Forces of Light Powers

These are the powers for the Dwarves, Elves, and Men of the West

imageRallying Call
Cost: 5
Selected units gain extra 50% damage and extra 50% defence.
imageRebuild
Cost: 5
Note: Men and Dwarves only
Heals selected building.
imageHeal
Cost: 5
This power heals a selected group of units, and replaces one dead unit per battalion.
imageElven Gifts
Cost: 5
Note: Only available in the Good Campaign
Heroes gain a permanent increase to their damage.
imageFarsight
Cost: 5
Note: Elves only
Reveals a large part of the map, making stealth and camouflaged units visible.
imageArrow Volley
Cost: 10
Note: Only for Men and Elves
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.
imageEnshrouding Mist
Cost: 10
Note: Elves only
Creates a camouflaging mist that hides ally units; Reduces enemy armor and damage by 25 percent.
imageSummon Men of Dale
Cost: 10
Note: Dwarves only
A group of Dale archers appear on the battlefield to aid you in the battle.
imageDwarven Riches
Cost: 10
Note: Dwarves only
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.
imageLone Tower
Cost: 10
Note: Men and Dwarves only
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.
imageCall Tom Bombadil
Cost: 10
Note: Men and Elves only
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.
imageSummon Hobbit Allies
Cost: 10
Note: Men and Dwarves only
This power summons a group of Hobbits on the field, under the lead of Sam, Pippin and Merry.
image Elven Wood
Cost: 10
Note: Elves only
Creates a lush green woods on the map which adds a boost to the Good forces, and removes leadership bonuses from the enemy.
imageSummon Dunedain Allies
Cost: 15
Note: Men only
Calls forth several battalions of the Dunedain rangers.
imageBarrage
Cost: 15
Note: Dwarves and Mordor only
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.
imageSummon Rohan Allies
Cost: 15
Note: Men only
Summons a group of Rohirrim.
imageCloud Break
Cost: 15
This power stuns enemy troops and removes Darkness or Rain.
imageSummon Mineshaft
Cost: 15
Note: Dwarves only
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.
imageSummon Ent Allies
Cost: 15
Note: Elves only
This power summons 4 Ents ready to do battle, and can turn the tide against an enemy fortress.
imageSummon Eagle Allies
Cost: 15
Note: Elves only
Summons two Eagles to the battlefield.
imageArmy of the Dead
Cost: 25
Note: Men only
Summons the Oathbreakers.
imageEarthquake
Cost: 25
Note: Men and Dwarves only
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.
imageSummon Citadel
Cost: 25
Note: Dwarves only
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.
imageFlood
Cost: 25
Note: Elves only
Creates a horse-shaped flood of water that will extinguish fires and damage the enemy.
imageSun Flare
Cost: 25
Note: Elves only
Creates a sun flare that will scorch the battlefield.