0% found this document useful (0 votes)
153 views85 pages

TDHManual

This document provides an overview of the new Dwarf faction being added to the Battle for Middle-earth mod called The Dwarf Holds. It discusses the system requirements and installation process for the mod. It also outlines some key gameplay changes made to mechanics like archers and siege weapons. Finally, it begins to provide lore about the Dwarves of Durin's Folk and their founding in Khazad-dum.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
153 views85 pages

TDHManual

This document provides an overview of the new Dwarf faction being added to the Battle for Middle-earth mod called The Dwarf Holds. It discusses the system requirements and installation process for the mod. It also outlines some key gameplay changes made to mechanics like archers and siege weapons. Finally, it begins to provide lore about the Dwarves of Durin's Folk and their founding in Khazad-dum.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Contents Mordor Upgrades 114

Technical Information 1 Mordor Heroes 115

Gameplay Notes 2 Mordor Units 121

Dwarf Lore 3 Changes to Isengard 132


Isengard Spellbook 133
The Dwarf Faction 7
Isengard Buildings 135
Dwarf Spellbook 9
Isengard Upgrades 137
Dwarf Bases 13
Isengard Heroes 138
Dwarf Buildings 21
Isengard Units 142
Dwarf Upgrades 31

Dwarf Heroes 35 New Maps 146

Dwarf Units 43 Credits and Thanks 161

Changes to Gondor 66 Troubleshooting 163

Gondorian Spellbook 67 Known Bugs and Issues 164

Gondorian Buildings 69

Gondorian Heroes 71

Gondorian Units 77

Changes to Rohan 86
Rohirric Spellbook 87

Rohirric Buildings 90

Rohirric Upgrades 91

Rohirric Heroes 92

Rohirric Units 102

Changes to Mordor 110


Mordor Spellbook 111

Mordor Buildings 113


The Dwarf Holds | Technical Information 1
Technical Information
System Requirements and Installation
Though the minimum system requirements for The Battle for Middle-
earth should be sufficient to run The Dwarf Holds, due to the increased
model and texture detail we recommend a slightly more powerful sys-
tem for the optimum gaming experience. These new requirements are
General Information listed as follows:

The Dwarf Holds is a mod for Electronic Arts’ The Battle for Middle-earth Minimum Recommended
real-time strategy game. The game originally shipped with four factions 1.5GHz CPU 2.0+ GHz CPI
– Gondor, Rohan, Mordor and Isengard. This mod adds a fifth playable 512 MB of RAM 1+ GB of RAM
faction – the Dwarves of Erebor. 128 MB DX9.0 video card 256 MB DX9.0 video card
1 GB additional disk space 1 GB additional disk space
The Dwarves are a fully functional faction, with new units, buildings,
castles and a unique playstyle. We have done our utmost to make sure To install the mod, first install The Battle for Middle-earth and update
the faction fits in with the vanilla factions in terms of completeness and it to version 1.03. This can be done via the Electronic Arts Check for
polish. You will find impressive new effects, detailed animations and a Updates utility located in the Battle for Middle-Earth folder in your Start
lot of things that you probably wouldn’t notice – unless they weren’t Menu, or by downloading and running the 1.03 patch executable from
there. here.

In addition to the Dwarves, we have also significantly updated the Once the patch has been installed, download and run the mod’s installer
orginal factions with additional spell powers, heroes, units and buildings. from here. If you have The Battle for Middle-earth installed and updated
Both the changes to the new factions and a comprehensive overview of to version 1.03, the installation should go smoothly.
the Dwarf faction is contained in this manual.
If you have installation issues, refer to our forums.
The Dwarf Holds is the successor to the now defunct Rhovanion Alliance
Updating The Dwarf Holds
Mod. Much of the work in this project is based on art and code created
back then. Periodically we may release patches that fix bugs, improve balance and
add features to the mod. These will be announced on our forums when
We hope you have as much fun playing the mod as we did making it!
available. To update The Dwarf Holds, simply run the Check for Updates
– The Dwarf Holds Team start menu item located under The Dwarf Holds. This will automatically
download and install mod updates.

Reporting Bugs & General Assistance


If you find a bug or issue you think should be corrected in The Dwarf
Holds, please report it on our forums, in the Bugs and Troubleshoot-
ing section. If you are having installation issues or experiencing game
crashes, please check the Known Issues and Troubleshooting at the end
of this manual before posting on our forums.
The Dwarf Holds | Gameplay Notes 2 The Dwarf Holds | Dwarf Lore 3
Gameplay Notes

Those familiar with The Battle for Middle-earth should note a couple of Part I:
key changes we have made to game mechanics in order to diversify the
base game.
Durin’s Folk
Firstly, Archers have had several major changes. Arrows fired are no
longer completely accurate, instead they have a chance of missing. This
chance depends on the unit. In general, Elves are the most accurate, Dwarf Lore
followed closesly by Dwarves and Men (note that this also includes Evil
Far off, millennia ago, Durin awoke. He stumbled forth from his under-
Men!). Orcs are the least precise. Hero characters keep their perfectly
ground home and walked the mountain-paths of Middle-earth, watch-
accurate shooting - they are heroes after all! If arrows do miss, they
ing the stars, alone. He came to a deep, blue lake and looked in – and
might hit other units though, so inaccurate archers will do well to target
there he saw, reflected in the water, a crown of stars above his head.
large groups of targets. Arrow damage has also been tuned so that
units will still do approximately the same amount of damage as they did Durin the First took this as his emblem, his crest and symbol of all his
before. Folk – and Durin’s Folk multiplied, exploring the land and plying their
trades. They were great craftsmen, miners, and most of all, warriors.
Secondly, players should now be wary of purchasing the Fire Arrow
They slew the rakhâs, the Orcs, whenever they encountered them, for
upgrade. While this upgrades still increases damage, it greatly decreases
the creatures were deadly predators that would kill a Dwarf of Durin at
accuracy. This makes it great against buildings, but weaker against units.
no provocation. Eventually the Folk of Durin’s House found a place for
Many factions now have other arrow upgrades as well. Use them wisely!
them to abide, and there they delved their halls and mines, in Khazad-
The next major change has been to siege weapons. In order to reduce dum.
the proliferation of catapult spam, artillery units now cost more Com-
This great home of the Dwarves, this Dwarrowdelf, or Dwarf-home, was
mand Points and are capped at a certain number on the battlefield at
known far and wide for its greatness and splendor and hospitality. By
once. To compensate, the old underused siege weapons have been
good fortune it was not touched by the great Wars of the West that
given some advantages - rams and ladders are much more attractive
sent half the world under the waves in ruin; but this was not to last.
ways to get over an enemy’s walls now.
The descendants of Durin, of which there were many, ruled from
The various artillery weapons have also been changed to be more
Khazad-dum with a penchant as being kind and generous leaders
unique. Some factions’ weapons are better than others at different
– though quick to anger. They made a friendship with the Elves of
roles, such as killing infantry, destroying buildings, or just forcing the
Eregion, each of them great craftsmen and metalworkers, and shared
enemy to scatter.
secrets among one another that had never been known before.

Then Sauron came. He helped forge the Rings of Power (of which Seven
were made for the Dwarf-Lords, one for each House, and among some
it was said that Sauron had had no hand in the making of the Ring of
Durin), and threw up a rift between the Elves and Dwarves that had
worked so hard to reconcile. But he was foiled, and returned to the
North to wreak fire and slaughter.

The Dwarves of Khazad-dum, led by Durin the Fifth, fought on the side
of Elves and Men in the Last Alliance of Elendil and Gil-galad, though
The Dwarf Holds | Dwarf Lore 4 The Dwarf Holds | Dwarf Lore 5
some of their far-flung, traitorous kin did otherwise and sided with Erebor to its glory – and more than that, to aspire to again be a King in
the Enemy. Among those two parties there was no greater fury when Khazad-dum. His name was Thror, and the tale of his line is a long and
swords were drawn. sad one. Thror’s body was aging, but his heart was hot with desire for
the glorious return to Dwarrowdelf. Against all caution and warnings he
For a time, afterwards, Sauron had seemed to have been defeated. The journeyed to Khazad-dum, to the East-Gate, and went inside. His com-
wealth of Durin’s House grew, and grew. They became proud, but to panions waited outside – and all they received for their diligence was
a fault. The Doors of Durin were shut; and this was their downfall. Far his severed head, with the Orc-name Azog burned into it. This monster
in the Deeps of the Mountains, something stirred in the darkness. The had killed Thror and desecrated his body – and so began the long War of
searching picks and lanterns of the Dwarves opened some deep cham- Dwarf and Orc.
ber, and from there came a nightmare none had foreseen. A Balrog of
Morgoth, a demon of fire and shadow, relict of the ancient world before All across the Misty Mountains, the Dwarves of Durin sought out the
Durin himself opened his eyes in the darkness of Gundabad. Orc and Goblin, and above all, Azog himself. No rock was left unturned,
none of their hovels left standing, and not a one of their caves unlit.
Durin’s Folk fled their ancient home, scattered as if by the wind. They Long was this War, and the losses for both sides many.
wandered aimlessly, dreaming ever of reclaiming what had been theirs.
And then the Lonely Mountain was discovered. But in the end of those days Azog was found to have rallied his maggot-
kin, and taken refuge in Khazad-dum itself. This could not be stood for,
no. Our kin gathered from all corners of the land, from the Blue Moun-
tains to the Iron Hills, all under the banner of Nain, whose son Dain
Ironfoot is now king. But that will come later. The great Battle of Dimrill
Dale took place before the East-Gate where all began, and bitter was
that fight. But the Dwarves of Durin prevailed, and Azog was slain. The
rakhâs were driven off in rout… but great was our loss. For every three
Dwarves that fought that day, one of them did not leave.

We could not bury the bodies, as should be. Instead the bodies were
burned in a great mound, the smoke of which was seen far and wide
around. To this day it is an honour to say that one’s sires was a “burned
Dwarf” – and I myself am not happy to say I was not among them.
Far to the North and East, beyond even Mirkwood, there was the Lonely
Mountain, Erebor. There Durin’s Folk began anew, for there was gold
to be found beneath the Mountain. Some whispered that the glory of
Khazad-dum could here be remade, but that too, was not to be. For
Smaug found the Kingdom under the Mountain. This last great Wyrm
came upon Erebor at unawares, slew the King and many of his people, Ah, I am getting distracted. Pardon me, lads. To continue… from that
and took the hoard of Dwarf-gold for himself. great Battle we lost a King – Nain was slain by Azog in single combat,
who was in turn slain by Dain, Nain’s son, as I have said. His cousin,
Our folk wandered for a long while, establishing petty kingdoms and Thorin, returned to his realm in the Blue Mountains after the War and
lordships from the Grey Mountains north of Mirkwood to the Blue brooded long.
Mountains near the Sea. Some even went to the Iron Hills in the East,
where they found great wealth and prosperity, even to today. A plan was made, a quest set out to slay this Dragon. This Quest for
Erebor was led by the great Thorin Oakenshield, and it was counseled
But one of our Kings was not content with this life of wandering and by the honoured Gandalf, a Wizard. Thorin and twelve of his closest
settling, then more of wandering and settling. He desired to restore kin left their halls for Erebor, obtaining another companion – a Halfling,
The Dwarf Holds | Dwarf Lore 6 The Dwarf Holds | The Dwarf Faction 7
Bilbo Baggins – along the way. They traveled long and hard and through The Dwarf Faction
much peril, and came at last again to Erebor.
Playing as the Erebor faction in The Dwarf Holds is quite different from
Smaug raged at their approach, and took his fury out on the people of playing any of the four original Battle for Middle-Earth factions. The
Dale – whose home had formerly been, and now again, was between Dwarves give you a distinct set of advantages – the most powerful infan-
the arms of the Mountain – but was slain by a nobleman of legend, Bard try in the game as well as the strongest defences, but also some signifi-
the Bowman. Soon afterwards, another great Battle was fought at Ere- cant disadvantages. Your units will be slow, your archers limited, and you
bor, of Five Armies. The Dwarves of the Iron Hills, under Dain Ironfoot, lack any kind of cavalry.
the Elves of Mirkwood and Thranduil, and the Men of Dale were on one
side. The Goblins of Bolg son of Azog and their Wolf allies were upon The first thing you’ll notice are the new bases. The Dwarves have a
the other. strong fortified Castle, similar to Rohan and Gondor, but they have
uniquely fortified Camps and Outposts. Camps have a fully enclosed,
Long and hard was that fight, for many of the combatants were veterans walkable wall, and Outposts can build defensive structures and have low
of the War of Dwarf and Orc. But once again the Dwarves had the vic- fences like Gondor and Rohan’s Camps. They are described in greater
tory – Bolg was killed, but so was Thorin. Dain became King Under the detail in the Bases part of this manual, and ensure that your units always
Lonely Mountain, and has been ever since. have a strong bastion to retreat to.
But as always, something stirs in the dark. Our enemies plot and gather As an Erebor player, you’ll have
against us. Just recently a messenger from the South – from the Black several challenges to overcome.
Land of Mordor – came to the very Gates of Erebor, to barter with Dain. Dealing with cavalry and raiding is
What that dark rider wanted I do not know, for I am not privy to the first and foremost among these.
King’s counsel. Perhaps it is better that way. Slow infantry means that reacting
to raids on outlying economy plots
Our borders are threatened. Wild Men and Orcs approach from the
will be difficult, and doing raiding of
East and South, and there is talk of returning to Khazad-dum – now
your own will be slower. To counter
known as Moria, the dreaded Black Pit – just as Lord Balin did some
this, you will need to make use of
time ago. Now, my lads, will you stand against our enemies, and march
your heroes and spellbook powers.
beside us to war? Secret Ways can paralyze an army of cavalry
Many abilities confer a temporary
– from the account of Nar , T.A.3017 boost in speed, and other may immobilize enemy units so that they can-
not retreat from the fury of your axes.

Another major disadvantage that comes with having the most powerful
infantry is economic. Dwarf units are strong and deal lots of damage,
but are very expensive, as are their unit upgrades. However, there are a
number of measures you can take to offset costs. The basic Dwarf econ-
omy structures, the Forge and the Mine, provide important discounts
when built in large numbers. Forges in numbers can provide an awe-
some 60% discount on upgrades. Mines have an even more important
discount: they reduce the cost of infantry. Since 95% of Dwarven units
are infantry, this will be very useful. Mines can only be built on economy
plots though, so expansion and capture of territory will keep your units
cheap. Finally, most Dwarf units can combine with another unit of the
same type to create a double battalion. Upgrades are shared across the
The Dwarf Holds | The Dwarf Faction 8 The Dwarf Holds | Dwarf Spellbook 9
battalion, so the player can essentially acquire a few upgrades for free,
at minimal loss of versatility. Dwarf Spellbook
As the Dwarf player, you should play to your strengths. Your infantry are
to be feared – with a full complement of upgrades, even a single elite
Dwarf unit can fell a large number of enemies. The Khazad Uzbadul can Horn of the Gate 1 PP
even stand up to levelled heroes, dealing immense amounts of dam-
“Suddenly there was a great shout, and from the Gate
age and taking a lot of punishment without dying. Your own heroes are
came a trumpet call. They had forgotten Thorin! Part of
extremely tough, and have abilities you will need to increase the surviv-
the wall, moved by levers, fell outward with a crash into
ability of your expensive troops even further. Combine infantry of vari-
the pool”.
ous types with your strong heroes to carve a path to victory. Let Durin’s
– The Hobbit
Folk march to war!
Grants +50% Attack Damage and +20% Speed to units in the target
area for 30 seconds.

Horn of the Gate 1 PP


When roused to anger by some despicable event, it is not
uncommon for Dwarves to swear a vow of vengeance
against some enemy of all of Durin’s Folk. Such was the
case when the Orc chieftain Azog slew Thror at the gates
of Moria, starting the War of Dwarves and the Orcs.
Target hero takes 35% more damage from all Dwarves for 120 sec-
onds.

Summon Allies from Dale 3 PP


Before the sacking of Erebor and Dale by Smaug, there
was great friendship between the Dwarves and the
Northmen that lived there. After the kingdom was rebuilt
when Smaug was slain, this friendship was renewed, and
Dale-men and Dwarves often fought the armies of Sauron
together in the late Third Age.

Prerequisites:

Summons 2 units of Marksmen of the Thrush and a Warden of Dale to


assist the player for 90 seconds.

Dwarf Spellbook
The Dwarf Holds | Dwarf Spellbook 10 The Dwarf Holds | Dwarf Spellbook 11

Truesilver Lode 4 PP Stout Hearts 4 PP


Mithril, or truesilver as the Dwarves called it, was a beau- Durin’s Folk have always been known for their stubborn
tiful silver metal that could be alloyed with steel to create bravery, even in the face of overwhelming odds. In the
metals of wondrous strength and beauty. Such was its First Age, they fought as the rearguard against the dragon
value that a small mail-shirt owned by Bilbo Baggins was Glaurung, more recently in the Third Age they stood
considered a kingly gift. against the endless hordes of Bolg.
Prerequisites:
Prerequisites: or or

Creates a Truesilver Mine at the target location. This building produc- Renders all Dwarves permanently immune to fear effects.
es more resources than a normal mine, but expires after 2 minutes. If
it is destroyed by the enemy during this time, it drops treasure.
Durin the Deathless 12 PP
The Dwarves’ mythology holds many strange beliefs and
Muster of the Iron Hills 3 PP tales about their role in the world. One of these involves
Though many Dwarves emigrated to the newly founded their legendary king Durin, whom they believe lived on in
kingdom of Erebor after the death of Smaug, some re- his heirs for several generations.
mained to continue working in the Iron Hills, whose mines
were rich in that ferrous mineral. Due to their proximity Prerequisites: or
to the hostile Eastern peoples, a constant vigilance has
created a settlement of hardy Dwarves whose martial skill Summons the next incarnation of Durin the Deathless to the battle-
in undeniable. field for 100 seconds. Durin’s powers are focused on supporting your
army.
Prerequisites:

Allows the construction of Baruk-sharâhul, Azaghâr-sharâhul and the


Sulûn-abanul from the Barracks, Guardhouse and Workshop respec-
tively.

Durin’s Day 8 PP
The first day of the Dwarves’ calendar year is the day that
begins the last lunar cycle in autumn. When on this day
both the Sun and Moon may be seen in the sky together,
it is called Durin’s Day.

Prerequisites: or

The battlefield is lit by the light of sun and moon. Dispels weather
effects, reveals all stealthed units, and decreases special power re-
charge time.
The Dwarf Holds | Dwarf Spellbook 12 The Dwarf Holds | Dwarf Bases 13
Durin the Deathless takes to the field. Horn of the Gate is a useful first tier power that
affords basic troops increased speed and damage (Top left, top right) Dwarf Castle

The Dwarf Castle features strong walls, a highly defensible gatehouse,


and a number of useful wall expansions. These are divided into two
types – hub expansions and wall expansions. Hubs can be improved
with supporting structures, which are mostly oriented towards helping
defending troops. Banners and wells help increase the damage and sur-
vivability of archers the player may place on the walls. Wall expansions
provide some offensive punch, with a strong Dwarven Tower and the
unique Horn of Erebor.

The Castle features six Wall and Hub expansions and eight build plots.

