recursal/Fanatic-Fandom huggingface dataset:
Galadhrim

* Portrait
* Bows
* Swords
* Upgraded

* Bow
* Sword

"It is told that she [Nimrodel] had a house built in the branches of a tree that grew near the falls; for that was the custom of the Elves of Lórien, to dwell in the trees, and maybe it is so still. Therefore they were called the Galadhrim, the Tree-people."
—Legolas, The Fellowship of the Ring

**Galadhrim** **Warriors** *(Sindarin: Maethyr Galadhrim Lórien)* are sort of royal units of Lothlórien. They can be recruited from the citadel when Galadhrim Quarters are built. They are elite elven troops armed with swords and bows. It is said that they had weapons of better quality than other elves of Lothlórien, which means that they are stronger than ordinary troops.

## Abilities

  **Switch Weapons** - The Galadhrim Warriors are able to switch between swords and bows. The precise strikes of their swords pierce through heavy armor.

 **Heavy Armor** - This unit is equipped with heavy armor by default and cannot stealth when near trees. Other sources of stealth are not affected. *(Passive ability)*

## Upgrades

Galadhrim Warriors 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.

 **Silverthorn Arrows -** This upgrade adds a bonus MAGIC damage to the battalion, causing it to deal greatly increased damage to everything and even more to buildings. **Cost**: 700

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

## Galadhrim

* Portrait
* Bow
* Sword

## Individual Stats

* Swords
* Bows

### Speed

50

You can temporarily summon 3 battalions of Galadhrim when playing as the Rohan faction alongside with Haldir using the spellbook power *Alliance between Elves and Men.*

### **Abilities**

  **Switch Weapons** - The Galadhrim Warriors are able to switch between swords and bows.

## Strategy

Galadhrim are strong opponents against other infantry units. Like Haldir, they should be used like this: first switch to bows and fire at enemies with arrows, then when enemies are too close switch to swords and fight melee. Of course there is another strategy - first fight with swords. When at low health retreat back and switch to bows and fire at the enemies with arrows.
Glorfindel's Wind Riders

* Portrait
* In Game

* Normal

**Glorfindel's** **Wind Riders** *(Sindarin: Rochbin Gwae Glorfindel)* are extremely quick heroic cavalry and can run down most enemies apart from upgraded or heroic pikemen. Used wisely they can serve to harass the enemy or destroy his archers. Only a maximum of 3 battalions can be recruited at the same time.

    The Wind Riders are available at the Imladris Green Pasture once all the research from the Library has been completed (thus making the Green Pasture level 3). The Forged Blades, Heavy Armor, and Horse Shield upgrades must also be researched.

## Abilities

 **Unyielding -** The Wind Riders are formidable, unyielding warriors in combat and can never be knocked down or thrown off of their horses. *(Passive ability)*

 **Ride Like the Wind -** The Wind Riders urge their mounts on, decelerating 90% less when trampling at the cost of 90% of their damage. Cannot be used simultaneously with **Legend Slayers**.

 **Legend Slayers -** The Wind Riders gain +40% damage for 30 seconds and an additional 20% damage against heroes and monsters for the duration. Cannot be used simultaneously with **Ride Like the Wind**.

## Mechanics in Arnor

Recruit Glorfindel's Wind Riders, a deadly heroic battalion mounted on horses and trained in Rivendell to serve Arnor. Unlike the Imladris faction, Glorfindel must be present on the battlefield before being able to train his Wind Riders.

### Abilities

 **Unyielding -** The Wind Riders are formidable, unyielding warriors in combat and can never be knocked down or thrown off of their horses. *(Passive ability)*

 **Ride Like the Wind -** The Wind Riders urge their mounts on, decelerating 90% less when trampling at the cost of 90% of their damage. Cannot be used simultaneously with **Legend Slayers**.

 **Level 4: Legend Slayers -** The Wind Riders gain +40% damage for 30 seconds and an additional 20% damage against heroes and monsters for the duration. Cannot be used simultaneously with **Ride Like the Wind**.
Explosive Mine

* Portrait
* In Game

* Normal

"Then there was a crash and flash of flame and smoke. The waters of the Deeping-stream poured out hissing and foaming: they were choked no longer, a gaping hole was blasted in the wall. ... 'Devilry of Saruman!' cried Aragorn. '...they have lit the fire of Orthanc beneath our feet.'"
—The Two Towers

The Explosive Mine is a unique siege weapon for Isengard. It is bought from a level 3 Siege Works. It must be planted at a location by left clicking on the icon in the palantir and then left clicking on the location. It must then be lit by a either a berserker with a torch or by a fire source (e.g. Saruman's fireball or a fire arrow). It will then explode, dealing high damage to any units and buildings nearby. It can cause friendly fire, so be careful.

