Wars of the Firstborn is a modification based on the discontinued Ridder Clan Mod for The Lord of the Rings: The Battle for Middle-Earth II and for The Lord of the Rings: The Battle for Middle-Earth II - The Rise of the Witch-King, which focuses on bringing to life as much of the Elven world from Tolkien’s epic as possible.
The heart of the Mirkwood base. Recruits heroes, units and provides upgrades. Comes with 5 Recruiting Build plots of 3 types.
Palace Upgrades
Swords Hall
Recruits the Mirkwood warriors. Can be upgraded up to level 3.
Spear Hall
Recruits the Mirkwood wardens. Can be upgraded up to level 3.
Bow Hall
Recruits the Mirkwood archers. Can be upgraded up to level 3.
A strong tree that starts with one platform on which you can construct economics building. You can level it up to receive up to two more platforms. Glade tree does not generate resource or gives command points. The economic buildings are Tailor Workshop, Metalworker Workshop, and Woodwork workshop.
Provides resources, leather armor and improved fletching for base Mirkwood infantry and archers. Also reduces the cost of light equipment. Can be upgraded up to level 3.
Provides resources, enhanced blades and heavy armor for the Wood Elves. Also reduces the cost of heavy equipment. Can be upgraded up to level 3.
Provides resources and further improves your buildings. Also reduces the cost of structures. Can be upgraded up to level 3.
Recruits the elite units of Mirkwood, The Palace Guard and the Lieutenants.
Heals nearby units and provides leadership bonus.
Construct a hub from which you can build Mirkwood telians. Archers can shoot from the telians at the enemies below.
Construct a hub from which you can build the Mirkwood walls. The walls can be upgraded.
Constructs a foreword build that can be expanded with either a military expansion or a sentry tower.
Mirkwood warriors trained in the way of the blade. They can be further specialized based on the armor they are using, giving them unique abilities and access to weapon upgrades. Only one armor upgrade can be purchased.
Light armour
Medium armour
Heavy armour
Mirkwood archers trained in the way of the bow. They can be further specialized based on the armor they are using, giving them unique abilities and access to weapon upgrades. Only one armor upgrade can be purchased.
Light armour
Medium armour
Heavy armour
Mirkwood warriors trained in the way of the spears. They can be further specialized based on the armor they are using, giving them unique abilities and access to weapon upgrades. Only one armor upgrade can be purchased.
Light armour
Medium armour
Heavy armour
The Lieutenants are masters of the battlefield and their unique tactical abilities fill up the gaps of Mirkwood. While they can be used as a standalone unit, their potency comes from their ability to summon specific units/machines to aid the assault.
The Palace Guards are Thranduil's personal guard and the ultimate soldier of Mirkwoods forces. Their presence on the battlefield will make the enemies tremble, as their visage enforces. They can use their mounts to rally to their king.
Prerequisites:
Abilities:
Level 1: Versatile: Switches between bow and knife. Also this will switch her commandset, showing the relevant abilities for the respective weapon. Abilities on the same slot share their cooldown.
While her knife is equipped, Tauriel deals additional damage against heroes.
While her bow is equipped, Tauriel's attacks slow enemy heroes for a duration.
Level 1: Crippling Blow (Knife): Deals damage to the target unit. If the target is a hero, their armour is reduced for duration.
Level 1: Wounding Arrow (Bow): Deals damage the target unit. If the target is a hero, their damage is reduced for duration.
Level 3: Daughter of the Forest: Tauriel becomes invisible for several seconds. While invisible Tauriel gains a bonus to movement speed. Upgrades to Captain of the Guard at Level 7.
Level 6: Encircle: The target hero is pinned in place for several seconds. A circle of Mirkwood Scouts will be summoned around the target that fires a continuous barrage of arrows toward the target for the duration.
Level 7: Captain of the Guard (Replaces Daughter of the Forest) Tauriel and allies near to her become invisible for several seconds. While invisible Tauriel and her allies gain a bonus to movement speed. Tauriel can also fire while invisible.
