Powers

Powers are special abilities you gain through use of power-points, in either Skirmish mode or in a Campaign. See Category: Powers for all of these, organized by faction.

Gondor

 * Total Power points needed to acquired all powers: 33

Rohan

 * Total Power points needed to acquired all powers: 32

Mordor

 * Total Power points needed to acquired all powers: 44

Isengard

 * Total Power points needed to acquired all powers: 43

Goblin powers

 * War Chant 5+ (temporarily increases damage and armour by 50%. Also affects allies)
 * Tainted land 5+ (same effect as War Chant, except for a spot of terrain.)
 * Cave bats 5+ (detects stealthed units and reveals shroud. Reduce enemy damage and armour to 75%)
 * Summon Wildmen of Dunland 10+ (summons the Wild Men of Dunland)
 * Scavenger 10+ (earn money by killing enemies)
 * Untamed Allegiance 10+ (converts corrupt creatures to your control)
 * Summon Spiderlings 10+ (summons spiderlings)
 * Awaken Wyrm 15+ (summons a firebreathing subterranean wyrm)
 * Darkness 15+ (covers the map with for 30 seconds and increase strengths with 50%)
 * Summon Watcher 15+ (summons " Watcher in the Water ", who smashes nearby enemies)
 * Summon Dragon 25+ (summons a fire-breathing dragon)
 * Summon Balrog 25+ (summons the Balrog)

Mordor powers

 * Tainted Land 5+ (same effect as Goblins' Tainted Land)
 * Eye of Sauron 5+ (units under the Eye gain 50% damage and armor, and gain experience twice as fast. Also reveals stealth units)
 * War Chant 5+ (same effect as Goblins' War Chant)
 * Barricade 10+ (Summons a defensive tower garrisoned with archers)
 * Untamed Allegiance 10+ (same effect as Goblins' Untamed Allegiance)
 * Industry 10+ (Selected structure's resources output is permanently raised to 300%)
 * Arrow Volley 10+ (Launches a volley of arrows anywhere on the map)
 * Awaken Wyrm 15+ (Same effect as Goblins' Awaken Wyrm)
 * Darkness 15+ (Temporarily shrouds the entire battlefield in darkness. All allies get +50% damage and +50% armor)
 * Barrage 15+ (Bombards the targeted area with artillery.)
 * Summon Balrog 25+ (same as Goblins' Summon Balrog)
 * Rain of Fire 25+ (Calls down a hail of molten rock on selected area)

Isengard powers

 * Vision of the Palantír 5+ (cuts through the fog of war)
 * War Chant 5+ (same effect as the Goblins' War Chant)
 * Crebain 5+ (Reveals the shroud and detects stealthed units. Significantly reduces enemy armor and damage)
 * Devastation 10+ (Trees are instantly turned into resources)
 * Tainted Land 10+ (same effect as Goblins' Tainted Land)
 * Summon Wildmen of Dunland 10+ (same effect as Goblins' Summon Wildmen of Dunland)
 * Industry 10+ (same effect as Mordor's Industry)
 * Summon the Watcher 15+ (same effect as Goblins' Summon the Watcher)
 * Freezing Rain 15+ (Temporarily covers the map in rain. All enemy units lose their leadership bonuses)
 * Fuel the Fires 15+ (+100% resources from harvesting trees. It is a passive power)
 * Summon Dragon 25+ (Summon a land-based dragon to fight for your cause)
 * Dragonstrike 25+ (Summons a fire breathing Dragon to fly-by and scorch the battlefield)

Men of the West powers

 * Heal 5+ (replaces one fallen man in a battalion and heals all within effect range)
 * Rebuild 5+ (repair buildings within a certain area)
 * Rallying call 5+ (temporarily increases units' damage and armor by 50%)
 * Summon Hobbit allies 10+ (summons a group of Hobbits [includes the Fellowship Hobbits])
 * Arrow volley 10+ (launches a swarm of arrows anywhere on the map)
 * Summon Tom Bombadil 10+ (summons Tom Bombadil)
 * Lone tower 10+ (summons an arrow/axe tower)
 * Summon Dúnedain allies 15+ (summons the Dúnedain rangers to fight)
 * Cloud break 15+ (cancels Darkness and Rain spells and stun the enemy)
 * Summon Rohirrim Allies 15+ (summons a group of Rohirrim to fight)
 * Summon Army of the Dead 25+ (summons a group of Oathbreakers to fight)
 * Earthquake 25+ (launches structure-destroying earthquake)

Dwarven powers

 * Rallying call 5+ (temporarily increases health and armor of units' by 50%)
 * Rebuild 5+ (repair buildings)
 * Heal 5+ (replaces one fallen man in a battalion and heals all within effect range)
 * Summon Men of Dale allies 10+ (summons the Dale men)
 * Dwarven riches 10+ (increase one resource structure's output permanently to 300%)
 * Lone tower 10+ (summons an arrow/axe tower)
 * Summon Hobbit allies 10+ (summons a group of Hobbits, including the Fellowship Hobbits)
 * Barrage 15+ (delivers a bombardment)
 * Cloud break 15+ (cancels Darkness and Rain spells and stun the enemy)
 * Undermine 15+ (placeable mine shaft)
 * Earthquake 25+ (launches structure-destroying earthquake)
 * Summon citadel 25+ (summons a smaller fortress anywhere on the map)

Elven powers

 * Rallying call 5+ (temporarily increases health and armor of units by 50%)
 * Heal 5+ (replaces one fallen man in a battalion and heals all within effect range)
 * Farsight 5+ (Reveals shroud in targeted area)
 * Enshrouding Mist 10+ (Friendly units within the mist become stealthed. Significantly reduces enemy armor and damage)
 * Arrow volley 10+ (launches a swarm of arrows anywhere on the map)
 * Elvenwood 10+ (All ally units except heroes gain +50% armor. All enemy units lose their leadership bonuses)
 * Summon Tom Bombadil 10+ (Summons Tom Bombadil to the battlefield)
 * Summon Eagle Allies 15+ (Summons two eagles)
 * Cloud break 15+ (cancels Darkness and Rain spells and stun the enemy)
 * Summon Ents 15+ (Summon several Ents to the targeted area)
 * Sunflare 25+ (Calls a fiery beam of sunlight to scorch the battlefield)
 * Flood 25+ (Summons a powerful Flood to crush enemy units)