recursal/Fanatic-Fandom huggingface dataset:
Iron Hills Catapult

* Portrait
* In Game

* Normal

The **Iron Hills Catapult** fires 3 smaller missiles which are extremely good at taking out units but lack some power when it comes to buildings. Due to the quality of their craftsmanship, Dwarven catapults are sturdier than the catapults of other races such as the trebuchet or the onager.

## Abilities

 **Halt Auto-Fire /  Auto-Fire -** This defines whether the catapult is allowed to pick its own target or if it has to wait for the player to assign one.

 **Bombard /  Stop Bombardment -** This allows the player to pick a place on which the catapult will continually bombard, or to stop that bombardment.

 **Oil Barrels** *-* Launches a flaming oil barrel that explodes on the battlefield. Left click icon then left click target.

## Upgrades

The Iron Hills Catapult has access to the following upgrade:

 **Flaming Shot** - Increases the damage that the unit does to buildings and add FIRE damage. The unit can now damage garrisoned troops. **Cost**: 400

## Strategy

The Iron Hills catapult is perhaps the most powerful catapult in the game when used against units as it can quickly turn an army to dust. Its power is reduced against buildings, however; area of effect won't matter and each individual shot deals less damage than the single shot of a regular catapult.
Heroic Statue

* Rohan
* Arnor
* Gondor
* Dwarves

* Level 1

The Heroic Statue is a Support structure of Gondor, Arnor, and Rohan. By gazing upon the countenances of kings of old, nearby allied troops are inspired to fight harder to preserve their lands and country.

## ​Abilities

**Statue** - Nearby units gain +20% damage and armor. This bonus persists for 30 seconds after leaving the range of the statue.

**Inspiration** - The Heroic Status reduces the cost of Heroes of up to -30%:

* 2 Statues: -10%
* 3 Statues: -20%
* 4 or more Statues: -30%

## ​Strategy

Heroic Statues are best used in a defensive strategy, placed close to the entrance to your base. They can be especially effective at helping the player hold key forward outposts. Gondor Heroic Statues are further buffed by Aragorn's level 10 ability, which gives an additional +25% armor to units near heroic statues.

## ​Trivia

* The statue at Helm's Deep, The Two Towers
* The statue at the City of Kings, The Return of the King
1/2
In the game, Rohan's Heroic Statue is of a horseman (indicating its great reliance on cavalry), and Gondor's is of a man on foot. In the movies, the opposite is true: at Helm's Deep we see a statue of Helm Hammerhand on foot, and in Minas Tirith we see an equestrian statue of an unknown ruler (Anarion?). *[Of course, there are many other statues in Minas Tirith; this one is just the most prominent as it is by the gate.]*

[[Category:Gondor]]

[[Category:Gondor Building]]
[[Category:Gondor Support]]

[[Category:Gondor\_Internal]]
Moria Goblin Drummer

This page needs to be updated or finished. One or more sections of the page are incorrect, incomplete or of inferior quality. The reason this page requires an update is:

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—Gandalf7000
Please remove this template after you have completed or updated the page.

## Moria Goblin Drummer

* Portrait
* In Game

## Recruitment

### Time

20 seconds

"Gandalf had hardly spoken these words, when there came a great noise: a rolling Boom that seemed to come from depths far below, and to tremble in the stone at their feet. They sprang towards the door in alarm. Doom, doom it rolled again, as if huge hands were turning the very caverns of Moria into a vast drum. "
—The Fellowship of the Ring

The **Moria Goblin Drummer** provides support for your enormous Goblin hordes. Its passive ability increases the durability of all surrounding units and benefits from the spellbook power *Drums of the Misty Mountains* (1pp) to add even more bonuses to your units.

## Abilities

 **Drum Strikes -** Fellow units close to the drummer will deal +15% damage and gain +15% armor. *Passive Ability.*

## Upgrades

 **Scavenged Armor -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainInfantryHeavyArmor**. **Cost**: 150
Lake-Town Swordsmen

* Portrait
* In Game

* Normal

Recruit the Swordsmen of Lake-Town. They lack the stats of the stronger dwarven units, but they have a large battalion size, move faster, and are quite cheap.

## Abilities

 **Hold at Bay -** The attacks of Town Hall Swordsmen slow enemy infantry by 50% for 10 seconds. Cavalry and monsters trampling them will be slowed twice as much. *(Passive ability)*

## Upgrades

The Lake Town Swordsmen have access to the following upgrades:

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 200.

 **Heavy Armor -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainInfantryHeavyArmor**. **Cost**: 300

 **Forged Blades -** Increases the damage of this battalion and provides a damage bonus against **other infantry** (swordsmen, pikemen, archers, etc...). **Cost**: 300

## Strategy

Lake-Town Swordsmen are useful because of their speed and battalion size. They are not as strong as regular Ered Luin Guardians, but they can be an alternative. Their ability, **Hold at Bay**, makes them able to slow units that are too fast for dwarves to catch them, and are great for slowing down cavalry and monsters, giving an opportunity for spearmen that are near to get closer to the cavalry to kill them.
Mithlond (Grey Havens) (Glorfindel 23)

My caption

"I Aear can vên na mar."(The sea calls us home.)"
—Elrond

This fan-made map allows the player to control the faction of Imladris and fight alongside its heroes to defeat the forces of Mordor. The Imladris player can train many troops such as Gil-Galad's Guards or Lorien Archers. As Mordor the player gains additional barracks from which they can recruit the Goblins of the Misty Mountains and more resource building than usual. You can check out the official discussion thread here.

