The Edain Mod aims to take you deeper into Middle-Earth than ever before and turn the Battle for Middle-Earth II into a game worthy of Tolkien's books and Peter Jackson's movies. In our quest for lore accuracy, visual quality and deeper gameplay, we overhauled every aspect of the original game to craft a new and immersive Lord of the Rings experience.

  Master the One Ring 

While the One Ring has no lord but Sauron, there have always been those who sought to use its power for their own ends. In Edain, you no longer bring the Ring to your fortress to unlock just Sauron or Galadriel. Instead, you can give it directly to select heroes who will attempt to draw upon its powers, with varying consequences. Each faction has different Ring Heroes, allowing you to discover what could have been if Saruman the White had attained the One Ring, or if Denethor and Boromir had foolishly decided to use it as a weapon against the Enemy...

 Fight Side by Side with the Heroes of the Third Age 

The fate of Middle-Earth has always been shaped by great heroes and villains, many of which never appeared in a Battle for Middle-Earth game before. Edain gives you the opportunity to stand in battle with new heroes like Thorin Oakenshield and his companions, Beregond and Imrahil or the sons of Elrond. Those with evil in their hearts may instead choose to share in the power of villains like Smaug or the Necromancer of Dol Guldur...

Furthermore, every existing hero has received new abilities and mechanics to more accurately represent his role in the books and movies. Aragorn, for instance, will start out as the ranger Strider and go from the defender of Helm's Deep to King Elessar of Gondor over the course of the game, gaining new abilities each time he takes a new step towards his destiny. Similiarly, Theoden will now accurately transform from a defeated pawn under Saruman's control to the heroic king who fought on the Pelennor fields.

 Command New Factions 

Rohan and Lothlorien have been split from the Gondor and Rivendell factions to form new factions in their own right. The Rohirrim are a people of riders, evidenced by their powerful cavalry units, including the Royal Guard. Their infantry and archery are poor, but they can receive signifant aid from the inn by recruiting Elven archers and Druadan warriors. The Woodland Realm, on the other hand, lacks cavalry altogether. To compensate, they rely on unorthodox tactics such as stealth, speed and elven magic coupled with their formidable archers. They cannot easily expand their base, but all buildings are manned by archers to keep invaders at bay. Units like the animal empaths, who slow down enemy cavalry, and elven chanters, who support your army through their songs, provide veterans with exciting new strategies to master. Both factions also come with a completely unique set of spells, including powerful finishers like the Rohan spell, Last March of the Ents, which summons Treebeard and a host of Ents to your side.

 Rediscover the Old Factions 

All factions have been expanded with a large array of new units. Among them are the Gondor Citadel Guard, Lurtz's Uruk Scouts, Haldir's Galadhrim from the Battle for Helm's Deep and Orcs of Minas Morgul. All in all, Edain allows you to assemble your forces from a pool of twice as many units as before.

Furthermore, almost all existing units and heroes have received visual overhauls to eliminate issues like golden armor on Orcs and bring the visual style closer to the movies. For example, Aragorn will now wield the actual Anduril blade upon purchasing the respective spell instead of getting an exaggerated blue glow around his sword. Head to our gallery for more examples of the improvements we have made.

Follow your destiny... Middle-Earth awaits.

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Blog RSS Feed Report abuse Latest News: The Road to Edain 4.0: Mordor, Part 1

53 comments by FG15 on Jul 4th, 2014

The Road to Edain 4.0: Mordor, Part 1



Greetings, companions of Edain!

Long has it been since we released our last update, but one does not simply walk into Mordor. The journey is long and difficult and new terrors are waiting...

"Mordor. The one place in Middle-earth we don't want to see any closer,
and the one place we're trying to get to."

It is not surprising that Sam did not want to see the black land any closer. To be honest, Mordor has always been the ugliest faction of Battle for Middle-Earth. Of course, it was imaginable that the muddy orc-pits were a breeding place of the orcs, but what is the first thing you think of, when you hear „Mordor“?  For sure, you won't think of these desolated barracks, but instead of a towering fortress of black stones and metal, a monument to the power of the greatest evil in Middle-Earth. And in Edain 4.0, this is what will be under your command as a Mordor player.


