recursal/Fanatic-Fandom huggingface dataset:
Wall Hub (Gondor)

* Wall Hub
* Postern Gate
* Gate
* Arrow Tower
* Trebuchet
* Númenorean Stonework

"'And as for counsel, to you I would say that you are over-late in repairing the wall of the Pelennor. Courage will now be your best defence against the storm that is at hand — that and such hope as I bring. For not all the tidings that I bring are evil. But leave your trowels and sharpen your swords!'
'The work will be finished ere evening,' said Ingold. 'This is the last portion of the wall to be put in defence: the least open to attack, for it looks towards our friends of Rohan.'"
—Minas Tirith, The Return of the King

The craftsmen of Gondor were skilled at architecture, with many wonders of Middle Earth coming from the hands of Gondorians. Gondor's walls were some of the toughest in Middle-earth, with one of the most famous being the walls of Rammas Echor surrounding Minas Tirith. These walls were one of the chief defenses of the city and were fought over by the forces of Mordor.

The Wall Hub is a structure for Gondor 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

**Postern Gate (R)** - Allows friendly units to pass through the wall. Invisible to enemies. Cost: 500

**Arrow Tower (T)** - Fires arrows at enemy troops. Cost: 400

**Trebuchet (S)** - Long range defensive weapon. Cost: 600

## 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. The Postern Gate will allow your own forces to cross the walls from a location unknown to the enemy. However, this will not allow siege to pass through and so siege units will require a Gate. Arrow Towers are useful to discourage small attacks by attacking nearby enemies while Trebuchet expansions can be used to combat enemy siege. A wall alone will not repel an enemy army, so the player must compliment it with their own army. A Gondor player will be able to research Númenorean Stonework at the Gondor Fortress to improve the armour of their walls in the mid-late game. Construction of a wall hub can also be a simple way of saving a builder in danger as they will require siege to destroy.
Rumil

* Portrait
* Ingame

"But even as he swung there for a moment, a voice spoke suddenly from the tree-shadows above him. "Daro!" it said in a commanding tone, and Legolas dropped back to the earth in surprise and fear. He shrank against the bole of the tree. "Stand still!" he whispered to the others. "Do not move or speak!"
—Fellowship of the Ring, Lothlórien

Rumil was a Marchwarden of Lothlórien, along with his brothers Orophin and Haldir. Together, they would patrol the Golden Woods and ambush any soldier of the Enemy who would dare step foot in their sacred realm. During the War of the Ring, Rumil and his brothers intercepted the Fellowship at the borders of Lothlórien and escorted them to Lady Galadriel and Lord Celeborn. It is unknown what happened to Rumil afterwards but it can be assumed that the talented archer participated in the defense of Lothlórien against the forces of Dol Guldur, fighting side by side with his brothers.

## Abilities

**Gwedhanar**- Modifier Type: Leadership. Orophin and Haldir gain +10% damage and +5% experience gain. Passive ability.

**Level 3: Cúthalion (R)** - Single ranged attack. Causes target monster to flee. Left click icon then left click on target.

**Level 6: Sentinel of Nimrodel** - Modifier Type: Leadership. Nearby Silvan Scouts, Silvan Levy, Silvan Sentries and Marchwardens gain +50% vision range and archers gain +15% attack range. Stacks with Buffs and Spells. Passive ability.

**Level 8: Feigned Voices (C)** - Summons an illusion of Silvan Scouts at the target location. Illusion archers deal no damage with their attacks and instead debuff enemy speed and damage by -25%. Left click icon then left click on pathable location.

## Upgrades

**Gifts of Lórien** - Cúthalion slows target enemy hero by -75% for 10 seconds.

## Strategy

Rumil is an effective scouting hero that can engage his enemies at range, he does not fare particularly well though in close quarter combat and so should be supported either by Orophin, Haldir or friendly units. He buffs his brothers with damage and experience gain and benefits from their respective **Gwedhanar** abilities as well. **Cúthalion**  increases Rumil's usefulness in matches against Mordor or Misty Mountains, in which monsters are abundant - targeted monsters flee in terror which gives Lothlórien's archers sufficient time to bring the monster down before it can inflict damage to structures or infantry. In addition, once upgraded, it can allow the faction to counter enemy heroes far easier by preventing them from escaping. **Sentinel of Nimrodel** is an essential leadership for Lothlórien because of its focus on archers, allowing allied archers to deal even more damage before enemies reach melee range. **Feigned Voices** disrupts the enemy's forces in two ways: the illusion Lórien Archers can draw the aggro of enemy units, allowing the player's actual units to freely attack or retreat; enemies hit by the illusions are considerably debuffed and so are more vulnerable to actual attacks.
Sharku

* Portrait
* Ingame

"He's dead. He took a little tumble off the cliff."
—Sharku

**Sharku** was an old veteran orc and the leader of Isengard's group of bloodthirsty Warg-Riders.

Joining the efforts of Saruman against the Rohirrim, he and his pack were tasked with intercepting the refugees of Rohan as they made their way to the safety of Helm's Deep. The subsequent skirmish cost King Théoden several good soldiers, including trusted Door-Ward Háma; Aragorn himself was nearly killed when he and Sharku engaged in combat. Badly wounded and shaken off his mount, Sharku died of his injuries but not before mocking the supposed passing of Aragorn to his companions Legolas and Gimli.

