Video of an explosion in the game |
Argonath, Forochel, Tournament Snow, Umbar, Weathertop |
Evendim, Fords of Isen II, Tournament Hills, Weather Hills, Udûn |
Bree (This map is available for download.) |
battle for middle earth 2 gameplay |
Hero | Cost | CP | Abilities |
Haldir | 2000 | 50 | You can switch Haldir between sword and bow. You must reach level six before unlocking his first ability: Leadership (which Elrond can acquire at level three). Leadership boosts nearby allies +50% damage and armor as well as accelerating experience gain. Golden Arrow is Haldir’s only other ability at level ten; it’s high damage and can stun certain evil units. |
Glorfindel | 1500 | 50 | You can toggle Glorfindel between mounted or on foot (and receives the strengths and weaknesses of each). Blade of Purity unlocks at level three and boosts Glorfindel’s damage and armor +100% for a short time (best used while in combat, of course!). Wind Rider increases speed and armor while mounted. Starlight is like temporary leadership but also heals nearby allies. |
Arwen | 800 | 25 | Arwen is an inexpensive hero but lacks a potent ability until reaching level ten. She can be used mounted or on foot. At level two Arwen receives Athelas (Elrond has this at the start), which heals nearby heroes. Flood unlocks at level 10; Arwen summons a flood to damage enemies or put out fires. Think of it as a version of the similar Evenstar power. |
Legolas | 3000 | 75 | Legolas comes equipped with Hawk Strike, a high-damage double-arrow attack. Unlock Knife Fighter at level two for a melee attack that increases Legolas’ armor. Train Archers at level four is a useful ability because it helps enhance the Elves’ strength: archers. Use it to provide archer battalions with experience. Finally Arrow Wind at level seven is used to launch a continuous volley of arrows at a specific target. |
Thranduil | 2500 | 75 | Thranduil offers several stealth abilities. Wind Walk allows Thranduil to shoot while invisible. Use Move Unseen, unlocked at level three, to allow targeted allies to become temporarily stealthed. Elven Cloak at level four allows Thranduil to remain invisible while standing still (spy!). Dead Eye at level seven grants a temporarily increased to damage while Thorn of Vengeance at level ten is a powerful single-shot attack suited for a hero or high-hit point unit. |
Elrond | 2500 | 50 | Elrond comes equipped with Athelas and provides Leadership at level three. Use Farsight at level six to reveal map areas. Whirlwind at level seven summons a powerful tornado that can send enemy battalions flying. Finally Restoration at level ten heals allies and fully refreshes special ability timers. Use this to essentially give your heroes two special attacks in the span of seconds. |
Hero | Cost | CP | Abilities |
Eowyn | 1200 | 25 | Eowyn lacks both Leadership and bonuses to cavalry, typically making her a seldom used hero. But her abilities don’t require high level. Smite is a single-shot attack that does higher damage. At level three, Eowyn can mount a horse. Disguise at level four makes Eowyn appear as a normal Rohirrim. Finally, Shield Maiden at level five can boost Eowyn’s armor 65%. |
Eomer | 1000 | 25 | A cavalry-heavy strategy should include Eomer and his Horse Lord ability, which is essentially Leadership for cavalry (+50% to damage and armor and faster experience gain). Outlaw Leadership at level two means nearby allies score resources per kill. At level five, Eomer gains Spear Throw, a single-shot higher-damage ranged attack. |
Boromir | 1250 | 50 | Boromir is one of several Men of the West heroes to provide Leadership (in his case, at level five). The Horn of Gondor unlocked at level two can stun nearby enemies. The Captain of Gondor at level seven can be used to give targeted units experience. |
Theoden | 1200 | 50 | The King of Rohan provides leadership, invaluable benefit to cavalry, and experience boost as well--a must have for the Men of the West. Theoden comes with the Leadership ability. At level four unlock Glorious Charge, which strengthens Theoden and nearby cavalry by making them take only 10% of normal damage (Theoden must be mounted). Like Boromir, Theoden can give targeted units experience with King’s Favor at level six. |
