recursal/Fanatic-Fandom huggingface dataset:
Arthedain Watchtower

* Standard
* Northern Vigil

"The palantíri of Elendil were set in towers upon Emyn Beraid, and upon Amon Sûl, and in the city of Annúminas."
—The Silmarillion, Of the Rings of Power and the Third Age

The great fortress of Amon-Sûl was the pride and joy of Arthedain, and they would create several watchtowers and battletowers in the style of the ancient fortress. These towers would allow its garrison to see and far and wide across the land to see incoming threats, their neverending vigil against the evil of Angmar supplemented by the Palantír that was held in the possession of King Arvedui.

The Arthedain Watchtower is a defensive structures 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. The Arthedain Watchtower is somewhat unique in that it cannot be upgraded with more powerful arrows, but instead gets a unique upgrade through Malbeth's Study that allows the tower to lift the shroud in a part of the map for a brief period of time. It can be obtained through both directly building the structure as well as instantly created from the 10 PP power **Northern Vigil**, and if created through this way this tower will be protected by solitary units and have immediate access to **Eye of Amon-Sûl** instead of requiring an upgrade from Malbeth's Study.

## Upgrades

**Eye of Amon-Sûl (W)** - Requires Vision of the Seeing-stone. When purchased, allows the Arthedain Watchtower to reveal part of the map for 60 seconds. Cost: 300

## Abilities

**Eye of Amon-Sûl (W)** - When activated, allows the Arthedain Watchtower to reveal part of the map for 60 seconds. Left click then left click on target area.

## Strategy

The Arthedain Watchtower is similar to other factions' battle towers, albeit with some differences. It cannot be directly upgraded with more powerful arrows, although it can still be garrisoned. Rather, it can gain an ability to lift part of the shroud for 60 seconds through the **Eye of Amon-Sûl** ability, giving it utility through scouting. This ability must be purchased through the **Vision of the Seeing-stone** upgrade at Malbeth's Study, however, making it somewhat more difficult to access. These battle towers can instantly be summoned through the Northern Vigil (10 PP) power, which is slightly improved from its standard counterpart in that it is protected by single units patrolling it and has immediate access to **Eye of Amon-Sûl** without requiring an upgrade.
イナギオンテ共和国連邦

### 建国日

1945年1月1日：ゴビィー大帝国　イナギオンテ自治区1951年1月1日：台風民主主義共和国　イナギオンテ自治都2000年1月1日：ダムレイ台風帝国　イナギオンタイ2013年1月1日：ゴビィー大連邦　イナギオンテ共和国連邦

## セクションの見出し

### 大統領

サリカー大統領

イナギオンテ共和国連邦（英語:Republic Federation of Inagyontee）とは、ゴビィー大連邦構成国の一つであり、旧五大構成国の一つであり、新五大構成国の一つでもある。

## 設置の経緯

1950年12月31日にゴビィー大帝国が時限崩壊令より崩壊したことにより民主主義制に移行。台風民主主義共和国が建国されたと同時に自治都として、設立されたことに由来する。この頃はまだ現在のシュルブレイシア共和国連邦領はただの県として設置されているに過ぎなかった。

また、1954年には東台風王国連邦の要請により台風民主主義共和国から、ファルシャルファ系住民が9割以上自治している土地と、歴史的に見てファルシャルファ系住民が開拓し、かつそれが今も文化的伝統として残っている地域に限り領土を譲渡する要請があった関係で、現在のイナギオンテは、ファルシャルファ地区とそれ以外で文化がハッキリと異なる。これは今日のGDPの差異にも繋がっている。（ちなみに東台風王国連邦は、軍事力は当時第9位,経済指数では当時ヒョウタン帝国を抜かして1位だった。）

2000年になると、ダムレイが中央政府が機能しなくなるまで自国を攻撃し続けた影響で、政治的混乱が発生したが、ダムレイが軍部を掌握し、また新しい政府を設立したため、その支配下の国として存続を続ける。

2010年になると、山羊　光による自由主義運動が加速していき、再び帝政崩壊へとつながった。2013年には、ゴビィー大連邦が成立し、現在のイナギオンテ共和国連邦にシュルブレイシア共和国連邦が合併した形で再度独立を果たす。

2020年5月1日にゴビィー大連邦の新共和国設置計画で、シュルファヴルトー宇宙地区の開発を完了。既存のシュルブレイシア地区とシュルファヴルドー宇宙地区が設置された。これによりイナギオンテ共和国の領土の1/3が消失した。

## ダムレイ台風帝国イナギオンタイ自治区として

ダムレイ台風帝国が2000年に建国された際は、都道府県制を廃止し、道州制を導入した。その過程で、レ・アクト共和国大連州の一部としてイナギオンテを編入。イナギオンタイ自治区として旧イナギオンテ自治都領を治めることとなった。

## イナギオンテ共和国連邦として

2013年1月1日にゴビィー大連邦が成立すると、旧台風民主主義共和国時代に、イナギオンテ自治都として置かれていた地域は、イナギオンテ=ゴビィー共和国連邦として独立。ゴビィー大連邦盟約に参加し、正式にゴビィー大連邦の主要国として参加することとなる。

2018年にはこの共和国連邦出身で、また主要国を持たない最大の民族として有名なファルシャルファ系ゴビィー族として史上初めてゴビィー大連邦中央政府の大統領にジョンダリ・ナイオスが就任した。（歴史上、連邦民族制を取ってから、ファルシャルファ系の民族が上に就くことはなかった。ちなみにファルシャルファ人としては、クローサ・センナイが史上初めて政府の重要ポストへ就任した。）

