recursal/Fanatic-Fandom huggingface dataset:
Brand

* Portrait
* Bow
* Sword

* Melee
* Ranged

"Nowhere are there any men so friendly to us as the Men of Dale. They are good folk, the Bardings. The grandson of Bard the Bowman rules them, Brand son of Bain son of Bard. He is a strong king, and his realm now reaches far south and east of Esgaroth."
—Gloin, The Fellowship of the Ring, "Many Meetings"

Recruit the king of Dale, the grandson of Bard. He was killed in the defense of Dale Marketplace and Erebor alongside King Dáin while battling against the forces of Rhûn.

Brand can be recruited from the Dale Marketplace once the Militia House has been built.

## Abilities

 **Level 1: King of Dale -** Brand leads the troops of Dale into battle. If armed with a bow, Dale Bowmen gain +25% attack; if armed with sword and shield, Dale Swordsmen and Dale Spearmen gain +25% attack. *Passive Ability.*

 **Level 2: Switch Weapon -** Switch between Bow and Sword/Shield Left click on the icon to activate.

 **Level 5: Brand's Falcon -** Brand lets his falcon rise into the air to scout enemy territory. The falcon can be controlled. Hidden units near the Falcon will be revealed and nearby monsters lose -25% damage and armor. Left click on the icon to activate.

 **Level 7: Determination -** For 30 seconds the bonus from Brand's ability **King of Dale**  is increased to +50% damage and also affects Brand. Left click on the icon to activate.

 **Level 10: Inherited Black Arrow -** This ability does not have a cooldown, and if used repeatedly it does the same amount of damage as a normal attack. However, the longer the ability is left unused, the more damage it will do. If the ability is not used for 240 seconds (4 minutes), the ability will deal three time the damage of a normal attack. Left click on the icon then left click on the target enemy.

## Strategy

Brand should mainly be used with the men of Dale as his leadership will let them be more effective in battle. **Determination** will boost this benefit, making it more important for him to be with other Dale Marketplace units. His falcon can let him scout the enemy lands which is always invaluable in this game. Brand's **Switch Weapon** ability gives him a lot of versatility in how he is used like other switching heroes (e.g. Haldir and Faramir). Finally, his **Inherited Black Arrow** should remain unused until a powerful enemy monster or hero arrives on the battlefield. Then it will let Brand do high amounts of damage towards them.
Ered Mithrin Bastion

* No Upgrades
* +Additional Halls
* +Dragon Trophy
* +Border Wardens
* +Mighty Catapult

* Level 1

"... Thorin I ... went into the far North to the Grey Mountains...; for those mountains were rich and little explored. But there were dragons in the wastes beyond; and after many years they became strong again and multiplied, and they made war on the dwarves, and plundered their works."
—The Lord of the Rings: Appendix A, Annals of the Kings and the Rulers: Durin's Folk

The Ered Mithrin Bastion can be constructed on outposts when playing as the Iron Hills.You can recruit Ered Mithrin's Dwarves here. The Ered Mithrin, also called the Grey Mountains, are a mountain range north of the Lonely Mountain encompassing the area of Withered Heath, infamous for its dragons. The Iron Hills were once a part of the Grey Mountains, but this mountain range was broken in the First Age in the War of Wrath.The Ered Mithrin Dwarves are a hardened group of Dragon Hunters, with abilities that help defeating monsters.

## Abilities

**Launch Mighty Catapult**  - Fires a barrage of flaming rocks at an area surrounding the fortress. Requires the Mighty Catapult upgrade.

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

## Upgrades

The Ered Mithrin Bastion can receive the following upgrades which improve or strengthen it.

 **Additional Hall of Warriors:** Increases recruitment speed and resource production by 50%. **Cost:** 500

 **Dragon Trophy:** Lowers the damage of monsters by 50% in a wide radius while increasing the damage of nearby allied units by 30%. Allied units keep the bonus damage for 45 seconds after leaving the vicinity of the Bastion. **Cost:** 750

 **Border Wardens:** Mans the Bastion with several Hunters to aid in its defense. Additionally, summoned Mineshafts (3pp), Lone Towers (3pp), and the summoned Citadel (10pp) gain +30% armor while the Bastion stands. **Cost:** 500

 **Mighty Catapult:** Constructs a catapult on top of the fortress that delivers flaming barrages. **Cost:** 2500

## Unit Production

This structure produces the following:

 Hunters | Ranged Pikemen
 Dragon Slayer | Elite single unit
Carro da guerra

* **Triplo colpo**: triplica il danno inflitto al nemico ; costa 1 punto di energia.

