recursal/Fanatic-Fandom huggingface dataset:
King Brand (Adventure: Durin's Folk)

* Portrait
* In Game

"When the War came at last the main assault was turned southwards; yet even so with his far-stretched right hand Sauron might have done great evil in the North, if King Dáin and King Brand had not stood in his path."
—Return of the King, Appendix A

Brand was the grandson of Bard the Bowman and king of the Bardings in Dale. He shared a close friendship with the King Under the Mountain Dáin and so Erebor and Dale both prospered throughout their reigns. However, during the War of the Ring, Sauron launched a campaign not only against his enemies in the South but also in the North, including the Bardings and Dwarves. An army of Easterlings were sent to sack the Lonely Mountain and so the defence of Dale was commanded by Brand and Dáin. The attackers proved overwhelming and Brand fell at the gate of Erebor whilst holding the enemy off so that the defenders could retreat into the mountain; Dáin was also slain whilst defending Brand's body from the hewing enemies. News soon arrived of Sauron's utter defeat in the South, causing the Soldiers of Rhûn to falter and allowing Thorin III Stonehelm and the surviving defenders to rally and drive the Easterlings off.

While King Brand is a recruitable hero for Ironfoot-era Erebor in standard play, he also appears as a temporary summon in its Adventure: Durin's Folk subfaction. He is summoned utilizing the **Mannish Allies** (10 PP) power if utilized by the Ironfoot version of that subfaction, alongside 2 units of Barding Longbowmen.

*For his Erebor counterpart in standard play, see the King Brand page.*

## Abilities

**King of the Bardings** - Modifier Type: Leadership. Archers near King Brand gain +33% damage, +33% vision, and +15% attack range. Passive ability.

**Black Arrow of Dale (R)** - A precise arrow shot that decreases enemy armour by -25% for 30 seconds. Left click icon then left click target unit.

**Mark of the Thrush (C)** - Enemies within the radius take +33% damage from ranged attacks for 30 seconds. Left click icon then left click on target areas.

## Strategy

Although not quite as powerful as his standard Erebor counterpart, King Brand is still quite potent as a summon. He provides a significant leadership to nearby archers with **King of the Bardings** by boosting both their damage and range, including the 2 units of Barding Longbowmen that are summoned alongside him. He is able to heighten the effectiveness of allied archers further with **Mark of the Thrush**, which makes enemies within a radius take increased damage from all archers for 30 seconds. He can also use **Black Arrow of Dale** to deal damage to and reduce the armour of a single unit, making it very useful against high priority enemies such as heroes or monsters. If utilized alongside proper support, especially fully upgraded archers, King Brand can be a devastating summon for enemies to deal with especially since he and his Longbowmen last on the field for a long period of time before they disappear.
Mountain-orc Brutes

* Portrait
* Standard
* Upgraded
* Porcupine

"When the Dwarves saw the gates of their ancient mansions upon the hill-side they sent up a great shout like thunder in the valley. But a great host of foes was arrayed on the slopes above them, and out of the gates poured a multitude of Orcs that had been held back by Azog for the last need."
—Return of the King, Appendix A

Tasked with guarding the cold valleys and foothills of Orc-held territory, these pikemen have been known to ambush Elven scouting parties. They swore allegiance to the Pale Orc, Azog and fought to defend the East-gate of Moria in the climax of the War of the Dwarves and Orcs. Following Azog's downfall at the axe of Dáin II Ironfoot, they rallied to the cause of Bolg of the North and marched on the Lonely Mountain once it had been reclaimed by Thorin's Company.

In Age of the Ring, Mountain-orc Brutes are a pikemen unit for Misty Mountains which are recruitable from a level 1 Mountain-orc Lodge

## Abilities and Formations

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

## Upgrades

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

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

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

## Strategy

Mountain-orc Brutes are indisputably essential units for Misty Mountains, as they are their only source of pikemen until the Gundabad Berserkers are unlocked which typically does not occur until the mid-late game. Brutes are mandatory for successfully overwhelming the enemy with cheap spam units which are extremely vulnerable to cavalry, such as Moria Orc Screechers and Goblin Town Warriors as they can prevent otherwise devastating cavalry charges. Alternatively, if Misty Mountains focuses on producing more standard Mountain-orc units, Brutes play an important role in defending Mountain-orc Scouts which are also easily dispatched by cavalry. Thus, Misty Mountains should aim to recruit a battalion as quickly as possible. Researching unit upgrades and utilising Muzgash's leadership can strengthen Brutes so that they fare better against elite cavalry and monster units until Misty Mountains can start recruiting the Gundabad Berserkers.
Gorg the Wicked

* Portrait
* In Game

"A troll of exceptional cruelty - and low wit - Gorg rose ruthlessly through the ranks of Angmar, until the Witch-king finally took notice and put him to work in a place where his talents could come to fell fruition."
—Age of the Ring team

Out of all the Snow-trolls who flocked to the service of Angmar, Gorg the Wicked was by far the largest, cruelest, and most powerful among them. Through both his brutal onslaughts upon the Dúnedain of Arnor as well as mercilessly crushing any challengers within Angmar's ranks, the Witch-king would eventually elevate Gorg to one of his chief lieutenants and the master of the Snow-trolls under Angmar's command.

