- "But ere many years had passed it became manifest that their enemy, Sauron, had also returned. He came in secret, as has been told, to his ancient kingdom of Mordor beyond the Ephel Dúath, the Mountains of Shadow, and that country marched with Gondor upon the east. There above the valley of Gorgoroth was built his fortress vast and strong, Barad-dûr, the Dark Tower; and there was a fiery mountain in that land that the Elves named Orodruin. Indeed for that reason Sauron had set there his dwelling long before, for he used the fire that welled there from the heart of the earth in his sorceries and in his forging; and in the midst of the Land of Mordor he had fashioned the Ruling Ring."
- —The Silmarillion, "Of the Rings of Power and the Third Age"
Mordor is one of the most aggressive factions with an open fortress, which provides either 6 or 8 plots depending on the starting position encircled with 7 or 9 defensive plots. The whole gameplay of the faction is focused on the central hero Sauron, who is responsible for the development of upgrades and activation of various forces. By fulfilling tasks the power of Sauron may be multiplied and expanded, whereby various heroes who are linked to his will become more powerful at the same time. Mordor has a variety and mass of different troops, but they are weaker than other factions in direct fight. On settlements and outposts troops from Minas Morgul, Cirith Ungol, and Dol Guldur may be recruited.
Strategic Points[]
Castle[]
The castle of Mordor is equipped with nine defensive plots all around the outside and four around the citadel. On these four central defensive plots, the player can build wall catapults, barricades, or Guardians of Cirith Ungol, which can cast a fear spell pushing enemies away from the base. It doesn't posses any walls but has small spiked fences placed on intervals which will force units to walk around but won't stop projectiles. The fences can be targets and destroyed but cannot be rebuilt. It possesses 8 main building plots and 9 defensive plots on which the player can either build a Sentry Tower, a weak short range defensive tower, or a Mordor Banner, which increases the recruitment speed of buildings near it by 25%.
Camp[]
The camp doesn't have the four central defensive plots, but the player can still build either Sentry Towers or Mordor Banners on the seven defensive plots that will be upgraded once the Battle Tower is under Sauron's Influence. On the camp you only have access to six build plots and there are fewer of the spiked fences.
Outpost[]
The outpost can be selected to build either Minas Morgul, Dol Guldur or a basic Mordor Outpost where the Orc Tent, Slave Camp, Slaughterhouse, Troll Cage, Great Siege Works, and Battle Tower can be constructed.
Settlement[]
On the settlements the player can choose to build Cirith Ungol, a Slave Camp or a Slaughterhouse.
Buildings[]
Name | Location | Cost | Description | Discount |
---|---|---|---|---|
Citadel (N/A) | Castle, Camp, Outpost | N/A | The citadel is the central building of a fortress or a camp. Many of Mordor heroes can be recruited from there. | N/A |
Tribute Camp (Y) | Castle, Camp | 400 | The Tribute camp is a economy building that can be built at fortresses and camps. If Influence of Sauron is used on a Tribute Camp then all internal resource buildings gain a level | Reduces recharge time of spellbook spells:
|
Arsenal (X) | Castle, Camp | 400 | The Arsenal is a economy building that can be built at fortresses and camps. If Influence of Sauron is used on an Arsenal then all internal resource buildings gain a level. | Reduces the cost of upgrades and siege engines:
|
Mordor Barracks/Tents (C) | Castle, Camp, Outpost | 500 | Can train Orc Warriors , Orc Archers , Orc Pikemen and research the banner carrier upgrade. If Influence of Sauron is used on a Mordor Barracks or Tent, unlocks the fire arrow upgrade for research. | N/A |
Troll Cage (N) | Castle, Camp, Outpost | 800 | Trains Mountain Troll and Drummer Troll (at level 2) . If Influence of Sauron is used on a Troll Cage, it unlocks the the troll armor upgrade for Mountain Trolls. | N/A |