Level 10: This is our fight: Tauriel leaps to the target hero, damaging them, and stripping them of all leadership bonuses for several seconds.
For the duration, Tauriel switches to her knives, her toggle is disabled, her knife instead deals double damage against heroes, and will slow them even more.
Level 1: Versatile: Switches between bow and knives. Also this will switch his commandset, showing the relevant abilities for the respective weapon. Abilities on the same slot share their cooldown.
Level 1: Twin Shot (Bow): Fires two arrows at the target enemy.
Level 1: Swift Justice (Knives): Legolas gains additional armour and attack speed for duration. His toggle is disabled for the duration.
Level 4: Prince of Mirkwood: Grants medium experience to allies in the target area. At Level 7 grants a passive experience gain to allies.
Level 7: Elf-Eyes: For several seconds Legolas gains double vision range. While in effect it can be recast on a target enemy unit granting vision of it for a time. His toggle is disabled for the duration.
Passive: Detects stealthed units.
Level 10: Arrow Wind (Bow): Legolas fires multiple volleys in a target area.
Level 10: Bladestorm (Knives): Legolas knocks down and damages all enemies surrounding him.
Level 1: Elvenking of Mirkwood
Thranduil grants bonuses to allied units at levels 1, 3, 7 and 10. At Level 5, Thranduil equips his combat gear, gaining improved armour and deals splash damage.
Active Effect: Mounts and Dismounts his elk.
Level 3: Eradication Order: Target enemy units have their damage and armour reduced for several seconds. At Level 6, the radius is expanded.
Level 5: Guards of the Elvenking: Summons two battalions of heavily armoured Wardens for duration. At Level 10, the summoned wardens are equipped Enhanced Blades and have their formation abilities unlocked.
Passive: Allows an additional battalion of Palace Guard to be recruited. An additional battalion can be recruited at level 10.
Level 8: Ribo i Thangail: Allied units become resistant to siege weapons and arrows for several seconds. Thranduil activates the formations of heavily armoured troops across the map when activated.
Level 10: We Will Endure: For several seconds, the armour bonus granted by Elvenking of Mirkwood is tripled and applies to Thranduil for an amount. Thranduil's attacks inflict knockback and he is immune to knockback for the duration.
Passive: Thranduil takes reduced damage from magic and elemental damages.
Level 1: Master of Wines: Allied units and heroes recover health while out of combat. At level 6, can be cast on allies, granting them immunity to knockback, at the cost of damage for some time.
Level 3: High Spirits: The target structure produces units or resources faster for a time, but cannot produce for some seconds upon ending.
Level 6: Special Delivery: Places a barrel of wine down for a time, the barrel grants allied units immunity to fear, and slows all units in the vicinity.
Level 8: Dorwinion Vintage: The target hero is fully healed, and deals additional damage for a time, but suffer a damage penalty upon ending for a time.
Level 10: The King's Sommelier: Galion grants allied heroes extra armour, and a cooldown reduction. If activated, Galion mounts / dismounts his horse.
Chosen of Yavanna: Allied heroes and structures near Radagast gain additional armour. If activated, blasts back enemies in range, damaging them.
Blessing of Yavanna: The target structure becomes invulnerable, and produces units and resources faster for a time.
Nature's Breath: Heals target allied heroes, and refreshes their ability timers.
Keep in mind that certain things might change during development. You can share your thoughts and feedback in our discord channel you can find the link on the main moddb page or at the bottom of this article. Also, we share there bonus stuff in the #sneak-peek channel for the very curious ones.
Sincerely,
NewErr and the Wars of the Firstborn team
Today, Wars of the Firstborn mod celebrates 3 years since it's announcement. We will discuss a bit things that were, things that are and some things that...
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It's MOTY and time and even if I'm on small break you are due an update. I will probably have a more elaborate "year in review" article these weeks, where...
