Edain Mod Wiki
Advertisement


"Glóin began then to talk of the works of his people, telling Frodo about their great labours in Dale and under the Mountain. 'We have done well,' he said. 'But in metal-work we cannot rival our fathers, many of whose secrets are lost. We make good armour and keen swords, but we cannot again make mail or blade to match those that were made before the dragon came. Only in mining and building have we surpassed the old days. You should see the waterways of Dale, Frodo, and the fountains, and the pools! You should see the stone-paved roads of many colours! And the halls and cavernous streets under the earth with arches carved like trees; and the terraces and towers upon the Mountain's sides! Then you would see that we have not been idle.'"
Gloin, The Fellowship of the Ring, "Many Meetings"

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: EreborIron 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[]

Castle[]

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 Stonemason. It has 7 building plots and 4 defense plots inside and more defense plots on the wall.

Camp[]

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.

Outposts[]

Erebor can pick between a regular outpost where they can build regular troops, or Dale Marketplace, with men that will defend their home with all their heart.

Settlements[]

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-dûm.

Buildings[]

Name Location Cost Description Discount
Mineshaft (Y) Castle, Camp, Outpost, Settlement 400 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%

Stonemason (X) Castle, Camp, Outpost 400 Researches base upgrades and generates resources Increases the health point of dwarven buildings:

2 masons: +10%

3 masons: +20%

4 masons: +30%

Hall of Warriors (C) Castle, Camp, Outpost 300 Trains Guardians of Erebor, Phalanx of Erebor, Axe Throwers, Arkenguard and Mineworkers. Researches Banner Carrier N/A
Forge Works (V) Castle, Camp, Outpost 400 Trains Battlewagons, Erebor Demolisher, Erebor Catapult and Earth Shaker. Researches Flaming Shots and Battlewagon Equipment N/A
Dwarven Forge (B) Castle, Camp, Outpost 800 Researches Heavy Armor, Forged Blades, Fire Arrows, Elite Equipment, Siege Plans and War Masks. Researches economic upgrades N/A
Hearth (N) Castle, Camp, Outpost 200 Heals nearby units while out of combat. Can be activated to briefly replenish fallen troops. N/A
Statue (A) Caste, Camp, Outpost 150 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 800 Fires at nearby enemies, can be upgraded with Forged Blades N/A

Units[]

Name Type Location 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
Mineworker Siege Hall of Warriors, Siege Plans 300 30 Against Buildings B
Battlewagon Cavalry Forge Works 500 60 Swordsmen, Archers Y
Erebor Demolisher Siege Forge Works 300 30 Structures X
Erebor Catapult Siege Forge Works, Siege Plans 600 60 Buildings, Archers, Monsters C
Earth Shaker Siege Forge Works, Siege Plans 900 60 All Structures B
Veterans of Khazad-dûm Heroic Hall of Warriors, Elite Equipment, Travel Camp 0 0 Depends on equipment N/A

Naval Units[]

Name Cost CP Strong vs. Description Shortcut
Dale Marketplace 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 Marketplace 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 Marketplace 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

Heroes[]

Nori[]

"Of the ten companions who had survived the Battle of Five Armies seven were still with him: Dwalin, Glóin, Dori, Nori, Bifur, Bofur, and Bombur."
The Fellowship of the Ring, "Many Meetings"

Nori was a dwarf of the Blue Mountains who joined Thorin Oakenshield's Company to reclaim Erebor. After the Battle of Five Armies, he established himself in Erebor and grew rich. 

Recruitment location: Citadel

Brand[]

"At the same time as the great armies besieged Minas Tirith a host of the allies of Sauron that had long threatened the borders of King Brand crossed the River Carnen, and Brand was driven back to Dale. There he had the aid of the Dwarves of Erebor; and there was a great battle at the Mountain's feet."
Appendix B, The Tale of Years (Chronology of the Westlands): "The Third Age"

Brand was a Prince, who, upon his father's death, became King of Dale Marketplace and fought during the War of the Ring. Brand was the son of Bain and the grandson of Bard the Bowman, who slew the dragon Smaug. Brand became King of Dale Marketplace 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 Dáin in battle against Easterlings

Recruitment location: Dale Marketplace with a Militia House

Glóin[]

