recursal/Fanatic-Fandom huggingface dataset:
Wolf Cairn

* Level 1
* Level 2
* Level 3

"The Wargs and the goblins often helped one another in wicked deeds. Goblins do not usually venture very far from their mountains, unless they are driven out and are looking for new homes, or are marching to war (which I am glad to say has not happened for a long while). But in those days they sometimes used to go on raids, especially to get food or slaves to work for them. Then they often got the Wargs to help and shared the plunder with them. Sometimes they rode on wolves like men do on horses. Now it seemed that a great goblin-raid had been planned for that very night."
—The Hobbit, Out of the Frying-Pan into the Fire

Wargs were bred throughout the Misty Mountains to aid Orc tribes during raids of Eriador, some of these Wargs would hunt independently and would form packs that attacked unwary travelers during the night. Such a pack was encountered by Bilbo and Thorin's Company following their escape from Goblin-Town. Many years later, the Fellowship of the Ring were also forced to fend off a pack of Wargs that had come from the Misty Mountains.

In Age of the Ring, the Wolf Cairn is a unit production building for Misty Mountains from which various cavalry units can be recruited.

## Upgrades

**Upgrade Wolf Cairn to Level 2 (A)** - allows training of Gundabad Wolf-riders. +10% faster build speed. Cost: 500

**Upgrade Wolf Cairn to Level 3 (A)** - +25% faster build speed. Adds defensive arrow tower. Cost: 350

## Function

The Wolf Cairn can be used to recruit the following units:

 Gundabad Wolf-riders | Cavalry

## Strategy

The Wolf Cairn gives the Misty Mountains player access to fast moving cavalry units which can be used to harass the enemy and flank around their armies. It is more expensive than Misty Mountain's other unit production buildings, therefore it is not advisable to build this structure too early when the player's economy has not yet expanded. Warg Packs are considerably cheap cavalry units and are adequate against enemy units in the early game but it is recommended to upgrade the Wolf Cairn to at least level 2 by the midgame so that recruitment of the more effective Wolf-riders can occur. Moreover, Golfimbul is an ideal hero to recruit to support the units recruited from the Wolf Cairn: his level 1 leadership and level 8 **Hatred of the Free Folk** ability can turn Misty Mountain's cavalry into a force to be reckoned with.
Púkel-man Statue

"There sat Théoden and Éomer, and before them on the ground sat a strange squat shape of a man, gnarled as an old stone, and the hairs of his scanty beard straggled on his lumpy chin like dry moss. He was short-legged and fat-armed, thick and stumpy, and clad only with grass about his waist. Merry felt that he had seen him before somewhere, and suddenly he remembered the Púkel-men of Dunharrow. Here was one of those old images brought to life, or maybe a creature descended in true line through endless years from the models used by the forgotten craftsmen long ago."
—The Ride of the Rohirrim, The Return of the King

The Drúedain were a race of wild men and were known as the Woses or Wildmen of the Woods by the Rohirrim. They lived separate from others in Middle-earth and were good-hearted people that were persecuted by others, either by malice or ignorance. They had their own mysterious ways and magics, and were the protectors of the Drúadan Forest. In past ages, they had carved crude figures of men, known as Púkel-men, and had left them along the White Mountains, especially at Dunharrow.

The Púkel-man Statue can be summoned by Rohan's Skill of the Woses power. This statue can harbours strange magic and can be used to either defend allies or disrupt enemies. It is limited to two on the map at any one time.

## Function

Enemies near to the Púkel-man Statue have -25% damage and armour.

The Púkel-man Statue can affect its surroundings with the following abilities:

**Secret Paths (W)** - the Drúedain know of secret paths others have long forgotten. Allows targeted allies to become temporarily stealthed. Left click icon then left click on target units.

**Stone-Skin (E)** - the Púkel-men statues were said to harbour benign spirits, capable of shielding off friends and warding off foes. Units within the radius are temporarily frozen and cannot attack or be attacked. Left click icon then left click on target units.

**Faithful Stone (R)** - a long forgotten tale tells of a faithful stone guardian coming alive to guard the house of a friend. When cast on a structure, said structure is temporarily defended by three mysterious Drúedain warriors. Left click icon then left click on target building.

## Strategy

The strength of the Púkel-man Statue is in its abilities. The debuff to nearby enemies can help to turn the tide of battle, making cavalry deal more damage to foes. **Secret Paths** can be used to ambush an enemy or lead a surprise strike on an enemy base. When combined with the speed of Rohan's cavalry, this can be very powerful. **Faithful Stone** gives the Statue a defensive use, allowing it to protect an allied building for a short time and slow down harassment. These summoned warrior scan knock back foes in a small radius with each attack. Lastly, **Stone-Skin** can be used on units to freeze them. This can be useful to prevent enemies from attacking a valuable target and give your units time to reach the location. It can also be used on allies and so can be used to save a valuable unit from danger for a short time.
Rivendell Revelers

* Portrait
* In Game

"At first the beauty of the melodies and of the interwoven words in elven-tongues, even though he understood them little, held him in a spell, as soon as as he began to attend to them. Almost it seemed that the words took shape, and visions of far lands and bright things that he had never yet imagined opened out before him; and the firelit hall became like a golden mist above the seas of foam that sighed upon the margins of the world. "
—Fellowship of the Ring, Many Meetings

The long history of the Elves is oft related through song and music, both sad and joyous. Revelers would recite tales within the Hall of Fire, and would share their tales with such clarity that those who attended would see the tales come to life before their eyes.