## Abilities

 **Deploy Mine -** Deploy a powerful explosive. Once deployed it can be targeted by any troops that can make it explode. The Dropped Mine has the **EdainDroppedMineArmor** armor set and a 100 health, make it easy to get taken out by anything that can attack.

## Strategy

The Explosive Mine is a double-edged sword; it can deal excellent damage to your enemy's base, but it can also be hit by your enemy's fire arrows to cause some major damage to your own troops or buildings. Therefore, it's very important to have an escort accompanying the Explosive Mine to protect it from a premature detonation. Cavalry is a good option as they can quickly run down any archers that may appear to jeopardize your mine's safety. Once deployed, it should quickly be detonated by either a berserker or a fire source lest your enemy have time to dispose of it.

## Trivia

* The damage that a dropped explosive mine takes from fire projectile is set to 50,000% of the normal damage. This is so to ensure that the mine explodes on first hit no matter the amount of debuff inflicted on the sender.
Battering Ram (Gondor)

* Portrait
* In Game

* Normal

The Battering Ram is the mighty siege unit for both Gondor and Arnor.

## Abilities

 **Metal Roofing -** The battering ram is securely housed in protective metal roofing and sustains only half the damage from arrows and other elemental sources. *(Passive ability)*

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

## Strategy

Similarly to other battering rams, the battering rams of Gondor and Arnor are a cheaper alternative to ranged siege. The main use of battering rams is to smash down gates and other buildings. In this way they can easily break a siege. They could be used in groups of at least 2 in order to harass the enemy by striking outer buildings. The higher number ensures that the task can be completed quickly and also acts as an insurance if one is destroyed. Battering Rams are vulnerable to ranged siege, as well as melee attacks. Therefore, it is recommended that the rams are protected by a force of infantry (including pikemen to counter cavalry). Gondor and Arnor's rams stick out visually due to their roofs, so it would be difficult to hide them in an army. If you are trying to use them for stealth attacks, then ensure that you distract enemy forces from the target first.
Ent Moot

* Level 1

### Armor Set

"The Ents have not troubled about the wars of men and wizards for a very long time. But now something is about to happen that has not happened for an age: Entmoot."
—Treebeard

The **Ent Moot** is a Unit Production building of the Lothlorien faction. It can produce Ents and train the ent heroes: Treebeard and Quickbeam. It is built on a settlement.

## Strategy

Since an Entmoot can be built only on settlements, you have to be careful not to lose the building, because the Ents are very powerful units. The building itself is also very expensive so the player must be careful to build this in the late game when they would be able to afford it without crippling their economy. The training speed of the ents and ent heroes is slow, but if you use Quickbeam's ability *Entmoot*, then the Ents and Treebeard will be recruited instantly for a short time. Therefore, be sure when you build an Entmoot that you recruit Quickbeam first and then the rest of the ents. The ents are also very slow (apart from Quickbeam) so one possible strategy is to build an advance outpost closer to your opponent's base once they have been locked inside it. This would ensure that the ents would be more effective faster, although it does present a possible risk of losing the building from a counter attack.

## Trivia

* Clicking on an Entmoot while it is building plays Treebeard's "Don't be hasty" soundbite.
Gandalf

Gandalf was one of the five Istari sent to Middle-earth by the Valar in the Third Age. He was instrumental in bringing about the demise of Sauron during the Third Age. In Edain, he is present in both Gondor (and Arnor) and in all three dwarven realms' spellbook. His powerful magic makes him very useful against masses of enemy units, of which he can delete entire chunks at once using his abilities.

## Gondor

*Main article: /Gondor/*

Recruit one of the five Istari, **Gandalf the Grey**. He is the Mass slayer and Hero Killer of Gondor and Arnor. It is said that Gandalf was the wisest and most powerful of all wizards.

In the Edain Mod, the player can recruit **Gandalf the Grey** from the Citadel. To get Gandalf the White the player must purchase the spellbook ability called *Gandalf the White*. After that, Gandalf will transform into the White Wizard automatically. As the **White Wizard** Gandalf gains bonus damage on magic attacks and reduced recharge time for his spells. **Both non-Ring versions of Gandalf (the Grey and the White) have the same abilities!**

## Dwarves

*Main article: /Dwarves/*
Summon the Grey Pilgrim to the battlefield.
Dale Marketplace

* Dale Marketplace
* Complete

* Level 1

"You should see the waterways of Dale, Frodo, and the fountains, and the pools! You should see the stone-paved roads of many colours!"
—Gloin

Dale is Erebor's unique outpost expansion. In the days of King Dain, Dale was rebuilt to its former glory after Smaug destroyed it, and the Men of that city under King Brand had a close friendship with the Dwarves of the Mountain.

