recursal/Fanatic-Fandom huggingface dataset:
Dread Matriarch

* Portrait
* In Game

"Packs of Wolves descended upon the kingdom of Arnor at the behest of the Witch-king once their matriarchs were subjected to his will."
—Age of the Ring team

Out of all the White Wolves that made their home in the Misty Mountains, the Dread Matriarchs were the largest, most powerful, and most savage of their kind. The Witch-king recognized this and targeted them for subjugation when creating his kingdom of Angmar, and once he had them under his command he unleashed them upon the kingdom of Arnor as the heads of a multitude of vicious and bloodthirsty wolf packs.

The Dread Matriarch is a special siege unit for the Adventure: Angmar subfaction based on Dol Guldur. They are recruitable from a level 3 Wild Cairn.

## Abilities

**Lunge (W)** - The Dread Matriarch leaps to a location causing area-of-effect damage. Left click icon then left click on target area.

**Level 3: Threatening Gaze (R)** - Enemies within the radius are stunned for 5 seconds and receive poison damage for 15 seconds. Left click icon then left click on target area.

**Level 3: Monstrous Recovery** - Monstrous units regain health while outside of combat. Passive ability.

## Strategy

The Dread Matriarch is a special siege for the Adventure: Angmar subfaction that plays a similar role to Saenathra's Sisters in Dol Guldur faction. However, they have less health and their skills are more tailored towards dealing with enemy armies rather than dedicated sieging of structures. **Lunge** allows the Dread Matriarch to be immediately threatening against enemy units, allowing her to leap onto an area and cause damage upon impact. However, the Dread Matriarch becomes much more threatening at level 3, as she can not only passively heal outside of combat once she reaches that level, but she also gains the **Threatening Gaze** ability that allows the Matriarch to stun and poison a group of enemies, which can turn the tide of battle if utilized properly. The Dread Matriarch still remains effective against structures, however, so it is worth considering using some of them as a distraction to attack the enemy base or have some in the army to utilize their disruptive abilities.
ドシア・ユタルベス州

ドシア=ユタルベス州（The state of Yutarvels and Dossia）とは、ゴビィー大連邦三日月大陸に位置する州としては最北端の州である。ボウンチョウ半島から先に広がる島々は、北ドシア諸島州領の島々である。民族的にはゴビィ－=ユタルベス系の人が州民の8割を占めている。タマ=ドシア系の人が州民の1割を占めている。

## 歴史的な流れ

地球歴紀元前100年までは、ユタルベス王国（宇宙進出国家）が存在していたが、権威主義体制統一運動のさなかで行われたアンナ朝タマ帝国（T-B.C2420-1867）に占領されてしまい、ユタルベス王国が治めていた土地にアンナ=ドシア系族を送り込み、現在のドシアという地名が出来る。また、アンナ朝タマ帝国の諸侯自治拡大に伴い100年-1901

年の間はドシア朝タマ帝国ないし、ドシア大帝国連邦がつけられている。
Dale Garrison

* Level 1
* Level 2
* Level 3

"Glóin began then to talk of the works of his people, telling Frodo about their great labours in Dale and under the Mountain.... 'Only in mining and building have we surpassed the old days. You should see the waterways of Dale, Frodo, and the fountains, and the pools! You should see the stone-paved roads of many colours!.... Then you would see that we have not been idle.'"
—Many Meetings, The Fellowship of the Ring

After the Battle of Five Armies, Bard was crowned King of Dale. With the assistance of the Dwarves of Erebor, he worked to rebuild the city of Dale. The skill of the Dwarves at building had surpassed the Dwarves in the past, and so they were able to restore Dale to its former glory. However, the first true test of the city would be in the Siege of Erebor when an Easterling army invaded the region.

**The Dale Garrison was used in a past version of the mod and is no longer a feature in the current version. To see the previous role of the building in Erebor, please click "expand".**

The Dale Garrison is one of Erebor's unit production structures. It is used to recruit the units from the Dale subfaction.

## Upgrades

**Upgrade Dale Garrison to Level 2 (U)** - +10% faster build speed. Allows training of Barding Longbowmen. Cost: 500

**Upgrade Dale Garrison to Level 3 (U)** - +25% faster build speed. Adds defensive battle tower. Cost: 500

## Function

 Barding Swordsmen | Swordsmen
 Barding Longbowmen | Archers

## Strategy

The Dale Garrison is used as an alternative unit production building to the Hall of Warriors. The Lake Town Watchmen are weaker in armour and damage than their dwarven counterparts but are faster. The Barding Swordsmen are also faster than their dwarven counterparts and have more health but have lower armour. The Longbowmen are an elite archer battalion, able to outperform the Erebor Archers in both damage and range. It is recommended that the player use Bard the Bowman to support the units from this structure.
Dwalin (Azanulbizar)

* Portrait
* In Game

"At last all the Orcs that fled before them were gathered in Moria, and the Dwarf-host in pursuit came to Azanulbizar. That was a great vale that lay between the arms of the mountains about the lake of Kheled-zâram and had been of old part of the kingdom of Khazad-dûm."
—Return of the King, Appendix A

Even at the young age of 27, Dwalin was a skilled and ferocious warrior and so he accompanied his father Fundin and brother Balin when King Thráin mustered the Dwarves in response to the death of Thrór at the hands of the orc Azog. After seven years of conflict, the orcs were driven back to Azanulbizar where the final battle of the war took place - Dwalin fought alongside his father and brother. The two brothers survived although Fundin was slain early in the battle before the reinforcements from the Iron Hills could arrive. Years later, Dwalin would join Thorin Oakenshield's company to reclaim Erebor.

