Systems Archive
Troop Balancing
TAOM tunes every roster around one shared stat pipeline: baseline values by level and unit role, then flat cultural modifiers that define battlefield identity. Same-tier troops stay close in raw power while cultures still feel unmistakably distinct.
Mod Info / Troop Balancing
▶ Overview
TAOM rebalances all 901 troops across 18 cultures using a uniform formula: every troop's 8 combat skills are calculated from a level-based baseline plus a cultural modifier. This ensures all same-tier troops are within 5-10 skill points of each other, while giving each culture a distinct tactical identity.
Elven factions (Rivendell, Mirkwood, Lothlorien) are elite — their troops are 25-50 skill points above standard factions per skill, reflecting millennia of martial training.
▶ The Formula
Final Skill = Baseline[level][group][skill] + Cultural Modifier[culture][skill] Baselines
Defined per level tier (1, 6, 11, 16, 21, 26, 31, 36, 41, 46, 51) and per troop group (Infantry, Ranged, Cavalry, Horse Archer). Baselines scale smoothly — a level 1 recruit has ~25 in primary skills, while a level 51 elite has ~350.
Cultural Modifiers
Each culture adds or subtracts 5-10 points per skill (25-50 for elves). These flat modifiers apply at every level, maintaining consistent faction identity from recruits to veterans.
Weapon Specialization
Troops with specific weapon types in their names (Crossbowman, Pikeman, Swordsman) get automatic skill swaps — e.g., a Crossbowman swaps Bow and Crossbow values.
Militia Fix
Previously, 40+ militia troops had zero in every skill. They now inherit their culture's level 21 baseline, making them functional garrison troops.
▶ Modifier Matrix
| Culture | Troops | Ath | Ride | 1H | 2H | Pole | Bow | Xbow | Throw |
|---|---|---|---|---|---|---|---|---|---|
| Gondorians | 189 | +5 | +5 | +10 | +5 | +5 | 0 | 0 | -10 |
| Rohirrim | 57 | -5 | +20 | 0 | 0 | +10 | -5 | -10 | +2 |
| Longbeards | 66 | +10 | -20 | +10 | +20 | +10 | 0 | 0 | +10 |
| Dalemen | 35 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Ironfists | — | +10 | -5 | +15 | +20 | +20 | 0 | +5 | +10 |
| Noldorin | 30 | +35 | +30 | +35 | +40 | +40 | +40 | +40 | +40 |
| Silvan | 19 | +45 | +5 | +40 | +30 | +30 | +50 | +50 | +50 |
| Sindar | — | +35 | +25 | +30 | +25 | +30 | +35 | +35 | +35 |
| Falathrim | 30 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Uruk-Hai | 52 | +10 | +5 | +10 | +15 | +15 | 0 | +10 | +10 |
| Mordor Orcs | 62 | -5 | -5 | 0 | +5 | -5 | -5 | -5 | +5 |
| Gundabad Orcs | 30 | +5 | -5 | 0 | +10 | +5 | -10 | -10 | +5 |
| Goblins | 23 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Misty Mountain Orcs | 23 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Blue Craig Goblins | 23 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Dol Guldur Orcs | 50 | 0 | -10 | +5 | +5 | 0 | -5 | -5 | 0 |
| Haruze | 33 | 0 | +15 | +5 | -10 | -5 | +10 | 0 | 0 |
| Easterlings | 117 | +5 | +18 | 0 | 0 | +15 | -10 | -10 | -5 |
| Dunlending | 46 | +20 | -5 | +5 | +5 | 0 | 0 | 0 | +15 |
| Umbarean | 16 | +10 | -15 | +10 | +5 | 0 | 0 | 0 | 0 |
| Variags | — | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
▶ Culture Details
Gondorians
The Men of Gondor, the Land of Stone, are among the last remaining remnants of old Númenor. Infantry is the backbone of the Gondorian army, though each region provides its own unique bonuses and specializations. From the knights of Dol Amroth to the rangers of Ithilien, Gondorian soldiers rely on steel and discipline.
Strengths
- One-Handed +10 Numenorean sword tradition
- Athletics +5 Disciplined training
- Riding +5 Cavalry tradition
- Two-Handed +5 Versatile weapon training
- Polearm +5 Disciplined spear formations
Weaknesses
- Throwing -10 Minimal skirmisher tradition
Gondor is the baseline "average" faction. Infantry forms the backbone, but each region — Lamedon, Anfalas, Ithilien, Dol Amroth — brings its own specializations. Versatile but lacking a dramatic specialty.