**This map is primarily designed to oppose Mordor (in the camps) and Imladris (in the fortress). It will work with other faction but has been optimized for the above mentioned purpose.**

## Features

This map features the Grey Havens, the land from which the Elves depart to Valinor. The fortress is the same as the one featured in the Skirmish menu except that two gates no close off both entrances and each wall is garisonable. There are also multiple buildings that allow for the recruitment of Lorien and Imladris units. The fortress player also has two Shipyards from which they can get naval units. The fortress player has very little regular recruitment buildings at the start but can take control of either the camp or outposts on each side of the base.

The Mordor players has access to several Goblin Caves and Shipyards to create many of the Misty Mountain units. They have control of both camps, all the outposts and all the settlements.
Palace Guards (Arnor)

* Portrait
* Line
* Shield Wall

* Normal

Recruit the Elite Swordsmen of the Kings of Arnor to defend the nation against its enemies.

## Abilities

 **Shield Wall -**  The Palace Guards gain +20% armor but lose 30% movement speed.

## Abilities

 **Level 5: Noble Courage -** The First under the King's banner were a source of inspiration and courage. Allies in the vicinity of the Palace Guards of Arnor gain experience more rapidly. *(Passive ability)*

## Upgrades

The Arnor Palace Guards have access to the following upgrades:

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 200.

 **Heavy Armor -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainInfantryHeavyArmor**. **Cost**: 300

 **Forged Blades -** Increases the damage of this battalion and provides a damage bonus against **other infantry** (swordsmen, pikemen, archers, etc...). **Cost**: 300

 **Sword of the Westerness** - Makes the unit invulnerable to FLAME, MAGIC, FROST, POISON and FORCE damagetypes and increase their damage by 50% against ringwraiths, Karsh and Wights.

## Strategy

Palace Guards are the substitutes for Dúnedain Soldiers in the Arnor mid to late-game. They cost 300 resources more than the Soldiers do, but they are a lot better combat-wise, and when they reach level 5, they unlock a useful support ability that helps other units to reach maximum level.
Rhun Halberdier Warriors

* Portrait
* Line Formation
* Shield Wall

* Normal

"As he gazed Frodo became aware that there was a great stir and movement on the plain. It seemed as if whole armies were on the march ... here and there he caught the gleam of spears and helmets; ... These were Men of other race, out of the wide Eastlands, gathering to the summons of their Overlord; armies that had encamped before his Gate by night and now marched in to swell his mounting power."
—The Two Towers

**Rhun Halberdier Warriors** are warriors that come from the distant land of Rhun to serve  **Mordor**. They can be summoned on the edge of the map by unlocking and using the spellbook power "**Reinforcements of Rhun**" (3pp). They will then enter the map alongside Easterlings. They areSwordsmen of  Mordor, effective more through their numbers than their stats since Black Uruks are statistically more powerful (but are capped to a maximum of 3 battalions). They are powerful enough to resist many units and can even withstand the fury of certain weaker Mass Slayer Heroes.

## Abilities

 **Shield Wall** - The Halberdiers form a tight shield wall gain +20% armor but losing -30% speed

## Upgrades

The Rhun Halberdiers have access to the following upgrades:

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 200.

 **Heavy Armor -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainInfantryHeavyArmor**. **Cost**: 300

 **Forged Blades -** Increases the damage of this battalion and provides a damage bonus against **other infantry** (swordsmen, pikemen, archers, etc...). **Cost**: 300

*The Rhun Halberdier Warriors will come equipped with these upgrades if **"Influence of Sauron"** has been cast on the Defense Banner.*

## Strategy

Much like the Easterlings, these fierce warriors are the elite troops of Mordor and serve as its fist to strike its enemies. Since they are elite swordsmen they can dish out damage to any basic infantry without too much hardship; however, sustained fire from enemy archers coupled with cavalry could prove deadly. Additionally, they are at a disadvantage against elite infantry and will get destroyed by elite cavalry. Because of that it is key to obtain their heavy armor as early as possible to counter any possible contingency. Along with that they can also make the **Shield Wall Formation** which decreases their speed by 30% but increases their armor by 20%. They are free, strong, but limited by the spell reload time. This time can, however, be reduced if enough Tribute Camps are built. Like all other units, they are affected by most leaderships and powers including Sauron's "**Might of the Damned**".
Moria Goblin Archers

This page needs to be updated or finished. One or more sections of the page are incorrect, incomplete or of inferior quality. The reason this page requires an update is:

"Needs and stats, modding"
—Gandalf7000
Please remove this template after you have completed or updated the page.