しかし、相次ぐ失政や軍部の暴走・国民の苦難、戦争の回避等で国民から信用を失い、2019年には弾劾裁判が発生。その結果可決され、同年に次期総合大統領を臨時選挙で決める始末となった。

これは後のゴビィー内戦をはじめ、第四次宇宙大戦を招いた。

## 5つの首都を持つ共和国

### イナギアンテル

イナギオンテ共和国の首都、イナギアンテルのこと。人口的には国内では余り多い方ではない。そのため政治上の首都とされる。

### コーヴァファルファシオン

イナギオンテ共和国連邦ファルシャルファ共和国の最大都市。イナギオンテ共和国連邦最大の都市。ゴビィー大連邦でも3番目に大きいとされている。

### ナトゥルシャルファ

イナギオンテ共和国連邦ファルシャルファ共和国の政治上の首都。ゴビィー大連邦で5番目に人口が多い都市である。
Flame-destroyer

* Portrait
* In Game

"Dragon-veneration in Rhûn developed long ago as an offshoot of Melkor-worship. Many have attempted to harness the power of these creatures, but with little enduring success. The Flame-destroyer harbors the power of a fire drake without the unpredictability and personal danger that is often associated with them, laying waste to enemy armies and fortifications at the word of an officer rather than at the strange whims of a dragon."
—In-Game Description

The **Gâsh-gôrtân**, or **Flame-destroyer**, is a siege engine that sprays burning liquid flame onto enemy units and structures. A versatile close-ranged siege weapon effective against both infantry and structures, it is available from the Great Siege Works when playing as Mordor on Adventure: Rhûn.

## Abilities

**Unstable Concoction** - The flame-destroyer explodes if destroyed via fire, damaging all surrounding units and structures. Passive ability.

**Pressure Blast (R)** - Blasts away enemies in front of the Flame-destroyer. Deals no damage. Left click to activate.

**Boiler Exceed** **(T)** - Whilst active, the Flame-destroyer continually spews fire when targeting enemy units at the cost of suffering damage over time. If the Flame-destroyer dies while Boiler Exceed is active, it explodes. Left click to toggle on and off.

## Strategy

The Flame-destroyer is a high-risk, high-reward siege engine that can be just as dangerous to your own troops as it is to enemies. That said, it makes up for this by being an extremely powerful anti-infantry siege weapon that can melt through even heavily-armoured infantry with ease. Pressure blast can be used to push back more dangerous infantry, and Boiler Exceed can drastically increase your damage output towards structures. In fact, if you're about to lose your Flame-destroyer, activating Boiler Exceed and moving the weapon into a mass of enemy units can be a great way to make the most out of a bad situation.
Dunlending Longhouse

* Level 1
* Level 2
* Level 3

"The last shafts of sunlight fell through the vents at the top of the long hall. Dust danced like a horde of extinguished fireflies. Long banners hung unfurled from the rafters, depicting scenes of victory and defeat, glory and lamentation – the history of Dunland, of Rohan, and of the House of Freca.
At the end of the hall, upon a raised, wood-carved throne inlaid with green gems, sat Wulfgar, King of Freca’s folk and the Dunlendings."
—The Age of the Ring Lore Compendium

Wulfborg was the capital of Frecalund and was ruled by King Wulfgar. In the years preceding the War of the Ring, Saruman the White frequently visited Wulfborg, where he charmed much of the populace with speeches of the injustice the Dunlendings had endured and how retribution against their foes was soon at hand.

Wulfgar and his son, Brant, had no love of the White Wizard and when summoned to fight with the army of the White Hand, they marched out with many men to broker for peace with Théoden and unite against a common enemy. However, Wulfgar was forced to reconsider when he and his army discovered the aftermath of the Battle of the Fords of Isen where Saruman's army had decimated the army of Prince Théodred - they instead turned back and allied with Isengard.

In Age of the Ring, the Dunlending Longhouse is a Isengard structure that can be built once Wulfgar has been recruited. It serves as unit production building.

## Upgrades

**Upgrade Dunlending Longhouse to Level 2 (A)** - Allows training of Dunlending Longbowmen. +10% Faster Build Speed. Cost: 500

**Upgrade Dunlending Longhouse to Level 3 (A)** - Allows training of Dunnish Outriders and Dunlending Huskarls. Adds defensive arrow tower. +25% Faster Build Speed. Cost: 500

## Function

#### Recruitment

The Dunlending Longhouse can be used to recruit the following units:

 Dunlending Longbowmen | Archers
 Dunnish Outriders | Cavalry
 Dunlending Huskarls | Swordsmen

## Strategy

Dunlending Longhouse is a very useful building for Isengard once the player reaches the mid stages of the game. It offers a series of elite units that are more powerful than the Uruk-hai units although they are more expensive. Dunlending Axemen are strong swordsmen that can help reinforce the early game hordes of Wildmen. Longbowmen have higher range than Uruk-hai Crossbowmen and more damage while the Outriders are a powerful replacement for the Warg Riders. Finally, the Huskarls are a semi-heroic unit that is limited in number that can deal high damage on the field while also supporting other Wildmen and Dunlendings. Troops recruited from the Dunlending Longhouse can be strengthened by using the **Fury of Frecalund** focus which can be researched at the Isengard Fortress and can also all be supported by Wulfgar's abilities.
Arwen (Fords of Bruinen)

* Portrait
* Dismounted
* Mounted

"Witch-king: Give up the Halfling, She-elf.
Arwen: If you want him, come and claim him!"
—Fellowship of the Ring

Arwen Undómiel was Lady of Rivendell and daughter of Lord Elrond, she fell in love with the mortal Dúnedain Chieftain Aragorn and chose to forsake the immortality of her people, similar to the Tale of Beren and Lúthien. In AotR Canon, she played her part in the War of the Ring by helping Glorfindel escort Frodo across the Fords of Bruinen and bravely keeping the Nazgûl at bay.

