recursal/Fanatic-Fandom huggingface dataset:
Ithilien Rangers

* Portrait
* Bow
* Swords
* Upgraded
* Snow

"Two had great bows, almost of their own height, and great quivers of long green-feathered arrows. All had swords at their sides, and were clad in green and brown of varied hues, as if the better to walk unseen in the glades of Ithilien. Green gauntlets covered their hands, and their faces were hooded and masked with green, except for their eyes."
—The Two Towers, Of Herbs and Stewed Rabbit

The Rangers are the descendants of the people who once dwelt in Ithilien, before it fell from Gondor's control. They now stealthily patrol the woods of Ithilien and ambush forces of the Enemy who dare wander these lands. They were led by Faramir during the War of the Ring and were observed by Frodo and Sam as they wiped out a Haradrim force marching to the Black Gate.

In Age of the Ring, Ithilien Rangers are the elite archer unit for Gondor, they are recruitable from a level 3 Archery Range once Faramir has been recruited. They also have a chance to be summoned by Rivendell's Many Meetings spell for 60s.

*For the Adventure: Ithilien variant of the Ithilien Rangers, see the Ithilien Rangers (Adventure: Ithilien) page.*

## Abilities and Formations

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

**Toggle Weapon (R)** - Allows the Rangers to switch between bows and swords. When using swords, Rangers gain +50% armour and deal +50% damage against siege weapons. Left click to toggle.

**Level 3: Longshot (T)** - The Rangers bombard anywhere within a great radius with a volley of arrows. Left click icon then left click target area.

## Upgrades

**Bodkin Arrows (C)** - When equipped, reduces enemy armour against pierce by 25% when hit. Research upgrade at Archery Range to enable this equipment. Cost: 300.

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

## Strategy

Ithilien Rangers are extremely versatile units comparable to Uruk Scouts and Dúnedain Rangers, as they can stealth in trees, toggle weapons and have a very useful active ability. They are most suited to ambushing the enemy, by hiding in trees and then unleashing volleys of arrows into the unsuspecting enemy; if the enemy manages to close the distance they can then toggle to swords and stand toe to toe with standard infantry units. **Longshot** can be used to damage large groups of enemies to great effect in the middle of combat, if they enemy clumps up their units - this makes it easier for Gondor's infantry to finish the enemy's army off. **Bodkin Arrows**is a unit upgrade unique to Ithilien Rangers which is almost essential in the late game when the enemy is recruiting elite, heavily armoured units as each hit of by a Bodkin Arrow helps nullify enemy units' pierce armour and makes them much more vulnerable to damage from archers.
Linhir Spearmen

* Portrait
* Standard
* Upgraded
* Porcupine

"One day of light we rode, and then came the day without dawn, and still we rode on, and Ciril and Ringló we crossed; and on the third day we came to Linhir above the mouth of Gilrain."
—Legolas

During the last days of the War of the Ring, the Men of Linhir stood valiantly against a combined assault of Corsairs and Haradrim.

The Linhir Spearmen are Gondor's (and the Adventure: Grey Company subfaction's) early game pikes, used to creep lairs and defend against early cavalry attacks. They are able to use defensive formations to match the situation.

## Abilities and Formations

**Porcupine Formation (W)** - The units form a circle with pikes extended. Battalion cannot move and gain +50% armour.

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

## Upgrades

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

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

## Strategy

The Linhir Spearmen act as Gondor's tier 1 pike unit. They can be used for early game creeping against wargs or trolls, and can also be useful against early cavalry incursions. Like the other fiefdoms troops, they are unable to get heavy armour manually, making it harder for them to transition into the mid-late game. However, as they can get it once they reach Level 4 through **Armaments of the White City** it is useful to use them with heroes that can increase experience gain such as Forlong. The Linhir Spearmen can use **Porcupine Formation** to make themselves more resistant against cavalry attacks. However they will lose mobility in the process and so must be careful that the enemy forces don't maneuver around them.

In the Adventure: Grey Company faction, they remain the Tier 1 pike unit but are more valuable in the late game as they are the only Pikemen unit in that subfaction apart from the Dúnedain Rangers, and are the only ones who can get increased armor through **Armaments of the White City**. Thus, it is more valuable to keep them alive and give them experience so they can get increased armor and be more useful in later stages of the match.
コーニー・ソルリ

名前
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概要
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称号
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出身
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能力
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**「私、この戦いが終わったらリウンと結婚するの。そう決めた。」**

By コーニー・ソルリ（部下とクローサ最高司令官に向けて）

この人物はナトゥルシャルファ出身の人物です。コーニー・ソルリイナギオンテ地域コーニー・ソルリ（英:Goni solli/漢:天鵝　雪李/日:コーニー・ソルリ/てんにん　せつり/韓:고니　설리）は、イナギオンテ共和国連邦ナトゥルシャルファ共和国ミソル惑星系・惑星ソルナム第一衛星ミウル、ナルガエウルナム市出身のファルシャルファ系ゴビィー族の台風族。第四世代。スリゲ・リウンと同郷で幼馴染であり、幼い頃に婚約を迫った。クローサ・レンナイとスリゲ・リウンと同じ中学・高校出身である。

4人目の超神であるスリゲの上司であり、スリゲに最も近い強さを有している人物である。その強さは”超神”に匹敵する強さを持っているとされ、亜超神の称号を持つ唯一無二の台風族である。

