recursal/Fanatic-Fandom huggingface dataset:
Gandalf/Dwarves

* Portrait
* Ingame

* Melee

"I should probably introduce myself. My name is Gandalf. Gandalf the Grey."
—Gandalf

Summon the Grey Pilgrim to the battlefield.

## Abilities

 **Level Rising Light of the Grey Havens:  -** Gandalf blinds his enemies when he appears, for a few seconds all nearby enemy units are stunned but Gandalf cannot use his abilities during that time. *Passive Ability.*

 **Explosive Blast (X) -** Close range attack that blasts back enemies and deals fire (FLAME) damage. Left click on the icon then left click on the target enemy.

 **Burning Pine Cones (C) -** Gandalf ignites pine cones which explode with sparks in the enemy ranks dealing damage. Left click on the icon then left click on the target area.

 **Gandalf's Fireworks (V) -** Gandalf launches a sparkling dragon into the air, which homes in on the targeted enemy unit and explodes in their midst, dealing heavy damage and knocking them down. Left click on the icon then left click on the target enemy.

## Strategy

Gandalf is nothing without his abilities when summoned by the Dwarves. His **Explosive Blast** should be used on large clumps of enemy units to kill and disrupt. **Gandalf's Fireworks** should again be used to large groups of enemies as this will have the largest impact. The **Burning Pine Cones** can be used to inflict fire damage on targets, making him powerful against ents. Gandalf is not present for a long time and so his abilities should be used quickly, without being wasted. As Gandalf's main strength is his abilities, certain abilities like the Witch-King's **Soul Disturbance** and Lurtz's **Cripple** will immediately weaken his impact. Used efficiently, Gandalf can have a massive effect on the outcome of a battle and can destroy whole armies by himself.
Galadhrim Quarters

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

"As he climbed slowly up Frodo passed many flets: some on one side, some on another, and some set about the bole of the tree, so that the ladder passed through them. At a great height above the ground he came to a wide *talan*, like the deck of a great ship. On it was built a house, so large that almost it would have served for a hall of Men upon the earth. "
—The Fellowship of the Ring

The **Galadhrim Quarters** is an upgrade and resource building of the Lothlórien faction. It can also be categorised as a unit production building since it is required to train the Galadhrim and Caras Galadhon Guards in the Citadel.

## Level Up

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

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

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

## Abilities

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

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

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

**Galadhrim Training** - The Galadhrim Quarters provides the reduction to the cost of Galadhrim:

* 2 Galadhrim Quarters: -20%
* 3 Galadhrim Quarters: -30%

## Unit Production

Although this building can't produce units it is the main prerequisite for the player to be able to train Galadhrim, Caras Galadhon Guards, and Celeborn at the **Citadel.**

 Caras Galadhon Guards | Heroic Archers

## Strategy

Galadhrim Quarters is the building which is necessary to recruit Galadhrim from the citadel, so if you want to focus your game on Lorien elite and heroic units, it is suggested to build several of these. Do it mid or late game though because of the high cost of those units, or else you won't have a force strong enough to defeat your enemy. First you should focus on weaker units and when you have a decent army then build one or multiple Galadhrim Quarters.
Armory

**This article is a disambiguation page for Armory**

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.

The Armories of Middle-earth are used to equip soldiers with weapons and armor, making them more resistant and deadlier. In the mod, the two following factions have an armory:

* The Armory of Rohan provides weapons and armor for the peasants drafted to war and the riders of Rohan.
* Isengard's Armory is a marvel of mass production, equipping uruks with thick armor and broad swords to aid in their conflict against Rohan.
Ent

* Portrait
* Spruce
* Oak
* Birch

* Melee
* Ranged

"The **Ents** are going to wake up and find that they are strong."
—Gandalf

**Ents** *(Sindarin: Enyd)* are the siege units of Lothlórien. They can be recruited from the Entmoot, built on the Settlement expansion. See also Treebeard and Quickbeam, Lothlórien's ent heroes. They are also available in Rohan through one of their tier 4 powers, **The Last March of the Ents**.

An Ent has an impressive base health value of 7500. However, they cannot regenerate health unless near a structure that heals allied units around it. Their impressive damage is split up in two, against units they deal 360 WATER (monster) damage and against structures they deal 1000 SIEGE damage when in melee.

## Abilities

 **Close Melee Attack /  Throw Rocks -** Ents can switch between throwing large rocks and close melee attacks.

 **Bombard /  Stop Bombardment -** This allows the player to pick a place on which the catapult will continually bombard, or to stop that bombardment.