Faramir | 1200 | 50 | Faramir can use a sword or bow. Wounding Arrow unlocked at level two causes target to flee (use against most threatening foe!). At level three Faramir gains the ability to mount. Faramir gains Leadership at level six and Captain of Gondor at level seven, two abilities he shares with Boromir. |
Aragorn | 2000 | 50 | Aragorn, the heir to the throne of Gondor, is the second most expensive hero for the Men of the West and offers a wide variety of abilities. He arrives with Athelas, to heal nearby heroes. Blade Master at level two boosts his damage and armor +100%. Aragorn gains Leadership at level four. At level six, unlock Elendil to cause nearby units to flee (soon to be trampled by your Rohirrim!). And perhaps best of all, at level ten Aragorn can summon the Army of the Dead with Oathbreakers. |
Gandalf | 3000 | 75 | The wizard Gandalf is expensive but powerful and provides an array of magic attacks. Wizard Blast is a close-range attack that blasts back enemies--clear an entire battalion! Gandalf shoots lightning from a sword with Lightning Sword at level two. Gandalf can mount his horse Shadowfax at level five. Istari Light at level seven and Word of Power at level ten are both extremely potent abilities offering high damage to multiple enemies. |
Hero | Cost | CP | Abilities |
Gloin | 1500 | 25 | Gloin comes equipped with Slam, which causes area effect damage to surrounding units and high damage to structures. Shake Foundation is unlocked at level four. Use it against an enemy structure to disable its abilities. At level ten Gloin receives Shatter Hammer, which creates a small earthquake causing damage to surrounding units. |
King Dain | 2500 | 50 | King Dain provides Leadership out of the gate, which is a big benefit for any Dwarven troops (+50% damage and armor, gain experience twice as fast). Mighty Rage at level four heals targeted units and also provides +50% damage and armor. Stubborn Pride at level seven grants nearby units resistance to fear. King Dain unlocks Summon Royal Guard at level 10: call in several battalions of experienced dwarves to fight at King Dain’s side. |
Gimli | 4000 | 75 | Although the cost seems high, Gimli is certainly worth the effort when used effectively. Gimli comes with Axe Throw, a single-shot ranged attack that inflicts high damage. Leap Attack at just level two inflicts high area-effect damage to enemy units. At level five unlock Slayer, which increases Gimli’s damage +200% and doubles his attack speed. Although Gimli doesn’t feature many abilities, they’re low level and very effective. |
Hero | Cost | CP | Abilities |
Goblin King | 3000 | 25 | Unlock Skull Totem at level two. You can place the Skull Totem on the ground and it remains until destroyed; while active, the totem reveals shroud, detects stealth, and provides armor, damage, and experience bonus to nearby troops. Obviously helpful in battle but it’s a small area. At level three, the Goblin King gains the ability to mount. You’ll receive Leadership at level four and Poisoned Stinger at level six. Poisoned Stinger stuns the targeted enemy and also suffers poison damage over time. Call from the Deep is a powerful level ten ability; the Goblin King summons three Fire Drakes. |
Shelob | 2000 | 50 | The spider from the pass of Cirith Ungol offers three abilities. Unlock Instill Fear at level three, which as the name suggests causes fear in nearby enemies. Poisoned Stinger at level six poisons the enemy unit and causes more damage over time. Finally Tunnel at level ten allows Shelob to tunnel underground and emerge at any unshrouded location. |
Drogoth the Dragon Lord | 5000 | 75 | Drogoth is extremely expensive but provides powerful abilities. Beware of upgraded archers! Drogoth comes with Fireball, which launches a ball of fire causing area effect damage. Wing Blast at level three shoots a shockwave also causing area effect damage. Unlock Fire flight at level six to launch a fiery missile and Incinerate at level ten to ignite an area with dragon fire. |
Hero | Cost | CP | Abilities |
Nazgul (3) | 1000 | 25 | You can train up to three Nazgul heroes and toggle the mount as well. The Nazgul are cheaper than most heroes but also fragile, especially against counter cavalry. Dread Visage at level two reduces enemy armor and damage. Unlock Morgul Blade at level six to cripple a targeted enemy and inflict poison damage (try killing someone with it!). At level ten, the Nazgul receives Screech, which causes enemy units to flee in terror. |
