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ContentsTechnical Information 1Gameplay Notes 2<strong>Dwarf</strong> Lore 3<strong>The</strong> <strong>Dwarf</strong> Faction 7<strong>Dwarf</strong> Spellbook 9<strong>Dwarf</strong> Bases 13<strong>Dwarf</strong> Buildings 21<strong>Dwarf</strong> Upgrades 31<strong>Dwarf</strong> Heroes 35<strong>Dwarf</strong> Units 43Changes to Gondor 66Gondorian Spellbook 67Mordor Upgrades 114Mordor Heroes 115Mordor Units 121Changes to Isengard 132Isengard Spellbook 133Isengard Buildings 135Isengard Upgrades 137Isengard Heroes 138Isengard Units 142New Maps 146Credits and Thanks 161Troubleshooting 163Known Bugs and Issues 164Gondorian Buildings 69Gondorian Heroes 71Gondorian Units 77Changes to Rohan 86Rohirric Spellbook 87Rohirric Buildings 90Rohirric Upgrades 91Rohirric Heroes 92Rohirric Units 102Changes to Mordor 110Mordor Spellbook 111Mordor Buildings 113


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Technical InformationTechnical Information1System Requirements and InstallationGeneral Information<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> is a mod for Electronic Arts’ <strong>The</strong> Battle for Middle-earthreal-time strategy game. <strong>The</strong> game originally shipped with four factions– Gondor, Rohan, Mordor and Isengard. This mod adds a fifth playablefaction – the Dwarves of Erebor.<strong>The</strong> Dwarves are a fully functional faction, with new units, buildings,castles and a unique playstyle. We have done our utmost to make surethe faction fits in with the vanilla factions in terms of completeness andpolish. You will find impressive new effects, detailed animations and alot of things that you probably wouldn’t notice – unless they weren’tt<strong>here</strong>.In addition to the Dwarves, we have also significantly updated theorginal factions with additional spell powers, heroes, units and buildings.Both the changes to the new factions and a comprehensive overview ofthe <strong>Dwarf</strong> faction is contained in this manual.<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> is the successor to the now defunct Rhovanion AllianceMod. Much of the work in this project is based on art and code createdback then.We hope you have as much fun playing the mod as we did making it!– <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> TeamThough the minimum system requirements for <strong>The</strong> Battle for Middleearthshould be sufficient to run <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong>, due to the increasedmodel and texture detail we recommend a slightly more powerful systemfor the optimum gaming experience. <strong>The</strong>se new requirements arelisted as follows:MinimumRecommended1.5GHz CPU2.0+ GHz CPI512 MB of RAM 1+ GB of RAM128 MB DX9.0 video card 256 MB DX9.0 video card1 GB additional disk space 1 GB additional disk spaceTo install the mod, first install <strong>The</strong> Battle for Middle-earth and updateit to version 1.03. This can be done via the Electronic Arts Check forUpdates utility located in the Battle for Middle-Earth folder in your StartMenu, or by downloading and running the 1.03 patch executable from<strong>here</strong>.Once the patch has been installed, download and run the mod’s installerfrom <strong>here</strong>. If you have <strong>The</strong> Battle for Middle-earth installed and updatedto version 1.03, the installation should go smoothly.If you have installation issues, refer to our forums.Updating <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong>Periodically we may release patches that fix bugs, improve balance andadd features to the mod. <strong>The</strong>se will be announced on our forums whenavailable. To update <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong>, simply run the Check for Updatesstart menu item located under <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong>. This will automaticallydownload and install mod updates.Reporting Bugs & General AssistanceIf you find a bug or issue you think should be corrected in <strong>The</strong> <strong>Dwarf</strong><strong>Holds</strong>, please report it on our forums, in the Bugs and Troubleshootingsection. If you are having installation issues or experiencing gamecrashes, please check the Known Issues and Troubleshooting at the endof this manual before posting on our forums.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gameplay Notes 2 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Lore3Gameplay NotesThose familiar with <strong>The</strong> Battle for Middle-earth should note a couple ofkey changes we have made to game mechanics in order to diversify thebase game.Firstly, Archers have had several major changes. Arrows fired are nolonger completely accurate, instead they have a chance of missing. Thischance depends on the unit. In general, Elves are the most accurate,followed closesly by Dwarves and Men (note that this also includes EvilMen!). Orcs are the least precise. Hero characters keep their perfectlyaccurate shooting - they are heroes after all! If arrows do miss, theymight hit other units though, so inaccurate archers will do well to targetlarge groups of targets. Arrow damage has also been tuned so thatunits will still do approximately the same amount of damage as they didbefore.Secondly, players should now be wary of purchasing the Fire Arrowupgrade. While this upgrades still increases damage, it greatly decreasesaccuracy. This makes it great against buildings, but weaker against units.Many factions now have other arrow upgrades as well. Use them wisely!<strong>The</strong> next major change has been to siege weapons. In order to reducethe proliferation of catapult spam, artillery units now cost more CommandPoints and are capped at a certain number on the battlefield atonce. To compensate, the old underused siege weapons have beengiven some advantages - rams and ladders are much more attractiveways to get over an enemy’s walls now.<strong>The</strong> various artillery weapons have also been changed to be moreunique. Some factions’ weapons are better than others at differentroles, such as killing infantry, destroying buildings, or just forcing theenemy to scatter.<strong>Dwarf</strong> LorePart I:Durin’s FolkFar off, millennia ago, Durin awoke. He stumbled forth from his undergroundhome and walked the mountain-paths of Middle-earth, watchingthe stars, alone. He came to a deep, blue lake and looked in – andt<strong>here</strong> he saw, reflected in the water, a crown of stars above his head.Durin the First took this as his emblem, his crest and symbol of all hisFolk – and Durin’s Folk multiplied, exploring the land and plying theirtrades. <strong>The</strong>y were great craftsmen, miners, and most of all, warriors.<strong>The</strong>y slew the rakhâs, the Orcs, whenever they encountered them, forthe creatures were deadly predators that would kill a <strong>Dwarf</strong> of Durin atno provocation. Eventually the Folk of Durin’s House found a place forthem to abide, and t<strong>here</strong> they delved their halls and mines, in Khazaddum.This great home of the Dwarves, this Dwarrowdelf, or <strong>Dwarf</strong>-home, wasknown far and wide for its greatness and splendor and hospitality. Bygood fortune it was not touched by the great Wars of the West thatsent half the world under the waves in ruin; but this was not to last.<strong>The</strong> descendants of Durin, of which t<strong>here</strong> were many, ruled fromKhazad-dum with a penchant as being kind and generous leaders– though quick to anger. <strong>The</strong>y made a friendship with the Elves ofEregion, each of them great craftsmen and metalworkers, and sharedsecrets among one another that had never been known before.<strong>The</strong>n Sauron came. He helped forge the Rings of Power (of which Sevenwere made for the <strong>Dwarf</strong>-Lords, one for each House, and among someit was said that Sauron had had no hand in the making of the Ring ofDurin), and threw up a rift between the Elves and Dwarves that hadworked so hard to reconcile. But he was foiled, and returned to theNorth to wreak fire and slaughter.<strong>The</strong> Dwarves of Khazad-dum, led by Durin the Fifth, fought on the sideof Elves and Men in the Last Alliance of Elendil and Gil-galad, though


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Lore 4 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Lore5some of their far-flung, traitorous kin did otherwise and sided withthe Enemy. Among those two parties t<strong>here</strong> was no greater fury whenswords were drawn.For a time, afterwards, Sauron had seemed to have been defeated. <strong>The</strong>wealth of Durin’s House grew, and grew. <strong>The</strong>y became proud, but toa fault. <strong>The</strong> Doors of Durin were shut; and this was their downfall. Farin the Deeps of the Mountains, something stirred in the darkness. <strong>The</strong>searching picks and lanterns of the Dwarves opened some deep chamber,and from t<strong>here</strong> came a nightmare none had foreseen. A Balrog ofMorgoth, a demon of fire and shadow, relict of the ancient world beforeDurin himself opened his eyes in the darkness of Gundabad.Durin’s Folk fled their ancient home, scattered as if by the wind. <strong>The</strong>ywandered aimlessly, dreaming ever of reclaiming what had been theirs.And then the Lonely Mountain was discovered.Erebor to its glory – and more than that, to aspire to again be a King inKhazad-dum. His name was Thror, and the tale of his line is a long andsad one. Thror’s body was aging, but his heart was hot with desire forthe glorious return to Dwarrowdelf. Against all caution and warnings hejourneyed to Khazad-dum, to the East-Gate, and went inside. His companionswaited outside – and all they received for their diligence washis severed head, with the Orc-name Azog burned into it. This monsterhad killed Thror and desecrated his body – and so began the long War of<strong>Dwarf</strong> and Orc.All across the Misty Mountains, the Dwarves of Durin sought out theOrc 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.Long was this War, and the losses for both sides many.But in the end of those days Azog was found to have rallied his maggotkin,and taken refuge in Khazad-dum itself. This could not be stood for,no. Our kin gat<strong>here</strong>d from all corners of the land, from the Blue Mountainsto the Iron Hills, all under the banner of Nain, whose son DainIronfoot is now king. But that will come later. <strong>The</strong> great Battle of DimrillDale took place before the East-Gate w<strong>here</strong> all began, and bitter wasthat fight. But the Dwarves of Durin prevailed, and Azog was slain. <strong>The</strong>rakhâs were driven off in rout… but great was our loss. For every threeDwarves that fought that day, one of them did not leave.Far to the North and East, beyond even Mirkwood, t<strong>here</strong> was the LonelyMountain, Erebor. T<strong>here</strong> Durin’s Folk began anew, for t<strong>here</strong> was goldto be found beneath the Mountain. Some whispered that the glory ofKhazad-dum could <strong>here</strong> be remade, but that too, was not to be. ForSmaug found the Kingdom under the Mountain. This last great Wyrmcame upon Erebor at unawares, slew the King and many of his people,and took the hoard of <strong>Dwarf</strong>-gold for himself.Our folk wandered for a long while, establishing petty kingdoms andlordships from the Grey Mountains north of Mirkwood to the BlueMountains near the Sea. Some even went to the Iron Hills in the East,w<strong>here</strong> they found great wealth and prosperity, even to today.But one of our Kings was not content with this life of wandering andsettling, then more of wandering and settling. He desired to restoreWe could not bury the bodies, as should be. Instead the bodies wereburned in a great mound, the smoke of which was seen far and widearound. To this day it is an honour to say that one’s sires was a “burned<strong>Dwarf</strong>” – and I myself am not happy to say I was not among them.Ah, I am getting distracted. Pardon me, lads. To continue… from thatgreat 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,Thorin, returned to his realm in the Blue Mountains after the War andbrooded long.A plan was made, a quest set out to slay this Dragon. This Quest forErebor was led by the great Thorin Oakenshield, and it was counseledby the honoured Gandalf, a Wizard. Thorin and twelve of his closestkin left their halls for Erebor, obtaining another companion – a Halfling,


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Lore 6 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>The</strong> <strong>Dwarf</strong> Faction7Bilbo Baggins – along the way. <strong>The</strong>y traveled long and hard and throughmuch peril, and came at last again to Erebor.Smaug raged at their approach, and took his fury out on the people ofDale – whose home had formerly been, and now again, was betweenthe arms of the Mountain – but was slain by a nobleman of legend, Bardthe Bowman. Soon afterwards, another great Battle was fought at Erebor,of Five Armies. <strong>The</strong> Dwarves of the Iron Hills, under Dain Ironfoot,the Elves of Mirkwood and Thranduil, and the Men of Dale were on oneside. <strong>The</strong> Goblins of Bolg son of Azog and their Wolf allies were uponthe other.Long and hard was that fight, for many of the combatants were veteransof the War of <strong>Dwarf</strong> and Orc. But once again the Dwarves had the victory– Bolg was killed, but so was Thorin. Dain became King Under theLonely Mountain, and has been ever since.But as always, something stirs in the dark. Our enemies plot and gatheragainst us. Just recently a messenger from the South – from the BlackLand of Mordor – came to the very Gates of Erebor, to barter with Dain.What that dark rider wanted I do not know, for I am not privy to theKing’s counsel. Perhaps it is better that way.Our borders are threatened. Wild Men and Orcs approach from theEast and South, and t<strong>here</strong> is talk of returning to Khazad-dum – nowknown as Moria, the dreaded Black Pit – just as Lord Balin did sometime ago. Now, my lads, will you stand against our enemies, and marchbeside us to war?– from the account of Nar , T.A.3017<strong>The</strong> <strong>Dwarf</strong> FactionPlaying as the Erebor faction in <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> is quite different fromplaying any of the four original Battle for Middle-Earth factions. <strong>The</strong>Dwarves give you a distinct set of advantages – the most powerful infantryin the game as well as the strongest defences, but also some significantdisadvantages. Your units will be slow, your archers limited, and youlack any kind of cavalry.<strong>The</strong> first thing you’ll notice are the new bases. <strong>The</strong> Dwarves have astrong fortified Castle, similar to Rohan and Gondor, but they haveuniquely fortified Camps and Outposts. Camps have a fully enclosed,walkable wall, and Outposts can build defensive structures and have lowfences like Gondor and Rohan’s Camps. <strong>The</strong>y are described in greaterdetail in the Bases part of this manual, and ensure that your units alwayshave a strong bastion to retreat to.As an Erebor player, you’ll haveseveral challenges to overcome.Dealing with cavalry and raiding isfirst and foremost among these.Slow infantry means that reactingto raids on outlying economy plotswill be difficult, and doing raiding ofyour own will be slower. To counterthis, you will need to make use ofyour heroes and spellbook powers.Secret Ways can paralyze an army of cavalryMany abilities confer a temporaryboost in speed, and other may immobilize enemy units so that they cannotretreat from the fury of your axes.Another major disadvantage that comes with having the most powerfulinfantry is economic. <strong>Dwarf</strong> units are strong and deal lots of damage,but are very expensive, as are their unit upgrades. However, t<strong>here</strong> are anumber of measures you can take to offset costs. <strong>The</strong> basic <strong>Dwarf</strong> economystructures, the Forge and the Mine, provide important discountswhen built in large numbers. Forges in numbers can provide an awesome60% discount on upgrades. Mines have an even more importantdiscount: they reduce the cost of infantry. Since 95% of Dwarven unitsare infantry, this will be very useful. Mines can only be built on economyplots though, so expansion and capture of territory will keep your unitscheap. Finally, most <strong>Dwarf</strong> units can combine with another unit of thesame type to create a double battalion. Upgrades are shared across the


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>The</strong> <strong>Dwarf</strong> Faction 8 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Spellbook9battalion, so the player can essentially acquire a few upgrades for free,at minimal loss of versatility.<strong>Dwarf</strong> SpellbookAs the <strong>Dwarf</strong> player, you should play to your strengths. Your infantry areto be feared – with a full complement of upgrades, even a single elite<strong>Dwarf</strong> unit can fell a large number of enemies. <strong>The</strong> Khazad Uzbadul caneven stand up to levelled heroes, dealing immense amounts of damageand taking a lot of punishment without dying. Your own heroes areextremely tough, and have abilities you will need to increase the survivabilityof your expensive troops even further. Combine infantry of varioustypes with your strong heroes to carve a path to victory. Let Durin’sFolk march to war!Horn of the Gate1 PP“Suddenly t<strong>here</strong> was a great shout, and from the Gatecame a trumpet call. <strong>The</strong>y had forgotten Thorin! Part ofthe wall, moved by levers, fell outward with a crash intothe pool”.– <strong>The</strong> HobbitGrants +50% Attack Damage and +20% Speed to units in the targetarea for 30 seconds.Horn of the Gate1 PPWhen roused to anger by some despicable event, it is notuncommon for Dwarves to swear a vow of vengeanceagainst some enemy of all of Durin’s Folk. Such was thecase when the Orc chieftain Azog slew Thror at the gatesof Moria, starting the War of Dwarves and the Orcs.Target hero takes 35% more damage from all Dwarves for 120 seconds.Summon Allies from Dale3 PPBefore the sacking of Erebor and Dale by Smaug, t<strong>here</strong>was great friendship between the Dwarves and theNorthmen that lived t<strong>here</strong>. After the kingdom was rebuiltwhen Smaug was slain, this friendship was renewed, andDale-men and Dwarves often fought the armies of Saurontogether in the late Third Age.Prerequisites:Summons 2 units of Marksmen of the Thrush and a Warden of Dale toassist the player for 90 seconds.<strong>Dwarf</strong> Spellbook


