recursal/Fanatic-Fandom huggingface dataset:
Barding Swordsmen

* Portrait
* Standard
* Upgraded

"The rekindled wealth of Dale is exemplified in its excellently trained and equipped army, ranking among the finest in all of Rhovanion."
—Age of the Ring team

Once Erebor was secured and Dale rebuilt after the Battle of the Five Armies, the people of Dale were able to rebuild their kingdom and rekindle their wealth with the help of their Dwarven allies, enhancing their army with both expertly trained soldiers and finely crafted weapons and armor. The Men of Dale were plunged into conflict during the War of the Ring when Sauron sent an Easterling host to sack the rebuilt city of Dale and the Kingdom of Erebor. The battle raged for days - King Brand and King Dáin were both slain and the Bardings were driven into the refuge of the Mountain. When news reached the north of Sauron's defeat, the Bardings and Dwarves rallied and defeated the soldiers from Rhûn.

In Age of the Ring, Barding Swordsmen are a swordsmen unit in Reign of Ironfoot Erebor which are recruitable from a level 1 Erebor Assembly. They are also available to the Adventure: Dorwinion subfaction of the Woodland Realm, and are recruitable there from a level 1 Dorwinion Assembly.

## Abilities

**Level 3: Dalish Supremacy (W)** - Enemies within the radius temporarily deal -33% damage and are slowed by 33%. Left click icon then left click on target battalion.

## Upgrades

**Barding Chainmail (T)** - When equipped, significantly reduces the amount of damage taken. Research upgrade at Grand Forge to enable this equipment. Cost: 300

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

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

## Strategy

Barding Swordsmen act as alternative swordsmen unit to Erebor Warriors and Grim Hammers which are more elite and so are relatively expensive and cost more command points. They have a larger amount of health than the other swordsmen units and are faster than Erebor Warriors although they have less armour than the Warriors. Therefore, a well balanced Erebor army contains a mixture of heavily armoured Erebor Warriors, lightly armoured highly damaging Grim Hammers and Barding Swordsmen as the intermediate. They can be used to debuff enemy units, lowering their damage and making it harder for them to escape the slower dwarven units.

They are also available to the Adventure: Dorwinion subfaction of the Woodland Realm, where their purpose and stats remain the same.
Boromir (Adventure: Ithilien)

* Portrait
* In Game

"My father is a noble man, but his rule is failing, and our people lose faith. He looks to me to make things right and I would do it. I would see the glory of Gondor restored."
—Boromir

Boromir was the eldest of Denethor's two sons and one of the members of the Fellowship of the Ring. He was a man of great strength and valour who was pressured into finding a way to save his country. At Amon Hen, he tried to take the Ring from Frodo by force but failed. Later on, he gave up his life in an attempt to protect Merry and Pippin from the Uruks, slaying many of his foes in the process. In his last moments, he admitted his failures to Aragorn and his body sent down the Rauros to the Sea.

While Boromir is a recruitable hero for the Gondor faction in standard play, he is also a temporary summon who can be brought to the battlefield by the Adventure: Ithilien version of Faramir's **Sons of Gondor**.

*For his Gondor variant, see the Boromir page.*

## Abilities

**Horn of Gondor (W)** - Stuns enemies with fear for 15 seconds. Left click to activate.

**For Gondor! (R)** - Modifier Type: Spell. Targeted friendly units gain +33% damage, +20% speed and resistance to fear and terror for 30 seconds. Left click icon then left click on target units.

**Proud, Stubborn, Strong (T)** - Give targeted units superior experience. Left click icon then left click on target units.

## Strategy

Boromir as a temporary summon serves a similar role to his Gondor counterpart as a front line hero, albeit only present for a limited time and with less abilities. His AOE regular attack can help a lot against spam factions and the knockback can be useful against stronger targets. **Horn of Gondor** when used well can be one of the most powerful abilities in the game. By stunning all enemy units around Boromir, they can be attacked by your army, or by big AOE abilities such as Gandalf's Wizard Blast or Faramir's Arrow Volley, or can give your own forces a chance to retreat. **For Gondor!** is a powerful buff that increases the offensive capabilities of his allies and prevents them from being affected by fear or terror abilities. **Proud, Stubborn, Strong** is a powerful supporting ability that can give a massive experience buff to units, dramatically increasing their overall power level. While he may only be present on the battlefield for a short time, a well-utilized Boromir serves as an excellent counterpart to Faramir and can dramatically turn the tide of battle in the player's favor thanks to both his frontline prowess and powerful abilites.
Archery Range (Gondor)

* Level 1
* Level 2
* Level 3

"But indeed there were too few now left there to do them great damage, though the light of the fires showed up many a mark for archers of such skill as Gondor once had boasted."
—Return of the King, The Siege of Gondor

Although Gondor's decline throughout the Third Age cost it heavily in strength, the White City and its Fiefdoms still boasted some of the finest archers in the world of Men. Soldiers garrisoned in Minas Tirith could hone their skills with a bow at the archery range, skills they put to use against the Mordor invaders during the Siege of Gondor.

In Age of the Ring, the Archery Range is one of the primary unit production buildings of Gondor. It provides access to the faction's archer units.

## Upgrades

**Upgrade Archery Range to Level 2 (A)** - allows training of the Anórien Archers. +10% faster build speed. Cost: 500

**Upgrade Archery Range to Level 3 (A)** - allows training of the Ithilien Rangers. Allows purchase of Fire Arrows upgrade. +25% faster build speed. Adds defensive arrow tower. Cost: 500

## Function

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

 Anórien Archers | Archers
 Ithilien Rangers | Archers

At level 3 the Archery Range allows the following upgrades to be researched:

**Fire Arrows (T)** - Allows battalions to purchase the Fire Arrows upgrade. When equipped, significantly increases the damage. Allows Ithilien Rangers to purchase the Bodkin Arrows upgrade. When equipped, reduces enemy armor by 25% when hit. Will upgrade all patrols instantly once upgrade is purchased.