Gorg the Wicked is a recruitable hero for the Adventure: Angmar subfaction of Dol Guldur. He is recruitable from the Angmar Fortress.

## Abilities

**Trollish Chief (W)** - Temporarily summons a Snow-troll. At level 3, summons an additional Snow-troll. Left click to activate.

**Master's Command** - Gorg has been tasked with wiping out the Dúnedain. Deals +33% additional damage versus Aragorn II, Halbarad, Faramir, and Imrahil. At rank 3, his strikes also lower the armour of enemies within a small radius by 20%. Passive ability.

**Level 5: Massive Throw (W)** - Gorg throws his massive stone axe at a target enemy unit or structure. Deals siege damage in a small radius. Left click then left click on target.

**Level 8: Break Their Legs! (C)** - Gorg cripples an enemy hero for 15 seconds. Causes surrounding enemy units to flee in terror. Left click then left click enemy hero.

## Strategy

Gorg the Wicked is a powerful hero for the Adventure: Angmar subfaction who, while effective at facing against armies with his AOE basic attack, specializes in targeting and killing heroes. **Trollish Chief** allows him to temporarily summon up to 2 Wild Snow-trolls, powerful single units who can wreak havoc on enemy armies if Pikemen are not present. **Master's Command** makes him particularly effective in attacking certain heroes, and at level 3 he can lower armour with his attacks to make him even more effective against both enemy armies and any heroes he might be targeting. **Massive Throw** allows him to deal heavy damage to either a target enemy hero or a structure depending on the circumstances. **Break Their Legs!** allows Gorg to pin down an enemy hero and drive away any enemy units that might try to protect that hero with terror, isolating them and making them easy prey for both Gorg and the rest of Angmar's forces.
Heroic Statue

* Rohan
* Rivendell
* Erebor
* Woodland Realm

"Then he saw that they were indeed shaped and fashioned: the craft and power of old had wrought upon them, and still they preserved through the suns and rains of forgotten years the mighty likenesses in which they had been hewn...Great power and majesty they still wore, the silent wardens of a long-vanished kingdom."
—The Great River, The Fellowship of the Ring

The Heroic Statue is a support building in various factions, including Rohan, Rivendell, Erebor and Woodland Realm, that improves the combat capabilities of nearby units.

## Function

Allies near the statue gain +25% damage, +25% armour, earn experience +33% faster and become immune to fear and terror. Modifier Type: Leadership. Stacks with buffs and spells.

#### Culture Bonus

Statues will reduce the cost of infantry units.

* 1 statue: 4%
* 2 statues: 8%
* 3 statues: 12%
* 4 statues: 16%
* 5+ statues: 20%

Rohan and Woodland Realm statues do not have a discount.

## Strategy

As a cheap support building, the Heroic Statue can be placed where ever the player believes the fighting will continually be present. This makes it useful when playing defensively as it can improve the combat of units when fighting around your base. It can also be combined with towers and wells to make forward bases that are easily defended. Heroic Statues have an economic bonus of discounting infantry units, which is especially useful at making elite infantry more affordable.
Household Guards

* Portrait
* In Game

"Women cried as the host departed through the gates of Wulfborg. Wulfgar rode at the head, with Brant at his side. Behind them rode the men of the King’s household guard: fifty of his finest warriors, clad in black ringmail over layers of fur and leather."
—Age of the Ring Lore Compendium

The Household Guard served Wulfgar, king of Freca's folk, and marched with him to broker peace with Théoden to rally against the growing threat of Saruman. However, when the Dunlendings discovered the aftermath of the Battle of the Fords of Isen I, Wulfgar made the difficult decision to instead ally with Isengard and make war with Rohan to protect his people. His fiercely loyal Household Guard followed their king's decision without question and formed the elite of Isengard's already powerful army.

**The Household Guards were used in a past version of the mod and are no longer a feature in the current version. To see the previous role of this unit in Isengard, please click "expand"**

In Age of the Ring, Household Guard are an elite swordsmen unit for Isengard, that are only accessible via Wulfgar's Crow Banner summon which temporarily spawns two Household Guard battalions. These battalions remain on the battlefield for 90 seconds.

## Strategy

Household Guards can shift a battle into Isengard's favour as they are elite swordsmen units with a large amount of health and damage which can pad Isengard's army without costing any resources or command points. Household Guards will immediately have the edge over enemy units because they are spawned with Wulfgar's Crow Banner ability, which also causes enemy units to flee in terror. Consequently, Household Guards simply have to pursue and dispatch fleeing enemies - potentially taking no damage as they do this.
Marketplace

"Its streets were paved with white marble; and the Folk of the Mountain laboured in it, and the Folk of the Wood rejoiced to come there; and all was healed and made good, and the houses were filled with men and women and the laughter of children, and no window was blind nor any courtyard empty."
—Return of the King, The Steward and the King

During the early Third Age, Gondor prospered but over the years fell into a decline a became a shadow of the mighty Kingdom it was when founded by Elendil. However, the Return of the King, Elessar, marked a turning point for the Kingdom of Men. The White City prospered once again - its marketplaces flourished and citizens were at peace.

