_____________________
| GENERAL INFORMATION \__________________
| Platform : PC | The Lord of the Rings
| Company : EA Games | --The Battle for Middle-Earth II--
| Genre : Real-Time Strategy | Guide Submitted: 08/12/06
| Players : Online Multi - 8 | Author: Gothmog14
| Version : 1.0 |
|______________________ |
| REGIONAL INFORMATION \_________________|
| Release: America > March 2006 |
| Rated : ESRB > T for Teen |
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Table of Contents
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---------------
Version History
---------------
Version 1.0 Submitted: 08/12/06 - First version submitted
Version 1.1 Submitted: 00/00/06 - Added Patch 1.03 Changes
Redone unit and hero summaries
Version 1.2 Submitted: 11/29/06 - Patch 1.05 Changes
- Some sections left unupdated
-------
Planned
-------
- Add ASCII Art for the title
- Get EXP and Level Gain Charts
- Reformat everything, make it readable
- Add summons to the Unit and Hero Charts
The Corrupted Wild. One of the 3 new factions added to "The Lord
of the Rings: The Battle for Middle-Earth II." This is one of the 3
factions on the Forces of Darkness side of the game, and are known to
many (even ingame), as the "Goblins" faction.
This is personally one of my favourite factions, but since there
was already a guide to Mordor, I went along with this. Goblins are the
new Mordor in many senses anyway, they now have the cheapest and weakest
unit of the game, they now have the most "Monster" type units, and they
are some of the best rushers in the game. Both of the games fastest
units (Spiderlings and the Firedrake) belong in this faction. The only
place I find this faction lacks is in heros; they only get three, 2 of
which have an extreme (and unaviodable) weakness. This faction is still
a great one, and is really to easy to start out as, so i'll just get on
with the guide now.
*UPDATE* Well, reading this guide over, I have found that all
it does is glorify the Goblins, when in reality, they have major
weaknesses due to EA inability to make a balanced game. I have made some
changes so that everything no longer seems awesome.
These charts are here of the people that want to skip all the crap I
in the more dtailed sections and just see the stats for all their
favourite units. Unfortunatly, this is gonna get crowded (because of
margain limits) and there will be multiple charts. It could be a little
hard to read. I will be trying to do these in the same format as
fsovercash did his for his Battle for Middle-Earth I Unit Stats Guide.
Like I said earlier, probably the worst part of the Goblins. They get
only 3 heros, and 2 of them weren't even in the books/movies. EA Games
used its own imagination to think up the new Goblin-King Gorkil, and the
Dragon Lord Drogoth. I guess they did an okay job, but I dont see why
they didn't just use Smaug and Bolg, they revived Boromir. Anywho, the
heros suck, Shelob costs way too much for what she can do, and Drogoth
cant be used unless you can micro-manage him decently.
DESCRIPTION:
Shelob: the giant spider that nested in Cirith Ungol and
attacked Frodo and Sam on their way through to Mordor. She's back for
the second game (she wasn't actually a hero in the first), and now
she's been given powers. Sorta improved now, but her only use is still
a unit/hero killer. Tough Armor helps, but she is still too costly.
An improvement, but a small one. Ohh yea, I have no idea what "Crush
Velocity" is meant to be, but it was increased.
======================
GORKIL THE GOBLIN KING
======================
ABILITIES
- [SKULL TOTEM - RANK 2 -]
- Places a skull totem that will remain on map
until destroyed. Reveals shroud, detects stealth
and provides Damage, Amor and Experience bonus
for nearby allies.
- 200 Health; +50% Damage, +50% Armor, +50% Experience
- 400 Range Radius
- 120 second Recharge (2 mins)
- [MOUNT/DISMOUNT - RANK 3 -]
- Switch between mounted and on foot.
- +31 Speed. +160 Crush Damage, +3 Crushed enemies.
- Gain ability to use Poison Stinger (RANK 6)
- [LEADERSHIP - RANK 4 -]
- Allies near the Goblin King gain a Leadership Bonus
- +50% Damage, +50% Armor, +50% Experience Bonus
- Passive; does not stack
- [POISON STINGER - RANK 6 -]
- Targeted enemy becomes stunned and takes poison damage
over time
- Can only use while mounted
- 20 Melee Damage
- 3000 Posion Damage : 30 second Duration
- Immobilizes target : 15 second Duration
- 60 second Recharge (1 min)
- [CALL FROM THE DEEP - RANK 7 -]
- Summons three Firedrakes under the caster's control
- 250 Range
- 180 second Recharge (3 mins)
DESCRIPTION:
The Goblin King of Gundabad, leader of the Corrupted Wild. One of
EA's made up heros plays a big role in the Goblin strategy. Gorkil might
just be the only hero thats worth getting in the Goblins. He has nice
Leadership and overall no major faults. Since he also has Poison Stinger,
it makes Shelob useless. Patch 1.05 really helped him here, 1900 resources
less means he can now be more of an early-game hero, very much improved
here.
