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Eregion Forge

* Level 1
* Level 2
* Level 3
* Erestor

* Level 1
* Level 2
* Level 3

"In Eregion the craftsmen of the Gwaith-i-Mírdain, the People of the Jewel-smiths, surpassed in cunning all that have ever wrought, save only Fëanor himself; and indeed greatest in skill among them was Celebrimbor son of Curufin..."
—The Silmarillion

The **Eregion Forge** is a resource and upgrades building of Imladris. Eregion was legendary in Middle-earth for its great craftsmanship, and no finer elven smiths could be found anywhere else. It was in Eregion that the Rings of Power were forged (save the One).

## Level Up

 **Insight** - The Library can research studies to enable different abilities and effects for the units of Rivendell. Once the library is fully built, Erestor becomes available. Completed studies upgrade structures to higher levels.

## 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

**Elven Craftmanship** - The Forge provides a reduction to the cost of elven unit upgrades up to 30%:

* 2 Eregion Forges: 10%
* 3 Eregion Forges: 15%
* 4 Eregion Forges: 20%
* 5 Eregion Forges: 25%
* 6 or more Eregion Forges: 30%

## Upgrades

The Eregion Forge is a basic resource building with the following upgrades available for research, these upgrades are unlocked as long as Erestor is garisonned in the forge:

 **Heavy Armor -** 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

* **Research cost**: 900

 **Magic Blades -** Increases the damage of this battalion and provides a damage bonus against

* Other infantry if they are swordsmen
* Monsters and Cavalry if they are pikemen
* Buildings if they are cavalry
 **Cost**: 300

* **Research cost**: 900

 **Gold Tip Arrows** - This upgrades adds a bonus MAGIC damage to the unit. Causing it to deal additional damage to everything and even more to buildings. **Cost**: 400

* **Research cost**: 1200
Goblin-town Plunderers

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## Goblin-town Plunderers

* Portrait
* In Game

## Recruitment

### Time

25 seconds

**Goblin-town Plunderers** are insividually weak, like the rest of Misty Mountains standard hordes, but as a group, these Goblins can overwhelm their foes with weight of numbers and shocking feats of violence. Their strenght lies in attacking buildings.

## Abilities

 **(The Great Goblin is present on the battlefield): Lord of the Pillaging Hordes (Y) -** The Great Goblin allows Pillager hordes to call for more Goblins from Goblin-town. Left click on the icon to activate.

## Upgrades

 **Forged Blades -** Increases the damage of this battalion and provides a damage bonus against

* Other infantry if they are swordsmen
* Monsters and Cavalry if they are pikemen
* Buildings if they are cavalry
 **Cost**: 150

 **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**: 75.

 **Scavenged Armor -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainInfantryHeavyArmor**. **Cost**: 150
Battering Ram

**This article is a disambiguation page for Battering Ram**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

Battering Rams are deadly siege units which attack only structures at a close range but deal huge damage. They are often quite vulnerable against swordsmen but very resistant against archers. All the units named as Battering Rams are listed below:

* Gondor
* Arnor
* Mordor
* Rohan
* Isengard
* Angmar
* Imladris
Dunedain Rangers (Arnor)

* Portrait
* Rangers
* Faithful
* Barrow-Guards

* Normal

"Few now remember them, yet still some go wandering, sons of forgotten kings walking in loneliness, guarding from evil things folk that are heedless."
—Tom Bombadil

Recruit the elite **Rangers of the North** to defend the borders of Arnor and shoot its enemies from the trees. They can choose to follow Carthaen or Aranarth and receive a new skin, a new permanent role, and an ability.

## Abilities

### **Faithful of Aranarth**

 **Harassing Fire -** The Faithful of Aranarth launch harassing fire anywhere on the map, which disrupts enemy troops and lowers their morale. Left click on icon then left click on target area.

### **Barrow Guards**

 **Unexpected Salvo -** The Rangers fire a salvo of arrow, dealing triple their ranged damage and revealing enemies hit for 15 seconds. Left click on target units.

## Upgrades

The Dunedain Rangers 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.

 **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

 **Composite Bows -** Equips the battalion with composite bows. This lowers the recharge time of **Unexpected Salvo** by 33% and doubles the damage. **Cost**: 300

 **Faithful of Aranarth:** 5% higher vision and attack range, are permanently stealthed and gain "Disruptive Fire" ability. Can be equipped if Aranarth chooses the path of the Ranger (level 7).

