recursal/Fanatic-Fandom huggingface dataset:
War of the Ring

War of the Ring is a turn-based mode in which players take turn moving their armies between terriotires on a living world map and then resolve any conflict in real time skirmish battles. In 4.6, the mode has been greatly overhauled and is now also use to be able to play the vanilla campaigns. The campaigns will not all be released in 4.6 but rather over multiple patches. Using War of the Ring to host the vanilla campaigns has multiple benefits, mainly:

* enables the use carryover units and heroes (heroes and units retain their level)
* allows to force the players to play the mission in the right order
* allows for co-op campaigns to be eventually implemented
* allows to port the BFME1 opeworld campaign (eventually)
* allows for a much larger number of campaigns

Read more about the WotR Campaigns here

## War of the Ring

In 4.0, War of the Ring was converted to work with the fixed build plot system and worked for the most part. However, there were a few bugs and downsides such as being unable to fight real-time battles on fortress maps or Mordor having issues due to the Sauron levelling system.

In 4.6, and thanks to Photti and Birds, the mode was once again overhauled to iron out the final bugs and make it fully playable. Read more about the overhaul here.
Town House

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

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"In every street they passed some great house or court over whose doors and arched gates were carved many fair letters of strange and ancient shapes..."
—The Return of the King, Book 5, Chapter 1: Minas Tirith

The Town Houses are buildings from Gondor and Arnor which produce resources. They are also one of the two buildings affected by Denethor's **Tax Abatement**, the other being the Farm.

## Level Up

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

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

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

## Abilities

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

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

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

**Taxes** - The Town House provides a reduction to the cost of Elite and Heroic units of up to 30% (*if **Increased Taxes** from the Market is researched, the cost of regular units will be reduced as well*):

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

***NOTE:** does not affect Knights of Dol Amroth (Gondor) or Lindon Guardians and Wind Riders (Arnor).*
Stable (Rohan)

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

"Their horses were of great stature, strong and clean-limbed; their grey coats glistened, their long tails flowed in the wind, their manes were braided on their proud necks. The Men that rode them matched them well: tall and long-limbed; their hair, flaxen-pale, flowed under their light helms, and streamed in long braids behind them, their faces were stern and keen. In their hands were tall spears of ash, painted shields were slung at their backs, long swords were at their belts, their burnished shirts of mail hung down upon their knees. "
—The Two Towers

The Rohan Stable is the backbone of the Rohan faction, producing powerful cavalry units to trample all foes.

The Stable is required before the heroes of Rohan can use their level 1 ability to mount their horses.

## Level Up

 **Recruitment Camp -** Increases training speed by 50%, gives +1500 HP; grants a level. **Cost:** 400

 **Arsenal -** Enables more advanced units and upgrades, gives +1500 HP; grants a level. **Cost:** 400

## Research

The Stable is also where you can research the Horse Shields upgrade:

 **Horse Shield -** Increases armor of the battalion against Pikemen by 25% and armor against Swordsmen by 50%. Changes the armorset to **EdainCavalryShieldArmor**, if heavy armor has already been purchased changes the armorset to **EdainCavalryHeavyShieldArmor**. **Cost**: 200

* Cost: 400
* *Requires the **Arsenal** upgrade*

## Abilities

Once Highborn War Horses has been purchased:

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

## Unit Production

This structure produces the following units:

## Heroes

If he is not recruited before the Exile Camp is made into a King's Camp, Eomer will become recruitable at the Stable (*requires Glorious Theoden*).
Yeomen

* Portrait
* In Game

* Normal

"'The enemy is at hand!' they said. 'We loosed every arrow that we had, and filled the Dike with Orcs. But it will not halt them long. Already they are scaling the bank at many points, thick as marching ants. But we have taught them not to carry torches.'"
—The Two Towers, Helm's Deep

**Yeomen** are Peasants of Rohan armed with bows who use their amateur marksmanship to defend their lands. They are not at all elite archers but they can handle their own on the battlefield.

## Abilities

 **Give them a Volley -** The Yeomen Archers gain +25% damage and attack range but lose 20% movement speed for 30 seconds. Left click to activate.

## Upgrades

The Yeomen have access to the following upgrades:

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

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

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

* Portrait
* In Game

* Normal

"We Dwarves are natural sprinters, very dangerous over short distances..."
—Gimli

The Zealots are the Swordsmen of Ered Mithrin. They have trained to fight Dragons and can even sprint for a short while.