エマス=クニヤラン王国の王国近衛師団守護騎士の主席で、白翼のコーニーという二つ名がある。

## ファルシャルファ人としては最強クラス

スリゲ・リウンという例外を除けば、ファルシャルファ人最強に当たる人物である。また、超神級の強さ持つ人物の中の中ではハイエンよりも強い攻撃力を繰り出すことが可能な唯一無二の台風族である。また、トローセス朝エマス=クニヤラン王国の近衛第一師団の師団長を務めており、周りからはコーニー様と呼ばれている。

常人離れした力を有しており、その力はファルシャルファ人屈指の強さを誇る。なによりも”超神”にもっとも近づいた人物とも言われるくらい強く、スリゲとも互角に渡り合える程の強さを有している。
Ithilien Battering Ram

* Portrait
* In Game

"Swiftly constructed among the forests of Ithilien, these battering rams are manned by staunch warriors, and few enemy gates can withstand them."
—Age of the Ring team

Although the Rangers of Ithilien were a secretive force that relied on ambushes and skirmishes against enemies first and foremost, they recognized that in rare cases they would need to launch an open assault against enemy bases set up within Ithilien. To that end, they created several battering rams from the trees in Ithilien, and would use them to pound enemy buildings and gates to ruin whenever the situation called for it.

The Ithilien Battering Ram is one of the two traditional siege units accessible to the Adventure: Ithilien faction based on Gondor. They are created from the Ithilien Storehouse.

## Strategy

The Ithilien Battering Ram is one of two methods of siege damage available to the Adventure: Ithilien faction. Like all the other Battering Rams in AOTR, they are unchanged from vanilla. They are effective at dealing damage to enemy structures but are vulnerable to all melee damage. Consequently, they are best used either when supported by an army or when used to flank around the enemy army and attack their base directly. They are cheap and easy to access and so several rams can be sent in at once; targeting different structures to divert the enemy's attention.
Merry

* Portrait
* Ingame
* Armoured

"The fires of Isengard will spread, and the forests of Tuckborough and Buckland will burn. And all that was once great and good in this world will be gone. There won't be a Shire, Pippin."
—Merry

Meriadoc Brandybuck was a Hobbit of the Shire who was the best friend of Pippin and a friend to Frodo and Sam. He was part of the Fellowship but was captured along with Pippin by Uruk Scouts led by Uglúk. The two Hobbits managed to escape into Fangorn Forest, where they managed to convince the Ents to march to war against Saruman. Towards the end of the War of the Ring, Merry pledged his services to Théoden and became an Esquire of Rohan. He rode in secret with Dernhelm, Éowyn in disguise, to the Battle of Pelennor Fields and it was here that the Hobbit and Lady of Rohan slew the Witch-King of Angmar, fulfilling the ancient prophecy that no living Man could kill him.

## Abilities

**Toggle Rock-Throw/Sword Mode (W)**- toggle between rock throw and melee.

**Elven Cloak (R)**- becomes invisible when standing still. Left click to activate.

**Level 3: Blade of Westernesse** - Passively deals +200% damage against Nazgûl.

**Level 5: Esquire of Rohan** - Merry gains +25 armor and +25% damage when near Éowyn. Nearby heroes gain experience +33% faster. Stacks with Buffs and Spells. Merry's health is increased. Passive ability.

**Level 7: Halfling Courage (V)** - Merry plunges his Blade of Westernesse into an enemy hero, dealing strong damage and decreasing armour by 33% for 10 seconds. Can only use when sword is equipped. Left click icon then left click on target.

## Strategy

Merry can be used as a scout hero in the early game because of how inexpensive he is, he can creep lairs to level up and boost Rohan's economy or can be positioned nearby the enemy's base with **Elven Cloak** enabled to observe their strategy and counter it. In combat, Merry does not survive for very long on his own and so should be supported by allied troops and heroes, preferably by Éowyn, who grants him additional health and armour via his **Esquire of Rohan** ability and her **Courage for our Friends** ability. **Blade of the Westernesse** make Merry a useful hero in matches against Mordor as he deals additional damage to their Nazgûl heroes. This can be coupled with **Halfling Courage** to severely weaken an enemy hero - allowing another hero such as Éowyn or Éomer and friendly units to finish that hero off.
Mordor Doom Ship

* Portrait
* Default
* Pirate Flags
* Upgrade Armour

"There is a great fleet drawing near to the mouths of Anduin, manned by the corsairs of Umbar in the South. They have long ceased to fear the might of Gondor, and they have allied them with the Enemy, and now make a heavy stroke in his cause. For this attack will draw off much of the help that we looked to have from Lebennin and Belfalas, where folk are hardy and numerous."
—Beregond

The Mordor Doom Ships are a special type of naval unit that is available for the Forces of Darkness. When it gets close to a target, the ship will be destroyed in a large explosion and damage all nearby enemies.

## Upgrades

**Pirate Flags (P)**- Significantly increases damage dealt. Cost: 200.

**Upgrade Armour (M) -**Upgrades this ship with additional armour. Significantly reduces the amount of damage taken. Cost: 300

## Strategy

The Mordor Doom Ships are like the Explosive Mines of the sea. The player must get them close to enemy forces before the explosion deals heavy damage. The explosion is instant and so the Doom Ships deal more damage at once than the Elven Storm Ship which deals damage over a longer time. The Doom Ships are expensive though and only have one use, so the player must make sure they are used effectively. While they do have upgrades to improve their longevity, this isn't much help as the ship will end up being destroyed anyway.
Noldor Knights

* Portrait
* In Game

"Some of the scouts have been sent out already. More will go tomorrow. Elrond is sending Elves, and they will get in touch with the Rangers, and maybe with Thranduil's folk in Mirkwood. And Aragorn has gone with Elrond's sons. We shall have to scour the lands all round for many long leagues before any move is made. So cheer up, Frodo! You will probably make quite a long stay here."
—Gandalf the Grey

During the Third Age, Rivendell was a home and refuge for the Noldor of Middle-earth, among others. These powerful elves had lived for many years and included those who were able to resist the influence of Sauron and his servants. During the War of the Ring, a number of these elves followed Glorfindel into Eriador to search for the Ringbearer, and later on scouted Eriador, the Misty Mountains and beyond in preparation for the Ringbearer's journey.

