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"Not long after most of Durin's Folk abandoned the Grey Mountains. Grór, Dáin's son, went away with many followers to the Iron Hills; but Thrór, Dáin's heir, with Borin his father's brother and the remainder of the people returned to Erebor. To the Great Hall of Thráin, Thrór brought back the Arkenstone, and he and his folk prospered and became rich, and they had the friendship of all Men that dwelt near. For they made not only things of wonder and beauty but weapons and armour of great worth; and there was great traffic of ore between them and their kin in the Iron Hills."
Appendix A, Annals of the Kings and Rulers: "Durin's Folk"

The Dwarves have a massive angular fortress to provide 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 so that Ironbreakers can leave for Khazad Dûm, returning 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 a defense plot upgrade. It has 7 building plots and 4 defense plots.

Camp[]

The camp has high walls with a single entrance. The walls, however, cannot gain defence upgrades, but there are still plots on the inside that can be unlocked with the upgrade. It has 5 plots with 4 defence plots.

Outposts[]

The Iron Hills can pick between a regular outpost where they can build regular troops or the Ered Mithrin Bastion, home to fierce dragon slayers.

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 the Iron Hills, Phalanx of the Iron Hills, Dwarven Crossbowmen, Ironbreaker and Mineworkers. Researches Banner Carrier N/A
Forge Works (V) Castle, Camp, Outpost 400 Trains Battlewagons, Iron Hills Demolisher, Iron Hills 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 Tower Shields. 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, last 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 on nearby enemies, can be upgraded with forged blade N/A

Units[]

Name Type Where to recruit/ requires Cost CP Cost Strong vs. Shortcut
Guardians of the Iron Hills Swordsmen Hall of Warriors 200 60 Light Infantry, Pikemen, Structures Y
Phalanx of the Iron Hills Pikemen Hall of Warriors 300 60 Cavalry, Monsters, Structure, Heavy Units X
Dwarven Crossbowmen Archer Hall of Warriors 300 90 At Range, Buildings, Archers, Pikemen C
Ironbreakers 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, Archer Y
Iron Hills Demolisher Siege Forge Works 600 40 Structures X
Iron Hills 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
Scout of the Iron Hills Cavalry Citadel 100 10 Scouting,Swordsmen,

Archers

N/A

Naval Units[]

Name Cost CP Strong vs. Description Shortcut
Dale Transport Ship 100 25 N/A Can transport up to two battalions or heroes into 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 who 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

Heroes[]

Drár[]

"In the Third Age, few Dwarves are prone to wanderlust. Múrin and Drár are two exceptions to this rule, having travelled far and wide beyond their home in the Iron Hills."
Games Workshop

Drár is the captain of Dáin's rear guard, a keen crossbowman whose heavy pavise shields makes him unusually resilient for a ranged hero.

Recruitment location: Hall of Warriors

Múrin[]

"In the Third Age, few Dwarves are prone to wanderlust. Múrin and Drár are two exceptions to this rule, having travelled far and wide beyond their home in the Iron Hills."
Games Workshop

The captain of Dáin's vanguard, Múrin is a powerful fighter who cleaves a way through the enemies of the Iron Hills to give the soldiers their opening.

Recruitment location: Hall of Warriors

Narin[]

"We are hastening to our kinsmen in the Mountain, since we learn that the kingdom of old is renewed. But who are you that sit in the plain as foes before defended walls?"
The Hobbit, "The Clouds Burst"

Narin is a messenger of Dáin and the Iron Hills, as well as a diplomat. He sent a message to the elven and Lake-town armies at the Battle of Five Armies to warn them to stay out of the way.

Recruitment location: Hall of Warriors

Thorin III[]

"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 Stonehelm was the son of Dáin and a lord of Erebor and the Iron Hills. When Dáin was killed during the Easterling invasion of Erebor, Thorin became King Under the Mountain and led the dwarves and men to victory once news of Sauron's defeat reached the area.

Recruitment location: Hall of Warriors

Dáin Ironfoot[]

"But go specially to my cousin Dáin in the Iron Hills, for he has many people well-armed, and dwells nearest to this place."
Thorin Oakenshield, The Hobbit, "The Gathering of the Clouds"

Dáin Ironfoot was a lord of the Iron Hills who came to Thorin Oakenshield's aid during the Battle of Five Armies. After Thorin's death, he was crowned King Under the Mountain and brought peace and prosperity to the area. He was later killed while defending Erebor from an Easterling invasion in the War of the Ring.