## Upgrades

Dale can receive the following upgrades which add various structures to the outpost.

 **Warehouse:** Constructs Warehouses that generate resources. Increases HP by 500. Unlocks the Traders of Dale ability. Prerequisite for **Dwarven Craftsmen**. **Cost:** 500

 **Militia House:** Builds a militia house. Increases the HP by 500. Enables the recruitment of Dale's melee fighters and the hero Brand. **Cost:** 300

 **Toymarket:** Constructs a Toymarket. Generates resources. Increases HP by 500. Increases the resources gained from Caravans returning to Dale. **Cost:** 400

 **Watchtower:** Builds a defensive tower that will fire at nearby enemies. **Cost:** 400

 **Dwarven Craftsmen:** Constructs a workshop for skilled dwarven smiths. Increases HP by 500. Roads constructed by Dwarven Traders will now provide +25% to allied units. **Cost:** 400

 **Palace:** Constructs a Palace. Increases HP by 500. Enables recruitment of Dale's elite archers. Prerequisite for **Windlance**. **Cost:** 400

 **Windlance:** Constructs a Windlance. Powerful defensive artillery weapon. **Cost:** 400

## Abilities

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

 **Dale -** Dale levels up passively over time. At each level from 2 to 9, one unique town expansion can be researched. At level 10, Trumpets are constructed for free. *Passive Ability.*

 **Warehouses: Traders of Dale (Y) -** The city of Dale was a prosperous trade hub, its markets known far and wide and a destination for many. Sends a trader to a settlement to establish a trade route. If the settlement is reached, it will frequently send trade caravans towards Dale, creating roads on their path and generating money upon their arrival in Dale. Left-click on a Lumbermill, Mineshaft or Traveling Camp. Left click on the icon then left click on the target building.

 **Level 10: Trumpets of Dale -** The clear sound of trumpets can be heard far and wide, encouring all friends of Dale. Allies in the vicinity gain +25% damage and armor. *Passive Ability.*

## Units

 Dale Spearmen | Pikemen
 Dale Bowmen | Archer
Dragon Slayer

* Portrait
* In Game

* Sword
* Morning Star

The **Dragon Slayers** are single heavily armed units that can switch between the Sword and the Mace for maximum effectiveness. They are highly skilled Dwarves that come from the Ered Mithrin to fight for the Iron Hills.

## Abilities

 **Switch Weapons -** Switch between the Sword and the Morning Star. The Sword has high individual damage, and the Morning Star has small area damage.

## Upgrades

The mighty Dragonslayers have access to the following upgrades:

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

 **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
Cair Andros Fortress (Flavor Map Pack)

Cair Andros

"Cair Andros was a key strategic foothold for the people of Gondor. On this island fortress they guarded the fords of the great river."
—BFME 1

Cair Andros (meaning "Ship of Long Foam" was a boat shaped island in the River Anduin. The island was fortified during the Third Age as a defense of Gondor. During the War of the Ring, Sauron sent an army from the Black Gate to take control of the island and this attack succeeded. During the march of the Host of the West to the Black Gate, Aragorn allowed one thousand men to retake the island.

The Cair Andros Fortress is a medium-sized map part of the Flavor Map Pack, made for three players in a defend the fortress idea. Two players play the attacking force and one plays the defender in Cair Andros. The map is divided into three parts: Cair Andros in the middle, the Outpost on the left bank and the attackers on the right bank. The fortress player starts at quite an advantage as most of his buildings are pre-built including 2 markets, several resource buildings of Gondor and a Border Stronghold. However the trouble is that he must defend on 3 different fronts, one of which can be accessed without the need for siege (dock, bottom right). The whole pack can be downloaded here.

## Changes to the .ini file

Many minor detail have been tweaked to make the map more lore friendly. It is recommended to restart the game once you've played a game with this map. The changes are a follow:

* Denethor is not recruitable (lore friendlier, since this is an iconic map he would be therefore in Minas Tirith at the time)
* Strider, Gandalf and Pippin are not recruitable from the fortress only the nearby inn (only Boromir, Beregond and Faramir: again for lore friendliness)
* Ranger Pikemen, Ranger Swordsmen are recruitable at the ranger camp.
Druadan Forest

A medium sized 4 player map

"Behold the King Elessar is come! The Forest of Drúadan he gives to Ghân-buri-ghân and to his folk, to be their own for ever; and hereafter let no man enter it without their leave!"
—The Return of the King

The Druadan Forest is a forest in Anorien, in Northern Gondor. The Rohirrim had to cross this forest to get to Minas Tirith.