**OR**

 **Barrow Guards:** 25% higher armor, 25% higher melee armor, resistance against fear and "Unexpected Salvo" ability. Can be equipped if Carthaen reaches level 5.
Barrow Wight Lair

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

### Armor Set

"**Denethor:** Whence came this?... Surely this is a blade wrought by our own kindred in the north in the deep past?
  **Pippin:** It came out of the mounds that lie on the borders of my country. But only evil wights dwell there now, and I will not willingly tell more of them."
—Denethor and Pippin

The **Barrow Wight Lair** produces Angmar's spectral Barrow Wights. Nearby enemies lose their resolve, and they suffer from damage and armor penalties and are filled with fear. The most infamous of Barrow Wights dwells here: Karsh.

## Level Up

 **Tribute to the Iron Crown** - This building can be upgraded by collecting tribute from the Witch-King's vassals. Orc Camps, Rhudaur Villages, Barrows, and Outposts regularly spawn tribute carts that can be sent into this building to upgrade it and generate resources. Note: more than one tribute cart is needed to go from level 2 to level 3. For each level gained, this structure gains +1000 HP. An additional Wight will come forth from the crypt to defend it for each level it gains.

## Abilities

 **Barrow-Wight Crypt -** Enemies in the vicinity of the tomb lose 25% attack and damage and are fearful. The tomb will also be defended by an additional Barrow-wight with each level gained. *Passive ability*

## Unit & Hero Production

This structure produces the following units:

## Strategy

Karsh is a Barrow-wight who functions similarly to other Barrow-wights of Angmar: he moves slowly, but he invokes such terror in his enemies that they can barely fight back. Together with a large force of other Barrow-wights, you have yourself an undead army that sucks the life out of the living to further strengthen the dead. This mid-to-late game strategy involves building as many Barrow Wight Lairs as you can, and constructing Barrows around every corner. As your Barrows won't be able to defend themselves, always have at least one Wight in the tunnel network to summon them if enemies should wander near. With the use of pure intimidation, you should find it easy to overpower enemy troops, if not outnumber them; and with Karsh nearby to help out your spiritual man-slayers, you will reduce enemy forces to nothingness while your ghosts only become stronger and stronger.
Elven Minstrel

* Portrait
* Red
* Blue
* Green

* Normal

"The next day at the hour of sunset Aragorn walked alone in the woods, and his heart was high within him; and he sang, for he was full of hope and the world was fair. And suddenly even as he sang he saw a maiden walking on a greensward among the white stems of the birches; and he halted, amazed, thinking that he had strayed into a dream, or else that he had received the gift of the Elf-minstrels, who can make things of which they sing appear before the eyes of those that listen."
—Appendix A, The Lord of the Rings

The **Elven Minstrel** *(Sindarin: Pethril Lórien*) is a support unit of the Lothlórien faction. They encourage units with their singing. Therefore, their strength lies in distance and numbers, because the more minstrels you have, the better bonuses your units will get. Minstrels are considered a special unit and are not selected by Q.

## Abilities

 **Chant** - Minstrel begins singing in a beautiful voice. If other Minstrels are singing at the same time the buff is strengthened:

* **1 Minstrel:** allies gain +30% armor and damage and fear resistance.
* **2 Minstrels:** allies **also** gain +10% armor and damage.
* **3 Minstrels:** allies **also** gain knock-back and trample resistance and +10% armor and damage.

 **Stop** - Minstrel stops singing.

## Strategy

As support units, Minstrels aren't able to attack, but they provide bonuses to your units. You should recruit 3 or more Minstrels to gain maximum bonuses for your troops. Minstrels are good when they're close to your army. The best thing is to keep Minstrels behind your units and take them into battle, leaving some at your base to provide bonuses for your defenders.
Bert, Tom and Bill

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## Bert, Tom and Bill

* Portrait
* Bert
* Tom
* Bill

### Voiced by

Movie Audio --- William Kircher, Peter Hambleton, and Mark Hadlow

## Recruitment

### Command Points

 45

"[ Bilbo saw ] three very large persons sitting round a very large fire of beech-logs. They were toasting mutton on long spits of wood, and licking the gravy off their fingers. There was a fine toothsome smell. Also there was a barrel of good drink at hand, and they were drinking out of jugs. But they were trolls. Obviously trolls. Even Bilbo, in spite of his sheltered life, could see that: from the great heavy faces of them, and their size, and the shape of their legs, not to mention their language, which was not drawing-room fashion at all. "
— The Hobbit

The Three Trolls are a single hero that can alternate between different stances representing all three of them. The hero itself is a building destroyer with a strong focus on keeping itself alive through powerful abilities. The stances provide the same benefits as regular stances but also affect the model of the hero itself. When recruited, the default troll is Bert.

## Stances

 **Tom -** Tom has an increased armor value but lower attack damage. Enemies are not automatically attacked.

 **Bert -** Bert has normal stats. Enemies in a medium range are attacked automatically.

 **Bill -** Bill has increased attack damage but a lower armor value. Enemies in sight are automatically attacked.

## Abilities

* Bert cooks jelly
* The three brothers
* Bert, Tom, and Bill travel into the future on the Weathertop map
1/3
/ **Level 1: Toggle Attack (Y) -** Toggle between melee attack and throwing rocks. Left click on the icon to activate.

