recursal/Fanatic-Fandom huggingface dataset:
Rivendell (Map)

" On they all went, leading their ponies, till they were brought to a good path and so at last to the very brink of the river. It was flowing fast and noisily, as mountain-streams do of a summer evening, when sun has been all day on the snow far up above. There was only a narrow bridge of stone without a parapet, as narrow as a pony could well walk on; and over that they had to go, slow and careful, one by one, each leading his pony by the bridle."
—The Hobbit

Rivendell is the hidden sanctuary for the elves of Eriador. The centerpiece of this city is the House of Elrond.

It is the fortress map of the Imladris faction.

## View of the Map

This map is best for 2v1 not only because of the extreme closeness of the camps outside the fortress, but also because the fortress itself takes up half of the map. A single bridge connects these two camps to the fortress, and while the defense only has to focus on one point, the gates will have to be opened to go after any ranged siege units which will inevitably appear. Spellbook powers will be key in these moments.

* The citadel of Rivendell, the House of Elrond
* The bridge and only access point to the fortress
* A view of the fortress
1/3

## Trivia

* There is a non-functional Shipwright located in the eastern portion of the fortress.
* Garrisonable towers can be found within the fortress walls and immediately outside the gate.

## War of the Ring

Rivendell can be found on the WotR map on the eastern edge of Eriador before the Misty Mountains. It is part of the region of Eriador.

Controlling Rivendell gives:

* 1 build plot (non-fortress)
* +2 power points
Rohirrim Archers

* Portrait
* In Game

* Normal

"Without a word or cry, suddenly, the Riders halted. A thicket of spears were pointed towards the strangers; and some of the horsemen had bows in hand, and their arrows were already fitted to the string."
—The Two Towers

The **Rohirrim Archers** are equipped with bows and are skilled marksmen. They can shoot with deadly aim from their horses and can even shoot behind their backs, having the advantages and disadvantages of both Cavalry and Archers. They can also trample units, though they cause much less damage and suffer much more trample revenge damage than the regular Rohirrim or the Rohirrim of the Eastfold.

## Abilities

 **Reliable Aim -** Even when firing from the backs of their horses, the Rohirrim Archers are able to detect and hit the weak points of their enemies. Their arrows can pierce heavy armor. *(Passive ability)*

## Upgrades

Rohirrim Archers have access to the following upgrades:

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 200.

 **Heavy Armor -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainCavalryArcherHeavyArmor**. **Cost**: 300

 **Fire Arrows** - This upgrades adds a bonus FIRE damage to the unit. Causing it to deal increased damage to everything and even more to buildings. **Cost**: 400

## Strategy

Although Rohirrim Archers have lost some of their power in recent patches, they can still be useful units. With their bonus against heavy armor and their good attack strength they can deal decent damage against most units with or without heavy armor. This makes them a strong fighting force, but be aware that they are vulnerable to enemy archers. Their speed allows them to both withdraw from battle if needed or rush to help friendly units in peril.

If you have trouble with your Rohirrim Archers running into the enemy, use the hold commad (hotkey:S) and put them on aggressive stance.
Siege Ballista

* Portrait
* In Game

* Normal

**Ballistas** are powerful long-range siege weapons. They fire massive bolts at their targets. They were used by the armies of Isengard at the Battle of the Hornburg.

## Abilities

 **Halt Auto-Fire /  Auto-Fire -** This defines whether the ballista is allowed to pick its own target or if it has to wait for the player to assign one.

 **Bombard /  Stop Bombardment -** This allows the player to pick a place on which the ballista will continually bombard, or to stop that bombardment.

## Strategy

The siege ballista can (like all of Isengard's siege units) be a deadly weapon in the right hands. They should mainly be used with an army of other units around them for protection as they are vulnerable to melee attacks. Ballistas should be used to harass the enemy by destroying their outer buildings. They can also be used to break the defences of a castle and destroy the buildings inside. However, a battering ram (or explosive mine) may be better for taking down gates. Like all ranged siege weapons, the ballista can be used to kill units, although it doesn't have as large of an AOE as other weapons.
Ruin

This page needs to be updated or finished. One or more sections of the page are incorrect, incomplete or of inferior quality. The reason this page requires an update is:

"Needs Build time in infobox, Stats and modding fields too."
—Gandalf7000
Please remove this template after you have completed or updated the page.

## Ruin

* Level 1
* Level 2
* Level 3

## Construction

### Location

Castle, Camp

The **Ruin** produces the basic units of Misty Mountains Moria subfaction: Moria Goblin Warriors, Moria Goblin Archers, Moria Goblin Pikemen and Moria Goblin Drummers.

## Level Up

**Authority** - The buildings of the Misty Mountains are leveled by the training of their heroes.

* Moria: The Chieftain
* Gundabad:The Defiler
* Goblin-Town: The Great Goblin

Bolg levels all buildings by one level.
Rohan Captain

* Portrait
* Captain
* Mounted

* On Foot
* Mounted

The **Rohan Captain** is a special unit which can be upgraded with various elite units to adapt to the whatever the situation calls for. They are the elite infantry and cavalry of Rohan. They can also mount a horse without upgrading, but on their own they are mostly a waste of money as they lack hero-like stats and cannot rely on numbers (think of them as a weaker version of Merry or Pippin minus the abilities).