## Moria Goblin Archers

* Portrait
* In game

### Voiced by

Game Audio---Vanilla BFME2 Goblin Warriors

## Recruitment

### Time

25 seconds

**Moria Goblin Archers** are the basic archers of Misty Mountains Moria subfaction. As usual, Mass Slayer Heroes will make quick work of them. The Moria Goblin Archers are strong from a distance; however, if you let the enemy get close you will lose the battalion. Their advantage is Poison Arrows which like Poisonous Blades for Moria Goblin Warriors will deal damage to enemies over time. To increase their durability and damage output you can buy Scavenged Armor and Fire arrows upgrades in Gundabad Forge and then upgrade each battalion.

## Abilities

 **Poisoned Arrows (Y) -** Temporarily coat the arrows of the battalion with poison, causing damage over time to units they attack and any enemies that trample them. Left click on the icon to activate.

## Upgrades

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 75.

 **Fire Arrows** - This upgrades adds a bonus FIRE damage to the unit. Causing it to deal increased damage to everything and even more to buildings. **Cost**: 400

 **Scavenged Armor -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainInfantryHeavyArmor**. **Cost**: 150
Lórien Archers

* Portrait
* Standard
* Upgraded

* Normal

"The dwarf breathes so loud, we could've shot him in the dark."
—Haldir

**Lórien Borderguard Archers** *(Sindarin: Pengryn Glandirith Lórien)* are the basic ranged units of Lothlórien. They are strong at range against most units and some heroes. Without upgrades they might seem a bit weak, but when equipped with **Silverthorn Arrows** they prove useful against most units and heroes of the game.

## Abilities

 **Patrol of the Marchwardens -**  The smaller the number of Marchwardens on patrol the more agile they are. As long as there are 3 or less Marchwardens near to each other they all move +20% faster.

 **Ambush of the Woodelves -** The woodelves ambush their enemies. Lórien Marchwardens deal +50% damage for 15 seconds. Can only be activated when the battalion is in stealth.

## Upgrades

The Lórien Borderguard Archers have access to the following upgrades:

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 200.

 **Longbows -** After being purchased the Longbow upgrade increases the range and vision field of the equipped battalion by 20%. **Cost**: 200

 **Silverthorn Arrows -** This upgrade adds a bonus MAGIC damage to the battalion, causing it to deal greatly increased damage to everything and even more to buildings. **Cost**: 700
All these upgrades must be researched at Forge before applying on battalion.

## Strategy

As basic ranged units, the archers' greatest strength is at range against most units. To use their full potential you should upgrade them with **Silverthorn Arrows**. They are most effective when positioned behind swordsmen.
Palace Guards (Lothlorien)

* Portrait
* Protective Formation
* Defensive Formation

* Normal

**Mirkwood Palace Guards** *(Sindarin: Orbarthirryn Taur-nu-Fuin)* are the Heroic units provided by Mirkwood for the Lothlórien faction. They can be recruited from the Mirkwood Outpost once you have built a Vault of the King on one of the build plots and Forged Blades has been researched. They can buff both heroes and buildings depending on their formation and wield spear and sword with deadly efficiency.

## Abilities

 **Defensive Formation** - The Palace Guards reach for their pikes and take up a line formation to defend the buildings of Mirkwood. They gain access to the **Defend the Palace** and **Defenders of Mirkwood** passives.

* **Defend the Palace** - The Palace Guards defend the palace against approaching enemies with their powerful pikes. Near allied Mirkwood buildings they gain +20% armor and grant Mirkwood buildings +20% armor.*(Passive ability)*
* **Level 3: Defenders of Mirkwood** - When enemy cavalry or beasts charge into the Palace Guards' pikes, all nearby Palace Guards receive +50% attack and armor for 30 seconds, slowing down additional cavalry and beast twice as much. *(Passive ability)*

 **Protective Formation** - The Palace Guards take up their swords and form a protective formation to protect the heroes of Mirkwood. In this formation they can't be trampled. They gain access to the **Protect the King** and **Protectors of the Royal Family** abilities.

* **Protect the King** - The Palace guards protect the heroes of Mirkwood in open combat with their swords. Near Thranduil, Legolas and Tauriel they will receive +20% damage and grant the heroes +20% armor. *(Passive ability)*
* **Level 3: Protectors of the Royal Family** - The Palace Guards use their large shields to keep enemies at bay. Their attacks throw back enemy infantry in a small radius. *(Passive ability)*

 **Heavy Armor** - This unit is equipped with heavy armor by default and cannot stealth when near trees. Other sources of stealth are not affected. *(Passive ability)*

**Flank Defence** - Pikemen are used to defending from all sides when battling against monsters and cavalry. As a result, they cannot be flanked. They take no extra damage from being flanked and deal full revenge damage regardless of the direction they get trampled from.

## Upgrades

The Mirkwood Palace Guards don't have access to any upgrades but come equipped with the benefits of forged blades and heavy armor.
Ithilien Rangers

* Portrait
* In Game

* Normal

"Rangers of Ithilien... were descended from folk who lived in Ithilien at one time, before it was overrun. From such men the Lord Denethor chose his forayers...."
—The Two Towers

The **Ithilien Rangers** are Gondor's elite archers, they stayed behind hiding in the woods and harassing Mordor's forces. Their bow were simple but powerful and they were dressed in green cloaks which kept them hidden. They are recruited at the Ranger Tents from which they emerge in battalions of 10 units. With the 4.5.3 update, Rangers are back at the archery range as well, making them more accessible.