In Age of the Ring, Sharku is a permanently mounted hero, recruitable from the Fortress for 1200 resources. He serves as a support hero for Warg Riders.

## Abilities

**Blood Hunt (W)** - Modifier type: Leadership. Allied Warg Riders near Sharku gain +33% damage, +33% armour and gain experience +50% faster. Stacks with buffs and spells. Passive ability.

**Level 3: Send in the Wargs (R)** - Summons a wave of charging Wargs to crush the enemy. Left click icon then left click on target

**Level 4: Armoured Wargs (T)** - Targeted Warg-riders battalion permanently gain +20% health and heavy armour. At rank 8, active ability's cooldown is reduced and area of effect is increased. Left click icon then left click on target battalion

**Level 5: Man Eater (T)** - Kill target enemy which restores 50% of Sharku's health and temporarily grants +50% damage and +50% armour.

**Level 8: Summon Warg Matriarch (C)** - Summons the wild Warg Matriarch to the battlefield. She is hostile to all but Sharku.

## Strategy

Sharku is not particularly adept in combat and so is relatively difficult to use unless he is sufficiently supported, he excels however as a warg unit supporter as a result of his early leadership ability which stacks not only with spells but also the Wolves of Isengard focus (which grants Warg Riders +30% damage, +20% armour and 100% experience gain). Consequently, Warg Riders nearby Sharku are effective throughout the entire game. By activating **Blood Hunt**, Sharku can permanently upgrade Warg Riders, helping them deal with their innate lack of health or heavy armour upgrade. **Send in the Wargs** serves to disrupt the enemy: sending a wave of invulnerable Wargs to trample the enemy so that affected units are more vulnerable to attacks as they recover - this ability can be cast specifically on pikemen to temporarily incapacitate them and enable a more effective Warg Rider charge. Sharku's other abilities help him survive for longer in battle, particularly **Man Eater** which not only heals but buffs him, and the **Warg Matriarch** that can wreck havoc when summoned at the enemy's flank - forcing the opponent either to divert their troop's attention to dealing with the Matriarch or to accept the losses inflicted by the Matriarch.
Uruk-hai Berserker

* Portrait
* Standard
* Mansblood
* Thick Skin
* Iron Fist

"His treachery runs deeper than you know. By foul craft Saruman has crossed Orcs with goblin-men, he's breeding an army in the caverns of Isengard. An army that can move in sunlight and cover great distance at speed."
—Gandalf the Grey

Rather than dispose of early, less-refined specimens of Uruk, Saruman used these crazed creatures as deadly shock troops. These hulking creatures wore very little armour, only helmets filled with the blood of men. The scent would drive the Berserkers into a violent frenzy, during which they paid no heed to injuries they sustained in battle.

In Age of the Ring, Berserkers are recuited as specialist single units from a level 2 Uruk Pit, which can be upgraded in various ways to make them even deadlier in combat.

## Abilities

**Light Torch (W)** - Light a torch that can ignite Explosive Mines. Berserkers gain +20% speed but suffer -15% armour against arrow fire.

## Upgrades

**Mansblood (R)** - Drenches Berserker in the blood of his enemies. Each consecutive attack slightly raises the Berserker's damage.

**Thick Skin (T)** - Long exposure to punishment results in thick skin. Grants +33% armour.

**Iron Fist (C)** - Grant this Berserker the rank of captain. Nearby Uruks gain +15% attack damage and +15% movement speed.

## Strategy

Uruk Berserkers are mid-late game units that are highly effective at dealing high amounts of damage to armies and can be used to specifically target and kill heroes quickly. Although they have a relatively large amount of health, their low armour makes them susceptible to enemy archer fire and cavalry charges; this issue can be negated with the Thick Skin upgrade which enables Berserkers to last for longer. The Iron Fist upgrade makes Berserkers excellent support units to the already tanky Uruk-Hai units, granting them additional damage which could potentially turn the tide of a battle. Moreover, Berserkers can be used in siege situations as well as they can ignite explosive mines that deal severe damage to structures; in this scenario some troops should be sent with the Berserker to cover it due to the its increased susceptibility to arrow fire when its torch is lit.
Ringwraith

* Dol Guldur Portrait
* Angmar Portrait
* In Game

"Now the Chieftain of the Ringwraiths dwelt in Minas Morgul with six companions, while the second to the Chief, Khamûl the Shadow of the East, abode in Dol Guldur as Sauron's lieutenant, with one other as his messenger."
—Unfinished Tales, The Hunt for the Ring: Of the Journey of the Black Riders

When Sauron lost the One Ring in the War of the Last Alliance, the Nine went into hiding throughout the early Third Age until Sauron eventually regained a significant portion of his former strength and established Dol Guldur as his base of operations. The Ringwraiths re-emerged with their master and some of them were stationed within the ruined fortress alongside their lieutenant. A few of them would also accompany the Witch-king to Angmar to oversee the fall of the northern kingdom of Arnor.