## Strategy

The Archery Range is a vital structure for Gondor as all archer units, which are some of the primary damage dealers of the faction, are recruited here. Blackroot Vale Archers inflict sufficient damage to the enemy's army in the early game but once Gondor has expanded its economy, the player should consider upgrading their Archery Range so that they can invest more elite troops and research fire arrows. The Fire Arrows upgrade makes a significant impact for Gondor as it not only unlocks the fire arrows upgrade for Blackroot Vale Archers and Anórien Archers, but also the Bodkin Arrows upgrade for Ithilien Rangers which is extremely useful in the mid to late game. To increase their production of archer units, Gondor can build multiple Archery Ranges if their economy allows it; a mix of Anórien Archers to absorb damage and Ithilien Rangers to deal damage is highly effective.
Fíli

* Portrait
* Ingame
* Armoured

### Faction

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

### Voiced By

Jonathan Bullock

"We may be few in number, but we're fighters! All of us, to the last dwarf!"
—Fíli

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

## Abilities

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

**Level 3: Hidden Blade (R)** - Fíli deals heavy damage to a single target, temporarily crippling it. Left click icon then left click on target.

**Level 5: Dwarven Dexterity (T)** - Fíli gains +25% Damage and increased attack and movement speed. Left click to activate.

**Level 8: Heir to the Throne:** Modifier Type: Leadership. Basic Erebor Dwarves and Ered Luin Dwarves near Fíli gain +33% Damage and +25% Armor. Stacks with Buffs and Spells. Passive ability.

## Strategy

Fíli is much better suited to close quarter combat than his brother Kíli as he is recruited with a larger amount of health; he is most effective when fighting in the vicinity of Kíli as the two brothers grant each other an additional +20% damage. Fíli is proficient at targeting and killing enemy heroes when using a combination of **Hidden Blade**, to cripple the enemy hero and prevent their escape, and **Dwarven Dexterity** to increase his damage and attack speed when dealing with the hero. Alternatively, **Hidden Blade** can be used to delay an enemy hero from entering combat in the first place - giving time for Erebor's army to engage the enemy army. **Heir to the Throne** is a useful unit buff which increases the armour and damage of the early game Erebor units, as well as the faster Ered Luin units, making them even more powerful in combat.
Erebor Vault Wardens

* Portrait
* Default
* Stone-Wall

"Using long, three-pronged spears and dwarf-high tower shields, the Vault Wardens guard the long, dark corridors of the Lonely Mountain."
—Age of the Ring Team

The Vault Wardens are an elite force of dwarven guards that were assigned to the mineshafts. Although small in number, they could use their superior training and unique equipment to hold entire corridors by themselves, allowing the enemy forces to break upon their shields like water upon a rock.

In Age of the Ring, Azaghâr-gundu, or Vault Wardens, are a special unit with a row of spearmen at the back and a rock of dwarves with shields in front. They are designed to plant themselves on the battlefield to hold choke points and support nearby allies. They are recruited from a level 1 Erebor Redoubt.

## Abilities

**Stone-Wall Formation (W)** - Increases armour by +50% at the cost of -50% movement speed. Also makes Vault-wardens immune to knockback.

**Hold Your Ground!** - As the unit levels the power improves. Modifier Type: Buff and Passive Debuff. Stacks with leaderships, buffs and other spells. Does not stack with other debuffs. Passive ability

Rank 1 - Nearby allied units gain +10% armour.

Rank 2 - Nearby enemy units lose 10% speed.

Rank 4 - Nearby allied units gain +20% armour.

**Close Quarters Specialists** - Modifier Type: Leadership. The Vault Wardens gain +25% damage and armour when near allied Dwarven Mines and earn experience 50% faster. Stacks with buffs and spells. Passive ability.

## Upgrades

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

## Strategy

Azaghâr-gundu are special units that are designed to work defensively. They can buff the armour of nearby allies while reducing the speed of enemy units to make it harder for them to manourver around your forces. **Stone-Wall Formation** makes the Azaghâr-gundu very difficult to kill, although it will also make them very slow and so should only be used when in the middle of combat. **Close Quarters Specialists** means that the Azaghâr-gundu can be used as a defensive force to protect your resource buildings. Their strengths against trampling units can be combined with the mine network to defend against harassing cavalry or monsters. The main weakness of the Azaghâr-gundu is their speed and so they are vulnerable against archers. Enemy cavalry can also easily move around them to attack other target so the player must be careful in how to use the Azaghâr-gundu.
Moria-orc Spearmen

* Portrait
* In Game
* Upgraded
* Spear Wall

"Beyond the fire he saw swarming black figures: there seemed to be hundreds of orcs. They brandished spears and scimitars which shone red as blood in the firelight. Doom, doom rolled the drum-beats, growing louder and louder, doom, doom."
—The Bridge of Khazad-dûm, The Fellowship of the Ring

While the majority of Moria Orcs wielded swords or bows and arrows, there were still many of them who plundered spears from the fallen corpses of Dwarves in Khazad-dum. They would coat these spears in the same deadly poison that their other kin used, and would use these weapons to viciously fight against any of the Free Peoples who dared to enter the fallen Dwarven kingdom.

