recursal/Fanatic-Fandom huggingface dataset:
Fredegar Bolger

* Portrait
* Ingame

"Among the trees nearby, a horn rang out....
Awake! Fear! Fire! Foes! Awake!
Fatty Bolger had not been idle. As soon as he saw the dark shapes creep from the garden, he knew that he must run for it, or perish. And run he did, out of the back door, through the garden, and over the fields. When he reached the nearest house, more than a mile away, he collapsed on the doorstep. "No, no, no!" he was crying. "No, not me! I haven't got it!"
—Fellowship of the Ring, A Knife in the Dark

Fredegar 'Fatty' Bolger was a close friend of Frodo, Sam, Merry and Pippin who conspired with the four to help Frodo leave the Shire undetected. He showed great bravery when the Nazgûl attacked the house in Crickhollow where they believed Frodo to be; he managed to evade the Black Riders and sound the alarm, resulting in the blowing of the Horn-call of Buckland for the first time in years.

Fatty Bolger is a hero for Rivendell, recruitable from a level 2 Bree-land Encampment. He is a ranged only hero.

## Abilities

R**un, Fatty, Run! (W)** - Modifier type: Buff. Fatty Bolger temporarily gains +30% speed. Left click to activate.

**Level 2: Fear! Fire! Foes! (R)** - The horn-call of Buckland is sounded, decreasing recruit times of all Hobbit units.

## Strategy

Fatty Bolger is an incredibly important hero in the early game for Rivendell, when the faction's economy is weak, as he can maintain their Hobbit production with **Fear! Fire! Foes!** to withstand the enemy's forces until Rivendell is able to afford stronger units, such as Dúnedain Rangers. He is not particularly strong in combat but can support ranged units with his attacks - if the enemy closes the distance, he can use **Run, Fatty, Run!** to make a quick escape.
Dol Amroth Barracks

"But beyond, in the great fief of Belfalas, dwelt Prince Imrahil in his castle of Dol Amroth by the sea, and he was of high blood, and his folk also, tall men and proud with sea-grey eyes."
—Return of the King, Minas Tirith

Dol Amroth was a fortress situated in Belfalas, one of the Fiefdoms of Gondor, ruled by Prince Imrahil who was kin to Denethor. Whilst the bloodline of Númenor had become mingled with the blood of lesser men throughout most of Gondor, the men of Dol Amroth carried themselves as Lords of Númenor. During the Siege of Minas Tirith, Imrahil rode out with his Swan Knights to aid the White City and they were a beacon of hope throughout the siege until Théoden and reinforcements arrived.

The Dol Amroth Barracks is a structure unique to the Adventure: Grey Company subfaction of Gondor. It allows for the recruitment of Dol Amroth units without requiring the 15 PP Dol Amroth Citadel summon that is normally required to recruit Dol Amroth units and Imrahil in standard play.

## Function

The Dol Amroth Barracks can be used to recruit the following units. The units in question may have slightly altered costs or CP values than their standard counterparts but the units themselves are otherwise largely the same.

 Dol Amroth Archers | Archers
 Swan Knights | Cavalry

## Strategy

The Dol Amroth Barracks is a recruitment structure unique to the Adventure: Grey Company subfaction of Gondor. It is much more accessible and allows for much easier training of Dol Amroth units since it does not require a 15 PP summon. However, to balance this out, it is an expensive structure with much less durability than the Dol Amroth Citadel and it does not have any upgrades, making it more akin to a Barracks rather than a miniature fortress. Otherwise, it functions the same overall purpose as the Dol Amroth Citadel in that it allows the Adventure: Grey Company player to recruit some of their most elite units, including the Dol Amroch Archers who are not available on any other map.
Beorning Berserkers

* Portrait
* In Game

"Beorn indeed became a great chief afterwards in those regions and ruled a wide land between the mountains and the wood; and it is said that for many generations the men of his line had the power of taking bear's shape, and some were grim men and bad, but most were in heart like Beorn, if less in size and strength. In their day the last goblins were hunted from the Misty Mountains and a new peace came over the edge of the Wild."
—The Hobbit, The Return Journey

Grimbeorn's folk were known for being grim of face and character, and fearsome in combat. Their greatest warriors were capable of tapping into the ancient spirits of the wild, flying into a great, unstoppable battle-rage. Along with their chieftain Grimbeorn, they kept guard of the High Pass - allowing travelers to pass across safely, albeit for a toll.

Beorning Berserkers are an elite swordsmen which are recruitable from a level 3 Beorning Lodge for both the Woodland Realm faction as well as its Adventure: Dorwinion subfaction.

## Abilities and Formations

**Ursine Blood** - Allows Beorning Berserkers to quickly recover outside of combat. Passive ability.

**Level 3: Rough Exterior (R)** - Temporarily increases resistance to ranged damage by +50%

**Level 5: Wild Rage (T)** - The Beorning Berserkers fly into an uncontrollable battle-rage for 20 seconds. They become resistant to knockback and their movement speed, armour, and attack damage are increased by 33%, but they cannot be controlled for the duration. Left click to activate.