Mouth of Sauron | 1500 | 50 | You can use the Mouth of Sauron mounted or dismounted. At level four, he receives Doubt, which reduces enemy damage and armor. Dissent at level six can cause targeted enemy units to turn hostile to each other. At level ten, unlock Evil Eye; it’s a ray of light that inflicts high damage to targeted enemies. |
Fellbeast (2) | 3000 | 50 | Fellbeasts are aerial units that feature one ability: Screech, which causes enemies to flee in terror. You can train two Fellbeasts. They’re formidable but very vulnerable to upgraded archer fire. |
The Witch-King | 5000 | 75 | The pricey Witch-King can be used mounted or dismounted (by mounted he’s essentially a Fellbeast). His abilities include Dread Visage at level two, Screech at level six, and Hour of the Witch-King at level ten. The latter ability causes enemy special ability timers to exhaust. The Witch-King seems more vulnerable while mounted. Keep him on foot to fight alongside the orcs of Mordor. |
Hero | Cost | CP | Abilities |
Wormtongue | 800 | 50 | The spy for Saurman is inexpensive and offers a few abilities. Escape comes natural for Wormtongue; use Escape to become stealthed and unable to be attacked for a short period of time. Venomous Words at level three reduces enemy armor and damage. Back Stab at level six inflicts high-damage and poisons. Unlock Corrode Allegiance at level ten, which allows Wormtongue to control a targeted enemy hero. |
Lurtz | 1200 | 50 | Lurtz can wield a sword or bow. Use Cripple when armed with the bow to pin an enemy hero in place. Unlock Carnage at level three to give Lurtz +100% damage and +50% armor (only with sword equipped). Lurtz provides Leadership (+50% armor and damage and gain experience twice as fast) at level five. You’ll receive Pillage at level six. Keep Lurtz at the front line and you’ll gain resources for kills. |
Sharku | 1200 | 25 | Sharku is the leader of the Warg Riders. Tame the Beast at level two gives Sharku control of target Wargs or Warg Riders. Unlock Blood Hunt at level five to boost nearby Wargs and Warg Riders’ damage and armor +50%. At level ten, Sharku receives Man Eater. You’ll replenish Sharku’s health and receive +50% damage and armor for a short period. |
Saruman | 3000 | 75 | Saruman comes equipped with Wizard Blast to knock back enemies. Unlock Fireball at level two to inflict area-effect damage. The Wormtongue ability at level four gives Saurman control over targeted enemies for a short period. Unlock Speech Craft at level five to grant experience to targeted units. Use Thunderbolt, received at level ten, to inflict big damage to a targeted enemy. |
Evenstar Power | Cost | Description | Tips |
Rallying Call | 5 | Targeted allies gain +50% damage and armor. | Enhance units to win a vital skirmish or raid on an enemy base. Use right before entering battle. |
Heal | 5 | Heals units, replaces one dead man per battalion. | A good power to give your troops a 'second chance' during battle. Wait until your troops are heavily damaged. Useful on heroes as well. |
Farsight | 5 | Reveals shroud in targeted area. | Scout the enemy. Look for weak spots in base defense or to check to see what units the enemy is creating. |
Enshrouding Mist | 10 | Friendly units within the mist become stealthed, significantly reduces enemy damage and armor. | Nerf the enemy’s units! Combine with a power that enhances your forces. |
Arrow Volley | 10 | Launches a volley of arrows anywhere on the map. | Wipe out an enemy battalion. Best used on a stationary target. Risky to use while engaged with the enemy forces but could be used to eliminate an archer line that’s providing support. |
Elven Wood | 10 | Creates lush terrain. Ally ally units gain +50% armor. Ally enemy units lose their leadership bonuses. | Large area of lush terrain to battle within. Boost friendly forces while eliminating enemy leadership bonuses (making it most effective when enemy heroes are providing leadership support). |
Summon Tom Bombadil | 10 | Summons Tom Bombadil. | During a battle, drop Tom Bombadil behind the enemy’s forces to provide devastating flank support. |
