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"Eriador was of old the name of all the lands between the Misty Mountains and the Blue; in the South it was bounded by the Greyflood and the Glanduin that flows into it above Tharbad.
At its greatest Arnor included all Eriador, except the regions beyond the Lune, and the lands east of Greyflood and Loudwater, in which lay Rivendell and Hollin."
Appendix A, Annals of the Kings and Rulers: "Eriador, Arnor, and the Heirs of Isildur"

Arnor is a defensive faction with a massive ring of walkable walls which can be equipped with many different extensions. This faction has 9 available building plots, the highest number of possible, but also has a high diversity of buildings that are necessary for a balanced game. Gondor and Arnor are available depending on the selected map.

On camp maps, Arnor camp is surrounded by a simple wall with a single entrance.

Arnor's units can take various formations and are focused primarily to close their lines and withstand the enemy. On settlements, Arnor can call the hero Círdan and units from Lindon.

Arnor is a unique faction that is only accessible on certain maps. As a alternate Gondor, its units and buildings are similar. In order to play as Arnor, select Gondor on certain maps and the game will start with an Arnor base instead of a Gondor one.

Maps[]

Arnor is only playable on the following maps:

  • Amon Sûl Fortress
  • Amon Sûl
  • Angmar
  • Arnor
  • Barrow-downs
  • Cardolan
  • Carn Dûm
  • East-West Road
  • Forochel
  • Fornost
  • Forodwaith
  • Minhiriath
  • Mitheitel spring
  • Mountains of Angmar
  • Mount Gram
  • North Downs
  • Rhudaur
  • River Lhun
  • Wasteland of Forochel

Strategic Points[]

Castles[]

Arnor has a heavily reinforced castle with a gate, 9 build plots, and many defensive buildings. It can be improved using the upgrades from the Stoneworker building. Postern gates, trebuchets, repair cranes and arrow towers can be built on the defense plots.

Camp[]

The camp has 6 plots with thin walls that do not allow units or defenses on top. There are 4 defense plots inside the camp where the player can build lone towers. The walls can be targeted and destroyed but not rebuilt.

Outposts []

On the outposts Arnor can build an Imladris Stronghold which allows for multiple upgrades and the purchase of Glorfindel and Wind Riders. They can also build a regular outpost which can build the same buildings as a camp or castle.

Settlements[]

On the settlements Arnor can build Farms that provide resources, towers of Lindon to recruit Círdan or a Ranger camp where the player can recruit Rangers.

Buildings[]

Name Location Cost Description Discount
Citadel Castle, Camp N/A The citadel is the central building of a fortress or a camp. Heroes can be recruited here. In a fortress the citadel has 7000 lifepoints, in camps 6000. N/A
Town House (Y) Castle, Camp, Outpost 400 The dwelling house is an economy building. Lowers the cost of elite infantry:

2 Houses: -10%

3 Houses: -15%

4 Houses: -20%

5 Houses: -25%

6 Houses: -30%

Blacksmith (X) Castle, Camp, Outpost 400 Can research Banner Carrier, Forged Blades and Heavy Armor. Reduces the cost of unit upgrades:

2 smiths: -10%

3 smiths: -15%

4 smiths: -25%

5 smiths: -25%

6 smiths: -30%

Arnor Barracks (C) Castle, Camp, Outpost 300 Trains Dúnedain Soldiers (Arnor), Dúnedain Pikemen (Arnor), Palace Guards and Palantír Guards of Amon Sûl N/A
Arnor Archery Range (V) Castle, Camp, Outpost 300 Trains Arnor Archers, Dúnedain Rangers and can research Fire Arrows N/A
Stable (B) Castle, Camp, Outpost 800 Trains Arnor Knights and can research Knight Shields N/A
Siege Workshop (N) Castle, Camp, Outpost 400 Builds Siege Shields, Battering Rams and Trebuchets and can research Fire Stone N/A
Battle Tower (A) Castle, Camp, Outpost 800 Fires arrows on nearby enemies, can be upgraded to fire faster N/A
Well (S) Castle, Camp, Outpost 200 Heals nearby allies if they are out of combat, can be activated to replenish fallent units. N/A
Heroic Statue (D) Castle, Camp, Outpost 150 Nearby allies gain +20% armor and damage. If they leave the range the effect will last for 30 seconds Reduces the cost of heroes

