Defend the Shire is an official Edain Mission map. A non-standard map that offers a different way of playing and objective. This one in particular offers a unique take on the Tower Defense formula where instead training hordes of units from standard faction buildings to fire on the enemy from an elevated position you use your assigned faction Builder to create individual units which will have to engage enemies from either melee in range but always with the risk of dying. If the enemies manage to kill all your units they will proceed to attack your hobbits, if all your hobbits are defeated you will lose the game. This map can either be played as an 1v1 or a 2V2 or as a 2 player survival co-op. The map has 41 standard waves and if any enemy players are still alive by then a special endless wave will follow during which who ever can survive the longest will win.
This map is heavily modified and as a result only factions that have been coded in to work will work. Only the following factions can be played on the map:
- Gondor
- Rohan
- Dwarves
- Imladris
- Lothlorien
- Isengard (Rhovanion)
The AI works on this map so you can play with/against bots.
Factions[]
Gondor[]
Units | Location | Cost | Health | Damage | Description | Ability | Upgrades |
---|---|---|---|---|---|---|---|
Gondor Soldiers | Builder | 30 | 400 | 40 | Strong at Melee | None | Banner Carrier, Dol Amroth Soldier, Gondor Knight |
Gondor Pikemen | Builder | 40 | 400 | 40 | Strong against Cavalry | None | Tower Guard, Guard of the Citadel |
Gondor Archer | Builder | 50 | 200 | 20 | Strong at Range | None | Ithilien Ranger, Guardian of the Third Company |
Banner Carrier | Gondor Soldier | 50 | 600 | 40 | Strong at Melee | The standard-bearer provides order and discipline, and nearby friendly units receive + 30% armor. Passive Ability | None |
Dol Amroth Soldier | Gondor Soldier | 60 | 950 | 70 | Strong at Melee | None | Guardians of the White City |
Gondor Knight | Gondor Soldier | 70 | 950 | 65 | Strong against Archers | None | Knight of Dol Amroth |
Tower Guard | Gondor Pikemen | 50 | 1250 | 55 | Strong against Cavalry and Monsters | None | None |
Guard of the Citadel | Gondor Pikemen | 170 | 2900 | 170 | Strong against Cavalry and Monsters | None | None |
Ithilien Ranger | Gondor Archer | 60 | 400 | 42 | Strong at Range | None | None |
Guardian of the Third Company | Gondor Archer | 200 | 950 | 80 | Strong at Range | None | None |
Guardian of the White City | Dol Amroth Soldier | 230 | 3000 | 250 | Strong at melee | The Guardian inspires other units. Allied units gain + 25% damage. Passive Ability | None |
Knight of Dol Amorth | Gondor Knight | 180 | 2600 | 250 | Strong against all normal units | The Dol Amroth knights dash to the selected enemy, trampling down everything in their way. For the duration of the dash they deal triple damage and slow down only half as much. | None |
Rohan[]
Units | Location | Cost | Health | Damage | Description | Ability | Upgrades |
---|---|---|---|---|---|---|---|
Rohan Peasant | Builder | 15 | 200 | 20 | Strong at Melee | None | Rohan Farmhands, Rohan Swordsmen, Yeoman |
Rohirrim | Builder | 60 | 750 | 50 | Strong against Archers | None | Axe Rohirrim, Rohirrim Archer, Royal Guard |
Herald of Infantry | Builder | 100 | 500 | 5 | Support | Summons three basic fighters when the wave starts | Rohan Captain |
Rohan Farmhands | Rohan Peasant | 10 | 200 | 20 | Strong against Cavalry | None | Warden of Meduseld |
Rohan Swordsmen | Rohan Peasant | 20 | 350 | 40 | Strong against Melee | None | None |
Yeoman | Rohan Peasant | 35 | 200 | 20 | Strong at Range | None | None |
Axe Rohirrim | Rohirrim | 40 | 800 | 80 | Strong at Melee | None | None |
Rohirrim Archer | Rohirrim | 50 | 420 | 45 | Strong at Range | None | None |
Royal Guard | Rohirrim | 200 | 2350 | 200 | Strong against all normal units | None | None |
Rohan Captain | Herald of Infantry | 70 | 500 | 5 | Support | Summons three soldiers of Rohan | Marshal of the Ford, Marshal of the Eastfold, Marshal of the Westfold |
Marshal of the Ford | Rohan Captain | 125 | 1000 | 200 | Support | Summon 4 Riders or Soldiers of Rohan | None |
Marshal of the Easfold | Rohan Captain | 150 | 1000 | 200 | Support | Summon 3 Riders of Rohan | None |
Marshal of the Westfold | Rohan Captain | 175 | 1000 | 200 | Support | Summon
3 Soldiers of the Westfold |
None |
Warden of Meduseld | Rohan Farmhand | 40 | 500 | 55 | Strong against Cavalry | None | Rohan Spearman |
