recursal/Fanatic-Fandom huggingface dataset:
Noldor Exiles

* Portrait
* In Game

"O Elbereth! Gilthoniel!
We still remember, we who dwell
In this far land beneath the trees,
Thy starlight on the Western Seas."
—Hymn to Elbereth

The Wandering Companies were groups of Elves from Rivendell travelling the lands of Eriador, one of these groups were led by Gildor Inglorion. This particular group encountered Frodo as he began his journey to the village of Bree, rescuing him by driving a Black Rider away by their singing. The Hobbits ate and sang with the Elves before departing the next morning; Gildor sent word to Strider and Lord Elrond to inform them of Frodo's progress and the dark forces that pursued him.

In Age of the Ring, the Noldor Exiles are a summonable pikemen unit in Rivendell. A single battalion may be summoned by Gildor Inglorion's Wandering Companies ability, which then summons three battalions of Exiles once Gildor has reached level 8. They remain on the battlefield for 80 seconds.

## Abilities

**Song to Elbereth (W)** - Friendly units temporarily become immune to fear. Left click to activate.

## Strategy

It is likely that Noldor Exiles are the first Elven unit Rivendell players gain access to as they can be summoned at a low level by an early game hero. They are stronger than Bree-land Townsguard as pikemen and have the additional bonus of not costing any resources or command points. Thus, they serve to temporarily increase Rivendell's numbers beyond the command point limit. They can be summoned nearby archers to rescue them from incoming cavalry charges; a well timed summon can decimate a cavalry battalion or severely wound a mounted hero. **Song to Elbereth** is incredibly useful at negating the effects of spells that inspire fear, such as Boromir's Horn of Gondor or Nazgûl's Screech - enabling Rivendell's army to continue fighting. Once Gildor, reaches level 8, three battalions of Exiles spawn instead of one which significantly boosts Rivendell's numbers and allows them to more effectively trap enemy cavalry.
Abrakhân Warriors

* Portrait
* In Game

"Hoarmurath had long ago been known as the Golden King - a monarch that had managed to attain great power over the many tribes and free-cities that lay scattered over the vast lands of Haradwaith, and whose cruelty had become a thing of ancient legend. The center of Hoarmurath's kingdom had been the Golden City of Abrakhân: a vast metropolis of golden splendor, built on foundations of blood and suffering."
—The Age of the Ring Lore Compendium

The Golden City of Abrakhân was the capital of the Golden King's kingdom. The warriors of this fell city were terrifying in battle, unrelenting against their foes and known in legend across the southern lands. When the Golden King rose once again, his warriors spread out from Abrakhân, subjugating all the tribes in their path and forcing them into the Golden King's service.

The Abrakhân Warriors are a summonable swordsmen unit that can be summoned by the Golden King.

## Strategy

The Abrakhân Warriors have no upgrades or abilities and are simply powerful warriors that can be summoned by their master once he reaches level 5. They are effective in battle, able to reinforce the front lines to push on an assault or to hold back the enemy while their allies retreat.
Khazad-dûm Veterans

* Portrait
* In Game

"None the less in the morning Thráin stood before them. He had one eye blinded beyond cure and he was halt with a leg-wound; but he said: "Good! We have the victory. Khazad-dûm is ours!"
—Return of the King, Appendix A

Although Khazad-dûm was lost after the awakening of Durin's Bane, this did not prevent the Dwarves from carrying out expeditions to regain their ancient kingdom. Most notably, Balin, a member of Thorin's Company during the quest for Erebor, entered the underground halls with a colony of Dwarves. These Dwarves were highly elite and battle-hardened from the years of the War of the Dwarves and the Orcs. They discovered that Moria was infested with Orcs and so fought hard to make the Dwarrowdelf safe for further colonisation.

In Age of the Ring, Âzugh-Khazad-dûm, or Khazad-dûm Veterans, are a summonable swordsmen unit for Erebor, which are summoned by the 15PP spell book power **Moria Reclaimed**. They can also be summoned by Balin's **Balin's Expedition** at level 10 for the Ironfoot-era Adventure: Durin's Folk subfaction. They remain on the battlefield for 75 seconds.

*For their permanently recruitable variants in the Adventure: Durin's Folk subfaction, see the Khazad-dûm Veterans (Adventure: Durin's Folk) page.*

## Abilities

**Lord of Moria** - Âzugh-Khazad-dûm gain +25% armor while near Balin. Passive ability.

**Hymn of Durin (R)** - The Khazad-dûm Veterans sound an intimidating chant, reducing armor of nearby enemy units. Left click to activate.

## Strategy

Âzugh-Khazad-dûm are summoned along with a Dwarrowdelf pillar that erupts from the ground and knocks back any enemy units in the way; this allows Erebor to cast the spell in the middle of the enemy army so that is becomes dispersed and some units are killed. The Veterans themselves are highly armoured and deal a large amount of damage against enemy units, this can be enhanced by casting **Hymn of Durin** to lower enemy armour and make them more susceptible to attacks. Moreover, the Veterans are effective at destroying enemy structures and so could be summoned on the other side of the enemy's base during a siege to divert the enemy's attention or force them to lose structures in the rear of their base.