The Noldor Knights are a swordsman unit for the Free Peoples that can be recruited from an Auxiliary Camp on Misty Mountains maps.

## Abilities and Formations

**Dírnaith (W)** - Noldor Knights form up into a wedge formation. +20% damage, +15% speed, -15% armour. Noldor Knights do not deal splash damage when in formation.

**Song of Finwë (R)** - The seasoned warriors sing a song of past victories. Noldor Knights gain +33% armour for 15 seconds. Left click to activate.

## Upgrades

**Noldorin Armour (T)** - When equipped, significantly reduces the amount of damage taken. Cost: 300

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

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

## Strategy

On Misty Mountains maps, the Free Peoples can recruit a powerful swordsman unit from Auxiliary Camps in the form of the Noldor Knights. These units are relatively expensive compared to other Auxiliary Camp units, with small battalion sizes. However, this is compensated by their strength. The Noldor Knights are powerful units individually with high health and damage output. Compared to the traditional Rivendell elven units, they are accessible far earlier in the game, making them a powerful early game boost to any faction, assuming the player can afford them. They can also purchase upgrades, making them valuable throughout all stages of the game. With their AOE basic attacks, Noldor Knights are very effective at dealing with hordes of spam units, especially in the early game. However, their abilities can change this. **Dírnaith** is a formation that focuses the Noldor Knights on an offensive playstyle, increasing the damage and speed at the expense of armour and AOE attacks, giving them a stronger single-target damage output. These downsides can be temporarily compensated for by **Song of Finwë**, which can grant a large armour boost to offset the armour debuff from the formation. This ability can also be used in the default formation to just improve survivability of the Knights.
Grimbold

* Portrait
* Ingame

"Elfhelm himself, however, sprang up towards the knoll; and there he found Grimbold fighting two great axemen for possession of Théodred's body. One Elfhelm at once slew, and the other fell before Grimbold."
—Unfinished Tales, The Battles of the Fords of Isen

Grimbold was a commander of Rohan who served under prince Théodred. He rode out alongside the Prince when Rohan's scouts reported that Saruman was mustering an army in Isengard. This proved to be a ploy of the White Wizard's however, as the Riders were confronted by the full force of the Uruk-Hai army which had already marched out of Isengard to intercept and slay Théodred. The Rohirrim managed to hastily fall back to the Fords of Isen but after a long time of fighting Théodred was cut down - Grimbold stood guard over the fallen prince's body, killing any enemy that dared to claim it until Elfhelm and reinforcements arrived.

In Age of the Ring, Grimbold is a hero for Rohan summoned by Théodred's Ill-Fated ability upon his death. He remains of the battlefield for 90s.

## Strategy

Opponents of Rohan must be weary of killing Théodred due to Grimbold being summoned which forces them to deal with not just one, but two heroes which can cost them severely as they lose a greater number of units. If Théodred is alone when he is killed, Grimbold can be outrun until his time limit elapses; thus it is ideal to keep friendly troops nearby Théodred so that he is killed, the enemy army is prevented from escaping Grimbold who can then inflict significant damage.
Krimpûl the Torturer

* Portrait
* In Game

"Spells will not save you, old man. You have something my master wants. Where is it? One of the three Elven Rings. The Ring of Fire! Where are the others?"
—Krimpûl the Torturer

An orc of exceptional cruelty, Krimpûl rose ruthlessly through the ranks of Dol Guldur's Orc-garrison, until his Lieutenant finally took notice and put him to work in a place where his talents could come to full fruition. The Necromancer tasked Krimpûl with retrieving the Rings of Power that the Dark Lord did not yet possess. Krimpûl gleefully undertook this task, notably when he cut one of the Dwarven Rings from Thráin's finger during his imprisonment in Dol Guldur.

In Age of the Ring, Krimpûl the Torturer is a hero for Dol Guldur recruitable from the Fortress.

## Abilities

**Orcish Chief (W) -** Summons a battalion of Orc Gaolers. At rank 3, includes an additional battalion of Orc Hunters. At level 7, includes an additional battalion of Orc Ravagers. Left click to activate.

**Master's Command** - Krimpûl has been tasked with retrieving the Rings of Power. Deals +33% additional damage versus Gandalf the White, Elrond, Galadriel, and Thorin Oakenshield. At rank 3, his strikes also lower the armor of enemies within a small radius by 20%. Passive ability.

**Level 5: Dungeon Master (T)** - Temporarily summons a small Gaol that casts Dark Presence and may recruit Broken Rabble. Left click icon then left click on target location.

**Level 8: Imprison (C)** -Krimpûl cripples an enemy hero. Causes surrounding enemy units to cower in fear. Left click icon then left click on target.

