range with single melee attacks. Their attacks will allow the Wight to regain a small amount of health per strike.

## Wild Allegiance

When converted by Wild Allegiance, the Wight Lair can be used to recruit the following units:

## Strategy

The Wight lair is one of the hardest types of creeps to defeat. This is due to the life steal of the Wight that allows it to fight for a long time. When facing basic infantry, the Wight will be able to continually heal itself and can wipe out whole battalions. Therefore, the player must either use a hero to defeat the Wight or must attack from range with archers to avoid the life steal. Once the player has destroyed the Lair, it will drop a high amount of resources compared to more basic lairs such as Goblin or Warg Lairs.
Warg Matriarch

* Portrait
* In Game

"'Then let us start as soon as it is light tomorrow, if we can,' said Boromir. 'The wolf that one hears is worse than the orc that one fears.'
'True!' said Aragorn, loosening his sword in its sheath. 'But where the warg howls, there also the orc prowls.'"
—The Ring Goes South, The Fellowship of the Ring

The Warg Matriarch is Sharku's most powerful warg. She is huge and constantly hungers for flesh. Only Sharku has been able to tame her and anyone else who has tried has become the Matriarch's next meal. Not even the spears in its back have been able to slow her down.

The Warg Matriarch can be summoned by Sharku's Summon Warg Matriarch. It is uncontrollable and will attack anything nearby other than Sharku.

## Strategy

The Warg Matriarch can be used as a devastating summon for Isengard to cover up an escape and distract enemy forces. It has as much health as Sharku himself at level 10, and can deal a lot of damage before being killed. It can act as cover for Isengard's various siege engines to move in and attack. However, the player must be wary that they do not get too close to the Warg as it will just as easily damage your own forces. Fortunately, Sharku is a fast hero so he can easily move in and out of the correct location to summon the Warg for maximum effect.
Rhûn Archery Range

* Level 1
* Level 2
* Level 3

"Dust rose smothering the air, as from nearby there marched up an army of Easterlings that had waited for the signal in the shadows of Ered Lithui beyond the further Tower."
—The Return of the King, The Black Gate Opens

The Easterlings of Rhûn were feared and respected by the Free Peoples for their fearsome combat prowess, and the field of archery was no exception. Many of Rhûn's men, whether they be basic serfs or elite soldiers serving in the armies of the Great Khâns, would take up the bow and arrow as their way of unleashing death upon the Free Peoples. They would gain a dreaded reputation for being some of Middle-earth's deadly archers, especially when several of them starting utilizing cruel barbed arrows that would both rend and pierce the flesh of their unfortunate targets.

In Age of the Ring, the Rhûn Archery Range is a unit production structure for the Adventure: Rhûn subfaction for Mordor. It is where the faction's ranged units are recruited.

## Upgrades

**Upgrade to Level 2 (A)** - Allows training of Great Khân's Archers. +10% faster build speed. Cost: 500

**Upgrade to Level 3 (A)** - +25% faster build speed. Adds defensive arrow tower. Cost: 500

## Function

The Rhûn Archery Range can be used to recruit the following units:

 Great Khân's Archers | Archers

## Strategy

The Rhûn Archery Range is the primary unit production structure of ranged units for the Adventure: Rhûn subfaction. In the early-game, Rhûn will primarily be utilizing the Serf Bowmen, a cheap and spammable archer unit. Although they are not particularly powerful individually and cannot be upgraded beyond Banners of the Red Eye, the Serf Bowmen do have a horde bonus when fielded in a large enough group alongside Serf Spearmen and Variags of Khand. At higher levels, the Archery Range will allow for the production of Great Khân's Archers, who are identical to their Mordor counterparts and once again serve as a powerful mid-late game archer unit that can be fully upgraded with Jagged Steel Armour and Barbed Arrows. It is recommended in particular to get the Barbed Arrows upgrade from the Gorgoroth Foundry as soon as possible as this will significantly increase their already considerable firepower and allow them to mow down enemies from a distance as long as they are protected from cavalry charges.
Troll Lair

* Level 1
* Level 2
* Level 3

"There were bones on the floor and a nasty smell was in the air; but there was a good deal of food jumbled carelessly on shelves and on the ground, among an untidy litter of plunder, of all sorts from brass buttons to pots full of gold coins standing in a corner. There were lots of clothes, too, hanging on the walls - too small for trolls, I am afraid they belonged to victims - and among them were several swords of various makes, shapes, and sizes."
—The Hobbit, Roast Mutton

The Trolls of the Misty Mountains had no love of sunlight: many of them turned to stone because of the sun's rays and so they made their homes in dark caves. These caves were filled with plunder stolen from unfortunate victims of Troll raids in the night; Thorin's Company discovered the Elven swords Orcrist and Glamdring in the cave of the Trolls Bill, Tom and Bert. In the late Third Age, Sauron bred a new form of Troll that was resistant to sunlight and vastly more intelligent than other Trolls: the Olog-Hai. Some Olog-Hai mustered in Gundabad in preparation for Sauron's northern campaign in his war against Middle-earth.

