Wildmen of Dunland
Infantry · 12 SOLDIERS

Wildmen of Dunland

Compare this unit ⇄
Cost200
Health / soldier150
Health / full battalion1,800
Attack range30
Movement speed55
Command points48

Base statistics · Build time: 20s · Range and speed use game units. Mixed battalions are broken down below. Conditional bonuses are not folded into these totals.

OFFENSE

Weapons & attack range

Damage is per hit, before target armor. Different projectile upgrades are shown separately. Attack timing can also depend on animation; these values are not a DPS estimate.

Base equipment

PRIMARY

IsengardWildmanCudgel · IsengardWildman

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
30
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
567 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
633 ms
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
Not specified
Damage typeDamage / hitSplash radiusConditions
FLAME120Requires Upgrade_IsengardTorches
SLASH400Requires Upgrade_IsengardTorches
SLASH400Without Upgrade_IsengardTorches
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRange30.030
MeleeWeaponYes—
DelayBetweenShotsISENGARD_WILDMAN_DELAYBETWEENSHOTS633
PreAttackDelayISENGARD_WILDMAN_PREATTACKDELAY567
PreAttackTypePER_SHOT—
FiringDurationISENGARD_WILDMAN_FIRINGDURATION633
FireFXFX_GondorSwordHit—
FireFlankFXFX_Flanking—
Source definitiondata/ini/weapon.ini:48167

IsengardWildmanCudgel

weaponset toggle 1

PRIMARY

IsengardWildmanCudgel · IsengardWildman

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
30
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
567 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
633 ms
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
Not specified
Damage typeDamage / hitSplash radiusConditions
FLAME120Requires Upgrade_IsengardTorches
SLASH400Requires Upgrade_IsengardTorches
SLASH400Without Upgrade_IsengardTorches
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRange30.030
MeleeWeaponYes—
DelayBetweenShotsISENGARD_WILDMAN_DELAYBETWEENSHOTS633
PreAttackDelayISENGARD_WILDMAN_PREATTACKDELAY567
PreAttackTypePER_SHOT—
FiringDurationISENGARD_WILDMAN_FIRINGDURATION633
FireFXFX_GondorSwordHit—
FireFlankFXFX_Flanking—
Source definitiondata/ini/weapon.ini:48167

IsengardWildmanCudgel

weaponset toggle 1

SECONDARY

IsengardWildmanCudgelStructure · IsengardWildman

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
30
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
567 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
633 ms
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
Not specified
Damage typeDamage / hitSplash radiusConditions
FLAME120Requires Upgrade_IsengardTorches
SLASH400Requires Upgrade_IsengardTorches
SLASH400Without Upgrade_IsengardTorches
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRange30.030
MeleeWeaponYes—
DelayBetweenShotsISENGARD_WILDMAN_DELAYBETWEENSHOTS633
PreAttackDelayISENGARD_WILDMAN_PREATTACKDELAY567
PreAttackTypePER_SHOT—
FiringDurationISENGARD_WILDMAN_FIRINGDURATION633
FireFXFX_GenericPillage—
FireFlankFXFX_Flanking—
Source definitiondata/ini/weapon.ini:48213

IsengardWildmanCudgelStructure

contained

PRIMARY

GarrisonedWildmanRockThrow · IsengardWildman

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
200
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
833 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
2,033 ms
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
Not specified
Damage typeDamage / hitSplash radiusConditions
HERO_RANGED700Without Upgrade_DwarvenForgedBlades
HERO_RANGED7010Requires Upgrade_DwarvenForgedBlades
HERO_RANGED7010Requires Upgrade_DwarvenForgedBlades
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeHOBBIT_ROCK_RANGE200
WeaponSpeed150.0150
AcceptableAimDelta2020
PreAttackDelay833833
PreAttackTypePER_SHOT—
HitPercentage00
ScatterRadius0.00
FiringDuration12001,200
DelayBetweenShots20332,033
Source definitiondata/ini/weapon.ini:48099

GarrisonedWildmanRockThrow

contained player upgrade

PRIMARY

GarrisonedWildmanTorchThrow · IsengardWildman

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
200
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
833 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
2,033 ms
Clip
ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.
Not specified
Damage typeDamage / hitSplash radiusConditions
FLAME400Requires Upgrade_IsengardTorches
FORCE400No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeHOBBIT_ROCK_RANGE200
WeaponSpeed150.0150
AcceptableAimDelta2020
PreAttackDelay833833
PreAttackTypePER_SHOT—
HitPercentage00
ScatterRadius0.00
FiringDuration12001,200
DelayBetweenShots20332,033
Source definitiondata/ini/weapon.ini:48114

GarrisonedWildmanTorchThrow

DEFENSE

Armor profiles

These percentages are damage received: 50% takes half damage; 200% takes double damage. Unlisted types use DEFAULT. Abilities and temporary modifiers can change the result.