A fortified Castle is an attacker’s nightmare

The Secret Gate built into the back of the Castle allows infantry to exit with ease

With archers on the walls and troops at the gate, this Castle is secure

Mangonels and elite Warriors are some of the troops available from the Iron Hills.
Marksmen of Dale add a valuable ranged component to the army of Erebor. Summon-
ing a Truesilver Mine allows the Erebor player to add the equivalent of a Level 3 Mine A Well lets the Rakhâs-Abzâg become much hardier defenders
to his income (Bottom left, bottom right, center right) Dwarf Bases
The Dwarf Holds | Dwarf Bases 14 The Dwarf Holds | Dwarf Bases 15

Castle Hub Upgrades


The hub sections of the Castle can be up-
graded with a variety of supporting expan-
sions. These focus around helping troops
garrisoned on the walls rather than inflicting
direct damage, and as such provide leader-
ship, healing and indirect fire support. This
makes the Castle Hub sections into bastions
of defence, where enemies will be hard-
pressed to kill the defenders without a sig-
nificant resource investment. Hub upgrades
are weaker though, so an attacker may
simply choose to destroy them with artillery
before moving in.
A Well brings water up through
Expansions: the hub, healing units and replen-
ishing battalion numbers.
An elaborate structure festooned
with the heraldry of Durin grants
+100% Combat Experience and
+50% Armour to nearby troops.
A scaffold featuring the Raven of
Erebor in prominence inspires
Castle Hub Upgrade nearby Dwarves to fight harder
and shoot with a keener eye,
Castle Wall Upgrade
Building Plot
granting +75% Attack Damage and
Secret Gate +25% Range to nearby troops.
A rampart adorns the hub, sur-
mounted by a static Sulûn-abanul
Castle Citadel which fires at enemy units. Re-
An important meeting-place for the quires the Muster of the Iron Hills
Dwarves, the Citadel’s halls are decorated spellbook power to be purchased
with ornate tapestries depicting the victo- before construction can begin.
ries of Durin’s Folk. Here, Dwarven strat-
egists advise the King as he nominates
war-leaders and plans his campaign against
the Enemy.

Trains and revives Dwarf Heroes.


The Dwarf Holds | Dwarf Bases 16 The Dwarf Holds | Dwarf Bases 17
Castle Wall Upgrades
The Castle Wall expansions are focused on Dwarf Camp
driving off or killing enemies. Six of these
upgrade plots are present around the
Castle, and can either directly kill or drive The Dwarf Camp is radically different from other factions’ camps. It is
off enemies that are nearby. As such, their completely enclosed, and is therefore well protected from raiding. At-
costs are higher, but as with all Dwarven tackers must wait for siege equipment before launching a dedicated as-
structures, they are a good investment in sault, though when they do, they will find that the walls crumble easily
terms of health and armor, being quite dif- under artillery or the blows of a battering ram. Enemy archers can also
ficult to destroy. shoot over the Camp’s low walls, so defenders would be wise to keep
A fortified watchtower stands the walls well defended, or bowmen will simply pick off vulnerable units
Expansions: guard over this section of wall, fir- inside the base.
ing at nearby enemy units.
The Dwarf Camp pays a penalty for the increased defence its walls af-
Great horns of Erebor are built ford – it contains slightly fewer plots than its sister Camps, at five. It has
into this section of wall. They can seven defensive plots distributed along the wall as well.
be sounded to stun enemies.

Secret Gate
Dwarves are famous for their secretive
ways, and in numerous cases have con-
structed alternate entrances to their hold-
ings, known only to a select few. Such secret
gateways may open only with a word of
command, or at a certain time of year.

This structure works in a similar way to other factions’ Postern Gates:


it is invisible to the enemy and allows passage by friendly units. It is
not buildable at standard wall upgrade plots, but is instead built at a
special location at the back of the castle.

Building Plot

Camp Wall Upgrade


The Dwarf Holds | Dwarf Bases 18 The Dwarf Holds | Dwarf Bases 19
The Camp gate is a formidable early-game obstacle
Camp Citadel
A monument to the Dwarves’ victory over
Azog during the final battle of the War of
Dwarves and Orcs serves as the centrepiece
of the Dwarf Camp. A frieze of Dain Ironfoot
dealing the killing blow to the Goblin War-
lord is its centrepiece, and this structure is
a meeting place for all Erebor’s most heroic
warriors as the call to battle is sounded.
Trains and revives Dwarf Heroes.
Wall upgrades afford the camp allow a Camp to be fortified for a modest price
Camp Wall Upgrades
The Dwarf Camp’s unique wall expansions Dwarf Outpost
make defence much easier. They are var-
ied – you can use one of them to generate
scouts for your forces, another to enhance
The Dwarf Outpost, like the aforementioned Camp, is unique in form
your defending archers, and a third to auto-
and gameplay usage. In a fashion similar to the other factions’ larger
matically defend the area. Though they will
bases, it is surrounded by low fences that prevent enemy movement
stand up well to a small-scale assault, they
and funnel melee attackers into chokepoints. Furthermore, it also has
cannot hold off large armies, so be sure to
defensive plots that can build basic Watchtowers for passive static de-
supplement them with troops and heroes in
fence. They can defend the Outpost against small raids by single battal-
defence.
ions, but are not strong enough to hold off any larger force.
The watchtower fires arrows at
Expansions: enemies unwise enough to ap- The Dwarf Outpost is provided with three standard building plots in ad-
proach the Camp. dition to the three defensive plots used for the construction of Watch-
A simple stone structure deco- towers.
rated with Raven banners inspires
nearby Dwarves to fight harder The Outpost’s Watchtowers can be relied upon to drive off a few Orcs
and shoot with a keener eye,
granting +25% Attack Damage and
+15% Range to nearby troops.
Spawns a single Raven of Erebor,
which is replaced when killed
after a short delay.

Requires a Rookery to be built


before construction can begin.

A fortified Outpost is a useful haven for the slower Dwarven troops


The Dwarf Holds | Dwarf Bases 20 The Dwarf Holds | Dwarf Buildings 21

Dwarf Buildings

Barracks
Trains basic infantry
A Dwarf Barracks is more of a dormitory
than a training ground – as most Dwarves
are already proficient with sword or axe, the
building merely serves to house them in a
military campaign. As more room is needed,
additional dormitory wings can be added to
increase the number of housed units.

Building Plot Trains: Rank 1 Azagh-Baruk

Outpost Watchtower Plot


Rakhâs-abzâg
Outpost Citadel
Though not as imposing as the Castle or
Camp citadels, the Outposts sports an Rank 2 Sigin-Udrîg
imposing structure adorned with Dwarven
army banners that serves as an armory and
resting-place for Erebor’s most heroic war-
Rank 3 Baruk-sharâhul
riors. It is here that Durin’s Folk may regroup
to plan their strategy after a victory or after
a... strategic withdrawal. The Barracks is the basic Dwarven unit production building. It trains
Trains and revives Dwarf Heroes. the basic triad of Warrior, Archer, Spearman that forms the core of any
Dwarf army. Like other barracks, it gains production speed and health
Outpost Watchtower bonuses as it levels. One note: to build the Baruk-sharâhul, the Muster
of the Iron Hills Spellbook power must be purchased as well.
Tall towers hide a handful of Dwarf Archers
dedicated to the defence of even the small-
est Dwarf holdings. They will fight fiercely,
sending shaft after shaft with unerring ac-
curacy to bring down bands of roving Orcs
or Evil Men that threaten lands claimed by
the King of Erebor.

The Outpost Defensive Plot can build a small watchtower for defence
that fires arrows at approaching enemies.
Dwarf Buildings
The Dwarf Holds | Dwarf Buildings 22 The Dwarf Holds | Dwarf Buildings 23

Guardhouse A building of the Guardhouse’s tall stature is hard to miss. A Level 2 Barracks can pro-
Trains elite infantry duce Warriors, Archers and Spearsmen for the Dwarven armies. (top left, top right)
The Guardhouses form a set of permanent
quarters for the professional warriors that
make up the elites of a Dwarven army on
campaign. It is a fortified structure, and can
easily be defended in case of an incursion.
Here, a visitor would find the quarters of
the bravest warriors of Erebor.

Trains: Rank 1 Azaghâ-gundu

Azaghâr-
sharâhul

Rank 2 Khazâd-uzbadul

Rank 3 Dain’s Guard

Thorin’s Guard

Gloin’s Guard

Guardhouses train elite Dwarven infantry. It gains build speed and


health as it gains levels – also, at Level 3, the Guardhouse fires ar-
rows. One note: to build the Azaghâr-sharâhul, the Muster of the Iron
Hills Spellbook power must be purchased as well. In a similar fashion,
the three Guard units require their corresponding heroes to be built
before they can be trained.

Forges provide extremely useful upgrade discounts. The Hall of Elders, despite its
resemblance to a tavern, is a place of learning. Workshops are essential buildings that
provide equipment for fortified assaults (bottom left, bottom right, centre right)
The Dwarf Holds | Dwarf Buildings 24 The Dwarf Holds | Dwarf Buildings 25

Hall of Elders Rookery


Trains Captains and provides extra Expe- Trains and equips the Ravens of Erebor
rience The Ravens of Erebor have ever been stal-
Dwarves, while not living quite as long as wart allies of the King Under the Mountain.
the Elves, do possess longer lifespans than With Smaug’s death, they have renewed
most men of the Third Age. They also set their oaths to King Dain, and in return,
great stock by the wisdom of their elders. he has ordered land and structures set
The Hall of Elders is a place where some of aside for the Ravens’ use. Dwarves provide
the less secretive older Dwarves can impart havens, food and defence for these noble
their knowledge to younger members of allies of Erebor.
Durin’s Folk, perhaps educating them in the
art of warfare, or forge-work techniques. Trains: Rank 1 Raven of Erebor

Trains: Rank 1 Zirak-Burkûn Building a Rookery allows the Dwarf player to train Ravens, who scout
at the command of King Dain. This structure is almost essential – flying
scouts allow the Dwarves to begin to overcome their natural lack of
Increases the experience gained by all units
Abilities: speed and build to counter the enemy’s armies.
on the map by 3%
Construction of a Rookery is also required for the construction of Ra-
The Hall of Elders plays a rather limited role in the Dwarf base. Its ven Roosts on Camp Defensive Plots.
primary function is to train the Zirak-Burkûn, Dwarf Captains who are
very useful in buffing the player’s infantry. Even if the Captain quota
has been maxed out, the building can still be useful. The experience
bonus given by the passive Wisdom ability may seem small, but it
does cover the entire map, and if the player has room to build several
Halls, can stack quite effectively. It also (unlike most experience-based
leadership) affects heroes, so will allow the powerful Dwarf heroes
quicker access to their late-level powers.
The Dwarf Holds | Dwarf Buildings 26 The Dwarf Holds | Dwarf Buildings 27

Workshop Forge
Trains Siege Equipment Gathers resources, upgrades units
Complex Dwarven siege equipment needs a With the blessings of Aulë the Smith,
unique combination of the best metalsmiths the Dwarves are unmatched smiths by
and craftsmen to assemble to the King’s the Third Age – their skills only rivalled
highest standards. A workshop combines by the remaining Noldor in the haven
these two disciplines to produce artillery of Rivendell. They trade such weapons
and equipment to scale and demolish walls. (Elendil’s Narsil was forged in Nogrod by
a Dwarven Smith), but often hoard the
best blades to use themselves in times
Trains: Rank 1 Urkhas-Felak of war.

Researches: Rank 1 Banner Carriers


Rank 2 Sulûn-abanul

The Workshop is the Dwarf answer to fortifications. It produces the Rank 2 Dwarven Metallurgy
Siege Ram, a powerful and sturdy battering ram, and the Sulûn-
abanul, a mangonel that can deal with structures or infantry using
large boulders or many small chunks of debris. Dwarven Heavy Armour
It should be noted that building the Sulûn-abanul also requires the
player to purchase the Muster of the Iron Hills spellbook power.
Mithril-tipped Arrows

Discount: Decreases cost of upgrades


The Dwarves’ primary resource collection structure is the Forge. It is
slightly more expensive than the Craftsman, due to its ability to re-
search unit upgrades. Most of these upgrades are available at Rank 2,
but the Banner Carriers upgrade’s Rank 1 availability allows the Dwarf
player an interesting option: if he has the resources available, he can
purchase this upgrade which will almost immediately level the Forge
to Rank 2, allowing access to the other upgrades. Or, he can wait for
the structure to level up via resource collection.

In addition, multiple Forges create a significant discount on upgrades,


which can help offset the expensive base cost of Dwarven upgraded
weapons and armor.
The Dwarf Holds | Dwarf Buildings 28 The Dwarf Holds | Dwarf Buildings 29

Mine
Craftsman Gathers resources
Gathers resources, upgrades buildings If there is anything the Dwarves are famous
and economy for, it is their skill at mining and stonework.
In conjunction with the Men of Dale, the The mine is the centre of any Dwarf holding,
craftsmen of Erebor have always produced and is not merely a shaft dug for mineral
wondrous feats of worksmanship. Intricate exploration – it is a dwelling, a home for the
toys, mechanisms of advanced complexity, Dwarves who live there. Such mine-works
and beautiful products were their speciali- begin humbly, but eventually develop into
ties. Such products adorn Dwarven halls or intricately carved halls that rival anything
are sold across Middle-Earth, some even built by the works of Man above ground.
making their way as far as the Shire.
Discount: Decreases cost of infantry

Researches: Rank 2 Ered Luin Prospectors The Dwarf Mine is the backbone of the Dwarf economy. It can only be
built at an economy plot, so the player must expand to secure these
mines, which are very useful. Not only are they effective resource
generating structures (slightly more efficient than Gondorian or Rohir-
Call to Arms
ric Farms), but they also provide an essential discount to infantry costs
when many have been built. This is important as practically the entire
Dwarven army consists of infantry! Unlike the other factions’ economy
Rank 3 Fortress Garrison buildings, the Mine does not fire arrows at Rank 3 – this makes de-
fence more difficult. Luckily, the player can purchase the Call to Arms
upgrade from the Craftsman to station defenders outside his or her
Discount: Decreases cost of buildings and siege equipment mines.
The Craftsman is a slightly cheaper resource collection building. It al-
lows the player to purchase a number of useful upgrades for his or her To keep expensive Dwarf units alive, Fountains are essential
buildings. These global enhancements increase Mine collection speed,
station defenders at key structures, and reinforce Camp and Castle
defences. In a long game, the Craftsman is an essential structure. If
you plan on building siege equipment, several of these structures can
decrease the relatively high cost of the Dwarf weapons of war to more
manageable levels.

Monuments provide special bonuses to nearby infantry


The Dwarf Holds | Dwarf Buildings 30 The Dwarf Holds | Dwarf Upgrades 31

Monument to Durin the Deathless


Provides Leadership Dwarf Upgrades
The Dwarves revere the Deathless, believing
that when he is reborn he will lead them to
a new age of prosperity. A monument de-
picting his image is not an uncommon sight
in Dwarven halls, and may inspire Dwarves
to heroic feats. Available at the Forge

Discount: Decreases cost of heroes


Leadership: +100% Combat Experience, +100% Attack
Abilities: Banner Carriers
Damage
The Monument to Durin the Deathless is a basic structure which The crown, anvil, hammer and ring of seven stars are the ancient sym-
increases the damage of units around it and lets them gain additional bol of Durin and the Seven Houses of the Dwarves. In the late Third
combat experience. Like the other factions’ hero statues, when several Age, this heraldry represents the nobility of Erebor, the household of
have been built it also provides a small discount on heroes proportion- Dain and the highest echelons of the army. The regular armies of the
al to the number of Monuments present on the map. Lonely Mountain use the more recent symbol of Erebor, the Raven on
a green field to decorate their banners. Elsewhere, the fragmentation
of Durin’s folk is readily evident in the varied devices that specialized
units bear. Dwarves come to fight at Dain’s call may bear banners trail-
Fountain ing the heraldry of their own halls in the Blue Mountains, the great
Heals nearby units ironworks of the Iron Hills, or any of a hundred less-known but no less
impressive designs.
A simple well provides a source of good,
clean drinking water from underground Regardless of its shape, troops fighting beneath a friendly banner are
springs. The Dwarves use their skills at inspired by its presence, and may fight much harder than can other-
stoneworking to beautify such a structure, wise be expected.
making it a charming addition to an en-
campment.
Requires: Rank 1
Like other Good factions’ Wells, the Dwarf Fountain heals nearby units
and replenishes battalions. Allows the purchase of the Banner Carriers upgrade for most units,
which ranks them to Level 2

Dwarf Upgrades
The Dwarf Holds | Dwarf Upgrades 32 The Dwarf Holds | Dwarf Upgrades 33

Mithril-Alloyed Arrows
Dwarven Metallurgy
Truesilver, or mithril, is the most sought-after metal in Middle-Earth.
The Dwarves are the unparalleled masters of forge-work remaining Strong as dragonscale, yet light as a feather, its use in weapons and
in Middle-Earth. Surpassed only by the Noldor at the peak of their armour manufacture is evident. Alloyed in minute quantities with
power, with the waning of the Elves the realm of Erebor produces only worked Dwarven steel, it can make arrowheads that can be sharpened
the finest steel. This steel holds its edge, is light and free of imperfec- and refined to perfection. Such arrows can penetrate the toughest
tion. Masterwork weapons provided by the best Dwarven craftsmen hides and the strongest plate armour. Only the most accomplished of
are referred to as ‘thrice-forged’. These Dwarves guard their secrets Dwarves use these arrows in war, and take care to recover the heads
well, but ensure that the armies of Erebor have access to only the best after the inevitable defeat of their enemies.
– axes, swords, spears and more.
Requires: Rank 2
Requires: Rank 2
Allows the purchase of the Mithril-Tipped Arrows upgrade for Archers
Allows the purchase of the Dwarven Metallurgy upgrade for most
units, which increases their damage significantly.