## Strategy

Krimpûl is a very useful hero who is well versed in various aspects of combat: he can withstand a decent amount of punishment before casting **Orcish Chief** either to temporarily bolster Dol Guldur's army or to produce a meat shield to cover his escape. This summon is improved at level 3 and then 7 so that it could be used during an assault on the enemy's base as Orc Ravagers are very strong versus structures. He can support Dol Guldur's basic units that suffer Slow Decay by temporarily summoning the Gaol which buffs nearby units with Dark Presence and recruits Broken Rabble - making it a useful starting hub for a forward base. Krimpûl is particularly useful at countering enemy heroes: **Master's Command** increases his effectiveness against specific heroes and **Imprison** allows him and the player's army to single out a crippled hero whilst the enemy's troops cower in fear.
Moria Orc Archers

* Portrait
* Standard
* Upgraded

"Yesterday being the tenth of November Balin, lord of Moria, fell in Dimrill Dale. He went alone to look in Mirrormere. An orc shot him from behind a stone. We slew the orc, but many more came…up from east up the Silverlode."
—Book of Mazarbul

These Orcish archers sealed their deadly reputation upon slaying Balin, as he stood looking upon the Mirrormere outside of the East-Gate. When the Fellowship entered the Mines of Moria years later, they discovered the corpses of many other dwarves that had fallen victim to these Orcs' arrows during Balin's Expedition.

In Age of the Ring, Moria Orc Archers are basic archer units for Misty Mountains and its Adventure: Shadow and Flame subfaction which are recruitable from a level 1 Moria Orc Cave.

## Abilities

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

**Poison Arrows (R)** - Poison tipped arrows that cause damage over time. Left click icon then left click on target.

## Upgrades

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

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

## Strategy

Moria Orc Archers are capable of dealing large amounts of damage in the early game, particularly because of their **Poison Arrows** ability, which can bring down most targets if several Moria Orc Archers use it simultaneously, with additional power against monsters. Moria Orc Archers are particularly vulnerable to enemy cavalry and so should be protected with Mountain-orc Brutes to prevent heavy losses in the event of a flanking cavalry charge. The recruitment time of Moria Orc Archers is already relatively low but this can be decreased even further via the They are Coming spell book power. Moreover, they benefit from the horde bonus in which all Moria Orc Screechers, Moria Orc Archers and Goblin-town Warriors gain +50% damage when gathered in numbers of 150 or more, which stacks with leaderships such as the Great Goblin's and Muzgash's.
Oathbreaker Warriors

* Portrait
* In Game

"The Men of Dunharrow were cursed to dwell eternally in the Haunted Mountain, and can only be freed by fulfilling their oath to Isildur."
—Age of the Ring team

Long ago, the Men of Dunharrow, led by the man who would become the King of the Dead, swore an oath to Isildur to fight alongside him against Sauron. However, when the time came they instead fled into the mountains they called their home because they worshipped Sauron as a dark god. Enraged, Isildur cursed them to dwell eternally in the Dwimorberg as punishment for their cowardice and oath-breaking without knowing rest or peace, where they would dwell as restless undead until Aragorn would come to the Dimholt and call upon them to fulfill their oath at long last.

In Age of the Ring, the Oathbreaker Warriors are a swordsmen unit for the Adventure: Grey Company subfaction based on Gondor. They are recruitable from the Cairn of the Dwimorberg, which can only be summoned as a 15 PP spellbook power.

## Abilities

**Dark Sustenance** - Oathbreaker Warriors quickly regain health and restore their horde while outside of combat. Passive ability.

## Strategy

The Oathbreaker Warriors are most similar to the Dead of Arnor, serving as fast moving shock infantry who are able to replenish their units outside of combat, and so can be used to harass the enemy army or economy and be pulled out to regrow in number. Although they cannot lower the armor of those they strike like the Dead of Arnor can, they have significantly more health and can be further supported by the King of the Dead. They are best utilized in large numbers alongside the Oathbreaker Huskarls and the King of the Dead (especially with his **Curse of the Dead King** ability) to fully maximize their potential in combat.
Moria Orc Screechers

* Portrait
* In Game

"They have taken the bridge and the Second Hall. We have barred the gates but cannot hold them for long. The ground shakes...drums, drums in the deep. We cannot get out. The shadow moves in the dark. We cannot get out. They are coming."
—Book of Mazarbul

After the Dwarves abandoned Khazad-dûm, these Orcish usurpers plundered and desecrated its empty halls. They lived in perpetual fear and worship of Durin's Bane, a Balrog of Morgoth that had been living in hiding until it was awakened by the Dwarves' greedy delving. They were hostile to all others that dared to enter the ancient Dwarven kingdom.

In Age of the Ring, Moria Orc Screechers are the basic swordsmen unit for Misty Mountains and its Adventure: Shadow and Flame subfaction which can be recruited from a level 1 Moria Orc Cave.

## Abilities

**Poisoned Blades (W)** - Poisons targeted enemies causing damage over time. Left click to activate.

## Upgrades

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

## Strategy

Moria-orc Screechers make up the core of Misty Mountains' army throughout the early-mid game thanks to their spam potential - they are very cheap and move quickly, which allows players to swarm their opponent with a nearly constant stream of Screechers mass-produced from multiple Moria-orc Caves. Moria-orc Screechers can also use **Poisoned Blades** when entering a battle to increase the damage they inflict making them especially dangerous compared to other spammable units, such as Orc Warriors. Moreover, they benefit from the horde bonus in which all Moria Orc Screechers and Moria Orc Archers gain +50% damage when gathered in numbers of 150 or more, which stacks with leaderships such as the Great Goblin's and Muzgash's.
ソナムー・オーゼン

**「私がこの新世界を創った。誰にも止めることは出来ぬ。たとえ汝が如何にしてこの世界を超越する何者になろうとも。」**

By ソナムー・オーゼン（ニヤトーに対して）

ソナムー・オーゼン（英:Sonamu Ozeng）とは、ダムレイ台風帝国、雄大帝国の科学者・哲学者・物理学者・経済学者・量子力学者・リアクター研究学者・軍事戦術家・建築家である。コンピューター系や自己オーバライドAIを使用しない台風族・ゴビィー族の中で最も計算速度が速くまたずば抜けた思考回路の持ち主とされている。

