recursal/Fanatic-Fandom huggingface dataset:
Rohirrim Warriors

* Portrait
* Standard
* Upgraded
* Wedge

"For morning came, morning and a wind from the sea; and the darkness was removed, and the hosts of Mordor wailed, and terror took them, and they fled, and died, and the hoofs of wrath rode over them. And then all the host of Rohan burst into song, and they sang as they slew, for the joy of battle was on them, and the sound of their singing that was fair and terrible came even to the City."
—Return of the King, The Ride of the Rohirrim

During wartime, the King of Rohan would muster the Rohirrim, providing additional arms and armor to his subjects and organizing them into Éored's under command of a lord or marshal. The Rohirrim were present at various key moments of the War of the Ring: a great host of Riders led by Gandalf the White broke the Siege of Helm's Deep whilst later Théoden mustered the Rohirrim to ride to Gondor's aid in the Battle of Pelennor Fields. These riders were considered the finest in all of Middle-earth.

In Age of the Ring, Rohirrim Warriors are one of the many cavalry units of Rohan. They can be recruited from a level 2 Stables. Three battalions of them can also be summoned for 90s by Gondor's Oath of Eorl spellbook power. The summoned units are upgraded.

## Abilities and Formations

**Wedge Formation (W)**- Units gain +25% Damage, -25% Armor, and -50 Crush Deceleration.

## Upgrades

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

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

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

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

## Strategy

Rohirrim Warriors are one of the best cavalry units in the game, they have a large amount of health and armour, deal excellent trample damage and are very fast moving. In contrast to Horsemen of the Mark, they can charge into enemy forces and remain in combat for far longer - especially when fully upgraded. **Horsemen Shields** are absolutely vital if Rohan is focusing on cavalry, as this upgrade increases the Rohirrim's resistance to arrows and pikemen so that they can charge into any of the enemy's ranks without dying immediately. Rohirrim Warriors are complemented extremely well by Éomer and Théoden, who grant them armour, damage and reduced trample deceleration. Rohirrim Warrior charges whilst **Arise, Riders of Théoden!** is active are almost impossible to resist, especially when there are multiple Rohirrim units charging at once.
Thorin Oakenshield (Azanulbizar)

* Portrait
* In Game

"We were leaderless, defeat and death were upon us. That is when I saw him – the young dwarf prince facing down the Pale Orc. He stood alone against this terrible foe, his armour rent, wielding nothing but an oaken branch as a shield. Azog the Defiler learned that day that the line of Durin would not be so easily broken."
—Balin

Thorin, son of Thráin, was the exiled prince of Erebor. Following the death of his grandfather, Thrór, at the hands of the orc Azog, Thorin and his father mustered the seven Dwarven houses to wage war on the orcs responsible for the death of the king. The War of the Dwarves and Orcs lasted seven years and culminated in a great battle at Azanulbizar and ended in a costly victory for the Dwarves - Thorin earned the name Oakenshield when he used an oaken branch as a shield.

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

## Abilities

**Prince of Erebor** - Modifier Type: Leadership. Allies near King Thorin gain +33% Damage, +33% Armor, and earn experience 50% faster. Stacks with Buffs and Spells. Passive ability.

**Level 3: Oakenshield (R)** - Thorin temporarily gains +75% magic damage and +100% armor. Left click to activate.

**Level 5: Du Bekar! (T)** - Modifier Type: Spell. Thorin and nearby allies gain resistance to knockback, +75% Armor, +20% Speed, and crush enemies for a short time. Stacks with Leadership and Spells. Left click to activate.

## Strategy

Thorin is controllable alongside Balin through the entire course of the mission, he is an important source of leadership for the player's units which is vital for increasing their armour and keeping them alive for the final portion of the mission where they are most needed. **Oakenshield** should be saved for powerful enemies, such as Urshak, Muzgash, Azog's Bodyguard, Cave Trolls and Azog himself, as the increased magic damage allows Thorin to quickly dispatch them before they can kill too many of the player's units. It is recommended to save **Du Bekar!** for the final objective of the mission once Azog has been defeated because the additional armour and speed and ability to crush enemies can help turn the tide of the battle despite the Dwarves being outnumbered - this ability can often be the difference between completing and failing the mission.
Uruk-hai Man-Slayers

* Portrait
* In Game

"We are the fighting Uruk-hai! We slew the great warrior. We took the prisoners. We are the servants of Saruman the Wise, the White Hand: the Hand that gives us man's-flesh to eat."
—Uglúk

Driven mad by the scent of Man-flesh, these deranged creatures are capable of cleaving through armour and sustaining wounds that would kill ordinary Orcs and Uruks. Few in number, these specimens are considered the finest of Saruman's fighting Uruk-Hai and have been granted the rank of captain to lead the armies of the White Hand in their war against the people of Rohan.

In Age of the Ring, Uruk Man-Slayers are Isengard's heroic unit recruitable from a level 3 Uruk Pit, they are limited to 3 battalions. They compensate for this battalion limit with their high health and high damage, which makes them fearsome units in battle.

