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Battle for Middle Earth: Shadow from the East

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The Battle for Middle Earth: Shadow from the East is a stand alone title which tells of the battles of the Forth Age and the coming of the Sassanin Empire from the East.

FactionsEdit

There are eight playable factions in Shadow from the East. They are; The Men of the West, Dwarves, Shire Folk, Sassanin Empire, Orc Confederecy and the Goblins. Completion of the Campaign and Historic Battles unlocks the Isengard and Elf factions.

Men of the WestEdit

A powerful faction with solid infantry, versatile archers and cavalry. They also have some economic improvements but limited siege options.
Heros


Meriadoc Brandybuck – A loyal servant of the former King of Rohan and a member of the Fellowship of the Ring, Merry is a brave warrior dedicated to protecting his friends and the Shire.
Shortcut Key - M
Cost – 25 Command Points, 600 Resources
Health – 180
Damage (Melee/Missile) – 70/80
Defence (Hack/Pierce/Crush) – 20/20/60
Abilities - Toggle Weapon, Elven Cloak, Strength of the Shire


Peregrin Took – Companion of Merry and Guard of the Citadel of Minas Tirith he was also a member of the Fellowship of the Ring.
Shortcut Key - P
Cost – 25 Command Points, 600 Resources
Health – 180
Damage (Melee/Missile) – 70/80
Defence (Hack/Pierce/Crush) – 20/20/60
Abilities - Toggle Weapon, Elven Cloak, Guard of the Citadel


King Eomer of Rohan: - After the death of Théoden, Eomer rules Rohan and all it’s subjects. A fair and just king like his Uncle he has a deadly Spear Throw Attack which can take down flying targets.
Shortcut Key - E
Cost – 60 Command Points, 1100 Resources
Health – 450
Damage (Melee/Missile) – 120
Defence (Hack/Pierce/Crush) – 50/80/60
Abilities - Mount/Dismount, Horse Lord, Leadership, Spear Throw


Lady Eowen of Ithilean – After the Third Age Eowen married Farimer and were granted the Kingdom of Itilean to rule. While still a Shield Maiden of Rohan she no longer has to hide her abilities from others.
Shortcut Key – Y
Cost – 60 Command Points, 1100 Resources
Health – 430
Damage (Melee/Missile) – 130
Defence (Hack/Pierce/Crush) – 40/80/60
Abilities - Smite, Mount/Dismount, Leadership, Shield Maiden


Prince Farimer of Ithilean – Head of the Ithilean Rangers and husband to Eowen, Farimer is now prince of the land he used to protect. Despite this he still remains a loyal son of Gondor and can train those who follow him.
Shortcut Key - F
Cost – 60 Command Points, 1100 Resources
Health – 500
Damage (Melee/Missile) – 110/160
Defence (Hack/Pierce/Crush) – 55/75/60
Abilities - Toggle Weapon, Wounding Arrow, Mount/Dismount, Leadership, Captain of Gondor


Queen Arwen of Gondor – After the defeat of Sauron, Arwen married Aragon forsaking immortality for love. While she rarely partakes in battle Arwen retains some of the Elvish skill honed over centuries of training.
Shortcut Key - W
Cost – 70 Command Points, 1400 Resources
Health – 550
Damage (Melee/Missile) – 120
Defence (Hack/Pierce/Crush) – 60/70/60
Abilities - Mount/Dismount, Athalas, Truesight, Elvish Wisdom


King Aragon of Gondor – The king of all the Men of the West and Champion of Gondor, Aragon is a mighty force on the Battlefield. After the Defeat of Sauron he married Arwen and granted his allies new lands to rule.
Shortcut Key - A
Cost – 75 Command Points, 1800 Resources
Health – 665
Damage (Melee/Missile) – 180
Defence (Hack/Pierce/Crush) – 75/70/65
Abilities - Leadership, Athalas, Blademsater, Elendil, Kingship


Units


Builder – A loyal craftsmen of Gondor who is in charge of the infrastructure of Minas Tirith
Shortcut Key – L
Cost - 500
Abilities – Extinguish Fire
Trained from - Fortress


Gondor Soldiers – Brave and loyal Swordsmen which make up the backbone of the armies of Gondor
Cost - 150
Shortcut Key – D
Trained From – Barracks


Rohan Spearmen – Stout peasant pikemen from Rohan these soldiers are well versed in taking down enemy cavalry and huge monsters
Cost - 300
Shortcut Key - R
Trained From - Barracks


Tower Guard – Counterparts to the Fountain Guard the Tower Guard are armed with deadly spears perfect for defeating enemy cavalry.
Cost - 450
Shortcut Key – T
Trained From – Level 2 Barracks


Fountain Guard – Elite Swordsmen who protect the fortress of Minas Tirith and the King. While mostly a ceremonial unit they are still the strongest unit Gondor processes.
Cost - 500
Shortcut Key – F
Trained From – Level 3 Barracks


Gondor Archers - Brave protectors of the walls of Minas Tirith these soldiers are well equipped to fight monsters and enemy infantry.
Cost - 250
Shortcut Key – C
Trained From – Archery Range


Ithilien Rangers – Well equipped and deadly archers the Ithelian Rangers can blend into the background to set up ambushes
Cost - 500
Shortcut Key – R
Trained From – Level 2 Archery Range


Gondor Knights – Champions of Gondor and deadly horseman these warriors are the elite horsemen of Gondor’s military
Cost - 500
Shortcut Key – K
Trained from – Stables


Rohirrim – Brave and powerful horsmen from Rohan who act both as lancers and horse archers
Cost - 650
Shortcut Key – R
Trained from – Level 2 Stables


Esgeroth Raiders – Crafty Spearmen from Lake Town who fight in tight formations and steal resources from enemy buildings
Cost - 300
Shortcut Key – E
Trained from – Level 2 Market Place


Lorien Archers – The few remaining elves spend their time supporting the men of the west in their endeavours against the forces of darkness
Cost - 450
Shortcut Key – A
Trained from – Level 3 Marketplace


Trebuchet – Massive siege machine crewed by Gondorian Engineers which can hurl boulders or flaming projectiles
Cost - 1000
Shortcut Key – R
Trained from – Siege Works


Buildings


Farm – The economic heart of Gondor producing enough food to feed the growing population
Cost - 300
Building Type – Resource/Population
Trains – NA
Upgrades – NA


Barracks – The training centres of Gondor and Rohan’s military. The men trained here specialize in wielding pikes, spears and swords against the enemy
Cosy - 400
Building Type – Military
Trains – Gondor Soldiers, Rohan Pikemen, Tower Guards, Fountain Guards
Upgrades – Upgrade Level


Archery Range – These buildings specialize in training the archers of Gondor for the defence of the walls of Minas Tirith
Cost - 300
Building Type – Military/Research
Trains – Gondor Archers, Ithilian Rangers
Upgrades – Fire Arrows, Upgrade Level


Stables – The Horses of the Knights of Gondor are kept and trained here to carry their mounts into the heart of battle
Cost - 600
Building Type – Military
Trains – Gondor Knights, Rohirrim
Upgrades – Upgrade Level


Siege Works – The siege works houses the engineers of Gondor who construct mighty trebuchets and collect the ammunition for them
Cost - 700
Building Type – Military/Research
Trains – Trebuchet
Upgrades – Fire Stones, Upgrade Level


Well – The water for the people of Gondor is collected in deep wells. Nearby troops can heal themselves when out of battle at these wells
Cost - 300
Building Type – Support
Trains – NA
Upgrades – NA


Heroic Statue – Inspiring Statues of Heros long ago compel soldiers to join past warriors in the glory of battle.
Building Type – Support
Trains – NA
Upgrades – NA


Battle Tower – Tall towers are great vantage points for the archers of Minas Tirith to fire down onto their enemies
Cost - 500
Building Type – Defensive
Trains – NA
Upgrades – Fire Arrows


Blacksmith – Forges supply metal goods for all the people of Gondor. Soldiers in particular gain several advantages from these buildings.
Cost - 1000
Building Type – Research
Trains – NA
Upgrades – Banner Carriers, Heavy Armor, Forged Blades, Upgrade Level


Market Place – Markets are a great place to buy resources and meet old friends from distant lands
Cost - 1500
Building Type – Research/Military
Trains – Esgeroth Raiders, Lorien Archers
Upgrades – Siege Materials, Iron Ore, Grand Harvest, Upgrade Level


Wall Hub – Walls are a static defence that keep out all but the most persistent attackers.
Cost - 200
Building Type – Defensive
Trains – NA
Upgrades – Gate, Postern Gate, Battle Tower Expansion, Trebuchet Expansion