## Strategy

As siege units Ents should be used to destroy buildings, but they also excel at destroying normal units. They move slowly which can be a problem in getting them to or away from a battle quickly. However, when they see a lumber mill or watch how other Ents die they will go into a rage and begin moving faster. They are vulnerable to fire, so you should keep them away or protected from archers upgraded with fire arrows.

Ents are like Trolls in that they must be given an order to change weapons and use their fists against surrounding foes. As a result of this, their weakness to fire, high cost and slow speed, Ents require heavy micromanagement to ensure that they are not wasted. Player skill level makes a huge difference in their effectiveness.

Another issue with Ents is that they take a long time to be recruited. However, this can be avoided if the player has bought Quickbeam and can use his ability. Treebeard can also be used if the player has a large number of ents to improve their effectiveness.
Exiles

* Portrait
* Line Formation
* Wedge Formation

* Normal

"You are banished forthwith from the kingdom of Rohan, and all its domains, under pain of death."
—Grima

**Exiles** are the banished Rohirrim that followed Eomer in his exile. Only **3** battalions can be on the battlefield at the same time. They can be recruited from the Exile Camp outpost expansion. Once the King's Camp upgrade (cost: 1000) has been purchased, Exiles no longer become available; instead, Royal Vanguards become recruitable. The Exiles are recruited in less than 5 seconds, making them ideal for supporting positions that need assistance immediately.

## Abilities

 **Wedge Formation -** The Exiles are slowed 50% less when trampling but lose 25% armor.

## Upgrades

Exiles have access to the following upgrades:

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

 **Heavy Armor -** Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to **EdainCavalryHeavyArmor**, if Horse Shields has been purchased changes the armor set to **EdainCavalryHeavyShieldArmor**. **Cost**: 300

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

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

* Portrait
* Line Formation
* Loose Formation

* Normal

"But about the Gate resistance still was stout...Shot and dart fell thick; siege-towers crashed or blazed suddenly like torches. All before the walls on either side of the Gate the ground was choked with wreck and with bodies of the slain; yet still driven as by a madness more and more came up."
—The Return of the King, The Siege of Gondor

The men of Gondor were not born master bowmen like the Elves but they could learn well enough to become master marksmen. They would use longbows which could fire arrows far away but at the cost of mobility due to the increased size and weight of the bow. **Gondor Archers** are the basic archer units of Gondor. They are clad in metal armor, but can only take a few hits. Once upgraded with heavy armor, they stand tall in the face of a charging enemy and decimate it from afar.. They can be recruited from the Archery Range from which they emerge in battalions of 15 units..

## Abilities

 **Loose Formation -** The Gondor Archers spread apart from each other gaining accuracy but losing range as they must move away from the target to clear their line of sight. They gain +30% damage but lose -15% range.

## Upgrades

Gondor 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.

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

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

## Strategy

The Gondor Archers are actually quite underused in the current patch (4.4.1). Unless you are fighting against Imladris (which is especially weak against archery due to slow speed and small battalion sizes), you do not need those weak range units. It is preferable to hold out till you gain a Ranger Camp and can recruit Ithilien Rangers which will launch devastating volleys to the enemy. If you are indeed fighting Imladris then you should quickly invest in several battalions in addition to Denethor, no need to upgrade them. Simply set them to loose formation and watch the ranks of the enemy thin.
Catapult

* Portrait
* In Game

* Normal

"Soon there was great peril of fire behind the wall, and all who could be spared were busy quelling the flames that sprang up in many places. Then among the greater casts there fell another hail, less ruinous but more horrible. "
—The Return of the King, The Siege of Gondor

**Catapults** are a cheap siege engine of Mordor: they serve as a tool of economic destruction and against battalions of weak units. They have the particularity of being able to damage garrisoned units, which is quite strategic. This means you can kill the units inside defensive towers. However, they do have a minimum range from which they must fire, or they will have to move back from their target (unlike archers who can shoot even at melee range).

## Abilities

 **Halt Auto-Fire /  Auto-Fire -** This defines whether the catapult is allowed to pick its own target or if it has to wait for the player to assign one.

 **Bombard /  Stop Bombardment -** This allows the player to pick a place on which the catapult will continually bombard, or to stop that bombardment.

 **Release the Prisoners -** If Gothmog's ability is activated near one or more catapults, then the player will be able to choose to fire human heads for a short duration. Human heads create small zones from which enemy units will flee from but cause very little damage. After a while, the catapult will resume using fireballs, and the ability must cool-down before it can be used again. The fireballs will cause damage to buildings and to garrisoned troops inside towers.