2 Statues: -10%

3 Statues: -20%

4 Statues: -30%

Market (F) Castle, Camp, Outpost 600 Can research the Arnor's economy upgrades along with a wide array of powerful upgrades. N/A
Stoneworker (G) Castle, Camp, Outpost 1000 Allows the research of Reinforced Gate, Numenorean Stonework, Battle Tower Training and Siege Material. Reduces the cost of buildings:

1 Stone workers: -20%

2 Stone workers: -40%

3 Stone workers: -60%

Units[]

Name Type Location/Requirement Cost CP Cost Strong vs. Shortcut
Dúnedain Soldiers (Arnor) Swordsmen Arnor Barracks 200 60 Pikemen Y
Dúnedain Pikemen (Arnor) Pikemen Arnor Barracks 300 60 Cavalry X
Palace Guards Elite Swordsmen Arnor Barracks Level 2 500 90 All Melee C
Palantír Guards of Amon Sûl Heroic Hybrid Arnor Barracks Level 3, Heavy Armor, Forged Blades 1200 90 All Non-Heroic V
Arnor Archers Archer Arnor Archery Range 300 90 At Range Y
Dúnedain Rangers (Arnor) Elite Archer Arnor Archery Range 600 120 At Range X
Arnor Knights Elite Cavalry Stables 700 120 Archers, Swordsmen Y
Siege Shield Support Siege Works 300 30 Support Y
Battering Ram Siege Siege Works 500 30 Structures X
Trebuchets Siege Siege Work Level 2 700 40 Structures C

Naval Units[]

Name Cost CP Strong vs. Description Shortcut
Arnor Transport Ship 100 25 N/A Can transport up to two battalions or heroes to any other location, very weak. If it dies with units inside the units will also die. Y
Arnor Battleship 750 50 At Range, VS Ships Basic ships which shoots at any troops nearby, can be upgraded with improved armor and health regeneration. X
Arnor Siege Vessel 3000 100 Structures Mighty Siege ship which deals huge damage. Can take down a building in merely a couple of hits. Can be upgraded with better armor and health regeneration. C
Dol-Amroth Battleship 1000 50 At Range, VS Ships Elite battleship that can destroy other ships easily, can be upgraded with advanced armor and health regeneration. V

Heroes[]

Carthaen[]

"Begone filth! I will not let you taint the spirits of our kings."
Carthaen, The Lord of the Rings: The Battle for Middle-earth II: The Rise of the Witch-king

Carthaen was an Arnorian general who defended the burial grounds at Cardolan against Angmar's forces. He failed and was turned into a wight, Karsh.

Recruitment location: Citadel

Araphant[]

"King Araphant continued with dwindling strength to hold off the assaults of Angmar, and Arvedui when he succeeded did likewise."
Appendix A, Annals of the Kings and Rulers: "Gondor and the Heirs of Anárion"

Araphant was the fourteenth king of Arthedain and the father of Arvedui. He forged a marriage alliance with Gondor and held off Angmar's assaults during his reign until his death.

Recruitment location: Barracks

Malbeth[]

"'This is the word that the sons of Elrond bring to me from their father in Rivendell, wisest in lore: Bid Aragorn remember the words of the seer, and the Paths of the Dead.'
'And what may be the words of the seer?' said Legolas.
'Thus spoke Malbeth the Seer, in the days of Arvedui, last king at Fornost,' said Aragorn."
The Return of the King, "The Passing of the Grey Company"

Malbeth the Seer was a Dúnedain of the North and a royal counselor of Arthedain that lived in the time of King Araphant and King Arvedui. He prophesied that Arvedui would be the last king of Arnor.

Recruitment location: Citadel

Aranarth[]

"Yet the line of the kings was continued by the Chieftains of the Dúnedain, of whom Aranarth son of Arvedui was the first."
Appendix A, Annals of the Kings and Rulers: "Eriador, Arnor, and the Heirs of Isildur"

Aranarth was the son of Arvedui. After the destruction of Fornost by Angmar, the kingdom of Arnor was no more, and so Aranarth became the first chieftain of the Dúnedain until his death.

