The Dwarves have a massive angular fortress that provides a high number of extensions. The peculiarity of the faction is defined by a leading realm selection: Erebor, Iron Hills, or Ered Luin. The focus depends on the leading realm.
The fortress offers 7 building plots, with 2 more available after researching an upgrade. In addition to a large number of unit upgrades, the Dwarves have three different sources of raw materials: wood, ore and stone. On camp maps, the dwarves have a hexagonal ring of walls with a small opening. Erebor's focus is on infantry that can be enlisted in a plethora of different variations. On settlements they can build Mineshafts, Lumbermills or Travel Camps. Ponies are generated every few minutes from Travel Camps, allowing Arkenguard to leave for Khazad Dûm to return as seasoned Veterans.
Strategic Points Edit
The castle is a heavily equipped stronghold with walls, defense plots in the base and a gate. The player can unlock additional defense plots by purchasing the defense plot upgrade from a Dwarven Stonemason. It has 7 building plots and 4 defense plots inside and more defense plots on the wall.
The camp has high walls with a single output. the walls, however, cannot gain defense upgrades, but there are still plots on the inside that can be unlocked with the upgrade. It has 5 plots with 4 defense plots.
Erebor can pick between a regular outpost where they can build regular troops, or Dale, with men that will defend their home with all their heart.
On settlements they can build mineshafts that produce resources, lumber mills which produce wood resources and travel camps which make elite troops into Veterans of Khazad Dum.
|Name/Shortcut||Buildable At||Cost in resources||Life Points||Description||Price Reductor|
|Mineshaft (Y)||Castle, Camp, Outpost, Settlement||400/200||2500||Allows access to mineshaft network and generates resources||Reduces cost of units upgrades:
2 Mineshaft: -10%
3 Mineshaft: -15%
4 Mineshaft: -20%
5 Mineshaft: -25%
6 Mineshaft: -30%
|Dwarven Stonemason (X)||Castle, Camp, Outpost||400||2500||Researches base upgrades and generates resources||Increases the health point of dwarven buildings:
2 masons: +10%
3 masons: +10%
4 masons: +10%
|Hall of Warriors (C)||Castle, Camp, Outpost||300||6500||Trains Guardians of Erebor, Phalanx of Erebor, Axe Throwers, Arkenguard. Researches Banner Carrier||N/A|
|Forge Works (V)||Castle, Camp, Outpost||600||4500||Trains Battlewagons, Erebor Demolisher, Erebor Catapult, Earth Shaker and researches Flaming Shots||N/A|
|Dwarven Forge (B)||Castle, Camp, Outpost||600||4500||Researches Heavy Armor, Forged Blades, Fire Arrows, Elite Equipment, Siege Plans and War Masks||N/A|
|Hearth (N)||Castle, Camp, Outpost||200||1500||Heals nearby units while out of combat||N/A|
|Durin Statue (A)||Caste, Camp, Outpost||150||1000||Provides units with +20% armor and damage, lasts for 30 seconds out of radius.||Reduces the cost of heroes:
2 statues: -10%
3 statues: -20%
4 statues: -30%
|Battle Tower (S)||Castle, Camp, Outpost||500||4000||Fires at nearby enemies, can be upgraded with Forged Blades||N/A|
|Name||Type||Where to recruit/ requires||Cost||CP Cost||Strong vs.||Shortcut|
|Guardians of Erebor||Swordsmen||Hall of Warriors||200||60||Light Infantry, Pikemen, Structures||Y|
|Phalanx of Erebor||Pikemen||Hall of Warriors||300||60||Cavalry, Monsters, Structures, Heavy Units||X|
|Axe Throwers||Archer||Hall of Warriors||300||90||At Range, Buildings, Archers, Pikemen||C|
|Arkenguard||Swordsmen||Hall of Warriors, Elite Equipment||500||90||Melee, Speed, Heavy Units||V|
|Battlewagon||Cavalry||Forge Works||600||60||Swordsmen, Archers||Y|
|Erebor Demolisher||Siege||Forge Works||600||40||Structures||X|
|Erebor Catapult||Siege||Forge Works, Siege Plans||700||60||Buildings, Archers, Monsters||C|
|Earth Shaker||Siege||Forge Works, Siege Plans||700||60||All Structures||B|
|Veterans of Khazad Dum||Heroic||Hall of Warriors, Elite Equipment, Travel Camp||0||0||Depends on equipment||N/A|
|Dale 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 the units will also die.||Y|
|Battleship of Dale||750||50||At Range, VS Ships||Basic ships which shoot at any troops nearby, can be upgraded with improved armor and health regeneration.||X|
|Dale 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|
|Wind Yactman||500||25||At Range, VS Ships||Quick and nimble ship good against other ships.||V|
Gimli, son of Gloin, was a well-respected warrior of Erebor who joined his father at the Council of Elrond. Here he joined the Fellowship of the Ring, traveled with Aragorn and became a friend of Legolas Greenleaf. Gimli fought in the War of the Ring and, after the war, he established a dwarf kingdom in the Glittering Caves in Rohan.