 **Level 2: Squash 'em into Jelly (X) -** Tom, Bert and Bill throw themselves on their enemies to squash them into jelly. Left click on the icon to activate.

 **Level 5: Cook Some Jelly (C) -** Tom, Bert and Bill set up their cooking pot. Nearby allied heroes and units are healed. Left click on the icon then left click on the target area.

 **Level 7: Troll Lair (V) -** The three robbers summon a troll lair, which they defend with their lives. They get +300% armor when near the troll lair. Only one troll lair can be on the battlefield. Left click on the icon then left click on the target area.

 **Level 10: The Three Trolls (B) -** For a short time, the selected troll calls his brothers to the battlefield. Left click on the icon to activate.
Balin

* Portrait
* In Game
* Mithril

* Melee

"Instead there was a very old-looking dwarf on the step with a white beard and a scarlet hood; and he too hopped inside as soon as the door was open, just as if he had been invited."
—The Hobbit, "An Unexpected Party"

Recruit Thorin's wisest companion and the brother of Dwalin. He tried to reclaim Moria and was named its Lord before getting killed there alongside Ori and Óin. He can be found in the Hall of Warriors.

## Abilities

 **Level 1: Rune Shield -** An allied dwarven hero from Ered Luin is protected by a rune shield with 1000 health that grants the hero +25% armor and +25% speed as long as the rune is in effect. Attacks against protected heroes weaken and destroy the rune shield. Left click on the icon then left click on the target hero.

 **Level 3: Generosity of the Veteran -** Nearby allied heroes are inspired by Balin's courage, making them inflict +25% damage and gain +25% experience for 10 seconds as long as Balin is in battle. *Passive Ability.*

 **Level 5: Dori, Nori and Ori -** Balin asks the three brothers to protect an allied hero of Ered Luin for a short time. Cannot be used on Bard. Left click on the icon then left click on the target hero.

 **Level 7: Heroic Blow -** Balin inflicts heavy damage to the target enemy. Nearby enemies flee in  and nearby allied heroes gain twice as much from the effect of **Generosity of the Veteran**. Left click on the icon then left click on the target unit.

## Upgrades

Balin 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 Balin's armorset to **edainwarriorheroarmorupgrade**. **Cost**: 500

## Strategy

Balin is one of the main reasons why Ered Luin's heroes synergise so well. With good use of his abilities, other heroes (like Thorin who is already powerful) can unlock their full potential. They are harder to kill, deal more damage, and can reach their late game powers much faster. Balin's level 7 ability is also a good hero killing move, making it even harder for enemy factions to counter the devastating heroes of Ered Luin.
Fountain Court Guards

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## Fountain Court Guards

* Portrait
* Battle Formation
* Bulwark Formation
* Wide Formation

## Individual Stats

* Normal
* Ranged

### Range

10

"They guard it [the White Tree] because they have hope. A faint and fading hope, that one day it will flower. A King will come, and this city will be as it once was."
—Gandalf

The **Guards of the Fountain Court** are the are elite soldiers that guard the Steward or King of Gondor. They are heroic troops which have mastered both the spear and the sword.

## Abilities

 **Battle Formation -** The Guards of the Fountain Court fight shoulder to shoulder with long spears, protecting each other in large battles Left click on the icon to activate.

 **Level 3: Rally! -** The Guards of the Fountain Court are the most determined warriors in all of Gondor with sheer endurance and an unbroken spirit. For 30 seconds, they heal themselves with each melee attack and knock back enemies. Only available in the Battle Formation. Left click on the icon to activate.

 **Wide Formation -** The Guards of the Fountain Court take a wide formation to duel individual enemies and fight with swords. Left click on the icon to activate.

 **Level 3: For the White City! -** The Guards of the Fountain Court pursue any enemy that stains the honor of Gondor. For 30 seconds, they gain +25% speed and deal 50% more damage to heroes. Only available in the Wide Formation. Left click on the icon to activate.

 **Bulwark Formation -** The Guards of the Fountain Court form an impenetrable wall behind their shields and fight with long spears. Gaining +50% armor, but losing -75% movement speed. Left click on the icon to activate.

 **Level 3: Defenders of the White Tree -** The Guards of the Fountain Court are Gondor's greatest defender and protector. For 30 seconds, their movement speed is reduced even further, but units and heroes directly behind them become invulnerable. Only available in the Bulwark Formation. Left click on the icon to activate.