Recruitment location: Ranger Tents

Círdan[]

"Círdan later surrendered his to Mithrandir. For Círdan saw further and deeper than any other in Middle-earth, and he welcomed Mithrandir at the Grey Havens, knowing whence he came and whither he would return."
Appendix B, The Tale of Years (Chronology of the Westlands): "The Third Age"

Círdan was a Telerin shipwright who lived in Lindon. He was one of the oldest living beings in Middle-earth and was a guardian of the Elven Ring Narya, which he gave to Gandalf. Círdan prepared the ship that sent the Ring-bearers into the West at the start of the Fourth Age.

Recruitment location: Lindon Watchtower

Arvedui[]

"It is said that this name was given to him at his birth by Malbeth the Seer, who said to his father: 'Arvedui you shall call him, for he will be the last in Arthedain.'"
Appendix A, Annals of the Kings and Rulers: "Gondor and the Heirs of Anárion"

Arvedui was the last king of Arthedain. He tried to claim Gondor's throne but failed. Arvedui fled the destruction of Fornost to the Icebay of Forochel. Later, he boarded a ship sent by Círdan to rescue him. However, the ship sank, and Arvedui drowned.

Recruitment location: Barracks

Glorfindel[]

"Suddenly into view below came a white horse, gleaming in the shadows, running swiftly. In the dusk its headstall flickered and flashed, as if it were studded with gems like living stars. The rider's cloak streamed behind him, and his hood was thrown back; his golden hair flowed shimmering in the wind of his speed."
The Fellowship of the Ring, "Flight to the Ford"

Glorfindel was one of the Eldar of the First Age. During the Fall of Gondolin he fought and slew one of the Balrogs, perishing in the process. He was later sent back to Middle-earth by the Valar and lived in Imladris. He participated in the battle to destroy Angmar and predicted the Witch-king's manner of death in the War of the Ring.

Recruitment location: Stronghold of Imladris

Gandalf[]

"At the end of the second week in September a cart came in through Bywater from the direction of Brandywine Bridge in broad daylight. An old man was driving it all alone. He wore a tall pointed blue hat, a long grey cloak, and a silver scarf. He had a long white beard and bushy eyebrows that stuck out beyond the brim of his hat."
The Fellowship of the Ring, "A Long-expected Party"

Gandalf was a Maia, one of the Istari sent to combat Sauron in the Third Age. He wandered across all of Middle Earth, helping others. Gandalf was killed by Durin's Bane, but returned as Gandalf the White. In this form, he led the free people against Sauron in the War of the Ring.

Recruitment location: Citadel

External Buildplots[]

Buildings[]

Name/Shortuct Buildable at Cost in Resources Life Points Description Price Reductor
Stronghold of Imladris (X) Outpost 1500 7000 Trains Glorfindel and Wind Riders. Allows the research of Mystic Fountain, Crystal Moat, Blessed Mist, Enchanted Anvil Reduces the cost of unit upgrades (Enchanted Anvil)

1 fortress with anvil: -15%

2 fortress with anvil: -25%

3 fortress with anvil: -33%

Farm (Y) Settlement 200 2500 Generates resources Reduces the cost of Cavalry:

2 Farm: -10%

3 Farm: -15%

4 Farm: -20%

5 Farm: -25%

6 Farm: -30%

Lindon Watchtower Settlement 500 2900 Fire arrows at nearby enemies. Train Lindon Guardians and Círdan. N/A
Dúnedain Tent Settlement 500 3500 Trains Rangers. Can research of the Longbow upgrade N/A

Units[]

Name Type Location/Requirement Cost CP Cost Strong vs. Shortcut
Rangers Archer Ranger Tents Level 2 600 120 Infantry, Monsters, At Range Y
Lindon Guardians Swordsmen, Archer Lindon Watchtower and Círdan has been recruited 600 90 Depends on situation Y
Glorfindel's Wind Riders Heroic Stronghold of Imladris and Glorfindel has been recruited 1400 120 All Standards units C

Heroes[]

Name Weapon(s) Role Location Cost CP Importance
Círdan Sword Support Lindon Watchtower 1400 30 Lord of the Grey Havens
Glorfindel Sword/Horse Tank Stronghold of Imladris 2800 45 Lord of the House of the Golden Flower/Elf-lord of Imladris

Upgrades[]

Name Cost Can be bought

at

Requires
Enchanted anvil Enchanted Anvil: Reduces the cost of unit upgrades of Arnor:
  • 1 fortress with anvil: -15%
  • 2 fortresses with anvil: -25%
  • 3 fortresses with anvil: -33%