Great Siege Works (G) | Castle, Camp, Outpost | 400 | Train Battering Rams, Siege Tower (Mordor)s and Catapults. If Influence of Sauron is used on a Great Siege Works, it can train Troll Catapults. If the power Hammer of the Underworld is used on it then all training will briefly halt while Grond emerges from the Great Siege Works. | N/A |
Battle Tower (A) | Castle, Camp | 800 | Long range defensive tower that can be garrisoned with archers. If Influence of Sauron is used on a Battle Tower then all Battle Towers and Sentry Towers will be permanently fire arrows faster. | N/A |
Units[]
Name | Type | Location | Cost | CP | Strong vs. | Shortcut |
---|---|---|---|---|---|---|
Orc Warriors | Swordsmen | Mordor Barracks/Tents | Free | 60 | Pikemen | Y |
Orc Pikemen | Pikemen | Mordor Barracks/Tents | 250 | 60 | Cavalry | X |
Easterlings | Pikemen | Spellbook Power: Reinforcements of Rhun | Free | 60 | Cavalry | N/A |
Rhun Halberdier Warriors | Swordsmen | Spellbook Power: Reinforcements of Rhun | Free | 60 | Pikemen | N/A |
Orc Overseer | Support | Spellbook Power: Summon Overseer | Free | None | None | B |
Orc Archers | Archer | Mordor Barracks/Tents | 300 | 80 | Ranged | C |
Haradrim Lancers | Cavalry | Spellbook Power: Reinforcements from Harad | N/A | 90 | Swordsmen, Archers | N/A |
Drummer Troll | Monster, Support | Troll Cage Level 2 | 1200 | 90 | Swordsmen | X |
Mountain Troll | Monster | Troll Cage | 800 | 60 | Swordsmen, Structures, Archers, Cavalry | Y |
Mumakil | Monster | Spellbook Power: Reinforcements from Harad | N/A | 120 | Swordsmen, Structures, Cavalry, Archers, Heroes | N/A |
Gorthaur's Werewolves | Monster | Tol-In-Gaurhoth | 2000 | 90 | Swordsmen, Cavalry, Archer | Y |
Battering Ram | Siege | Great Siege Works | 200 | 10 | Structures | Y |
Siege Tower (Mordor) | Support | Great Siege Works | 400 | 30 | N/A | X |
Catapult | Siege | Great Siege Works | 600 | 60 | Structures | C |
Troll Catapult | Siege | Great Siege Works + Influence of Sauron on the Great Siege Works | 1000 | 60 | Structures | V |
Black Riders | Heroic | Citadel | 2000 | 120 | Swordsmen, Pikemen, Archer | A |
[]
Naval units are the only ones which can travel over water. They are built at shipwrights, which need to be captured. Once captured, the player can train the units, but if another player captures it, training will be canceled.
Name | Cost | CP | Strong vs. | Description | Shortcut |
---|---|---|---|---|---|
Umbar Transport | 100 | 25 | N/A | Can transport up to two battalions or heroes into any other location, very weak. If it dies with units then the units will also die. | Y |
Corsair Black Ship | 750 | 50 | At Range, VS Ships | Basic ships who shoot at any troops, ships or structures nearby, can be upgraded with improved armor and improved damage. | X |
Corsair Bombardment Ship | 3000 | 100 | Structures | Mighty siege ship which deals huge damage from afar. Can take down a building in merely a couple of hits | C |
Mordor Doom Ship | 500 | 25 | Ships | Will explode when nearby to the target ship destroying other nearby ships and itself. | V |
Heroes[]
Gorbag[]
- "'They would,' grunted Gorbag. 'We'll see. But anyway, if it does go well, there should be a lot more room. What d'you say? — if we get a chance, you and me'll slip off and set up somewhere on our own with a few trusty lads, somewhere where there's good loot nice and handy, and no big bosses.'
'Ah!' said Shagrat. 'Like old times.'" - —The Two Towers, "The Choices of Master Samwise"
Shagrat was a large, long-armed orc, Captain of the Tower of Cirith Ungol, and one of the orcs who found Frodo Baggins after he had been poisoned by Shelob. Gorbag was an Orc Captain of the Cirith Ungol, originally from Minas Morgul.
In the Edain Mod, they are paired together. The player can switch between either, as they please, with a small cooldown between each switch. They both attack with the sword but while Gorbag deals slight poison damage, Shagrat's attacks deals AoE damage.
Recruitment location: Citadel
Gothmog[]
- "There they had been mustered for the sack of the City and the rape of Gondor, waiting on the call of their Captain. He now was destroyed; but Gothmog the lieutenant of Morgul had flung them into the fray."