## View of the Map

###  Lair Locations

* **Goblin Lairs**:  **Yellow**
* **Warg Lairs**:  **Purple**

## Lair Types

### Goblin Lair

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

### Warg Lair

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

* Level 1
* Level 2
* Level 3

* Level 1
* Level 2
* Level 3

"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..."
—The Return of the King

The **Great Siege Works** produces Mordor's machines of war, unleashing them on any enemy buildings that have been raised to oppose the might of Sauron.

## Level Up

Unlike many buildings of other factions, the Great Siege Works does not have level up upgrades. Instead, it levels up as it produces siege weapons.

* Level 2: +20% build speed
* Level 3: +30% build speed

## Upgrades

  **Influence of Sauron** - Sauron fills a building of Mordor (excluding Tol-In-Gaurhoth and the citadel) with his will, unlocking specific effects like new units or upgrades. Enables construction of Troll Catapults

## Unit Production

*Troll Catapults require the Influence of Sauron upgrade.*

When targeted by the spellbook power **Hammer of the Underworld (10pp)**, the chosen Great Siege Works will also produce the mighty, wolf-shaped battering ram, **Grond**, to tear down the fortifications of your enemies. Only 1 Grond can be present on the battlefield.
Elkriders

* Portrait
* Standard
* Upgraded

* Normal

**Mirkwood** **Elkriders** *(Sindarin: Nerthyr Aras Taur-nu-Fuin)* are the only cavalry unit for the Lothlórien faction and fire arrows from the backs of their mighty elks. They can be recruited from the Mirkwood Outpost once a Troopchamber  has been built on one of the build plots. They act as an anti-cavalry unit.

## Abilities

 **Shoot from the Saddle -** The Elkriders are masterful marksmen and are unparalleled at defeating enemy cavalry. They deal +50% damage against cavalry, and their shots knock riders down. With Silverthorn Arrows, their shots will throw cavalry back. *(Passive ability)*

## Upgrades

The Elkriders 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.

 **Silverthorn Arrows -** This upgrade adds a bonus MAGIC damage to the battalion, causing it to deal greatly increased damage to everything and even more to buildings. **Cost**: 700

 **Longbows -** After being purchased the Longbow upgrade increases the range and vision field of the equipped battalion by 20%. **Cost**: 200

## Strategy

As a cavalry unit Elkriders are used to trample enemies, but as archers specialized in cavalry slaying, they should also be used to seek out enemy riders and cut them down with their arrows. You should beware enemy pikemen, because like all cavalry units, they are weak against pike units. They can be used for example like this: first trample enemies from behind and move towards your army and stop them. Then they will shoot enemies from afar. To improve their usefulness you should upgrade them with Longbows and Silverthorn arrows.
Guardians of Ered Luin

* Portrait
* In Game

* Normal

The **Guardians of Ered Luin** are fast dwarves, used to travelling. Therefore, their armor is lighter, but they are swifter than other Dwarven units. They are the perfect balance between strength and speed, allowing them to maneuver around the battlefield and the enemy effectively.

## Abilities

 **Dwarven Sprint** - The Guardians move +50% faster for 30 seconds

## Upgrades

The Guardians of Ered Luin have access to the following upgrades:

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

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

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

 **Sharpened Axes -** Once purchased this will triple the flanking damage of the battalion when hitting enemies from the side or behind. **Cost:** 200
Grimbold

* Portrait
* On Foot
* Mounted

* On Foot
* Mounted

"Éomer, my son! You lead the first *éored* ... Elfhelm, lead your company to the right when we pass the wall. And **Grimbold** shall lead his towards the left. Let the other companies behind follow these three that lead, as they have chance."
—Theoden, The Return of the King

**Grimbold** was a Rohan commander from Grimslade. He led the Riders of Rohan during the First Battle of the Fords of Isen along with Elfhelm and Théodred and killed many Orcs. Soon he had to retreat due to the death of Théodred. He distinguished himself during the Second Battle of the Fords of Isen by holding off a large army of Orcs for an extended period of time, then staging a retreat with minimal losses when enemy reinforcements arrived. He was killed during the Battle of the Pelennor Fields outside of Minas Tirith.

He can be recruited at the King's Camp and then equipped with one of various battalions. He is very similar to Elfhelm, Erkenbrand and the Rohan Captain. The battalion will not disband if the upgraded Marshal is killed, unlike the Thrall Master, but you will be unable to use the ability until they regenerate.