### Doppiatore

Marco Balzarotti

Il  ***romano*** è un'unità presente nella serie Imperivm. Appartiene alla fazione Roma Repubblicana, ed appare unicamente in Imperivm - Le grandi battaglie di Roma. Il doppiatore dei carri da guerra è Marco Balzarotti.

## In Imperivm

### Parametri

* **Attacco**: 30
* **Difesa**: 12
* **Salute**: 500
* **Luogo di reclutamento**: Caserma
* **Costo**: 400 oro
* **Requisito**: *Produci ruota* (nella fucina)
* **Abilità speciali**:
	+ **Libertà**: l'unità non può essere vincolata a un eroe.
	+ **Ferocia**: l'unità recupera tutta la sua energia quando uccide un nemico.
	+ **Triplo colpo**: triplica il danno inflitto al nemico ; costa 1 punto di energia.
* **Velocità**: veloce
* **Tempo reclutamento**: 20 secondi
* **Tasto scelta rapida**: C

### Frasi

* *Quando passo io la terra trema!*
* *La sconfitta del nemico mi infonde la forza!*
* *A distanza sono letale!*
* *Sono l'orgoglio di Roma!*
* *Veloce come il vento!*

## Voci correlate

* Legionario
* Carro di Osiris

 Roma Repubblicana
Green Pasture

* Level 1
* Level 2
* Level 3
* Erestor

* Level 1
* Level 2
* Level 3

The Green Pasture produces the powerful cavalry units of Imladris and researches the **Horse Shield** upgrade. It is also where Glorfindel is recruited.

## Level Up

 **Insight** - The Library can research studies to enable different abilities and effects for the units of Rivendell. Once the library is fully built, Erestor becomes available. Completed studies upgrade structures to higher levels.

* Level 2: +20% unit production speed
* Level 3: +30% unit production speed

## Research

The Green Pasture is also where you can research the Horse Shield upgrade:

 **Horse Shield -** Increases armor of the battalion against Pikemen by 25% and armor against Swordsmen by 50%. Changes the armorset to **EdainCavalryShieldArmor**, if heavy armor has already been purchased changes the armorset to **EdainCavalryHeavyShieldArmor**. **Cost**: 200

* **Research cost**: 400
* *Requires Erestor's Supervision*

## Unit Production

This structure produces the following units:

 Glorfindel's Wind Riders | Heroic Cavalry
Golf de Lune

An interesting map with a dark secret.

The Gulf of Lune, named after the river Lhûn or "Lune", was created during the War of Wrath when Beleriand was broken. Possibly through the location of the Bay of Balar, Belegaer broke through the mountains, creating the Gulf of Lune.

## View of the Map

### Lair Locations

* **Warg Lairs**:  **Purple**
* **Cave Troll**:  **Red**

## Lair Types

### Warg Lair

Warg lairs are probably some of the most dangerous lairs in Edain. The wargs are extremely resistant to everything and deal enormous amount of both trample damage and bite damage. They can mow down any unit weaker than Gondor Soldiers. The wargs are more easily dealt with using Pikemen or Heroes. After that, dealing with the warg lair is easy.

### Troll Lair

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

* Portrait
* In Game

* Normal

The **Dale Bowmen** are an elite ranged alternative to the Axe Throwers for Erebor; they move faster and have a greater battalion size and hit just as hard but with a different damage type. They shoot arrows instead of axes, and they can be upgraded with fire arrows. The Dale Archers are quite unique as a 15-men elite battalion, whereas most elites are usually restricted to the 10-men battalion size.

## Abilities

 **Black Arrows (Y) -** he Black Arrows cause fear and reduce the range of archers by 50%. Deals double damage against monsters. Left click on the icon then left click on the target unit.

## Upgrades

The Dale Bowmasters have access to the following upgrades:

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

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

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

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

"Needs fix on Bolg's Elite ability"
—Gandalf7000
Please remove this template after you have completed or updated the page.

## Bolg

* Portrait
* In Game
* Bolg Battalion

## Stats

### Health

4500

"Dread has come upon you all! Alas! it has come more swiftly than I guessed. The Goblins are upon you! Bolg of the North is coming. "
—Gandalf

**Bolg** of the North was a vengeful Orc chieftain, son of Azog, who led a great army in the Battle of Five Armies. He was crushed in the ensuing battle by Beorn.

In Edain, Bolg is the leader of the Misty Mountains. He has a prominent position in the faction as a powerful hero that provides massive buffs to allied troops and economy buildings. Recruiting him will grant one level to all economy and recruitment buildings.

## Abilities

 **Level 1: Banner of the Orc Hordes -** Bolg’s iron hand forces the Orcs into more discipline and unity. As long as Bolg is on the battlefield, Orc hordes can purchase Banner Carriers. *Passive Ability.*

 **Level 3: Wrath of the Misty Mountains (X) -** For a short time, Bolg and all banner bearers in a wide area receive splash damage and knock their enemies back. Left click on the icon to activate.