## Abilities

**Bane of the Rohirrim** - Man-Slayers become highly resistant to knockback and immune to trample. Passive ability.

**Level 4: Twisted Frenzy (R)** - Man-Slayers temporarily gain +150% damage at the cost of 33% armour.

**Level 7: Scent of Blood (T)** - Man-Slayers regain health per hit. Passive ability. When activated, Man-slayers temporarily gain +33% movement speed. Left click to activate.

## Strategy

Uruk Man-Slayers are fantastic late game units due to their versatility against all unit types: they can absorb and deal large amounts of damage and are unable to be trampled by cavalry as soon as they are recruited due to their **Bane of the Rohirrim** ability. Once at level 4, they can be used to target and kill enemy units due to the significant damage boost they gain whilst using **Twisted Frenzy**. If the Man-Slayers survive long enough to reach level 7, the task of killing them becomes exponentially harder because of their ability to regenerate health per hit. Consequently, opponents should target Man-Slayers using upgraded archers, spell book powers and hero abilities to remove them from the battlefield as quickly as possible.
Wild Snow-troll

* Portrait
* In Game

"We have come too far to the north," he said, "and we must find some way to turn back southwards again. If we keep on as we are going we shall get up into the Ettendales far north of Rivendell. That is troll-country, and little known to me."
—Strider

Snow-trolls are often thought of as a fairy-tale creature in more civilised parts of Middle-earth, but those that dwell in the harsh climate of the northern Misty Mountains and beyond know better. These wicked trolls are lean, deceptively powerful, and possess a great talent for cruelty.

In Age of the Ring, Wild Snow-trolls are a monster unit in Misty Mountains, they are recruited from Snow-troll Lairs converted by Wild Allegiance.

## Strategy

In comparison to Misty Mountains' standard Cave-trolls, Snow-trolls have a greater amount of health and stronger armour but are limited to only attacking in melee. Capturing a Snow-troll Lair early with Wild Allegiance can prove to be an incredibly devastating strategy to catch enemies off-guard and effectively harass their structures with tanky Snow-trolls. Whilst Snow-trolls are more expensive than Cave-trolls, Misty Mountains' Moria-orc units are cheap enough to continue applying pressure on the enemy whilst still making enough resources to continually produce Snow-trolls if the player has sufficient map control and resource structures.
Withered Heath

Loading Screen

"The Dwarves hid themselves in deep places, guarding their hoards; but when evil began to stir again and dragons reappeared, one by one their ancient treasures were plundered, and they became a wandering people."
—Appendix B, The Return of the King

After conquering the Elves of the Woodland Realm, the Mouth of Sauron traveled north to meet with the dragons of the Withered Heath. Here, the forces of Mordor would meet with the Dragon-lord himself and win his allegiance, all while destroying the dwarves still in the region.

Withered Heath is the sixth mission of the Dominion of Sauron campaign. It is recommended that this is played as Misty Mountains.

## Guide

**New Objective - Find the Dragon Lord**

**Bonus Objective - Build a Fortress**

**Bonus Objective - Destroy all Dwarven Mine Shaft**

The player begins in the south-west of the map with an army including Olog-Hai, Mountain-orc Slashers, Orc Archers and a Catapult, led by the Mouth of Sauron and two Nazgûl. Begin by constructing a base. Construct a fortress to complete the bonus objective. Build up your economy and start to build up an army. Try to to progress to far away from the starting position until your army is ready. Progressing north-east will reveal a dwarven mine shaft guarded by a battalion of Erebor Warriors. This can be easily destroyed.

**New Objective - Free all Fire Drakes from the Dwarven Bases**

Progressing further north-east will reveal a small dwarven fortification containing three Fire Wyrms. This fortification is guarded by a group of Dwarven units. Use your units and heroes to attack the units while the catapults attack the walls. Be wary of the Erebor Pikemen as they can deal heavy damage to the Olog-Hai and mounted heroes. The other three dwarven fortifications will also be shown across the map. Each of these contains its own Wyrms, and contains many dwarven guards and structures, including walls that have been upgraded with Arrow Towers and Mangonel expansions. As such, the player will need a powerful army to break through the defenses. Mountain Orcs and Gundabad Berserkers are a good option for basic infantry. Cave Trolls and Stone Trolls are a powerful option for breaking through defences, with the Cave Trolls being about to attack from range and the Stone Trolls being able to use Thick Skull to deal heavy damage to structures. Make use of your powers and be methodical with the defences, and the fortifications should not be too difficult to break through. The Fire Wyrms themselves are slow but can deal high damage to units, especially when working together. Destroying all the dwarven building in these bases will also complete the Mine Shaft bonus objective.

Once the Wyrms themselves have been freed, they must be taken to the Dragon Lord's lair. Progress to the north of the map and a path west will be revealed. Follow this path to find the Dragon Lord. There will be some Barding Longbowmen in the path but these can be easily defeated by your mounted heroes and monsters. Once the Wyrms have reached the lair, the battle will be won.
Silvan Clearing

* Level 1
* Level 2
* Level 3

"Despite the desire of the Silvan Elves to meddle as little as might be in the affairs of the Noldor and Sindar, or of any other peoples, Dwarves, Men, or Orcs, Oropher had the wisdom to foresee that peace would not return unless Sauron was overcome. He therefore assembled a great army of his now numerous people, and joining with the lesser army of Malgalad of Lórien he led the host of the Silvan Elves to battle."
—The History of Galadriel and Celeborn: The Sindarin Princes of the Silvan Elves, Unfinished Tales

The Silvan Elves of Middle-earth seldom fought on an open field, instead preferring to fight from the trees and take their foes by surprise. Even as Thranduil sought to improve the military prowess of his kingdom, he knew the importance of having mobile soldiers capable of defending the forests. During the Third Age, these Silvan Elves were often sent out to defend against the orcs, spiders and other fell creatures coming from Dol Guldur.