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Spellbook 10 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Spellbook11Prerequisites:Truesilver Lode4 PPMithril, or truesilver as the Dwarves called it, was a beautifulsilver metal that could be alloyed with steel to createmetals of wondrous strength and beauty. Such was itsvalue that a small mail-shirt owned by Bilbo Baggins wasconsidered a kingly gift.orCreates a Truesilver Mine at the target location. This building producesmore resources than a normal mine, but expires after 2 minutes. Ifit is destroyed by the enemy during this time, it drops treasure.Prerequisites:Muster of the Iron Hills3 PPThough many Dwarves emigrated to the newly foundedkingdom of Erebor after the death of Smaug, some remainedto continue working in the Iron Hills, whose mineswere rich in that ferrous mineral. Due to their proximityto the hostile Eastern peoples, a constant vigilance hascreated a settlement of hardy Dwarves whose martial skillin undeniable.Stout Hearts4 PPDurin’s Folk have always been known for their stubbornbravery, even in the face of overwhelming odds. In theFirst Age, they fought as the rearguard against the dragonGlaurung, more recently in the Third Age they stoodagainst the endless hordes of Bolg.Prerequisites:orRenders all Dwarves permanently immune to fear effects.Prerequisites:Durin the Deathless12 PP<strong>The</strong> Dwarves’ mythology holds many strange beliefs andtales about their role in the world. One of these involvestheir legendary king Durin, whom they believe lived on inhis heirs for several generations.orSummons the next incarnation of Durin the Deathless to the battlefieldfor 100 seconds. Durin’s powers are focused on supporting yourarmy.Allows the construction of Baruk-sharâhul, Azaghâr-sharâhul and theSulûn-abanul from the Barracks, Guardhouse and Workshop respectively.Durin’s Day8 PP<strong>The</strong> first day of the Dwarves’ calendar year is the day thatbegins the last lunar cycle in autumn. When on this dayboth the Sun and Moon may be seen in the sky together,it is called Durin’s Day.Prerequisites:or<strong>The</strong> battlefield is lit by the light of sun and moon. Dispels weat<strong>here</strong>ffects, reveals all stealthed units, and decreases special power rechargetime.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Spellbook 12 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Bases13Durin the Deathless takes to the field. Horn of the Gate is a useful first tier power thataffords basic troops increased speed and damage (Top left, top right)<strong>Dwarf</strong> Castle<strong>The</strong> <strong>Dwarf</strong> Castle features strong walls, a highly defensible gatehouse,and a number of useful wall expansions. <strong>The</strong>se are divided into twotypes – hub expansions and wall expansions. Hubs can be improvedwith supporting structures, which are mostly oriented towards helpingdefending troops. Banners and wells help increase the damage and survivabilityof archers the player may place on the walls. Wall expansionsprovide some offensive punch, with a strong Dwarven Tower and theunique Horn of Erebor.<strong>The</strong> Castle features six Wall and Hub expansions and eight build plots.A fortified Castle is an attacker’s nightmare<strong>The</strong> Secret Gate built into the back of the Castle allows infantry to exit with easeWith archers on the walls and troops at the gate, this Castle is secureMangonels 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. Summoninga Truesilver Mine allows the Erebor player to add the equivalent of a Level 3 Mineto his income (Bottom left, bottom right, center right)<strong>Dwarf</strong> BasesA Well lets the Rakhâs-Abzâg become much hardier defenders


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Bases 18 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Bases19Camp CitadelA monument to the Dwarves’ victory overAzog during the final battle of the War ofDwarves and Orcs serves as the centrepieceof the <strong>Dwarf</strong> Camp. A frieze of Dain Ironfootdealing the killing blow to the Goblin Warlordis its centrepiece, and this structure isa meeting place for all Erebor’s most heroicwarriors as the call to battle is sounded.Trains and revives <strong>Dwarf</strong> Heroes.Expansions:Camp Wall Upgrades<strong>The</strong> <strong>Dwarf</strong> Camp’s unique wall expansionsmake defence much easier. <strong>The</strong>y are varied– you can use one of them to generatescouts for your forces, another to enhanceyour defending archers, and a third to automaticallydefend the area. Though they willstand up well to a small-scale assault, theycannot hold off large armies, so be sure tosupplement them with troops and heroes indefence.<strong>The</strong> watchtower fires arrows atenemies unwise enough to approachthe Camp.A simple stone structure decoratedwith Raven banners inspiresnearby Dwarves to fight harderand 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 killedafter a short delay.<strong>The</strong> Camp gate is a formidable early-game obstacleWall upgrades afford the camp allow a Camp to be fortified for a modest price<strong>Dwarf</strong> Outpost<strong>The</strong> <strong>Dwarf</strong> Outpost, like the aforementioned Camp, is unique in formand gameplay usage. In a fashion similar to the other factions’ largerbases, it is surrounded by low fences that prevent enemy movementand funnel melee attackers into chokepoints. Furthermore, it also hasdefensive plots that can build basic Watchtowers for passive static defence.<strong>The</strong>y can defend the Outpost against small raids by single battalions,but are not strong enough to hold off any larger force.<strong>The</strong> <strong>Dwarf</strong> Outpost is provided with three standard building plots in additionto the three defensive plots used for the construction of Watchtowers.<strong>The</strong> Outpost’s Watchtowers can be relied upon to drive off a few OrcsRequires a Rookery to be builtbefore construction can begin.A fortified Outpost is a useful haven for the slower Dwarven troops


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Bases 20 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Buildings21<strong>Dwarf</strong> BuildingsBarracksTrains basic infantryA <strong>Dwarf</strong> Barracks is more of a dormitorythan a training ground – as most Dwarvesare already proficient with sword or axe, thebuilding merely serves to house them in amilitary campaign. As more room is needed,additional dormitory wings can be added toincrease the number of housed units.Building PlotTrains: Rank 1 Azagh-BarukOutpost Watchtower PlotOutpost CitadelThough not as imposing as the Castle orCamp citadels, the Outposts sports animposing structure adorned with Dwarvenarmy banners that serves as an armory andresting-place for Erebor’s most heroic warriors.It is <strong>here</strong> that Durin’s Folk may regroupto plan their strategy after a victory or aftera... strategic withdrawal.Trains and revives <strong>Dwarf</strong> Heroes.Outpost WatchtowerTall towers hide a handful of <strong>Dwarf</strong> Archersdedicated to the defence of even the smallest<strong>Dwarf</strong> holdings. <strong>The</strong>y will fight fiercely,sending shaft after shaft with unerring accuracyto bring down bands of roving Orcsor Evil Men that threaten lands claimed bythe King of Erebor.<strong>The</strong> Outpost Defensive Plot can build a small watchtower for defencethat fires arrows at approaching enemies.Rank 2Rank 3Rakhâs-abzâgSigin-UdrîgBaruk-sharâhul<strong>The</strong> Barracks is the basic Dwarven unit production building. It trainsthe basic triad of Warrior, Archer, Spearman that forms the core of any<strong>Dwarf</strong> army. Like other barracks, it gains production speed and healthbonuses as it levels. One note: to build the Baruk-sharâhul, the Musterof the Iron Hills Spellbook power must be purchased as well.<strong>Dwarf</strong> Buildings


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Buildings 26 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Buildings27WorkshopTrains Siege EquipmentComplex Dwarven siege equipment needs aunique combination of the best metalsmithsand craftsmen to assemble to the King’shighest standards. A workshop combinesthese two disciplines to produce artilleryand equipment to scale and demolish walls.Trains: Rank 1 Urkhas-FelakForgeGathers resources, upgrades unitsWith the blessings of Aulë the Smith,the Dwarves are unmatched smiths bythe Third Age – their skills only rivalledby the remaining Noldor in the havenof Rivendell. <strong>The</strong>y trade such weapons(Elendil’s Narsil was forged in Nogrod bya Dwarven Smith), but often hoard thebest blades to use themselves in timesof war.Rank 2Sulûn-abanulResearches: Rank 1 Banner Carriers<strong>The</strong> Workshop is the <strong>Dwarf</strong> answer to fortifications. It produces theSiege Ram, a powerful and sturdy battering ram, and the Sulûnabanul,a mangonel that can deal with structures or infantry usinglarge boulders or many small chunks of debris.It should be noted that building the Sulûn-abanul also requires theplayer to purchase the Muster of the Iron Hills spellbook power.Rank 2Dwarven MetallurgyDwarven Heavy ArmourMithril-tipped ArrowsDiscount:Decreases cost of upgrades<strong>The</strong> Dwarves’ primary resource collection structure is the Forge. It isslightly more expensive than the Craftsman, due to its ability to researchunit upgrades. Most of these upgrades are available at Rank 2,but the Banner Carriers upgrade’s Rank 1 availability allows the <strong>Dwarf</strong>player an interesting option: if he has the resources available, he canpurchase this upgrade which will almost immediately level the Forgeto Rank 2, allowing access to the other upgrades. Or, he can wait forthe 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 upgradedweapons and armor.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Buildings 28 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Buildings29CraftsmanGathers resources, upgrades buildingsand economyIn conjunction with the Men of Dale, thecraftsmen of Erebor have always producedwondrous feats of worksmanship. Intricatetoys, mechanisms of advanced complexity,and beautiful products were their specialities.Such products adorn Dwarven halls orare sold across Middle-Earth, some evenmaking their way as far as the Shire.Researches: Rank 2 Ered Luin ProspectorsDiscount:Rank 3Call to ArmsFortress GarrisonDecreases cost of buildings and siege equipment<strong>The</strong> Craftsman is a slightly cheaper resource collection building. It allowsthe player to purchase a number of useful upgrades for his or herbuildings. <strong>The</strong>se global enhancements increase Mine collection speed,station defenders at key structures, and reinforce Camp and Castledefences. In a long game, the Craftsman is an essential structure. Ifyou plan on building siege equipment, several of these structures candecrease the relatively high cost of the <strong>Dwarf</strong> weapons of war to moremanageable levels.Discount: Decreases cost of infantryMineGathers resourcesIf t<strong>here</strong> is anything the Dwarves are famousfor, it is their skill at mining and stonework.<strong>The</strong> mine is the centre of any <strong>Dwarf</strong> holding,and is not merely a shaft dug for mineralexploration – it is a dwelling, a home for theDwarves who live t<strong>here</strong>. Such mine-worksbegin humbly, but eventually develop intointricately carved halls that rival anythingbuilt by the works of Man above ground.<strong>The</strong> <strong>Dwarf</strong> Mine is the backbone of the <strong>Dwarf</strong> economy. It can only bebuilt at an economy plot, so the player must expand to secure thesemines, which are very useful. Not only are they effective resourcegenerating structures (slightly more efficient than Gondorian or RohirricFarms), but they also provide an essential discount to infantry costswhen many have been built. This is important as practically the entireDwarven army consists of infantry! Unlike the other factions’ economybuildings, the Mine does not fire arrows at Rank 3 – this makes defencemore difficult. Luckily, the player can purchase the Call to Armsupgrade from the Craftsman to station defenders outside his or hermines.To keep expensive <strong>Dwarf</strong> units alive, Fountains are essentialMonuments provide special bonuses to nearby infantry


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Buildings 30 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Upgrades31Monument to Durin the DeathlessProvides Leadership<strong>The</strong> Dwarves revere the Deathless, believingthat when he is reborn he will lead them toa new age of prosperity. A monument depictinghis image is not an uncommon sightin Dwarven halls, and may inspire Dwarvesto heroic feats.<strong>Dwarf</strong> UpgradesAvailable at the ForgeDiscount: Decreases cost of heroesAbilities:Leadership: +100% Combat Experience, +100% AttackDamageBanner Carriers<strong>The</strong> Monument to Durin the Deathless is a basic structure whichincreases the damage of units around it and lets them gain additionalcombat experience. Like the other factions’ hero statues, when severalhave been built it also provides a small discount on heroes proportionalto the number of Monuments present on the map.FountainHeals nearby unitsA simple well provides a source of good,clean drinking water from undergroundsprings. <strong>The</strong> Dwarves use their skills atstoneworking to beautify such a structure,making it a charming addition to an encampment.Like other Good factions’ Wells, the <strong>Dwarf</strong> Fountain heals nearby unitsand replenishes battalions.<strong>The</strong> crown, anvil, hammer and ring of seven stars are the ancient symbolof Durin and the Seven Houses of the Dwarves. In the late ThirdAge, this heraldry represents the nobility of Erebor, the household ofDain and the highest echelons of the army. <strong>The</strong> regular armies of theLonely Mountain use the more recent symbol of Erebor, the Raven ona green field to decorate their banners. Elsew<strong>here</strong>, the fragmentationof Durin’s folk is readily evident in the varied devices that specializedunits bear. Dwarves come to fight at Dain’s call may bear banners trailingthe heraldry of their own halls in the Blue Mountains, the greatironworks of the Iron Hills, or any of a hundred less-known but no lessimpressive designs.Regardless of its shape, troops fighting beneath a friendly banner areinspired by its presence, and may fight much harder than can otherwisebe expected.Requires: Rank 1Allows the purchase of the Banner Carriers upgrade for most units,which ranks them to Level 2<strong>Dwarf</strong> Upgrades


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Upgrades 32 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Upgrades33Dwarven Metallurgy<strong>The</strong> Dwarves are the unparalleled masters of forge-work remainingin Middle-Earth. Surpassed only by the Noldor at the peak of theirpower, with the waning of the Elves the realm of Erebor produces onlythe finest steel. This steel holds its edge, is light and free of imperfection.Masterwork weapons provided by the best Dwarven craftsmenare referred to as ‘thrice-forged’. <strong>The</strong>se Dwarves guard their secretswell, but ensure that the armies of Erebor have access to only the best– axes, swords, spears and more.Requires: Rank 2Allows the purchase of the Dwarven Metallurgy upgrade for mostunits, which increases their damage significantly.Dwarven Heavy Armour<strong>The</strong> skill of the smiths of Erebor being what it is, Dwarven armour isexpected to be very strong. This is true, but another factor also contributes- Dwarves make light of heavy burdens, and can wear morearmour than the other races of Middle Earth, carrying these loadsin pitched battles without tiring. <strong>The</strong> finely wrought plate, chain andscale hauberks forged by the Dwarves are worn in layered fashion,resulting in a burden of steel that renders the wearer all but invincible– provided he can carry it.Requires: Rank 2Allows the purchase of the Dwarven Heavy Armour upgrade for mostunits, which increases their armour significantly. Also increases theunits’ resistance to knockback effects.Mithril-Alloyed ArrowsTruesilver, or mithril, is the most sought-after metal in Middle-Earth.Strong as dragonscale, yet light as a feather, its use in weapons andarmour manufacture is evident. Alloyed in minute quantities withworked Dwarven steel, it can make arrowheads that can be sharpenedand refined to perfection. Such arrows can penetrate the toughesthides and the strongest plate armour. Only the most accomplished ofDwarves use these arrows in war, and take care to recover the headsafter the inevitable defeat of their enemies.Requires: Rank 2Allows the purchase of the Mithril-Tipped Arrows upgrade for ArchersEred Luin ProspectorsAvailable at the CraftsmanMany of the denizens of the Ered Luin were escapees from the LonelyMountain after its conquest by Smaug. Robbed of the rich mineralveins of Erebor, the Dwarves of the Blue Mountains have now becomeeven more adept than their kin at finding lodes of ore: useful metalssuch as iron and tin, or more decorative riches such as gold and preciousstones.Requires: Rank 2<strong>The</strong> player must have at least one Craftsman present for this upgradeto function. Increases the resource output of Mines by 50%.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Upgrades 34 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Heroes35Call to Arms<strong>Dwarf</strong> HeroesA scattered people, the Dwarves take some time to muster fully forwar. Messengers are sent by foot and by Raven to announce that waris upon Durin’s Folk, and that their halls, however distant, may beunder the Eye.Requires: Rank 2Stations two Garrison Warriors and two Garrison Archers at everyMine. <strong>The</strong>se units cannot be controlled by the player, but will attackenemies that get too close to the Mine.Fortress GarrisonIn times of peace, a fortress may need only a skeleton garrison.However, when the forces of the Enemy march on the holds of theDwarves, a force of the best archers and warriors must be maintainednight and day to ensure that the foul servants of Sauron do not approachwithout being seen – and if they do approach, to see them offwith a few well-placed arrows.Requires: Rank 3Garrisons the Gatehouses on either side of the gates at <strong>Dwarf</strong> Campsand Castles with archers. <strong>The</strong> Gatehouses will now fire at nearbyenemies.Abilities: Rank 1Rank 5Rank 7Rank 10<strong>Dwarf</strong> HeroesDain II IronfootKing Under the MountainSon of Nain and heir to Durin the Deathless,Dain Ironfoot is the King under theMountain of Erebor. He bears the redaxe Barazantathul, a famous weapondreaded by any Orc. Dain earned famein the War of <strong>Dwarf</strong> and Orc, w<strong>here</strong> heslew Azog at the Battle of Azanulbizar,and later, at the Battle of Five Armies.Originally ruling from the Iron Hills, Dainwas called to aid Thorin Oakenshield inhis attempt at holding the Lonely Mountainagainst his then-enemies, the Elvesof Mirkwood and Men of Lake-Town.Leadership: +40% Armour and+150% Combat Experience+20% Speed and +20% AttackDamage to nearby units for 20secondsUnits in the targeted area gaina +15% Speed bonusNearby Mines and Forges gaina +50% Production increaseWhen low on health, has a25% chance to gain bonusdamage and armour, as well asfrightening nearby enemies.Also provides a permanent+25% Armour.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Heroes 36 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Heroes37Dain Ironfoot is the most expensive <strong>Dwarf</strong> hero, and the toughest.He is defensively oriented, with high health and armor ratings. Dainshould be used primarily in support of your troops, as his powerswill aid them significantly, particularly in countering fast infantry andarchers. Red Axe and Long March will give a 35% speed bonus whencombined, allowing even the slow Khazad Guard to catch up to stragglers.Alternately, Dain can be useful defending the camp, increasingthe generation of resources from Forges. Once he reaches Rank 10,Dain becomes very difficult to kill. He gains additional armor, and hasa chance to gain even more, plus a damage bonus, when attacked. Healso causes nearby enemies to flee, making him exceptionally difficultto take down in melee combat. Recruiting Dain allows the training ofDain’s Guard, a tough bodyguard unit from the Guardhouse.Dain starts at Rank 3 in a multiplayer match.Dain and Thorin fight best together with one’s defensive power complementing theother’s damageAbilities: Rank 1Thorin III StonehelmHeir to the MountainSon of Dain Ironfoot, Thorin III Stonehelmis the heir apparent to the ThroneUnder Erebor. Named after his ill- fatedkinsman, the elder Thorin II Oakenshield,Thorin has seen much action in the fieldagainst raiding parties of Easterlings andbrigands harassing outlying trade routes.More recently the Prince of Ereborhas seen action against Orcs of Mordor.As any good <strong>Dwarf</strong> should, he nowmaintains his vigilance from the LonelyMountain, whetting his sword.Gains +40% Combat Experiencewhen near DainRank 3Rank 4Rank 8Rank 10Leadership: +100% AttackDamageKnocks down, pins and damagesan enemy hero. Nearbyunits are also knocked backCreates a static field of firearound Thorin. Units in thisarea are immune to knockback,fear effects and gain+30% Armour.+500% Armour for 20 seconds.Enemies flee in fear.Last Defence makes Dain a terrifying sight to these Orcs. Dain’s Red Axe is useful forimproving the speed of slower units. (bottom left, bottom right)