In Age of the Ring, the Marketplace is a support structure for Gondor and its Adventure: Grey Company subfaction from which players can research various economic upgrades which benefit not only them, but all Gondor allies on the map. It is limited to one on the battlefield at a time.

## Function

Whilst it does not produce resources of its own, the Marketplace boosts Gondor's economy via its Grand Harvest passive ability which increases the resource output of all allied Gondor Farms by +12%. The following upgrade can also be bought:

**Siege Materials (W)** - Destroyed structures refund 50% of cost. Player must maintain Marketplace to benefit from this upgrade. Cost: 650

## Strategy

The Marketplace is extremely useful for Gondor as it boosts their economy which makes the transition from basic to elite units and recruitment of heroes. It is recommend to not construct the Marketplace until after the player has constructed several farms and unit recruitment buildings as it is rather expensive. If built too early, it may strain Gondor's economy more than it benefits.
Mahûd Headhunters

* Portrait
* In Game

"'...This hurt was given by some Southron arrow, I would guess. Who drew it forth? Was it kept?'
 ‘I drew it forth,’ said Imrahil, ‘and staunched the wound. But I did not keep the arrow, for we had much to do. It was, as I remember, just such a dart as the Southrons use."
—The Return of the King, The Houses of Healing

The Mahûddin tribes of Far Harad had a close connection with the natural world around them, not just being able to control the animals around them but being able to hunt and use the resources obtained from them. A number of the creatures of the southern lands had various poisons that the Mahûddin could use in combat, coating their weapons in dangerous toxins to enhance their power.

In Age of the Ring, the Mahûd Headhunters are an archer unit for Haradwaith.

## Abilities and Formations

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

**Level 2: Twilight Mistress (R)** - The Headhunters dip their darts in the poison of the Twilight's Mistress, causing poison damage to enemy units for 20 seconds. Left click to activate.

**Level 5: Red Serpent's Venom (T)** - The Headhunters dip their darts in the Red Serpent's venom. For 20 seconds, their attacks stun targeted infantry units for 5 seconds. Left click to activate.

## Upgrades

**Indunâ (V)** - A nearby caravan is needed to access this equipment. When upgraded, increases the horde to level 2.

## Strategy

The Headhunters are one of Haradwaith's ranged options, acting as an alternative to the Tribal Bowmen. They act as a glass cannon unit, with higher speed and damage, but low survivability. Their offensive powers are far stronger as they level up, being able to poison and disrupt enemy unit movements. This sort of damage can devastate enemies in the weaker early game, though the player must be careful that the Headhunters aren't killed themselves. This would require the help of Tribal Pikemen to protect them from cavalry in the early game. The Headhunters can be supported further by the passives of the Mahûd Chieftain and Syâr-Rhul, keeping them relevant throughout all stages of the game, even when the Harondor Archers can be recruited.
Goblin Town Warriors

* Portrait
* In Game

"Clap! Snap! the black crack!
Grip, grab! Pinch, nab!
And down, down to Goblin-town
You go, my lad!"
—The Hobbit, Over Hill and Under Hill

This wretched swarm of diseased, mutilated troglodytes is united by one thing alone: their fearful worship of the Great Fat One - an abominable orcish warlord who has managed to wield their collective villainy to construct the great settlement of Goblin-town.

In Age of the Ring, Goblin-town Warriors are basic swordsmen units for Misty Mountains, recruitable from a Totem of the Swarm planted by the Great Goblin via his **Goblin King's Demand** ability.

## Abilities

**Grubby Hands** - Goblin-towner's attacks decrease structural armour by 5% and steal resources. Passive ability.

## Upgrades

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

## Strategy

Goblin-town Warriors are the ultimate spam unit: they are cheap but have a large horde size, cost very little command points and have a fast recruitment speed. They can be used to swarm the enemy and serve as excellent meat-shields for Misty Mountain's more elite units which are more expensive. Players must be careful not to simply recruit Goblin-town Warriors and no other unit types however, as Goblin-Towners can be dispatched extremely quickly by cavalry without adequate protection by pikemen. They are best used nearby the Great Goblin and Bolg of the North, whose leadership respectively increase Goblin-town Warriors' damage and armour. Goblin-town Warriors can be very useful when combined with other orcs that are harassing buildings. Their passive can help to boost Misty Mountain's economy while also making it easier to destroy the buildings. The Goblin-town Warriors also have a unique horde bonus, allowing them to gain +20% damage and armour for every two battalions of the Warriors up to a maximum of 100%, allowing numbers to help compensate for their poor base stats.
Gundabad Berserkers

