=============================================================================== | Table of Contents | =============================================================================== To find a certain section, use CTRL+F and type in the section code. [1] History [HISX] [2] Introduction [INTX] 2.1) Status Effects [STFX] 2.2) Status and Elemental Attacks [SEAX] 2.3) Choosing Skills to Learn [CSLX] 2.4) Skill Point Farming [SPFX] [3] Character-Unique Skills [CSKX] 3.1) Berethor, Captain of Gondor [BERX] 3.2) Idrial, Elf of Lothlorien [IDRX] 3.3) Elegost, Ranger of the North [ELEX] 3.4) Hadhod, Dwarf of Fundin’s Clan [HADX] 3.5) Morwen, Shieldmaiden of Rohan [MORX] 3.6) Eaoden, Rider of the Riddermark [EAOX] [4] Elfstone Skills [ESKX] 4.1) Lightcraft [LCFX] 4.2) Shadowcraft [SCFX] 4.3) Item Craft [ICFX] [5] Perfect Mode Skills [PSKX] [6] Credits and Copyright [CCCX] =============================================================================== | 1) History [HISX] | =============================================================================== 02/15/2012: Started playing LOTR: TTA again. 02/26/2012: FAQ V1.00 complete. 03/03/2012: FAQ V1.01 complete. 03/08/2012: FAQ V1.02 complete. 03/13/2012: FAQ V1.10 complete. =============================================================================== | 2) Introduction [INTX] | =============================================================================== LOTR: The Third Age is a turn-based RPG, featuring six different non-canon characters fighting the powers of Mordor. Each character has different advantages and drawbacks, as well as a variety of different skills that he or she can utilize. The purpose of this FAQ is to explain exactly what each move does, because official game guides, and the text in the game itself, are often inaccurate. It will describe the cost of each move, its effects, and turn penalty, if any. A turn penalty indicates that by using the move, your character will be moved down in the turn queue, compared to if the character used his or her regular no-cost attack. Turn penalties have been classified as Slight (1-2 turns lost), Regular (2-4 turns lost), Large (4-6 turns lost), and Severe (7+ turns lost). More powerful multi-hit or Spirit moves tend to carry larger turn penalties. A few moves, such as Idrial’s Fluid Strike and Eaoden’s Channel moves, have been labeled Fast, meaning that they are actually faster than the regular attack. Each character has two unique active skill sets, one unique passive skill set, and four shared skill sets. There are many different types of damaging and supporting attacks. Damaging Spirit attacks are classified into six elements: Fire, Water, Earth, Air, Light, and Shadow. Furthermore, there are a number of major statuses that attacks can inflict upon opponents. ------------------------------------------------------------------------------- | 2.1) Status Effects [STFX] | ------------------------------------------------------------------------------- Slow: Moves the target down in the turn queue. Stun: Prevents the target from taking any action for a short time. A Stunned enemy cannot counterattack. Sleep: Prevents the target from taking any action for a time, or until that target is hit by an attack. If a sleeping target is hit by an attack, it acts immediately. Bind Melee: Prevents the target from using physical melee attacks, and stops counterattacking, for a time. Bind Ranged: Prevents the target from using physical ranged attacks, and stops counterattacking, for a time. Bind Spirit: Prevents the target from using any Spirit-based attacks, including damaging and non-damaging, for a time. Root: Prevents the target from taking any action, including counterattacking, for a long time. Essentially a heavy-duty Stun. Fear: Prevents the target from taking any action, including counterattacking, for a long time. Essentially a heavy-duty Stun. ------------------------------------------------------------------------------- | 2.2) Status and Elemental Attacks [SEAX] | ------------------------------------------------------------------------------- Fire: Hadhod’s Flaming Fury, Hadhod’s Flames of Ruin, Hadhod’s Dragon Calling, Shadowcraft’s Wheel of Fire Water: Idrial’s Loudwater Fury, Idrial’s Water Stallion Earth: Hadhod’s Stone Hewer, Hadhod’s Mountain Hewer, Perfect Mode’s Earth Barrage, Perfect Mode’s Fangorn Bash, Perfect Mode’s Roots of Wrath Air: Perfect Mode’s Spirit of Gwaihir Light: Elegost’s True Shot, Lightcraft’s Blinding Light, Perfect Mode’s Banner of Elendil Shadow: Shadowcraft’s Black Speech Slow: Elegost’s Crippling Shot, Hadhod’s Crippling Smash, Shadowcraft’s Crippling Stun: Berethor’s Stunning Strike, Idrial’s Stunning Strike, Hadhod’s Durin Wrath, Morwen’s Stunning Cleave, Perfect Mode’s Earth Barrage, Perfect Mode’s Banner of Elendil Sleep: Elegost’s Arrows of Sleep, Lightcraft’s Sleep Bind Melee: Elegost’s Paralyzing Shot, Morwen’s Paralyzing Wound, Lightcraft’s Suffocate Evil Bind Ranged: Elegost’s Arrow Splinters, Lightcraft’s Suffocate Evil Bind Spirit: Eaoden’s Silence Evil, Shadowcraft’s Silence, Lightcraft’s Suffocate Evil Root: Elegost’s Fangorn Roots, Perfect Mode’s Roots of Wrath Fear: Shadowcraft’s Fear ------------------------------------------------------------------------------- | 2.3) Choosing Skills to Learn [CSLX] | ------------------------------------------------------------------------------- You do have some control over the order in which each character learns new skills. You can pick which move you want to put SP into, to an extent. Each skill tree’s moves are like branches. The diagram below shows how skill trees work: if you have only Guardian Strike, the only move that you can put SP into is Orc Bane. However, once you have Orc Bane, you can choose either Shattering Strike or Counter Attack to learn next. On any part of the tree that has two branches side-by-side, you can choose to either learn the move adjacent to or below a move you already have. For example, if you have all the moves up to Citadel Rage, you can either choose to learn Uruk-Hai Bane or Ecthelion Wrath. The last branch, Gondor Rampage, can only be learned once you have both of the skills above it - in this case, Targeted Strike and Stunning Strike. (-) Guardian Strike | (5) Orc Bane | (10) Shattering Strike --+-- Counter Attack (20) | (20) Citadel Rage --+-- Uruk-Hai Bane (35) | (35) Ecthelion