Edain Mod Wiki


The Turncoats of Arnor are Dunedain that joined Angmar during the later stages of its conquest. The first wave of traitorous Dunedain were welcomed with open arms and given dark weapons and armor. However, the Witch King sees this second wave of Turncoats with a more cautious eye, men who have seen his victories and have decided to jump ship. They must prove themselves and do so quickly, the blade of the Iron Crown thirsts for blood and those who only speak of loyalty are just as much at risk of being struck as those who oppose Angmar openly.

Abilities[]

/ Switch to Sword/Spear - The Turncoats have the ability to switch between Swordsmen status and Pikemen status.

Despised by All - The honorless Turncoats steal resources with every attack against enemy structures and loot resources when they kill enemies in battle. Allied and enemy units alike lose 25% armor when near Turncoats. Only other Turncoats gain +10% armor, or for every other battalion of Turncoats in the vicinity up to a maximum of 50%. (Passive ability)

Dark Trial - The Turncoats gain experience faster than other units but are executed if they haven't killed enough enemies to reach rank two after 30 seconds. Once they reach rank 2 they permanently become part of Angmar's Army.

Upgrades[]

This unit can gain the following upgrades once they have proven their loyalty:
Dark Iron Blades - Increases the damage of this battalion and provides a damage bonus against other infantry (swordsmen, pikemen, archers, etc...). Cost: 300
Dark Iron Mail - 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

Strategy[]

Turncoats of Arnor are a powerful unit, their ability to switch weapons makes them effective against most unit types. However, to get full value from the spell, the units must be able to reach level 2 within their short timer. This can be done by summoning them in a large battle where they can get a lot of kills in a short space of time and do not have to travel far to reach their foes (which would waste time). Because of their debuff (which affects both allies and enemies), the Turncoats work best when used to harrass the enemies or flanking, with their weapon switch keeping them safe from enemy cavalry.