=======================
DROGOTH THE DRAGON LORD
=======================
DESCRIPTION:
Drogoth is the new Dragon Lord of the Withered Heath. EA made a hell
of an ugly dragon with this guy. Nonetheless, he's the Corrupted Wild's
lategame hero, 6000 health, 5000 cost, and hes... actually not that great.
Since archers dominate this game, Drogoth is almost usless. He'll die
in like 4 seconds to Silverthorne Arrows, you might have a minute
with normal arrows. Patch 1.05 was mixed, better Armor for less Damage,
but it seems to be for the good. Fire Arrows now work against him, but
Normal and Silverthorne have a harder time.
MELEE DAMAGE : 750
MELEE ATTACKSPEED : 3.000
MELEE RANGE : 100
MELEE RADIUS : 30
MELEE FLAME SPEED : 100
ARMOR : 100% Crush, Slash, Uruk, and Siege Damage
100% Hero and Hero-Ranged Damage
30% Pierce, Specialist, and Poison Damage
20% Cavalry and Magic Damage
15% Structural Damage
0% Flame and Logical Fire Damage
SPEED : 80
ABILITIES
- [INFERNO - RANK 1 -]
- Breathes fire over a selected area
- 2000 Fire Damage
- 80 Range
- 60 Damage Arc
- 120 second Recharge (2 mins)
DESCRIPTION:
Well, he's not really a hero. His Experience Chart is the same
as normal units so I haven't given it here. So why is he here? Well he
gets a portrait thingy at the bottom when you purchase him. Anyway, Melee
is just listed there for breviety, his normal attack is actually a smaller
Inferno (thats whats up with all the other stats), and does Fire Damage.
All I can say is this guy is great. However, his total cost is
around 6500, so it would be better to take a Drake lair for yourself. This
guy is a unit killer, since his attack is AoE and is crazy powerful (750!!),
not to mention, this guy destroys buildings easily. Anywho, definalty
a must get for the Corrupted Wild around late midgame.
=======================-+-============-+-============================
----------------------| UNITS - [UNT]|---------------------------
=======================-+-============-+-============================
The units of the Corrupted Wild, very nice here. They have the
fastest (with Mordor) and second fastest Infantry, the fastest Cavalry,
and overall the fastest ground units. Also, late-game is killer (not
nearly the best though) due to amazing Siege Giants and their brutal
pikemen. Best rushing out there.
=====================
Corrupted Wild Porter
=====================
Class : Building Construction
Buildcost : 500
Built From : Fortress
Build Time : 30
Hordesize : 1
Command Points : -
Health Points : 500
Melee Damage : -
Melee Attackspeed : -
Abilities : - Extinguish Fire (150 Range, 100 Radius)
Speed : 60
Description : Ohhh, the Porters, they build everything you have,
so you can't win a game without them.
=============
Orc Labourers
=============
Class : Resource Production / Infantry
Buildcost : 20
Built From : Lumber Mill
Build Time : 5
Hordesize : 1
Command Points : 5
Health Points : 60
Melee Damage : 5
Melee Attackspeed : 1.633
Abilities : - Harvest Resources (unit auto-accuires resources)
Speed : 50
Description : Overall the best source of resources for the
Corrupted Wild, plus they can take out Ents :)
===============
Goblin Warriors
===============
Class : Infantry
Buildcost : 75
Built From : Goblin Cave
Build Time : 30
Hordesize : 20
Command Points : 40
Health Points : 50
Melee Damage : 12
Melee Attackspeed : 0.767
Abilities : - Poison Blades (6 Poison Damage; 15/30 second Duration)
- Forged Blades (+28 Slash Damage)
- Scavenged Armor (+50% Armor)
- Banner Carrier (+1 RANK; only for Rank 1 units)
Speed : 65
Description : Well they got nerfed even more here. There Poison Blade
Duration is 15 seconds unless you upgrade to Forged
Blades, then it doubles. The -45% damage against buildings
means they've lost some of their rushing potential.