Similarly to the Marshals such as Elfhelm, the Rohan Captain starts at level 1. They can be recruited once the Exile Camp has been upgraded to the King's Camp. If the upgraded Rohan Captain is killed, the battalion will not disband, unlike the upgraded Thrall Master.

## Abilities

 **Stable: Mount/Dismount -** Left click to travel by horse or by foot.

 **Rohan Captain -** The Rohan Captain leads his men into battle and replenishes fallen members. *(Passive ability)*

**Flank Defence** - Pikemen are used to defending from all sides when battling against monsters and cavalry. As a result, they cannot be flanked. They take no extra damage from being flanked and deal full revenge damage regardless of the direction they get trampled from.

## Upgrades

The Rohan Captain can be given one of the following upgrades:

 **Soldiers of Meduseld -** Call a battalion of Soldiers of Meduseld to serve as elite Swordsmen. **Cost:** 500

 **Wardens of Meduseld -** Call a battalion of Wardens of Medused to serve as elite Pikemen. **Cost:** 600

 **Knights of Meduseld -** Call a battalion of Knights of Meduseld to serve as elite Cavalry. **Cost:** 800

## Strategy

The strategy you use with him depends on the situation, what faction you are up against, etc. This is due to his special use of 3 different upgrades which give him 3 different kinds of elite units. The Knights could be used for spammy factions or factions with many archers, the Soldiers to counter enemy pikemen, or the Wardens for cavalry- based factions like Rohan.
Lumber Mill

**This article is a disambiguation page for Lumber Mill**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

Lumber Mills are Ent's worst nightmares. They are used by both the forces of Evil and Good to gather resources and fuel their the fires of their machines of War. In the mod, two factions have access to lumber mills:

* Isengard's Lumber Mills raze entire forests to fuel the fires of their furnaces.
* The Dwarven Lumber Mills deplete the environment similarly to keep the great Dwarven forges lit.
Smelter

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

The **Smelter** is a resource building of Angmar which can reduce the cost of unit upgrades if more than one is built. It has a similar appearance to the Dark Iron Forge, where the raw materials produced by the Smelter are processed into unit upgrades and siege engines.

## Level Up

 **Worker's Tools**: Upgrades the building to rank 2. At rank 2, **economy buildings** produce 25% more resources and gain 500 additional hit points.

 **Forged Worker's Tools**: Upgrades the building to rank 3. At rank 3, **internal economy buildings** produce 20% more resources and gain 1000 additional hit points.

**The upgrades can be researched from the Forge**

## Abilities

**Resource Production** - This building produces resources. It produces **28**  every **12** seconds by default. This number can be modified through upgrades and abilities.

 **Supply Routes** - As you build more economy structures, their individual production becomes less efficient. Once you reach a certain threshold all economy structures will produce less.

* **5** economy structures or less: **100%** production
* **10** economy structures: **84%** production
* **15** economy structures: **69%** production
* **20** economy structures: **56%** production
* **30** economy structures: **49**% production
* **37** economy structures or more: **44%** production

**Refined Dark Iron** - The Smelter is a basic resource building. It also provides a reduction to the cost of unit upgrades up to 30%:

* 2 Smelters: 10%
* 3 Smelters: 15%
* 4 Smelters: 20%
* 5 Smelters: 25%
* 6 or more Smelters: 30%

## Strategy

The Smelter is one of the two main resource buildings that Angmar players can build in their fortresses (the other is the Mill). This forces the player to decide at the start of the game which strategy to go for as both of the cost reductions provided by the buildings would be very beneficial. The Smelter's reduction to upgrade costs would be extremely useful in the mid-late game if a player would start to buy their Carn Dum soldiers. This can ensure that they can be made as powerful as possible with as little cost as possible. The Smelter would not be as useful if the player would mainly be using a wolf-spam (with werewolves) strategy as these types of units would have less upgrades to buy in comparison to the Men of Carn Dum.
Mirkwood Spiders

* Portrait
* In Game

* Normal

"**Radagast:** The Greenwood is sick, Gandalf. A darkness has fallen over it. Nothing grows anymore, at least nothing good. The air is fouled decay, but worst are the webs.
**Gandalf:** Webs? What do you mean?
**Radagast:** **Spiders**, Gandalf. Giant ones. Some kind of spawn of Ungoliant or I'm not a wizard. I followed their trail, they came from... Dol Guldur."
—Radagast

**Mirkwood Spiders** are light units that are recruited from Dol Guldur to serve Mordor. They have the passive ability **Spider Presence** which reduces the damage and armor of attacking cavalry by 25%. If Dol Guldur is under Sauron's Influence then the spiders can be recruited for free, if not they cost 300. The spiders also apply poison with every attack.