## Strategy

Catapults are meant as an early game way of harassing a foe's economy. They are, however, not very strong and take quite some time to produce. It is recommended that the player switches either to Troll Catapults or Battering Rams if they wish to take a Camp or Castle down. They can also be used from a distance to destroy weak troops such as Archers, allowing them to stay hidden behind the enemy line of sight. They also benefit from the ability "Release the Prisoners" which allows them to throw skulls instead of fiery rocks, creating a fear aura around the place they land. This is enabled through Gothmog's level 7 ability **Release the Prisoners**.

## Quotes

Commissioned

*"Let's make use of this catapult!"*

Selected

*"Hey! You watching this?"*

*"Hmm?"*

*"See anything out there?"*

Moving

*"Let's get it moving!"*

*"Come on! [groans loudly]"*

*"Come on, now! [grunting]"*

*"Are you pushing?"*

Attacking Units

*"Give it to 'em!"*

Attacking Buildings

*"We'll destroy the place!"*

Selected while fighting

*"Load it up!"*

*"We got 'em again!"*

*"You watchin' this?!"*

*"Watch this one..."*

*"[laughs] You see that?!"*

*"Ha ha ha!"*

*"Load up another one!"*

*"There it goes!"*
Beorning Homestead

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

"There is a house, it’s not far from here, where we might take refuge."
—Gandalf

The Beorning Homestead is a Unit Production and Resource building of Lothlorien. It can be built on settlements. This building recruits Beornings and the hero Grimbeorn.

## Level Up

This building levels up by training units.

## Abilities

 **Honey Harvest** - The Beorning Homestead can produce resources, but the training of Beornings is significantly slower while activated. It produces **28**  every **12** seconds but units are produced -90% slower. *(Deactivated by default, player must activate Honey Harvest)*
Bandobras Took

* Portrait
* In Game

* Melee
* Ranged

"In the Battle of Greenfields, he charged the Goblin ranks. He swung his club so hard it knocked the Goblin King's head cleaned off and it sailed a hundred yards through the air and went down a rabbit hole. And thus the battle was won and the game of golf invented at the same time."
—Gandalf

Leading the Detachment from the Shire is **Bandobras Took**, also known as the Bullroarer.

## **Abilities**

 **Toggle Weapon -** Switch between rock throwing and club. Left click on the icon to activate.

 **Conceal -** Becomes invisible when standing still. Left click on the icon to activate.

 **Golf Swing -** Bandobras Took invented the game of golf when he knocked the head of the goblin chieftain Golfimbul off and into a rabbit hole during the Battle of Green Fields. A target enemy unit or hero receives damage and is knocked down. Left click on the icon then left click on the target hero.

## Trivia

* Bandobras Took was actually born more than 700 years after the fall of Arnor and Arvedui's death. But spellbook powers in Edain have been known to bend the laws of time slightly such as Imladris' Last Alliance
Castellans

* Portrait
* In Game

* Normal

"Mortality is weakness!"
—Castellans

Nameless and with no will of their own, the **Castellans of Dol Guldur** are but one facet of the Cursed Tower’s sleepless malice who now serve Mordor. Formless save for the armor that binds them, they stalk the paths about Dol Guldur, slaying those they find. Each fell to Sauron’s service in a different way; some sought to learn from him as an apprentice does from a master, others are the eternal remnants of ones who died in agony in Sauron’s dungeons. They are heroic swordsmen (limited to 3 batallions per game) which combine the little knowledge they have of witchcraft with their new form to create a deadly battalion, always ready to destroy whomever stands in their path. They are also one of the requirements for leveling up Sauron; once purchased they will grant him one level, unless Morgul Riders have already been purchased first.

## Abilities

 **Dread Vitiation** - the Castellans drain the vitality of the ground around them, creating a poisonous area. Any unit that walk over that area will be poisoned. They cannot drain the same patch of ground twice. Once used, **Will of Dol Guldur** becomes available in its place.

 **Will of Dol Guldur** - for 20 seconds, the Castellans gain an additional 50% armor and 25% damage. Once used, **Dread Vitiation** becomes available again in its place (after a cool-down period).

 **Level 5: Curse of the Necromancer** - The Castellans are immune to any kind of magic, poison and elemental damage. *(Passive ability)*

## Strategy

Castellans are mighty tanky units which can sustain heavy amounts of damage, as well as dealing a lot out. They are, however, quite slow, and most units can catch up to them, meaning that a retreat is nearly impossible. However, this tankiness is furthered by the use of **Will of Dol Guldur**, which makes them nearly unstoppable. They are excellent at decimating enemy troops, but like most Mordor elite units, can be easily targeted as they stick out of the crowd with their magnificent model designed by the Edain Team.