In Age of the Ring, Ringwraiths will be permanently summoned heroes in Dol Guldur. They can be summoned by the Necromancer once he has gained the One Ring, using the Master of the Nine ability. The Witch-king can also summon these Ringwraiths in the Adventure: Angmar subfaction, with or without the One Ring. In both cases, a maximum of three Ringwraiths can be summoned at a time.

Four of these Ringwraiths can be permanently summoned by Sauron, via His Deadliest Servants ability.

## Abilities

**The Nine are Abroad** - As more Nazgûl gather, their strength grows. +10% damage and +10% armour for every Nazgûl nearby. Passive ability.

Modifier Type: Passive Debuff. Nearby enemies suffer -25% damage and -20% armour. Does not stack with other debuffs. Passive ability. *(Mordor variant only)*

## Strategy

Although they cannot toggle mount or use active abilities like Mordor Nazgûl, summoned Ringwraiths will still be incredibly deadly when used to absorb damage for the rest of the player's army. They are summoned at level 5 and so have a decent amount of health and damage; they can be strengthened further as more Ringwraiths are summoned and other Nazgûl are on the battlefield as these heroes all buff each other with **The Nine are Abroad**. The Mordor variants can grant the player's army the edge by passively debuffing the enemy's units with their version of The Nine are Abroad.
Ruffians

* Portrait
* In Game

"But at the end o' last year he began sending away loads of stuff, not only leaf. Things began to get short, and winter coming on, too. Folk got angry, but he had his answer. A lot of Men, ruffians mostly, came with great waggons, some to carry off the goods south-away, and others to stay. And more came. And before we knew where we were they were planted here and there all over the Shire, and were felling trees and digging and building themselves sheds and houses just as they liked. At first goods and damage was paid for by Pimple; but soon they began lording it around and taking what they wanted."
—Farmer Cotton

During the War of the Ring, Saruman began to exert his influence over the Shire. He sent a group of men to the region that took over the Shire before his own arrival. They commanded the Hobbits of the region, collected their crops and suppressed any dissent, slowly becoming harsher and harsher. Many of the Ruffians were slain during the Battle of Bywater, while others were captured or fled.

The Ruffians are an Auxiliary Camp unit that is recruitable by the Forces of Darkness on Lindon maps.

## Abilities and Formations

**Sharkey's Ruffians** - Modifier Type: Leadership. Ruffians gain +25% damage when near Saruman. Passive ability.

**Level 2: Pickpockets** - Ruffians steal resources from slain enemies. Passive ability.

**Level 3: Put 'em in Chains!** - Melee attacks decrease enemy armour by 15% for 5 seconds. Debuff does not stack with itself. Passive ability.

## Upgrades

**Sharkey's Enforcer (V)** - Increases this horde to level 2. Can only be equipped at level 1. Cost: 300.

## Strategy

The Ruffians are the Auxiliary Camp unit for Forces of Darkness on Lindon maps, a counterpoint to the Sentinels of Woody End. While both units are swordsmen, they have different uses. The Ruffians are cheaper, with larger battalions, making them more spammable in large numbers, while also being weaker individually. They do have a different roles with their abilities, with the Ruffians helping the faction's economy in a small way through **Pickpockets**, while also being able to reduce enemy armour with their melee attacks at Level 3. While this helps the Ruffians' own damage, this is also very useful for maximising the damage output of other allied units, making them a cheaper and weaker alternative to Legions of Morgul for Mordor. The Ruffians can be used for a longer period of time for Isengard players, as the presence of Saruman can also grant them a larger buff to damage, making them cheap glass cannons.
Silvan Levy

* Portrait
* In Game
* Upgraded

"‘For there was a great inrush of ... those vermin of orcs; and they came over the River and down from the North and all round the wood of Laurelindórenan, which they could not get into, thanks to the Great ones who are here.’ He bowed to the Lord and Lady of Lórien."
—The Return of the King, Many Partings

Though Lothlórien has no standing army, every Elf within its borders, warrior or artisan, would gladly take up arms to defend their forest-homes. During the War of the Ring, this Lothlórien was assaulted multiple times by the armies of Sauron but the valour of the elves and power of Nenya was able to defend this land.

The Silvan Levy are the basic swordsmen unit for Lothlórien and can be recruited from a level 1 Galadhrim Garrison.