Unlike her Rivendell counterpart, Arwen in the Fords of the Bruinen mission of the Lord of the Rings Campaign and various missions of the War in the North Campaign is actually a combatant that can attack enemies. Her ability set is also unique to increase her offensive capabilities.

## Abilities

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

**Undómiel** - Modifier Type: Leadership. Units near Arwen gain +33% Armor. Stacks with Buffs and Spells. Passive ability.

**Light of the Evenstar (E)** - Allies units within the radius are healed and temporarily gain +33% Damage. Left click icon then left click on target.

**Level 4: Loudwater's Fury** - Summons a flood that will damage enemies and put out fires. Left click icon then left click on target.

## Strategy

Arwen's role in this mission is to delay the forces of the Enemy until the arrival of Glorfindel, Strider and the three hobbits after Frodo has been escorted across the Ford by Asfaloth. She is capable of mounting her horse but this is not recommended as she does not deal much trample damage and she decelerates extremely quickly - allowing enemies to attack her from all sides. She buffs nearby units with her **Undómiel** and **Light of the Evenstar**; the latter of which should be ideally be saved to rescue a hero from low health to prevent failing the mission. **Loudwater's Fury** is an almost essential ability to defeat the later waves of enemies and so Arwen should be kept at the frontline to ensure that she levels up to level 4 in time. This power can used either to wipe out the overwhelming hordes of Orc Warriors and Risen Dúnedain, or more effectively, on the Castellans of Dol Guldur which would otherwise inflict severe damage to the player's forces.
Embassy

* Normal
* Aid from the Gwathló
* Aid from Forodwaith
* Aid from Rivendell

"At its greatest Arnor included all Eriador, except the regions beyond the Lune, and the lands east of Greyflood and Loudwater, in which lay Rivendell and Hollin."
—The Return of the King, Appendix A, I, iii, Eriador, Arnor, and the Heirs of Isildur

The kingdom of Arthedain maintained good relationships with its neighbors and allies even as Arnor slowly fell and the evil kingdom of Angmar relentlessly attacked it and seeked its destruction. This unity was represented through the Embassies, which were places where Arthedain engaged in diplomacy with other members of the Free Peoples in times of peace…as well as call upon them for aid against the encroaching darkness of Angmar when necessary.

The Embassy is a unique defensive structure for the Adventure: Arthedain subfaction based on Gondor. It can summon a temporary battalion of different units at any given time, with more unit choices available based on purchasable upgrades (similar to Rohan's Draft Tower). It is limited to 2 at any given time.

## Upgrades

**Aid from the Gwathló (E)** – Allows the Embassy to temporarily summon a battalion of Gwathló Tribesmen. (cost: 550)

**Aid from Forodwaith (R)** – Allows the Embassy to temporarily summon a battalion of Lossoth Hunters. (cost: 600)

**Aid from Rivendell (T)** – Allows the Embassy to temporarily summon a battalion of Noldor Knights. (cost: 650)

## Abilities

**Aid from the Shire (W)** – Temporarily summon two battalions of Bounders. Left click to activate.

**Aid from the Gwathló (E)** – Temporarily summon a battalion of Gwathló Tribesmen. Left click to activate.

**Aid from Forodwaith (R)** – Temporarily summon a battalion of Lossoth Hunters. Left click to activate.

**Aid from Rivendell (T)** – Temporarily summon a battalion of Noldor Knights. Left click to activate.

## Strategy

The Embassy is a unique defensive structure that is able to summon a battalion of units (2 in the case of the Bounders) to defend the surrounding area with a cooldown after each summon. It can summon 2 Bounders by default, although it can be upgraded to be able to recruit more varied units such as *Gwathló* Tribesmen, Lossoth Hunters, and Noldor Knights (only a single battalion each time). The Embassy is only limited to 2 at a time and is usually an insufficient defense by itself, so its units should be used to complement and support the Arthedain player’s army or further defensive structures to truly make the most out of the building. However, if all the upgrades are purchased, it is possible for the player to summon every possible unit from the Embassy simultaneously, creating a small army that can take an attacking force completely by surprise.
Dunnish Outriders

* Portrait
* Standard
* Upgraded

"The Men of Dunland do not take kindly to notions of Rohirric equestrian superiority, claiming their Outriders can match any Rider of Rohan."
—The Age of the Ring Team

The House of Freca produced highly proficient horsemen that were argued to rival the famed Horse Lords of Rohan, although the uneasy peace between Wulfgar and Théoden's people prevented this claim from being put to the test. That is, until Wulfgar weighed his own people's safety as more important than peace and aligned with Saruman in his war with Rohan. Thus, the Dunnish Outriders marched with their king to wage war with their long-standing rivals.

In Age of the Ring, Dunnish Outriders are the elite cavalry unit of Isengard which can be recruited from the Dunlending Longhouse once Wulfgar has been recruited.