The Silvan Clearing is the primary unit production of the Woodland Realm, providing access to the faction's basic troops.

## Upgrades

**Upgrade to Level 2 (A)** - Allows training of Thelamaethyr. +10% faster build speed. Cost: 300

**Upgrade to Level 3 (A)** - Allows training of Gwairochyn. +25% faster build speed. Cost: 300

## Function

The Silvan Clearing can be used to recruit the following units:

 Silvan Wardens | Swordsmen
 Silvan Spearmen | Pikemen
 Silvan Outriders | Cavalry

## Strategy

The Silvan Clearing is a core building for the faction as it provides access to the basic units. Silvan Elves have high damage and speed but have low armour and health, making them very fragile. It is recommended that using the player recruit them in large numbers which can lead to using multiple Clearings. The Silvan Elves can then be used to continually harass the enemy to cripple their economy while the Woodland Realm builds up. As the Silvan Spearmen are only available from a level 2 Clearing, the faction can be vulnerable to a cavalry rush until the buildings have been upgraded. By scouting the enemy to see their strategy, the player can pre-emptively counter it with their build orders for their Clearings and upgrades. The Silvan Elves can be complimented with the Woodmen Hunters who have more health and can fight with both melee and ranged weapons, as well as Tauriel who lets them level up faster to unlock their advanced abilities.
Uruk Pit

* Level 1
* Level 2
* Level 3

"He has taken up with foul folk, with the Orcs. Brm, hoom! Worse than that: he has been doing something to them; something dangerous. For these Isengarders are more than wicked Men. It is a mark of evil things that came in the Great Darkness that they cannot abide the Sun; but Saruman's Orcs can endure it, even if they hate it. I wonder what he has done? Are they Men he has ruined, or has he blended the races of Orcs and Men?"
—Treebeard

Through foul devilry, Saruman crossed Orcs and Goblin-men in the caverns of Isengard to produce the Fighting Uruk-Hai. These creatures were tall in stature and could cover great distances in broad daylight. However, not all of these creatures were perfect and the freeing of Théoden by Gandalf the White forced Saruman to accelerate his plans which resulting in inbreeding of his Uruks which often yielded unrefined crazed specimens.

In Age of the Ring, the Uruk Pit is one of Isengard's unit production buildings from which they can recruit their elite infantry and heroic units.

## Upgrades

**Upgrade Uruk Pit to Level 2 (A)** - allows training of Armoured Uruk-Hai units and Uruk Berserkers. +10% faster build speed. Cost: 600

**Upgrade Uruk Pit to Level 3 (A)** - allows training of the Uruk Man-Slayers. +25% faster build speed. Cost: 1000

## Function

The Uruk Pit can be used to recruit the following units:

## Strategy

Whilst it is entirely valid to build an Uruk Pit at the start of the game and rely solely on Uruk Scouts as archer and swordsmen units, this leaves Isengard at risk against enemy cavalry due to the lack of pikemen units from a level 1 Uruk Pit. Consequently, it is recommended to initially build a Clan Steading to recruit cheaper units and pikemen before building an Uruk Pit in the mid game once Isengard's economy has expanded. The Uruk units are much more elite than the Wild Men units and so Isengard should strive towards transitioning their army to Uruks once they can afford it to prevent being outmatched by their opponent's elite units.
Statue of Girion

### Faction

Adventure: Battle of the Five Armies (Erebor), Adventure: Dorwinion (Woodland Realm)

### Cost

800 (Adventure: Battle of the Five Armies)
500 (Adventure: Dorwinion)

### Bonus

n/a

"...the necklace of Girion, Lord of Dale, made of five hundred emeralds green as grass, which he gave for the arming of his eldest son in a coat of dwarf-linked rings the like of which had never been made before, for it was wrought of pure silver to the power and strength of triple steel."
—The Hobbit, Inside Information

Girion was a Lord of Dale and ancestor of Bard the Bowman who valiantly tried to fight and kill Smaug when the dragon first sacked the Dwarven kingdom of Erebor, but failed and was slain in the attempt. Despite his failure, he would be avenged by Bard several years later when the dragon attempted to assault Lake-town, and the people of Lake-town would look to both Bard and Girion for inspiration when the Orc army led by Bolg of the North invaded and they took up arms within the ruins of Dale to defend their home and people to the last.

The Statue of Girion is a structure available to the Adventure: Battle of the Five Armies subfaction of Erebor and the Adventure: Dorwinion subfaction of the Woodland Realm. It combines elements of both the Well and the Heroic Statue, and the Battle of the Five Armies variant can also temporarily summon random Lake Town units to defend itself if necessary. For the Battle of the Five Armies subfaction, this structure is limited to 3.