## Abilities

 **Spider Presence** - Reduces the damage and armor of attacking cavalry by 25%. *(Passive ability)*

## Upgrades

The Mirkwood spiders have access to the following upgrades:

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 200

## Strategy

Mirkwood Spiders are used as light cavalry, almost as scouting units. They have little armor and very quick deceleration along with high vulnerability to trample revenge damage. However they can be used effectively against swordsmen and to some extent against archers. It is very important to try and put Sauron's Influence on the fortress to be able to recruit them for free. However, it is key to note that you cannot use **Endless Horde** on them; therefore, it is maybe more interesting to switch to some type of Dol Guldur Orc before using the power.
Pelargir Trollbenders

* Portrait
* Line Formation
* Monster Killer

* Normal

"New strength is on the way from the southern fiefs, now that the coasts have been rid. Four thousands I sent marching from Pelargir through Lossarnach two days ago; and Angbor the fearless rides before them. "
—Aragorn,The Return of the King

The Trollbenders are specialized pikemen which have spent their entire lives training to slay monsters and now excel in the matter. Their skill is now renowned, and they have come far from Pelargir to help Gondor. They prove most valuable when fighting against Mordor since it has the greatest number of monsters. Pelargir Trollbenders can be recruited using the signal fire system.

## Abilities

 **Trollbender Formation -** The Trollbenders gain +50% armor against Monsters and are resistant to knock-back but lose 25% armor against all other units.

**Flank Defence** - Pikemen are used to defending from all sides when battling against monsters and cavalry. As a result, they cannot be flanked. They take no extra damage from being flanked and deal full revenge damage regardless of the direction they get trampled from.

## Upgrades

The Pelargir Trollbenders have access to the following ugprades:

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 200.

 **Heavy Armor -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainPikemanHeavyArmor**. **Cost**: 300

 **Forged Blades -** Increases the damage of this battalion and provides a damage bonus against **monsters and cavalry**. **Cost**: 300
Mountainous-warg

This page needs to be updated or finished. One or more sections of the page are incorrect, incomplete or of inferior quality. The reason this page requires an update is:

"Needs stats (except health) and moddin in infobox"
—Gandalf7000
Please remove this template after you have completed or updated the page.

## Mountainous-warg

* Portrait
* In Game

## Recruitment

### Health

2000

Superior to ordinary wargs in size and strength **Mountainous-wargs** are ferocious monsters with white fur and cruel red eyes made to be feared by enemies. In Misty Mountains faction they are single units and can be recruited from Wild Warg Lair.
Mountain Giant

This page needs to be updated or finished. One or more sections of the page are incorrect, incomplete or of inferior quality. The reason this page requires an update is:

"Needs in infobox, stats (except health) and modding"
—Gandalf7000
Please remove this template after you have completed or updated the page.

## Mountain Giant

* Portrait
* In Game

## Recruitment

### Health

5600

"When Bilbo peeped out in the lightning-flashes, he saw that across the valley the stone-giants were out and were hurling rocks at one another for a game, and catching them, and tossing them down into the darkness where they smashed among the trees far below, or splintered into little bits with a bang. ... They could hear the giants guffawing and shouting all over the mountainsides."
—The Hobbit

**Mountain Giants** are powerful creatures of Misty Mountains, that throw rocks to crush enemy structures and monsters but can also defeat most enemies in melee combat. Like all monsters they are vulnerable to pikes.

## Abilities

 **Stomp (Y) -** Powerful attack that causes additional damage and meta impact. (Melee attack mode only) Left click on the icon to activate.

/ **Close Range Attack/Throw Rocks (Y) -** Switches between melee and ranged attacks Left click on the icon to activate.

 **Bombard (X) -** Bombard target area with devastating artillery. (Ranged attack mode only). Left click on the icon then left click on the target area.
Sharku

* Portrait
* Ingame

* Mounted

"Send out your warg riders."
—Saruman

**Sharku** was a Warg Rider Leader from Isengard. He led the charge of the Wargs upon the people of Rohan and fought Aragorn, who caused him to be fatally wounded after he was thrown from his Warg.

## Abilities

 **Level 1: Blood Hunt -** Sharku starts a wild hunt. For 45 seconds surrounding wargs can howl without the ability having to reload after being used and additionally gain +100% experience for the duration.

 **Level 3: Man Eater -** Sharku's warg devours the selected enemy unit. The kill drives it into a frenzy, and Sharku regenerates 50% of his health and deals 30% more damage for a short time.

 **Level 5: Scent of Blood -** The wolves of Isengard get wind of the wounds of their enemies. If Sharku and warg riders are in a battle with the selected hostile battalion, they get +50% armor. Effect on the chosen units lasts 30 seconds. May only be used on wounded enemies.

 **Level 7: Last Words -** Can only be used when Sharku's health bar reaches the red zone. Sharku demoralizes enemy heroes with his last words. Enemy heroes in a great radius have their attacks, actions and spells interrupted. They also suffer 50% less armor for 30 seconds.

 **Level 10: The Untamable -** Sharku unleashes a horribly disfigured indomitable Warg to the battlefield. The Indomitable Warg cannot be controlled by anyone and will plunge itself towards any creatures it encounters.