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Heroes 38 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Heroes39W<strong>here</strong> Dain is defensive, his son Thorin has the offensive punch. Heprovides leadership that increases the damage of nearby Dwarves,and has an ability that can neutralize enemy heroes for some time.Overall, Thorin has excellent damage, and can use his later abilities tobecome almost as difficult to kill as his father. Stonehelm also frightensenemies, allowing him to clear a path for base assault or to diverta cavalry charge. Aegis of Erebor can also assist nearby units, creatinga safe haven that boosts the armor and fear resistance of units insideit. Recruiting Thorin allows the training of Thorin’s Guard, a toughbodyguard unit from the Guardhouse.Thorin starts at Rank 5 in a multiplayer match.Thorin’s Guard pair very well with Thorin himselfGlóin son of GróinCompanion of Thorin OakenshieldOne of the few living friends of the lateThorin Oakenshield (and a certain BilboBaggins), having declined his cousinBalin’s poorly-counselled sojourn toMoria, Glóin now serves as Dain’s emissaryto lands abroad. Like Dain, Glóin isa veteran of many battles, including theBattle of Azanulbizar (w<strong>here</strong> his fatherGróin earned the title of being a ‘burned<strong>Dwarf</strong>’) and the Battle of Fives Armies.Father to Gimli of the Fellowship of theRing, Glóin was an expert woodsmanin his youth, as well as something of ascholar. He now uses those skills in thedefence of his King’s lands, and those oftheir allies.Abilities: Rank 1 Leadership: + 10% SpeedRank 3Heal nearby units and heroesRank 5Rank 9Grants damage near-immunityfor 30 seconds; however, Gloinreceives a decrease in attackand speedCreates a trap at the targetlocation: all units entering thearea are immobilizedSome might say using a Mighty Blow against a single Haradrim is overkill... Aegis ofErebor creates an excellent haven for <strong>Dwarf</strong> Archers (bottom left, bottom right)


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Heroes 40 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Heroes41Glóin is the primary Dwarven early-game hero. His speed leadershipis very useful – it allows Dwarves near him to match the speed of theother factions’ basic infantry. At Rank 3 he also becomes the <strong>Dwarf</strong>player’s sole source of mobile healing, which is important with a highcost faction. Otherwise, he has average melee damage, but highertoughness than most other early heroes. To aid him in deploying hispowers, Emissary at Rank 5 lets Glóin avoid attack damage for half aminute. At Rank 9, his top level power immobilizes all units enteringan area (though Glóin must stay still to do this). This power lets theDwarves pin a high-cost archery battalion, or stop a Rohirric GloriousCharge in its tracks.Recruiting Glóin also allows the training of Glóin’s Guard, a toughbodyguard unit from the Guardhouse.Woodscraft is an essential skill for keeping your troops aliveGimli son of GlóinAdventurous <strong>Dwarf</strong>Gimli son of Glóin is, as of now, littlemore than a nobleman’s son. That said,he shows great promise in the arts ofwar, something inherited from his father.Gimli is skilled in the use of the smallthrowing axe, as well as the larger, twohandedbattleaxe. A natural sprinter,and even something of an acrobatamong the Dwarves, Gimli ironicallytakes little pride in his aptitude for this.However, these skills have been noticed,and Gimli has been assigned as part ofthe escort for Glóin’s party of emissariesen route to Rivendell, and the Council ofElrond.Abilities: Rank 1Hurl a throwing axe at thetargetRank 3Leap AttackGloin complements an early unit of <strong>Dwarf</strong> Warriors quite handilyShrewd Prospector gives a useful temporary income boostRank 5Rank 7Double the income of a targetMine for 50 seconds+100% Speed, +100% AttackDamage for 30 secondsRank 8+30% bonus ArmourLeap is as useful as ever!Gimli is the Dwarven hero we all know and love. Versatile, like hisincarnation in the original game, he comes with a powerful rangedattack and can easily access a potent area of effect Leap. New in <strong>The</strong><strong>Dwarf</strong> <strong>Holds</strong> are two powers which improve his survivability (Armor ofErebor at Rank 8) and allow him to contribute to resource collection(Shrewd Prospector at Rank 5). This allows Gimli to fill almost everyrole in the <strong>Dwarf</strong> army, making him a solid choice as a hero.


<strong>Dwarf</strong> Units<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Heroes 42 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units43Abilities: Rank 1Rank 3RoacRaven of EreborOne of the last scions of the ancientrace of Ravens, Roac the Second is theleading Chief of the Ravens, serving asDain’s eyes and ears outside the wallsof Erebor. His father, Roac the First,was recruited by Thorin Oakenshield tosend his folk to Dain in the Iron Hills torequest reinforcements, who ultimatelyturned the tide of the Battle of FiveArmies and secured the Throne Underthe Mountain for the House of Durin.Able to communicate with Dwarvesand Men in the Common Tongue, Roacis an aging, but important, asset to theDwarven war machine.Leadership to Ravens: +50%Armour, +10% SpeedDetects invisible units in sightradiusReduces enemy cavalry speedby 5% (passive)Upgrades:<strong>Dwarf</strong> Barracks UnitsAzagh-barukKhuzdul: Battle-AxesDwarves are by nature a hardy andtough race, and have honed their skillwith axe and sword over most of theirlives. As such, the King of the LonelyMountain has a great number of wellarmedwarriors to call on in times ofneed. In general their arms and armourare self-forged, but this is no obstacleto its quality. Some warriors prefer theblade, others the axe and shield, andstill others larger axes. Though not themost disciplined of troops, what theseDwarves lack in order they make up forin sheer tenacity, standing against oddsthat would terrify lesser beings, and givingno ground.Rank 5Increases Roac’s speed by 25%for 15 secondsRoac is an inexpensive raven hero useful for scouting. Though he cannotattack, Roac gains experience by purchasing upgrades for a smallcost, one for each level, allowing him to gain levels up to Rank 5. Hisabilities benefit your Ravens, granting them extra speed and armour.He also has an ability which boosts his speed, and can passively reducecavalry speed by a small amount. If your Ravens are being shotdown or you feel that you require a hardy scout platform, Roac’s lowcost may make him an attractive investment.Note that Roac cannot capture economy, outpost, camp or castleexpansion plots.Abilities:+25% Armour, -20% Speed<strong>The</strong> basic <strong>Dwarf</strong> Warrior, the Azagh-Baruk, is hardly cannon fodder.Equipped with axes and shields, they can receive powerful upgradesto boost their already impressive health and armour statistics to greatheights. Thus they remain a viable combat unit, even in the late stagesof a game. <strong>The</strong>ir primary weakness is their lack of speed, and so theyare unable to catch most fleeing infantry and are t<strong>here</strong>fore vulnerableto hit and run tactics with cavalry or, to a lesser extent, archers. However,clever use of various hero abilities can boost their speed temporarily,countering this disadvantage. <strong>The</strong>ir smaller unit size of fouralso makes them vulnerable to swarming, though with their CrescentFormation ability available that further increases their armour, theycan hold out until help arrives.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units 44 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units45<strong>Dwarf</strong> Warrior Battalions can combine with other basic <strong>Dwarf</strong> units aswell as themselves, allowing the player to field a formidable 8-strongunit of Warriors.In a Reinforced battalion, the Azagh-Baruk can stay in combat much longerA pair of Warrior battalions are the starting units for the Dwarves of EreborRakhâs-abzâgKhuzdul: Orc-BaneDwarves, though better known for thefury of their axes, make excellent bowmen,being keen of eye and very steadyof hand. <strong>The</strong>y are as well armoured astheir melee counterparts, and carry powerfulshortbows which they use to huntOrc and Uruk alike. Though these bowsdo not have the range of the longbowsof the Elves or even of the Northmen,they are very dangerous over shorterdistances. Equipped with armor-piercingbodkin arrows, volleys of Dwarven arrowsshould be feared by any enemies,from defenceless Orcs to the platedUruk-Hai of Isengard.Upgrades:Abilities:+20% Attack Damage, +10% Range,-30% Speed, -15% Armour<strong>Dwarf</strong> Archers are considerably different than other factions’ archers.<strong>The</strong>y lack the range of even Rohan’s Yeomen, and so have to closesignificantly to inflict damage. However, they are quite deadly: theirpowerful bows can outdamage most others. <strong>The</strong>y also have strongarmour and health, as well as a decent close combat attack, whichgives them an advantage when singled out by melee units. To counterthe lack of range, the player can station the archers on Camp or Castlewalls – and add a Raven banner for even more range. Once upgradedthey are very potent units, with Mithril-Tipped Arrows giving themsignificant damage bonuses against monsters and units equipped withHeavy Armor. As with Warriors, Archers suffer from low speed, whichcan become problematic when trying to retreat away from faster,archer hunting units.<strong>Dwarf</strong> Archer Battalions can combine with other basic <strong>Dwarf</strong> units aswell as themselves, allowing the player to field a formidable 8-strongunit of Archers if he wishes to sacrifice some flexibility.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units 46 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units47High damage and toughness combine to make an ideal wall defenderSigin-udrîgKhuzdul: Long-SpearsA more uniform and regular force thanWarriors or Archers, the Sigin-Udrîg arewell disciplined Dwarves that fight as acohesive unit. Armed with halberds andshort spears, they excel at keeping thefoe at bay and bringing down the greatestWargs of the mountains and cavalryof the Eastern Men. <strong>The</strong>ir scale mailcoats also protect them from all but themost dangerous attacks.Upgraded Archers get damage bonuses against armor, making them great monsterhuntersRequires: Rank 2Upgrades:Abilities:+25% Armour, -40% Speed , bonus damageto cavalryA <strong>Dwarf</strong> Spearmen battalion comes with four heavily armouredDwarves who excel at taking down cavalry. <strong>The</strong>y possess a slightlyweaker 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 DwarvenMetallurgy and Heavy Armor, they become significantly more powerful,easily dispatching Wargs, cavalry and monstrous creatures. As iscommon for <strong>Dwarf</strong> units, these troops are slow, so must be deployedwith care as faster cavalry may simply choose to ignore them.<strong>Dwarf</strong> Spear Battalions can combine with other basic <strong>Dwarf</strong> units aswell as themselves, allowing the player to field a larger cohesive unitof <strong>Dwarf</strong> Spearmen if he so chooses to.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units 48 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units49Tough armor lets these spearmen fight on an even footing with infantryBaruk-sharâhulKhuzdul: Axes of the Hills<strong>The</strong> frozen North is a haggard landscape,and from it come haggard Dwarves.Many clans settled in the Iron Hills, determinedto establish themselves amongthe mineral-fertile crags and cliffs t<strong>here</strong>.Hardy, determined, and ferocious in war,the Dwarves of the Iron Hills becamegreat warriors, serving with distinctionin the War of <strong>Dwarf</strong> and Orc, as well asthe Battle of Erebor. It is consideredtradition for Warriors from the Iron Hillsto march to war as quickly and heavilygearedas they can manage.In a Reinforced battalion, no cavalry will get through a <strong>Dwarf</strong> Spearman horde withoutcasualties.Requires: and Rank 3Upgrades:An army fresh out of the Iron HillsAbilities:Strong versus Buildings and CavalryStrong versus Archers and InfantryAs a more powerful Azagh-Baruk, troops from the Iron Hills pair well with ArchersOnce you have purchased the Muster of the Iron Hills spellbookpower, you can recruit powerful Warriors from the Iron Hills. Initiallyequipped with shortswords and shields, these troops can also wieldheavy mattocks. A skilled <strong>Dwarf</strong> player will need to understand howbest to use each weapon set these warriors bring to the field. Withshields, they make excellent tanking units, with good armor andhealth. <strong>The</strong>y can advance upon archers with near impunity, thoughthey do share the same slow speed as other <strong>Dwarf</strong> infantry. With mattocksout, they demolish lightly armoured structures with ease andcan deal with cavalry to a lesser degree, though they suffer significantpenalties to defence.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units 50 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units51<strong>Dwarf</strong> Guardhouse Units“O Kheled-zaram fair and wonderful!T<strong>here</strong> lies the Crown of Durin till hewakes. Farewell!”- GimliUpgrades:Abilities:Azaghâr-gunduKhuzdul: Guards of the tunnelsMuch of the terrain controlled by theDwarves is underground - networks ofnarrow, twisting tunnels. In these situations,a few elite troops can hold off anarmy. <strong>The</strong> Azaghar-gundu exploit this.Two Dwarves with shields defend a third,equipped with a long spear. Togetherthey can block up a tunnel, hold a stairwayor supplant a gate. Such teams havebeen very effective at fighting in Erebor,Moria and other Dwarven realms.Become mobileBecome immobile and combat-readyLeadership: -20% Speed to nearby enemies,+5% Armour to nearby allies<strong>The</strong> Azaghâr-gundu are, as their name suggests, masters of fighting inclose quaters. This three-man team of Dwarves must deploy to move,and cannot attack when packed up. However, when their spear andshields are planted, they become a useful bastion of defence. Dueto Interference, nearby enemies are slowed and allies gain a smallmeasure of armour. Besides this, the team deals a significant amountof damage and is very difficult to destroy. Take care when moving theteam around however, as they aren’t nearly as tough when packed up