## オーゼンの哲学

この世に存在する宇宙は「アリオン」と呼ばれる存在で構成されており、そのアリオンは科学的に言えば我々よりも多い次元数で構成されている。そしてこのアリオンは輪廻するように各宇宙の次元を繋ぐとされている。

そしてそのアリオンの間に位置するのがオーバーパワーホールであり、それが最も視覚的に表れるのが「ブラックホール」であるとしている。（詳しくはポーズ・ハルディのホログラム理論より）

このオーゼンが考えた哲学が後に登場する「オーゼン=アリオンリアクターの輪廻理論」と呼ばれる、タイプ5のテクノロジーの開発の下地を整えた。

## 世界初の別次元数の空間次元へのワープ

2006年、タマ民国支援下のダムレイ台風帝国皇帝（第3代目皇帝　鷲　智）の勅令を受け開発していた、アリオンリアクターのワープ実験を行った。そのワープ実験は、自らの体をワープ先の次元へ適化させるという内容であった。

そのためもし失敗したら体がバラバラになる可能性があった。そのため旅立つ直前に息子であり後のゴビィー大連邦初代大統領でもある「ソナムー・ナイアス」に「もし、父さんが帰って来なかったら実験は失敗ってことだ。もしそうだったら、その時はお前が探す版だからな...ナイアス。」

当時幼かったソナムー・ナイアスはこの質問に対して「うん！わかった！」と答えている。

因みに後に大統領となったナイアスはこの出来事に対してこう述べている。

「父は強調しなかったが、あれは父が自らの死を暗示していたのだろう。そしてその死体を探すのは私、という約束を交わしたのだろう。私は今でも父のことを探している。その約束を果たすために。」

## 雄大帝国に出現したオーゼン

実は2019年の初頭にプレアデス星団付近でDr.オーゼンの信号が発信されていたと中央政府アンドロイド総合管理局の管理所長　ヤンヤン・二ィパイとが2019年中旬の定例会見で述べた。

当時雄大帝国と民族内戦を起こしていた状況だったが、このオーゼンの信号検知の情報がこの会見で明らかになると、雄大帝国側の軍事増強力が異常に強いことの理由が説明できるとした。（オーゼンがは軍事専門家でもあるため、影で雄大のことを操っているとも言われた。）

## 光との干渉

2022年　山羊　光の信号が一時的に復帰した際があったがこの時に山羊　光がなにものかと交信していたことがわかっている、後に山羊　光が復活したときに「私は永い眠りの間にオーゼンと会話をした。これは確かだ。」と述べていることから、オーゼンが光の信号回路にアクセスしたことがわかる。
Great Beast of Gorgoroth

* Portrait
* Standard
* Hop on, boys!
* Beast of War

"Great Beasts drew it, orcs surrounded it, and behind walked mountain-trolls to wield it."
—Return of the King, Siege of Gondor

These lumbering creatures are native to the great ash-covered plains of Gorgoroth, feeding on the thick roots that grow in the dry soil of that barren land. The orcs were quick to realise their potential as beasts of burden and war, and have long bred them in captivity, fielding them in Sauron's war against the lands of Gondor.

In Age of the Ring, Great Beasts of Gorgoroth are one of Mordor's various monster units, recruitable from a level 3 Great Siege Works. They are recruited without a garrison, unlike Mûmakil but they gain an orc archer garrison once they reach level 2.

## Upgrades

**Hop on, boys! (R)** - Spawns a carriage with orcish archers on the Great Beast's back. cost: 500

**Give 'em some grog! (T)** - Unlocks Give 'em some grog ability. Allows the orcs to toss a barrel of highly volatile grog that explodes on the battlefield. cost: 500

**Beast of War (C)** - Unlocks Beast of War ability. Causes enemy units to cower in fear. cost: 500

## Abilities

**Stampede (W)** - Order Great Beast to trample the enemy. Left click icon then left click target.

**Hop on, boys!** - Spawns a carriage with orcish archers on the Great Beast's back. Passive ability.

**Give 'em some grog! (T)** - Allows the orcs to toss a barrel of highly volatile grog that explodes on the battlefield. Left click icon then left click target.

**Beast of War (C)** - Causes enemy units to cower in fear. Left click to activate.

## Strategy

Great Beasts act as a devastating shock units with a variety of abilities that allow them to wreck havoc among the enemy's ranks. **Stampede** can be used to immediately kill or severely damage enemy heroes, but must be used with caution because a stampede into pikemen will likely result in the Great Beast's death. Similarly to War Mûmakil, Great Beasts are fully upgradable - the orcish garrison with **Hop on, boys!** enables the Great Beast to deal ranged damage; it can be used as a movable turret out of harm's way if the player wishes, before clearing large groups of enemies either with the barrel of grog or with the **Beast of War**-inspired fear. Great Beasts are affected by the Food Bonus discount of Slaughterhouses and so can become more accessible if the player builds enough Slaughterhouses.
Grey Company

* Portrait
* Bow
* Spear

### Requires

Dúnedain Gathering, The Lay of Leithian has been bought at Rivendell Library (Rivendell)
Gondor Fortress, Tower of Ecthelion has been purchased (Adventure: Grey Company)

### Attack Type

Single melee/ranged

"Where now are the Dúnedain, Elessar, Elessar?
Why do thy kinsfolk wander afar?
Near is the hour when the Lost should come forth,
And the Grey Company ride from the North.
But dark is the path appointed for thee:
The Dead watch the road that leads to the Sea."
—Gandalf proclaiming Galadriel's message

The Grey Company were those of the Dúnedain that were able to be gathered by Halbarad to come to the aid of Aragorn. They joined their chieftain as he travelled through the Paths of the Dead and fought against the forces of Mordor in the fiefdoms and at Minas Tirith.