==============
Goblin Archers
==============
Class : Rangery
Buildcost : 350
Built From : Goblin Cave
Build Time : 30
Hordesize : 20
Command Points : 60
Health Points : 80
Ranged Damage : 20
Ranged Attackspeed : 1.750
Range : 400
Abilities : - Poison Arrows (4 Poison Damage; 7.5 second Duration)
- Fire Arrows (-10 Pierce, +15 Fire Damage)
- Scavenged Armor(+50% Armor)
- Banner Carrier (+1 RANK; only for Rank 1 units)
- Bombard (Bombards a selected area)
Speed : 45
Description : Patch 1.05 gave them better Crush Revenge and range,
but raised their cost and lowered their speed. These
are almost exactly like Orc Archers now, crappy.
===========
Spiderlings
===========
Class : Cavalry
Buildcost : 300
Built From : Spider Pit
Build Time : 30
Hordesize : 10
Command Points : 60
Health Points : 300
Melee Damage : 50
Melee Attackspeed : 2.566
Abilities : - Venom Sacks (changes Damage type to Poison)
- Banner Carrier (+1 RANK; only for Rank 1 units)
Speed : 120
Description : They're better rushers after Patch 1.05, but they're
base damage is reduced, so they have an even harder
time with units. Again, keep away from pikes.
=============
Spider Riders
=============
Class : Cavalry
Buildcost : 600
Built From : Spider Pit - RANK 2
Build Time : 30
Hordesize : 8
Command Points : 72
Health Points : 700
Melee Damage : 120
Melee Attackspeed : 2.200
Ranged Damage : 40
Ranged Attackspeed : 1.625
Range : 400
Crush Damage : 80
Crushed Enemies : 2
Abilities : - Alternate Weapon (switches between bow and sword)
- Forged Blades (+80 Slash Damage)
- Fire Arrows (+30 Fire Damage)
- Venom Sacks (changes Damage type to Poison)
- Banner Carrier (+1 RANK; only for Rank 1 units)
Speed : 83
Dodge : 40%
Description : AHHH, the Wild's best unit, nerfed. How sad, Patch 1.05
clearly didn't like the Goblins very much. They're still
usable, but they have a much harder time now. :(
====================
Half-Troll Marauders
====================
Class : Pikemen
Buildcost : 450
Built From : Fissure - RANK 2
Build Time : 30
Hordesize : 8
Command Points : 64
Health Points : 600
Melee Damage : 100
Melee Attackspeed :
Abilities : - Porcupine Formation (switches Formation)
- Forged Blades (+100 Damage)
- Scavenged Armor (+20% Armor)
- Banner Carrier (+1 RANK; only for Rank 1 units)
Speed : 63
Description : OMG, you need a Rank 2 Fissure for these now , plus
they've been nerfed. EA clearly doesn't want The Wild
to be used much, as they were underpowered before.
Still, they remain great pikemen, but now are doubtably
not the best anymore.
===========
Cave Trolls
===========
Class : Monster / Siege
Buildcost : 500
Built From : Fissure - RANK 1
Build Time : 40
Hordesize : 1
Command Points : 25
Health Points : 2000
Melee Damage : 200
Melee Tree Damage : 120
Melee Attackspeed : 1.500
Ranged Damage : 250
Ranged Attack Speed : 7.500
Range : 250
Abilities : - Throw Rocks (250 Damage, 120 Radius)
- Find a Tree (-80 Damage, Area of Effect Damage)
- Find a Goblin (Self-Heal, disabled when using AoE)
Speed : 55
Description : Rank 1 Fissure now, better Siege, these things take
out walls pretty well thanks to that Splash Radius.
Ohh, and they can heal on Rank 2, so you can get trees
again, much better now. Still not as great as in the
first game though.
===============
Mountain Giants
===============
Class : Monster / Siege
Buildcost : 1300
Built From : Fissure - RANK 3
Build Time : 45
Hordesize : 1
Command Points : 75
Health Points : 4000
Melee Damage : 600
Melee Attackspeed : 3.000
Ranged Damage : 400
Ranged Attack Speed : 7.200
Range : 500
Abilities : - Stomp (1000 Damage, 50 Radius)
- Close Range Attacks (600 Damage, 70 Radius)
Speed : 55
Description : Ahhh, better, but still too expensive. He's harder
too kill, but for 1300 just isn't worth it. If you
manage to survive until extreme late-game where
you have more Resources that you know what to do
with, go for it.
=================
Corsairs of Umbar
=================
Class : Infantry / Rangery
Buildcost : 200
Built From : Inn <<must be captured>>
Build Time : 25
Hordesize : 15
Command Points : 60
Health Points : 200
Melee Damage : 40
Melee Attackspeed : 1.500
Ranged Damage : 25
Ranged Attack Speed : 2.433
Range : 100
Abilities : - Forged Blades (+50% Damage)
- Banner Carrier (+1 RANK; only for Rank 1 units)
- Firebombs (switches to ranged explosives)
- Bombard (Bombards a selected area)
Speed : 70
Description : Meh, they're cheap if you can catch youself an
Inn, and they're explosives utterly destroy
buildings. Plus they're fast, but they don't
have enough health to stand up to Cavalry, and
no Heavy Armor means bad late-game.