## Abilities

**Sprint!:** The Dwarves move 30% faster for 20 seconds and are fearless.

## Upgrades

The Zealots have access to the following upgrades:

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

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

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

* Portrait
* Traitors
* Porcupine Traitors

* Normal

Traitors of Rohan fight for Rohan but are payed off by the men of Isengard. They serve only Saruman and by extension Grima Wormtongue who uses them to increase his power within Rohan. The traitors wield spears and a shield stamped with the white hand of Saruman.

## Abilities

 **Porcupine Formation -** The Traitors set up in a circle and extend their pikes, becoming immobile but extremely deadly to cavalry.

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

## Strategy

Pikemen traitors can be useful in a time of need when the player doesn't have enough money to upgrade peasants; they have better stats than peasants. They can be a good defense against cavalry, better than unupgraded Farmhands because of their superior damage and armor. However, they must be used cautiously because of their time limit. Like all Traitor units, when converting a battalion of peasants you will get a full battalion of traitors; this can be a good way to make use of a battalion on the verge of death.
Weathertop

" The Men of the West did not live here.... But..., in the first days of the North Kingdom, they built a great watch-tower on Weathertop, Amon Sûl they called it. It was burned and broken, and nothing remains of it now but a tumbled ring, like a rough crown on the old hill's head. Yet once it was tall and fair. It is told that Elendil stood there watching for the coming of Gil-galad out of the West, in the days of the Last Alliance. "
—Aragorn, The Fellowship of the Ring

The ancient Tower of Amon Sûl was built by the Arnorians to hold one of their three Palantiri. Destroyed by the armies of Angmar, now all that remains is a ring of broken stonework.

On the journey to Rivendell, Frodo was stabbed here by the Witch-King's Morgul Blade.

## View of the Map

This is a strategically diverse map where northern and southern players must battle it out for control of the outposts. Garrisonable towers aid in castle and settlement defense. Despite its unique appearance and settlement plot, control of Weathertop itself is mostly inconsequential.

### Lair Locations

* **Troll Lairs**:
* **Warg Lairs**:
* **Goblin Lairs**:

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### Points of Interest

 \****POIs are marked with an elven brooch.***\*

* **Weathertop**: The broken ring of stonework has two entrances
* **3 Stone Trolls**: Tom, Bert, and Bill from The Hobbit after being turned to stone

## Lair Types

### Troll Lair

Trolls, despite their appearance, are the most efficient creeps, being both easy to creep and very rewarding. The Trolls will always aim for your heroes, often wading through entire battalions to get to them and suffering trample revenge damage. This means that you can easily lure the troll through one or more battalions on aggressive stance to have it suffer heavy damage before turning around with your hero to attack when it turns around. This almost always guarantees an easy kill if well executed. Of course, pikes will make it much easier using this strategy, but even Orc Warriors can kill a troll using this tip. After that destroying its lair is easy and yields a high reward.

### Warg Lair

Warg lairs are probably some of the most dangerous lairs in Edain. The wargs are extremely resistant to everything and deal enormous amount of both trample damage and bite damage. They can mow down any unit weaker than Gondor Soldiers. The wargs are more easily dealt with using Pikemen or Heroes. After that, dealing with the warg lair is easy.

### Goblin Lair

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

* Portrait
* In Game

* Normal

"A Berserker can suffer a blow that would slay an ordinary Uruk-hai without even flinching - they feel no pain and have no desire other than the destruction of their enemies."
—WETA Workshop

The Berserkers were even larger, more ferocious versions of the Uruk-hai; they were the most powerful members of Saruman's army. It is said that, before battle, their helmets were filled with blood. The smell drove them into a blood frenzy and they had no concern for personal safety. They are the strongest Uruks of Isengard and have the ability to detonate Explosive Mines.

## Abilities

 **Light Torch /  Extinguish Torch -** Used to detonate explosive mines.

 **Butcher -** The Beserker deals higher damage against enemies without heavy armor (CHOP). When equipped with Forged Blades, he instead deals higher damage against enemies with heavy armor (URUK). (*Passive ability)*

While not a clearly stated ability, the Uruk Berserker can also be combined with a Siege Ladder before they are set against walls. The Berserker will climb to the top of the ladder where he will remain until the ladder is positioned against a castle wall. Only then will the Berserker leave the ladder. This can be a useful strategy for clearing an enemy castle wall of archers and allow other infantry to climb the ladder in peace. If the ladder is destroyed while a Berserker is riding it, the Berserker will die as well.