## Abilties

**Level 2: Elven Cloak (R)** - Becomes stealthed for 20 seconds. Left click to activate.

## Upgrades

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

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

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

## Strategy

As one of the basic Silvan units in Lothlórien, the Silvan Levy will be used throughout the early game as the faction's basic swordsmen. Like other basic swordsmen, he can be used on the front lines, with a particular advantage against pikemen, as well as early harassment of structures. At level 2, they can have mild ambush capabilities through **Elven Cloak**. Towards the late game, they will likely be replaced by the Sindar Pathstalkers and Marchwardens, though they can be still be used as a cheaper, more spammable unit that can take advantage of the Mirror of Galadriel temporarily boosting their recruitment speed.
Sinda Spirit

* Portrait
* In Game

"The Silvan Elves were hardy and valiant, but ill-equipped with armour or weapons in comparison with the Eldar of the West; also they were independent, and not disposed to place themselves under the supreme command of Gil-galad. Their losses were thus more grievous than they need have been, even in that terrible war. Malgalad and more than half his following perished in the great battle of the Dagorlad, being cut off from the main host and driven into the Dead Marshes."
—Unfinished Tales, The History of Galadriel and Celeborn: The Sindarin Princes of the Silvan Elves

As the War of the Last Alliance brought ruin and destruction across the lands of Middle-earth, the typically neutral Silvan Elves of the Greenwood took up arms against the Dark Lord Sauron and marched upon the lands of Mordor under the command of Oropher the Elvenking. Whilst their cause was just, their strategy was poor for the Silvan Elves were ill-equipped and Oropher was unwilling to be commanded by the Noldor. Thus, the battle of Dagorlad proved disastrous for the Silvan Elves, such that only a third of their army survived the war. The most grievous loss perhaps was the death of Oropher himself, who fell at Dagorlad. Enraged by the Silvan Elves' insolence, Sauron bound the spirits of the fallen Silvan warriors to the Dead Marshes - subjecting them to perpetual torment and denying them the freedom of the utter West. Many of these warriors were driven mad, their spirits hostile to any who dared enter the Marshes. This was not the case for one Sinda Spirit, who wanders the Marshes and dreams of atoning for his transgressions made in life.

In Age of the Ring, the Sinda Spirit is a campaign exclusive hero encountered in the Taming of Sméagol mission of the Lord of the Rings Campaign.

## Abilities

**Elvenking's Lament (W)** - Blasts back and stuns surrounding units for 10 seconds. Left click to activate.

## Strategy

The Sinda Spirit is essential for clearing a safe passage through the Dead Marshes for Frodo, Sam and Sméagol: he has the most health, armour and damage out of the four heroes and is not targeted by the winged Nazgûl, allowing him to destroy the various cursed barrows whilst the Hobbits are safe in their hiding spots. Sinda Spectres encountered throughout the Marshes will not target the Sinda Spirit, which allows him to safely dispatch them and protect the Hobbits from attacking spirits without being harmed himself. He can cast **Elvenking's Lament** to temporarily stun all nearby enemies, this can be used to slow down enemies pursuing the Hobbits as they make their way to another hiding spot, stun enemies whilst the Spirit focuses on destroying a barrow or prevent enemies at the great barrow from pursuing the player's heroes whilst they collect bundles of firewood.
Spider Lair

* Level 1
* Level 2
* Level 3

"There were queer noises too, grunts, scufflings, and hurryings in the undergrowth, and among the leaves that lay piled endlessly thick in places on the forest-floor; but what made the noises he could not see. The nastiest things they saw were the cobwebs: dark dense cobwebs with threads extraordinarily thick, often stretched from tree to tree, or tangled in the lower branches on either side of them. There were none stretched across the path, but whether because some magic kept it clear, or for what other reason they could not guess."
—Flies and Spiders, The Hobbit

As the influence of the Necromancer spread throughout the Greenwood, the forest begin to fill with fell creatures. Many of these were the Giant Spiders, children of Shelob who had come to the North. These creatures made their homes in the trees and hunted the Elves of the Woodland Realm and the travelers in the forest. Those who had to cross the forest were told to stay on the Elven Road to escape the spiders.

The Spider Lair is a unit production structure for Dol Guldur. It allows recruitment of the Spider units and will also allow use of the **Infestation** ability on other buildings.

## Upgrades

**Upgrade to Level 2 (A)** - Allows training of Saenathra's Sisters. +10% faster build speed. (cost: 400)

**Upgrade to Level 3 (A)** - +25% faster build speed. (cost: 350)

## Function

#### Abilities

**Dark Presence** - Nearby Dol Guldur units afflicted by Slow Decay are no longer drained over time, receive +15% damage and armour, and are healed by a small amount. Passive ability.

**Infestation** - Once constructed, allows most buildings to use the Infestation power. Summons a temporary swarm of spiders around the structure that slows nearby enemies' attack and movement speed by 10% and deals minor damage. Passive ability

## Strategy

The Spider Lair is one of Dol Guldur's main unit production structures. It can provide access to Fell Brood as the faction's main cavalry unit to help with harassment as well as to counter enemy cavalry. Once leveled up, the structure can allow recruitment of Saenathra's Sisters. These are powerful, mobile single units that can deal heavy damage to structures. They can act as a melee siege unit for the faction. The building is protected by small spiders and has more large spiders as the build levels up. The Spider Lair also allows the **Infestation** power to be used by other buildings. While it won't defeat attackers, it will weaken enemies and slow down the attack until reinforcements can arrive.
Slave Farm

* Level 1
* Level 2
* Level 3

"Neither Sam nor Frodo knew anything of the great slave-worked fields away south in this wide realm, beyond the fumes of the Mountain by the dark sad waters of Lake Núrnen."
—Return of the King, The Land of Shadow

The Slave farm is a core resource structure for the faction, providing food for Mordor's armies. It is also the core resource structure for its Adventure: Rhûn subfaction. The amount of resources will depend on the building placement.

