recursal/Fanatic-Fandom huggingface dataset:
Uruk-hai Crossbowmen

* Portrait
* Standard
* Upgraded

"They do not come to destroy Rohan's crops or villages. They come to destroy its people, down to the last child."
—Aragorn

Outfitting them with crude crossbows, Saruman has minimized the training required for his Uruks to be deadly at range. These crossbowmen were present at the Battle of Helm's Deep, where they killed scores of Rohan defenders manning the walls.

Uruk-hai Crossbowmen are one of Isengard's two elite ranged units, the other being Dunlending Longbowmen. Uruk Crossbowmen are the more accessible as they are not locked behind a hero and so are a fundamental part of Isengard's army in the mid-late game. They can also be summoned through the Isengard War Camp from the Build Me An Army (15PP) power with heavy armour.

## 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.

## Upgrades

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

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

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

## Strategy

Uruk Crossbowmen are likely to replace Wildmen Axe-throwers in the mid-late game due to their increased armour and damage; which makes them deadly in engagements so long as they are protected from flanking cavalry attacks by Isengard's pikemen units. The effectiveness of Uruk Crossbowmen can be increased even further via unit upgrades and by researching the Wicked Marksmen focus which grants Uruk Crossbowmen (and Uruk Scouts) +20% damage, +10% range and +80% experience gain and decreases their price by 20%.
Siege Mûmak

* Portrait
* In Game
* War Paint
* Armoured Tusks

"Ever since the middle night the great assault had gone on. The drums rolled. To the north and to the south company upon company of the enemy pressed to the walls. There came great beasts, like moving houses in the red and fitful light, the mûmakil of the Harad dragging through the lanes amid the fires huge towers and engines."
—The Return of the King, The Siege of Gondor

The Mûmakil of the South were used throughout the Mahûddin tribes in peace and war. In combat, the beasts were not just unleashed upon the enemy, but were used as rallying point for armies, with the Mahûddin building platforms upon the creatures with which to fire projectiles at enemies. When Syâr-Rhul came to the tribes to bring them into the Golden King's armies, he taught them to build siege weapons on backs of the creatures with which to rain down destruction on the structures of their foes.

The Age of the Ring, the Siege Mûmak is monster unit for Haradwaith.

## Abilities and Formations

**Close Range Attack/Ranged Attack (W)** - Switch to melee combat/rock throwing mode.

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

**Level 3: Monstrous Strength** - Monster units regain health while outside of combat. Passive ability.

## Upgrades

**War Paint (T)** - Upgrades this Mûmak with War Paint. Significantly increases resistance to ranged damage. Cost: 500.

**Armoured Tusks (C)** - Upgrades this Mûmak with Armoured Tusks. Significantly increases resistance to damage from pikemen. Cost: 500.

## Strategy

Haradwaith is a faction with no traditional siege units. However, the Mûmakil units can act as an alternative, with the War Mûmakil acting as both monster and melee siege and the Siege Mûmak acting as a combination of ranged siege and melee monster. Though expensive to obtain, they are potentially more powerful than most siege units, having far higher health and armour, though they have an additional vulnerability to archers. This high cost can be slightly mitigated through the use of Mahûd Chieftain stacking discounts and the discount from Subjugation: Mahûd at the Haradwaith Fortress. Through the attack toggle, the Siege Mûmak is also far more capable of defending itself from melee attacks, being able to attack and trample nearby foes. Like with the War Mûmak, the Siege Mûmak can be research two upgrades that can lower their weaknesses to certain sources of damage. In the late game, an assault with the Siege Mûmakil can be supported by the powers of the Black Matriarch to devastate bases.
Théodred

* Portrait
* On Foot
* Mounted
* Armoured

"They stooped then to lift the body, and found that Théodred still breathed; but he lived only long enough to speak his last words: Let me lie here –to keep the Fords till Éomer comes!"
—Unfinished Tales, The Battles of the Fords of Isen

Théodred was Prince of Rohan and only son of King Théoden. When Saruman began plotting his war on Rohan, he realised that he had to remove any members of the Royal Family who could interfere with his manipulation of the King. Théodred was his first target. The White Wizard lured the young Prince into attacking his Uruk-Hai army by allowing Rohan scouts to learn of his army mustering in Isengard. When Théodred rode out to ambush the Isengard forces, he was met by the Uruk vanguard that had already marched from Isengard to meet him. He and his riders were forced to hastily retreat to the Fords of Isen, where they became surrounded by Uruk-Hai and Wildmen. Théodred held his ground for as long as possible but was ultimately cut down. He was found alive by Grimbold and Elfhelm, who defended his body from his attackers, but he succumbed to his injuries soon afterwards.

