Defensive Build Plots are the keys to keeping your base well-protected. This page will attempt to guide you through the different factions and the defensive capabilities that each has. This is a work in progress.
Imladris[]
Imladris has access to a mighty square fortress with walls on castles and a round camp also encircled with smaller walls on camps.
Castle[]
On castles, Imladris has access to 10 defensive plots on their walls and 2 by their gates. On their walls, Imladris have access to the following defenses:
- Battletower: A defensive structure that shoots at nearby enemies. Cost: 700
- Postern Gate: A hidden gate which allows units and heroes to pass through but refuses entrance to enemies. Cost: 300
- Mystical Fountains: A magic well, blessed with elven magic, that heals troops around and on top of the wall. Cost: 700
- Wall Catapult: A mounted Elven Catapult that serves as a long range defensive weapon. Cost: 1000
On the two plots by the gate, Imladris has access to one structure:
- Flood Gate Expansion: A flood gate that release a small flood when enemies get close, dealing heavy damage to infantry. Cost: 900
Camp[]
On camps, Imladris has access to 4 defensive plots, on which they can build:
Mordor[]
Since Mordor does not have access to walls, they have access to the same defensive structures on both their camps and castles' defensive plots. The only difference is in the number of plots, 9 on castles and 7 on camps. On these they can build:
- Sentry Tower: A weak, short range, defensive tower which attacks nearby enemies. Cost: 200
- Defense Banner: A banner that increases the recruitment speed of the two adjacent buildings by 25%. Influence of Sauron can be cast on it Cost: 500
- Influence of Sauron - Sauron fills a building of Mordor (excluding Tol-In-Gaurhoth and the citadel) with his will, unlocking specific effects like new units or upgrades. Reinforcements of Rhun and Harad can now purchase upgrades..
Both the camp and castle of Mordor give a little protection through fences, intermittently placed, which stop troops from passing but do not protect from arrow fire.
Castle[]
However, on castles, Mordor also has access to 4 additional defensive plots near their citadel. On these, much more powerful defensive structure can be built, similar to the defensive structures that factions with walls get:
- Catapult Expansion: A mounted Mordor Catapult which serves as a long range defensive weapon. Cost: 1000
- Barricade Expansion: A defensive structure that shoots at nearby enemies. Cost: 700
- Gate Watcher: A defensive structure, similar to the ones that guarded Cirith Ungol, that causes enemies to flee in terror periodically. Cost: 600
Isengard[]
Since Isengard does not have access to walls, they have have access to the same defensive structures on both their camps and castles' defensive pots. The only difference is in the number of plots, 9 on castles and 7 on camps. On these they can build:
- Sentry Tower: A weak, short range, defensive tower which attacks nearby enemies. Cost: 200
- Warg Sentry: A weak building that does not attack on its own but rather houses a warg that will attack nearby enemies. If the warg dies it will respawn after a while. Cost: 200
Both the camp and castle of Isengard give a little protection through fences, intermittently placed, which stop troops from passing but do not protect from arrow fire.
Rohan[]
Rohan has access to a mighty square fortress with walls on castles and a round camp which is encircled with smaller walls on camps.
Castle[]
On castles, Rohan has access to 10 defensive plots on their walls, on which they can build the following:
- Battletower: A defensive structure that shoots at nearby enemies. Cost: 700
- Postern Gate: A hidden gate which allows units and heroes to pass through but refuses entrance to enemies. Cost: 300
- Wall Banner: A mounted banner which inspires nearby troops and grants them +50% armor and damage. Cost: 300
- Wall Catapult: A mounted Rohan Onager that serves as a long range defensive weapon. Cost: 1000
Camp[]
On camps, Rohan has access to 4 defensive plots, on which they can only build:
Gondor/Arnor[]
Gondor and Arnor have access to a mighty square fortress with walls on castles and a round camp with smaller walls placed intermittently on camps.
Castle[]
On castles, Gondor and Arnor have access to 10 defensive plots on their walls, on which they can build the following:
- Battletower: A defensive structure that shoots at nearby enemies. Cost: 700
- Postern Gate: A hidden gate which allows units and heroes to pass through but refuses entrance to enemies. Cost: 300
- Repair Crane: A crane mounted on the wall which heals nearby buildings and machines. Cost: 500
- Wall Catapult: A mounted Trebuchet that serves as a long range defensive weapon. Cost: 1000
Camp[]
On camps, Gondor and Arnor have access to 4 defensive plots, on which they can only build:
Angmar[]
Angmar has access to a mighty square fortress with walls on castles and a round camp which is encircled with smaller walls on camps.
Castle[]
On castles, Angmar has access to 10 defensive plots on their walls, on which they can build the following:
- Battletower: A defensive structure that shoots at nearby enemies. Cost: 700
- Postern Gate: A hidden gate which allows units and heroes to pass through but refuses entrance to enemies. Cost: 300
- Death Cage: A cage is risen, putting on the display the skeletons of Angmar's enemies, terrifying nearby enemies and lowering their damage and armor by -25% .Cost: 300
- Wall Catapult: A mounted Troll Stone Thrower that serves as a long range defensive weapon. Cost: 1000
On the two plots by the gate, Angmar has only access to one structure:
Camp[]
On camps, Agmar has access to 4 defensive plots, on which they can only build:
- Sentry Tower: A weak, short range, defensive tower which attacks nearby enemies. Cost: 250
- Death Cage: A cage is risen, putting on the display the skeletons of Angmar's enemies, terrifying nearby enemies and lowering their damage and armor by -10% .Cost: 150
Dwarves[]
The Dwarven Realms have access to a mighty square fortress with walls on castles and a round camp also encircled with smaller walls on camps.
Castle[]
On castles, the Dwarven Realms have access to 12 defensive plots on their walls, on which they can build the following:
- Battletower: A defensive structure that shoots at nearby enemies. Cost: 700
- Postern Gate: A hidden gate which allows units and heroes to pass through but refuses entrance to enemies. Cost: 300
- Ravenlair: A tower where ravens nest and scout the surroundings, granting allies nearby +25% vision and attack range. Cost: 300
- Wall Catapult: A mounted Dwarven Catapult that serves as a long range defensive weapon. Cost: 1000
In addition, once Line of Defense is purchased from a level 3 Stonemason, two larger defensive plots become available on which the Dwarves can build a Well, a Heroic Statue or a Battle Tower. If Oil Vents is also researched from the Stonemason, the walls near the gate will gain the ability:
Camp[]
On camps, the Dwarven Realms have access to 4 defensive plots, on which they can only build:
In addition, once Line of Defense is purchased from a level 3 Stonemason, two larger defensive plots become available on which the Dwarves can build a Well, a Heroic Statue or a Battle Tower.
Lothlorien[]
As the only Good faction without walls, Lothlorien primarily relies on the archers which garrison every building for their defense, especially on camps which do not possess defensive plots. Castle are encircled with flets that can be upgraded and bridges that do not stop projectiles or enemies but can be garrisoned with archers
Castle[]
On castles, Lothlorien has access to 8 defensive plots, situated on flets that hold the bridges up. On these plots they can build:
- Inspiring Statue: Nearby allies gain +25% damage and armor. Cost: 400
- Lanterns: Lanterns that periodically cause nearby enemies to flee in terror. Cost: 400
- Guard Platform: The flet is garrisoned with a guard which will fire arrows at nearby enemies. Cost: 500
Misty Mountains[]
Since Misty Mountains does not have access to walls, they have have access to the same defensive structures on both their camps and castles' defensive pots. The only difference is in the number of plots, 4 on castles and 3 on camps. On these they can build