Ered Luin Rangers

* Portrait
* In Game
* Upgraded

"... when Thráin was lost Thorin was ninety-five, a great Dwarf of proud bearing. He had no Ring, and (for that reason maybe) he seemed content to remain in Eriador. There he laboured long, and gained such wealth as he could; and his people were increased by many of the wandering Folk of Durin that heard of his dwelling and came to him. Now they had fair halls in the mountains, and store of goods and their days did not seem so hard, though in their songs they spoke ever of the Lonely Mountain far away, and the treasure and the bliss of the Great Hall in the light of the Arkenstone."
—The Quest of Erebor, Unfinished Tales

The Blue Mountains in Eriador were surrounded by sprawling forests. The Dwarves living in these mountains would often need to venture out of the their caves and through these forests for trade purposes. Travelling merchants often needed to be protected, which is where the Rangers of the Ered Luin came in. These dwarves were lightly armoured and well-experienced in travelling the wild. They were often assigned to clear the forests of threats and to act as bodyguards for travelling traders.

Huruz-Khagal-zirak, or Ered Luin Rangers, are fast swordsmen unit for Erebor and its Adventure: Durin's Folk subfaction that is recruitable from a level 2 Erebor Assembly.

## Abilities and Formations

**Dwarven Waybread** - The Rangers passively heal outside of combat. Passive ability.

**Secret Ways** **(R)** - Huruz-Khagal-zirak are passively stealthed near trees. They deal double damage when flanking and attacking from behind. Passive ability.

When activated, Ered Luin Rangers teleport to target location. Left click then left click on target pathable location.

**Rank 3: Dwarven Wile (T)** - Huruz-Khagal-Zirak lay down an assortment of tripwires, caltrops and pitfalls. Enemies that walk across are temporarily stunned. Does not affect creeps. Does not work on water. Left click then left click on target location.

## Upgrades

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

## Strategy

Huruz-Khagal-zirak are some of the fastest units in the faction outside of the Battlewagons, Iron Hills Riders and Barding Outriders. They can use this high speed to harass enemy structures while also avoiding retribution. This can be helped by their ability to stealth in trees. However, their main role is to outmaneuver enemy armies and counter archers in the early-mid game. It is best to position Huruz-Khagal-zirak so that they can surround enemy so that they can deal additional flanking damage. By using **Secret Ways**, they can quickly close distances on enemy archers without taking much damage, a heavy advantage against archer-heavy factions like Lothlórien or Woodland Realm. With their splash damage against archers, this allows them to effectively counter one of Erebor's largest threats. If the player can keep them alive for long enough, **Dwarven** **Wiles** can be used to disrupt enemies further by stunning enemies in a small radius for a short time, allowing for allies to deal additional damage or escape from combat. While this is at a high level, Erebor has many ways of increasing experience, such as with the Raven heroes. While Huruz-Khagal-zirak are powerful offensively, they have less health and armour than standard Erebor units and so the player should mix up the Huruz-Khagal-zirak with some of the tankier units to protect them.