In Age of the Ring, the Moria-orc Spearmen are a basic Pikemen unit that can be recruited by any Forces of Darkness faction as long as an Auxiliary Camp has been captured in the Misty Mountains. They are also recruitable from a Level 2 Moria Orc Cave specifically in the Adventure: Shadow and Flame subfaction of the Misty Mountains.

## Abilities and Formations

**Spear Wall Formation (W)** - The units form a Spear Wall. Units lose 40% speed, gain resistance to knockback, decelerate crush, and gain +33% armour.

**Poisoned Blades (R)** – Poisons targeted enemies causing damage over time for 15 seconds. Left click to activate.

## Upgrades

**Banners of Bolg (V)** - When equipped, increases this battalion to level 2. Cost: 100

## Strategy

The Moria-orc Spearmen are a basic Pikemen unit that are available to the Adventure: Shadow and Flame subfaction of the Misty Mountains, as well as any Evil faction that has captured an Auxiliary Camp in the Misty Mountains. Their greatest synergy is unsurprisingly with the Misty Mountains faction, as they benefit from Muzgash's leadership, remove the need for players to build a Mountain-Orc Lodge solely to get access to Pikemen through the more costly Mountain-Orc Brutes, and get the Horde bonus that all Moria Orcs get when in a group of 150 or more units. Even outside of the Misty Mountains faction, they still have a niche as they are have early access to poison damage lie all Moria orcs. Enemy players who carelessly engage the Moria-orc Spearmen, especially with heroes, may find that their stronger units are sustaining much more damage from a fight than they expected thanks to the poison damage inflicted upon them. Aside from this, Moria Orc Spearmen have the same basic strengths and weaknesses that other basic Pikemen do. They are also fragile in general just like other Moria Orcs and will die to a concentrated assault, so although they make for good meat shields to protect a much more valuable unit they will likely be phased out in the mid-late stages of the game.
Khandish Chariot

* Portrait
* In Game

"Many of the Wainriders now passed south of Mordor and made alliance with men of Khand and of Near Harad; and in this great assault from north and south, Gondor came near to destruction."
—Return of the King, Appendix A

Various peoples to the east or south-east of Middle-earth fought on chariots or wains. The most infamous were the Wainriders, well-organised group of people who brought war to Gondor for many years during the Third Age. It was eventually revealed that these invasions and their cooperation with the Variags of Khand and the Haradrim of the South were part of Sauron's plans to weaken Gondor over the years. Though the Wainriders were eventually defeated, there are some eastern warriors who still fight with the help of chariots.

The Khandish Chariots are a summonable unit. Three of them are summoned by Haradwaith's 15PP Khandish Charioteers power.

## Strategy

The Khandish Chariots are singular cavalry units that function similarly to the Battlewagons of Erebor. If properly micromanaged, the chariots can devastate enemy armies, trampling over hordes of archers and swordsmen with ease, while chasing down high value targets. As they are unable to be knocked back, they have some level of resistance towards monsters that are effective against most traditional cavalry. However, they have a high weakness towards pikemen and accidentally trampling over them can lead to a drastic loss in health.
Khazad-dûm Veterans (Adventure: Durin's Folk)

* Portrait
* In Game
* Upgraded

"None the less in the morning Thráin stood before them. He had one eye blinded beyond cure and he was halt with a leg-wound; but he said: "Good! We have the victory. Khazad-dûm is ours!"
—Return of the King, Appendix A

Although Khazad-dûm was lost after the awakening of Durin's Bane, this did not prevent the Dwarves from carrying out expeditions to regain their ancient kingdom. Most notably, Balin, a member of Thorin's Company during the quest for Erebor, entered the underground halls with a colony of Dwarves. These Dwarves were highly elite and battle-hardened from the years of the War of the Dwarves and the Orcs. They discovered that Moria was infested with Orcs and so fought hard to make the Dwarrowdelf safe for further colonisation.

While the Khazad-dûm Veterans are a temporary summon for the Erebor faction in standard play, they are also a permanently recruitable unit in its Adventure: Durin's Folk subfaction. In this subfaction, they are an elite Swordsman unit who are recruitable from a Level 3 Erebor Assembly if Balin has been recruited. They are limited to 3 at a time.

*For their temporary summon variant for the standard Erebor faction, see the Khazad-dûm Veterans page.*

## Abilities

**Lord of Moria** - Khazad-dûm Veterans gain +25% armour near Balin. Passive ability.

**Hymn of Durin (R)** - The Khazad-dûm Veterans sound an intimidating chant, reducing the armour of nearby enemy units by 35% for 20 seconds. Left click to activate.

**Level 3: Ancestral Fury** - Modifier Type: Spell. Allies near the Khazad Guard become immune to fear and terror. Passive ability.

## Upgrades

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

## Strategy

While the Khazad-dûm Veterans from the Adventure: Durin's Folk subfaction are difficult to access due to requiring both a level 3 Erebor Assembly and Balin to be recruited, they can be a deadly force on the battlefield once they are finally recruited. They have slightly more health than their temporary summon variant with the same durable armor. They gain additional armor when they are near Balin thanks to **Lord of Moria**, making them even more durable. **Hymn of Durin** allows them to reduce the armour of nearby enemies, making it easier for allied armies to defeat their foes. **Ancestral Fury** is a skill unique to this variant of the Khazad-dûm Veterans, granting them immunity to fear and terror. This can be very useful against strategies and enemies that rely on fear, such as Boromir's **Horn of Gondor** and the Nazgûl's **Screech**. A fully leveled battalion of Khazad-dûm Veterans fighting alongside Balin can help an Erebor army become a truly terrifying force to fight against, though their high price means they must be purchased wisely and at the right time.
Mûmak