## Abilities

**Statue of Girion** - Modifier Type: Leadership. Allies near the statue gain +25% damage, +25% armour, earn experience +33% faster, and become immune to fear and terror. Replenishes health and units in nearby battalions.

**Dalish Guard (W)** - Temporarily summons a random battalion of Lake-towners. Left click to activate. *(Adventure: Battle of the Five Armies variant only)*

## Strategy

The Statue of Girion is a useful support structure for the Adventure: Battle of the Five Armies and Adventure: Dorwinion subfactions. It compresses multiple different support capabilities into 1 building. It functions both as a Heroic Statue and as a Well simultaneously, which not only allows the player's armies to retreat to a forward-built Monument to heal up before re-engaging the player's army, but also makes it easier for that army to fight around the well itself if the enemy is advancing and the Statue needs to be protected thanks to the leadership bonuses that the Statue provides. In the Battle of the Five Armies subfaction, the Statue can also temporarily summon a random battalion of Lake-town units, which can provide a degree of protection if the Statue is attacked until reinforcements come to drive off or kill any potential attackers. However, the Statue is more expensive and is limited to 3 in that subfaction because of this additional functionality. It is strongly recommended for players of both subfactions to use the Statue as part of any forward base to help ensure the longevity of a player's troops.
Tom Bombadil

* Portrait
* Ingame

"Ho! Tom Bombadil, Tom Bombadillo!
By water, wood and hill, by the reed and willow,
By fire, sun and moon, hearken now and hear us!
Come, Tom Bombadil, for our need is near us!"
—Fellowship of the Ring, In the House of Tom Bombadil

Tom Bombadil was an enigmatic figure encountered by Frodo, Sam, Merry and Pippin as they tried to navigate through the Old Forest. He rescued them on several occasions: from the spell of Old Man Willow and from the terrible Barrow Wights. Ever cheery and benevolent, Tom appeared completely oblivious to the threat of Sauron and seemed completely incorruptible - even trying on the One Ring which had no effect on him whatsoever. Regardless of who he may have been, it was evident that he was Master of the Old Forest, which he could bend to his will through song.

In Age of the Ring, Tom Bombadil is summoned by one of Rivendell's final tier spell book powers Come Merry Dol! He is present on the battlefield for 90 seconds.

## Abilities

**Sonic Song (W)** - Powerful attack that blasts back nearby enemies. Left click icon then left click target.

**Incorruptible (R)** - Nothing may harm the Master of wood, water and hill. Tom Bombadil temorarily becomes immune to damage and is resistant to knockback. Left click to activate.

**Old Man Willow (T)** - Summons Old Man Willow. Nearby enemies are put to sleep. Left click icon then left click pathable location.

## Strategy

Tom Bombadil is one of the most powerful heroes in the game: he has a significantly large amount of health, his base attack deals knockback and inflicts severe damage to both units and structures, and he can become temporarily invulnerable. He can be summoned in a variety of situations, such as during combat where he can devastate large numbers of enemies with his **Sonic Song** and prevent the enemy from retreating via **Old Man Willow**. Alternatively, he can be summoned in an enemy's base where he can inflict damage comparable to that inflicted by Durin's Bane, without taking any damage himself whilst **Incorruptible** is active. Opponents of Rivendell should strive to prevent Rivendell gaining access to this spellbook power as it is highly capable of ending games.
Warg Pack (Isengard)

* Portrait
* Standard
* Pack Alpha

"Wolves and orcs were housed in Isengard, for Saruman was mustering a great force on his own account, in rivalry of Sauron and not in his service yet."
—Gandalf

Fast-moving and ferocious, packs of Wargs have oft been the bane of unwary travelers. These creatures were naturally drawn to evil and so came under the service of Saruman, who put them to use against the Rohirrim.

**The Warg Packs 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, Warg Packs are the basic cavalry unit for Isengard recruitable from a level 1 Warg Pit. They are fast moving units that can raid the enemy's base or flank and trample enemy units.

## Abilities

**Howl (W)** - Modifier type: Buff. Wargs gain +50% damage and +50% armour. Stacks with leadership and buffs. Left click to activate.

## Upgrades

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

## Strategy

Warg Packs serve as early game cavalry units that can ambush enemy swordsmen and archers or perform hit and run attacks on enemy economy buildings. Charges against units can be even deadlier if Warg Packs use **Howl** prior to impact - this significantly increases the Warg Pack's damage and armour so that they are more likely to kill the enemy units without taking as much damage. Warg Packs can be strengthened when used in combination with Sharku, whose **Blood Hunt** leadership buffs not only Warg Riders, but Warg Packs.
Sméagol

* Portrait
* In Game

"At once Gollum got up and began prancing about, like a whipped cur whose master has patted it. From that moment a change, which lasted for some time, came over him. He spoke with less hissing and whining, and he spoke to his companions direct, not to his precious self. He would cringe and flinch, if they stepped near him or made any sudden movement, and he avoided the touch of their elven-cloaks; but he was friendly, and indeed pitifully anxious to please. He would cackle with laughter and caper, if any jest was made, or even if Frodo spoke kindly to him, and weep if Frodo rebuked him. Sam said little to him of any sort. He suspected him more deeply than ever, and if possible liked the new Gollum, the Sméagol, less than the old."
—The Taming of Sméagol, The Two Towers

After Gollum attempted to ambush Frodo and Sam as they were travelling through the Emyn Muil, he was captured by the Hobbits. He offered to act as their guide to Mordor after swearing on the One Ring. He led them through the mountains and wastelands outside the Black Gate, before leading them through the forest of Ithilien. The kindness for Gollum shown by Frodo led to a shift in personality although this did not stop him from betraying the Hobbits, leading them to the Pass of Cirith Ungol to be attacked by Shelob.