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

## Abilities

**Brother-in-Arms** - Modifier Type: Spell. When near Thorin, Dwalin gains +15% Damage, +15% Armor, and +15% Attack Speed. Stacks with Leadership, Buffs, and Spells. Passive ability.

**Level 3: Baruk Khazâd! (R)** - Dwalin lets out a cry, causing enemy units to flee in terror. Left click to activate.

## Strategy

Dwalin arrives along with Dáin once the orc camps defended by Urshak and Muzgash have both been cleared out. He is most effective when fighting alongside Thorin and so it is recommended to keep the two heroes nearby each other during the final battle at the East-gate. **Baruk Khazâd!** is useful during the final objective once Azog has been killed as it allows the player to scatter the orcs whilst the player gathers all of their remaining force for Thorin to use his **Du Bekar!** ability so that the remaining enemies can be destroyed.
Bazaar

* Level 1
* Level 2
* Level 3

"Aye, curse the Southrons!...Tis said that there were dealings of old between Gondor and the kingdoms of the Harad in the Far South; though there was never friendship. In those days our bounds were away south beyond the mouths of Anduin, and Umbar, the nearest of their realms, acknowledged our sway. But that is long since."
—Damrod

The vastness of Haradwaith led to the growth of a number of cultures, from the city-states and tribes of Near Harad and Harondor, to the Corsairs and Black Númenóreans of Umbar, to the Mahûddin and Nâfarati tribes of Far Harad. These cultures would often interact through trade, in particular in the city of Umbar, which had an advantage through its access to the sea for naval travel. In the past, when these lands were held under the dominion of Gondor, trade even extended to these lands in the north, though those days were long ago.

In Age of the Ring, the Bazaar is the primary resource structure of Haradwaith. It can also act as a recruitment structure for the two Caravan units of the faction.

## Upgrades

This building has no upgrades that can be bought and will instead earn experience by gaining resources.

## Function

The Bazaar will periodically produce a maximum of +25 resources depending on location relative to other resource structures. This value will increase as the Bazaar levels up. The Bazaar will also increase the command point limit by 50.

## Strategy

The Bazaar is the main resource structure for the faction and so is necessary for its progression. The placement of the building will heavily affect the amount of resources that it produces, affecting how quickly it levels up. It is vital that the Bazaars be defended from enemy attacks as they are a key target for harassment due to their value and their weak defences. The Bazaars are unique to other resource structures through their recruitment of the Caravans. These two units can be sent across the map and deployed to provide various benefits. The Southron Trade Caravan provides resources and unit upgrades for the faction as it levels, while the Âmazhir Caravan acts as Heroic Statue with some healing capabilities. These two units allow the faction to easily spread across the map while maintaining control over key points with quickly formed forward bases. Taking full advantage of them is key to maximising Haradwaith's potential.
Dalish Ruin

"There the river [Celduin, or River Running], after winding a wide loop over the valley of Dale, turned from the Mountain on its road to the Lake, flowing swift and noisily. Its bank was bare and rocky, tall and steep above the stream; and gazing out from it over the narrow water, foaming and splashing among many boulders, they could see in the wide valley shadowed by the Mountain's arms the grey ruins of ancient houses, towers, and walls.
'There lies all that is left of Dale,' said Balin. 'The mountain's sides were green with woods and all the sheltered valley rich and pleasant in the days when the bells rang in that town.'"
—The Hobbit, On the Doorstep

After the death of Smaug and the destruction of much of Lake Town, the people of Lake Town, led by Bard the Bowman, were forced to relocate to the city of Dale, which had been left in ruin by Smaug's attack several years ago. While they would initially join forces with Thranduil to form an army in a gambit to force Thorin Oakenshield to give them some of the gold of Erebor to help them rebuild, the arrival of an Orc army led by Bolg of the North would instead cause all three parties to join forces against the orcs, with the men of Lake Town taking up arms and using the ruined buildings of Dale as fortifications against the creatures of the Misty Mountains.

The Dalish Ruin is a structure unique to the Adventure: Battle of the Five Armies subfaction of Erebor. It is used to recruit the faction's Lake-town units.

## Function

### Unit Production

The Dalish Ruin allows for the recruitment of the following units:

 Lake Town Bowmen | Archer
 Guards of the Master | Swordsmen

### Unit Upgrades

The following upgrade can be purchased at the Dalish Ruin:

**Thrór's Banners (T)** - Allows hordes to purchase the banner carrier upgrade. Increases a horde to level 2.

## Strategy

The Dalish Ruin is the recruitment structure for the Lake Town units of the Adventure: Battle of the Five Armies subfaction of Erebor. These units are statistically and functionally identical to their counterparts in the Reign of Oakenshield Erebor faction in standard play. The Dalish Ruin also has an additional function in that **Thrór's Banners** are researched at this structure, which is necessary to instantly upgrade battalions to level 2. It is recommended to have at least 2 Dalish Ruins constructed so that the player can have a steady production of Lake Town units in the early-mid game. Recruiting Bard the Bowman is also recommended to make the most out of the Lake Town units given his synergy with them, similar to standard play.
Cave-troll Destroyer

* Portrait
* In Game

"Reared for brutal tunnel warfare, these Cave-trolls are the largest and meanest of their kind. Before battle, their orcish keepers pester and bully them into a blind rage."
—Age of the Ring team

While the orcs of Moria had several Cave trolls kept in their ranks as powerful shock troops, they paid special attention to the ones that were largest and most inclined to cruelty. By bullying and tormenting them, the Moria orcs would enrage these trolls before unleashing them upon their enemies. Such was the might of these monsters that, at the height of their rage, they could wreak havoc on a level worthy of their inherently superior cousins such as the Olog-hai or the Gundabad Stone-Trolls.