Rohan Spearman | Warden of Meduseld | 50 | 500 | 86 | Strong against Cavalry and at Range | Fights with the Spear in Melee | None |
Dwarves[]
Units | Location | Cost | Health | Damage | Description | Ability | Upgrades |
---|---|---|---|---|---|---|---|
Guardian of Ered Luin | Builder | 50 | 500 | 60 | Strong at Melee | None | Guardian of Erebor, Guardian of the Iron Hills, The Unburnt |
Phalanx of Ered Luin | Builder | 50 | 500 | 60 | Strong against Cavalry and Monster | None | Phalanx of Erebor, Phalanx of the Iron Hills |
Dwarven Archer | Builder | 65 | 300 | 40 | Strong at Range | None | Dwarven Crossbowmen, Axethrower |
Guardian of Erebor | Guardian of Ered Luin | 60 | 500 | 90 | Strong at melee | Nearby enemies lose 20% armor | Arkenguard, Axe Hurler |
Guardian of the Iron Hills | Guardian of Ered Luin | 60 | 900 | 60 | Strong at melee | Attacked enemies deal 30% less damage for 3 seconds | Ironbreaker, Ram Rider |
The Unburnt | Guardian of Ered Luin | 120 | 1200 | 100 | Strong vs all normal troops | High attack speed, immune to poison and elemental damage | Veteran of Khazad-Dum |
Phalanx of Erebor | Phaland of Ered Luin | 60 | 500 | 55 | Strong against Cavalry and Monster | Nearby enemies lose 20% armor | Arkenguard |
Phalanx of the Iron Hills | Phaland of Ered Luin | 60 | 900 | 60 | Strong against Cavalry and Monster | Attacked enemies deal 30% less damage for 3 seconds | Ironbreaker |
Dwarven Crossbowmen | Dwarven Archer | 55 | 400 | 50 | Strong at Range | The crossbow shoots three bolts before it has to reload | None |
Axethrower | Dwarven Archer | 55 | 500 | 90 | Strong at Range | Deals as much damaged in range and melee as normal fighters | None |
Arkenguard | Guardian of Erebor,
Phalanx of Erebor |
120 | 1400 | 100 | Strong against Heroes and Monster | Increased damage against Monsters and Heroes. Causes Bleeding | None |
Ironbreaker | Guardian of the Iron Hills,
Phalanx of the Iron Hills |
120 | 1600 | 150 | Very Defensive | Taunts enemies. Can't be knocked back | None |
Ram Rider | Guardian of Iron Hills | 180 | 1000 | 100 | Very Defensive | Knock backs enemies. Extra speed at round start | None |
Axe Hurler | Guardian of Erebor | 180 | 1000 | 200 | Are of Effect | Jumps into enemies. | None |
Veteran of Khazad-Dum | The Unburnt,
Arkenguard, Ironbreaker |
200 | 2500 | 250 | Strong vs all normal troops | Veterans only appear one turn after having been bought. Veterans fight 5 seconds after death. | None |
Imladris[]
Units | Location | Cost | Health | Damage | Description | Ability | Upgrades |
---|---|---|---|---|---|---|---|
Dunedain Swordsmen | Builder | 40 | 450 | 40 | Strong at melee | None | Dunedain Ranger |
Rivendell Swordsmen | Builder | 100/10 | 1100 | 100 | Strong at melee | Requires Wisdom. Swordsmen are immune to arrows and poison. | Blademaster, Rivendell Spearmen, Guardians of Rivendell |
Scholar | Builder | 120 | 300 | 0 | Support | Nearby elves regenerate 5 times as much. The scholar has gained a lot of Wisdom through the ages. He shares it with elven troops nearby. | Councilor |
Dunedain Ranger | Dunedain Swordsmen | 70 | 400 | 60 | Strong at Range | None | None |
Councilor | Scholar | 70 | 500 | 0 | Support | The councilor can purchase one of three upgrades every turn:
|
None |
Blademaster | Rivendell Swordsmen | 20 | 950 | 40 | Strong at Melee | Requires Wisdom. Deal more AoE damage in a wider area. | Blademaster, Rivendell Spearmen, Guardians of Rivendell |
Rivendell Spearmen | Rivendell Swordsmen | 20 | 1050 | 80 | Strong vs Cavalry and Monster | Requires Wisdom. Spearmen ignore 50% of knockback. | Blademaster, Rivendell Spearmen, Guardians of Rivendell |
Guardians of Rivendell | Rivendell Swordsmen | 200 | 1700 | 200 | Strong at melee | Requires Wisdom. Guardians regenerate health much faster than other units even in combat. | Elven Lord, Veteran of the Last Alliance |
Elven Lord | Guardians of Rivendell | 250 | 2200 | 350 | Strong at melee | When the Elven Lord dies nearby units are bathed in its radiance, making them nigh invulnerable. | None |
Veteran of the Last Alliance | Guardians of Rivendell | 300 | 2500 | 400 | Strong at melee | Veterans do not disappear at the end of the round and keep their experience. If they die they will be lost forever. Veterans regenerate 25 health with every attack. | None |
Lothlorien[]
Lorien can build Mirkwood troops but they must first purchase the Alliance of the Woodelves (100) upgrade from the Builder.