- —The Return of the King, "The Battle of the Pelennor Fields"
Gothmog was the Orc lieutenant of the Witch-king in the Third Age, from Minas Morgul, notably at the Battle of the Pelennor Fields.
In the Edain Mod, he is recruited from the Castle/Camp citadel on foot (although he can later mount a warg) and comes to support the troops of Mordor with various abilities. He use a crude blade to strike clumsily at his foes, and due to weird code bugs will tend to aim for the enemy backline, make sure to watch him at all times.
Recruitment location: Mordor Barracks
Dark Marshal[]
- "The Nazgûl came again, and as their Dark Lord now grew and put forth his strength, so their voices, which uttered only his will and his malice, were filled with evil and horror."
- —The Return of the King, "The Siege of Gondor"
In the centuries since the Dark Marshal and his fellow kings became Ringwraiths, he has become even more sadistic and malicious. The most black-hearted and unrelentingly cruel of all the Nazgûl, his name is a byword for misery and death. Where the Dark Marshal passes, evil creatures fight harder, fearful of their lives whilst good warriors feel the icy touch of death upon their hearts.
In the Edain Mod, he is recruited as a veiled Nazgul armed with a sword, his face hidden and spreading terror in the heart of his enemies. Once the power of Mordor is increased sufficiently, the player can either chose to send him out to seek the One Ring atop his fell beast or he can gear up in his dark armor and turn all of his malice against the enemies of Mordor, even deadlier than before.
Recruitment location: Citadel
Shadow Lord[]
- "More unbearable they became, not less, at each new cry. At length even the stout-hearted would fling themselves to the ground as the hidden menace passed over them."
- —The Return of the King, "The Siege of Gondor"
The Shadow Lord was once the king of a small and insignificant kingdom. When Sauron offered him one of the Nine Rings, the promise of its power proved irresistible. Now, his physical being all but gone, and his will enslaved to Sauron, the Shadow Lord wears his dark pride like a cloak, blotting the sun from the sky and dimming the sight of his foes.
In the Edain Mod, he is recruited as a veiled Nazgul armed with a sword, his face hidden and spreading terror in the heart of his enemies. Once the power of Mordor is increased sufficiently, the player can decide, just like for the Dark Marshal, to send him out to seek the One Ring or he can drape himself in robes weaved with dark spells and bring death to all of Mordor's enemies.
Recruitment location: Citadel
Khamûl[]
- "Now at that time the Chieftain of the Ringwraiths dwelt in Minas Morgul with six companions, while the second to the Chief, Khamûl the Shadow of the East, abode in Dol Guldur as Sauron's lieutenant, with one other as his messenger."
- —Unfinished Tales, Part Three: The Third Age: "The Hunt for the Ring"
Khamûl was one of the nine Ringwraiths, second to the Witch-King, in Middle-earth after Arnor was defeated. During the Third Age, he held Dol Guldur as Sauron's lieutenant. After the Witch-King was slain, he became the Lord of Nazgûl for a short period.
In the Edain Mod, he is recruited on foot at the Dol Guldur Outpost as a veiled Nazgul. He can later be unveiled and will then reveal his true power as a building destroyer. In addition, he can mount his fell beast once unveiled.
Recruitment location: Dol Guldur Outpost
Mouth of Sauron[]
- "But it is told that he was a renegade, who came of the race of those that are named the Black Númenóreans; for they established their dwellings in Middle-earth during the years of Sauron's domination, and they worshipped him, being enamoured of evil knowledge. And he entered the service of the Dark Tower when it first rose again, and because of his cunning he grew ever higher in the Lord's favour; and he learned great sorcery, and knew much of the mind of Sauron; and he was more cruel than any orc."
- —The Return of the King, "The Black Gate Opens"
The Mouth of Sauron was a living man, the ambassador and messenger of Sauron, the Lieutenant of the Dark Tower of Barad-dûr in Middle-earth and one of the most devoted and dark servants of Sauron at the time of the War of the Ring. His true name had been forgotten, even by himself.
In the Edain Mod, he is recruited from the Citadel and comes riding out on his black steed, armed with a sword. He is well versed in dark magic and can use his words to charm his enemies and put upon them diverse curses. When all else fails, he can channel the power of his master into deadly magic attacks or use his sword to fend for himself.