In Age of the Ring, the Troll Lair is a Misty Mountains unit production structure, from which various monster units can be recruited.

## Upgrades

**Upgrade Troll Lair to Level 2 (A)** - allows training of the Snow-trolls and Giant Bats. +10% faster build speed. Adds defensive Troll that throws rocks at enemy units. Cost: 700

**Upgrade Troll Lair to Level 3 (A)** - allows training of Gundabad Stone-troll and Mountain Giants. +25% faster build speed. Cost: 900

## Function

The Troll Lair can be used to recruit the following units:

The Adventure: Shadow and Flame variant recruits the following units instead:

 Cave-troll Destroyer | Monster
 Giant Bat | Monster
 Catapult Troll | Monster

## Strategy

Many of Misty Mountains' infantry units are capable of dealing significant siege damage and so a Troll Lair is necessary as it produces units with good to excellent siege damage. Some of these units, such as Cave Trolls and Gundabad Stone-trolls, serve not only as siege but also as excellent tanks when engaging enemy infantry - they can withstand a lot of punishment and inflict heavy casualties to the enemy army. Other units from the Troll Lair, such as the Snow-trolls are more specialised at dealing with hordes from afar with their spear attacks. The Adventure: Shadow and Flame version of the Troll Lair has different monster units compared to its standard variant, but the overall purpose of the monster units largely remains the same.
Wall Hub (Rivendell)

* Wall Hub
* Gate
* Postern Gate
* Guard Tower

"The Three were not made by Sauron, nor did he ever touch them. But of them it is not permitted to speak. So much only in this hour of doubt I may now say. They are not idle. But they were not made as weapons of war or conquest: that is not their power. Those who made them did not desire strength or domination or hoarded wealth, but understanding, making, and healing, to preserve all things unstained. These things the Elves of Middle-earth have in some measure gained, though with sorrow."
—Elrond

The Valley of Imladris was first made as a refuge for the survivors of Sauron's war on the elves in the Second Age. While the realm itself had its own physical defences, its main defences were from the elven ring Vilya, the greatest of the Three. With Lord Elrond wielding this Ring, the Valley was protected from evil and decay.

The Wall Hub is a structure for Rivendell that will allow for walls to be built as a defense.

## Upgrades

**Wall Hub (W)** - Allows construction of additional walls. Cost: 300

**Gate (E)** - The primary defensive gate can be opened and closed. Cost: 300

**Postern Gate (R)** - Allows friendly units to pass through the wall. Invisible to enemies. Cost: 500

**Guard Tower (T)** - Fires arrows at enemy troops. Cost: 400

## Strategy

The Walls are a defensive tool that can be used to control enemy movements and prevent small groups of enemies from attacking. Their presence will require the enemy to invest in siege to break through the defenses. The Postern Gate will allow your own forces to cross the walls from a location unknown to the enemy. However, this will not allow siege to pass through and so siege units will require a Gate. Guard Towers are useful to discourage small attacks by attacking nearby enemies. Rivendell's walls are weaker than most other walls in the game due to their lower health and lack of a long range defensive weapon such as the Trebuchet expansion available to Gondor. Therefore, the player is more vulnerable to enemy siege (especially as Rivendell has no traditional long range siege) and must use their army more to defend against enemy forces. Construction of a wall hub can also be a simple way of saving a builder in danger as they will require siege to destroy.
Roscoe Lee

**Roscoe Lee** (Born May 30th, 1965 as Roscoe Waymond Abbott Randal Lee II) is an American Politician currently serving in the United States Senate and as the Secretary of the GOP. Lee was a former Representative and Governor. Lee is a newer Politician with have been in his positions by being appointed. He has great relations with both parties, and having shown to be bipartisan on many occasions. As of right now, he is running for D1 re-election aginst his brother, Mikhail B. Lee.
Watcher in the Water

* Portrait
* In Game

"Out from the water a long sinuous tentacle had crawled; it was pale-green and luminous and wet. Its fingered end had hold of Frodo's foot and was dragging him into the water. Sam on his knees was now slashing at it with a knife."
—Fellowship of the Ring, A Journey in the Dark

The Watcher was the name given to the mysterious creature that dwelt in the lake nearby the West-gate of Khazad-dûm. The origins of this beast are unknown as are its allegiances; even its full form is a mystery as it remained mostly submerged in the water whenever it was encountered. It was notable for devouring Óin during Balin's Expedition to Moria and it attacked Frodo, which forced the Fellowship to flee into the mines for safety.

In Age of the Ring, The Watcher in the Water is a summonable unit in Misty Mountains that is summoned by the 15PP Summon Watcher spell book power for 30s seconds.