## Upgrades

The Uruk Berserker can be given the following upgrade:

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

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

## Strategy

Uruk Berserkers are a late-game unit that can be recruited from a Level 3 Uruk Pit. Similarly to the Beornings, they should be used to support the other Uruk-hai. While they do boast a lot of health points, they generally are not as powerful in the Edain Mod as they are in the base game. Uruk Berserkers are significantly weaker, running at the same speed as normal infantry, attacking without splash damage, dealing a lot less damage overall, and having a poor armor rating. They can still regenerate health at level 2 and onward, but their armor rating is so low that it isn't really worth it. Unless you have Saruman with his **Power of Speech** ready on the field, don't expect to see a berserker live beyond the first level of veterancy.

As they are a unique soldier in Isengard's army, berserkers should be recruited and managed carefully, as their main purpose is to deal slightly heavier damage to specific targets, such as enemy heroes and monsters, while the main forces protect them from undue harm. They are also among the few units that can set off an explosive mine, provided it has been placed and not prematurely destroyed. While an Uruk berserker may give off an impression of being a mighty engine of destruction, you're really better off spending resources on upgrading your normal soldiers instead.
Minecraft Shop & Premium Items

Minecraft Shop or Mineshop, is a mode in Minecraft Ultimate Edition, where you can use tokens, earned by achievements, to buy premium items.

## Earning and Buying Tokens

The easiest way of obtaining mine-tokens is to purchase them, there are 4 packs that you can buy them in

1. 100 Tokens=$0.99
2. 1000 Tokens=$4.99
3. 5,000 Tokens=$19.99
4. 10,000 Tokens=$29.99
5. 100,000 Tokens=$99.99

Another way of getting tokens that is free, is completing achievements in the game. Each achievements earns anywhere from 5-20 tokens. You can also earn tokens by watching advertisements and get 3 tokens per ad.

## Premium Items

**Morphs-**For 25mt each, you can buy special skins that turn you into mobs

**Enchantments-**Some enchantments are very powerful and can be bought for 75mt each

**Bluestone Dust-**Bluestone is a new addition to MCDE, it is like redstone, but it is incredibly rare and can make lots of cool stuff, different stuff than redstone. It can be found in the wild but is extremely rare, or it can be purchased in the MC Shop, 100mt for 10 bluestone dust

**Texture Packs**-This is pretty self explanatory, each texture pack is 100mt. The game released with 50 textre packs and 10 more each update
Uruk Pit

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

"I looked on it and saw that, whereas it had once been green and fair, it was now filled with pits and forges. Wolves and orcs were housed in Isengard, for Saruman was mustering a great force on his own account..."
—Gandalf, The Fellowship of the Ring

The **Uruk Pit** is where the foul and deadly servants of Isengard are created, the powerful Uruk-hai.

## Level Up

The **Uruk Pit**, **Warg Pit**, and **Siege Works** can all be leveled up at the same time by purchasing the following upgrades at any of the three structures:

 **Machinery of War Level 1** - Grants level 2. Gives +1500 HP and unlocks new units or upgrades. **Cost:** 1000

 **Machinery of War Level 2** - Grants level 3. Gives +1500 HP, +50% build speed and unlocks new units or upgrades. **Cost:** 1500
Thorin III

* IH Portrait
* IH In Game
* IH Mithril
* Erebor Portrait
* Erebor In Game
* Erebor Mithril

* Melee

"Thorin III is a hot tempered, young dwarf. Much a brawler like his father Dáin, he never turns down a fight and always seeks a new challenger. His heritage and skill earned him the rank of Captain, though he prefers to fight on his own. In times of peace Thorin III patrols the Iron Hills with a small group of guards, fighting off beasts and eastern raiders."
—Adamin (Edain Team)

Recruit **Thorin III,** son of Dáin II Ironfoot of Erebor and the Iron Hills. In the mod, Thorin III is present in two of the dwarven subfaction but remains largely unchanged, apart from a small model change and two small differences in ability.

## Abilities

 **Level 1: Iron Will** - Thorin becomes stronger the less health he has. *(Passive ability)*

* In **Iron Hills**, with 50% health points he gains +30% armor. With 25% health points he gains +60% armor and can't be knocked back.
* In **Erebor**, With 50% health points he gains +30% damage. With 25% health points he gains +60% damage and can't be knocked back.

 **Level 3: Battle Roar** - Thorin rushes with a roar into battle. For 30 seconds, he gets +30% speed and

* In **Iron Hills**, causes nearby enemies to flee.
* In **Erebor**, causes nearby enemy heroes to sustain +75% more damage if attacked by Thorin or another allied hero.