One of our fans, Matt, that eventually became our beta tester, shares his review of the Mirkwood faction and his playtest of the mod.
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Hi bro? When first release! Even betta
Hi bro, no idea yet.
The revelation about the Mirkwood heroes is really exciting. I can't wait to test King Thranduil, Tauriel and the others.
Curious to see if you can work too, with the enemies that appear in both the "The Hobbit" books and films.
In "Lord of the Rings", they only appear in the books, as in the films there would not be enough time to work with the characters and the battles of so that it could have a beginning, middle and end... it would only be possible, if each Lord of the Rings book was a separate trilogy, then we would have 9 "Lord of the Rings" films, how crazy. Well, I would definitely watch it, we would have King Thranduil on the scene again hehehehe.
The enemies I'm referring to are: Dol Guldur and Gundabad.
As you intend to work with Dol Guldur and Gundabad, do you already have any plans?
Possible suggestions:
* Will be incorporated into an orc faction, containing construction extensions for them...
or
* Make a sub-faction within an Orc faction (As an example of this, in the Edain mod there is the Dwarvens faction, which consists of several sub-factions within the same one.... just select in the command center which path you want to follow.) I think This is the most interesting option, but also more laborious, but it would bring many more buildings and new units.
Dol Guldur and Gundabad units will be present only in existing evil factions.
The main focus of the mod is the elven factions.
Cool, thanks.
Referring to the civilization of Rohan. I don't know if you can respond or not on this subject...
--> Will the Heroes: Legolas, Aragorn and Gimli, be present individually?
Because, I love controlling Legolas and Aragorn individually. I wouldn't like to see the 3 heroes stuck together as if they were a single hero, as is seen in some mods.
Currently I play a lot of a mod for BFME1 where Legolas, Aragorn and Gimli can be controlled individually, it's very cool and satisfying. xD
I see no reason why we would stack them together.
Cool, I'm happy.
I will be waiting for new updates in the near future. Thanks.
Incredible work. Looking forward to one day being able to play in BFME1 Style.
I love these Orc/goblin factions in the wilder/rustic style.
I would like to know if there are plans in the future to add the Goblins/Moria or Gundabad faction???
Hey, thank you for the kind words! We hope BFME1 will be much fun for everyone.
All future new factions will be based on elves.
Cool, the new factions will be focused on Elves. Very cool, they really look very well crafted.
Now I'm curious. Will the old factions still exist? For example: Gondor, Rohan, Mordor, Isengard?
Another question, will the Goblin faction present in BFME2 also be added to the Mod?? (although, Goblins were only playable in BFME2 or in BFME1 Mods.... so I don't know if they will exist in your mod)
Thanks! Put a lot of effort in the new faction.
The original BFME 2 factions will be kept and contain some changes. However, Goblins faction is removed and Rohan is added as sub-faction for Men of the west. The goblin units will be spread among other factions and will probably still have a presence in other parts of the mod. So unfortunately goblins will not have their own faction with BFME1/BFME2 mode.
Thank you for the responses.
It's a shame there isn't a pure Goblin faction.
Well, as you mention....
if perhaps there is some special construction intended for the manufacture of goblins and their variants, even if they are within another Orc faction.... For me it will be enough to have fun.
NOTE: there are some mods that I will not mention their names here. In which they bring "special constructions", where it is possible to manufacture only that sub-species of goblin with its variants... it is likely that you will do something similar.
It would be a tactical way of playing, where the player can opt for slow orcs or fast goblins depending on the choice of initial construction.
Who knows, maybe even place some goblin heroes inside these specific buildings, with the aim of benefiting the goblin troops.
Thank you for your attention.
-------------------
last curiosity.....
Can you give an approximate release date... let's say if the initial version will be released in 2024 or 2025 or 2026 or ___?
Best I can say about your question, the next beta will be released when it will be done. Too many factors are involved for me to estimate it.
But progress is done daily so you can follow our page/discord. Exciting news ahead.
Thank you very much. I will follow.