A very milked section. There is hardly anything original here, and
everything is basic. They have some nice Fortress Expansions though, and
they have overall the coolest looks in the game (even though everything
looks the same).
==========
Lumbermill
==========
Type : Resource Production
Produces : - Orc Labourers - RANK 1 - 20g
- Resources - RANK 1 -
Buildcost : 450
Buildtime : 30
Level 1 Health : 1500
Level 2 Health : 2000
Level 3 Health : 3000
Shrould Clear : 160
Base Resources Produced : 10
Level 2 Production : 1.25%
Level 3 Production : 1.25%
Bounty Value : 50
Description : W00t, this doesn't count your build area like
normal resource building, and is based off of
Labourers you buy for it. Great source of
Income, you definatly should get one. Remember
to put it near trees.
======
Tunnel
======
Type : Resource Production
Produces : Resources - RANK 1
Buildcost : 300
Buildtime : 15
Level 1 Health : 2000
Level 2 Health : 2500
Level 3 Health : 3000
Shrould Clear : 300
Range : 160
Base Resources Produced : 25
Level 2 Production : 1.25%
Level 3 Production : 1.50%
Bounty Value : 75
Description : The basic resource building. Once you have
these spread out you can get your economy
going. Definatly nessecary. Also, you can
send units through them :)
===========
Goblin Cave
===========
Type : Barracks
Produces : - Goblin Warriors - RANK 1 - 75 g
- Goblin Archers - RANK 1 - 200g
Buildcost : 400
Buildtime : 30
Level 1 Health : 1500
Level 2 Health : 3000
Level 3 Health : 4500
Shrould Clear : 160
Range : 160
Level 2 Upgrade Cost : 100
Level 3 Upgrade Cost : 200
Level 2 Upgrade Buildtime : 30
Level 3 Upgrade Buildtime : 60
Level 2 Buildspeed : 1.10%
Level 3 Buildspeed : 1.25%
Bounty Value : 100
Description : Your basic barracks. You need like 2 of
these early game to bring out your goblin
raiders, but lategame you wont be using
them.
==========
Spider Pit
==========
Type : Barracks
Produces : - Spiderlings - RANK 1 - 300 g
- Spider Riders - RANK 2 - 600 g
- Venom Sacks - RANK 3 - 1000g
Buildcost : 600
Buildtime : 30
Level 1 Health : 1500
Level 2 Health : 3000
Level 3 Health : 4500
Shrould Clear : 160
Range : 160
Level 2 Upgrade Cost : 500
Level 3 Upgrade Cost : 500
Level 2 Upgrade Buildtime : 30
Level 3 Upgrade Buildtime : 60
Level 2 Buildspeed : 1.10%
Level 3 Buildspeed : 1.25%
Bounty Value : 150
Description : Since Spider Riders are great, you'll
want this pretty soon. Also, great for
Spiderling rushes. Sort of changed now,
Rank 3 is now almost nessecary since
Spider Riders need the Sacs for poison.
=======
Fissure
=======
Type : Barracks
Produces : - Cave Trolls - RANK 1 - 500 g
- Half-Troll Marauders - RANK 2 - 450 g
- Mountain Giants - RANK 3 - 1000g
Buildcost : 400
Buildtime : 30
Health : 1500
Level 2 Health : 3000
Level 3 Health : 4500
Shrould Clear : 160
Level 2 Upgrade Cost : 300
Level 3 Upgrade Cost : 1500
Level 2 Upgrade Buildtime : 30
Level 3 Upgrade Buildtime : 60
Level 2 Buildspeed : 1.10%
Level 3 Buildspeed : 1.25%
Bounty Value : 175
Description : Well, things have changed, Cave Trolls are
MUCH more accessable now, Marauders (even
though nerfed) require more Resources, and
how much it costs to get Giants is ridiculous
(though its only 300 more tachnically).
Level 2 Upgrade Cost : 500
Level 3 Upgrade Cost : 1000
Level 2 Upgrade Buildtime : 30
Level 3 Upgrade Buildtime : 60
Level 2 Buildspeed : 1.10%
Level 3 Buildspeed : 1.25%
Bounty Value : 250
Description : Very useful, but you wouldn't need one
'till late in the midgame. Don't waste
the upgrades on gobbies, only use on
Spider Riders and Marauders.