 **Level 5: Blood Rage** - For 30 seconds, Thorin deals double damage but has -25% armor.

 **Level 8: Revenge** - Can be activated only in Blood Rage. Thorin attacks nearby enemies with a mighty blow, causing normal damage. For each hit enemy, Thorin is healed for 50% of the damage. Enemy heroes, monsters, and siege suffer 3x as much damage.

## Upgrades

Thorin III can be given the following upgrade:

 **Mithril Coat** - Requires some veterans to be sent into a Dwarven Forge. Dwarven heroes will then have the ability to purchase the Mithril Mail upgrade. The Mithril Mail gives Dwarven heroes extreme resistance to all damage. Changes Thorin III's armorset to **edainwarriorheroarmorupgrade**. **Cost**: 500
Travel Camp

* Level 1

### Armor Set

"[No] dwarf has dared to pass the doors of Khazad-dûm for many lives of kings, save Thrór only, and he perished. At last, however, Balin listened to the whispers, and resolved to go; and though Dáin did not give leave willingly, he took... many of our folk, and they went away south...For a while... messages reported that Moria had been entered and a great work begun there. Then there was silence...."
—Gloin

The Travel Camp is a settlement structure that spawns pack horses, a requirement for producing Veterans of Khazad-dûm.

## Abilities

 **Expedition to Khazad-dûm** - The Travel Camp will spawn a group of 5 pack horses every 3 minutes; these can be combined with elite Dwarven units depending on the chosen faction (Arkenguard, Ironbreakers, or the Unburnt). When combined, the group will take a journey to Khazad-dûm, returning as Veterans of Khazad-dûm, an extremely powerful and dangerous unit. There can't be more than 3 groups of pack horses on the map at the same time (same for the Veterans). *Passive ability*
The Defiler

* Portrait
* On Foot
* Mounted

"My people were the first to live in the mountains. Before the orcs came down from the North. The Defiler killed most of my family. But some he enslaved. Not for work, you understand, but for sport. Caging skin-changers and torturing them seemed to amuse him. "
—Beorn

The Defiler is the anonymized version of Azog. As Azog is dead in the book canon and Edain Team prefers to follow book canon when possible, the compromise was to re-use the model but anonymize the hero. He is the hero killer of the Misty Mountains but also provides some support for Warg Riders. Being able to mount makes the Defiler a very hard hero to escape from if isolated.

## Abilities

 **Level 1: Mount/Dismount (Y) -** The Defiler mounts/dismounts his warg. Left click on the icon to activate.

 **Level 1: Powerful Strike (X) -** The Defiler strikes out with his mace and knocks a target to the ground. Only available while on foot. Left click on the icon then left click on the target enemy.

 **Level 1: Warg Leap (X) -** The Defiler's white warg leaps at an enemy and knocks surrounding units and heroes to the ground. Only available while mounted. Left click on the icon then left click on the target enemy.

 **Level 3: Warg Ambush (V) -** The Defiler lets loose a horde of his Hunters and wild Wargs to the target area who attack all nearby enemies. For the duration of the ambush enemy units and heroes in the target area are slowed by -20%. Left click on the icon then left click on the target area.

 **Level 5: Whip the Flesh Down to the Bones (C) -** The Defiler executes several weak Warg Riders to spur on the rest of the group. Riders near the executed troop receive +100% attack power and +30% speed for a short time. Left click on the icon then left click on the target allied warg riders.

 **Level 10: Gruesome Example (V) -** The Defiler attacks an enemy hero, inflicting severe damage. Nearby enemy units freeze in fear for their leader. *Only available when on foot.* Left click on the icon then left click on the target hero.

 **Level 10: Bring Me His Head! (B) -** The Defiler sends out some of his minions to bring him the head of an enemy hero. The hero is briefly paralyzed and attacked by some Orcs of Gundabad. *Only available when mounted.* Left click on the icon then left click on the target hero.
Three Hunters

* Portrait
* In Game

"With hope or without hope we will follow the trail of our enemies. And woe to them, if we prove the swifter! We will make such a chase as shall be accounted a marvel among the Three Kindreds: Elves, Dwarves, and Men. Forth the Three Hunters!"
—Aragorn

The Three Hunters is a heroic battalion much like the Fellowship of the Ring composed of Aragorn, Legolas and Gimli. They will appear at the edge of the map once the Three Hunters Spell has been purchased. Depending on who of the three "leads" the battalion, they receive different bonuses. The Three Hunters are recruited automatically at level 10. If they should fall in battle, they can be recruited again from the citadel for 1500 resources.