Rohirrim
The Men of Rohan, the Rohirrim, are steadfast, distrusting of strangers and highly pastoral. Few things mean more to Rohan than the keeping of Oaths, their horses and the loyalty to their friends. Rohan fields one of the strongest cavalry forces in the game, but their infantry and archers are weaker — the Rohirrim fight best from the saddle.
Strengths
- Riding +20 Horse-lord heritage
- Polearm +10 Lance and spear mastery
- Throwing +2 Light javelin use
Weaknesses
- Crossbow -10 No crossbow tradition
- Athletics -5 Prefer mounted combat
- Bow -5 Moderate archery
Rohan has one of the strongest cavalry forces in the game. Their infantry and archers are weaker by comparison — meant to hold the line while the cavalry delivers the decisive blow, not to lead charges on their own.
Longbeards
Durin's Folk, the most well known clan of the dwarves. After the death of the dragon under the Lonely Mountain and the ascension of Dáin Ironfoot to King, the Iron Hills have been integrated into the Kingdom of Erebor. The Longbeards favor one-handed axes with shield, polearms and bows — disciplined, heavily armored infantry.
Strengths
- Two-Handed +20 Great-axe specialists
- Athletics +10 Dwarven endurance
- One-Handed +10 Axe-wielding tradition
- Polearm +10 Mattock and halberd
- Throwing +10 Throwing axe mastery
Weaknesses
- Riding -20 Dwarves rarely ride
Erebor shares the troop file with Iron Hills but uses different cultural modifiers. Longbeards favor one-handed axes with shield, polearms and bows, while Ironfists favor two-handed axes, maces, mattocks and crossbows.
Dalemen
Dale is a restored kingdom of Men beneath the Lonely Mountain, rebuilt from ruin into a vigilant and prosperous realm. Long trade with Erebor has given the Dalemen good steel and better bows, and their levies field a balanced line of spearmen, archers and light horse.
Dale ships a 35-troop roster spanning levels 6-31 with infantry, ranged and cavalry branches. Cultural skill modifiers are applied by the mod at runtime and are not published in the culture XML, so the modifier table below is left blank for now.
Ironfists
The Folk of Sindri the Rich, the Ironfists are the wealthiest of all the dwarven clans. Renowned across all of Middle-earth for their great weaponcraft, the forges of the Ironfists are running hot. They favor two-handed axes, maces, mattocks and crossbows — the heavy siege troops of the Dwarven world.
Strengths
- Two-Handed +20 Great-axe mastery
- Polearm +20 Pike and mattock formations
- One-Handed +15 Superior melee expertise
- Athletics +10 Dwarven endurance
- Throwing +10 Thrown weapon skill
- Crossbow +5 Dwarven crossbow tradition
Weaknesses
- Riding -5 Dwarves rarely ride
Ironfists favor two-handed axes, maces, mattocks and crossbows — heavy hitting siege infantry. They share the Erebor troop file but use different cultural modifiers.
Noldorin
The Noldor of Lindon and Imladris are among the last of the High Elves remaining in Middle-earth. Once mighty princes of Beleriand and jewel-smiths without equal, their glory is tempered by sorrow. Proud but no longer wrathful, they are implacable to enemies. Millennia of martial training gives them unmatched combat prowess across every discipline.
Strengths
- Two-Handed +40 Great-blade expertise
- Polearm +40 Spear and glaive mastery
- Bow +40 Elven archery supremacy
- Crossbow +40 Precision ranged mastery
- Throwing +40 Precision throwing
- Athletics +35 Supernatural agility
- One-Handed +35 Millennia of sword mastery
- Riding +30 Elven horsemanship
Rivendell is the most elite faction in TAOM. Their troops are 25-50 skill points above standard factions at every tier. This reflects High Elves as an ancient, diminished but supremely skilled warrior culture. They compensate for low numbers with individual excellence.
Silvan
The Silvan Elves of Mirkwood are a woodland folk in the truest sense — hunters, foresters and wardens of Greenwood the Great. Under King Thranduil, they favor strong drink, hearty feasts and skilled archery. Having endured the shadow of Dol Guldur, the Silvan Elves are wary and resolute.
Strengths
- Bow +50 Legendary woodland archery
- Crossbow +50 Precision ranged mastery
- Throwing +50 Deadly thrown weapons
- Athletics +45 Forest agility
- One-Handed +40 Elven blade work
- Two-Handed +30 Two-handed expertise
- Polearm +30 Spear proficiency
- Riding +5 Moderate horsemanship
Mirkwood specializes in ranged combat more than Rivendell. Their archers are the deadliest in the game, but their melee troops are slightly below Rivendell's. The best faction for ranged-focused armies.