## Abilities

**Level 2: Wild Charge (W)** - Outriders gain increased +15% speed and trample, at the cost of -25% armour for 20 seconds. Left click to activate.

## Upgrades

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

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

## Strategy

Dunnish Outriders are the most elite cavalry unit that Isengard has, they are far superior to Warg Packs and Warg Riders in terms of health and damage, thus if Isengard decides to put emphasis on cavalry they should aim to research the Dunlending Subjugation spellbook power as quickly as possible. Their charges are even deadlier when using **Wild Charge** but the decreased armour makes them even more vulnerable to pikemen and so Isengard players should use this ability with caution so that they do not waste these expensive units. Dunnish Outriders can be buffed both by Wulfgar and the Fury of Frecalund focus, which grants Wildmen and Dunlending units +15% damage, +70% combat experience and decreases their price by 10%.
Battering Ram (Erebor)

* Portrait
* In Game

"When all was ready they assailed and sacked one by one all the strongholds of the Orcs that they could from Gundabad to the Gladden. Both sides were pitiless, and there was death and cruel deeds by dark and by light. But the Dwarves had the victory through their strength, and their matchless weapons, and the fire of their anger, as they hunted for Azog in every den under mountain."
—Return of the King, Appendix A

Capable of carrying great weight across large distances, the Dwarves of Erebor forge and refine their battering rams within their halls, rather than use felled trees from the battleground. Following the death of King Thrór at the hands of Azog the Defiler, the Dwarves assembled and launched a vicious campaign against the Orcs of the Misty Mountains - attacking various strongholds in search of the Pale Orc. Throughout these incursions the Dwarves used battering rams to fell the gates which the Orcs cowered behind.

In Age of the Ring, Urkhas-felak, or Battering Ram, is a siege unit for Erebor and its Adventure subfactions which is recruitable from a level 1 Workshop.

## Strategy

Urkhas-felak are unchanged from vanilla battering rams, 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. They do not have as much armour as Zirinmazn and cannot trample infantry, but they are not limited to 2 like Zirinmazn.
Dúnedain Gathering

* Default
* Sentries

"Peace and freedom, do you say? The North would have known them little but for us. Fear would have destroyed them. But when dark things come from the houseless hills, or creep from sunless woods, they fly from us. What roads would any dare to tread, what safety would there be in quiet lands, or in the homes of simple men at night, if the Dúnedain were asleep, or were all gone into the grave?"
—Aragorn

After the Fall of Arnor, the Dúnedain of the North began a simpler lifestyle with a Chieftain instead of a King. While their main population had their own towns in the Angle, the Rangers of the North would often travel far in their defence of Eriador and would spend a lot of time in tents or meeting posts.

The Dúnedain Gathering is a unit production building for Rivendell and Adventure: Grey Company. It provides access to the faction's Dúnedain units. It also provides access to the Sons of Elrond, as well as several Dúnedain heroes that are unique to the Adventure: Grey Company subfaction based on Gondor.

## Upgrades

**Dúnedain Sentries (T)** - Stations permanent Dúnedain sentries inside the tower. Cost: 150.

## Function

The Dúnedain Gathering can recruit the following units:

 Dúnedain Outriders | Cavalry
 Grey Company | Heroic
Lay of Leithian has been bought at the Rivendell Library

The Gathering can also recruit Elladan and Elrohir once The Sons of Elrond has been bought from the spellbook.

In the Adventure: Grey Company subfaction, the Grey Company are recruited from the Gondor Fortress instead of the Dúnedain Gathering. In their place, the Dúnedain Gathering can recruit several Dúnedain heroes that are unique to this particular subfaction.

## Strategy

The Dúnedain Gathering can act as a second unit production building after the Bree-land Encampment provides the basic units. It can be equipped with Dúnedain Sentries which provide the Dúnedain Gathering some additional defenses. The building provides the Dúnedain Rangers which are a versatile archer unit that is capable of specialising further into archery or switching to a swordsmen or pikemen battalion, allowing for ambush maneuvers. The Dúnedain Outriders are the cheapest cavalry available for the faction and can help the faction in this area until the player is able to recruit the Knights of Rivendell. The Grey Company are a heroic unit that can help with supporting other Dúnedain and Bree-land troops while also weakening heroes. The building can also allow for recruitment of the Sons of Elrond who can be a valuable edition to the faction's hero roster when they work together. If one is playing the Adventure: Grey Company subfaction, the Dúnedain Gathering allows for the recruitment of several Dúnedain heroes who are unique to this specific subfaction.
Dorwinion Guards

* Portrait
* In Game

"These languid warriors patrol the sleepy roads of Dorwinion, ensuring that no malarkey may occur, and that their flasks are ever full."
—Age of the Ring team

The Dorwinion Guards were the keepers of the peace in Dorwinion, patrolling the streets of the land and making sure that order was maintained and nobody was causing any disturbances. Some of them served Dorwinion as a whole while others swore loyalty to and served as the personal defense force of a Hero of Dorwinion. Like all of Dorwinion's soldiers, they loved the taste of Dorwinion's fine wine and drank it regularly. While an outsider might look upon these wine-loving warriors and assume that they were an undisciplined and unthreatening bunch, the Dorwinion Guards were actually much

more competent in battle than they appeared. Many an invading attacker engaged these soldiers assuming that they had found an easy kill, only to meet their end with a Dorwinion Guard's blade in their gut.

