Buildings

Buildings in the game server to give various bonuses and/or materials. They are listed below.

## Buildings List

#### **Uncanny Effigy**

An Uncanny Effigy is a structure that when claimed, provides a bonus in *Ring Production Power* and a small gold bonus to all members of your Fellowship upon first claim. They are found all throughout Middle-Earth. *details of strength in picture*

#### **Mysterious Spring**

A Mysterious Spring is the stronger version of an Uncanny Effigy, providing larger bonuses in both *Ring Power Production* and Gold upon first claim. They are also available for claim throughout Middle-Earth. *details of strength in picture*

#### **Fort**

Forts are built upon single-square tiles at the cost of Gold and Resources. Forts act as outposts for your Commanders, extending their reach and movement while they are in it. Selecting the Reposition option of the Fort and selecting a Commander, will now allow that Commander to move 50 tiles from that Fort. Upgrading the Fort allows more Commanders to be garrisoned there.

#### **Ruins**

Ruins are pre-built *Forts* found throughout Middle-Earth. Defeating a Ruin now grants you the same features as a *Fort* does. *details of strength in picture*

#### **Tunnel**

A Tunnel bridges two places passing through a mountain. In order to be able to pass through, one must claim both sides of the tunnel. Upon claim, the owner, or anyone who shares their Faction, will be able to move freely to the other side. *details of strength in picture*

#### **Crossing**

A Crossing functions very similarly to a Tunnel, the exception being a Crossing bridges islands or regions. Like a Tunnel, one must claim both sides of the Crossing to cross the water. *details of strength in picture*

#### **Critical Crossing**

A Critical Crossing is the stronger version of a Crossing. However, they are much more scarce, and only found at primary access points between starting regions controlled by each Factions. *details of strength in picture*

#### **Settlements**

There are 4 different types of Settlements, all wielding the same features. A Settlement is a Tacticians base of operations. Being the center of your power, here you can levy gold from the various faction quarters, buy items from the market, conscript and heal troops, attach those troops to commanders on standby, and look at your seasonal profile in your Main Hall. It contains all building upgrades as well.

#### **Keep**

A Keep is the Control Point of a Region. There are 72 Control Points up for grabs across Middle-Earth. Control a region reduces a Factions siege damage in that region. Keeps also provide a Faction-Wide Ring Production Bonus. *details of strength subject to change depending on keep*

#### **Faction Capitals + Dol Guldur**

Faction Capitals are the strongest Keeps in the game. They require a Fellowship to declare war on it in order to be attacked. They are generally apart of the personal goals for a Faction. Faction Capitals are also part of the Seasonal Progression Objectives. These Capitals function the same was as Keeps do. Dol Guldur is the place where the Ring sits. The Ultimate goal of the game. The strongest Keep! Controlling this Keep at the end of the Season grants you the title Dominator. This Capital functions slightly different. Only differences being that you must complete some Seasonal Objectives before-hand in order to attack this Capital and this one is stronger than the rest.

Uncanny EffigyMysterious SpringRuinsTunnelFortCrossingCritical CrossingRhun Capital