In Age of the Ring, Revelers are a special Rivendell unit recruitable from the Conservatorium once the Song and Merriment upgrade has been researched. They are limited to 5 battalions on the battlefield at a time.

## Abilities

**Story Teller** - Increases experience gain of friendly units by 10%, passively decreases the cooldown of the Hall of Fire's vivid retellings by 10%. Passive Ability.

**Stay Awhile and Listen** - Passively decreases the speed and attack damage of enemy units in a wide radius by 15%. Passive ability.

**Ainulindalë (T)** - When cast on an Orchard, temporarily increases its resource production by 50%. Left click icon then left click on target.

**Akallabêth (C)** - Quentaroli can target units to decrease their speed by 10% and buildings to decrease their armor by 33%. Passive ability.
Deals significant damage over time to structures. Can be cast from a large distance. Left click icon then left click on target.

## Strategy

Although they cannot deal damage to enemy units, Revelers play a very important role in Rivendell: their **Ainulindalë** is exceptionally useful in buffing Rivendell's weak early-mid game economy so that they can start recruiting more elite units and heroes. **Akallabêth** is one of Rivendell's few sources of siege damage, the others being the Battering Ram, Breath of Manwë and Wrath of the Bruinen spell book powers. Several Reveler battalions can destroy a structure within seconds if they target it simultaneously; these Revelers will need protection by other units due to their inability to attack enemy units. Even without activating the power, **Akallabêth** is useful for keeping the Revelers away from the front line and disrupting enemy units and buildings to make it easier for other allied forces. This passive effect can stack with other Revelers. There is a lot of synergy between Revelers and the Hall of Fire: **Story Teller** increases the cooldown rate of the Hall of Fire's summons whilst the Hall of Fire reduces the cooldown time of Revelers' abilities. A Hall of Fire summoned nearby the enemy base can often spell doom for the defenders in a siege situation as Revelers can continually cast **Akallabêth** on enemy structures.
Wild Cairn

* Level 1
* Level 2
* Level 3

"For at that time the realm of Angmar arose in the North beyond the Ettenmoors. Its lands lay on both sides of the Mountains, and there were gathered many evil men, and Orcs, and other fell creatures."
—The Return of the King, LoTR Appendix A

When the Witch-king arrived in the North and established his kingdom of Angmar, all manner of evil creatures flocked to his service. While the majority of these were Orcs, he was able to summon wilder creatures such as Wolves and Snow-trolls to his service as well. He would order his servants to create dens for these beasts, until the time was right for him to release these Wolves and Trolls upon the Northern Kingdom of Arnor in an onslaught of savagery and violence.

The Wild Cairn recruits the Wolf and Troll units of the Adventure: Angmar subfaction based on Dol Guldur.

## Upgrades

**Upgrade to Level 2 (A)** - Allows training of Snow-trolls. +10% faster build speed. (cost: 500)

**Upgrade to Level 3 (A)** - Allows training of Dread Matriarch. +25% faster biuld speed. (cost: 350)

## Function

The Wild Cairn can be used to recruit the following units:

 Snow-trolls | Monster
 Dread Matriarch | Siege

### Abilities

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

**Howling Wolves** - Once constructed, Wild Cairns allow most structures to use the **Howling Wolves** power. Howling Wolves summon a White Wolf to defend the structure. Passive ability.

## Strategy

The Wild Cairn is the main structure for recruitment of cavalry and monster units in the Adventure: Angmar subfaction of Dol Guldur. It has significantly less health than its counterparts the Wolf Cairn and the Spider Lair in standard play (although this is possibly unintentional and may be fixed in a future patch). Nevertheless, it plays an important role in the Angmar subfaction as it provides **Shivering Presence** to protect Angmar's basic units from Slow Decay, and also allows most structures to use **Howling Wolves**, which allows most Angmar structures to summon a singular, powerful White Wolf with more health than normal to protect the structure in case of attack. With regards to the units that the Wild Cairn can summon, the White Wolves in the Angmar subfaction are less powerful than their Misty Mountains counterpart, but are a lot cheaper (both in terms of cost and CP requirement) and thus a lot more spammable to compensate. The Snow-trolls are the same as their standard counterparts and are devastating against enemy infantry with both their melee and ranged attacks, and the Dread Matriarch is a single powerful siege unit that is devastating against enemy structures.
Ungol Trackers

* Portrait
* In Game

"Hardly twenty paces from where the hobbits lurked the small orc stopped. ‘Nar!’ it snarled. ‘I’m going home.’ It pointed across the valley to the orc-hold. ‘No good wearing my nose out on stones any more. There’s not a trace left, I say. I’ve lost the scent through giving way to you. It went up into the hills, not along the valley, I tell you.’
 ‘Not much use are you, you little snufflers?’ said the big orc. ‘I reckon eyes are better than your snotty noses.’"
—The Return of the King, The Land of Shadow

The orc trackers of Mordor were perhaps less physically powerful than some of their brethren, yet were more important, acting as scouts and tracking down fugitives and foes. If they came to combat though, then they would be no less ferocious.