The Cave-troll Destroyer is a monster unit unique to the Adventure: Shadow and Flame subfaction of the Misty Mountains. It requires a level 2 Troll Lair.

## Abilities

**Level 2: Dominate Troll (W)** - Take control of target enemy troll.

**Level 3: Monstrous Recovery** - Monster units regain health while outside of combat. Passive ability.

## Strategy

The Cave-troll Destroyer is statistically and functionally identical to the Olog-hai from Mordor, being excellent tanky monsters that disrupt enemy lines with their powerful AOE attacks or can deal significant siege damage to structures. Just like their Olog-hai counterparts, they have the same weaknesses to elite pikemen and upgraded archers, and thus they should be used alongside other units and heroes to support them while being carefully micromanaged to target swordsmen, archers, and structures. Making use of the stop command (hotkey S) and defensive stance can prevent the Cave-troll Destroyers from accidentally trampling pikemen and dying to trample revenge damage.
Battle Tower (Gondor)

* Standard
* Anórien Sentry
* Garrison

"Men had made it high and strong; for at that point, upon a walled causeway, the road came in from the fords and bridges of Osgiliath and passed through a guarded gate between embattled towers."
—Return of the King, Minas Tirith

The fortifications of Minas Tirith were vast and could keep any enemy at bay. During the War of the Ring, Sauron unleashed armies from Minas Morgul and the Morannon to lay siege to the White City. The defences of Gondor held long enough for reinforcements arrive in the form of Théoden and the Rohirrim, as well as Aragorn with the Grey Company.

In Age of the Ring, Battle Towers are defensive structures which fire arrows at nearby enemies. They can be garrisoned with archers who also fire at the enemy but cannot be attacked whilst the tower stands.

## Upgrades

**Anórien Sentry (W)** - Stations a permanent sentry inside the tower. Cost: 150

## Strategy

Battle 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 garrisoned with archers 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.
Dol Guldur Dungeon

"I remembered a dangerous journey of mine, ninety-one years before, when I had entered Dol Guldur in disguise, and had found there an unhappy Dwarf dying in the pits. I had no idea who he was. He had a map that had belonged to Durin's folk in Moria and a key that seemed to go with it, though he was too far gone to explain it. And he said that he had possessed a great Ring. Nearly all his ravings were of that. 'The last of the Seven' he said over and over again."
—Gandalf the Grey, Unfinished Tales

Taking up residence in the abandoned fortress of Dol Guldur, Sauron, under the guise of The Necromancer, corrupted the surrounding forests which became known as Mirkwood. He ensnared various Woodsmen, Elves and Dwarves who were mercilessly tortured to madness within the Dungeons of Dol Guldur until they broke. Among these prisoners was Thráin, son of Thrór, the rightful King Under the Mountain. He was encountered in the Dungeons several years after his capture in a state of perpetual delirium by Gandalf the Grey, whom he gave the key and map to Erebor before dying.

**The Dol Guldur Dungeon was used in a past version of the mod and is no longer a feature in the current version. To see the previous role of the building in Mordor, please click "expand".**

In Age of the Ring, the Dol Guldur Dungeon is a unit production structure in Mordor which can be summoned by the 15PP spell book power Dungeons of Dol Guldur. It is limited to 2 on the battlefield at a time. The Dol Guldur Dungeon will be removed from Mordor in version 5.0 due to Dol Guldur becoming its own faction.

## Function

The Dol Guldur Dungeon is manned by Orc Archers which shoot at nearby enemies, the Dungeon periodically produces +25 resources.

#### Recruitment

The Dol Guldur Dungeon can be used to recruit the following units:

 Castellan of Dol Guldur | Swordsmen

Khamûl may be recruited from the Dol Guldur Dungeon.

The Dol Guldur Dungeon is able to use the following active ability:

**Necromancy (N)** - Enemy units in the affected area receive damage over time and, upon death, briefly become Wights under your control. Halves the resource production of any resource structure within the area of effect. Left click icon then left click on target area.

## Strategy

Summoning the Dol Guldur Dungeon can quickly turn the tide of battle in Mordor's favour, both when summoned offensively and defensively. The Dungeon can be summoned mid-battle underneath the enemy army which disrupts and damages the enemy's troops, before quickly casting Necromancy onto the enemy's army. The garrisoned Orc Archers and Mordor's army can then pursue the enemy and each kill they inflict temporarily summons an Wight which can increase the number of enemy units killed and subsequent wight production. This method puts the Dungeon at greater risk of being destroyed which may prevent Mordor recruiting Khamûl or Castellans; thus the Dol Guldur Dungeon could alternatively be summoned within the Mordor base so that it is far more protected. In this instance, Necromancy can be cast to drive off besieging opponents.
Feren

* Portrait
* In Game

"Loyal and severe in character, Feren spent the majority of his long years in solemn duty to the Elvenking, keeping safe the borders of the Greenwood."
—Age of the Ring Team

As the threat of the Necromancer grew, Thranduil and the Wood-elves withdrew north and sheltered themselves within the caves of the Elvenking's Halls. The years grew long and Thranduil became insular and distrusting of any who entered his domain; he ensured that he was surrounded by his Kingsguard in the ever fewer moments he left his Halls. Feren served as the captain of the Kingsguard, he was loyal without fault and protected his king and beloved Woodland Realm no matter the cost.