A battalion of Âzugh-Khazad-dûm is also summoned by Ironfoot-era Balin's **Balin's Expedition** in the Ironfoot-era Adventure: Durin's Folk subfaction. Though only 1 battalion is summoned and it is not accompanied by a Dwarrowdelf pillar, they otherwise function identically to the battalions summoned by **Moria Reclaimed.**
Great Scorpion

* Portrait
* In Game

"The Southern Reaches of Middle-earth are a desolate place, full of mystery and danger. Great Scorpions slither through its treacherous sands, preying on all those foolish enough to find themselves there."
—The Age of the Ring Team

The lands of Haradwaith were dangerous, not just for those living there, but also for the climate and local wildlife. The scorpions were one of the most dangerous animals living in the desert, being dangerous for all travellers who would come across them. Even so, this did not stop the Golden King from taking advantage of them, using the smaller scorpions to protect the fortresses of Haradwaith, while the larger scorpions were corrupted and used as weapons of war.

The Great Scorpions are a monster unit for Haradwaith.

## Abilities and Formation

**Engorged Stinger** - The Great Scorpion will periodically attack heroes with its stinger, dealing heavy initial damage, then poisoning its target for 10 seconds. Passive ability.

**Level 2: Camouflage (R)** - Becomes stealthed when standing still for 20 seconds. Left click to activate.

**Level 3: Venom Spray (T)** - Target enemy structure is sprayed by the Great Scorpion's corrosive venom, causing it to take strong damage over time and lose -20% armour for 30 seconds. Left click icon then left click on target structure.

**Level 5: Hardened Carapace** - Armour is permanently increased by 25%. Armour against structural damage is permanently increased by 50%. Passive ability.

## Strategy

Like with most monsters in the mod, the Great Scorpions are best used alongside other units to ensure that they aren't singled out by pikemen or upgraded archers. However, if used carefully, they can be quite effective. Their trample and AOE attacks can help them manage against basic infantry, while **Engorged Stinger** allows them to act as a soft counter towards enemy heroes. **Camouflage** can be used carefully to set up ambushes or to escape enemy forces. **Venom Spray** is what allows the unit to act so effectively against structures, dealing good damage while also weakening the structure so other units can destroy it faster. Lastly, **Hardened Carapace** rewards the player for keeping them alive, making them more effective in open combat and in sieges. The main support for the Great Scorpions, like with all the beasts of the Pavilion, is the Nâfarati Beastmaster which has a number of abilities to make them more effective in combat.
Haradrim Archers

* Portrait
* Standard
* Upgraded

"Sam wondered what the man's name was and where he came from; and if he was really evil of heart, or what lies or threats had led him on the long march from his home; and if he would not really rather have stayed there in peace..."
—The Two Towers, Of Herbs and Stewed Rabbit

Using compound bows and barbed arrows, Southron archers were deadly both on foot and from within their Houda's. The Haradrim allied with Sauron and made war with Gondor; most notably participating in the Siege of Minas Tirith during which they rode fearsome Mûmakil.

**The Haradrim Archers were used in a past version of the mod and are no longer a feature in the current version. To see the previous role of this unit in Mordor, please click "expand"**

In Age of the Ring, Haradrim Archers are one of Mordor's three archer units (the others being Orc Archers and Easterling Archers). They are recruitable from a level 1 Mûmak Pen, which can be constructed once the spell book power He is Gathering All Evil to Him has been used.

## Abilities and Formations

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

## Upgrades

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

**Poison Arrows (P)**- Adds poison damage to arrows. Research upgrade at Mûmakil Pen to enable this equipment. Cost: 250

## Strategy

Haradrim Archers are more of a specialist archer unit in comparison with Mordor's other archer units; they cannot be upgraded with heavy armour like Easterling Archers but deal more damage than basic Orc Archers. They are most effective when upgraded with poison arrows because targeted enemies will continue to sustain damage even if they retreat or the Haradrim Archers have been killed - this makes the Haradrim ideal hero killers, because wounded heroes cannot simply retreat and heal. As with any archer unit, Haradrim Archers are highly vulnerable to cavalry and so Mordor players should keep pikemen units nearby them to deter enemy cavalry charges.
Haradrim Raiders

* Portrait
* In Game

"...the main force of the Haradrim and there their horsemen were gathered about the standard of their chieftain. And he looked out, and in the growing light he saw the banner of the king, and that it was far ahead of the battle with few men about it. Then he was filled with a red wrath and shouted aloud, and displaying his standard, black serpent upon scarlet, he came against the white horse and the green with great press of men; and the drawing of the scimitars of the Southrons was like a glitter of stars."
—The Battle of Pelennor Fields, The Return of the King

The Haradrim were known for their cavalry forces. During the Battle of Pelennor Fields, their horsemen were led into the battle by the Black Serpent against the forces of Rohan. While they put up a strong fight, they were no match against the fearsome Rohirrim led by Théoden. Throughout the rest of the Battle, they fought to the bitter end alongside the Easterlings and Haradrim till they were all wiped out.

The Haradrim Raiders can be summoned by Mordor's He Is Gathering All Evil To Him (10PP) power. 2 battalions are summoned for 60s.