## Abilities

**Mount Brego/Dismount (W)** - Left click to toggle between on foot or mounted on Brego.

**Ill-Fated** - When Théodred dies, Grimbold temporarily appears to guard the fallen prince. Passive ability.

**Level 3: Luck of Battle (T)** - Théodred equips his helmet, gaining +33% armor. When activated, Théodred temporarily avoids all ranged damage. At level 7, the above effect is coupled with temporarily invulnerability when activated. Left click to activate.

**Level 5: Prince of the Riddermark** - Théodred equips his royal cloak. Modifier Type: Leadership. Grants +10% to attack damage, armour, movement speed, and health regeneration for Théoden, Éomer, and Éowyn. Nearby units gain +35% Damage. Stacks with Buffs and Spells. Passive ability.

**Level 9: Determination (V)** - Théodred regains 50% of his maximum health and gains +20% movement speed. Left click to activate.

## Strategy

Théodred's abilities are focused around increasing his durability so that he can spend as much time in combat as possible, for instance **Luck of Battle** increases his armour, grants him immunity to ranged damage and at later level, general invulnerability. **Determination** allows him to heal himself and quickly escape which is ideal in situations of low health. Even if the enemy damages him sufficiently, they should consider whether killing Théodred is actually beneficial as Grimbold is summoned upon his death - meaning that the enemy now has to deal with yet another hero who could inflict severe damage to their army. **Prince of the Riddermark** allows Théodred to buff Théoden, Éomer, and Éowyn in various ways statswise and also increase the damage of nearby units, which could be deadly if Helmingas Warriors are nearby.
Stoneworker

"For the main wall of the City was of great height and marvellous thickness, built ere the power of Númenor waned in exile; and its outward face was like the Tower of Orthanc, hard and dark and smooth, unconquerable by steel or fire, unbreakable except by some convulsion that would rend the very earth on which it stood."
—Return of the King, The Siege of Gondor

Gondor benefited heavily from Númenorean architecture techniques which yielded strong impenetrable stone used to construct the outer wall of Minas Tirith and Tower of Orthanc in Isengard. During the War of the Ring, the invading Mordor army did not waste their catapult shots on the walls of Minas Tirith for they knew that they were incapable of assailing the fortifications in this manner.

In Age of the Ring, the Stoneworker is a resource production structure for Gondor. The amount of resources produced by the structure depends on the building's placement. They are limited to 5 on the battlefield at a time.

## Upgrades

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

## Function

The Farm will periodically produce a maximum of +30 resources depending on location relative to other resource structures. Additionally, the Stoneworker has the **Building Inspections** leadership which provides nearby structures +25% armour which stacks with other buffs and spells. The Stoneworker also increases the command point limit by 10.

#### Structure Discount Bonus

Multiple Stoneworkers will decrease the cost of structures.

* 1 Stoneworker: 5%
* 2 Stoneworkers: 10%
* 3 Stoneworkers: 15%
* 4 Stoneworkers: 20%
* 5 Stoneworkers: 25%

## Strategy

Stoneworkers are particularly expensive structures and so Gondor should focus on building Farms and unit recruitment structures throughout the early game until their economy has expanded. The midgame is an ideal time to begin constructing Stoneworkers as they produce slightly more resources than Farms and Blacksmiths. More importantly, they increase the armour of nearby structures which means they should ideally be built in the vicinity of unit productions structures and the Fortress so that they become more durable to siege damage. **Building Inspections** stacks with the leadership Fountain Guards provide structures which makes a Gondor base filled with Stoneworkers, Fountain Guards and upgraded with Númenor Stonework exceptionally difficult to take down.
Warriors of the Kinn-lai

* Portrait
* In Game
* Upgraded
* Spear Wall Formation

"For there were other Elves of various kind in the world; and many were Eastern Elves that had hearkened to no summons to the Sea, but being content with Middle-earth remained there, and remained long after, fading in fastnesses of the woods and hills, as Men usurped the lands."
—The Peoples of Middle-Earth

Out of all the various Avari tribes that lingered in the East, the Kinn-lai were the most numerous and militaristic. Though their capital was situated far to the north-east, they sometimes dwelled near the Sea of Rhûn. It was trade and the existence of mutual enemies that engendered them with the Sindar-lord of the Woodland Realm.

In Age of the Ring, Warriors of the Kinn-lai are the Auxiliary Camp units for the Free Peoples on Rhûn maps. They are also available to the Adventure: Dorwinion subfaction of the Woodland Realm, in which they are recruited from a Level 1 Kinn-lai Garrison.

## Abilities and Formations

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

**Art of War (R)** - For 20 seconds, Kinn-lai Warriors gain +15% Armor and reflect a portion of damage dealt to them. Left click to activate.