## Trivia

* The Castellans' quotes come from Malzahar, a champion of League of Legends (2009).
Клан Куруму

**Клан Куруму** - один из кланов Японской империи, молодой клан, основан в начале 19 века. Является последним кланом, основанным в Японии. Значительно усилился во время реставрации Мэйдзи.

**Герб** Автором не указан: предположительно, кислица, лесной щавель – символ чистоты, преданности (Катабами-мон).
Battle Tower

* Gondor/Arnor
* Rohan
* Dwarves
* Imladris
* Isengard
* Mordor
* Angmar
* Gundabad

* Level 1

* MordorKampfturm
* RohanArrowTowerExpansion
* IsengardBattleTower
* ElvenBattleTower
* AngmarSentryTower
* BFME1DwarvenSentryTower

The **Battle Tower** is the only purely defensive structure available on normal build plots. Its arrows can be upgraded, and archers can enter it and shoot out from its windows. It may also be referred to as a **Keep**.

The Battle Tower serves to attack nearby enemies. It can also be garrisoned with archers to increase its effectiveness. As of the 4.5 update, most Battle Towers lost their damage increasing upgrade, such as Fire Arrows in favor of an upgrade that doubles the speed at which they fire.

The Battle Tower can be built by all factions except Lothlorien, which has archers in their castle/camp buildings by default. Misty Mountains Battle tower (Sentry tower) can only be built at Gundabad Tunnel.

For more information about defensive capabilities besides the Battle Tower, see Defensive Build Plots.

## Upgrades

### Gondor/Arnor

 **Reinforce Garrison** - Doubles the number of archers in the tower

* Cost: 400

### Rohan

 **Reinforce Garrison** - Doubles the number of archers in the tower

* Cost: 400

### Erebor / Iron Hills / Ered Luin

 **Forged Blades** - Increases damage dealt

* Cost: 500
* *Requires Forged Blades upgrade from Dwarven Forge*

### Imladris

 **Reinforce Garrison** - Doubles the number of archers in the tower

* Cost: 400

### Isengard

 **Steel Bolts** - Increases damage dealt and ignores heavy armor

* Cost: 400
* *Requires Steel Bolts upgrade from Armory*

### Mordor

 **Influence of Sauron** - Doubles the number of archers in all Battle Towers

* Cost: N/A
* *Requires level 3 Sauron to influence one Battle Tower*

### Angmar

 **Reinforce Garrison** - Doubles the number of archers in the tower

* Cost: 400

### Misty Mountains/Gundabad

 **Reinforce Garrison** - The tower is reinforced by two additional archers on the upper platform. Greatly increases damage.

* Cost: 400

## Summonable Battle Towers

Summonable Battle Towers can be used through the spellbook. However, these towers cannot receive upgrades.

## Strategy

As a defensive structure, the Battle Tower is best placed close to the entrance of your base (factions with walls). On the build plot on the other side of the entrance, it is suggested that you build a unit-boosting structure such as a Well or Heroic Statue to aid your troops as they fight to defend the more important buildings within. With this combination, the enemy will be hard-pressed to gain ground (especially if you upgrade the Battle Tower with its arrow damage and/or garrison it with archers). It can also be useful to give extra protection to normal outpost expansions.
Caras Galadhon (Glorfindel 23)

My caption

"There was a road paved with white stone running on the outer brink of the fosse. Along this they went westward, with the city ever climbing up like a green cloud upon their left; and as the night deepened more lights sprang forth, until all the hill seemed afire with stars. They came at last to a white bridge, and crossing found the great gates of the city: they faced south-west, set between the ends of the encircling wall that here overlapped, and they were tall and strong, and hung with many lamps."
—Fellowship of the Ring

**This is a custom map made for Edain Mod.**

**Caras Galadhon** (pronounced /ˈkaras ˈgalaðon/) was the chief city of Lothlórien, at the center of the whole forest.

In the Naith of Lórien, the heart of the Silvan Elven realm, it was built in the middle of, on top of, and out of the Mallorn trees that Galadriel have received from Tar-Aldarion, the seventh High King of Númenor, and was thenceforth the residence of Celeborn and Galadriel.

**This map has been designed to fight with Mordor or Isengard (in the camps) and Lothlorien(in the fortress). It will work with other factions but has been optimized for the above mentioned purpose.**

## Features

Mordor and Isengard can gain additional building plots by cutting down the giant Melian trees by simply attacking them. Once the tree is destroyed a building plot will appear in its place.