Cost: 500

500 Stronghold of Imladris
Blessed mist Blessed Mist: Nearby allies become camouflaged. Cost: 1000 1000 Stronghold of Imladris
Crystal moat Crystal Moat: Decreases the melee vulnerability of the fortress. Cost: 1000 1000 Stronghold of Imladris
Mystic fountains Mystic Fountains: Heals nearby allies; Glorfindel revives 25% faster at this fortress. Cost: 1500 1500 Stronghold of Imladris


Composite-bow Composite Bows - Equips the battalion with composite bows. This lowers the recharge time of Unexpected Salvo by 33% and doubles the damage. Cost: 300 600 Researched at Ranger Tents

Spellbook[]

Due to recent changes by Fandom, the hover mechanics of the spellbooks no longer works. Below you can see how the spells are arranged in the game. To find more about each power scroll down to the tabber.
 

Tabber

Architects of Arnor
Cost: 1 point

The Architects of Arnor rapidly repair the buildings in the target area. Targeted buildings are fully repaired.

Horns of Arnor

Cost: 1 point
The the Horns of Arnor are blown, the soldiers of the Northern Kingdom fight on with new hope. +25% attack and fear resistance for allied troops in target area. Left click on target units.

Lone Tower

Cost: 2 point
Summons a defensive tower that attacks nearby enemy troops. Can be garrisoned. Left click on target area.

Arrow Volley

Cost: 2 point
Gameplay Effect: Mark a target area with a single arrow, a few seconds later the archers of Arnor unleash a great volley on the target area damaging all enemy units.

Formations of Arnor

Cost: 5 points
Gameplay Effect: Troops of Arnor gain +20% damage and armor when they toggle to their specialized formation. That bonus is halved for elite troops.

Swords of Westernesse

Cost: 5 points
Equips a unit with Swords of Westernesse. These blades protect their bearers from magic, poison, and the element and lends the strength to face all kinds of enemies. Units equipped with these blades deal +50% damage against Ringwraiths, Barrow-Wights such as Karsh, Morgul Shadows and Castellans.

Bloodline of Numenor

Cost: 7 point
The bloodline of Numenorian gives the people of Arnor long life. All troops now regain health over time while out of combat.

Summon Eagle Allies

Cost: 6 points
Temporarily summon the Eagle Lords Gwaihir, Landroval and their feaithful companion Meneldor to the battlefield.

Detachment from the Shire

Cost: 4 point
Summon and command Bandobras Took and 3 battalions of Shire Bowmen for a short time. Left click on icon then left click on pathable location.

Army of Gondor

Cost: 10 points
Summon King Earnur and his troops from Gondor to help Arnor. This summons three battalions of Gondor Knights, two battalions of Gondor Soldiers, a battalion of Tower Guards and three battalions of Gondor Archers. Left click on the icon then left click on an accessible area.

The Downfall of Andor

Cost: 10 point
Summons a giant flood which will wash away all enemy units dealing high damage and knocking them back. Left click on the icon then left click on the target area.


Upgrades[]

All upgrades can be seen here.