The Grey Company are one of Rivendell's two heroic units. They can be recruited from the Dúnedain Gathering once the Lay of Leithian upgrade has been bought at the Rivendell Library. Only 1 battalion can be recruited.

They are also the heroic unit for the Adventure: Grey Company subfaction based on Gondor, replacing the Fountain Guards. They are identical to their Rivendell counterparts but are limited to 2 rather than 1.

## Abilities

**Toggle Weapon (W)** - Left click to toggle between bow and spear.

**Grim Resolve** - Nearby enemies lose -10% armour and damage and have reduced fear resistance. Each time a member of the Grey Company falls, the other members of the battalion gain +10% damage and armour for 3 seconds. Does not stack with itself. Passive power.

**Level 3: Silent Defenders (T)** - Aragorn, Halbarad, and the Sons of Elrond passively gain +25% damage when around the Grey Company.

When activated, nearby Hobbit and Bree-Lander units gain +25% armour while nearby Dúnedain units gain +25% damage for 30 seconds.

**Level 5: Skilled Hunters (C)** - For 30 seconds, target unit or hero is marked by the Grey Company. The target shares vision with the player, loses -40% speed, and takes +50% more damage from Grey Company and Dúnedain attacks. Left click then left click on target.

**Level 2: Valorous Recovery** - Heroic units regain health while outside of combat. Passive ability.

## Strategy

The Grey Company are physically more fragile than Rivendell's other heroic unit (the Veterans of the Last Alliance). However, they are still useful, and they are the main Heroic unit available for the Adventure: Grey Company subfaction. Like the Veterans, they can switch between melee and ranged, making them versatile. Their skills are focused on supporting others, while **Grim Veterans** allows them to gain a small damage and armour bonus whenever one of their number is killed. Certain heroes become stronger around them and they can use **Silent Defenders** to improve the skills of non-elven units in the faction. **Skilled Hunters** can be used to deal heavy damage to a tough target, provided the player has a few other Dúnedain nearby. However, even without that, the speed debuff can allow your other forces to move in to finish them off.
Imrahil

* Portrait
* Mounted
* On Foot

"And last and proudest, came Imrahil, Prince of Dol Amroth, kinsman of the Lord, with gilded banners bearing his token of the Ship and the Silver Swan, and a company of knights in full harness riding grey horses; and behind them seven hundreds of men at arms, tall as lords, grey-eyed, dark-haired, singing as they came."
—Return of the King, Minas Tirith

Imrahil was the Prince of the principality of Dol Amroth and was the brother-in-law of Denethor. When Minas Tirith was under the threat of siege by Mordor, Imrahil rode out with seven hundred Swan Knights and Men at Arms to defend the White City. Alongside Gandalf the White, Imrahil led a sortie to rescue Faramir and the defeated Osgiliath garrison as they made attempted to retreat to Minas Tirith. He fought in the Battle of Pelennor Fields and was named as Steward of Gondor for a short time after the passing of Denethor, until Faramir had recovered his strength.

In Age of the Ring, Imrahil is a Gondor hero recruitable from the summoned Dol Amroth Citadel in standard play, as well as from the Gondor Fortress in the Adventure: Grey Company subfaction.

## Abilities

**Toggle Mount/Dismount (W)** - Left click to switch between mounted and on foot.

**Fair Lord** - Modifier Type: Leadership. Fiefdom and Dol Amroth units near Imrahil gain +33% damage and +33% armour. Stacks with buffs and spells. Passive ability.

**Level 3: Unscathed (T)** - Imrahil temporarily becomes immune to ranged damage, gains +100% Damage, +10 Speed, and is resistant to knockback. Left click to activate.

**Level 5: Inspiration (C)** - All allied troops near Imrahil earn double experience for 1 minute. Left click then left click on target.

**Level 7: Amroth for Gondor! (V)** - Modifier Type: Spell. Imrahil and nearby cavalry gain +50% armor, and -50% crush deceleration. Stacks with Leadership and Spells. Imrahil must be mounted to use ability. Left click to activate.

## Strategy

Imrahil is a sub-faction leader similar to Wulfgar. Imrahil's leadership allows him to support both the elite Dol Amroth units and the cheap Fiefdom units, allowing the latter units to become even more effective in the late game. This can be combined with the support skills of the Dol Amroth Men at Arms. His mount toggle enables him to ride and support friendly cavalry when harassing enemy economy, or trampling enemy swordsmen and archers. **Unscathed** supports the latter strategy as Imrahil can charge into as many archers as possible, inflicting more damage and without taking any damage from their arrows - players must still be cautious not to unintentionally charge into enemy pikemen. **Amroth for Gondor!** is an incredibly useful ability when cast nearby Swan Knights and Anórien Knights as it enables them to punch through enemy ranks whilst sustaining less damage from all sources. **Inspiration** can turn the tide of battle as units nearby Imrahil will level up faster and so become much harder to dispatch as they gain increased health and damage per level.

## Trivia

* Imrahil's likeness is based on veteran actor Terence Stamp
Isengard Sapper

* Portrait
* In Game

"Togo hon dad, Legolas! Dago hon! Dago hon! (Bring him down, Legolas! Kill him! Kill him!)"
—Aragorn

These Uruk Berserkers carry smaller bombs on their back to set alight, killing themselves and all people around them. They are sent into a frenzy by the scent of Manblood poured into their helmets, removing any modicum of self-preservation and providing them extreme resistance to pain.