Gloin was one of the Dwarves of the Thorin's Company who reclaimed Erebor. He traveled to Rivendell with his son, where he told the rest of the council about the problems at Erebor.King Dain and a lord of Erebor and the Iron Hills. During the War of the Ring, he became King under the Mountain when Dain was killed by Easterlings in battle. When news of Sauron's defeat came to Erebor, Thorin and his forces drove back the enemy. He then rebuilt the Erebor, and Dale and prospered.
Dain was a Lord of the Iron Hills who came to Thorin Oakenshield's aid at the Battle of the Five Armies. After Thorin's death, Dain was crowned King under the Mountain and brought peace and prosperity to the surrounding area. He fought in the War of the Ring, where he was killed by Easterlings outside the gates of Erebor.Sauron in the Third Age. He joined the Company of Thorin Oakenshield and led the free peoples against Sauron in the War of the Ring. Grimbeorn, a northman and skinchanger who could turn into a bear. He fought in the Battle of the Five Armies and later became a chieftain of the Anduin Vales.
External Buildplots Edit
Initially the player can build Dale outpost which can then be expanded with the various buildings below, gaining access to troops, defense, leadership and healing along with more resources being generated. Each extension cannot directly be attacked, and each one added improves the overall hit-points of the Dale outpost. Once the militia house has been purchased players can recruit troops, like the Lothlorien outpost.
|Name/Shortcut||Buildable At||Cost in resources||Life Points||Description||Price Reductor|
|Mineshaft (Y)||Castle, Camp, Outpost, Settlement||400/200||2500||Allows access to mineshaft network and generates resources||Reduces cost of unit upgrades:
2 Mineshafts: -10%
|Lumber Mill (X)||Settlement||200||2500||Collects resources from nearby trees||Reduces the cost of siege weapons and battle wagons:
2 Lumber Mills: -10%
|Travel Camp (C)||Settlement||400||3500||The travel camp will periodically spawn a group of pack-horses, which can be combined with Arkenguard, The Unburnt or Ironbreakers. The groups will make a journey to Khazad-Dum, travelling off the map and returning as Veterans of Khazad Dum, an extremely powerful and dangerous unit. The travel camp will spawn pack-horses only if 3 groups are not already present on the map||N/A|
|Dale Marketplace (X)||Outpost||800||4000||Can generate resources (housing area), heal nearby troops and provide leadership (well), fire at nearby enemies (watchtower) and trains Brand, Dale Swordsmen, Dale Spearmen and Dale Bowmen||N/A|
|Militia House (X)||Dale Marketplace||300||N/A||Generates tax money, trains Dale Swordsmen, Dale Spearmen, Dale Bowmen and Brand||N/A|
|Housing Area (Y)||Dale Marketplace||500||N/A||Generates tax money||N/A|
|Watchtower (V)||Dale Marketplace||400||N/A||Generates tax money, fires at nearby enemies||N/A|
|Well (C)||Dale Marketplace||600||N/A||Generates tax money, heals and provides leadership to nearby allies||N/A|
|Name||Type||Where to recruit/
|Dale Swordsmen||Swordsmen||Dale Marketplace, Militia House||200||60||Pikemen||B|
|Dale Spearmen||Pikemen||Dale Marketplace, Militia House||300||60||Cavalry, Monsters||N|
|Dale Bowmen||Archer||Dale Marketplace, Militia House||300||90||Swordsmen||M|
|Dwarven Laborer||Special||Dwarven Lumbermill||30||0||None||B|
|Pony Pack||Special||Travel Camp||0||0||None||N/A|
Heroes EditBard the Bowman, who slew the dragon Smaug. Brand became King of Dale in TA 3007. He maintained good relations with the Dwarves of the Lonely Mountain and his realm extended as far south as Celduin and as far east as Carnen. He was killed alongside King Dain in battle against Easterlings.