Recruitment location: Citadel
Witch-king of Angmar[]
- "The Black Rider flung back his hood, and behold! he had a kingly crown; and yet upon no head visible was it set. The red fires shone between it and the mantled shoulders vast and dark. From a mouth unseen there came a deadly laughter."
- —The Return of the King, "The Siege of Gondor"
The Witch-king of Angmar was the leader of the Nazgûl or Ringwraiths, and Sauron's second-in-command in the Second and Third Ages. Once a king of men, he was corrupted by one of the nine Rings of Power given to the lords of men and became an undead wraith in the service of Sauron. He is also present in the Angmar faction.
In the Edain Mod, he is recruited from the Minas Morgul Outpost as veiled Nazgul of terrifying power and can even be unveiled later on to increase his strength. He will then wield a mace he can use to deal AoE damage. He is one of the most expensive heroes to fully power since his based recruitment cost is 2000 resources and to unveil him costs 1500 resources, a total of 3500 (if you don't count having to recruit Sauron).
Recruitment location: Minas Morgul Outpost
Mollok[]
- "And the great troll-chief that smote him down bent over him, reaching out a clutching claw; for these fell creatures would bite the throats of those that they threw down."
- —The Return of the King, "The Black Gate Opens"
Mollok is the king of the trolls. He is clad in battle armor that renders him very resistant to damage, yet he is one of the most underused heroes. He was never named but is based off the Troll that attacked Aragorn at the battle of the Black Gate.
In the Edain Mod, he can be recruited from the Castle/Camp citadel wielding a giant blade. His attacks deal a heavy AoE damage and inflict knockback, meaning he can take on lots of unit at once. However, be careful of spear armed infantry, who will quickly reduce his health to nothing since he can also trampled units dealing minor damage and knocking them back.
Recruitment location: Troll Cage
Sauron[]
- "In his beginning he was of the Maiar of Aulë, and he remained mighty in the lore of that people. In all the deeds of Melkor the Morgoth upon Arda, in his vast works and in the deceits of his cunning, Sauron had a part, and was only less evil than his master in that for long he served another and not himself. But in after years he rose like a shadow of Morgoth and a ghost of his malice, and walked behind him on the same ruinous path down into the Void."
- —The Silmarillion, "Valaquenta"
Sauron was a Maia and main antagonist during the War of the Ring. He was the creator of the One Ring and can wield it to devastating ends. He was defeated many times during the history of Middle Earth, but he always came back stronger and dealing even more damage to the Free People until he was finally defeated.
In the Edain Mod, Sauron is the central point in the strategy of Mordor, his power affects all around him and as he rises in level, so do the Nazgul and the Mouth of Sauron. He his recruited in his shadow form who attacks with black waves of death but can switch to many different forms depending on the powers used on him. Once recruited, he can never be killed, if all of his health is spent he will become a simple shadow for some time and then return in his Shadow form no matter the form he died in.
Recruitment location: Citadel
External Buildplots[]
Buildings[]
Name | Location | Cost | Description | Discount |
---|---|---|---|---|
Slave Camp (Y) |
Outpost, Settlement |
200/300/40 | The Slave Farm is an economy building that can be built at settlements.
If Influence of Sauron is used on a Slave Farms, all external economy buildings gain a level. |
Reduces the cost of orcs:
|
Cirith Ungol (C) | Settlement | 800 | Train Black Uruk-Hai and Black Uruk Archers. If Influence of Sauron is used on Cirith Ungol Barracks, it will unlock the training of Halberdiers of Cirith Ungol. At level 3, it can fire arrows. | N/A |
Slaughterhouse (X) | Outpost, Settlement | 200/300/400 | The Slaughterhouse is an economy building that can be built at settlements.
