Wildmen Spearmen
Pike · 15 SOLDIERS

Wildmen Spearmen

Strong vs. Cavalry and Heroes Can stealth near trees Fearing the strawheads' mastery of horsemanship, a horde of Dunlendings rarely lacked an abundance of spears.

Compare this unit ⇄
Cost250
Health / soldier150
Health / full battalion2,250
Attack range35
Movement speed60
Command points60

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

WildmanSpearmenWeapon · IsengardWildmanSpear

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
35
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
500 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.
1,000 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.
0
Damage typeDamage / hitSplash radiusConditions
SPECIALIST40UnknownNo upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRange35.035
MeleeWeaponYes—
DelayBetweenShotsANGMAR_RHUDAURSPEAR_DELAYBETWEENSHOTS1,000
ClipSizeINFINITE_CLIP_SIZE0
PreAttackDelayANGMAR_RHUDAURSPEAR_PREATTACKDELAY500
PreAttackTypePER_SHOT—
FireFXFX_GondorSwordHit—
FireFlankFXFX_Flanking—
FiringDurationANGMAR_RHUDAURSPEAR_FIRINGDURATION1,000
Source definitiondata/ini/weapon.ini:23739

WildmanSpearmenWeapon

weaponset toggle 1

PRIMARY

WildmanSpearmenWeapon · IsengardWildmanSpear

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
35
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
500 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.
1,000 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.
0
Damage typeDamage / hitSplash radiusConditions
SPECIALIST40UnknownNo upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRange35.035
MeleeWeaponYes—
DelayBetweenShotsANGMAR_RHUDAURSPEAR_DELAYBETWEENSHOTS1,000
ClipSizeINFINITE_CLIP_SIZE0
PreAttackDelayANGMAR_RHUDAURSPEAR_PREATTACKDELAY500
PreAttackTypePER_SHOT—
FireFXFX_GondorSwordHit—
FireFlankFXFX_Flanking—
FiringDurationANGMAR_RHUDAURSPEAR_FIRINGDURATION1,000
Source definitiondata/ini/weapon.ini:23739

WildmanSpearmenWeapon

weaponset toggle 1

SECONDARY

WildmanSpearmenWeaponStructure · IsengardWildmanSpear

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
35
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
500 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.
1,000 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.
0
Damage typeDamage / hitSplash radiusConditions
SPECIALIST40UnknownNo upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRange35.035
MeleeWeaponYes—
DelayBetweenShotsANGMAR_RHUDAURSPEAR_DELAYBETWEENSHOTS1,000
ClipSizeINFINITE_CLIP_SIZE0
PreAttackDelayANGMAR_RHUDAURSPEAR_PREATTACKDELAY500
PreAttackTypePER_SHOT—
FireFXFX_GenericPillage—
FireFlankFXFX_Flanking—
FiringDurationANGMAR_RHUDAURSPEAR_FIRINGDURATION1,000
Source definitiondata/ini/weapon.ini:23764

WildmanSpearmenWeaponStructure

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

AngmarPikemenArmor · IsengardWildmanSpear

Damage typeReceived
DEFAULT110%
SLASH160%
PIERCE110%
SPECIALIST110%
CRUSH50%
SIEGE100%
FLAME100%
FROST100%
MAGIC100%
HERO200%
HERO_RANGED200%
STRUCTURAL90%
CAVALRY35%
UNDEFINED1%
Source definitiondata/ini/armor.ini:1397

AngmarPikemenArmor

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

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

active

Submit! (R)

Requires Lies and Threats upgrade Harondor Warlords can sacrifice members of their hordes for +10% speed and +15% damage Lasts 30 seconds Left click to activate

Cooldown 80s

Requires: Upgrade_HaradLiesAndThreats

Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_GENERAL_TARGETLESS_TWO—
ReloadTime8000080,000
UnitCost11
UnitCostDeathType88
Source definitiondata/ini/commandbutton.ini:57176

Command_SpecialAbilitySubmit

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/wildemanspearman.ini:574

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/wildemanspearman.ini:579

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/wildemanspearman.ini:586

WeaponSetUpgrade ModuleTag_Level2PillageWeapon

Battalion composition & progression

Member templateCountHealth each
IsengardWildmanSpear15150
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_ConstructIsengardWildmanSpearHorde

Source definitiondata/ini/commandbutton.ini:17234

Command_ConstructIsengardWildmanSpearHorde

IsengardClan SteadingUpgrade_IsengardTavernLevel2
Trace

Starting builder → IsengardPorter → IsengardTavern → IsengardTavernCommandSetLevel2 → Command_ConstructIsengardWildmanSpearHorde

Source definitiondata/ini/commandbutton.ini:17234

Command_ConstructIsengardWildmanSpearHorde

IsengardClan SteadingUpgrade_IsengardTavernLevel3
Trace

Starting builder → IsengardPorter → IsengardTavern → IsengardTavernCommandSetLevel3 → Command_ConstructIsengardWildmanSpearHorde

Source definitiondata/ini/commandbutton.ini:17234

Command_ConstructIsengardWildmanSpearHorde

IsengardClan SteadingUpgrade_IsengardTavernLevel2
Trace

Starting builder → IsengardPorter → IsengardTavern → IsengardTavern → IsengardTavernCommandSetLevel1 → Command_ConstructIsengardWildmanSpearHorde

Source definitiondata/ini/commandbutton.ini:17234

Command_ConstructIsengardWildmanSpearHorde

IsengardClan SteadingUpgrade_IsengardTavernLevel2
Trace

Starting builder → IsengardPorter → IsengardTavern → IsengardTavern → IsengardTavernCommandSetLevel2 → Command_ConstructIsengardWildmanSpearHorde

Source definitiondata/ini/commandbutton.ini:17234

Command_ConstructIsengardWildmanSpearHorde

IsengardClan SteadingUpgrade_IsengardTavernLevel2, Upgrade_IsengardTavernLevel3
Trace

Starting builder → IsengardPorter → IsengardTavern → IsengardTavern → IsengardTavernCommandSetLevel3 → Command_ConstructIsengardWildmanSpearHorde

Source definitiondata/ini/commandbutton.ini:17234

Command_ConstructIsengardWildmanSpearHorde

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/isengardwildmanspearhorde.ini:1

IsengardWildmanSpearHorde