## Upgrades

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

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

## Strategy

The Warriors of the Kinn-lai act as the Auxiliary Camp unit for the Free Peoples in Rhûn maps. Though more expensive than most early game pikemen, the Warriors have large battalion sizes and effective abilities to make them useful at all stages of the game. **Art of War** temporarily increases their armour and increases their damage output due to being able to reflect damage from enemy attacks, while their **Shield Wall Formation** enhances their defensive capabilities even further, which can help manage their lack of a heavy armour upgrade. Some factions can benefit from these units in particular. Woodland Realm has difficulty obtaining early pikemen, with their options being limited behind building upgrades, making the Warriors of the Kinn-lai a worthwhile option in the early and mid stages of their game, with their survivability complimenting the more fragile Silvan units. Erebor and Rohan both have access to early pikemen, but the Warriors of the Kinn-lai can still help with their speed for the former faction and their higher survivability for the latter faction. Even outside these cases, this unit can still be effective in a number of cases.

The Warriors of the Kinn-lai are also available for the Adventure: Dorwinion subfaction of the Woodland Realm. They function the same as their Auxiliary Camp counterparts, apart from a slight increase in resource cost and a slight increase in HP to compensate.
Siege Ballista

* Portrait
* In Game

"Grappling-hooks were hurled, and ladders raised. Again and again the Orcs gained the summit of the outer wall, and again the defenders cast them down."
—The Two Towers, Helm's Deep

Relatively simple to use and aim, Saruman's ballistae serve to wipe out clusters of enemy troops and weaken their structures. During the Battle of the Hornburg, the Uruks used the ballistae to launch grappling hooks and enormous ladders onto the greater walls of the stronghold. It's ammunition was capable of skewering and launching enemies unfortunate enough to be in the ballista's trajectory.

In Age of the Ring, Siege Ballistae are Isengard's ranged siege unit recruitable from a level 2 Siege Works.

## Abilities

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

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

## Strategy

Siege Ballistae can be used to disrupt enemy lines in battle, as the impact of their shot either causes knockback - making them an effective counter to archers who are incapable of dealing any damage whilst knocked back. However, they are highly vulnerable to melee attacks and so should be kept away from the front line with some units nearby to protect them from flanking cavalry attacks. Ballistae are very useful in siege situations, because they are out of the fortress' firing range and deal good damage to enemy structures. In order to maximise the catapult's effectiveness, Isengard players can research the Metal and Wheels focus which grants siege weapons +30% damage, +5% speed and decreases their price by 15%.
Speaker of the House of Representatives

**Inaugural holder** | Fredrick Muhlenberg (real)Aaron Ventura (in-sim)

The **Speaker of the United States House of Representatives** is the presiding officer of the United States House of Representatives. The office was established in 1789 by Article I, Section 2 of the U.S. Constitution. The speaker is the political and parliamentary leader of the House of Representatives, and is simultaneously the House's presiding officer, *de facto* leader of the body's majority party, and the institution's administrative head. Speakers also perform various other administrative and procedural functions. Given these several roles and responsibilities, the speaker usually does not personally preside over debates. That duty is instead delegated to members of the House from the majority party. Neither does the speaker regularly participate in floor debates.

The Constitution does not require the speaker to be an incumbent member of the House of Representatives, although every speaker thus far has been. The speaker is also granted the right to temporarily pass the duties of the speakership to another representative. The speaker is second in the United States presidential line of succession, after the vice president and ahead of the president *pro tempore* of the Senate.

Since the creation of ACS, there have been eleven speakers in total. One speaker has become president upon the resignation of the president due to a vacancy in the vice presidency. Five speakers have served in the executive branch. Six speakers have gone on to serve in the Senate. Two speakers have received a presidential nomination, and two speakers have received a vice presidential nomination. Because of this, the speakership is seen as a very sought-after job and is used by many people as a stepping stone to larger positions within the simulation.

The 60th and current Speaker of the House is Tristan Banks, who assumed office on January 3, 2019.
Warg Lair

"At a gap in the circle a great dark wolf-shape could be seen halted, gazing at them. A shuddering howl broke from him, as if he were a captain summoning his pack to the assault.
Gandalf stood up and strode forward, holding his staff aloft. 'Listen, Hound of Sauron!' he cried. 'Gandalf is here. Fly, if you value your foul skin! I will shrivel you from tail to snout, if you come within this ring.'"
—The Ring Goes South, The Fellowship of the Ring

The Wargs were wolf-like creatures of unknown origin that dwelt in many areas of Middle-earth. During Thorin Oakenshield's quest to reclaim Erebor, they gave Thorin's company no small deal of trouble, allying with the goblins to hunt the company after they left Goblin-town. They were, also, one of the Five Armies that took part in the Battle of the Five Armies, after the dragon Smaug's death. In the Age of the Ring mod, Warg Lairs are a type of neutral creeps that appear in certain maps.

## Behaviour

Warg Lairs are protected by two Wargs. When enemies approach, they will charge towards them and trample them, before attacking in a melee form.