## Strategy

Sharku fills a unique role in Isengard as an apex raider. On top of his great speed on his warg, he also boasts a tremendous damage output, allowing him to slay enemy troops with ease. Combined with two or three warg rides, Sharku is perfect for harassing the enemy, whether it's by tearing down unguarded settlements, or slaughtering small groups of light infantry. Sharku and his fellow riders can rush in, rip everything apart, and flee before help can arrive, all to devastating effect. He loses health quickly to spears, but even when he's almost dead, Sharku can be dangerous. He can heal himself by devouring enemy soldiers, demoralize enemy heroes, and at level ten, summon a monstrous alpha warg that will run amok even when Sharku falls in battle.
Ranger Tents

* Level 1

### Armor Set

"'[A] secret place we have, somewhat less than ten miles from here. The Orcs and spies of the Enemy have not found it yet, and if they did, we could hold it long even against many. There we may lie up and rest for a while..."
—Faramir

The **Ranger Tents** produce resources as well as Gondor and Arnor's elite archers, the Rangers. The tents are guarded by a lone ranger that will be joined by an additional ranger with each level (up to three). The tents received a major overhaul with the 4.5.3 update, which saw them turn into resource buildings with the ability to recruit rangers at level 3. Faramir is now recruitable from the Archery Range (no change to Aranarth).

## Abilities

 **Supply Routes** - As you build more economy structures, their individual production becomes less efficient. Once you reach a certain threshold all economy structures will produce less.

* **5** economy structures or less: **100%** production
* **10** economy structures: **84%** production
* **15** economy structures: **69%** production
* **20** economy structures: **56%** production
* **30** economy structures: **49**% production
* **37** economy structures or more: **44%** production

**Resource Production** - This building produces resources. It produces **28**  every **12** seconds by default. This number can be modified through upgrades and abilities.

**Ranger Discount** - Ranger Tents reduce the cost of **Composite Bows** up to 30%:

* 2 Ranger Tents: 10%
* 3 Ranger Tents: 15%
* 4 Ranger Tents: 20%
* 5 Ranger Tents: 25%
* 6 or more Ranger Tents: 30%

## Upgrades

The Ranger Tents contain the following research which can then be bought by the Rangers:

 **Composite Bows -** Equips the battalion with composite bows. This lowers the recharge time of **Unexpected Salvo** by 33% and doubles the damage. **Cost**: 300

* **Research Cost**: 600
* **Requires**: Level 2

## Unit Production

This structure produces the following units and hero:
Gundabad Warriors (Misty Mountains)

This page needs to be updated or finished. One or more sections of the page are incorrect, incomplete or of inferior quality. The reason this page requires an update is:

"Needs stats and modding in infobox"
—Gandalf7000
Please remove this template after you have completed or updated the page.

## Gundabad Warriors

* Portrait
* In Game

## Recruitment

### Time

20 seconds

The **Gundabad Warriors** are bloodthirsty and powerful fighters who can take a few blows despite their rusty armor. They are the Swordsmen of the Misty Mountains subfaction Gundabad. They are stronger than ordinary Moria Goblin Warriors, and their passive ability allows them to slay even the mightiest enemies fast enough.

## Abilities

 **Battle Fewer -** When the warriors throw themselves into the fray of battle, the lust for battle of their race takes over. After their first attack, their attack speed increases by 25%. *Passive Ability.*

## Upgrades

 **Forged Blades -** Increases the damage of this battalion and provides a damage bonus against **other infantry** (swordsmen, pikemen, archers, etc...). **Cost**: 300

 **Scavenged Armor -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainInfantryHeavyArmor**. **Cost**: 300

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 75.
Mineshaft

**This article is a disambiguation page for Mineshaft**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

Mineshafts are underground structures used to extract precious resources from the ground by both the forces of the Evil and Good alike. In the mod, the following two factions have access to mineshafts:

* Isengard's Mineshafts
* The Dwarven Mineshafts
Isengard Orcs

* Portrait
* In Game

* Normal

"At that moment Pippin saw why some of the troop had been pointing eastward. From that direction there now came hoarse cries, and there was Grishnákh again, and at his back a couple score of others like him: long-armed crook-legged Orcs. They had a red eye painted on their shields."
—The Two Towers

Grishnákh's Orcs (**Isengard Orcs**) are the Orcs that followed Grishnákh in his quest to find the Ring Bearer. They are only available through Isengard's spellbook power Minions of the White Hand. The Orc of Barad-dûr, Grishnákh, is also summoned.

Isengard Orcs reduce the armor of other Minions (Traitors of Rohan and Dunlending Plunderers) within a wide radius by 50%, halving the efficiency of summoning all three groups to the same place at the same time. This requires a little more thought to be put into where and when to summon each specific group.

## Abilities

 **Wavering Loyalty -** The minions are not as loyal to Saruman as the Uruk-Hai and share a deep mistrust for each other. If any Minions of the White Hand are near any different kind of Minions, their armor is reduced by -50%. *Passive Ability.*
Resting Camp of the Elves

* Level 1

### Armor Set

The **Resting Camp** is a special support building summoned via Imladris' spellbook using **Journey to Valinor** (2 ppt). It strengthens allies while weakening enemies. The camp gains a share of the exp each time an enemy is killed near it; with enough exp the building levels up and gains more powerful bonuses.