Fortress – The military, economic and defensive heart of a city
Cost – 5000
Building Type - Fortress
Trains – Heros, Builders
Upgrades – Fortress Upgrades, Wall Hub, Dormitories Expansion, Trebuchet Expansion, Arrow Tower Expansion


Upgrades


Banner Carriers – Banner Carriers give troops experience and rally new men to a unit
Cost – 1000
Researched at – Blacksmith
Effects – Infantry, Cavalry


Forged Blades – Reforged Blades allow for stronger and deadlier sword and pike men
Cost – 1000
Researched at – Level 2 Blacksmith
Effects - +15 damage to Sword and Pikemen


Heavy Armor – Equipping troops with heavy armor increases the time that they last on the battlefield
Cost – 1000
Researched at – Level 3 Blacksmith
Effects - +15 armor to all infantry and cavalry


Fire Arrows – A flaming arrow is a deadly weapon to the health and morale of enemy troops
Cost – 1000
Researched at – Level 2 Archery Range
Effects - +15 damage to archers and towers


Fire Stones – A fire stone can cause chaos to any target that it is fired at from a trebuchet
Cost – 1000
Researched at – Level 2 Siege Works
Effects - +75 to Trebuchet attack


Siege Materials – Destroyed masonry and stone can be reused as projectiles for trebuchets
Cost – 500
Researched at – Market Place
Effects – Resources can be gained when enemies destroy your buildings


Iron Ore – A surplus of Iron Ore can be used to reduce the cost of Swords and Armor
Cost – 1000
Researched at – Level 2 Market Place
Effects – 10% reduction in the cost of Forged Blades and Heavy Armor


Grand Harvest – A bountiful harvest means that more money can be spent on research and buildings
Cost – 1500
Researched at – Level 3 Market Place
Effects – 20% increase in the amount of resources farms produce


Banners – Banners inspire troops to fight harder and call heros out to fight on the battlefield.
Cost – 500
Researched at – Fortress
Effects – Reduces Cost of Heros, Build Time of Heros and Builders


House of Healing – The leaders of Gondor are well known for their ability to heal injured troops
Cost – 1000
Researched at – Fortress
Effects – Troops garrisoned in the Fortress heal at a much faster rate


Flaming Munitions – A burning arrow or stone is a deadly weapon especially when fired from a tower
Cost – 1500
Researched at – Fortress
Effects – Attached Towers gain +15 damage to their attack, attached trebuchets gain a +75 to their attack


Boiling Oil – A secondary defensive weapon which causes severe problems to troops attacking the fortress
Cost – 1500
Researched at – Fortress
Effects – Allows the Fortress to attack close range targets


Numenor Stonework – Numenor Stonework is long lasting and durable perfect for protecting a fortress
Cost – 2000
Researched at – Fortress
Effects – Increases the durability of walls and fortress, Prerequisite for Ivory Tower


Ivory Tower – The Ivory Tower of Excellion boosts the area a ruler can see with foresight and the naked eye
Cost 2500
Researched at – Fortress (Requires Numenor Stonework)
Effects – Fires a pulse revealing the whole map for a period of time


Dwarves Edit

A faction that specializes in hack infantry and siege equipment. Limited selection of archers, pikemen and cavalry.
Heros


Prince Bergen of Dale – A descendent of Gillian of Dale and a deadly archer in allegiance with the dwarves. His ability to slay beasts with a single shot is well known throughout Middle Earth
Shortcut Key - P
Cost – 50 Command Points, 1200 Resources
Health – 450
Damage (Melee/Missile) – 150
Defence (Hack/Pierce/Crush) – 50/60/60
Abilities – Slam Shot, Train Archers, Beast Slayer Arrow


Gloin –Father of Gimli and a key player in the Battle for the North, Gloin is now a relatively old dwarf but still is an expert fighter and stratergist
Shortcut Key - L
Cost – 50 Command Points, 2000 Resources
Health – 550
Damage (Melee/Missile) – 175
Defence (Hack/Pierce/Crush) – 70/50/65
Abilities – Slam, Shake Foundation, Shatter Hammer


King Dain: -The fabled King under the Mountain and Lord of the Iron Hills, King Dain although old is a formidable foe
Shortcut Key - D
Cost – 60 Command Points, 2000 Resources
Health – 600
Damage (Melee/Missile) – 180
Defence (Hack/Pierce/Crush) – 70/50/70
Abilities – Leadership, Mighty Rage, Stubborn Pride, Summon Royal Guards


Gimli – A deadly dwarf warrior and member of the Fellowship. Gimli is travelling middle earth with his friend Legolas.
Shortcut Key – G
Cost – 60 Command Points, 3500 Resources
Health – 600
Damage (Melee/Missile) – 180
Defence (Hack/Pierce/Crush) – 65/60/70
Abilities – Axe Throw, Leap Attack, Slayer


Legolas –Instead of leaving Middle Earth, Legolas decided to stay with his friend Gimli with who he is currently travelling Middle Earth with.
Shortcut Key - L
Cost – 55 Command Points, 3500 Resources
Health – 550
Damage (Melee/Missile) – 100/180
Defence (Hack/Pierce/Crush) – 50/65/60
Abilities – Hawk Strike, Knife Fighter, Train Archers, Arrow Wind


Units


Builder – A hardy Dwarf Engineer who is well versed in constructing mines and other buildings from solid rock
Shortcut Key – L
Abilities – Extinguish Fire
Trained from - Fortress


Guardians – The backbone of a Dwarf army the guardian carries a mighty axe and robust shield into battle.
Cost – 40 Command Points, 300
Shortcut Key – G
Trained From – Hall of Warriors


Phalanxes – Well disciplined Pikemen who are experienced in dealing with trolls and other foul beasts
Cost – 40 Command Points, 350
Shortcut Key – P
Trained From – Hall of Warriors


Miners –Dwarven workers armed with picks who keep the tunnels clean of Goblins and other filth.
Cost – 45 Command Points, 500
Shortcut Key – M
Trained From – Level 2 Hall of Warriors


Zealots– The Dwarven Elite armed with powerful axes and a berserker like mentality.
Cost – 50 Command Points, 800
Shortcut Key – Z
Trained From – Level 3 Hall of Warriors


Axe Throwers – Accurate and well trained Dwarves armed with throwing axes which have a surprising range.
Cost – 30 Command Points, 250
Shortcut Key – X
Trained From – Archery Range


Men of Dale – Men who are allied with the dwarves and are very skilled archers. They protect the town of Dale which is located in the shadow of the Lonely Mountain
Cost – 35 Command Points, 500
Shortcut Key – L
Trained From – Level 2 Archery Range
Battle Wagon – An adaptable chariot pulled by a beast and controlled by a Dwarven driver, this construct can eject deadly oil barrels
Cost – 25 Command Points, 400
Shortcut Key – W
Trained from – Forge Works


Demolisher – An Iron Clad Battering Ram pulled by a pair of beasts and capable of destroying an entire town in a short amount of time
Cost – 25 Command Points, 600
Shortcut Key – R
Trained from – Level 2 Forge Works


Iron Hills Catapult – A double shot catapult with a unique firing mechanism which of course originates from the Iron Hills
Cost – 25 Command Points, 800
Shortcut Key – C
Trained from – Level 3 Forge Works


Rohan Spearmen – Stout peasants recruited to protect the Glittering Caves due to their experience in killing monsters and enemy cavalry
Cost – 30 Command Points, 300
Shortcut Key – H
Trained from – Mead Hall


Rohirrim – The Riders of Rohan help the Dwarves protect the Glittering Caves under the fortress of Helm’s Deep
Cost – 50 Command Points, 600
Shortcut Key – R
Trained from – Level 2 Mead Hall


Mirkwood Archers – Some of the elves of Mirkwood follow Legolas in his travels with the Dwarf Gimli instead of heading for the Grey Havens
Cost – 50 Command Points, 750
Shortcut Key – K
Trained from – Level 3 Mead Hall


Buildings


Mine Shaft – A tunnel leading to the mineral riches and Dwarven cities found beneath the ground
Cost - 300
Building Type – Resource/Population
Trains – NA
Upgrades – NA


Hall of Warriors – The home of the strongest and most noble Dwarf warriors who fight to protect their people
Cost - 400
Building Type – Military/Research
Trains – Guardians, Phalanxes, Miners, Zealots
Upgrades – Upgrade Level, Banner Carriers


Archery Range – While not overly skilled in archery, Axe throwers and Men of Dale use these buildings for training
Cost - 500
Building Type – Military/Research
Trains –Axe Throwers, Men of Dale
Upgrades – Fire Arrows, Upgrade Level