 **Level 5: Bolg's Elite (C) -** Bolg summons a unit of elite Uruks who fought for him in many battles. Limited to three units. At level 10, Bolg chooses the best of these warriors to be his bodyguards. Left click on the icon then left click on the target area.

 **Level 7: Form Up! -** Bolg ensures discipline in the ranks of the Orcs. Orc troops form a well-ordered formation in which their armor increases by +33%. *Passive Ability.*

 **Level 10: Creatures of the Night (C) -** Bolg calls upon the Creatures of the Deep. Bats will swarm above Bolg for 60 seconds, increasing his range of vision, revealing invisible units, and weakening nearby enemies. Left click on the icon to activate.
Dale Spearmen

* Portrait
* Line Formation
* Porcupine Formation

* Normal

The **Dale Spearmen** are the alternative pikemen to the Phalanx of Erebor; they are much faster and in a bigger battalion, but their stats are not as good.

## Abilities

 **Porcupine Formation** - The battalion forms a circle with extended pikes to become extremely deadly to cavalry.

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

## Upgrades

The Dale Spearmen have access to the following upgrades:

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

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

 **Forged Blades -** Increases the damage of this battalion and provides a damage bonus against **monsters and cavalry**. **Cost**: 300
Atheling Guard

* Portrait
* Foot
* Mounted

* On Foot
* Mounted

The **Atheling Guard** is Prince Imrahil's elite bodyguard from Dol Amroth. They are summoned through Imrahil's level 10 ability **Atheling Guard**. If the Guard is summoned while Imrahil is mounted, the Guard will be a cavalry battalion. If the Guard is summoned while Imrahil is on foot, the Guard will be a swordsmen battalion. Only 1 battalion of Atheling Guards can be summoned at the same time. They are summoned at rank 1 and can gain experience (though they have no other abilities besides their buff to Imrahil). They are similar in appearance to the Knights of Dol Amroth.

## Abilities

 **Atheling Guard****:** The Atheling Guard allows Imrahil to recharge his abilities 33% faster granted that they remain close to each other.

## Strategy

The strategy for the Atheling Guard is pretty straight-forward. Their main benefit is a faster recharge time for Imrahil's abilities, therefore they should be kept close to him at all times. They can hold their own in a light battle, but due to their small battalion size, they remain quite vulnerable. Take note that only one battalion of Guards can be on the battlefield at one time, so if they die, you'll have to wait for Imrahil's summon ability to cool down. The best place for them is near Imrahil but away from the front lines. They can also cover Imrahil if he is wounded and needs to retreat.
Barad Eithel (Glorfindel 23)

My caption

"[Fingolfin and Fingon's] chief fortress was at Eithel Sirion in the east of Ered Wethrin, whence they kept watch upon Ard-galen; and their cavalry rode upon that plain even to the shadow of Thangorodrim...."
—The Silmarillion

**Barad Eithel** or even **Eithel Sirion** was the fortress and capital of Fingolfin and Fingon during the First Age while their realm endured.

It is located in the mountainous eastern foothills of the Ered Wethrin, at the source of the River Sirion just outside Hithlum some sixty miles from Thangorodrim. It was attacked and besieged many times during the First Age by the forces of Morgoth. When Men came into the service of the Ñoldor it was entrusted to the House of Hador. It survived the Dagor Bragollach but was conquered and occupied by the enemy after the Nirnaeth Arnoediad.

## Map Features

### Fortress Player

* Fortress player must be Imladris
* Can recruit Imladris heroes including Gil-Galad (he can't be revived if dies).
* Can recruit special units like Gil-Galad's Guard.

### Player Outside the Fortress

* Player outside fortress must be Mordor
* Killing the units that guard Fire Drake lairs will allow you to train Dragons from these lairs.
Carn Dûm Bowmen

* Portrait
* In Game

* Normal

The **Bowmen of Carn Dûm** are brutal Dunedain who have pledged their allegiance to Angmar. They are elite archers which cause heavy damage to troops and can be upgraded to become even more resistant. They are led by Mornamarth, Steward of Carn Dûm, and ravage the lands of Arnor.