## Upgrades

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

## Function

The Slave farm will periodically produce a maximum of +25 resources depending on location relative to other resource structures. This value will increase as the Slave farm levels up. At level 3, it will shoot arrows at nearby enemies. The Slave farm will also increase the command point limit by 50.

#### Food Bonus

Multiple Slave farms will reduce the cost of monster units. For the Adventure: Rhûn subfaction, the discount is instead applied to cavalry and chariot units.

* 2 Slave farms: 5%
* 3 Slave farms: 10%
* 4 Slave farms: 15%
* 5 Slave farms: 20%

## Strategy

The Slave farm is Mordor's cheapest resource structure and is fundamental to the faction's success as several Slave farms can be built to boost Mordor's economy and command point limit - facilitating the production of large armies. The Food Bonus decreases the cost of Mordor's powerful monster units such as Mountain Trolls, Olog-Hai and Great Beasts of Gorgoroth which makes them far more accessible. The placement of the Slave farm influences its resource output, which in turn affects the rate at which it levels up. As with any resource structure, Slave farms are a prime target for enemy raids and so Mordor must be prepared to defend them until they reach level 3, at which point they gain a defensive tower to defend themselves.

The Slave farm is also the primary resource structure for the Adventure: Rhûn subfaction. As Rhûn does not have any monster units, the discount is instead applied to its powerful cavalry and chariot units such as the Golden Cataphracts, making them more accessible.
Workshop (Erebor)

* Level 1
* Level 2
* Level 3

"The skill of the Dwarves was unequaled. Fashioning objects of great beauty out of diamond, emerald, ruby and sapphire. "
—Bilbo

The Dwarves of Middle-earth were some of the most skilled craftsmen. This came in useful when the dwarves were at war as they would be able to build siege machines of the highest quality. During the Wars of Dwarves and Orcs, the Dwarven Armies used these machines to siege the orc strongholds of the Misty Mountains. The machines were also used during the Siege of Erebor to repel the Easterling armies.

The Workshop is a unit production building for Erebor and its Adventure subfactions. It produces Erebor's siege units and the Battlewagon, the faction's primary cavalry unit.

## Upgrades

**Upgrade Workshop to Level 2 (A)** - +10% faster build speed. Allows Mangonels to be recruited. Heals nearby damaged siege machines.

**Upgrade Workshop to Level 3 (A)** - +25% faster build speed. Allows Iron Hills Demolishers to be recruited. Improves healing to nearby damaged siege machines. Adds a battle tower.

## Function

 Battlewagon | Cavalry
 Dwarven Mangonel | Siege
 Iron Hills Demolisher | Siege

At level 2, the Erebor Workshop will allow the following upgrade to be researched:

**Flaming Shot (T)** - Allows Mangonels to purchase the Flaming Shot upgrade. When equipped, significantly increases the damage done by Mangonels.

## Strategy

The Erebor Workshop is used to recruit the machinery of the faction. The Battering Rams can be used in melee to deal high damage. On the other hand, the Mangonels can attack from range and use an ammunition switch to deal additional damage against units. Using the Flaming Shot upgrade can heavily improve the damage potential of the Mangonels. The Iron Hills Demolisher is a more powerful than the standard Battering Ram, with higher armour and the ability to trample foes. The Battlewagon is a key unit recruited from the Workshop as it is Erebor's only permanent cavalry unit - it deals excellent trample and knockback damage to deal with unprotected archer and swordsman clumps. The Workshop will also repair nearby siege engines when leveled up, allowing Battlewagons to return from combat and replenish their health.
Wall Hub (Erebor)

* Wall Hub
* Gate
* Postern Gate
* Raven Banners
* Guard Tower
* Catapult

"In front there rose a tall arch, still showing the fragments of old carven work within, worn and splintered and blackened though it was. A misty sun sent its pale light between the arms of the Mountain, and beams of gold fell on the pavement at the threshold."
—Not At Home, The Hobbit

The Smiths of Erebor were some the most skilled architects in Middle-earth, and their ability to work with stone only improved as the Third Age progressed. The Dwarven strongholds all had powerful defences that were built to withstand a siege. Their biggest test was at the Siege of Erebor when they were assaulted by a large Easterling army.