The player also has access to three Eregion Forge from which they can research heavy armor for most of the units. This is not normally available for the Lothlorien faction.

The Lothlorien player has also access to a wide network of platforms on which they can perch archers to shoot down the enemy.

## Special Buildings

The Isengard player can, if he wishes, claim a special Isengard outpost located in the mountain. However he must first pass over the Lothlorien Warriors guarding it. Once claimed, by killing the banner carrier that guards it, it can be used to summon Isengard Orcs for free and some of Ugluk's scouts.

## Special Units

The Lothlorien player has access to a huge roster of units that are not normally available in the Lothlorien faction. This include Elven Mounted Archers, Goelydh Rochyn (Rider of the Noldor), Border Guard (similar to Haldir's ability but as recruitable battalion), Hirth o Gil-Galad  (Gil-Galad's Guards), Avari from Mirkwood  and Guards of the Path at various locations.
Eomer/Rohan

* Portrait
* On Foot
* Mounted

* Melee
* Mounted

"Éomer was said to have been tall, of like height with Aragorn; but he with other descendants of King Thengel were taller than the norm of Rohan, deriving this characteristic (together in some cases with darker hair) from Morwen, Thengel's wife, a lady of Gondor of high Númenórean descent."
—Unfinished Tales, Part Three: The Third Age: "The Disaster of the Gladden Fields"

Recruit **Eomer** son of Eomund, Third Marshal of the Riddermark, the faithful leader of the outlawed Rohirrim, the brother of Eowyn, cousin of Theodred and the nephew of King Theoden. After the death of Theoden at the Battle of the Pelennor Fields in Gondor, Eomer became King of Rohan.

Eomer can be recruited from the Exile Camp (but not the King's Camp) and the Stable (*requires Glorious Theoden*).

## Abilities

 **Level 1: Mount/Dismount -** Activate to mount/dismount. Left click on the icon to activate.

 **Level 1: Piercing Spear -** Eomer throws his spear with enormous strength. The spear pierces enemies on its way to the target, knocks them back, and deals medium damage. Left click on the icon then left click on the target enemy.

 **Level 3: Leader of the Exiles -** Eomer leads the outlaws of Rohan. Nearby allies gain +100% more experience and allied cavalry earns resources for every kill. *Passive Ability.*

 **Level 5: Memorial -** Eomer drives a spear into the ground and places the mutilated head of a slain foe on top of it. This demoralizes enemies, reducing their armor by 30%. The memorial will reveal hidden units. Left click on the icon then left click on the target area.

 **Level 10: Ride of the Exiled -** Eomer and his men ride to help Theoden when he calls for aid. A line of Rohirrim will charge enemies in the target area, knocking them down and damaging them. Only available when mounted. Left click on the icon then left click on the target area.

## Strategy

Eomer should mainly be grouped with other Rohirrim and be used for riding around the map, doing as much damage as possible, before retreating. His **Leader of the Exiles** lets nearby Rohirrim level up a lot faster and will also add to your economy if you use them well. **Piercing Spear**should be used to damage heroes and monsters. **Memorial** should be used in a prolonged fight to put the odds in your favor. Finally, **Ride of the Exiled** can be used in many ways: for mass slaying purposes, to disrupt an enemy army, or to cover a retreat. One weakness of Eomer is that he is very susceptible to pikemen while mounted, so you should keep an eye on him, and make sure to pull himm back if he is in danger.
Beorn

* Portrait
* In Game
* Bear

* Human
* Bear

"That is our host. His name is Beorn. And he's a skin-changer. Sometimes he's a huge black bear. Sometimes he's a great strong man. The bear is unpredictable but the man can be reasoned with."
—Gandalf

Summon **Beorn** to the battlefield for a short time. When summoned by Ered Luin, Iron Hills or Erebor, he can be used as a mass-slaying hero, making him able to turn the tide on battles. He was the father of Grimbeorn.

## Abilities

/ **Skinchanger -** Activate to toggle between Bear and Human form. In Human form, Beorn causes high single target damage against buildings and units, in Bear form he can trample enemies and knocks them back with every attack. Left click on the icon to activate.