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units 52 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units53Azaghâr-sharâhulKhuzdul: Guards of the Hills<strong>The</strong> craggy cliffs that dot the Iron Hillsoccasionally produce Dwarves whowould rather heed the call of war thanwork in their family’s mines. <strong>The</strong>y formthe Guards of the Hills, who travel fromthe Grey Mountains to the wastes ofRhun seeking battle. <strong>The</strong>y travel lightand fight in a manner quite opposed tothe core of the Dwarven army, throwingthemselves at the enemy repeatedly andwith reckless abandon.When unpacked, this trio of Dwarves is quite vulnerableAzaghar-gundu are at their best when holding a narrow areaRequires:Even Dain has trouble keeping up to these fast-attack troopsUpgrades:Abilities:+50% Attack Damage, -50% Armour,+10% Speed<strong>The</strong>se elites from the Iron Hills are an odd addition to the Dwarvenarmy. <strong>The</strong>ir armour is only average, but they gain a significant speedboost when ordered to attack enemy units. This allows them to effectivelyharass enemies and chase down fleeing archers. Combined withtheir relatively high damage, this makes them a good unit for surpriseattacks. Pair them with Iron Hills Warriors or heroes that give bonusesto armour for some real devastation.Though they will not combine with other <strong>Dwarf</strong> units, the Iron Guardcan unleash their fury in a reckless heroic charge. Heroic Formationwill allow them to do much more damage and get into combat faster,but significantly decreases their already limited defences. Take carenot to allow the enemy to concentrate fire on them in this state,though with the additional damage, they will pair excellently with aunit of Khazâd-uzbadul.Schiltron formation all but immobilizes the Khazad Guard.Iron Guard are fastest when ordered to attack the enemyWhen using their Throwing Axes, Khazad Guard can pick off larger, dangerous creatures.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units 54 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units55Requires: Rank 2Khazâd-uzbadulKhuzdul: Dwarves of the LordServing as the elite Guard of the Heirsof Durin, the Khazad Guard are selectedfrom amongst the most loyal, hardenedveterans among the Dwarves. Trainedto fight with their dual-bladed axes, aswell as the weighted throwing axe, theKhazad Guard are a force to be reckonedwith.Dain Ironfoot’s Guard<strong>The</strong> bodyguards of Dain himself, scrupulouslychosen from among his ownkinsmen from the Iron Hills. Dain'sGuard is composed of Dwarves of greatstature and fortitude, confident in theirown physical abilities and attributes, inmany ways similar to their King. Many ofDain's Guard are veterans of the Battlesthe King himself fought in, such as thoseof the War of <strong>Dwarf</strong> and Orc and theBattle of Five Armies.Upgrades:Requires: and Rank 3Abilities:+20% Attack Damage, +30% Armour,-40% SpeedHurl axes at nearby targets for ten seconds(3 shots)All <strong>Dwarf</strong> Heroes near the Khazad Guardgain +10% ArmourUpgrades:Abilities:+20% Attack Damage, +30% Armour,-40% SpeedHurl axes at nearby targets for ten seconds(3 shots)Khazâd-uzbadul are elite, eight-strong units of Dwarves that carvethrough any other infantry in the game with ease. <strong>The</strong>y can even dealwith monsters to some extent with Throwing Axes. <strong>The</strong>y are strongestagainst melee heroes and can use Bodyguard to increase your ownheroes’ survivability. Protect them from cavalry and archers, as theirlow speed makes for poor mobility.<strong>The</strong>y cannot combine with other units of Dwarves, but can use apowerful Schiltron formation which toughens them at the cost of theirspeed. Only two units of Khazâd-uzbadul are allowed on the field.Leadership: +10% Combat ExperienceDain Ironfoot gains +25% Armour whenthe Guard are nearbyAs a specialized branch of the Khazâd-uzbadul, Dain’s Guard fulfill asimilar function. <strong>The</strong>y are stronger and possess more armour thantheir more common cousins. <strong>The</strong>y share abilities, but Bodyguard ismore specialized, providing a larger hero armour bonus, though it onlyapplies to Dain. <strong>The</strong>ir Kingsguard passive ability allows nearby units togain a little more experience as well.Dain must be on the field before his guard can be recruited. <strong>The</strong>y arelimited to one unit.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units 56 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units57Requires: and Rank 3Thorin Stonehelm’s Guard<strong>The</strong> Prince Thorin III Stonehelm choosesbuilds his bodyguard from Dwarves of hisown generation - especially those swiftof foot and strong of arm. Seen by manyof the older Dwarves of Erebor as anoverconfident organization, taking theirPrince’s lead, the Guard of Thorin itchesto prove itself in the coming war.Requires: and Rank 3Gloin’s GuardUnlike the other Guards of Dain and Thorin,Gloin’s assigned bodyguards serveas more of a ceremonial unit. Selectedfrom a pool of aging Dwarven warriors,they are seen as more dour and hardythan their contemporaries, though notas light-footed or mobile.Upgrades:Upgrades:Abilities:+20% Attack Damage, +30% Armour,-40% SpeedAbilities:+20% Attack Damage, +30% Armour,-40% SpeedHurl axes at nearby targets for ten seconds(3 shots)Hurl axes at nearby targets for ten seconds(3 shots)+50% Attack Damage and +10% Speedfor 10 seconds+50% Armour, immunity to knockbackand -50% Speed for 15 secondsThorin Stonehelm gains +25% Armourwhen the Guard are nearbyThorin has his own set of guardsmen as his father does. <strong>The</strong>se elitetroops favour their patron’s style of combat, and as such deal moredamage and sprint faster than stock Khazâd-uzbadul. Glory of Ereborgrants them a temporary bonus to do even more damage, and is usefulfor charging into combat. Like Dain’s Guard, Thorin’s Guard have aspecialized Bodyguard ability that only applies to Thorin, but grantsmore armour.Thorin must be on the field before his guard can be recruited. <strong>The</strong>y arelimited to one unit.Gloin gains +25% Armour when theGuard are nearbyGloin’s Guard favour a tough, uncompromising style of combat. <strong>The</strong>yhave additional knockback resistance and health, and can use the Immovableability to become completely immune to such attacks. Otherwise,they share abilities with the other hero-specific Guardsmen.Gloin must be on the field before his guard can be recruited. <strong>The</strong>y arelimited to one unit.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units 58 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units59<strong>Dwarf</strong> Hall of Elders UnitsZirak-burkûnKhuzdul: Master of AxesA good war leader knows that he cannotmanage every aspect of a battle by himself;and so he delegates responsibilityto other clever, charismatic soldiers whoshow martial skill and leadership ability.<strong>The</strong> realm of Erebor is no different in thisrespect, and so the Zirak-Burkûn are appointedby the Dwarven lords to lead thearmies of Erebor on the field. Dwarvesof courage and experience all, they canpush the troops under their command togreater feats of valour than they wouldbe otherwise capable.Leadership: +10% Attack Damage, +10%Abilities:Combat Experience and increased rangeper Level<strong>The</strong> <strong>Dwarf</strong> Captain is a very useful support unit for your infantry.Though somewhat costly for a single unit, he is powerful and caneasily dispatch small numbers of Orcs alone. Captains fare quite wellagainst monstrous creatures such as Trolls and Wargs, with damagebonuses against these enemies. However, the Master of Axes is mosteffective when used in conjunction with other infantry. He possessesa useful leadership ability – Bravery – which gains potency as he gainslevels. A Level 10 Captain will provide an amazing +200% Attack and+200% Experience in a large area. Keep in mind however, that thecaptain is not quite a hero, and cannot be respawned when he dies. Allexperienced gained by a veteran Captain would be then lost, so guardthem well.Captains are powerful alone...... or when leading a horde of angry Dwarves to war!Upgraded Ravens have powerful special abilitiesCombining Ravens with Roac results in a potent scouting forceAs Captains are not common among the armies of Erebor, you are onlyable to train five at a time.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units 60 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units61<strong>Dwarf</strong> Rookery Units<strong>Dwarf</strong> Workshop UnitsUpgrades:Raven of Erebor<strong>The</strong> Ravens of Erebor are a curiosity inMiddle-Earth - they alone of all the otheranimals may converse in plain speechwith the Children of Eru. Descendedfrom the honoured Roac the First, andhis own forebears, they ably serve Dainand the Kingdom Under the Mountain asscouts, emmisaries, and lookouts w<strong>here</strong>verthey are needed.Raven’s sight range is increased by 100%at the cost of speed.Raven gains a stealth ability at a significantspeed cost. <strong>The</strong> stealth is brokenwhen units approach.Urkhas-felakKhuzdul: Monstrous Chisel<strong>The</strong> Dwarves of Durin have been involvedin many a siege over time, andhave gradually refined their techniquesinto a set of cohesive tactics suited totheir style. Many a battering-ram hasbeen crafted to break down an enemy’sgate, <strong>Dwarf</strong>-warriors flooding into theopening with a vengeance.<strong>The</strong> Urkhas-Felak is similar to the other battering rams present ingame;it is used to batter down structures and gates. This Siege Ramis comparatively stronger, as it is manned by <strong>Dwarf</strong> engineers wearingthick chainmail and leather armour. This makes it somewhat lessvulnerable to attack by archers, but it will still fall to a dedicated meleeassault quite easily.Raven’s speed is increased by +20%<strong>The</strong> Raven is a dedicated scouting unit trained from the Rookery. Thisallows the <strong>Dwarf</strong> player to overcome the disadvantage of his slowerinfantry through the use of a scout that can traverse impassable terrainand escape easily. With a Raven, the enemy’s movements becomeclear and their expansions can be monitored with ease. <strong>The</strong>se birdsare however fragile, and once discovered or hunted down, they can beeliminated easily, so the player should keep their eyes on them.<strong>The</strong> Raven’s upgrades also allow it to be even more versatile; theydo not need to be researched and take almost no time to equip. <strong>The</strong>upgrades make the Raven more specialized, adding speed, stealth oradditional sight range. Choose wisely however, as a Raven can onlyreceive one upgrade and each has disadvantages.Note that Ravens cannot capture economy, outpost, camp or castleexpansion plots


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units 62 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units63Requires:Sulûn-abanulKhuzdul: Falling StonesIn the Iron hills, the Dwarves t<strong>here</strong>have chosen to take their siege-craft inanother direction, perhaps inspired bythe Dunedain of the South. Constructingmachines with the purpose of firingstone-loads over great distances, evenabove enemy walls and into their camps,after much experimentation the “mangonels”are ready for action in service tothe King Under the Mountain.<strong>Dwarf</strong> Special UnitsCaptain ArthanuOne of the lesser scions of the royalfamily of Dale, Captain Arthanu servesas one of the Wardens of the reestablishedKingdom, reborn under the leadershipof the great Bard the Bowman.Though himself not much of an archer,Arthanu is an able commander andnatural-born Captain of Men.Abilities:Boulders deal significant damage tobuildings and fortificationsA payload of smaller rocks is effectiveagainst infantryThis powerful Mangonel is available once the Muster of the Iron Hillsspellbook power has been purchased. It is versatile, being able tofire both large boulders and clusters of smaller rocks. <strong>The</strong> former caneasily smash through the toughest structures, and can be fired at longrange – though they are somewhat inaccurate when used againstinfantry. Against units, the cluster of smaller rocks is more effective,though not as damaging. It deals damage in a larger radius and is comparativelymore accurate than the larger stones.Summoned by:AbilitiesLeadership: +20% Attack and +20%Armor to Marksmen of the Thrush<strong>The</strong> Warden of Dale is summoned by the Allies From Dale spellbookpower. This unit can fight quite well in melee, but is best used to tie upa battalion or two while using his long ranged leadership to improvethe capabilities of the summoned Marksmen of the Thrush.Only six mangonels may be built at a time.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units 64 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units65An Urkhas-Felak prepares to move out. Marksmen of the Thrush provide the Dwarveswith needed long-range firepower. (top left, top right)Marksmen of the ThrushGiven the fateful demise of Smaug theDragon, and the honoured King Bard ofDale’s own prowess, it is sensible thatskill with the longbow and arrow wouldbe widespread and practiced across t<strong>here</strong>vitalized Kingdom of Dale. Due tothe massive numbers of casualties theMen of the North suffered from Smaugand the following Battle of Five Armies,bowmen have been trained in greatnumbers, and the distinctive Order ofthe Thrush set up to honour those longbowmenof greatest skill and dexterity.Summoned by:<strong>The</strong> Marksmen of the Thrush are powerful long-ranged archers thatcan be summoned to the aid of the Dwarves when they are in need ofsome ranged firepower. <strong>The</strong>y are most effective when paired with theWarden that is also summoned by Allies From DaleLoose! Captains of Erebor and Dale . <strong>The</strong> Warden of Dale can distract enemies whilehis Marksmen line up shots. (bottom left, bottom right, centre right)


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Changes to Gondor 66 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Spellbook67Changes to GondorPart II:<strong>The</strong> Kingdom Of Gondor<strong>The</strong> great Kingdom of Gondor has seen a large number of changes in <strong>The</strong><strong>Dwarf</strong> <strong>Holds</strong>. <strong>The</strong> first thing to notice is that all of its vanilla units andheroes have been retextured and remodelled in order to bring the factionup to scratch.In addition, the accuracy and siege changes made to the Dwarves havebeen implemented <strong>here</strong>. Most of Gondor’s archers are quite accurate,but the Rangers of Ithilien really take the prize <strong>here</strong>. <strong>The</strong>ir accuracy isunmatched by any bowmen outside of the Elvish realm.Gondor’s single siege engine, the Trebuchet, is now capped at eightunits. Its initial rock payload is very inaccurate against troops now,but does very well against buildings. <strong>The</strong> player can add Fire Stones toswitch the Trebuchet to an infantry-killing platform, with poor accuracybut excellent splash.We have also made major changes to Gondor’s hero complement, unitroster and spellbook powers. No longer is t<strong>here</strong> any overlap betweenGondor an Rohan - each have their own unique set of summons andspells. An attentive player will also note that Forged Blades have beenrenamed to Blades of Westernesse, with a new graphical effect.This next section of the manual will detail these changes.New and Revised Gondorian SpellsRemnants of Numenor1 PPReplaces Elven WoodThroughout Gondor and Arnor, ruined statues and towersbear testament to the decline of Numenor and the slowshrinking of her territory. In desperate times, such ruinsprovide a beacon of hope to doomed Men.Creates an area of Numenorean Ruins that increases Combat Experienceby 50% and Armour by 10%. Lasts 4 minutes.Prerequisites:Fealty of Dol Amroth3 PPReplaces Summon Rohirrim<strong>The</strong> princedom of Dol Amroth has long been close to Gondor.Its people will always ride to war in the service of theKing if called to arms.Summons Prince Imrahil and his Knights of Dol Amroth to fight by yourside for 160 seconds.Light the Beacons2 PPReplaces Summon Elven Allies<strong>The</strong> vast size of the Enemy’s hordes has made it necessaryfor Gondor to be able to call on a large number ofdisciplined troops. However, the Kingdom is large anddispersed. A system of well-placed beacons calls reinforcementsto Minas Tirith when lit.Prerequisites:orAllows Beacons of Gondor to summon reinforcements from Rohanand the Southern Fiefdoms.Gondorian Spellbook


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Spellbook 68 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Buildings69Prerequisites:Army of the Dead10 PP<strong>The</strong> Dead do not suffer the living to pass.. except for thoseof the line of Isildur. If pressed into service, it is likely thatthe ghostly remains of Gondor’s once-allies will make aterrifyingly effective fighting force.orSummons the Dead of the Dwimholt to fight with you. <strong>The</strong> Dead do nodamage, but debuff units immensely when they touch enemies. Evenelite units may flee in fear at the sight of the spectral army.New Gondorian BuildingsBeaconProvides Leadership, summons reinforcementsA Beacon of Gondor is manned continuouslyin times of threat, and can be lit whendanger approaches. <strong>The</strong> next beacon in thechain will them be lit, transmitting a messageand calling for aid when needed.A battalion of summoned Knights of Dol Amroth can provide the means for a sudden,devastating flanking maneuverAbilities: Rank 1Leadership: +10% Armour, +50%Fear ResistanceSummon a random unit from theSouthern Fiefdoms or Rohan<strong>The</strong> Beacon can be built on Economy plots, giving the Gondor player abit of a choice in what to construct. Natively, it provides a small bonusto nearby troops, but its true strength is revealed when the Light theBeacons spellbook power is purchased. At this point, the Beacon cannow purchase Call for Aid. For a reasonable price, a random unit fromRohan or the Southern Fiefdoms is summoned. <strong>The</strong>se units provide aquick boost to your army and have the advantage of being one of thefew military units that can be produced by an Economy plot structure.<strong>The</strong> terror caused by the Army of the Dead can cause entire armies to flee .Fightingatop Numenorean ruins gives a useful early game experience boost (bottom left, bottomright)Gondorian Buildings


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Buildings 70 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Heroes71Footmen of Ringlo Vale. A lit Beacon can be a useful forward barracks (top left, top right)New and Revised Gondorian HeroesAragorn<strong>The</strong> King of GondorAragorn II Elessar, the Chieftain of theDúnedain of the North, is the heir ofIsildur and the throne of Gondor. A greatwarrior of unmatched ability, Aragorncarries the sword Anduril, reforged fromthe shards of Isildur’s sword, Narsil. Fosteredin Rivendell by Elrond, Aragorn is askilled ranger, healer and a natural-bornleader of men. Now assuming his mantleas the rightful King of Gondor, Aragornis faced with leading the West to victoryagainst the forces of Mordor.Abilities: Rank 1 Heals nearby friendly heroes+50% Attack Damage, +50%Armour for 25 secondsRank 4Leadership: +50% Attack Damage,+80% Combat ExperienceRank 6Strikes reduce enemy Heroes’armourRank 7Mount horseA Captain leads a unit of Spearmen of Pelargir. Knights of Dol Amroth encircle and destroysome Orcs. A large army from the Southern Fiefdoms is a dangerous foe (bottomleft, bottom right, centre right)Gondorian HeroesRank 10Inspires nearby troops to heroicheights. <strong>The</strong> more Gondoriantroops are in the area,the more powerful the effect


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Heroes 72 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Heroes73<strong>The</strong> King of Gondor makes a triumphant return to his rightful kingdom.Aragorn, now moved from Rohan, is a strong infantry hero withmany potent abilities. Hands of the King heals a large chunk of nearbyheroes’ health. At Rank 4, Flame of the West damages enemy armourwith every hit, making him a great hero-killer. He also has access to amount, though many of his abilities are unavailable while mounted.Aragorn’s ultimate power is an Oath to Arms, which inspires nearbytroops to heroic heights. This ability is very potent in the late game, asevery Gondorian battalion that is in the area increases its power.Aragorn starts at Rank 5 in a multiplayer match.Denethor is best used for supporting your troopsAbilities: Rank 5Denethor<strong>The</strong> Steward of GondorDenethor is the ruling Steward of Gondor,and father to Boromir and Faramir- both valiant captains of Gondor. A manof unquestionably strong will, Denethordared to contest the strength of the Enemythrough the palantir of Minas Tirith.Though hopeless despair has drivenDenethor to the point of madness, hehas still retained a strong air of nobilityand power.Damages friendly heroes, exceptfor Boromir and FaramirLeadership: +50% AttackDamage, +15% Armour, -50%Combat Experience, -50% FearResistanceReveal a target area; decreasesall allied Attack Damage, CombatExperience and ArmourGrants target units a largeamount of experienceRecruiting Denethor for your army can be both useful and and dangerous.His abilities are powerful, but often come with a price. Last of hisHouse makes him a menace to your other heroes, particularly Gandalfand Aragorn. His Leadership ability is both helpful and restrictive,dealing out both bonuses and negatives. Denethor can also gaze intothe corrupted palantir of Minas Tirith, though such an effort will damagethe morale of your troops.<strong>The</strong> King of Gondor is still a potent melee combatant. Aragorn calls on his troops tofight far beyond their means. (bottom left, bottom right)Denethor himself does not fight, but is escorted by four powerfulFountain Court guards that protect him. If he is reduced to low health,he will fade out and need to be repurchased.As Denethor never moves past his grief for Boromir and falls deeperinto despair, he cannot gain levels. He starts at Rank 5 in a multiplayermatch.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Heroes 74 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Heroes75BoromirHigh Captain of GondorBoromir, son of Denethor and brother ofFaramir, is a valiant and heroic warrior,and Captain of the White Tower. Boromiris renowned for his great size andstrength, and is able to simultaneouslywield his shield and his two-handedsword with ease. A bold commanderand heir to the Stewardship of Gondor,Boromir is determined to protect thepeople of Gondor, no matter the overwhelmingforces of the Enemy.Pippin is now a little more survivableAbilities: Rank 1 Stuns nearby unitsRank 4Leadership: +60% Attack DamageRank 5Grants experience to the targeteduntisIncreases defence against Infantryand Archer attacks andRank 7gives 200 bonus Health pointsGrants nearby GondorianRank 10infantry increased attack damageand speed for 30 secondsBoromir is much like his vanilla counterpart, with the addition of twonew late-game powers. At Rank 7 he dons heavy armour, increasinghis survivability. At Rank 10, a powerful For Gondor power is unlocked,allowing him to declare an infantry charge.Boromir can still level up a large group of Gondorians. For Gondor! is best used withmany battalions of fully upgraded infantry (bottom left, bottom right)Boromir starts at Rank 3 in a multiplayer match.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Heroes 76 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Units77PippinGuard of the CitadelPeregrin Took, better known as Pippin tohis friends, is a hobbit of the Shire, andone of Frodo’s closest friends. Despitebeing the youngest of the Fellowshipto set out from Rivendell, Pippin hasquickly come to display his bravery anddevotion to his friends. Pledging his serviceto Denethor, the Steward of Gondor,Pippin now holds a position amongstthe Guards of the Citadel, the elite ofGondor’s defenders.Abilities: Rank 1 Hide from enemiesRank 1Toggle between Sword andRocksNew and Revised Gondorian UnitsRequires: Rank 1Gondor SpearsmenRank-and-fileAlthough the days of Gondor’s full gloryhave long since waned, the strength ofits armies still lies with its well-armedand well-trained infantry. Protected byplate armour, chainmail, and a rectangularwooden shield, Gondor spearmenform the foundations of the bulwark thatkeep Mordor’s forces at bay. Despite thefell contrivances of the Enemy, Gondor’sspearmen will fight with earnest determinationin the defence of their country.Rank 4Increases Armour and HealthUpgrades:Rank 5Bonus damage to TrollsPippin is largely unchanged, but, in a fashion similar to Boromir, getstwo later abilities. Livery of the Tower grants more armour and Rank 4,and a passive bonus against Trolls is gained at Rank 5.Abilities:+25% Armour, -40% Speed<strong>The</strong> Gondorian Spearmen replace Gondor Soldiers. <strong>The</strong>y have slightlymore health and resistance to cavalry attacks. Otherwise, they are nodifferent.Gondorian Units