The Wall Hub is a structure for Erebor and its Adventure: Durin's Folk subfaction 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

**Postern Gate (R)** - Allows friendly units to pass through the wall. Invisible to enemies. Cost: 500

**Guard Tower (T)** - Fires arrows at enemy troops. Cost: 400

**Raven Banners (S)** - Grants +33% range and +50% experience gain to nearby infantry and siege machines.

**Catapult (D)** - Long range defensive weapon. Cost: 600

## 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. The Postern Gate will allow your own forces to cross the walls from a location unknown to the enemy. However, this will not allow siege to pass through and so siege units will require a Gate. Guard Towers are useful to discourage small attacks by attacking nearby enemies while Catapult expansions can be used to combat enemy siege. The Raven Banners are unique to Erebor and can be used to support nearby units. The range bonus can be particularly useful for nearby archers and Catapult expansions. A wall alone will not repel an enemy army, so the player must compliment it with their own army. The Erebor player can research the Fortifications upgrade from the Erebor 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.
White Company Veterans

* Portrait
* In Game
* Upgraded
* Sword

"The White Company was comprised of many veterans from the Citadel Guard and Faramir's ranger companies."
—Age of the Ring team

The White Company was the personal bodyguard of the Prince of Ithilien, created by King Aragorn II Elessar after the end of the War of the Ring. Beregond was the first captain of the White Company, and these soldiers were highly armed and armored warriors who could wield both sword and bow with great skill to protect their liege lord.

The White Company Veterans are an elite hybrid Swordsmen/Archer unit recruitable from the Citadel of the White Company in the Adventure: Ithilien faction based on Gondor. They come automatically equipped with Heavy Armor, but are only limited to 3.

## Abilities

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

**Toggle Weapon (R)** - Left click to switch weapons. Significantly increases armour against swordsmen and pikemen when wielding swords.

**Level 3: Onset of Doom** - Neary enemies lose -15% armour and damage and have reduced fear resistance. When a Veteran dies, nearby Veterans temporarily gain +15% armour and +15% damage. Passive ability.

## Upgrades

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

## Strategy

The White Company Veterans are an elite hybrid Swordsmen/Archer unit that can only be recruited from the Citadel of the White Company. Although they are not able to be given offensive upgrades, they are the most durable of the Adventure: Ithilien faction's units by a considerable margin thanks to both their higher health as well as automatically coming equipped with Heavy Armor. They are able to utilize both bows and swords, with swords being the preferred option in melee engagements as the Veterans will have higher armor in melee with swords equipped. **Onset of Doom** is a powerful ability that not only weakens nearby enemy units just from being in their presence (as well as making them more vulnerable to fear sources such as Boromir's **Horn of Gondor**), but also grants temporary bonuses to the Veterans whenever one of them is killed. They are best utilized alongside Beregond, who can provide a significant damage boost alongside knockback and ranged immunity with his **Devotion** skill.
Shelob

* Portrait
* In Game

"But still, she was there, who was there before Sauron, and before the first stone of Barad-dûr; and she served none but herself, drinking the blood of Elves and Men, bloated and grown fat with endless brooding on her feasts, weaving webs of shadow; for all living things were her food, and her vomit darkness."
—Shelob's Lair, The Two Towers

Shelob was the last offspring of Ungoliant and greatest of her foul brood. Her shape was that of a giant spider-like creature, living in the Pass of Cirith Ungol.

Despite not being an official servant to Sauron, Shelob vaguely understood his authority and in return the Dark Lord occasionally left her prisoners as a treat. This did not stop prevent her from feasting on his orcs - for she did not fully recognize Sauron to be her master - or any other being that had the misfortune of being trapped in her lair. Guided by Gollum, the halflings Frodo and Sam were forced to encounter her in their way into Mordor and only just managed to survive Shelob's attempts at killing them after Sam fought her off with Sting; badly wounded and blinded by the Light of Galadriel, the spider fled and was not seen again.

Shelob can be summoned temporarily by the Terror of Cirith Ungol power from the spellbook along with three hordes of Brood of Shelob.

## Abilities

**Spawn of Ungoliant** - Shelob continuously spawns tiny spiders that deal damage to nearby enemies and slow them. Passive ability.

**Dark Deterrent (R)** - Enemies within the radius are stunned and receive poison damage. Left click icon then left click on target area.

**Fell Stinger (T)** - Shelob deals strong damage to a hero and regains a portion of her health. Left click icon then left click on target.

## Strategy

Shelob is a very powerful summon for Mordor. When in combat, she can be very powerful thanks to her trample and her AOE standard attack. Shelob is mainly used for heavily disrupting enemy forces. The spiders she spawns around her will continually deal damage to nearby enemies. **Dark Deterrent** can freeze entire armies in place if used at the right moment, while also deal continuous poison damage to them. This can also expose vulnerable heroes as targets for **Fell Stinger** which will deal high damage while also letting Shelob regain her health. This makes Shelob a powerful counter for heroes. However, the player must be wary about where she goes as she is especially vulnerable to pikemen.
Urshak

* Portrait
* Ingame

"A powerful and a zealous shaman, Urshak is capable of elevating even the meekest of his followers into committing acts of great cruelty and derangement."
—The Age of the Ring Team

Urshak was a Moria Orc who rose in prominence among the innumerous hordes due to his unnatural abilities and exceptional cunning. Orcs that followed him were fanatical and ever longer to carry out his bidding, no matter how barbaric the command. When the Fellowship entered Moria, Urshak and the Orcs under his sway relentlessly pursued them from the East-gate to the realm of Lothlórien, where they were quickly slain by the defending Marchwardens.