## Abilities

**Change Leader**: Change the current leader of the Three Hunters battalion; each leader has a different effect that is applied to the three members of the group:

* **Aragorn:** The Three Hunters receive less damage from melee attack.
* **Legolas:** The Three Hunters deal significantly more damage.
* **Gimli:** The Three Hunters deal damage in an area of effect.

 **Orc Hunt:** The Three Hunters move faster for a short time.

 **Elendil:** Aragorn's battle cry makes foes flee.

 **Slayer:** Gimli unleashes his fury and attacks enemies. For 30 seconds, his attacks damage nearby enemy units and knock them back.

 **Arrow Wind:** Legolas attacks enemies with his bow for a short time in the target area. His arrows pierce foes and may hit more than once.

## Upgrades

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## Strategy

It is important to note that while all three Hunters are still alive, the hero icon in the bottom of the screen will show full health. This means they can all be close to death but everything will appear fine if you aren't watching them.
Wolf Lair

* Level 1

### Armor Set

"The howling of the wolves was now all round them, sometimes nearer and sometimes further off. In the dead of night many shining eyes were seen peering over the brow of the hill. ... At a gap in the circle a great dark wolf-shape could be seen halted, gazing at them. A shuddering howl broke from him, as if he were a captain summoning his pack to the assault. "
—The Fellowship of the Ring

The **Wolf Lair** is a defensive and unit production structure built at Angmar's settlements. A couple of wolves stand guard outside it, ever ready to to assault enemies who venture too close. More wolves can be called from within the lair to fight Angmar's enemies.

## Abilities

**Wolf Sentries** - Two large dire wolves guard the lair and attack nearby enemies. If they are killed they will respawn after a short while.

## Strategy

The Wolf Lair is a great settlement choice for building closer to the enemy base. Dire Wolves are quite cheap, even cheaper with 2 or more Mills, and they are especially good at harassing because of their great speed. In a strictly defensive sense, the Wolf Lair won't offer much of a fight as its guardians are few and easily killed by the right units. Furthermore, it doesn't spawn a Tribute Cart, so that can make it be a less attractive choice for your settlements.
Umbar

"The great cape and land-locked firth of Umbar had been Númenórean land since days of old; but it was a stronghold of the King's Men, who were afterwards called the Black Númenóreans, corrupted by Sauron, and who hated above all the followers of Elendil. After the fall of Sauron their race swiftly dwindled or became merged with the Men of Middle-earth, but they inherited without lessening their hatred of Gondor. "
—The Lord of the Rings, Appendix A, Annals of the Kings and Rulers: Gondor and the Heirs of Anárion

This great cape is held by the Black Numenoreans who have long feuded with the Men of Gondor.

## View of the Map

This map features a corsair settlement concentrated in the upper right-hand corner. Shipwrights add a naval dynamic to the map that can be key to dominance and ultimately victory.

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### Lair Locations

* **Barrow Wights**:
* **Spider Lairs**:

## Lair Types

### Wight Lair

Wights can be some of the trickiest creeps. This is due to the fact that every time a wight attacks, it regains some of its health. Luckily for you, there is only one wight spawned at a time. Wights should not be engaged by normal infantry battalions as they will just have their life sucked from them. Instead, engage the wight with a hero (not your scout hero) first to draw the attacks of the wight. Then you can support your hero with other units to finish the job. Once the wight has been dealt with, the lair is easily destroyed but should be done in a timely fashion lest a new wight spawn. Do not let this happen.

### Spider Lair

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

## War of the Ring

Umbar can be found on the WotR map in the South below Gondor. It is part of the region of Mordor.

Controlling Umbar gives:

* 2 build plots
* +5% attack bonus when fighting within this territory
Tom Bombadil

* Portrait
* In Game

* Melee

"But you are young and I am old. Eldest, that's what I am. Mark my words, my friends: Tom was here before the river and the trees; Tom remembers the first raindrop and the first acorn. He made paths before the Big People, and saw the little People arriving. He was here before the Kings and the graves and the Barrow-wights. When the Elves passed westward, Tom was here already, before the seas were bent. He knew the dark under the stars when it was fearless - before the Dark Lord came from Outside."
—Tom Bombadil, The Fellowship of the Ring

**Tom Bombadil** was the first being to ever inhabit Middle-earth. He resided in the Old Forest in the former kingdom of Arnor. What exactly he was is a bit of a mystery, but the One Ring had no effect on him, and he had little interest in it. Gandalf recognized Bombadil as a powerful force, but not as reliable for keeping the Ring safe. He is summonable by Imladris for 6pp.