Forge Works – When it comes to start a siege these facilities produce weapons and equipment at a phenomenal rate
Cost - 500
Building Type – Military/Research
Trains –Battle Wagon, Demolisher, Iron Hills Catapult
Upgrades – Upgrade Level, Fire Stones, Forged Blades, Mithril Mail, Siege Hammers


Mead Hall – Visitors enjoy a drink and many head for the Mead Halls of the Dwarves before continuing on their journey
Cost - 500
Building Type – Military
Trains – Rohan Spearmen, Rohirrim, Mirkwood Archers
Upgrades – Upgrade Level
Hearth – An open air hearth warms the bones of warriors and fills them with new vitality and lust for battle
Cost - 300
Building Type – Support
Trains – NA
Upgrades – NA


Heroic Statue – Inspiring Statues of Heros long ago compel soldiers to join past warriors in the glory of battle.
Building Type – Support
Trains – NA
Upgrades – NA


Axe Tower – Thrown axes from a tower can be very deadly especially when aimed by expert marksmen
Cost - 500
Building Type – Defensive
Trains – NA
Upgrades – Forged Blades


Wall Hub – Walls are a static defence that keep out all but the most persistent attackers.
Cost - 200
Building Type – Defensive
Trains – NA
Upgrades – Gate, Postern Gate, Axe Tower Expansion, Catapult Expansion


Fortress – The military, economic and defensive heart of a city
Cost – 5000
Building Type - Fortress
Trains – Heros, Builders
Upgrades – Fortress Upgrades, Wall Hub, Hall Expansion, Catapult Expansion, Axe Tower Expansion


Upgrades


Banner Carriers – Banner Carriers give troops experience and rally new men to a unit
Cost – 1000
Researched at – Level 2 Hall of Warriors
Effects – Infantry, Cavalry


Beserkergang – Berserk behaviour is dangerous to both foe and ally
Cost – 1000
Researched at – Level 3 Hall of Warriors
Effects – Increases the attack of Dwarven Zealots by +25


Forged Blades – Reforged Blades allow for stronger and deadlier sword and pike men
Cost – 1000
Researched at – Level 2 Forge Works
Effects - +15 damage to Towers, Sword and Pikemen


Mithril Armor – Mithril armor is a light but resilient metal that has superior armor making properties
Cost – 1000
Researched at – Level 3 Forge Works
Effects - +20 armor to all infantry and cavalry
Fire Stones – A fire stone can cause chaos to any target that it is fired at from a trebuchet
Cost – 1000
Researched at – Level 3 Forge Works
Effects - +75 to Catapult attack


Siege Hammers- Huge Hammers weilded by the Dwarven Guardians that cause massive dmage against buildings and siege equipment
Cost - 1000
Researched at - Level 3 Forge Works
Effects - Guardians do +15 damage to buildings


Fire Arrows – A flaming arrow is a deadly weapon to the health and morale of enemy troops
Cost – 1000
Researched at – Level 2 Archery Range
Effects - +15 damage to archers


Banners – Banners inspire troops to fight harder and call heros out to fight on the battlefield.
Cost – 500
Researched at – Fortress
Effects – Reduces Cost of Heros, Build Time of Heros and Builders


Oil Casks – Boiling Oil makes the already hard task of a siege much more difficult
Cost – 1000
Researched at – Fortress
Effects – Allows the Fortress to attack close range targets


Masterwork Munitions –The forge skills of the Dwarves are put to good use in the construction of a Dwarfish fortress
Cost – 1500
Researched at – Fortress
Effects – Attached towers gain a +15 attack bonus and attached catapults gain a +75 attack bonus


Siege Kegs – These devices allow the dwarves to survive under siege for an extended period of time
Cost – 1500
Researched at – Fortress
Effects – Garrisoned troops heal at a much faster rate


Dwarven Stonework – Dwarven Stonework is second to none and can repel most attackers
Cost – 2000
Researched at – Fortress
Effects – Increases the durability of walls and fortress, Prerequisite for Mighty Catapult


Mighty Catapult – The Mighty Catapult can fire many shots across a battlefield leaving an area in ruin
Cost 2500
Researched at – Fortress (Requires Dwarven Stonework)
Effects – Fires several boulders across the map to a selected location


Shire FolkEdit

Full of cheap disposable troops the Shire Folk have a wide selection of swordsmen, archers, pikemen and siege equipment. Their strength lies on the additional technological upgrades avalible to their units.
Heros
Meriadoc Brandybuck – The thane of Buckland Merry was also a member of the Fellowship of the Ring and is one of the prime protectors of the Shire
Shortcut Key - M
Cost – 25 Command Points, 600 Resources
Health – 180
Damage (Melee/Missile) – 70/80
Defence (Hack/Pierce/Crush) – 20/20/60
Abilities – Toggle Weapons, Elven Cloak, Strength of the Shire


Peregrin Took – A member of the Fellowship of the Ring and now a Guard of the Citadel of Minas Tirith, Pippin is one of the prime protectors of the shire.
Shortcut Key - P
Cost – 25 Command Points, 600 Resources
Health – 180
Damage (Melee/Missile) – 70/80
Defence (Hack/Pierce/Crush) – 20/20/60
Abilities – Toggle Weapons, Elven Cloak, Guard of the Citadel


Samwise Gamgee: -The gardener and the friend of Frodo Baggins, Samwise Gamgee is the Mayor of the Shire
Shortcut Key - S
Cost – 30 Command Points, 800 Resources
Health – 210
Damage (Melee/Missile) – 80/90
Defence (Hack/Pierce/Crush) – 25/30/60
Abilities – Toggle Weapons, Elvish Cloak, Light of Elendil, Elven Rope


Sherrif Proudfoot –The head lawman of the Shire and a grumpy if just hobbit. He has control of all the Hobbit Watchmen
Shortcut Key – H
Cost – 30 Command Points, 1500 Resources
Health – 200
Damage (Melee/Missile) – 100/120
Defence (Hack/Pierce/Crush) – 30/30/60
Abilities – Toggle Weapons, Call for Reinforcements, Leadership


Carrimor – The leader of the local Dunedain Rangers, Carrimor is a powerful and loyal friend of Aragon and the hobbits he protects
Shortcut Key - C
Cost – 50 Command Points, 1600 Resources
Health – 450
Damage (Melee/Missile) – 150
Defence (Hack/Pierce/Crush) – 45/60/60
Abilities – Blademaster, Mount/Dismount, Train Allies, Frontier Leadership


Larriel – A wandering elf maiden who on her journey to the Grey Havens fell in love with the Shire and now serves as a protecter
Shortcut Key - L
Cost – 50 Command Points, 2750 Resources
Health – 530
Damage (Melee/Missile) – 220
Defence (Hack/Pierce/Crush) – 40/65/60
Abilities – Athalas, Mount/Dismount, Farsight, Elvish Wisdom, Starlight


Treebeard – A powerful Ent who was befriended by Merry & Pippin deep in the woods of Fangorn. He occasionally makes visits to the Shire.
Shortcut Key – T
Cost – 100 Command Points, 4000
Damage – 120/280
Defence (Hack/Pierce/Crush) – 70/80/75
Abilities – Close Combat/Rocks, Camouflage, Stomp, Great Battle Rage, Shake Foundations


Units


Builder – A plucky young Hobbit who is apprenticing in building structures in the Old Shire style
Shortcut Key – L
Abilities – Extinguish Fire
Trained from - Fortress


Hobbit Watchmen –The lawmen of the Shire these Hobbits protect the Shire in the dead of night when other Hobbits are sleeping.
Cost – 30 Command Points, 100
Shortcut Key – W
Trained From – Training Camp


Halfling Archers – Hobbits are relatively skilled archers and can be quite deadly to even the largest foes
Cost – 30 Command Points, 150
Shortcut Key – H
Trained From – Training Camp


Hobbit Grenadiers – These Hobbits have found fireworks and got the skill to use them against buildings and invading troops
Cost – 35 Command Points, 250
Shortcut Key – F
Trained From – Level 2 Training Camp


Bree Spearmen –Spearmen from Bree help the Hobbits in protecting their lands with short spears.
Cost – 35 Command Points, 300
Shortcut Key – B
Trained From – Hostel


Mithlond Sentries –The Grey Havens are still a thriving port and are still protected by Elvish Mithlond Sentries
Cost – 35 Command Points, 400
Shortcut Key – M
Trained From – Level 2 Hostel


Dunedain Rangers–The Dunedain act as Rangers who protect the Hobbits of the Shire from the dangers of the wild
Cost – 40 Command Points, 500
Shortcut Key – D
Trained From – Level 2 Hostel


Guardians – The Dwarves regularly visit the shire especially those who were friends of the hobbit Bilbo Baggins
Cost – 40 Command Points, 400
Shortcut Key – G
Trained from – Level 2 Hostel