In Age of the Ring, Urshak is a hero for Misty Mountains recruitable from the Fortress.

Urshak is an AotR Canon character.

## Abilities

**Intimidation (W)** - Modifier Type: Leadership. Trolls, Bats and Giants near Urshak gain +15% speed, vision and shroud clearing. Modifier Type: Passive Debuff. Targeted enemy units suffer -25% damage, -20% armour and -10% speed. Does not stack with other debuffs. At level 10, bewitches targetted units causing them to become hostile towards each other. Left click icon then left click on target area

**Level 3: Cave In (R)** - Target enemy building takes heavy damage and is temporarily disabled. Automatically opens targeted gate. Left click icon then left click on target.

**Level 6: Fell Winter (T)** - Affected enemy and ally units are frozen and cannot move, attack or receive upgrades. Left click icon then left click on target area.

**Level 8: The Black Pit (C)** - Enemy units in target area suffer medium damage over time. Heals nearby friendly units. Left click icon then left click on target area.

## Strategy

Urshuk is rather weak in direct combat but his large range of abilities can give him and friendly units the edge over the enemy. **Intimidation** can heavily weaken foes, evening the odds for the faction's weak infantry. The leadership towards monsters is very useful in a siege, allowing a ranged Cave Troll or Mountain Giant to launch projectiles from further away, or allowing melee monsters to enter and leave combat faster. The active effect of **Intimidation** has a powerful effect on foes, distracting them and dealing damage over time as they fight each other. **Cave In** can be used to deal heavy damage to enemy recruitment buildings which can then be finished off by siege units to limit enemy unit production. **Fell Winter** can freeze enemy units and prevent them pursuing retreating friendly units, alternatively it can freeze friendly units and prevent them being attacked which buys time for friendly reinforcements to arrive. **The Black Pit** has the benefit of both dealing damage to enemy units whilst also healing friendly units - this is one of the few examples of being able to heal units in a Forces of Darkness faction.
Tethered Shade

* Dol Guldur Portrait
* Angmar Portrait
* Dol Guldur In Game
* Angmar In Game

"For the Unbodied, wandering in the world, are those who at the least have refused the door of life and remain in regret and self-pity. Some are filled with bitterness, grievance, and envy. Some were enslaved by the Dark Lord and do his work still, though he himself is gone. They will not speak truth or wisdom."
—History of Middle-earth 10 (Morgoth's Ring)

Tethered Shades are Silvan Elves that fell in battle against the Necromancer during Thranduil's retreat past the Forest River towards the northern parts of Mirkwood, their fëar cursed by Sauron to be unable to make their journey to the Halls of Mandos, tethered to his will and essence, only to be freed when they have served their purpose in furthering his evil. In time, the Necromancer would teach his greatest servant, the Witch-king, the dark and unholy art of binding the shades of fallen Dúnedain to his will, which the Lord of the Nine would use to further advance the power and dreadful influence of Angmar.

Tethered Shades are Dol Guldur's and its Adventure: Angmar subfaction's builder unit and so are an integral part of the faction. A Shade allows the players to obtain the various structures of the faction. This can be done by selecting the builder, selecting a building from the menu on the left of the screen and then left clicking on a target area for the building to be built. Unlike other Builders, Tethered Shades disappear once they have constructed a building and so more must be recruited either from the Fortress or Ruinous Towers. Only five Shades can be on the field at any one time.

## Abilities

**Stop (S)**- causes Shade to stop moving

**Withering Presence** - The Shade will vanish after summoning a structure. Modifier Type: Passive Debuff. Nearby enemy units suffer -15% Speed and -10% Armor. Does not stack with other Debuffs. Passive ability.

## Strategy

Tethered Shades are arguably the most important unit in Dol Guldur and its Adventure: Angmar subfaction as without them, the player could not recruit units, produce resources or allow their basic units to expand safely across the map without suffering from Slow Decay. Unlike regular Builders, Shades can only build a single structure and so they are considerably cheaper, have a faster recruitment time and can also be recruited from the cheap Ruinous Towers. It is possible to reduce the cost of Tethered Shades further via the Deepening Darkness discount provided by Ruinous Towers. In addition to constructing buildings, Tethered Shades can also act as a support unit that debuff enemy units with Withering Presence so that they are more vulnerable to attacks and slower.
Óin

* Portrait
* Ingame

"We cannot get out. We cannot get out. They have taken the bridge and Second Hall. Frár and Lóni and Náli fell there bravely while the rest retreated to Mazarbul. We still hold the chamber but hope is fading now. Óin’s party went five days ago but today only four returned. The pool is up to the wall at West-gate. The Watcher in the Water took Óin - we cannot get out. The end comes soon. We hear drums, drums in the deep."
—The Book of Mazarbul

Óin was one of the thirteen dwarves in Thorin's Company that set out on the quest to reclaim Erebor from the dragon Smaug; Óin was the medic of the group and carried with him various healing ointments. The quest was ultimately successful and a few years later Óin joined another expedition, this time led by Balin, to recolonise the ancient Dwarven kingdom of Khazad-dûm. The colony discovered that not only was Moria infested with foul Orcs and Cave Trolls, but it was also home to Durin's Bane - a demon of the ancient world. Balin was shot and killed by Orc Archers and Óin attempted to find a safe exit for the rest of the colony. He investigated the West-gate and was taken by the Watcher in the Water, which devoured him.