Units | Location | Cost | Health | Damage | Description | Ability | Upgrades |
---|---|---|---|---|---|---|---|
Lorien Warrior | Builder | 40 | 400 | 50 | Strong at Melee | None | Galadhrim, Border Guard |
Lorien Archer | Builder | 50 | 200 | 45 | Strong at Range | None | Galadhrim, Guardian of Caras Galadhon |
Minstrel | Builder | 80 | 400 | 0 | Archer Support | Nearby archers gain +50% attack speed | Elven Healer, Animal Whisperer |
Avari | Builder | 40 | 400 | 40 | Strong at Melee | Mirkwood Elves gain 4 times the attack and health when a female dwarf is nearby. The disruptive attacks of the Mirkwood Elves slow enemy units by 40% for 5 seconds | Palace Guard, Protector of the Paths |
Galadhrim | Lorien Warrior,
Lorien Archer |
45/35 | 600 | Melee: 75
Ranged: 50 |
Strong at melee and range | The Galadhrim automatically fights with his sword when in melee | Armed Ghaladrim |
Border Guard | Lorien Warrior | 60 | 1000 | 80 | Strong vs Cavalry and Monster | Can't be knocked back and deals 100% more damage to cavalry and monsters. | None |
Guardian of Caras Galadhon | Lorien Archer | 159 | 600 | 100 | Strong vs Heroes | Deal +100% magical damage against everything and +150% magical damage against heroes. | None |
Elven Healer | Minstrel | 110 | 400 | 0 | Support | The healer heals nearby units when they are out of combat | None |
Animal Whisperer | Minstrel | 50 | 500 | 0 | Support | Enemy cavlary is slowed by 50% | Nature Sorcerer |
Palace Guard | Avari | 130 | 800 | 85 | Strong vs Cavalry and Monster | The Palace Guards are the elite defenders of Mirkwood and can turn enemy momentum against them. Any time a Palace Guard is trampled, all other nearby Palace Guards gain +50% armor, damage, and slow any additional enemy trampling 50% faster for 30 seconds. | None |
Protector of the Paths | Avari | 20 | 300 | 45 | Strong at Range | The disruptive attacks of the Mirkwood Elves slow enemy units by 40% for 5 seconds | Elkrider |
Armed Ghaladrim | Galadhrim | 75 | 1000 | Melee: 120
Ranged: 100 |
Strong at Melee and Range | The Galadhrim automatically fights with his sword when in melee | None |
Nature Sorcerer | Animal Whisperer | 170 | 500 | 0 | Support | The Nature Mage paralyses enemy for 5 seconds and reduces their armor by 25%. Enemy heroes and monster will also be slowed down by 25% and lose 25% damage | None |
Elkrider | Protector of the Paths | 70 | 400 | 65 | Strong vs Cavalry and Monster | The disruptive attacks of the Mirkwood Elves slow enemy units by 40% for 5 seconds. The precise arrows of the Elk Riders throw enemy riders to the ground and cause 50% increased damage against cavalry and monster | None |
Isengard (Rhovanion)[]
While the can select Isengard as a playable faction for defend the shire in reality the player will be commanding the forced of Rhovanion. Also known as the Wilderlands. When the player controls 5 Laketown Captains, Standing Army can be upgraded to level 2. When the player controls 10 Dale Captains, Standing Army can be upgraded to level 3.