The Dorwinion Guards are a temporary Swordsmen summon for the Adventure: Dorwinion subfaction of the Woodland Realm, being summoned from a Hero of Dorwinion's **Personal Retinue** skill. 2 of these battalions can be summoned at once if the Hero of Dorwinion is at level 5.

## Stances

**March (F)** - This is the default stance. No bonus. Units will auto-acquire enemies within a medium range.

**Run (D)** - +35% movement speed, -33% armour. They will auto-acquire enemies when sighted.

**Phalanx Formation (G)** - +33% armour, -35% movement speed. They will not auto-acquire enemies.

## Strategy

The Dorwinion Guards are a temporarily summonable Swordsmen unit for the Adventure: Dorwinion subfaction, having respectable health and durability but also a short lifespan timer. Although they do not have skills, they instead have stances which affect their combat behavior. **Run** increases their movement speed significantly while decreasing their armor, while **Phalanx Formation** significantly increases their armour while decreasing their movement speed. The Dorwinion Guards can therefore be microed to approach their enemies using **Run** to more quickly engage them and make the most of their limited timer, before switching to **Phalanx Formation** in the midst of battle to make them more durable against the foes they are fighting. Their nature as a temporary summon makes them flexible, as the Hero of Dorwinion can summon them in the middle of battle to catch enemies off-guard or protect important units such as the Hero himself or named heroes, or as part of reinforcements prior to an impending battle or as part of am assault on an enemy base. The surprise factor is especially impactful if the Hero of Dorwinion is Level 5, as **Personal Retinue** will summon a small army out of nowhere for the player to work with.
Armour Sets

In the BFME series, each unit or building in the game has an armour set applied to it. This armour set shows how much damage the subject takes from a particular damage type. For example, if a unit with 25% PIERCE armour is hit by an attack that deals 40 PIERCE damage, then the unit would only take 10 damage. However, the same unit might also have 75% SPECIALIST armour and so, if they were hit by an attack that dealt 40 SPECIALIST damage, they would now take 30 damage. This allows each individual unit or structure to be balanced towards specific damage types according to their purpose.

## Damage Types

This list shows all the different types of damage that can be inflicted in game. This allows objects in game to have their armour balanced in different ways.

**DEFAULT** - Specifies the damage taken for any armour type that is not listed.

**SLASH** - Used for swordsmen and axe throwers.

**PIERCE** - Used for archer infantry.

**SPECIALIST** - Used by pikemen and spear throwing infantry.

**CRUSH** - Used for the damage taken when a unit is trampled.

**SIEGE** - Used by siege attacks.

**FLAME** - Used for damage taken by fire attacks, such as fire arrows or dragon fire.

**MAGIC** - Used for abilities and attacks of a magical nature, such as Wizard Blast or Galadriel's basic attacks.

**FROST** - Used for damage taken by ice-based attacks.

**HERO** - Used for damage dealt by melee heroes.

**HERO\_RANGED** - Used for damage dealt by ranged heroes.

**STRUCTURAL** - Used for any form of arrow defence on a structure (including arrows fired at level 3 and constructed arrow towers or expansions.

**UNDEFINED** - Used by Dúnedain Rangers, Grey Company and  Misty Mountains Fortress Razor Spines upgrade.

**LOGICAL\_FIRE** - Used for damage taken from fire on the ground.

## Armour Sets

The armour sets have been split up into subpages based on alphabetical order for the sake of page loading times.

* Armour Sets/A
* Armour Sets/B
* Armour Sets/C
* Armour Sets/D
* Armour Sets/E
* Armour Sets/F
* Armour Sets/G
* Armour Sets/H
* Armour Sets/I
* Armour Sets/K
* Armour Sets/L
* Armour Sets/M
* Armour Sets/N
* Armour Sets/O
* Armour Sets/P
* Armour Sets/R
* Armour Sets/S
* Armour Sets/T
* Armour Sets/U
* Armour Sets/V
* Armour Sets/W
* Armour Sets/Z
Clan Steading

* Level 1
* Level 2
* Level 3

"Wild Man: We will fight for you.
Saruman: Swear it.
Wild Man: We will die for Saruman."
—The Two Towers

Saruman took advantage of the Wild Men of Dunland's hatred of Rohan when he recruited numerous tribes to his cause. These tribes were responsible for the burning of the Westfold and formed a sizable part of Saruman's army whilst he perfected the breeding process of his Uruk-Hai.

In Age of the Ring, the Clan Steading is a unit recruitment building in Isengard, from which various Wild Men units can be recruited.

## Upgrades

**Upgrade Clan Steading to Level 2 (A)** - allows training of Wildmen Axe-throwers. +10% faster build speed. Cost: 200

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

## Function

The Clan Steading can be used to recruit the following units:

 Wildmen Spearmen | Pikemen
 Wildmen Axe-throwers | Archers

## Strategy

The Clan Steading is an important structure for Isengard in the early game as the units recruited from it are much cheaper than those recruited from the Uruk Pit, it also grants access to pikemen in the early game which is not afforded by a level 1 Uruk Pit. Wild Men units are much more spammable than Uruks and so can potentially be used to overwhelm and raid the enemy's base. However, it is ideal to transition to units recruited from the Uruk Pit in the mid-late game as these are far stronger; that is, unless the player researches the Fury of Frecalund focus which strengthens Wild Men units and decreases their cost.
Arnor Trebuchet

* Standard
* Fire Stones

"Like their distant forebears, the Dúnedain of the North are skillful engineers, capable of constructing powerful siege machines."
—Age of the Ring team

A trebuchet launches a huge boulder with terrifying speed, splintering defences and crushing warriors. This technology was being developed even in the days of Arnor, and were a vital part of the defenses of Fornost in delaying the fall of Arthedain for as long as possible.