## Strategy

Despite their small horde size, Beorning Berserkers are incredibly formidable in combat: they have a large amount of health, deal high damage (in particular to buildings), and can heal out of combat. Whilst they are primarily elite swordsmen units, they are also capable of trampling enemies - this enables them to break through enemy lines during combat but also makes them more vulnerable to pikemen and being stuck in enemy armies, and so players should think carefully before sending Beornings to charge armies. **Rough Exterior** makes Beornings more resistant against archers which allows them to close the distance and dispatch them. **Wild Rage** is a high risk, high reward power - it significantly enhances their stats for the duration but makes them uncontrollable so that there is the risk of them fighting far behind enemy lines so that they can be overwhelmed. Berserkers are most effective when fighting alongside Grimbeorn, who passively grants them additional armour, though they are unaffected by general leaderships and buffing spells.
Soul Light Martial Emperor

## Appearance

An extremely tiny being around the same size as Tina. It held a black trident in its hands, and there was also a dense layer of golden horns on its head. As it flew, beams of extremely holy golden light descended from the sky and enveloped its body. The brilliant beams of golden light made it seem as if this were the most eye-catching being in the entire world.

## History

In the "Spirit Realm", the Holy Land of the Void Spirit Tribe, Soul Light Martial Emperor, Ember both of which were super mighty figures at the Pinnacle of Dao Integration Stage and Demonic Frost Star a mighty figure at Intermediate Dao Integration Stage came across An Lin while he was beating and sealing God Engulfing Skeleton. They thought they should kill An Lin and save God Engulfing Skeleton, only to spell their own dooms in the process.

It barely escaped the clutches of death at An Lin's hands, by using a life threatening technique that lit up its divine sense and even sliced off one half of its body. It used these to fuel its speed as it frantically fled toward the distance.

This kind of escape method could grant the Soul Light Martial Emperor an unbelievable speed. However, the after-effect of such a technique was that its cultivation base would plummet dramatically. In addition, a significant portion of its life force would also be consumed. If it pushed this technique past its limit, then there was even a possibility that it would die before it could even escape.
Black Matriarch

In Game

"But wherever the mumakil came there the horses would not go, but blenched and swerved away; and the great monsters were unfought, and stood like towers of defence, and the Haradrim rallied about them."
—The Return of the King, The Battle of Pelennor Fields

For as long as can be remembered, Mûmakil have congegrated around the mightiest female in their herd. very rarely, the ensuing rivalry can give rise to what the Haradrim call a 'black matriarch', a Mûmak of size, strength and wizened authority that has not seen its like for generations. Those that can find and tame this Black Matriarch will find themselves in possession of a distinct battlefield advantage - for what can topple the great Mûmak, if not a Mûmak that is greater still?

The Black Matriarch can be summoned by one of Haradwaith's final spellbook powers.

## Abilities

**Mighty Stomp (W)** - The Black Matriarch stomps down sending a shockwave that knocks down and damages enemy units and structures in front of her. Left click to activate.

**Deafening Trumpet (R)** - The Black Matriarch sounds an ear-splitting trumpeting, stunning surrounding enemies in fear for 15 seconds. Left click to activate.

**Single-Minded Charge (T)** - The Black Matriarch gores target enemy hero or structure with her tusks, dealing significant damage. Left click on icon then left click on target.

**Black Matriach (C)** - Nearby War and Siege Mûmakil are granted +20% speed and +33% armour for 20 seconds. Left click to activate.

## Strategy

Through her bulk, powerful AOE attacks and charge, and the Nâfarati Beastmasters on the creature's back that provide ranged support, the Black Matriarch can already be a highly destructive force on the battlefield. However, maximising her potential will require the use of its abilities. **Mighty Stomp** is a powerful ability, capable of damaging both structures and armies. When used against an enemy base, the shockwave can deal heavy damage to defences in particular, leaving it open for the rest of your army. **Deafening Trumpet** can stun enemy armies, allowing the Matriarch to focus specific targets with her attacks and **Single-Minded Charge** while also providing opportunities for your army. As a Mûmak, she is already adept at dealing with heroes, but her charge makes this even easier for her. The Matriarch can also actively support your army by providing buffs for the other Mûmakil units nearby. Through their uses and the Matriarch's own abilities, she can be devastating when used against an enemy base.
Beacon Guards

* Portrait
* In Game
* Upgraded
* Spear Wall

"Pippin became drowsy again and paid little attention to Gandalf telling him of the customs of Gondor, and how the Lord of the City had beacons built on the tops of outlying hills along both borders of the great range, and maintained posts at these points where fresh horses were always in readiness to bear his errand-riders to Rohan in the North, or to Belfalas in the South. ‘It is long since the beacons of the North were lit,’ he said; ‘and in the ancient days of Gondor they were not needed, for they had the Seven Stones.’"
—The Return of the King, Minas Tirith

The Beacons of Gondor were a series of beacon fires in the White Mountains with the purpose of raising alarm in Southern Gondor or Rohan. The last of the northern beacons was in Halifirien, a sacred place where the Tomb of Elendil was once kept and where the Rohirrim once made the Oath of Eorl to Gondor. From that moment, the region was protected by both Rohan and Gondor, with a group of Beacon Guards whose job it was to look after the sacred hill and the beacon fire.