* Portrait
* Standard
* Upgraded
* Spear Wall

"As Gandalf had hoped, the goblin army had gathered behind the resisted vanguard, and poured now in rage into the valley, driving wildly up between the arms of the Mountain, seeking for the foe. Their banners were countless, black and red, and they came on like a tide in fury and disorder."
—The Clouds Burst, The Hobbit

These pale Orcs were among the most elite of those bred in the Misty Mountains, they were Men-like in stature and exhibited discipline to a degree that was rarely seen in Orcish soldiers. They formed the vanguard of the armies that fought under Azog's banner in the War of the Dwarves and Orcs before allying themselves with the Defiler's spawn, Bolg of the North. When Smaug was slain and Erebor reclaimed, Bolg and his legions marched to the Lonely Mountain and participated in the Battle of the Five Armies, during which the Gundabad army inflicted several significant casualities, including the King under the Mountain Thorin Oakenshield.

In Age of the Ring, Gundabad Berserkers are an elite hybrid unit for Misty Mountains that consists of both pikemen and swordsmen. They are recruited from a level 3 Mountain-orc Lodge. They are equipped with Heavy Armour as soon as they are recruited.

## Abilities and Formations

**Spear Wall Formation (W)** - Gundabad Berserkers gain +33% armour, trample resistance and bonus damage vs cavalry but lose 35% speed.

**Level 2: Fell Determination (R)** - Gundabad Berserkers temporarily gain +100% resistance to knockback and +33% damage. Left click to activate.

## Upgrades

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

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

## Strategy

Gundabad Berserkers are the most elite non-heroic infantry unit in Misty Mountains, they are highly adept at combat and difficult to take down because of a variety of factors including their large amount of health, being automatically equipped with heavy armour and the fact that they can dispatch both infantry and cavalry due to having both pikemen and swordsmen in their battalions. Their **Spear Wall Formation** and **Fell Determination** increases their armour even more and renders all cavalry charges into them utterly ineffective; consequently a Misty Mountains player should aim to begin recruiting these units as soon as possible, ideally in the mid-game as Berserkers often have the edge over most enemy units.
Golden Chariot

* Portrait
* In Game

"Great chariots thunder across the vast plains of the Eastlands, driven by the warlords that lead their armies as they are summoned by the Dark Lord for his final war upon Gondor."
—Age of the Ring team

Out of all the methods of war available to the Easterlings of Rhûn and the Variags of Khand, few were as powerful and as imposing as the war chariot. These chariots were utilized as both a special form of cavalry with which the warlords of the East trampled their enemies underfoot, as well as symbols of power and status by those warlords in Easterling society. The Golden Chariots were darkly inspiring to the Easterlings and Variags, and terrifying to the forces of the West in equal measure. When Sauron sounded the call to war against Gondor, the Easterling warlords answered the call and mounted their chariots, eager to brutally crush their enemies in Gondor underfoot just as their ancestors had done so long ago.

The Golden Chariot, or Âkhax-rúmax, are a special cavalry unit available to the Adventure: Rhûn subfaction of Mordor. They are recruitable from a Level 3 Horsemaster's Campground.

## Abilities

**Wainriders** - Increases the armour of nearby Golden Cataphracts and Variag Outriders by 25%. Passive ability.

**Level 2: Run Them Down! (R)** - Modifier Type: Weapon. The Chariot gains +25% speed and -50% trample deceleration at the cost of -25% armour for 10 seconds. Left click to activate.

## Strategy

The Golden Chariot is a single cavalry unit that functions similarly to the Battlewagons of Erebor. If properly micromanaged, the chariots can devastate enemy armies, trampling over hordes of archers and swordsmen with ease, while chasing down high value targets. However, they have a significant weakness to pikemen, and great care must be taken to avoid pikemen units at all cost. As they are unable to be knocked back, the Golden Chariot has some level of resistance towards monsters that are effective against most traditional cavalry. It has no natural healing capabilities and there are no buildings that can heal it, but the **Reckless Fervor** spellbook skill and Razári's **Feast of Souls** are able to heal them. In addition to these characteristics, it is able to support other Rhûn cavalry units by increasing their armour through **Wainriders**. Once the Golden Chariot is at level 2, it can cast **Run Them Down!** to increase its speed and significantly reducing its trample deceleration, which can make it even more devastating against swordsmen and archers. However, this skill will decrease its armour while it is active, exacerbating its already significant weakness to pikemen.
Map Hazards

Map Hazards are present in a few select maps and consist of natural (sometimes supernatural) phenomena that affect units around the map in different ways.

**Barrow Fog**

Barrow Fog is (...)

Effect: Units affected by the Barrow Fog suffer - 30% Speed, -20% Armor, -50% Vision Range and are afraid.

**Dehydration**

Dehydration is (...)

Effect: Units affected by Dehydration suffer constant Slash damage.

**Frostbite**

Frostbite is (...)

Effect: Units affected by Frostbite suffer constant Slash damage.

**Midge Cloud**

Midge Cloud is (...)