In Age of the Ring, Sméagol can be summoned by Frodo and will be permanently on the battlefield until his death.

## Abilities

**Master's Guide** - Sméagol is passively stealthed until he attacks and can detect other stealthed units. Nearby heroes gain +33% speed. Passive abilities.

**Wring Its Filthy Little Neck (N)** - Deals strong damage to a single units. Left click then left click on target.

**Tenacious Creature** - When Sméagol reaches low health, he temporarily gains +33% attack and +100% armour. Passive ability

## Strategy

While quite weak in combat, Sméagol is a versatile hero with many uses. His speed and passive stealth can let him scout on enemy forces. Sméagol's small size and stealth can allow him to hide in armies and deal damage to targets without being spotted. This can be helped by his **Wring Its Filthy Little Neck** ability which can allow him to deal additional damage to targets. Sméagol can support nearby heroes, allowing them to escape from combat when in danger. He can do this himself, with **Tenacious Creature** granting him a large buff at low health. This can allow him to escape from combat safely, or to finish off his target before his death.
Wormtongue

* Portrait
* Ingame

"Oh, but you are alone. Who knows what you have spoken to the darkness, alone, in the bitter watches of the night, when all your life seems to shrink, the walls of your bower closing in about you, a hutch to trammel some wild thing in? So fair, yet so cold like a morning of pale Spring still clinging to Winter's chill."
—Gríma Wormtongue

Gríma Wormtongue was once a man of Rohan and counselor to King Théoden. Seemingly faithful to his lord and country, he had a keen interest on Éowyn, the King's niece, for which he would gladly pay any price.

Once Saruman promised him his heart's desire - neglecting to tell him he intended to slay every man, woman and child of Rohirrim descent - Wormtongue conspired with him to poison the King's mind and prevented him from takings precautions about the resurgence of Sauron's forces, making Rohan susceptible to raiding parties dispatched from Isengard. When his part in Théoden's ill-advisement was unveiled, Wormtongue chose to return back to Saruman instead of riding to war with the King's men. Instead of being met with open arms by his allies, Gríma was constantly berated and mistreated by the fallen White Wizard. This proved too be a fatal mistake for Saruman, proven when Wormtongue killed his oppressor in a fit of rage, moments before his own death.

## Abilities

**Level 1: Escape (W)** - Wormtongue becomes stealthed and cannot be attacked nor make an attack. Left click to activate.

**Level 3: Venomous Words (R)** - Modifier type: Active Debuff. Targeted enemy units lose 25% damage and 20% armour, nullifies enemy leadership. Does not stack with other debuffs. Left click icon then left click target units.

**Level 5: Back Stab (T)** - High damage melee attack that also poisons targeted enemy. At rank 10, targeted enemy hero cannot gain experience, has their damage output reduced by 50%, and loses 25% movement speed for 30 seconds. Left click icon then left click target.

**Level 8: Maligned Leechcraft (C)** - Targeted enemy hero's ability timers are set to just used. Left click icon then left click target.

## Strategy

Wormtongue is a hero that requires micromanagement in order to maximise his effectiveness - he does not survive for long in direct combat but when used correctly, can be a deadly hero killer. His **Escape** ability can be used to help Wormtongue retreat when at low health, or make a stealthy approach behind an enemy hero. This enables him to use **Back Stab** to heavily damage the hero, as well as considerably debuff them to ensure a kill if Wormtongue is level 10. **Maligned Leechcraft** can significantly impede an enemy hero's usefulness by resetting their ability timers so that the enemy cannot make use of them in a battle; Wormtongue's debuff can then be used cast to weaken the enemy army so that Isengard's army has an even greater chance of victory.
Uruk-hai Scouts

* Portrait
* Bows
* Swords

"Hunt them down. Do not stop until they are found. You do not know pain, you do not know fear. You will taste man-flesh!"
—Saruman

Saruman sent forth a legion of Scouts to track down the Ringbearer and bring back his prize. These Uruks were clad in light armour for long distance scouting and were armed with cruel scimitars and crude bows, which they used to slay Boromir as he tried to protect Merry and Pippin.

In Age of the Ring, Uruk-hai Scouts are the first Uruk units available as they are recruitable from a level 1 Uruk Pit; they are highly versatile because of their weapon toggle. They are useful particularly in the early-mid game before the player can start recruiting the heavily armoured Uruk-Hai units.