Recruitment location: Citadel

External Buildplots[]

Buildings[]

Name Location Cost Description Discount
Mineshaft (Y) Settlements 200/300/400 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%

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
Ered Mithrin Bastion (X) Outpost 1500 Trains Zealots, Hunters, Dragonslayers. Researches Additional Hall of Warriors, Dragon Trophy, Defenders of the Borders and Mighty Catapult N/A

Units[]

Name Type Location Cost CP Cost Strong vs. Shortcut
Zealots Swordsmen Ered Mithrin 200 60 Pikemen, Monster Y
Hunters Archer Ered Mithrin 600 120 At Range X
Dragon Slayer Heroic Ered Mithrin 650 60 Depends C
Dwarven Laborer Special Dwarven Lumbermill 50 10 None B
Pony Pack Special Travel Camp 0 0 None N/A

Heroes[]

No heroes can be recruited on out building plots for this faction.

Upgrades[]

Name Cost of Researching Requirement
Additional hall of warriors Additional Hall of Warriors: Increases recruitment speed and resource production by 50%. Cost: 500 500 Purchase at the Ered Mithrin Bastion
Dragon trophy Dragon Trophy: Lowers the damage of monsters by 50% in a wide radius while increasing the damage of nearby allied units by 30%. Allied units keep the bonus damage for 45 seconds after leaving the vicinity of the Bastion. Cost: 750 750 Purchase at the Ered Mithrin Bastion
Border wardens Border Wardens: Mans the Bastion with several Hunters to aid in its defense. Additionally, summoned Mineshafts (3pp), Lone Towers (3pp), and the summoned Citadel (10pp) gain +30% armor while the Bastion stands. Cost: 500 500 Purchase at the Ered Mithrin Bastion
Mighty catapult Mighty Catapult: Constructs a catapult on top of the fortress that delivers flaming barrages. Cost: 2500 2500 Purchase at the Ered Mithrin Bastion

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 Iron Hills'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
Tower shields Tower Shields - Increases armor against ranged units (PIERCE, STRUCTURAL, HERO_RANGED, CAVALRY_RANGED) by 50%. Cost: 200 400 Research at a Dwarven Forge
Iron Hills 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
Additional hall of warriors Additional Hall of Warriors: Increases recruitment speed and resource production by 50%. Cost: 500 500 Purchase at the Ered Mithrin Bastion
Dragon trophy Dragon Trophy: Lowers the damage of monsters by 50% in a wide radius while increasing the damage of nearby allied units by 30%. Allied units keep the bonus damage for 45 seconds after leaving the vicinity of the Bastion. Cost: 750 750 Purchase at the Ered Mithrin Bastion
Border wardens Border Wardens: Mans the Bastion with several Hunters to aid in its defense. Additionally, summoned Mineshafts (3pp), Lone Towers (3pp), and the summoned Citadel (10pp) gain +30% armor while the Bastion stands. Cost: 500 500 Purchase at the Ered Mithrin Bastion
Mighty catapult Mighty Catapult: Constructs a catapult on top of the fortress that delivers flaming barrages. Cost: 2500 2500 Purchase at the Ered Mithrin Bastion
Battlewagon trophies Trophy - A spike of severed orc heads is mounted upon the battlewagon, demoralizing nearby enemies and lowering their damage by -20%. The debuff increases by -5% for every level up the battewagon gains. 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[]

The Iron Hills subfaction of the Dwarves is the most defensive variation of the three subfactions. Most of the warriors and soldiers of the Iron Hills have improved armor, and some abilities and upgrades that further buff their armor. Clearly, the theme of the Iron Hills is more about biding one's time, bolstering defenses, and holding up against superior forces through defensive advantages.

This is the faction with the fewest hero units, and even fewer hero units that are exclusive. King Dain makes an appearance in this subfaction again, albeit as Lord of the Iron Hills after losing his mountain to Smaug. The only real difference with Dain Ironfoot is that his army-buffing powers increase their armor rather than boosting their attack strength. Thorin III also makes a second appearance in the Iron Hills subfaction, but unlike Dain Ironfoot, he's the exact same hero as in Erebor, with the exact same powers and abilities. The rest of the hero units are more or less for auxillary purposes.

The mighty Bastion is the Iron Hills' unique outpost, which is a tiny fortress that can train upgraded soldiers that are specialized against hunting monsters. It also has access to the Mighty Catapult, which deals extreme damage to an area as an ability.

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