Effect: Units affected by Midge Clouds are inflicted with constant Pierce damage, suffer - 30% Speed, -20% Armor, -50% Vision Range and are afraid.

**Oathbreakers Scare**

Oathbreakers Scare is (...)

Effect: Units affected by Oathbreaker Scares suffer - 30% Speed, -20% Armor, -50% Vision Range and are afraid.

**Poisonous Fumes**

Poisonous Fumes is (...)

Effect: Units affected by Poisonous Fumes suffer constant Slash damage.

**Thunderstorm**

Thunderstorm is (...)

Effect: Thunderstorms' lightning bolts knock units back, deal Flame and Magic damage and set the surrounding ground on fire.

**Volcanic Debris**

Volcanic Debris is (...)

Effect: Volcanic Debris projectiles knock units back, deal Siege damage and make units uncontrollably afraid.

**Collapsing Pillars**

Collapsing Pillars is (...)

Effect:
Harondor Spearmen

* Portrait
* In Game
* Upgraded
* Serpent's Coil

"In the South the Haradrim are moving, and fear has fallen on all our coastlands, so that little help will come to us thence. Make haste!"
—The Return of the King, The Muster of Rohan

When Haradwaith sent their forces up to the wars in the north, a large majority came from the tribes of Harondor led by Sûladan. The infantry armies primarily consisted of spearmen and were used on the battlefield against the forces of Gondor and Rohan at the Pelennor Fields. In the end, the majority of them were slain and only a few were able to leave to return home.

In Age of the Ring, the Harondor Spearmen are a recruitable unit for Haradwaith. They can also be summoned by the Tribal Camp.

## Abilities and Formation

**Serpent's Coil Formation (W)** - The units form a spear wall. Units lose 40% speed, gain resistance to knockback, decelerate crush and gain +33% armour.

## Upgrades

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

**Steel-Forged Blades (C)** - A nearby caravan is needed to enable this equipment. When equipped, increases the damage done by melee weapons. Cost: 300.

**Silken Banners (V)** - A nearby caravan is needed to enable this equipment. When equipped, increases the horde to level 2. Cost: 100.

## Strategy

After the Tribal Spearmen, the Harondor Spearmen are the primary pikemen unit for Haradwaith in the mid and late game. There is no late game option for pikemen, and so the player will have to rely on upgrades, the supportive capabilities of Sûladan and their **Serpent's Coil Formation** to help them through the late game. Despite this drawback, they can still be an effective cavalry counter when paired with the other Harondor and Black Númenórean units. Sûladan has an effective leadership that grants additional damage, armour and experience gain, as well as the use of temporary abilities to grant a boost of damage. **Serpent's Coil Formation** should primarily be used when in drawn out battles, especially to counter cavalry charges.
Kinn-lai Masters

* Portrait
* Bow
* Sword
* Upgraded (bows)
* Upgraded (swords)

"Wise beyond measure and with the experience of centuries beyond count, these Avari have mastered the art of war, tending to their craft with unwavering dedication."
—Age of the Ring team

Among the militaristic tribes of the Kinn-lai Avari, some warriors rise above the rest to become masters in combat. These Kinn-lai Masters have developed their skills to the point that they can wield multiple weapons simultaneously, with the combination of bow and sword being a traditional favorite. The skill of these warriors was such that they were respected and feared by the peoples of the East, and thanks to the assistance and influence of the Blue Wizards, they were crucial in keeping the servants of Darkness in Rhûn at bay.

The Kinn-lai Masters are an elite fighting force for the Adventure: Dorwinion subfaction of the Woodland Realm. They are able to switch between bow and sword, and come pre-equipped with Heavy Armour. They are recruitable from a Level 3 Kinn-lai Garrison.

## Abilities

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

**Alternate Weapon (R)** - Left click to switch between bow and sword.

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

**Level 2: Dorwinion Red** - Elven units regain health while outside of combat. Passive ability.

## Upgrades

**Silvan Fletching (C)** - When equipped, significantly increases the damage done by arrows. Research upgrade at Dorwinion Marketplace to enable this upgrade. Bows must be equipped. Cost: 300.

**Avarin Steel (C)** - When equipped, significantly increases damage dealt by melee weapons. Research upgrade at Dorwinion Marketplace to enable this upgrade. Swords must be equipped. Cost: 300.

**Banners of the Avari (V)** - When equipped, increases this battalion to level 2. Research upgrade at Dorwinion Marketplace to enable this upgrade. Cost: 100

## Strategy

The Kinn-lai Masters are some of the most powerful units available to the Adventure: Dorwinion subfaction, being analogous to the Marchwardens from Lothlórien. They have high stats, are versatile due to being able to switch between bow and sword, and also come pre-equipped with Heavy Armour. **Art of War** increases their durability slightly while also reflecting damage back towards attackers, meaning that it can be costly for the enemy to even just engage the Kinn-lai Masters while this skill is active. While they can certainly hold their own and even triumph against most enemies thanks to their versatility and power, the Kinn-lai Masters remain weak to cavalry in either form (especially with bows equipped). Thus, it is highly recommended to pair them with Pikemen units such as the Warriors of the Kinn-lai to cover this particular weakness. They can also be fielded alongside the Istari Acolyte to increase their crush armor (and thus reduce their vulnerability to trample) and provide them with fear and terror immunity.
Guards of the Palace