## Abilities and Formations

**Toggle Weapon (W)** - Switches between bow and sword.

**Level 3: Bloodlust** - Bloodlust grants Uruk-Hai +25% damage. Passive ability.

**Level 3: Hunting Arrows (T)** - Uruk-hai Scouts temporarily slow targets by 33%.

## Upgrades

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

## Strategy

Uruk Scouts are exceptionally versatile units because of their ability to toggle weapons; they are stronger swordsmen and archers than Wildmen units but cost more and so are best suited to use alongside these Wildmen units. Unlike Dúnedain Rangers, Uruk Scouts' weapon toggle is not permanent, allowing every battalion to continually adapt to different situations rather than being limited to a single unit type once toggled. It is best to either switch to the heavily armoured Uruk-Hai units recruitable from a level 2 Uruk Pit in the mid-late game once Isengard's economy is strong enough, or to select the Wicked Marksmen focus which grants Uruk Scouts (and Uruk Crossbowmen) +20% damage, +10% range and +80% experience gain and decreases their price by 20%; so that they can continue to match the opponent's elite units. Keeping the Scouts alive in the mid-late game is still rewarded, as **Hunting Arrows** can be a powerful tool in slowing down enemy forces to prevent an enemy escape, allow an allied escape or to leave enemies vulnerable to cavalry attack.
Wildmen Axe-throwers

* Portrait
* Standard
* Upgraded

"Brazen trumpets sounded. The enemy surged forward, some against the Deeping Wall, other towards the causeway and the ramp that led up to the Hornburg-gates. There the hugest Orcs were mustered, and the wild men of the Dunland fells. A moment they hesitated and then on they came."
—The Two Towers, Helm's Deep

Though Dunlendings often considered the art of axe-throwing as more of a sport, some skilled warriors employed it in battle. Although they weren't as accurate as Dunlending Longbowmen, these tribesmen were still capable of inflicting heavy losses to the enemy.

In Age of the Ring, Wildmen Axe-throwers are the basic ranged unit for Isengard recruitable from a level 2 Clan Steading. Similarly to other Wildmen units, they are capable of stealthing near trees to set up ambushes.

## Upgrades

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

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

## Strategy

Wildmen Axe-throwers are early game ranged units that are able to deal heavy damage to enemy units whilst other Wildmen units keep the enemy units occupied; Axe-throwers are highly vulnerable to cavalry attacks and so should be protected by friendly pikemen units. In the mid-late game, Axe-throwers are typically replaced by Isengard's more elite archer units, such as Uruk Scouts, Uruk Crossbowmen and (if they have used the Dunlending Subjugation ability) Dunlending Longbowmen. Despite this, it is perfectly feasible to continue using Axe-throwers if they are upgraded with heavy armour and the Fury of Frecalund focus, which grants Wildmen units +15% damage, +70% combat experience and decreases their price by 10%, has been researched.
Sentinels of the Silver Tree

* Portrait
* Sword-wielders
* Bow-wielders

"Haldir knocked and spoke, and the gates opened soundlessly; but of guards Frodo could see no sign. The travellers passed within, and the gates shut behind them. They were in a deep lane between the ends of the wall, and passing quickly through it they entered the City of the Trees. No folk could they see, nor hear any feet upon the paths; but there were many voices, about them, and in the air above."
—The Mirror of Galadriel, The Fellowship of the Ring

The Sentinels of the Silver Tree are the elite guards of Lothlórien. When they choose to be seen, they can be found by their Lord and Lady to watch for any potential threats as well as at the entrances to their cities.

The Sentinels of the Silver Tree can be summoned by Celeborn's The Silver Host ability. There are two types of Sentinels that are summoned, one wielding bows and another wielding swords.

## Strategy

The Sentinels of the Silver Tree are an elite unit, only accessible through Celeborn. They do not have abilities but are strong in combat, being able to fight effectively to assist in larger battles and to protect their lord. Individual Sentinels can also be summoned by Celeborn to protect allied heroes, which should be used on priority targets to help keep them safe.
Spawn of Ungoliant

* Portrait
* In Game

"Suddenly he saw, too, that there were spiders huge and horrible sitting in the branches above him, and Ring or no Ring he trembled with fear lest they should discover him. Standing behind a tree he watched a group of them for some time, and then in the silence and stillness of the wood he realised that these loathsome creatures were speaking one to another."
—The Hobbit, Flies and Spiders

As the Necromancer's dark influence grew, Great Spiders crept forth from the tunnels of Dol Guldur, infesting the Greenwood and endangering the Elvenking's paths. Though not as large as Shelob or Queen Saenathra, these spiders are still much larger than most and will feed upon any unwitting traveller that dares traverse the infested forests of Mirkwood.

**The Spawn of Ungoliant 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 Mordor, please click "expand".**

In Age of the Ring, Spawn of Ungoliant are a Mordor unit recruitable from the summoned Dol Guldur Dungeons.