1/1
## Abilities

 **Focused Barrage -** The Carn Dûm Archers shoot faster, staying longer on a position. After firing two consecutive volleys without moving, the Archers gain doubled attack speed for all further attacks from the same position. *(Passive ability)*

## Upgrades

The Bowmen of Angmar have access to the following upgrades:

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

 **Dark Iron Mail -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainArcherHeavyArmor**. **Cost**: 300

 **Ice Arrows -** This upgrade significantly increases the arrow damage dealt by this battalion once purchased. **Cost**: 400

## Strategy

The Carn Dum bowmen are your elite archers from the Hall of the King's Men. Compared to axe throwers and sorcerers, they have excellent firing range, and even more impressive rate of fire. They rival the bows of Lothlorien, and even have an advantage over them in the massive damage output they have when standing still behind hordes of orcs and barbarians. Fully upgraded and within Mornamarth's sight, these rangers are ready to mow down infantry and use trolls as pincushions. Don't let cavalry get close though.
Arsenal

* Level 1
* Level 2
* Level 3
* Influenced

* Level 1
* Level 2
* Level 3

The **Arsenal** of Mordor is where the crude weapons of the orcs are forged. In the heat of these forges, Orc Laborers slave away day and night to forge the armor and weapons necessary for Sauron's plans. In addition, if given the knowledge by Sauron, they may craft arrows covered in flames for the archers of Mordor.

## Level Up

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

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

'*The upgrades can be researched by casting Sauron's **Influence of Sauron'***

* **Note**: Mordor does not research economy upgrades, instead it relies on Sauron's level 3 ability **Influence of Sauron**. When cast upon an economy structure it will level up all economy structures of that type (internal or external). In order for economy structures to reach level 3, **Influence of Sauron** must be cast on both of the structures of that type. E.g: For the Tribute Camp to reach level 3, **Influence of Sauron** must be cast both on the Tribute Camp and on the **Arsenal** as they are both internal economy buildings.

  **Influence of Sauron** - Sauron fills a building of Mordor (excluding Tol-In-Gaurhoth and the citadel) with his will, unlocking specific effects like new units or upgrades. All internal resource buildings gain a level

## Function

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

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

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

**Steel Discount** - The Arsenal provides resources; in addition, it also provides a discount to siege units and unit upgrades:

* 2 Arsenals: -10%
* 3 Arsenals: -15%
* 4 Arsenals: -20%
* 5 Arsenals: -25%
* 6 or more Arsenals: -30%
Gondor Soldiers

* Portrait
* Line Formation
* Shield Wall

* Normal

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

The Gondorian military force was arguably the strongest force to oppose Sauron and Mordor during the War of the Ring. The Gondor Soldiers are the basic infantry units of the Gondor faction and are equipped with metal armor and metal shields but these can only hold out against a few hits, they must be upgraded with heavy armor in order to resist better. They can be recruited from the Barracks from which they will emerge in battalions of 15 units.

## Abilities

 **Shield Wall -** The Gondor Soldiers group up, locking their shields together and forming an impenetrable shield. They gain +20% armor but lose -30% speed.

## Upgrades

Gondor Soldiers have access to the following upgrades:

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

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

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

*When Denethor's "State of Emergency" ability is in effect, Gondor Soldiers may be recruited 50% cheaper but are unable to receive any upgrades. They are also unable to use their "Shield Wall Formation" ability.*

## Strategy

Gondor Soldiers are the most basic Gondor units. They are cheap, so you can spam them if you have the resources needed for it. They are strong against pikemen, so you can use them to protect your cavalry from them. They can remain useful until late-game, but the Dol Amroth Soldiers outclass them. In addition, they are inferior to Tower Guards even though those are meant to be elite pikemen. In summary, you can use them early game to rush the enemy but should consider investing in more elite units for the late game.
Gondor Pikemen

* Portrait
* Line Formation
* Porcupine

* Normal

**Gondor Pikemen** are the basic pike units of Gondor. They can be recruited from the Barracks.

## Abilities

 **Porcupine Formation -** The Pikemen form a circle and extend their pikes, stopping all cavalry.

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

## Upgrades

Gondor Pikemen have access to the following upgrades:

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

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

 **Forged Blades -** Increases the damage of this battalion and provides a damage bonus against **monsters and cavalry**. **Cost**: 300

*When Denethor's "State of Emergency" ability is in effect, Gondor Pikemen may be recruited 50% cheaper but cannot receive any upgrades or use formations.*

## Strategy

Gondor Pikemen are the basic Pikemen unit of Gondor. They should be gotten to act against the Cavalry battalions of the enemy. They have access to the **Porcupine formation**, which allows them to stop the Cavalry, being effective at their job. Once you reach mid-game, a better but more expensive alternative becomes available in the form of Tower Guards. If you are able to keep up with a decent economy, these can be the perfect replacement for your Pikemen in the early game, but if your economy can't keep up with recruiting these elite troops, the Gondor Pikemen will continue to be serviceable and perfectly good in their purpose.
Battering Ram (Imladris)

* Portrait
* In Game

* Normal

The Battering Ram is a cheap siege unit of Imladris designed to destroy enemy buildings and batter down gates. It can be trained from the Dunedain Outpost tents. It is very useful in any sort of siege but lacks any other melee capabilities. It serves as the counterpart to the Imladris Catapult, which fires boulders from a distance.