Base equipment

WildmenArmor · IsengardWildman

Damage typeReceived
DEFAULT110%
SLASH95%
PIERCE100%
SPECIALIST50%
CAVALRY200%
CRUSH140%
SIEGE100%
FLAME100%
FROST100%
MAGIC100%
HERO200%
HERO_RANGED200%
STRUCTURAL80%
UNDEFINED1%
Source definitiondata/ini/armor.ini:3563

WildmenArmor

player upgrade

WildmenHeavyArmor · IsengardWildman

Damage typeReceived
DEFAULT55%
SLASH55%
PIERCE50%
SPECIALIST25%
CAVALRY130%
CRUSH70%
SIEGE50%
FLAME50%
FROST50%
MAGIC50%
HERO100%
HERO_RANGED100%
STRUCTURAL40%
UNDEFINED1%
Source definitiondata/ini/armor.ini:3580

WildmenHeavyArmor

TOOLS OF THE BATTLEFIELD

Abilities & passive effects

Descriptions come from game tooltips and may lag behind balance edits. Expand implementation details to inspect the current effects and conditions.

active

Pillage

Requires Level 2 The Wildmen steal resources whenever dealing damage to enemy structures Passive ability

Cooldown 120s

Requires: Upgrade_ObjectLevel2

Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_GENERAL_TARGETLESS—
ReloadTime120000120,000

SpecialPowerModule ModuleTag_PillageStandin

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityWildmanPillage—
StartsPausedNo—
UpdateModuleStartsAttackNo—
Source definitiondata/ini/commandbutton.ini:351

Command_SpecialAbilityWildmanPillage

upgrade / mode

Purchase Blackened Plate (T)

Upgrades this horde with Blackened Plate Significantly reduces the amount of damage taken

Requires: Upgrade_TechnologyIsengardHeavyArmor

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:26027

Command_PurchaseUpgradeIsengardHeavyArmorDunland

upgrade / mode

Command_PurchaseUpgradeIsengardTorches

Upgrades this horde with Torches Increases the damage done by melee attacks

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:26039

Command_PurchaseUpgradeIsengardTorches

upgrade / mode

Purchase Crow Banners (V)

Increases this horde to Level 2 Can only be equipped at Level 1

Requires: Upgrade_TechnologyIsengardBasicTraining

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:25853

Command_PurchaseUpgradeIsengardBasicTrainingDunland

active

Capture Building

Take control of targeted structure

Cooldown 0s
Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_INFANTRY_CAPTURE_BUILDING—
ReloadTime00
UnitSpecificSoundToUseAsInitiateIntendToDoVoiceVoiceInitiateCaptureBuilding—
UnitSpecificSoundToUseAsEnterStateInitiateIntendToDoVoiceVoiceEnterStateInitiateCaptureBuilding—
EvaEventToPlayOnSuccessBuildingCaptured—

SpecialPowerModule ModuleTag_CaptureBuilding

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityCaptureBuilding—
UpdateModuleStartsAttackYes—
StartsPausedNo—

SpecialAbilityUpdate ModuleTag_CaptureBuildingUpdate

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityCaptureBuilding—
StartAbilityRange15.015
UnpackTime11
PreparationTime1500015,000
PackTime11
DoCaptureFXYes—
LoseStealthOnTriggerYes—
Source definitiondata/ini/commandbutton.ini:29432

Command_CaptureBuilding

passive / conditional

Sub Objects Upgrade

Requires: Upgrade_IsengardTorches

Effect values & implementation

SubObjectsUpgrade Torches_Upgrade

PropertyGame valueResolved value
TriggeredByUpgrade_IsengardTorches—
ShowSubObjectsFIREAROWTIP Torch—
HideSubObjectsWeapon_L FORKLEFT SICKLELEFT AXELEFT ROHANAXELEFT URUKSWORDLEFT—
Source definitiondata/ini/object/evilfaction/units/isengard/wildman.ini:670