The Ungol Trackers are a battalion of 3 that can be summoned Mordor's 5PP Trackers of Cirith Ungol spellbook power.

## Abilities

**Snuff Out** - Modifier Type: Passive Debuff. Nearby enemy units -15% damage and -15% armour. Passive ability.

## Strategy

The Ungol Trackers are a useful summon throughout the game. They can be summoned on shroud, allowing them to scout a region well. In combat, they can have enough health and damage output to survive against early game troops and support the weak orcs of the early game. However, they can easily be focused down by heroes and archers to bring them down. Their main strength in combat is through **Snuff Out** which applies a passive debuff to all enemies around them. This levels the playing field between the weak orcs of Mordor and their foes, and can continue to be useful throughout all stages of the game.
Rohirrim Scout

* Portrait
* In Game

"It is true that we are not yet at open war with the Black Land, and there are some, close to the king's ear, that speak craven counsels; but war is coming. We shall not forsake our old alliance with Gondor, and while they fight we shall aid them: so say I and all who hold with me. The East-mark is my charge. the ward of the Third Marshal, and I have removed all our herds and herdfolk, withdrawing them beyond Entwash, and leaving none here but guards and swift scouts"
—Éomer

With the Rohirrim armies being so mobile in combat, they needed their scouts as preparation for the battle. Some of the most skilled riders were often sent out on the fastest horses to find safe paths for their allies and to find enemy forces crossing the Ridermark. With this knowledge, these Outriders were able to guide the larger armies to an advantageous position before battle.

The Rohirrim Scout is a single rider that is summoned by Rohan's Lone Scout (5PP) power.

## Abilities

**Lone Scout** - Modifier Type: Buff. The Outrider grants nearby units +15% speed and +35% damage. Stacks with leaderships and spells. Passive ability.

## Strategy

The Rohirrim Scout is a versatile unit for all stages of the game. It has very high health and can trample foes, allowing it to help in early battles. However, its main uses are related to support. The Scout is fast and can reveal a large radius around them, making them very useful for scouting enemy positions. The Scout also has a small leadership. While this loses relevance later in the game with the other leaderships available, it is invaluable in the early game for allowing the faction's early units to overpower enemy units.
Treebeard

* Portrait
* Melee
* Rock Throw

"My business is with Isengard tonight, with a rock and stone. Come, my friends, the Ents are going to war. It is likely that we go to our doom. The last march of the Ents."
—Treebeard

Treebeard was the oldest Ent living in Middle-earth, he resided in Fangorn Forest where he shepherded the growing trees from nut and acorn. He and the other Ents did not participate in much of the conflict between the Free Peoples and Sauron - instead preferring to continue tending to the forests. However, during the War of the Ring he met the hobbits Merry and Pippin who convinced him and the Ents to stage a meeting at the Ent Moot to discuss their role in the war. Following a prolonged debate in old Entish and the discovery of Saruman's destruction of the forest bordering Isengard, Treebeard led the Ents in the last march of the Ents during which they stormed Isengard and flooded its caverns by destroying Isengard's dam. Treebeard was then tasked as the guardian of Saruman, who had been locked away in Orthanc.

In Age of the Ring, Treebeard is a hero for Lothlórien who is recruitable from the Ent Moot. He is also summoned by Rohan's Last March of the Ents 25PP spell book power.

## Abilities

**Toggle Attack (W)** - Left click to toggle between rock throwing and melee attack.

**March of the Ents** - Modifier Type: Spell. Allied Ents near Treebeard gain +50% Armor, +25% Vision & Range, and +25% Speed. Stacks With Buffs, Leadership and other Spells. Passive ability. *Lothlórien only.*

**Roar (C)** - Treebeard sounds a mighty Roar. Treebeard, nearby Ents and Huorns become enraged and gain +50% speed for 30 seconds. Left click to activate. *Lothlórien only*

## Upgrades

**Gifts of Lórien** - Roar causes nearby enemies to flee in terror.

## Strategy

Treebeard essentially functions as a more powerful Ent unit: he is capable of dealing large amounts of siege damage with either attack and can devastate swordsmen and archer units with his attacks or simply trampling them. Because of this, he also shares their weakness against pikemen and archers equipped with fire arrows, although his rock throw causes knockback which could be used to delay the approach of these enemy units - giving time for Lothlórien units to dispatch them. Treebeard is exceptionally useful if Lothlórien invests in recruiting Ents because of his leadership which buffs Ents' armour, vision and rock throwing range; making them more effective in siege situations as they can attack from an even safer distance. In addition, he can grant a temporary buff with **Roar** while also disrupting enemies once the ability is upgraded.
Warg Riders (Isengard)