"'Welcome and well met!' said the dwarf, turning towards him. Then he actually rose from his seat and bowed. 'Glóin at your service,' he said, and bowed still lower."
Gloin, The Fellowship of the Ring, "Many Meetings"

Glóin 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

Recruitment location: Hall of Warriors

Thorin III Stonehelm[]

"When news came of the great victories in the South, then Sauron's northern army was filled with dismay; and the besieged came forth and routed them, and the remnant fled into the East and troubled Dale no more. Then Bard II, Brand's son, became King in Dale, and Thorin III Stonehelm, Dáin's son, became King under the Mountain."
Appendix B, The Tale of Years (Chronology of the Westlands): "The Third Age"

Thorin III was the son of King Dáin and a lord of Erebor and the Iron Hills. During the War of the Ring, he became King under the Mountain when Dáin 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 Marketplace Marketplace Marketplace and prospered. 

Recruitment location: Hall of Warriors

Gimli[]

"Gimli the dwarf alone wore openly a short shirt of steel-rings, for dwarves make light of burdens; and in his belt was a broad-bladed axe."
The Fellowship of the Ring, "The Ring Goes South"

Gimli, son of Glóin, 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

Recruitment location: Hall of Warriors

King Dáin[]

"He was interested, however, to hear that Dáin was still King under the Mountain, and was now old (having passed his two hundred and fiftieth year), venerable, and fabulously rich."
The Fellowship of the Ring, "Many Meetings"

Lord Dáin 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, Dáin 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. 

Recruitment location: Citadel

External Buildplots[]

Initially the player can build Dale Marketplace 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 Marketplace Marketplace outpost. Once the militia house has been purchased players can recruit troops, like the Lothlórien outpost.

Buildings[]

Name Location Cost Description Discount
Mineshaft (Y) Settlements 200/300/400 Allows access to mineshaft network and generates resources Reduces cost of unit upgrades:

2 Mineshafts: -10%

3: -15%

4: -20%

5: -25%

6: -30%

Lumber Mill (X) Settlement 200/300/400 Collects resources from nearby trees N/A
Travel Camp (C) Settlement 400 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-dûm, 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 400 Can generate resources, heal nearby troops and provide leadership, fire at nearby enemies and trains Brand, Dale Swordsmen, Dale Spearmen and Dale Bowmen N/A

Units[]

Name Type Location Cost CP Strong

vs

Shortcut
Dale Swordsmen Swordsmen Dale Marketplace 200 60 Pikemen B
Dale Spearmen Pikemen Dale Marketplace 300 60 Cavalry, Monsters N
Dale Bowmen Archer Dale Marketplace 600 120 Swordsmen M
Dwarven Laborer Special Dwarven Lumbermill 50 10 None B
Pony Pack Special Travel Camp 0 0 None N/A

Heroes[]

Name Weapon(s) Role Where to recruit Cost CP Importance
Brand Bow/Sword Support Dale Marketplace 1300 30 Grandson of Bard the Bowman/King of Dale

Upgrades[]

Name Cost of Researching Requirement
Erebor Dale Marketplace Warehouses Upgrade Warehouse: Constructs Warehouses that generate resources. Increases HP by 500. Unlocks the Traders of Dale ability. Prerequisite for Dwarven Craftsmen. Cost: 500 500 Purchase at the Dale Marketplace
Erebor Dale Marketplace Militia House Upgrade Militia House: Builds a militia house. Increases the HP by 500. Enables the recruitment of Dale's melee fighters and the hero Brand. Cost: 300 300 Purchase at the Dale Marketplace
Erebor Dale Marketplace Toymarket Upgrade Toymarket: Constructs a Toymarket. Generates resources. Increases HP by 500. Increases the resources gained from Caravans returning to Dale. Cost: 400 400 Purchase at the Dale Marketplace
Erebor Dale Marketplace Watchtower Upgrade Watchtower: Builds a defensive tower that will fire at nearby enemies. Cost: 400 400 Purchase at the Dale Marketplace
Erebor Dale Marketplace Well Upgrade Fountain: Constructs a fountain. Increases HP by 500. Units in the area are healed and regenerate fallen soldiers. Cost: 600 600 Purchase at the Dale Marketplace
Erebor Dale Marketplace Dwarven Craftsmen Upgrade Dwarven Craftsmen: Constructs a workshop for skilled dwarven smiths. Increases HP by 500. Roads constructed by Dwarven Traders will now provide +25% to allied units. Cost: 400 400 Purchase at the Dale Marketplace
Erebor Dale Marketplace Palace Upgrade Palace: Constructs a Palace. Increases HP by 500. Enables recruitment of Dale's elite archers. Prerequisite for Windlance. Cost: 400 400 Purchase at the Dale Marketplace
Erebor Dale Marketplace Windlance Upgrade Windlance: Constructs a Windlance. Powerful defensive artillery weapon. Cost: 400 400 Purchase at the Dale Marketplace