Summon Eagle Allies | 15 | Summons Giant Eagles. | Best used after enemy archers have been neutralized. |
Cloud Break | 15 | Cancels Freezing Rain or Darkness. Stuns enemy units. | Counter an opponent’s Freezing Rain (Isengard) or Darkness (Mordor/Goblins). It also stuns some enemy units. |
Summon Ent Allies | 15 | Summons Ents. | Allow Ents to provide long-range support, especially against structures. Slow-moving and susceptible to fire arrows. |
Sunflare | 25 | Creates a fiery beam of sunlight to scorch the battlefield. | Incinerate enemy forces! |
Flood | 25 | Summons a powerful flood to crush enemy units. | Wash away enemy forces! |
Evenstar Power | Cost | Description | Tips |
Heal | 5 | Heals units, replaces one dead man per battalion. | A good power to give your troops a 'second chance' during battle. Wait until your troops are heavily damaged. Useful on heroes as well. |
Rallying Call | 5 | Targeted allies gain +50% damage and armor. | Enhance units to win a vital skirmish or raid on an enemy base. Use right before entering battle. |
Rebuild | 5 | Heals structures. | Give a Fortress a second chance or use on a tightly packed group of towers. |
Summon Hobbit Allies | 10 | Summons a group of Hobbits. | Numbers always help in battles. Summon Hobbits to flank engaged enemy forces. |
Arrow Volley | 10 | Launches a volley of arrows anywhere on the map. | Wipe out an enemy battalion. Best used on a stationary target. Risky to use while engaged with the enemy forces but could be used to eliminate an archer line that’s providing support. |
Summon Tom Bombadil | 10 | Summons Tom Bombadil. | During a battle, drop Tom Bombadil behind the enemy’s forces to provide devastating flank support. |
Lone Tower | 10 | Summons a defensive tower. | Shore up defenses with the aid of another tower. |
Summon Dunedain Allies | 15 | Summons a group of Dunedain Rangers | Additional units are always helpful. Summon these archers to support your battle. |
Cloud Break | 15 | Cancels Freezing Rain or Darkness. Stuns enemy units. | Counter an opponent’s Freezing Rain (Isengard) or Darkness (Mordor/Goblins). It also stuns some enemy units. |
Summon Rohan Allies | 15 | Summons a group of Rohirrim. | If your foe supports his troops with plentiful archers, summon the Rohirrim to run them down from flanking position. |
Summon Army of the Dead | 25 | Summons the Army of the Dead. | Oathbreakers arrive to slaughter enemy forces. |
Earthquake | 25 | Summons an earthquake causing heavy damage to structures. | Level a foe’s defenses with a well-placed earthquake. |
Evenstar Power | Cost | Description | Tips |
Rallying Call | 5 | Targeted allies gain +50% damage and armor. | Enhance units to win a vital skirmish or raid on an enemy base. Use right before entering battle. |
Rebuild | 5 | Heals structures. | Give a Fortress a second chance or use on a tightly packed group of towers. |
Heal | 5 | Heals units, replaces one dead man per battalion. | A good power to give your troops a 'second chance' during battle. Wait until your troops are heavily damaged. Useful on heroes as well. Especially the sturdy Dwarven variety. |
Summon Men of Dale Allies | 10 | Summons the Men of Dale. | Additional units are always helpful. Summon these archers to support your battle. |
Dwarven Riches | 10 | Selected structure’s resource output is permanently raised to 300%. | Use Dwarven Riches on your best producing, best defended Mine Shafts. |
Lone Tower | 10 | Summons a defensive tower. | Shore up defenses with the aid of another tower. |
Summon Hobbit Allies | 10 | Summons a group of Hobbits. | Numbers always help in battles. Summon Hobbits to flank engaged enemy forces. |
Barrage | 15 | Bombard target with devastating artillery. | Annihilate stationary defenses or enemy units caught in a tight chokepoint. |
Cloud Break | 15 | Cancels Freezing Rain or Darkness. Stuns enemy units. | Counter an opponent’s Freezing Rain (Isengard) or Darkness (Mordor/Goblins). It also stuns some enemy units. |
Undermine | 15 | Places a Mine Shaft anywhere on the map, connects to tunnel network. | Drop a Mine Shaft behind enemy lines to set up a flank maneuver or a sneak attack against enemy structures. |
Earthquake | 25 | Summons an earthquake causing heavy damage to structures. | Level a foe’s defenses with a well-placed earthquake. |