Units | Location | Cost | Health | Damage | Description | Ability | Upgrades |
---|---|---|---|---|---|---|---|
Rhovanion Fighter | Builder | 25 | 350 | 35 | Strong at melee | None | Laketown Swordsmen |
Rhovanion Spearmen | Builder | 35 | 350 | 35 | Strong vs Cavalry and Monsters | None | Laketown Spearmen |
Rhovanion Axethrower | Builder | 45 | 150 | 20 | Strong at range | None | Laketown Bowmen |
Beorning | Builder | 110 | 800 | 65 | Strong at Melee | AoE Attack | Beorning Beekepper,
Beorning Berserker |
Druedain Warrior | Builder | 80 | 300 | 25 | Strong at Range, Defensive | Transform to Stone when below 40% health | Druedain Wise |
Rhovanion Shieldbearer | Rhovanion Fighter | 90 | 500 | 50 | Strong at defense | Lifesteal, makes Rhovanion basic units immun against ranged attacks | None |
Laketown Swordsmen | Rhovanion Fighter | 20 | 550 | 55 | Strong at Melee | At the end of each round the unit will downgrade to the previous unit (Location) | Dale Swordsmen |
Laketown Spearmen | Rhovanion Spearmen | 20 | 550 | 50 | Strong vs Cavalry and Monsters | At the end of each round the unit will downgrade to the previous unit (Location) | Dale Spearmen |
Laketown Bowmen | Rhovanion Axethrower | 20 | 250 | 30 | Strong at Range | At the end of each round the unit will downgrade to the previous unit (Location) | Dale Archer |
Laketown Captain | Laketown Swordsmen | 60 | 800 | 55 | Strong at Melee | Reduce the cost of Laketown upgrades by 5 | Dale Captain |
Dale Swordsmen | Laketown Swordsmen | 40 | 750 | 75 | Strong at Melee | At the end of each round the unit will downgrade to the previous unit (Location). This unit deals +20% damage against infantry. | Dale General |
Dale Spearmen | Laketown | 40 | 750 | 65 | Strong vs Cavalry and Monsters | At the end of each round the unit will downgrade to the previous unit (Location). This unit deals +20% damage against monster and cavalry. | None |
Dale Archer | Laketown | 40 | 350 | 40 | Strong at Range | At the end of each round the unit will downgrade to the previous unit (Location). This unit deals +20% damage against monster and heroes. | None |
Dale Captain | Dale Swordsmen, Laketown Captain | 60 | 1100 | 75 | Strong at Melee | Reduce the cost of Dale upgrades by 4. | None |
Beorning Beekepper | Beorning | 130 | 800 | 60 | Strong at melee | AoE attack. The Beekeeper is followed by hordes of bees which deal damage to nearby enemies. | None |
Beorning Berserker | Beorning | 180 | 1500 | 80 | Strong at melee | AoE attack. If the Berserker falls below 50% health, he turns into a bear. As a bear he deals 3.5 as much damage and has twice as much armor. | None |
Druedain Wise | Druedain Warrior | 110 | 500 | 25 | Strong at Range, Defensive | Poison Damage over Time, transform to stone when under 40% health, become invulnerable when under 20% | None |
Waves[]
- Wave 1 - 14 Orc Warriors
- Wave 2 - 13 Orc Pikemen
- Wave 3 - 5 Orc Warriors, 5 Orc Pikemen, 3 Orc Archers
- Wave 4 - 6 Orc Warriors, 5 Orc Pikemen, 6 Orc Archers
- Wave 5 - 4 Orc Warriors, 5 Orc Pikemen, 2 Orc Archers, 1 Orc Overseer
- Wave 6 - 13 Halberdiers of Cirith Ungol
- Wave 7 - 6 Black Uruks
- Wave 8 - 2 Black Uruks, 4 Black Uruk Archers
- Wave 9 - 11 Orc Warriors, 5 Orc Pikemen, 7 Orc Archers, 2 Orc Overseers
- Wave 10 - 1 Gothmog
- Wave 11 - 8 Orc Overseers
- Wave 12 - 24 Morgul Orc Warriors
- Wave 13 - 18 Dol Guldur Orc Warriors