Sindar
The Sindar of Lothlórien dwell beneath golden leaves and timeless boughs. Though ruled by Galadriel of the Noldor and Celeborn of Doriath, the woodland realm is largely Silvan and Sindarin in custom. Beneath their serenity lies vigilance — none cross the borders of Lórien unseen. Balanced elite warriors, equally deadly with bow, blade, and spear.
Strengths
- Athletics +35 Elven agility
- Bow +35 Golden Wood archery
- Crossbow +35 Precision ranged
- Throwing +35 Precision throwing
- One-Handed +30 Elven sword mastery
- Polearm +30 Glaive and spear mastery
- Two-Handed +25 Great-blade proficiency
- Riding +25 Horse and stag riders
Lothlorien sits between Rivendell and Mirkwood — not quite as dominant in any single area, but the most well-rounded elven faction. Their troops have no weaknesses and perform well in any role.
Falathrim
The Falathrim of Lindon are the last of the Sindar shipwrights, dwelling at Mithlond where the Gulf of Lune meets the sea. Cirdan has kept the Grey Havens since the First Age, and the host he musters is small but drawn from ages of practice at arms.
Lindon fields the deepest tier spread of any roster, reaching level 51, and is the only Elven culture with both cavalry and horse-archer branches. Cultural skill modifiers are applied at runtime and are not published in the culture XML.
Uruk-Hai
The Uruk-hai are the pinnacle of Orc-kind's breeding, wrought for war and discipline. Larger, stronger and more enduring beneath the sun than lesser Orcs, they fight in ordered companies. Strength commands obedience; weakness invites death. Where they march, they do so for conquest and slaughter.
Strengths
- Two-Handed +15 Berserker great-weapons
- Polearm +15 Pike formation discipline
- Athletics +10 Bred for endurance
- One-Handed +10 Scimitar and sword mastery
- Crossbow +10 Uruk crossbow engineers
- Throwing +10 Explosive pots and javelins
- Riding +5 Warg riders
Isengard's infantry is among the strongest non-elven melee troops in the game. Their crossbowmen are competent, but their real strength is the devastating Uruk-hai charge. Warg riders provide limited cavalry support.
Mordor Orcs
The Orcs of Mordor are as harsh and varied as the land that birthed them. Drawn from many breeds and tribes, they gather beneath the Dark Tower in uneasy unity. Cruel, cunning and ever watchful for advantage, they survive through brutality and hierarchy. In siege and attrition, they excel. The Black Land shapes its children well.
Strengths
- Two-Handed +5 Brute cleaving weapons
- Throwing +5 Rock and javelin throwing
Weaknesses
- Athletics -5 Poor stamina and discipline
- Riding -5 Limited cavalry tradition
- Polearm -5 Poor formation discipline
- Bow -5 Inaccurate archers
- Crossbow -5 No engineering tradition
Mordor is intentionally weaker per-troop than other factions — they win through attrition and sheer numbers. In the future, creatures such as trolls, fell beasts and other horrors will add unique gameplay to compensate for their individual weaknesses.
Gundabad Orcs
The Orcs of Mount Gundabad are among the oldest tribes of their kind in the North. Hardy and numerous, they thrive in cold caverns and high crags. They favor strength of numbers and savage assault. Their hatred for Dwarves burns brightest, for Gundabad itself is a place of ancient grievance.
Strengths
- Two-Handed +10 Massive weapon specialists
- Athletics +5 Mountain-bred endurance
- Polearm +5 Crude pike formations
- Throwing +5 Rock hurling
Weaknesses
- Bow -10 Terrible archers
- Crossbow -10 No engineering
- Riding -5 Too heavy for most mounts
Gundabad's heavy infantry is the strongest orc melee force in the game, devastating in open-field charges. In the future, creatures such as cave trolls, great bats and other mountain horrors will add unique gameplay to compensate for their ranged and cavalry weaknesses.
Goblins
The Goblins of Goblin-town swarm the tunnels beneath the High Pass of the Misty Mountains. Cowardly alone but overwhelming in number, they breed endlessly in the dark and pour out to ambush travellers on the mountain roads, serving the growing Shadow for plunder and spite.
Goblin-town fields 23 troops across levels 11-36, infantry and ranged only, with no mounted branch. Cultural skill modifiers are applied at runtime and are not published in the culture XML.
Misty Mountain Orcs
The Orcs of the Misty Mountains are a savage war-host dwelling among the high peaks and deep places of the range. Driven by an ancient hatred of Elves and Dwarves, they muster vast and ill-armed legions and fall upon the lands below.