 **Return of the King -** Requires Strider to become King Elessar. Inspired by the return of the rightful King of Gondor, the Guards of the Fountain Court rush to his side to protect him. When near Aragorn, they receive +15% damage and offer him +15% armor. If they are farther away from him, they receive +15% speed instead. *Passive Ability.*

## Strategy

The Guards of the Fountain Court are some of Gondor's most powerful units, proficient with both swords and spears. They fight flexible, being able to toggle between weapons, getting extremely resilient or run faster. Using them correctly might lead to victory against most enemies, including heroes and elite battalions. Having Aragorn at level 10 will make both of them even stronger.
Farm (Rohan)

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

The **Rohan Farm** is a basic resource building of Rohan that can only be built on settlements. Like the Flour Mill, it can also train Peasants, Farmhands, and Hay Carts.

You can cast Draft Order on a Farm to allow it to recruit drafted peasants permanently.

## Level Up

 **Settler's Tools**: Upgrades the building to rank 2. At rank 2, **economy buildings** produce 25% more resources, gain 500 additional hit points and cost 300.

 **Forged Settler's Tools**: Upgrades the building to rank 3. At rank 3, **external economy buildings** produce 20% more resources, gain 500 additional hit points, can temporarily man a defensive tower and cost 400.

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

## 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.

 **Defend Your Homes -** In a large area around allied **Farms**, Flour Mills, and Stud Farms, Peasants and Farmhands gain +10% movement speed, damage, and armor for 30 seconds. (*Passive ability*)

 **Level 3: Man the Defenses** - The workers take up arms. For 20 seconds, the building shoots at nearby enemies but doesn't produce resources.

## Unit Production

The Rohan Farm produces the following units:

 Farmhands | Pikemen
 Hay Cart | Siege

## Strategy

Although the Stud Farm is important for Rohan by decreasing the cost of their cavalry, the Rohan Farm is just as important as it allows the player to obtain their early game infantry. The Peasants and Farmhands are cheap and can easily be made stronger with the **Draft** power. This makes them, and by extension the Farms, necessary in the early game. The fact that the Farm is a settlement building means you can recruit your infantry from all corners of the map. You can therefore outspam your opponent and gain the map control which Rohan needs in the late game.
Armory (Rohan)

* Level 1
* Level 2
* Level 3

The **Armory** houses Rohan's weapons of siege and upgrades. They collect dust no more, for Rohan rides to war. The equipment may be archaic and outdated, but the peasants who man the battering rams and onagers are willing to die to keep their lands free.

## 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

*Note: The **Arsenal** upgrade (in addition to **Forged Tools**) is required before the rest of the economy upgrades can be purchased.*

## 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.

* **Research Cost:** 600

 **Forged Blades -** Increases the damage of this battalion and provides a damage bonus against

* Other infantry if they are swordsmen
* Monsters and Cavalry if they are pikemen
* Buildings if they are cavalry
 **Cost**: 300
* **Research Cost:** 900

 **Heavy Armor -** 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

* **Research Cost:** 900

 **Worker's Tools**: Upgrades internal economy buildings to rank 2. At rank 2, **economy buildings** produce 25% more resources and gain 500 additional hit points.
 **Settler's Tools**: Upgrades external economy buildings to rank 2. At rank 2, **economy buildings** produce 25% more resources, gain 500 additional hit points and cost 300.

* **Research Cost:** 900

 **Forged Worker's Tools**: Upgrades all internal economy buildings to rank 3. At rank 3, **internal economy buildings** produce 20% more resources and gain 1000 additional hit points.
 **Forged Settler's Tools**: Upgrades all external economy buildings to rank 3. At rank 3, **external economy buildings** produce 20% more resources, gain 500 additional hit points, can temporarily man a defensive tower and cost 400.

* **Research Cost:** 1200
Battering Ram (Rohan)

* Portrait
* In Game

* Normal

The Battering Ram is a cheap siege unit designed to destroy enemy buildings and batter down gates. It can be trained in the Rohan Armory. It is very useful in any sort of siege but lacks any other melee capabilities.

## Abilities

**Battering Assault** - When assaulting gates, Battering Ram (Rohan)s disable the gate making it impossible to close/open.

## Strategy

Rohan Battering Rams are mostly used to destroy enemy buildings or gates and walls (Angmar). It has good amount of health but if it's surrounded by enemy units it will die fast, so the best way is to use multiple battering rams and protect them with your units.
Flour Mill

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

The **Flour Mill** is a basic resource building of Rohan that can only be built in the main base (the Rohan Farm serves the same function but on settlements). It can also send out Peasants, Farmhands, and Hay Carts who are not on duty producing resources, some of the cheapest units of Edain Mod.

You can cast Draft Order on a Flour Mill to allow it to recruit drafted peasants permanently.