## Abilities

 **Merry Song** - Tom's singing bans all evil in a line. Hit enemy heroes, units and monsters deal -90% damage for 30 seconds.

 **Master of the Wood, Water and Hill** - Tom dances, unstoppable, through the enemy lines and throws enemies down, thus lowering the damage of all nearby enemy units by -90% for 10 seconds. His melee attacks have the same effect but also affect heroes and monsters. *(Passive ability)*

 **Long Step** - Tom Bombadil seems to disappear as he quickly leaps to the target area in the blink of an eye, throwing back nearby enemies.
Uruk Pikemen

* Portrait
* In Game

* Normal

The **Uruk Pikemen** battalion is trained from a level 2 Uruk Pit and is one of your most useful defensive units as they can abruptly stop the charge of cavalry. When fully-upgraded, the Uruk Pikemen become fierce warriors and masters of anti-cavalry defense. The only thing that can charge them without dying are swordsmen, who can cut them down more easily than other units can.

## Abilities

 **Porcupine Formation:** The units form a circle with pikes extended

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

## Upgrades

The Uruk Pikemen have access to the following upgrades:

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

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

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

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

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

## Quotes

Falling In

*"Some Uruk Pikemen have risen from the pits!"*

Selected

*"Uruk-hai!"*

*"Stay alert!"*

*"I smell man-flesh!"*

*"Pikes!"*

Moving

*"Pikes! This way!"*

*"March!"*

*"No resting!"*

Attacking units

*"Spears!"*

*"Gore them!"*

*"Put it through 'em!"*

*"Put your poles through 'em!"*

*"Attack!"*

*"**WRAAAH!**"*

Attacking Buildings

*"Rip it down!"*

Selected while attacking

*"Keep them back!"*

*"Don't let them in!"*

Full Retreat

*"Back to camp! Now!"*
Veterans of the Last Alliance

* Portrait
* In Game

* Normal

"But Sauron of Mordor assailed them, and they made the Last Alliance of Elves and Men, and the hosts of Gil-galad and Elendil were mustered in Arnor."
—Elrond, The Fellowship of the Ring

**Veterans of the Last Alliance** *(Sindarin: Borvaethyr Gwennas Dell)* are the best soldiers of Imladris that marched with Gil-galad and fought in the Last Alliance of Elves and Men. They are expensive but can reach level 20.

## Abilities

 **Experience of Ages -** The Veterans of the Last Alliance can reach level 20. *(Passive ability)*

 **Masterful Example -** The Veterans of the Last Alliance are an inspiration to all free folk, and they inspire greater effort from allies around them. Nearby allied units gain +50% combat experience for 30 seconds.

 **Middle-earth's Last Line of Defense -** This ability becomes stronger as the Veterans gain experience. At level 1, they gain double damage at the cost of 50% speed. At level 10 they additionally gain 50% armor. At level 15 they additionally become immune to knock-back and trampling. At level 20 they cause triple damage instead of double.

## Strategy

The Veterans of the Last Alliance have an ability called **Middle-earth's Last Line of Defense**, which allows the player to quickly turn the tide of battle. The ability allows the Veterans to gain a massive damage boost, which combined with their high amount of health, shapes them into a force to be reckoned with. The higher their level goes, the higher the bonuses gained from this ability, culminating at level 20. Once they have reached level 20, the ability will give them triple damage and a tank bonus (armor bonus + knock-back resistance), which will allow them to slaughter most opposition if used appropriately. However, while the ability is powerful, getting the veterans to level 20 can be rather challenging to most players as they are mostly recruited in the late-game due to their cost and preceding requirements. To offset this the Veterans have another ability called **Masterful Example**, granting nearby units extra combat experience. To gain the maximum effect of the experience boost, make sure that another battalion of Veterans is close when the ability is used, and don't forget to keep using the boost whenever it is available. For this reason, it is advisable for the player to choose a custom hero with "**Train Allies**" or "**Leadership**" abilities in order to hasten the experience gain. One must remember that the Veterans are basically a heroic version of the Rivendell Swordsmen; therefore, the player must be careful with positioning and micro-ing and never send them anywhere carelessly as they are quite vulnerable to arrow fire. They are possibly the tankiest recruitable units with over 5000 health each and can slowly destroy any army they come up against.
Troll Stone Thrower

* Portrait
* In Game

* Normal

The **Troll Stone Thrower** is the catapult of Angmar, built indirectly through the Dark Iron Forge by **Siege Trolls**. It is a fairly strong siege engine but has a minimal range, making it vulnerable to melee units. They can also be used against archers.