## Abilities

 **Mount -** Grimbold can mount his horse (only available before purchasing a battalion of Meduseld)

 **Marshal of Rohan -** Nearby units are fearless. *(Passive ability)*

 **Any Troop Upgrade: Assault -** Grimbold and his troops charge into the enemy's ranks. For 20 seconds, they move 30% faster and have +30% armor. Left click to activate.

## Upgrades

Grimbold can be given one of the following upgrades:

 **Soldiers of Meduseld -** Call a battalion of Soldiers of Meduseld to serve as elite Swordsmen. **Cost:** 500

 **Wardens of Meduseld -** Call a battalion of Wardens of Medused to serve as elite Pikemen. **Cost:** 600

 **Knights of Meduseld -** Call a battalion of Knights of Meduseld to serve as elite Cavalry. **Cost:** 800

## Strategy

The strategy you use with him depends on the situation, what faction you are up against, etc. This is due to his special use of 3 different upgrades which give him 3 different kinds of elite units. The Knights could be used for spammy factions or factions with many archers, the Soldiers to counter enemy pikemen, or the Wardens for cavalry- based factions like Rohan. Also, once he dies and you revive him he is able to re-choose the battalion he will lead. He makes nearby battalions fearless, and his active ability can make troops go faster and have more armor, which is useful to get in combat and make an impact.

## Appearance in Gondor

Grimbold can be summoned while playing as Gondor using the tier 4 spell **Rohan Answers**. He appears at the head of a Rohirrim battalion and makes nearby allies fearless.

* If the call is triggered after two minutes and a half, 6 battalions of Rohirrim, Merry, Eowyn, **Grimbold** and Theoden will appear.
Exile Camp

* Exile Camp
* King's Camp

* Level 1

"My company are those loyal to Rohan, and for that we are banished."
—Eomer

The **Exile Camp** is where those loyal to Rohan gather, cast out by Theoden because of the poisonous influence of Wormtongue. However, the King may raise his sword in blessing and give the once-banished his favor again, turning the Exile Camp into the King's Camp. The Exile Camp spawns two lightly armored foot soldiers which patrol the perimeter, attacking any enemies that stray too close. When upgraded to the King's Camp, two heavily armored soldiers of Meduseld are spawned in addition.

Not to be confused with the summonable Military Camp.

## Upgrades

The Exile Camp can receive the following upgrade:

 **King's Camp:** Upgrade the Exile Camp into a King's Camp. This enables the recruitment of Rohan's elite captains and grants the structure +750 HP. **Cost:** 1000

## Abilities

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

 **Scout:** Summons a mounted scout to the battlefield for 60 seconds. The scout (2000 HP) is a fast unit with high vision range that reveals hidden enemies; however, he cannot attack.

 **Exiles' Fervor:** Nearby allies gain +30% damage and +20% movement speed. After leaving the Camp's vicinity, the bonus will persist for 45 seconds. *Passive ability*.
Cair Andros

"Yestereve I lay at Cair Andros, the long isle in the River northward which we hold in defence; and horses are kept on the hither bank."
—Faramir, The Return of the King

Cair Andros was an old Gondorian island fortress on the Anduin River, north of the city of Osgiliath.

## View of the Map

Multiple bridges lined with garrisonable towers make for deadly combat on the island itself with an opportunity for flanking through the shallows in the south. The player that can control the island will be at an advantage.

* Ruins dot the island
1/1
### Lair Locations

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

## Lair Types

### Troll Lair

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

### Warg Lair

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

### Goblin Lair

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

## War of the Ring

Cair Andros can be found on the WotR map just above Minas Tirith. It is part of the region of Gondor.

Controlling Cair Andros gives:

* 2 build plots
* +5% defense bonus when fighting within this territory
Elrond

* Portrait
* In Game
* Armour
* Mounted

* Melee
* Mounted

"The face of Elrond was ageless, neither old nor young, though in it was written the memory of many things both glad and sorrowful. His hair was dark as the shadows of twilight, and upon it was set a circlet of silver; his eyes were grey as a clear evening, and in them was a light like the light of stars. Venerable he seemed as a king crowned with many winters, and yet hale as a tried warrior in the fulness of his strength. He was the Lord of Rivendell and mighty among both Elves and Men."
—The Fellowship of the Ring, "Many Meetings"

Elrond Half-Elven was the Lord of Rivendell. During the Third Age, he was the keeper of Vilya, one of the Elven Rings of Power. His home was a place of rest and safety in Eriador, and was also the home for the Heirs of Isildur in their youth.

Elrond is the Ring hero of the Imladris faction, although his system is a bit special. See the Ring Hero section below.