Dunedain Knights – Mounted Rangers who fight with the Dunedain in the protection of the Shire
Cost – 50 Command Points, 500
Shortcut Key – K
Trained from – Stables


Hobbit Assault Wagon – A variant of the Dwarfish Battle Wagon, the Assault Wagon can carry archers and oil drums
Cost – 25 Command Points, 600
Shortcut Key – H
Trained from – Level 2 Stables


Hobbit Woodcutter – Hobbits armed with axes for cutting down trees can be pushed into battle but are better suited for manual labour
Cost – 10 Command Points, 100
Shortcut Key – H
Trained from – Lumber Mill


Battering Ram – A small Battering Ram carried by a team of hobbits that is used to knock down structures
Cost – 25 Command Points, 450
Shortcut Key – B
Trained from – Level 2 Lumber Camp


Ent –Massive tree giants who tend the forests but when pressed into battle are absolutely deadly in combat
Cost – 25 Command Points, 1000
Shortcut Key – E
Trained from – Level 3 Lumber Camp


Buildings


Hobbit Hole – Hobbits tend for crops in their gardens and then sell them at marketplaces around the Shire
Cost - 300
Building Type – Resource/Population
Trains – NA
Upgrades – NA


Lumber Camp – An outpost dedicated to the felling and harvesting of trees. The Ents often gather hear to make sure that the forest is harvested in a sustainable manner
Cosy - 400
Building Type – Resource/Military
Trains – Hobbit Woodcutter, Battering Ram, Ent
Upgrades – Upgrade Level


Training Camp – Hobbits are not a very militant species and rely on lawmen and volunteers to protect the Shire
Cost - 300
Building Type – Military/Research
Trains –Hobbit Watchmen, Halfling Archers, Hobbit Grenadiers
Upgrades –Banner Carriers, Upgrade Level


Stables – The Dunedain Knights keep their horses in these stables alongside the Hobbit mules and horses.
Cost - 500
Building Type – Military
Trains –Dunedain Knights, Hobbit Assault Wagons
Upgrades – Upgrade Level


Hostel – Travellers need a cheap but friendly place to stay when travelling to the Grey Havens
Cost - 500
Building Type – Military
Trains – Bree Spearmen, Dunedain Rangers, Mithlond Sentries, Guardians
Upgrades – Upgrade Level


Inn –Inns supply a wide range of drinks and pleasures to Hobbits which allow them to calm their nerves before battle.
Building Type – Research
Trains – NA
Upgrades – Upgrade Level, Dragon Ale, Ent Draught, Old Toby Pipeweed


Blacksmith – From Horseshoes to Armor nearly all metal products are created at a Blacksmith
Cost - 1000
Building Type – Research
Trains – NA
Upgrades – Upgrade Level, Forged Blades, Hobbit Armor, Fire Arrows


Watch Tower –Towers act as bases for Watchmen and Archers during the long night’s patrol
Cost - 500
Building Type – Defensive
Trains – NA
Upgrades – Fire Arrows


Fortress – The military, economic and defensive heart of a city
Cost – 5000
Building Type - Fortress
Trains – Heros, Builders
Upgrades – Fortress Upgrades, Wall Hub, Dormitories Expansion, Vantage Point Expansion


Upgrades


Banner Carriers – Banner Carriers give troops experience and rally new men to a unit
Cost – 1000
Researched at – Level 2 Training Camp
Effects – Infantry, Cavalry


Forged Blades – Reforged Blades allow for stronger and deadlier sword and pike men
Cost – 1000
Researched at – Blacksmith
Effects – Increases the attack of Sword and Pikemen by +15


Hobbit Armor – Hobbit Armor helps protect Hobbits from enemies but is too small for men, dwarves and elves
Cost – 1000
Researched at – Level 2 Blacksmith
Effects - +10 Armor to all Hobbits


Fire Arrows – A flaming arrow is a deadly weapon to the health and morale of enemy troops
Cost – 1000
Researched at – Level 3 Blacksmith
Effects - +15 damage to archers


Dragon Ale – A wonderfully hot and spicy drink that gives the drinker a real kick before battle
Cost – 1000
Researched at – Inn
Effects - +15 attack to ranged units


Ent Draught – A fine beverage that gives the drinker enhanced strength and durability in battle
Cost – 1000
Researched at – Level 2 Inn
Effects - +10 to Hobbit and Ent attack


Old Toby Pipeweed – Relaxing and fragrent pipeweed which calms the nerves of the smoker before battle
Cost – 1000
Researched at – Level 3 Inn
Effects - +15 health to all units


Banners – Banners inspire troops to fight harder and call heros out to fight on the battlefield.
Cost – 500
Researched at – Fortress
Effects – Reduces Cost of Heros, Build Time of Heros and Builders


Ent Springs – These springs bring fresh water to the surface which aids in the healing of troops
Cost – 1000
Researched at – Fortress
Effects – Garrisoned troops heal faster


Palisades – A wall of wooden shields helps increase the durability of a Fortress from enemy archers
Cost – 1500
Researched at – Fortress
Effects –Buildings get a boost to their health and defence from pierce attacks


Green Door – These Green Doors are inviting and show that the building in question is ready to take visitors
Cost – 1500
Researched at – Fortress
Effects – Fortress support an additional 15 Command Points


Shire Masonry – Shire Masonry well mostly aesthetic increases the armor of a Fortress
Cost – 2000
Researched at – Fortress
Effects – Increases the durability of fortress, Prerequisite for Elven Bell Tower


Elven Bell Tower – The ringing from an Elven Bell Tower is enough to quell any fight even if only temporarily
Cost 2500
Researched at – Fortress (Requires Shire Masonry)
Effects – Creates a temporary cease fire across the battlefield

Sassanin EmpireEdit

The Sassanin Empire has a limited selection of foot infantry and a wide range of powerful cavalry and monsters


Heros


Bagros – An Easterling Scout hired by the Sassanin Empire to find the white city. He is a well skilled archer and an expert assassin.
Shortcut Key - B
Cost – 40 Command Points, 1090 Resources
Health – 400
Damage (Melee/Missile) – 125/150
Defence (Hack/Pierce/Crush) – 60/55/60
Abilities – Toggle Weapons, Assassinate, Eyes of the Eagle, Sabotage


Treglore – The Blood Elf Captain of the Sassanin Empire and a fanatical devotee of the Faith of the White Tree
Shortcut Key - T
Cost – 50 Command Points, 2500 Resources
Health – 560
Damage (Melee/Missile) – 165
Defence (Hack/Pierce/Crush) – 50/55/60
Abilities – Throwing Knife, Leadership, Blood Frenzy, Red Moon


Norgash – A Desert Troll trader armed with a short sword and a knowledge of secret paths through the wild
Shortcut Key - G
Cost – 50 Command Points, 3100 Resources
Health – 650
Damage (Melee/Missile) – 195
Defence (Hack/Pierce/Crush) – 55/75/70
Abilities – Dominate Troll, Leap, Sweep


Scorpion King – The lord of the Scorpions who works reluctantly for the Sassaninds to keep his people from being exterminated
Shortcut Key – K
Cost – 45 Command Points, 4020 Resources
Health – 600
Damage (Melee/Missile) – 190
Defence (Hack/Pierce/Crush) – 80/50/55
Abilities – Inspire Fear, Venomous Stinger, Undermine, Awaken the Hive


Zarecel – The soothsayer leader of the Sassanin Empire and main driving force to find the legendary White Tree
Shortcut Key - L
Cost – 50 Command Points, 5000 Resources
Health – 570
Damage (Melee/Missile) – 160
Defence (Hack/Pierce/Crush) – 60/60/60
Abilities –Mount/Dismount, Incense Cloud, Leadership, Faith of the Tower, Witching Hour


Units


Builder – A member of the worker class ready to earn his place in the quest for the white city
Shortcut Key – L
Abilities – Extinguish Fire
Trained from - Fortress


Sassanin Warrior – Soldiers armed with long swords and broad shields as well as devotion to the white tower.
Cost – 30 Command Points, 250
Shortcut Key – N
Trained From – Muster Field


Jakatar Skirmishers – Expert javelin throwing hunters from the Southern Rainforest and Savannahs
Cost – 30 Command Points, 200
Shortcut Key – K
Trained From – Training Camp


Kazed Berserkers – Brutal warriors from the Northern Tundra and Plateaus, they can rip through enemy infantry at phenomenal speeds
Cost – 50 Command Points, 650
Shortcut Key – B
Trained From – Level 3 Muster Field


Easterlings – Deadly and well trained pikemen with knowledge of the lands of Gondor and a hatred for it’s people.
Cost – 40 Command Points, 300
Shortcut Key – T
Trained From – Enclave