Available at the Craftsman


Dwarven Heavy Armour

The skill of the smiths of Erebor being what it is, Dwarven armour is
expected to be very strong. This is true, but another factor also con- Ered Luin Prospectors
tributes - Dwarves make light of heavy burdens, and can wear more
armour than the other races of Middle Earth, carrying these loads Many of the denizens of the Ered Luin were escapees from the Lonely
in pitched battles without tiring. The finely wrought plate, chain and Mountain after its conquest by Smaug. Robbed of the rich mineral
scale hauberks forged by the Dwarves are worn in layered fashion, veins of Erebor, the Dwarves of the Blue Mountains have now become
resulting in a burden of steel that renders the wearer all but invincible even more adept than their kin at finding lodes of ore: useful metals
– provided he can carry it. such as iron and tin, or more decorative riches such as gold and pre-
cious stones.
Requires: Rank 2
Requires: Rank 2
Allows the purchase of the Dwarven Heavy Armour upgrade for most
units, which increases their armour significantly. Also increases the The player must have at least one Craftsman present for this upgrade
units’ resistance to knockback effects. to function. Increases the resource output of Mines by 50%.
The Dwarf Holds | Dwarf Upgrades 34 The Dwarf Holds | Dwarf Heroes 35

Call to Arms Dwarf Heroes


A scattered people, the Dwarves take some time to muster fully for
war. Messengers are sent by foot and by Raven to announce that war
is upon Durin’s Folk, and that their halls, however distant, may be Dain II Ironfoot
under the Eye. King Under the Mountain
Son of Nain and heir to Durin the Death-
Requires: Rank 2 less, Dain Ironfoot is the King under the
Mountain of Erebor. He bears the red
Stations two Garrison Warriors and two Garrison Archers at every axe Barazantathul, a famous weapon
Mine. These units cannot be controlled by the player, but will attack dreaded by any Orc. Dain earned fame
enemies that get too close to the Mine. in the War of Dwarf and Orc, where he
slew Azog at the Battle of Azanulbizar,
and later, at the Battle of Five Armies.
Originally ruling from the Iron Hills, Dain
was called to aid Thorin Oakenshield in
Fortress Garrison his attempt at holding the Lonely Moun-
tain against his then-enemies, the Elves
In times of peace, a fortress may need only a skeleton garrison. of Mirkwood and Men of Lake-Town.
However, when the forces of the Enemy march on the holds of the
Dwarves, a force of the best archers and warriors must be maintained Leadership: +40% Armour and
Abilities: Rank 1
night and day to ensure that the foul servants of Sauron do not ap- +150% Combat Experience
proach without being seen – and if they do approach, to see them off
with a few well-placed arrows. +20% Speed and +20% Attack
Damage to nearby units for 20
seconds
Requires: Rank 3
Units in the targeted area gain
Rank 5
Garrisons the Gatehouses on either side of the gates at Dwarf Camps a +15% Speed bonus
and Castles with archers. The Gatehouses will now fire at nearby
enemies. Nearby Mines and Forges gain
Rank 7
a +50% Production increase

When low on health, has a


25% chance to gain bonus
damage and armour, as well as
Rank 10
frightening nearby enemies.
Also provides a permanent
+25% Armour.
Dwarf Heroes
The Dwarf Holds | Dwarf Heroes 36 The Dwarf Holds | Dwarf Heroes 37

Dain Ironfoot is the most expensive Dwarf hero, and the toughest.
He is defensively oriented, with high health and armor ratings. Dain Thorin III Stonehelm
should be used primarily in support of your troops, as his powers Heir to the Mountain
will aid them significantly, particularly in countering fast infantry and Son of Dain Ironfoot, Thorin III Stone-
archers. Red Axe and Long March will give a 35% speed bonus when helm is the heir apparent to the Throne
combined, allowing even the slow Khazad Guard to catch up to strag- Under Erebor. Named after his ill- fated
glers. Alternately, Dain can be useful defending the camp, increasing kinsman, the elder Thorin II Oakenshield,
the generation of resources from Forges. Once he reaches Rank 10, Thorin has seen much action in the field
Dain becomes very difficult to kill. He gains additional armor, and has against raiding parties of Easterlings and
a chance to gain even more, plus a damage bonus, when attacked. He brigands harassing outlying trade routes.
also causes nearby enemies to flee, making him exceptionally difficult More recently the Prince of Erebor
to take down in melee combat. Recruiting Dain allows the training of has seen action against Orcs of Mor-
Dain’s Guard, a tough bodyguard unit from the Guardhouse. dor. As any good Dwarf should, he now
maintains his vigilance from the Lonely
Dain starts at Rank 3 in a multiplayer match. Mountain, whetting his sword.
Dain and Thorin fight best together with one’s defensive power complementing the Gains +40% Combat Experi-
other’s damage Abilities: Rank 1
ence when near Dain

Leadership: +100% Attack


Rank 3
Damage

Knocks down, pins and dam-


Rank 4 ages an enemy hero. Nearby
units are also knocked back
Creates a static field of fire
around Thorin. Units in this
Rank 8 area are immune to knock-
back, fear effects and gain
+30% Armour.

+500% Armour for 20 seconds.


Rank 10
Enemies flee in fear.

Last Defence makes Dain a terrifying sight to these Orcs. Dain’s Red Axe is useful for
improving the speed of slower units. (bottom left, bottom right)
The Dwarf Holds | Dwarf Heroes 38 The Dwarf Holds | Dwarf Heroes 39

Where Dain is defensive, his son Thorin has the offensive punch. He Glóin son of Gróin
provides leadership that increases the damage of nearby Dwarves, Companion of Thorin Oakenshield
and has an ability that can neutralize enemy heroes for some time. One of the few living friends of the late
Overall, Thorin has excellent damage, and can use his later abilities to Thorin Oakenshield (and a certain Bilbo
become almost as difficult to kill as his father. Stonehelm also fright- Baggins), having declined his cousin
ens enemies, allowing him to clear a path for base assault or to divert Balin’s poorly-counselled sojourn to
a cavalry charge. Aegis of Erebor can also assist nearby units, creating Moria, Glóin now serves as Dain’s emis-
a safe haven that boosts the armor and fear resistance of units inside sary to lands abroad. Like Dain, Glóin is
it. Recruiting Thorin allows the training of Thorin’s Guard, a tough a veteran of many battles, including the
bodyguard unit from the Guardhouse. Battle of Azanulbizar (where his father
Gróin earned the title of being a ‘burned
Thorin starts at Rank 5 in a multiplayer match.
Dwarf’) and the Battle of Fives Armies.
Father to Gimli of the Fellowship of the
Ring, Glóin was an expert woodsman
in his youth, as well as something of a
Thorin’s Guard pair very well with Thorin himself
scholar. He now uses those skills in the
defence of his King’s lands, and those of
their allies.

Abilities: Rank 1 Leadership: + 10% Speed

Rank 3 Heal nearby units and heroes

Grants damage near-immunity


for 30 seconds; however, Gloin
Rank 5
receives a decrease in attack
and speed
Creates a trap at the target
Rank 9 location: all units entering the
area are immobilized

Some might say using a Mighty Blow against a single Haradrim is overkill... Aegis of
Erebor creates an excellent haven for Dwarf Archers (bottom left, bottom right)
The Dwarf Holds | Dwarf Heroes 40 The Dwarf Holds | Dwarf Heroes 41

Glóin is the primary Dwarven early-game hero. His speed leadership Gimli son of Glóin
is very useful – it allows Dwarves near him to match the speed of the Adventurous Dwarf
other factions’ basic infantry. At Rank 3 he also becomes the Dwarf Gimli son of Glóin is, as of now, little
player’s sole source of mobile healing, which is important with a high more than a nobleman’s son. That said,
cost faction. Otherwise, he has average melee damage, but higher he shows great promise in the arts of
toughness than most other early heroes. To aid him in deploying his war, something inherited from his father.
powers, Emissary at Rank 5 lets Glóin avoid attack damage for half a Gimli is skilled in the use of the small
minute. At Rank 9, his top level power immobilizes all units entering throwing axe, as well as the larger, two-
an area (though Glóin must stay still to do this). This power lets the handed battleaxe. A natural sprinter,
Dwarves pin a high-cost archery battalion, or stop a Rohirric Glorious and even something of an acrobat
Charge in its tracks. among the Dwarves, Gimli ironically
takes little pride in his aptitude for this.
Recruiting Glóin also allows the training of Glóin’s Guard, a tough
However, these skills have been noticed,
bodyguard unit from the Guardhouse.
and Gimli has been assigned as part of
the escort for Glóin’s party of emissaries
Woodscraft is an essential skill for keeping your troops alive
en route to Rivendell, and the Council of
Elrond.

Hurl a throwing axe at the


Abilities: Rank 1
target

Rank 3 Leap Attack

Double the income of a target


Rank 5
Mine for 50 seconds
Gloin complements an early unit of Dwarf Warriors quite handily

+100% Speed, +100% Attack


Shrewd Prospector gives a useful temporary income boost Rank 7
Damage for 30 seconds

Rank 8 +30% bonus Armour

Gimli is the Dwarven hero we all know and love. Versatile, like his
incarnation in the original game, he comes with a powerful ranged
attack and can easily access a potent area of effect Leap. New in The
Dwarf Holds are two powers which improve his survivability (Armor of
Erebor at Rank 8) and allow him to contribute to resource collection
(Shrewd Prospector at Rank 5). This allows Gimli to fill almost every
Leap is as useful as ever! role in the Dwarf army, making him a solid choice as a hero.
Dwarf Units
The Dwarf Holds | Dwarf Heroes 42 The Dwarf Holds | Dwarf Units 43

Roac
Raven of Erebor Dwarf Barracks Units
One of the last scions of the ancient
race of Ravens, Roac the Second is the
leading Chief of the Ravens, serving as Azagh-baruk
Dain’s eyes and ears outside the walls Khuzdul: Battle-Axes
of Erebor. His father, Roac the First,
Dwarves are by nature a hardy and
was recruited by Thorin Oakenshield to
tough race, and have honed their skill
send his folk to Dain in the Iron Hills to
with axe and sword over most of their
request reinforcements, who ultimately
lives. As such, the King of the Lonely
turned the tide of the Battle of Five
Mountain has a great number of well-
Armies and secured the Throne Under
armed warriors to call on in times of
the Mountain for the House of Durin.
need. In general their arms and armour
Able to communicate with Dwarves
are self-forged, but this is no obstacle
and Men in the Common Tongue, Roac
to its quality. Some warriors prefer the
is an aging, but important, asset to the
blade, others the axe and shield, and
Dwarven war machine.
still others larger axes. Though not the
Leadership to Ravens: +50% most disciplined of troops, what these
Abilities: Rank 1 Dwarves lack in order they make up for
Armour, +10% Speed
in sheer tenacity, standing against odds
that would terrify lesser beings, and giv-
Detects invisible units in sight ing no ground.
radius

Upgrades:
Reduces enemy cavalry speed
Rank 3
by 5% (passive)

Abilities: +25% Armour, -20% Speed


Increases Roac’s speed by 25%
Rank 5
for 15 seconds
The basic Dwarf Warrior, the Azagh-Baruk, is hardly cannon fodder.
Roac is an inexpensive raven hero useful for scouting. Though he can- Equipped with axes and shields, they can receive powerful upgrades
not attack, Roac gains experience by purchasing upgrades for a small to boost their already impressive health and armour statistics to great
cost, one for each level, allowing him to gain levels up to Rank 5. His heights. Thus they remain a viable combat unit, even in the late stages
abilities benefit your Ravens, granting them extra speed and armour. of a game. Their primary weakness is their lack of speed, and so they
He also has an ability which boosts his speed, and can passively re- are unable to catch most fleeing infantry and are therefore vulnerable
duce cavalry speed by a small amount. If your Ravens are being shot to hit and run tactics with cavalry or, to a lesser extent, archers. How-
down or you feel that you require a hardy scout platform, Roac’s low ever, clever use of various hero abilities can boost their speed tem-
cost may make him an attractive investment. porarily, countering this disadvantage. Their smaller unit size of four
also makes them vulnerable to swarming, though with their Crescent
Note that Roac cannot capture economy, outpost, camp or castle Formation ability available that further increases their armour, they
expansion plots. can hold out until help arrives.
The Dwarf Holds | Dwarf Units 44 The Dwarf Holds | Dwarf Units 45

Dwarf Warrior Battalions can combine with other basic Dwarf units as
well as themselves, allowing the player to field a formidable 8-strong Rakhâs-abzâg
unit of Warriors. Khuzdul: Orc-Bane
Dwarves, though better known for the
fury of their axes, make excellent bow-
men, being keen of eye and very steady
In a Reinforced battalion, the Azagh-Baruk can stay in combat much longer
of hand. They are as well armoured as
their melee counterparts, and carry pow-
erful shortbows which they use to hunt
Orc and Uruk alike. Though these bows
do not have the range of the longbows
of the Elves or even of the Northmen,
they are very dangerous over shorter
distances. Equipped with armor-piercing
bodkin arrows, volleys of Dwarven ar-
rows should be feared by any enemies,
from defenceless Orcs to the plated
A pair of Warrior battalions are the starting units for the Dwarves of Erebor Uruk-Hai of Isengard.

Upgrades:

+20% Attack Damage, +10% Range,


Abilities:
-30% Speed, -15% Armour

Dwarf Archers are considerably different than other factions’ archers.


They lack the range of even Rohan’s Yeomen, and so have to close
significantly to inflict damage. However, they are quite deadly: their
powerful bows can outdamage most others. They also have strong
armour and health, as well as a decent close combat attack, which
gives them an advantage when singled out by melee units. To counter
the lack of range, the player can station the archers on Camp or Castle
walls – and add a Raven banner for even more range. Once upgraded
they are very potent units, with Mithril-Tipped Arrows giving them
significant damage bonuses against monsters and units equipped with
Heavy Armor. As with Warriors, Archers suffer from low speed, which
can become problematic when trying to retreat away from faster,
archer hunting units.
Dwarf Archer Battalions can combine with other basic Dwarf units as
well as themselves, allowing the player to field a formidable 8-strong
unit of Archers if he wishes to sacrifice some flexibility.
The Dwarf Holds | Dwarf Units 46 The Dwarf Holds | Dwarf Units 47

Sigin-udrîg
High damage and toughness combine to make an ideal wall defender
Khuzdul: Long-Spears
A more uniform and regular force than
Warriors or Archers, the Sigin-Udrîg are
well disciplined Dwarves that fight as a
cohesive unit. Armed with halberds and
short spears, they excel at keeping the
foe at bay and bringing down the great-
est Wargs of the mountains and cavalry
of the Eastern Men. Their scale mail
coats also protect them from all but the
most dangerous attacks.

Upgraded Archers get damage bonuses against armor, making them great monster-
hunters
Requires: Rank 2

Upgrades:

+25% Armour, -40% Speed , bonus dam-


Abilities:
age to cavalry

A Dwarf Spearmen battalion comes with four heavily armoured


Dwarves who excel at taking down cavalry. They possess a slightly
weaker version of the Isengard Uruk Pikemen’s Porcupine Formation.
Unlike other pikemen, they can stand toe to toe with most factions’
swordsmen due to their strong armour. When upgraded with Dwarven
Metallurgy and Heavy Armor, they become significantly more power-
ful, easily dispatching Wargs, cavalry and monstrous creatures. As is
common for Dwarf units, these troops are slow, so must be deployed
with care as faster cavalry may simply choose to ignore them.
Dwarf Spear Battalions can combine with other basic Dwarf units as
well as themselves, allowing the player to field a larger cohesive unit
of Dwarf Spearmen if he so chooses to.
The Dwarf Holds | Dwarf Units 48 The Dwarf Holds | Dwarf Units 49

Baruk-sharâhul
Khuzdul: Axes of the Hills
The frozen North is a haggard landscape,
and from it come haggard Dwarves.
Many clans settled in the Iron Hills, de-
Tough armor lets these spearmen fight on an even footing with infantry termined to establish themselves among
the mineral-fertile crags and cliffs there.
Hardy, determined, and ferocious in war,
the Dwarves of the Iron Hills became
great warriors, serving with distinction
in the War of Dwarf and Orc, as well as
the Battle of Erebor. It is considered
tradition for Warriors from the Iron Hills
to march to war as quickly and heavily-
geared as they can manage.

In a Reinforced battalion, no cavalry will get through a Dwarf Spearman horde without Requires: and Rank 3
casualties.

Upgrades:
An army fresh out of the Iron Hills

Abilities: Strong versus Buildings and Cavalry

Strong versus Archers and Infantry

Once you have purchased the Muster of the Iron Hills spellbook
power, you can recruit powerful Warriors from the Iron Hills. Initially
equipped with shortswords and shields, these troops can also wield
heavy mattocks. A skilled Dwarf player will need to understand how
As a more powerful Azagh-Baruk, troops from the Iron Hills pair well with Archers best to use each weapon set these warriors bring to the field. With
shields, they make excellent tanking units, with good armor and
health. They can advance upon archers with near impunity, though
they do share the same slow speed as other Dwarf infantry. With mat-
tocks out, they demolish lightly armoured structures with ease and
can deal with cavalry to a lesser degree, though they suffer significant
penalties to defence.
The Dwarf Holds | Dwarf Units 50 The Dwarf Holds | Dwarf Units 51

Dwarf Guardhouse Units

Azaghâr-gundu
Khuzdul: Guards of the tunnels
Much of the terrain controlled by the
Dwarves is underground - networks of
narrow, twisting tunnels. In these situa-
tions, a few elite troops can hold off an
army. The Azaghar-gundu exploit this.
Two Dwarves with shields defend a third,
equipped with a long spear. Together
they can block up a tunnel, hold a stair-
way or supplant a gate. Such teams have
been very effective at fighting in Erebor,
Moria and other Dwarven realms.
“O Kheled-zaram fair and wonderful!
There lies the Crown of Durin till he Upgrades:

wakes. Farewell!”
- Gimli Abilities: Become mobile

Become immobile and combat-ready

Leadership: -20% Speed to nearby en-


emies, +5% Armour to nearby allies

The Azaghâr-gundu are, as their name suggests, masters of fighting in


close quaters. This three-man team of Dwarves must deploy to move,
and cannot attack when packed up. However, when their spear and
shields are planted, they become a useful bastion of defence. Due
to Interference, nearby enemies are slowed and allies gain a small
measure of armour. Besides this, the team deals a significant amount
of damage and is very difficult to destroy. Take care when moving the
team around however, as they aren’t nearly as tough when packed up
The Dwarf Holds | Dwarf Units 52 The Dwarf Holds | Dwarf Units 53

Azaghâr-sharâhul When unpacked, this trio of Dwarves is quite vulnerable


Khuzdul: Guards of the Hills
The craggy cliffs that dot the Iron Hills
occasionally produce Dwarves who
would rather heed the call of war than
work in their family’s mines. They form
the Guards of the Hills, who travel from
the Grey Mountains to the wastes of
Rhun seeking battle. They travel light
and fight in a manner quite opposed to
the core of the Dwarven army, throwing
themselves at the enemy repeatedly and
Azaghar-gundu are at their best when holding a narrow area
with reckless abandon.

Even Dain has trouble keeping up to these fast-attack troops


Requires:

Upgrades:

+50% Attack Damage, -50% Armour,


Abilities:
+10% Speed

These elites from the Iron Hills are an odd addition to the Dwarven
army. Their armour is only average, but they gain a significant speed
boost when ordered to attack enemy units. This allows them to effec- Iron Guard are fastest when ordered to attack the enemy
tively harass enemies and chase down fleeing archers. Combined with
their relatively high damage, this makes them a good unit for surprise
attacks. Pair them with Iron Hills Warriors or heroes that give bonuses Schiltron formation all but immobilizes the Khazad Guard.
to armour for some real devastation.
Though they will not combine with other Dwarf units, the Iron Guard
can unleash their fury in a reckless heroic charge. Heroic Formation
will allow them to do much more damage and get into combat faster,
but significantly decreases their already limited defences. Take care
not to allow the enemy to concentrate fire on them in this state,
though with the additional damage, they will pair excellently with a
unit of Khazâd-uzbadul.

When using their Throwing Axes, Khazad Guard can pick off larger, dangerous crea-
tures.
The Dwarf Holds | Dwarf Units 54 The Dwarf Holds | Dwarf Units 55

Khazâd-uzbadul Dain Ironfoot’s Guard


Khuzdul: Dwarves of the Lord
The bodyguards of Dain himself, scru-
Serving as the elite Guard of the Heirs pulously chosen from among his own
of Durin, the Khazad Guard are selected kinsmen from the Iron Hills. Dain's
from amongst the most loyal, hardened Guard is composed of Dwarves of great
veterans among the Dwarves. Trained stature and fortitude, confident in their
to fight with their dual-bladed axes, as own physical abilities and attributes, in
well as the weighted throwing axe, the many ways similar to their King. Many of
Khazad Guard are a force to be reckoned Dain's Guard are veterans of the Battles
with. the King himself fought in, such as those
of the War of Dwarf and Orc and the
Requires: Rank 2 Battle of Five Armies.