 **Battle Cry -** Beorn's battle cry  nearby units. Left click on the icon to activate.

 **Power of the Wilderness -** Gandalf has often mentioned that no one should have a skinchanger as his enemy. Beorn's fury cannot be contained. For 20 seconds, he tramples enemies, is immune to arrows, and has +50% armor and +100% damage. Left click on the icon to activate.
Gil-galad

* Portrait
* In Game

* Melee

"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, translated by Bilbo and recited by Sam, The Fellowship of the Ring

**Gil-galad** was the son of Fingon who became the last High King of the Noldor in Middle-earth after the death of Turgon.  He dwelt in Lindon after the end of the First Age and befriended Elendil when he arrived from Númenor.  He marched on Sauron with Elendil and his sons, Isildur and Anarion, as well as a mighty army known as the Last Alliance of Elves and Men.  None of the hosts of Mordor could withstand Gil-galad's spear, Aeglos, but he was finally slain along with Elendil on the slopes of Mount Doom after fierce combat with Sauron.  He and Elendil were avenged by Isildur, who cut the Ring from Sauron's hand.

Gil-galad had two Elven Rings of Power in his possession which were passed on to Cirdan and Elrond, Gil-galad's herald. Both were with Gil-galad when he died. He can summoned by using the spellbook power **Last Alliance**.

## Abilities

 **March into the Black Land -** As long as a commander of the Last Alliance lives, all Last Alliance forces will receive +50% armor against arrows, siege weapons, and elemental damage (STRUCTURAL, PIERCE, CAVALRY\_RANGED, SIEGE, FIRE, FROST, MAGIC). *Passive Ability.*

 **Aeglos, Lance of Firmament (X) -** The High King of the Noldor unleashes the fury of his legendary spear in the targeted area, dealing high damage to anything wood or stone. Left click on the icon then left click on the target area.
Cave-troll

This page needs to be updated or finished. One or more sections of the page are incorrect, incomplete or of inferior quality. The reason this page requires an update is:

"Needs stats and modding. Also needs tweaks on the general unit description. "
—Gandalf7000
Please remove this template after you have completed or updated the page.

## Cave-troll

* Portrait
* Melee
* Ranged

## Recruitment

### Time

30 seconds

"They have a cave troll!"
—Boromir

**Cave-Trolls** are versatile units that serve Misty Mountains. They deal small AOE damage and medium damage to buildings. They can switch between long range and close range attacks. They can use their ability **Find an orc to eat** to replenish health, therefore helping them to last longer on battlefield. Player can also purchase upgrade **Improved Training** at the Monster Cage to promote all Cave-trolls (including newly recruited) to level 2.

## Abilities

/ **Throw rocks/Close range attack (Y) -** Toggle between melee attacks and rock throwing mode. Left click on the icon to activate.

 **Find an Orc to Eat (C) -** Find an orc to eat for healing (Melee attack mode only). Left click on the icon to activate.

 **Bombard (X) -** Bombard target area with devastating artillery. (Ranged mode only). Left click on the icon then left click on the target area.

## Upgrades

This unit has following upgrades that apply to it:

**Improved Training** - In the depths of Moria, the orcs perfected the training of all sorts of monsters. All Drakes, Trolls, Giants, Brood Mothers and Mountain Wargs reach level two. **Cost:** 600

* **You have to research this upgrade at Monster Cage for it to apply.**
Border Stronghold

* Normal
* Banners
* Reinforce Garrison
* Boiling Oil
* House of Healing

* Level 1

"And last and proudest, [came] Imrahil, Prince of Dol Amroth..., with gilded banners bearing his token of the Ship and the Silver Swan, and a company of knights in full harness riding grey horses; and behind them seven hundreds of men at arms, tall as lords, grey-eyed, dark-haired, singing as they came."
—The Return of the King

The **Border Stronghold** is Gondor's unique outpost expansion, bringing support from the mighty coastal fortress of Dol Amroth, home of Denethor's wife, Finduilas, and Prince Imrahil. The knights from Dol Amroth and the leadership provided by Imrahil were vital during the siege of Minas Tirith in the War of the Ring.

## Abilities

 **Release Boiling Oil** - The fortress pours out boiling oil that will burn nearby enemies. You must first research **Boiling Oil** in the Border Stronghold before you can use the ability.

**Resource Production** - This building produces resources. It produces **10**  every **12** seconds by default. This number can be modified through upgrades and abilities.

## Upgrades

The Border Stronghold can receive the following upgrades which improve or strengthen it.