## Abilities

 **Level 1: Rage of the Loudwater -** Elrond uses Vilya to raise the waters of the Bruinen in defense of his people, summoning a powerful flood in the form of 3 mighty horses to crush enemies in the target area. At levels 5 and 10 an additional flood horse appears (maximum 5). Left click on the icon then left click on the target area.

 **Level 3: Mount/Dismount -** Activate to mount/dismount. Left click on the icon to activate.

 **Level 5: Ancient Equipment -** Elrond draws his old sword Hadhafang and puts on his battle armor. Elrond permanently gains +25% armor and inflicts area of effect damage. Units in his vicinity also gain +25% armor. *Passive Ability.*

 **Level 7: Restoration -** Elrond uses his healing magic to refresh allied heroes, instantly recharging their ability timers. Does not affect Elrond. Left click on the icon then left click on the target area.

 **Level 10: Vilya's Wrath -** Elrond uses his Elven Ring of Air, Vilya, to summon a raging whirlwind around himself which will heavily damage surrounding enemy units, knocking them down and drawing them towards Elrond. Left click on the icon to activate.

## Ring Mechanic

"The Company of the Ring shall be Nine; and the Nine Walkers shall be set against the Nine Riders that are evil."
—**Elrond**, The Fellowship of the Ring, "The Ring Goes South"

When Elrond picks up the Ring, he will be able to summon the powerful hero horde of the Fellowship of the Ring. They will carry the Ring and fight for Imladris. If all members of the Fellowship are killed, the Ring will be dropped. Elrond remains unchanged. The fellowship collectively counts as one hero but has individual units. Heroes in the Fellowship have significantly less health than their individual versions.

## Trivia

* In a team match if two players are playing together as Imladris, then it is possible to cheese the whole game if they both manage to get Elrond to level 7. The players can then use restoration on each other's Elrond to constantly recharge their abilities, including restoration, instantly. With this tactic the entire map can become a natural disaster area with constant floods and tornadoes.
Guardians of the Citadel

* Portrait
* Normal
* Shield Wall

* Normal

"The Guards of the gate were robed in black, and their helms were of strange shape, high-crowned, with long cheek-guards close-fitting to the face, and above the cheek-guards were set the white wings of sea-birds; but the helms gleamed with a flame of silver, for they were indeed wrought of *mithril*, heirlooms from the glory of old days."
—The Return of the King

The **Guardians of the Citadel** are elite soldiers that guard the Steward or King of Gondor. They are elite troops, equipped with thick armor and broad shields to protect them and a long spear to attack; granting them their upgrades turns them into practically invincible tanks. They are available in the Gondor Barracks from which they emerge in groups of 10 units. They are perhaps the most powerful elite pikemen in the game..

Denethor will also be able to summon the Guardians for his regular attacks. These Guardians are uncontrollable but will automatically attack enemies around the area in which they are summoned before disappearing.

## Abilities

 **Shield Wall -** The Guardians of the Citadel ock their shields together tightly and hide behind them, leaving no weak point but reducing their vision seriously. They gain +50% armor but lose 75% speed.

**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 Guardians of the Citadel have access to the following upgrades:

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

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

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

## Strategy

Guardians of the Citadel are Gondor's late game elite pikemen but because of their stats they can hold out against pretty much any other infantry apart from heroic except if they outnumber them. Once fully upgraded and using their formation they can hold out for a large duration of time. However they should not be your primary damage dealers, that job goes to the Ithilien Rangers.
Fornost (MEpeace)

Fornost

"Fornost, the capital of Men and seat of Isildur´s heirs. More than that, it is a symbol to Men."
—The Witch-King of Angmar in the Rise of the Witch King.

**Fornost** is the capital of Arnor which was converted into an 2v1 Edain map by MEpeace. It presents the player with the possibility to either siege Fornost or defend it. The map itself is the Fornost of before its fall.

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## Fortress Player

The fortress player has access to numerous means of defense along with a starting 10,000 resources. The fortress is composed of a total of 29 plots divided in 4 different zones sealed off by gates. Unlike the vanilla map the only entrance is through the main gate which is guarded by fire arrow towers, trebuchets and 6 of the 29 build plots. Not only that but the player also has access to 4 settlements and 1 outpost. To finish things off the player can also capture a signal fire and a inn from which they can recruit Glorfindel and Cirdan.

## Camp Players

While it is recommended that the camp players be put in the same team it is not a condition and can be ignored for additional challenge. They start on a regular camp with the starting units and resources. Along with that the entire map will be affected noramly by the gamemode picked. The Camp players have access to a grand total of 4 outposts and a great number of settlements allowing quick expansion and technical "map control" although the camp part totals no more than 1/3 of the total map size. It is recommended to go directly to siege as it is the only way to breach the enemy base and every second give the fortress player more resources.