* Portrait
* Standard
* Upgraded

"More than half of Saruman's force had actually been sent down east of Isen. They came on more slowly than the western division, for the land was rougher and without roads; and they bore no lights. But before them, swift and silent, went several troops of the dreaded wolf-riders."
—Unfinished Tales, Battles of the Fords of Isen

For generations, Orcs have ridden Wargs - not as masters, but as equals - to track and ambush the Free Peoples. Saruman bred a different variation of Wargs to their Gundabad counterparts, which were ridden by orcs under the command of Sharku. Most notably, they were sent to hunt down the refugees of Edoras as they fled to the safety of Helm's Deep.

In Age of the Ring, Warg Riders are the standard cavalry unit for Isengard recruitable from a Warg Pit. They have less armour and health than their Misty Mountains Counterparts but are faster.

## Abilities

**Howl (W)**- Modifier type: Buff. Warg Riders gain +50% damage and +33% speed. Stacks with leadership and buffs. Left click to activate.

## Upgrades

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

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

The Warg Riders can also be permanently upgraded by Sharku's **Blood Hunt** which grants them heavy armour.

## Strategy

Warg Riders can be used similarly to other standard cavalry units: to perform hit and run attacks targeting the enemy's economy to spread out their forces to facilitate a concentrated attack by the rest of the Isengard army, or to flank and trample unprotected archers and swordsmen during combat. **Howl** can be used during a charge to maximise the Warg Riders' effectiveness by making them far stronger at harassing enemy buildings, chasing enemy cavalry and escaping danger. This can be enhanced by buying the forged blades upgrade to improve their damage. Admittedly, Warg Riders do not match elite cavalry, partly due to their lack of an armour upgrade, and so can either be replaced by Dunnish Outriders, if the Dunlending Subjugation spell book power has been used, or can be buffed both by Sharku and by researching the Wolves of Isengard focus which grants Warg Riders +30% damage, +20% armour, +100% combat experience and decreases price by 25%.
Roaming Creeps

Roaming Creeps are creeps that aren't slaved to lairs and either roam freely around the map or spawn in specific areas when approached by units.

**Roaming Trolls**

Roaming trolls can be found in several maps and in different varieties, such as roaming Snow Trolls and roaming Cave Trolls.

**Roaming Mumakil**

**Roaming Mammoths**

**Roaming Barrow Wights**

**Roaming Great Beasts**

**Roaming Giant Spiders / Spiderlings**

Roaming Giant Spiders and Spiderlings can be found exclusively in the Enchanted Stream map.

**Roaming Fire Drakes**

Roaming Fire Drakes can be found in exclusively in the Lamedon Highlands and Fortress: Lamedon Highlands maps

**Roaming Durin's Bane**

A roaming Durin's Bane can be found exclusively in the Dwarrowdelf map, in which it'll spawn in random points of the central area.

**The Watcher**

The Watcher can be found exclusively in the Walls of Moria map. It does not roam around the map, but will emerge from the water and attack units that approach the Doors of Durin.

**Nameless Things**

Nameless things can be found exclusively in the Foundations of Stone map. They do not roam around the map, but will emerge and attack units in specific areas.
Orc Hunters

* Portrait
* In Game
* Upgraded

"But after many years, when well nigh a third of that age of the world had passed, a darkness crept slowly through the wood from the southward, and fear walked there in shadowy glades; fell beasts came hunting, and cruel and evil creatures laid there their snares."
—The Silmarillion, Of the Rings of Power and the Third Age

When evil stirs, orcs are gathered to it like moths to a flame. It did not take long for them to answer the call of their master and swarm towards southern Mirkwood. These pale, emaciated orcs were gifted hunters that could hide amongst the trees and stalk their quarry before stealing them away in the dead of the night to serve as slaves in the pits of Dol Guldur.

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

## 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.

**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.

**Level 2: Bring It Down! (C)** - Temporarily increases damage to Flying units. Left click to activate.

## Upgrades

**Fire Arrows (C)** - upgrades this battalion with fire arrows. Significantly increases the damage done by arrows. Cost: 250

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

## Strategy

Orc Hunters are identical in stats to Mordor Orc Archers, except they are even more spammable thanks to the Misery discount provided by Slave Mills. However, they have the disadvantage of suffering **Slow Decay** and so require aggressive expansion with structures so that Dark Presence is cast in the areas the Hunters are moving to prevent them losing health. Orc Hunters can be converted to a horde of Risen Dead once a Spire of Sorcery has been constructed - Risen Dead are fast moving, semi-elite units that can harass the enemy due to not suffering Slow Decay. Players can be tactical when they decide to convert Hunters as the conversion produces a smaller, albeit stronger horde; it is possible to inflict ranged damage by keeping the Hunters in combat and then using Necromancy when nearly all of the Hunters have been killed in a horde. This will replenish Dol Guldur's numbers and maximise the damage inflicted against the opponent's troops.
Rivendell Guardsmen