## Wild Allegiance

When converted by Wild Allegiance, the Warg Lair can be used to recruit the following units:

## Strategy

The Warg Lairs are one of the easier types of lairs to take on, but you will need Pikemen or heroes to take them down without losing soldiers. Archers can work too, but be wary of them not getting into the wargs' aggro range, or they might get trampled. They can be taken down by using other types, but they will probably sustain losses due to the wargs' trample and high damage.
Troll Cage

* Level 1
* Level 2
* Level 3

"At the end of the Third Age a troll-race not before seen appeared in southern Mirkwood and in the mountain borders of Mordor. Olog-Hai they were called in the Black Speech. That Sauron bred them none doubted, though from what stock was not known. Some held that they were not Trolls but giant Orcs; but the Olog-hai were in fashion of body and mind quite unlike even the largest of Orc-kind, whom they far surpassed in size and power."
—Return of the King, Appendix F

After being driven from Dol Guldur by the White Council, Sauron returned to Mordor and set his plans of open war in motion. He bred vast numbers of not only Orcs but Trolls to make war against the Kingdom of Gondor and the Free Peoples in the North. Not long before the War of the Ring, he perfected his breeding of Trolls to produce the vile Olog-Hai, which possessed not only the strength of common trolls, but also cunning and resistance to sunlight.

In Age of the Ring, the Troll Cage is a unit production building for Mordor, from which various Troll units can be recruited.

## Upgrades

**Upgrade Troll Cage to Level 2 (A)** - allows training of the Drummer Trolls. +10% faster build speed. Cost: 450

**Upgrade Troll Cage to Level 3 (A)** - allows training of Olog-Hai. +25% faster build speed. Cost: 1000

## Function

The Troll Cage can be used to recruit the following units:

 Drummer Troll | Monster
 Olog-Hai | Monster

## Strategy

The Troll Cage gives Mordor access to powerful monster units capable of inflicting significant damage to enemy units or structures when sufficiently protected; thus building the Troll Cage greatly compliments Orc spam strategies in the early mid-game as Orcs can absorb damage before troll units close the distance. Players should strive to upgrade the Troll Cage to level 3 as soon as they can to start recruiting heavily armoured Olog-Hai, which are capable of tearing through armies and quickly destroying enemy structures to win the game. Building several Slaughterhouses makes Troll units even more accessible due to the Food Bonus which reduces cost of monsters. If a Mordor player is investing in Trolls, it is recommended that they also recruit Mollok, as he provides leadership to nearby Trolls.
Rohirrim Archers

* Portrait
* Standard
* Upgraded

"A few of the riders appeared to be bowmen, skilled at shooting from a running horse. Riding swiftly into range they shot arrows at the Orcs that straggled behind, and several of them fell; then the riders wheeled away out of the range of the answering bows of their enemies, who shot wildly, not daring to halt."
—The Two Towers, The Uruk-Hai

Rohirrim most adept at equestrian archery would form up into specialist regiments to repeatedly flanked the enemy with arrow fire before retreating out of range. These highly skilled riders were observed by Merry and Pippin when Éomer and his men raided Uglúk's camp. They were also present at the Battle of Pelennor Fields where they launched many volleys at the Mûmakil in a desperate attempt to bring the beasts down.

In Age of the Ring, Rohirrim Archers are a ranged cavalry unit for Rohan, they are recruitable from a level 2 Stables.

## Upgrades

**Horsemen Shields (R)**- When equipped, significantly reduces the amount of damage taken from arrows and pikemen. Research upgrade at Stables to enable this upgrade. Cost: 300

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

**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 Barracks (Rohan) to enable this equipment. Cost: 100

## Strategy

Rohirrim Archers are the strongest archer unit of Rohan, combining high damage attacks with high mobility of Rohan's mounted forces. They can be used to flank around enemies and fire from all sides before quickly pulling out of an engagement if the enemy tries to close the distance. They are also capable of trampling enemy units, but this is not particularly the most effective way of using them. Their ability to attack from range ensures that they are some of the best cavalry to deal with pikemen and monsters who are normally able to counter cavalry effectively, as well as being able to chase down and deal high damage to heroes.
Thrór

* Portrait
* In Game

"When Thrór came to Moria the Gate was open. Nár begged him to beware, but he took no heed of him, and walked proudly in as an heir that returns. But he did not come back. Nár stayed near by for many days in hiding. One day he heard a loud shout and the blare of a horn, and a body was flung out on the steps."
—Return of the King, Appendix A

Thrór, father of Thráin and grandfather of Thorin, was king of Erebor when Smaug descended from the north and lay waste to the city of Dale and the Mountain; he managed to escape with many of his kin but was rendered homeless and destitute. After many years of wandering, Thrór gave his Dwarven Ring to his son before departing Nár to the ancient Dwarven kingdom of Moria. However, he was soon ambushed by a party of orcs, led by the foul Azog, who beheaded the king and sent Nár off with but a small purse of coin. This event ignited the War of the Dwarves and Orcs which lasted for seven years before its climax at the Battle of Azanulbizar and the death of Azog.