## Strategy

The Haradrim Raiders act as a temporary cavalry summon for Mordor. As this faction has very little cavalry in the early stages of the game, the Raiders can be necessary to fill this gap. They can be summoned behind enemy lines to trample enemy forces and flank them from different directions. They can also be useful to attack enemy structures. However, their health is somewhat low, making them vulnerable to being killed if utilized poorly (especially by Pikemen) and forcing the player to choose be wary of where they travel.
Ithilien Storehouse

"Well, here is our refuge," said Faramir. "Not a place of great ease but here you may pass the night in peace. It is dry at least, and there is food, though no fire...."
—The Two Towers, The Window of the West

The Ithilien Rangers were an isolated force protecting a land constantly under threat, and thus needed to stockpile large amounts of weapons, food, and supplies so that they could fight against enemy invaders long-term. Thus, they had several Storehouses made out of the natural resources of Ithilien located close by to their Gatherings, so that they would always have a hidden cache of weapons and supplies available that would not be easily detected and ransacked by the enemy.

The Ithilien Storehouse is a key building of the Adventure: Ithilien faction based on Gondor. It allows for the researching of various upgrades as well as the two traditional siege units of this particular faction. It also provides a significant command point boost and periodically generates resources every few seconds.

## Function

The Ithilien Storehouse will periodically produce +25 resources, a trait it shares in common with other Adventure: Ithilien buildings. It will also increase CP by 100 points, similar to other buildings in the faction.

The following units can be purchased at the Ithilien Storehouse:

 Ithilien Trebuchet | Siege

### Unit Upgrades

The Ithilien Storehouse will allow unit upgrades to be bought for Adventure: Ithilien's units.

**Banners of the White Tree (W)** - Allows battalions to purchase the Banner of the White Tree upgrade. Increases a battalion to level 2. Cost: 400

**Tempered Blades (E)** - Allows battalions to purchase the Tempered Blades upgrade. When equipped, increases damage done by melee weapons. Will upgrade all patrols instantly once upgrade is purchased. Cost: 1000

**Steel Cuirasses (R)** - Allows battalions to purchase the Steel Cuirasses upgrade. When equipped, signifcantly reduces the amount of damage taken. WIll upgrade all patrols instantly once upgrade is purchased.

## Strategy

The Ithilien Storehouse serves multiple important functions for the Adventure: Ithilien faction. It shares the same properties as other Adventure: Ithilien buildings, providing a significant CP boost as well as periodically generating 25 resources every few seconds. The building is also where upgrades for the various Ithilien units can be purchased, providing some immediate flexibility that other forge buildings lack since all of the upgrade researches are available at once. The Storehouse is also the primary location where the faction's siege units can be purchased. The Storehouse is one of the most important buildings available and a cornerstone of the Ithilien faction's mid-late game, providing the upgrades necessary to scale its units to the late game and also providing siege weapons that will be crucial for the final assault on the enemy base.
Knights of Rivendell

* Portrait
* Standard
* Upgraded

"Elrond received news that troubled him. Some of my kindred, journeying in your land beyond the Baranduin, learned that things were amiss, and sent messages as swiftly as they could. They said that the Nine were abroad, and that you were astray bearing a great burden without guidance, for Gandalf had not returned. There are few even in Rivendell that can ride openly against the Nine; but such as there were, Elrond sent out north, west, and south."
—Glorfindel

When the lands beyond the Valley are in danger, these Knights will ride out to vanquish any orcish warband they encounter. During the Quest of Erebor, a party of Knights led by Elrond rode out and dispatched a pack of Wolf-riders pursuing Thorin Oakenshield and his company. They were highly versatile using both lance or bow and were nearly unmatched at horsemanship.

In Age of the Ring, Knights of Rivendell are the elite cavalry of Rivendell, recruitable from a level 3 Rivendell Dormitory.

## Abilities

**Switch Weapon (W)** - Toggle between bow and lance. Left click to toggle.

**Song of Finwë (R)**- The seasoned warriors sing a song of past victories. Knights of Rivendell gain -25% reduced trample deceleration for 15 seconds. Left click to activate.

## Upgrades

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

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

**Swan-Feathered Arrows (C)**- Increases base damage and adds magic damage to arrows. Research upgrade at Rivendell Forge to enable this equipment. Cost: 300

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

## Strategy

Knights of Rivendell are among the most elite cavalry units in the game: they have a large amount of health, are fast moving and exceptionally versatile due to their weapon switch. They can harass enemy structures or charge infantry when toggled to lances; they can make their charges even more devastating with the **Song of Finwë** ability - they are vulnerable to pikemen in this situation. Alternatively they can use their bows to harass enemy units and make escape quickly if the enemy manages to close the distance. In either case, they are capable of inflicting severe damage to the enemy's army. Their best support is Glorfindel who can ride alongside them, boost their power with his leadership and deal significant damage of his own to enemy units and heroes.
Green Pasture

* Level 1
* Level 2
* Level 3
* Star-lit Lanterns
* Blessed Waters
* Mallorn Roots
* Silvan Levy

### Upgrades

Upgrade to level 2, upgrade to level 3, Research Star-lit Lanterns, Blessed Waters, Mallorn Roots, Research Silvan Levy

### Bonus

n/a

"Now, friends...you have entered the Naith of Lórien or the Gore, as you would say, for it is the land that lies like a spear-head between the arms of Silverlode and Anduin the Great. We allow no strangers to spy out the secrets of the Naith. Few indeed are permitted even to set foot there."
—Haldir

Although rarely seen, Lothlórien maintained a small cavalry force which maintained guard of the waters of Nimrodel and ruthlessly hunted down forces of the Enemy before they could despoil the Golden Wood. The household guard of Amroth Amdírion were also known to ride out into battle on horseback, still bearing the banner of their long lost king.