## Abilities

 **Unexpected Salvo -** The Rangers reveal themselves to the enemy to fire a salvo of arrows aiming for the enemy's weak spots, dealing triple their normal damage and revealing hit enemies for 15 seconds.

## Upgrades

The Rangers have access to the following upgrades:

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 200.

 **Fire Arrows** - This upgrades adds a bonus FIRE damage to the unit. Causing it to deal increased damage to everything and even more to buildings. **Cost**: 400

 **Composite Bows -** Equips the battalion with composite bows. This lowers the recharge time of **Unexpected Salvo** by 33% and doubles the damage. **Cost**: 300

## Strategy

The Ithilien Rangers are Gondor's elite archers. They are in a smaller battalion size than the Gondor Archers but their damage is vastly superior. They go hand in hand in the late game with the Tower Guards but the player must be careful, since they are faster then them, not to let them get in front. They are stealthed near trees and are pretty much all a player will need to gain map control . However they lack a heavy armor upgrade so are especially weak to cavalry and flank attack, it is better to keep them close pikemen of any type. **Unexpected Salvo**​ should be used to kill stronger units such as monsters, heroes and heroic units. The**​ Composite Bows**​ upgrade can be useful if the enemy has a lot of these types of units so that the Rangers can deal with them quickly. If used properly they can become your main damage dealers in the late game as they can decimate pretty much anything but the strongest from out of the shadows or behind that big, tanky wall of Tower Guards.
Siege Workshop (Gondor)

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

The **Siege Workshop** is where Gondor's and Arnor's machinery of war is assembled, roofed battering rams and trebuchets loaded with salvaged rubble. The units are the same for both Gondor and Arnor.

## Level Up

 **Upgrade Building to Level 2** - Grants level 2. Gives +1500 HP, +20% build speed and unlocks new units or upgrades. **Cost:** 400

 **Upgrade Building to Level 3** - Grants level 3. Gives +1500 HP, +30% build speed and unlocks new units or upgrades. **Cost:** 1000

## Upgrades

The Siege Workshop also contains the following research which once purchased can then be bought by trebuchets:

 **Fire Stones** - increases the damage done to units and buildings. Catapults also become able to damage garrisoned units.

* **Research Cost**: 800
* *Requires Level 3*

## Unit Production

This structure produces the following units:

 Battering Ram (Arnor/Gondor) | Melee Siege
 Trebuchet | Ranged Siege
Siege Shield

* Portrait
* In Game

* Normal

The Siege Shield is a new support unit from 4.5 which helps the Gondor faction assault fortifications that are heavily defended by archers. They work very simply by protecting nearby units which are situated behind it using directional leaderships. The Siege Shield itself cannot attack and is vulnerable to melee attacks but completely immune to arrow fire.

## Abilities

 **Stop** - The Siege Shield stops all current actions and remains at the current location until it is given another order.

 **Siege Shield** - The Siege Shield and all allied units behind it are immune to arrows from units, buildings and heroes. This buff only applies if there are enemies in front of the siege shield within range. *Passive Ability*

## Strategy

The Siege Shield has immense potential when assaulting castles and camps that are heavily fortified with towers and archers. Their use can be a bit tricky, however, as they remain quite vulnerable to melee units. The trick is to be sure to keep your soldiers behind the Siege Shield as they will naturally outpace it. At the same time, you must keep the front of it clear to make sure your troops can get close enough to the enemy base before they start to take arrow damage. Careful hit and run tactics with cavalry can be a good strategy for defending the Siege Shield. A Siege Shield in the right place can be the difference between an entire battalion surviving, whether that is rushing an enemy base or retreating from it.
Morgul Shadow

* Portrait
* In Game

* Normal

**Morgul Shadows** are enslaved Lesser Wraiths which now serve Mordor forever and ever till the world's end. They are rather weak units but they are cheap and can be created easily using Lesser Wraiths once the Minas Morgul outpost is under Sauron's Influence. Their particularity is that they are linked to the nearest Nazgûl, which means that every time the Shadow takes damage, the damage taken will be added to the Nazgûl's health. This makes the Morgul Shadows useful for keeping the Ringwraiths alive, as every time they lose health, the Nazgûl restore their own, making the Nazgûl practically immortal provided there are enough shadows nearby them.

A Morgul Shadow has a base health of 2000, but unlike a barrow wight, it moves impressively quickly, at light infantry speed.

## Abilities

 **Bound to the One** - Damage dealt to the Morgul Shadow will heal nearby Nazgul.*(Passive ability)*

## Strategy

Morgul Shadows are unique heroic units that come from enslaved lesser wraiths, which come from enemies slain by nazgul morgul blades, or from morgul knights felled in their veterancy. Morgul Shadows are quite tanky, dealing and taking plenty of damage, and able to accumulate experience up to level five. Their true utility however, is in preserving the lives of the nazgul; for as a morgul shadow takes damage, all nearby nazgul heal. Morgul shadows are essentially extra health reserves for the nazgul, of which there are nine, most all of them able to produce more morgul shadows as they fight.