* Portrait
* Standard
* Upgraded
* Shield Wall

"Across this bridge the elves thrust their prisoners, but Bilbo hesitated in the rear. He did not at all like the look of the cavern-mouth and he only made up his mind not to desert his friends just in time to scuttle over at the heels of the fast elves, before the great gates of the king closed behind them with a clang. Inside the passages were lit with red torch-light, and the elf-guards sang as they marched along the twisting, crossing, and echoing paths."
—The Hobbit, Barrels Out of Bond

The Tamastirnyr*,* or Hall-watchers, served as the guards of the Elvenking's Palace in the Woodland Realm. Compared to the green-clad stealthy Silvan Rangers, the Guards of the Palace were heavily armoured and the finest warriors of Thranduil's armies. They fought hard to successfully defend the Woodland Realm from the hordes of Dol Guldur throughout the Battle Under the Trees.

In Age of the Ring, the Tamastirnyr are the elite pikemen unit for Woodland Realm, they are recruited from a level 2 Royal Barracks.

## Abilities and Formations

**Shield Wall Formation (W)** - The units form a spear wall. Units lose 40% speed, gain resistance to knockback, decelerates crush, and gain +33% armour.

**Level 2: Solemn Duty** - Palace Guards grant Legolas and Thranduil +10% armour, up to a maximum of 30%. Nearby structures gain +25% armour. Passive ability.

**Level 4: Elven Endurance (R)** - The Palace Guard temporarily gain 60% armour and become resistant to knock back, but lose 40% speed. Left click to activate.

## Upgrades

**Silvan Steel (C)** - when equipped, increases the damage done by melee weapons. Research upgrade at Thranduil's Treasury to enable this equipment. Cost: 300

**Banner Carrier (V)** - when equipped, increases this battalion to level 2. Research upgrade at Thranduil's Treasury to enable this equipment. Cost: 100

**Sindarin Armour**- when equipped, units gain +20% armour. Can be equipped via Thranduil's Love of Silver and Jewels ability.

## Strategy

Guards of the Palace are highly elite pikemen that excel at dispatching enemy cavalry and monsters as well as engaging the enemy in prolonged encounters thanks to their high armour which can be increased by their Shield Wall Formation and **Elven Endurance** ability. They are capable of withstanding significantly more damage than Silvan Spearmen but are less mobile and so it is more difficult to reposition them to protect archers from a flanking cavalry charge - it may be useful to have at least one or two battalions standing with archers instead of sending them into combat. Palace Guards' endurance can be enhanced even more by Thranduil, to whom they provide a small buff, via his passive leadership but also his Love of Silver and Jewels which permanently grants the battalion Sindarin Armour. Palace Guards are not only effective offensively but play an important role in base defense with their **Solemn Duty** leadership, which enables buildings to take more damage - giving Woodland Realm's forces more time to fend off the attacking army.
Great Khân's Swordsmen

* Portrait
* In Game
* Upgraded

"The Khân-xâtainax traditionally remained at the back of the Rhûnic legions, only entering the fray as reserves to relieve a tired front line of phalanx and smash the remaining enemy."
—Age of the Ring team

The armies of Rhûn were well-organized and heavily equipped as they went into war with their foes in the west, making the Easterlings some of Sauron's most powerful warriors and most dangerous threats to the Free Peoples. The Great Khân's Swordsmen, or Khân-xâtainax, were an essential backbone to Rhûnic military strategy, as they would join the fray against their foes once the Great Khân's Phalanx had repelled an initial offensive (particularly against charging cavalry) to relieve their fellow soldiers and tear apart any remaining enemies with their cruel blades and a combination of wicked ferocity and cold discipline.

The Khân-xâtainax, or Great Khân's Swordsmen, are the Auxiliary Camp unit for Forces of Darkness in Erebor maps.

*For their variants in the Adventure: Rhûn subfaction, see the Great Khân's Swordsmen (Adventure: Rhûn) page.*

## Abilities

**Level 3: Serrated Armour** - A small percentage of received damage is redirected to the attacker. Passive ability.

**Level 4: War-hardened** **(R)** - Modifier Type: Weapon. Great Khân's Swordsmen gain +50% armour and resistance to fear and terror for 30 seconds. Left click to activate.