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

Carc's Raven 

Cost: 1 point
Control the Ravens and send them to one of your structures. The raven will return to the citadel if the structure is destroyed. Nearby structures gain +33% armor and +100% vision range. Nearby enemies lose -25% armor.

Rallying Call

Cost: 1 point
Let the horns of the dwarves sound; +25% attack and fear resistance for allied units. Left click on icon then left click on target

Lone Tower

Cost: 3 points
Summons a defensive tower. Left click on icon then left click on target location. The tower can be garrisoned.

Undermine

Cost: 2 points
Places a mine shaft anywhere on the map. This mine shaft will be immediately connected to tunnel network. Left click on icon then left click on target.

Final Stand

Cost: 5 points
Allies in the target area gain four times as much armor, are immune against knock-back (but not trample) and slow down cavalry twice as much for 20 seconds.

Dwarven Runes

Cost: 1 point
The Runes of the Dwarves can be attached to various buildings to strengthen them. There are 4 forms which have separate cooldowns and are purchased separately. Purchase the central rune to unlock the ability to purchase the 4 other runes. All the runes need to be purchased in order to unlock the next tier of spells.

  • The Rune of Productivity (1 point): chosen training building train units 30% faster. Economy buildings produce 30% more resources.
  • Rune of Power (1 point): chosen building gets frequently repaired. Every 20s 500HP are restored.
  • The Rune of Inspiration (1 point): grants allies near the chosen building +15% armour and damage for 30 seconds. The effect stays for the whole duration even if the units leave the area of influence.
  • The Rune of Inviolability (1 point): gives +50% armor to the designated building.

Weapon Art of the Dwarves

Cost: 5 points
Gameplay Effect: Dwarven units with Heavy Armour and Forged Blades/Fire Arrows gain an additional +15% armour and damage. Dwarven Forges researches upgrades +15% faster.

Gandalf the Grey

Cost: 6 points
Summons the Grey Pilgrim to the battlefield, for the first few seconds nearby enemy units are stunned, during that time Gandalf cannot use his abilities. Left click on icon then left click on target.

Beorn

Cost: 6 points
Summons Beorn and 4 Beornings.

Dwarven Citadel

Cost: 10 points
Summon a Citadel Fortress anywhere on the battlefield, the citadel is connected to the tunnel network and can recruit troops. You may only have 1 dwarven citadel at a time. Left click on icon then left click on target.

Earthquake

Cost: 10 points
Creates a giant earthquake in the target area dealing heavy damage to all enemy buildings in the area and knocking enemy units to the ground. The earthquake deals increased damage to towers and other defensive measures. After the earthquake expires it is followed by two short aftershocks that deal a small amount of damage, preventing structures from being instantly rebuilt and knocking down units.


Upgrades[]

All upgrades can be seen here.