- Wave 14 - 12 Dol Guldur Orc Warriors, 11 Dol Guldur Orc Archers
- Wave 15 - 2 Drummer Trolls
- Wave 16 - 8 Dol Guldur Orc Warriors, 12 Dol Guldur Orc Spearmen, 13 Dol Guldur Orc Archers
- Wave 17 - 22 Spiderlings
- Wave 18 - 10 Morgul Riders
- Wave 19 - 5 Castellans
- Wave 20 - 3 Nazgul
- Wave 21 - 16 Easterling Pikemens
- Wave 22 - 12 Rhun Riders
- Wave 23 - 16 Hasharin
- Wave 24 - 10 Haradrim Archers, 10 Haradrim Spearthrowers, 10 Haradrim Swordsmen
- Wave 25 - 5 Haradrim Archers, 3 Haradrim Spearthrowers, 5 Haradrim Swordsmen, 1 Mumakil
- Wave 26 - 6 Morgul Shadows
- Wave 27 - 25 Orc Warriors, 10 Orc Archers, 10 Orc Pikemen, 1 Drummer Troll, 3 Orc Overseers
- Wave 28 - 2 Attack Trolls
- Wave 29 - 10 Corsairs of Umbar with a surprise
- Wave 30 - Fellbeast
- Wave 31 - 160 Orc Warriors, 50 Orc Pikemen, 20 Orc Archers, 10 Orc Overseers
- Wave 32 - 15 Accursed Orc Warriors
- Wave 33 - 9 Wights, 1 Karsh
- Wave 34 - 1 Shelob, 4 Broodmother
- Wave 35 - 1 Mollok, 2 Attack Trolls
- Wave 36 - 1 Khamul, 5 Rhun Riders, 5 Black Easterlings
- Wave 37 - 1 Witch King, 48 Orc Warriors, 15 Orc Pikemen, 6 Orc Archers, 3 Orc Overseers
- Wave 38 - 1 Grond, 16 Orc Warriors, 5 Orc Pikemen, 2 Orc Archers, 1 Orc Overseer
- Wave 39 - 1 Gorthaur, 16 Orc Warriors, 5 Orc Pikemen, 2 Orc Archers, 1 Orc Overseer, 1 Drummer Troll
- Wave 40 - 1 Ring Hero Sauron, 48 Orc Warriors, 15 Orc Pikemen, 6 Orc Archers, 3 Orc Overseers
- Wave 41 - 1 Balrog
- Wave 42 - Endless Mode
Spellbook[]
The spellbook does not function the same was as the regular spellbook. You begin with all the powers unlocked. Apart from Endless Pain, powers can be used in either of the two phases: Build Phase or Battle Phase. During the build phase you can send your enemies additional troops to fight against, all the units you send will appear during and only during the next wave. In return you also gain a bonus passive income for every unit you send. The powers cost souls which are generated over time, you can use the Endless Pain to accelerate the pace at which souls are generated for the price of a 100 resource.
Unit Sent | Cost in Souls | Description | Extra income |
---|---|---|---|
Orc Warrior | 1 | Weak Orc | 1 |
Orc Pikemen | 2 | Strong vs Cavalry | 2 |
Halberdier of Cirith Ungol | 5 | Strong vs Cavalry | 5 |
Morgul Orc Warrior | 6 | Strong at Melee | 6 |
Dol Guldur Orc Warrior | 7 | Strong vs all normal units | 6 |
Black Uruk-Hai | 8 | Strong at Melee | 8 |
Mini Spider | 10 | Strong vs Cavalry | 9 |
Orc Overseer | 12 | Strong vs Single Enemies | 10 |
Morgul Rider | 15 | Strong vs Infantry | 12 |
Drummer Troll | 18 | Knockback and Leadership | 14 |
Castellan | 20 | Strong vs all normal units | 15 |
Attack Troll | 25 | Strong vs all normal units | 18 |
Black Rider | 30 | Fear, Negation of Leaderships | 20 |
Winged Shadow | 50 | Flying unit | 0 |
There are also powers you can use during the battle phase. Does help you to beat the wave.
Power | Cost in Souls | Description | Extra income |
---|---|---|---|
Power of Halflings | 2 | Call down a meteor upon the target area. The meteor takes between 3 and 6 seconds to come down so make sure that the enemies will be there for a while. Killing enemies with this power will not grant any money. | 0 |
Summon Hobbit Allies | 5 | Summon one permanent hobbit fighter | 1 |
Detachment from the Shire | 10 | Summon one permanent hobbit archer | 2 |