If Influence of Sauron is used on a Slaughterhouse then all external economy buildings gain a level. |
Reduces the cost of monsters:
|
Minas Morgul (C) | Outpost | 2500 | Home of the Witch-King this fortress reveals stealthed units and drain them of 10% damage and armor. It trains Morgul Orc Warriors, Morgul Archers, Morgul Pikemen and Morgul Riders along with the Witch King himself. If Influence of Sauron is used on a Minas Morgul outpost, it unlocks the Morgul Shadow upgrade for Lesser Wraiths. | N/A |
Dol Guldur (X) | Outpost | 2500 | The dark fortress of Mirkwood is under the command of Khamul and poisons nearby enemies with its aura. It trains Dol Guldur Orcs, Dol Guldur Archers, Dol Guldur Pikemen, Mirkwood Spiders, Castellans and even the Shadow of the East himself, Khamul. If Influence of Sauron is used on a Dol Guldur Outpost, spiders of Mirkwood can be recruited for free in that outpost. | N/A |
Units[]
Name | Type | Location | Cost | CP | Strong vs. | Shortcut |
---|---|---|---|---|---|---|
Morgul Orc Warriors | Swordsmen | Minas Morgul | Free | 60 | Pikemen, Swordsmen | Y |
Morgul Pikemen | Pikemen | Minas Morgul | 300 | 60 | Cavalry, Monsters | X |
Castellans | Swordsmen, Heroic | Dol Guldur | 1100 | 90 | Swordsmen, Pikemen, Archer | B |
Black Uruk-Hai | Swordsmen | Cirith Ungol | 500 | None | Pikemen, Heavily Armored Units | X |
Morgul Riders | Cavalry, Heroic | Minas Morgul | 1600 | 120 | All Normal Infantry | V |
Black Uruk Archers | Archer | Cirith Ungol | 600 | None | At range | C |
Halberdiers of Cirith Ungol | Pikemen | Cirith Ungol + Influence of Sauron | 600 | None | Monsters, Cavalry | Y |
Dol Guldur Orcs | Swordsmen | Dol Guldur | Free | 60 | Pikemen | Y |
Dol Guldur Pikemen | Pikemen | Dol Guldur | 300 | 60 | Cavalry, Monsters | C |
Morgul Archers | Archer | Minas Morgul | 300 | 80 | At range | C |
Dol Guldur Archers | Archer | Dol Guldur | 300 | 80 | At range | X |
Mirkwood Spiders | Special | Dol Guldur | 300 | 90 | Cavalry | V |
Heroes[]
Name | Weapon(s) | Role | Location | Cost | CP | Importance |
---|---|---|---|---|---|---|
Khamûl | Sword/Horse/Flying | Building Destroyer | Dol Guldur Outpost | 1600 | 45 | Ringwraith/Shadow of the East |
Witch-king of Angmar | Mace/Sword/Horse/Flying | Hero Killer/Mass Slayer | Minas Morgul Outpost | 2000 | 60 | Right Hand of Sauron/Lord of the Nine |
Spellbook[]
Tabber
Cost: 1 poinst
Summons 2 Overseers which can be paired with troops namely orc warriors, orc archers and orc pikemen from Mordor, Dol Guldur or Minas Morgul, as well as with Halberdiers of Cirith Ungol to make them significantly stronger.
Cost: 1 point
Enemy leaderships negated under the eye and experience gain disabled for units. Heroes only gain half of the experience. Allied units become fearless.
Cost: 3 points
Calls permanent vassals from the distant lands of Rhun which appear at the edge of the map. The reinforcement will only arrive once 120 unused command points are available. They consist of one Horde of Easterlings and one Horde of Rhun Halberdier Warriors.
Cost: 3 points
Call the giant spider Shelob under your control for a 100 seconds (1 min and 40 seconds). She is a deadly hero killer capable of stopping a hero in its tracks and then catching up to him instantly. She can also summons spiderlings to do her bidding and destroy her enemies.
Cost: 5 points
The Ring Hunter and Battle Armor upgrades are unlocked for the Witch King, Khamul, the Shadow Lord and the Dark Marshal. This allows them to either buy the standard Ring Hunter upgrade or their unique Battle Armor upgrade. When the spell is purchased, Black Riders gains increased armor and health.
Cost: 7 points
Call permanent vassals from southern Harad which appear at the edge of the map. The reinforcements will only arrive once 300 unused command points are available. The reinforcements consist of two hordes of Haradrim Lancers and a Mumakil.
Cost: 5 points
All Orcs Warriors of Mordor, Dol Guldur and Minas Morgul, including archers and pikemen, gain banner carriers. This also affects the troops from Cirith Ungol. Every allied battalion on the map regenerates up to two units.