Summon Citadel | 25 | Places a Citadel Fortress anywhere on the battlefield. | Erect mighty defenses with the Dwarven Citadel Fortress. |
One Ring Power | Cost | Description | Tips |
War Chant | 5 | Targeted allies gain +50% damage and armor. | Similar to the Evenstar Rallying Call. Cast on allies about to enter battle. |
Tainted Land | 5 | Taints an area of terrain. All ally units gain +50% damage and +50% armor. | Similar to Elven Wood. Taints a sizable area of terrain. Battle on the terrain and ally units receive the damage and armor boost. |
Cave Bats | 5 | Reveals the shroud and detects stealthed units. | Scout the enemy with Cave Bats. Check for weak areas in the defense or on enemy unit production. Counters stealthed rangers. |
Summon Wildmen of Dunland | 10 | Summons several hordes of Wildmen under the caster’s control. | Boost your force’s numbers with the Wildmen of Dunland. |
Scavenger | 10 | All kills earn extra resources. | Combining Scavenger with an aggressive strategy can literally pay dividends. Not so much on a defensive tactic. |
Untamed Allegiance | 10 | Cast on a lair to gain control of the lair and associated creatures. | Add lair creatures to your army with Untamed Allegiance. |
Summon Spiderling Allies | 10 | Summons a horde of Spiderlings under the caster’s control. | Send spiderlings behind enemy archer lines or flank engaged forces. |
Awaken Wyrm | 15 | Summons a subterranean Wyrm under the caster’s control. | Another of the Goblins’ many summon powers. |
Darkness | 15 | Temporarily covers the entire map in darkness. All ally units gain +50% damage and +50% armor. | Give your forces a boost for an important battle with Darkness. Counter Cloud Break. |
Summon Watcher | 15 | Summons the Watcher under your control. | Summon the watcher within a group of enemy battalions. Falls fast to upgraded archers. |
Summon Dragon | 25 | Summons the fire-breathing dragon to the battlefield. | Finish off your enemy’s forces with a mighty dragon. |
Summon Balrog. | 25 | Summons the Balrog. | The pinnacle of the Goblins’ plentiful summons. Use to assist in base assault or to crush enemy forces alongside your army. |
One Ring Power | Cost | Description | Tips |
Tainted Land | 5 | Taints an area of terrain. All ally units gain +50% damage and +50% armor. | Similar to Elven Wood. Taints a sizable area of terrain. Battle on the terrain and ally units receive the damage and armor boost. |
Eye of Sauron | 5 | Reveals stealthed enemies. Allies gain +50% damage and +50% armor and earn experience twice as fast. | The Eye of Sauron essentially provides leadership to your forces. Invoke to aid an important combat situation. The eye also reveals stealthed rangers. |
War Chant | 5 | Targeted allies gain +50% damage and armor. | Similar to the Evenstar Rallying Call. Cast on allies about to enter battle. |
Barricade | 10 | Summons a defensive tower garrisoned with archers. | Shore up defenses with the aid of another tower. |
Untamed Allegiance | 10 | Cast on a lair to gain control of the lair and associated creatures. | Add lair creatures to your army with Untamed Allegiance. |
Industry | 10 | Selected structure’s resource output is permanently raised to 300%. | In long games, powers that assist resources are important. Cast on your best Slaughterhouse and defend fiercely. |
Arrow Volley | 10 | Launches a volley of arrows anywhere on the map. | Wipe out an enemy battalion. Best used on a stationary target. Risky to use while engaged with the enemy forces but could be used to eliminate an archer line that’s providing support. |
Awaken Wyrm | 15 | Summons a subterranean Wyrm under the caster's control. | Summon a Wyrm to disrupt enemy battalions. |
Darkness | 15 | Temporarily covers the entire map in darkness. All ally units gain +50% damage and +50% armor. | Give your forces a boost for an important battle with Darkness. Counter Cloud Break. |
Barrage | 15 | Bombard target with devastating artillery. | Annihilate stationary defenses or enemy units caught in a tight chokepoint. |
Summon Balrog. | 25 | Summons the Balrog. | Use the Balrog assist in base assault or to crush enemy forces alongside your army. |
Rain of Fire | 25 | Calls down a hail of molten rock on selected area. | Eradicate enemy defenses in a rain of fire. Targets an area so not as effective on mobile enemy forces. |