Wrath --+-- Defensive Strike (50) | (65) Targeted Strike --+-- Stunning Strike (95) | (100) Gondor Rampage ------------------------------------------------------------------------------- | 2.4) Skill Point Farming [SPFX] | ------------------------------------------------------------------------------- Some characters’ skill trees can take forever to learn, due to the high SP requirements. Luckily, many characters have non-damaging attacks in their skill trees, meaning they can just continue to use those non-damaging attacks to farm Skill Points in battle. Kill all enemies except for the last, which should be incapacitated to save time, preferably with Arrows of Sleep + Lingering Sleep. Then, have all characters Retreat except for the one whose skills you want to farm, and use Arnor Mushrooms on him/her to grant infinite AP. Then, use any of the following skills: Berethor Sword Craft: N/A (all do damage) Berethor Leadership: Company Might Idrial Sword Craft: Leech Inspiration Idrial Spirit Powers: Drain Inspiration Elegost Bow Craft: N/A (all do damage) Elegost Ranger Craft: Kingsfoil Grace Hadhod Axe Craft: N/A (all do damage) Hadhod Spirit Powers: Endure Flame Morwen Axe Craft: N/A (all do damage) Morwen Thief Craft: Seize Skill Eaoden Spear Craft: N/A (all do damage) Eaoden Spirit Powers: Tap Reserve For N/A cases where all of the character’s moves in that tree do damage, find a tougher enemy that can be put to sleep or Feared, and equip the weakest weapon the character has, letting you get more hits in before the enemy dies. Also, the following enemies have no attacks that have a 0 AP cost, so if you drain them of AP, they will skip their turn, making skill farming much easier. The attacks that can steal AP are Idrial's Leech Inspiration/Drain Inspiration, Morwen's Steal Action, Eaoden's Drain Spirit/Spirit Drought, and Lightcraft's Drain Spirit. Eregion: Orc Lesser Captain (w/ flag), Wild Man Sword Warrior (white hair) West Moria: N/A East Moria: Cave Troll shadow Chieftain (w/ drums) East Emnet Gullies: Armored Orc Greater Captain (w/ flag) Rohan: Elite Orc Greater Captain (w/ flag), Wild Man Sword Warrior (white hair) Helm's Deep: N/A Osgiliath: Cave Troll Shadow Chieftain (w/ drums) Minas Tirith: Cave Troll Shadow Chieftain (w/ drums) Pelennor Fields: Elite Troll Shadow Chieftain (w/ drums) =============================================================================== | 3) Character-Unique Skills [CSKX] | =============================================================================== Each character has two unique active skill sets, which will be the primary way that characters attack in combat. Each time you use a move in a certain skill set, that character gains 1 Skill Point (SP) in that skill tree, and new skills are gained by accumulating SP. The format is as follows: (SP) Attack Name - Effects of the attack. (AP cost) The numbers in parentheses before the attack show how many SP are needed to learn the skill. Also, SP resets to 0 after you learn a skill, so you would need 15 SP in Sword Craft to learn both Orc Bane and Shattering Strike on Berethor, for example. Passive skills, on the other hand, work differently. They are learned simply by leveling up, so even your characters who don’t regularly take part in battles will accumulate passive skills over time. ------------------------------------------------------------------------------- | 3.1) Berethor, Captain of Gondor [BERX] | ------------------------------------------------------------------------------- A captain of the Citadel Guard of Gondor, Berethor was banished from the kingdom after fleeing from a battle in Osgiliath. His weapon of choice is a standard longsword. Besides his active and passive skills, Berethor can also Taunt an enemy for 5 AP, making that enemy only able to attack Berethor. He starts off average, but by mid-game, he will be doing massive damage, mostly because he gets excellent weapons and multi-hit moves. His Leadership Skills are also very useful throughout the game, and his armor is excellent. ----------- Sword Craft ----------- Number of Skills: 11 Total SP Needed: 435 (-) Guardian Strike | (5) Orc Bane | (10) Shattering Strike --+-- Counter Attack (20) | (20) Citadel Rage --+-- Uruk-Hai Bane (35) | (35) Ecthelion Wrath --+-- Defensive Strike (50) | (65) Targeted Strike --+-- Stunning Strike (95) | (100) Gondor Rampage Berethor’s Gondor Rampage is the most powerful melee attack in the game, provided he has adequate strength. Targeted Strike also works wonders later in the game against heavily armored enemies, but the penalty is harsh. (-) Guardian Strike - A slightly more powerful attack. (20 AP) (5) Orc Bane – Increased damage against Orcs. Slight turn penalty. (30 AP) (10) Shattering Strike - Lowers the target’s armor rating. (25 AP) (20) Counter Attack - Once learned, is a passive skill. Allows Berethor to counterattack an enemy’s melee attack. (20) Citadel Rage - Two-strike attack. Turn penalty. (65 AP) (35) Uruk-hai Bane - Increased damage against Uruk-hai. Slight turn penalty. (30 AP) (35) Ecthelion Wrath - Three-strike attack. Turn penalty. (75 AP) (50) Defensive Strike - An attack that cannot be counterattacked. (20 AP) (65) Targeted Strike - Ignores enemy armor. Large turn penalty. (30 AP) (95) Stunning Strike - Inflicts Stun on the target. (30 AP) (100) Gondor Rampage - Five-strike attack. Turn penalty. (100 AP) ---------- Leadership ---------- Number of Skills: 14 Total SP Needed: 615 (-) Company Might | (5) Company Valor | (10) Stand Fast --+-- Fellowship Grace (20) | (20) War Call --+-- Company Resistance (35) | (35) All Retreat --+-- Company Rally (50) | (50) Royal Grace --+-- Shield of Courage (65) | (65) Last Gasp --+-- War Cry (80) | (80) Company Power --+-- Captain's Inspire (95) In contrast to its in-game description, Company Valor doesn’t boost the party’s Constitution or Speed, just Dexterity. Most of Berethor’s lasting Leadership skills last five to six rounds, with the exception of Stand Fast, which lasts for the duration of the battle. All Leadership counts as Spirit attacks and can be Silenced except for War Call and War Cry, which count as melee attacks. The moves chosen by the AI for War Call and War Cry tend to improve as your characters reach higher levels. (5) Company Might - Increases damage done by the party and increases effectiveness of Fellowship and Royal Grace. (20 