Download link here

## Trivia

* This map in an Arnor Map, picking Gondor will allow you to command the brave soldiers of the North.
* More coming soon....
East Ithilien

"Many great trees grew there, planted long ago, falling into untended age amid a riot of careless descendants..."
—The Two Towers

East Ithilien was once a flowering landscape, but due to being close to Mordor, many of the trees have died there. Nevertheless, many animals live in the remaining forests.

## View of the Map

Two great bridges connect to a central "island" with a settlement plot. The way across is guarded by garrisonable towers, as are the southern and northern passages, which are guarded additionally by potential outposts.

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### Lair Locations

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

## Lair Types

### Troll Lair

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

### Warg Lair

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

### Goblin Lair

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

* Portrait
* Human Form
* Bear Form

* Human
* Bear

"They are valiant men and keep open the High Pass and the Ford of Carrock. But their tolls are high,' he added with a shake of his head; 'and like Beorn of old they are not over fond of dwarves. Still, they are trusty, and that is much in these days.'"
—Gloin

**Beornings** *(Sindarin: Beornionnath)* are men that can transform into bears. They are allied with the elves of Lothlórien. Their leader is Grimbeorn. They can be recruited at the Beorning Homestead.

## Abilities

* *Bear form/Human form* - Beornings can transform into Bear/Human form (recruited in human form by default)

 **Bear Form** - cause less damage against all enemies, but they throw enemies in front of them to the ground. The Bear form is vulnerable to spears but less vulnerable against swords, can move faster and can trample over enemies.

 **Human Form** - cause high damage against certain units and buildings and break through heavy armor.

## Strategy

Beornings are single units that are effective against two types of units in game; in bear form they are very good at normal unit battalions, and in human form they are very good against buildings and single targets (like heroes). They are used to cause chaos on the battlefield as bears. They should be used in battle as supportive units to your main Lorien Warriors or Mirkwood Swordsmen, because if sent alone they will die fast. Also, it would be wise to put some of them to protect the Beorning Homestead, because enemies very often assault settlements, not just your main base.
Anarion

* Portrait
* In Game

* Melee

"Of Númenor he spoke, its glory and its fall, and the return of the Kings of Men to Middle-earth out of the deeps of the Sea, borne upon the wings of storm. Then Elendil the Tall and his mighty sons, Isildur and Anárion, became great lords; and the North-realm they made in Arnor, and the South-realm in Gondor above the mouths of Anduin."
—The Fellowship of the Ring

Anarion was the youngest son of Elendil who, setting sail with his father and brother, Isildur, left the lands of Numenor and arrived in Middle-Earth. In Minas Anor (Minas Tirith) was the house of Anarion, and in Minas Ithil (Minas Morgul, as it became) was the house of Isildur. Both of them ruled Gondor, while their father ruled Arnor and was the High King of both kingdoms, and their thrones were set side by side in the Great Hall of Osgiliath. Anarion was entrusted two of the Palantir, Seeing Stones, one of which was kept at Osgiliath and the other in Minas Anor. Anarion spent many bitter years defending Osgiliath against Sauron. He was killed in the 7-year siege on Barad-dûr by a catapult where the Last Alliance finally defeated Sauron.

In the Edain mod he can be summoned using Imladris's Tier 4 Spellbook power: **Last Alliance**. He will fight alongside Gil-galad, Elendil, Isildur, and an army of the 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.*

 **Brave Onslaught -** Anarion laid siege to the fortress of the Dark Lord himself. For 30 seconds he can attack gates. Left click on the icon to activate.
Elladan and Elrohir

**Elladan and Elrohir**, also knows as the Twins, are the sons of Elrond of Rivendell. They were part of the Grey Company. Arwen was their sister.

## Imladris

*Main article: /Imladris/*
In the Imladris faction the Twins can be recruited from the Barracks as a single hero, fighting together.

## Gondor

*Main article: /Gondor/*
In the Gondor faction they can be summoned temporarily using the spellbook power **The Grey Company**.
Grey Company

* Portrait
* Bowmen
* Spearmen
* Swordsmen

* Normal

"They are a strange company, these newcomers. Stout men and lordly they are, and the Riders of Rohan look almost as boys beside them; for they are grim men of face, worn like weathered rocks for the most part, even as Aragorn himself; and they are silent."
—Gimli

The **Grey Company** consisted of thirty-one Dúnedain Rangers of the North, including Halbarad, their leader, and the twin sons of Elrond, Elladan and Elrohir. They were perhaps the best mortal soldiers in Middle-earth. They travel from the North seeking Aragorn at Galadriel's request. (She mentions the Grey Company in her message to Aragorn.) They bring advice from Elrond, and a banner made by Arwen. Their horses were strong and proud but rough-haired. As their name implies, they wear cloaks or mantles of grey colour and carry no symbols save for a white star on each of their brooches.