## Upgrades

**Jagged Steel Armor (T)** - When equipped, significantly reduces the amount of damage taken. Cost: 250

**Cruel Blades (C)** - When equipped, increases damage dealt by melee weapons. Cost: 250

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

## Strategy

The Great Khân's Swordsmen act as a strong swordsmen unit for the Forces of Darkness. Though more expensive, they can still be effective throughout the games with the ability to get upgrades too for the late game. **Serrated Armour** can add minor damage that they can deal in combat, helping them also deal with cavalry more effectively. **War-hardened** is a strong ability for the late game, helping their survivability while other units can deal more damage. However, it is difficult to reach this level for them, so it may be best for the player to use experience granting abilities, such as those used by Saruman or Great Goblin.
Ithilien Citadel

"They walked in silence for a while, passing like grey and green shadows under the old trees, their feet making no sound; above them many birds sang, and the sun glistened on the polished roof of dark leaves in the evergreen woods of Ithilien."
—The Two Towers, The Window on the West

The Ithilien Citadel is the central building of the Adventure: Ithilien faction based on Gondor. It is an outpost-like structure with several set build plots around it, and it also allows for the recruitment of Ithilien Pathfinders.

The Citadel does not come with any upgrades or expansions to the building specifically.

## Function

The fortress shoots at nearby enemies and periodically produces +25 resources.

### Recruitment

All of Ithilien's permanent heroes other than Beregond and Elessar can be recruited here as well.

### Abilities

**Safe Refuge (R)** - Modifier type: Leadership. Allies near the Citadel gain +25% damage, +25% armour, earn experience 33% faster, and become immune to fear and terror. Nearby allies are passively healed. Passive ability.

Teleport allied units from one location on the battlefield to within a radius of the Citadel. Does not work on siege units. Left click on target units.

**Concealment (T)** - Target friendly units are stealthed for 60 seconds. Left click then left click target area.

**Self Repair** - Allows the structure to repair itself automatically.

## Strategies

The Ithilien Citadel might be unorthodox compared to a traditional Fortress, but it remains a vital aspect of gameplay for the Adventure: Ithilien faction just like any other Fortress. The building is therefore an important target for enemy forces and an equally vital structure for the player to protect.

The Citadel is unique in that it does not come with any upgrades or builders. Instead, there is a set number of plots located around the Citadel that the player can build structures on, and it allows for the recruitment of Ithilien Pathfinders, a special unit unique to Adventure: Ithilien. Despite the lack of upgrades, the Citadel does come freely with a passive leadership in **Safe Refuge** that provides both boosts to allied units and also a passive healing. This same also comes with an active ability that teleports units to it, making it much easier for a player to bring units back to and rally around the Citadel if he is forced on the defensive. The Citadel also comes with **Concealment**, a skill that targets friendly units for 60 seconds and makes it easier for them to set up ambushes or sneak around the map unawares.
Halifirien Wardens

* Portrait
* Standard
* Upgraded

"The great West Road passed through a long cutting in the wood, to avoid the wet land beyond its northern eaves; but this road had been made in ancient days, and after the departure of Isildur no tree was ever felled in the Firien Wood, except only by the Beacon-wardens whose task it was to keep open the great road and the path towards the summit of the hill."
—Unfinished Tales, Cirion and Eorl and the Friendship of Gondor and Rohan

These woodsmen protected the sacred hill of Halifirien and the surrounding Firienholt. Upon this hill were many of the beacons of Minas Tirith, which would be lit in the event of an attack on the White City. They were highly proficient at archery and would ambush any servant of the Enemy who dared to wander the Great West Road under the Firien Wood.

In Age of the Ring, Halifirien Wardens are an elite archer unit in Rohan which are recruitable from a level 2 Archery Range. They also have a chance to be summoned by Rivendell's Many Meetings spell for 60s.

## Abilities and Formations

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

**Level 2: Halifirien Guards (R)** - Causes enemy monsters to flee in terror. Left click icon then left click on target.

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

## Upgrades

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

## Strategy

Halifirien Wardens are Rohan's midgame archer unit and they are very similar to Gondor's Ithilien Rangers in that they both can stealth in trees, have a high damage output, both have Longshot and cannot receive heavy armour. They differ in the fact that Ithilien Rangers can receive Bodkin Arrows to reduce enemy armour whilst Halifirien Wardens have no such upgrade, they compensate for this by having another active ability. **Halifirien Guards** is particularly useful when playing against Mordor or Misty Mountains which both have lots of monsters in their unit rosters - the ability causes the enemy monster to flee in terror which gives the Wardens enough time to bring it down before it can cause substantial damage. Though the fear effect will not apply to enemy heroes, the ability can still deal considerable damage to them. As with any archer unit, Halifirien Wardens are extremely vulnerable to enemy cavalry and so a Yeomen Spearmen battalion should be kept nearby to ward off any flanking cavalry. Though they are not the strongest archer unit in the faction, they have their own niche and can still be effective for infantry armies.
Lindon Warriors

* Portrait
* Bow
* Sword

"Now Elendil and Gil-galad took counsel together, for they perceived that Sauron would grow too strong and would overcome all his enemies one by one, if they did not unite against him. Therefore they made that League which is called the Last Alliance, and they marched east into Middle Earth gathering a great host of Elves and Men."
—The Silmarillion, Of the Rings of Power and the Third Age

Gil-galad's forces were well armed and armored, carrying long swords and bows, shining and shimmering as they approached the Enemy. They drove the forces of Sauron back into the heart of Mordor and besieged Barad-dûr for seven years until at last the Dark Lord himself emerged - slaying both Gil-galad and Elendil. It was in this moment when all hope had faded, that Isildur son of Elendil cut the Ring of Power from Sauron's hand; destroying the Dark Lord's physical body and securing victory for the Last Alliance. Only a few number of these Elves lingered in Middle-earth by the late Third Age and these became known as the Veterans of the Last Alliance.