SubObjectsUpgrade Torches_Upgrade

passive / conditional

Armor Upgrade

Requires: Upgrade_IsengardHeavyArmor

Effect values & implementation

ArmorUpgrade ArmorUpgradeModuleTag

PropertyGame valueResolved value
TriggeredByUpgrade_IsengardHeavyArmor—
ArmorSetFlagPLAYER_UPGRADE—
Source definitiondata/ini/object/evilfaction/units/isengard/wildman.ini:678

ArmorUpgrade ArmorUpgradeModuleTag

passive / conditional

Sub Objects Upgrade

Requires: Upgrade_IsengardHeavyArmor

Effect values & implementation

SubObjectsUpgrade Armor_Upgrade

PropertyGame valueResolved value
TriggeredByUpgrade_IsengardHeavyArmor—
UpgradeTextureiuwildmennew.tga 0 iuwildmennewHA.tga—
RecolorHouseYes—
Source definitiondata/ini/object/evilfaction/units/isengard/wildman.ini:683

SubObjectsUpgrade Armor_Upgrade

passive / conditional

Weapon Set Upgrade

Requires: Upgrade_ObjectLevel2

Effect values & implementation

WeaponSetUpgrade ModuleTag_Level2PillageWeapon

PropertyGame valueResolved value
TriggeredByUpgrade_ObjectLevel2—
WeaponConditionWEAPONSET_TOGGLE_1—
Source definitiondata/ini/object/evilfaction/units/isengard/wildman.ini:690

WeaponSetUpgrade ModuleTag_Level2PillageWeapon

Battalion composition & progression

Member templateCountHealth each
IsengardWildman12150
Experience and level upgrades (5)
Level definitionXP requirementUpgrades / modifiers
WildmenLevel11Upgrade_ObjectLevel1
WildmenLevel250Upgrade_ObjectLevel2 WeakEvilTroopBonusRank2
WildmenLevel3100Upgrade_ObjectLevel3 WeakEvilTroopBonusRank3
WildmenLevel4150Upgrade_ObjectLevel4 WeakEvilTroopBonusRank4
WildmenLevel5200Upgrade_ObjectLevel5 WeakEvilTroopBonusRank5
JOINING THE ARMY

Where to recruit

FactionBuildingUnlock requirementsPath
IsengardClan SteadingNo additional upgrade gate recorded
Trace

Starting builder → IsengardPorter → IsengardTavern → IsengardTavernCommandSetLevel1 → Command_ConstructIsengardWildmanHorde

Source definitiondata/ini/commandbutton.ini:17222

Command_ConstructIsengardWildmanHorde

IsengardClan SteadingUpgrade_IsengardTavernLevel2
Trace

Starting builder → IsengardPorter → IsengardTavern → IsengardTavernCommandSetLevel2 → Command_ConstructIsengardWildmanHorde

Source definitiondata/ini/commandbutton.ini:17222

Command_ConstructIsengardWildmanHorde

IsengardClan SteadingUpgrade_IsengardTavernLevel3
Trace

Starting builder → IsengardPorter → IsengardTavern → IsengardTavernCommandSetLevel3 → Command_ConstructIsengardWildmanHorde

Source definitiondata/ini/commandbutton.ini:17222

Command_ConstructIsengardWildmanHorde

IsengardClan SteadingUpgrade_IsengardTavernLevel2
Trace

Starting builder → IsengardPorter → IsengardTavern → IsengardTavern → IsengardTavernCommandSetLevel1 → Command_ConstructIsengardWildmanHorde

Source definitiondata/ini/commandbutton.ini:17222

Command_ConstructIsengardWildmanHorde

IsengardClan SteadingUpgrade_IsengardTavernLevel2
Trace

Starting builder → IsengardPorter → IsengardTavern → IsengardTavern → IsengardTavernCommandSetLevel2 → Command_ConstructIsengardWildmanHorde

Source definitiondata/ini/commandbutton.ini:17222

Command_ConstructIsengardWildmanHorde

IsengardClan SteadingUpgrade_IsengardTavernLevel2, Upgrade_IsengardTavernLevel3
Trace

Starting builder → IsengardPorter → IsengardTavern → IsengardTavern → IsengardTavernCommandSetLevel3 → Command_ConstructIsengardWildmanHorde

Source definitiondata/ini/commandbutton.ini:17222

Command_ConstructIsengardWildmanHorde

FIELD NOTES

Strategy

Strategy notes have not been written for this unit yet. Use its range, armor profiles and recruitment requirements to inform comparisons; the stat sheet alone does not establish a winning matchup.

Source definitiondata/ini/object/evilfaction/hordes/isengard/isengardwildmanhorde.ini:1

IsengardWildmanHorde