An excellent procedure to get lots of these is as such: After getting all of the Nazgul on the field at once, and using Sauron to influence a morgul fortress, right click every instance of the morgul blade ability on each ringwraith. Then, group all of the nazgul together in a hotkey, and send them out to fight, so that they automatically use the morgul blade on whoever they find to produce more lesser wraiths for enslavement. When the lesser wraiths upgrade to morgul shadows, drag-select the shadows with the nazgul and add them to the same hotkey group. Rinse and repeat, pulling the wraiths away for healing whenever necessary, until a whole army is amassed of phantoms and their immortal taskmasters.
Lothlorien Fortress

* Outpost
* Borderguard Wing
* Forge Wing
* Galadhrim Wing
* Sanctuary Wing
* All Upgrades

* Level 1

The Lothlórien Outpost is probably the most versatile of all the regular outposts because it has the same potential as a Lothlórien Camp or Castle, but more vulnerable. Whereas most factions have to choose which three buildings they want on an outpost, this one can get all the buildings that a normal Lórien base gets in the form of building upgrades, allowing it to train units, research upgrades and recruit heroes exactly the same as a castle or camp. The only drawback is that the outpost is a singular building, unlike a base, and therefore all your investment might be wasted if the building is taken down.

The building can recruit all Lothlórien troops, heroes and research all unit upgrades. However, it cannot research economy or recruitment speed upgrades (must be done at castle/camp Forge).

## Abilities

**Resource Production** - This building produces resources. It produces **10**  every **12** seconds by default. This number can be modified through upgrades and abilities.

## Upgrades

* ***Note**: the following add-ons do not contribute toward discounts given by their castle/camp counterparts*

 **Borderguard Wing** - Unlocks Lórien Swordsmen, Lórien Archers, Lórien Pikemen, and Haldir at the outpost; mans the outpost with a platform of archers that fire at nearby enemies

 **Forge Wing -** Unlocks research of unit upgrades at the outpost

 **Sanctuary Wing -** Unlocks Minstrels, Galadriel, and Celeborn at the outpost; surrounds the fortress in a concealing fog

 **Galadhrim Wing -** Unlocks Galadhrim and Caras Galadhon Guards at the outpost; increases recruitment speed by 50%

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 200.

* **Research Cost:** 600

 **Longbows -** After being purchased the Longbow upgrade increases the range and vision field of the equipped battalion by 20%. **Cost**: 200

* **Research Cost:** 600

 **Silverthorn Arrows -** This upgrade adds a bonus MAGIC damage to the battalion, causing it to deal greatly increased damage to everything and even more to buildings. **Cost**: 700

* **Research Cost:** 1200

 **Master Blades -** Greatly increases the damage of this battalion and provides a damage bonus against

* Other infantry if they are swordsmen
* Monsters and Cavalry if they are pikemen
* Buildings if they are cavalry
 **Cost**: 500
* **Research Cost:** 900
Mollok

* Portrait
* Sword
* Hammer

* Sword
* Mounted

"And the great troll-chief that smote him down bent over him, reaching out a clutching claw; for these fell creatures would bite the throats of those that they threw down."
—The Return of the King, "The Black Gate Opens"

Mollok, the mighty King of Trolls himself, is covered in resistant armor and can choose to either wield a mighty hammer or a deadly sword. While quite underused due to his weakness to revenge trample damage he can be considered a camp's bane with his varied and many abilities. He comes to serve **Mordor**.

## Abilities

 **Level 1: Rage** - Mollok enters a terrible rage and gains 20% damage every 8 seconds for 40 seconds capped at a 100% but cannot use his other abilities apart from **Shatterer**.

 **Level 3: Switch Weapons** - Mollok gains the ability to switch between the Sword, an AOE medium damage weapon, or the Hammer, a single target high damage to buildings weapon.

 **Level 5: Shatterer** - Mollok deals heavy damage to the targeted building and disables it for 1 minute.

 **Level 7: Leap** - Mollok leaps to the target area and creates a shock wave that knocks back units and causes medium damage.

 **Level 10: Assault Troll** - Mollok temporarily summons three trolls from the Trollshaws whose weapons depend on Mollok's currently wielded weapon.

## Strategy

Mollok is a mighty engine of destruction, built to soak a lot of damage while slaying groups of puny soldiers at a time, and reducing all manners of buildings to rubble. With his enormous health pool, he almost classifies as a tank, as he can deal and absorb a lot of damage. Unfortunately, though he does have plenty of armor, it still isn't quite enough armor to make him effective for taking as much abuse as possible. Like Mordor's run of the mill mountain trolls, Mollok is slow, and tramples over people, making him susceptible to arrows and spears. Rather than using him as a one-troll army slayer, it is best to accompany him with a swarm of orcs and other trolls so that there isn't excessive attention directed to him. If managed properly, Mollok should be able to help annihilate entire groups of infantry and cavalry, smash down some strong buildings and defenses, and then pulled back to heal quickly from his injuries to devastating effect. He is the most expensive hero/monster of Mordor, but managing him well can allow you to increase Sauron's power, once he reaches level ten if Gothmog has not already done the same. Like any hero unit, Mollok will be a powerful weapon, but if controlled poorly and recklessly, you will waste a fortune of resources when he falls in battle.
Mirkwood Swordsmen

* Portrait
* Standard
* Shield Wall
* Upgraded

* Normal

"The elves were the first to charge. Their hatred for the goblins is cold and bitter. Their spears and swords shone in the gloom with a gleam of chill flame, so deadly was the wrath of the hands that held them. "
—The Hobbit

**Mirkwood Swordsmen** *(Sindarin: Megyr Taur-nu-Fuin)* are the late-game alternative to the Lórien Borderguard Swordsmen for the Lothlórien faction. They can be recruited from the Mirkwood Outpost once you have built a Troopchamber on one of the build plots.

