Forces of Light Powers
These are the powers for the Dwarves, Elves, and Men of the West
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Rallying Call
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Cost: 5
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Selected units gain extra 50% damage and extra 50% defence.
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Rebuild
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Cost: 5
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Note: Men and Dwarves only
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Heals selected building.
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Heal
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Cost: 5
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This power heals a selected group of units, and replaces one dead unit per battalion.
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Elven Gifts
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Cost: 5
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Note: Only available in the Good Campaign
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Heroes gain a permanent increase to their damage.
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Farsight
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Cost: 5
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Note: Elves only
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Reveals a large part of the map, making stealth and camouflaged units visible.
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Arrow Volley
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Cost: 10
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Note: Only for Men and Elves
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This power launches an attack of deadly arrows towards a selectable spot on the map. Be sure to anticipate where your enemy is moving, or they might have moved out of place by the time the volley begins. Only effective against units without upgraded armor.
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Enshrouding Mist
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Cost: 10
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Note: Elves only
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Creates a camouflaging mist that hides ally units; Reduces enemy armor and damage by 25 percent.
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Summon Men of Dale
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Cost: 10
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Note: Dwarves only
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A group of Dale archers appear on the battlefield to aid you in the battle.
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Dwarven Riches
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Cost: 10
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Note: Dwarves only
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Use this power on a mine to increase its production by 300%. This power is useful when you don’t have much map control and need money to withstand a siege.
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Lone Tower
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Cost: 10
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Note: Men and Dwarves only
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This power summons a defensive tower on the battlefield. It can be used for many things, such as base defence, but also in the offence.
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Call Tom Bombadil
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Cost: 10
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Note: Men and Elves only
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The sudden sound of music on the battlefield is the signal that someone has enlisted the aid of Tom Bombadil, the powerful,
good-natured hero who dances as he destroys the enemy.
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Summon Hobbit Allies
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Cost: 10
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Note: Men and Dwarves only
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This power summons a group of Hobbits on the field, under the lead of Sam, Pippin and Merry.
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Elven Wood
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Cost: 10
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Note: Elves only
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Creates a lush green woods on the map which adds a boost to the Good forces, and removes leadership bonuses from the enemy.
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Summon Dunedain Allies
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Cost: 15
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Note: Men only
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Calls forth several battalions of the Dunedain rangers.
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Barrage
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Cost: 15
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Note: Dwarves and Mordor only
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This power rains down powerful meteors that handle very much damage to buildings and troops on the selected field. Best use is to use it to crush the defence of an enemy fortress.
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Summon Rohan Allies
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Cost: 15
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Note: Men only
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Summons a group of Rohirrim.
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Cloud Break
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Cost: 15
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This power stuns enemy troops and removes Darkness or Rain.
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Summon Mineshaft
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Cost: 15
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Note: Dwarves only
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Places a mineshaft on the map. If you can place one on the back of the enemy base you can transport troops up to there, surprising enemy troops in the back.
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Summon Ent Allies
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Cost: 15
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Note: Elves only
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This power summons 4 Ents ready to do battle, and can turn the tide against an enemy fortress.
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Summon Eagle Allies
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Cost: 15
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Note: Elves only
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Summons two Eagles to the battlefield.
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Army of the Dead
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Cost: 25
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Note: Men only
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Summons the Oathbreakers.
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Earthquake
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Cost: 25
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Note: Men and Dwarves only
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The most powerful power, it creates a big earthquake on a large area which kills all buildings and most troops. It can even wipe out a fortress.
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Summon Citadel
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Cost: 25
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Note: Dwarves only
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This power places a Dwarven fortress anywhere on the map. The fortress is not as strong as the normal Dwarven fortress, but still gives you a great advantage in map control or defence.
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Flood
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Cost: 25
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Note: Elves only
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Creates a horse-shaped flood of water that will extinguish fires and damage the enemy.
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Sun Flare
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Cost: 25
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Note: Elves only
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Creates a sun flare that will scorch the battlefield.
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