* Portrait
* Standard
* Upgraded

"What about Rivendell and the Elves? Is Rivendell safe?"
"Yes, at present, until all else is conquered. The Elves may fear the Dark Lord, and they may fly before him, but never again will they listen to him or serve him. And here in Rivendell there live some of his chief foes: the Elven-wise, lords of the Eldar from beyond the furthest sea."
—Fellowship of the Ring, Many Meetings

There is no Elf in Rivendell that has not been trained, at one point or another, to masterfully wield a longsword. Although their numbers in Middle-earth had greatly diminished, the Elven warriors were amongst the finest to wield any weapon; they remained in the sanctuary of Imladris but were prepared to defend it in the event of an attack.

In Age of the Ring Rivendell Guardsmen are elite swordsmen units for Rivendell, recruitable from a level 1 Rivendell Dormitory.

## Abilities

**Song of Finwë (R)** - The seasoned warriors sing a song of past victories. Rivendell Guardsmen gain +33% damage for 15 seconds. Left click to activate.

## Upgrades

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

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

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

## Strategy

Rivendell Guardsmen are one of the most elite swordsmen units in the game: there are few infantry units that can stand toe to toe with them unupgraded and almost none that can match their skill when upgraded. However, Guardsmen and other Elven units are difficult to access due to Rivendell's weak economy in the early game - Rivendell must make use of Farmer Maggot and Rivendell Revelers to buff their resource production so that they may access Elven units sooner. In combat, **Song of Finwë** can be used by Guardsmen to temporarily increase their already high damage which enables them to dispatch large groups of enemies at once. Although strong, they are not invulnerable and can be defeated either by cavalry, heroes or overwhelming numbers of enemies. As with the other Rivendell Elf units, Guardsmen deal increased damage to siege weapons, allowing them to effectively defend their base.
Sûladan (Adventure: Rhûn)

* Portrait
* Mounted

"Right through the press drove Théoden Thengel's son, and his spear was shivered as he threw down their chieftain. Out swept his sword, and he spurred to the standard, hewed staff and bearer; and the black serpent foundered. Then all that was left unslain of their cavalry turned and fled far away."
—The Return of the King, The Battle of the Pelennor Fields

Sûladan, known as the Black Serpent to his people, was a powerful warlord from Harondor. Throughout the years, he had won numerous skirmishes with Gondor, winning much renown among his own people. At the call of the Golden King, he prepared his own forces for the invasion of the north. His plans, though, were to overthrow his liege lord and negotiate a better position for his people in the Dark Lord's dominion. However, this did not come to pass as Sûladan fell in the Battle of Pelennor Fields, being slain by Théoden of Rohan.

While Sûladan is a standard hero for the Haradwaith faction, he is also a temporary summon for the Adventure: Rhûn subfaction based on Mordor. He is summoned by the **Ride of the Black Serpent** (15 PP) power alongside 2 battalions of Harondor Raiders for 90 seconds.

*For his Haradwaith counterpart in standard play, see the Sûladan page.*

## Abilities

**Serpent Lord's Gaze** - Modifier Type: Debuff. Nearby enemy units suffer -15% speed. Passive ability.

**Severing Strike (R)** - A single sword strike that deals strong damage to unit or hero. If a targeted enemy dies from Severing Strike, nearby Harondor units gain +33% damage for 30 seconds. At rank 3, target enemy takes damage over time and is slowed by -33% for 30 seconds. At rank 6, damage of initial strike is increased. Left click then left click target.

## Strategy

Although Sûladan is less powerful as a temporary summon compared to his standard counterpart thanks to losing out on many of his abilities, this is balanced out by the fact that he is summoned alongside 2 powerful units of Harondor Raiders. Sûladan retains his ability to reduce the nearby speed of enemy units by 15% with **Serpent Lord's Gaze,** making it easier for his allied army to chase down fleeing targets or disengage depending on the situation. He is also able to do high damage to a single target with **Severing Strike**, and it automatically comes with its max potential due to Sûladan being summoned at level 10. As he can be summoned anywhere on the map, he and his Harondor Raiders can potentially be summoned behind or to the side of the enemy for a devastating flanking attack, or reinforce the player's main army with their collective power. However, he and his cavalry reinforcements will need to be micromanaged properly to ensure that they do not charge into enemy Pikemen, which would lead to their deaths and the wasting of a 15 PP power.
Sentry Tower

* Standard
* Garrison

"Orcs again multiply in secret and occupy many deep places, especially those anciently made by the Dwarves in the Misty Mountains. They do this so stealthily that none are aware of it, until they have great forces hidden and are ready to bar all the passes from Eriador into Anduin's vales, according to the plan of their master in Dol Guldur."
—The Peoples of Middle-earth, The Tale of Years of the Third Age

The Misty Mountains was densely populated with Orc tribes that resided within in the Mountains' passes and deep within the many tunnels they crafted. They built watch towers to keep guard of their strongholds and could ambush unsuspecting travelers, as evidenced by Thorin's Company being easily discovered by the Orcs of Goblin-Town.