## Abilities

 **Shield Wall****:** The Mirkwood Swordsmen lock their shield together, creating a powerful shield wall which enemies struggle to push through. The Swordsmen gain +50% armor but lose -50% damage.

 **Ambush of the Woodelves -** The woodelves ambush their enemies. Mirkwood Warriors knock back enemies with their attacks for 15 seconds. Can only be activated when the battalion is in stealth.

## Upgrades

The Mirkwood Swordsmen have access to the following upgrades:

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 200.

 **Master Blades -** Greatly increases the damage of this battalion and provides a damage bonus against **other infantry** (swordsmen, pikemen, archers, etc...). **Cost**: 300

## Strategy

Mirkwood Swordsmen serve better on the battlefield than Lórien Borderguard Swordsmen mostly because they are stronger and they have the skill *Shield Wall Formation*, which gives them +50% armor but -50% damage, allowing them to last longer in battle. They can be used to support other Mirkwood or Lothlórien units. They can be boosted with the spellbook powers *Elven Wood* and *Horns of the Noldor* as well as Thranduil's ability *Elvenking of Mirkwood**.*
Plateau of Gorgoroth

"Below them ... lay the inner plain stretching away into a formless gloom beyond their sight. The wind of the world blew now from the West, and the great clouds were lifted high, floating away eastward; but still only a grey light came to the dreary fields of Gorgoroth. There smokes trailed on the ground and lurked in hollows, and fumes leaked from fissures in the earth. "
—The Return of the King

The Plateau of Gorgoroth is a desolate wasteland that forms a great part of the ashen lands of Mordor.

## View of the Map

This map offers an opportunity for a brutal 3v2. Outposts help to protect flanks, and control of the central settlement could be life or death for the two players on the right. As they are at a disadvantage in a 3v2, they have more settlement plots near their bases.

### Lair Locations

* **Orc Lairs**:
* **Troll Lairs**:

* Statue of Sauron at the edge of the map (marked by elven brooch)
* Sauron demonstrates his vanity by gazing at a statue of himself
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### Points of Interest

 \****POIs are marked with an elven brooch.***\*

* **Statue of Sauron**: The Dark Lord himself

## Lair Types

### Troll Lair

Trolls, despite their appearance, are the most efficient creeps, being both easy to creep and very rewarding. The Trolls will always aim for your heroes, often wading through entire battalions to get to them and suffering trample revenge damage. This means that you can easily lure the troll through one or more battalions on aggressive stance to have it suffer heavy damage before turning around with your hero to attack when it turns around. This almost always guarantees an easy kill if well executed. Of course, pikes will make it much easier using this strategy, but even Orc Warriors can kill a troll using this tip. After that destroying its lair is easy and yields a high reward.

### Orc Lair

Orc lairs are not as common as Goblin lairs but are basically identical besides the appearance. Their orcs deal a very small amount of damage, are high in number and respawn quite quickly. Usually the best strategy is to rush for the lair, cut the flow at the source and then take care of any leaks. Cavalry can also be used to clean up the exteriors but can be tricky due to orc spears being a part of the creeps.
Mordor Barracks

* Barracks Level 1
* Barracks Level 2
* Barracks Level 3
* Tent Level 1
* Tent Level 2
* Tent Level 3

* Level 1
* Level 2
* Level 3

"...all those of the Quendi that came into the hands of Melkor, ere Utumno was broken, were put there in prison, and by slow arts of cruelty were corrupted and enslaved; and thus did Melkor breed the hideous race of the Orcs in envy and mockery of the Elves, of whom they were afterwards the bitterest foes."
—The Silmarillion

The **Mordor Barracks** produces the innumerable hordes of Mordor orcs. It is one of Mordor's most essential structures because it can train free Orc Warriors. It is also the place to recruit Gothmog.

When built at a normal Mordor Outpost, the Barracks becomes an **Orc Tent** instead (appearance is the only difference).

## Level Up

Unlike many buildings of other factions, the Mordor Barracks does not have level up upgrades. Instead, it levels up as it produces orcs. It is key to note that since 4.5, Orc Warriors do not grant XP to the Mordor Barracks they are trained in. Only Orc Archers and Orc Pikemen do.

* Level 2: +20% build speed
* Level 3: +30% build speed

## Upgrades

  **Influence of Sauron** - Sauron fills a building of Mordor (excluding Tol-In-Gaurhoth and the citadel) with his will, unlocking specific effects like new units or upgrades. Fire Arrows can be researched from the Barracks for 1200 resources

The Mordor Barracks is also where you can research the Banner Carrier and Fire Arrow upgrade:

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 200.