* Portrait
* Standard
* Upgraded

"Big as a house, much bigger than a house, it looked to him, a grey-clad moving hill, the Mûmak of Harad was indeed a beast of vast bulk, and the like of him does not walk now in Middle-earth; his kin that live still in latter days are but memories of his girth and majesty. His great legs like trees, enormous sail-like ears spread out, long snout upraised like a huge serpent about to strike, his small red eyes raging. His upturned hornlike tusks were bound with bands of gold and dripped with blood. His trappings of scarlet and gold flapped about him in wild tatters."
—The Two Towers, Of Herbs and Stewed Rabbit

The Mûmakil of Harad were tamed and used as beasts of war by the Haradrim, who employed them to devastating effect during the Battle of the Pelennor. These fearsome beasts were able to tear through the ranks of the Rohirrim and turned hope to despair and victory to death.

**The Mûmakil were used in a past version of the mod and are no longer a feature in the current version. To see the previous role of this unit in Mordor, please click "expand"**

In Age of the Ring, Mûmakil are one of Mordor's many monster units, recruitable from the Mûmak Pen which can be built once the spell book power He is Gathering All Evil to Him has been used. It is automatically garrisoned with Haradrim Archers, which shall fire at nearby enemy units.

## Abilities

**Charge Attack (C)** - Order Mûmak to trample the enemy. Left click icon then left click target.

## Upgrades

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

**Poison Arrows (P)** - Adds poison damage to arrows of garrisoned Haradrim Archers. Research upgrade at Mûmakil Pen to enable this equipment. Cost: 250

## Strategy

Mûmaks have the capacity to deal enormous damage to troops or structures if used carefully; Mordor players should avoid charging their Mûmaks into pikemen and should neutralise enemy archers before sending in their Mûmaks because they are highly vulnerable to both of these unit types. A well-timed **charge attack** can either instantly kill or severely damage enemy heroes, making them an effective counter even to high tier heroes. Another use of Mûmaks is as mobile turrets - instead of sending their Mûmaks directly into a battle, they can be sent to the outskirts so that the garrisoned archers can engage enemy units whilst the Mûmak is out of harm's way.
メアリー財閥

メアリー財閥（Meari Company,Maeri Co.ltb.）は、ゴビィー大連邦に存在する巨大企業の一つ。国内のあらゆる産業の支配率の高さと、海外の生活必需品の独占率が髙いことから「財閥」と称されており、ゴビィー大連邦政府のみにならず、あらゆる国に対して一定の発言権を有している。

## 成り立ち

メアリー財閥は、1760年にゴビィー族が、後足尾帝国が発足した時にショウドイキー帝国が密輸した武器を研究して、新武器の製造をしていた「マリー武器製造会社」に起源がある。

1780年になると、大球帝国（アンナ朝タマ帝国）との戦いは激しさを増していき、マリー武器製造会社に、武器の輸入と生産を足尾帝王が勅令で命じた。この過程で、情報部門と商業部門が増設され、企業のレベルが惑星のレベルで留まらなくなり、政府の中枢を担う企業となった。

1820年、独立戦争が大球帝国の全土に広がると、ハリケーン族とサイクロン族の独立戦争に必要な武器も生産するように方針を転換、するとタマ人が武器生産所を爆撃、または破壊する活動が増えた。そこで、マリー武器製造会社はハリケーン族とサイクロン族を利用して、現地の武器生産所を守る必要が出てきたため、傭兵部門も増設され、現地で傭兵を雇い、私兵組織を組織した。

1830年に突入すると、国の総生産の2割を占める企業になり政府の政策に容易に口出しが出来るようになった。

1859年になると、ファルシャルファ連合王国が正式に建国を宣言し、キロギー宇宙重工、トクスリ薬品などの他財閥が安定して生産を開始するようになり、ここらの財閥との協力を画策するようになる。

1867年、後足尾帝国とファルシャルファ連合王国の連合軍が独立戦争に勝利し、ゴビィー大帝国を設立すると、ファルシャルファにあった三つの財閥とゴビィーにあった七つの財閥がそれぞれ協力するようになる。この過程で「マリー総合会社」に名称が変わる。

1869年、独立戦争が終わったゼフィー自由連合国と、モフィー連邦が正式に「マリー総合会社」との関係を継続を宣言。

1890年、ゴビィー大帝国の各帝国区域の開拓をサポートするため、食品部門を設置。キロギー宇宙重工とソングダー宇宙研究グループのワープ開発技術を仕入れ、建設部門も設置。シュルブレイシア地域とベルテルーパ地域に巨大な宇宙ワープホールを政策した。

1902年、マリー総合会社から「マリー財閥」に名称を変更。

1945年、ダムレイ開発計画を受託。究極のA.Iの政策に取り掛かる。

1951年、帝政崩壊。足尾家による一家独裁は終了し、民主政に国家が移行。中央政府議会から地方政府議会にまで資金を根回しすることで、マリー財閥の言い分が通りやすくするようにした。

1960年、ヒョウタン帝国との戦争がレンブットで行われると、マリー財閥とキロギー宇宙重工、ソングダー宇宙宇宙研究グループの製品の需要が劇的に増加、その結果バブル状態に突入する。以降、ゴビィー系国家はバブル状態の経済がずっと続くようになる。

1968年、各財閥との関係性が悪化、十財閥冷戦と呼ばれる時代に突入し、産業分野の鈍化がはじまる。

1990年、始祖のA.Iダムレイとの戦争が激化すると、更に戦争を激化させるために「武器の量産」を両陣営に行う。また、新技術の公開も積極的に行うことで、さらなる利益獲得を狙った。