 **Banners:** Grants +15% damage and armor to nearby troops. **Cost:** 400

 **Reinforce Garrison:** Doubles the number of archers in the tower. **Cost:** 500

 **Boiling Oil:** Allows the fortress to pour boiling oil on nearby enemy troops. **Cost:** 800

 **Houses of Healing:** Heals nearby allies. **Cost:** 600

## Unit Production

This structure shoots arrows at nearby enemies and produces the following:
Cirdan

* Portrait
* In Game

* Melee

"As they came to the gates Círdan the Shipwright came forth to greet them. Very tall he was, and his beard was long, and he was grey and old, save that his eyes were keen as stars; and he looked at them and bowed, and said: 'All is now ready.'"
—The Return of the King, "The Grey Havens"

Recruit Círdan, the Lord of the Grey Havens. When all other elves were summoned to Valinor he stayed behind until the last ship left. He can be recruited to fight for both Arnor and Imladris, maintaining the same abilities in both factions. As always, he is found in the Lindon Watchtower settlement expansion.

## Abilities

 **Level 1: Narya's Inspiration -** Cirdan uses his Ring to kindle fiery courage in the heart of his allies. Units around Cirdan gain +25% damage and fear resistance passively. When the ability is activated the bonus will be increased to +50% armor and damage. However, once the duration of the ability expires the passive leadership will be disabled until the ability is fully recharged. Left click on the icon to activate.

 **Level 3: Lord of the Havens -** The Lindon Tower gains more power as Cirdan gains knowledge.

* Cirdan Level 3: The Tower gains double vision range
* Cirdan Level 7: The Tower gains double health
* Cirdan Level 10: The Tower will instantly train units
 *Passive Ability.*

 **Level 5: Master Craftsman -** Using his knowledge as a shipwright Cirdan will repair the target building, ship, or siege engine and allow it to deal double damage for 30 seconds. Left click on the icon then left click on the target building, ship or siege engine.

 **Level 7: Into the West -** All units in the target area units instantly travel to Cirdan. Left click on the icon then left click on the target area.

 **Level 10: Ulmo's Aid -** With the help of Ulmo, Cirdan strengthens all allied ships, buildings, and siege engines on the map, granting them +50% armor for 30 seconds. Left click on the icon to activate.
Dark Iron Forge

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

The Dark Iron Forge is the Angmar building where the Witch-King prepares his siege weapons for battle and lays dark enchantments on weapons and armor through his cunning sorcery.

## 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. More than one tribute cart is needed to go from level 2 to level 3. For each level gained, this structure gains +1500 HP.

**Note:** The Dark Iron Forge must be level 2 to research the first tier of economic resource upgrades outlined below, and it must be level 3 to research the second tier.

## Upgrades

 **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

 **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

 **Dark Iron 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

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

* **Research Cost**: 900

 **Ice Arrows -** This upgrade significantly increases the arrow damage dealt by this battalion once purchased. **Cost**: 400

* **Research Cost**: 1200

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

* **Research Cost**: 800
Arnor Archers

* Portrait
* Line
* Loose Formation

* Normal

Recruit the marksmen of Arnor who pierce their enemies from afar.

## Abilities

 **Loose Formation** - Arnor Archers gain +30% damage but lose 15% attack range.

## Upgrades

The Arnorien 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.

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

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

## Strategy

This unit is Arnor's basic archer. Although the Rangers have much better damage, the Arnor Archers have a few advantages over them. Firstly, they are much more accessible at half the price. This combined with the fact that they are accessible at the main base (instead of at a settlement) means that they are much easier to recruit. The second big advantage that they have is that they have heavy armour, making them more resistant to melee than the rangers. Their ability also means that they can deal high damage when the enemy comes closer. Although they will inevitably be replaced by the Rangers in the late game, the archers still have their own uses like in the early game and when you are trapped in your base.
Goblin-Town barracks

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## Construction

### Location

Goblin-town Tunnel

From Goblin-Town tunnel you can construct a bridge to **Goblin-Town barracks**. It is a troop production building of Misty Mountains subfaction Goblin-town. These barracks allows you to train Goblin-town units - Goblin-town Plunderers and Goblin-town Tunnel Diggers.

## Level Up

This building can be leveled up only by training heroes - The Great Goblin and Bolg. Each trained hero will give this building 1 level.

* Level 2: +10% Faster build speed
* Level 3: +25% Faster build speed

## Unit Production

This structure produces the following units:

 Goblin-town Tunnel Diggers | Support
Fissure

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## Fissure

* Level 1
* Level 2
* Level 3

### Level Up Mechanic

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

## Stats

* Level 1
* Level 2
* Level 3

### Health

6000

**Fissure** is the place where Misty Mountains recruit their Mountain Giants. It the only special building that Misty Mountains can build at the Outpost. It is guarded by one Mountain Giant.

## Level Up

The settlement buildings and Fissure level up differently than other Misty Mountains structures. Rather than recruiting heroes, Fissure 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

## Unit Production

This building produces following units:

**vs**
Archery Range

**This article is a disambiguation page for Archery Range**

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.