In Age of the Ring, Uruk Sappers are special units that are recruited from a level 2 Uruk Pit, so long as the player also has a level 3 Siege Works. These fast-moving units can be absolutely devastating to enemy armies when managed correctly.

## Strategy

Although their attack is not as deadly or widespread as that of Explosive Mines, the Uruk Sappers can wipe out entire armies or bases if the Isengard player is able to micromanage a small number of Sappers to attack the enemy from different sides. However, friendly units are also damaged by the Sapper's attack and so players must be careful not to detonate their Sappers in close proximity to the rest of their army - as this could have disastrous consequences. Sappers are extremely vulnerable to fire arrows and so in order to maximise their effectiveness, Isengard players should aim to neutralise enemy archers before sending their Sappers in.
Moria Orc Cave

* Level 1
* Level 2
* Level 3

"Gandalf had hardly spoken these words, when there came a great noise: a rolling *Boom* that seemed to come from depths far below, and to tremble in the stone at their feet. They sprang towards the door in alarm. *Doom, doom* it rolled again, as if huge hands were turning the very caverns of Moria into a vast drum. Then there came an echoing blast: a great horn was blown in the hall, and answering horns and harsh cries were heard further off."
—Fellowship of the Ring, The Bridge of Khazad-dûm

The Dwarves of Khazad-dûm mined intensively for mithril until they awoke Durin's Bane, a demon of the Ancient World, which killed Durin VI and forced the Dwarves to abandon their ancient kingdom. This enabled foul Orcs of the Misty Mountains to inhabit the abandoned halls of Khazad-dûm. When Balin and his Colony entered Moria, they encountered these Orcs before eventually being wiped out by these feral creatures.

In Age of the Ring, the Moria Orc Cave is one of the primary unit recruitment buildings of Misty Mountains from which Moria-orc units can be recruited.

## Upgrades

**Upgrade Moria Orc Cave to Level 2 (A)** - +10% faster build speed. Cost: 350

**Upgrade Moria Orc Cave to Level 3 (A)** - +25% faster build speed. Adds defensive arrow tower. Cost: 300.

## Function

The Moria Orc Cave can be used to recruit the following units:

 Moria Orc Archers | Archers

The Adventure: Shadow and Flame-specific version of the Moria Orc Cave can also recruit the following units:

 Black Uruk Marauders | Swordsmen
 Hobgoblin Plunderers | Heroic

## Strategy

The Moria Orc Cave is the core structure for any spam strategy in Misty Mountains as it allows the production of extremely cheap units with a low recruitment time. The Cave itself is relatively cheap and has a very low build time and so it is recommended to build at least three if the player is investing in spammable units as this maximises the production of these units. The recruitment time of these units can be further decreases by upgrading the Moria Orc Cave to level 2 and 3, this is a relatively inexpensive upgrade and so should be considered if the enemy has been driven back to maintain the pressure. It is still important to construct at least one Mountain-orc Lodge as Misty Mountains is unable to recruit pikemen units from the Moria Orc Cave - which leaves them extremely vulnerable to enemy cavalry.

The Adventure: Shadow and Flame variation is similar to its standard counterpart, except even more vital since ALL of the subfaction's infantry units are recruited from the Moria Orc Cave.
Mountain Giant

* Portrait
* Melee
* Rock Throw

"There they were sheltering under a hanging rock for the night, and Bilbo lay beneath a blanket and shook from head to toe. When he peeped out in the lightning-flashes, he saw that across the valley the stone-giants were out, and were hurling rocks at one another for a game, and catching them, and tossing them down into the darkness where they smashed among the trees far below, or splintered into little bits with a bang."
—The Hobbit, Over Hill and Under Hill

Mountain Giants were rare creatures that resided in the Misty Mountains, they were relatively hostile beasts that would often fight each other. During the Quest for Erebor, Bilbo Baggins witnessed Giants hurling great stones at one another during a terrible thunderstorm.

In Age of the Ring, Mountain Giants are powerful monster units for Misty Mountains, which require the Brood of the North upgrade to be bought from the Misty Mountains Fortress. They are limited to 5.

## Abilities

**Toggle Attack (W)** - Left click to toggle between rock throwing and melee attack.

**Stomp (R)** - Powerful attack that causes additional damage and meta impact. Cannot use with rock equipped. Left click to activate.

## Strategy

While expensive, Giants are powerful monster units that can devastate enemy armies while dealing high damage to structures. One of their greatest advantages is how they can toggle between melee and ranged, allowing them to attack differently depending on the circumstances. Giants are highly vulnerable to pikemen, but if the enemy sends swordsmen to deal with them the Giants can toggle to melee and use **Stomp** to clear any enemy swordsmen unit surrounding them. The Giants should be protected by a swarm of weaker units while they can deal heavy damage to structures.
Greenwood Warriors

* Portrait
* Sword
* Bow
* Sindarin Armour

"The realm of Thranduil was invaded, and there was long battle under the trees and great ruin of fire; but in the end Thranduil had the victory."
—Appendix B, The Return of the King

After the War of the Last Alliance, Thranduil realised the limitations of the lightly armoured Silvan Warriors and understood that a more heavily armed soldier would be required. These fully equipped and well-trained warriors fought in the Battle of Five Armies as well as in the Battle Under the Trees where they drove out the enemy from Mirkwood alongside the Elves of Lothlórien.

The Greenwood Warrior are the Inn unit for the Lothlórien faction. They come equipped with heavy armour.