2000年に突入すると、人間の時代が終わりA.G.Iと人間が併存する「ダムレイ時代」と呼ばれる時代に突入する。この際、一族の苗字がマリーからメアリーに変わったため会社名が「メアリー財閥」に変わった。

2017年、トローセス王子によって各財閥のわだかまりを解消。また、旧ファルシャルファ連合王国内での、協力開発を許可し、各財閥の財政状態の健全化を1年で計った。

2018年、内戦がはじまるとダムレイとの戦争の時と同様、どちらの陣営の肩も持ち、さらなる企業の成長を獲得しようとした。

2022年、エマス＝クニヤラン国王（トローセス大帝）による呼びかけにより、各財閥が戦線において敵味方問わず、緊急野戦病院と惑星ホテルが、負傷者の救護を迅速に行えるよう、一時的な買収を行った。

2023年、メアリー財閥は、ゴビィー大連邦の三大政党の一つ、「連邦共和党」の支持を決定。連邦共和党が主導の未来党サオラー派の暴走を未然に防ぐための計画を補助。
Dunlending Longbowmen

* Portrait
* Standard
* Upgraded

"The rocky hills of Dunland are difficult to farm, resulting in a sprawling culture of hunting based around the legend of the White Crow."
—Age of the Ring Team

The men of the House of Freca are trained the art of bowmanship at an early age so that they can begin providing for their community even before adulthood. When Wulfgar made the difficult decision of joining Saruman and making war with the Rohirrim, the Dunlending Longbowmen put their years of training to use against the people with whom they and Wulfgar had initially intended to make peace.

In Age of the Ring, Dunlending Longbowmen are one of Isengard's elite archer units recruitable from the Dunlending Longhouse once Wulfgar has been recruited.

## Abilities

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

**Level 2: Eyes of the Crow (R)** - Longbowmen temporarily gain increased range and 25% damage, at the cost of -25% attack speed. Left click to activate.

## Upgrades

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

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

## Strategy

Dunlending Longbowmen are capable of dealing enormous amounts of damage to the enemy when correctly protected from flanking cavalry with pikemen - they have a greater range and firing rate than Uruk Crossbowmen and can deal even more damage when using their **Eyes of the Crow** ability. Their deadliness can be enhanced if Wulfgar is nearby as his **Dunlending Subjugation** ability grants +50% damage to Dunlending units; Longbowmen are also buffed by the Fury of Frecalund focus, which grants Wildmen and Dunlending units +15% damage, +70% combat experience and decreases their price by 10%, has been researched.
Hotkeys

Thanks to the diligent work of beta testers Kmogon and Níðhöggr, hotkeys have been standardised as of Age of the Ring version 7.0. Hotkeys are now shared by all units, structures and heroes so that micromanagement of unit/structure production and special ability usage is more accessible to players. Hotkey templates are listed as below:

### Unit/Hero hotkey template

1 - D, F, G for aggressive, neutral and defensive stance

2 - W

3 - R

4 - T

5 - C

6 - V

### Structure hotkey template

Clockwise to anticlockwise: W E R T S D F G C V

In the image above:

1 - W

2 - E

3 - R

4 - T

5 - S

6 - D

This template is also used for structure submenus, such as hero recruit menus and fortress upgrade menus. In the example above, E would open the hero menu and W would be used for the first hero in the menu (for Gondor, Pippin).

All structure level 2/3 upgrade buttons and ring hero recruit buttons use A, regardless of the button's position in the structure's menu.

Example:

1 - W

2 - E

3 - R

4 - T

5 - S

6 - A

### Porter hotkey templates

Primary economy building - W

Secondary economy building - R

Lumber Mill - D

Primary barracks - T

Archery range/Secondary barracks - C

Stables/Elite primary barracks - V

Workshop/Elite secondary barracks - N

Special building e.g. Marketplace, Thranduil's Treasury - M

Secondary special building e.g. Stoneworker - F

Well - G

Statue - U

Tower - Y

Fortress - I

Wall Hub - A

Example:

1 - W (Primary resource structure)

2 - R (Secondary resource structure)

3 - T (Primary barracks)

4 - V (Secondary barracks)

5 - C (Elite barracks)

6 - M (Special building)

7 - Y (Battle tower)

8 - G (Well)

9 - U (Statue)

10 - A (Wall hub)

11 - I (Fortress)
Cave-drake

* Portrait
* In Game

"Dragons steal gold and jewels, you know, from men and elves and dwarves, wherever they can find them; and they guard their plunder as long as they live (which is practically forever, unless they are killed), and never enjoy a brass ring of it. Indeed they hardly know a good bit of work from a bad, though they usually have a good notion of the current market value; and they can't make a thing for themselves, not even mend a little loose scale of their armour."
—An Unexpected Party, The Hobbit

While most Fire Drakes made their home in the Northern Wastes, a select few of them made their homes deep within the depths of Moria. These Cave-drakes were slightly smaller and more agile than their cousins, but otherwise shared the same ability to breath fire upon their foes. While the Cave-drakes were too dangerous and powerful to outright be controlled by the Moria orcs, they still found ways to direct them towards any enemies who dared to invade Moria, and any unfortunate to come across a Cave-drake unprepared would soon meet a fiery grave.

In Age of the Ring, the Cave-drake is a temporary summon using the appropriate 15 PP power for the Adventure: Shadow and Flame subfaction of the Misty Mountains.