## Abilities

**Battering Assault** - When assaulting gates, Battering Ram (Imladris)s disable the gate making it impossible to close/open.

## Strategy

Like all other battering rams, the Imladris Ram should be used to destroy enemy buildings and defenses at close range. These battering rams are quite cheap compared to the catapults, allowing them to be used more in the early game. They should be used in small groups of at least two in order to maximize their effectiveness and perform quick attacks on enemy buildings. It also means that, if the rams are attacked, at least one of them may be able to finish off the building before they are destroyed. When assaulting an enemy base, they can easily be singled out, so they should have some other units to protect them. They are especially vulnerable to quick cavalry  strikes, so some pikemen  would be very helpful. The fact that they come from an outpost  is also useful as they can be built from a location that is much closer to the enemy base, allowing them to be put to use very quickly.
Blade Masters of Rivendell

* Portrait
* In Game

* Normal

The **Blade Masters of Rivendell** *(Sindarin: Maechir Imladris)* are the starting unit and special swordsmen battalion of Imladris which excels at clearing large numbers of weak enemies. As of the 4.5.5 update, they are able to be recruited from a level 1 Imladris Barracks, switching spots with the Rivendell Swordsmen. While they have the same cost and stats, they also deal minor splash damage, making the Blade Masters very valuable against spam factions.

## Abilities

 **Firstborn Blade Masters:** The Blade Masters inflict small area-of-effect damage near their targets. This damage does not affect Elite units, Heroic units, or Heroes. *(Passive ability)*

 **Focused Assault:** Requires *Advanced Military Studies* (from the Library). For 30 seconds, the Weapon Masters deal increased damage against enemies without heavy armor.

## Upgrades

The Blademasters have access to the following upgrades:

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

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

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

 **Eregion Blades -** After the **Forged Blades** (**Magic Blades**) upgrade has been purchased by the battalion, this additional upgrade becomes available once the *Basic Blacksmithing Studies* has been researched from the Library. The **Eregion Blades** are lighter and more efficient, granting the battalion a +25% higher attack speed. **Cost**: 200

## Strategy

The Blade Masters of Rivendell have situational usage depending on the factions the Imladris player fights against. Blade Masters are best used against factions that heavily spam units, e.g. Mordor, Rohan, and Angmar (during their early phase). To further aid them in combat they have the ability "**Focused Assault**" which makes them deal increased damage against enemies without heavy armor. While these units are powerful against lots of enemies, one must remember that they are not invincible, especially against overwhelming numbers or against enemy hordes combined with strong support troops or hero units. It is advisable to support your Blade Masters with ranged units such as Rivendell Archers, Lindon Guardians, or Dunedain Rangers to improve their survivability.
Elendil

* Portrait
* In Game

* Melee

"Now **Elendil** and Gil-Galad took counsel together, for they perceived that Sauron would grow too strong and would overcome all his enemies one by one, if they did not unite against him. Therefore they made that League which is called the Last Alliance, and they marched east into Middle-earth gathering a great host of Elves and Men; and they halted for a while at Imladris. It is said that the host that was there assembled was fairer and more splendid in arms than any that has since been seen in Middle-earth, and none greater has been mustered since the host of the Valar went against Thangorodrim."
—The Silmarillion

**Elendil** was the son of **Amandil**, who was the last Lord of Andúnie and the leader of the The Faithful before Numenor's downfall. He escaped to Middle-earth with his sons Isildur and Anarion and founded the Númenorean realms-in-exile, Arnor and Gondor. His name means 'Elf-friend' or 'Star-Lover', and he developed a strong kinship with the Elves of Eriador. Realizing that Sauron's power was only growing, he and Gil-galad, High King of the Noldor, brought a host of Elves and Men against Barad-dûr. He and his son Anarion were slain there, and Narsil Elendil's sword broke beneath him. It was then when Isildur took up the hilt-shard of Narsil and cut the Ring from Sauron's hand.

## Abilities

 **March into the Black Land -** As long as a commander of the Last Alliance lives, all Last Alliance forces will receive +50% armor against arrows, siege weapons, and elemental damage (STRUCTURAL, PIERCE, CAVALRY\_RANGED, SIEGE, FIRE, FROST, MAGIC). *Passive Ability.*

 **Conqueror -** Elendil led his army deep into the Black Lands and besieged the Dark Tower itself. For 30 seconds, enemy buildings in a large radius have -50% armor. Left click on the icon to activate.