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Units 78 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Units79Citadel GuardDefenders of the White City<strong>The</strong> elite of Gondor's infantry, the Guardof the Citadel are renowned for theirbravery, fighting skill, and unshakableloyalty to the realm of Gondor. Guards ofthe upper levels of Minas Tirith, the CitadelGuard carry spears as their primaryweapon, and are equipped with the finestof Gondor's armour. Able to fend offenemies from behind their thick, broadshields, a phalanx formed by the CitadelGuard is able to resist even the largest offoul creatures.Captain of GondorHero of Minas TirithIn order to effectively lead Gondor’sforces, men of great bearing, fightingprowess and tenacity are needed toinspire confidence and bravery in others.Gondor’s Captains are such men,devoted to the defence of Gondor andthe service of its Steward. Though rare,a captain of such ability - Boromir andFaramir among them - will occasionallyappear amongst Gondor’s ranks, spurringits men towards victory through thestrength of their leadership.Requires: Rank 2Requires: Rank 3Upgrades:Upgrades:Abilities:+40% Armour, -50% Speed , bonus damageto cavalry<strong>The</strong> Citadel Guard replace the Tower Guard. <strong>The</strong>y have identical statisticsand abilities.Spearmen are the staple of Gondor’s ArmiesAbilities: Rank 2 Heals when not in combatRank 1Rank 5+20% Attack Damage and +5%Armour to self and nearbyunits. Improves by 10%/5% atRank 4 and Rank 8.Nearby units gain attack daamageand speed while the Captainis fightingRank 1Rank 4Leadership: +20% Armor +30%Combat ExperienceIncreases the build speed andexperience gain rate of nearbyArchery Ranges, Stables andBarracksCitadel Guard perform well in an anticavalry role


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Units 80 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Units81Leadership: +50% Fear Resistance,-25% Ability RechargeRank 8Time<strong>The</strong> Captain of Gondor is a powerful single unit that is built from theBarracks. <strong>The</strong>y are unique in that they can be specialized as either aCaptain of the City or a Captain of the Tower by purchasing an upgrade.Once this upgrade is purchased, further abilities are unlocked.Captain of the City are more powerful in hand-to-hand combat andhave access to Battlecry - a triggered leadership power that improvesat Rank 4 and Rank 8. At Rank 5, Hero of Gondor lets him passively buffnearby units while he inspirationally attacks.By contrast, the Captain of the Tower is more leadership-oriented,with three passive aura-type powers that improve units and buildings.Each specialization also grants different statistic bonuses. You are limitedto three Captains.Special Gondorian UnitsImrahilPrince of Dol AmrothImrahil is the Prince of Dol Amroth, aprincipality that forms part of the realmof Gondor. A man of noble bearing andpossessed of great wisdom, Imrahil is anatural leader and a fearless commander.Imrahil is also a warrior of great skill andprowess, remaining unscathed throughoutthe battle of the Pelennor Fields - afeat matched only by Aragorn and Eomer.Loyal to Gondor and its rightful King, Imrahilwill valiantly lead his Knights to thedefence of Gondor and its people.Summoned By:This Captain of the Tower leads from the rearAbilities: Rank 5Leadership: +20% Armor, +20%Attack Damage, +100% FearResistanceDamage dealt by nearby enemiesis reduced by 40%Damage target unit and slowthem by 30% for 20 secondsCaptains of the City are better on the front linesPrince Imrahil is summoned by the Fealty of Dol Amroth power. Hecomes with three useful abilities. He can significantly improve fear resistancewith Prince of Dol Amroth. He can also reduce enemy damageby simply being nearby with Imrahil the Unscathed. Finally, RighteousFury allows a single powerful strike that cripples an enemy for a shortduration.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Units 82 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Units83Knights of Dol AmrothElite CavalryAxemen of LossarnachHeavy Infantry<strong>The</strong> famed Knights of Dol Amroth are ledby Imrahil, the Prince of Dol Amroth. <strong>The</strong>elite of Gondor’s cavalry, the Knights ofDol Amroth are equipped with the finestof Dol Amroth’s armour and weaponry,and are unmatched in their mountedskill, save only by the Rohirrim.Lossarnach is one of Gondor’s SouthernFiefdoms, a fertile region of woodlandsand undulating lowlands. Led by theirlord, Forlong the Fat, the Axemen ofLossarnach are stout and determinedwarriors, ready to defend Gondor fromthe forces of Mordor.Summoned By:Upgrades:Summoned By:Upgrades:Abilities:-25% Attack Damage, +10% SpeedAbilities:+25% Armour, -40% SpeedKnights of Dol Amroth are powerful cavalry with superior tramplingabilities that allow them to charge through enemy ranks. <strong>The</strong> versionsummoned by the Beacon is permanent and can be upgraded withBanners. <strong>The</strong>y can use Loose Formation to gain speed at the cost ofattack damage.Spearmen of PelargirMilitia Spearmen<strong>The</strong> port of Gondor, Pelargir lies on thedelta of the Anduin. Under threat fromthe forces of Mordor and Umbar, theSpearmen of Pelargir are hardy andtough, and form the basis of Pelargir’sdefences.Hardy warriors, the Axemen of Lossarnach are slow but powerfulinfantry with strong armour. <strong>The</strong>y can use Block Formation to becomeeven tougher.Summoned By:Bowmen of MorthondElite ArchersSouth of the White Mountains and theDwimorberg is the Morthond, or Blackroot,Vale. <strong>The</strong> Bowmen of Morthondhave grown adept at hunting and ambushingin the wooded grasslands ofLamedon, one of Gondor’s SouthernFiefdoms.Upgrades:Summoned By:Upgrades:Abilities:+40% Armour, -50% Speed , bonus damageto cavalrySpearmen of Pelargir are capable, medium duty spearmen pressedinto service of the city of Pelargir. <strong>The</strong>y can use Shield Wall Formationto gain additional anti-cavalry capabilities.Abilities:+300% Attack Damage, -75% Armor<strong>The</strong> Bowmen of the Blackroot Vale are long-ranged powerful archers,comparable to Gondor’s Rangers. Skirmish Formation adds even moredamage.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Units 84 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Gondorian Units85Footmen of Ringló ValeSpeedy Light InfantryRohirrim ArchersFast Mounted Archers<strong>The</strong> Ringló Vale lies at the foot of theWhite Mountains, in the fiefdom ofLamedon. Although less populated, thelightly armoured Footmen of the RinglóVale will eagerly rally against the threatto their homes and country.Hailing from the plains of Rohan, thesemounted archers are fast and effective,highly proficient at hit and run tactics.Summoned By:Upgrades:Summoned By:Upgrades:Abilities:+25% Armour, -40% SpeedAbilities:+25% Attack Damage, -25% ArmourFootmen of Ringlo Vale don’t do much damage, but are faster thanother Gondorian units. <strong>The</strong>y can use Block formation for survivability ifin trouble.Rohirrim Archers summoned from the Beacon are effectively the sameas their Rohirric equivalents, though they cannot receive any upgradesexcept Banners.RohirrimHorsemen of RohanCalled 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% ArmourRohirrim summoned from the Beacon are effectively the same as theirRohirric equivalents, though they cannot receive any upgrades exceptBanners.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Changes to Rohan 86 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Spellbook87Changes to RohanPart III:<strong>The</strong> Horse LordsIn <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong>, the Rohirrim become a real cavalry power. Newunits have been added and spells have been replaced, removing anyoverlap with Gondor. Many of the new spells deal specifically with cavalry,allowing Rohan’s specialty to be become even more potent.Several new heroes replace the roles vacated by Aragorn, Legolas andGimli, who have now been removed from Rohan. <strong>The</strong> Three Hunters areactually still available however, with unique sets of powers, through asummon spell that replaces the Army of the Dead.Accuracy and siege changes have affected Rohan to a lesser extent thanother factions. One thing to note is the removal of the Entmoot. Ents arestill available as a spell power, and have gained some health and damage- they are now the most accurate of siege weapons. Rohan has acquireda basic battering ram for early-game siege.Rohirrim and Yeoman archers are only average in terms of accuracy, butcan hold their own. Galadhrim however, are the most accurate archersin the mod - in late-game, this will help Rohan players significantly.An observant player will also notice that Forged Blades has been renamedto Gondorian Steel, and have new effects. <strong>The</strong> next sectiondetails changes to Rohan’s upgrades, spellbook, heroes and powers.New and Revised Rohirric SpellsRide Light and Swift1 PPReplaces HealWith a great esteem placed on riding skill and well bred,well cared-for horses, the Rohirrim can move swiftly accrossthe great plains of Rohan if any haste is required intheir movements.Increases all cavalry speed by 10% and reduces speed loss when tramplingfor 30 seconds.Prerequisites:Muster of Rohan2 PPReplaces Elven WoodWhen the Rohirrim go to war, the King and Marshals ofRohan send out the call to muster Riders from all cornersof the Riddermark. <strong>The</strong>se men arrive to fight for their lord,already armed and armoured. In this way the lords of theMark have been able to easily call on a trained, powerfulbody of cavalry.Decreases the build cost and build time of all cavalry for 60 seconds .Oath of Cirion3 PPReplaces AndurilOn the field of Celebrant, Cirion, the Steward of Gondorand Eorl, leader of the soon-to-be Rohirrim, swore an oathto come to each other’s need in times of war and peril. Inthis time of war, it is likely that both Cirion and Eorl’s oathswill be put to the test.Prerequisites:Summons two battalions of Gondor Archers and Gondor Soldiers, allwith Heavy Armour for two minutes.Rohirric Spellbook


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Spellbook 88 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Spellbook89Aid from LothlorienReplaces Summon Elven Allies3 PPThough the men of Rohan have had few if any dealingswith the folk of the Golden Wood, Elves and Men muststand as one if they are to defeat the oncoming evil ofMordor and Isengard.Drafted Peasants try to hold off some Uruks. Oath of Cirion gives you a good mix ofinfantry for a flanking maneuver (top left, top right)Prerequisites:orAllows the purchase of Haldir and Galadhrim from the Rohan ArcheryRange.<strong>The</strong> Three Hunters10 PPReplaces Army of the DeadDuring the War of the Ring, Eomer of Rohan came uponthree mysterious travellers racing across the plains of theRiddermark. Calling themselves the Three Hunters, theywere destined to aid King <strong>The</strong>oden in many battles.Prerequisites:orSummons 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 onceyou purchase Aid from Lorien (bottom left, bottom right, centre right)


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Buildings 90 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Upgrades91New Rohirric BuildingsNew Rohirric UpgradesRohan BarracksTrains Infantry<strong>The</strong> armies of Rohan sometimes requirea designated training ground to drill andtrain new recruits. A fully equipped barracksprovides the King of Rohan witheasy access to competent infantry andeven some basic siege equipment.Trains: Rank 1 Westfold MilitiaDefenders of the WoldAvailable at the BarracksIn time of harsh conflict, the people of Rohan will pick up their familyswords and forge their plows into spears. This hardy folk will march towar to defend homestead, village and country.Rohirric RamRequires: Rank 1Rank 3Door-Wardens of EdorasAllows the purchase of Westfold Militia at the Barracks and Horsemenof the Mark at the FarmResearches: Rank 1 Defenders of the WoldMilitia are trained from the Barracks...<strong>The</strong> new Rohan Barracks serves as a basic unit production building forthe faction’s infantry. Initially it can only train the Rohirric Ram, butafter 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 groundforces if he so desires.... after an inexpensive upgrade to the buildingRohirric BuildingsRohirric Upgrades


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Heroes 92 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Heroes93New and Revised Rohirric Heroes<strong>The</strong>oden, son of <strong>The</strong>ngel<strong>The</strong> King of RohanThéoden, son of <strong>The</strong>ngel, is the seventeenthKing of Rohan and Lord of theMark. Through the aid of the wizardGandalf, Théoden was at long-last liberatedfrom the poisonous influence ofSaruman and his puppet, Grima Wormtongue.A hardy warrior and strongcommander, Théoden must now leadhis people against the forces of Isengardand Mordor, which threaten his lands.In <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong>, King <strong>The</strong>oden is one of Rohan’s most powerfulheroes. Though he is old, he is tough and deals out a decent amountof damage. However, his real usefulness comes in his abilities. Whilestill equipped with the powerful Glorious Charge, King’s Favour and aversatile Leadership, he now gains two additional powers. At all ranks,To <strong>The</strong> King! passively summons two Royal Guardsmen of Meduseld todefend him when his health is low. This gives <strong>The</strong>oden time to retreator even press the attack. At Rank 3, Rally to Me will replenish up tothree members of any nearby battalions, though it won’t heal them.<strong>The</strong>oden has increased health and damage from the base game, witha slightly higher cost to compensate.Rally to me! To me!Abilities: Rank 1Leadership: +50% Attack Damage,+50% ArmourMount steedTwo powerful Royal Guardsof Meduseld are summonedwhen <strong>The</strong>oden’s health is lowRank 3Rank 4Rank 6Replenishes up to two units innearby battalions<strong>The</strong>oden and nearby troopsgain +30% Attack Damage,+75% Armour and don’t slowdown while tramplingGrants experience to targetunitsA charge led by <strong>The</strong>oden and Eomer will get great results. For lord and land! (bottomleft, bottom right)Rohirric Heroes


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Heroes 94 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Heroes95EomerMarshal of the MarkThird Marshal of the Mark, Eomer is thenephew of King Théoden, and brotherof Eowyn. Armed with his sword Guthwine,Eomer’s skill in arms is almostunmatched, as is his ability on horseback.During the battle of the PelennorFields, Eomer was among Aragorn andImrahil only, as those left unharmedby the battle. Faithful to Rohan, and avaliant leader of men, Eomer will ride tothe defence of his country and people,no matter the odds.Abilities: Rank 1 Throws a spear at a targetMount steedAbilities: Rank 1Rank 3ErkenbrandMarshal of the WestmarkMarshal of the Westmark, Erkenbrand isa warrior of great renown and a mightyleader. Erkenbrand dwells within Helm’sDeep, and is ensured with its upkeepand defence. Bearing his famed redshield and horn of the Westfold, hispresence in battle inspires courage in hisfellow Rohirrim. It is said that the valourof Helm Hammerhand lives again inErkenbrand.+10% Speed and +40% AttackDamage to nearby units for 30secondsLeadership: +50% AttackDamage and 20% Armour tonearby Westfold Militia, Peasantsand Yeomen ArchersRank 2Rank 4Nearby kills gain resourcesLeadership: +60% Attack Damage,+50% Combat Experience+100% Attack Damage, -75%Rank 8Recharge Time and +50% AttackSpeed for 45 secondsEomer remains largely unchanged from the base game, though he hasadditional heath and armour. In the late-game however, he can useGuthewine’s Fury to unleash a torrent of attacks upon his enemies.This ability significantly decreases the recharge time of ThrowingSpear, so functions well if paired with that.Rank 4Mount steedDecreases the cost of Peasants,Westfold Militia andRank 6Horsemen of the MarkIncreases attack damage andgives a chance to perform aRank 9devastating melee attack withevery hit for 60 secondsErkenbrand is the nominal replacement for Aragorn in Rohan’s heroroster. He is a very tough infantry hero with many combat and leadershipabilities. Early on, Horn of the Westmark is a good troop-buffer,and his Leadership helps your early-game infantry quite significantly.Eventually, he can mount his horse, though he’s not that great of ahorseman. Rank 6 brings further help to your Militia, decreasing theircost. His most powerful ability buffs attack damage, making him amelee tank. <strong>The</strong> special attack that this power triggers is a wide swordsweep, which damages and knocks back all enemies around Erkenbrand,making him great at chopping up large hordes of Orcs.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Heroes 96 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Heroes97Abilities: Rank 1ElfhelmMarshal of RohanElfhelm is a heroic Marshal of Rohanwho fought in <strong>The</strong>oden’s host at thebattle of the Pelennor. After its conclusion,he was given command of theRohirric forces charged with the defenceof Anorien and Gondor while King Eomerand the Lord Aragorn led a host tochallenge the Black Gate. He was laterhonoured with the rank of Marshal ofthe East-Mark on Eomer’s victorious return.A skilled Rider and clever general,Elfhelm’s success reflects favourably onRohan’s armies.+10% Attack Damage, +20%Armour for 30 seconds whilemounted.Erkenbrand is easily a match for these Uruk-Hai. Elfhelm, on foot. (top left, top right)Mount steedRank 2Rank 4Passive increase to line ofsight, allows hero to detectinvisible unitsLeadership: +5% Speed, +30%ArmourStuns nearby enemies andRank 9blinds spear/pikemen, decreasingtheir attack damageElfhelm has claimed the role of early-game hero with his relatively lowprice. His heroic powers include the ability to detect invisible units, apower that boosts his speed temporarily, and a leadership bonus tomounted troops. His late-game power is very potent - he can declare aBlinding Charge, stunning enemies that are nearby and negating theirpike damage for a short period. Combine this with <strong>The</strong>oden's GloriousCharge, and t<strong>here</strong> will be few armies that can stand against the Rohirrim.Elfhelm rides through a horde of Orcs. Ekenbrand delivering a powerful blow. Soundthe Horn of the Westmark! (bottom left, bottom right, centre right)