## Strategy

The Cave-drake is a 15 PP summon for the Adventure: Shadow and Flame faction of the Misty Mountains. It is slightly smaller and significantly more agile than the standard Fire Wyrms of the mainline faction, but cannot be upgraded as a summon and does not have access to the **Inferno** skill to balance this out. Otherwise, they function similarly to their mainline counterparts in that they can decimate enemies with their AOE fire attack or deal heavy damage to buildings as part of an assault upon an enemy base. The Cave-drake should steer clear of upgraded archers and pikemen, as it retains those weaknesses and can potentially be killed if not used carefully. That being said, the Cave-drake is flexible due to its nature as a summon, and it can potentially open up multiple avenues for attack as the enemy will be distracted by a powerful and destructive unit that they will get little long-term benefit in killing due to its temporary nature.
Guldur Bulwarks

* Portrait
* In Game
* Upgraded
* Shield Wall

"The fell sorcery of the Necromancer has granted these orcs great physical strength, allowing them to carry large axes and tower shields to protect the more brittle of Dol Guldur's forces."
—Age of the Ring team

The Necromancer may have cared nothing for either his broken slaves or for the many Orcs of Dol Guldur who were left enfeebled and weakened by his foul corruption, but even he recognized that they would need some degree of protection and support if they were to serve as a functional fighting force against his enemies. Thus, he empowered certain orcs resistant to his corruption with immense physical power and durability, and these would serve as the backbone to support his armies with their large axes and tower shields.

In Age of the Ring, the Guldur Bulwarks are tanky supportive Swordsmen units who can be recruited from any Auxiliary Camp that has been captured in Rhovanion maps. As they are not tied solely to Dol Guldur, the Guldur Bulwarks do not experience either the positive or negative effects of Slow Decay.

## Abilities and Formations

**Shield Wall Formation (W)** - Guldur Bulwarks form a Shield Wall. They gane +25% armor and become immune to knockback, but lose -20% damage and -30% speed.

**Bulwarks** - As the unit levels the power improves. Modifier Type: Buff and Passive Debuff. Stacks with leaderships, buffs and other spells. Does not stack with other debuffs. Passive ability.

Rank 1: Nearby allied units gain 10% armor.

Rank 2: Nearby enemy units lose 10% speed.

Rank 4: Nearby allied units gain 20% armor.

## Upgrades

**Black Banners (V)** - When equipped, upgrades the unit to level 2. Cost: 100

## Strategy

The Guldur Bulwarks are a tanky support Swordsmen unit that are a defensive counterpart to the Orc Ravagers. Although they cannot be upgraded outside of the Black Banners, they boast a high amount of health and thus have a reasonable level of durability against even upgraded enemy units. Their greatest quality, however, is their unique ability, **Bulwarks**. This power gets stronger the more you level up the Bulwarks, giving many Evil factions' fragile basic units slight more durability in the early game and giving elite upgraded units a significant boost to their durability in the late game. The Bulwarks can also slow down the enemy slightly with the Rank 2 component of **Bulwarks.** To unlock the full potential of the Guldur Bulwarks as quickly as possible, consider manually boosting their EXP with skills such as Saruman's **Speech Craft** or Syar-Rhul's **False Promises**. It should be noted that while the Guldur Bulwarks may be decent in direct combat, it is by no means their primary purpose and thus they should be accompanied by other units to maximize their potential. They are also Swordsmen unit at their core, and thus share the same fundamental strengths and weaknesses that Swordsmen units typically have.
Harondor Swordsmen

* Portrait
* In Game
* Upgraded
* Line Formation

"Now of late we have learned that the Enemy has been among them, and they are gone over to Him, or back to Him – they were ever ready to His will – as have so many also in the East. I doubt not that the days of Gondor are numbered, and the walls of Minas Tirith are doomed, so great is His strength and malice."
—Damrod

Carrying cruel swords that were curved like a fell lash, Sûladan's warriors were an unwelcome sight upon the southern horizon. They joined their lord as he followed the forces of Haradwaith north and fell alongside him during the Battle of the Pelennor Fields.

The Harondor Swordsmen are the Auxiliary Camp unit for the Forces of Darkness in Gondor maps.

## Abilities and Formations

**Line Formation (W)** - -15% armour, +15% speed.

**Poisoned Blades (R)** - Poisoned targeted enemies causing damage over time for 15 seconds. Left click to activate.

## Upgrades

**Bronze Cuirasses (T)** - Allows hordes to purchase the Bronze Cuirasses upgrade. When equipped, significantly reduces the amount of damage taken. Cost: 300.

**Steel-Forged Blades (C)** - Allows hordes to purchase the Steel-Forged Blades upgrade. When equipped, increases the damage done by melee weapons. Cost: 300.

**Silken Banners (V)** - Allows hordes to purchase the Silken Banners upgrade. When equipped, increases the horde to level 2. Cost: 100.

## Strategy

The Harondor Spearmen are an effective swordsmen unit for the mid-game, being roughly equivalent to the Harondor Spearmen of Haradwaith. Thanks to **Line Formation**, they can travel across the map faster at the expense of armour. The primary ability for the unit is **Poisoned Blades**, acting as a temporary methods of improving their damage output. Certain factions would benefit more from this units, in particular Haradwaith, which has no comparable swordsmen unit at this stage of the game and can allow the Harondor Swordsmen to benefit from the faction's buffs and leaderships, and Dol Guldur to have an effective mid game unit that is not limited or affected by Dark Presence.
Lossarnach Axemen

* Portrait
* Standard
* Upgraded

"Behind him marched proudly a dusty line of men, well-armed and bearing great battle-axes; grim-faced they were, and shorter and somewhat swarthier than any men that Pippin had yet seen in Gondor."
—Return of the King, Minas Tirith

The lands of Lossarnach were renowned for their natural beauty, and its soldiers for their ferocity and loyalty to their Steward. During the War of the Ring, they marched to the aid of Minas Tirith alongside their lord Forlong - they fought to defend Gondor in the ensuing battle and managed to buy enough time for the arrival of the Rohirrim and the Grey Company. The Battle of Pelennor Fields did not come without sacrifice for the people of Lossarnach as their lord Forlong fell, hewn by the axes of the enemy.