All buildings of Mordor have been completely redesigned and adjusted to the style of Sauron's dark fortress, Barad-Dûr. In the middle of the base, there will be your citadel with the symbol of the red eye at the top. In contrast to the citadel of Isengard, this one can't be upgraded, but it has four expansion slots for barricades, catapults and gate watcher statues. The orc-barracks replaces the old orc-pit but fulfills the same function. The siege-works and the troll-cage keep their basic layout, due to their animations, but they have also received new designs. The Tribute Post and the Arsenal are the new economy buildings for Mordor's base. Looking at the Tribute Camp, you can see supply caravans sent from Harad and Rhûn to prove their devotions for the dark ruler. According to Tolkien, such tribute played an important role in the upkeep of Mordor's war machinery, so it seemed a good idea to show this aspect of Mordor in Edain.  The Tribute Camp reduces the cost of Mordor's heroes. In contrast, the Arsenal is one of the most versatile economy buildings in the game, because it reduces the cost of all of Mordor's upgrades – Fire Arrows, uncovering of the Nazgul and the Troll-weapons. This way, it supports a balanced strategy using all of Mordor's assets, while the Tribute Post and the other economy buildings on the settlements allow you to specialize more strongly.

Therefore, the player is able to build a Slave Farm on the settlements, where human slaves generate the food for Sauron's orc army under cruel supervision. This part of the economy is also based on the books. Sauron used many slaves on the fields of Nurn, the only arable part of Mordor. The farm reduces the cost of all orc units of Mordor. Of course, this has no effect for the free orcs, but it allows  you to throw more archers, pikemen and overseers into the mix. In contrast to Mordor's base, the Slave Farm uses the old style of Mordor, consisting of  seedy huts, being home for the miserable life of the slaves and orcs. The base should represent the headquarters of the dark lord, while the settlements remind the player that not all of Mordor consisted of imposant buildings. Sauron had other priorities than building comfortable homes for his servants. The alternative to the Slave Farm is the well know Slaughter House, reducing the cost of Trolls instead of orcs.


After long deliberation, we decided to make the three domains Cirith Ungol, Minas Morgul and Dol Guldur available on external build plots instead of in the base. For one, this simply looked better: The structures in the base all follow a new, unified style based on the Barad-Dûr, while every domain has its own design - a single Minas Morgul building would simply look out of place in the new base. Furthermore, the domains were always supposed to be supporting additions to the main faction, and in Edain 4.0 such supporting factions are generally placed on the settlements and outposts. Comparing the domains, we decided that not all of them are as good as the other. Therefore, Cirith Ungol, the weakest and most disliked of the three, is available on the settlements. It would never have won any competition against Minas Morgul or Dol Guldur offering some of the strongest heroes of Mordor. Besides the black Uruks, also the orc-hellebarders will be limited to 3, but won't cost any commandeurs points,  therefore reinforcing Mordors army above the normal limit. Being an own unit, the hellebarders won't be just a variant of the Mordor's pikes, but having much stronger values.


On the outposts, Mordor can as nearly all other factions, build a citadel with three build plots. This is most effective options, if you want to create an enormous army, just build three orc-barracks and recruit endless amounts of orcs, or destroy your enemy with Mordors strong siege machines and trolls.


Alternativly, you can create the fortress of Dol Guldur or Minas Morgul. The design of Dol Guldur is completly based on the Hobbit movies, an abandoned, deadly ruin, with lots of dark secrets.


This fortress produces resources as well as troops, but none of them as fast as three single buildings on a normal outpost. Nonetheless, you get access to Khamûl, the Castellans and the spiders of Mirkwood, all being powerful additions to your army. Also you can train the improved orcs of Dol Guldur, having the same price as normal orcs, but dealing more damage due to poisoned weapons. Opposite to the current version, the orcs will be recruited directly at Dol Guldur, instead of  improving the barracks with the influence of Dol Guldur. Our goal has always been that the player should not be able to build an army consisting only of domain orcs. But due to the new building system which has less build plots, all of Mordors barracks would be influenced by the domains quite soon, therefore standard orcs would disappear in the middle and late game. Being build-able directly in the fortress, the domain orcs will always stay a small part of Mordors army. Dol Guldur will have access to all the three kinds of standard orcs, which got all new designs from the movie. We know that the orcs look quite similar to Isngards Uruks, but that has been a similarity already existing in the movie. And we liked the new design far more than the old, outtimed models.




Minas Morgul works in a similar way. The player creates an enormous fortress on the outpost, giving access to all the three standard forms of Morgul orcs. Also, you can train the Morgul riders, which we upgraded to heroic units, so the single troop is much stronger, but they are limited to three. We really like this unit, because it adds a special flair to Mordors hordes, but Mordors army should consist basically of orcs, so an unlimited amount of Morgul riders should not be possible. Now, the Morgul riders are more rare, but also more dangerous. Symmetrically, we did the same with the castellans. They will be a limited heroic unit, too, which you will get in groups of three. So the one fortress gives access to elite infantry and the the other to elite cavalry.