In Age of the Ring, the Green Pasture is one of Lothlórien's unit production structures. It can be obtained by building a Mallorn Tree and then researching the **Green Pasture** primary upgrade.

## Upgrades

**Upgrade Green Pasture to Level 2 (A)** - +10% faster recruitment speed. Cost: 200

**Upgrade Green Pasture to Level 3 (A)** - +25% faster recruitment speed. Adds defensive arrow tower. Cost: 300

### Secondary Upgrades

**Research Star-lit Lanterns (W)** - Causes enemy units to cower in fear for 5 seconds. Left click to activate. Cost: 150.

**Blessed Waters (E)** - The Mallorn Tree is bathed in blessed waters. Nearby units are healed in its presence. Cost: 300.

**Mallorn Roots (R)** - Modifier Type: Debuff. Nearby enemies are slowed and suffer minor damage over time. Mallorn Tree receives +33% armour. Cost: 300.

**Research Silvan Levy (T)** - Summons a horde of Silvan Sentries to defend the Mallorn Tree for 30 seconds. Cost: 500.

## Function

The Golden Wood Pasture serves to recruit the following units:

## Upgrades

The Stables gives the Lothlórien player access to fast moving cavalry units which can be used to harass the enemy and flank around their armies. It is more expensive than the Galadhrim Garrison; therefore it is not advisable to build this structure too early when Lothlórien's economy has not yet expanded. The building can produce a small amount of resources, letting it level up over time, but buying the upgrades will always be faster. Scouts of Nimrodel are recruited as basic cavalry that can be upgraded with bows, making them a versatile unit capable of dealing with foes that traditional cavalry may find challenging. While this is the only unit of the building, it isn't the only cavalry unit in the faction, as the Riders can be paired with the Knights of Amroth Amdírion in the late game. With the building being so expensive to obtain compared to others in the faction and being more vulnerable compared to equivalent recruitment structures in other factions, making use of the secondary defensive upgrades can be worthwhile to help keep it standing against enemy attacks.
Lumber Mill

* Level 1
* Level 2
* Level 3

"Orc: "We don't have enough fuel to feed the fires."
Saruman: "The Forest of Fangorn lies on our doorstep. Burn it.""
—The Two Towers

The fires of industry require wood to feed the forges; both Sauron and Saruman desecrated the nearby forests to mass produce weaponry and armour for their respective armies. The timber collected was initially gathered at lumber mills before being transported to the Orc-run forges of Mordor, Isengard, the Misty Mountains, and Angmar prior to its fall.

Lumber Mills are a tertiary resource structure for Mordor, Isengard, Misty Mountains, and Adventure: Angmar; it relies on Orc Labourers, who collect timber from nearby trees which they return to the mill. The Lumber Mill spawns 5 Orc Labourers upon construction completion.

## Upgrades

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

## Function

The Lumber Mill can be used to recruit Orc Labourers for 20 resources and 4 command points. These Orc Labourers collect timber which produces +8 resources at level 1, +10 resources at level 2 and +12 at level 3. Resource production causes the building to level up, leveling up also increases the command point limit by 25. At level 3 the Lumber Mill gains a defensive tower that shoots nearby enemies.

#### Wood Bonus

Multiple Lumber Mills will reduce the cost of structures.

* 2 Lumber Mills: 5%
* 3 Lumber Mills: 10%
* 4 Lumber Mills: 15%

### Adventure: Angmar

The Adventure: Angmar version of the Lumbar Mill has two abilities unique to it, in keeping with its overall theme:

**Shivering Presence** - Nearby Angmar units afflicted by Slow Decay are no longer drained over time, receive +15% damage and armour, and are healed by a small amount. Passive ability.

**Howling Wolves (W)** - Requires a Wild Cairn. Summons a White Wolf to defend the structure. Left click to activate.

## Strategy

Lumber Mills are excellent ways to boost the economy of Mordor, Isengard, Misty Mountains, and Adventure: Angmar particularly on wooded maps as their resource output is consistent regardless of the structure's location, unlike other resource buildings. The player can recruit more Labourers to enhance the resource production by the lumber mills even further. Isengard particularly benefits from using lumber mills as the Wood Bonus stacks with the Excavations Fortress upgrade that decreases the cost of buildings; Fuel the Fires increases the resource production of harvesting timber by +70% which is a dramatic economic boost if the player has several lumber mills. The downside to Lumber Mills is that they only increase the command point limit by 25 rather than 50 and each Orc Labourer costs 4 command points which can limit the number of units the player can recruit if they have multiple Mills.
Hirgon