Sassanin Petrabolos – The Petrabolos is a small catapult which launches boulders and incendiary fireballs at enemy fortifications
Cost – 25 Command Points, 850
Shortcut Key – P
Trained From – Level 2 Enclave


City Taker – An armoured battering ram with a pair of attached light ballistae crewed by well trained Desert Trolls
Cost – 50 Command Points, 1200
Shortcut Key – C
Trained From – Level 3 Enclave


Desert Trolls – Large Trolls with versatile options for battle such as using rocks or a large bone scythe against enemies
Cost – 25 Command Points, 600
Shortcut Key – D
Trained from – Troll Hut


Troll Marksmen – Desert Trolls armed with huge crossbows that fire huge stone bolts and spears to destroy structures and files of infantry
Cost – 50 Command Points, 1000
Shortcut Key – M
Trained from – Level 2 Troll Hut


Troll Engineer – Armed with a bone scythe and a solid wooden shield these trolls can create a wall against projectiles
Cost – 50 Command Points, 1200
Shortcut Key – T
Trained from – Level 3 Troll Hut


Malticar Horse Archers – Blood Elves enjoy hunting beasts on mounted horses with longbows, hunting men is only slightly more dangerous
Cost – 60 Command Points, 550
Shortcut Key – H
Trained from – Beast Pit


Scorpions – Giant Arachnids with stingers and claws that are in allegiance with the desert warriors of the Sassaninds
Cost – 40 Command Points, 700
Shortcut Key – S
Trained from – Level 2 Beast Pit


Easterling Cataphracts – Armoured Horse Riders that are armed with lances and are use to disrupt enemy formations
Cost – 90 Command Points, 1200
Shortcut Key – K
Trained from – Level 2 Beast Pit


Ramstall – A huge and deadly beast which has a tower mounted on it’s back and can be garrisoned with skirmishers and archers
Cost – 60 Command Points, 650
Shortcut Key – R
Trained from – Level 3 Beast Pit


Buildings


Plantation – Plantations grow crops for the Sassanin Empire so it’s people can continue the quest for the White Tower
Cost - 300
Building Type – Resource/Population
Trains – NA
Upgrades – NA


Muster Field – The Sassanin Troops gather at these fields to train and get ready to find their salvation in the White City
Cosy - 400
Building Type – Military/Research
Trains – Sassanin Warriors, Jakatar Skirmishers, Kazed Berserkers
Upgrades – Upgrade Level, Banner Carriers


Enclave – These Enclaves create siege weapons overseen by the Easterlings for the journey to the White City
Cost - 700
Building Type – Military/Research
Trains – Easterling Soldiers, Sassanin Petrabolos, City Taker
Upgrades – Upgrade Level, Fire Stones, Reinforced Shields


Troll Hut – The Desert Trolls use these huts to take tolls of the Desert Road and shelter from deadly sandstorms
Cost - 750
Building Type – Military
Trains – Desert Trolls, Troll Marksmen, Troll Engineer
Upgrades – Upgrade Level


Beast Arena – All manner of beasts such as Scorpions, and Ramstalls are kept in these arenas for sport and for battle
Cost - 600
Building Type – Military
Trains – Malticar Horse Archers, Scorpions, Easterling Cataphracts, Ramstall
Upgrades – Upgrade Level


Arsenal – Weapons and Armor are created in these forges for use in the quest to find the White City
Cost - 1000
Building Type – Research
Trains – NA
Upgrades – Upgrade Level, Desert Armor, Forged Blades, Fire Arrows


Alter –The blood on the Sassanin Alter is a grim reminder of what happens to those who fail the Soothsayers.
Building Type – Support
Trains – NA
Upgrades – NA


Trading Point – Trade is important for the Sassanin Empire and the resources that are generated are spent on supporting the Sassanin faith
Cost - 1000
Building Type – Research
Trains – NA
Upgrades – Upgrade Level, Desert Wind, Irrigation, Metal Working


Ballista Tower – Heavy Bolt throwing towers that act as security on the Great Desert Road
Cost - 600
Building Type – Defensive
Trains – NA
Upgrades – NA


Fortress – The military, economic and defensive heart of a city
Cost – 5000
Building Type - Fortress
Trains – Heros, Builders
Upgrades – Fortress Upgrades, Ballista Expansion, Arrow Tower Expansion, Scorpion Pits


Upgrades


Banner Carriers – Banner Carriers give troops experience and rally new men to a unit
Cost – 1000
Researched at – Level 2 Muster Field
Effects – Infantry, Cavalry


Desert Armor – Light protective armor allows the Sassanind Army to travel across the harsh desert environment
Cost – 1000
Researched at – Arsenal
Effects - +10 Armor to Infantry and Cavalry


Forged Blades – Reforged Blades allow for stronger and deadlier sword and pike men
Cost – 1000
Researched at – Level 2 Arsenal
Effect - +15 Damage to Sword and Pikemen


Fire Arrows – A flaming arrow is a deadly weapon to the health and morale of enemy troops
Cost – 1000
Researched at – Level 3 Arsenal
Effects - + 15 to Archers


Fire Stones – A flaming stone is a deadly projectile to the health and morale of infantry and the structure of buildings
Cost – 1000
Researched at – Level 2 Enclave
Effects - +75 to Petrabolos


Reinforced Shields – Stronger shields allow the Sassanin Empire to advance through sand storms and arrow volleys
Cost – 1000
Researched at – Level 3 Enclave
Effects - +15 Pierce Armor for City Takers, Troll Engineers and Ramstalls


Desert Wind –Powerful Desert Winds blow minerals onto plantations allowing upgrades to be reduced
Cost – 1000
Researched at – Trading Point
Effects – Upgrades cost 10% less and research 10% faster


Irrigation – Irrigating plantations makes them produce resources at a faster rate allowing for the Sassanin Empire to flourish
Cost – 1000
Researched at – Level 2 Trading Point
Effects – Plantations produce more resources and at a faster rate


Metal Working – Metal Working allows for advanced tools and items to be created for war and everyday life
Cost – 1500
Researched at – Level 3 Trading Point
Effects – 10% reduction in the cost of Reinforced Shields and Forged Blades


Lit Alters – The burning alters reinforce the message of what happens to them if they fail in their tasks
Cost – 500
Researched at – Fortress
Effects – Nearby troops gain a 50% increase in attack and defence


Temple of the Gods –The Gods can occasionally be kind and heal troops that please them in battle
Cost – 1000
Researched at – Fortress
Effects – Garrisoned troops heal faster


Tar Moat – Sticky tar acts as a barrier against invading troops thus reducing the vulnerability of the Fortress
Cost – 1500
Researched at – Fortress
Effects – Close Combat infantry can only attack the front doors of the Fortress


Flaming Munitions – A burning arrow or ballista bolt can cause massive damage to their targets
Cost – 1500
Researched at – Fortress
Effects – Attached towers gain a +15 attack bonus, attached ballista gain a + 35 attack bonus


Granite Fortifications – Granite is a durable rock for fortifications to be built out of and is readily available in Sassanind held territory
Cost – 2000
Researched at – Fortress
Effects – Increases the durability of fortress, Prerequisite for Tower of the Winds


Tower of the Winds – The Sassaninds are fascinated by the Desert Winds and their ability to create and destroy
Cost 2500
Researched at – Fortress (Requires Granite Fortifications)
Effects – Summons a mighty tornado onto the battlefield


Orc ConfederacyEdit

The Orc Confederacy has a large selection of archers, swordsmen and monsters but has a limited number of cavalry and spearmen
Heros
Gnashmask – The former Orc captain of the Black Gate he quite sensibly left his post during the Battle of Minas Tirith and now is a powerful figure in the Orc Confederacy
Shortcut Key - G
Cost – 35 Command Points, 1010 Resources
Health – 360
Damage (Melee/Missile) – 130
Defence (Hack/Pierce/Crush) – 40/45/55
Abilities – Spill Oil/Light Fire, Frenzy, Great Battle Rage


Sharadin – A Haradrium War Princess and former assassin on the Serpent King. She is a deadly warrior and leads the army of vengeance against Gondor
Shortcut Key - S
Cost – 50 Command Points, 1800 Resources
Health – 445
Damage (Melee/Missile) – 140/175
Defence (Hack/Pierce/Crush) – 55/65/60
Abilities – Toggle Weapons, Cripple Shot, Frontier Leadership, Mount/Dismount


Thugluck – Bred from the same batch of Uruk Hi as Lurtz he was presented as a gift to Sauron. Left in Harad until the forth age he is now the leader of all the Orcs.
Shortcut Key - L
Cost – 50 Command Points, 2500 Resources
Health – 590
Damage (Melee/Missile) – 195
Defence (Hack/Pierce/Crush) – 65/70/60
Abilities – Gore, Onslaught, Leadership