The Beacon Guards are the Auxiliary Camp unit for the Free Peoples in Rohan maps.

## 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 +30% armour.

**Guards of the Sacred Hill** - Modifier type: leadership. Beacon Guards grants nearby structures +15% armour. Passive ability.

## Upgrades

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

**Heraldry of the Riddermark (V)** - When equipped, increases this battalion to level 2. Cost: 100

## Strategy

The Beacon Guards are the counterpart to the Uruk-hai Axemen on Rohan maps, acting as a pikemen unit. They have a higher cost compared to most basic pikemen and, as such, have higher health though they do not have heavy armour, instead only having banners and Mundburg Steel Blades to improve their damage. **Spear Wall Formation** can grant a strong defensive boost though, at the expense of speed, being able to grant higher armour and being able to slow down cavalry further, trapping them to leave them vulnerable. As such the Beacon Guards are best used defensively, especially with **Guards of the Sacred Hill** allowing them to protect structures, which can be useful for defensive factions such as Lothlórien or Erebor. However, their formation allows them to be just as effective on the front line. An additional advantage the Beacon Guards may have over most other pikemen is their ability to stealth in trees, letting them set up ambushes for passing cavalry.
Catapult

* Portrait
* In Game

"As soon as the great catapults were set, with many yells and the creaking of rope and winch, they began to throw missiles marvelously high, so that they passed right above the battlement and fell thudding within the first circle of the city; and many of them by secret art burst into flame as they came toppling down."
—Return of the King, The Siege of Gondor

These vile contraptions rain down death and terror upon the Dark Lord's enemies; through dark sorcery their ammunition is set ablaze to destroy the enemy's structures. In some twisted occasions, for example at the Siege of Minas Tirith, these catapults are used to attack the morale of the enemy - by launching the heads of executed prisoners directly at the enemy's ranks.

In Age of the Ring, Catapults are Mordor's ranged siege unit and is recruitable from a level 2 Great Siege Works.

## Abilities

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

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

**Launch Skulls (T)**- Requires Release the Prisoners! Launch skulls as ammunition, causes terror to enemy units nearby the impact. Left click icon then left click on target.

## Upgrades

**Release the Prisoners (C)** - Allows Catapult to cast Launch Skulls ability. Launches skulls as ammunition. Causes terror to enemy units nearby the impact

## Strategy

Catapults can be used to disrupt enemy lines in battle, as the impact of their shot either causes knockback or inspires terror if skulls are being used as ammunition. However, they are highly vulnerable to melee attacks and so should be kept away from the front line with some units nearby to protect them from flanking cavalry attacks. Catapults are very useful in siege situations, because they are out of the fortress' firing range and deal good damage to enemy structures. In order to maximise the catapult's effectiveness, Mordor player should keep Gothmog close to them because his level 6 ability **Master of Siege**grants them +15% damage and speed as well as increasing their firing rate.
Fell Brood

* Portrait
* In Game

"Bilbo immediately went to the end of the branch nearest the tree-trunk and kept back those spiders that had crawled up. He had taken off his ring when he rescued Fíli and forgotten to put it on again, so now they all began to splutter and hiss:
"Now we see you, you nasty little creature! We will eat you and leave your bones and skin hanging on a tree. Ugh! he's got a sting, has he? Well, we'll get him all the same, and then we'll hang him head downwards for a day or two."
—The Hobbit, Flies and Spiders

Spiders are drawn to evil like moths to a flame and so it was no coincidence that spiders began to roam freely in Mirkwood when the shadow of the Necromancer fell over the Hill of Sorcery. These foul creatures were the spawn of Saenathra and whilst they were not as large as their matriarch, they were still capable of catching unwary travelers off-guard and feasting on their flesh.

In Age of the Ring, Fell Brood are a cavalry unit in Dol Guldur which are recruitable from a level 1 Spider Lair.

## Abilities and Formations

**Inoculation** - The Slow Decay of the Necromancer's magic does not affect those already consumed by it. Passive ability.

**Chittering Swarm** - Modifier Type: Spell. All Fell Brood gain +25% damage and +25% armor when gathered in numbers of 30 or more. Passive ability.

**Level 2: Shriek (T)** - Nearby enemy cavalry are terrified. Also passively decreases cavalry speed by -15%. Left click to activate.