============
Sentry Tower
============
Type : Defensive
Buildcost : 500
Buildtime : 60
Health : 1500
Damage : 40
Shrould Clear : 250
Range : 200
Fire Arrows Upgrade Cost : 500
Fire Arrows Upgrade Time : 30
Bounty Value : 125
Description : Since the Wild doesn't have Walls,
dotting these around your resource
buildings is useful. If you get this,
make sure to upgrade it.
========
Fortress
========
Type : Central
Produces : - Porter - 500 g
- Gorkil - 3000g
- Shelob - 2000g
- Drogoth - 5000g
Buildcost : 5000
Buildtime : 120
Health : 7500
Shrould Clear : 800
Range : 400
Base Resources Produced : 25
Bounty Value : 1250
Description : You start with it, so i don't know
what to say. Bat Cloud is very sexy,
Razor Spines are nice but rarely
useful, Fire Arrows only if you
have 3+ Arrow Dens, definatly
Web Cacoon and the Nest for a killer
endgame unit.
===================
Arrow Den Expansion
===================
Type : Defensive
Buildable : 6 - MUST HAVE FORTRESS
Buildcost : 370
Buildtime : 15
Health : 1000
Damage : 40
Shrould Clear : 250
Range : 200
Fire Arrows Upgrade Cost : 1500
Fire Arrows Upgrade Time : 30
Bounty Value : 125
Description : The most solid expansion. I like
to get 4, on each corner (plus they
cost less now) :)
======================
Giant Sentry Expansion
======================
Type : Defensive
Buildable : 6 - MUST HAVE FORTRESS
Buildcost : 1200
Buildtime : 30
Health : 1500
Damage : 400
Attackspeed : 7.200
Shrould Clear : 500
Range : 500
Bounty Value : 300
Description : Powerful, but expensive. Also, if
units get close enough to be hit,
chances are something of yours will
be crushed too. I get 2 on the
sides, just for assurance.
======================
Spider Holes Expansion
======================
Type : Defensive
Buildable : 6 - MUST HAVE FORTRESS
Buildcost : 400
Buildtime : 15
Health : 1000
Damage : -
Attackspeed : -
Shrould Clear : -
Range : -
Bounty Value : 125
Description : I rarelly use this, it's too scripted,
but if the situation comes up, it can
be deadly, reduced cost, longer wait
in 05.
=================
Burrows Expansion
=================
Type : Connection
Buildable : 6 - MUST HAVE FORTRESS
Buildcost : 450
Buildtime : 5
Health : 1000
Shrould Clear : -
Range : -
Bounty Value : 175
Description : I don't even know what to do with this.
... anyone know why this is useful...?
Along with Mordor, the Wild gets this as a Power, for 10 Power
Points, you can purchase this, and like the game says, take control of any
Wild Lair. Since is the "Wild" faction, you can only get 2 new units this
way, but it's still a cool way to get single Spiderlings or Goblins (I
don't know why this would be useful).
==========
LAIRS
==========
Here is a list of the Lairs in the game:
GOBLIN LAIR - 2000 Health - Produce Goblin Swordsmen and Archers
WARG LAIR - 2000 Health - Produce riderless Wargs
TROLL LAIR - 2000 Health - Produce Cave Trolls
SPIDER LAIR - 2000 Health - Produce single Spiderlings
WIGHT LAIR - 2000 Health - Produce Burrow Wights
FIRE DRAKE LAIR - 2000 Health - Produce Firedrakes
============
LAIR UNITS
============
---------------
Goblin Warriors
---------------
Class : Infantry / Infantry
Buildcost : 25 / -
Built From : Goblin Lair / Goblin Lair
Build Time : 20 seconds / -
Hordesize : 20 / 1
Command Points : 60 / 0
Health Points : 75 / 30
Melee Damage : 20 / 20
Melee Attackspeed : 0.767 / 0.767
Abilities : - Poison Blades / -
- Forged Blades / -
- Scavenged Armor / -
- Banner Carrier / -
Speed : 65 / 65
Description : Lmao, sice this place is glitched, and when
you control it whole hoards come out instead
of singles, this place gives you goblins for
50/125 resources cheaper. Also, the reason
why there are 2 data sets. The second is the
original single Gobs.
--------------
Goblin Archers
--------------
Class : Rangery / Rangery
Buildcost : 25 / -
Built From : Goblin Lair / Goblin Lair
Build Time : 15 seconds / -
Hordesize : 20 / 1
Command Points : 60 / 0
Health Points : 80 / 30
Ranged Damage : 20 / 20
Ranged Attackspeed : 1.750 / 1.750
Range : 175 / 175
Abilities : - Poison Arrows / -
- Fire Arrows / -
- Scavenged Armor / -
- Banner Carrier / -</pre><pre id="faqspan-2">
- Bombard / -
Speed : 65 / 65
Description : See the "Goblin Warriors - Description".
