Dead of Arnor
Infantry · 12 SOLDIERS

Dead of Arnor

Strong vs. Pikemen Fell spirits have long haunted the ruined castles of ancient Angmar. When the Witch-king rode North in pursuit of the Ring, he sent these spirits forth, to inhabit the bodies of long-dead Arnorian soldiers.

Compare this unit ⇄
Cost300
Health / soldier200
Health / full battalion2,400
Attack range30
Movement speed65
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

RisenDunedain · RisenDead_Build

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
SLASH550No upgrade gate specified
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:46

RisenDunedain

weaponset toggle 1

PRIMARY

RisenDunedainTouchofRuin · RisenDead_Build

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
SLASH550No upgrade gate specified
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:66

RisenDunedainTouchofRuin

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

RisenDead · RisenDead_Build

Damage typeReceived
DEFAULT110%
SLASH95%
PIERCE50%
SPECIALIST50%
CAVALRY200%
CRUSH160%
SIEGE100%
FLAME100%
FROST100%
MAGIC100%
HERO150%
HERO_RANGED125%
STRUCTURAL80%
UNDEFINED1%
Source definitiondata/ini/armor.ini:3512

RisenDead

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

Touch of Ruin (R)

Requires level 2 For 20 seconds, Dead of Arnor reduce the armour of those they strike by 10% Left click to activate

Cooldown 60s

Requires: Upgrade_ObjectLevel2

Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_GENERAL_TARGETLESS—
ReloadTime6000060,000
InitiateSoundPoisonBlades—

HordeDispatchSpecialPower ModuleTag_TouchofRuinDispatch

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityTouchofRuin—
StartsPausedNo—
Source definitiondata/ini/commandbutton.ini:52698

Command_TouchofRuin

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

Auto Heal Behavior

Effect values & implementation

AutoHealBehavior ModuleTag_HealHordeMembers

PropertyGame valueResolved value
StartsActiveYes—
HealOnlyIfNotInCombatYes—
HealOnlyIfNotUnderAttackYes—
HealingAmount1515
HealingDelay20002,000
KindOfINFANTRY—
UnitHealPulseFXFX_SpellHealUnitHealBuff—
AffectsContainedYes—
NonStackableYes—
Source definitiondata/ini/object/evilfaction/hordes/wild/risendead.ini:184

AutoHealBehavior ModuleTag_HealHordeMembers

Battalion composition & progression

Member templateCountHealth each
RisenDead_Build12200
Experience and level upgrades (5)
Level definitionXP requirementUpgrades / modifiers
EvilLevel11Upgrade_ObjectLevel1
EvilLevel250Upgrade_ObjectLevel2 EvilTroopBonusRank2
EvilLevel3100Upgrade_ObjectLevel3 EvilTroopBonusRank3
EvilLevel4150Upgrade_ObjectLevel4 EvilTroopBonusRank4
EvilLevel5200Upgrade_ObjectLevel5 EvilTroopBonusRank5
JOINING THE ARMY

Where to recruit

FactionBuildingUnlock requirementsPath
Carn DûmTemple of TwilightNo additional upgrade gate recorded
Trace

Starting builder → WildPorter → AngmarHallofTwilightClassic → AngmarHallofTwilightCommandSet_FS → Command_ConstructWildRisenDeadHorde

Source definitiondata/ini/commandbutton.ini:35018

Command_ConstructWildRisenDeadHorde

Carn DûmTemple of TwilightUpgrade_AngmarHallofTwilightLevel2
Trace

Starting builder → WildPorter → AngmarHallofTwilightClassic → AngmarHallofTwilightCommandSetLevel2_FS → Command_ConstructWildRisenDeadHorde

Source definitiondata/ini/commandbutton.ini:35018

Command_ConstructWildRisenDeadHorde

Carn DûmTemple of TwilightUpgrade_AngmarHallofTwilightLevel3
Trace

Starting builder → WildPorter → AngmarHallofTwilightClassic → AngmarHallofTwilightCommandSetLevel3_FS → Command_ConstructWildRisenDeadHorde

Source definitiondata/ini/commandbutton.ini:35018

Command_ConstructWildRisenDeadHorde

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/wild/risendead.ini:2

WildRisenDeadHorde