## Abilities

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

**Alternate Weapon (R)** - Left click to switch weapons.

## Upgrades

**Mallorn Bow (C)** - When equipped, significantly increases the damage done by arrows. Research upgrade at Golden Wood Storehouse to enable this equipment. Cost: 300.

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

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

**Sindarin Armour** - When equipped, units gain +20% armour. Can be equipped via Thranduil's Love of Silver and Jewels ability. Exclusive to War in the North Campaign.

## Strategy

The Greenwood Warriors are similar to the Marchwardens in that they can switch from melee to ranged, making them far more versatile. The Warriors have high health and come equipped with heavy armour. This makes them one of the toughest units in the Lothlórien faction. Their weapon switch makes them far less vulnerable to infantry than other archers at close range and their bows let them deal additional damage to units approaching or flee from them. The Greenwood Warriors are more expensive than the Marchwardens though and have less health at first, although they do have the higher armour, making them useful if the player is unable to get the heavy armour upgrade.
Guards of the Serpent

* Portrait
* On Foot
* Mounted

"Many foes stood before it, and on the further half of the plain were other hosts still unfought. Southward beyond the road lay the main force of the Haradrim, and there their horsemen were gathered about the standard of their chieftain. And he looked out, and in the growing light he saw the banner of the king, and that it was far ahead of the battle with few men about it."
—The Return of the King, The Battle of Pelennor Fields

As Sûladan rose in power in the lands of Harondor, he surrounded himself with fierce guards of uncompromising loyalty. These powerful warriors followed their lord across his various battles, protecting him and carrying his personal banner, and were quickly feared by his foes. Along with the other armies of Harondor, they travelled north in the War of the Ring where they fought against the cavalry forces of the Rohirrim, eventually falling alongside their lord.

In Age of the Ring, the Guards of the Serpent are a heroic unit for Haradwaith that are limited to one.

## Abilities and Formations

**Mount/Dismount (W)** - Left click to switch between mounted and on foot.

**Level 3: Serpent's Sting (R)** - Poisons targeted enemies causing damage over time for 15 seconds. Left click to activate.

**Level 5: Unbending Charge (T)** - Nearby Harondor Raiders, Black Númenóreans Vanguard and Sûladan all gain +100% armour against specialist damage for 20 seconds. Can only be cast when mounted. Left click to activate.

**Level 2: Foul Recovery** - Heroic units regain health while outside of combat. Passive ability.

## Strategy

Haradwaith is a faction with a large variety of mounted units, along with heroes capable of supporting them. They are also one of the few factions with a heroic cavalry unit that is capable of supporting this cavalry focus. The Guards of the Serpent are one of the faction's heroic units and are the only one capable of fighting while mounted, allowing them to accompany both infantry and cavalry forces. **Serpent's Sting** is designed to enhance their own skill in combat, boosting their offensive potential against units. However, their most powerful ability is **Unbending Charge**. This is what allows the Guards to support nearby cavalry, granting them a large defensive boost in combat. When combined with Sûladan's own Onslaught ability (which grants cavalry units a large boost in armour and reduction in crush deceleration), Haradwaith's cavalry forces can become far more durable and able to trample large armies more effectively.
Harbingers of Frost

* Portrait
* In Game

"Very few of the Hillmen seeking to learn sorcery survive the harrowing scholomance of Carn Dûm. Those that do rise to positions of great prominence amongst their kind, wielding the dark remnants of Morgoth's influence to command the cold of Angmar."
—Age of the Ring team

After the Witch-king delivered on his promise to the Hillmen of Rhudaur to overthrow the Dúnedain, many of them eagerly sought to learn the dark magics of their new lord and master. Many of the Hillmen who attempted to learn his foul sorcery perished in the attempt, and those who survived would become some of the most dangerous of Angmar's forces. These Harbingers of Frost would sacrifice most of their humanity and lose themselves fully to the Witch-king's corruption and become his most fanatical and devoted followers, wielding the powers of frost and darkness in imitation of their fell master.

The Harbingers of Frost are a powerful specialist unit for the Adventure: Angmar subfaction based off Dol Guldur. They are recruitable from a Level 3 Ancestral Hall. They are limited to 3 at a time.

## Abilities

**Deep Frost (W)** - Can be cast on a structure to deal damage over time. At rank 3, spawns several temporary uncontrollable White Wolves around the targeted structure. Left click icon then left click on target building.

**Level 2: Cold Steel** - The Harbingers' attacks passively decrease armour by -15%% and movement speed by -10% per hit. Debuff does not stack with itself. Passive ability.

**Level 3: Withering Steel (T)** - Units within the radius take damage over time for 20 seconds. Affects both enemies and allies. Risen Dead are immune. Left click icon then left click on target area.

## Strategy

The Harbingers of Frost could be considered a semi-heroic unit as they are limited, deal high damage and have a considerable amount of health. They are analogous to the Harbingers of Shadow from the standard Dol Guldur faction. They are proficient in combat against infantry, with a slight AOE on their basic attacks that lets them deal with hordes, but are particularly effective when used against heroes, especially when using **Cold Steel**, and structures. **Deep Frost's** damage stacks and can be used to weaken a structure in preparation for attacks by Angmar Ravagers or Dread Matriarchs. At level 3, enemy units defending the affected structure will be further harassed by White Wolves summoned by the effect of the spell. **Withering Steel** is particularly useful at softening up groups of spammable units, it can be used preemptively before Angmar's army engages the enemy or during combat if Risen Dead are at the front line, as they are immune to the damage. To maximize their potential, they should be utilized alongside Úlf the Váldúgr as he provides leadership boosts to their damage and armour.