## 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 Armory**

## 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.

 **Defend Your Homes -** In a large area around allied Farms, **Flour Mills**, and Stud Farms, Peasants and Farmhands gain +10% movement speed, damage, and armor for 30 seconds. (*Passive ability*)

## Unit Production

The Flour Mill produces the following units:

 Farmhands | Pikemen
 Hay Cart | Siege

## Strategy

Although the Stud Farm  is important for Rohan by decreasing the cost of their cavalry, the Flour Mill is even more important as it allows the player to obtain their early game infantry. The Peasants and Farmhands are cheap and can easily be made stronger with the draft power. This makes them, and by extension the Mills, necessary in the early game. The fact that the building can be built on settlement plots (as Rohan Farms) means you can recruit your infantry from all corners of the map. This leads to being able to outspam your opponent and gain the map control which Rohan needs in the late game.
Fire Drake Lair

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## Fire Drake Lair

* Level 1
* Level 2
* Level 3

### Level Up Mechanic

Loot Hoards upgrade **Empowerment of the Wilderness** and exp from nearby killed enemy units

## Construction

### Power used to Summon

Misty Mountains/Beasts of the Ered Mithrin

## Stats

* Level 1
* Level 2
* Level 3

### Health

8500

With 10pp spell **Beasts of the Ered Mitrin** you can summon a permanent **Fire Drake Lair** on the battlefield. It is a powerful building where you can recruit Misty Mountains heroic units: Fire-drake and Cold-drake. The building also generates a lot of resources and is guarded by 1-3 drakes depending on its level and provides healing to dragons while they are out of combat. If the Drake Lair is under attack, you can summon a Dragon Strike to burn nearby enemies.

## Level Up

The settlement buildings and Fissure level up differently than other Misty Mountains structures. Rather than recruiting heroes, Goblin Lair levels up from exp gained of nearby enemies killed. The main level up mechanic is the **purchase of upgrade in Loot Hoard**:

 **Empowerment of the Wilderness** - The warriors of Goblin-Town share a small part of their loot with their wild relatives. As long as the Loot Hoard isn't destroyed, all buildings on settlements will slowly gain experience. **Research Cost:** 600

## Abilities

 **Burning Heat -** The heat of the Drake Lair creates a safe retreat place for the drakes, where they can tend to their wounds. All drakes in a medium radius will be healed. *Passive Ability.*

 **Dragon Strike (C) -** Summon a full fledged dragon to defend the dragon lair and burn an entire area, damaging friend and foe. Left click on the icon then left click on the target area.

## Unit Production

This building produces the 2 heroic units of Misty Mountains:

**vs**
 Cold-drake | Monster
Lórien Warriors

* Portrait
* Standard
* Upgraded

* Normal

**Lórien Borderguard Swordsmen** *(Sindarin: Megyr Glandirith Lórien)*are the basic units of Lothlórien that serve as light swordsmen. They are quite weak because the lack of shields, but they are the standard units until you acquire Mirkwood Swordsmen. These, as all units of Lothlórien, are trained at the Citadel. They require the Border Guardhouse to be built on one of the build plots.

## Abilities

 **Patrol of the Marchwardens -**  The smaller the number of Marchwardens on patrol the more agile they are. As long as there are 3 or less Marchwardens near to each other they all move +20% faster.

 **Ambush of the Woodelves -** The woodelves ambush their enemies. Lórien Marchwardens deal +50% damage for 15 seconds. Can only be activated when the battalion is in stealth.

## Upgrades

The Lórien Borderguard Swordsmen 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.

 **Master Blades -** Greatly increases the damage of this battalion and provides a damage bonus against **other infantry** (swordsmen, pikemen, archers, etc...). **Cost**: 500

## Strategy

**Lórien Borderguard Swordsmen** come in battalions of 10 units. As standard infantry of Lothlórien, they can handle other infantry non-heroic units since their role is swordsmen but they can be easily trampled by cavalry. Lórien Warriors must be paired with other Lothlórien or Mirkwood units to win the game, because when fighting alone they die fast. If they are protected by ranged units from behind they can last longer in combat.
Gothmog

* Portrait
* On Foot
* Mounted

* Melee
* Mounted

"There they had been mustered for the sack of the City and the rape of Gondor, waiting on the call of their Captain. He now was destroyed; but Gothmog the lieutenant of Morgul had flung them into the fray."
—The Return of the King, "The Battle of the Pelennor Fields"

**Gothmog** is the direct commander of the **Mordor** orcs. His name comes from Gothmog, Lord of all Balrogs. While the Witch-King watches the battle from afar, Gothmog responds to threats directly. Due to that he has no direct damage abilities but plays the role of a support hero. He costs 1200, and his single target damage is high enough to allow him to work semi-autonomously. At level 10 he allows Sauron to gain a level if Mollok has not already reached it.