* Portrait
* In Game

"A tall man entered, and Merry choked back a cry; for a moment it seemed to him that Boromir was alive again and had returned. Then he saw that it was not so; the man was a stranger, though as like to Boromir as if he were one of his kin, tall and grey-eyed and proud. He was clad as a rider with a cloak of dark green over a coat of fine mail; on the front of his helm was wrought a small silver star. In his hand he bore a single arrow, black-feathered and barbed with steel, but the point was painted red."
—The Return of the King, The Muster of Rohan

Hirgon was one of the errand-riders of Denethor. During the War of the Ring, he was sent to meet with King Théoden bearing the Red Arrow, with a request for the forces of Rohan to ride to the aid of Gondor. After witnessing the muster, Hirgon rode back to Minas Tirith but was intercepted by the forces of the enemy on the way and slain, ensuring that his news of coming reinforcements would not reach the White City.

In Age of the Ring, Hirgon can be summoned with Rohan's 10PP Oath of Cirion spellbook power along with two battalions of Anórien Spearmen.

## Abilities

**The Red Arrow (W)** - Temporarily increases cavalry production speed by 100% for 45 seconds. Left click to activate.

## Strategy

Hirgon is not focused on combat, relying on his accompanying spearmen to hold back the enemy and deal the most damage with the summon. The primary role of Hirgon, therefore, is that of utility. **The Red Arrow** should be used when the player has enough resources to fully take advantage of it to quickly form a cavalry army and replenish their own forces. A good use of the Oath of Cirion therefore can be to summon them when retreating allied forces. The spearmen can intercept and block any enemy cavalry that would chase down allied forces, while Hirgon allows allied numbers to be quickly increased.
Iron Hills Crossbowmen

* Portrait
* In Game

"I see I have some information you have not got. Dain, I may tell you, is now less than two days' march off, and has at least five hundred grim dwarves with him -- a good many of them have had experience in the dreadful dwarf and goblin wars, of which you have no doubt heard. When they arrive there may be serious trouble."
—Bilbo

Like their users, Iron Hills crossbows are short and sturdy, and pack quite a punch. They are used when hunting the evil beasts that roam the hills but are also used when at war thanks to their ability to punch through the toughest skins and armour.

In Age of the Ring, Azaghâr-sharâhul, or Iron Hills Crossbowmen, are an elite ranged unit for the Erebor faction and its Adventure: Durin's Folk subfaction that can be bought from a Level 3 Erebor Assembly. In the Adventure: Battle of the Five Armies subfaction, they are instead recruited from a Level 2 Iron Hills Redoubt.

## Abilities

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

**Level 2: Knotted Strings (R)** - Azaghâr-sharâhul temporarily ignore enemy armour. Left click to activate.

## Upgrades

**Thrór's Banners (V)** - When equipped, increases this battalion to level 2. Research upgrade at Grand Forge to enable this equipment. Cost: 100

*(Note: In Adventure: Battle of the Five Armies, this upgrade is instead researched at the Dalish Ruin).*

## Strategy

Azaghâr-sharâhul are one of a few elite ranged units available to Erebor, the other being the Barding Longbowmen for Ironfoot-era Erebor. They are also available to Erebor's Adventure subfactions where they play the same overall role. The Crossbowmen suit a more close-ranged style as they have much less range and speed but also come with Dwarven Plate as default, making them harder to kill. Their attacks deal high damage. Unlike the Longbowmen, they can't get Mithril Arrows but can use **Knotted Strings** when level 2 to punch through the armour of any unit, regardless of whether they are upgraded or not. Therefore, it is recommended to recruited multiple Azaghâr-sharâhul and upgrade them to level 2 via Thrór's Banners and Erebor's raven heroes so that Erebor is prepared to take on elite upgraded units.
Ithilien Trebuchet

* Portrait
* In Game

"A Trebuchet launches a huge boulder with terrifying speed, splintering defenses and crushing warriors."
—Age of the Ring team

A trebuchet launches a huge boulder with terrifying speed, splintering defences and crushing warriors. While most of these ranged siege weapons were kept within the walls of Minas Tirith, the Rangers of Ithilien had skilled craftsmen amongst them who were able to make their own trebuchets and use them to unleash havoc upon enemy bases whenever they were required to unleash an all-out assault on an enemy base.

The Ithilien Trebuchet is one of two traditional siege units available for the Adventure: Ithilien faction based on Gondor. In this faction, they are recruitable from the Ithilien Storehouse.