## Abilities

 **Resting Camp of the Elves** - All those on their way to the Grey Havens stop at the Resting Camp. Enemies in a large radius gain neither gold nor experience for kills. Allies in a large radius are immune to magic and elemental damage. *(Passive ability)*

* At level 2, the resting camp also provides a +10% speed bonus to all units nearby
* At level 3, the resting camp can summon elven warriors to defend it

 **Level 3: Last Safe Place** - Temporarily summon four elven warriors, powerful units that deal AoE damage, to defend the resting camp.

## Unit Production

This structure produces the following units:
Moria Goblin Warriors

This page needs to be updated or finished. One or more sections of the page are incorrect, incomplete or of inferior quality. The reason this page requires an update is:

"Needs in infobox, individual stats and modding."
—Gandalf7000
Please remove this template after you have completed or updated the page.

## Moria Goblin Warriors

* Portrait
* In game

### Voiced by

Game Audio---Vanilla BFME2 Goblin Warriors

## Recruitment

### Time

20 seconds

**Moria Goblin Warriors** are the basic Swordsmen unit of Misty Mountains faction Moria subfaction. They are agile and roach-like in their scaly armour. Due to low cost and recruitment speed, they can be amassed in numerous hordes to be sent at your enemies. Being weak, their strength lies in numbers - the more you have, the effective they are. Plus they can use their Poisoned Blades to deal damage over time. To increase their durability and damage output you can buy Scavenged Armor and Forged Blades upgrades in Gundabad Forge and then upgrade each battalion.

## Abilities

 **Poisoned Blades (Y) -** Temporarily coat the blades of the battalion with poison, causing damage over time to units they attack and any enemies that trample them. Left click on the icon to activate.

## Upgrades

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 75.

 **Forged Blades -** Increases the damage of this battalion and provides a damage bonus against **other infantry** (swordsmen, pikemen, archers, etc...). **Cost**: 150

 **Scavenged Armor -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainInfantryHeavyArmor**. **Cost**: 150
Iron Hills (Map)

A rather large 1V1 competitive player map

The Iron Hills are a mountain range in the far north east of Middle-Earth and home of the dwarves of the Iron Hills. They are also the source of the River Carnen.

###  Lair Locations

* **Goblin Lairs**:  **Yellow**
* **Spider Lairs**:  **Dark Green**
* **Dragon Lairs**:  **Orange**

## Lair Types

### Goblin Lair

Goblin lairs are the most common creeps. Their goblins deal a very small amount of damage, are high in number and respawn quite quickly. Usually the best strategy is to rush for the lair, cut the flow at the source and then take care of any leaks. Cavalry can also be used to clean up the exteriors but can be tricky due to goblin spears being a part of the creeps.

### Spider Lair

Spiders are not the most common creeps, but they are not that uncommon either. Spider lairs are easy to destroy but are strong against Cavalry as they weaken them.
The best way to deal with them is just to destroy them with Infantry.

### Dragon Lair

Dragons are one of the most dangerous lairs, as they deal a high area damage and can crush enemies as well. Therefore it is best to either shoot them down from the distance or stop them with pikes.
Due to their strength, dragons are used to guard important locations.
Gundabad Direwolf-riders

* Portrait
* In Game

* Normal

"I will lead our wolf riders into battle!"
—Thrall Master

**Wolf Riders** are spawned by Thrall Masters. They are one of the most expensive Thrall Master-summoned units meant more for the late game. Furthermore, they are one of the only cavalry battalions usable by Angmar other than the Black Knights. They are also the only Thrall Master-summoned unit that costs extra command points to field. Like every other Thrall Master-summoned unit, the death of their Thrall Master means the rest of the battalion dies. For this reason, it is important to keep the Thrall Master alive and out of harm's way as much as possible.

The player would need to buy the **Wolf Breeding** upgrade from the Kennels  before they can upgrade the Thrall Masters into Wolf Riders.

## Abilities

 **Wilderness Rations -** The Wolf Riders slowly heal themselves while out of combat. *Passive Ability.*

 **Black Guard Officers: Offcers of the Black Guard -** The Officers of the Black Guard ensure a cruel discipline among Angmar's vassals. They have 25% more HP and deal 25% more damage. *Passive Ability.*

## Strategy

Since Wolf Riders are the only cavalry unit Angmar has that can be mass built, they are your main source of fast units which can trample your enemies. Due to their speed and inherent strengths against swordsmen and especially archers, they can be used for many things, including some late game harassment. If you have a big enough army of them then there are few fights they can't win, especially when teamed up with Dire Wolf Packs which you can use to absorb a lot of the attacks. You still should watch out for Mass Slayers as they can still do major damage against Wolf Riders. You should also watch out for Unit Interferers since, unlike other Thrall Master-summoned units, their battalion size is smaller (and therefore more easily effected by interfering effects). You should also watch out for pikemen since they excel at taking down cavalry, as well as archers as they can focus their fire on the battalion's Thrall Master. However, archers are not nearly as effective at it as they are with the other Thrall Master-summoned units.
Rhudaur Axe Throwers