Mersk – A huge Mountain Troll and leader of the Orc Confederacy. At the black gate he almost killed Aragon and wishes to finish the job
Shortcut Key – M
Cost – 50 Command Points, 3400 Resources
Health – 800
Damage (Melee/Missile) – 200
Defence (Hack/Pierce/Crush) – 70/60/70
Abilities – Dominate Troll, Instil Horror, Sweep, Shatter Hammer


Units


Builder – An ugly and slimy Orc Labourer who builds the foul buildings of the Orc Confederacy
Shortcut Key – L
Abilities – Extinguish Fire
Trained from - Fortress


Orc Labourer – These Orcs are simple labourers that harvest the forests of Umbar to feed the armies of Mordor
Shortcut Key – L
Abilities – Harvest Resources
Trained From – Lumber Mill


Orc Warrior – While still numerous Orc Warriors are not as deadly as they were when they were under the will of Sauron
Cost – 40 Command Points, 250
Shortcut Key – W
Trained From – Orc Pit


Orc Archers – While not overly gifted archers Orcs can use their crude bows and arrows to pester the enemy
Cost – 40 Command Points, 250
Shortcut Key – A
Trained From – Orc Pit


Mordor Uruk Hi – Although much of their strength vanished with the fall of Sauron, Uruk Hi are still stronger then the average soldier
Cost – 40 Command Points, 400
Shortcut Key – R
Trained From – Level 2 Orc Pit


Haradrium Spearmen – Armed with long came spears the Haradrium now have a reason to attack cavalry after the battle of Pelanor Fields
Cost – 35 Command Points, 400
Shortcut Key – S
Trained From – Haradrium Palace


Corsairs of Umbar – Deadly Pirates from Umbar who still have a large amount of ships and siege equipment
Cost – 30 Command Points, 400
Shortcut Key – C
Trained From – Level 2 Haradrium Palace


Haradrium Lancers – Swift desert cavalry with well trained Haradrium Warriors armed with long spears
Cost – 60 Command Points, 500
Shortcut Key – L
Trained From – Level 2 Haradrium Palace


Haradrium Archers – The archers of Harad are lethal bowmen and can pepper an area from great distances
Cost – 45 Command Points, 450
Shortcut Key – H
Trained from – Level 3 Haradrium Palace


Mountain Troll – While still strong and deadly warriors Mountain Trolls are no longer as intelligent as they were under Sauron’s control
Cost – 25 Command Points, 500
Shortcut Key – M
Trained from – Troll Cage


Drummer Troll – When slamming drums the Drummer Toll can inspire allied troops and discourage enemies
Cost – 25 Command Points, 500
Shortcut Key – D
Trained from – Level 2 Troll Hut


Battering Ram – A long solid oak battering ram constructed in Umbar to ‘knock’ on the gates of Gondor
Cost – 25 Command Points, 400
Shortcut Key – R
Trained from – Great Siege Works


Corsair Scorpion – A bolt throwing siege engine designed to cripple enemy ships and spear infantry
Cost – 25 Command Points, 300
Shortcut Key – S
Trained from – Level 2 Great Siege Works


Mordor Catapult – The sappers who man these catapults have learnt many lessons from the Corsairs in using Siege Weapons
Cost – 25 Command Points, 300
Shortcut Key – C
Trained from – Level 2 Great Siege Works


Mumakil – The Haradrium still have a few Mumakil in their service and plan to use them against the west
Cost – 100 Command Points, 1000
Shortcut Key – M
Trained from – Mumakil Pen


Buildings


Slaughter House – Continuous streams of meat are fed through the Slaughter Houses to feed the vast number of troops
Cost - 300
Building Type – Resource/Population
Trains – NA
Upgrades – NA


Lumber Camp – A foul building were constant attrition and fires destroy the trees ready to be turned into resources to build siege weapons and projectiles
Cosy - 300
Building Type – Resource
Trains – Orc Labourers
Upgrades – NA


Orc Pit – Foul fissures and pools formed in the earth were orcs and uruk hi can be seen growing inside to full size
Cost - 400
Building Type – Military/Research
Trains – Orc Warriors, Orc Archers, Mordor Uruk Hi
Upgrades – Upgrade Level, Banner Carrier


Haradrium Palace – The clan centre of the various Haradrium tribe serve as easily constructed shelter for the warrior population
Cost - 350
Building Type – Military/Research
Trains – Haradrium Spearmen, Corsairs of Umbar, Haradrium Lancers, Haradrium Archers
Upgrades – Upgrade Level, Fire Arrows


Troll Cage – Monstrous Trolls are caged and equipped in these wooden structures before being sent against the enemy
Cost - 750
Building Type – Military
Trains – Mountain Troll, Drummer Troll
Upgrades – Upgrade Level


Great Siege Works – Siege Engines are constructed in these pits to bring ruin to the walls of the Men of the West
Cost - 600
Building Type – Military/Research
Trains – Battering Ram, Corsair Scorpion, Mordor Catapult
Upgrades – Upgrade Level, Forged Blades, Heavy Armor


Mumakil Pen – The Haradrium’s Mumakil are fitted with battle harness to allow the Haradrium Archers a platform to fire at their enemies from
Cost – 1000
Building Type – Military
Trains – Mumakil
Upgrades – Upgrade Level


Barricade – A defensive platform which archers can garrison in to gain an advantage in combat
Cost - 500
Building Type – Defensive
Trains – NA
Upgrades – NA


Fortress – The military, economic and defensive heart of a city
Cost – 5000
Building Type - Fortress
Trains – Heros, Builders, Void Units
Upgrades – Fortress Upgrades, Barricade Expansion, Catapult Expansion, Scorpion Expansion


Upgrades


Banner Carriers – Banner Carriers give troops experience and rally new men to a unit
Cost – 1000
Researched at – Level 3 Orc Pit
Effects – Infantry, Cavalry


Forged Blades – Reforged Blades allow for stronger and deadlier sword and pike men
Cost – 1000
Researched at – Level 2 Great Siege Works
Effects – Increases the attack of Sword and Pikemen by +15


Heavy Armor – Well forged mail armor created by the few Orcs who remember how to forge such items
Cost – 1000
Researched at – Level 3 Great Siege Works
Effects - +15 Armor Haradrium, Corsairs and Uruk Hi


Fire Arrows – A flaming arrow is a deadly weapon to the health and morale of enemy troops
Cost – 1000
Researched at – Level 3 Haradrium Palace
Effects - + 15 to Archers


Doom Pyres – These flames signal the arrival of the champions of Mordor to the battlefield
Cost – 500
Researched at – Fortress
Effects – Heros cost less and train faster


Flaming Munitions – A flaming arrow, bolt or stone is a deadly weapon to the health and morale of besieging troops
Cost – 1000
Researched at – Fortress
Effects – Attached towers and ballistae do +15 damage, attached catapults do +75 damage


Magma Cauldrons – These cauldrons contain lava from mount doom and are used to repel persistent attackers
Cost – 1500
Researched at – Fortress
Effects – Fortress gains a secondary line of defence


Gate Watchers – Part of any Mordor fortress are the Gate Watchers which inspire fear in even the bravest hearts
Cost – 1500
Researched at – Fortress
Effects – Nearby infantry have a 20% chance of running fire


Rib Cage – Mumakil bones are tough and large, the Haradrium use the beasts rib cage to protect their buildings
Cost – 2000
Researched at – Fortress
Effects – Increases the durability of fortress, Prerequisite for Void Spire


Void Spire – The Void Spire opens a rip into the void dimension and pulls a deceased individual back to the fight
Cost 2500
Researched at – Fortress (Requires Rib Cage)
Effects – Brings a dead hero back to life, only one Void Unit can exist at a time


Void Units


Lurtz – Slain by Aragon at Anon Hen, Lurtz is equipped with both a bow and a sword for maximum damage
Cost – 1200
Abilities – Toggle Weapon, Cripple Shot, Carnage, Leadership, Pillage
Mouth of Sauron – Messenger of the Dark Lord and last of the true Dark Númenoreans, the Mouth was defeated by Aragon at the Black Gate
Cost - 1500
Abilities – Mount/Dismount, Doubt, Dissent, Evil Eye


Gorkil the Goblin King – Killed by Glorfindel at the Witch King’s former fortress, Gorkil is a deadly foe especially when mounted on his Giant Scorpion
Cost – 3000
Abilities – Skull Totem, Mount/Dismount, Leadership, Poisoned Stinger, Call from the Deep


Saruman – Betrayed by his toady Wormtounge, Saruman was the former head of the Istari Order and a deadly sorcerer
Cost – 3000
Abilities – Wizard Blast, Fireball, Wormtounge, Speechcraft, Thunder Storm


The Witch King – Strongest servant of Sauron, the Witch King was dispatched on the Pelanor Fields by Merry and Eowen
Cost – 5000
Abilities – Mount/Dismount, Dread Visage, Screech, Morgul Corruption, Hour of the Witch King


Smaug – Shot down by Bard of Dale this dragon seeks vengeance against the dwarves for stealing his treasure
Cost – 5000
Abilities – Fireball, Wing Blast, Tail Strike, Riddle Master, Incinerate

GoblinsEdit

 

Made up of fast swordsmen and archers as well as powerful spearmen and cavalry with a deadly selection of monsters.