## Strategy

The Ithilien Trebuchet is functionally identical to the one recruited from the Siege Works in Gondor in standard play, although the Ithilien variant cannot be upgraded with Fire Stones. Nevertheless, they are still effective tools in assaulting enemy buildings (especially Fortresses as they are out of their range) and disrupting enemy lines in battle, as the impact of their shot causes knockback. However, they are highly vulnerable to melee attacks and so should be kept away from the front line with some units nearby to protect them from flanking cavalry attacks. The player may want to consider bringing multiple Ithilien Trebuchets at once to compensate for the lack of a Fire Stones upgrade.
Ithilien Pathfinder

* Portrait
* In Game
* Forward Camp

"My scouts and watchers have all returned, even some that have crept within sight of the Morannon."
—Faramir, The Two Towers, The Forbidden Pool

Scouting was an essential role of the Rangers of Ithilien in their duties to protect their lands, and none embodied this principle more than the Ithilien Pathfinder. These solitary rangers would scout ahead of the rest of their comrades, sensing enemies from afar and using misdirection and trickery to confuse and weaken them, leaving them more vulnerable to ambushes from their peers. It was also the duty of the Pathfinders to identify good locations where the Rangers could set up camps away from their main bases, allowing them to maintain their influence over the wider part of Ithilien and prepare assaults upon invaders into those lands.

The Ithilien Pathfinder is a special unit that takes the place of the standard Builder for the Adventure: Ithilien faction of Gondor. They are recruited from the Ithilien Citadel.

## Abilities and Formations

**Forward Position (W)** - The Pathfinder unpacks a Forward Camp. Allies near the Forward Camp are stealthed, replenished, and gain +25% damage, +25% armour, and 33% experience gain. Forward Camps can pack up, allowing Pathfinder to reposition. Left click to activate.

**Sharp Senses (R)** - The Pathfinder gains +100% vision range for 25 seconds. Left click to activate.

**Misdirection (T)** - Disables defensive structures within the radius. Enemies caught within the smoke suffer -90% vision range. Lasts 30 seconds. Left click icon then left click on target area.

**Hunting Snare (C)** - The Pathfinder lays a hunting snare. Enemies that walk across the snare are damaged on impact and suffer damage over time for 10 seconds. Left click then left click on target area.

## Strategy

The Ithilien Pathfinder is a special unit that takes the place of the Builder in the Adventure: Ithilien faction. Although they cannot create buildings thanks to the nature of the Ithilien Citadel, they can set up camps with **Forward Position** to provide rallying points which provide the same leadership bonus as the Citadel, albeit without the fear/terror immunity and the passive heal. The Pathfinder can also scout and detect enemy forces from a long distance away with **Sharp Senses,** which provides both offensive and defensive value. **Misdirection** allows the Pathfinder to participate in an assault on an enemy base by disabling defensive structures such as towers, and can also severely reduce enemy vision range to render them more vulnerable to ambushes and ranged attacks. The **Hunting Snare** allows the Pathfinder to lay traps in chokepoints and areas frequently traversed by the enemy, dealing damage to enemies and weakening them prior to direct combat. The Pathfinders should be carefully protected as they are poor in combat and the player will lose out on the valuable utillity they provide if they arek illed.
Huginn and Muninn

* Portrait
* In Game

"Regiments of black crows are flying over all the land between the Mountains and the Greyflood," he said, "and they have passed over Hollin. They are not natives here; they are crebain out of Fangorn and Dunland. I do not know what they are about: possibly there is some trouble away south from which they are fleeing; but I think they are spying out the land."
—Fellowship of the Ring, The Ring Goes South

The Crebain of Dunland were revered by the wild hill-tribes and noble descendants of Freca alike. As the Wildmen pledged their support to Saruman in his war against the Rohirrim, so too did the Crebain, whom Saruman used as spies to track his enemies' movements. Huginn and Muninn were two Crebain loyal to the Dunlending Chieftain Wulfgar, who reluctantly joined the White Wizard to protect his people from the armies of Isengard.

In Age of the Ring, Huginn and Muninn are two summonable heroes in Isengard, they are temporarily summoned by Wulfgar's Dark Wings, Dark Words ability for 90 seconds.

## Strategy

As with other flying units and heroes in Age of the Ring, Huginn and Muninn are immune to melee attacks and so can be summoned to catch armies deficient of archers off-guard as they will be unable to stop the two Crebain heroes attacking their troops. However, Huginn and Muninn attack single units at a time rather than dealing AoE damage like other flying units; to compensate for this, they deal additional damage against single target units, such as monsters and heroes. Enemy heroes can be chased down by the fast moving Crebain, which deal high damage - Isengard can secure an enemy hero kill by stunning the target hero, e.g. with Lurtz, before summoning Huginn and Muninn to deal good damage and prevent the hero escaping if they manage to survive the stun's duration.
Harondor Archers

* Portrait
* In Game
* Serpent's Bite
* Upgraded

"Even as the Nazgûl had swerved aside from the onset of the White Rider, there came flying a deadly dart, and Faramir, as he held at bay a mounted champion of Harad, had fallen to the earth. Only the charge of Dol Amroth had saved him from the red southland swords that would have hewed him as he lay."
—The Return of the King, The Siege of Gondor

The armies of Sûladan of Harondor had a number of skilled archers that came with him on his quests north. In battle with their foes, these archers would rain down arrows on enemy forces. These archers were used to great effect in the Siege of Minas Tirith and Battle of Pelennor Fields where they struck many soldiers of Gondor and Rohan, including Captain Faramir of Gondor.

In Age of the Ring, the Harondor Archers are one of many recruitable ranged units for Haradwaith. They can also be summoned by the Tribal Camp.