## Upgrades

**Venom Sacs (C)** - Upgrades this horde with Venom Sacs. Increases Fellbrood's damage by 25%. Inflicts poison to enemies causing damage over time. Cost: 250

**Matriarch (V)** - When equipped, increases this battalion to level 2. Research upgrade at Guldur Gaol to enable this equipment. Cost: 100

## Strategy

Fell Brood are one of Dol Guldur's only sources of cavalry, they have the advantage of being immune to Slow Decay and so can move freely across the map without taking damage over time - making them exceptionally useful at raiding the enemy's resource structures. As with any cavalry, Fell Brood are most effective against enemy archers and swordsmen whilst being vulnerable to pikemen - charges can be made more effective by gathering Fell Brood into numbers greater than 30 so that they have additional damage and armour. Furthermore, Fell Brood can be used to counter enemy cavalry once they reach level 2 by slowing them down, which makes pursuing them much easier; **Shriek** can disrupt enemy cavalry charges which is useful when Dol Guldur's pikemen are out of position.
Catapult Troll

"Goblins spent a long time perfecting their catapult-strapped-to-troll technology, seemingly never realizing that the Troll could just pick up a rock and throw it…"
—Age of the Ring team

When the Moria orcs first infested the Dwarven kingdom, they engineered several primitive catapults that they then attached to Cave Trolls, creating a movable catapult that could launch stones in long distances. It never once crossed their minds that the trolls themselves could simply pick up the large stones in question and throw them, seemingly rendering the very concept of catapults attached to trolls moot. With that being said, the time and resources invested into the Catapult Trolls ended up not being a complete waste, as the catapults could still launch large stones for much farther distances than the Trolls were capable of managing by themselves.

In Age of the Ring, Catapult Trolls are a unique monster unit that belongs to the Adventure: Shadow and Flame subfaction of the Misty Mountains.

## Abilities

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

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

**Level 3: Monstrous Recovery –** Monster units recover health while outside of combat. Passive ability.

## Strategy

The Catapult Troll is a unique type of Cave Troll for the Adventure: Shadow and Flame subfaction of the Misty Mountains. Unlike the majority of that faction's Cave Troll units, the Catapult Troll is primarily a long-ranged attacker whose main purpose is to deal ranged siege to enemy units and structures from a long distance. Although they are about as durable as standard trolls, they are completely incapable of attacking in melee combat outside of a fairly weak trample ability, and thus should be kept at a distance from the main combat and protected by a large army in front of them so they can fire their boulders at the enemy structures without being heavily punished by pikemen and upgraded archers.
Anórien Spearmen

* Portrait
* Standard
* Shield Wall
* Upgraded

"Little time was left to Aragorn for the ordering of his battle. Upon the one hill he stood with Gandalf, and there fair and desperate was raised the banner of the Tree and Stars...And about each hill a ring was made facing all ways, bristling with spear and sword."
—The Black Gate Opens, The Return of the King

During the Third Age, maintaining a large regiment of spearmen was invaluable for defending against the cavalry forces of Harad and Rhûn. These spearmen were equipped with the best armour Gondor had and were courageous enough to hold the line against almost all enemy forces thrown at them.

The Anórien Spearmen are Gondor's Tier 2 pike unit. They are stronger (although more expensive) than the Linhir Spearmen and can be equipped with heavy armour.

## Abilities and Formations

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

## Upgrades

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

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

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

## Strategy

The Anórien Spearmen will most likely replace the Linhir Spearmen in the mid-late game. Their increased armour and ability to equip Heavy Armour allows them to match other units in that stage of the game. In general, the Anórien Spearmen would be used to deal with enemy cavalry and monsters, damaging them and slowing them down enough for other allied units to finish them off. Their **Shield Wall** will make it much harder for them to be killed but also makes them much slower and bunches them up so they're more vulnerable to AOE strikes.
Celebrimbor

* Portrait
* In Game

"Then Celebrimbor was put to torment, and Sauron learned from him where the Seven were bestowed. This Celebrimbor revealed, because neither the Seven nor the Nine did he value as he valued the Three; the Seven and the Nine were made with Sauron's aid, whereas the Three were made by Celebrimbor alone, with a different power and purpose. Concerning the Three Rings Sauron could learn nothing from Celebrimbor; and he had him put to death."
—Unfinished Tales, The History of Galadriel and Celeborn

Celebrimbor was Lord of Eregion and forger of the Rings of Power under the guidance of Annatar, who was Sauron in disguise. When Sauron forged the One Ring to dominate the bearers of all other Rings, his treachery was laid bare and so the Elves removed their Rings and went to war with Sauron. Sauron's armies destroyed Eregion and captured Celebrimbor, who was tortured for the locations of the Rings of Power - he refused to reveal the whereabouts of the Elven Rings and so was executed.