A 23-troop roster spanning levels 11-36 with infantry and ranged branches. Cultural skill modifiers are applied at runtime and are not published in the culture XML.
Blue Craig Goblins
The goblins of Blue Craig hold the western spurs of the Ered Luin, cut off from their kin by the length of Eriador. They raid the Dwarf-roads and the shores of Lune, and the Elves of Mithlond count them the nearer enemy.
Blue Craig mirrors the Goblin-town structure at 23 troops across levels 11-36, infantry and ranged only. Cultural skill modifiers are applied at runtime and are not published in the culture XML.
Dol Guldur Orcs
The orcs of Dol Guldur are among the most numerous and persistent of Orc-kind. Cruel and disciplined under the Necromancer's rule, they favour ambush, traps and overwhelming numbers. Quick in movement and adept at navigating darkness, they compensate for weak individual skill with sheer volume and deadly weapons.
Strengths
- One-Handed +5 Goblin blade work
- Two-Handed +5 Crude heavy weapons
Weaknesses
- Riding -10 Limited warg availability
- Bow -5 Poor archery
- Crossbow -5 No engineering tradition
Dol Guldur is the weakest evil faction in raw infantry skill, but their warg cavalry gives them unique tactical options. In the future, creatures such as giant spiders, wargs and other Mirkwood horrors will add unique gameplay to compensate for their individual weaknesses.
Haruze
The Haruze are the product of the constant intermingling of many different tribes of Harad. Many are simple herders and oasis farmers, able to traverse the deadly Dune Sea with ease. Their pack animals and horses they call Târag — Windwalkers. Like the wind their cavalry and light infantry can wash over entire armies.
Strengths
- Riding +15 Desert cavalry tradition
- Bow +10 Legendary Haradrim archery
- One-Handed +5 Curved blade tradition
Weaknesses
- Two-Handed -10 Prefer light weapons
- Polearm -5 Limited formation tradition
Harad is the evil counterpart to Rohan — cavalry-focused with excellent archers. Their horse archers are particularly dangerous with both Riding and Bow bonuses stacking.
Easterlings
The Easterlings of Rhûn hail from the vast lands beyond the Sea of Rhûn. Chief among their realms is the Medlóshukain — a dominion of wealth, pageantry and disciplined might. Their armies are no rabble host: shielded infantry, chariots and armored horsemen march in measured ranks, drilled for cohesion.
Strengths
- Riding +18 Easterling cavalry tradition
- Polearm +15 Easterling pike tradition
- Athletics +5 Disciplined endurance
Weaknesses
- Bow -10 Limited ranged tradition
- Crossbow -10 No crossbow tradition
- Throwing -5 Prefer melee engagement
Rhun has the largest troop roster of any evil faction (117 troops) and fields the most diverse army among them. Their polearm infantry excels at holding defensive positions, and their cavalry — second only to Rohan among human factions — adds significant mounted strength.
Dunlending
The Dunlendings are a proud and ancient folk of the White Mountains and the wild hills of Dunland. Clannish and fiercely independent, they dwell in timber halls and hill-forts, bound tightly by blood and oath. They are herdsmen, hunters and raiders in equal measure. Old grudges die hard in Dunland and the hills remember.
Strengths
- Athletics +20 Hill-bred endurance
- Throwing +15 Javelin and throwing axe tradition
- One-Handed +5 Axe and sword fighters
- Two-Handed +5 Two-handed axe fighters
Weaknesses
- Riding -5 Hill-folk, not horsemen
Dunland excels at skirmishing — their throwing weapon bonus makes their infantry dangerous at range before closing for melee. They struggle in prolonged mounted engagements.
Umbarean
The people of Umbar are the heirs of a divided legacy. A seafaring people above all else, the Umbareans command swift corsair fleets that prowl the coasts. Trade and piracy walk hand in hand, and few vessels pass the Bay of Belfalas without paying heed to its black-sailed ships. They measure worth in strength and dominance.
Strengths
- Athletics +10 Seafaring stamina
- One-Handed +10 Cutlass and boarding sword
- Two-Handed +5 Heavy boarding weapons
Weaknesses
- Riding -15 Sailors, not horsemen
Umbar has the smallest troop roster (16 troops) and is focused entirely on infantry combat. Their significant riding penalty (-15) reflects a seafaring culture with no cavalry tradition. Best suited for siege defense and close-quarters engagements.
Variags
The Variags of Khand are a fierce and warlike people from the arid lands east of Mordor. Bound to the Dark Lord through tribute and ancient alliance, they are renowned for their chariots, swift horsemen and brutal close-quarters fighting. Khand produces some of the most feared mercenary warriors in all of Middle-earth.