## Strategy

The Watcher is unable to move and flays its tentacles wildly in all directions - damaging any unit, friendly or enemy, that get too close. When it is summoned, it erupts out of the ground and knocks back any unit in the summon location - this means that it can disperse enemy armies and destroy enemy siege units if cast underneath them. The Watcher is effective at blocking narrow passages as it has a large attack radius and is highly resistant to melee attacks; it is able to regenerate itself by taking and devouring enemy units automatically. It is vulnerable to ranged attacks and so the player should have cavalry at the ready to dispatch enemy archers to maximise the Watcher's effectiveness.
Comiskey Park

**Comiskey Park** was a baseball stadium in Chicago, Illinois. It was home to the MLB's Chicago White Sox from 1910 to 1990 and one of many homes to the NFL's Chicago Cardinals (now in Arizona) from 1922 to 1950.

## Notable Events

* 1911: Ed Walsh throws a no-hitter against the Boston Red Sox
* 1919: The Cincinnati Reds defeated the White Sox in the World Series. The series is famous for allegedly being thrown by the White Sox. The scandal came to be known as "the Black Sox scandal".
* 1933: MLB All-Star Game
* 1935: Vern Kennedy throws a no-hitter against the Cleveland Indians
* 1937: Bill Dietrich throws a no-hitter against the St. Louis Browns
* 1940: Cleveland Indians pitcher Bob Feller throws a no-hitter
* 1947: The Cardinals defeat the Philadelphia Eagles in the NFL Championship
* 1950: MLB All-Star Game
* 1957: Bob Keegan throws a no-hitter against the Washington Senators
* 1959: The Los Angeles Dodgers defeat the White Sox in the World Series
* 1962: Boston Red Sox pitcher Bill Monbouquette throws a no-hitter
* 1967: Joe Horlen throws a no-hitter against the Detroit Tigers
* 1983: MLB All-Star Game
* 1984: Detroit Tigers pitcher Jack Morris throws a no-hitter
Úlf the Váldúgr

* Portrait
* In Game

"The Váldgoil is an ancient and largely dominant northern Hillman culture. Numerous smaller tribes and villages consider themselves Váldgoil, and wage traditional wars to elevate a warrior of their own crop to Váldúgr - man who embodies the spirit of the wolf - a warchief whose leadership is called upon in times of war with outside cultures."
—Age of the Ring team

Úlf the Váldúgr was the leader of many of the tribes of Rhudaur Hillmen, or Váldgoil, when the Witch-king ascended to power in Angmar. Having a bitter hatred towards the Dúnedain of Arnor, Arthedain in particular, Úlf saw the opportunity to reclaim the lands of Arnor for his people by pledging his loyalty to Angmar. And while the Witch-king might have cared nothing for the cause of the Rhudaur Hillmen, he recognized potential in Úlf and his people as warriors and accepted their service, using them as vital tools to subvert Rhudaur to his cause.

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

## Abilities

**Leader of the Pack** - Modifier Type: Leadership. Nearby Hillmen gain +15% armour and +25% damage. Passive ability.

**Wolf's Cunning (R)** - Úlf and targeted allies become stealthed and gain +25% movement speed for 30 seconds. Left click icon then left click on target units.

**Level 3: Terrifying Shout (T)** - Úlf lets out a cry, causing enemy units to flee in terror. Left click to activate.

**Level 6: Váldúgr (C)** - Úlf takes on the Spirit of the Wolf. For 30 seconds, each consecutive attack summons a temporary White Wolf, up to a maximum of 3. At rank 8, the maximum is increased to 5. Left click to activate.

## Strategy

Úlf the Váldúgr is an early-mid game hero for the Adventure: Angmar subfaction, with a variety of supporting abilities available. **Leader of the Pack** supports the Rhudaur Hillmen units, granting nearby Oathsworn Warriors and Harbingers of Frost increased armour and damage. **Wolf's Cunning** stealths Úlf and his allies and increases their movement speed, allowing them to set up ambushes, chase down fleeing and weakened enemies, or disengage from a battle going poorly. **Terrifying Shout** allows Úlf to disrupt his enemies by sending them fleeing in terror. **Váldúgr** allows Úlf to summon White Wolves that can temporarily bolster his army every time he attacks for a brief period of time, with the maximum of wolves able to be spawned increased at level 8. While Úlf works well as a standalone hero, he is best utilized alongside lots of Hillmen units to maximize his potential.
Siege Works (Isengard)

* Level 1
* Level 2
* Level 3

"I think that I now understand what he is up to. He is plotting to become a Power. He has a mind of metal and wheels; and he does not care for growing things, except as far as they serve him at the moment. And now it is clear that he is a black traitor."
—Treebeard

Upon learning of Saruman's treachery and his mustering of a 10,000 strong Uruk-Hai army, the people of Rohan fled Edoras to the safety of the Hornburg. Thus, Saruman used his knowledge of engineering to devise foul machinery that his army could put to use against the defences of Helm's Deep. He concocted explosive powder, the Fire of Orthanc, which successfully breached the Deeping Wall and allowed the Uruk-Hai to storm the stronghold.