One Ring Power | Cost | Description | Tips |
Vision of the Palantir | 5 | Spy on the enemy forces. | Scout the enemy’s defenses and unit production. Aids in finding vulnerable resource collectors. |
War Chant | 5 | Targeted allies gain +50% damage and armor. | Similar to the Evenstar Rallying Call. Cast on allies about to enter battle. |
Crebain | 5 | Reveals the shroud and detects stealthed enemies. | Clears map shroud and counters stealthed rangers. |
Devastation | 10 | Trees are instantly turned into resources. | Boost Isengard’s resources with Devastation. Obviously most important on forest maps. |
Tainted Land | 10 | Taints an area of terrain. All ally units gain +50% damage and +50% armor. | Similar to Elven Wood. Taints a sizable area of terrain. Battle on the terrain and ally units receive the damage and armor boost. More expensive for Isengard because their basic troops are stronger. |
Summon Wildmen of Dunland | 10 | Summons several hordes of Wildmen under the caster’s control. | Boost your force’s numbers with the Wildmen of Dunland. |
Industry | 10 | Selected structure’s resource output is permanently raised to 300%. | In long games, powers that assist resources are important. Cast on your best Slaughterhouse and defend fiercely. |
Summon Watcher | 15 | Summons the Watcher under your control. | Summon the watcher within a group of enemy battalions. Falls fast to upgraded archers. |
Freezing Rain | 15 | Temporarily covers the map in rain. Ally enemy units lose their leadership bonuses. | Isengard’s version of Darkness. The freezing rain cancels enemy leadership bonuses. Best used against hero-heavy enemy strategies. |
Fuel the Fires | 15 | +100% resources from harvesting trees. | In a long game on a forest map, Fuel the Fires can fund a stronger Isengard army. |
Summon Dragon | 25 | Summons the fire-breathing dragon to the battlefield. | Finish off your enemy’s forces with a mighty dragon. |
Dragon Strike | 25 | Summons a fire-breathing dragon to fly-by and scorch the battlefield. | Ignite enemy battalions with the power of a dragon fly-by scorching. |
Territory | Bonuses |
Forlindon | +60 Command Points, +5% Attack Bonus |
Grey Havens | +5% Defense Bonus, +10 Power Points |
Harlindon | +60 Command Points, +5% Experience Bonus |
Minhiriath | +5% Attack Bonus, +10 Power Points |
Enedwaith | +5% Defense Bonus, +10% Resource Multiplier |
Dunland | +5% Experience Bonus, +10% Resource Multiplier |
Territory | Bonuses |
Arnor | +5% Experience Bonus, +10 Power Points |
Ettenmoors | +60 Command Points, +5% Attack Bonus |
Tower Kills | +5% Attack Bonus, +10% Resource Multiplier |
The Shire | +60 Command Points, +5% Defense Bonus |
Buckland | +5% Experience Bonus, +10% Resource Multiplier |
Rivendell | +5% Defense Bonus, +10 Power Points |
Territory | Bonuses |
High Pass | +5% Attack Bonus, +10% Resource Multiplier |
Redhorn Pass | +60 Command Points, +5% Attack Bonus |
Mirkwood | +60 Command Points, +5% Experience Bonus |
Lorien | +5% Defense Bonus, +10% Resource Multiplier |
Fangorn | +60 Command Points, +5% Experience Bonus |
Dol Guldur | +5% Attack Bonus, +10 Power Points |
Isengard | +5% Defense Bonus, +10 Power Points |
Territory | Bonuses |
Erebor | +5% Defense Bonus, +10 Power Points |
Iron Hills | +60 Command Points, +5% Attack Bonus |
Celeduin | +5% Experience Bonus, +10% Resource Multiplier |
Dagorland | +60 Command Points, +5% Attack Bonus |
Rhun | +5% Defense Bonus, +10% Resource Multiplier |
Dead Marshes | +5% Experience Bonus, +10 Power Points |
Territory | Bonuses |
Gap of Rohan | +60 Command Points, +5% Experience Bonus |
Helm’s Deep | +5% Attack Bonus, +10 Power Points |
Gondor | +60 Command Points, +5% Attack Bonus |
Rohan | +5% Defense bonus, +10% Resource Multiplier |
Cair Andros | +5% Attack Bonus, +10% Resource Multiplier |
Minas Tirith | +5% Defense Bonus, +10 Power Points |
Osgiliath | +60 Command Points, +5% Experience Bonus |
Territory | Bonuses |
Black Gate | +60 Command Points, +5% Defense Bonus |
Minas Morgul | +5% Attack Bonus, +10 Power Points |
Mount Doom | +5% Experience Bonus, +10% Resource Multiplier |
Mordor | +5% Attack Bonus, +10 Power Points |
Harad | +60 Command Points, +5% Experience Bonus |
Ithilien | +5% Defense Bonus, +10% Resource Multiplier |