-----
Wargs
-----
Class : Cavalry
Buildcost : 100
Built From : Warg Lair
Build Time : 15 seconds
Hordesize : 1
Command Points : 10
Health Points : 400
Melee Damage : 60
Melee Attackspeed : 2.666 - INACCURATE -
Abilities : -
Speed : 80 - INACCURATE -
Description : Woah, riderless wargs are sick, plus they have a
fastass builtime. Definatly worth it if there
are no Wight / Drake / Troll Lairs around, and
you stupidly already bought the power....
-----------
Cave Trolls
-----------
Class : Monster / Siege
Buildcost : 500
Built From : Cave Troll Lair
Build Time : 40 seconds
Hordesize : 1
Command Points : 25
Health Points : 2000
Melee Damage : 200
Melee Tree Damage : 120
Melee Attackspeed : 1.500
Ranged Damage : 200
Ranged Attack Speed : 7.500
Range : 250
Abilities : - Throw Rocks (switches to Ranged attacks)
- Find a Tree (switches to AoE attacks)
- Find a Goblin (finds and throws a Goblin)
Speed : 55
Description : The second best Lair around, though you might
get a Wight Lair instead, as all you
have to do is Build + Upgrade a Fissure for
the excat same unit.
------
Spider
------
Class : Cavalry
Buildcost : 50
Built From : Spider Lair
Build Time : 15 seconds
Hordesize : 1
Command Points : 10
Health Points : 100
Melee Damage : 75 - INACCURATE -
Melee Attackspeed : 2.566 - INACCURATE -
Abilities : -
Speed : 120 - INACCURATE -
Description : Meh, the suck, they come in singles so they
lose rushing, the only thing they were good
at, pretty cool looking lair though. If you
pump out masses, you could try rushing
again, but I prefer my Spider Pit.
-------------
Burrow Wights
-------------
Class : Infantry
Buildcost : 200
Built From : Wight Lair
Build Time : 30 seconds
Hordesize : 1
Command Points : 10
Health Points : 1000
Melee Damage : 200
Melee Attackspeed : 0.875 - INACCURATE -
Abilities : -
Speed : 33 - INACCURATE -
Description : Actually, kinda nice, very elusive unit here, only
2 ways to get one. And, when they attack something,
heal themselves based on the damage they've done.
Very nice here, definatly want to try these out.
Only problem is the slow... very slow.
----------
Fire Drake
----------
Class : Monster
Buildcost : 2000
Built From : Fire Drake Lair
Build Time : 30 seconds
Hordesize : 1
Command Points : 25
Health Points : 4050
Melee Damage : 750
Melee Attackspeed : 3.000
Melee Radius : 30
Melee Range : 100
Abilities : - Inferno (2000 Damage, 150 Radius)
Speed : 120
Description : Best unit EVER!!! This is the whole reason this
power has a use, if you have a map with this lair,
get it as soon as possible, absolutely killar.
-------------------------------------------------------------------------
***NOTE***
There is VERY little information about the Barrow Wight in the INI files,
so the Attackspeed and Movement Speed are based off of comparisons I made
with him and other units (Mordor Battering Ram and Mirkwood Archer).
***NOTE***
Again, for the Warg, the Attackspeed and Movement Speed were taken from
the Warg Rider. It seems these two thing aren't listed in the INI for
many units.
***NOTE***
Lastly, I have no idea if single Spiders have the same Attack,
Attackspeed and Movement Speed as regualer Spiderlings, they seem too
though
***NOTE***
-------------------------------------------------------------------------
=================
LAIR LOCATIONS
=================
Want to find these Lairs, well here's a list of all the maps which have
a Lair, so find your map, go on, get 15 Power Points, and control
whatever you want.
The Corrupted Wild's powers revolve around summoning beasts
to fight for you. They've also got some buffs and like the earlier
section explained, Untamed Allegience. The Power tree looks
something ike this:
Except mush nicer, now I will get into a more detailed anaysis of
the powers.
=====================================
- TIER 1 POWERS - 5 POWER POINTs-
=====================================
---------
War Chant
---------
Effect : +50% Damage and +50% Armor on targeted Allies.
Effect Radius : 75.0
Recharge Time : 180 seconds (3 minutes)
Effect Duration : 60 seconds (1 minute)
Use : Definatly a good power, it lasts for a minute
on whoever you use it on (about 2 hordes), and
helps majorly. Its very versitile and I would
reccomend this to be your first power.