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Heroes 98 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Heroes99Abilities: Rank 1GamlingRoyal GuardsmanGamling the Old is a member of theGuards of Meduseld, and one ofThéoden’s most faithful captains.Despite his respectable age, Gamlingremains an able warrior and a skilledarcher, even whilst mounted. Against thelooming threat of Isengard and Mordor,Gamling’s experience and hardy determinationwill surely prove invaluable.Gains a Combat Experiencebonus when near <strong>The</strong>oden,Eomer or ErkenbrandRequires:HaldirCaptain of LothlorienCaptain of Lorien, and a marchwarden ofits northern borders, Haldir is an elf ofgreat leadership ability, skilled with bothbow and sword. A strong and courageouscommander, it was Haldir that leda company of elven warriors to the aidof Helm’s Deep, at the bequest of Elrondand Galadriel. Along with his Galadhrimkin, Haldir will valiantly honour the ageoldallegiances forged between elvesand men.Mount steedLeadership: +40% Attack Damageto Yeoman Archers andRank 4Rohirrim ArchersPlaces a Royal Standard at atarget location, which replenishestroops and providesRank 6leadershipGamling is another early-game addition to Rohan’s hero roster. He ischeap and comes with some interesting abilties. On foot, he uses asword and shield and on horseback, a bow. As a Master of Archers, hecan buff your foot or mounted bowmen, and works well in either role.By far his most interesting ability, however, is his King’s Standard ability.This power constructs a banner platform at the target location. <strong>The</strong>structure replenishes nearby battalions and provides a solid amount ofleadership.Abilities: Rank 1Switch between bow andswordFires a powerful arrow that reducesa target’s speed by 50%Leadership: +50% Attack Damage,+50% Combat ExperienceRank 4to nearby GaladhrimFire a flaming arrow at a targetRank 6area. In two seconds, a volleyof arrows will rain downHaldir is a useful archery hero that provides Leadership to Galadhrim,making him a good leader of any Elvish forces you may recruit. He alsohas two potent arrow-based abilities; effectively, he replaces Legolas.Pinpoint Strike slows and damages enemies, while Signal Volley signalsoff-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)


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Heroes 100 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Heroes101Merry, in his new armourMeriadoc BrandybuckEsquire of RohanMeriadoc Brandybuck, a hobbit of theshire, was one of the four halflings toaccompany Frodo and the Fellowshipof the Ring. A dear friend of Pippin,Merry is a perceptive and intelligenthobbit, and unquestionably faithful tohis friends. Having sworn fealty to KingThéoden of Rohan, Merry must now assumehis place amongst Rohan’s defenders,as an esquire of Rohan.Abilities: Rank 1Toggle between a Blade ofWesternesse and thrown rocksHide from hostile eyesRank 4Increases armour and healthMerry is mostly unchanged in the mod though he does get a new ability.At Rank 4 he becomes an Esquire of Rohan, gaining armour, healthand a new model.Gamling supports Rohirrim Archers quite well. Haldir and the Galadhrim (bottom left,bottom right)


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Units 102 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Units103New and Revised Rohirric UnitsWestfold MilitiaMustered SpearsmenAlthough the might of Rohan’s armieslies with its famed cavalry, the infantryforces of the Riddermark are equally ashardy and fierce in the fray of battle. Despitenot being a standing infantry force,the well-trained militia of the Westfoldare called upon, to aid Rohan in times ofwar. Armed with round wooden shields,spear and sword, the Westfold militiawill fight with earnest determination indefence of their homes and country.Requires: Rank 1Rohirric RamLight Siege EquipmentThrough ages of hostility towards theDunlendings and invaders from the East,Rohan has not been without the needfor siege weaponry. <strong>The</strong> Rohirric Ram isable to bring down the walls, gates andstructures of any who would threatenthe Riddermark and its people.<strong>The</strong> Rohrric Ram is a tough piece of siege equipment, manned by sixmilitiamen. It can make short work of light fortifications and given timecan knock down even the sturdiest of gates.A group of Militia try to hold off the Uruk-HaiRequires: and Rank 1Upgrades:Abilities:+25% Armour, -40% Speed, bonus damageto cavalryWestfold Milita are an early-game infantry solution to cavalry problems.<strong>The</strong>y are decently tough and can receive a variety of upgrades.If you don’t want to use Cavalry to fight Warg Riders, Militiamen willmake an adequate substitute.<strong>The</strong>y can combine with Door-Wardens, Peasants and Yeoman Archers.Rohirric UnitsHorsemen of the Mark defend a Farm. Battering rams drive the evil from this land(bottom left, bottom right)


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Units 104 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Units105Horsemen of the MarkMustered CavalryMuch like the Westfold Militia, theHorsemen of the Mark are a militia force,which are called upon in times of greatneed. Mounted and lightly armoured,the horsemen are able to quickly rally toRohan’s aid - suppressing enemy raids, ormaking sorties of their own.Door-Wardens of EdorasElite Infantry<strong>The</strong> Door-Wardens of Edoras are Rohan’selite infantry force, chosen to defend theKing on his throne at the Golden Hall ofMeduseld. Constantly maintaining theirfighting prowess by training at the barracks,the Door-Wardens will fight fearlesslyin the defence of their country.Requires: and Rank 1Requires: Rank 3Abilities:Disappears after 50 seconds.Upgrades:Horsemen of the Mark are unique Rohirric units. Trained from thefarm, these cavalry are Mustered, meaning they disappear after sometime. <strong>The</strong>y are expensive, but train very fast, allowing the Rohan playerto field a quick-building, fast-hitting unit if a Farm is under attack.Abilities:+20% Armour, -20% Attack Damage,-30% Speed+10% Speed, +10% Attack Damage whennear Rohan structures<strong>The</strong>se powerful infantrymen are a useful tool in the late-game for aRohan player. <strong>The</strong>y come equipped with Heavy Armour and GondorianSteel, so are prepared to fight immediately. <strong>The</strong>y can be used to easilydeal with enemy elite spearmen before a crushing cavalry charge ormerely as front-line infantry.Door-Wardens can combine with Westfold Militia battalions and arelimited to two units at a time on the field.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Units 106 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Units107Royal GuardsmenElite CavalryRohan’s military elite, the Royal Guardsare handpicked by the King himselfamongst the finest of Rohan’s warriors.Armed with the finest of Rohan’s armourand weaponry, the Royal Guards accompanythe generals and leaders of Rohan’sarmy into battle, riding into battle withunwavering resolve.Don’t mess with the Guard. A charge of Royal Guardsmen (top left, top right)Requires: Rank 3Upgrades:Abilities:-75% Crush Deceleration, +10% Speed,-75% Attack DamageHero Leadership has a greater effect onthis unit<strong>The</strong> Royal Guardsmen are Rohan’s most powerful new unit, and arethe game’s most powerful cavalry unit. <strong>The</strong>ir Ride Through formationlets them charge through almost any infantry mass, while Sons of Eorlgives them a 1.5x bonus from any hero leadership they receive. Liketheir foot-borne partners, they come equipped with Gondorian Steeland Heavy Armour.<strong>The</strong>y are limited to two units on the field at a time.<strong>The</strong> Royal Banner of Eorl. Door-Wardens chase down Uruks. <strong>The</strong>oden and his Guard(bottom left, bottom right, centre right)


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Units 108 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Rohirric Units109Special Rohirric UnitsBanner of EorlSummoned By:Abilities:Royal Guards of Meduseld<strong>The</strong>oden’s BodyguardChosen by Théoden himself from theelite of Rohan’s Royal Guards, theseselect few warriors form the personalbodyguard of the King. Unmatchedamongst Rohan’s military on both horseand on foot, Théoden’s Royal Guard areadept at standing down even the toughestfoes. <strong>The</strong>y will fight and die valiantlyin the service of their lord and King.Reduces damage to <strong>The</strong>oden while theGuardsman is nearby. Must be on foot.Summoned By:Abilities:<strong>The</strong> highest symbol of Rohirric authorityis the Banner of Eorl, flown only by theKing and his retinue. It inspires any manof Rohan who sees it flapping majesticallyin the breeze - the while horse on agreen field.Leadership: +50% Attack Damage, +50%Experience Gain, -20% Recharge TimeGamling summons this banner with his King’s Standard power. Whileit lasts, the banner provides Leadership with a very wide range. It alsoreplenishes units in nearby battalions.Note that the banner is however vulnerable to enemy attack, especiallyfrom Fire Arrows...Hurls a heavy throwing weapon at anenemy. Must be mounted.Mounts horse<strong>The</strong>se single units are summoned, two at a time, by King <strong>The</strong>oden’sTo <strong>The</strong> King! ability when he is low on health. <strong>The</strong>y can mount horsesor stay on foot; each mode is useful. On horseback, they can throwa spear to damage enemy units. On foot, they reduce damage that<strong>The</strong>oden takes when nearby at the cost of their own armour. <strong>The</strong>y willexpire after a short time, however.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Changes to Mordor 110 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Spellbook111Changes to MordorPart IV:<strong>The</strong> Dark Lord Sauron<strong>The</strong> Dark Lord Sauron’s forces have received considerable changes in <strong>The</strong><strong>Dwarf</strong> <strong>Holds</strong>. Besides retexturing and remodeling many of the importantunits and heroes, the mod adds many new toys for a Mordor commanderto play with.New heroes are introduced from the powerful (the Witch-King) to themeek (Shagrat and Gorbag). All are useful, and pair well with many newunits that include the martial Morgul Orcs and unique Variags of Khand.<strong>The</strong> forces of Mordor also get an all-new spellbook, removing anyduplication between Sauron and Saruman’s powers and ensuring that aMordor player has many new exciting options.<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong>’ new siege and archer accuracy mechanics are presentin full force <strong>here</strong>. Orc archers are rather inaccurate, while Haradrim andEasterlings have decent accuracies. Mordor Catapults have been maderather inaccurate, but with large splash damage radii they will be effectiveagainst large groups of troops. Catapults are now limited to eight ata time and have increased build time and Command Points cost.Siege Towers no longer cost Command Points, but are limited to fivetowers at a time. <strong>The</strong>ir cost, and that of Battering Rams, is now lower.Using towers to get over those pesky Good faction walls will now bemore attractive!This next section will detail additions and changes to Mordor’s heroes,units, upgrades and spells.Prerequisites:New and Revised Mordor SpellsSorcery of Dol Guldur2 PPReplaces IndustryWhen Sauron retreated to the fortress of Dol Guldur inMirkwood he took on the mantle of the Necromancer,supplanting his armies with the inanimate given somemockery of life.Scatters enemies in the target area and summons a Castellan of DolGuldur for 100 seconds.Prerequisites:Slave-Fields of Nurn4 PPReplaces Devastation<strong>The</strong> Sea of Nurn beyond the confines of the Ash Mountainsis home to a camp of enslaved labourers who toil tocreate weapons and armour for the Dark Lord.Causes Orc Pits, Haradrim Palaces, Siege Works, Troll Cages and MumakilPens to produce resources, albeit at a slow rate.<strong>The</strong> Dark Tower12 PPReplaces Balrog AllySauron’s fortress, created with the power of the One Ring,is a citadel, factory, armoury, training ground, and symbolof the Dark Lord’s power all rolled into one.Prerequisites:orAllows the Dark Tower to be constructed in place of one of your Citadels.Mordor Spellbook


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Spellbook 112 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Buildings113An army of elite Orcs. Men of the East march to war. (top left, top right)New Mordor Buildings<strong>The</strong> Dark TowerImproves Sauron’s armiesBuilt with the power of the One Ring incorrupted mockery of Numenorean architecture,the the greatest fortress of Sauronis imposing and nearly indestructible. <strong>The</strong>sesmaller versions of it are merely the shadowof that great tower: the Barad-dur.Abilities: Rank 1Leadership: +5% Combat Experience,Armor and Attack Damageto all Mordor units on the mapSummon an additional WingedNazgul<strong>The</strong> Dark Tower can be constructed on a Mordor Camp or Castle citadelonce <strong>The</strong> Dark Tower spell has been purchased. Only one may bebuilt 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 Mordorunits – Soldiers of Rhun and Easterling Archers from the Haradrim Palace,Morgul Orcs and Archers from the Orc Pit. It also allows immediateaccess to one Nazgul riding a Fell Steed. This unit will be replacedfor free when killed after a delay. Two more Nazgul functioning in thesame manner can be purchased as well. To cap all of this, the Toweralso provides a map-wide leadership effect that increases the fightingcapabilities of Mordor units on the mapThis 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 willsuffer a loss in morale for a duration.<strong>The</strong> imposing Dark Tower. A Winged Nazgul. <strong>The</strong> beginnings of the corruption of DolGuldur. (bottom left, bottom right, centre right)Mordor Buildings


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Upgrades 114 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Heroes115New Mordor UpgradesNew and Revised Mordor HeroesSuperior TrainingAvailable at the Orc PitIn the darkest dungeons of Lugburz, howls and inhuman screamsecho though the air. Here, the Dark Lord’s most deadly servants arearmed, armoured and trained to kill mercilessly. Those that survive arefavoured by the Eye, and will go forth as commanders, captains andterrifying shock troops.Requires: Rank 3Allows Black Uruks to be upgraded with Superior Training, which increasestheir health and damage.Abilities: Rank 1<strong>The</strong> Witch-King of Angmar<strong>The</strong> Dark Lord’s Right Hand<strong>The</strong> Witch-King of Angmar was once agreat king of Men, who was corruptedby the power of one of the Nine Ringsforged by Sauron. Eventually, he becamea slave of the Dark Lord and thefirst among the Nazgul, the Ringwraiths.Commander of Mordor’s armies, theWitch-King is a terrifying foe to face onthe battlefield. It is prophesized that hisdoom will not fall by the hand of man.Leadership: +100% AttackDamage , +200% CombatExperience, +100% Fear Resistance.Most hero attacks do50% damage to the Witch-KingMount steedAvailable at the Haradrim PalacePoisoned ArrowheadsSouthrons often used poisoned darts in war - one such arrow piercedFaramir’s armour during his retreat to Osgiliath, causing great hardshipamong the defenders of Minas Tirith.Rank 5Rank 6Rank 8Does 1500 damage to a targetGate and reduces its armourby 50% for 2 minutesToggle between sword and aslower but more powerful flailDamage a hero’s attributesuntil his deathRequires: Rank 2Allows Haradrim Skirmishers to be upgraded with Poisoned Arrowheads,allowing them to do damage to enemies and slow them overMordor Upgradestime.Mordor HeroesRank 10Globally lowers enemy heroattack by 50% and increasespower recharge times by 500%for 60 seconds. Additionaldamage is inflicted during thisperiod.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Heroes 116 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Heroes117As Mordor’s most powerful hero, the Witch-King is a force to bereckoned with. He is especially effective against heroes - he takes lessdamage from their attacks (though t<strong>here</strong> might be exceptions to thisrule...) and has two late-game powers targeted directly at dealing withother late-game heroes. Aragorn or Gandalf will be hard-pressed todeal with him directly - even if they escape, they may be afflicted bythe Morgul Blade, whose effects are permanent until the hero deiesand is revived. Keep him out of constant melee combat, however.Though he will passively trigger Screech when attacked, he can beoverwhelmed by sheer numbers of upgraded troops.<strong>The</strong> Witch-King starts at Rank 5 in a multiplayer match.Morgul Blade on a single soldier? If the Witch-King decides to!Abilities: Rank 1NazgulServant of SauronEach bound by one of the Nine Rings,the Nazgul are the Dark Lord’s chief commandersand servants. <strong>The</strong>y strike fearand despair into anyone nearby: onlythe strongest-willed of Men can resistthis terror. Besides this, they are formidablecombatants, and often appear onhorseback, sent on special missions bytheir master.+10% Attack Damage, Armourand -10% Recharge Time perNazgul that is nearbyCause enemy units to flee infearMount steedRank 4+25% Speed for 30 secondsRank 5Rank 8Leadership: +50% Attack Damage,+100% Combat Experience,+100% Fear Resistance-35% Armour and -50% AttackDamage to nearby enemies.Lasts 30 seconds.<strong>The</strong> Witch King crushes some Gondorians with his Mace. In addition to the Witch-King, two mounted Nazgul can be fielded. (left, bottom right)


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Heroes 118 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Heroes119Nazgul are effective support heroes with various powers that buffyour troops and debuff the enemy. <strong>The</strong>y work best combined withother Nazgul and the Witch-King, gaining bonuses when nearby. Asin vanilla, Screech is quite useful in keeping them alive and is supplementedby Haste of the Nine on horseback.<strong>The</strong> Leadership bonus acquired at Level 5 is quite unique. Upon acquisition,the Nazgul will become a Lieutenant of Morgul, the South,the East or Mordor. <strong>The</strong> leadership will only affect units that fall in thisgeographic region - Morgul troops, Haradrim, Easterlings and normalOrcs are examples that fall into each category.You may train two Nazgul. <strong>The</strong>y each start at Rank 3.A Nazgul can use Black Breath to heavily debuff enemiesAbilities: Rank 1Rank 2Rank 5ShagratUruk CaptainShagrat, an Uruk Captain, is in chargeof the garrison of Cirith Ungol. A greedycreature, he is out of touch with t<strong>here</strong>alities of his situation, leaving manyof the local patrols to Gorbag and othercaptains. However, when it suits him heshows great loyalty to Sauron, reportingdirectly to Barad-dur at times.+20% Attack Damage, +20%Armour when near MordorstructuresLeadership: +50% Attack Damage,+50% Combat Experienceto Black UruksSummons 2 units of BlackUruks to fight for 80 seconds.Shagrat has good damage and armour - a combination that makes himuseful for his cheap price. He works best on the front line or with lategameBlack Uruks whose damage he can buff significantly. Get ‘emLads even lets you access this powerful unit somewhat earlier.Shagrat, the Captain of Cirith UngolA Nazgul leads the assault into Dale. On foot, the Nazgul make decent swordsmen.(left, bottom right)Black Uruks make ideal companions for Shagrat


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Heroes 120 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Units121Abilities: Rank 1Rank 3Rank 4GorbagOrcish LeaderGorbag is a cunning Orcish patrol commanderwho is stationed at the towerof Cirith Ungol. He is a valuable asset tothe garrison of the Tower, as he is wellversed in the habits of the great spiderShelob. Loyal to the Eye at Lugburz,Gorbag will use all of his crude skill andcunning to the benefit of the forces ofMordor.Knocks down and damages atarget unitAttacks decrease resource productionin enemy structuresBecome invisible to most unitsNew and Revised Mordor UnitsRequires: Rank 1Haradrim SkirmishersArchers from the South<strong>The</strong> Haradrim hail from the deep Southof Middle-earth, and have been some ofGondor’s most recurrent enemies sincethe mid-Third Age. <strong>The</strong>y are generallypoorly equipped, but have competentarchers, strong cavalry forces and thepowerful Mumakil at their command.Skirmishers are adept at fighting infantrywith much better armour and often usedeadly poisoned darts in their shortbows.Increases the resource productionor build speed of a friendlystructure, but deals damageRank 6over time for 30 seconds.Gorbag is a servicable early game hero. He can knock down powerfulunits for a quick retreat, become invisible, and harass resource structureseffectively. At Rank 6 he can even help out at the base a bit.Forced Labour gives your more production at the cost of health.Upgrades:Abilities:+25% Attack Damage, -25% Armour,bonus damage to cavalryHaradrim Skirmishers replace Haradrim Lancers at the HaradrimPalace. <strong>The</strong>y lack the exceptional anti-cavalry damage of Lancers, butretain anti-infantry capabilities, and are the only unit with access tothe Poisoned Arrows upgrade, which lets them do even more damage.Mordor UnitsGorbag leads a patrol through Shelob’s Lair