In Age of the Ring, Arnor Trebuchets are the ranged siege unit for the Adventure: Arthedain subfaction based on Gondor. They are recruitable from a Level 3 Fornost Garrison.

## 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 on target area.

**Switch (C)** – Toggle between boulders and piles of smaller rocks. Boulders are strong vs. structures, smaller rocks are strong vs. units.

## Upgrades

**Fire Stones (T)** - Research Númenórean Engineering at Malbeth’s Study to enable this equipment. When equipped, significantly increases the Trebuchet’s damage. 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. The Arnor Trebuchets have slightly more difficulty in obtaining Fire Stones than their Gondor counterparts since they require a specific upgrade in Malbeth’s Study to be researched first before they can be upgraded. To balance this out, the Arnor Trebuchets have the ability to alternate between boulders and smaller rocks to hit different targets with, similar to the Dwarven Mangonels.
Corsairs of Umbar

* Portrait
* In Game

"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 Corsairs of Umbar consisted of various sea-raiders and pirates from the Haven of Umbar in the South. While they had various origins, including the King's Men of Númenor, the Gondorians rebels who'd fled after battle and some of the Haradrim, they were all united by a shared hatred of Gondor and were prepared to fight against their old foe in the War of the Ring.

In Age of the Ring, the Corsairs of Umbar are a unit for Haradwaith.

## Abilities

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

**Toggle Weapons (R)** - switch between a short range, thrown explosive or a powerful melee attack.

**Coastal Raiders (T)** - Modifier Type: Spell. Corsairs of Umbar gain +5% damage for every nearby Corsair horde, up to a maximum of +35% damage. Corsairs steal resources from enemy structures with knives equipped. Passive ability.

## Upgrades

**Oathsworn (V)** - Burôdapân must have be recruited to enable this upgrade. When purchased, increases the horde to level 2. Cost: 100.

## Strategy

The Corsairs of Umbar can act as a more unique swordsmen unit for Haradwaith. They are from a more expensive building compared to some of the other buildings of the faction. The main strength of the Corsairs is their high damage in both melee and ranged forms. They are fast and can harass effectively, allowing them to compliment the hordes of other units. In general, the units are strong against buildings. By using their Firebombs, they can deal high damage to buildings and can also be effective against units although the thrown projectiles are slow and can therefore be dodged. Meanwhile, the knives of the Corsairs can be used to steal resources from enemy structures. The Corsairs are best used in groups to take advantage of the horde bonus, and can be supported by Burôdapân and his leadership.
Elendur

* Portrait
* Ingame

"My King," said Elendur, "Ciryon is dead and Aratan is dying. Your last counsellor must advise nay command you, as you commanded Ohtar. Go! Take your burden, and at all costs bring it to the Keepers: even at the cost of abandoning your men and me!"
"King's son," said Isildur, "I knew that I must do so; but I feared the pain. Nor could I go without your leave. Forgive me, and my pride that has brought you to this doom." Elendur kissed him. "Go! Go now!" he said."
—Unfinished Tales, The Disaster of the Gladden Fields

Elendur was the eldest of Isildur's three sons and the heir to the Kingdom of Gondor and Arnor at the start of the Third Age. He was remarked as being incredibly similar to his grandfather Elendil and considered a strong and wise future ruler. However, he was ambushed along with his father, brothers and a small number of Dúnedain Soldiers by orcs at the Gladden Fields. As their men were slaughtered around them, Elendur implored Isildur to use the Ring to escape even if it meant abandoning his son and heir. Elendur was cut down soon afterwards and his sacrifice was in vain as the Ring betrayed Isildur as he attempted to flee via the Anduin River before the Ring slipped off his finger and revealed him to the orcs who pierced him with many arrows.

In Age of the Ring, Elendur is a Lord of the Rings Campaign exclusive hero who appears in the Last Alliance and Council of Elrond mission, during the Disaster of the Gladden Fields vignette.

## Abilities

**Hands of the Prince (W)** -Heals nearby allies and fully refreshes their special ability timers. Left click icon then left click on target area.

**Isildur's Heir** - Allies near Elendur gain +33% Damage, +33% Armor, and earn experience 50% faster. Passive ability.

## Strategy

Elendur is the main playable hero of the Gladden Fields vignette of the Council of Elrond mission (as Isildur only becomes playable before the final stand). The player only has a limited number of Dúnedain Soldiers and Dúnedain Archers and so should keep Elendur at the front of their forces for him to take the brunt of the punishment, he can heal allied troops to keep them alive for longer. Elendur's attacks have an AOE effect and so he can kill several orcs in one attack which allows players to defeat the oncoming waves of Orcs quickly. During the final stand, the player's forces become surrounded by an unbeatable number of orcs which eventually kill all of their units - Elendur is typically the last of the player's forces to fall.
Dol Amroth Archers

* Portrait
* In Game
* Upgraded

"Men that saw them whispered saying: "Belike the old tales speak well; there is Elvish blood in the veins of that folk, for the people of Nimrodel dwelt in that land once long ago."
—The Siege of Gondor, The Return of the King

Using long, swan-feathered shafts and keen eyes, the archers of Dol Amroth are a force to be reckoned with. Some of these archers arrived with their lord, Imrahil, to aid Minas Tirith in their plight as the Morgul Host prepared to besiege the White City. They manned the walls of the city and inspired the other defenders to continue fighting.