Name Cost of Research Requirement
Gondor banner Banner Carrier - This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. Cost: 200. 400 Researched at Blacksmith with Iron Ore purchased from Market
Gondor heavy armor Heavy Armor - Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to a different armorset. Cost: 300 600 Researched at Blacksmith with Iron Ore purchased from Market
Gondor forged blades Forged Blades - Increases the damage of this battalion and provides a damage bonus against
  • Other infantry if they are swordsmen
  • Monsters and Cavalry if they are pikemen
  • Buildings if they are cavalry
    Cost: 300
600 Researched at Blacksmith with Iron Ore purchased from Market
Fire arrows Fire Arrows - This upgrades adds a bonus FIRE damage to the unit. Causing it to deal increased damage to everything and even more to buildings. Cost: 400 800 Researched at Level 3 Archery Range
Fire stones upgrade Fire Stones - Increases the damage that the unit does to buildings and add FIRE damage. The unit can now damage garrisoned troops. Cost: 400 800 Researched at Level 3 Siege Works
Composite-bow Composite Bows - Equips the battalion with composite bows. This lowers the recharge time of Unexpected Salvo by 33% and doubles the damage. Cost: 300 600 Researched at Ranger Tents
Knight shield Knight Shield - Increases armor of the battalion against Pikemen by 25% and armor against Swordsmen by 50%. Changes the armorset to EdainCavalryShieldArmor, if heavy armor has already been purchased changes the armorset to EdainCavalryHeavyShieldArmor. Cost: 200
[+/-]EdainCavalryShieldArmor
DEFAULT 100%
SLASH 15%
PIERCE 50%
CAVALRY_RANGED 50%
SPECIALIST 170%
CRUSH 100%
CAVALRY 100%
SIEGE 100%
FLAME 100%
FROST 100%
MAGIC 100%
HERO 100%
HERO_RANGED 100%
STRUCTURAL 65%
CHOP 22%
URUK 15%
WATER 135%
FlankedPenalty 12%
[+/-]EdainCavalryHeavyShieldArmor
DEFAULT 100%
SLASH 15%
PIERCE 32%
CAVALRY_RANGED 65%
SPECIALIST 170%
CRUSH 100%
CAVALRY 100%
SIEGE 100%
FLAME 100%
FROST 100%
MAGIC 100%
HERO 150%
HERO_RANGED 150%
STRUCTURAL 100%
CHOP 15%
URUK 22%
WATER 135%
FlankedPenalty 12%
400 Research at level 3 Stable
Grand harvest Grand Harvest - Increases the resource production of all farms by +30%. Cost: 1200 1200 Researched at Market
Increased taxes Increased Taxes - The discount of houses now also affects regular infantry. Cost: 600 600 Researched at Market
Iron ore Iron Ore - Enables the research of upgrades at the blacksmith. Cost: 600 600 Researched at Market
Numenorian stonework Numenorean Stonework - Increases the armor of walls and towers. Cost: 1500 1500 Researched at Stoneworker
Reinforced gate upgrade Reinforced Gate (only available on Castle maps) - +50% HP to gates. Cost: 1000 1000 Researched at Stoneworker
Improved defensive measures Reinforce Fortress Garrison - Doubles the number of archers in each wall tower. Cost: 1200 1500 Researched at Stoneworker
Siege materials Siege Materials - Destroyed structures refund 50% of their cost; the player must maintain a Stoneworker to benefit from this upgrade. Cost: 500 500 Researched at Stoneworker
Gondor upgrade Upgrade Building to Level 2 - Grants level 2. Gives +1500 HP, +20% build speed and unlocks new units or upgrades. Cost: 400 400 Researched at the building the player desires to upgrade to level 2
Gondor upgrade Upgrade Building to Level 3 - Grants level 3. Gives +1500 HP, +30% build speed and unlocks new units or upgrades. Cost: 1000 600 Researched at the building the player desires to upgrade to level 3 after researching the level 2 upgrade
Faithful of aranarth Faithful of Aranarth: 5% higher vision and attack range, are permanently stealthed and gain "Disruptive Fire" ability. Can be equipped if Aranarth chooses the path of the Ranger (level 7). 0 Aranarth has chosen the path of the Ranger (level 7).
Barrow guards Barrow Guards: 25% higher armor, 25% higher melee armor, resistance against fear and "Unexpected Salvo" ability. Can be equipped if Carthaen reaches level 5. 0 Carthaen has reached level 5
Enchanted anvil Enchanted Anvil: Reduces the cost of unit upgrades of Arnor:
  • 1 fortress with anvil: -15%
  • 2 fortresses with anvil: -25%
  • 3 fortresses with anvil: -33%

Cost: 500

500 Stronghold of Imladris
Blessed mist Blessed Mist: Nearby allies become camouflaged. Cost: 1000 1000 Stronghold of Imladris
Crystal moat Crystal Moat: Decreases the melee vulnerability of the fortress. Cost: 1000 1000 Stronghold of Imladris
Mystic fountains Mystic Fountains: Heals nearby allies; Glorfindel revives 25% faster at this fortress. Cost: 1500 1500 Stronghold of Imladris
WesternesseSword Sword of the Westerness - Makes the unit invulnerable to FLAME, MAGIC, FROST, POISON and FORCE damagetypes and increase their damage by 50% against ringwraiths, Karsh and Wights. 0 Arnor's Sword of the Westerness Spellbook Power


Strategy[]

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