In Age of the Ring, Feren is a recruitable hero in Woodland Realm as well as the Adventure: Battle of the Five Armies subfaction of Erebor.

## Abilities

**Shield Bash (W)** - Powerful attack that knocks back enemy units. At rank 6, radius and damage are increased. Left click icon then left click on target.

**Commander of Eryn Lasgalen (R)** - Summons a battalion of Silvan Rangers. At rank 5, includes an additional battalion of Greenwood Spearmen. At rank 8, includes an additional battalion of Silvan Rangers. At rank 10, two of both. Left click to activate.

**Level 3: Sound the Alarm! (T)** - Feren blows his horn. Can be cast on a structure to temporarily decrease recruitment time, on friendly units to temporarily increase movement speed by 25%, or on enemy units to temporarily decrease movement speed by 25%. Left click icon then left click on target.

**Level 8: Banishment (C)** - Target enemy hero is pinned and takes +15% damage from all damage sources for 15 seconds. Left click icon then left click on target.

## Strategy

Feren is the tankiest of the three early game Woodland Realm heroes (himself, Tauriel and Galion) and so he is the best suited to fighting at the front lines, especially because he can disrupt enemy lines with his **Shield Bash** ability - knocking back enemies so that Woodland Realm's units have time to finish them off or make a hasty retreat whilst they get back up. Similarly to Galion, Feren's abilities increase in strength considerably as he levels up so that he remains a useful hero throughout the entire match: **Shield Bash** becomes stronger and more importantly, **Commander of Eryn Lasgalen** allows Feren to temporarily summon an increasingly larger and stronger force to support the player's main army in combat, allowing the player to turn the tide and inflict severe losses against the enemy even in a losing battle. **Sound the Alarm!** is a multi-faceted power which can be used in several situations, it can be cast on unit recruitment structures to increase the production of units so that more pressure can be applied against an opponent, or it can be used either to increase friendly unit or decrease enemy unit movement speed - facilitating flanking maneuvers or successful retreats. **Banishment** allows Feren to co-operate with hero killers such as Tauriel with Close Quarter Combat active and Legolas; enemy heroes are prevented from escaping and are more vulnerable to attacks, which guarantees a kill in most situations.
Erebor Miners

* Portrait
* In Game

"None of Durin’s race would mine those caves for stones or ore, not if diamonds and gold could be got there. Do you cut down groves of blossoming trees in the springtime for firewood? We would tend these glades of flowering stone, not quarry them. With cautious skill, tap by tap – a small chip of rock and no more, perhaps, in a whole anxious day – so we could work, and as the years went by, we should open up new ways, and display far chambers that are still dark, glimpsed only as a void beyond fissures in the rock."
—Gimli

The Dwarves of Middle-earth were known for their mining and the riches they would come across and use for their crafts. However, they would also mine to carve out halls to live in. For Durin's folk, this was art as well as a necessity. All dwarf-youths would spend a few years in a mining company, and the best would never quit.

The Uthâk, or Armed Miners, are a unit that is recruitable from an Auxiliary Camp by the Free Peoples in an Erebor map. They are also available to the Adventure: Durin's Folk subfaction of Erebor and are recruited from a level 1 Hall of Warriors in that subfaction.

## Abilities and Formations

**Mithril-tipped Pickaxes** - Armed Miners' attacks decrease structure armour by 5% and steal resources from structures. Passive ability.

**Level 3: Prospectors** - Modifier Type: Leadership. Nearby allied resource production structures generate +15% resources. Passive ability.

**Level 4: Powder Bomb** **(T)** - Place a pile of explosive powder barrels that knock back all surrounding units and damage structures. The barrels detonate after 10 seconds. Very effective against structures. Left click to activate.

## Upgrades

**Thrór's Banners (V)** - When equipped, increases this battalion to level 2. Cost: 100.

## Strategy

The Erebor Miners are a cheap spammable swordsmen that can help boost army numbers in the early game. Despite their low cost, they would still have better survivability that some early game units, which is helped by the horde bonus that grants them +25% damage and armour when in numbers of 60 or higher. Their main uses are support and anti-structure though. By default, they can weaken enemy structures and steal resources from them. When at level 4, **Powder Bomb** can be used to deal high damage against structures, though getting a weaker unit to this level may prove to be difficult. Their supportive capabilities can be boosted further at level 3 where **Prospectors** allows them to boost nearby resource production, making them useful in defensive battles as well.
Frumgar (Adventure: Dorwinion)

* Portrait
* In Game

"Many lords and warriors, and many fair and valiant women, are named in the songs of Rohan that still remember the North. Frumgar, they say, was the name of the chieftain who led his people to Éothéod."
—The House of Eorl, Appendix A, Return of the King

Frumgar Frumgarson was the latest scion of a noble Northman bloodline filled with legendary figures such as Frumgar the Younger, who led the Éothéod north where they established the fortified settlement of Framsburg. As the years of the Third Age passed, many Éothéod rode south and became the Rohirrim, however some remained including Frumgar's ancestors. It is said that each Frumgar performed a great feat, this was true for the Frumgar of the late Third Age, who slew the Moria Orc chieftain, Muzgash.