Name Cost of Researching Requirement
Battle tower training-0 Battle Tower Training - Increase the ranged damage of your defensive structures. Cost: 1200 1200 Research at a Stonemason
Oil vents Oil Vents - Build oil vents into the walls near the gate allowing to pour oil in front of the gate with the "Pour down boiling oil" skill. Cost: 1000 1000 Research at a level 2 Stonemason
Line of defense Line of Defense - Unlocks the use of the small build plots in front of the citadel as a second line of defense. Cost: 1000 1000 Research at a level 3 Stonemason
Heavy armor dwarves 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: 300 900 Researched at Forge
Erebor forged blades/Iron hills forged blades/Ered luin 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
900 Researched at Forge
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 1200 Researched at Forge
Elite equipment Elite Equipment - Allows training of elite units, the Mineworker, access to certain heroes, and the research of the Banner Carrier upgrade at the Hall of Warriors Research Cost: 750 750 Researched at Forge
Siege plans Siege Plans - Allows construction of advanced siege weapons and research of the Flaming Shot upgrade at the Forge Works Research Cost: 750 750 Researched at Forge
Mithril upgrade Mithril Coat - Requires some veterans to be sent into a Dwarven Forge. Dwarven heroes will then have the ability to purchase the Mithril Mail upgrade. The Mithril Mail gives Dwarven heroes extreme resistance to all damage. Changes Erebor's armorset to another armor set. Cost: 500 N/A Veterans of Khazad-dûm have entered the Forge
Fire stones upgrade Flaming Shot - Increases the damage that the unit does to buildings and add FIRE damage. The unit can now damage garrisoned troops. Cost: 400 800 Siege Plans has been researched, Researched at Forge Works
Battlewagon equipment Battle Wagon Equipment - Allows Battlewagons to purchase Banner Carriers, Beer Kegs and a unique improvement for each Dwarven realm. 600 Forge Works
General dwarven banner carrier Banner Carrier: Nearby allies gain 15% damage and armor and become fearless. Also promotes the battlewagon to level 2. At level 2, the battle wagon heals while out of combat. In addition, this increases the garrison of the battlewagon, adding more troops to it. 600 Battle Wagon Equipment has been researched
Battlewagon kegs Beer Keg - Adds a beer keg to the back of the battlewagon. Nearby units are healed. Also promotes the battlewagon to level 2. At level 2, the battle wagon heals while out of combat 400 Battle Wagon Equipment has been researched
Erebor war mask War Mask - Reduces the armor of units near the equipped battalion by -20%. Cost: 200 400 Research at a Dwarven Forge
Dale banner carrier/Erebor Banner Carrier 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. 600 Elite Equipment has been researched, Researched at Hall of Warriors
Erebor Dale Marketplace Warehouses Upgrade Warehouse: Constructs Warehouses that generate resources. Increases HP by 500. Unlocks the Traders of Dale ability. Prerequisite for Dwarven Craftsmen. Cost: 500 500 Purchase at the Dale Marketplace
Erebor Dale Marketplace Militia House Upgrade Militia House: Builds a militia house. Increases the HP by 500. Enables the recruitment of Dale's melee fighters and the hero Brand. Cost: 300 300 Purchase at the Dale Marketplace
Erebor Dale Marketplace Toymarket Upgrade Toymarket: Constructs a Toymarket. Generates resources. Increases HP by 500. Increases the resources gained from Caravans returning to Dale. Cost: 400 400 Purchase at the Dale Marketplace
Erebor Dale Marketplace Watchtower Upgrade Watchtower: Builds a defensive tower that will fire at nearby enemies. Cost: 400 400 Purchase at the Dale Marketplace
Erebor Dale Marketplace Well Upgrade Fountain: Constructs a fountain. Increases HP by 500. Units in the area are healed and regenerate fallen soldiers. Cost: 600 600 Purchase at the Dale Marketplace
Erebor Dale Marketplace Dwarven Craftsmen Upgrade Dwarven Craftsmen: Constructs a workshop for skilled dwarven smiths. Increases HP by 500. Roads constructed by Dwarven Traders will now provide +25% to allied units. Cost: 400 400 Purchase at the Dale Marketplace
Erebor Dale Marketplace Palace Upgrade Palace: Constructs a Palace. Increases HP by 500. Enables recruitment of Dale's elite archers. Prerequisite for Windlance. Cost: 400 400 Purchase at the Dale Marketplace
Erebor Dale Marketplace Windlance Upgrade Windlance: Constructs a Windlance. Powerful defensive artillery weapon. Cost: 400 400 Purchase at the Dale Marketplace
Battlewagon spikes Wheel Blades - The wheels of the battlewagon are equipped with blades that decrease the deceleration caused by trampling by 50%. Also promotes the battlewagon to level 2. At level 2, the battlewagon heals while out of combat 200 Battle Wagon Equipment has been researched


Strategy[]

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.

Advertisement