In Age of the Ring, King Thrór is a playable hero in the Battle of Azanulbizar campaign mission.

## Abilities

**King of Durin's Folk** - Modifier Type: Leadership. Allies near King Thrór gain +50% Damage, +75% Armor, and earn experience 50% faster. Stacks with Buffs and Spells. Passive ability.

## Strategy

Thrór is cut off from the players' forces for the majority of the mission until the player makes their way to the East-gate. Thrór's leadership is the strongest available in the mission and so it is recommended to keep him nearby the bulk of the player's units in order to keep as many units alive as possible for the mission's final objective later. After the Stone-trolls attacking the Dwarves are defeated, Azog himself emerges from Moria and engages Thrór in single combat during a cinematic - Thrór is slain and it is left to the player's remaining heroes to defeat Azog.
Swan Knights

* Portrait
* In Game

"Now they sprang forward, formed, quickened to a gallop, and charged with a great shout. And from the walls an answering shout went up; for foremost on the field rode the swan-knights of Dol Amroth with their Prince and his blue banner at their head.
'Amroth for Gondor!' they cried. 'Amroth to Faramir!'"
—The Siege of Gondor, The Return of the King

The Swan Knights of Dol Amroth were the greatest cavalry force of Gondor. Supposedly descended from the elves, these soldiers were fearless in battle and were devastating to Mordor's forces in the Battle of Pelennor Fields.

In Age of the Ring, the Swan Knights are Gondor's elite cavalry battalion and can be bought from the Dol Amroth Citadel in the standard Gondor faction as well as the Dol Amroth Barracks in the Adventure: Grey Company subfaction. They are limited to 3 battalions on the battlefield at a time.

## Abilities

**Blood of the Eldar** - Dol Amroth's units slowly recover outside combat. Passive ability.

**Level 5: Amroth for Gondor (R)** - the Swan Knights gain +33% damage, +33% armour and -50 crush deceleration. No force can slow this charge. Left click to activate.

## Strategy

The Swan Knights of Dol Amroth are Gondor's most powerful cavalry and some of the most powerful cavalry in the game, both for standard play as well as the Adventure: Grey Company subfaction. They do not require upgrades but they already have high stats. Like most cavalry, they can be used for flanking attacks and harassment, although their higher health means that they can last longer in melee combat as well. However, like with all cavalry, the player must be wary of pikemen, especially elite pikemen. The Swan Knights have an advantage over most cavalry as they can heal outside combat, making it easier to recover after raids and battles. Once the Swan Knights reach Level 5, they became a devastating force that can deal huge damage while trampling enemy armies while also being able to fight better at close quarters, making pikemen less of an issue. The Swan Knights can be combined with Imrahil who is a powerful hero on his horse and can support the Knights. While they can't be supported by other buffs or leaderships, Gandalf and Faramir are both suitable heroes to join them for their ability to mount and their other skills.
Orc Pikemen

* Portrait
* Standard
* Upgraded
* Porcupine

"Form ranks, you maggots, form ranks! Pikes in front, archers behind!"
—Gothmog

Ever since Sauron's return to Mordor, his orcs have multiplied and organised into great legions in service of Barad-dûr.

Orc Pikemen are Mordor's basic pike unit, recruitable from a level 1 Orcish Stronghold. They are relatively effective against other factions' early game cavalry units, especially when they are in large numbers which is highly achievable due to their low cost.

## Abilities and Formations

**Porcupine formation (W)** - Units form a circle with pikes extended. Battalion cannot move. +75% armour.

**Level 2: Mark of the Red Eye** - Bloodlust grants Orc Warriors +25% damage. Passive ability.

## Upgrades

**Banners of the Red Eye (V)** - When equipped, increases this battalion to level 2. Research upgrade at Gorgoroth Foundry to enable this equipment. Cost: 100

## Strategy

Orc Pikemen are best suited to protecting archer units from flanking cavalry attacks in the early-mid game; alone they are not particularly effective but this can be overcome due to the spam potential of Orc Pikemen as a result of their low cost. Similarly to other orc units, Orc Pikemen benefit from the horde bonus (+50% damage when gathered in numbers greater than 150), which a Mordor player should consider when pressing the attack.
Trebuchet

* Portrait
* Standard
* Upgraded

"Send these foul beasts into the abyss!"
—Gandalf the White

A trebuchet launches a huge boulder with terrifying speed, splintering defences and crushing warriors. They were used to great effect by the defending Gondorians during the Siege of Minas Tirith to delay the attacking Mordor host by destroying siege towers and killing several Orcs with each launch. This bought enough time for the Rohirrim and Grey Company to arrive before the White City was completely overrun.

In Age of the Ring, Trebuchets are the ranged siege unit for Gondor and its Adventure: Grey Company subfaction recruitable from a level 1 Siege Works.