## Strategy

Elendil is mainly used just to support allied troops thanks to his leadership. **Conqueror**​ should be used when assaulting an enemy base to deal as much damage as possible in that time.
Eowyn/Gondor

* Portrait
* On Foot
* Mounted/Disguise

* Melee
* Mounted

"But Théoden was not utterly forsaken. The knights of his house lay slain about him, or else mastered by the madness of their steeds were borne far away. Yet one stood there still: Dernhelm [Eowyn] the young, faithful beyond fear; and he wept, for he had loved his lord as a father. Right through the charge Merry had been borne unharmed behind him, until the Shadow came..."
—The Return of the King

Eowyn appears also in the Gondor faction. She can be summoned along with an army of Rohan with Gondor's spellbook power **Rohan Answers** (10pp). She can make use of her ability to mount/dismount, her **Disguise** ability, her spear throw ability, and her **Shield Maiden** ability.

## Abilities

 **Mount/Dismount -** Activate to mount/dismount Left click on the icon to activate.

 **Disguise -** Eowyn disguises herself to hide her identity. Eowyn mounts her horse and disguises herself to look like a normal Rohirrim to the enemy. Left click on the icon to activate.

 **I am no Man! -** Eowyn begins a duel with the target enemy hero, reducing its speed by -20% for 60 seconds. While the targeted enemy hero is nearby, Eowyn gains +150% damage, +20% speed, +100% armor and cannot be knocked back. Left click on the icon then left click on the target hero.
Dunedain Rangers (Imladris)

* Portrait
* In Game

* Normal

"At length naught was left of them but a strange people wandering secretly in the wild, and other men knew not their homes nor the purpose of their journeys, and save in Imladris, in the house of Elrond, their ancestry was forgotten."
—The Silmarillion, Of the Rings of Power and the Third Age

The **Dunedain Rangers** function similarly to their long-lost kin in Gondor, the Ithilien Rangers. They are a cheaper but not as good alternative to the Rivendell Archers and are recruited from the Dunedain Outpost.

## Abilities

 **Unexpected Salvo:** The Dunedain fire a salvo of arrows, dealing triple their normal damage and revealing hit enemies for 15 seconds.

 **Stealth:** The Dunedain are invisible as long as they are in the vicinity of trees. *(Passive ability)*

## Upgrades

The Dunedain aren't upgraded like the elves are, and the upgrades researched at the Imladris Forge do not apply to them. To upgrade the Dunedain with a **Banner Carrier**, a level 5 Halbarad must be nearby to the battalion. To upgrade the Dunedain with **Fire Arrows**, a level 7 Halbarad must be nearby to the battalion.

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

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

## Strategy

The Dunedain Rangers of Imladris come in a battalion size of 10 archers. Their recruitment cost can be lowered by building Hobbit Farms on settlements. They are not as powerful as Imladris' elven units, so by themselves, they won't last very long in a fight. However, because of their low cost, it is worth it to invest in a Dunedain Outpost to produce cheaper archers, especially if the Barracks is still level 1 and Rivendell Archers are not yet available. To increase their durability, it is essential to recruit Halbarad as well and level him up quickly; once he is level 7, the Rangers and the other Dunedain units will be able to purchase all of their upgrades. He also offers them a leadership bonus, so it could be a good idea to keep them close to him. In addition to the leadership bonus, Halbarad's level 10 ability (only available with his bow) gives them a +33% attack speed +20% movement speed. The Rangers can make use of their **Stealth** and **Unexpected Salvo** abilities to ambush enemies and deal high damage before they can react.
Demolisher

* Portrait
* Normal
* Deployed

* Normal

Recruit the King of Battering Rams made with the skill of the dwarves to break down the gates of their enemies. All three dwarven factions (Ered Luin, Erebor and Iron Hills) may make use of this mighty siege machine by recruiting it from the Forge Works.

## Abilities

 **Deploy -** Increases armor by 100% but makes the Demolisher immobile.

**Battering Assault** - When assaulting gates, Demolishers disable the gate making it impossible to close/open.
Lahros

Lahros is one of the two great kingdoms of the time of Jesta. The people of Lahros
 were very much affected by the belief of a sea monster. The whole kingdom
 used to worship gods and goddesses so that the apparent curse of the sea
 monster can be destroyed. One of the gods was the God of Niceness, Vitara.
 This led to a lot of beautiful temples and other structures which stood up
 due to religious beliefs. But all the worships and beliefs didn’t help at
 all. The sea monster was real and one day it wiped out the whole of Lahros
 along with the great Jesta.
* Jesta
* Vitara
Arnor Knights

* Portrait
* Line
* Battle Formation

* Normal

Recruit the elite mounted Dunedain to defend Arnor and trample its enemies.