In Age of the Ring, the Siege Works is an Isengard unit production building from which siege units are recruited.

## Upgrades

**Upgrade Siege Works to Level 2 (A)** - Allows recruitment of Siege Ballistae. Allows healing of nearby damaged siege machines. +10% faster build speed. Cost: 500

**Upgrade Siege Works to Level 3 (A)** - Allows recruitment of Explosive Mines and unlocks recruitment of Uruk Sappers from a level 2 Uruk Pit. +25% faster build speed. Increased healing to nearby damaged siege machines. Adds defensive arrow tower. Cost: 500

## Function

The Siege Works can be used to recruit the following units:

 Siege Ballista | Siege
 Explosive Mine | Siege

## Strategy

The Siege Works is almost vital to securing victory during the mid-late game as it is where Isengard's siege weapons can be recruited; it is too expensive to warrant building early in the game as the player will not be able to afford other units that could adequately protect the siege weapons as they attack the enemy base. It is useful to build a forward Siege Works if the enemy has been successfully driven back into their base as this reduces the distance the siege weapons need to travel to begin attacking enemy structures. It is recommended to fully upgrade the Siege Works to access not only the powerful Ballista and Explosive Mine, but also unlock the Uruk Sapper, which serves to clear out large numbers of troops at once. Isengard can further strengthen their siege weapons by researching the Metal and Wheels focus - this can potentially end sieges very quickly as siege weapons deal increased damage and become cheaper.
Warg Pack (Misty Mountains)

* Portrait
* Standard
* Warg Alpha

"Suddenly Aragorn leapt to his feet 'How the wind howls!' he cried. 'It is howling with wolf-voices. The Wargs have come west of the Mountains!'"
—Fellowship of the Ring, A Journey in the Dark

Fast-moving and ferocious, packs of Wargs have oft been the bane of unwary travelers. This breed of Warg dwelt in the Misty Mountains were distinct in appearance from the foul creatures bred in the pits of Isengard. During the War of the Ring, these wolves frequently hunted away from the Mountains either alone, or carrying vile Mountain-orc riders.

In Age of the Ring, Warg Packs are the basic cavalry unit for Misty Mountains recruitable from a level 1 Wolf Cairn.

 Abilities

**Howl (W)** - Modifier type: Buff. Wargs gain +50% damage and +50% armour. Stacks with leadership and buffs. Left click to activate.

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

## Upgrades

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

## Strategy

Warg Packs serve as early game cavalry units that can ambush enemy swordsmen and archers or perform hit and run attacks on enemy economy buildings. Charges against units can be even deadlier if Warg Packs use **Howl** prior to impact - this significantly increases the Warg Pack's damage and armour so that they are more likely to kill the enemy units without taking as much damage. Warg Packs can be strengthened when used in combination with Golfimbul, who passively buffs Warg units with his **Chieftain of Mount Gram** leadership and drastically increases Warg unit's damage and armour by 100%, with his active **Hatred of the Freefolk** ability. Keeping the Wargs alive throughout the game can be more rewarding as **Winter Coat** can improve their longevity and resistance against archers further.
Stone-troll

* Portrait
* In Game

"The lands ahead were empty of all save birds and beasts, unfriendly places deserted by all the races of the world. Rangers passed at times beyond the hills, but they were few and did not stay. Other wanderers were rare, and of evil sort: trolls might stray down at times out of the northern valleys of the Misty Mountains."
—Fellowship of the Ring, A Knife in the Dark

These Stone-trolls originate from the darkest, most hostile environments in the Misty Mountains. Their hides are tough, their grasping limbs long and powerful, and their cruelty is second to none. Whilst many roamed the wild alone or in small groups, some resided in Gundabad where they served as shock troops loyal to Bolg of the North.

In Age of the Ring, Stone-trolls are a monster unit in Misty Mountains recruited from Stone-troll Lairs converted by Wild Allegiance.

## Strategy

In comparison to Misty Mountains' standard Cave-trolls, Stone-trolls have a greater amount of health and stronger armour but are limited to only attacking in melee. Capturing a Stone-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 Stone-trolls. Whilst Stone-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 Stone-trolls if the player has sufficient map control and resource structures.
Théoden

* Portrait
* In Game
* Mounted
* Armoured
* Mounted (Armoured)

"Forth, and fear no darkness! Arise! Arise, Riders of Théoden! Spears shall be shaken, shields shall be splintered! A sword day... a red day... ere the sun rises! Ride now! Ride now! Ride! Ride to ruin and the world's ending! Death!"
—Théoden

Théoden was the seventeenth King of Rohan. For many years, his health was failing due to age and the influence of Saruman and Gríma Wormtongue. However, Gandalf was able to cure him and the King was able to fight in the War of the Ring. He fought against the forces of Isengard at the Hornburg and led the Rohirrim to the Battle of Pelennor Fields to save Minas Tirith. There, he slew the Black Serpent of the Haradrim before being killed by the Witch-king.