Requires: and Rank 3


Upgrades:

Upgrades:
+20% Attack Damage, +30% Armour,
Abilities:
-40% Speed
+20% Attack Damage, +30% Armour,
Abilities:
Hurl axes at nearby targets for ten sec- -40% Speed
onds (3 shots)
Hurl axes at nearby targets for ten sec-
All Dwarf Heroes near the Khazad Guard onds (3 shots)
gain +10% Armour

Khazâd-uzbadul are elite, eight-strong units of Dwarves that carve Leadership: +10% Combat Experience
through any other infantry in the game with ease. They can even deal
with monsters to some extent with Throwing Axes. They are strongest
against melee heroes and can use Bodyguard to increase your own Dain Ironfoot gains +25% Armour when
heroes’ survivability. Protect them from cavalry and archers, as their the Guard are nearby
low speed makes for poor mobility.
As a specialized branch of the Khazâd-uzbadul, Dain’s Guard fulfill a
They cannot combine with other units of Dwarves, but can use a similar function. They are stronger and possess more armour than
powerful Schiltron formation which toughens them at the cost of their their more common cousins. They share abilities, but Bodyguard is
speed. Only two units of Khazâd-uzbadul are allowed on the field. more specialized, providing a larger hero armour bonus, though it only
applies to Dain. Their Kingsguard passive ability allows nearby units to
gain a little more experience as well.
Dain must be on the field before his guard can be recruited. They are
limited to one unit.
The Dwarf Holds | Dwarf Units 56 The Dwarf Holds | Dwarf Units 57

Thorin Stonehelm’s Guard Gloin’s Guard


The Prince Thorin III Stonehelm chooses Unlike the other Guards of Dain and Tho-
builds his bodyguard from Dwarves of his rin, Gloin’s assigned bodyguards serve
own generation - especially those swift as more of a ceremonial unit. Selected
of foot and strong of arm. Seen by many from a pool of aging Dwarven warriors,
of the older Dwarves of Erebor as an they are seen as more dour and hardy
overconfident organization, taking their than their contemporaries, though not
Prince’s lead, the Guard of Thorin itches as light-footed or mobile.
to prove itself in the coming war.
Requires: and Rank 3
Requires: and Rank 3

Upgrades:
Upgrades:

+20% Attack Damage, +30% Armour,


+20% Attack Damage, +30% Armour, Abilities:
Abilities: -40% Speed
-40% Speed
Hurl axes at nearby targets for ten sec-
Hurl axes at nearby targets for ten sec- onds (3 shots)
onds (3 shots)
+50% Armour, immunity to knockback
+50% Attack Damage and +10% Speed and -50% Speed for 15 seconds
for 10 seconds
Gloin gains +25% Armour when the
Thorin Stonehelm gains +25% Armour Guard are nearby
when the Guard are nearby
Gloin’s Guard favour a tough, uncompromising style of combat. They
Thorin has his own set of guardsmen as his father does. These elite have additional knockback resistance and health, and can use the Im-
troops favour their patron’s style of combat, and as such deal more movable ability to become completely immune to such attacks. Other-
damage and sprint faster than stock Khazâd-uzbadul. Glory of Erebor wise, they share abilities with the other hero-specific Guardsmen.
grants them a temporary bonus to do even more damage, and is use-
Gloin must be on the field before his guard can be recruited. They are
ful for charging into combat. Like Dain’s Guard, Thorin’s Guard have a
limited to one unit.
specialized Bodyguard ability that only applies to Thorin, but grants
more armour.
Thorin must be on the field before his guard can be recruited. They are
limited to one unit.
The Dwarf Holds | Dwarf Units 58 The Dwarf Holds | Dwarf Units 59

Dwarf Hall of Elders Units

Zirak-burkûn
Khuzdul: Master of Axes Captains are powerful alone...
A good war leader knows that he cannot
manage every aspect of a battle by him-
self; and so he delegates responsibility
to other clever, charismatic soldiers who
show martial skill and leadership ability.
The realm of Erebor is no different in this
respect, and so the Zirak-Burkûn are ap-
pointed by the Dwarven lords to lead the
armies of Erebor on the field. Dwarves
of courage and experience all, they can
push the troops under their command to
... or when leading a horde of angry Dwarves to war!
greater feats of valour than they would
be otherwise capable.
Leadership: +10% Attack Damage, +10%
Upgraded Ravens have powerful special abilities
Abilities: Combat Experience and increased range
per Level
The Dwarf Captain is a very useful support unit for your infantry.
Though somewhat costly for a single unit, he is powerful and can
easily dispatch small numbers of Orcs alone. Captains fare quite well
against monstrous creatures such as Trolls and Wargs, with damage
bonuses against these enemies. However, the Master of Axes is most
effective when used in conjunction with other infantry. He possesses
a useful leadership ability – Bravery – which gains potency as he gains
levels. A Level 10 Captain will provide an amazing +200% Attack and
+200% Experience in a large area. Keep in mind however, that the
captain is not quite a hero, and cannot be respawned when he dies. All
experienced gained by a veteran Captain would be then lost, so guard Combining Ravens with Roac results in a potent scouting force
them well.

As Captains are not common among the armies of Erebor, you are only
able to train five at a time.
The Dwarf Holds | Dwarf Units 60 The Dwarf Holds | Dwarf Units 61

Dwarf Rookery Units Dwarf Workshop Units

Raven of Erebor Urkhas-felak


The Ravens of Erebor are a curiosity in Khuzdul: Monstrous Chisel
Middle-Earth - they alone of all the other The Dwarves of Durin have been in-
animals may converse in plain speech volved in many a siege over time, and
with the Children of Eru. Descended have gradually refined their techniques
from the honoured Roac the First, and into a set of cohesive tactics suited to
his own forebears, they ably serve Dain their style. Many a battering-ram has
and the Kingdom Under the Mountain as been crafted to break down an enemy’s
scouts, emmisaries, and lookouts wher- gate, Dwarf-warriors flooding into the
ever they are needed. opening with a vengeance.
The Urkhas-Felak is similar to the other battering rams present in-
Raven’s sight range is increased by 100%
Upgrades: game; it is used to batter down structures and gates. This Siege Ram
at the cost of speed.
is comparatively stronger, as it is manned by Dwarf engineers wear-
Raven gains a stealth ability at a signifi- ing thick chainmail and leather armour. This makes it somewhat less
cant speed cost. The stealth is broken vulnerable to attack by archers, but it will still fall to a dedicated melee
when units approach. assault quite easily.

Raven’s speed is increased by +20%

The Raven is a dedicated scouting unit trained from the Rookery. This
allows the Dwarf player to overcome the disadvantage of his slower
infantry through the use of a scout that can traverse impassable ter-
rain and escape easily. With a Raven, the enemy’s movements become
clear and their expansions can be monitored with ease. These birds
are however fragile, and once discovered or hunted down, they can be
eliminated easily, so the player should keep their eyes on them.

The Raven’s upgrades also allow it to be even more versatile; they


do not need to be researched and take almost no time to equip. The
upgrades make the Raven more specialized, adding speed, stealth or
additional sight range. Choose wisely however, as a Raven can only
receive one upgrade and each has disadvantages.

Note that Ravens cannot capture economy, outpost, camp or castle


expansion plots
The Dwarf Holds | Dwarf Units 62 The Dwarf Holds | Dwarf Units 63

Sulûn-abanul
Khuzdul: Falling Stones Dwarf Special Units
In the Iron hills, the Dwarves there
have chosen to take their siege-craft in
another direction, perhaps inspired by Captain Arthanu
the Dunedain of the South. Construct-
ing machines with the purpose of firing One of the lesser scions of the royal
stone-loads over great distances, even family of Dale, Captain Arthanu serves
above enemy walls and into their camps, as one of the Wardens of the reestab-
after much experimentation the “man- lished Kingdom, reborn under the lead-
gonels” are ready for action in service to ership of the great Bard the Bowman.
the King Under the Mountain. Though himself not much of an archer,
Arthanu is an able commander and
natural-born Captain of Men.
Requires:
Summoned by:
Boulders deal significant damage to
Abilities:
buildings and fortifications
Leadership: +20% Attack and +20%
Abilities
Armor to Marksmen of the Thrush
A payload of smaller rocks is effective
against infantry The Warden of Dale is summoned by the Allies From Dale spellbook
power. This unit can fight quite well in melee, but is best used to tie up
This powerful Mangonel is available once the Muster of the Iron Hills a battalion or two while using his long ranged leadership to improve
spellbook power has been purchased. It is versatile, being able to the capabilities of the summoned Marksmen of the Thrush.
fire both large boulders and clusters of smaller rocks. The former can
easily smash through the toughest structures, and can be fired at long
range – though they are somewhat inaccurate when used against
infantry. Against units, the cluster of smaller rocks is more effective,
though not as damaging. It deals damage in a larger radius and is com-
paratively more accurate than the larger stones.

Only six mangonels may be built at a time.


The Dwarf Holds | Dwarf Units 64 The Dwarf Holds | Dwarf Units 65

An Urkhas-Felak prepares to move out. Marksmen of the Thrush provide the Dwarves Marksmen of the Thrush
with needed long-range firepower. (top left, top right) Given the fateful demise of Smaug the
Dragon, and the honoured King Bard of
Dale’s own prowess, it is sensible that
skill with the longbow and arrow would
be widespread and practiced across the
revitalized Kingdom of Dale. Due to
the massive numbers of casualties the
Men of the North suffered from Smaug
and the following Battle of Five Armies,
bowmen have been trained in great
numbers, and the distinctive Order of
the Thrush set up to honour those long-
bowmen of greatest skill and dexterity.

Summoned by:

The Marksmen of the Thrush are powerful long-ranged archers that


can be summoned to the aid of the Dwarves when they are in need of
some ranged firepower. They are most effective when paired with the
Warden that is also summoned by Allies From Dale

Loose! Captains of Erebor and Dale . The Warden of Dale can distract enemies while
his Marksmen line up shots. (bottom left, bottom right, centre right)
The Dwarf Holds | Changes to Gondor 66 The Dwarf Holds | Gondorian Spellbook 67

New and Revised Gondorian Spells


Part II:
The Kingdom Of Gondor
Remnants of Numenor 1 PP
Replaces Elven Wood
Throughout Gondor and Arnor, ruined statues and towers
Changes to Gondor bear testament to the decline of Numenor and the slow
shrinking of her territory. In desperate times, such ruins
The great Kingdom of Gondor has seen a large number of changes in The
provide a beacon of hope to doomed Men.
Dwarf Holds. The first thing to notice is that all of its vanilla units and
heroes have been retextured and remodelled in order to bring the fac- Creates an area of Numenorean Ruins that increases Combat Experi-
tion up to scratch. ence by 50% and Armour by 10%. Lasts 4 minutes.

In addition, the accuracy and siege changes made to the Dwarves have
been implemented here. Most of Gondor’s archers are quite accurate, Fealty of Dol Amroth 3 PP
but the Rangers of Ithilien really take the prize here. Their accuracy is Replaces Summon Rohirrim
unmatched by any bowmen outside of the Elvish realm. The princedom of Dol Amroth has long been close to Gon-
dor. Its people will always ride to war in the service of the
Gondor’s single siege engine, the Trebuchet, is now capped at eight King if called to arms.
units. Its initial rock payload is very inaccurate against troops now,
but does very well against buildings. The player can add Fire Stones to Prerequisites:
switch the Trebuchet to an infantry-killing platform, with poor accuracy
but excellent splash. Summons Prince Imrahil and his Knights of Dol Amroth to fight by your
We have also made major changes to Gondor’s hero complement, unit side for 160 seconds.
roster and spellbook powers. No longer is there any overlap between
Gondor an Rohan - each have their own unique set of summons and Light the Beacons 2 PP
spells. An attentive player will also note that Forged Blades have been Replaces Summon Elven Allies
renamed to Blades of Westernesse, with a new graphical effect. The vast size of the Enemy’s hordes has made it neces-
This next section of the manual will detail these changes. sary for Gondor to be able to call on a large number of
disciplined troops. However, the Kingdom is large and
dispersed. A system of well-placed beacons calls reinforce-
ments to Minas Tirith when lit.

Prerequisites: or

Allows Beacons of Gondor to summon reinforcements from Rohan


and the Southern Fiefdoms.

Gondorian Spellbook
The Dwarf Holds | Gondorian Spellbook 68 The Dwarf Holds | Gondorian Buildings 69

Army of the Dead 10 PP


The Dead do not suffer the living to pass.. except for those
New Gondorian Buildings
of the line of Isildur. If pressed into service, it is likely that
the ghostly remains of Gondor’s once-allies will make a
terrifyingly effective fighting force. Beacon
Provides Leadership, summons reinforce-
Prerequisites: or ments
A Beacon of Gondor is manned continu-
Summons the Dead of the Dwimholt to fight with you. The Dead do no ously in times of threat, and can be lit when
damage, but debuff units immensely when they touch enemies. Even danger approaches. The next beacon in the
elite units may flee in fear at the sight of the spectral army. chain will them be lit, transmitting a mes-
sage and calling for aid when needed.

A battalion of summoned Knights of Dol Amroth can provide the means for a sudden, Leadership: +10% Armour, +50%
devastating flanking maneuver Abilities: Rank 1
Fear Resistance

Summon a random unit from the


Southern Fiefdoms or Rohan

The Beacon can be built on Economy plots, giving the Gondor player a
bit of a choice in what to construct. Natively, it provides a small bonus
to nearby troops, but its true strength is revealed when the Light the
Beacons spellbook power is purchased. At this point, the Beacon can
now purchase Call for Aid. For a reasonable price, a random unit from
Rohan or the Southern Fiefdoms is summoned. These units provide a
quick boost to your army and have the advantage of being one of the
few military units that can be produced by an Economy plot structure.

The terror caused by the Army of the Dead can cause entire armies to flee .Fighting
atop Numenorean ruins gives a useful early game experience boost (bottom left, bottom
right)

Gondorian Buildings
The Dwarf Holds | Gondorian Buildings 70 The Dwarf Holds | Gondorian Heroes 71

Footmen of Ringlo Vale. A lit Beacon can be a useful forward barracks (top left, top right) New and Revised Gondorian Heroes

Aragorn
The King of Gondor
Aragorn II Elessar, the Chieftain of the
Dúnedain of the North, is the heir of
Isildur and the throne of Gondor. A great
warrior of unmatched ability, Aragorn
carries the sword Anduril, reforged from
the shards of Isildur’s sword, Narsil. Fos-
tered in Rivendell by Elrond, Aragorn is a
skilled ranger, healer and a natural-born
leader of men. Now assuming his mantle
as the rightful King of Gondor, Aragorn
is faced with leading the West to victory
against the forces of Mordor.

Abilities: Rank 1 Heals nearby friendly heroes

+50% Attack Damage, +50%


Armour for 25 seconds

Leadership: +50% Attack Dam-


Rank 4
age, +80% Combat Experience

Strikes reduce enemy Heroes’


Rank 6
armour

Rank 7 Mount horse

Inspires nearby troops to he-


roic heights. The more Gon-
Rank 10
dorian troops are in the area,
A Captain leads a unit of Spearmen of Pelargir. Knights of Dol Amroth encircle and de- the more powerful the effect
stroy some Orcs. A large army from the Southern Fiefdoms is a dangerous foe (bottom
left, bottom right, centre right) Gondorian Heroes
The Dwarf Holds | Gondorian Heroes 72 The Dwarf Holds | Gondorian Heroes 73

The King of Gondor makes a triumphant return to his rightful king-


dom. Aragorn, now moved from Rohan, is a strong infantry hero with Denethor
many potent abilities. Hands of the King heals a large chunk of nearby The Steward of Gondor
heroes’ health. At Rank 4, Flame of the West damages enemy armour Denethor is the ruling Steward of Gon-
with every hit, making him a great hero-killer. He also has access to a dor, and father to Boromir and Faramir
mount, though many of his abilities are unavailable while mounted. - both valiant captains of Gondor. A man
Aragorn’s ultimate power is an Oath to Arms, which inspires nearby of unquestionably strong will, Denethor
troops to heroic heights. This ability is very potent in the late game, as dared to contest the strength of the En-
every Gondorian battalion that is in the area increases its power. emy through the palantir of Minas Tirith.
Though hopeless despair has driven
Aragorn starts at Rank 5 in a multiplayer match.
Denethor to the point of madness, he
has still retained a strong air of nobility
and power.

Damages friendly heroes, ex-


Denethor is best used for supporting your troops Abilities: Rank 5
cept for Boromir and Faramir

Leadership: +50% Attack


Damage, +15% Armour, -50%
Combat Experience, -50% Fear
Resistance
Reveal a target area; decreases
all allied Attack Damage, Com-
bat Experience and Armour

Grants target units a large


amount of experience

Recruiting Denethor for your army can be both useful and and danger-
ous. His abilities are powerful, but often come with a price. Last of his
House makes him a menace to your other heroes, particularly Gandalf
and Aragorn. His Leadership ability is both helpful and restrictive,
dealing out both bonuses and negatives. Denethor can also gaze into
the corrupted palantir of Minas Tirith, though such an effort will dam-
age the morale of your troops.

Denethor himself does not fight, but is escorted by four powerful


Fountain Court guards that protect him. If he is reduced to low health,
The King of Gondor is still a potent melee combatant. Aragorn calls on his troops to he will fade out and need to be repurchased.
fight far beyond their means. (bottom left, bottom right)
As Denethor never moves past his grief for Boromir and falls deeper
into despair, he cannot gain levels. He starts at Rank 5 in a multiplayer
match.
The Dwarf Holds | Gondorian Heroes 74 The Dwarf Holds | Gondorian Heroes 75

Boromir
High Captain of Gondor
Boromir, son of Denethor and brother of
Faramir, is a valiant and heroic warrior,
and Captain of the White Tower. Bo-
romir is renowned for his great size and
strength, and is able to simultaneously
wield his shield and his two-handed Pippin is now a little more survivable
sword with ease. A bold commander
and heir to the Stewardship of Gondor,
Boromir is determined to protect the
people of Gondor, no matter the over-
whelming forces of the Enemy.

Abilities: Rank 1 Stuns nearby units

Leadership: +60% Attack Dam-


Rank 4
age

Grants experience to the tar-


Rank 5
geted untis

Increases defence against In-


Rank 7 fantry and Archer attacks and
gives 200 bonus Health points
Grants nearby Gondorian
Rank 10 infantry increased attack dam-
age and speed for 30 seconds
Boromir is much like his vanilla counterpart, with the addition of two Boromir can still level up a large group of Gondorians. For Gondor! is best used with
new late-game powers. At Rank 7 he dons heavy armour, increasing many battalions of fully upgraded infantry (bottom left, bottom right)
his survivability. At Rank 10, a powerful For Gondor power is unlocked,
allowing him to declare an infantry charge.

Boromir starts at Rank 3 in a multiplayer match.