In Age of the Ring, Celebrimbor can be temporarily summoned as a vivid retelling by the Hall of Fire in Rivendell. His spirit is encountered in the Lord of the Rings Campaign mission Howls on the Redhorn, in which the Fellowship must defeat him and many Noldor Specters to escape the ruins of Ost-in-Edhil.
Arnorian Armoury

* Level 1
* Level 2
* Level 3

"'Old knives are long enough as swords for hobbit-people,' Tom Bombadil said. 'Sharp blades are good to have, if Shire-folk go walking, east, south, or far away into dark and danger.' Then he told them that these blades were forged many long years ago by Men of Westernesse: they were foes of the Dark Lord, but they were overcome by the evil king of Carn Dûm in the Land of Angmar. ...'"
—The Fellowship of the Ring, Fog on the Barrow-downs

The Arnorian Armoury is the secondary resource structure for the Adventure: Arthedain subfaction based on Gondor. Not only does it provide worked metals as a resource but it allows the player to gain access to various unit upgrades.

## Upgrades

The Arnorian Armoury has no upgrades that can be bought. It will gain experience through earning resources as well as by buying the unit upgrades.

## Function

The Arnorian Armoury will periodically produce +25 resources depending on location relative to other resource structures. This will increase as the building levels up. It will also increase the command point limit by 25. Unlike the Blacksmith, it does not gain the ability to shoot at nearby enemies at level 3.

### Steel Bonus

Multiple Arnorian Armouries will reduce the cost of upgrades.

* 2 Blacksmiths: 5%
* 3 Blacksmiths: 10%
* 4 Blacksmiths: 15%
* 5 Blacksmiths: 20%
* 6+ Blacksmiths: 25%

### Unit Upgrades

The Arnorian Armoury will allow unit upgrades to be bought for Adventure: Arthedain's units.

**Banners of the Seven Stars (W)** - Allows battalions to purchase the Banners of the Seven Stars upgrade. Increases a battalion to level 2. Cost: 400.

**Tempered Blades (E)** - Allows battalions to purchase the Tempered Blades upgrade. When equipped, increases the damage done by all melee weapons. Will upgrade all patrols instantly once upgrade is purchased. Cost: 1000.

**Steel Cuirasses (R)** - Allows battalions to purchase the Steel Cuirasses upgrade. When equipped, significantly reduces the amount of damage taken. Will upgrade all patrols instantly once upgrade is purchased. Cost: 1000.

## Strategy

The Arnorian Armoury is necessary for Adventure: Arthedain's progression into late game due to access to upgrades. However, the Tempered Blades and Steel Cuirass upgrades will require level 2, and the building mainly gains experience through earning resources. Therefore, it may be worth it to buy the structure in the earlier stages of the game to allow time for it to level up. On the other hand, the structure is also more expensive than the farm which can make the difference in the early game. This would need to be balanced with the Steel Bonus from having multiple Arnorian Armouries. A good idea can therefore be to have one armoury in an easy to defend location in the early game to let it level up and then potentially build more in the late game when the player can sustain them easier.
Fornost Garrison

* Level 1
* Level 2
* Level 3

"Deadmen's Dike, you say. So it has been called for long years; but its right name, Barliman, is Fornost Erain, Norbury of the Kings."
—Gandalf

Fornost Erain, or simply Fornost, was the capital of Arthedain and the last great bastion that stood between Arnor and total destruction as the Witch-king unleashed his forces from Angmar to destroy the North Kingdom once and for all. It was ruled by King Arvedui, the Last King of Arnor prior to Arthedain's fall. The capital city of Arthedain held a garrison filled with powerful and courageous warriors who, despite the impending doom that was coming upon Arthedain, would fight against the forces of evil to the bitter end.

The Fornost Garrison is the primary recruitment structure for the Adventure: Arthedain subfaction based on Gondor. Practically all of Arthedain's units are recruited from this structure.

## Upgrades

**Upgrade Fornost Garrison to Level 2 (A)** - allows training of Captains of Annúminas, Knights of Arthedain, and Longbowmen of Cardolan. +10% faster build speed. Cost: 500

**Upgrade Fornost Garrison to Level 3 (A)** - allows recruitment of Arnor Trebuchets and Kingsguard of Fornost Erain. +25% faster build speed. Cost: 300

NOTE: Although not explicitly stated in-game, the Fornost Garrison will also start shooting at nearby enemies with arrows at Level 3.

## Function

The Fornost Garrison can be used to recruit the following units:

## Strategy

The Fornost Garrison is a critical structure for the Adventure: Arthedain subfaction, as practically ALL of the subfaction's units are recruited through this structure. It is therefore recommended that more than one Garrison is built so that the player can get a consistent output of units to replace any that are killed in battle. It is also highly recommended that the Garrison be leveled up to 2 as quickly and as feasibly as possible, as this is required for the player to get access to the Longbowmen of Cardolan, which is Arthedain's only available Archer unit. This also allows access to the Captain of Annúminas, a special support unit, as well as the Knights of Arthedain for Cavalry. At level 3, the Garrison becomes considerably more durable, can defend itself by shooting at nearby enemies, and also gains access to Arnor Trebuchets and the Kingsguard of Fornost Erain, both of which are powerful units for the late game in different ways.
Auxiliary Camp