## Abilities

**Level 1: King of Rohan -** Modifier Type: Leadership. Allies near Théoden gain +50% armour and earn experience twice as fast. Stacks with buffs and spells. Passive ability.

**Level 1: Mount Snowmane/Dismount (R)** - left click to mount Snowmane/dismount.

**Level 3: Strength Remembered (T)** - Heal nearby units. At level 5, will also summon two battalions of Kingsguard accompanied by Háma and Gamling. Left click to activate.

**Level 5: Arise, Riders of Théoden (C)** - Théoden must be mounted to use the ability. Modifier Type: Spell. Théoden and nearby cavalry gain +100% armour. The more riders near Théoden, the larger the bonus (+10% armour per battalion). No enemy force can slow this charge. Stacks with leaderships and spells. Left click to activate. At level 10, affected units are immune to fear and terror.

**Level 7: Oaths Fulfilled (V)** - Targeted units gain large experience. Left click icon then left click on target units.

## Strategy

Théoden is one of Rohan's two top heroes. However, he is not as strong physically as Éomer and is used mainly for his supportive skills. His leadership is very powerful and **Strength Remembered** is Rohan's only instant healing power. The Kingsguard summon is useful for having a quick summon of elite units if the player hasn't reached that level of recruitment yet. Théoden's most powerful ability is his level 5, making any nearby cavalry forces much stronger and able to deal huge damage to enemy armies. **Oaths Fulfilled** may not be as immediately impactful as his other abilities, but is still a very useful power, as it can instantly level up Rohan's more powerful units such as the Mounted Kingsguard and Helmingas Warriors, allowing the latter to unlock their abilities more quickly.
Veterans of Osgiliath

* Portrait
* In Game
* Upgraded

"And the Fell Riders, less than a year ago they won back the crossings, and many of our best men were slain. Boromir it was that drove the enemy at last back from this western shore, and we hold still the near half of Osgiliath. For a little while."
—Beregond

Towards the end of the Third Age, the original capital city of Gondor had become a city of ruins and a military garrison that was used to defend a crossing of the Anduin. At the beginning of the War of the Ring, the forces of Mordor launched an assault on the city and they were able to take over the eastern shore. Under the leadership of Boromir and Faramir, the remnant of the eastern force retreated over the river and destroyed the last bridge, delaying the enemy's full invasion until the next year as Sauron gathered his forces.

The Veterans of Osgiliath are the Auxiliary Camp unit for the Free Peoples in Gondor maps.

## Abilities and Formations

**Loyal** - Modifier Type: Leadership. Veterans of Osgiliath gain +10% armour and resistance to fear and terror when nearby Boromir or Faramir. Passive ability.

**Level 2: Sally Forth (R)** - Veterans and nearby allied units gain +25% damage and resistance to knockback for 15 seconds. Left click to activate.

**Level 3: Onset of Doom** - Nearby enemies lose -15% armour and damage and have reduced fear resistance. When a Veteran dies, nearby Veterans temporarily gain +15% armour and +15% damage. Passive ability.

## Upgrades

**Tempered Blades (C)** - Upgrades this battalion with Tempered Blades. Increases damage done by melee weapons. Cost: 300.

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

## Strategy

The Veterans of Osgiliath are a strong swordsmen unit that can be used by the Free Peoples, acting as an effective mid and late game unit. They come equipped with heavy armour. Though the unit works best with Gondor due to **Loyal** granting them bonuses around Boromir and Faramir, they can still be effective for all factions. **Sally Forth** grants a temporary boost to their combat effectiveness, boosting their damage and resistance against knockback for a short time. **Onset of Doom** is a strong passive ability, granting a permanent debuff to nearby enemy units, while also boosting their combat effectiveness when they take losses.
Rohirric Onager

* Portrait
* In Game

"Though not as advanced as their allies in Gondor, the Rohirrim were nonetheless capable of constructing powerful ranged siege weapons."
—The Age of the Ring Team

Whilst better suited to meeting their enemy on an open field, the Rohirrim were still capable of laying siege to an enemy. They crafted battering rams and onagers that, whilst crude compared to Gondorian technology, performed the necessary function of bringing down an enemy's gate and walls very well.

In Age of the Ring, Rohirric Onagers are the ranged siege unit of Rohan recruitable from a level 2 Workshop.

## Abilities

**Halt Auto Acquire/Auto Acquire (W)**- Left click to not fire automatically/Left click to automatically fire at enemies.