## Abilities

 **Halt Auto-Acquire /  Auto-Acquire -** Click to enable or disable the catapult's ability to pick its own targets.

 **Bombard /  Stop Bombardment -** Start/Stop bombarding the target area with devastating artillery.

## Upgrades

The Stone Thrower can be given upgrade:

 **Ice Shot -** Increases the damage that the unit does to buildings and add FROST damage. and disables attacked buildings for a short time. Fortresses, Walls and Expansions are not affected. **Cost**: 600
Troopchamber

* Level 1
* Level 2
* Level 3

The **Troopchamber** is a secondary resource and unit production building of the Lothlorien faction. It can be built on one of the build plots that is provided by the central Mirkwood Outpost citadel. This building allows the player to recruit Mirkwood Swordsmen, Mirkwood Archers and Elkriders. The Troopchamber can also become a defensive building after the upgrade **Captain of the Watch** from the Vault of the King has been purchased; the Troopchamber will then be manned by two archers that shoot at all nearby enemies.

## Level Up

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

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

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

## Abilities

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

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

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

**Troop Discount** - The Troopchamber also provides a reduction to the cost of standard units of Mirkwood:

* 2 Troopchambers: -20%
* 3 Troopchambers: -30%

## Unit Production

Although this building can't produce units, it is the main prerequisite for the player to be able to train non-elite Mirkwood units at the **Mirkwood Outpost**.

## Strategy

Since this building provides a discount to the units of Mirkwood (except Palace Guards), you should have more than one since you will need more units than heroes of Mirkwood. This guide highly depends on how you are going to play and what units you want to use. You can also build several Vaults of the King instead to be able to train cheap Palace Guards.
Wardens of Meduseld

* Portrait
* In-game

* Normal

The Wardens of Meduseld are armored spearmen who wield great spears to keep enemy cavalry and monsters at bay. Like the Soldiers of Meduseld they are commandeded by either one of the Marshal or a Rohan Captain.

## Abilities

If the wardens are recruited to serve under one of the Marshals they retain the ability of the Marshal. If they are recruited to serve under a Rohan Captain they gain the following ability:
 **Wardens of Meduseld: Porcupine Formation -** The battalion forms a circle with pikes extended to stop cavalry.

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

## Upgrades

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

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

* Portrait
* In Game

* Normal

"Cold be hand and heart and bone, and cold be sleep under stone: never more to wake on stony bed, never, till the Sun fails and the Moon is dead. In the black wind the stars shall die, and still on gold here let them lie, till the dark lord lifts his hand over dead sea and withered land."
—Barrow Wight incantation, The Fellowship of the Ring

**Barrow-wights** were beings of darkness that could enter the eye, heart and mind and crush the will. They were sent by the Witch-King of Angmar to haunt the Barrow-downs after the fall of Cardolan in Arnor, and they are encountered only in the first volume of the Lord of the Rings (and in the Appendices).

## Abilities

 **Soul Tremor -** With every attack, the Barrow Wight sucks 25% of the damage it inflicts as life force from its enemies.

* Crypt Level 2: Struck enemies inflict -25% damage for 10 seconds.
* Crypt Level 3: Drain 50% of the inflicted damage as life force

*(Passive Ability)*

## Strategy

While the core of Angmar's army would be the Thralls and Carn Dum soldiers in the late game, Barrow Wights can still be used as an additional part of their army. When hidden within the other soldiers they can deal pretty good damage and can apply their debuff to enemy units. They can cause a small passive fear effect, weakening the enemy's ability to defend and attack. Even on their own, a few wights can hold out for a long time against melee troops with their health steal allowing them to endure a lot of damage. However, their main weakness is against heroes (who can deal a lot more damage than the Wights can recover) and Archers (as they can kill the Wights before they can be attacked). The slow speed of the Wights is also a weakness that leaves them vulnerable in certain situations.
Thrall Master

* Portrait
* Thrall Master
* Officer
* Mounted Officer

* Normal

Thrall masters are the most crucial unit of Angmar's early game since almost all early game units spawn from them. When they are recruited they have the ability to summon one of four possible vassal battalions: Gundabad Warriors, Rhudaur Spearmen, Rhudaur Axe Throwers, and Wolf Riders. Each of the units have their own attributes and play styles, but they all rely on the Thrall Master of their battalion to be alive; if not, they all die. For this reason you should try to keep your Thrall Masters at as much health as possible.

They do very little damage on their own and have low health, making them useless without a summoned battalion.