In Age of the Ring, the Sentry Tower is a defensive structure for Misty Mountains and its Adventure: Shadow and Flame subfaction that will fire arrows at nearby enemies. It can be garrisoned by friendly units.

## Upgrades

**Fire Arrows (W)**- Upgrades this tower with fire arrows, increases the damage done by arrows. Cost: 200

## Strategy

Sentry Towers can be built anywhere on the map and can be used to limit the enemy's advance at specific points - particularly if multiple towers are built. They can be upgraded with fire arrows which increases the damage the tower inflicts. Towers are particularly useful at defending forward bases as they force the enemy to invest in siege weapons as their regular troops normally fall to the towers before they can destroy the forward unit recruitment buildings.
Silvan Wardens

* Portrait
* In Game
* Upgraded

"For something to do he took to wandering about the Elvenking's palace. Magic shut the gates, but he could sometimes get out, if he was quick. Companies of the Wood-elves, sometimes with the king at their head, would from time to time ride out to hunt, or to other business in the woods and in the lands to the East."
—The Hobbit, Barrels Out of Bond

The close boughs of the Greenwood were ill-suited for the swinging of longswords, leading many Elves to fight using twin daggers. These dexterous hunters led many raids against the hordes of Dol Guldur, using the forest to hide their movements before ambushing their quarry at the opportune time.

Silgilmaethyr are the basic swordsmen unit for Woodland Realm recruitable from a level 1 Silvan Clearing.

## Abilities and Formations

**Level 2: Evasion (R)** - Silvan units temporarily gain 25% armor, 10% speed and knockback resistance. Left click to activate.

**Level 3: Skinning Knives** - Attacks deal a small amount of damage over time. Passive Ability

## 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

Sigilmaethyr are particularly effective when gathered in large numbers: they have low armour and health but deal large amounts of damage per hit and have fast movement speed, allowing them to launch hit and run ambushes against enemy units. Their cheap cost allows Woodland Realm to spam Silgilmaethyr which can also be supported by Taurdrim, especially if several Hunting Shrines have been built to lower the cost of Silvan infantry. Once Sigilmaethyr reach level 2, it becomes considerably easier to keep them alive and set up quick ambushes against the enemy thanks to **Evasion** which can be used both offensively and defensively. The increased speed and armour this ability grants can help Silgilmaethyr close the distance and flank around archers, or facilitates more effective retreats if necessary. Thranduil is key to increasing the durability of Silgilmaethyr so that they remain useful in the mid-late game: his passive leadership grants them +50% armour whilst Love of Silver and Jewels can permanently grant them Sindarin Armour. Galion is also a useful support hero for Silvan units as he can heal them and temporarily grant them armour with his abilities.
Pippin

* Portrait
* Ingame
* Armoured

"Here do I swear fealty and service to Gondor, and to the Lord and Steward of the realm, to speak and to be silent, to do and to let be, to come and to go, in need or plenty, in peace or war, in living or dying, from this hour henceforth, until my lord release me, or death take me, or the world end. So say I, Peregrin son of Paladin of the Shire of the Halflings."
—Pippin

Peregrin Took was the youngest of the Fellowship of the Ring. While Elrond doubted his capability for the Quest, Gandalf trusted Pippin due to the friendship between the Hobbits. During the War of the Ring, Pippin helped to convince the ents to attack Saruman and managed to save Faramir from his father's madness in the Battle of Pelennor Fields.

## Abilities

**Level 1: Toggle Rock-Throw/Sword Mode (W)**  - toggle between rock throw and melee.

**Level 1: Elven Cloak (R)** - becomes invisible when standing still. Left click to activate.

**Level 3: Blade of Westernesse** - Passively deals +200% damage against Nazgul.

**Level 5: Halfling Courage** - Modifier Type: Spell. Nearby heroes earn experience +33% faster. Stacks with leaderships, spells and buffs. Pippin's health is increased. Passive

**Level 10: Troll-bane (V)** - Pippin briefly gains +150% armour and deals +250% damage against monsters

## Strategy

As Gondor's cheapest hero, Pippin can be bought very early in the game. This allows him to help with early creeping and skirmishes with enemy forces. Using his rock throw to keep him within groups of allied units can help him survive for longer. While he doesn't have as big an impact on the game as other heroes later on, it is still important to keep him alive as **Halfing Courage** allows other allied heroes to level up faster (while also granting Pippin a good health boost to keep him alive for longer). Pippin can be useful against Mordor thanks to **Blade of Westernesse** and **Troll-bane** helping him against Nazgul and Trolls respectively.
Sindar Pathstalkers

* Portrait
* Default
* Upgraded

"They now marched on again in silence, and passed like shadows and faint lights: for Elves (even more than hobbits) could walk when they wished without sound or footfall. "
—Three is Company, The Fellowship of the Ring

While the Marchwardens answer mainly to Celeborn, the Pathstalkers answer only to Galadriel. While they are unlikely to be found in open battle, they are often used for fast strikes on enemy forces outside the realms of Lothlórien. They can hide within nature and will be gone before anyone realises that they were even there, at which point it will be too late.