"The company was in the big common-room of the inn. The gathering was large and mixed, as Frodo discovered, when his eyes got used to the light. This came chiefly from a blazing log-fire, for the three lamps hanging from the beams were dim, and half veiled in smoke. Barliman Butterbur was standing near the fire, talking to a couple of dwarves and one or two strange-looking men. On the benches were various folk: men of Bree, a collection of local hobbits (sitting chattering together), a few more dwarves, and other vague figures difficult to make out away in the shadows and corners."
—At the Sign of the Prancing Pony, The Fellowship of the Ring

Many locations in Middle-earth had an inns or camps where travellers could meet and rest. One of the most famous was the Prancing Pony in Bree. This was an important center of news due to its location at the crossroads of the East Road and the Greenway. Here, many travellers in Eriador would rest, such as Dwarven traders from the Ered Luin, Hobbits from the Shire and the Rangers of the North, as well as spies from Isengard or Mordor.

The Auxiliary Camp is a capturable building that will allow for recruitment of specific units, depending on the map location and faction alignment. This is the replacement for the vanilla Inn.

## Strategy

The Auxiliary Camp provides various units depending on map location and alignment of the faction recruiting the units. Every unit has its own uses, from cheap infantry like the Erebor Miners and Moria-orc Spearmen, to elite units such as the Dismounted Noldor Knights and Veterans of Osgiliath, to even unique single units such as the Mound-Dweller of Rhudaur. Therefore, familiarising themselves with the map and available units can be valuable for the player to understand what they have available and what their opponent might use. Due to these units, the Auxiliary Camp can be heavily contested between players on the map. It is therefore important for the current owner to be able to defend it effectively to make the most use of it.
Anórien Soldiers

* Portrait
* Standard
* Upgraded
* Shield Wall

"You are soldiers of Gondor. No matter what comes through that gate, you will stand your ground!"
—Gandalf the White

Even during its decline at the end of the Third Age, Minas Tirith maintained a sizeable garrison of men-at-arms. These soldiers were the backbone of Gondor's armies and they fought for many years against the hordes of Mordor alongside their captains, Boromir and Faramir. Under the command of Gandalf the White during the Siege of Minas Tirith, they were able to buy sufficient time for the arrival of the Rohirrim.

In Age of the Ring, Anórien Soldiers are the elite swordsmen unit for Gondor, they are recruitable from a level 2 Barracks. They also have a chance to be summoned by Rivendell's Many Meetings spell for 60s.

## Abilities and Formations

**Shield Wall Formation (W)** - Units gain +33% armour, -40% speed and arrow damage is reduced by 33%.

**Level 2: Charge Attack (R)** - Order Soldiers to charge the enemy. Modifier Type: Buff. Soldiers gain +50% damage and +50% armour. Stacks with Leadership and Spells.Causes meta impact. Left click icon then left click on target.

## Upgrades

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

**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

Anórien Soldiers are one of the elite swordsmen units for Gondor, the other being Dol Amroth Men at Arms; they are the more accessible of the two as they can simply be recruited from a level 2 Barracks rather than being locked behind a 15PP spellbook power. They are superior to Lamedon Clansmen not only in stats but also because they are fully upgradable, have a formation and an active ability which they can use - Gondor players should aim to replace the Clansmen with Anórien Soldiers in the mid-late game. Anórien Soldiers fare very well against most infantry, especially if their **Shield Wall Formation** is used during combat as this increases their armour and resistance to arrows. **Charge Attack** can be used to send the Soldiers into large groups of enemies: the damage and armour buff it gives allows them to inflict heavy damage and the meta impact clears the path of enemies between the Soldiers and target.
AotR Forums

The Age of the Ring forums are a hosted section on The3rdAge.net message board. The forums are home to all the Age of the Ring faction plans as well as a bug reports section, which is the preferred place for reporting any Age of the Ring bugs that are discovered (as opposed to the AotR community Discord server, where things can get lost quickly).

The3rdAge.net is part of the Revora Creative Network. It was founded in early 2005 and has been the stomping ground of many Battle for Middle-earth game modders, including the vast majority of the Age of the Ring team. The3rdAge.net provides dozens of tutorials for modding Battle for Middle-earth, from art creation to coding, at all proficiency levels.
Barrow-wight

* Portrait
* In Game

"Suddenly a song began: a cold murmur, rising and falling. The voice seemed far away and immeasurably dreary, sometimes high in the air and thin, sometimes like a low moan from the ground. Out of the formless stream of sad but horrible sounds, strings of words would now and again shape themselves: grim, hard, cold words, heartless and miserable. The night was railing against the morning of which it was bereaved, and the cold was cursing the warmth for which it hungered. Frodo was chilled to the marrow."
—Fellowship of the Ring, Fog on the Barrow Downs

In the War of Angmar and Arnor, the Witch-king sent forth fell spirits to inhabit the bodies of long dead kings and queens of the Barrow Downs to prevent the return of the Dúnedain kingdom of Cardolan. For many years, these spirits lay dormant until the Nine returned to Eriador in pursuit of the Ringbearer and the Witch-king once again roused the Barrow-wights to do his bidding. Frodo and his companions encountered these dark beings but were saved by the timely arrival of Tom Bombadil.