AP) (5) Company Valor - Increases the Dexterity of all allies and lowers the Dexterity of all enemies. (30 AP) (10) Stand Fast - Makes the party immune to Stun for the duration of the battle. (30 AP) (20) Fellowship Grace - Grants the party AP regeneration over time. (120 AP) (20) War Call - Makes two active allies attack the target immediately, without AP loss. Berethor will only attack if there are fewer than 2 other allies who are able to attack. Large turn penalty. (150 AP) (35) Company Resistance - Decreases Spirit damage done to the party by 25%. (40 AP) (35) All Retreat - Makes the entire party retreat from battle. (0 AP) (50) Company Rally - Increases the Perfect Mode Momentum gained. (50 AP) (50) Royal Grace - Grants the party HP regeneration over time. (200 AP) (65) Shield of Courage - Makes the party immune to Fear and removes all negative statuses from the party. (40 AP) (65) Last Gasp - Whenever an ally with more than 1 HP would be killed by an attack, that ally remains at 1 HP instead of dying. (100 AP) (80) War Cry - Makes two active allies attack the target immediately, without AP loss. As with War Call, cannot force an incapacitated ally (Stunned, Feared, etc.) to attack. Large turn penalty. (150 AP) (80) Company Power - Forces all of the party’s physical attacks to be critical hits. No double-criticals or triple- criticals during this time. Turn penalty. (200 AP) (80) Captain's Inspire - Reduces the party’s AP cost for all attacks by 50%. Stacks with all other AP reductions. Large turn penalty. (200 AP) -------------- Passive Skills -------------- I am unsure about the exact boosts given by Citadel/Ecthelion Might, Rising Valor, and Increased Armor, although they do seem to be percentage boosts. Ithilien Inspiration stacks with Captain’s Inspire to give Berethor a 75% reduction in all AP costs. Total Levels Needed: 55 (10) Citadel Might - Increases Berethor’s Strength. (5) Ithilien Inspire - When in Perfect Mode, the AP costs for all of Berethor’s attacks are reduced by 25%. (5) Rising Valor - Increases Berethor’s maximum AP. (5) Gondorian Evade - Allows Berethor to dodge enemy attacks. (5) Challenge of Gondor - Increases Berethor’s melee damage against Taunted foes. (5) Increased Armor - Increases Berethor’s armor rating. (5) Immune to Fear - Makes Berethor immune to Fear. However, he is still susceptible to Sauron’s Darkest Fear. (5) Citadel Evasion - Increases Berethor’s chance of dodging enemy attacks (5) Double Attack - Enables the use of Double Attack. For 200 AP, Berethor can use two attacks from his Attack, Sword Craft, and Leadership Skills. Turn penalty, in addition to turn penalties incurred from the chosen moves. (5) Ecthelion Might - Increases Berethor's maximum HP. ------------------------------------------------------------------------------- | 3.2) Idrial, Elf of Lothlorien [IDRX] | ------------------------------------------------------------------------------- An elf of the realm of Lothlorien, Idrial was sent by the Lady Galadriel to rescue and guide Berethor. She uses a standard curved elven sword. Idrial’s sword attacks, while not the strongest, have the advantage that none of them carry any turn penalty whatsoever. Her vast array of Spirit Powers makes her the best healer and support member for the entire game, and she also has the best armor and AP pool. However, some of her best skills, and especially her Frenzy, tend to slow her down quite a bit. ----------- Sword Craft ----------- Number of Skills: 8 Total SP Needed: 270 (-) Fluid Strike | (15) Weakening Strike --+-- Wounding Strike (15) | (30) Elven Rage --+-- Stunning Strike (30) | (45) Leech Inspiration --+-- Destined Strike (60) | (75) Gil-galad Rampage Fluid Strike is often faster than her normal attack. Wounding Strike’s damage over time is based on her Spirit. Stunning Strike can be gained quite early for her, and can be very useful in the early to mid-game when fewer enemies are immune to Stun. (-) Fluid Strike - A slightly more powerful attack. Fast. (20 AP) (15) Weakening Strike - Lowers the target’s melee and ranged damage. (25 AP) (15) Wounding Strike - Inflicts damage over time on the target. (25 AP) (30) Elven Rage - Two-strike attack. (75 AP) (30) Stunning Strike - Inflicts Stun on the target. (45 AP) (45) Leech Inspiration - A non-damaging attack that drains AP from the target over time. (15 AP) (60) Destined Strike - Never misses. Same power as regular attack. (50 AP) (75) Gil-galad Rampage - Three-strike attack. (75 AP) ------------- Spirit Powers ------------- Number of Skills: 13 Total SP Needed: 565 (-) Gift of Elrond | (-) Loudwater Fury | (-) Haste of the Elves | (20) Drain Inspiration --+-- Gift of Galadriel (25) | (35) Cleanse Shadow --+-- Aura of the Valar (40) | (50) Power of the Valar --+-- Valinor Endurance (55) | (65) Valorous Haste --+-- Cleansing Waters (70) | (95) Gift of Grey Haven --+-- Water Stallion (100) Aura of the Valar more or less makes you unable to lose unless you get Dispelled. The Cleansing moves are unique to her and are incredibly useful in the later parts of the game to rid your party of Fear, Stun, and more. Loudwater Fury and Water Stallion, while powerful, carry a hefty turn penalty for the amount of damage they do. Valorous Hasting an ally with Double Attack and a multi-hit attack (or Elegost with True Shot) can result in massive amounts of damage in a short time. (-) Gift of Elrond - Restores some HP to an ally. Slight turn penalty. (15 AP) (-) Loudwater Fury - A Water-Spirit attack that hits one enemy. Large turn penalty. (50 AP) (10) Haste of the Elves - Increases the number of turns an ally gets in battle. Stacks with Hadhod’s Berserk and Morwen’s Battle Haste. (30 AP) (20) Drain Inspiration - Drains AP from the target. Slight turn penalty. (10 AP) (25) Gift of Galadriel - Restores greater HP to an ally. (40 AP) (35) Cleanse Shadow - Removes all negative statuses from an ally. Fast. (20 AP) (40) Aura of the Valar - Creates a shield on an ally that will act as Power of the Valar if that member is killed. (50 AP) (50) Power of the Valar - Revives a fallen ally, giving them full HP and AP. That ally acts immediately after. (40 AP) (55) Valinor Endurance - Makes an ally completely immune to enemy attacks for some time. However, that ally cannot attack for the duration of the spell, although they can use items. (50 AP) (65) Valorous Haste - Moves an ally up to the top of the battle queue, making them act immediately. Slight turn penalty. (75 AP) (70) Cleansing Waters - Removes all negative statuses from party. Fast. (30 AP) (95) Gift of Grey Haven - Casts Gift of Galadriel on the entire party. Slight turn penalty. (200 AP) (100) Water Stallion - A Water-Spirit attack that hits all enemies. Same power as Loudwater Fury. Severe turn penalty. (250 AP) -------------- Passive Skills -------------- Total Levels Needed: 55 Haste of the Valar really does make Idrial’s Haste of the Elves dramatically better. With an already-high AP pool complemented by Elven Inspiration and Grace of the Eldar, Idrial will almost never run out of AP. Grace of the Eldar is listed as a positive status in battle and can be Dispelled. Using Frenzy to allow two Spirit Powers is tremendously useful, but the turn penalty for Idrial’s Frenzy is incredibly large. (10) Elven Evade - Allows Idrial to dodge enemy attacks. (5) Full Gift of Lorien - Increases the amount of HP Idrial restores with her Spirit Powers. (5) Fury of the Valar - Increases Idrial’s Spirit damage. (5) Mallorn Armor - Increases Idrial’s armor rating. (5) Fortunes Mastery - Increases Idrial’s chance of dodging enemy attacks. (5) Elven Inspiration - Increases Idrial’s maximum AP. (5) Haste of the Valar - Increases effectiveness of Idrial’s Haste of the Elves. (5) Endure Shadow - Increases Idrial’s resistance to Shadow-elemental attacks. (5) Frenzy - Enables the use of Frenzy. For 200 AP, Idrial can use two attacks from her Spirit Powers, Lightcraft, and Shadowcraft. Severe turn penalty, in addition to turn penalties incurred from the chosen moves. (5) Grace of the Eldar - Allows Idrial to regenerate AP naturally. ------------------------------------------------------------------------------- | 3.3) Elegost, Ranger of the North [ELEX] | ------------------------------------------------------------------------------- Elegost is one of the Dunedain Rangers, remnants of the royal line of Isildur. He joins Berethor and Idrial to find his missing companion Hadhod. His weapon of choice is the bow, and he has an unmatched number of ways to incapacitate or interfere with enemies. Elegost seems to be naturally fast, as even when I don’t put a single point into his Speed, he still gets turns often, from the beginning to the end of the game. However, his armor is the lowest of the six characters, and he will take large amounts of damage from late-game enemies’ melee attacks, especially piercing attacks. The fact that he is the dodgiest of the six makes up for this somewhat. --------- Bow Craft --------- Number of Skills: 8 Total SP Needed: 270 (-) Creature Bane | (15) Arrow Flurry --+-- Blinding Shot (15) | (30) Draining Shot --+-- Crippling Shot (30) | (45) Shield Piercing --+-- Pinning Shot (60) | (75) True Shot While he starts off strong, Elegost’s damage output cannot stand up to that of the others as you progress through the game. At least, not until he gets True Shot, a rare type of attack: part-physical, part-Light Spirit, doing massive damage based off Elegost’s Spirit, not Strength (unlike his other Bow Crafts). It never misses, but is stopped by both Bind Ranged and Bind Spirit. (-) Creature Bane - A slightly more powerful attack. Even greater damage against Wargs, Trolls, and Mumakil. Slight turn penalty. (40 AP) (15) Arrow Flurry - Fires two arrows at two different enemies. Turn penalty. (65 AP) (15) Blinding Shot - Lowers the target’s Dexterity. (50 AP) (30) Draining Shot - Drains HP from the target. Slight turn penalty. (60 AP) (30) Crippling Shot - Inflicts Slow on the target. (45 AP) (45) Shield Piercing - Lowers target's melee and ranged defense. (50 AP) (60) Pinning Shot - Prevents the target from counterattacking for some time. (75 AP) (75) True Shot - A piercing Light-Spirit attack that inflicts massive damage to the target. Large turn penalty. (150 AP) ------------ Ranger Craft ------------ Number of Skills: 13 Total SP Needed: 550 (-) Aimed Shot | (5) Piercing Might | (10) Pierce Will | (20) Arrows of Sleep --+-- Paralyzing Shot (20) | (35) Kingsfoil Grace --+-- Cursed Arrow (35) | (50) Flash Arrow --+-- Arrow Splinters (50) | (65) Grace of Athelas --+-- Pierce Spirit (65) | (95) Northern Storm --+-- Fangorn Roots (100) Ranger Craft opens up even more ways in which Elegost can provide support to the party by incapacitating enemies. It should be noted that using Piercing Might, Pierce Will, etc. more than once doesn’t further decrease the relevant stat of the enemy. Flash Arrow is just Blinding Shot that hits all targets. Northern Storm doesn’t seem to be tied to any specific element. (-) Aimed Shot - A slightly more powerful attack that never misses. Turn penalty. (50 AP) (5) Piercing Might - Lowers the target’s melee damage. (25 AP) (10) Pierce Will - Lowers the target's Spirit defense. (50 AP) (20) Arrows of Sleep - Inflicts Sleep on the target. Large turn penalty. (50 AP) (20) Paralyzing Shot - Inflicts Bind Melee on the target. Turn penalty. (75 AP) (35) Kingsfoil Grace - Grants an ally HP regeneration over time. (100 AP) (35) Cursed Arrow - Lowers the target’s ranged damage. (35 AP) (50) Flash Arrow - Damages and lowers the Dexterity of all enemies. (50 AP) (50) Arrow Splinters - Inflicts Bind Ranged on the target. Turn penalty. (75 AP) (65) Grace of Athelas - Grants the party HP regeneration over time. (200 AP) (65) Pierce Spirit - Lowers the target's Spirit damage. (45 AP) (95) Northern Storm - A Spirit attack that damages all enemies and inflicts damage to them over time. Large turn penalty. (80 AP) (100) Fangorn Roots - Inflicts Root on the target. Never misses. Turn penalty. (75 AP) -------------- Passive Skills -------------- Total Levels Needed: 55 Sleep Volley and Lingering Sleep combined with Elegost’s Arrows of Sleep makes for an easy and effective form of crowd control in many parts of the game. Generally, all of Elegost’s passives tend to be pretty potent and noticeable. (10) Ranger Evade - Allows Elegost to dodge enemy attacks. (5) Dunedain Evasion - Increases Elegost’s chance of dodging enemy attacks. (5) Hands of the Bowman - Increases Elegost’s Dexterity. (5) Ranger War Rally - Increases Perfect Mode Momentum gained by Elegost. (5) Spirit of the North - Increases Elegost’s maximum AP. (5) Frenzy - Enables the use of Frenzy. For 125 AP, Elegost can use two attacks