## Upgrades

The Thrall Master can be given the following upgrades:

**Gundabad Orcs -** Calls on a horde of Gundabad orcs which come to serve as the basic Swordsmen of Angmar.

**Wolf Riders -** Calls on a battalion of Wolf Riders to serve as the basic cavalry of Angmar (requires Wolf Breeding).

**Rhudaur Spearmen -** Calls on a battalion of Rhudaur Spearmen to serve as the basic pikemen of Angmar.

**Rhudaur Axe Throwers -** Calls on a battalion of Rhudaur Axe Throwers to serve as the basic archers of Angmar.

With the spellbook power Angmar/Black Guard Officers purchased, the Gundabad upgrade will be replaced by this upgrade and Thralls now have three times as much health.

**Orc Slayers** - Call and command the Orc slaughterers from Mount Gram.

## Strategy

The strategy used for Thrall Masters varies greatly depending on what battalion they have summoned. For this reason you should check the unit pages for Gundabad Warriors, Rhudaur Spearmen, Rhudaur Axe Throwers, and Wolf Riders for individual strategies. The main thing to remember across all summoned battalions is that the Thrall Master is their life source. If he goes, the battalion goes. For this reason he should always be watched in case he is being focused down or has low health. Remember also to never let the Thrall Master fight on his own as he will die quickly.
Warg Riders

* Portrait
* In Game

* Normal

"Saruman's eastern force came down with unexpected speed.... In its van were... a great pack of the dreadful Orcish wolfriders, feared by horses. "
—Unfinished Tales, The Battles of the Fords of Isen

**Warg Riders** are a group of Orcs who have been specially trained to ride Wargs, the gigantic bloodthirsty race of wolves from the North, into battle, lead by Sharku. They are the only cavalry unit of Isengard faction and can be recruited from the Warg Pit.

## Abilities

 **Howl:** For 30 seconds the Warg Riders do +50% melee damage and move +30% faster.

## Upgrades

The Warg Riders have access to the following upgrades:

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

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

 **Forged Blades -** Increases the damage of this battalion and provides a damage bonus against **buildings**. **Cost**: 300

 **Blood Wargs -** Enables Warg Riders to train their mounts into Blood Wargs, which regenerate 20% of the damage as health when they attack. **Cost**: 200

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

## Strategy

Similarly to other cavalry, Warg Riders should be used to complete hit and run strikes on the enemy settlement buildings. **Howl** can be used to their advantage in this situation, allowing them to destroy the building before enemy forces arrive. The Riders can also be used to flank and trample enemy armies, weakening them before Isengard's Uruks and Wildmen can finish them off. Again, the **Howl** can let them fight off much stronger foes. However, Warg Riders are just as weak to pikemen  as other cavalry are. If multiple battalions are being used, Sharku  may be a good investment as his abilities will boost the skills of the Warg Riders.
Turncoats of Arnor

* Portrait
* Spear
* Sword

* Normal
* Ranged

The Turncoats of Arnor are Dunedain that joined Angmar during the later stages of its conquest. The first wave of traitorous Dunedain were welcomed with open arms and given dark weapons and armor. However, the Witch King sees this second wave of Turncoats with a more cautious eye, men who have seen his victories and have decided to jump ship. They must prove themselves and do so quickly, the blade of the Iron Crown thirsts for blood and those who only speak of loyalty are just as much at risk of being struck as those who oppose Angmar openly.

## Abilities

 **/**  **Switch to Sword/Spear** - The Turncoats have the ability to switch between Swordsmen status and Pikemen status.

 **Despised by All** - The honorless Turncoats steal resources with every attack against enemy structures and loot resources when they kill enemies in battle. Allied and enemy units alike lose 25% armor when near Turncoats. Only other Turncoats gain +10% armor, or for every other battalion of Turncoats in the vicinity up to a maximum of 50%. *(Passive ability)*

 **Dark Trial** - The Turncoats gain experience faster than other units but are executed if they haven't killed enough enemies to reach rank two after 30 seconds. Once they reach rank 2 they permanently become part of Angmar's Army.

## Upgrades

This unit can gain the following upgrades once they have proven their loyalty:

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

 **Dark Iron Mail -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to a different **armorset**. **Cost**: 300

## Strategy

Turncoats of Arnor are a powerful unit, their ability to switch weapons makes them effective against most unit types. However, to get full value from the spell, the units must be able to reach level 2 within their short timer. This can be done by summoning them in a large battle where they can get a lot of kills in a short space of time and do not have to travel far to reach their foes (which would waste time). Because of their debuff (which affects both allies and enemies), the Turncoats work best when used to harrass the enemies or flanking, with their weapon switch keeping them safe from enemy cavalry.