## Abilities

 **Battle Formation -** The Knights gain +35% armor against swords and spears, but they lose 50% speed.

## Upgrades

The Knights of Arnor have access to the following upgrades:

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

 **Heavy Armor -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainCavalryHeavyArmor**, if Horse Shields has been purchased changes the armor set to **EdainCavalryHeavyShieldArmor**. **Cost**: 300

 **Forged Blades -** Increases the damage of this battalion and provides a damage bonus against **buildings**. **Cost**: 300

 **Knight Shield -** Increases armor of the battalion against Pikemen by 25% and armor against Swordsmen by 50%. Changes the armorset to **EdainCavalryShieldArmor**, if heavy armor has already been purchased changes the armorset to **EdainCavalryHeavyShieldArmor**. **Cost**: 200

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

* Melee
* Ranged

"You are a Ring-bearer, Frodo. To bear a Ring of Power is to be alone."
—Galadriel

**In 4.5, Frodo is no longer unlocked following the changes made to Galadriel. He is now only present in the Fellowship of the Ring**

**You can still see his previous roles and abilities below by expanding the page with the button below**

Recruit the brave hobbit, the Ring-bearer of the Shire. **Frodo** (and Sam) can be recruited only when Galadriel receives the One Ring and declines it.

## Abilities

**Level 1: Alternate Weapon** - can switch between throwing rocks and close melee attack.

**Level 1: The One Ring** - Frodo puts on the Ring and becomes invisible. The Ring weakens him after a certain time. After a while a neutral Eye of Sauron will find him and force him to take the Ring off.

**Gifts of Lorien: Level 1: Phial of Galadriel** - Causes units in a wide area to flee.

**Level 10: Frodo's Mithril Shirt** - permanently doubled armor.

## Upgrades

Frodo can receive only one upgrade:

 **Gifts of Lorien -** gets Earendil's Light which is a light to him in darkest hours.

This upgrade can be applied to him through Galadriel's ability **Gifts of Lorien**.

## Strategy

Frodo can be used as a support hero while throwing rocks. With the ability *Phial of Galadriel* he can make enemies flee. He can become invisible to escape enemies with the ability *The One Ring*. These last two abilities should be used one after the other.
Druedain Archers

* Portrait
* In Game

"You hear the Woses, the Wild Men of the Woods: thus they talk together from afar. They still haunt Drúadan Forest, it is said. Remnants of an older time they be, living few and secretly, wild and wary as the beasts. They go not to war with Gondor or the Mark; but now they are troubled by the darkness and the coming of the orcs: they fear lest the Dark Years be returning, as seems likely enough. Let us be thankful they are not hunting us: for they use poisoned arrows it is said, and they are woodcrafty beyond compare."
—Elfhelm

**Druedain Archers are no longer controllable, they are still summoned but you can't pick who to attack.**

**You can still see his previous roles and abilities below by expanding the page with the button below**

The Druedain were a race of men who lived in the Drúadan Forest in the Third Age. They were afraid that the Dark Years were coming. Therefore, they led Theoden's  army around the orcs on the road, allowing them to reach Minas Tirith. In return, King Elessar promised the forest to the Druedain forever, promising that no man would enter the forest without their leave.

In the Edain Mod, the Druedain can be summoned by Rohan with their leader. They attack with poisoned arrows.

## Abilities

 **Forest Dwellers:** The Druedain shoot poisonous arrows are are cloaked near trees. *(Passive ability)*
Dunedain Swordsmen

* Portrait
* In Game

* Normal

"In those days no other Men had settled dwellings so far west, or within a hundred leagues of the Shire. But in the wild lands beyond Bree there were mysterious wanderers. The Bree-folk called them Rangers, and knew nothing of their origin. They were taller and darker than the Men of Bree and were believed to have strange powers of sight and hearing, and to understand the languages of beasts and birds."
—The Fellowship of the Ring

The **Dúnedain Swordsmen** *(Sindarin: Megyr Dúnedain)* are a cheap alternative to the stronger Rivendell Swordsmen and come in a larger battalion. They can be recruited from Imladris' Outpost expansion, the Dúnedain Outpost, once the Troop Tent has been purchased. They can be trained at a discount once two or more Hobbit Farms have been built on settlements.

## Abilities

 **Sprint:** For 20 seconds, the Dúnedain move 30% faster and gain knock-back resistance.

 **Stealth:** The Dúnedain are invisible as long as they are in the vicinity of trees. *(Passive ability)*

## Upgrades

The Dúnedain aren't upgraded like the elves are, and the upgrades researched at the Imladris Forge do not apply to them. To upgrade the Dúnedain with **Forged Blades**, a level 7 Halbarad must be near the battalion.