While Frumgar is typically a temporary summon for the Woodland Realm faction in standard play, he is also a permanently recruitable hero for its Adventure: Dorwinion subfaction. He is recruitable from the Dorwinion Fortress.

*For his temporary summon variant in the Woodland Realm faction in standard play, see the Frumgar page.*

## Abilities

**Wrath of the Dragon Slayer** - Modifier Type: Leadership. Allies near Frumgar gain +33% damage, +50% armour against fire and are immune to fear and terror. Stacks with buffs and spells. Passive ability.

**Level 3: Orc War Veteran (R)** - Frumgar tells of the day he slew Muzgash. Targeted units gain experience. Left click icon then left click on target units.

**Level 5: Feat of Legends (T)** - Powerful ranged attack with radius damage. Left click icon then left click on target.

## Strategy

Frumgar Frumgarson in the Adventure: Dorwinion subfaction operates very similarly to his Woodland Realm counterpart, being a permanently mounted hero with the same skills. He is a permanently recruitable hero in the Adventure: Dorwinion subfaction, but has less starting health and needs to level up to unlock his skills to balance this out. Once his skills are unlocked, though, he can be a very powerful hero who can turn the tide of battle in Dorwinion's favor. Frumgar can use **Feat of Legends** to inflict heavy damage against single targets - making it ideal against heroes. **Wrath of the Dragon Slayer** buffs friendly units and has the added benefit of neutralising sources of fire damage, thus limiting the effectiveness of units such as Fire Wyrms and archers with fire arrows. **Orc War Veteran** is particularly useful as it levels up Woodland Realm units and unlocks their various abilities such as Silvan units' Evasion and Greenwood Swordsmen's Elven Affinity. If he is properly leveled and carefully utilized, Frumgar can be even more effective than his standard counterpart thanks to being permanent and being able to make the most out of his powerful abilities for an extended period of time.
Dol Amroth Citadel

* Standard
* Banners
* Moat

"But beyond, in the great fief of Belfalas, dwelt Prince Imrahil in his castle of Dol Amroth by the sea, and he was of high blood, and his folk also, tall men and proud with sea-grey eyes."
—Return of the King, Minas Tirith

Dol Amroth was a fortress situated in Belfalas, one of the Fiefdoms of Gondor, ruled by Prince Imrahil who was kin to Denethor. Whilst the bloodline of Númenor had become mingled with the blood of lesser men throughout most of Gondor, the men of Dol Amroth carried themselves as Lords of Númenor. During the Siege of Minas Tirith, Imrahil rode out with his Swan Knights to aid the White City and they were a beacon of hope throughout the siege until Théoden and reinforcements arrived.

The Dol Amroth Citadel is a Gondor structure summoned by the 15PP spell book power Dol Amroth Citadel. It serves as unit production building but is limited to 2 on the battlefield at a time.

## Upgrades

**Dol Amroth Banners (R)** - Modifier Type: Leadership. Allies near the Fortress gain +33% Damage, +33% Armor, and earn experience 50% faster. Stacks with Buffs and Spells. Cost: 500

**Moat (T)** - Increases Citadel's armor and hitpoints. Cost: 1200

## Function

The Dol Amroth Citadel shoots at nearby enemies and periodically produces +25 resources.

#### Recruitment

The Dol Amroth Citadel can be used to recruit the following units:

 Swan Knights | Cavalry

Prince Imrahil may also be recruited from the Dol Amroth Citadel.

## Strategy

Dol Amroth Citadel is a very powerful spell book summon as it grants Gondor a secondary Fortress structure which also grants them access to them to some of their most elite units and an excellent hero. It can be summoned both defensively or offensively, the former when summoned nearby Gondor's base to ensure that Dol Amroth units can be continually recruited without the risk of the Citadel being destroyed. Alternatively, it can be summoned underneath an enemy army mid-battle to disrupt their troops and also to divert the enemy's attention away from Gondor's army. It can serve as a heroic statue when upgraded with **Dol Amroth Banners** and made more durable with the **Moat** upgrade.
Boar of Everholt

* Portrait
* In Game

"Folca was a great hunter, but he vowed to chase no wild beast while there was an Orc left in Rohan. When the last orc-hold was found and destroyed, he went to hunt the great boar of Everholt in the Firien Wood. He slew the boar but died of the tusk-wounds that it gave him."
—Return of the King, Appendix A

The Great Boar of Everholt was a legendary creature infamous for slaying Folca, king of Rohan, during a hunting expedition. The king missed his thrust at the beast and was subsequently gored by its tusks. He retaliated by slaying the beast itself with a spear thrust that found its mark before succumbing to his injuries.

In Age of the Ring, the Boar of Everholt is summoned by Rohan's 15PP spell book power Boar of Everholt. The Boar is a neutral unit which shall attack any unit, friendly or enemy, that comes within range. It lasts on the battlefield for two minutes.