from his Attack, Bow Craft, and Ranger Craft. Large turn penalty, in addition to turn penalties incurred from the chosen moves. (5) Blessing of Haste - Increases number of turns Elegost gets in battle. (5) Sleep Volley - Makes Elegost’s Arrows of Sleep target all enemies instead of just one. (5) Lingering Sleep - Makes the Sleep inflicted by Elegost’s Arrows of Sleep last for the duration of the battle, or until the enemy is attacked. Does not work with Sleep from Lightcraft. (5) Crippling Might - Increases effectiveness of Elegost’s Crippling Shot. ------------------------------------------------------------------------------- | 3.4) Hadhod, Dwarf of Fundin’s Clan [HADX] | ------------------------------------------------------------------------------- Hadhod is a Dwarf of the Lonely Mountain, traveling with Elegost. He joins the party with Elegost to avenge the death of his kin in Moria and beyond. His weapon of choice is the axe or war hammer, depending on the equipped weapon. Hadhod has the greatest HP and Constitution of all the characters, and can also dish out shields with his Spirit Powers. He is not only the best defensive character, but he can do heavy damage with his Axe Craft abilities, and will be the hardest hitter against many later-game enemies, with even more raw power than Berethor. Hadhod gets outstanding weapons, making up for his subpar starting stats, and will be excellent throughout the game. However, he does tend to be rather slow and has a smaller AP pool than the rest of the party. --------- Axe Craft --------- Number of Skills: 14 Total SP Needed: 615 (-) Dwarven Cleave | (-) Goblin Bane | (5) Cleaving Wound | (20) Crippling Smash --+-- Hew Armor (25) | (35) Stone Hewer --+-- Mountain Rage (35) | (50) Durin Wrath --+-- Counter Attack (50) | (65) Berserk --+-- Spirit Cleave (65) | (80) Smite --+-- Rampage of Durin (95) | (100) Mountain Hewer Most Axe Craft abilities, while powerful, carry a turn penalty - the only exceptions are Cleaving Wound, Crippling Smash, and Berserk. It usually takes quite a while to learn Hadhod’s entire Axe Craft tree, but some of the later moves, especially Rampage of Durin, are worth it. I like Berserk, as trading in a small amount of a high defense for some much-needed speed is great boost, especially considering that the attack always triple-criticals. (-) Dwarven Cleave - A slightly more powerful attack. Slight turn penalty. (25 AP) (-) Goblin Bane - Increased damage against Goblins. Slight turn penalty. (30 AP) (5) Cleaving Wound - Inflicts damage over time on the target. (30 AP) (10) Crippling Smash - Inflicts Slow on the target. (40 AP) (25) Hew Armor - Lowers target's armor. Slight turn penalty. (20 AP) (35) Stone Hewer - An Earth-Spirit attack that hits one enemy. Large turn penalty. (50 AP) (35) Mountain Rage - Two-strike attack. Turn penalty. (80 AP) (50) Durin Wrath - Two-strike attack that inflicts Stun on the target. Turn penalty. (100 AP) (50) Counter Attack - Once learned, is a passive skill. Allows Hadhod to counterattack an enemy’s melee attack. (65) Berserk - Automatic triple-critical. Lowers Hadhod’s defenses, but Hastens him. Forces all of Hadhod’s physical attacks to be triple-criticals for some time. However, if Overwhelming Axes is active, it overrides Berserk, making all hits regular criticals instead. (100 AP) (65) Spirit Cleave - Lowers the target's Spirit defense. Slight turn penalty. (55 AP) (80) Smite - Automatic critical hit. Does not stack with Overwhelming Axes. Slight turn penalty. (100 AP) (95) Rampage of Durin - Four-strike attack. Large turn penalty. (100 AP) (100) Mountain Hewer - An Earth-Spirit attack that hits all enemies. Same power as Stone Hewer. Large turn penalty. (100 AP) ------------- Spirit Powers ------------- Number of Skills: 8 Total SP Needed: 315 (-) Stone Shield | (-) Flaming Fury --+-- Endure Flame (15) | (30) Damaging Shield --+-- Mountain Shield (30) | (45) Flames of Ruin --+-- Devastating Shield (90) | (100) Dragon Calling Hadhod’s Spirit Powers can be either offensively or defensively oriented. Mountain Shield helps enormously against enemies who get a lot of turns in between your attacks, and Devastating Shield forms a perfect combination with Mountain Shield. However, all of Hadhod’s Spirit moves besides Endure Flame - and especially the Fire-damage ones - have harsh turn penalties. (-) Stone Shield - Creates a shield on an ally that absorbs a certain amount of HP damage before that ally can be hurt. Turn penalty. (75 AP) (-) Flaming Fury - A Fire-Spirit attack that hits one enemy. Large turn penalty. (60 AP) (15) Endure Flame - Reduces all Fire-elemental damage done to the party by 50% for the duration of the battle. (35 AP) (30) Damaging Shield - Creates a shield on an ally that damages all enemies that use melee attacks on that ally. Slight turn penalty. (35 AP) (30) Mountain Shield - Casts Stone Shield on the entire party. Large turn penalty. (200 AP) (45) Flames of Ruin - A Fire-Spirit attack that damages all enemies and inflicts damage to them over time. More powerful than Flaming Fury. Severe turn penalty. (200 AP) (95) Devastating Shield - Casts Damaging Shield on the entire party. Large turn penalty. (150 AP) (100) Dragon Calling - A Fire-Spirit attack that hits all enemies. More powerful than Flaming Fury and Flames of Ruin. Large turn penalty. (200 AP) -------------- Passive Skills -------------- Total Levels Needed: 55 Overwhelming Axes is a fantastic skill, essentially giving Hadhod a 50% damage increase in Perfect Mode. I am unsure about the exact boosts given by Hadhod’s passives, although they do seem to be percentage boosts. (10) Dwarven Evade - Allows Hadhod to dodge enemy attacks. (5) Dwarven Rally - Increases Perfect Mode Momentum gained by Hadhod. (5) Lordly Might - Increases Hadhod’s Strength. (5) Evasion of Gloin - Increases Hadhod’s chance of dodging enemy attacks. (5) Hardened Armor - Increases Hadhod’s armor rating. (5) Overwhelming Axes - When in Perfect Mode, all of Hadhod’s melee attacks, with the exception of Berserk, will always critical hit. However, his attacks will never double-critical or triple-critical. (5) Might of Balin - Increases Hadhod’s maximum HP. (5) Dwarven Challenge - Increases Hadhod’s melee damage against Taunted foes. (5) Dwarven Haste - Increases the number of turns Hadhod gets in battle. (5) Double Attack - Enables the use of