Cost: 6 points
Temporarily covers the whole map in darkness. All Ally units gain +20% damage and +20% armor. Does not stack, negates any other weather spells in progress but can be negated by other weather spells.
Temporarily drastically increases the recruitment speed of any orc type units to the point where the longest part in the production process is the animation of the orcs exiting the building. Best used when the army has been entirely wiped since it will stop if the CP cap is reached.
Cost: 10 points
Awaken the forgotten power of Sauron, which he lost during his downfall. The Necromancer becomes Gorthaur, the scholar of Aulë. Also causes minor knockback effect and damage once activated on the Necromancer or Gorthaur.
Cost: 10 points
Order the designated workshop to construct the mighty, wolf shaped, battering ram Grond to tear down the fortifications of your enemies. Only one Grond can be present on the battlefield. Grond is mounted by six fire arrows archers that deal a huge amount of damage to anything they hit, however whether or not they decide to attack is often random.
Upgrades[]
All upgrades can be seen here.
Upgrade | Cost of Research | Requirement | ||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 400 | Purchase at a level 2 Mordor Barracks/Tents. | ||||||||||||||||||||||||||||||||||||||||
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 | Available for standard Orc Archers and Morgul Archers once researched from a Barracks is under Sauron's influence. | ||||||||||||||||||||||||||||||||||||||||
Orc Overseer - If paired with an orc overseer this battalion will gain a bonus specific to their orc type and the ability Crack the Whip | 0 | Can be summoned with the spell Mordor/Summon Overseer | ||||||||||||||||||||||||||||||||||||||||
Battle Armor: This doubles the armor from 4000 health point to 8000; it is required to move on to the weapon upgrades. Changes the armorset to EdainTrollHeavyArmor. Cost: 300
|
0 | Available for Mountain Troll if the Troll Cage is under Sauron's Influence | ||||||||||||||||||||||||||||||||||||||||
Siege Hammer: Deals high damage against the buildings. Unlocks the Splintering Blow ability. Cost: 200 | 0 | Available for Mountain Troll once Troll Armor has been purchased and if the Troll Cage is under Sauron's influence. | ||||||||||||||||||||||||||||||||||||||||
Assault Mace: Deals large AOE damage. Unlocks the Sweeping Strikes ability. Cost: 200 | 0 | Available for Mountain Troll once Troll Armor has been purchased and if the Troll Cage is under Sauron's influence. | ||||||||||||||||||||||||||||||||||||||||
Troll Sword: Deals high damage against heroes and monster. Unlocks the Vicious Swipes ability. Cost: 200 | 0 | Available for Mountain Troll once Troll Armor has been purchased and if the Troll Cage is under Sauron's influence. | ||||||||||||||||||||||||||||||||||||||||
Lava Moat: Decreases melee vulnerability of the fortress . Cost: 750 | 0 | Purchasable in Tol-In-Gaurhoth | ||||||||||||||||||||||||||||||||||||||||
Magma Cauldron: Allows the fortress to pour burning lava on nearby enemy troops. Cost: 1000 | 0 | Purchasable in Tol-In-Gaurhoth | ||||||||||||||||||||||||||||||||||||||||
Doom Pyres: Reduces cost of heroes by 20%. Cost: 600 | 0 | Purchasable in Tol-In-Gaurhoth | ||||||||||||||||||||||||||||||||||||||||
Ring Hunter - The Nazgûl gains the ability to sense the Ring, along with a fell beast and new abilities. He can no longer be unveiled. Cost: 700 | 0 | Available to veiled Shadow Lord and Dark Marshal once the power "Mordor/His Deadliest Servants" has been purchased | ||||||||||||||||||||||||||||||||||||||||
Robe of the Shadow Lord - The Shadow Lord receives a robe of darkness to serve Mordor; he gains new abilities, a new skin and increased stats. Changes his armor set to EdainNazgulArmorUpgrade. Cost: 600
|
0 | Available to the Shadow Lord once the power "Mordor/His Deadliest Servants" has been purchased | ||||||||||||||||||||||||||||||||||||||||
Dark Marshal - The Nazgûl is given deadly armor to spread terror to the foes of Mordor; he gains new abilities and improved stats. Changes his armor set to EdainNazgulArmorUpgrade. Cost: 600
|
0 | Available to the Dark Marshal once the power "Mordor/His Deadliest Servants" has been purchased | ||||||||||||||||||||||||||||||||||||||||
Insignia of the Lieutenant - Once "His Deadliest Servants" is purchased, Khamul will be given new armor, new abilities and increased stats. Changes his armor set to EdainNazgulArmorUpgrade. Cost: 750
|
0 | Available to the Khamul once the power "Mordor/His Deadliest Servants" has been purchased | ||||||||||||||||||||||||||||||||||||||||
Insignia of Minas Morgul - The Witch-King gains new abilities, a new skin and a fell beast to ride upon. Changes his armor set to EdainNazgulArmorUpgrade. Cost: 1000.