The Archery Range is the building which trains ranged units and researches the upgrades specific to ranged units of certain factions. In the Edain Mod, the Archery Range name refers to:

* The Archery Range of Gondor and Arnor that trains Archers and Rangers of both realms.
* The Archery Range of Rohan that trains Yeomen and Spear Throwers
Axe Throwers

* Portrait
* In Game

* Normal

The **Axe Throwers** are ranged units of Erebor that deal melee damage, making them extremely deadly.

## Abilities

 **Cutting Axes -** For 30 seconds, the axe throwers use specially sharpened axes that deal more damage against enemies without heavy armor. Left click to activate.

## Upgrades

The Axe Throwers have access to the following upgrades:

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

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

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

* Portrait
* In Game

* Normal

The Erebor Catapults are one of the siege units that Erebor can use. It shoots two rocks from the sides. They are great at destroying everything, especially units. However, they do have a minimum range, meaning that melee units will tear them down.

## Abilities

 **Halt Auto-Fire /  Auto-Fire -** This defines whether the catapult is allowed to pick its own target or if it has to wait for the player to assign one.

 **Bombard /  Stop Bombardment -** This allows the player to pick a place on which the catapult will continually bombard, or to stop that bombardment.

 **Oil Barrels** *-* Launches a flaming oil barrel that explodes on the battlefield. Left click icon then left click target.

## Upgrades

The Erebor Catapult has access to the following upgrade:

 **Flaming Shot** - Increases the damage that the unit does to buildings and add FIRE damage. The unit can now damage garrisoned troops. **Cost**: 400
Dwarven Crossbowmen

* Portrait
* Normal
* Battle Formation

* Normal

Recruit the sharpshooters of the Iron Hills to defend their homeland at all cost.

## Formation

 **Battle Formation -** The Crossbowmen gain +75 armor but lose 50% vision and attack range.

## Upgrades

The Iron Hill Crossbowmen have access to the following upgrades:

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

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

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

* Portrait
* In Game

* Normal

"Get back there and smash it down!"
—Gothmog

The **Battering Ram** is a siege unit that is used to take down gates and buildings. It is one of the most efficient siege units since it takes up very few command points and is cheap in terms of resources. It is a melee siege unit but cannot destroy walls. It will be taken down quickly but can be protected using other troops such as free orcs of any type, whether from Minas Morgul or Dol Guldur.

## Abilities

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

## Strategy

The Battering Rams are very useful due to how cheap they are and how easily they can take down buildings. However, they are quite slow and cannot retaliate if attacked by troops. They are quite tanky but Hero Killers and overall heavy single target damage dealing units can take them down quickly. They can be used both for harassment and base destruction but can easily be spotted and targeted for destruction.
Shelob

* Portrait
* Ingame

* Melee

"None could rival her, Shelob the Great, last child of Ungoliant to trouble the unhappy world."
—Lord of the Rings: The Two Towers

**Shelob** was a Great Spider, chief among the offspring of Ungoliant, a distant relative of the spiders that dwelt in Mirkwood. During the Third Age she lived in Mordor and was known to feed indiscriminately, preying on orcs, men, elves, and dwarves alike. She is a temporary summonable hero once the "Terror of Cirith Ungol" (3pp) spellbook power has been purchased. She immediately starts off as useful since when she emerges from the ground at the target area she knocks everything nearby back, making her great for disrupting a cavalry charge or other formations. All three of her abilities are available as soon as she is summoned and she applies poison on every attack.

## Abilities

**Level 1: Spider Web:** This ability allows her to pin down a single enemy unit for 15 seconds. If it is used on hero it will immobilize him, but if it used on a battalion only the targeted unit will be immobilized.

**Level 1: Shelob's Offspring:** This ability spawns 8 Spiderlings to aid her in battle for a short time.

**Level 10: Tunnel:** This allows Shelob to resurface at any visible spot on the map, even in the middle of the enemy base.

## Strategy

Shelob also possesses the ability to trample units, but she will suffer revenge damage. Her tunnel ability is great to surprise the enemy and ambush a battalion that is carrying the ring, for example, but her timer will run out before the ability recharges. This leaves the ground's surface as the only route of escape, but she has two other abilities to help her: 1) summon Spiderlings to distract and fight enemies, and 2) entangle an enemy hero or units, slowing them down and giving her time to make her escape. Shelob can also be used to stun units and heroes in place so that a more powerful hero such as the Witch-King can catch up and finish them off.