## Upgrades

**Fire Stones (T)** - Upgrades the trebuchet with fire stones. Significantly increases the trebuchet's damage. Research upgrade from Siege Works to enable this equipment. Cost: 300

## Strategy

Trebuchets can be used to disrupt enemy lines in battle, as the impact of their shot causes knockback. However, they are highly vulnerable to melee attacks and so should be kept away from the front line with some units nearby to protect them from flanking cavalry attacks. Trebuchets are very useful in siege situations, because they are out of the fortress' firing range and deal good damage to enemy structures. In order to maximise the trebuchet's effectiveness, Gondor players should upgrade them with Fire Stones as this enables them to destroy buildings in far fewer shots in comparison to unupgraded trebuchets.
Rivendell Dormitory

* Level 1
* Level 2
* Level 3

"[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."
—Of the Rings of Power and the Third Age, The Silmarillion

When Lord Elrond gathered the Noldor to Rivendell, many of these were veterans of previous wars, including the Wars of Elves and Sauron or the Last Alliance. While few in number, each of these elves would fight to the last to defeat the Forces of Darkness and defend the Free Peoples.

The Rivendell Dormitory is a unit production building for the Rivendell faction. It provides access to the elite and heroic elven units.

## Upgrades

**Upgrade Dormitory to Level 2 (A)** - Allows recruitment of Quingar. +10% faster build speed. Cost: 800

**Upgrade Dormitory to Level 3 (A)** - Allows recruitment of Roquentari and Laurëthelyn. +25% faster build speed. Cost: 800

## Function

The Rivendell Dormitory can be used to recruit the following units:

## Strategy

The Dormitory is necessary for the player to reach Rivendell's late game units. While it expensive to build and upgrade this building, the units are worth it as they are all far more powerful than the Dúnedain and Bree-land units, especially once they have been upgraded. However, the player must be careful not to get the building to early as the high cost means that it can easily drain the player of resources and leave them open. It is best to use the Elves to complement the weaker units at first, until they are able to get the economy to fund a full elven army. At level 3, the building will fire on nearby enemies, making it useful for defence. However, it will still be a prime target for enemy forces so the player must defend it well.
Well

* Rohan
* Rivendell
* Erebor
* Woodland Realm

"In King Elessar's time the City was made more fair than it had ever been, even in the days of its first glory; and it was filled with trees and with fountains, and its gates were wrought of mithril and steel, and its streets were paved with white marble."
—Return of the King, Steward and the King

In Age of the Ring, the Well is a support building for various factions. It heals nearby allied units and detects stealth.

## Function

Allies nearby the Well are healed, the Well also detects nearby stealthed units.

#### Irrigation Bonus - Rohan

Wells will increase the resource gain of nearby farms by +20%.

#### Abilities - Woodland Realm

**Feast! (W)** - Instantly heals units for a moderate amount, but decreases their movement by 66% for 30 seconds. Left click icon then left click on target area.

## Strategy

Wells are useful support buildings which help allied armies to put pressure on the enemy by allowing their troops to pull back to a forward built well to heal up before re-engaging the enemy's army. This is especially useful for factions with expensive or elite units that benefit from being kept alive for an extended period of time.

Rohan's wells fulfil a different purpose as they improve the resource production of nearby farms. This provides a method of improving Rohan's vulnerable economy. In both cases however, building multiple wells can improve your economy as well as making it harder for enemy forces to defeat your own.

Woodland Realm's Well of Wine has a lower heal rate and unit replenishment rate than all other wells. However, it is no less powerful, as the player can use **Feast!** to instantly heal allied units in a large area. This also has the drawback of lowering their speed and so is most useful when Woodland Realm forces are defending a location for an extended period of time.
Pavilion of the Golden King

* Level 1
* Level 2
* Level 3

"It is true that the Witch-king was the greatest of the Nine, the most capable in the dark arts, but Hoarmurath had spent long years studying in Sauron's scholomance, and had become fascinated with the art of corruption. To this end, he gathered about him both Men and beasts and set them captive in his dark pavilion. There he used fell Morgul magics to twist their natures, growing them into fell creatures that would serve him well in the wars to come."
—The Age of the Ring Team

The Golden King once ruled in the lands of Abrakhân and it was here that he returned in the Third Age to spread Sauron's will. As his own influence grew, he gathered creatures all around him, from wild beasts to the nearby Nâfarati tribesmen. All who fell under him were twisted by his power, becoming monsters of his menagerie that he would unleash upon wider Haradwaith and on the north.

The Pavilion of the Golden King is a structure for Haradwaith.

## Upgrades

**Upgrade Pavilion of the Golden King to Level 2 (A)** - Allows recruitment of Nâfarati Beastmasters and Kâradd Patriarchs. +10% faster build speed. Cost: 500.