------------
Tainted Land
------------
Effect : +50% Damage and +50% Armor to Allies when on
tainted terrain
Effect Radius : 750.0
Recharge Time : 180 seconds (3 minutes)
Effect Duration : 300 seconds (5 minutes)
Object Filter : Watcher Head
Watcher Arm
Watcher Cladera
Use : Not as good as War Chant. Why? Because you
have to be in the area to get the bonus, and
you're most likely going to move after 5
seconds. Its even more useless now that
its not pernament. Oh yea, you cant use it
around the Watcher.
---------
Cave Bats
---------
Effect : -25% Damage and -25% Armor on target enemies.
Effect Radius : 75.0
Recharge Time : 180 seconds (3 minutes)
Effect Duration : 60 seconds (1 minute)
Use : Well, its a good power. It weakens enemies,
and it gets rid of the Shroud. Plus, it being
moveable is a great addition. If you have
something against War Chant, you definatly
want this power.
=====================================
- TIER 2 POWERS - 10 POWER POINTs-
=====================================
------------------
Summon Spiderlings
------------------
Effect : Summons 8 Spiderlings under your control.
Effect Radius : 65.0
Recharge Time : 360 seconds (6 minutes)
Effect Duration : 180 seconds (3 minutes)
Use : This can be good for some outside raids,
but if you use it in a base they'll be crushed.
Overall, too fragile to be useful, but better
than Untamed Allegience.
---------
Scavenger
---------
Effect : All kills earn extra resources.
Effect Radius : 9999999
Resources Earned : 0.25% of the original cost.
Recharge Time : PASSIVE
Effect Duration : PASSIVE
Use : A great power. This will really get your
economy going and keep it that way. I
reccomend this as a Tier 2 power, unless all
you fight is like... orcs.
------------------
Untamed Allegience
------------------
Effect : User gains control of targeted Creep Lair
Effect Radius : 60
Recharge Time : 360 seconds (6 minutes)
Effect Duration : N/A
Object Duration : -
Object Range : 200
Use : Meh, this is okay if you have a Fire Drake
Lair on the map, otherwise, dont bother. See
"Untamed Allegience" section for details.
-------------------------
Summon Wildmen of Dunland
-------------------------
Effect : Summons 4 Wildmen hordes under your control.
Effect Radius : 75.0
Recharge Time : 360 seconds (6 minutes)
Effect Duration : 120 seconds (2 minute)
Use : 80 Wildmen, very nice, a great second power,
put this right in the base and watch as its
destroyed and your resources pile up (Pillage),
a great tier 2 power.
=====================================
- TIER 3 POWERS - 15 POWER POINTs-
=====================================
-----------
Summon Wyrm
-----------
Effect : Summons a subterranean Wyrm
Effect Radius : 30.0
Recharge Time : 540 seconds (9 minutes)
Effect Duration : 60 seconds (1 minute)
Object Range : 100
Use : Though you cant control it, it still wreak
havoc on everything. Its fire attack is
deadly, great HP, almost teleports around.
Infact, the only downside is its uncontro-
llability. Definatly worth it.
--------
Darkness
--------
Effect : +50% Damage and +50% Armor to all Allies.
Effect Radius : 9999999
Recharge Time : 540 seconds (9 minutes)
Effect Duration : 180 seconds (3 minutes)
Use : A solid power. Its like a Leadership bonus
to the whole field. Definatly my favourite
Tier 3 power, but once you get into lategame
it becomes a little useless.
---------------------------
Summon Watcher in the Water
---------------------------
Effect : Summon Moria's Watcher in a selected area.
Effect Radius : 90.0
Recharge Time : 540 seconds (9 minutes)
Effect Duration : 30 seconds (1.5 minutes)
Object Range : 100
Use : The fact that it can't move is its downfall.
Its whole use is in its summoning, as no one
will bring up infantry to deal with it. Also,
it lasts way to short a time. The worst Tier
3 power right here; archers destroy it, and it
cant do anything about that.
=====================================
- TIER 4 POWERS - 25 POWER POINTs-
=====================================
-------------
Summon Dragon
-------------
Effect : Summon a fire-breathing dragon in your control
Effect Radius : 75.0
Recharge Time : 720 seconds (12 minutes)
Effect Duration : 60 seconds (1 minutes)
Object Range : 100
Use : I find this useful. Unfortunalty, unlike the
Balrog, everything CAN damage it, and its
not versatile. Get the Balrog instead. The
only advantage this has over it is it can
actually touch a Fortress.