**Bombard (R)**- Bombard target area with devastating artillery. Left click icon then left click target area.

**Launch Hay Bale (T)** - Launches a flaming hay bale at target area. Left click icon then left click target area.

## Strategy

Although weaker than other ranged siege weapons, Onagers can be put to good use by disrupting enemy lines in battle, as the impact of their shot either causes knockback. This makes them an effective counter to archers who are incapable of dealing any damage whilst knocked back. Alternatively they can launch a flaming hay bale at a large group of enemies, which forces the enemy to move post-impact to prevent their units sustaining fire damage; friendly units can then chase them down as they re-position. However, they are highly vulnerable to melee attacks and so should be kept away from the front line with some units nearby to protect them from flanking cavalry attacks. Onagers are very useful in siege situations, because they are out of the fortress' firing range and deal good damage to enemy structures, they should be coupled with Horse-head Rams and Helmingas Warriors to end sieges quickly though, as they do not deal a particularly large amount of damage alone.
Orophin

* Portrait
* Ingame

"When Frodo came up at last on to the flet he found Legolas seated with three other Elves. They were clad in shadowy-grey, and could not be seen among the tree-stems, unless they moved suddenly."
—Fellowship of the Ring, Lothlórien

Orophin was a Marchwarden of Lothlórien, along with his brothers Rumil and Haldir. Together, they would patrol the Golden Woods and ambush any soldier of the Enemy who would dare step foot in their sacred realm. During the War of the Ring, Orophin and his brothers intercepted the Fellowship at the borders of Lothlórien and escorted them to Lady Galadriel and Lord Celeborn. It is unknown what happened to Orophin afterwards but it can be assumed that the Galadhrim swordsman participated in the defense of Lothlórien against the forces of Dol Guldur, fighting side by side with his brothers.

## Abilities

**Gwedhanar**- Modifier Type: Leadership. Rumil and Haldir gain +10% damage and +5% experience gain. Passive ability.

**Level 2: Megilherdir (R)** - Modifier Type: Buff. Orophin temporarily gains +50% Damage, +50% Armor. Left click to activate.

**Level 5: Warden of the Celebrant (T)** - Modifier Type: Spell. Orophin and nearby units gain +50% Armor. Stacks with Leadership and Spells. Left click to activate.

**Level 7: Border Guard's Judgement (C)** - Targeted enemy hero's ability timers are set to just used. Left click icon then left click on target.

## Upgrades

**Gifts of Lórien** - Megilherdir deals splash damage and knockback.

## Strategy

Orophin is a useful early tier hero that performs in combat particularly well when fighting along his brothers, Rumil and Haldir, whom he grants and receives from additional damage and experience gain. **Megilherdir**  can be used to target enemy heroes and powerful units as Orophin's melee power significantly increases. When upgraded by Gifts of Lórien, this also grants him additional power when dealing with hordes of foes. **Warden of the Celebrant** provides nearby friendly troops additional armour; this is most effective when cast fighting nearby elite units, such as Marchwardens and Sentinels of Cerin Amroth, to increase their already large amount of armour. **Border Guard's Judgement** significantly limits target enemy heroes' effectiveness in combat as their ability cooldown timers are reset - forcing them to simply use their basic attacks and preventing them casting active abilities that may have given them the edge in battle.
Uglúk

* Portrait
* In Game

"Grishnákh: "You're late. Our master grows impatient. He wants the Shire-rats now."
Uglúk: "I don't take orders from Orc-maggots. Saruman will have his prize. We will deliver them.""
—The Two Towers

Uglúk was the captain of the Uruk Scouts dispatched to intercept the Fellowship and retrieving something of "great value" to Saruman. Succeding Lurtz, he was responsible for the transport of Merry and Pippin to Isengard.

Being fiercely loyal to the White Hand, Uglúk often found his authority challenged by fellow captain, Grishnákh, who questioned Saruman's loyalty to Sauron and his ulterior motives with the Hobbits. Dismissing the Orc's threats and the promise of a Winged Nazgûl awaiting them on the other side of the Great River, Uglúk pressed on, cutting off a few heads to instill discipline among the "northerners" and trying to avoid attracting unwanted attention of the Rohirrim. However, Uglúk and the other orcs were all slain by Éomer and his Riders during a night attack at the eaves of Fangorn Forest before they could reach Isengard with the captives.

## Abilities

**Level 1:** **Orcish Medicine (W)** - Heals nearby friendly heroes and Uruk-hai units. Left click to activate.

**Level 3: Hunt for the Ring (R)** - Modifier type: Spell. Nearby infantry and heroes gain a 15% speed bonus, a 50% experience bonus and resistance to fear and terror. Stacks with buffs, leadership and spells. Left click to activate.

**Level 5: Headhunter (T)** - Modifier type: Spell. Nearby Uruks temporarily gain 100% damage and Uglúk temporarily regains health per hit. Stacks with buffs, leaderships and spells. Left click to activate.