* Portrait
* In Game

* Normal

"These barbarians know how to throw steel!"
—Thrall Master

**Rhudaur Axe Throwers** are spawned from Thrall Masters. They are the main ranged unit for Angmar during the early game. They are one of the most expensive Thrall Master-summoned units, but it is with good cause as they are also one of the most powerful. Their axes do minimal damage to targets, but due to their battalion size and fire rate, it is hard to notice. Like every other Thrall Master-summoned unit, they need their Thrall Master to be alive. If the Thrall Master dies, the rest of the battalion dies, so it is important to keep the Thrall Master alive and out of harm's way as much as possible.

## Abilities

 **Die for the Witch-king! -** Men of Carn Dum gain +7% armor for every 15 nearby Hillmen, up to a maximum of +35%. Each time a member of a Hillmen horde dies, all Men Carn dums gain +35% damage for 7 seconds. *Passive Ability.*

 **Black Guard Officers: Offcers of the Black Guard -** The Officers of the Black Guard ensure a cruel discipline among Angmar's vassals. They have 25% more HP and deal 25% more damage. *Passive Ability.*

## Strategy

Rhudaur Axe Throwers are the primary ranged unit for Angmar's early game. Like Rhudaur Spearmen, when you are planning to regularly build Rhudaur Axe Throwers, you should also build a couple Hillmen Villages on settlement build plots as they give increased damage to Rhudaur Axe Throwers. Like every other archer in the game it is recommended to keep them out of the front line and instead place them in the back of your army to prevent them from having to do close range combat. They also are more effective in groups of Hillmen (Rhudaur Units) due to their **Die for the Witch-King** ability. Hwaldar nearby is another good way to boost your Hillmen because of the bonuses he can offer them through his abilities. However, you should also watch out for Mass Slayers as they can make quick work of low health battalions that are grouped together. Enemy archers are also dangerous because they can pick off your battalion's Thrall Master.
Orc Archers

* Portrait
* In Game

* Normal

**Orc Archers** are the basic archers of **Mordor**.They have little strength on their own but once paired with various leaderships they can prove deadly to all. They have been there since the original BFME and will always be there just like free Orc Warriors will always be free. It is important to not fill up your command points with only standard orcs but to also include Orc Archers as damage dealers. As usual, Mass Slayer Heroes will make quick work of them. The Orc archers don't have a type advantage but are particularly strong from a distance; however, if you let the enemy get close you will lose the battalion.

## Abilities

 **Crack the Whip (with Orc Overseer)** - For 30 seconds the Archers deal double damage at range but lose 25% armor

## Upgrades

The Orc Archers have access to the following upgrades:

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 200.

 **Orc Overseer** - If paired with an orc overseer this battalion will gain +50% damage and +50% armor and the ability **Crack the Whip**

 **Fire Arrows** - This upgrades adds a bonus FIRE damage to the unit. Causing it to deal increased damage to everything and even more to buildings. **Cost**: 400

*The **Fire Arrows** upgrade can only be purchased once it has been researched from a Mordor Barracks under Sauron's influence.*

## Strategy

Orcs Archers are the basic damage dealers of Mordor. They act as support to the Orc Warriors which take the damage while they deal it out. They have quite low armor so it is important to always support them with other troops since they cannot hold out in a fight on their own. Later in a game they can be replaced with Morgul Archers and Dol Guldur Archers; however, Dol Guldur Archers don't cause as much damage, instead substituting it with poison damage. Their fire arrow upgrade is a big boost to their damage, but this will make them targets of the enemy requiring more management to avoid losing them. As any other troop they gain various boosts from leaderships and are affected by powers such as **Lord of Mordor** or **Might of the Damned**. They can be mounted on Mumakil to work as a walking sentry. They are literally killed in one hit by cavalry and mass slayer heroes and deal less damage overall, so keep those free orc meatshields handy to protect them.
Dol Guldur Orcs

* Portrait
* In Game

* Normal

The **Dol Guldur Orcs** come from the Hill of Dark Sorcery to serve Mordor and have been given weapons induced with deadly poisons. They can only be trained in a Dol Guldur Fortress once the outpost has been purchased for 2500. They are a late game substitute to the free Orc Warriors but cannot be mass produced at the same speed due to the limitation caused by the number of outposts on a map. Even though they have the same armor, their poison renders them more effective against other units. However, they are still weak to Mass Slayer Heroes.

## Abilities

 **Bloodthirst -** The battalion destroys a nearby friendly troop of Orc Warriors and gains some experience.

 **Poisoned Weapons** - Orcs of Dol Guldur put poison on their weapons and cause more than twice as much damage as ordinary Orcs. Units affected by poison lose 4 health per second for 10 seconds, the timer is refreshed every time they are struck. *Passive ability*

 **Crack the Whip (with Orc Overseer) -** For 30 seconds deal twice the damage against melee units but lose 25% armor

## Upgrades

The Dol Guldur Orcs have access to the following upgrades:

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 200.