In Age of the Ring, Lossarnach Axemen are a swordsmen unit for Gondor which are recruitable from a level 1 Barracks, if Forlong has been recruited. They are also recruitable from a level 2 Barracks in the Adventure: Grey Company subfaction without requiring Forlong.

## Abilities and Formations

**Level 4: Armaments of the White City**- Modifier Type: Level. Units permanently gain +20% armour. Stacks with leaderships and spells.

## Upgrades

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

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

## Strategy

Although not as elite as Anórien Soldiers or Dol Amroth Men at Arms, Lossarnach Axemen are still capable of packing more of a punch in combat that Lamedon Clansmen. They serve as excellent shock troops, dealing high damage but having low armour (that is, until level 4 when they gain **Armaments of the White City**). Alternatively, they are highly effective at raiding enemy bases or economy structures because of their capability of inflicting severe damage to buildings quickly; they should be sent along with some pikemen to prevent them being dispatched by enemy cavalry as they as still classified as swordsmen units.
Battering Ram (Rivendell)

* Portrait
* In Game

"A battering ram is a basic tool for siege warfare. Easy to make, and simple in use. Straight-forward, like the Men of Bree."
—The Age of the Ring Team

The Bree-Townsguard were responsible for keeping order within the lands, unknowingly being protected from the outside by the Dúnedain Rangers. On the rare occasions of Ruffians within the Bree-land, the townsguard could make use of simple battering rams to access unruly criminals that had barricaded themselves away.

The Battering Ram is the only traditional siege unit for Rivendell, it is recruited from a level 2 Bree-land Encampment.

## Strategy

Battering Rams are the simplest methods of dealing siege damage for Rivendell, whose other sources of siege damage include Revelers, Veterans of the Last Alliance using their level 5 ability, Breath of Manwë and Wrath of the Bruinen spell book powers. Battering Rams are unchanged from vanilla, they are effective at dealing damage to enemy structures but are vulnerable to all melee damage. Consequently, they are best used either when supported by an army or when used to flank around the enemy army and attack their base directly. They are cheap and easy to access and so several rams can be sent in at once; targeting different structures to divert the enemy's attention.
Iron Hills Demolisher

* Portrait
* In Game

"They had brought with them a great store of supplies; for the dwarves can carry very heavy burdens, and nearly all of Dain's folks, in spite of their rapid march, bore huge packs on their backs in addition to their weapons."
—The Hobbit, The Clouds Burst

An ironwrought ram's head is the centerpiece of this fearsome Dwarven siege engine. The Dwarves of the Iron Hills developed highly sophisticated siege machinery against which no gates could stand. After Thorin and his Company reclaimed Erebor, Dáin Ironfoot marched from the Iron Hills with his legions to reunite with his kin; his dwarves brought siege equipment such as Demolishers to use in the event of the Elves of Woodland Realm and Men of Lake Town seizing the Mountain for themselves and barricading themselves in.

In Age of the Ring, Zirinmazn, or Iron Hills Demolisher, is a siege unit for Erebor and its Adventure subfactions which can be recruited from a level 3 Erebor Workshop. They are limited to a maximum of 2.

## Strategy

Zirinmazn is an elite siege weapon that is more advanced than the standard Urkhas-felak, as it has a greater amount of armour and is capable of trampling enemy infantry. Thus, Erebor should replace their standard battering rams in the late game as this will make sieges far easier. Although they are able to trample infantry, Zirinmazn are still highly vulnerable to enemy pikemen and so should be sent in with the support of swordsmen and archers to keep the pikemen at bay. Unlike Urkhas-felak, Zirinmazn are limited to 2 and so it is recommended to continue recruiting other siege machines to continue applying pressure if the enemy successfully destroys Erebor's Zirinmazn.
Installation

The mod will only work on clean installations of ROTWK (i.e. not the Forshire versions). Download BFME2 and ROTWK from here. Installation instructions are included in the link.

## Basic Installation Order

1. Patch BFME2 (Link) to 1.06 (English Link) (Other offical languages Link).
	* For Age of the Ring to work properly, bfme2 needs to be installed and patched to 1.06. Bfme2 does not need to run for the rest of the guide to work.
2. Patch ROTWK (Link) to 2.01 (Link).
3. Install patch 2.02 - make sure it is updated to v9.0.0. Make sure that Edain, if installed, is disabled.
4. Test to make sure ROTWK runs. If the game freezes on the Splash Screen use the bfme startup fixxer.
5. Open the 2.02 Switcher from the desktop shortcut (can also be found in RotWK's installation folder as 202\_launcher) and make sure 2.02 v9.0.0 is enabled. Disable the timer and the 2.02 music options.
6. Download the Age of the Ring v8.0 Installer
7. Download and unzip all contents of AgeOfTheRingInstaller8.0.zip into an empty folder
8. Run AgeOfTheRingInstaller8.0.exe as an Administrator
9. The installer will create a shortcut to Age of the Ring 8.0 on your desktop