## Abilities and Formations

**Serpent's Bite Formation (R)** - +15% damage, +20% range, -15% armour, -33% speed.

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

## Upgrades

**Bronze Cuirasses (T)** - A nearby caravan is needed to enable this equipment. When equipped, significantly reduces the amount of damage taken. Cost: 300.

**Oil-tipped Arrows (C)** - A nearby caravan is needed to enable this equipment. When equipped significantly increases the damage done by arrows.

**Silken Banners (V)** - A nearby caravan is needed to enable this equipment. When equipped, increases the horde to level 2. Cost: 100.

## Strategy

The Harondor Archers are one of four ranged units for Haradwaith alongside the Tribal Bowmen, Mahûd Headhunters and Nâfarati Beastmaster. The Harondor Archers will mainly act as the faction's standard archers for the mid and late game. They are tougher than the Headhunters with higher armour and the ability to purchase armour upgrades. Though the Headhunters are strong glass-cannons with their high damage and poisoning abilities, the Harondor Archers can also deal consistent high damage with the ability to use fire arrows to grant more versatility against structures, as well as a formation to boost their damage output further. The primary way of supporting the Harondor Archers is through a dismounted Sûladan, who is able to use his leadership and abilities to boost their stats effectively. Harondor Archers can also be garrisoned on a War Mûmak which, in exchange for giving up targeting control, grants a tougher platform from which to fire from that can protect them from cavalry while they can protect the Mûmak.
Ithilien Sentinels (Adventure: Ithilien)

* Portrait
* In Game
* Upgraded
* Wide Formation

"Many were the secret camps and stores of the Rangers of Ithilien, well-guarded by staunch warriors."
—Age of the Ring team

The Ithilien Rangers had several camps and storehouses scattered across Ithilien that needed to be protected from enemies who would invade their lands. The Ithilien Sentinels held the important duty of protecting these bases with their spears in hand, which served them well in guarding against any enemy cavalry or monsters sent by the forces of Mordor or Harad who discovered one of their bases.

The Ithilien Sentinels are the basic Pikemen unit for the Adventure: Ithilien faction based on Gondor. Like all of the faction's basic units, they are recruitable from the Ithilien Gathering.

*For the Auxiliary Camp variation of the Ithilien Sentinels, see the Ithilien Sentinels page*.

## Abilities and Formations

By default, the Ithilien Sentinels are able to stealth near trees.

**Wide Formation (W)** - + 15% damage, -15% armour.

**Level 2: Evasion (R)** - Rangers of Ithilien gain 25% armour, 10% speed, and knockback resistance for 20 seconds. Left click to activate.

## Upgrades

**Tempered Blades (C)** - When equipped, increases damage done by Melee weapons. Research upgrade at Ithilien Storehouse to enable this upgrade. Cost: 300

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

**Steel Cuirasses** - Requires Faramir's **Captain of Ithilien** to be cast on the unit. Permanently grants the unit +20% armour.

## Strategy

The Ithilien Sentinels are the basic Pikemen unit for the Adventure: Ithilien faction, and should not be confused with their variant from the Auxiliary Camp. They are less resource-intensive than their Auxiliary Camp variants at the cost of being weaker stat-wise, but otherwise function similarly as effective counters to cavalry and monsters in the early-mid game. They cannot get armour upgrades by themselves and thus must rely on their abilities and damage output. **Wide Formation** focuses them onto a riskier, glass cannon playstyle to increase their damage at the expense of armour. This risk can be managed through **Evasion** which grants a temporary buff to armour, speed and knockback resistance. As with their Auxiliary Camp variants, one must weight the benefits of knockback resistance against the potential drawbacks as it may lower their damage output against trampling cavalry while helping against other units and heroes with high knockback. With all that being said, the Sentinels will need the permanent armor buff from Faramir's **Captain of Ithilien** to stay relevant against upgraded armies in the late-game or else will need to be phased out for tankier units such as the Anórien Spearmen from the Ithilien Beacon or the White Company Guard from their spellbook power.
Mûmak Pen

* Level 1
* Level 2
* Level 3

"They have black eyes, and long black hair, and gold rings in their ears; yes, lots of beautiful gold. And some have red paint on their cheeks, and red cloaks and their flags are red, and the tips of their spears; and they have round shields, yellow and black with big spikes. Not nice; very cruel wicked Men they look. Almost as bad as Orcs, and much bigger. Sméagol thinks they have come out of the South beyond the Great River's end: they came up that road. They have passed on to the Black Gate; but more may follow."
—Gollum

Through either the fear of the Golden King or promises of gold beyond measure, Sauron was able to sway the men of Harad to his allegiance and sent them to war with Gondor. The Haradrim were renowned for their devastating use of Mûmakil on the battlefield. They participated in the Battle of the Pelennor Fields, during which wreaked havoc and smashed through the lines of the Rohirrim. They were ultimately defeated along with the rest of Sauron's forces upon the arrival of Aragorn and the Grey Company.

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

In Age of the Ring the Mûmak Pen is a unit recruitment building in Mordor which can be constructed once the 10PP spell book power He is Gathering All Evil to Him has been used.