-------------
Summon Balrog
-------------
Effect : Summon a Balrog of Morgoth in your control
Effect Radius : 75.0
Recharge Time : 720 seconds (12 minutes)
Effect Duration : 90 seconds (1.5 minutes)
Object Range : 200
Use : My favourite power. Its back and its still
totally uber. This thing will destroy
anything except a fortress. Its got lots of
powers too, it can buff itself, it can fly, it
can do a single attack, an AoE attack, pretty
much everything. It lasts longer than the
dragon, but it cant do shit to Fortresses.
Well, thats about it. Some very nice powers. If you want to see
the stats for some of these summoned beasts, check out the
unit/hero charts at the beginning (I might add them to the
detailed sections).
So, how to go up the power tree? I dunno, but if you're
going for the Dragon/Balrog as soon as possible, a good way
would be War Chant -> Scavenger -> Darkness -> Balrog. Lots
of buffs and a good economy like that, but it really depends.
For example, if the map has a Firedrake Lair, you might go
Cave Bats -> Untamed Allegience -> Darkness -> Balrog. It can
also be a good idea to stay up in the early powers, like getting
all Tier 1 and Tier 2 powers before you get youself the Wyrm,
or something. Its really up to you :)
Upgrades are basic for every faction; a armor, melee and ranged
damage upgrade, aswell as a rank increasing one. The Corrupted Wild
is lucky enough to get their own unique upgrade, the Venom Sacks.
Below, I will describe these all in detail.
-------------
Forged Blades
-------------
Effect : +50% Slash Damage
+50% Specialist Damage
Reserched At : Treasure Trove - RANK 2
Ugrade Reserch Cost: 1000
Upgrade Unit Cost : 250
Upgradable Units : - Goblin Warriors
- Spider Riders
- Half-Troll Marauders
- Corsairs of Umbar
Description : Overall, a good upgrade. Doubles the damage
that you do; very useful. However, I find
Heavy Armor to help more. Never use this on
non-upgraded Goblins, they'll die to fast
for it to be worht it.
---------------
Scavenged Armor
---------------
Effect : +50% Slash & Uruk Armor
+50% Pierce Armor
+50% Specialist Armor
+50% Hero & Hero-Ranged Armor
+50% Poison & Force Armor
+50% Crush & Cavalry Armor
+50% Siege & Flame Armor
+50% Defualt Armors
+80% Structural Armor
Reserched At : Treasure Trove - RANK 2
Ugrade Reserch Cost: 1000
Upgrade Unit Cost : 250
Upgradable Units : - Goblin Warriors
- Goblin Archers
- Half-Troll Marauders
Description : This is very nice, your units will last
twice as long on the battle field. Half-
Trolls own with this, as Infantry will
be doing crap against them.
-----------
Fire Arrows
-----------
Effect : -60 Pierce Damage, +15 Fire Damage
{OR}
-10 Pierce Damage, +15 Fire Damage
Reserched At : Treasure Trove - RANK 3
Ugrade Reserch Cost: 1000
Upgrade Unit Cost : 250
Upgradable Units : - Spider Riders
- Goblin Archers
Description : Do not use this with Spider Riders,
it takes away soo much pierce damage
that it's not worth it. But, if you
have some Gobby Archers, they'll
take buildings down MUCH faster with
this.
--------------
Banner Carrier
--------------
Effect : +1 Rank; only useable at Rank 1
- +20 Health Points
- +5/10 Damage
Reserched At : Treasure Trove
Ugrade Reserch Cost: 1000
Upgrade Unit Cost : 250
Upgradable Units : - Goblin Warriors
- Goblin Archers
- Spiderlings
- Spider Riders
- Half-Troll Marauders
- Corsairs of Umbar
Description : Overall, well worth it, at Rank 2
units will revive lost horde members,
which means you can go from having
1 unit to 20 with this upgrade.
Overall good.
-----------
Venom Sacks
-----------
Effect : +75 Poison Damage
-75 Cavalry Damage
Reserched At : Spider Pit
Ugrade Reserch Cost: 1000
Upgrade Unit Cost : 200
Upgradable Units : - Spiderlings
- Spider Riders
Description : Ahh, much needed now since Spider Riders
lost their old Poison Blades. Since
they need it, definatly get this.
====================-+-=======================-+-=====================
-------------------| THANKS AND LEGAL - [TNL]|--------------------
====================-+-=======================-+-=====================
Lmao, no one to thank really.... Oh well, thanks goes to:
- EA Games, for their great sequel
- GameFAQs, for being the host of this
- You for reading it (lol, this will be swallow)
I don't care what you use this for, go ahead and post it on other sites.
As of now is a crappy guide, so I don't care.