In Age of the Ring, Barrow-wights are single units in Misty Mountains that can be roused from Wight Lairs converted by Wild Allegiance.

## Strategy

Barrow-wights are inexpensive, single units that can withstand considerable damage before being killed, especially if the enemy sends melee units to attack them. This is because the Wights not only have 1000 health but also that their attacks steal health from enemy units to heal themselves; thus a Wight can engage in prolonged combat against infantry and cavalry as their attacks replenish their health whilst enemy units take damage. However, Wights are quite slow and are countered by ranged units, who can deal damage from a safe distance - allowing them to damage the Wight before it can reach them and drain their health. Heroes also outmatch Wights, simply because their health, armour and damage can overcome the Wight's health-draining attacks.
Void Spirit Tribe

The Void Spirit Tribe was the most peculiar tribe on Tai Chu Continent, and they specialized in using all types of curses and soul techniques. They often had countless unimaginable ways to kill a person without their target even realizing what they were up to.

## Trivia

* To enter the Ancient Tai Chu Realm, the Void Spirit Tribe had spots available for six Return to Void Stage and forty Soul Formation Stage.
Captain of Annúminas

* Portrait
* In Game

"The great city of Annúminas was of old the home of the royal line of Arnor, and though it has long since been ruined, the captains of Arthedain are still styled after their former capital."
—Age of the Ring team

Annúminas was once the home of the royal line of Arnor, before the city fell into ruin. The citizens of Arthedain continued to hold the former capital in high regard, and certain men styled themselves after the former capital. These warriors of Arthedain were great men of renown, valor, and skill, and they were called the Captains of Annúminas to honor both their deeds in battle and the great city of old.

The Captain of Annúminas is a single, special support unit for the Adventure: Arthedain subfaction based on Gondor. They can be recruited from a level 2 Fornost Garrison.

## Abilities

**Disciplined (W)** - Modifier Type: Leadership. Nearby friendly units gain +50% experience gain. Passive ability.

When activated, the Captain of Annúminas gains +50% armour for 30 seconds. Left click to activate.

**Level 2: Tactical Advantage (R)** - Modifier Type: Active Debuff. Targeted enemy units suffer -33% armour for 30 seconds. Nullifies enemy leadership. Left click icon then left click on target units.

**Level 3: Call to Arms (T)** - Target Fornost Garrison temporarily gains increased +75% increased unit production speed for 90 seconds. Left click then left click target Fornost Garrison.

**Level 2: Swift Recovery** - Regains health while outside of combat. Passive ability.

## Strategy

The Captain of Annúminas is a singular support unit for the Adventure: Arthedain subfaction that is analogous to the Mahûd Chieftain in Haradwaith. He has several different support skills that can help the faction out as a whole, and can also heal passively once he hits level 2. **Disciplined** allows surrounding allies to gain experience faster to become more powerful, and can also be activated to make the Captain himself significantly more durable for a brief period of time. **Tactical Advantage** allows the Captain to significantly debuff enemy units by decreasing their armour and negating their leaderships. **Call to Arms** can be cast on a Fornost Garrison to allow it to recruit units significantly more quickly, allowing for fast replenishment of armies. It is recommended to use an experience boosting skill such as Malbeth the Seer's **Wise Counsel** on the Captain to unlock all of his useful abilities as quickly as possible.
Dwarven Mangonel

* Portrait
* Standard
* Flaming Shot

"Dwarven ingenuity ensures this mangonel can reload at speed and accurately pummel targets from great distances."
—The Age of the Ring Team

The Dwarves of Erebor were renowned for their engineering - fewer armies were as well equipped as the Dwarves once the Lonely Mountain had been reclaimed by Thorin and his Company. They developed siege mangonels that were effective at bringing ruin to both enemy fortifications and laying waste to enemy infantry. During the Battle of Dale, it is likely that the defending Dwarven army unleashed torrents of boulders upon the invading Easterling forces using mangonels.

In Age of the Ring, Sulûn-abanul, or Dwarven Mangonels, are the ranged siege unit for Erebor and its Adventure subfactions which are recruited from a level 2 Workshop.