Double Attack. For 150 AP, Hadhod can use two attacks from his Attack, Axe Craft, Lightcraft, and Shadowcraft. Large turn penalty, in addition to turn penalties incurred from the chosen moves. ------------------------------------------------------------------------------- | 3.5) Morwen, Shieldmaiden of Rohan [MORX] | ------------------------------------------------------------------------------- Morwen was going to be married to Berethor before his banishment, but she and her family were banished along with him. She joins the party to be with Berethor, and out of wrath for her parents’ deaths at the hands of Uruks. She uses dual-axes as her main weapon, and has Thief Craft as her secondary skill set. Although she has decent armor, her Constitution and Spirit are extremely low, and she will take a lot of damage from most attacks later in the game. On the upside, she can deal a lot of damage, and is definitely the fastest and most accurate member in the party. -------------- Dual-Axe Craft -------------- Number of Skills: 14 Total SP Needed: 565 (-) Double Cleave | (-) Warg Bane | (-) Battle Haste | (-) Uruk Bane --+-- Rage of the Maiden (20) | (35) Poisoned Wounds --+-- Twin Wounds (35) | (50) Sneak Attack --+-- Paralyzing Wound (50) | (65) Wrath of Penmark --+-- Stunning Cleave (65) | (80) Valorous Cleave --+-- Orc Bane (80) | (95) Rohirric Rampage All of Morwen’s Dual-Axe Craft attacks are two hits except for Rage of the Maiden, Wrath of Penmark, and Rohirric Rampage. Stacking her damage over time attacks on sturdier enemies is nice, but because the damage over time is Spirit-based, it doesn’t do as much as Idrial’s, for example. Rohirric Rampage is powerful and comes without a major turn penalty. (-) Double Cleave - A slightly more powerful attack. Slight turn penalty. (20 AP) (-) Warg Bane - Increased damage against Wargs. Slight turn penalty. (45 AP) (-) Battle Haste - Increases the number of turns Morwen gets in battle. Stacks with Haste of the Elves. (25 AP) (-) Uruk Bane - Increased damage against Uruk-hai. Slight turn penalty. (30 AP) (20) Rage of the Maiden - One-strike attack that is an automatic double- critical. Overrides Overwhelming Blows. Turn penalty. (75 AP) (35) Poisoned Wounds - Inflicts damage over time on the target. Stacks with Twin Wounds and Paralyzing Wound. Slight turn penalty. (40 AP) (35) Twin Wounds - Inflicts damage over time on the target. Stacks with Poisoned Wounds and Paralyzing Wound. Slight turn penalty. (50 AP) (40) Sneak Attack - An attack that cannot be counterattacked. Slight turn penalty. (30 AP) (50) Paralyzing Wound - Inflicts Bind Melee and damage over time on the target. However, if the target is immune to Bind Melee, the damage over time will not occur. Stacks with Poisoned Wounds and Twin Wounds. Turn penalty. (50 AP) (65) Wrath of Penmark - Four-strike attack. Turn penalty. (80 AP) (65) Stunning Cleave - Inflicts Stun on the target. Turn penalty. (75 AP) (80) Valorous Cleave - Never misses. Same power as regular attack. Slight turn penalty. (40 AP) (80) Orc Bane - Increased damage against Orcs. Slight turn penalty. (30 AP) (95) Rohirric Rampage - Six-strike attack. Turn penalty. (85 AP) ----------- Thief Craft ----------- Number of Skills: 8 Total SP Needed: 255 (-) Steal Item | (-) Seize Skill --+-- Capture Strength (15) | (30) Steal Action --+-- Steal Health (30) | (45) Steal Dexterity --+-- Steal Experience (60) | (75) Cloak of the Plains All of Morwen’s Thief Craft moves are melee-based except for Cloak of the Plains, meaning that all of them can miss and can be counterattacked. Seize Skill can steal up to 4 SP, depending on the enemy. Steal Item can steal otherwise unobtainable gear from Grima, Sharku, Gothmog, and the Witch-King. Cloak of the Plains makes Morwen completely invincible; if you have only a cloaked Morwen on your side, the enemies will be forced to skip their turns until the cloak wears off. (-) Steal Item - Steals the target’s item. (5 AP) (-) Seize Skill - Steals SP from the target. The amount stolen depends on the size and power of the target, and the SP gets distributed randomly to Dual-Axe Craft and Thief Craft. Fast. (40 AP) (15) Capture Strength - Drains Strength from the target. (40 AP) (30) Steal Action - Drains AP from the target. (40 AP) (30) Steal Health - Drains HP from the target. (30 AP) (45) Seize Dexterity - Drains Dexterity from the target. (20 AP) (60) Steal Experience - Drains Experience from the target. (40 AP) (75) Cloak of the Plains - Makes enemies unable to target Morwen with attacks for some time. Enemy attacks that hit all party members will not affect Morwen. Fast. (250 AP) -------------- Passive Skills -------------- Total Levels Needed: 55 Like Overwhelming Axes, Overwhelming Blows really helps with Morwen’s damage output. Morwen is also the only party member to gain passives related to Item Crafting. Finally, her Double Attack doesn’t slow her down as much as the other party members’ Double Attack commands do. (10) Snowbourne Sleep - Allows Morwen to dodge enemy attacks. (5) Eorlingas Rally - Increases Perfect Mode Momentum gained by Morwen. (5) Hands of Rohan - Increases Morwen’s Dexterity. (5) Inspire Crafting - Lowers Morwen’s AP cost for Item Crafting by 50%. (5) Justice of Balin - Allows Morwen to counterattack an enemy’s melee attack. (5) Mearas Good Fortune - Increases Morwen’s Strength. (5) Blessing of Armor - Increases Morwen’s armor rating. (5) Overwhelming Blows - When in Perfect Mode, all of Morwen’s melee attacks, with the exception of Rage of the Maiden, will always critical hit. However, her attacks will never double-critical or triple-critical. (5) Blessing of Armor - Increases Morwen’s armor rating. (5) Potion Hastening - Increases the frequency of Morwen’s actions when she uses Item Crafting abilities. (5) Double Attack - Enables the use of Double Attack. For 100 AP, Morwen can use two attacks from her Attack and Dual-Axe Craft. Turn penalty, in addition to turn penalties incurred from the chosen moves. ------------------------------------------------------------------------------- | 3.6) Eaoden, Rider of the Riddermark [EAOX] | ------------------------------------------------------------------------------- A captain of the Riddermark of Rohan, Eaoden has fought in many battles in both Rohan and Gondor. His preferred weapon is the spear, and he joins the party for no specific