In Age of the Ring, Óin is a Lord of the Rings Campaign exclusive hero that appears in A Journey in the Dark, during the Balin's Expedition sequence. He starts off at level 3.

## Abilities

**Óin's Ointments (I)** - Heals nearby allies. Left click then left click target area.

## Strategy

Óin appears during the Balin's Expedition sequence, helping Balin fight his way through the Gundabad Orcs and Moria Orc Screechers to reach the Second Hall. He has a large amount of health and so can fight at the front line when defending against the hordes of enemies encountered - Balin can buff him with **Counselor of Kings** if he manages to reach level 8. This increases Óin's armour and ability recharge time, allowing more frequent healing of the player's troops with **Óin's Ointments**. This heal ability should ideally be reserved for if either Óin or Balin reach low health as either of their deaths results in mission failure.
Thráin the Broken

* Portrait
* In Game

"There came a dark night when he and his companions were wandering in the land beyond Anduin, and they were driven by a black rain to take shelter under the eaves of Mirkwood. In the morning he was gone from the camp, and his companions called him in vain. They searched for him many days, until at last giving up hope they departed and came at length back to Thorin. Only long after was it learned that Thráin had been taken alive and brought to the pits of Dol Guldur. There he was tormented and the Ring taken from him, and them at last he died."
—Return of the King, Appendix A

Thráin II, the once proud son of Thrór and father of Thorin, was captured near the Eaves of Mirkwood while on his quest to reclaim the riches of Erebor, taken to the dungeons of Dol Guldur. There he was tortured for long decades until he finally broke - forgetting his former identity and then forced to serve The Necromancer. He was at last found in the pits of Dol Guldur by Gandalf the Grey, to whom Thráin gave the map and key to Erebor before dying.

In Age of the Ring, Thráin the Broken is an early hero for Dol Guldur, recruitable from the Fortress.

## Abilities

**Diminished** - Thráin is but a thin shadow of his former self, and is able to skulk about unnoticed. When activated, Thráin becomes stealthed and can neither attack nor be attacked for 30 seconds. Passive ability.

**Level 2: Dark Memories (R)** - Broken Rabble nearby Thráin gain +50% experience and +35% armour. Passive ability. At level 7, targeted Broken Rabble gain large experience. Left click then left click on target units.

**Level 5: No Escape** - When Thráin reaches low health he becomes invulnerable but cannot attack for 20 seconds. Cannot be triggered again for 60 seconds. Passive ability.

## Strategy

Recruiting Thráin is paramount in the early game for Dol Guldur due to **Dark Memories** which increases the rate of experience gain for Broken Rabble so that they reach level 2 quicker - unlocking **Eternal Servitude** and granting the player access to Risen Dead when they die. Thráin is very cheap and so can be recruited early in a match; players must be careful when using him during an engagement with the enemy as he does not have a large amount of health and is killed quickly if not properly protected. If he reaches level 5, it becomes considerably easier to pull Thráin out of a battle, as **No Escape** buys the player extra time to retreat him. Thráin can then be positioned at the rear of Dol Guldur's army to continue buffing the player's Broken Rabble whilst remaining out of harm's way. Once Thráin reaches level 7, he can grant Broken Rabble a large amount of experience, making it far easier for them to turn into Risen Dead upon death. This can be used to overwhelm the foe with high damaging undead.
Orc Labourers

* Portrait
* Mordor/Isengard
* Misty Mountains

"They come with fire, they come with axes. Gnawing, biting, breaking, hacking, burning! Destroyers and usurpers, Curse them!"
—Treebeard

The Orc Labourers were necessary for the war efforts of the Forces of Darkness. By chopping down trees and burning the wood, they were able to provide the heat for the machines and forges required by the orcs. Saruman in particular used many of these orcs with axes when gathering wood from Fangorn Forest, an act that earned him the hatred of the Ents.

The Orc Labourers are recruited from the Lumber Mill and will automatically search out nearby trees to chop down. They can be ordered to attack but are very weak. Some Orc Labourers come with the Mill when it is built.

## Abilities

**Harvest Resources (W)** - Click to allow this unit to auto-acquire resources.

## Strategy

The Labourers are necessary for the Lumbers Mills to earn the high amounts of resources that they do. However, they are incredibly weak in a fight as any units can kill them in one strike. This makes lumber mills incredibly vulnerable as the enemy would not have to waste time destroying the building to disable it. This forces the player to protect the Lumber Mills effectively to reap the bonus. The player is able to buy more Labourers but this costs a small amount of both money and CP per labourer. They do have one strength though which is their high damage against ents. This can let them act as an emergency last line of defense against Rohan and Lothlórien although this isn't to be recommended.