The Dwarf Holds | Gondorian Heroes 76 The Dwarf Holds | Gondorian Units 77

Pippin New and Revised Gondorian Units


Guard of the Citadel
Peregrin Took, better known as Pippin to
his friends, is a hobbit of the Shire, and
one of Frodo’s closest friends. Despite Gondor Spearsmen
being the youngest of the Fellowship Rank-and-file
to set out from Rivendell, Pippin has Although the days of Gondor’s full glory
quickly come to display his bravery and have long since waned, the strength of
devotion to his friends. Pledging his ser- its armies still lies with its well-armed
vice to Denethor, the Steward of Gondor, and well-trained infantry. Protected by
Pippin now holds a position amongst plate armour, chainmail, and a rectan-
the Guards of the Citadel, the elite of gular wooden shield, Gondor spearmen
Gondor’s defenders. form the foundations of the bulwark that
keep Mordor’s forces at bay. Despite the
Abilities: Rank 1 Hide from enemies fell contrivances of the Enemy, Gondor’s
spearmen will fight with earnest deter-
mination in the defence of their country.
Toggle between Sword and
Rank 1
Rocks Requires: Rank 1

Rank 4 Increases Armour and Health


Upgrades:

Rank 5 Bonus damage to Trolls


Abilities: +25% Armour, -40% Speed
Pippin is largely unchanged, but, in a fashion similar to Boromir, gets
two later abilities. Livery of the Tower grants more armour and Rank 4, The Gondorian Spearmen replace Gondor Soldiers. They have slightly
and a passive bonus against Trolls is gained at Rank 5. more health and resistance to cavalry attacks. Otherwise, they are no
different.

Gondorian Units
The Dwarf Holds | Gondorian Units 78 The Dwarf Holds | Gondorian Units 79

Captain of Gondor
Citadel Guard Hero of Minas Tirith
Defenders of the White City In order to effectively lead Gondor’s
The elite of Gondor's infantry, the Guard forces, men of great bearing, fighting
of the Citadel are renowned for their prowess and tenacity are needed to
bravery, fighting skill, and unshakable inspire confidence and bravery in oth-
loyalty to the realm of Gondor. Guards of ers. Gondor’s Captains are such men,
the upper levels of Minas Tirith, the Cita- devoted to the defence of Gondor and
del Guard carry spears as their primary the service of its Steward. Though rare,
weapon, and are equipped with the fin- a captain of such ability - Boromir and
est of Gondor's armour. Able to fend off Faramir among them - will occasionally
enemies from behind their thick, broad appear amongst Gondor’s ranks, spur-
shields, a phalanx formed by the Citadel ring its men towards victory through the
Guard is able to resist even the largest of strength of their leadership.
foul creatures.
Requires: Rank 3
Requires: Rank 2

Upgrades:
Upgrades:

Abilities: Rank 2 Heals when not in combat


+40% Armour, -50% Speed , bonus dam-
Abilities:
age to cavalry
+20% Attack Damage and +5%
The Citadel Guard replace the Tower Guard. They have identical statis- Armour to self and nearby
Rank 1
tics and abilities. units. Improves by 10%/5% at
Rank 4 and Rank 8.
Spearmen are the staple of Gondor’s Armies Nearby units gain attack daam-
Rank 5 age and speed while the Cap-
tain is fighting

Leadership: +20% Armor +30%


Rank 1
Combat Experience

Increases the build speed and


experience gain rate of nearby
Rank 4
Archery Ranges, Stables and
Barracks

Citadel Guard perform well in an anticavalry role


The Dwarf Holds | Gondorian Units 80 The Dwarf Holds | Gondorian Units 81

Leadership: +50% Fear Resis- Special Gondorian Units


Rank 8 tance ,-25% Ability Recharge
Time
The Captain of Gondor is a powerful single unit that is built from the
Barracks. They are unique in that they can be specialized as either a
Captain of the City or a Captain of the Tower by purchasing an up- Imrahil
grade. Once this upgrade is purchased, further abilities are unlocked. Prince of Dol Amroth
Captain of the City are more powerful in hand-to-hand combat and Imrahil is the Prince of Dol Amroth, a
have access to Battlecry - a triggered leadership power that improves principality that forms part of the realm
at Rank 4 and Rank 8. At Rank 5, Hero of Gondor lets him passively buff of Gondor. A man of noble bearing and
nearby units while he inspirationally attacks. possessed of great wisdom, Imrahil is a
By contrast, the Captain of the Tower is more leadership-oriented, natural leader and a fearless commander.
with three passive aura-type powers that improve units and buildings. Imrahil is also a warrior of great skill and
prowess, remaining unscathed through-
Each specialization also grants different statistic bonuses. You are lim- out the battle of the Pelennor Fields - a
ited to three Captains. feat matched only by Aragorn and Eomer.
Loyal to Gondor and its rightful King, Im-
rahil will valiantly lead his Knights to the
defence of Gondor and its people.

Summoned By:

This Captain of the Tower leads from the rear Leadership: +20% Armor, +20%
Abilities: Rank 5 Attack Damage, +100% Fear
Resistance

Damage dealt by nearby en-


emies is reduced by 40%

Damage target unit and slow


them by 30% for 20 seconds

Prince Imrahil is summoned by the Fealty of Dol Amroth power. He


comes with three useful abilities. He can significantly improve fear re-
Captains of the City are better on the front lines
sistance with Prince of Dol Amroth. He can also reduce enemy damage
by simply being nearby with Imrahil the Unscathed. Finally, Righteous
Fury allows a single powerful strike that cripples an enemy for a short
duration.
The Dwarf Holds | Gondorian Units 82 The Dwarf Holds | Gondorian Units 83

Knights of Dol Amroth Axemen of Lossarnach


Elite Cavalry Heavy Infantry
The famed Knights of Dol Amroth are led Lossarnach is one of Gondor’s Southern
by Imrahil, the Prince of Dol Amroth. The Fiefdoms, a fertile region of woodlands
elite of Gondor’s cavalry, the Knights of and undulating lowlands. Led by their
Dol Amroth are equipped with the finest lord, Forlong the Fat, the Axemen of
of Dol Amroth’s armour and weaponry, Lossarnach are stout and determined
and are unmatched in their mounted warriors, ready to defend Gondor from
skill, save only by the Rohirrim. the forces of Mordor.

Summoned By: Upgrades: Summoned By: Upgrades:

Abilities: -25% Attack Damage, +10% Speed Abilities: +25% Armour, -40% Speed

Knights of Dol Amroth are powerful cavalry with superior trampling Hardy warriors, the Axemen of Lossarnach are slow but powerful
abilities that allow them to charge through enemy ranks. The version infantry with strong armour. They can use Block Formation to become
summoned by the Beacon is permanent and can be upgraded with even tougher.
Banners. They can use Loose Formation to gain speed at the cost of
attack damage. Bowmen of Morthond
Elite Archers
Spearmen of Pelargir South of the White Mountains and the
Militia Spearmen Dwimorberg is the Morthond, or Black-
The port of Gondor, Pelargir lies on the root, Vale. The Bowmen of Morthond
delta of the Anduin. Under threat from have grown adept at hunting and am-
the forces of Mordor and Umbar, the bushing in the wooded grasslands of
Spearmen of Pelargir are hardy and Lamedon, one of Gondor’s Southern
tough, and form the basis of Pelargir’s Fiefdoms.
defences.
Summoned By: Upgrades:
Summoned By: Upgrades:

Abilities: +300% Attack Damage, -75% Armor


+40% Armour, -50% Speed , bonus dam-
Abilities:
age to cavalry The Bowmen of the Blackroot Vale are long-ranged powerful archers,
comparable to Gondor’s Rangers. Skirmish Formation adds even more
Spearmen of Pelargir are capable, medium duty spearmen pressed
damage.
into service of the city of Pelargir. They can use Shield Wall Formation
to gain additional anti-cavalry capabilities.
The Dwarf Holds | Gondorian Units 84 The Dwarf Holds | Gondorian Units 85

Footmen of Ringló Vale Rohirrim Archers


Speedy Light Infantry Fast Mounted Archers
The Ringló Vale lies at the foot of the Hailing from the plains of Rohan, these
White Mountains, in the fiefdom of mounted archers are fast and effective,
Lamedon. Although less populated, the highly proficient at hit and run tactics.
lightly armoured Footmen of the Ringló
Vale will eagerly rally against the threat
to their homes and country.

Summoned By: Upgrades: Summoned By: Upgrades:

Abilities: +25% Armour, -40% Speed Abilities: +25% Attack Damage, -25% Armour

Footmen of Ringlo Vale don’t do much damage, but are faster than Rohirrim Archers summoned from the Beacon are effectively the same
other Gondorian units. They can use Block formation for survivability if as their Rohirric equivalents, though they cannot receive any upgrades
in trouble. except Banners.

Rohirrim
Horsemen of Rohan
Called to the aid of their allies in Gondor,
these Rohirrim are fast and powerful,
useful for raiding and front-line combat.

Summoned By: Upgrades:

Abilities: +25% Attack Damage, -25% Armour

Rohirrim summoned from the Beacon are effectively the same as their
Rohirric equivalents, though they cannot receive any upgrades except
Banners.
The Dwarf Holds | Changes to Rohan 86 The Dwarf Holds | Rohirric Spellbook 87

New and Revised Rohirric Spells


Part III:
The Horse Lords
Ride Light and Swift 1 PP
Replaces Heal
With a great esteem placed on riding skill and well bred,
Changes to Rohan well cared-for horses, the Rohirrim can move swiftly ac-
cross the great plains of Rohan if any haste is required in
In The Dwarf Holds, the Rohirrim become a real cavalry power. New their movements.
units have been added and spells have been replaced, removing any
Increases all cavalry speed by 10% and reduces speed loss when tram-
overlap with Gondor. Many of the new spells deal specifically with cav-
pling for 30 seconds.
alry, allowing Rohan’s specialty to be become even more potent.

Several new heroes replace the roles vacated by Aragorn, Legolas and Muster of Rohan 2 PP
Gimli, who have now been removed from Rohan. The Three Hunters are Replaces Elven Wood
actually still available however, with unique sets of powers, through a
When the Rohirrim go to war, the King and Marshals of
summon spell that replaces the Army of the Dead.
Rohan send out the call to muster Riders from all corners
Accuracy and siege changes have affected Rohan to a lesser extent than of the Riddermark. These men arrive to fight for their lord,
other factions. One thing to note is the removal of the Entmoot. Ents are already armed and armoured. In this way the lords of the
still available as a spell power, and have gained some health and damage Mark have been able to easily call on a trained, powerful
- they are now the most accurate of siege weapons. Rohan has acquired body of cavalry.
a basic battering ram for early-game siege.
Prerequisites:
Rohirrim and Yeoman archers are only average in terms of accuracy, but
can hold their own. Galadhrim however, are the most accurate archers Decreases the build cost and build time of all cavalry for 60 seconds .
in the mod - in late-game, this will help Rohan players significantly.

An observant player will also notice that Forged Blades has been re- Oath of Cirion 3 PP
named to Gondorian Steel, and have new effects. The next section Replaces Anduril
details changes to Rohan’s upgrades, spellbook, heroes and powers. On the field of Celebrant, Cirion, the Steward of Gondor
and Eorl, leader of the soon-to-be Rohirrim, swore an oath
to come to each other’s need in times of war and peril. In
this time of war, it is likely that both Cirion and Eorl’s oaths
will be put to the test.

Prerequisites:

Summons two battalions of Gondor Archers and Gondor Soldiers, all


with Heavy Armour for two minutes.
Rohirric Spellbook
The Dwarf Holds | Rohirric Spellbook 88 The Dwarf Holds | Rohirric Spellbook 89

Aid from Lothlorien 3 PP Drafted Peasants try to hold off some Uruks. Oath of Cirion gives you a good mix of
Replaces Summon Elven Allies infantry for a flanking maneuver (top left, top right)
Though the men of Rohan have had few if any dealings
with the folk of the Golden Wood, Elves and Men must
stand as one if they are to defeat the oncoming evil of
Mordor and Isengard.

Prerequisites: or

Allows the purchase of Haldir and Galadhrim from the Rohan Archery
Range.

The Three Hunters 10 PP


Replaces Army of the Dead
During the War of the Ring, Eomer of Rohan came upon
three mysterious travellers racing across the plains of the
Riddermark. Calling themselves the Three Hunters, they
were destined to aid King Theoden in many battles.

Prerequisites: or

Summons Aragorn, Legolas and Gimli to fight for you for two minutes.

Let’s hunt some Orc! Muster the Rohirrim! Haldir can be used as a regular hero once
you purchase Aid from Lorien (bottom left, bottom right, centre right)
The Dwarf Holds | Rohirric Buildings 90 The Dwarf Holds | Rohirric Upgrades 91

New Rohirric Buildings New Rohirric Upgrades

Rohan Barracks
Trains Infantry
The armies of Rohan sometimes require
a designated training ground to drill and Available at the Barracks
train new recruits. A fully equipped bar-
racks provides the King of Rohan with
easy access to competent infantry and
even some basic siege equipment. Defenders of the Wold

In time of harsh conflict, the people of Rohan will pick up their family
Trains: Rank 1 Westfold Militia swords and forge their plows into spears. This hardy folk will march to
war to defend homestead, village and country.

Rohirric Ram Requires: Rank 1

Allows the purchase of Westfold Militia at the Barracks and Horsemen


Rank 3 Door-Wardens of Edoras of the Mark at the Farm

Researches: Rank 1 Defenders of the Wold Militia are trained from the Barracks...

The new Rohan Barracks serves as a basic unit production building for
the faction’s infantry. Initially it can only train the Rohirric Ram, but
after some technology research it can also produce Westfold Militia.
Finally, at Rank 3 it can train the formidable Door-Wardens of Edoras.
Building this structure lets the Rohan player specialize his ground
forces if he so desires.

... after an inexpensive upgrade to the building

Rohirric Upgrades
Rohirric Buildings
The Dwarf Holds | Rohirric Heroes 92 The Dwarf Holds | Rohirric Heroes 93

In The Dwarf Holds, King Theoden is one of Rohan’s most powerful


New and Revised Rohirric Heroes heroes. Though he is old, he is tough and deals out a decent amount
of damage. However, his real usefulness comes in his abilities. While
still equipped with the powerful Glorious Charge, King’s Favour and a
versatile Leadership, he now gains two additional powers. At all ranks,
Theoden, son of Thengel To The King! passively summons two Royal Guardsmen of Meduseld to
The King of Rohan defend him when his health is low. This gives Theoden time to retreat
Théoden, son of Thengel, is the seven- or even press the attack. At Rank 3, Rally to Me will replenish up to
teenth King of Rohan and Lord of the three members of any nearby battalions, though it won’t heal them.
Mark. Through the aid of the wizard Theoden has increased health and damage from the base game, with
Gandalf, Théoden was at long-last liber- a slightly higher cost to compensate.
ated from the poisonous influence of
Saruman and his puppet, Grima Wor-
mtongue. A hardy warrior and strong
commander, Théoden must now lead
his people against the forces of Isengard Rally to me! To me!
and Mordor, which threaten his lands.

Leadership: +50% Attack Dam-


Abilities: Rank 1
age, +50% Armour

Mount steed

Two powerful Royal Guards


of Meduseld are summoned
when Theoden’s health is low

Replenishes up to two units in


Rank 3
nearby battalions

Theoden and nearby troops


gain +30% Attack Damage,
Rank 4
+75% Armour and don’t slow
down while trampling

Grants experience to target


Rank 6
units
A charge led by Theoden and Eomer will get great results. For lord and land! (bottom
left, bottom right)

Rohirric Heroes
The Dwarf Holds | Rohirric Heroes 94 The Dwarf Holds | Rohirric Heroes 95

Eomer Erkenbrand
Marshal of the Mark Marshal of the Westmark
Third Marshal of the Mark, Eomer is the Marshal of the Westmark, Erkenbrand is
nephew of King Théoden, and brother a warrior of great renown and a mighty
of Eowyn. Armed with his sword Guth- leader. Erkenbrand dwells within Helm’s
wine, Eomer’s skill in arms is almost Deep, and is ensured with its upkeep
unmatched, as is his ability on horse- and defence. Bearing his famed red
back. During the battle of the Pelennor shield and horn of the Westfold, his
Fields, Eomer was among Aragorn and presence in battle inspires courage in his
Imrahil only, as those left unharmed fellow Rohirrim. It is said that the valour
by the battle. Faithful to Rohan, and a of Helm Hammerhand lives again in
valiant leader of men, Eomer will ride to Erkenbrand.
the defence of his country and people, +10% Speed and +40% Attack
no matter the odds. Abilities: Rank 1 Damage to nearby units for 30
seconds
Abilities: Rank 1 Throws a spear at a target Leadership: +50% Attack
Damage and 20% Armour to
Rank 3
nearby Westfold Militia, Peas-
Mount steed ants and Yeomen Archers

Rank 4 Mount steed


Rank 2 Nearby kills gain resources
Decreases the cost of Peas-
Rank 6 ants, Westfold Militia and
Leadership: +60% Attack Dam- Horsemen of the Mark
Rank 4
age, +50% Combat Experience
Increases attack damage and
+100% Attack Damage, -75% gives a chance to perform a
Rank 9
Rank 8 Recharge Time and +50% At- devastating melee attack with
tack Speed for 45 seconds every hit for 60 seconds
Eomer remains largely unchanged from the base game, though he has Erkenbrand is the nominal replacement for Aragorn in Rohan’s hero
additional heath and armour. In the late-game however, he can use roster. He is a very tough infantry hero with many combat and leader-
Guthewine’s Fury to unleash a torrent of attacks upon his enemies. ship abilities. Early on, Horn of the Westmark is a good troop-buffer,
This ability significantly decreases the recharge time of Throwing and his Leadership helps your early-game infantry quite significantly.
Spear, so functions well if paired with that. Eventually, he can mount his horse, though he’s not that great of a
horseman. Rank 6 brings further help to your Militia, decreasing their
cost. His most powerful ability buffs attack damage, making him a
melee tank. The special attack that this power triggers is a wide sword
sweep, which damages and knocks back all enemies around Erken-
brand, making him great at chopping up large hordes of Orcs.
The Dwarf Holds | Rohirric Heroes 96 The Dwarf Holds | Rohirric Heroes 97

Elfhelm Erkenbrand is easily a match for these Uruk-Hai. Elfhelm, on foot. (top left, top right)
Marshal of Rohan
Elfhelm is a heroic Marshal of Rohan
who fought in Theoden’s host at the
battle of the Pelennor. After its conclu-
sion, he was given command of the
Rohirric forces charged with the defence
of Anorien and Gondor while King Eo-
mer and the Lord Aragorn led a host to
challenge the Black Gate. He was later
honoured with the rank of Marshal of
the East-Mark on Eomer’s victorious re-
turn. A skilled Rider and clever general,
Elfhelm’s success reflects favourably on
Rohan’s armies.
+10% Attack Damage, +20%
Abilities: Rank 1 Armour for 30 seconds while
mounted.