reason other than a secondary leader next to Berethor. He comes late in the game, and at a high level 50, making him able to be tailored to the player’s needs. He can do a lot of damage with his Spear Craft moves while also acting as a healer and support member with his wide Spirit Power pool. Like Berethor, Eaoden is good all-around, the swiss-army knife of the party. As a bonus, he naturally regenerates HP and AP, and many of his Spirit moves have 'negative' turn penalties; they are faster than his normal no-cost attack. ----------- Spear Craft ----------- Number of Skills: 7 Total SP Needed: 165 (-) Rupture Armor | (-) Horse Lord Skewer | (-) Enraging Blow --+-- Rohirrim Rage (30) | (30) Wrath of Edoras --+-- Invigorating Blow (45) | (60) Rampage of Helm Since later-game enemies have nearly unlimited AP anyway, Enraging Blow has essentially no drawback at all, although Invigorating Blow is faster. Rohirrim Rage, Wrath of Edoras, and Rampage of Helm are all quite powerful, but share the same medium turn penalty. Rupture Armor, like Berethor’s Targeted Strike, is incredibly effective against heavily armored late-game enemies and carries a smaller turn penalty. (-) Rupture Armor - Ignores enemy armor. Turn penalty. (55 AP) (-) Horse Lord Skewer - A more powerful attack. (50 AP) (-) Enraging Blow - Automatic double-critical, but restores the target’s AP. Slight turn penalty. (75 AP) (30) Rohirrim Rage - Two-strike attack. Turn penalty. (100 AP) (30) Wrath of Edoras - Three-strike attack. Turn penalty. (150 AP) (45) Invigorating Blow - Automatic double-critical, but Hastens the target. (50 AP) (60) Rampage of Helm - Five-strike attack. Turn penalty. (200 AP) ------------- Spirit Powers ------------- Number of Skills: 15 Total SP Needed: 650 (-) Drain Health | (-) Drain Spirit | (-) Channel Health --+-- Tap Reserve (-) | (-) Dispel --+-- Spirit Drought (35) | (35) Channel Spirit --+-- Channel Defense (50) | (50) Silence Evil --+-- Shatter Armor (65) | (65) Absorption --+-- Sacrifice Reserves (80) | (80) Battle Mirror --+-- Scatter Health (95) | (95) Leech Essence Shatter Armor is a lot more potent than Berethor’s Shattering Strike. Absorption blocks one hit of damage, but won't block side effects like Stun from occurring. Eaoden’s Dispel easily beats the Shadowcraft Dispel, since his targets all enemies. Eaoden is excellent for simultaneously restoring HP and AP to the entire party, and the best part is that all of his Spirit moves have very slight turn penalties, if any. (-) Drain Health - Drains HP from the target. (40 AP) (-) Drain Spirit - Drains AP from the target. (5 AP) (-) Channel Health - Transfers some HP to an ally. 1 HP from Eaoden restores 2 HP to that ally. Fast. (1 AP) (-) Tap Reserve - Drains an amount of HP from Eaoden equal to half of his maximum HP, but he cannot go below 1 HP. Restores an amount of AP equal to half the amount of HP lost. Fast. (5 AP) (-) Dispel - Removes all positive statuses on all enemies. (60 AP) (35) Spirit Drought - Decreases the target’s maximum AP. (75 AP) (35) Channel Spirit - Transfers some AP to an ally. 1 AP from Eaoden restores 2 AP to that ally. Fast. (10 AP) (50) Channel Defense - Transfers some Defense to an ally. Fast. (10 AP) (50) Silence Evil - Damages and inflicts Bind Spirit on the target. Slight turn penalty. (125 AP) (65) Shatter Armor - Damages the target and greatly lowers its armor rating. Does not drain armor, as the game states. Slight turn penalty. (200 AP) (65) Absorption - Creates a shield on each ally so that the next time they are hit, they take no damage and their AP is restored instead. Turn penalty. (200 AP) (80) Sacrifice Reserves - Casts Tap Reserve on the entire party. Fast. (40 AP) (80) Battle Mirror - Creates a shield on Eaoden that damages all enemies that attack him for a short time. (200 AP) (95) Scatter Health - Drains HP from the target and distributes it to the entire party. Slight turn penalty. (200 AP) (95) Leech Essence - A non-damaging attack that drains a large amount of HP and AP from the target over time. (150 AP) -------------- Passive Skills -------------- Total Levels Needed: 90 Eaoden comes with eight of his passives pre-learned, and gets Frenzy after one level-up. Grace of the Mearas and Inspiring Grace are listed as positive statuses in battle, and can be dispelled. Absorb Malice is the best passive skill there is, although he doesn’t learn it until past level 90. It even blocks attacks that are part Spirit and part physical, such as Nazgul Scream and Stomp. (10) Might of Helm - Increases Eaoden’s Strength. (5) Rohan Evasion - Allows Eaoden to dodge enemy attacks. (5) Grace of the Mearas - Allows Eaoden to regenerate HP naturally. (5) Rohirrim Evade - Increases Eaoden’s chance of dodging enemy attacks. (5) Focus Defense - Decreases the Defense lost from Channel Defense. (5) Inspiring Grace - Allows Eaoden to regenerate AP naturally. (5) Focus Health - Decreases the HP lost from Channel Health. (5) Focus Spirit - Decreases the AP lost from Channel Spirit. (5) Frenzy - Enables the use of Frenzy. For 75 AP, Eaoden can use two attacks from his Spirit Powers, Lightcraft, and Shadowcraft. Severe turn penalty, in addition to turn penalties incurred from the chosen moves. (40) Absorb Malice - Makes Eaoden completely immune to all Spirit-based attacks, and makes those attacks restore his AP instead. This also works for non-damaging Spirit- based attacks, such as Fear. =============================================================================== | 4) Elfstone Skills [ESKX] | =============================================================================== There are three Elfstones in the game that can teach the characters new sets of moves: the Elfstone of Pure Light, the Elfstone of Fell Shadow, and the Elfstone of Nimble Crafting. The Elfstone of Pure Light is found after the battle with Grima in Rohan, the Elfstone of Fell Shadow is found after the battle with the Balrog, and the Elfstone of Nimble Crafting is found after the first battle with the Watcher in the Water. In order for a character to continue learning new skills from one of these three skill sets, the proper Elfstone must be equipped. However, once a skill is learned, that character can use the skill without having the Elfstone equipped. The skills learned will not reset if you un-equip an Elfstone from a