## Abilities

**Level 3: Scream** - Causes enemy units to flee in terror. Left click to activate.

## Strategy

Spawn of Ungoliant are one of Mordor's only non-heroic cavalry units, apart from Easterling Kataphrakts, and so are useful at catching enemies by surprise which quick flanking attacks in which they trample enemy units. They are effective against swordsmen and archers, but only in cases of trampling the archers before they can fire; moreover, they can chase down and kill enemy cavalry. Spawn of Ungoliant are recruited with venom sacs which enables them to deal poison damage, consequently they have potential to kill enemy heroes as the hero continues to suffer damage as they try to escape and can be pursued by the fast moving Spawns.
Orc Gaolers

* Portrait
* In Game
* Upgraded
* Porcupine

"A darkness lies upon that forest. Fell things creep beneath those trees. There is an alliance between the orcs of Moria and the Necromancer in Dol Guldur. I would not venture there, except in great need."
—Beorn, Desolation of Smaug

Dol Guldur's jailors are not granted fates much improved from those they capture. In the end, all must bend and crawl before the Necromancer's dark might. These pale, emaciated orcs serve their master out of fear rather than loyalty and have been driven insane from their perpetual torment.

In Age of the Ring, Orc Gaolers are the basic pikemen unit of Dol Guldur, which are recruitable from a level 1 Guldur Gaol.

## Abilities and Formations

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

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

**Necromancy (T)** - Requires a Spire of Sorcery. Turns the horde into Risen Dead. Left click to activate.

## Upgrades

**Black Banners (V)** - When equipped, increases this battalion to level 2. Research upgrade at Guldur Gaol to enable this equipment. Cost: 100

## Strategy

Orc Gaolers are identical in stats to Mordor Orc Pikemen, they have the disadvantage however of suffering from **Slow Decay** which limits their harassment potential unless Dol Guldur continually builds structures as the Gaolers advance so that they are buffed by Dark Presence. It is imperative to recruit Orc Gaolers as Dol Guldur's basic units are highly vulnerable to cavalry and so having multiple hordes in the army can protect these units from enemy charges. Once a Spire of Sorcery has been constructed, the **Necromancy** ability is unlocked which allows the player to convert a Gaoler horde to a horde of Risen Dead: semi-elite, fast moving shock troops that do not suffer from Slow Decay. Players can be strategic when they decide to use Necromancy: they can use it before the Gaolers enter combat to produce a stronger, albeit smaller horde that can harass, or they can use it when a Gaoler horde is depleted to replenish the numbers of Dol Guldur's army with stronger units. Regardless, it is important to still use Orc Gaolers in the army until Tomb Guard can be recruited, as Risen Dead themselves are highly vulnerable to cavalry.
Pelargir Expeditionaries

* Portrait
* In Game
* Upgraded

"But at midnight hope was indeed born anew. Sea-crafty men of the Ethir gazing southward spoke of a change coming with a fresh wind from the Sea. Long ere day the masted ships hoisted sail, and our speed grew, until dawn whitened the foam at our prows. And so it was, as you know, that we came in the third hour of the morning with a fair wind and the Sun unveiled, and we unfurled the great standard in battle. It was a great day and a great hour, whatever may come after."
—Gimli

Pelargir was built by the Faithful of Númenor in the Second Age, and went on to become one of Gondor's most important cities due to its status as a great naval haven. During the War of the Ring, the city was attacked by the fleets of the Corsairs of Umbar and Haradrim. This invasion ended though when Aragorn led the Grey Company and Dead Men of Dunharrow to send the Haradrim fleeing and capture their fleet. The warriors of Pelargir joined the Heir of Isildur north in his battles to defend Gondor.

The Pelargir Expeditionaries are the Auxiliary Camp unit for the Free Peoples in Haradwaith maps.

## Abilities and Formations

**Gondorian Mariners** - Modifier Type: Leadership. Ships in wide radius around Pelargir Expeditionaries gain +33% armour. Passive ability.

**Level 2: Cut Through (R)** - Requires Level 2. Modifier Type: Weapon. Pelargir Expeditionaries gain +15% damage, speed and are resistant to fear and terror for 20 seconds. Left click to activate.

**Level 4:** **Armaments of the White City** - Modifier Type: Level. Units permanently gain +20% armour.

## Upgrades

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

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

## Strategy

The Pelargir Expeditionaries are a swordsmen unit that can be recruited by the Free Peoples in Haradwaith maps. They act similarly to the fiefdoms units of Gondor, though with slightly better stats. Like them, the Expeditionaries can obtain a permanent armour boost at high levels, making experience-granting abilities very useful for them. Otherwise, they are able to upgrade themselves with Tempered Blades and Banners of the White City. **Gondorian Mariners** is a very niche ability but can occasionally be useful on maps with a large amount of water to protect ships close to the coast. **Cut Through** is their primary ability, granting a short boost in offensive power and speed, making it easier to chase down or escape from foes, while also giving fear and terror resistance, which can be useful against factions with sources of these effects, such as Mordor's Nazgûl. As fiefdoms units, they are especially useful for Gondor, as they can benefit from fiefdoms-specific leaderships, like from Forlong and Imrahil.
Spiderlings

* Portrait
* In Game

"To the fattest of these bundles the spider went -'It is poor old Bombur, I'll bet,' thought Bilbo - and nipped hard at the nose that stuck out. There was a muffled yelp inside, and a toe shot up and kicked the spider straight and hard. There was life in Bombur still. There was a noise like the kicking of a flabby football, and the enraged spider fell off the branch, only catching itself with its own thread just in time.
The others laughed. "You were quite right," they said, "the meat's alive and kicking!"
"I'll soon put an end to that," hissed the angry spider climbing back onto the branch."
—The Hobbit, Flies and Spiders

Within the tunnels of her lair, Shelob produced many offspring smaller than her but no less foul. Leaving the Pass of Cirith Ungol, these Spiderlings inhabited the corrupted forest of Mirkwood and feasted on unwary travelers unfortunate enough to be ensnared by their webs.