## Strategy

The Boar of Everholt is a fearsome unit that can be used to devastate the enemy's ranks when summoned in the middle of the enemy's army - it tramples enemy infantry and debuffs them which gives Rohan's archers an opportunity to pick enemies off from a safe distance. The Boar has a significant amount of health so that the enemy must divert a lot of their forces to dispatch it, which creates a window for Rohan to evade the enemy's army and press the attack on their base instead. Alternatively, the Boar could be summoned within the enemy's base as it deals good siege damage; meanwhile Rohan can inflict additional siege damage by deploying Rohirric Onagers out of the Boar's range to target other enemy buildings. The Boar is neutral and so Rohan players should be wary not to bring their troops too close to the Boar as this may cause the summon to backfire and inflict damage to Rohan instead, though it deals less damage to Rohan units.

Once it is defeated, it drops a Hunter's Trophy which boosts the damage and fear resistance of nearby allies. This allows the player to immediately capitalise on any damage dealt by the boar with a powerful assault using their own army.
Giant Bat

* Portrait
* In Game

"The goblins gathered again in the valley. There a host of Wargs came ravening and with them came the bodyguard of Bolg, goblins of huge size with scimitars of steel. Soon actual darkness was coming into a stormy sky; while still the great bats swirled about the heads and ears of elves and men, or fastened vampire-like on the stricken."
—The Clouds Burst, The Hobbit

These enormous vampiric Bats inhabited the many caves of the Misty Mountains and were tamed by the Mountain-orcs to be used as combatants in various conflicts. Most notably they fought alongside Bolg of the North and his army in the Battle of Five Armies, during which they flew so thickly across the sky that the sunlight was blotted out.

In Age of the Ring, Giant Bats are a flying unit for Misty Mountains which are recruited from a level 2 Troll Lair.

## Abilities

**Vampirism:** Flying units lose 30% speed for 5 seconds when hit by Giant Bats. Passive ability

At level 3, Giant Bats regain health per hit. Passive ability.

## Strategy

When effectively micro-managed Giant Bats can make a significant difference in a battle as they can neutralise enemy cavalry and infantry units, which cannot target the bats in return. However, Giant Bats are extremely vulnerable to archers and so should not be ordered to attack armies with large numbers of archer units as this will result in a costly loss of the Bat. Alternatively, Bats are extremely useful at harassing the enemy's economy as they are fast moving, deal good siege damage and can only be targeted with ranged attacks. **Vampirism** makes Giant Bats an effective counter to other flying units as they can slow them down significantly - allowing friendly archers to take them down before they can escape. This ability also keeps Giant Bats alive for longer once they've reached level 3, as they can simply replenish health by attacking enemy units.
Anórien Knights

* Portrait
* Standard
* Upgraded
* Wedge

"And I came chiefly to say this. Soon there will be battle on the fields. A sortie must be made ready. Let it be of mounted men. In them lies our brief hope, for in one thing only is the enemy still poorly provided: he has few horsemen."
—Gandalf

Minas Tirith maintained a small, elite cavalry division for the purpose of sorties and harassing the Enemy. During the War of the Ring, a sortie of Anórien Knights and Swan Knights was lead by Gandalf and Prince Imrahil to cover the retreat of Faramir and the defeated Osgiliath garrison. Denethor then commanded Faramir and his knights to ride out in a futile attempt to recapture Osgiliath from the Morgul Host, which almost cost Faramir his life.

In Age of the Ring, Anórien Knights are an elite cavalry unit for Gondor which are recruitable from a level 2 Stables.

## Abilities and Formations

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

## Upgrades

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

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

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

## Strategy

Anórien Knights are the more accessible of Gondor's elite cavalry, due to Swan Knights being locked behind a 15PP spell book power, thus Anórien Knights are more likely to replace Pinnath Gelin Riders in the mid-late game. Knights should be used to harass the enemy's economy across the map or to flank around and charge unprotected swordsmen and archers. **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. Anórien Knights benefit particularly from Gandalf and Faramir as both of them can mount and ride alongside the Knights - Faramir also grants them leadership at level 3 when toggled as a Knight.
Elendil

* Portrait
* Ingame

"Out of the Great Sea to Middle-earth I am come.
In this place will I abide, and my heirs, unto the ending of the world."
—Elendil upon landing in Middle-earth, later Elessar, after being crowned King of Gondor and Arnor

Elendil was a man of Númenor who fled the island with his sons Isildur and Anárion as well as those loyal to him, when Sauron, in the fair guise of Annatar, convinced Ar-Pharazôn to sail to war against the Valar - resulting in the Downfall of Númenor. Elendil arrived in Middle-earth and established the Kingdoms of Gondor and Arnor, of which he became the first High King. He united with the High King of the Noldor, Gil-galad to form the Last Alliance of Elves and Men and together they fought against the Dark Lord for the freedom of Middle-earth.

Elendil and Gil-galad's armies successfully drove Sauron's forces back into Mordor, where they laid siege to Barad-dûr for seven years until at last, Sauron himself came forth and engaged the two High Kings in single combat. Both Gil-galad and Elendil fell to the Lord of the Rings, but Elendil's son Isildur wielded the shard of his father's sword Narsil and cut the One Ring from Sauron's finger - vanquishing the Dark Lord's physical form. Thousands of years later, Elendil's descendant Aragorn would recite the words the High King spoke when he first arrived in Middle-earth, during his own coronation as King of Gondor and Arnor.

In Age of the Ring, Elendil is a Lord of the Rings Campaign exclusive hero that appears in the Last Alliance mission, he arrives already at level 10.

## Abilities

**Hands of the King (W)** - Heals nearby allies and fully refreshes their special ability timers. Left click icon then left click on target area.