## Abilities

 **Level 1: Strengthen the Line (Y) -** Gothmog calls a group of 20 Black Orcs to reinforce a nearby Orc Horde, strengthening the line for a short time. These orcs cannot be directly controlled Left click on the icon then left click on the target near an orc horde.

 **Level 2: Mount/Dismount (X) -** Activate to mount/dismount. Left click on the icon to activate.

 **Level 4: Captain of the Orcs -** Gothmog sends his orcs into battle without taking their losses into consideration. Nearby Orcs gain +15% damage and armor and are fearless. *Passive Ability.*

 **Level 7: Return the Prisoners (V) -** Gothmog orders the catapults to release the prisoners. Catapults in a wide range have the ability to bombard the enemy with severed heads for a short time. Left click on the icon to activate.

 **Level 10: Attack Order (B) -** Gothmog orders his orcs into the last charge. Nearby orcs and siege weapons gain +60% attack damage and suffer only 25% from archers and siege weapons (PIERCE, SIEGE). Left click on the icon to activate.

## Strategy

Gothmog has very little value as a mass slayer or hero killer: he doesn't have any notable splash damage abilities or single target damage abilities, and his attack isn't splash or particularly strong. However, as a unit support hero he is invaluable, allowing orcs to gain considerable damage and armor while his final ability is a player's dream to siege a castle. However, he has a nasty habit of going to the back of the enemy's line if not properly managed and can easily get singled out.
Grond

* Portrait
* In Game

* Melee

"Great engines crawled across the field; and in the midst was a huge ram, great as a forest-tree a hundred feet in length, swinging on mighty chains. Long had it been forging in the dark smithies of Mordor, and its hideous head, founded of black steel, was shaped in the likeness of a ravening wolf; on it spells of ruin lay. Grond they named it, in memory of the Hammer of the Underworld of old. Great beasts drew it, orcs surrounded it, and behind walked mountain-trolls to wield it."
—The Return of the King

**Grond**, also known as the **Wolf's Head**, was a one hundred-foot long battering ram with a head in the shape of a ravenous wolf. It is used to take down buildings which stand in defiance of the might of Mordor and usually takes no more than two hits to take down a building. It is also manned by 6 Orc Archers with fire arrows, regardless of whether or not the upgrade has been unlocked. To train Grond the player must use the spellbook power "Hammer of the Underworld" (10pp) on a Great Siege Works. Even though the power may reload before the death of Grond, only one Wolf's Head can be present at the same time.

Although it is a siege weapon, Grond has been classed as a hero for multiple reasons. Firstly, it takes up a space on the hero bar on the bottom of the screen.

It is very versatile due to its high damage, ability to attack walls, and defensive archers. It has an incredibly high amount of health and you can only have one at a time. Finally, it has a very important place in Middle-earth's history as the only weapon that could break Minas Tirith's mighty gate, as well as being named after the hammer of Morgoth himself which he wielded in combat with the ancient elft lord Fingolfin.

## Strategy

Grond is an enormous unit and therefore it is quite slow and hard to maneuver. However, it is manned by archers that will sometimes attack enemy units and buildings, dealing massive damage. Once it actually gets close to the enemy building and gets at the right angle, it will cause massive damage, nearly destroying most buildings in a single hit. If the building is simply damaged by 1/10th, Grond will take out the building in a single hit; this is actually quite an efficient process since the attack rate of Grond is quite slow. Therefore a player should try to move Grond to a new building after the first hit so that it can reload as it moves on. It is quite tanky, but the archers are a bit buggy and will not always attack the enemy. In addition, once destroyed, Grond will slowly sink into the ground but the archers will not die, continually shooting at the enemy until they sink in one by one.
Black Uruk Archers

* Portrait
* In Game

* Normal

Black **Uruk Archers** are elite archers from Cirith Ungol who serve Mordor. Their arrows are tipped with barbed spikes, which dig themselves in the flesh of the target, causing excruciating pain to the victim and lowering the strength of their attacks. They are recruited from the Cirith Ungol Barracks with the particularity of costing no command points but being limited to three battalions maximum.

## Abilities

 **Barbed Arrows -** The arrow tips of the Black Uruk Archers are equipped with barbed spikes which dig themselves in the flesh of the target, lowering their attack strength by 25%. Does not affect heroes. *Passive Ability.*

## Ugrades

The Black Uruk Archers 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.