## Abilities

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

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

**Switch Ammunition (C)** - Left click to toggle between boulders and piles of smaller rocks.

## Upgrades

**Flaming Shots (T)** - Significantly increases the Sulûn-abanul's damage. Research upgrade from Workshop to enable this upgrade. Cost: 500

## Strategy

Sulûn-abanul can be used to disrupt enemy lines in battle, as the impact of their shot causes knockback, they can toggle to firing smaller rocks when specifically targeting units before switching back to boulders when attacking structures. However, they are highly vulnerable to melee attacks and so should be kept away from the front line with some units nearby to protect them from flanking cavalry attacks. Sulûn-abanul are very useful in siege situations, because they are out of the fortress' firing range and deal good damage to enemy structures. In order to maximise the Sulûn-abanul's effectiveness, Erebor players should upgrade them with **Flaming Shots** as this enables them to destroy buildings in far fewer shots in comparison to unupgraded Sulûn-abanul.
Arnorian Mill

* Level 1
* Level 2
* Level 3

"The townlands were rich, with wide tilth and many orchards, and homesteads there were with oast and garner, fold and byre, and many rills rippling through the green from the highlands down to Anduin. Yet the herdsmen and husbandmen that dwelt there were not many..."
—Minas Tirith, The Return of the King

The Arnorian Mill is the core resource structure for the Adventure: Arthedain subfaction based on Gondor, providing food and resources for Arthedain's armies. The amount of resources will depend on the building placement.

## Upgrades

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

## Function

The Arnorian Mill will periodically produce a maximum of +25 resources depending on location relative to other resource structures. This value will increase as the Arnorian Mill levels up. At level 3, it will shoot arrows at nearby enemies. The Farm will also increase the command point limit by 50.

Unlike the standard Gondor farm, there is no Pasture bonus associated with the Arnorian Mill.

## Strategy

The mill is Adventure: Arthedain's cheapest resource structure and therefore a core aspect of the faction. The placement of the mill will heavily affect the amount of resources that the farm produces. This will then affect how quickly it levels up. It is vital that the farms be defended from enemy attacks as they are a key target for harassment due to their value and their weak defences.
Black Wargs

* Portrait
* In Game

"The wolves howled, and the isle trembled. Sauron stood in the high tower, wrapped in his black thought ;but he smiled hearing her voice, for he knew that it was the daughter of Melian. The fame of the beauty of Lúthien and the wonder of her song had long gone forth from Doriath; and he thought to make her captive and hand her over to the power of Morgoth, for his reward would be great. Therefore he sent a wolf to the bridge."
—The Silmarillion, Of Beren and Lúthien

Sauron was known for his affinity to wolves and were-wolves even as early as the First Age when he was a mere lieutenant to Morgoth. Wargs are drawn to evil and so when The Necromancer took up residence in Dol Guldur, he was accompanied by terrible Black Wargs that dwelt in the fortress' catacombs and were led by their Great Alphas.

In Age of the Ring, Black Wargs are a cavalry unit in Dol Guldur temporarily summoned for 60 seconds by the Spawn of Carcharoth spellbook power along with a Black Warg Alpha.

## Strategy

Black Wargs are one of Dol Guldur's only sources of cavalry, the other being Fell Brood. They are most effective when summoned at the flank of an enemy's army as this gives them the easiest access to enemy archers so that they can trample and kill them. Alternatively, the Black Wargs can be used to harass the enemy's structures as they deal decent damage against structures when attacking alongside their Alpha - they can easily escape the enemy's army and raid their base instead.
Bolg's Bodyguard

* Portrait
* In Game

### Requires

Mountain-orc Lodge Lvl 3, Gundabad Spires has been researched for second battalion

### Attack Type

Melee

"The bodyguard of Bolg came howling against them, and drove in upon their ranks like waves upon cliffs of sand. Their friends could not help them, for the assault from the Mountain was renewed with redoubled force, and upon either side men and elves were being slowly beaten down."
—The Hobbit, The Clouds Burst

Understanding that Azog's recklessness had gotten him killed, Bolg surrounded himself with the largest, cruelest Orcs that could be found to avoid repeating his father's mistake. These battle-hardened warriors accompanied their chieftain during his assault on Erebor - they were utterly ruthless and successfully slew the newly crowned King under the Mountain Thorin Oakenshield, as well as his royal nephews Fíli and Kíli.

In Age of the Ring, Bolg's Bodyguard are the heroic unit for Misty Mountains, they are limited to two battalions. The first battalion is simply recruited from a level 3 Mountain-orc Lodge whilst the second battalion can only be recruited once the Fortress upgrade Gundabad Spires has been researched.

## Abilities

**Intimidation** - Modifier type: Active Debuff. Nearby enemy heroes and hero units suffer -25% damage and -20% armour. Passive ability.

**Level 3: Skull Throw (R)** - Powerful ranged attack with radius damage. Left click icon then left click on target.

**Level 7: Dark Resolve (T)** - Bodyguards temporarily gain +100% damage but lose -25% armour. Left click to activate.

## Strategy

Bolg's Bodyguard are fearsome units on the battlefield that can wreak carnage on the battlefield as a result of their significantly high health and damage; they can dispatch large numbers of enemy units and can also be used to effectively neutralise enemy heroes - particularly as they level up and unlock their various abilities. **Skull Throw** can be used to either target and inflict heavy damage on an enemy hero, who will already be weakened as a result of **Intimidation**, or can be used to disperse grouped up enemies due to its radius damage. **Dark Resolve** enhances the Bodyguard's hero killing potential due to the extreme increase in damage, but it comes at the cost of putting themselves more at risk, particularly to upgraded enemy archers, as they lose armour.