In Age of the Ring, the Dol Amroth Archers are an elite Archer unit exclusive to the Adventure: Grey Company faction based on Gondor. They are recruited with heavy armour already equipped.

## Abilities

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

## Upgrades

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

**Banners of the White Tree (V)** - When equipped, increases this battalion to level 2. Can only be equipped at level 1. Cost: 100

## Strategy

Dol Amroth Archers are an elite Archer unit exclusive to the Adventure: Grey Company subfaction based on Gondor that can be recruited from the Dol Amroth Barracks. They have almost identical stats to Anórien Archers but have the advantage of being recruited with heavy armour already equipped, which enables them to withstand more punishment and subsequently inflict more damage. This is especially important for the Adventure: Grey Company faction as they are the only Archer unit with access to heavy armor right from the start; the Dúnedain Rangers do not get access to heavy armor and the Blackroot Vale Archers only get **Armaments of the White City** to increase their durability at level 4. They are arguably the strongest Archers the subfaction has access to, but as with any other archer unit they are vulnerable to cavalry and so should be accompanied and protected by Pikemen.

## Trivia

In previous versions of Age of the Ring, the Dol Amroth Archers used to be an Inn unit exclusive to Gondor on the Fortress: Dol Amroth map specifically. This is no longer the case, however, as the Dol Amroth Archers can now only be recruited by the Adventure: Grey Company subfaction.
Elven Warship

* Portrait
* Default
* Cirdan's Banners
* Upgrade Armour

"These boats are light-built, and they are crafty and unlike the boats of other folk. They will not sink, lade them as you will; but they are wayward if mishandled. It would be wise if you accustomed yourselves to stepping in and out, here where there is a landing-place, before you set off downstream."
—Elves of Lothlórien

The Elven Warships are the main combat naval units for the Free Peoples. They are fast and able to launch flaming arrows at enemy forces from range.

## Upgrades

**Cirdan's Craftwork (C)** - Restores the ship's health over time. Cost: 300

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

## Strategy

The Elven Warships should be used to harass and attack enemy ships. This makes them good for defending allied Transport Ships from enemy attack. They can also be used to shoot at any enemy units that are by the coast. If the player is planning on using these units a lot, buying the upgrades massively improves their effectiveness. Naval units in this game do not last long in fights generally, so the additional armour will allow them to last just a little bit longer while **Cirdan's Craftwork** can allow them to be used multiple times if they manage to survive.
Gandalf the Grey

* Portrait
* Ingame

"Gandalf: 'Well, you know my name, although you don't remember I belong to it. I'm Gandalf. And Gandalf means...me.'
Bilbo: 'Gandalf? Not Gandalf the wandering Wizard who made such excellent fireworks? Old Took used to have them on Midsummer's Eve. No idea you were still in business.'
Gandalf: 'And where else should I be?'"
—An Unexpected Journey

Gandalf the Grey was one of the Istari who came to Middle-earth to help the Free Peoples against Sauron. Using the Elven Ring Narya, Gandalf wandered across Middle-earth for hundreds of years, helping the Free Peoples in their troubles and investigating the forces of Sauron. He was known as a bringer of bad news in some places but those close to him knew his true worth. Gandalf knew the most of the Shire out of all the Wise and so it was he who suggested that Bilbo join the Quest for Erebor. He was also the first one to realise that the One Ring was in the Shire after it was taken from Gollum's cave.

In Age of the Ring, Gandalf the Grey is a summon for Ring Hero Bilbo for Reign of Oakenshield Erebor and Woodland Realm. He is also a temporary summon for the Rivendell Spellbook. Both of these versions have the same abilities.

*For his permanently recruitable counterpart in the Adventure: Battle of the Five Armies subfaction of Erebor, see the Gandalf the Grey (Adventure: Battle of the Five Armies) page.*

## Abilities

**Gandalf's Cart (W)** - Summons' Gandalf's travelling cart. Heals nearby allies. Left click icon then left click on pathable location.

**Let's Risk A Little More Light (R)** - Nearby archers gain +20% range and +15% damage. Left click to activate.

**Disturber of the Peace (T)** - Gandalf shoots off a peculiar firework at the selected target. Left click icon then left click on target.

**The Foe-Hammer (C)** - Shoots out lightning bolts from Glamdring. Left click icon then left click on target area.

**You Shall Not Pass (V)** - Stuns enemy units in a wide radius around Gandalf. Left click to activate.

## Strategy

Gandalf the Grey can be a very effective hero in the right hands and can easily be a game-changer. He can deal damage to clumps by using **Disturber of the Peace** which functions similarly to Saruman's Fireball. The Foe-Hammer is best used on a smaller number of targets so the damage is more focused. **You Shall Not Pass** will throw back and stun enemies around Gandalf, leaving them open for more attacks or allowing your own forces to retreat. Gandalf can also have some supportive bonuses. **Let's Risk A Little More Light** can support archers, while **Gandalf's Cart** can heal nearby allies like a well. This is especially important for Erebor who only have 2 other methods of in-battle healing (from Bard the Bowman and Thorin).
Gildor Inglorion

* Portrait
* Ingame

"The wide world is all about you: you can fence yourselves in, but you cannot for ever fence it out."
—Gildor Inglorion

The son of Inglor and one of the Exiles of the House of Finrod, Gildor lived in Rivendell during the late Third Age. He and a company of Elves would undertake pilgrimages to the Emyn Beraid, the Tower Hills, to glimpse the West through the palantîr at Elostirion, the highest of the three Elven towers in the area. It was during one of these journeys Gildor came across Frodo, Sam, Merry and Pippin, under threat of pursuing Ringwraiths. Gildor and his Elves kept the Hobbits safe within the small forest known as Woody End and offered refreshments, rest, and advice. Afterwards, Gildor sent word to all friendly ears of Frodo's plight.