**High King of the Dúnedain** - Elendil, son of Amandil, was the leader of the Faithful Númenoreans, before Eru Ilúvatar drowned the island nation as punishment for the arrogance of Ar-Pharazôn, its last king. Elendil escaped with his two sons and founded Númenorean kingdoms in Middle-earth. His seat was in Annúminas, in Arnor, while his sons ruled in his name from Minas Anor and Minas Ithil, in Gondor. Allies near Elendil gain +33% Damage, +33% Armor, and earn experience 50% faster. Passive ability.

## Strategy

Elendil and his reinforcing army do not arrive in the Last Alliance mission until the player has eliminated the Mordor camp in the north, he plays an important role of buffing nearby allied units as they fight against the hordes of Orc Warriors and numerous Olog-Hai at the slopes of Mount Doom. Elendil's **Hands of the King** is incredibly useful as it not only heals friendly troops and heroes so that they last in combat for longer, but also refreshes the timers of abilities. This allows abilities such as **Leithio i Philinn**, **His Lance was Keen** and **Shard of Narsil** to be used twice in quick succession - enabling heroes to dispatch the enemy's units and Nazgûl even quicker. Elendil and Gil-galad are both slain during a cinematic towards the end of the mission, leaving Isildur, Elrond and the player's remaining army to engage Sauron.
Elven Waystone

"The entrance to the path was like a sort of arch leading into a gloomy tunnel made by two great trees that leant together, too old and strangled with ivy and hung with lichen to bear more than a few blackened leaves. The path itself was narrow and wound in and out among the trunks. Soon the light at the gate was like a little bright hole far behind, and the quiet was so deep that their feet seemed to thump along while all the trees leaned over them and listened."
—Flies and Spiders, The Hobbit

The Old Forest Road was a great and ancient road that travelled west to east, through Mirkwood. The Elves knew it well and were able to cover great distances when using the road. Even when the darkness of Dol Guldur spread north, the road was a source of safety as the fell creatures of the forest would avoid the elvish magic on the path.

The Elven Waystone is a support structure summoned by Woodland Realm with the Elvenking's Road (10PP) power. It is limited to 1.

## Function

**Elvenking's Road (W)** - Teleports allied units from one location on the battlefield to within a radius of the Waystone. Does not work on siege units. Left click then left click on target units.

## Strategy

The Waystone can be used in multiple ways for the movement of allies across the map. If placed in your base, it can be used in a defensive manner, allowing your troops to quickly retreat from a battle or to let them return to the base in the event of an assault. It can also be used offensively, bringing reinforcements from your base to a battle elsewhere in the map. It can also be used when paired with a distraction to avoid enemy defenses such as walls and towers to assault a base from an unexpected direction. When combined with Cellar Doors and other powers such as Elvenking's Decree or the Evasion powers of the Silvan Elves, the Waystone can enable the forces of the Woodland Realm to move across the map at great speed to outmaneuver their foes.
Dúnedain Archers

* Portrait
* In Game

"The Orcs kept at a distance out of the range of the dreaded steel-bows of Númenor, though the light was fast failing, and Isildur had all too few archers for his need."
—Unfinished Tales, Disaster of the Gladden Fields.

The Dúnedain under Elendil still made use of Númenórean hollow steel-bows and sent before them a great cloud of arrows, like rain turned to serpents. These Dúnedain Warriors were led by their high-king Elendil and his sons Isildur and Anárion, and joined the Elven forces of Gil-galad to resist the Dark Lord as the Last Alliance of Elves and Men. The Dúnedain were mighty warriors that helped successfully force Sauron's forces back into the black lands of Mordor. It was here that the decisive battle of the War of the Last Alliance took place - victory was near, but the power of the One Ring could not be undone, and Sauron killed Elendil and Gil-galad. Isildur was able to use the shard of his father's sword Narsil to cut the Ring of Power from Sauron's finger, thus vanquishing his physical form and robbing him of much of his power.

Isildur claimed the Ring for himself but did not destroy it when given the opportunity, which proved to be his undoing as only a few years later, he and his men were ambushed and killed by orcs and the One Ring became lost in the Anduin for thousands of years.

In Age of the Ring, Dúnedain Archers are a Lord of the Rings Campaign exclusive archer unit which can be recruited from the Dúnedain Tent in the Last Alliance mission. They also appear in the Council of Elrond mission, during the vignette of the Disaster of the Gladden Fields.

## Abilities and Formations

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

## Strategy

Dúnedain Archers serve as a cheaper alternative to Lindon Warriors both in terms of resources and command points which means that, although they do not inflict as much damage, the player is capable of recruiting larger numbers of them than their Lindon counterparts. They are essential in defeating Olog-Hai encountered throughout the Last Alliance mission, as Dúnedain Soldiers and Lindon Warriors with swords equipped are simply decimated by these great foes. During the final confrontation with Sauron, Dúnedain Archers can support Isildur by launching volleys of arrows at the Dark Lord to help reduce his health. In the Disaster of the Gladden Fields vignette, Dúnedain Archers are limited in number and more cannot be recruited; they help Elendur hold the line against the oncoming waves of orcs but are doomed to be overwhelmed by the torrents of orcs in the final stand at the banks of the Anduin.
Gil-galad

* Portrait
* Ingame

"Gil-galad was an Elven-king.
Of him the harpers sadly sing;
the last whose realm was fair and free
between the Mountains and the Sea.