Mount steed

Passive increase to line of


Rank 2 sight, allows hero to detect
invisible units

Leadership: +5% Speed, +30%


Rank 4
Armour

Stuns nearby enemies and


Rank 9 blinds spear/pikemen, de-
creasing their attack damage
Elfhelm has claimed the role of early-game hero with his relatively low
price. His heroic powers include the ability to detect invisible units, a
power that boosts his speed temporarily, and a leadership bonus to
mounted troops. His late-game power is very potent - he can declare a
Blinding Charge, stunning enemies that are nearby and negating their
pike damage for a short period. Combine this with Theoden's Glorious
Charge, and there will be few armies that can stand against the Rohir- Elfhelm rides through a horde of Orcs. Ekenbrand delivering a powerful blow. Sound
rim. the Horn of the Westmark! (bottom left, bottom right, centre right)
The Dwarf Holds | Rohirric Heroes 98 The Dwarf Holds | Rohirric Heroes 99

Haldir
Gamling Captain of Lothlorien
Royal Guardsman Captain of Lorien, and a marchwarden of
Gamling the Old is a member of the its northern borders, Haldir is an elf of
Guards of Meduseld, and one of great leadership ability, skilled with both
Théoden’s most faithful captains. bow and sword. A strong and coura-
Despite his respectable age, Gamling geous commander, it was Haldir that led
remains an able warrior and a skilled a company of elven warriors to the aid
archer, even whilst mounted. Against the of Helm’s Deep, at the bequest of Elrond
looming threat of Isengard and Mordor, and Galadriel. Along with his Galadhrim
Gamling’s experience and hardy deter- kin, Haldir will valiantly honour the age-
mination will surely prove invaluable. old allegiances forged between elves
Gains a Combat Experience and men.
Abilities: Rank 1 bonus when near Theoden,
Eomer or Erkenbrand Requires:

Mount steed
Switch between bow and
Abilities: Rank 1
sword
Leadership: +40% Attack Dam-
Rank 4 age to Yeoman Archers and
Rohirrim Archers Fires a powerful arrow that re-
duces a target’s speed by 50%
Places a Royal Standard at a
target location, which replen- Leadership: +50% Attack Dam-
Rank 6
ishes troops and provides Rank 4 age, +50% Combat Experience
leadership to nearby Galadhrim
Gamling is another early-game addition to Rohan’s hero roster. He is Fire a flaming arrow at a target
cheap and comes with some interesting abilties. On foot, he uses a Rank 6 area. In two seconds, a volley
sword and shield and on horseback, a bow. As a Master of Archers, he of arrows will rain down
can buff your foot or mounted bowmen, and works well in either role.
Haldir is a useful archery hero that provides Leadership to Galadhrim,
By far his most interesting ability, however, is his King’s Standard abil-
making him a good leader of any Elvish forces you may recruit. He also
ity. This power constructs a banner platform at the target location. The
has two potent arrow-based abilities; effectively, he replaces Legolas.
structure replenishes nearby battalions and provides a solid amount of
Pinpoint Strike slows and damages enemies, while Signal Volley signals
leadership.
off-map archers to rain down a hail of destruction on the target area.

Haldir requires the Aid from Lothlorien spellbook power to trained.


In a somewhat unique fashion, he is trained at the Archery Range
(though revived at the Citadel)
The Dwarf Holds | Rohirric Heroes 100 The Dwarf Holds | Rohirric Heroes 101

Meriadoc Brandybuck
Esquire of Rohan
Meriadoc Brandybuck, a hobbit of the
shire, was one of the four halflings to
accompany Frodo and the Fellowship
of the Ring. A dear friend of Pippin,
Merry is a perceptive and intelligent
hobbit, and unquestionably faithful to
Merry, in his new armour his friends. Having sworn fealty to King
Théoden of Rohan, Merry must now as-
sume his place amongst Rohan’s defend-
ers, as an esquire of Rohan.

Toggle between a Blade of


Abilities: Rank 1
Westernesse and thrown rocks

Hide from hostile eyes

Rank 4 Increases armour and health

Merry is mostly unchanged in the mod though he does get a new abil-
ity. At Rank 4 he becomes an Esquire of Rohan, gaining armour, health
and a new model.

Gamling supports Rohirrim Archers quite well. Haldir and the Galadhrim (bottom left,
bottom right)
The Dwarf Holds | Rohirric Units 102 The Dwarf Holds | Rohirric Units 103

New and Revised Rohirric Units Rohirric Ram


Light Siege Equipment
Through ages of hostility towards the
Dunlendings and invaders from the East,
Westfold Militia Rohan has not been without the need
Mustered Spearsmen for siege weaponry. The Rohirric Ram is
Although the might of Rohan’s armies able to bring down the walls, gates and
lies with its famed cavalry, the infantry structures of any who would threaten
forces of the Riddermark are equally as the Riddermark and its people.
hardy and fierce in the fray of battle. De-
spite not being a standing infantry force, Requires: Rank 1
the well-trained militia of the Westfold
are called upon, to aid Rohan in times of The Rohrric Ram is a tough piece of siege equipment, manned by six
war. Armed with round wooden shields, militiamen. It can make short work of light fortifications and given time
spear and sword, the Westfold militia can knock down even the sturdiest of gates.
will fight with earnest determination in
defence of their homes and country. A group of Militia try to hold off the Uruk-Hai

Requires: and Rank 1

Upgrades:

+25% Armour, -40% Speed, bonus dam-


Abilities:
age to cavalry

Westfold Milita are an early-game infantry solution to cavalry prob-


lems. They are decently tough and can receive a variety of upgrades.
If you don’t want to use Cavalry to fight Warg Riders, Militiamen will
make an adequate substitute.

They can combine with Door-Wardens, Peasants and Yeoman Archers.

Rohirric Units Horsemen of the Mark defend a Farm. Battering rams drive the evil from this land
(bottom left, bottom right)
The Dwarf Holds | Rohirric Units 104 The Dwarf Holds | Rohirric Units 105

Horsemen of the Mark Door-Wardens of Edoras


Mustered Cavalry Elite Infantry
Much like the Westfold Militia, the The Door-Wardens of Edoras are Rohan’s
Horsemen of the Mark are a militia force, elite infantry force, chosen to defend the
which are called upon in times of great King on his throne at the Golden Hall of
need. Mounted and lightly armoured, Meduseld. Constantly maintaining their
the horsemen are able to quickly rally to fighting prowess by training at the bar-
Rohan’s aid - suppressing enemy raids, or racks, the Door-Wardens will fight fear-
making sorties of their own. lessly in the defence of their country.

Requires: and Rank 1 Requires: Rank 3

Abilities: Disappears after 50 seconds. Upgrades:

Horsemen of the Mark are unique Rohirric units. Trained from the
+20% Armour, -20% Attack Damage,
farm, these cavalry are Mustered, meaning they disappear after some Abilities:
-30% Speed
time. They are expensive, but train very fast, allowing the Rohan player
to field a quick-building, fast-hitting unit if a Farm is under attack.
+10% Speed, +10% Attack Damage when
near Rohan structures

These powerful infantrymen are a useful tool in the late-game for a


Rohan player. They come equipped with Heavy Armour and Gondorian
Steel, so are prepared to fight immediately. They can be used to easily
deal with enemy elite spearmen before a crushing cavalry charge or
merely as front-line infantry.

Door-Wardens can combine with Westfold Militia battalions and are


limited to two units at a time on the field.
The Dwarf Holds | Rohirric Units 106 The Dwarf Holds | Rohirric Units 107

Royal Guardsmen
Elite Cavalry Don’t mess with the Guard. A charge of Royal Guardsmen (top left, top right)
Rohan’s military elite, the Royal Guards
are handpicked by the King himself
amongst the finest of Rohan’s warriors.
Armed with the finest of Rohan’s armour
and weaponry, the Royal Guards accom-
pany the generals and leaders of Rohan’s
army into battle, riding into battle with
unwavering resolve.

Requires: Rank 3

Upgrades:

-75% Crush Deceleration, +10% Speed,


Abilities:
-75% Attack Damage

Hero Leadership has a greater effect on


this unit

The Royal Guardsmen are Rohan’s most powerful new unit, and are
the game’s most powerful cavalry unit. Their Ride Through formation
lets them charge through almost any infantry mass, while Sons of Eorl
gives them a 1.5x bonus from any hero leadership they receive. Like
their foot-borne partners, they come equipped with Gondorian Steel
and Heavy Armour.

They are limited to two units on the field at a time.

The Royal Banner of Eorl. Door-Wardens chase down Uruks. Theoden and his Guard
(bottom left, bottom right, centre right)
The Dwarf Holds | Rohirric Units 108 The Dwarf Holds | Rohirric Units 109

Special Rohirric Units Banner of Eorl

The highest symbol of Rohirric authority


is the Banner of Eorl, flown only by the
King and his retinue. It inspires any man
Royal Guards of Meduseld of Rohan who sees it flapping majesti-
Theoden’s Bodyguard cally in the breeze - the while horse on a
Chosen by Théoden himself from the green field.
elite of Rohan’s Royal Guards, these
select few warriors form the personal
bodyguard of the King. Unmatched Summoned By:
amongst Rohan’s military on both horse
and on foot, Théoden’s Royal Guard are
adept at standing down even the tough- Leadership: +50% Attack Damage, +50%
Abilities:
est foes. They will fight and die valiantly Experience Gain, -20% Recharge Time
in the service of their lord and King.
Gamling summons this banner with his King’s Standard power. While
it lasts, the banner provides Leadership with a very wide range. It also
Summoned By: replenishes units in nearby battalions.

Note that the banner is however vulnerable to enemy attack, espe-


Reduces damage to Theoden while the cially from Fire Arrows...
Abilities:
Guardsman is nearby. Must be on foot.

Hurls a heavy throwing weapon at an


enemy. Must be mounted.

Mounts horse

These single units are summoned, two at a time, by King Theoden’s


To The King! ability when he is low on health. They can mount horses
or stay on foot; each mode is useful. On horseback, they can throw
a spear to damage enemy units. On foot, they reduce damage that
Theoden takes when nearby at the cost of their own armour. They will
expire after a short time, however.
The Dwarf Holds | Changes to Mordor 110 The Dwarf Holds | Mordor Spellbook 111

New and Revised Mordor Spells


Part IV:
The Dark Lord Sauron
Sorcery of Dol Guldur 2 PP
Replaces Industry
When Sauron retreated to the fortress of Dol Guldur in
Changes to Mordor Mirkwood he took on the mantle of the Necromancer,
supplanting his armies with the inanimate given some
The Dark Lord Sauron’s forces have received considerable changes in The mockery of life.
Dwarf Holds. Besides retexturing and remodeling many of the important
units and heroes, the mod adds many new toys for a Mordor command- Prerequisites:
er to play with.

New heroes are introduced from the powerful (the Witch-King) to the Scatters enemies in the target area and summons a Castellan of Dol
meek (Shagrat and Gorbag). All are useful, and pair well with many new Guldur for 100 seconds.
units that include the martial Morgul Orcs and unique Variags of Khand.
The forces of Mordor also get an all-new spellbook, removing any Slave-Fields of Nurn 4 PP
duplication between Sauron and Saruman’s powers and ensuring that a Replaces Devastation
Mordor player has many new exciting options.
The Sea of Nurn beyond the confines of the Ash Moun-
The Dwarf Holds’ new siege and archer accuracy mechanics are present tains is home to a camp of enslaved labourers who toil to
in full force here. Orc archers are rather inaccurate, while Haradrim and create weapons and armour for the Dark Lord.
Easterlings have decent accuracies. Mordor Catapults have been made
rather inaccurate, but with large splash damage radii they will be effec- Prerequisites:
tive against large groups of troops. Catapults are now limited to eight at
a time and have increased build time and Command Points cost. Causes Orc Pits, Haradrim Palaces, Siege Works, Troll Cages and Mu-
makil Pens to produce resources, albeit at a slow rate.
Siege Towers no longer cost Command Points, but are limited to five
towers at a time. Their cost, and that of Battering Rams, is now lower.
Using towers to get over those pesky Good faction walls will now be The Dark Tower 12 PP
more attractive! Replaces Balrog Ally
Sauron’s fortress, created with the power of the One Ring,
This next section will detail additions and changes to Mordor’s heroes, is a citadel, factory, armoury, training ground, and symbol
units, upgrades and spells. of the Dark Lord’s power all rolled into one.

Prerequisites: or

Allows the Dark Tower to be constructed in place of one of your Cita-


dels.

Mordor Spellbook
The Dwarf Holds | Mordor Spellbook 112 The Dwarf Holds | Mordor Buildings 113

An army of elite Orcs. Men of the East march to war. (top left, top right) New Mordor Buildings

The Dark Tower


Improves Sauron’s armies
Built with the power of the One Ring in
corrupted mockery of Numenorean archi-
tecture, the the greatest fortress of Sauron
is imposing and nearly indestructible. These
smaller versions of it are merely the shadow
of that great tower: the Barad-dur.

Leadership: +5% Combat Experi-


Abilities: Rank 1 ence, Armor and Attack Damage
to all Mordor units on the map

Summon an additional Winged


Nazgul

The Dark Tower can be constructed on a Mordor Camp or Castle cita-


del once The Dark Tower spell has been purchased. Only one may be
built at a time – if the first Dark Tower is destroyed, it can be replaced.

Having a Dark Tower in your base allows access to advanced Mordor


units – Soldiers of Rhun and Easterling Archers from the Haradrim Pal-
ace, Morgul Orcs and Archers from the Orc Pit. It also allows immedi-
ate access to one Nazgul riding a Fell Steed. This unit will be replaced
for free when killed after a delay. Two more Nazgul functioning in the
same manner can be purchased as well. To cap all of this, the Tower
also provides a map-wide leadership effect that increases the fighting
capabilities of Mordor units on the map

This does come with a price, however. If the Dark Tower is destroyed,
all its summoned Wraiths will fade away, and all units on the map will
suffer a loss in morale for a duration.

The imposing Dark Tower. A Winged Nazgul. The beginnings of the corruption of Dol
Guldur. (bottom left, bottom right, centre right)

Mordor Buildings
The Dwarf Holds | Mordor Upgrades 114 The Dwarf Holds | Mordor Heroes 115

New Mordor Upgrades New and Revised Mordor Heroes

The Witch-King of Angmar


The Dark Lord’s Right Hand
Available at the Orc Pit The Witch-King of Angmar was once a
great king of Men, who was corrupted
by the power of one of the Nine Rings
forged by Sauron. Eventually, he be-
Superior Training came a slave of the Dark Lord and the
first among the Nazgul, the Ringwraiths.
In the darkest dungeons of Lugburz, howls and inhuman screams Commander of Mordor’s armies, the
echo though the air. Here, the Dark Lord’s most deadly servants are Witch-King is a terrifying foe to face on
armed, armoured and trained to kill mercilessly. Those that survive are the battlefield. It is prophesized that his
favoured by the Eye, and will go forth as commanders, captains and doom will not fall by the hand of man.
terrifying shock troops. Leadership: +100% Attack
Damage , +200% Combat
Requires: Rank 3 Abilities: Rank 1 Experience, +100% Fear Resis-
tance. Most hero attacks do
Allows Black Uruks to be upgraded with Superior Training, which in- 50% damage to the Witch-King
creases their health and damage.
Mount steed

Available at the Haradrim Palace Does 1500 damage to a target


Rank 5 Gate and reduces its armour
by 50% for 2 minutes

Poisoned Arrowheads Toggle between sword and a


Rank 6
slower but more powerful flail
Southrons often used poisoned darts in war - one such arrow pierced
Faramir’s armour during his retreat to Osgiliath, causing great hard- Damage a hero’s attributes
Rank 8
ship among the defenders of Minas Tirith. until his death

Globally lowers enemy hero


Requires: Rank 2
attack by 50% and increases
power recharge times by 500%
Allows Haradrim Skirmishers to be upgraded with Poisoned Arrow- Rank 10
for 60 seconds. Additional
heads, allowing them to do damage to enemies and slow them over
Mordor Upgrades damage is inflicted during this
time. Mordor Heroes
period.
The Dwarf Holds | Mordor Heroes 116 The Dwarf Holds | Mordor Heroes 117

As Mordor’s most powerful hero, the Witch-King is a force to be


reckoned with. He is especially effective against heroes - he takes less Nazgul
damage from their attacks (though there might be exceptions to this Servant of Sauron
rule...) and has two late-game powers targeted directly at dealing with Each bound by one of the Nine Rings,
other late-game heroes. Aragorn or Gandalf will be hard-pressed to the Nazgul are the Dark Lord’s chief com-
deal with him directly - even if they escape, they may be afflicted by manders and servants. They strike fear
the Morgul Blade, whose effects are permanent until the hero de- and despair into anyone nearby: only
ies and is revived. Keep him out of constant melee combat, however. the strongest-willed of Men can resist
Though he will passively trigger Screech when attacked, he can be this terror. Besides this, they are formi-
overwhelmed by sheer numbers of upgraded troops. dable combatants, and often appear on
horseback, sent on special missions by
The Witch-King starts at Rank 5 in a multiplayer match.
their master.
+10% Attack Damage, Armour
Abilities: Rank 1 and -10% Recharge Time per
Nazgul that is nearby
Morgul Blade on a single soldier? If the Witch-King decides to!
Cause enemy units to flee in
fear

Mount steed

Rank 4 +25% Speed for 30 seconds

Leadership: +50% Attack Dam-


Rank 5 age, +100% Combat Experi-
ence, +100% Fear Resistance
-35% Armour and -50% Attack
Rank 8 Damage to nearby enemies.
Lasts 30 seconds.

The Witch King crushes some Gondorians with his Mace. In addition to the Witch-
King, two mounted Nazgul can be fielded. (left, bottom right)
The Dwarf Holds | Mordor Heroes 118 The Dwarf Holds | Mordor Heroes 119
Nazgul are effective support heroes with various powers that buff
your troops and debuff the enemy. They work best combined with Shagrat
other Nazgul and the Witch-King, gaining bonuses when nearby. As Uruk Captain
in vanilla, Screech is quite useful in keeping them alive and is supple- Shagrat, an Uruk Captain, is in charge
mented by Haste of the Nine on horseback. of the garrison of Cirith Ungol. A greedy
The Leadership bonus acquired at Level 5 is quite unique. Upon ac- creature, he is out of touch with the
quisition, the Nazgul will become a Lieutenant of Morgul, the South, realities of his situation, leaving many
the East or Mordor. The leadership will only affect units that fall in this of the local patrols to Gorbag and other
geographic region - Morgul troops, Haradrim, Easterlings and normal captains. However, when it suits him he
Orcs are examples that fall into each category. shows great loyalty to Sauron, reporting
directly to Barad-dur at times.
You may train two Nazgul. They each start at Rank 3. +20% Attack Damage, +20%
Abilities: Rank 1 Armour when near Mordor
structures
A Nazgul can use Black Breath to heavily debuff enemies Leadership: +50% Attack Dam-
Rank 2 age, +50% Combat Experience
to Black Uruks

Summons 2 units of Black


Rank 5
Uruks to fight for 80 seconds.

Shagrat has good damage and armour - a combination that makes him
useful for his cheap price. He works best on the front line or with late-
game Black Uruks whose damage he can buff significantly. Get ‘em
Lads even lets you access this powerful unit somewhat earlier.