In Age of the Ring, Spiderlings are a swordsmen unit in Misty Mountains, they are recruited from Spider Lairs converted by Wild Allegiance.

## Upgrades

**Venom Sacs (C)** - Upgrades this horde with Venom Sacs. Inflicts poison to enemies causing damage over time. Cost: 250

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

## Strategy

Spiderlings are a fast moving swordsmen unit that can compliment Moria-orc harrassment because they can keep pace with the Moria-orcs whilst being able to tank more damage. Unlike Fell Brood, Spiderlings cannot trample enemy units but they deal additional damage to pikemen and so they can be sent in to dispatch enemy pikemen so that Misty Mountains' cavalry units can safely charge and trample enemy units. Because of their fast movement speed, Spiderlings are ideally used to quickly travel around the map and harass the enemy's economy; they can move from economy structures easily - forcing the opponent to use cavalry and other fast moving units to chase them down.
Wall Hub

Wall Hubs are a type of structure available to multiple factions that allows them to construct walls across the map. While the basic functionality of all Wall Hubs is the same, they differ in both stats and the wall upgrades.

* Wall Hub (Gondor)
* Wall Hub (Rohan)
* Wall Hub (Rivendell)
* Wall Hub (Erebor)
* Wall Hub (Isengard)
Wall Hub (Rohan)

* Wall Hub
* Gate
* Postern Gate
* Guard Tower
* Rohirric Onager

"Quickly Éomer set his men in readiness. The king and the men of his household were in the Hornburg, and there also were many of the Westfold-men. But on the Deeping Wall and its tower, and behind it, Éomer arrayed most of the strength that he had, for here the defence seemed more doubtful, if the assault were determined and in great force."
—Helm's Deep, The Two Towers

Rohan's towns and villages were often lightly defended with simple walls of wood and stone. While these could repel a small force, a larger invasion force would be able to break through these defences. When against a more powerful foe, the Rohirrim would retreat to the fortress of the Hornburg with the Deeping Wall. These defences, first built by the early Gondorians, would be able to withstand many assaults.

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

## Upgrades

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

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

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

**Guard Tower (T)** - Spawns archers that can fire at nearby enemies. Cost: 400

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

## Strategy

The Walls are a defensive tool that can be used to control enemy movements and prevent small groups of enemies from attacking. Their presence will require the enemy to invest in siege to break through the defenses. The Postern Gate will allow your own forces to cross the walls from a location unknown to the enemy. However, this will not allow siege to pass through and so siege units will require a Gate. Guard Towers are useful to discourage small attacks by attacking nearby enemies while Rohirric Onager expansions can be used to combat enemy siege. A wall alone will not repel an enemy army, so the player must compliment it with their own army. The Mundburg Masonry upgrade from the Workshop can be used to upgrade the armour of the walls. Construction of a wall hub can also be a simple way of saving a Builder in danger as they will require siege to destroy.
Mountain-orc Scouts

* Portrait
* Standard
* Upgraded

"With a quick movement Gandalf stepped before the narrow opening of the door and thrust forward his staff: There was a dazzling flash that lit the chamber and the passage outside. For an instant the wizard looked out. Arrows whined and whistled down the corridor as he sprang back. "There are Orcs, very many of them," he said. "And some are large and evil"
—The Fellowship of the Ring, The Bridge of Khazad-dûm

Feared throughout Eriador, these Mountain-orc manhunters have a reputation for being cruel and ruthless in tracking down their quarry. These Orcs were far more proficient with a bow compared to the savage Orc archers of Moria , and inflicted many casualties in the Dwarven ranks during the War of the Dwarves and Orcs.

In Age of the Ring, Mountain-orc Scouts are an archer unit in Misty Mountains which are recruitable from a level 2 Mountain-orc Lodge .

## Abilities

**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: Barbed Arrows (R)** - Mountain Orc Scouts temporarily slow Monsters and Flyers by 25% and increase their damage by 75% vs the same targets. Left click to activate.

## Upgrades

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

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

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

## Strategy

Mountain-orc Scouts are more elite than their Moria Orc counterpart and so can be used to inflict severe damage towards enemy units during the mid-late game, since they are less accessible being locked behind a level 2 unit recruitment structure. As with any archer unit, they require protection from flanking cavalry charges which is provided by the Mountain-orc Brutes . In order to increase their effectiveness so that they become closely matched with elite archers, Mountain-orc Scouts can be fully upgraded and also benefit from the leadership that Muzgash  provides. By using **Barbed Arrows**, the Mountain Orc Scouts can help the Misty Mountains to counter enemy flying units, which is otherwise a weakness of the faction.