## Strategy

Like all the other archers the Black Uruk Archers can be mounted on the Mumakil and will fire, much like a walking sentry. They can be used exactly like the other archers except that they are elite troops that lower the attack power of enemies. Along with that they don't cost any command points, meaning that they are very useful in a standard setting. This gives Mordor an edge and emphasizes the idea of massive spam as a strategy.
Dunedain Spearmen (Imladris)

* Portrait
* In Game

* Normal

"When the kingdom ended the Dúnedain passed into the shadows and became a secret and wandering people, and their deeds and labours were seldom sung or recorded. Little now is remembered of them since Elrond departed."
—Lord of the Rings: Appendix A: Eriador, Arnor and the Heirs of Isildur

The **Dunedain Spearmen** are cheaper and have a bigger battalion than the Rivendell Spearmen but have worse stats. They can be recruited from Imladris' Outpost expansion, the Dunedain Outpost once the troop tent has be purchased.

## Abilities

 **Master Ambushers:** When trampled by cavalry or monsters, the Dunedain Spearmen gain +30% damage and speed for 15 seconds. *(Passive ability)*

 **Stealth:** The Dunedain are invisible as long as they are in the vicinity of trees. *(Passive ability)*

**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 Dunedain aren't upgraded like the elves are, and the upgrades researched at the Imladris Forge do not apply to them. To upgrade the Dunedain with **Forged Blades**, a level 7 Halbarad must be nearby to the battalion.

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

*To upgrade the Dunedain with a **Banner Carrier**, a level 5 Halbarad must be nearby to the battalion.*

 **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.

## Strategy

The Dunedain Spearmen come in a battalion of 10 soldiers. Their recruitment cost can be lowered by building Hobbit Farms on settlements. They are not as powerful as Imladris' elven units, so by themselves, they won't last very long in a fight. However, because the are half the cost of Rivendell Spearmen, it is worth it to invest in a Dunedain Outpost. To increase their durability, it is essential to recruit Halbarad as well and level him up quickly; once he is level 7, the Dunedain Spearmen and the other Dunedain units will be able to purchase all of their upgrades. He also offers them a leadership bonus, so it could be a good idea to keep them close to him. With the **Master Ambushers** ability at their disposal, you'll be left practically begging enemy cavalry to trample your Dunedain Spearmen.
Drar

* Portrait
* In Game
* Mithril

* Ranged

"In the Third Age, few Dwarves are prone to wanderlust. Múrin and Drár are two exceptions to this rule, having travelled far and wide beyond their home in the Iron Hills."
—Games Workshop

Recruit the masterful crossbowman of the Iron Hills and Múrin's friend, leader of Dáin Ironfoot's Rear Guard. In the Third Age, few Dwarves are prone to wanderlust, but Drár and Múrin have travelled together far and wide.

## Abilities

/ **Level 1: Officers of the Iron Hills -** Drar is the greatest marksman of the Iron Hills and has dealt with many threats already. His experience in finding weak spots gives nearby allies +30% damage. When Murin is on the battlefield, Drar trusts him to cover his back and focuses on his attacks allowing him to fire flaming shots (FLAME). *Passive Ability.*

 **Level 3: Pavise -** Drar places his Pavise on the ground and commands nearby soldiers to hold their position. Nearby allies follow his example, becoming immune to knockback and trample and gaining +25% armor against ranged attacks (PIERCE, SIEGE, HERO\_RANGED, STRUCTURAL). Left click on the icon to activate.

 **Level 5: Focus Fire -** Marks an enemy hero or building, increasing the damage of all dwarves in its vicinity . If the target is destroyed, nearby allies will gain +150% experience for 30 seconds. Left click on the icon then left click on the target building or hero.

 **Level 8: Blinding Barrage -** Drar commands a bombardment with modified ammunition that robs enemies of their vision. The range of archers, machines and structures in the target area is reduced by 50% for 30 seconds Left click on the icon then left click on the target area.

## Upgrades

Drar can be given the following upgrades:

 **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 Drar's armorset to **edainarcherheroarmorupgrade**. **Cost**: 500

## Trivia

* Both him and Murin are originally based in the Games Workshop LOTR Strategy Game characters with the same name. They are the only heroes from this strategy game. Their design is completely made by the Edain Team, though.
Dol Guldur Spearmen

* Portrait
* In Game

* Normal

The **Dol Guldur Pikemen** come from the Hill of Dark Sorcery to serve Mordor and have been given weapons induced with deadly poisons. They can only be trained at a Dol Guldur Fortress, which can be purchased for 2500 at an outpost plot. They are a late game substitute for regular Orc Pikemen but are mass produced slower due to the limit of outposts that can be built. Even though they have the same armor their poisoned weapons render them more effective against other units (but they are still weak to Mass Slayer Heroes).