 

Heros

 

Wulf –A Dunderling Hill Chieftain who was once in league with Saruman but fled north after the fall of Orthanc


Shortcut Key - W


Cost – 30 Command Points, 1000 Resources


Health – 340


Damage (Melee/Missile) – 135


Defence (Hack/Pierce/Crush) – 65/40/60


Abilities –Throwing Axe, Frontier Leadership, Call from the Hills

 

 

Sanga – A Warg Rider and Orc Scout who fled in fear of his life after the fall of Orthanc with a hatred for the Ents


Shortcut Key - S


Cost – 50 Command Points, 1400 Resources


Health – 425


Damage (Melee/Missile) – 160


Defence (Hack/Pierce/Crush) – 55/70/60


Abilities – Howl, Tame the Beast, Blood Hunt, Rallying Scream


Azog – Former Lord of Moria and now leader of all the Goblins in the North he is the last and greatest leader of his people


Shortcut Key - G


Cost – 50 Command Points, 2000 Resources


Health – 460


Damage (Melee/Missile) – 165


Defence (Hack/Pierce/Crush) – 60/60/55


Abilities – Bridadinge, Great Rage, Leadership, Crack the Whip


Shelob – A giant spider that lives in the caves of Mordor and tried to kill Frodo in the Third Age


Shortcut Key – M


Cost – 60 Command Points, 2250 Resources


Health – 650


Damage (Melee/Missile) – 700


Defence (Hack/Pierce/Crush) – 60/50/80


Abilities – Man Easter, Instil Horror, Poisoned Stinger, Tunnel, Spider Hive


 

Units

   


Builder – An ugly and slimy Orc Labourer who builds the foul buildings for the Goblins of Moria

 

Shortcut Key – L

 

Abilities – Extinguish Fire

 

Trained from - Fortress

 

 

Fire Drake – A fledgling dragon that can breathe fire but has not yet learnt to fly

 

Shortcut Key – D

 

Abilities – Inferno

 

Trained From – Fortress (Requires Dragon’s Nest)

 

 

Orc Labourer – These Orcs are simple labourers that harvest the forests of the for the Goblins

 

Shortcut Key – L

 

Abilities – Harvest Resources

 

Trained From – Lumber Mill

 

 

Goblin Warrior – Filthy and deadly warriors with the ability to climb walls Goblin Warriors can outflank their foes

 

Cost – 60 Command Points, 80

 

Shortcut Key – W

 

Trained From – Goblin Cave

 

 

Goblin Archers – Skilled Archers armed with composite bows that fire poisonous and fire arrows down on their foes

 

Cost – 60 Command Points, 250

 

Shortcut Key – A

 

Trained From – Goblin Cave

 

 

Vampire Bats – Giant Bats that nest in the Goblin’s Holes and Caves which follow them into battle to harass their foes

 

Cost – 40 Command Points, 325

 

Shortcut Key – B

 

Trained From – Level 2 Goblin Cave

 

 

Goblin Shaman – Goblin holy men that worship the Balrog and capture enemies to be used for diabolical spells to support their troops

 

Cost – 40 Command Points, 400

 

Shortcut Key – S

 

Trained From – Level 3 Goblin Cave

 

 

Half Troll Marauder –Half Orc – Half Troll pikemen who wield vicious giant spears designed for skewering cavalry

 

Cost – 45 Command Points, 450

 

Shortcut Key – M

 

Trained From – Fissure

 

 

Half Troll Soldiers – Cousins to the pike wielding marauders these swordsmen can rip through an entire army

 

Cost – 45 Command Points, 500

 

Shortcut Key – D

 

Trained From – Level 2 Fissure

 

 

Cave Troll – Cave dwelling relatives to the Mountain Troll these monsters are smaller but still very deadly to their foes

 

Cost – 25 Command Points, 500

 

Shortcut Key – C

 

Trained from – Level 2 Fissure

 

 

Mountain Giant – The largest troops in the Goblin army the Mountain Giants act as living artillery bombarding enemy structures and troops

 

Cost – 50 Command Points, 900

 

Shortcut Key – M

 

Trained from – Level 3 Fissure

 

 

Spiderling – Young Spiders that charge in to battle like cavalry biting with their savage fangs that contain deadly venom

 

Cost – 30 Command Points, 250

 

Shortcut Key – S

 

Trained from – Spider Pit

 

 

Spider Rider – Some Goblins have ‘domesticated’ giant spiders and ride them into battle. Armed with spears and bows there are versatile troops.

 

Cost – 50 Command Points, 600

 

Shortcut Key – R

 

Trained from – Level 2 Spider Pit

 

 

Dunderling Wildmen – Refugee Hillmen armed with spears ready to get revenge on their fallen comrades in Rohan

 

Cost – 50 Command Points, 200

 

Shortcut Key – W

 

Trained from – Dunderling Camp

 

 

Warg Riders – Fleeing alongside the Wildmen the former Warg Riders of Isengard have joined the Goblins of the North against the Dwarves and Men of the West

 

Cost – 60 Command Points, 500

 

Shortcut Key – R

 

Trained from – Level 2 Dunderling Camp

 

 

Half Orc Archers – Half Orcs or Goblin Men act as mercenaries utilizing their impressive archery skills against the enemy

 

Cost – 45 Command Points, 450

 

Shortcut Key – H

 

Trained from – Level 3 Dunderling Camp

 

 

Buildings

 

 

Tunnel – Tunnels allows the Goblin Army to move quickly across the battlefield as well as extracting minerals

 

Cost - 300

 

Building Type – Resource/Population

 

Trains – NA

 

Upgrades – NA

 

 

Lumber Camp – A foul building were constant attrition and fires destroy the trees ready to be turned into resources to build siege weapons and projectiles

 

Cosy - 300

 

Building Type – Resource

 

Trains – Orc Labourers

 

Upgrades – NA

 

 

–Caves from the abyss that allows Goblins and Bats swarm to the surface to attack the Men of the West

 

Cost - 400

 

Building Type – Military

 

Trains –Goblin Warriors, Goblin Archers, Vampire Bats, Goblin Shamans

 

Upgrades – Upgrade Level

 

 

Fissure – The warmth of the minerals in the Fissure wakes the trolls and giants getting them ready to fight

 

Cost - 500

 

Building Type – Military

 

Trains –Half Troll Marauders, Half Troll Swordsmen, Cave Trolls, Mountain Giants

 

Upgrades – Upgrade Level

 

 

Spider Pit – Web coved mounds that are breeding ground for the swarms of spiders allied to the Goblin Cause

 

Cost - 600

 

Building Type – Military/Research

 

Trains – Spiderlings, Spider Riders

 

Upgrades – Upgrade Level, Venom Sacs

 

 

Dunderling Camp – A temporary wildmen camp were the refugees of Isengard gather for revenge against Rohan

 

Cost - 600

 

Building Type – Military

 

Trains – Dunderling Wildmen, Warg Riders, Half Orc Archers

 

Upgrades – Upgrade Level

 

 

Tresure Trove – Precious treasures from below the ground are stored in these halls to be used for military upgrades

 

Cost – 1000

 

Building Type – Research

 

Trains – NA

 

Upgrades – Upgrade Level, Banner Carrier, Scavenged Armor, Forged Blades, Fire Arrows

 

 

– A stout battle tower that rains arrows down onto the enemies crowding below

 

Cost - 500

 

Building Type – Defensive

 

Trains – NA

 

Upgrades – Fire Arrows

 

 

Fortress – The military, economic and defensive heart of a city

 

Cost – 5000

 

Building Type - Fortress

 

Trains – Heros, Builders, Fire Drake

 

Upgrades – Fortress Upgrades, Expansion, Mountain Giant Sentry Expansion, Spider Pit Expansion, Burrow Structure

 

 

Upgrades

 

 

Banner Carriers – Banner Carriers give troops experience and rally new men to a unit

 

Cost – 1000

 

Researched at – Treasure Trove

 

Effects – Infantry, Cavalry

 

 