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Units 124 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Units125Requires: Rank 2Black Uruks of MordorElite Shock TroopsIn 2475 of the Third Age, great Orcs inthe service of Barad-dur came out ofMordor, ravaging the Gondorian provinceof Ithilien and joining up with otherlegions to destroy the city of Osgiliath.<strong>The</strong>se Uruk-Hai were stronger, faster andlarger than any Orc that had been seenbefore. <strong>The</strong>y could travel in daylight, andserved as Sauron’s shock troops in attack.Requires:Dark Tower UnitsWinged NazgulSauron’s Lieutenants in the AirSome of the Nazgul take to the air uponthe Dark Lord’s most horrific creations- great flying reptilian beasts. WingedNazgul inspire even more terror thantheir brethren on foot and can strike easilyat targets on fortifications and behindenemy lines.Upgrades:Abilities:+10% Attack Damage, Armour and -10%Recharge Time per Nazgul that is nearbyAbilities:+25% Armour, -40% Speed<strong>The</strong> Black Uruks of Mordor are a tough close combat unit that fills insome of the Mordor player’s weaknesses. In principle, they are similarto Isengard’s Uruk-Hai – fast infantry that pack a punch. <strong>The</strong>y lack Isengard’sextensive set of upgrades, trading them for one that doublestheir health and increases their damage. <strong>The</strong>ir speed and damage willcome in handy for storming walls and overwhelming other infantry.Causes enemy units to flee in fearLeadership: +50% Attack Damage,+100% Combat Experience, +100% FearResistance-10% Attack Damage, -10% CombatExperience, -50% Fear Resistance tonearby enemies.Summoned initially by the Dark Tower, the Mordor player can callupon up to two more Winged Nazgul by purchasing them at the Tower.Each of these Nazgul will respawn for free when killed after two minutesat the tower, making them well worth the investment. <strong>The</strong>y donot level, however come with the same randomized Lieutenancy asthe Ringwraiths on foot. <strong>The</strong>ir Dark Wings ability passively reduces thepotency of nearby enemies, and makes them much more vulnerableto the terror caused by Screech. As one of the game’s few flying units,they can be very potent when used correctly.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Units 126 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Units127Requires: and Rank 1Morgul OrcsWell-trained Rabble<strong>The</strong> Orcs of Minas Morgul are bred tobe the toughest and most disciplined ofSauron’s Orcish armies. Though inferiorto the elite Uruks of Mordor, they are stillfeared and form the core fighting forceof Minas Morgul.Requires: and Rank 1Archers of MorgulDisciplined archersTrained to fire en masse, Morgul Archersare almost as inaccurate as their lesserbrethren but a little more disciplinedthan their fellow Orcs. <strong>The</strong>y will marchout with the armies of Morgul whenSauron’s great army is unleashed uponGondor.Upgrades:Upgrades:Abilities:+25% Armour, -40% SpeedAbilities:+25% Attack Damage, -50% ArmourMorgul Orcs are tougher, nastier versions of your basic Orc unit,Though they cost a bit of money, they are reasonably solid troops,falling somew<strong>here</strong> between the Black Uruks and Orc Warriors. <strong>The</strong>ycan get the Banner Carriers upgrade to rank up quickly, and synergizenicely with their brothers, the Archers of Morgul.Archers of Morgul have more armour than your usual Mordor Archersas well as more range, but are not much more accurate. Combinethem with Morgul Orcs to get a very large and powerful Orcish rabbleto throw at your enemies once they’ve been weakened up by severalunits of disposable Orc Warriors.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Units 128 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Units129Soldiers of RhûnArmoured Halberdiers<strong>The</strong> land of Rhûn has a long history ofvassalage to the forces of evil, from Morgothto Sauron. Hardy warriors marchfrom the East under the Dark Lord’sbanner, supplementing barbaric Orcishforces with disciplined troops. Somedivisions of Easterlings function as halberdiers,ready to deal with Gondor andRohan’s formidable mounted forces.Archers of RhûnArchers from the East<strong>The</strong> Easterlings marching to war havetheir own bowmen who can fire accuratelyfrom behind ranks of massed halberdiers.<strong>The</strong>ir armour is tough enoughto withstand close combat as well, makingthem good skirmishers at any range.Large ranks of them will be deployedwhen Sauron challenges Gondor in theSouth and Erebor in the North.Requires: and Rank 1Requires: and Rank 1Upgrades:Upgrades:Abilities:+25% Armour, -30% Speed. Bonus damageto cavalryAbilities:+25% Attack Damage, -50% Armour<strong>The</strong> Soldiers of Rhûn are essentially unchanged from the base game,though they have of course received new models. <strong>The</strong>y are wellarmouredand have had increases to their health and damage to makethem a fearsome anti-cavalry unit. <strong>The</strong>y can combine with the newArchers of Rhûn.Archers of Rhûn are armoured, long-range archers that pack a decentpunch. Best combined with Soldiers of Rhûn.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Units 130 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Mordor Units131A Castellan stands watch. Enough Morgul Orcs should overwhelm this Goblin Pit (topleft, top right)Special Mordor UnitsCastellan of Dol GuldurAnimated SorceryEssentially a collection of ancientarmour plates, the Castellan is animatedby Sauron’s will to guard hisfortress of Dol Guldur. Though notsentient and essentially constructs,they can be deadly due to their sizeand strength.Summoned By:Abilities:Reveals nearby invisible unitsDecreases the damage taken fromnon-heroic attacks<strong>The</strong> Castellan is a useful disruptive unit. When summoned, it will scatterenemy units that are nearby, so it can be useful to cast Sorcery ofDol Guldur on a large formation of enemies. Once present, it will passivelydetect enemies and will do decent amounts of damage. CursedSteel can be activated to increase toughness temporarily.<strong>The</strong> Castellan is rather slow however; try to pin enemies so they can’trun 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)


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Changes to Isengard 132 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Isengard Spellbook133Changes to IsengardPart V:<strong>The</strong> White HandIsengard has seen several changes from the base game. As with otherfactions, we have added new heroes, new units and revised the spellbookto avoid duplicated Mordor spells. <strong>The</strong> units we haven’t changedhave of course received new models and textures.We’ve also removed Fire Arrows for Uruk Crossbowmen - an upgradethat didn’t really make much sense. <strong>The</strong>y now have their own uniqueupgrade. Isengard can still access Fire Arrows through Uruk Scouts.In terms of accuracy, Uruk archers - both Crossbowmen and Scouts - arequite precise, nearly equalling Men. Siege changes are considerable. <strong>The</strong>Ballista is now very accurate, with high damage. It has lost much of itssplash damage though, so makes a great weapon for picking off single,stationary targets.<strong>The</strong> more simplistic siege weapons are now more attractive. Batteringrams have had their health and armour increased with a small cost decrease.Siege Ladders now cost no Command Points, but are limited tofive at a time. <strong>The</strong>y are also cheaper.<strong>The</strong> next section details all of these changes.Prerequisites:New and Revised Isengard SpellsStorm of Orthanc3 PPReplaces Tainted LandFrom the top of the tower of Orthanc, Saruman’s masteryover the weather allows him to call and command greatstorms. Heavy rain, snow and lightning can hinder themovement of Isengard’s enemies and sometimes even kill.orSummons a controllable thunderstorm for one minute. <strong>The</strong> stormslows enemy units underneath it and strikes nearby targets with lightningbolts.Prerequisites:Saruman of Many Colours12 PPReplaces Balrog AllyAs Saruman gazed into the palantir of Isengard, he was ensnaredby one of the few minds in the land more powerfulthan his own: the Dark Lord Sauron. In time, Sauron hadexploited Saruman’s thirst for knowledge to corrupt himinto a useful puppet for Mordor’s uses.orImproves Saruman’s health and recharge times while granting himnew, devastating powers. Constructs a Seat of Power at all Camp andCastle Citadels.Isengard Spellbook


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Isengard Spellbook 134 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Isengard Buildings135New Isengard BuildingsUruk-Hai fight under a downpour of fierce precipitationDunlending SettlementTrains cheap, disposable unitsA rough set of huts made of stone, woodand thatch, an observer might see this Dunlendingsettlement as a rough imitation ofRohirric architecture. Now sworn to Isengard,the Dunlendings will leave their hovelsand abandon their intermittent raiding toseek larger game – undefended peasanthamlets and small villages of which theyhave been so jealous in the past.Trains: Rank 1 Dunlending Rabble<strong>The</strong> Dunlending Camp is built on settlement plots and provides limitedforward unit construction capacities. It doesn’t gain ranks or produceany resources, instead being fully dedicated to serving up hordes ofangry Dunlendings to harass your enemies.Saruman is great for leveling up a mass of DunlendingsLightning strikes outside a Rohan base. Saruman of Many Colours stands atop a Seat ofPower. (left, bottom right)A pristine Dunland SettlementIsengard Buildings


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Isengard Buildings 136 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Isengard Upgrades137Seat of PowerCommand StructureNew Isengard UpgradesA small platform can be built into the sideof an Isengard Citadel, giving an overseeror captain a commanding view of an entirebase.Available at the ArmouryRequires:Abilities:+30% Attack Damage, +70% Combat Experienceto Uruk-Hai Warriors and Pikemen.-20% Cost.+20% Attack Damage, +80% Combat Experienceto Uruk-Hai Crossbowmen and Scouts.-20% Cost.+30% Attack Damage, +100% Combat Experienceto Warg Riders. -25% Cost.+30% Attack Damage, +5% Speed to SiegeEquipment. -15% Cost.Steel DrawstringsForging a cord spun with thin steel filments, the armourers of Isengardhave perfected a more potent crossbow. It has immense stoppingpower and draws from Saruman’s great store of knowledge - made inmockery of the great Numenorean steel-bows of yore.Requires: Rank 1Allows Uruk Crossbowmen to purchase the Steel Drawstrings upgrade,which improves their damage and grants access to Overdraw.Overdraw gives the crossbowmen’s quarrels the power to knock backinfantry for 25 seconds.+4% Attack Damage, +3% Armour to allunits on the map. -20% Cost for upgrades.<strong>The</strong> Seat of Power can be built at any number of Camp or Castlecitadels once Saruman of Many Colours is purchased. Saruman canclimb the Seat for safety, but the primary advantage of this structureis its Focus abilities. Each of these provides bonuses to a certain classof unit, but only one can be active at a time. Choose them wisely, as ittakes a while to switch between them.Isengard Upgrades


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Isengard Heroes 138 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Isengard Heroes139New and Revised Isengard HeroesSaruman was already a potent hero; in the mod, we’ve given himbut one new special ability: Storm, at Rank 10. Storm can be castanyw<strong>here</strong> on the map and slows a building’s resource collection orproduction speed while doing some damage.Abilities: Rank 1Saruman the WhiteCurunir, the SkilledSaruman the White was once regardedas the wisest of the Istari, and was certainlythe most skilled in craftsmanship.His very name in Sindarin, Curunir, translatedroughly to ‘man of skill’. However,Saruman’s study of the Dark Lords slowlyled him to admiration of his power, andby the time of the White Council, theWhite Wizard had begun to search forthe One Ring.Blasts target units with a waveof energySaruman starts at rank five in a multiplayer match.Saruman of Many ColoursPawn of the Dark LordAfter Sauron returned to Mordor, <strong>here</strong>gained control of the palantir of MinasIthil, and used it to establish contactwith Saruman. An uneasy alliance wasformed between the two powers, withSaruman gaining knowledge from Sauronand preparing an army to launch anassault upon Middle-earth. Sarumanin this period cast aside the label ofWhite, stating that the white page couldbe rewritten; the white cloth dyed. Hebecame Saruman of Many Colours.Rank 2Throws a ball of energyAbilities: Rank 1Crushes target units with awave of energyRank 4Temporarily gain control oftargeted enemiesRank 2Throws a larger ball of energywhich sets fire to the groundaround the unit for 15 secondsRank 5Rank 5Rank 10Give targeted units experienceLeadership: +20% Armour,+100% Combat Experience,+50% Furnace productionReduces production speed andresource output of an enemybuilding while damaging itRank 4Rank 5Rank 8Temporarily gain control oftargeted enemies in a largerradiusLeadership: +60% Armour,+200% Combat Experience,+75% Furnace production,+100% Fear ResistanceIncrease production speed oftarget building for 60 secondsIsengard HeroesRank 10Damage, disorient and weakena hero. Lasts until Saruman ismoved


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Isengard Heroes 140 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Isengard Heroes141Once the Saruman of Many Colours spellbook power is purchased, Sarumangains health, a bonus to recharge time, and this devastating setof new powers. Some are completely new, while others are ‘merely’improved versions of his old powers. In addition, he gains a new basicattack, used at long range - a lightning bolt.Wizard Blast becomes Crushing Blast, which has increased range andtemporarily slows units. Searing Fireball deals more damage, and setsthe ground on fire. Dominate is improved in range, while his Leadershipreceives a significant boost in potency. <strong>The</strong> combination of thisimprovement plus Isengard Unleashed which increases productionspeed makes Saruman quite useful to have around a forward base.Duel of Minds is an interesting power. It has great range, and lasts untilthe player moves Saruman or otherwise cancels the attack. During thisperiod, the target hero will be afflicted with a range of debuffs, someminor damage, and the occasional immobilization. Some strong-willedheroes may be immune to this, however...Crushing Blast can easily take out low level troopsUglukCaptain of the Fighting Uruk-HaiUgluk was the second in command ofthe Uruk Scouts sent to find the Fellowshipof the Ring and bring back anyHobbits found. When Lurtz was killed,he assumed the mantle of leadership,pushing his Uruk-Hai onward through theday back to Isengard. More of a leaderthan a fighter, Ugluk was instrumental inmaking sure that the Uruks outran theirthree deadly pursuers.Abilities: Rank 1Heals nearby Uruks by a smallamount and increases speedby 5% for 45 secondsRank 3+20% Attack Damage, +30%Combat Experience to UrukWarriors and Uruk ScoutsRank 5+10% Armour, AttackDamage,and Fear Resistance tonearby units for 45 secondsOne might characterize Ugluk as a leadership-oriented version of Lurtz.This Uruk captain has lacks his superior’s bow and has abilities focusedon buffing your troops instead of personal glory. He is still a competentfighter, however.Alive, not dead!Isengard Unleashed gives a building a massive production boost. Searing Fireball isbest cast into the middle of advancing troops. (left, bottom right)Raaaaagh!


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Isengard Units 142 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Isengard Units143New and Revised Isengard UnitsRequires: Rank 1Uruk CrossbowmenPowerful Ranged TroopsSaruman’s craftsmanship skills and desirefor maximum returns on a minimumtime investment resulted in the firstmass-production operation for mechanicaldevices in Middle-earth. <strong>The</strong> crossbowused by the Uruk-Hai is reasonablyaccurate, very deadly, and most importantlyit requires almost no training touse. Later crossbows had twisted-steelstrings, allowing them to shoot fartherand with a greater punch.Requires: Rank 3Upgrades:Abilities:Uruk ScoutsFast, Elite TroopsSaruman required a large army, andunderstood that the basis of any successfulcommander was good scouts. Tothis end, he bred units of tough Urukstrained for speed. Scouts are skilled withboth bow and sword, and can cover longdistances at speed. <strong>The</strong>y are howevernot as well-armoured as Isengard’s Uruk-Hai ‘regulars’.Switch between bow and swordUpgrades:Uruk scouts form a fast rading force that are now the only Isengardunit with access to Fire Arrows. <strong>The</strong>y are versatile, being able to togglebetween sword and bow, but lack the toughness of other troops asthey cannot be upgraded with Heavy Armour.Abilities:+25% Attack Damage, -50% ArmourProjectiles cause knockback for 25 secondsUruk crossbowmen have acquired the powerful Steel Drawstringsupgrade, though they have lost access to Fire Arrows. Purchasing thenew upgrade increases pierce damage and gives access to Overdraw,which causes crossbow bolts to knock back enemies for a short time.Isengard Units


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Isengard Units 144 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Isengard Units145Dunlendings raid a farmDunlending RabbleDisposable InfantryAfter years of perceived oppression,the Dunlendings have been armed byIsengard and unleashed upon the rural,undefended areas of Rohan in order tosow terror and panic. <strong>The</strong>y are viciousfighters and highly effective in this role.Saruman would do well to use thesepractically free troops to his advantage.Requires: Rank 1Abilities: Rank 2Rank 3Replenishes battalion membersand increases experiencegain rateIncreases armour by a moderateamountIncreases damage to buildingsRank 4and other flame-vulnerableunitsDunlendings are cheap, disposable units that are useful raiders. <strong>The</strong>ycannot receive any upgrades, and instead earn them through levels. AtRank 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 hordeeven more effective at raiding.While some Dunlendings distract the defenders, the rest go to burn the village! Lurtzand his Uruk Scouts. (left, bottom right)