The Sindar Pathstalkers are an elite swordsmen battalion for the Lothlórien faction and are used for ambush strategies. They also have a chance to be summoned by Rivendell's Many Meetings spell for 60s.

## Abilities

**Level 2: Shadowstrike (W)** - The Pathstalkers briefly become stealthed. +125% damage for duration. Left click to activate.

## Upgrades

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

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

## Strategy

The Sindar Pathstalkers are a glass cannon type unit that is designed to deal with enemy units. They can deal high damage in a short space of time, especially once **Shadowstrike** has been activated. While they can normally stealth by trees, this ability will allow them to be stealthed wherever they are. This can allow ambush strategies or special flanking attacks to be performed. The Pathstalkers have higher health than the basic Lothlórien troops but less than the other mid-late game units such as the Sentinels of Cerin Amroth or Marchwardens and so the player must be wary of any retaliation against them.
Riders of Snowbourn

* Portrait
* Standard
* Upgraded
* Line

"The Riders of Snowbourn were a heavy cavalry unit, capable of breaking the fiercest of enemy ranks and opening them up for the remainder of the army."
—The Age of the Ring Team

The men of Snowbourn formed a regiment of heavy cavalry that could be mustered by the King of Rohan in times of war. There were few armies in Middle-earth that could withstand charges from this shock cavalry which tore through ranks upon ranks of Orcs in the Battle of Pelennor Fields.

In Age of the Ring, Riders of Snowbourn are one of the many cavalry units of Rohan. They are recruitable from the level 2 Stables.

## Abilities and Formations

**Combat Formation (W)** - +20% damage, +20% armour, +20% speed, +50% trample 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

**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

Riders of Snowbourn are a versatile, yet powerful member of Rohan's cavalry forces. They come equipped with high armour that can be enhanced through the Horsemen Shields upgrade. Key to their power is the **Combat Formation** which improves their skills in melee combat, while increasing the deceleration they will endure will trampling hordes. Compared to other Rohirrim, the Snowbourn Riders have a high knockback from trampling, allowing them to open up hordes of enemies and keep them busy while other cavalry units trample the hordes. Riders of Snowbourn also have a higher scalar against structures which, along with their formation, makes them effective harassment units.
Rivendell Orchard

* Level 1
* Level 2
* Level 3

"Bilbo never forgot the way they slithered and slipped in the dusk down the steep zig-zag path into the secret valley of Rivendell. The air grew warmer as they got lower, and the smell of the pine-trees made him drowsy, so that every now and again he nodded and nearly fell off, or bumped his nose on the pony's neck. Their spirits rose as they went down and down. The trees changed to beech and oak, and there was a comfortable feeling in the twilight. The last green had almost faded out of the grass, when they came at length to an open glade not far above the banks of the stream."
—A Short Rest, The Hobbit

The Rivendell Orchard is the standard resource structure for the Rivendell faction. The resources produced would depend on the building location.

## Upgrades

This building will earn experience and level up by gaining resources.

The resource production can be increased by buying **Reverence of Yavanna** from the Rivendell Library.

## Function

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

#### Pasture Bonus

Multiple orchards will reduce the cost of cavalry units.

* 2 Orchards: 5%
* 3 Orchards: 10%
* 4 Orchards: 15%
* 5 Orchards: 20%
* 6+ Orchards: 25%

## Strategy

The Orchard is the cheapest resource structure for Rivendell and therefore a core aspect of the faction. The placement of the farm will heavily affect the amount of resources that the farm produces. This will then affect how quickly it levels up. Focusing on Orchards can help the player if they are aiming for the Dúnedain Outriders or the Knights of Rivendell. It is vital that the farms be defended from enemy attacks as they are a key target for harassment due to their value and their weak defences. Rivendell has access to various economy buffs that increase the Orchard's production to help facilitate transitioning from Breeland and Dúnedain units to the elite Elven units, including the **Reverence of Yavanna** upgrade from the Library and the **Ainulindalë**power from the Rivendell Revelers.
Éotheod Warriors (Adventure: Dorwinion)

* Portrait
* In Game
* Upgraded
* Wedge Formation

"They were a remnant of the Northmen, who had formerly been a numerous and powerful confederation of peoples living in the wide plains between Mirkwood and the River Running, great breeders of horses and riders renowned for their skill and endurance, though their settled homes were in the eaves of the Forest, and especially in the East Bight, which had largely been made by their felling of trees."
—Unfinished Tales, Cirion and Eorl and the Friendship of Gondor and Rohan

The Éotheod were a group Northmen who lived nearby to the Woodland Realm throughout the Third Age. They were exceptional equestrians that reveled in all feats or horsemanship. They dwelt in the settlement of Framsburg until they rode south with Eorl the Young to found the Kingdom of Rohan. There were some that remained however and during the War of the Ring, these warriors were under the command of Frumgar Frumgarson - slayer of Muzgash.