|
0 | Available to the Witch-King (Mordor) once the power "Mordor/His Deadliest Servants" has been purchased | ||||||||||||||||||||||||||||||||||||||||
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.
|
0 | Ability unlocks once Sauron reaches level 3 |
Strategy[]
The evil Mordor faction operates on three principles: Sauron, Swarming, and Super-units.
At the helm of Mordor is Sauron, chief of all their many hero units. He starts out very weak, but by completing specific tasks, his level can increase, strengthening him and adding to his abilities. Several hero units in Mordor also share the same level that Sauron does, so Sauron must be leveled up in order to empower them too. Sauron can also be further augmented with the Power of Lost Ages spell, or by picking up the One Ring. Likewise, most all of the tasks that increase Sauron's level are alike to a list of goals, which require playing Mordor effectively to meet. When Sauron obtains the one ring, he reaches the pinnacle of his power, becoming the mightiest warrior in all of middle earth.
Swarming is what Mordor does best, because with inexhaustible hordes of free orc warriors available, there will never be a time when they're without soldiers. Orcs from the barracks are cheap, even free, weak, numerous, and recruited reasonably quickly—even more so with a defense banner nearby. Both of Mordor's unique fortresses also feature free orc hordes. Some of Mordor's ring powers summon easterlings to the field, replenish and upgrade orc ranks, and orc production instantaneous. Mordor's slaughterhouses also make their monsters (trolls) cheaper, while the arsenal building cheapens siege machines and unit upgrades.
Lastly, the thing about free orcs is that they're still appallingly weak unless amassed in huge numbers—something that's difficult to do with a smaller command limit ceiling. That's when the super-units come in. Mordor's trolls are giant brutes for assaulting structures or clobber huge groups of soldiers. The castellans from the Dol Goldur fortress are also tanky, and have the power to poison many enemy soldiers in an area. A Cirith Ungol barracks can provide mighty super-troopers in sword, bow, or halberd variety. The nazgul also feature as hero units that pair up well with orcs since they weaken the enemy troops and devastate formations with their shrieks. The Nazgul can be upgraded to have still more abilities, and are all able to mount horses, making them the super-powerful cavalry alongside the morgul riders and Mouth of Sauron, who also features numerous magical abilities. Given enough time, Sauron can also grow to be the mightiest of these super-units—and once he builds Tor-In-Gauroth, Mordor can train werewolves, which are also supremely powerful monsters, perhaps even more so than trolls. All of these crazy powerful heroes and monsters are meant to be combined with Mordor's orc hordes, symbiotically complementing each other on the battlefield. Orcs provide bulk and cushioning, and the super-units sling their spells and devastate the enemy troops.
As far as weaknesses go, orcs are the most cost-effective but least impressive of Mordor's assets, being barely any stronger than battalions of goblins or hobbits—especially the base mordor orc warrior horde which lacks either an advantage in damage output per their dol goldur counterparts, or health and armor like their minas morgul counterparts. In sharp contrast, the super units that are the core of Mordor's attack force are very expensive, especially their hero units. Being an evil faction, Mordor is also weak on the defense, requiring huge groups of troops to protect its territory. The greatest weakness of Mordor is Sauron—Mordor's access to better units and abilities depend on Sauron being stronger. The fearsomeness of most of Mordor's hero units scales directly with Sauron's power. Sauron can only be subdued for brief periods at a time, but without him, a lot of the powers that he has become unavailable to use, weakening Mordor overall. Preventing Sauron from leveling up, denying him access to the one ring, and slaying him on-sight are all ways to cripple Mordor.
|