Shagrat, the Captain of Cirith Ungol

A Nazgul leads the assault into Dale. On foot, the Nazgul make decent swordsmen.
(left, bottom right) Black Uruks make ideal companions for Shagrat
The Dwarf Holds | Mordor Heroes 120 The Dwarf Holds | Mordor Units 121

Gorbag
Orcish Leader New and Revised Mordor Units
Gorbag is a cunning Orcish patrol com-
mander who is stationed at the tower
of Cirith Ungol. He is a valuable asset to
the garrison of the Tower, as he is well Haradrim Skirmishers
versed in the habits of the great spider Archers from the South
Shelob. Loyal to the Eye at Lugburz, The Haradrim hail from the deep South
Gorbag will use all of his crude skill and of Middle-earth, and have been some of
cunning to the benefit of the forces of Gondor’s most recurrent enemies since
Mordor. the mid-Third Age. They are generally
poorly equipped, but have competent
Knocks down and damages a archers, strong cavalry forces and the
Abilities: Rank 1
target unit powerful Mumakil at their command.
Skirmishers are adept at fighting infantry
Attacks decrease resource pro- with much better armour and often use
Rank 3 deadly poisoned darts in their short-
duction in enemy structures
bows.

Rank 4 Become invisible to most units Requires: Rank 1

Increases the resource produc-


tion or build speed of a friend- Upgrades:
Rank 6
ly structure, but deals damage
over time for 30 seconds.
Gorbag is a servicable early game hero. He can knock down powerful +25% Attack Damage, -25% Armour,
Abilities:
units for a quick retreat, become invisible, and harass resource struc- bonus damage to cavalry
tures effectively. At Rank 6 he can even help out at the base a bit.
Haradrim Skirmishers replace Haradrim Lancers at the Haradrim
Forced Labour gives your more production at the cost of health. Palace. They lack the exceptional anti-cavalry damage of Lancers, but
retain anti-infantry capabilities, and are the only unit with access to
the Poisoned Arrows upgrade, which lets them do even more damage.

Mordor Units
Gorbag leads a patrol through Shelob’s Lair
The Dwarf Holds | Mordor Units 122 The Dwarf Holds | Mordor Units 123

Variags of Khand
Heavy Infantry
From Khand in the far East come the
Variags, tough Men who have fought
against Gondor in many wars. Appear-
ing first in the Wainrider invasion of the
mid-Third Age, the Variags are being
gathered under Sauron’s banner to fight Variags crush some Gondorian opposition
for Mordor. They wield axes and small
bucklers, and are formidable opponents
for infantry and cavalry alike.

Requires: Rank 2

Upgrades:

+25% Attack Damage, -25% Armour,


Abilities:
bonus damage to cavalry

Variags replace Soldiers of Rhun at the Haradrim Palace. They are


tough but slow infantry capable of taking on other foot troops. They
have high crush-revenge damage, so function adequately at denying
areas to enemy cavalry. They can also use Sprint to gain a small, rapid
speed bonus.

Skirmishers, loose! Elite Black Uruks wait for the order to attack. (left, bottom right)
The Dwarf Holds | Mordor Units 124 The Dwarf Holds | Mordor Units 125

Dark Tower Units


Black Uruks of Mordor
Elite Shock Troops
In 2475 of the Third Age, great Orcs in
the service of Barad-dur came out of Winged Nazgul
Mordor, ravaging the Gondorian prov- Sauron’s Lieutenants in the Air
ince of Ithilien and joining up with other Some of the Nazgul take to the air upon
legions to destroy the city of Osgiliath. the Dark Lord’s most horrific creations
These Uruk-Hai were stronger, faster and - great flying reptilian beasts. Winged
larger than any Orc that had been seen Nazgul inspire even more terror than
before. They could travel in daylight, and their brethren on foot and can strike eas-
served as Sauron’s shock troops in attack. ily at targets on fortifications and behind
enemy lines.
Requires: Rank 2
Requires:

Upgrades:
+10% Attack Damage, Armour and -10%
Abilities:
Recharge Time per Nazgul that is nearby
Abilities: +25% Armour, -40% Speed
Causes enemy units to flee in fear
The Black Uruks of Mordor are a tough close combat unit that fills in
some of the Mordor player’s weaknesses. In principle, they are similar Leadership: +50% Attack Damage,
to Isengard’s Uruk-Hai – fast infantry that pack a punch. They lack Is- +100% Combat Experience, +100% Fear
engard’s extensive set of upgrades, trading them for one that doubles Resistance
their health and increases their damage. Their speed and damage will
come in handy for storming walls and overwhelming other infantry. -10% Attack Damage, -10% Combat
Experience, -50% Fear Resistance to
nearby enemies.
Summoned initially by the Dark Tower, the Mordor player can call
upon up to two more Winged Nazgul by purchasing them at the Tower.
Each of these Nazgul will respawn for free when killed after two min-
utes at the tower, making them well worth the investment. They do
not level, however come with the same randomized Lieutenancy as
the Ringwraiths on foot. Their Dark Wings ability passively reduces the
potency of nearby enemies, and makes them much more vulnerable
to the terror caused by Screech. As one of the game’s few flying units,
they can be very potent when used correctly.
The Dwarf Holds | Mordor Units 126 The Dwarf Holds | Mordor Units 127

Morgul Orcs Archers of Morgul


Well-trained Rabble Disciplined archers
The Orcs of Minas Morgul are bred to Trained to fire en masse, Morgul Archers
be the toughest and most disciplined of are almost as inaccurate as their lesser
Sauron’s Orcish armies. Though inferior brethren but a little more disciplined
to the elite Uruks of Mordor, they are still than their fellow Orcs. They will march
feared and form the core fighting force out with the armies of Morgul when
of Minas Morgul. Sauron’s great army is unleashed upon
Gondor.

Requires: and Rank 1 Requires: and Rank 1

Upgrades:
Upgrades:

Abilities: +25% Armour, -40% Speed


Abilities: +25% Attack Damage, -50% Armour

Morgul Orcs are tougher, nastier versions of your basic Orc unit,
Archers of Morgul have more armour than your usual Mordor Archers
Though they cost a bit of money, they are reasonably solid troops,
as well as more range, but are not much more accurate. Combine
falling somewhere between the Black Uruks and Orc Warriors. They
them with Morgul Orcs to get a very large and powerful Orcish rabble
can get the Banner Carriers upgrade to rank up quickly, and synergize
to throw at your enemies once they’ve been weakened up by several
nicely with their brothers, the Archers of Morgul.
units of disposable Orc Warriors.
The Dwarf Holds | Mordor Units 128 The Dwarf Holds | Mordor Units 129

Soldiers of Rhûn Archers of Rhûn


Armoured Halberdiers Archers from the East
The land of Rhûn has a long history of The Easterlings marching to war have
vassalage to the forces of evil, from Mor- their own bowmen who can fire accu-
goth to Sauron. Hardy warriors march rately from behind ranks of massed hal-
from the East under the Dark Lord’s berdiers. Their armour is tough enough
banner, supplementing barbaric Orcish to withstand close combat as well, mak-
forces with disciplined troops. Some ing them good skirmishers at any range.
divisions of Easterlings function as hal- Large ranks of them will be deployed
berdiers, ready to deal with Gondor and when Sauron challenges Gondor in the
Rohan’s formidable mounted forces. South and Erebor in the North.

Requires: and Rank 1 Requires: and Rank 1

Upgrades: Upgrades:

+25% Armour, -30% Speed. Bonus dam-


Abilities: Abilities: +25% Attack Damage, -50% Armour
age to cavalry

The Soldiers of Rhûn are essentially unchanged from the base game, Archers of Rhûn are armoured, long-range archers that pack a decent
though they have of course received new models. They are well- punch. Best combined with Soldiers of Rhûn.
armoured and have had increases to their health and damage to make
them a fearsome anti-cavalry unit. They can combine with the new
Archers of Rhûn.
The Dwarf Holds | Mordor Units 130 The Dwarf Holds | Mordor Units 131

A Castellan stands watch. Enough Morgul Orcs should overwhelm this Goblin Pit (top
left, top right) Special Mordor Units

Castellan of Dol Guldur


Animated Sorcery
Essentially a collection of ancient
armour plates, the Castellan is ani-
mated by Sauron’s will to guard his
fortress of Dol Guldur. Though not
sentient and essentially constructs,
they can be deadly due to their size
and strength.

Summoned By:

Abilities: Reveals nearby invisible units

Decreases the damage taken from


non-heroic attacks

The Castellan is a useful disruptive unit. When summoned, it will scat-


ter enemy units that are nearby, so it can be useful to cast Sorcery of
Dol Guldur on a large formation of enemies. Once present, it will pas-
sively detect enemies and will do decent amounts of damage. Cursed
Steel can be activated to increase toughness temporarily.

The Castellan is rather slow however; try to pin enemies so they can’t
run away from its wide sword strokes.

Morgul Archers and Warriors. Easterlings are ready to feather any Gondorian they see.
An army of the East. (bottom left, bottom right)
The Dwarf Holds | Changes to Isengard 132 The Dwarf Holds | Isengard Spellbook 133

New and Revised Isengard Spells


Part V:
The White Hand
Storm of Orthanc 3 PP
Replaces Tainted Land
From the top of the tower of Orthanc, Saruman’s mastery
Changes to Isengard over the weather allows him to call and command great
storms. Heavy rain, snow and lightning can hinder the
Isengard has seen several changes from the base game. As with other
movement of Isengard’s enemies and sometimes even kill.
factions, we have added new heroes, new units and revised the spell-
book to avoid duplicated Mordor spells. The units we haven’t changed
Prerequisites: or
have of course received new models and textures.

We’ve also removed Fire Arrows for Uruk Crossbowmen - an upgrade Summons a controllable thunderstorm for one minute. The storm
that didn’t really make much sense. They now have their own unique slows enemy units underneath it and strikes nearby targets with light-
upgrade. Isengard can still access Fire Arrows through Uruk Scouts. ning bolts.

In terms of accuracy, Uruk archers - both Crossbowmen and Scouts - are


quite precise, nearly equalling Men. Siege changes are considerable. The Saruman of Many Colours 12 PP
Ballista is now very accurate, with high damage. It has lost much of its Replaces Balrog Ally
splash damage though, so makes a great weapon for picking off single, As Saruman gazed into the palantir of Isengard, he was en-
stationary targets. snared by one of the few minds in the land more powerful
than his own: the Dark Lord Sauron. In time, Sauron had
The more simplistic siege weapons are now more attractive. Battering exploited Saruman’s thirst for knowledge to corrupt him
rams have had their health and armour increased with a small cost de- into a useful puppet for Mordor’s uses.
crease. Siege Ladders now cost no Command Points, but are limited to
five at a time. They are also cheaper. Prerequisites: or
The next section details all of these changes.
Improves Saruman’s health and recharge times while granting him
new, devastating powers. Constructs a Seat of Power at all Camp and
Castle Citadels.

Isengard Spellbook
The Dwarf Holds | Isengard Spellbook 134 The Dwarf Holds | Isengard Buildings 135

New Isengard Buildings

Dunlending Settlement
Trains cheap, disposable units
A rough set of huts made of stone, wood
and thatch, an observer might see this Dun-
Uruk-Hai fight under a downpour of fierce precipitation
lending settlement as a rough imitation of
Rohirric architecture. Now sworn to Isen-
gard, the Dunlendings will leave their hovels
and abandon their intermittent raiding to
seek larger game – undefended peasant
hamlets and small villages of which they
have been so jealous in the past.

Trains: Rank 1 Dunlending Rabble

The Dunlending Camp is built on settlement plots and provides limited


forward unit construction capacities. It doesn’t gain ranks or produce
any resources, instead being fully dedicated to serving up hordes of
angry Dunlendings to harass your enemies.

Saruman is great for leveling up a mass of Dunlendings

Lightning strikes outside a Rohan base. Saruman of Many Colours stands atop a Seat of
Power. (left, bottom right)

A pristine Dunland Settlement

Isengard Buildings
The Dwarf Holds | Isengard Buildings 136 The Dwarf Holds | Isengard Upgrades 137

Seat of Power
Command Structure New Isengard Upgrades

A small platform can be built into the side


of an Isengard Citadel, giving an overseer
or captain a commanding view of an entire
base.
Available at the Armoury

Requires:
Steel Drawstrings
+30% Attack Damage, +70% Combat Experi-
Abilities: ence to Uruk-Hai Warriors and Pikemen. Forging a cord spun with thin steel filments, the armourers of Isengard
-20% Cost. have perfected a more potent crossbow. It has immense stopping
+20% Attack Damage, +80% Combat Experi- power and draws from Saruman’s great store of knowledge - made in
ence to Uruk-Hai Crossbowmen and Scouts. mockery of the great Numenorean steel-bows of yore.
-20% Cost.
Requires: Rank 1
+30% Attack Damage, +100% Combat Expe-
rience to Warg Riders. -25% Cost. Allows Uruk Crossbowmen to purchase the Steel Drawstrings up-
grade, which improves their damage and grants access to Overdraw.
+30% Attack Damage, +5% Speed to Siege Overdraw gives the crossbowmen’s quarrels the power to knock back
Equipment. -15% Cost. infantry for 25 seconds.

+4% Attack Damage, +3% Armour to all


units on the map. -20% Cost for upgrades.

The Seat of Power can be built at any number of Camp or Castle


citadels once Saruman of Many Colours is purchased. Saruman can
climb the Seat for safety, but the primary advantage of this structure
is its Focus abilities. Each of these provides bonuses to a certain class
of unit, but only one can be active at a time. Choose them wisely, as it
takes a while to switch between them.

Isengard Upgrades
The Dwarf Holds | Isengard Heroes 138 The Dwarf Holds | Isengard Heroes 139

Saruman was already a potent hero; in the mod, we’ve given him
New and Revised Isengard Heroes but one new special ability: Storm, at Rank 10. Storm can be cast
anywhere on the map and slows a building’s resource collection or
production speed while doing some damage.

Saruman starts at rank five in a multiplayer match.


Saruman the White
Curunir, the Skilled
Saruman of Many Colours
Saruman the White was once regarded
Pawn of the Dark Lord
as the wisest of the Istari, and was cer-
tainly the most skilled in craftsmanship. After Sauron returned to Mordor, he
His very name in Sindarin, Curunir, trans- regained control of the palantir of Minas
lated roughly to ‘man of skill’. However, Ithil, and used it to establish contact
Saruman’s study of the Dark Lords slowly with Saruman. An uneasy alliance was
led him to admiration of his power, and formed between the two powers, with
by the time of the White Council, the Saruman gaining knowledge from Sau-
White Wizard had begun to search for ron and preparing an army to launch an
the One Ring. assault upon Middle-earth. Saruman
in this period cast aside the label of
Blasts target units with a wave White, stating that the white page could
Abilities: Rank 1
of energy be rewritten; the white cloth dyed. He
became Saruman of Many Colours.

Rank 2 Throws a ball of energy Crushes target units with a


Abilities: Rank 1
wave of energy

Temporarily gain control of Throws a larger ball of energy


Rank 4
targeted enemies Rank 2 which sets fire to the ground
around the unit for 15 seconds
Temporarily gain control of
Rank 5 Give targeted units experience Rank 4 targeted enemies in a larger
radius
Leadership: +20% Armour, Leadership: +60% Armour,
Rank 5 +100% Combat Experience, +200% Combat Experience,
+50% Furnace production Rank 5
+75% Furnace production,
Reduces production speed and +100% Fear Resistance
Rank 10 resource output of an enemy
building while damaging it Increase production speed of
Rank 8
target building for 60 seconds

Damage, disorient and weaken


Rank 10 a hero. Lasts until Saruman is
Isengard Heroes
moved
The Dwarf Holds | Isengard Heroes 140 The Dwarf Holds | Isengard Heroes 141
Once the Saruman of Many Colours spellbook power is purchased, Sa- Ugluk
ruman gains health, a bonus to recharge time, and this devastating set Captain of the Fighting Uruk-Hai
of new powers. Some are completely new, while others are ‘merely’ Ugluk was the second in command of
improved versions of his old powers. In addition, he gains a new basic the Uruk Scouts sent to find the Fel-
attack, used at long range - a lightning bolt. lowship of the Ring and bring back any
Hobbits found. When Lurtz was killed,
Wizard Blast becomes Crushing Blast, which has increased range and he assumed the mantle of leadership,
temporarily slows units. Searing Fireball deals more damage, and sets pushing his Uruk-Hai onward through the
the ground on fire. Dominate is improved in range, while his Leader- day back to Isengard. More of a leader
ship receives a significant boost in potency. The combination of this than a fighter, Ugluk was instrumental in
improvement plus Isengard Unleashed which increases production making sure that the Uruks outran their
speed makes Saruman quite useful to have around a forward base. three deadly pursuers.
Duel of Minds is an interesting power. It has great range, and lasts until Heals nearby Uruks by a small
the player moves Saruman or otherwise cancels the attack. During this Abilities: Rank 1 amount and increases speed
period, the target hero will be afflicted with a range of debuffs, some by 5% for 45 seconds
minor damage, and the occasional immobilization. Some strong-willed +20% Attack Damage, +30%
heroes may be immune to this, however... Rank 3 Combat Experience to Uruk
Crushing Blast can easily take out low level troops Warriors and Uruk Scouts
+10% Armour, Attack
Rank 5 Damage,and Fear Resistance to
nearby units for 45 seconds
One might characterize Ugluk as a leadership-oriented version of Lurtz.
This Uruk captain has lacks his superior’s bow and has abilities focused
on buffing your troops instead of personal glory. He is still a competent
fighter, however.

Alive, not dead!

Raaaaagh!
Isengard Unleashed gives a building a massive production boost. Searing Fireball is
best cast into the middle of advancing troops. (left, bottom right)
The Dwarf Holds | Isengard Units 142 The Dwarf Holds | Isengard Units 143

New and Revised Isengard Units Uruk Scouts


Fast, Elite Troops
Saruman required a large army, and
understood that the basis of any suc-
cessful commander was good scouts. To
Uruk Crossbowmen this end, he bred units of tough Uruks
Powerful Ranged Troops trained for speed. Scouts are skilled with
Saruman’s craftsmanship skills and desire both bow and sword, and can cover long
for maximum returns on a minimum distances at speed. They are however
time investment resulted in the first not as well-armoured as Isengard’s Uruk-
mass-production operation for mechani- Hai ‘regulars’.
cal devices in Middle-earth. The cross-
bow used by the Uruk-Hai is reasonably Requires: Rank 3
accurate, very deadly, and most impor-
tantly it requires almost no training to
use. Later crossbows had twisted-steel
strings, allowing them to shoot farther Upgrades:
and with a greater punch.

Requires: Abilities: Switch between bow and sword


Rank 1

Uruk scouts form a fast rading force that are now the only Isengard
Upgrades: unit with access to Fire Arrows. They are versatile, being able to toggle
between sword and bow, but lack the toughness of other troops as
they cannot be upgraded with Heavy Armour.

Abilities: +25% Attack Damage, -50% Armour

Projectiles cause knockback for 25 sec-


onds

Uruk crossbowmen have acquired the powerful Steel Drawstrings


upgrade, though they have lost access to Fire Arrows. Purchasing the
new upgrade increases pierce damage and gives access to Overdraw,
which causes crossbow bolts to knock back enemies for a short time.

Isengard Units
The Dwarf Holds | Isengard Units 144 The Dwarf Holds | Isengard Units 145

Dunlending Rabble
Disposable Infantry
After years of perceived oppression,
the Dunlendings have been armed by
Isengard and unleashed upon the rural,
undefended areas of Rohan in order to
sow terror and panic. They are vicious
Dunlendings raid a farm fighters and highly effective in this role.
Saruman would do well to use these
practically free troops to his advantage.

Requires: Rank 1

Replenishes battalion mem-


Abilities: Rank 2 bers and increases experience
gain rate

Increases armour by a moder-


Rank 3
ate amount

Increases damage to buildings


Rank 4 and other flame-vulnerable
units
Dunlendings are cheap, disposable units that are useful raiders. They
cannot receive any upgrades, and instead earn them through levels. At
Rank 2, a Dunlending leader increases experience gain rate. At Rank 3,
an armour upgrade increases survivability. Torches are acquired last,
which improve damage against structures, making an upgraded horde
even more effective at raiding.
While some Dunlendings distract the defenders, the rest go to burn the village! Lurtz
and his Uruk Scouts. (left, bottom right)
The Dwarf Holds | New Maps 146 The Dwarf Holds | New Maps 147

Argonath

Part VI: Monuments of Isildur and Anarion stand each side of


the River Anduin at the Argonath, north of the Falls of
Battlefields Rauros.

Credits: _Haldir_

Arnor
New Maps One of the Númenórean realms in exile, Arnor once en-
compassed the whole of Eriador. It has since fallen into
We have included a large number of new maps in The Dwarf Holds with
ruin, uninhabited by all save the Dúnedain.
a great variety of terrain. You’ll find everything from new Fortress maps
such as the mountain of Erebor, to smaller skirmish layouts, to vast ex- Credits: _Haldir_
panses suitable for epic eight-player battles.
Barrow Downs
Adorn
These ancient burial grounds were peaceful until evil
The Adorn River flows from the White Mountains until it spirits were sent from Angmar to occupy the graves.
joins the River Isen, forming the far western boundary of
Rohan. Credits: m@tt

Credits: Dadou
Blackroot Vale
Amon Hen The Blackroot Vale is a dark valley in the shadows of the
White Mountains.
The ruins of Amon Hen lie on the west side of the river
Anduin on the border of the lands of Rohan. Credits: §Tattoo§, MEVault
Credits: EA, m@tt
Blue Mountains
Andrast The Blue Mountains are located in Eriador, and are home
to many of Durin’s Folk.
The southwest border of Gondor between the Bay of
Belfalas and the Great Sea. Credits: _Haldir_
Credits: Rimli
Calembel

Angmar The town of Calembel is located above the fords of


the River Ciril, in Lamedon, one of Gondor’s southern
Of old, this was the realm of the Witch-king, but was fiefdoms.
deserted and is now a dark and barren land.
Credits: LOTR Files
Credits: Steve Campen (High Elven Lord)
The Dwarf Holds | New Maps 148 The Dwarf Holds | New Maps 149

Caradharas Dimrill Dale

One of the three Mountains of Moria, the Redhorn has a Outside the east gate of Moria is this rocky yet forested
cruel reputation and its pass is narrow and dangerous. valley that surrounds the Mirrormere.

Credits: m@tt Credits: m@tt

Carn Dûm Dol Amroth

Carn Dûm lies in Angmar and was established by the The city port of Dol Amroth looks of over the seas. It is
Witch-king as his stronghold in the north. home to Prince Imrahil and his legendary knights.

Credits: snoopyzero Credits: {IP}SharbturBurzum, IstariProductions.

Carnen
Dol Guldur
The Carnen flows down from the Iron Hills. It is known
Dol Guldur is Sauron’s dark fortress in the North, located
as the Redwater, because the iron from the mountains
near the southern end of Mirkwood.
gives it a red tinge.
Credits: _Haldir_
Credits: m@tt

Carrock Dorwinion

A tall rock rises out of the Anduin, it was named The Car- The wine that comes from the vineyards on these hills
rock by Beorn, whom carved its stairs. are a favourite of the King of Mirkwood.

Credits: BadMadMax Credits: m@tt

Dunland
Celebrant
West of the Misty Mountains lies Dunland, a hilly region
The fields south of Lorien have seen many battles over
whose warlike people are under the dark influence of
the years.
Isengard.
Credits: BadMadMax
Credits: _Haldir_

Desolation of Smaug Dwarrowdelf

This barren wasteland was formed by Smaug the Dragon, These vast and beautiful halls were once the greatest of
who destroyed the landscape surrounding Erebor. the Dwarven realms, but are now infested by goblins.

Credits: _Haldir_ Credits: m@tt


The Dwarf Holds | New Maps 150 The Dwarf Holds | New Maps 151

East Bight Eregion


Northmen from the plains of Celduin created this large Once home to the Elven-smiths who forged the Rings of
clearing on the edge of Mirkwood for houses and Power, but has become overgrown and ruined since.
stables.
Credits: Lex Flores, MEVault
Credits: snoopyzero

East Osgiliath Eryn Vorn


The once-proud city of Osgiliath has seen many battles. The Eryn Vorn lies on the tip of Minhiriath, and is inhab-
The east of the city was over-run during the War of the ited by a few secretive hunter-folk.
Ring.
Credits: _Haldir_
Credits: snoopyzero
Ethring
Eastern Fangorn
Ethring is located in Lamedon, one of Gondor’s Southern
Fangorn Forest lies on the southern foothills of the Misty Fiefdoms. The road leading to Pelargir runs through the
Mountains, from which flows the Entwash River. town, which fords the river Ringló.
Credits: VoodooBenshee (MEVault) Credits: Fudge

Edhellond Ettenmoors
The Elven haven of Edhellond lies in Gondor, north of These rocky highlands are unsuitable for even the most
Dol Amroth. The last of the Elves of Edhellond have long sure-footed of horses and are infested with trolls.
since sailed into the West.
Credits: Hawk10314
Credits: Fudge

Edoras Far Harad

Edoras is the capital city of the Rohirrim, built upon a These rocky deserts have not been seen by the men of
great mound. Its Golden Hall is home to King Théoden. the West for many years.

Credits: EA, m@tt, _Haldir_ Credits: Saurons Mund

Erebor Firien Wood

The River Running flows from Erebor, the greatest home The Great West Road passes through the dense Firien
of Durin’s folk. The town of Dale lies to the south of the Wood. The Mering Stream flows northwards through the
mountain. wood from the Firien Dale.

Credits: _Haldir_ Credits: Fudge


The Dwarf Holds | New Maps 152 The Dwarf Holds | New Maps 153

Gorgoroth
Fords of Bruinen
The dark plain of Gorgoroth lies in Mordor, in the area
The Bruinen flows down from the Misty Mountains and
surrounding Mt Doom. It is a barren wasteland, marked
surrounds the Elven haven of Rivendell.
with lava and steaming fissures.
Credits: m@tt
Credits: Dennis Agodzo

Forlindon Gollum’s Cave

The land of Forlindon lies north of the Gulf of Lhûn and It was in this cave that Smeagol was consumed by the
the Elven harbour of Forlond. One Ring, and where the Ring was later found by Bilbo.

Credits: _Haldir_ Credits: m@tt

Forochel Green Hill Country

Passing through the icy bays of Forochel is a perilous A region of hills north of the Shire, home to the Great
journey with freezing winds and tall cliff faces of ice. Smials, the ancestral home of the Tooks.

Credits: m@tt Credits: Amroth

Fornost Greenway

Fornost was the capital Arthedain, the greatest of the An ancient road, the Greenway traverses much of
three realms of Arnor. It has long since been abandoned, Eriador. Beginning in Fornost, it leads southward toward
by all but the Dúnedain. Tharbad, where it joins the Old South Road.

Credits: _Haldir_ Credits: Dunedain Ranger76.

Forodwaith
Grey Havens
The icy region of Forodwaith lies to the far north of
On the Gulf of Lhûn lies the Grey Havens, a harbour from
Middle-earth. It shares its name with the hardy and mys-
which the Elves may pass West, into Valinor.
terious folk that once inhabited its bitter landscape.
Credits: _Haldir_
Credits: Fudge

Glanduin Grey Mountains

The Glanduin flows from the Misty Mountains, south of These mountains in the Wilderland have been home to
Moria, and borders the regions of Dunland and Eregion. many dragons, but are now empty after many battles.

Credits: Disco_Stu Credits: m@tt, Lost Hawk, MEVault


The Dwarf Holds | New Maps 154 The Dwarf Holds | New Maps 155

Harnen Khazad-dum
A river on the border between Harad and South Gondor Between the Halls of Moria and the Dimrill Stairs, there
that is crossed by the Harad Road. is a deep abyss spanned by the Bridge of Khazad-dûm.
Credits: Saurons Mund Credits: m@tt

Havens of Umbar Lake Evendim


The Havens of Umbar lie to the south of the City of Cor- At the shores of this great lake are the ruins of Annumi-
sairs, which is controlled by evil men loyal to Sauron. nas, the former capital of the Northern Realms.
Credits: _Haldir_ Credits: {IP}Aridor Arthain

Helm’s Deep Lamedon


This keep has proven a refuge for the people of Rohan in A semi-mountainous region just south of the White
the past. No orc has ever set foot inside the Hornburg. Mountains and one of Gondor’s Southern Fiefdoms.
Credits: EA, m@tt Credits: ~TheFoeHammer~, MEVault

Iron Hills Linhir


The Iron Hills are the source of the Redwater which bor- A semi-mountainous region just south of the White
ders the eastern land of Rhun. Mountains and one of Gondor’s Southern Fiefdoms.
Credits: _Haldir_ Credits: ~TheFoeHammer~, MEVault

Isengard Lithlad
The Ring of Isengard was given to Saruman, who be- A great ashy plain that lies to the east of Barad-dûr in
trayed the Council and turned it into a fortress of evil. Mordor.
Credits: EA, m@tt Credits: Steve Campen

Khand Little Lune

A dry and barren land to the east of Harad, whose many A tributary of the River Lune, the Little Lune flows east-
tribes have pledged allegiance to Sauron. wards from the Blue Mountains. Dwarven territory lies
north of the river, and Elvish lands to the south.
Credits: m@tt
Credits: Fudge
The Dwarf Holds | New Maps 156 The Dwarf Holds | New Maps 157

Mount Gram
Lond Daer Enedh
Mount Gram lies within the Misty Mountains, near to
This ancient Numenorean city lies on the mouth of the
the Ettenmoors. It is inhabited by goblins, which attacked
Greyflood River, and has since fallen into ruin.
much of northern Eriador during the early Third Age.
Credits: _Haldir_
Credits: Fudge

Lossarnach
Mountains of Mirkwood
One of Gondor’s southern fiefdoms, Lossarnach lies
A range of high hills in the dense forest of Mirkwood,
within the vales of the White Mountains. Its lush grass-
from which the Enchanted Stream flows down.
lands are filled with flowers.
Credits: m@tt
Credits: _Haldir_

Lothlorien Mouth of Celduin

Lothlórien is the forest surrounding the elven city of The Celduin, or the River Running, flows from Erebor
Caras Galadhon, home to the powerful elven queen until it meets the River Carnen. It continues south until it
Galadriel. finally meets the Sea of Rhûn.

Credits: EA, m@tt Credits: Fudge

Nimrodel
Minas Morgul
A river of Lothlórien, the Nimrodel flows down from the
The once proud city of Minas Ithil was over-run by the
Misty Mountains before joining the Silverlode. Its waters
Nazgûl and is now a place of fear and great evil.
are said to heal weariness.
Credits: m@tt
Credits: Fudge

Minas Tirith
Old Ford of Anduin
The White City of Minas Tirith sits on seven levels against
The Anduin flows between the Misty Mountains and
Mount Mindolluin, and is ruled over by the Stewards of
Mirkwood, and the ford is part of the Old Forest Road.
Gondor.
Credits: m@tt
Credits: EA, m@tt

Minhiriath
Paths of the Dead
Minhiriath lies between the Greyflood and Brandywine
Beneath the White Mountains lies the Paths of the Dead,
rivers, in the region of Eriador. Once populated, it has
haunted by the cursed ghosts of men.
since fallen into ruin.
Credits: _Haldir_
Credits: _Haldir_
The Dwarf Holds | New Maps 158 The Dwarf Holds | New Maps 159

Pinnath Gelin
South Rhun
Pinnath Gelin, a green and fertile land, is located be-
The Wainriders of Rhûn came to dwell in these dusty
tween Anfalas and the White Mountains. Three hundred
lands and formed allegiances with Khand and Harad.
of its men rallied to the defence of Minas Tirith.
Credits: Dennis Agodzo, MEVault
Credits: Fudge

Rhudaur Swanfleet

These lands were once controlled by the forces of Ang- The swamps and wetlands east of the ruins of Tharbad
mar, but are now deserted. are home to many swans.

Credits: S@uron2000 Credits: White Nazgûl

Tharbad
Rivendell
The Old South Road passes through the ancient city of
Imladris, the House of Elrond, is one of the very last
Tharbad. Now in ruins, its only crossing point is a danger-
sanctuaries in Middle-Earth.
ous ford formed by the ruins of its once great bridge.
Credits: Arthuil, MEVault, _Haldir_
Credits: _Haldir_

River Celos
Tower Hills
The River Celos is a tributary of the River Sirith, in Leben-
The Tower Hills once formed the ancient border between
nin, Gondor. Its name is derived from the rocky spring
the Elven realm of Lindon and the Kingdom of Arnor.
from which it flows.
Credits: _Haldir_
Credits: Fudge

Udûn
River Poros
The valley of Udûn lies at the northwestern corner of
The River Poros flows from the Ephel Dúath, bordering
Mordor, where the Ash Mountains meet the Mountains
the southern land of Harondor.
of Shadow.
Credits: VoodooBenshee (MEVault)
Credits: Elder Apoc

Shelob’s Lair Vales of Celduin

In the caves above Minas Morgul, Ungoliant’s daughter The River Running flows down from Erebor and is joined
feeds on the orcs that come down from Cirith Ungol. by many tributaries on its way to the Sea of Rhûn.

Credits: EA, m@tt Credits: snoopyzero


The Dwarf Holds | New Maps 160 The Dwarf Holds | Credits and Thanks 161

Weathertop Credits and Thanks


The once proud tower of Amon Sûl became ruined after
the evil from Angmar attacked the northern lands.
The Dwarf Holds Team
Credits: m@tt

Nertea Lead Designer, Models, Coding, Textures,


Withered Heath Animation
The Withered Heath lies at the eastern end of the Grey Matias Models, Textures
Mountains, and is the breeding ground of dragons.
Haldir Lead Testing, Lead Mapping, Sound Design
Credits: _Haldir_
M@tt Mapping, Coding

Dain Ironfoot Models, Textures

Cahik Animation

Lauri Animation

Morgoth Effects Coding

Andros de Nurne Models, Textures

SnoopyZero Mapping

Baki AI Coding

Voice Credits

Nertea Khazad-uzbadul, Durin the Deathless

IronStomach Dwarf Announcer, Azagh-baruk, Rakhas-azbag

Crusard Thorin Stonehelm, Spearmen of Pelargir,


Bowmen of Morthond

Ryan Edwards Dain Ironfoot

Andrew Dryden Gloin

Michaael Pocse Urkhas-felak

Ionis the Bear Elfhelm


The Dwarf Holds | Credits and Thanks 162 The Dwarf Holds | Troubleshooting 163
Jonathan von Mering Black Uruks
Troubleshooting
Fox Footmen of the Ringlo Vale
This is a list of some common mod issues, and solutions to them
Robert Benjamin Baruk-sharahul, Royal Guards, Prince Imrahil
Q: The game crashes when I select Skirmish from the Main Menu.
Mauri Majanoja Sulun-abanul, Sigin-udrig
A: To fix this issue, you must delete your skirmish profile. Navigate to
Mike Joseph Rohan Battering Ram, Zirak-burkun, Dunlending your My Battle for Middle-earth files folder, located in the Application
Rabble Data folder and delete any files with the name containing the word ‘Skir-
mish’ (usually *PlayerNamename*SkirmishData.ini and Skirmish.ini).
Adam Khuevrr Dale Marksman, Dale Warden, Azaghar gnudu,
Westfold Militia
Q: After a couple minutes playing the game, all my units die and I am
Alexander MacLeod Azaghar-sharahul defeated.
Joel Nisbet Erkenbrand, Variags of Khand, Horsemen of the A: This is caused by missing registry entries or a pirated version of the
Mark game (in particular, a no-cd crack). To solve the issue, reinstall the game
Ryan Antoine Knights of Dol Amroth and/or use a legal copy.

Patrick Seymour Axemen or Lossarnach


Q: Sometimes, some of my units are pink.

A: This is caused by an occasional installation issue. Uninstalling and


Additional Map Credits reinstalling The Dwarf Holds will usually fix this.

{IP}Aridor Arthain, {IP}SharbturBurzum, §Tattoo§, ~TheFoeHammer~, Q: The game crashes upon startup.
Amroth, BadMadMax, Dennis Agodzo, Hawk10314, Lex Flores, Lost
Hawk, Rimli, S@uron2000, Saurons Mund, Steve Campen (High Elven A: This can be caused by a number of issues. Ensure that you have:
Lord), White Nazgûl, Fudge, Dadou, VoodooBenshee, Disco_Stu, and
Elder Apoc. 1) An genuine installation of The Battle for Middle-earth with
patch 1.03
Thanks also to MEVault, Istari Productions, HDRHQ and SUM-Fanpage
for providing maps to download and modify. 2) A clean Battle for Middle-earth folder. To clean your folder,
first uninstall BFME, then go to the directory in which it was
Additional thanks to GothmogtheOrc, Digi_Byte and Halbarad for vari- installed. Delete any remaining files in the folder, then reinstall
ous map props. BFME and The Dwarf Holds.

Q: The game sometimes crashes when I exit.


Special Thanks A: This is an error we can’t do much about. However, as you’re quitting,
it shouldn’t be a problem.
Revora Creative Community and The3rdAge.net, for providing hosting If none of these questions or answers help, you can reach us at our
and forums. forums.
Namo, for boundless effort in researching Khuzdul etymology.
The Dwarf Holds | Known Bugs and Issues 164

Known Bugs and Issues


There are several known bugs in this release of The Dwarf Holds (0.75).
They are known to us and are either unfixable or not yet solved, so keep
this in mind when reporting new issues. As soon as they are solved, we
will patch in approprite fixes.

UU The Dwarf Camp Watchtower can set rally points.

UU When built, the Dwarf Camp Raven Roost’s Raven flies in from
the sky instead of launching from the building.

UU Though the Dwarf Rookery can set rally points, Ravens built
there will not obey them.

UU Iron Hills Mangonels can move onto walls, though this is dif-
ficult to accomplish.

UU Vault Wardens have issues when told to move when packed.

UU Gimli as summoned by the Three Hunters power turns black on


certain maps.

UU Though the Gondor Beacon can set rally points, summoned


troops will not obey them.

UU The Dark Tower’s Winged Nazgul need to be moved once be-


fore they attain their normal flying height.

UU Some camera issues on Khazad-dum and Caradharas

UU Build Plots are invisible on Dwarrowdelf (you’ll have to guess)

UU Pathfinding can be buggy on Grey Mountains

UU Some map objects are inverted on Dunland

You might also like