 **Orc Overseer** - If paired with an orc overseer this battalion will gain +25% damage and +50% armor and the ability **Crack the Whip**

## Strategy

The Dol Guldur Orc Warriors are simply an attack upgraded version of the standard orc warriors and therefore can be better utilized. However, they are present on a short supply since they are limited by the number of outposts. Despite this, they can prove to be very deadly if joined with standard Orc Warriors. Other than that the advice stays the same. In the extreme-late game they can be paired with the other Dol Guldur units and overseers to form a deadly force once well micro-managed. They are still on the same level as Orc Warriors; they simply have a better attack. Therefore, they have the same weaknesses and the same strength in their numbers. In addition, Dol Guldur units have poison blades which causes them to poison the enemies, causing them to take damage over time.
Karsh

* Portrait
* In Game

* Melee

"Though he fought with a valor rarely seen among men, the young Arnorian Captain paid a price beyond death and now serves the Iron Crown."
—The Lord of the Rings: The Battle for Middle-earth II: The Rise of the Witch-king

**Karsh** is the cursed captain of Arnor who now serves Angmar. He was once a man of Arnor - Carthaen, but now he is one of the deadliest servants of the Witch-king, now being a Wight.

He can be recruited in the Barrow Wight Lair.

## Abilities

 **Level 1: Chill Soul -**Karsh steals the essence of life from his enemies with every blow and is healed for 20% of the damage. His attacks cause all nearby enemies to -30% damage for 20 seconds. If Karsh takes fatal damage he instantly regains 25% of his maximum health instead of dying, this effect can only be triggered every 25 seconds. *(Passive)*

 **Level 3: Shadow Step -**Karsh walks on the path of death and teleports himself to the selected location. Enemies at the destination are temporarily paralyzed with fear. Left click on target area.

 **Level 5: Entrance to the Crypt -**Karsh summons a Barrow which can be used by Barrow Wights as a tunnel network between barrows. When near the barrow, Karsh and Barrow Wights gain +25% damage. Left click on target location.

 **Level 7: Voice of the Wight** **-**Enemies in the area of the selected crypt lose 50% of their damage for 10 seconds and run away in fear after that. Left click on allied Barrow.

 **Level 10: Soul Thief** - The whispering dread of Angmar steadily withdraws the light of life from his victims. Enemy units nearby are permanently damaged and transfuse their health to Karsh. Karsh is slowed down by 50% for the duration of this ability. Left click to activate.

## Upgrades

Karsh can receive the following upgrade:

 **Might of the Witch-King** - The might of the Witch-King will be bestowed to a hero gifting them with additional power for 120 seconds. For a limited time, **Karsh** is healed by 75% of his dealt damage
Hobbits

* Portrait
* In Game

* Melee
* Ranged

"When Sam got back he found the whole village roused. Already, apart from many younger lads, more than a hundred sturdy hobbits were assembled with axes, and heavy hammers, and long knives, and stout staves; and a few had hunting-bows."
—The Return of the King

Hobbits were known as peaceful creatures, but when aroused and properly motivated, they became fierce warriors. Several battalions can summoned by Imladris using the **Summon Hobbit Allies** (3pp) spellbook power.

## Abilities

  **Toggle Rock Throw Mode** - The Hobbits switch from attacking with their staves to throwing rocks.

 **For the Shire!** - In melee combat, Hobbits deal 3% more damage for any other Hobbit nearby. In ranged combat, Hobbits attack slowly, causing minor damage, but from the third throw towards the same target, their attack speed increases drastically. *(passive)*

 **Halfling's Courage** - The Hobbits are immune to fear and also grant allies fear immunity. *(passive)*

## Strategy

Don't underestimate these little creatures, hobbits can be strong when the player uses their rock throwing ability with the four hordes against the same target, being able to destroy many enemy hordes due to the sheer power of the rocks that are being thrown. Many Goodfella videos where Imladris appears showcase this.
Shield Uruks

* Portrait
* In Game

* Normal

"They held their great shields above them like a roof."
—The Two Towers

**Shield Uruks** are strong elite infantry units that can be combined with other IsengardUruk battalions to increase their durability against arrows and cavalry. They can be purchased from an Uruk Pit once **Machinery of War Level 3** has been purchased.