## To Update The Mod

1. First, make sure you have AotR version 8.0 installed.
2. Download the Age of the Ring 8.3.1 Updater and unzip all contents of AgeOfTheRingUpdater8.3.1.zip into a folder
3. Run AgeOfTheRingUpdater8.3.1.exe as an Administrator
4. The installer will create a new shortcut to Age of the Ring 8.3.1 on your desktop. You can delete the Version 8.0 shortcuts as updating to 8.3.1 will create a new desktop shortcut

## Note

* You don't need to have previous AotR versions before 8.0 installed. You can uninstall previous versions if you want to.
* The 8.3.1 updater can be installed onto a previous installation of 8.0, 8.1, 8.2, or 8.3
* Do you have BFME patch 1.09v3? Make sure to switch to 1.06.
* Do you have Edain installed? Make sure to disable it from their launcher. If you have the unofficial Edain bugfix, make sure that's gone also.
* The installer WILL NOT allow you to install the mod into your RotWK or BFME2 installation folder (this would BREAK your game).
* The installer WILL NOT allow you to install if you do not have RotWK patch 2.02 v9.0.0 enabled.
* If you have previously installed 2.02 v9.0.0 and have enabled the Delay Fix, make sure to disable it as the Delay Fix will prevent mods from being launched
Morgul Acolytes

* Portrait
* In Game

"It is told that the Mouth of Sauron was a renegade, who came of the race of those that are named the Black Númenóreans; for they established their dwellings in Middle-earth during the years of Sauron's domination, and they worshipped him, being enamoured of evil knowledge."
—The Return of the King, The Black Gate Opens

While many Black Númenóreans were content to serve Sauron from their city of Umbar, there were some who were wholly enamoured with Sauron's dark teachings and traveled to Mordor itself to fully commit themselves to his unholy cause. While some of these warriors would serve as the Witch-king's personal vanguard, others would swear themselves to the Mouth of Sauron and become his personal bodyguard, wielding blades imbued with dark sorcery in service to him.

The Morgul Acolytes are a temporary summon from the **Herald of the Dark Tower** (15 PP) power for the Adventure: Rhûn subfaction based on Mordor. Two of these elite Swordsmen units are summoned alongside an adjusted version of their master from this power.

## Abilities

**Sorcerous Steel** - Melee attacks decrease enemy armour by 15% for 5 seconds. Debuff does not stack with itself. Passive ability.

## Strategy

The Morgul Acolytes are a temporary but powerful elite Swordsmen unit who are roughly equivalent to the Dunlending Huskarls statwise. While they are already powerful in direct combat by themselves, their effectiveness is even further boosted by **Sorcerous Steel**, which lowers the armour of those they attack for a short time. Their nature as a summon also means that they can be summoned behind or to the side of enemy lines, opening up the possibility for flanking and surprise attacks. While they are very powerful, they only last on the field for 60 seconds and so they must be judiciously used lest they end up accomplishing very little with the limited time they have on the field.
Gorbag

* Portrait
* In Game

"It's going well, they say."
"They would." grunted Gorbag. "We'll see. But anyway, if it does go well, there should be a lot more room. What d'you say? - if we get a chance, you and me'll slip off and set up somewhere on our own with a few trusty lads, somewhere where there's good loot nice and handy, and no big bosses."
"Ah!" said Shagrat. "Like old times."
—The Choices of Master Samwise, The Two Towers

Gorbag was an orc captain stationed in Minas Morgul under the command of the Nazgûl. He was sent to patrol the stairs to Cirith Ungol, where he encountered the Uruk captain Shagrat. The two captains discovered Frodo's body after he was stung by Shelob, and carried him to the tower of Cirith Ungol. However, the captains' fierce rivalry and Gorbag's greed proved to be their undoing as they initiated a brawl between the Morgul Orcs and Black Uruks over Frodo's mithril vest. Gorbag survived the initial slaughter by feigning death but was ultimately killed by Shagrat when he tried to ambush the Uruk.

In Age of the Ring, Gorbag is an early-game hero for Mordor, designed to take out enemy heroes.

## Abilities

**Fierce Rivalry** - When near Shagrat, Gorbag slowly takes damage over time. Passive ability.

**Orcish Cunning (R)** - Grows in power as Gorbag levels. At rank 1, Gorbag's ranged avoidance is increased. At rank 3, Gorbag is able to stealth for 30 seconds - Gorbag loses stealth if he attacks. At rank 5, +25% damage for 30 seconds plus prior effects. .At rank 7, gains passively +25% damage. At rank 10, gains passively +25% armor. Left click to activate.

**Level 2:** **Dropkick (T)** - Knocks down nearby units and stuns targeted heroes for 5 seconds. Can be used with Orcish Cunning. Left click icon then left click on target.

**Level 4: I'll Bleed You (C)** - Targeted enemy hero takes heavy damage over time for 15 seconds. Left click icon then left click on target.

**Level 7: Loyalty to the Red Eye (V)** -Gorbag passively gains +15% speed. Passive ability. Targeted enemy hero loses -25% armor for 30 seconds. Gorbag deals +25% damage to targeted hero for the duration. Left click icon then left click on target.

## Strategy

Gorbag starts as a relatively weak hero recruited in the early game; if he is able to level up however he quickly snowballs into a particularly effective hero killer. He quickly gains access to Dropkick, which can be used to stun catch out of position heroes and so that they can be focused by Mordor's units. **Orcish Cunning** enables Gorbag to set up stealthy ambushes whilst also buffing his damage and armour stats both temporarily and actively. It could potentially be used to allow Gorbag to slip behind enemy lines or get close to an enemy hero before casting **Loyalty to the Red Eye** and **I'll Bleed You** onto the target hero - making them extremely vulnerable to all damage, but especially to Gorbag's own attacks.