Pardon, did I understand that right? If the domains are available on settlements and outposts, are they still depended on Sauron? No, we decided that it is difficult enough to capture and hold a settlement or even an outpost, so it would be far too much, if there were two requirements. But does that weaken Sauron's role in the faction, doesn't it? No again, Sauron's role for the whole faction will be even bigger. Nonetheless, we knew that Sauron needed a basic rework. At the moment, he forces the player to build many heroes, a strategy that was never intended by us. For 4.0, Sauron got a complete new and unique mechanic, which reinforces the varity of Mordor's playtime. But this is concept is big enough to get an own update. So, you will hear of us again, soon, when we present you Sauron in 4.0. And now we would like to read your opinion and feedback concerning the buildings and domains of Mordor.

Your Edain Team

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Edain Mod 3.8.1

Edain Mod 3.8.1

Aug 31, 2012 Full Version 479 comments

This full version contains all files you need to play the latest version of the Edain Mod. Please read the Readme before playing! The Readme contains...

Post comment Comments  (0 - 10 of 19,773)
Badger-Brock
Badger-Brock 2hours 59mins ago says:

What do you all believe? Spiritually?

+1 vote     reply to comment
Badger-Brock
Badger-Brock 5hours 15mins ago says:

Also, I had a question. Did Tom do something to get one of my other comments deleted? The Jonah one? I figured he probably did.

+1 vote     reply to comment
saruman_the_wise
saruman_the_wise 5hours 44mins ago says:

do the fences in the evil fraction camps act as a beerier or are they simply there for design purposes

+2 votes     reply to comment
FG15
FG15 2hours 16mins ago replied: Online

They are also a small barrier.

+1 vote     reply to comment
Skylarapas
Skylarapas 2hours 44mins ago replied:

I have always been wondering that but I believe it acts as a barrier as far as I can remember from BFME 1

+2 votes     reply to comment
Guest
Guest 11hours 30mins ago says:

Are there many people using the Hero Submod?

+2 votes     reply to comment
Primer_Sartoris
Primer_Sartoris 13hours 13mins ago says:

In the one ring net says -about the trailer-:

[...] At Dol Guldur, Gandalf has fallen; a barefooted Galadriel kisses his forehead. Elrond is in the background, while behind him Saruman is also visible [...]

Have anyone of you guys seen Elrond or Saruman?

If yes, please tell me where are them!!!

+3 votes     reply to comment
TiberiusOgden
TiberiusOgden 12hours 41mins ago replied: +3 votes     reply to comment
Primer_Sartoris
Primer_Sartoris 12hours 6mins ago replied:

Oh! You sir are great!
Thank you, very much!!

+3 votes     reply to comment
numeronean
numeronean 13hours 52mins ago says: Online

Hi everyone, I would like a concept of chivalry for dwarfs.

Ered luin dwarves retain current Battle Wagon, these improvements will have current standard except improving thereby be a versatile unit, the unit will be more resistant against pikemen but would cause less damage.

Erebor'll get the battle chariots, they will be moved by the rams and unlike luin ered improvements will only have standard and oven unit will be less versatile than their cousins ​​luin ered but will be stronger.

Iron hills have riders rams his strong point is speed and attack against infantry but offer a major weakness by pikemen and archers.

This concept gives more feeling we're playing with different dwarven kingdoms.
Thank you.

+5 votes     reply to comment
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Battle for Middle-earth II: Rise of the Witch King Icon
Platform
Windows
Developer
Edain Team
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Modding-union.com
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Released Jul 19, 2012
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Highest Rated (53 agree) 10/10

You could think im exxagerating the value of this mod,but i can only tell you : try with your hands. Edain mod is without any doubt the best RTS based on the LotR series,and,but this is just my opinion,the best RTS overall. While being much more true to tolkien than any other EA's work,it combines great complexity with good-balance in an excellent way. But what,above all things,makes this mod stand out are the models of the units,heroes and buildings,just take a look to the gallery on the site…

Oct 19 2010, 2:42pm by TheMost

Lowest Rated (12 agree) 5/10

Mordor and other evil factions are overpowered including their heroes and ringheroes. Especially Lorien and Imladris are too weak and their ringheros are not powerful enough to be ringheroes (and Galadriel is far too weak to be Galadriel. Make it to be like in the Lone Wolf mod: two palantir and stronger powers, etc.)... All ringheroes should be as powerful as Sauron, because now it's not fair. Almost all good factions are underpowered. Ents should be better than trolls (except armoured ones), because…

Oct 17 2012, 7:38am by TheLapari

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