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

*To upgrade the Dúnedain with a **Banner Carrier**, a level 5 Halbarad must be nearby to the battalion.*

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

## Strategy

The Dúnedain Swordsmen come in a battalion of 10 soldiers. Their recruitment cost can be lowered by building Hobbit Farms on settlements. They are not as powerful as Imladris' elven units, so by themselves, they won't last very long in a fight. However, because of their low cost, it is worth it to invest in a Dúnedain Outpost to crank them out. To increase their durability, it is essential to recruit Halbarad as well and level him up quickly; once he is level 7, the Dúnedain Swordsmen and the other Dúnedain units will be able to purchase all of their upgrades. He also offers them a leadership bonus, so it could be a good idea to keep them close to him. The Dúnedain Swordsmen can make use of their **Sprint** ability to enter or leave a battle more quickly. If one does not have a lot of money which is required to buy the expensive elven Imladris units, It would be worth it to invest in the Dúnedain units as they are cheaper and more can be recruited due to this. Hence, two battalions of Dúnedain Swordsmen will deal more collateral damage than one battalion of Rivendell Swordsmen.
Celduin River

" There the river [Celduin], after winding a wide loop over the valley of Dale, turned from the Mountain on its road to the Lake, flowing swift and noisily. Its bank was bare and rocky, tall and steep above the stream; and gazing out from it over the narrow water, foaming and splashing among many boulders, they could see in the wide valley shadowed by the Mountain's arms the grey ruins of ancient houses, towers, and walls."
—The Hobbit

The River Running, also known as Celduin, flowed out of Erebor to the south until reaching its end in the Sea of Rhun. It was on the shores and in the waters of this river that the Men of Dale built their settlements.

This map also featured in the original BFME II campaign.

## View of the Map

In this map players fight for control of a ruined settlement in the middle of the map which provides the only crossing points. Four Shipwrights add another level of strategy, allowing players to bypass the floating town with transports or siege ships.

1/3
### Lair Locations

* **Troll Lairs**:
* **Warg Lairs**:

## Lair Types

### Troll Lair

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

### Warg Lair

Warg lairs are probably some of the most dangerous lairs in Edain. The wargs are extremely resistant to everything and deal enormous amount of both trample damage and bite damage. They can mow down any unit weaker than Gondor Soldiers. The wargs are more easily dealt with using Pikemen or Heroes. After that, dealing with the warg lair is easy.

## War of the Ring

Celduin can be found on the WotR map in the North, just southeast of Erebor. It is part of the region of Rhun.

Controlling Celduin gives:

* 2 build plots
* +10% resource multiplier
Dunland Spearmen

* Portrait
* In Game

* Normal

"Yet there are many that cry in the Dunland tongue...I know that tongue. It is an ancient speech of men, and was once spoken in many western valleys of the Mark. Hark! They hate us, and they are glad; for our doom seems certain to them. ... They are a fierce folk when aroused. They will not give way now for dusk or dawn, until Theoden is taken, or they themselves are slain."
—Gamling, The Two Towers

Dunland Spearmen are only available through Wulfgar's level 1 ability, **Spears from Dunland**. If the Uruk Pit is still level 1 and therefore Uruk Pikemen are not yet available, Dunland Spearmen can serve as Isengard's early pikemen.

## Abilities

 **Pillage -** The Wildmen steal resources whenever they deal damage to enemy structures. *(Passive ability)*

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

## Upgrades

The Dunland Spearmen have access to the following upgrades:

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

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

*The **Heavy Armor** upgrade can only be given to the Dunland Spearmen through Wulfgar's level 10 ability, **Arm**.*
Guardians of the Iron Hills

* Portrait
* In Game

* Normal

"I see I have some information you have not got. Dain, I may tell you, is now less than two days' march off, and has at least five hundred grim dwarves with him -- a good many of them have had experience in the dreadful dwarf and goblin wars, of which you have no doubt heard. When they arrive there may be serious trouble."
—Bilbo

Recruit the Dwarves of the Iron Hills to defend the nation from its enemies. They will guard their land with their lives and will no suffer for an enemy to pass. They fight with dwarven blades and their armor is very thick, rendering them slow but extremely powerful.

## Abilities

 **Stubbornness -** The Guardians gain 30% armor for 30 seconds.

## Upgrades

The Guardians of the Iron Hills have access to the following upgrades:

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

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

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

 **Tower Shields** - Increases armor against ranged units (PIERCE, STRUCTURAL, HERO\_RANGED, CAVALRY\_RANGED) by 50%. **Cost:** 200