**Level 7: Reinforcements from Saruman (C)** - Summons several hordes of Uruk Raiders. Left click to activate.

## Strategy

Uglúk is an extremely useful hero throughout the game: his level 1 heal ability affects all friendly troops and heroes which allows them to remain in combat for longer, which may be enough to win an engagement; this also makes Isengard unique as it is one of the only Forces of Darkness faction with a heal ability. Uglúk's next two abilities are effective buffs to nearby units: the increased experience bonus given by **Hunt for the Ring** speeds up the rate that units reach level 2+; saving resources from researching banner carriers. It is also one of the only ways the faction can obtain fear resistance, making it useful when countering factions like Gondor or Mordor. **Headhunter** becomes particularly useful when Uglúk is fighting with Uruk armies in the mid-late game; this buff can make Uruk troops extremely deadly when used along with War Chant and the Fighting Uruk-Hai focus - few armies would be able to withstand an Uruk army with these stackable buffs. Uglúk's final ability is useful at padding an army with additional troops without expending resources or command points.
Orc Warriors

* Portrait
* Standard
* Upgraded

"Where there's a whip there's a will, my slugs. Hold up! I'd give you a nice freshener now, only you'll get as much lash as your skins will carry when you come in late to your camp. Do you good. Don't you know we're at war?"
—Orc Overseer

Ever since Sauron's return to Mordor, his orcs have multiplied and organised into great legions in service of Barad-dûr.

Orc Warriors are Mordor's early game swordsmen, recruitable from a level 1 Orc Barracks. They are highly spammable and can act either as early harrassment units or effective meat-shields for Mordor's more elite infantry units in the mid-late game. They can also be summoned by Isengard's Scum From Lugbúrz (10PP) power for 60s.

## Abilities and Formations

**Level 2: Mark of the Red Eye** - Bloodlust grants Orc Warriors +25% damage. Passive ability.

## Upgrades

**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

Orc Warriors serve as exceptional spam units which can be used to overwhelm other early game units, particularly in large numbers and combined with other Orc units due to the horde bonus (+50% damage when gathered in numbers greater than 150). They are particularly effective when their numbers are combined with Nazgûl debuffs to the enemy. In the mid-late game, their role transitions to becoming expendable meat-shields to Mordor's elite units such as Easterlings, Black Uruk Marauders and Legions of Morgul.
Uruk-hai Shieldbearers

* Portrait
* In Game
* Upgraded
* Broad Shields

"This is no rabble of mindless Orcs. These are Uruk-hai. Their armour is thick and their shields broad."
—Gimli

In preparation for war against the Rohirrim, Saruman's fighting Uruk-hai were heavily armed with thick armour and broad shields. During the Battle of the Hornburg, the Uruk-hai bore great shields to defend their battering rams and archers from the relentless volleys of the defending Men of Rohan.

In Age of the Ring, Uruk-hai Shieldbearers are a support unit in Isengard recruited from a level 2 Uruk Pit. Whilst weak in combat themselves, they can toggle formation to provide armour to all nearby friendly units.

## Abilities and Formations

**Broad Shields (W)** - Modifier Type: Spell. Nearby friendly units in a small radius gain +33% armor. Left click to activate.

## Upgrades

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

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

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

## Strategy

Uruk-hai Shieldbearers are slow-moving units with high armour but a very low damage output, making them ineffective in combat alone. However, they shine as support units as their **Broad Shields** formation grants all friendly units a considerable armour buff, which stacks with leaderships such as Lurtz' and Saruman's, so that Isengard's army has the potential to become incredibly durable. Broad Shields' armour buff has a smaller radius than standard leaderships and so Shieldbearers must be well-positioned near the centre of the player's army or at the front lines to maximise their effectiveness. It is important to note that Broad Shields does not stack with itself and so multiple Shieldbearer hordes are best used spread out to provide armour to all of Isengard's army rather than trying to stack armour to a small clump of units.
Tomb Guard

* Portrait
* In Game
* Porcupine
* Upgraded

"Many dark tunnels and tombs were dug into Amon Lanc to house the Necromancer's subjects and keep them hidden from the prying eyes of the White Council. They were guarded by ancient orcs of singular mind, rotted and decayed."
—Age of the Ring Team

Whilst the Necromancer's corrupting influence left many of his servants emaciated and feeble, there were some orcs within the pits of Dol Guldur that showed resistance to this slow decay. The Necromancer was drawn to these resistant orcs and experimented on them until they were left in a state of purgatory in which they were neither fully living nor dead. Whilst some of these orcs were sent to ravage the lands of the Necromancer's enemies, others were stationed within the catacombs of Dol Guldur to ensure that those who dared to enter the fortress never left. The Necromancer would also teach his greatest servant, the Witch-king of Angmar, how to create the Tomb Guard through his own fell magic and experiments so that he would have these powerful guardians of his own to defend his kingdom of Angmar.