**Upgrade Pavilion of the Golden King to Level 3 (A)** - Allows recruitment of Nâfarati Marauders. +25% faster build speed. Cost: 500.

## Function

The Pavilion of the Golden King can be used to recruit the following units:

## Strategy

The Pavilion of the Golden King is a structure that can provide a number of specialised, yet powerful units for the faction. The monsters units all have various roles, being able to provide support and poison damage from the skies, providing an anti-structure power and strength against heroes from the ground, or a strong all-rounder capable of disrupting and decimating enemy armies with support. The three monsters can be supported by the Nâfarati Beastmasters, who can summon additional wargs, boost monster armour and weaken foes when fighting the monsters. Lastly, the Nâfarati Marauders are a devastating semi-heroic unit, capable of dealing high damage against enemy forces while also enduring for a while against enemy attacks thanks to their own abilities.
Woodland Lookout

"I want the watch doubled at our borders, all roads, all rivers. Nothing moves but I hear of it. No one enters this kingdom and no one leaves it."
—Thranduil

As the darkness of Dol Guldur spread further north, the Woodland Realm became more watchful of possible danger. Any intruders upon their realm were brought to the Elvenking for his judgement. Any creatures of the darkness were not granted such a mercy and were slain by the hunters and rangers sent out into the forest. This defence was put to the ultimate test when the forces of Dol Guldur marched north and the Battle Under The Trees began.

The Woodland Lookout is a defensive structure which fire arrows at nearby enemies. They can be garrisoned with archers who also fire at the enemy but cannot be attacked whilst the tower stands.

## Upgrades

**Silvan Fletching (W)** - Upgrades this Woodland Lookout's Archer with Silvan Fletching. Increases damage done by arrows. (Cost: 200)

## Strategy

Woodland Lookouts can be built anywhere on the map and can be used to limit the enemy's advance at specific points - particularly if multiple towers are built. They can be garrisoned with archers which increases the damage the tower inflicts. Lookouts are particularly useful at defending forward bases as they force the enemy to invest in siege weapons as their regular troops normally fall to the towers before they can destroy the forward unit recruitment buildings. By combining them with a Cellar Door, a strong defence can be made to delay enemy forces until reinforcements arrive.
Southron Trade Caravan

* Portrait
* In Game
* Deployed

"Many well-worn trade routes connect the often distant and disparate places of habitation of Haradwaith. Merchants and traders are of great import, bringing with them the means of survival and news of the wide world beyond."
—The Age of the Ring Team

Haradwaith is a large region with a large number of cultures. While there is often conflict between them, there are also times of peace, making them profitable with traders. In addition, Haradwaith has trade routes by sea through Umbar, as well as land routes to neighbouring routes to lands like Rhûn and Khand, bringing prosperity to the region for those who know how to take advantage of these routes.

The Southron Trade Caravan is a unique unit for Haradwaith. It has a unique mechanic of being able to deploy, acting as a moveable resource structure that provides upgrades for the faction.

## Abilities

**Deploy Caravan (W)** - Caravan becomes immobile and produces resources. Left click to activate.

**Fierce Competition** - Caravans heal over time when near Bazaars.

## Function

When deployed, the Caravan earns +20/25/30 resources per tick, depending on level. As it levels up, the following upgrades can be obtained:

**Trade: Silken Banners** - Units nearby the Caravan can be upgraded with Silken Banners. Passive ability.

**Trade: Steel-Forged Blades** - Requires Level 2. The Caravan trades with Khand for Steel-forged Blades. Units nearby the Caravan can be upgraded with Steel-forged Blades. Once unlocked, all other caravans may trade this upgrade. Also upgrades building patrols. Passive ability.

**Trade: Bronze Cuirasses** - Requires Level 2. The Caravan trades with Rhûn for Bronze Cuirasses. Units nearby the Caravan can be upgraded with Bronze Cuirasses. Once unlocked, all other caravans may trade this upgrade. Also upgrades building patrols. Passive ability.

**Trade: Oil-tipped Arrows** - Requires Level 3. The Caravan trades with Umbar for Oil-tipped Arrows. Units nearby the Caravan can be upgraded with Oil-tipped Arrows. Once unlocked, all other caravans may trade this upgrade. Also upgrades building patrols. Passive ability.

### Capitalist Bonus

Multiple Caravans will cost of upgrades when deployed.

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

## Strategy

The Southron Trade Caravans are a key part of Haradwaith's gameplan at all stages of the game. Compared to most resource structures, they produce a smaller output, but have the benefit of not having to deal with inflation. Their mobility allows the player to set up forward bases with them when moving across the map. The main function of the Caravans is how they provide upgrades for the faction. Other than the Silken Banners, the upgrades require a higher level Caravan. As the Caravans level through earning resources, it is recommended that the player get a Caravan early and keep it in a safe location for it to level up. Once the upgrades are obtained, the player can use another Caravan that is deployed at a forward location to upgrade the units at the front line without retreating them to the back lines.
Workshop (Rohan)

* Level 1
* Level 2
* Level 3

"Every man that can ride should be sent west at once, as Éomer counselled you: we must first destroy the threat of Saruman, while we have time. If we fail, we fall. If we succeed - then we will face the next task."
—Gandalf

While Rohan was known for fighting on an open field, there were times when it would need to besiege an enemy fortress or defend their own. This was often the case with the wars against Dunland. The siege equipment of the Rohirrim was simple but sturdy enough to get the job done.