## Abilities

 **Bloodthirst -** The battalion destroys a nearby friendly troop of Orc Warriors and gains some experience.

 **Porcupine Formation -** The Dol Guldur Pikemen 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.

 **Poisoned Weapons** - Orcs of Dol Guldur put poison on their weapons and cause more than twice as much damage as ordinary Orcs. Units affected by poison lose 4 health per second for 10 seconds, the timer is refreshed every time they are struck. *Passive ability*

 **Crack the Whip (with Orc Overseer)** - For 30 seconds deal twice the damage against Cavalry and slows them down twice as much units but lose 25% armor

## Upgrades

The Dol Guldur 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.

 **Orc Overseer** - If paired with an orc overseer this battalion will gain +25% damage and +50% armor and the ability **Crack the Whip**

## Strategy

The Dol Guldur Pikemen are simply an attack upgraded version of the standard pikemen and therefore can be better utilized. However, they are present in a short supply since they are limited by the number of outposts, but if joined with standard pikemen they can prove to be very deadly. Other than that, the advice stays the same, in the extreme-late game they can be paired with the other Dol Guldur units and overseers to form a deadly force once well micro-managed. They are still on the same level as pikemen simply they have better attack therefore they have the same weakness and the same strength in their numbers. In addition Dol Guldur units have poison blades which cause them to poison enemies, dealing double damage and poison damage over time.
Ash Ent

* Portrait
* In Game

* Normal

"Some [ents] recalled the ash: tall straight grey Ents with many-fingered hands and long legs..."
—The Two Towers

**Ash Ents** *(Sindarin: Enyd Feren)* are shorter ents that cannot throw rocks. They can be recruited permanently from the Entmoot  or they can also be summoned through Treebeard's **Guardians of Fangorn.**

## Abilities

 **Stomp:** Powerful attack that causes additional damage and meta impact

**Battering Assault** - When assaulting gates, Ash Ents disable the gate making it impossible to close/open.

## Strategy

Ash ents are special ents you can get when using Treebeard's ability **Guardians of Fangorn**and you can recruit them from Entmoot. They can be quite effective against buildings. Their main advantage is that you get them for lower resources than normal ents and once you've recruited Treebeard you can get two of them at the same time, but they have a time limit and lack ranged attack
Gorthaur's Werewolves

In Game

* Normal

"Then Sauron sent Draugluin, a dread beast, old in evil, lord and sire of the werewolves of Angband. His might was great; and the battle of Huan and Draugluin was long and fierce."
—The Silmarillion

**Werewolves** were servants of Morgoth, bred from Wolves and inhabited by dreadful spirits (fallen lesser Maiar or the fëar [souls] of Orcs) imprisoned in these wolfish forms by Sauron; they now serve Mordor. They are mighty fighters and fast runners who can trample their enemies. They can also use the ability "Devour" which kills an enemy infantry and replenishes the werewolf's health. They deliver AOE damage. They can only be obtained through Tol-In-Gaurhoth (Sauron's level 10 summonable fortress) for the cost of 2000.

Gorthaur's Werewolf has a base health of 5000. Considering they can reach level ten unlike most monsters, they are tanky damage-soakers of the highest order in Mordor's ranks.

## Abilities

 **Devour -** The werewolf devours an enemy infantry unit and regains life points. Grants them a short boost of 50% armor and damage.

## Strategy

The Werewolves are mighty units capable of slaying great numbers of elite troops if used properly. They are even more efficient if the player uses them in combination with Sauron's Werewolf Form because his final ability can provide the wolves with a major boost of +50% damage. They are best used in pairs or triplets to reduce the surface area on which enemy troops can attack. Their "**Devour**" ability not only replenishes their health but also grants them a boost of 50% damage and armor; however, it can only be used on infantry. Their high speed also allows them to close in quickly on enemy troops, whether they be cowardly archers or fleeing heroes. They benefit from the price reduction of building multiple Slaughterhouses and can be affected by the spell **Darkness**.
Imladris Siege Works

* Level 1
* Level 2
* Level 3
* Erestor

* Level 1
* Level 2
* Level 3

The Siege Works of Imladris builds catapults to shatter the gates and break down the structures of its enemies. It can also research a unique catapult upgrade, **Blinding Shot**. Like all Imladris buildings, it is linked to the Library and levels up as the Library upgrades are researched.

## Level Up

 **Insight** - The Library can research studies to enable different abilities and effects for the units of Rivendell. Once the library is fully built, Erestor becomes available. Completed studies upgrade structures to higher levels.

* Level 2: +20% unit production speed
* Level 3: +30% unit production speed

## Upgrades

The Siege Works is also where you can research the Blinding Shot upgrade:

 **Blinding Shot** - Blinding Shot boulders paralyze enemies in the target area but inflict only half damage. Catapults can switch between regular boulders and Blinding Shot boulders. Once this upgrade is purchased at a level 3 Siege Works, it will automatically be applied to all Imladris Catapults. **Cost:** 800

* *Requires Erestor's Supervision*

## Function

This structure produces the following units: