TDHManual
TDHManual
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
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.
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.
Prerequisites:
Dwarf Spellbook
The Dwarf Holds | Dwarf Spellbook 10 The Dwarf Holds | Dwarf Spellbook 11
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:
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 Castle features six Wall and Hub expansions and eight build plots.
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
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.
Building Plot
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.
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.
Azaghâr-
sharâhul
Rank 2 Khazâd-uzbadul
Thorin’s Guard
Gloin’s Guard
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
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.
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
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.
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.
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
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
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.
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.
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)
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:
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:
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
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
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
Upgrades:
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
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
Upgrades:
Upgrades:
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
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.
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.
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:
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
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
Gondorian Spellbook
The Dwarf Holds | Gondorian Spellbook 68 The Dwarf Holds | Gondorian Buildings 69
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
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.
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.
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.
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:
Summoned By:
This Captain of the Tower leads from the rear Leadership: +20% Armor, +20%
Abilities: Rank 5 Attack Damage, +100% Fear
Resistance
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: +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.
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
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:
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.
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
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.
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.
Rohirric Upgrades
Rohirric Buildings
The Dwarf Holds | Rohirric Heroes 92 The Dwarf Holds | Rohirric Heroes 93
Mount steed
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
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
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.
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.
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
Upgrades:
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 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
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:
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.
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
Mounts horse
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
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
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
Mount steed
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
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.
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.
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:
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
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
Upgrades:
Upgrades:
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
Upgrades: Upgrades:
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
Summoned By:
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
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.
Isengard Spellbook
The Dwarf Holds | Isengard Spellbook 134 The Dwarf Holds | Isengard Buildings 135
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.
Lightning strikes outside a Rohan base. Saruman of Many Colours stands atop a Seat of
Power. (left, bottom right)
Isengard Buildings
The Dwarf Holds | Isengard Buildings 136 The Dwarf Holds | Isengard Upgrades 137
Seat of Power
Command Structure New Isengard Upgrades
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.
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.
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
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.
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
Argonath
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
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.
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.
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.
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_
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.
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 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.
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.
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
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.
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.
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.
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
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.
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
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
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_
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.
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.
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
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.
Cahik Animation
Lauri Animation
SnoopyZero Mapping
Baki AI Coding
Voice Credits
{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.
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.