## Abilities

**Level 1:** **Companion** - Modifier type: Leadership. Hobbits and Breelanders near Gildor gain +33% armor, damage and experience gain.

**Level 3: The Wandering Companies (R)** - Gildor summons a battalion of Noldor Exiles to his side. At rank 8, summons 3 battalions.

**Level 5: Light of Telperion (T)** - Gildor reveals his blessed Lantern, causing enemy units to flee in terror.

## Strategy

Gildor is an early game hero that excels at strengthening early game components. He provides leadership to the faction's early game units and is able to temporarily summon **Noldor Exiles**, who possess the ability to sound the **Song of Elbereth**, which further fortifies Rivendell's early game infantry. In addition, his **Light of Telperion** ability is a useful tool to help deal with overwhelming numbers before Rivendell has the army strength to counter spam units.
Black Númenórean Warriors

* Portrait
* In Game
* Upgraded

"After the fall of Sauron their race swiftly dwindled or became merged with the Men of Middle-earth, but they inherited without lessening their hatred of Gondor."
—The Return of the King, Appendix A

The Black Númenóreans came from the King's Men of Númenór, a group of Men who turned away from the Valar and Eldar, becoming enamoured with power. In Middle-earth, they conquered swathes of land, oppressing the local people. Throughout the Third Age, they resided in Umbar, harbouring hatred for Gondor throughout the years of constant conflict, even becoming bolstered by rebels from Gondor's kinslaying and the nearby Haradrim.

In Age of the Ring, the Black Númenórean Warriors are an elite swordsmen unit for Haradwaith.

## Abilities and Formations

**Stern Gaze** - Modifier Type: Passive Debuff. Nearby enemy units suffer -10% armour. Passive ability.

**Level 3: Quaking Hearts (R)** - Modifier type: Debuff . For 20 seconds, struck enemies inflict -25% damage. Left click to activate.

## Upgrades

**Bronze Cuirasses (T)** - A nearby Caravan is needed to enable this equipment. When equipped, significantly reduces the amount of damage taken. Cost: 300.

**Steel-forged Blades (C)** - A nearby Caravan is needed to enable this equipment. When equipped, increases the damage done by melee weapons.

**Silken Banners (V)** - A nearby Caravan is needed to enable this equipment. When equipped, increases the horde to level 2.

## Strategy

The Black Númenórean Warriors are the elite swordsmen battalion for Haradwaith. While not quite as strong as the heroic Nâfarati Marauders, they are not limited in number and can be upgraded. In addition to having higher stats by themselves, their abilities work to weaken enemy forces further, giving them even more of an advantage in combat. Their primary support comes from Câssimir, with a powerful leadership for the units. The units are expensive to obtain and upgrade, however, this can be eased through the Hegemony upgrade at the Fortress, making them cheaper.
Broken Rabble

* Portrait
* In Game

"The Necromancer's servants hunted and ensnared countless wanderers in and around the borders of southern Mirkwood. Tortured and broken, they were sent out with Dol Guldur's legions, to make war on their former friends and family."
—Age of the Ring Team

Once the Dark Power took residence in the ruined fortress of Dol Guldur, the inhabitants of the Greenwood began to disappear. Elves, Men, Dwarves: no-one appeared to be safe. Unbeknownst to their friends and family, these wanderers had been taken by the forces of the Necromancer and imprisoned in the pits of Dol Guldur. They were mercilessly tormented until they finally broke so that they now serve as the bulk of Dol Guldur's hordes. Not even death was a release for these prisoners as the Necromancer could still make find use of their husks.

In Age of the Ring, Broken Rabble are the basic swordsmen unit for Dol Guldur, which are recruitable from a level 1 Guldur Gaol.

## Abilities and Formations

**Slow Decay** - Units suffer from a basic, constant damage over time effect due to the Necromancer’s magic draining them and their surroundings. Dark Presence counters this damage and buffs units.

**Level 2: Eternal Servitude** - Each killed unit is reanimated as Risen Dead. Risen Dead do not suffer from the Necromancer’s corruption. Passive ability.

## Strategy

Broken Rabble act as the basic swordsmen unit for Dol Guldur, they are exceptionally spammable and can be used to overwhelm the enemy's forces despite the weakness of each individual unit. They suffer from **Slow Decay,** similarly to Orc Gaolers and Orc Hunters, and so their harassment potential is limited unless Dol Guldur is diligent and continues to build structures to cast Dark Presence. Broken Rabble synergise very well with Thráin the Broken, who increases their experience gain with his **Dark Memories**, leadership. This enables Broken Rabble to level 2 so that they unlock **Eternal Servitude** - players can then choose to sacrifice their Broken Rabble in combat or let them die to Slow Decay. In either case, once a Broken Rabble unit dies a Risen Dead unit will rise in its place. Risen Dead are fast moving, semi-elite shock troops that do not suffer Slow Decay; this enables Dol Guldur to harass more effectively.