## Abilities

 **Great Shields** - The great shields of the Uruks make them nearly immune to long ranged attacks. Any cavalry charging the shield bearers will be slowed down twice as quickly. The Shield Uruks may be combined with any other Uruk-hai battalion to protect them. They can be combined with:

* Uruk-Hai
* Uruk Pikemen
* Uruk Crossbowmen

*(Passive ability)*

## Upgrades

The Shield Uruks have access to the following upgrades:

 **Banner Carrier -** This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. **Cost**: 200.

 **Heavy Armor -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainShieldUrukHeavyArmor**. **Cost**: 300

 **Forged Blades -** Increases the damage of this battalion and provides a damage bonus against **other infantry** (swordsmen, pikemen, archers, etc...). **Cost**: 300

 **Uruk Captain -** This upgrade can only be purchased once the battalion has reached level 2. This gives the battalion fear resistance and increased stats, including an automatic level-up to level 5. **Cost:** 400

*The Forged Blades and Heavy Armor upgrades can be made even more effective by researching the appropriate upgrades at Isengard's unique Outpost expansion, the Steelworks.*

## Strategy

Shield Uruks are mainly used for giving more defense against cavalry and ranged attacks to your battalions. They are very useful, and can help against long-ranged archers that can decimate your numbers if you don't have cavalry to stop them. They would be especially helpful against factions like Rohan  (to stop cavalry) or Lothlorien  (to protect units against powerful archers).
Guardians of the White City

* Portrait
* In Game

* Normal

"In the south the realm of Gondor endured, and for a time its splendor grew, until it recalled the wealth and majesty of Númenor ere it fell."
—The Silmarillion: Of the Rings of Power and the Third Age

**Guardians of the White City** are the most select and mighty of the warriors of Gondor, chosen specifically by Boromir. They can only be recruited while Boromir wears the One Ring. They are classified as Heroic units, making only 3 battalions recruitable at one time.

In addition, 2 battalions can also be summoned permanently by Ring Hero Ring Hero Boromir's **Defense of the White City** ​ability. This ability has a shorter cooldown than Boromir's life timer with the One Ring, making it possible to use it approximately three times to summon 6 battalions. The battalions summoned by Boromir cost no command points.

## Abilities

 **Honor Guard** - The men who were promoted by Boromir inspire the men of Gondor. Fellow units around them will become resistant to fear. (*Passive ability)*

## Strategy

An Alternative strategy with Boromir is to allow him to die at your Fortress under the influence of the One Ring and ensure that he is safe to summon the maximum possible number of Guardians of the White City. The only reason Boromir would need to be kept back is if the player feels the need to intently watch Boromir's cooldown timer for summoning more Guardians far away from battlefront lines out of concern that a heavy melee could distract them from building up a force of Guardians taking advantage of the most possible casts of the ability. One you have a force of 9 battalions of Hero Units, if you held the lines you started with before giving Boromir the Ring, you now have a force of Champions that aren't chained to a death timer and may be able to be more effective to your particular battle's needs than sending Boromir to the front would have been.

This strategy can decidedly be referred to as ''conservative'', not "opportunistic", so it's best applied in somewhat entrenched sieges where the enemies armies aren't the problem so much as their fortifications or the distances on the map itself you need to cover, or any situation where the chief resource that matters to you is time and the timer for Boromir's own combat ability is just not going to be enough and it becomes actually worth it and preferable to use him entirely just to summon units to replace him. As a conservative strategy, there will \*always be some chance\* that taking more risk could have paid out in your favor, but then you have to assess for yourself whether you're willing to take on that risk or not. General strategy advice can't really hope to accurately the correct choice in a gambling situation because the first assumption of a gamble either to defense or offense is that you don't have enough information to make a positive certain analysis.
Tauriel/Map

* Portrait
* Knives
* Bow

* Melee
* Ranged

**Tauriel** can be recruited permanently **only** on the Mirkwood map (6 players). The team decided this because Mirkwood is Tauriel's homeland and it belongs to her, so she should be recruitable permanently there. She also has a full set of abilities. On that map, Tauriel's spell is replaced by **Mirkwood Scouts**, which summons a permanent **Observation Post**. This structure is permanently cloaked except on direct contact and provides vision but cannot attack.

## Abilities

 **Level 1: Daughter of the Forest** - Tauriel will be cloaked for 30 seconds. While cloaked she gains +25% attack and speed. Using abilities will interrupt the camouflage, but attacks only temporarily interrupt her camouflage.

 **Level 3: Captain of the Guard** - For 30 seconds, Tauriel switches to her daggers and is protected by five guards.

 **Level 5: Scout** - For 60 seconds, the chosen enemy building will be unveiled and won't be able to operate.

 **Level 7: Jump** - Tauriel fires an arrow at an enemy hero or monster, leaping at the same time. This deals medium damage to the target and weakens its armor and movement speed by 30% for 15 seconds.

 **Level 10: This Is Our Battle!** - Tauriel convinces all allied heroes to go to battle. For every Lorien or Mirkwood hero close to her, Tauriel gains +15% damage and +5% armor. Lasts 60 seconds.

## Upgrades

Tauriel can get only one upgrade:

 **Gifts of Lorien -** Galadriel hands gifts from Lothlorien to a hero. The gift can increase the stat of the heroes and/or grants it upgraded abilities. **Tauriel** can permanently wield her daggers and is constantly protected by guards. Her first ability transforms into a weapon toggle, she still loses 15% armor when toggling to bow. This can only be cast on Tauriel in the Mirkwood 6 player map she can be permanently recruited on.

## Strategy

As recruited hero Tauriel can use more abilities. Her scouting abilities are good to ambush enemies. Her greatest ability would be *This Is Our Battle!*, which can boost her attack damage considerably.