## Upgrades

**Upgrade Mûmak Pen to Level 2 (U)** - allows research of Poison Arrows. +10% faster build speed. Cost: 250

**Upgrade Mûmak Pen to Level 3 (U)** - +25% faster build speed. Cost: 500

## Function

The Mûmak Pen can be used to recruit the following units:

 Mûmak | Monster

At level 2, the Mûmak Pen allows the following upgrade to be researched:

**Poison Arrows (P)** - Allows Haradrim Archers to purchase the Poison Arrows upgrade. When equipped, adds poison damage to the arrows.

## Strategy

Whilst not essential to Mordor, due to the presence of elite Easterling Archers and the Great Beasts of Gorgoroth, the Mûmak Pen provides an alternative to these units, for instance if Mordor has not yet constructed an Easterling Encampment or Great Siege Works. Upgrading the Mûmak Pen is inexpensive and so it is recommended to immediately upgrade newly built Pens to at least level 2 so that Mûmakil and Haradrim Archers can be recruited faster and the Poison Arrows upgrade can be researched if the player intends to recruit large numbers of Haradrim Archers or Mûmakil.
Mountain-orc Lodge

* Level 1
* Level 2
* Level 3

"It was lit by a great red fire in the middle, and by torches along the walls, and it was full of goblins. They all laughed and stamped and clapped their hands, when the dwarves (with poor little Bilbo at the back and nearest to the whips) came running in, while the goblin-drivers whooped and cracked their whips behind. The ponies were already there huddled in a corner; and there were all the baggages and packages lying broken open, and being rummaged by goblins, and smelt by goblins, and fingered by goblins, and quarrelled over by goblins."
—The Hobbit, Over Hill and Under Hill

Orcs established various strongholds throughout the Misty Mountains to restrict passage of travelers and leave them highly susceptible to ambushes. These strongholds were inhabited by foul Orcs that served various chieftains before being united under a single banner by Bolg of the North.

In Age of the Ring, the Mountain-orc Lodge is one of the primary unit production buildings of Misty Mountains. It provides access to the faction's elite infantry.

## Upgrades

**Upgrade Mountain-orc Lodge to Level 2 (A)** - allows training of the Mountain-orc Scouts. Adds scaffold with Mountain-orc scouts which shoot nearby enemies. +10% faster build speed. Cost: 400

**Upgrade Mountain-orc Lodge to Level 3 (A)** - allows training of Gundabad Berserkers and Bolg's Bodyguard. +25% faster build speed. Cost: 600

## Function

The Mountain-orc Lodge can be used to recruit the following units:

## Strategy

The Mountain-orc Lodge is an essential structure for any of Misty Mountains' strategies, whether it's a spam-focused strategy or if the player is investing in higher quality units. This is because the Lodge is the only source of pikemen, which serve to protect Misty Mountains' other units from enemy cavalry. The other Mountain-orc units are much more capable of standing toe to toe with the enemy compared to Moria-orcs, particularly when they upgraded. The Mountain-orc Lodge is significantly useful in the mid-late game as the elite Gundabad Berserkers and heroic Bolg's Bodyguard can be recruited from there; these are easily the most powerful infantry units in Misty Mountains and can help secure victory.
Muzgash

* Portrait
* Ingame

"A roving Goblin warlord, Muzgash enjoys great renown among the orcs of the Misty Mountains. Orc-women want him, Orc-men want to be like him."
—Age of the Ring Team

In the Age of the Ring lore, Muzgash is an orc chieftain of the Misty Mountains. He is a veteran of many battles, including the War of the Dwarves and Orcs. Wielding a stout Dwarf-made spear that he looted, he fights against his foes with great strength. However, he met his end when he was killed by Frumgar Frumgarson.

## Abilities

**Level 1: Legendary Veteran** - Modifier Type: Leadership. Moria and Mountain-orcs near Mûzgash gain +15% Damage and Armor. Stacks with Buffs and Spells. At rank 8, Moria and Mountain-orcs near Mûzgash gain +33% Damage and Armor. Nearby allies earn resources per kill. Passive ability.

**Level 3: Putrid Blade (R)** - Muzgash dips his blade in strong orcish poison, temporarily dealing heavy poison damage and knockback. Left click to activate.

**Level 6: Iron Discipline (T)** - Muzgash whips his underlings into proper formation, granting them +33% speed for a time. Left click then left click on target.

**Level 9: Token of Supremacy (C)** - Muzgash presents his foes with a token of past victories. Enemy units lose all leadership and lose some movement speed. Left click then left click on target area.

## Strategy

Muzgash is one of Misty Mountain's early-mid game heroes. He provides an early source of leadership, making him useful at improving the strength of your weak goblins and first few Mountain-orcs; this leadership scales in strength as Muzgash levels up: granting a larger amount of armour and damage as well as a passive scavenger so that Moria and Mountain-orcs can remain relevant in the mid-late game. **Iron Discipline** can be used to help the already fast goblins improve at their mobility while **Token of Supremacy** can help even the odds against enemy forces. Muzgash himself is quite strong in battle for an early hero and can deal considerable damage to enemy heroes once **Putrid Blade** has been activated, as well as dealing high damage to clumps of foes.