In Age of the Ring, Lindon Warriors are an elite unit recruitable from the Noldor Tent in the Last Alliance mission of the Lord of the Rings Campaign and from Rivendell Dormitory in both War in the North and Dominion of Sauron versions of Grey Havens.

## Abilities and Formations

**Toggle Weapons (T)** - Left click to toggle between bow and sword.

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

## Strategy

Lindon Warriors are arguably the best unit recruitable in The Last Alliance due to their versatility, high health and high damage, they are capable of dispatching the many hordes of Orc Warriors and Orc Archers sent to attack the player throughout the mission. Players have relatively limited access to them however because they are costly in terms of command points compared to Dúnedain Soldiers and Dúnedain Archers and the player only has a small maximum CP limit throughout the mission. Thankfully, a large number of them arrive as reinforcements with Elendil and Gil-galad once the Mordor camp to the north has been dealt with. In the final confrontation with Sauron, they can aid Isildur by unleashing torrents of arrows and keeping their distance from Sauron's powerful attacks. In War in the North version of Grey Havens, they are still arguably the strongest recruitable unit, but their usability is limited due to the map's design revolving around mostly naval units.
Great Khân's Acolyte

* Portrait
* In Game

"But this very year, in the days of June, sudden war came upon us out of Mordor, and we were swept away. We were outnumbered, for Mordor has allied itself with the Easterlings and the cruel Haradrim"
—Boromir

The Easterling armies of Rhûn were well-organised, forming themselves into various companies of well-equiped soldiers. Each company was led by a captain who was experienced in warfare and feared on the battlefield, ready to lead his soldiers against the forces of the Free Peoples.

The Great Khân's Acolyte is a single unit that can be summoned alongside two battalions of Great Khân's Phalanx by Haradwaith's 10PP Forth, Men of Darkness spellbook power.

## Strategy

The Acolyte is more akin to a singular heroic unit, similar to Dol Guldur's Accursed Guard or the Gondor Royal Guard. The Acolyte has higher health than some heroes and, though it has no abilities, it can still be effective in combat when fighting alongside the Easterling warriors summoned with it. This summon can be used to reinforce an army or allow for an escape. With the units being pikemen, they can be effective at stopping an enemy cavalry force in its tracks.
Mollok

* Portrait
* Ingame

"The great troll-chief that smote him down bent over him, reaching out a clutching claw; for these fell creatures would bite the throats of those that they threw down."
—Return of the King, The Black Gate Opens

Mollok was an exceptionally cunning and cruel Olog-Hai bred by Sauron who was specifically chosen by the Dark Lord to lead his troll brethren. Once Sauron learned of Aragorn's challenge, he believed that Isildur's Heir wielded the One Ring and would foolishly march on the Black Gate. He instructed Mollok to personally slay the King of Gondor, a task Mollok almost accomplished when he engaged in a duel with Elessar at the Battle of the Morannon.

## Abilities

**Level 3: Will of Sauron** - Modifier type: Spell. Mollok gains +20% resistance to normal arrows. Stacks with buffs, leaderships and other spells. Passive ability.

**Level 4: Leap (R)** - Mollok jumps to a location causing area-effect damage. Left click icon then left click target area.

**Level 5: Lord of the Olog-Hai** - Modifier type: Leadership. Nearby allied trolls receive +33% damage, +33% armour and +50% experience gain. Stacks with buffs and spells. Passive ability.

**Level 8: Reaping Slash (C)** - Mollok gains +200% damage and +25% armour and regains health per hit. Left click to activate.

## Strategy

Mollok is an absolutely devastating force in Age of the Ring: he has high health, armour and is capable of dispatching large numbers of enemies because his attacks deals AOE knockback damage. His **Will of Sauron** passive ability makes unupgraded archers ineffective against him - forcing the opponent either to invest in upgraded arrows or pikemen and other heroes to bring Mollok down. Mollok becomes even more proficient at dealing with groups of enemies with **Leap** which deals severe damage to any enemy unit in the target area. **Lord of the Olog-Hai** can be significantly useful in siege situations as the increased damage and armour to friendly trolls (including Olog-Hai) enables them to destroy enemy structures with ease. Lastly, Mollok becomes extremely capable of killing enemy heroes, even faction leader heroes, with his Reaping Slash ability because he deals an immense amount of damage and become even more challenging to bring down as he has increased armour and health regeneration per hit.

## Trivia

* The name 'Mollok' was first coined by the long-dead Rhovanion Alliance mod. It means 'Troll-king'.
* Mollok still uses a number of Rogash voice files, left in to celebrate this RotWK hero