character. ------------------------------------------------------------------------------- | 4.1) Lightcraft [LCFX] | ------------------------------------------------------------------------------- Number of Skills: 8 Total SP Needed: 170 Suffocate Evil is the only attack of its kind, inflicting total Bind. It seems that enemies immune to Silence are also immune to Suffocate Evil. Lightcraft Haste of the Elves doesn’t stack with Idrial’s Haste of the Elves. Idrial, Hadhod, and Eaoden can select Lightcraft skills when they use Frenzy or Double Attack. (5) Gift of Galadriel - Restores greater HP to an ally. (50 AP) (10) Aura of Life - Increases the entire party’s maximum HP. (75 AP) (15) Haste of the Elves - Increases the number of turns an ally gets in battle. Stacks with Hadhod’s Berserk and Morwen’s Battle Haste. (55 AP) (20) Power of the Valar - Revives a fallen ally, giving them full HP and AP. That member acts immediately after. (50 AP) (20) Sleep - Inflicts Sleep on the target. (70 AP) (20) Drain Spirit - Drains AP from the target. (10 AP) (30) Suffocate Evil - Inflicts Bind and damage over time on the target. Similar to Silence, but also binds physical attacks. (100 AP) (50) Blinding Light - A Light-Spirit attack that hits one enemy. Turn penalty. (65 AP) ------------------------------------------------------------------------------- | 4.2) Shadowcraft [SCFX] | ------------------------------------------------------------------------------- Number of Skills: 8 Total SP Needed: 170 Fear can be incredibly useful, since few enemies are immune to it. Shadowcraft is also the only way for any party member to inflict Fear. Black Speech and Wheel of Fire both do a good amount of damage for the cost. Note that Silence and Crippling don’t do any damage. Idrial, Hadhod, and Eaoden can select Shadowcraft skills when they use Frenzy or Double Attack. (5) Dispel - Removes all positive statuses on the target. (50 AP) (10) Whip of the Master - Makes the party immune to Slow for the duration of the battle. (30 AP) (15) Silence - Inflicts Bind Spirit on all enemies. (70 AP) (20) Crippling - Inflicts Slow on the target. (40 AP) (20) Drain Health - Drains HP from the target. (50 AP) (20) Black Speech - A Shadow-Spirit attack that hits all enemies. (80 AP) (30) Fear - Inflicts Fear on the target. (60 AP) (50) Wheel of Fire - A Fire-Spirit attack that hits all enemies and inflicts damage to them over time. (80 AP) ------------------------------------------------------------------------------- | 4.3) Item Craft [ICFX] | ------------------------------------------------------------------------------- Number of Skills: 16 Total SP Needed: 811 Item Crafting creates the selected item and puts it into your inventory - you will need to spend another turn to actually use the item. (1) Kingsfoil - Creates Kingsfoil. (5 AP) (50) Lembas - Creates Lembas. (5 AP) (65) Old Toby - Creates Leaf of Old Toby. (10 AP) (125) Elf Medicine - Creates Elf Medicine. (20 AP) (30) Valar Guidance - Creates Drops of Valinor. (15 AP) (20) Orthanc Fire - Creates Orthanc Fire. (15 AP) (20) Bruinen Waters - Creates Bruinen Waters. (15 AP) (20) Rhudaur Roots - Creates Rhudaur Roots. (15 AP) (20) Nimrodel Air - Creates Nimrodel Air. (15 AP) (20) Sauron Blood - Creates Sauron Blood. (15 AP) (20) Maiar Embers - Creates Maiar Embers. (15 AP) (30) Thengol Stone - Creates Thengol Stone. (10 AP) (30) Shelob Slime - Creates Shelob Slime. (10 AP) (30) Haunted Dust - Creates Haunted Dust. (10 AP) (150) Simbelmyne Petals - Creates Simbelmyne. (75 AP) (180) Mushrooms - Creates Mushrooms. (125 AP) =============================================================================== | 5) Perfect Mode Skills [PSKX] | =============================================================================== Perfect Mode skills use up AP as well as Attack Momentum, which can be viewed in the small blue bar on the bottom-right of the battle screen. Perfect Mode can only be used if the bar is full, with the Ring glowing in the middle. The later Perfect Mode attacks use up more Momentum. These skills are not gained by accumulating SP, but are gotten by completing each chapter. Earth Barrage, Fangorn Bash, and Roots of Wrath, while Earth-elemental, still count as melee attacks, so enemy armor is taken into account. Banner of Elendil and Earth Barrage tend to work even against enemies that display “immune” when used, and Banner of Elendil is an incredibly heavy-duty Stun against enemies that are not immune. Spirit of Gwaihir is the only Air-elemental move that anyone in your party can learn. (-) Arrow Volley - Calls hidden archers to unleash a piercing attack that damages all enemies. (0 AP) (1) Lethal Clawing - Calls a Warg to unleash a slashing attack that damages the target greatly. (20 AP) (2) Terrible Bite - Calls a Warg to unleash a piercing attack that damages the target greatly. (25 AP) (3) Fell Clawing - Calls a Warg to unleash a slashing attack that does even more damage to the target. (35 AP) (4) Earth Barrage - Calls an Ent to unleash an Earth-elemental attack that damages and inflicts Stun on the target. This Stun is incredibly potent; even if the target is immune to Stun, it will still be slowed. (60 AP) (5) Fangorn Bash - Calls an Ent to unleash an Earth-elemental attack that does greater damage to all enemies. (70 AP) (6) Roots of Wrath - Calls an Ent to unleash an Earth-elemental attack that damages and inflicts Root on all enemies. Not as potent as Earth Barrage. (75 AP) (7) Spirit of Gwaihir - Calls an Eagle to unleash an Air-Spirit attack that does even greater damage to all enemies. (90 AP) (8) Banner of Elendil - Using the Banner of Elendil, this Light-Spirit attack damages and inflicts Stun on all enemies. This Stun is incredibly effective; even if the enemies are immune to Stun, they will likely be slowed considerably. (100 AP) =============================================================================== | 6) Credits and Copyright [CCCX] | =============================================================================== Please do not post this guide, or any part of it, on any other site or blog without my permission. You can email me at silentsword77@gmail.com. Thanks to: - JRR Tolkien, for writing the epic Lord of the Rings. - EA Games, for making LOTR: TTA. - The RPGDL forums, for some information on turn penalties. - Brendan Hess (firesidelemons@gmail.com) - enemies that require AP to attack