The Workshop is used to recruit Rohan's siege units and upgrade Rohan buildings. Like all other Rohan unit production structures, it will also provide a small amount of resources based on the available terrain.

## Upgrades

**Upgrade to Level 2 (A)** - Allows training of Rohirric Onager. Heals nearby damaged siege machines. +10% faster build speed. Cost: 500

**Upgrade to Level 3 (A)** - +25% faster build speed. Increased healing to nearby siege machines. Cost: 300

## Function

The Barracks will produce a maximum of +10 resources depending on location relative to other resource structures. This value will increase as the building levels up.

#### Upgrades

**Mundburg Masonry (R)** - Requires Level 2 Workshop. Structures gain a +33% boost in armour. Player must maintain a workshop to benefit from this upgrade. (cost: 1200)

#### Artisan Bonus

Multiple Workshops will reduce the costs of upgrades.

* 1 Workshop: -5%
* 2 Workshops: -10%
* 3 Workshops: -15%
* 4+ Workshops: -20%

## Strategy

The Rohan Workshop is a key building when besieging a heavily defended enemy base. Both the Horse-head Ram and the Onager can deal high damage to buildings with the Onager also being able to use the Hay Bales to deal continuous damage and disrupt enemy forces. The Workshop can be used to repair nearby siege units as well as to improve the defences of Rohan's other buildings. This makes it useful as a defensive tool as well. The artisan bonus can be used to reduce the costs of unit upgrades. The building will produce a small amount of resources. This means that the player must be careful when it comes to its placement if they want to make the most of the resources while not putting the building at too much risk.
Transport Ship

* Portrait
* Free Peoples
* Forces of Darkness

"But when Eärnur came to the Grey Havens there was joy and great wonder among both Elves and Men. So great in draught and so many were his ships that they could scarcely find harbourage, though both the Harlond and the Forlond also were filled; and from them descended an army of power, with munition and provision for a war of great kings. "
—Appendix A, The Return of the King

The Transport Ships can be used by all faction as a way of transporting units or heroes across water. Each ship can only have two occupants at any time. They Ships will also periodically earn +10 resources.

## Abilities

**Evacuate** - order this unit to evacuate.

## Strategy

The Transport Ships can be used to attack the enemy from unexpected angles by deploying troops at different points along the coast. However, to make the full use of them, quite a few ships will need to be used in order to deploy a strong force. The Ships are very vulnerable to attack and so must rely on other ships to defend them. This is especially dangerous if they are carrying passengers, as these passengers will be killed if the ships is destroyed. The Ships will also earn the player a small amount of resources. While this is smaller than the resources earned by resource buildings, it is not dependent on location and can allow the player to make use of previously unavailable water regions of the map.
Wall Hub (Isengard)

* Wall Hub
* Gate
* Iron Plating

"Late one evening I came to the gate, like a great arch in the wall of rock; and it was strongly guarded. But the keepers of the gate were on the watch for me and told me that Saruman awaited me. I rode under the arch, and the gate closed silently behind me, and suddenly I was afraid, though I knew no reason for it"
—Gandalf

The Tower of Orthanc was surrounded by a ring of rocky walls, known as the Ring of Isengard. These walls were created by the early Gondorians and were very durable. There was only one entrance to the inside of the ring: a great gate that was always guarded. However, these walls were torn down by the Ents when they assaulted the fortress to bring down Saruman.

The Wall Hub is a structure for Isengard that will allow for walls to be built as a defense.

## Upgrades

**Wall Hub (W)** - Allows construction of additional walls. Cost: 300

**Gate (E)** - The primary defensive gate can be opened and closed. Cost: 300

## Strategy

The Walls are a defensive tool that can be used to control enemy movements and prevent small groups of enemies from attacking. Their presence will require the enemy to invest in siege to break through the defenses. Isengard's walls have no Postern Gate, and so the player must invest in a Gate if they wish to move their army through the wall. While these walls have more health than the walls of Rivendell, they have less health than the walls of other factions. They also have no defences to attack enemy forces and so the player must use their own army if they wish to defend the walls. This makes the Isengard walls some of the most vulnerable in the game. However, the player is able to buy the Iron Plating upgrade from the Isengard Fortress to improve the armour of the walls. Construction of a wall hub can also be a simple way of saving a Builder in danger as they will require siege to destroy.