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | New Maps 146 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | New Maps147New MapsWe have included a large number of new maps in <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> witha great variety of terrain. You’ll find everything from new Fortress mapssuch as the mountain of Erebor, to smaller skirmish layouts, to vast expansessuitable for epic eight-player battles.Adorn<strong>The</strong> Adorn River flows from the White Mountains until itjoins the River Isen, forming the far western boundary ofRohan.Credits: DadouAmon Hen<strong>The</strong> ruins of Amon Hen lie on the west side of the riverAnduin on the border of the lands of Rohan.Credits: EA, m@ttAndrast<strong>The</strong> southwest border of Gondor between the Bay ofBelfalas and the Great Sea.Credits: RimliAngmarPart VI:BattlefieldsOf old, this was the realm of the Witch-king, but wasdeserted and is now a dark and barren land.Credits: Steve Campen (High Elven Lord)ArgonathMonuments of Isildur and Anarion stand each side ofthe River Anduin at the Argonath, north of the Falls ofRauros.Credits: _Haldir_ArnorOne of the Númenórean realms in exile, Arnor once encompassedthe whole of Eriador. It has since fallen intoruin, uninhabited by all save the Dúnedain.Credits: _Haldir_Barrow Downs<strong>The</strong>se ancient burial grounds were peaceful until evilspirits were sent from Angmar to occupy the graves.Credits: m@ttBlackroot Vale<strong>The</strong> Blackroot Vale is a dark valley in the shadows of theWhite Mountains.Credits: §Tattoo§, MEVaultBlue Mountains<strong>The</strong> Blue Mountains are located in Eriador, and are hometo many of Durin’s Folk.Credits: _Haldir_Calembel<strong>The</strong> town of Calembel is located above the fords ofthe River Ciril, in Lamedon, one of Gondor’s southernfiefdoms.Credits: LOTR Files


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | New Maps 148 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | New Maps149CaradharasOne of the three Mountains of Moria, the Redhorn has acruel reputation and its pass is narrow and dangerous.Credits: m@ttDimrill DaleOutside the east gate of Moria is this rocky yet forestedvalley that surrounds the Mirrormere.Credits: m@ttCarn DûmCarn Dûm lies in Angmar and was established by theWitch-king as his stronghold in the north.Credits: snoopyzeroCarnen<strong>The</strong> Carnen flows down from the Iron Hills. It is knownas the Redwater, because the iron from the mountainsgives it a red tinge.Credits: m@ttCarrockA tall rock rises out of the Anduin, it was named <strong>The</strong> Carrockby Beorn, whom carved its stairs.Credits: BadMadMaxCelebrant<strong>The</strong> fields south of Lorien have seen many battles overthe years.Credits: BadMadMaxDesolation of SmaugThis barren wasteland was formed by Smaug the Dragon,who destroyed the landscape surrounding Erebor.Credits: _Haldir_Dol Amroth<strong>The</strong> city port of Dol Amroth looks of over the seas. It ishome to Prince Imrahil and his legendary knights.Credits: {IP}SharbturBurzum, IstariProductions.Dol GuldurDol Guldur is Sauron’s dark fortress in the North, locatednear the southern end of Mirkwood.Credits: _Haldir_Dorwinion<strong>The</strong> wine that comes from the vineyards on these hillsare a favourite of the King of Mirkwood.Credits: m@ttDunlandWest of the Misty Mountains lies Dunland, a hilly regionwhose warlike people are under the dark influence ofIsengard.Credits: _Haldir_Dwarrowdelf<strong>The</strong>se vast and beautiful halls were once the greatest ofthe Dwarven realms, but are now infested by goblins.Credits: m@tt


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | New Maps 150 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | New Maps151East BightNorthmen from the plains of Celduin created this largeclearing on the edge of Mirkwood for houses andstables.Credits: snoopyzeroEast Osgiliath<strong>The</strong> once-proud city of Osgiliath has seen many battles.<strong>The</strong> east of the city was over-run during the War of theRing.Credits: snoopyzeroEastern FangornFangorn Forest lies on the southern foothills of the MistyMountains, from which flows the Entwash River.Credits: VoodooBenshee (MEVault)Edhellond<strong>The</strong> Elven haven of Edhellond lies in Gondor, north ofDol Amroth. <strong>The</strong> last of the Elves of Edhellond have longsince sailed into the West.Credits: FudgeEdorasEdoras is the capital city of the Rohirrim, built upon agreat mound. Its Golden Hall is home to King Théoden.Credits: EA, m@tt, _Haldir_Erebor<strong>The</strong> River Running flows from Erebor, the greatest homeof Durin’s folk. <strong>The</strong> town of Dale lies to the south of themountain.Credits: _Haldir_EregionOnce home to the Elven-smiths who forged the Rings ofPower, but has become overgrown and ruined since.Credits: Lex Flores, MEVaultEryn Vorn<strong>The</strong> Eryn Vorn lies on the tip of Minhiriath, and is inhabitedby a few secretive hunter-folk.Credits: _Haldir_EthringEthring is located in Lamedon, one of Gondor’s SouthernFiefdoms. <strong>The</strong> road leading to Pelargir runs through thetown, which fords the river Ringló.Credits: FudgeEttenmoors<strong>The</strong>se rocky highlands are unsuitable for even the mostsure-footed of horses and are infested with trolls.Credits: Hawk10314Far Harad<strong>The</strong>se rocky deserts have not been seen by the men ofthe West for many years.Credits: Saurons MundFirien Wood<strong>The</strong> Great West Road passes through the dense FirienWood. <strong>The</strong> Mering Stream flows northwards through thewood from the Firien Dale.Credits: Fudge


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | New Maps 152 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | New Maps153Fords of Bruinen<strong>The</strong> Bruinen flows down from the Misty Mountains andsurrounds the Elven haven of Rivendell.Credits: m@ttForlindon<strong>The</strong> land of Forlindon lies north of the Gulf of Lhûn andthe Elven harbour of Forlond.Credits: _Haldir_Gorgoroth<strong>The</strong> dark plain of Gorgoroth lies in Mordor, in the areasurrounding Mt Doom. It is a barren wasteland, markedwith lava and steaming fissures.Credits: Dennis AgodzoGollum’s CaveIt was in this cave that Smeagol was consumed by theOne Ring, and w<strong>here</strong> the Ring was later found by Bilbo.Credits: m@ttForochelPassing through the icy bays of Forochel is a perilousjourney with freezing winds and tall cliff faces of ice.Credits: m@ttFornostFornost was the capital Arthedain, the greatest of thethree realms of Arnor. It has long since been abandoned,by all but the Dúnedain.Credits: _Haldir_Forodwaith<strong>The</strong> icy region of Forodwaith lies to the far north ofMiddle-earth. It shares its name with the hardy and mysteriousfolk that once inhabited its bitter landscape.Credits: FudgeGlanduin<strong>The</strong> Glanduin flows from the Misty Mountains, south ofMoria, and borders the regions of Dunland and Eregion.Credits: Disco_StuGreen Hill CountryA region of hills north of the Shire, home to the GreatSmials, the ancestral home of the Tooks.Credits: AmrothGreenwayAn ancient road, the Greenway traverses much ofEriador. Beginning in Fornost, it leads southward towardTharbad, w<strong>here</strong> it joins the Old South Road.Credits: Dunedain Ranger76.Grey HavensOn the Gulf of Lhûn lies the Grey Havens, a harbour fromwhich the Elves may pass West, into Valinor.Credits: _Haldir_Grey Mountains<strong>The</strong>se mountains in the Wilderland have been home tomany dragons, but are now empty after many battles.Credits: m@tt, Lost Hawk, MEVault


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | New Maps 154 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | New Maps155HarnenA river on the border between Harad and South Gondorthat is crossed by the Harad Road.Credits: Saurons MundKhazad-dumBetween the Halls of Moria and the Dimrill Stairs, t<strong>here</strong>is a deep abyss spanned by the Bridge of Khazad-dûm.Credits: m@ttHavens of Umbar<strong>The</strong> Havens of Umbar lie to the south of the City of Corsairs,which is controlled by evil men loyal to Sauron.Credits: _Haldir_Lake EvendimAt the shores of this great lake are the ruins of Annuminas,the former capital of the Northern Realms.Credits: {IP}Aridor ArthainHelm’s DeepThis keep has proven a refuge for the people of Rohan inthe past. No orc has ever set foot inside the Hornburg.Credits: EA, m@ttLamedonA semi-mountainous region just south of the WhiteMountains and one of Gondor’s Southern Fiefdoms.Credits: ~<strong>The</strong>FoeHammer~, MEVaultIron Hills<strong>The</strong> Iron Hills are the source of the Redwater which bordersthe eastern land of Rhun.Credits: _Haldir_LinhirA semi-mountainous region just south of the WhiteMountains and one of Gondor’s Southern Fiefdoms.Credits: ~<strong>The</strong>FoeHammer~, MEVaultIsengard<strong>The</strong> Ring of Isengard was given to Saruman, who betrayedthe Council and turned it into a fortress of evil.Credits: EA, m@ttKhandA dry and barren land to the east of Harad, whose manytribes have pledged allegiance to Sauron.Credits: m@ttLithladA great ashy plain that lies to the east of Barad-dûr inMordor.Credits: Steve CampenLittle LuneA tributary of the River Lune, the Little Lune flows eastwardsfrom the Blue Mountains. Dwarven territory liesnorth of the river, and Elvish lands to the south.Credits: Fudge


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | New Maps 156 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | New Maps157Lond Daer EnedhThis ancient Numenorean city lies on the mouth of theGreyflood River, and has since fallen into ruin.Credits: _Haldir_LossarnachOne of Gondor’s southern fiefdoms, Lossarnach lieswithin the vales of the White Mountains. Its lush grasslandsare filled with flowers.Credits: _Haldir_LothlorienLothlórien is the forest surrounding the elven city ofCaras Galadhon, home to the powerful elven queenGaladriel.Credits: EA, m@ttMinas Morgul<strong>The</strong> once proud city of Minas Ithil was over-run by theNazgûl and is now a place of fear and great evil.Credits: m@ttMinas Tirith<strong>The</strong> White City of Minas Tirith sits on seven levels againstMount Mindolluin, and is ruled over by the Stewards ofGondor.Credits: EA, m@ttMinhiriathMinhiriath lies between the Greyflood and Brandywinerivers, in the region of Eriador. Once populated, it hassince fallen into ruin.Credits: _Haldir_Mount GramMount Gram lies within the Misty Mountains, near tothe Ettenmoors. It is inhabited by goblins, which attackedmuch of northern Eriador during the early Third Age.Credits: FudgeMountains of MirkwoodA range of high hills in the dense forest of Mirkwood,from which the Enchanted Stream flows down.Credits: m@ttMouth of Celduin<strong>The</strong> Celduin, or the River Running, flows from Ereboruntil it meets the River Carnen. It continues south until itfinally meets the Sea of Rhûn.Credits: FudgeNimrodelA river of Lothlórien, the Nimrodel flows down from theMisty Mountains before joining the Silverlode. Its watersare said to heal weariness.Credits: FudgeOld Ford of Anduin<strong>The</strong> Anduin flows between the Misty Mountains andMirkwood, and the ford is part of the Old Forest Road.Credits: m@ttPaths of the DeadBeneath the White Mountains lies the Paths of the Dead,haunted by the cursed ghosts of men.Credits: _Haldir_


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | New Maps 158 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | New Maps159Pinnath GelinPinnath Gelin, a green and fertile land, is located betweenAnfalas and the White Mountains. Three hundredof its men rallied to the defence of Minas Tirith.Credits: FudgeRhudaur<strong>The</strong>se lands were once controlled by the forces of Angmar,but are now deserted.Credits: S@uron2000RivendellImladris, the House of Elrond, is one of the very lastsanctuaries in Middle-Earth.Credits: Arthuil, MEVault, _Haldir_River Celos<strong>The</strong> River Celos is a tributary of the River Sirith, in Lebennin,Gondor. Its name is derived from the rocky springfrom which it flows.Credits: FudgeRiver Poros<strong>The</strong> River Poros flows from the Ephel Dúath, borderingthe southern land of Harondor.Credits: VoodooBenshee (MEVault)Shelob’s LairIn the caves above Minas Morgul, Ungoliant’s daughterfeeds on the orcs that come down from Cirith Ungol.Credits: EA, m@ttSouth Rhun<strong>The</strong> Wainriders of Rhûn came to dwell in these dustylands and formed allegiances with Khand and Harad.Credits: Dennis Agodzo, MEVaultSwanfleet<strong>The</strong> swamps and wetlands east of the ruins of Tharbadare home to many swans.Credits: White NazgûlTharbad<strong>The</strong> Old South Road passes through the ancient city ofTharbad. Now in ruins, its only crossing point is a dangerousford formed by the ruins of its once great bridge.Credits: _Haldir_Tower Hills<strong>The</strong> Tower Hills once formed the ancient border betweenthe Elven realm of Lindon and the Kingdom of Arnor.Credits: _Haldir_Udûn<strong>The</strong> valley of Udûn lies at the northwestern corner ofMordor, w<strong>here</strong> the Ash Mountains meet the Mountainsof Shadow.Credits: Elder ApocVales of Celduin<strong>The</strong> River Running flows down from Erebor and is joinedby many tributaries on its way to the Sea of Rhûn.Credits: snoopyzero


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | New Maps 160 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Credits and Thanks161Weathertop<strong>The</strong> once proud tower of Amon Sûl became ruined afterthe evil from Angmar attacked the northern lands.Credits: m@ttCredits and Thanks<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> TeamWit<strong>here</strong>d Heath<strong>The</strong> Wit<strong>here</strong>d Heath lies at the eastern end of the GreyMountains, and is the breeding ground of dragons.Credits: _Haldir_NerteaMatiasHaldirM@ttDain IronfootCahikLauriMorgothAndros de NurneSnoopyZeroBakiLead Designer, Models, Coding, Textures,AnimationModels, TexturesLead Testing, Lead Mapping, Sound DesignMapping, CodingModels, TexturesAnimationAnimationEffects CodingModels, TexturesMappingAI CodingVoice CreditsNerteaIronStomachCrusardRyan EdwardsAndrew DrydenMichaael PocseIonis the BearKhazad-uzbadul, Durin the Deathless<strong>Dwarf</strong> Announcer, Azagh-baruk, Rakhas-azbagThorin Stonehelm, Spearmen of Pelargir,Bowmen of MorthondDain IronfootGloinUrkhas-felakElfhelm


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Credits and Thanks 162 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Troubleshooting163Jonathan von MeringFoxRobert BenjaminMauri MajanojaMike JosephAdam KhuevrrAlexander MacLeodJoel NisbetRyan AntoineBlack UruksFootmen of the Ringlo ValeBaruk-sharahul, Royal Guards, Prince ImrahilSulun-abanul, Sigin-udrigRohan Battering Ram, Zirak-burkun, DunlendingRabbleDale Marksman, Dale Warden, Azaghar gnudu,Westfold MilitiaAzaghar-sharahulErkenbrand, Variags of Khand, Horsemen of theMarkKnights of Dol AmrothTroubleshootingThis is a list of some common mod issues, and solutions to themQ: <strong>The</strong> game crashes when I select Skirmish from the Main Menu.A: To fix this issue, you must delete your skirmish profile. Navigate toyour My Battle for Middle-earth files folder, located in the ApplicationData folder and delete any files with the name containing the word ‘Skirmish’(usually *PlayerNamename*SkirmishData.ini and Skirmish.ini).Q: After a couple minutes playing the game, all my units die and I amdefeated.A: This is caused by missing registry entries or a pirated version of thegame (in particular, a no-cd crack). To solve the issue, reinstall the gameand/or use a legal copy.Patrick SeymourAxemen or LossarnachAdditional Map CreditsQ: Sometimes, some of my units are pink.A: This is caused by an occasional installation issue. Uninstalling andreinstalling <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> will usually fix this.{IP}Aridor Arthain, {IP}SharbturBurzum, §Tattoo§, ~<strong>The</strong>FoeHammer~,Amroth, BadMadMax, Dennis Agodzo, Hawk10314, Lex Flores, LostHawk, Rimli, S@uron2000, Saurons Mund, Steve Campen (High ElvenLord), White Nazgûl, Fudge, Dadou, VoodooBenshee, Disco_Stu, andElder Apoc.Thanks also to MEVault, Istari Productions, HDRHQ and SUM-Fanpagefor providing maps to download and modify.Additional thanks to GothmogtheOrc, Digi_Byte and Halbarad for variousmap props.Special ThanksRevora Creative Community and <strong>The</strong>3rdAge.net, for providing hostingand forums.Namo, for boundless effort in researching Khuzdul etymology.Q: <strong>The</strong> game crashes upon startup.A: This can be caused by a number of issues. Ensure that you have:1) An genuine installation of <strong>The</strong> Battle for Middle-earth withpatch 1.032) A clean Battle for Middle-earth folder. To clean your folder,first uninstall BFME, then go to the directory in which it wasinstalled. Delete any remaining files in the folder, then reinstallBFME and <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong>.Q: <strong>The</strong> game sometimes crashes when I exit.A: This is an error we can’t do much about. However, as you’re quitting,it shouldn’t be a problem.If none of these questions or answers help, you can reach us at ourforums.


<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | Known Bugs and Issues 164Known Bugs and IssuesT<strong>here</strong> are several known bugs in this release of <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> (0.75).<strong>The</strong>y are known to us and are either unfixable or not yet solved, so keepthis in mind when reporting new issues. As soon as they are solved, wewill patch in approprite fixes.UUUUUUUUUUUUUUUUUUUUUUUU<strong>The</strong> <strong>Dwarf</strong> Camp Watchtower can set rally points.When built, the <strong>Dwarf</strong> Camp Raven Roost’s Raven flies in fromthe sky instead of launching from the building.Though the <strong>Dwarf</strong> Rookery can set rally points, Ravens builtt<strong>here</strong> will not obey them.Iron Hills Mangonels can move onto walls, though this is difficultto accomplish.Vault Wardens have issues when told to move when packed.Gimli as summoned by the Three Hunters power turns black oncertain maps.Though the Gondor Beacon can set rally points, summonedtroops will not obey them.<strong>The</strong> Dark Tower’s Winged Nazgul need to be moved once beforethey attain their normal flying height.Some camera issues on Khazad-dum and CaradharasBuild Plots are invisible on Dwarrowdelf (you’ll have to guess)Pathfinding can be buggy on Grey MountainsSome map objects are inverted on Dunland

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