* Cost: 600
* *Requires Level 2*

 **Fire Arrows** - This upgrades adds a bonus FIRE damage to the unit. Causing it to deal increased damage to everything and even more to buildings. **Cost**: 400

* Cost: 1200
* *Requires Influence of Sauron*

## Unit & Hero Production

 Orc Pikemen | Pikemen
 Orc Archers | Archer
Orc Overseer

* Portrait
* In Game

* Normal

"To the gate, you slugs! Now move it! Don't you know we're at war?"
—Orc overseer

**Orc Overseers** from Mordor provide support to Orcs, whether from Barad-Dûr, Minas Morgul, Dol Guldur or Cirith Ungol. They provide various leaderships along with an ability which improves the power of the type advantage. They do have a single target damage with their whips. To pair a battalion with an overseer simply select either the overseer or the battalion and click on the battalion or on the overseer. Once paired you will be able to click on them as a single entity and the battalion will gain an icon for the leadership and the equivalent **Crack the Whip** ability. In addition, they put the units in formation strengthening their strategical powers. When they are recruited they increase the command point limit.

You can spawn Orc Overseers by using the Mordor/Summon Overseer power to gain five at a time.

## Abilities

 The leaderships will only affect the battalion an Orc Overseer is attached to. They are as follows:

* Minas Morgul Orcs: +50% damage and +25% armor
* Barad-Dur (standard) Orcs: +50% damage and +50% armor
* Dol Guldur Orcs: +25% damage and +50% armor
* Halberdiers of Cirith Ungol: +50% damage and +25% armor

 The "**Crack the Whip**" ability boosts the type advantage each unit has one way or another. They are as follows:

* Swordsmen: For 30 seconds deal twice the damage against melee units but lose 25% armor
* Pikemen: For 30 seconds deal double damage to cavalry and slow them down twice as much but lose 25% armor
* Archers: For 30 seconds deal double damage against archers but lose 25% armor

## Strategy

Do not under any circumstances send an Orc Overseer into battle on its own, it will be a waste of a spell. The overseer can be paired with any orc to give it a significant boost. This will render them more resistant, and they can therefore be better utilized. However, using them with free standard Orc can be a limiting factor as they are rather basic and this would take away from their free element.
Signal Fire

* Level 1

### Armor Set

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

The Signal Fire is a Gondor settlement building which allows access to Aragorn and special troops from the fiefdoms of Minas Tirith. These beacons were scattered all throughout the White Mountains and were lit when Gondor required aid.

* Pippin climbs to light the beacon of Minas Tirith in The Return of the King
* The beacon is lit in the White City
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## Abilities

 **Signalfire of Gondor** - The Signal Fire regularly trains Errand Riders, which can be used to request troops from the fiefdoms. If all Errand Riders have been sent out, a new one will be trained after 75 seconds. Select the Errand Rider to call troops from the Fiefdoms. Each signal fire builds up its own stock of Errand Riders

 **Aid from Ringlo Vale** - Send **two Errand Riders** to get aid from Ringlo Vale. Summons two battalions of Ringlo Vale Swordsmen. Requires 120 command points.

 **Aid from Lossarnach** - Send **two Errand Riders** to get aid from Lossarnach. Summons two battalions of Lossarnach Axe Warriors. Requires 120 command points.

 **Aid from Pelagir** - Send **three Errand Riders** to get aid from Pelagir. Summons two battalions of Pelargir Trollbenders. Requires 120 command points.

 **Aid from Morthond Valley** - Send **three Errand Riders** to get aid from Morthond Valley. Summons two battalions of Morthond Archers. Requires 180 command points.

 **Veterans of the Fiefdoms** - Send **8 Errand Riders** to get aid from each fiefdom. Summons a battalion of each fiefdom, all equipped with Banner Carriers. Requires 270 command points.

## Strategy

The Strategy for lighting the beacons of Gondor should be exactly the same as in the books - you want to have your reinforcements ready before your enemies are surrounding you busying themselves burning your Fortress down. Build beacons and recruit Imrahil of Dol Amroth almost as a defensive measure more than anything else. If you're ready to advance with them offensively that's great, but you need to have your Fortress secure at all times; they are no Army of the Dead - they can't save you if you're already being overrun.

## Trivia

* The ignited signal fire texture was removed with the 4.5 update.
Haradrim Tribesmen

**!!!Warning!!!** **This is one of the Eastereggs of the Edain Mod. Read at your own risk**.
To see the article click 'expand'.

The "Harad" map is a four-player map from the Edain mod. It consists of a large savannah with sandy hills, clusters of palm trees, scarce water and a few cliffsides. At first glance, it's not a bad map, and acutally provides plenty of variety when you tire of playing in grasslands, wastelands, marshes, and mountains.