Scavenged Armor – Poorly constructed and brutal armor that allows for some protection on the battle field

 

Cost – 1000

 

Researched at – Level 3 Great Siege Works

 

Effects - +10 Armor to all Infantry and Cavelry

 

 

Forged Blades – Reforged Blades allow for stronger and deadlier sword and pike men

 

Cost – 1000

 

Researched at – Level 2 Treasure Trove

 

Effects – Increases the attack of Sword and Pikemen by +15

 

 

Fire Arrows – A flaming arrow is a deadly weapon to the health and morale of enemy troops

 

Cost – 1000

 

Researched at – Level 3 Treasure Trove

 

Effects - + 15 to Archers & Towers

 

 

Venom Sacs –Deadly spider venom that cause a slow and agonizing death if injected into the body

 

Cost – 1000

 

Researched at – Level 3 Spider Pit

 

Effects - Spiderlings

 

 

Bat Cloud – Bats swarm around the Fortress giving it a malevolent appearance to the enemy

 

Cost – 500

 

Researched at – Fortress

 

Effects – Stealthed Units are neutralized in the vicinity of the Fortress

 

 

Razor Spines – Huge Spikes scattered around the base of a Fortress are unnerving to even the most armoured troops

 

Cost – 1500

 

Researched at – Fortress

 

Effects – Adjacent Units to the Fortress are damage when attacking the Fortress

 

 

Flaming Munitions – A flaming arrow is a deadly weapon to the health and morale of besieging troops

 

Cost – 1500

 

Researched at – Fortress

 

Effects – Attached towers do +15 damage

 

 

Web Cocoon – Spiders nesting around the Fortress cover it with webs to increase the amount of prey they catch

 

Cost – 2000

 

Researched at – Fortress

 

Effects – Increases the durability of fortress, Prerequisite for Dragon’s Nest

 

 

Dragon’s Nest – The Dragon’s Nest incubates a Fire Drake that can be released and bring carnage to the battlefield

 

Cost 2500

 

Researched at – Fortress (Requires Web Cocoon)

 

Effects – Allows the training of a Fire Drakes, only one Fire Drake can exist at a time

 

 

Neutral Structures, Heros and UnitsEdit

Neutral Structures come in two classes; those that act as lairs and those that can be captured to bolster these forces. These buildings may also train units or contain treasure protected by a fierce guardian.


Neutral Structures


Outpost – Outposts generate resources for the faction that captures the flag positioned nearby
Building Type – Resource
Trains – NA


Shipyard – Shipyards are facilities that construct boats for crossing water and for assaulting costal structures.
Building Type – Military
Trains – Ships – The Sassaninds are unable to build Ships and train Monsters from this structure instead


Signal Flare – These buildings act as beacons and reduce the time it takes for powers to recharge
Building Type – Support
Trains – NA


Meeting Point – Meeting Points are hidden areas in the wild where shady characters gather and can be hired by various factions
Building Type – Military
Trains – Mercenary Unit


Lair Structures


Goblin Cave – Feral and unorganized goblins swarm from these caves to deter intruders and steal resources
Building Type – Lair
Trains – Goblin Warriors, Goblin Archers


Warg Lair – Packs of Wargs lurk in these caves until dusk when they start to hunt for prey
Building Type – Lair
Trains – Warg Pack


Spider Nest – Hollowed out trees full of spider eggs ready to hatch into venomous Spiderlings
Building Type – Lair
Trains – Spiderlings, Spiders


Cave Troll Lair – Poorly constructed and untidy shelters designed to minimize sunlight exposure to the Cave Trolls within
Building Type – Lair
Trains – Cave Trolls


Burrow Wraith Tomb – Soulless and deadly Burrow Wraiths emerge from these ancient tombs to inflict plagues on the living
Building Type – Lair
Trains – Burrow Wraiths


Scorpion Nest – Giant Scorpions from the deserts of Sassanin nest in these sandy holes ready to defend the desert
Building Type – Lair
Trains – Scorpions


Fire Drake Pit – The few remaining Dragons have laid eggs and they have hatched into fire breathing Drakes.
Building Type – Lair
Trains – Fire Drake


Neutral Heros


Gollum – This foul and putrid creature carries the One Ring during the third age and has escaped from the void with his precious
Health – 110
Armor (Melee/Missile/Crush) – 50/55/60
Abilities – Escape


Neutral Units


Arnor Swordsmen – Men from the land of Arnor who became refugees after the Witch King invaded their land
Cost – 1100, 80 Command Points
Abilities – Shield Wall, Leadership, Blademaster, Glory of the West
Faction – Men of the West


Dwarven Blaze Troopers – These dwarves come from the Withered Heath and have discovered how to harness Dragon Fire
Cost – 1150, 80 Command Points
Abilities – Spill Oil/Light Fire, Grenade Throw, Fireball, Inferno
Faction – Dwarves


Bree Falxmen – Armed with huge blades designed to carve through enemy formations these soldiers are deadly foes
Cost – 1200, 90 Command Points
Abilities – Charge Attack, Carnage, Frontier Leadership, Berserker Rage
Faction – Shire Folk


Mithlond Archers – Sentries of the Grey Havens Port and among the best Elvish Archers
Cost – 1000, 80 Command Points
Abilities – Toggle Weapon, Cripple Shot, Arrow Wind, Starlight
Faction – Elves (When Unlocked)


Wain Riders – Easterlings mounted in vicious chariots armed with compound bows and scythed wheels
Cost – 1200, 120 Command Points
Abilities – Charge Attack, Jettison Oil Drum, Garrison/Disembark Archers, Wounding Arrow
Faction – Sassanin Empire


Serpent Warriors – Elite Haradrium Warriors armed with swords and bows and equipped in heavy armor covered in the families wealth
Cost – 1000, 75 Command Points
Abilities – Toggle Weapon, Skull Totem, Cripple Shot, Train Allies
Faction – Orc Confederacy


Dark Rangers – Former warriors of Angmar and the last true Black Numenoreans these warriors live in the wild and have a hatred for the men of the West
Cost – 1100, 80 Command Points
Abilities – Death Mask, Sniper Shot, Cripple Shot, Glory of the Witch King
Faction – Goblins


Half Orc Spies – Spies serving Saruman that have learnt the skills of Sabotage, Assassination and Stealth
Cost – 1200, 75 Command Points
Abilities – Backstab, Steal Disguise, Poison, Plant Bomb
Faction – Isengard (When Unlocked)


Boats


Esgeroth Ferry – A small ferry that carries troops across the water
Cost – 350
Faction – Men of the West, Dwarves, Shire Folk


Elvish Transport – Transports that are used to take the Elves to the final destination of the Grey Havens
Cost – 350
Faction – Elves (When Unlocked)


Orc Raft – Foul crudely built rafts that are used to cross rivers
Cost – 300
Faction – Orc Confederacy, Goblins, Isengard (When Unlocked)


Gordagus – A huge turtle like creature domesticated by the Blood Elves to carry troops across the Sea of Rhun
Cost – 900
Faction – Sassanin Empire


Gondor Navel Vessel – A large arrow ship crewed by the newly established Gondorian Navy to combat pirates
Cost – 600
Faction – Men of the West


Dwarvish War Barge – A large barge manned by several axe throwers is the prime example of the Dwarvish navy
Cost – 600
Faction - Dwarves


Elvish Galleon – After their departure several of these ships were left in the Grey Havens and were later used by the Hobbits
Cost – 600
Faction – Shire Folk, Elves (When Unlocked)


Corsair Black Ship – Famous for their piratical raids these Black Ships are feared across Middle Earth
Cost – 600
Faction – Orc Confederacy


Half Orc Salvage Ship – Modified Ships originally designed to haul cargo are now garrisoned with deadly archers
Cost – 600
Faction – Goblins


Isengard Iron Clad – Metal coated ships manned by hundreds of oarsmen and armed with a deadly ballista
Cost – 1200
Faction – Isengard (When Unlocked)


Gondor Assault Ship – Armed with a Ballista the Assault Ship is used for attacking pirate ports and sinking enemy ships
Cost – 1200
Faction – Men of the West


Dwarven Catapult Ship – Equipped with an Iron Hills Catapult this ship can level a fortress in a short amount of time
Cost – 1200
Faction – Dwarves


Corsair Battleship – Armed with a Catapult these ships provide cover to land raiding parties and attack shipyards
Cost – 1200
Faction – Orc Confederacy


Elvish Storm Ship – When detonated this ship creates a whirlpool that sucks in both friend and foe
Cost – 400
Faction – Elves (When Unlocked)


Corsair Fire Ship – A suicide ship set alight and sent to ram an enemy vessel
Cost – 400
Faction – Orc Confederacy

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