In Age of the Ring, Tomb Guard are an elite pikemen unit for Dol Guldur recruitable from a level 3 Guldur Gaol. They are also recruitable in its Adventure: Angmar subfaction from a Level 3 Spire of Angmar.

## Abilities and Formations

**Porcupine formation (W)**- Units form a circle with pikes extended. Battalion cannot move. +75% armour.

**Slow Decay** - Units suffer from a basic, constant damage over time effect due to the Necromancer’s magic draining them and their surroundings. **Dark Presence** counters this damage and buffs units.

(NOTE: **Slow Decay** also exists for the Tomb Guard in Adventure: Angmar, although Dark Presence has been renamed to **Shivering Presence** to represent the Witch-king's influence).

**Level 2: Heavy Duty** - When a Tomb Guard dies, nearby Tomb Guard gain +15% armour for 8 seconds. Passive ability.

## Upgrades

**Black Banners (V)** - When equipped, increases this battalion to level 2. Research upgrade at Guldur Gaol or Spire of Angmar to enable this equipment. Cost: 100.

## Strategy

Tomb Guard are the elite pikemen unit for Dol Guldur and its Adventure: Angmar subfaction and so are highly effective against all cavalry units; however, they are also tanky and so can stand toe to toe with various unupgraded swordsmen units in combat. Like most of Dol Guldur's units, they suffer from Slow Decay, so reinforcing them with sources of Dark/Shivering Presence can allow them to endure longer in battle, making them effective for defensive purposes. Raids led by Tomb Guard and Orc Ravagers can be devastating and can catch the opponent off-guard if they are focusing attention on the player's forward bases. Heavy Duty enhances Tomb Guard's durability; their speed and experience gain can be increased by Cargást's March of the Dead, which allows them to reach level 2 sooner.
Aaron Ventura

**Aaron Robert Ventura** (August 18, 1962 – June 1, 2003) was an American politician who served as the 51st Speaker of the House of Representatives from 2001 to 2003. A member of the Democratic Party, Ventura represented New England in the House from 2001 until his death in 2003. Ventura was elected speaker at the convention of the 107th Congress and served for one term before losing the speakership to Nigel Farage in the 108th Congress. Months after he was sworn into his second term in the House, Ventura was killed in a car accident in Washington, Columbia, as he was driving to the Capitol for a floor vote.
Greg Abbott

**Gregory Wayne Abbott** (born November 13, 1957) is an American politician and lawyer who is currently running for President and has served as the 44th President of the United States from 2005 to 2008. A member of the Republican Party, Abbott served as a congressman and governor of Texas, as well as the first person to serve as Secretary of Homeland Security, during which time he served in the Walker administration.
Prison Guards

* Portrait
* Bow
* Sword

"Eventually, after a week or two of this sneaking sort of life, by watching and following the guards and taking what chances he could, he managed to find out where each dwarf was kept. He found all their twelve cells in different parts of the palace, and after a time he got to know his way about very well. What was his surprise one day to overhear some of the guards talking and to learn that there was another dwarf in prison too, in a specially deep dark place."
—The Hobbit, Barrels Out of Bond

As the threat of the Necromancer loomed over the Woodland Realm, the Elvenking's vigilance grew, and with it so too did his paranoia. Trespassers were either slain by Silvan patrols or were apprehended and left to rot in the dungeons within the Elvenking's Halls. This fate would have befallen the company of Thorin Oakenshield during their quest to reclaim the Lonely Mountain were it not for the cunning of Bilbo Baggins, who successfully evaded the ever-watchful Prison Guards and set the Dwarves free.

In Age of the Ring, Prison Guards are an elite, versatile summonable unit in Woodland Realm and the Adventure: Dorwinion subfaction. They are summoned for 30 seconds by the Cellar Door.

## Abilities and Formations

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

**Alternate Weapon (R)** - Left click to switch weapons.

**Stop Right There! (T)** - Enemy units within the radius temporarily deal -33% damage and are slowed by 20%. Left click on icon then left click on target battalion.

## Strategy

Depending on where the Cellar Door used to summon the battalion is built, Prison Guard are highly effective in both offensive and defensive situations. They can bolster Woodland Realm's army to apply additional pressure during an attack on the enemy's base or to provide support for Woodland Realm's base during an enemy attack. They are highly versatile thanks to their weapon toggle and so can deal significant damage at range before switching to swords if the enemy manages to close the distance. **Stop Right There!** has drastic implications in combat as it decreases affected enemy units' damage so that Silvan units can withstand prolonged combat better and Greenwood units are able to outmatch affected enemies. It also decreases enemy speed which hinders their ability to retreat whilst also supporting Woodland Realm's strategy of hit and run tactics because slowed enemy units will not be able to successfully pursue retreating Woodland Realm units. Because Cellar Doors are limited to 4, this prevents spamming of Prison Guard so that a player cannot have a second army's worth of them.