While the Éotheod Warriors are a temporary summon for the Woodland Realm alongside Frumgar in standard play, they are also permanently recruitable cavalry units for the Adventure: Dorwinion subfaction. In this subfaction, they are recruited from a Level 2 Beorning Lodge.

*For the temporary summon variants in standard play, see the Éotheod Warriors page.*

## Abilities and Formations

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

**Level 2: Horse Mastery (R)** - Éotheod Warriors gain +25% armour and +20% speed for 30 seocnds. Left click to activate.

## Upgrades

**Woodman Captain (V)** - When equipped, increases this battalion to level 2. Research upgrade at Dorwinion Marketplace to enable this equipment. Cost: 100

## Strategy

The Éotheod Warriors are the primary cavalry unit for the Adventure: Dorwinion subfaction. They are identical to the variants summoned by the Spears of Framsburg power, only permanent and with a few more abilities to further enhance their performance. They are identical in stats to their descendant Rohirrim Warriors, being durable enough to charge through ranks of enemy archers and swordsmen without taking much damage whilst still being susceptible to pikemen. **Wedge Formation** can make charges even deadlier, but players must be even more cautious not to allow their Knights to recklessly charge into enemy pikemen as this will result in a costly loss of the battalion. It is recommended to level them up to 2 immediately so that they can unlock **Horse Mastery,** which temporarily increases their speed to make their charges even faster while providing an armour bonus that offsets the armour penalty from **Wedge Formation**. Similar to their standard counterparts, it is advised to keep them near Frumgar so that they benefit from his **Wrath of the Dragon Slayer** leadership. Utilized and managed carefully, the Éotheod Warriors can be even more effective than their temporary summon variants as they will be able to perform multiple charges that can devastate enemy infantry over an extended period of time.
Silvan Scouts

* Portrait
* Default
* Upgraded

"Yes, they are Elves and they say that you breathe so loud that they could shoot you in the dark. But they say also that you need have no fear. They have been aware of us for a long while. They heard my voice across the Nimrodel, and knew that I was one of their Northern kindred, and therefore they did not hinder our crossing; and afterwards they heard my song."
—Legolas

Wielding great longbows and armed with centuries worth of experience, these Silvan archers are among the deadliest in all of Middle-earth.

The Tawar-na-Pengryn are Lothlórien's early game archer units until they can be replaced by the factions other powerful ranged units.

## Abilities

**Bombard (B)** - Continuously bombard target area with a volley of projectiles. Left click icon then left click on target area.

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

## Upgrades

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

**Mallorn Bow (C)** - When equipped, significantly increases the damage done by arrows. Research upgrade at Golden Wood Storehouse to enable this equipment. Cost: 300.

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

## Strategy

The Silvan Scouts are a powerful early game archer unit, one of the strongest tier 1 archer units in the game in fact. As long as they are protected, they can be devastating against early attack forces and can be used in the mid-game once they get Mallorn Bows. By using the passive range bonus of the Mallorn Trees, they can form a very strong defence against enemy forces. The **Elven Cloak** allows them to perform ambush attacks and take the enemy by surprise. However, they are especially vulnerable to cavalry with their low health and so must be protected by pikes at all times.
Wall Hub (Lothlórien)

* Wall Hub
* Postern Gate

"There was a wide treeless space before them, runningin a great circle and bending away on either hand. Beyond it was a deep fosse lost in soft shadow, but the grass upon its brink was green, as if it glowed still in memory of the sun that had gone. Upon the further side there rose to a great height a green wall encircling a green hill thronged with mallorn-trees taller than any they had yet seen in all the land."
—The Fellowship of the Ring, The Mirror of Galadriel

Caras Galadhon was the primary city of the Galadhrim in Lothlórien. The city was located on a large hill, ringed with a wall that had gates in the south-east. If any invader was able to fight off the forces of the Galadhrim in the surrounding forest and resist the power of Nenya, these walls would act as another layer of defence to protect those living in this elven realm.

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

## Upgrades

**Wall Hub (W)** - Allows the construction of walls. Cost: 120

**Postern Gate (W)** - Allows friendly units to pass through the wall. Invisible to enemies. Cost: 300

## Strategy

The Walls are a defensive tool that can be used to control enemy movements and prevent small groups of enemies from attacking closer to your fortress. 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. While traditional siege is unable to pass through a Postern Gate, Lothlórien only has the Ents as siege units and they are still able to pass through the Postern Gates. Unlike most sets of walls, the Lothlórien walls do not have built in defences, as the faction would usually depend on their Talans and upgraded Mallorn Trees in combination with their units for defence, making this wall even less capable than a standard wall for fending off an enemy force. Construction of a wall hub can also be a simple way of saving a builder in danger as they will require siege to destroy.