In Edain, they are summoned by Gondor's Tier 3 Offensive Spell: The Grey Company from which they come, wielding spears, swords and bow. Their presence inspire troops nearby based on the weapon they wield.

## Abilities

 **Aid of the Dunedain** - The Grey Company fights at the side of the units of Gondor. *(Passive ability)*

* Dunedain wielding a spear inspire nearby spearmen granting them +30% armor
* Dunedain wielding a sword inspire nearby swordsmen granting them +30% armor
* Dunedain wielding a bow inspire nearby archers granting them +30% armor
Carn Dûm Pikemen

* Portrait
* In Game

* Normal

The **Carn Dûm Pikemen** are brutal Dunedain who have pledged their allegiance to Angmar. They are deadly pikemen which can decimate horses and deal reflective damage to all troops; they can also be upgraded to become even more resistant. They are lead by Mornamarth, Steward of Carn Dûm, and ravage the lands of Arnor.

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## Abilities

 **Punish -** When the spearmen suffer damage from cavalry and monsters, they throw 20% of it at their attackers. *(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 Angmar 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.

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

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

* Portrait
* Standard
* Skirmish

* Normal

Recruit the agile Archers of Ered Luin. They move around the battlefield like invisible (and short) shadows and fire true. Their skirmish mode renders them deadly to all that cannot hit them but beware, they fear the hooves of their enemies.

## Abilities

 **Skirmish Formation -** The Dwarven Archers gain +20% attack range and vision but lose -15% damage

## Upgrades

The Ered Luin Bowmen 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
Elladan and Elrohir/Gondor

* Portrait
* In Game

* Melee

"There came Legolas, and Gimli wielding his axe, and Halbarad with the standard, and **Elladan and Elrohir** with stars on their brow..."
—The Return of the King

In the Gondor faction they can be summoned temporarily using the spellbook power **The Grey Company** (6pp).

## Abilities

 **Healing of Rivendell -** The Twins heal nearby troops and regenerate 50% of their health. This does not affect allied heroes. Left click on the icon to activate.
Arwen

* Portrait
* On Foot
* Mounted
* Evenstar

* Melee
* Mounted

"There sat a lady fair to look upon, and so like was she in form of womanhood to Elrond that Frodo guessed that she was one of his close kindred. Young she was and yet not so. The braids of her dark hair were touched by no frost; her white arms and clear face were flawless and smooth, and the light of stars was in her bright eyes, grey as a cloudless night; yet queenly she looked, and thought and knowledge were in her glance, as of one who has known many things that the years bring."
—The Fellowship of the Ring, "Many Meetings"

**Arwen** was the Half-elven daughter of Elrond and Celebrían. She was often called **Arwen Undómiel** or **Evenstar**. She was said to possess a resemblance to Lúthien Tinúviel, the fairest elf to have ever lived. In marrying Aragorn II Elessar, after the War of the Ring, she became Queen of the Reunited Kingdom of Arnor and Gondor, and like Beren and Lúthien before her, she united Elf and Man in peaceful love and harmony, becoming mortal. She was the sister of Elladan and Elrohir.

## Abilities

 **Level 1: Mount/Dismount -** Arwen mounts/dismounts her trusty steed. Left click on the icon to activate.

 **Level 2: Arwen's Purity -** The purity of Arwen's soul is felt by injured allies and lets them forget their wounds. Heals nearby heroes for 1200 hitpoints. Left click on the icon to activate.

 **Level 4: Light of the Evenstar -** The light of the Evenstar waxes. Enemies near Arwen flee in . Left click on the icon to activate.

 **Level 6: Noro Lim, Noro Lim! -** Arwen urges her horse on with elven words. For a short time Arwen gets double armor and gains +50% speed. However, she cannot trample enemies. Only available while mounted. Left click on the icon to activate.

 **Level 8: Blessed Banner -** The target Banner Carrier will receive a blessed banner, woven by Arwen herself. This banner serves as a source of great inspiration to nearby friendly units, giving them passive health regeneration when out of combat. Left click on the icon then left click on the target unit.

## Upgrades

Arwen can receive one upgrade:

**Influence of the Evening Star:** The Light of the Evening Star shines brightly in Arwen's soul, invigorating her and nearby allied heroes. Arwen and heroes in her vicinity gain +50% armor, regenerate health twice as fast and recharge their abilities 30% faster.

This upgrade can be applied to her through the Imladris spellbook power **Influence of the Evening Star** (5pp).