However, the map also contains three or four large camps scattered around which are full of barbaric Haradrim/Easterling tribesmen. These soldiers will make their home in small encampments complete with a few towers and some huts and tents, and stand idly to defend their chief. Unlike all the other forces in the game, the Haradrim of this map have no place in the war, and are instead happy to chase after and kill whatever gets too close to their homes. There are a large number of tough level 5 soldiers, some with swords, spears, and shields, and others with bows. Even the small towers of the encampment will shoot at whatever draws near. These tribesmen are more than a nuisance--though they do not form ranks, each independent warrior is super tough, and with the multitude in that camp, it's extremely dangerous to send your troops out there where the barbarians can intercept.

For the most part of the game, the haradrim tribesmen serve as a temporary defense between you and the other camps across the map, much like a monster lair. For safe passage through the sands of Harad, you must eliminate them first, or suffer the wrath of the Chieftain and his mighty men. Even hero units will find encounters with these tribesmen to be challenging, and even when the tribesmen run low in number from the skirmishes, there's still their powerful chief to deal with. If you ever feel the need to remove these savages from the lands, build up as large an army as you want... But be prepared for a phyrric victory, as you may secure a safer route to your real enemies... but at a terrible cost.
Stonemason

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

"In the darkness of Arda already the Dwarves wrought great works, for even from the first days of their Fathers they had marvellous skill with metals and with stone..."
—The Silmarillion

The Dwarven Stonemason is a resource production building for the Dwarves where defense-oriented upgrades can be researched.

## Level Up

 **Worker's Tools**: Upgrades the building to rank 2. At rank 2, **economy buildings** produce 25% more resources and gain 500 additional hit points. **Recruitment buildings of the Dwarves work** 20% faster and 1500 additional hit points

 **Forged Worker's Tools**: Upgrades the building to rank 3. At rank 3, **internal economy buildings** produce 20% more resources and gain 1000 additional hit points. **Recruitment buildings** work 30% faster and 1500 additional hit points

**The upgrades can be researched from the Dwarven Forge**

## Abilities

**Resource Production** - This building produces resources. It produces **28**  every **12** seconds by default. This number can be modified through upgrades and abilities.

 **Supply Routes** - As you build more economy structures, their individual production becomes less efficient. Once you reach a certain threshold all economy structures will produce less.

* **5** economy structures or less: **100%** production
* **10** economy structures: **84%** production
* **15** economy structures: **69%** production
* **20** economy structures: **56%** production
* **30** economy structures: **49**% production
* **37** economy structures or more: **44%** production

**Dwarven Quality** - The Stonemason provides an increase to the hit points of dwarven buildings up to 30%:

* 2 Stonemasons: 10%
* 3 Stonemasons: 20%
* 4 Stonemasons: 30%

## Upgrades

 **Battle Tower Training** - Increase the ranged damage of your defensive structures. **Cost:** 1200

 **Oil Vents** - Build oil vents into the walls near the gate allowing to pour oil in front of the gate with the "**Pour down boiling oil**" skill. **Cost:** 1000

 **Line of Defense** - Unlocks the use of the small build plots in front of the citadel as a second line of defense. **Cost:** 1000
Mallorn Tree

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

"The branches of the mallorn-tree grew out nearly straight from the trunk, and then swept upward; but near the top the main stem divided into a crown of many boughs, and among these they found that there had been built a wooden platform..."
—The Fellowship of the Ring

The Mallorn Tree is one of the many resource buildings of the Lothlorien faction. Besides generating resources it increases command points by 50 when built.

It is a unique resource building because you can choose one of three special upgrades called "Melian Effects" for it. Two more upgrades are available depending on whether Galadriel accepts the Ring or declines it. One of them can be researched alongside with another one, but the other still has the limit.

## Level Up Upgrades

 **Settler's Tools**: Upgrades the building to rank 2. At rank 2, **economy buildings** produce 25% more resources, gain 500 additional hit points and cost 300.

 **Forged Settler's Tools**: Upgrades the building to rank 3. At rank 3, **external economy buildings** produce 20% more resources, gain 500 additional hit points, can temporarily man a defensive tower and cost 400.

**The upgrades can be researched from the Forge**

## Abilities

**Resource Production** - This building produces resources. It produces **28**  every **12** seconds by default. This number can be modified through upgrades and abilities.

 **Supply Routes** - As you build more economy structures, their individual production becomes less efficient. Once you reach a certain threshold all economy structures will produce less.

* **5** economy structures or less: **100%** production
* **10** economy structures: **84%** production
* **15** economy structures: **69%** production
* **20** economy structures: **56%** production
* **30** economy structures: **49**% production
* **37** economy structures or more: **44%** production

 **Level 3: Man the Defenses** - The workers take up arms. For 20 seconds, the building shoots at nearby enemies but doesn't produce resources.

## Upgrades

"Melian was the name of a Maia who served both Vána and Estë; she dwelt long in Lórien, tending the trees that flower in the gardens of Irmo..."
—The Silmarillion

Melian effects are special upgrades that can be applied only to Mallorn Trees. **!!** You can research only one Melian effect at each Mallorn Tree. **!!**

* **Border Guard Spypost -**  Doubles the line of sight of the Mallorn Tree. **Cost:** 100
* **Billowing Fog -** The Mallorn Tree disguises allies in the area. **Cost:** 100
* **Ban of Protection -** reduces the armor of nearby enemies by 20%. **Cost:** 100