His sword was long, his lance was keen.
His shining helm afar was seen;
the countless stars of heaven's field
were mirrored in his silver shield.

But long ago he rode away,
and where he dwelleth none can say;
for into darkness fell his star
in Mordor where the shadows are."
—The Fall of Gil-galad

Gil-galad was the last High King of the Noldor and the bearer of the Elven Ring Vilya during the Second Age. When Sauron forged the One Ring in secret to dominate the races of Middle-earth, the Bearers of the Elven Rings were suddenly lucid to his treachery and took their Rings off; enraged, Sauron waged war with the Elves and destroyed Eregion. Gil-galad and Elendil, the High King of Gondor and Arnor, formed the Last Alliance of Elves and Men and marched defiantly against Sauron - successfully driving his armies back into Mordor. Their forces laid siege to the Dark Tower for seven years until at last Sauron emerged on the battlefield and engaged the leaders of the Alliance in single combat. Gil-galad was killed when Sauron took him by the throat and the heat from the Dark Lord's black hand incinerated him; he was ultimately avenged by Isildur who cut the One Ring from Sauron's finger. Gil-galad's Elven Ring passed to his herald, Lord Elrond.

In Age of the Ring, Gil-galad is a Lord of the Rings Campaign exclusive hero that appears in the Last Alliance mission, he arrives already at level 10. A vivid retelling of Gil-galad may also be temporarily summoned by the Hall of Fire structure in Rivendell.

## Abilities

**Last High King of the Noldor** - After the destruction of Beleriand at the end of the First Age, Ereinion Gil-galad went east across the Ered Luin and founded a Noldorin kingdom in Lindon. Many elves joined him there, and for much of the second age, his realm was a place of beauty and wisdom, firmly arrayed against Sauron's slow encroachment. Allies near Gil-galad gain +33% Damage, +33% Armor, and earn experience 50% faster. Passive ability.

**His Lance Was Keen (R)** - Knocks down and pins target hero. Normal units are knocked down and damaged. Left click then left click on target.

## Strategy

Gil-galad and his reinforcing army do not arrive in the Last Alliance mission until the player has eliminated the Mordor camp in the north, he plays an important role of buffing nearby allied units as they fight against the hordes of Orc Warriors and numerous Olog-Hai at the slopes of Mount Doom. After this, the player must send their army into Sauron's stronghold where there are three Nazgûl leading an orc army: Gil-galad's **His Lance was Keen** can be used to pin the Ringwraiths before all four heroes attack it. Elendil's **Hands of the King** refreshes ability times - enabling Gil-galad to repeat this process on one of the two remaining Nazgûl. Gil-galad and Elendil are then both killed in the subsequent cinematic which leaves only Isildur, Elrond and the player's remaining army to defeat Sauron.
Blacksmith

* Level 1
* Level 2
* Level 3

"Presently Denethor waved to Pippin and dismissed him again for a while. 'Go to the armouries of the Citadel,' he said, 'and get you there the livery and gear of the Tower. It will be ready.'"
—The Siege of Gondor, The Return of the King

The Blacksmith is Gondor's secondary resource structure. Not only does it provide worked metals as a resource but it allows the player to gain access to various unit upgrades.

## Upgrades

The Blacksmith has no upgrades that can be bought. It will gain experience through earning resources as well as by buying the unit upgrades.

## Function

The Blacksmith will periodically produce +25 resources depending on location relative to other resource structures. This will increase as the building levels up. It will also increase the command point limit by 25. At level 3, it will shoot at nearby enemies.

#### Steel Bonus

Multiple Blacksmiths will reduce the cost of upgrades.

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

#### Unit Upgrades

The Blacksmith will allow unit upgrades to be bought for Gondor's units.

**Banners of the White Tree (W)** - Allows hordes to purchase the Banners of the White Tree upgrade. Increases a horde to level 2.

**Tempered Blades (E)** - Allows hordes to purchase the Tempered Blades upgrade. Increases the damage done by melee weapons. Will upgrade all patrols once upgrade is purchased. Requires Level 2 Blacksmith.

**Steel Cuirasses (R)** - Allows hordes to purchase the Steel Cuirasses upgrade. When equipped, significantly reduces the damage taken. Will upgrade all patrols once upgrade is purchased. Requires Level 2 Blacksmith. *(NOTE: This upgrade is not present for the Adventure: Grey Company subfaction).*

**Fire Arrows (R)** - Allows hordes to purchase the fire arrows upgrade. When equipped, significantly increases the damage done by archers. Will upgrade all patrols once upgrade is purchased. Requires Level 3 Blacksmith. *(Adventure: Grey Company only)*

## Strategy

The Blacksmith is necessary for Gondor's progression into late game due to access to upgrades. However, the Tempered Blades and Steel Cuirasses upgrades will require a level 2 Blacksmith, and the building mainly gains experience through earning resources. Therefore, it may be worth it to buy the structure in the earlier stages of the game to allow time for it to level up. On the other hand, the structure is also more expensive than the farm which can make the difference in the early game. This would need to be balanced with the Steel Bonus from having multiple Blacksmiths. A good idea can therefore be to have one blacksmith in an easy to defend location in the early game to let it level up and then potentially build more in the late game when the player can sustain them easier.

In the Adventure: Grey Company subfaction, the Steel Cuirasses upgrade is replaced with the Fire Arrows upgrade and requires a level 3 Blacksmith.