No upgrades can be purchased on the External Buildplots.
The spellbook that can be seen below is the Dwarven Spellbook that has been planned for the 4.5 patch. It is not yet out and it is perfectly normal if you see the old spellbook.
|Name||Cost of Research||Cost of Equipping||Effect||Requires|
|Battle Tower Training (V)||1500||0||Increases the ranged damage of your defensive structures.||Stonemason Level 1|
|Line of Defense (B)||1500||0||Unlocks the use of the small build plots in front of the Citadel as a second line of defense.||Stonemason Level 3|
|Heavy Armor (X)||600||300||Enables battalions to purchase heavy armor. Increases hit-points significantly. Additionally reduces ranged damage.||Researched at Forge|
|Forged Blades (X)||600||300||Increases the damage of the battalion against:
||Researched at Forge|
|Fire Arrows (C)||800||300||Enables Dale Archers to purchase fire arrows. Significantly increases damage dealt by arrows.||Researched at Forge|
|War Masks (V)||400||200||Enables Guardians to purchase war masks. Weakens the armor of nearby enemies.||Researched at Forge|
|Elite Equipment (B)||750||0||Allows training of elite units and the research of the Banner Carrier upgrade at the Hall of Warriors.||Researched at Forge|
|Siege Plans (N)||750||0||Allows construction of advanced siege weapons and research of the Flaming Shot upgrade.||Researched at Forge|
|Procession of Mithril||N/A||500||The Veterans of Khazad Dum are able to process Mithril that they found in the Mines of Moria. Dwarven heroes may purchase mithril shirts for 500. (Passive ability)||Veterans of Khazad Dum have entered the Forge|
|Banner Carrier (B)||400||200||Allows battalions to purchase banner carriers. Promotes the battalion to rank 2. Unites at rank 2 replace fallen troop members while they're not in combat.||Elite Equipment, Researched at Hall of Warriors|
|Flaming Shot (V)||800||400||Allows catapults to purchase the flaming shot upgrade. When equipped, significantly increases the damage done by catapults. They are also able to damage garrisoned units.||Siege Plans, Researched at Forge Works|
Erebor is based on the kingdom of King Dain after the mountain was retaken from the dragon, Smaug. This is a faction that is more focused on dealing damage and reducing the strength of enemy units, as the majority of their infantry have armor-piercing hammers and maces. Better suited for attacking than defending, Erebor can be a particularly useful choice if you're up against a foe with sturdy walls such as Gondor or Angmar. They also exclusively have dwarven catapults, which are one of the best ranged artillery in the game with dual shots, explosive barrels, extra armor, and superior line of sight.
The hero units of Erebor aren't quite as interdependent and numerous as that of Ered-Luin, but each one has a more distinct function. King Dain is clearly the leader and soldier-buffer, while Gimli is the mass-slayer, Thorin III is the hero-killer, Gloin destroys buildings, and Nori is the scout. The trick with Erebor's hero units is to utilize their skills and abilities when most needed and in the right situations.The Marketplace of Dale is the unique outpost of Erebor, and reflects the city of Dale reborn. It more or less resembles a settlement that can be grown into a small town overtime by purchasing extra buildings around it. With the Militia House built there, it can train basic soldiers, and King Brand of Dale as a hero unit.