Khand troop trees are planned but not yet implemented. Cultural modifiers and troop composition are deferred until the faction XML is created.
▶ Baseline Skill Tables
These are the center values before cultural modifiers are applied. Each troop group has its own progression curve.
Infantry Baselines
| Level | Ath | Rid | 1H | 2H | Pol | Bow | Xbow | Thr |
|---|---|---|---|---|---|---|---|---|
| 1 | 25 | 5 | 25 | 15 | 20 | 5 | 0 | 10 |
| 6 | 33 | 5 | 28 | 18 | 28 | 5 | 0 | 10 |
| 11 | 48 | 10 | 60 | 55 | 70 | 10 | 5 | 20 |
| 16 | 80 | 15 | 90 | 85 | 95 | 15 | 10 | 30 |
| 21 | 95 | 15 | 125 | 110 | 130 | 15 | 10 | 50 |
| 26 | 100 | 20 | 175 | 155 | 170 | 20 | 15 | 70 |
| 31 | 120 | 25 | 230 | 210 | 235 | 25 | 20 | 80 |
| 36 | 140 | 30 | 270 | 250 | 275 | 30 | 25 | 90 |
| 41 | 160 | 35 | 310 | 290 | 310 | 35 | 25 | 100 |
| 46 | 175 | 40 | 330 | 310 | 330 | 40 | 30 | 100 |
| 51 | 190 | 40 | 350 | 330 | 350 | 40 | 30 | 100 |
Ranged Baselines
| Level | Ath | Rid | 1H | 2H | Pol | Bow | Xbow | Thr |
|---|---|---|---|---|---|---|---|---|
| 11 | 50 | 10 | 30 | 25 | 30 | 55 | 15 | 20 |
| 16 | 85 | 15 | 70 | 45 | 45 | 85 | 25 | 30 |
| 21 | 95 | 15 | 100 | 65 | 70 | 130 | 30 | 40 |
| 26 | 105 | 20 | 140 | 85 | 90 | 170 | 35 | 50 |
| 31 | 115 | 25 | 165 | 100 | 100 | 205 | 40 | 60 |
| 36 | 130 | 30 | 195 | 120 | 120 | 245 | 50 | 70 |
| 41 | 150 | 35 | 220 | 140 | 140 | 280 | 55 | 80 |
| 46 | 165 | 40 | 240 | 160 | 160 | 300 | 60 | 80 |
| 51 | 180 | 40 | 260 | 170 | 170 | 320 | 65 | 80 |
Cavalry Baselines
| Level | Ath | Rid | 1H | 2H | Pol | Bow | Xbow | Thr |
|---|---|---|---|---|---|---|---|---|
| 6 | 50 | 50 | 30 | 10 | 30 | 5 | 0 | 10 |
| 11 | 60 | 65 | 55 | 35 | 60 | 10 | 5 | 15 |
| 16 | 85 | 95 | 80 | 50 | 100 | 15 | 10 | 25 |
| 21 | 100 | 120 | 115 | 60 | 145 | 25 | 15 | 30 |
| 26 | 115 | 160 | 170 | 80 | 195 | 30 | 20 | 40 |
| 31 | 130 | 210 | 220 | 100 | 250 | 35 | 25 | 50 |
| 36 | 150 | 270 | 270 | 130 | 300 | 45 | 30 | 60 |
| 41 | 170 | 320 | 310 | 160 | 340 | 50 | 35 | 70 |
| 46 | 185 | 360 | 340 | 180 | 370 | 55 | 40 | 70 |
| 51 | 200 | 400 | 370 | 200 | 400 | 60 | 40 | 80 |
Horse Archer Baselines
| Level | Ath | Rid | 1H | 2H | Pol | Bow | Xbow | Thr |
|---|---|---|---|---|---|---|---|---|
| 6 | 50 | 50 | 25 | 10 | 20 | 40 | 0 | 10 |
| 11 | 65 | 75 | 40 | 25 | 40 | 65 | 10 | 20 |
| 16 | 90 | 110 | 70 | 40 | 65 | 100 | 15 | 30 |
| 21 | 110 | 150 | 100 | 55 | 80 | 145 | 20 | 45 |
| 26 | 125 | 200 | 140 | 75 | 110 | 195 | 25 | 55 |
| 31 | 145 | 255 | 180 | 95 | 140 | 245 | 30 | 65 |
| 36 | 160 | 310 | 215 | 115 | 165 | 290 | 35 | 75 |
| 41 | 175 | 350 | 250 | 140 | 200 | 320 | 40 | 85 |