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Edain Mod 4.5: The Spellbook of the Dwarves

Greetings, companions of Edain,


Today we want to present you the next overhauled spellbook:


SPELLBOOK OF THE DWARVES


Naturally the dwarves also get a reworked spellbook. Because there are 3 different dwarven factions, but only one spellbook, it was not easy to find spells that fit all factions. But all dwarven houses have a focus on architecture and so does the spellbook. A few spells already led in this direction. But we also wanted to include the craftsmanship of the dwarves and their readiness to fight. So we removed 3 spells and added 2 new ones. One of these is the central spell, which is unique. Furthermore 4 spells were reworked.

You can read more about the new spellbook structure in general, including the new long-term and short-term strategic trees, in our first Edain 4.5 spellbook Update.

THE FIRST ROW


As you might guessed the healing-spell, "Dwarven Beer" is gone. It always was more a fill-in spell than a fitting spell for the dwarves. Also it was in too many spellbooks. The "Rallying Call" and "Carc's Ravens" are now the spells of the first row and we think they are quite fitting. We had the feeling that the ravens were often only used as a debuff and not for scouting. So we changed the concept of the spell.

Carc's Ravens: Control the ravens and send them to an own structure. Nearby enemies loose 25% armour and damage. Nearby allied buildings gain +50% armour and +200% sight. Does not affect walls.

Now the ravens have a more passive role, because you cannot control them actively. If you use the spell on a building the ravens change their location. So you can only move them if the spell is ready and you can only guard one building. The spell is in EG very good, because you get a lot of sight. Because of the debuff it is still useful in LG.



"Rallying Call" stays the same.

THE SECOND ROW


Both spells of the second row are already known and they barely changed. The "Lone Tower" fits perfectly in the left branch of the dwarven spellbook. Yes it is same as Gondors but also blends well with the other spells of the dwarves, like the "Dwarven Runes". Because of a slightly debuff, the tower should not be as powerful as before.
On the right branch there is also a building summon to strengthen the significance of buildings and defenses in the dwarven spellbook. "Undermine" is a well known and offensive summon, which can be used to surprise the enemy in the right moment. It costs 2 spellpoints now.

THE THIRD ROW


In the third row there are 2 spells from the old second row and there is also a new spell on the left:

Weapon Art of the Dwarves: Dwarven units with Heavy Armour and Forged Blades/Fire Arrows gain additionally +15% armour and damage.

It is a spell which focuses on the smithery of the dwarves, which was important for us in the new spellbook. This spell enables the player to upgrade his units in LG even further.

The "Dwarven Runes" were also reworked:

Dwarven Runes: Offers a variety of different runes, that can be attached to dwarven buildings.

There are 4 runes:

1. Rune of Inviolability: The chosen building gets +50% armour.
2. Rune of Inspiration: Allies nearby the chosen building gain +15% armour and damage for 30 seconds. As before the effect stays even if the units leave the area of influence.
3. Rune of Power: The chosen building gets every frequently repaired. Every 20s 500HP are restored.
4. Rune of Productivity: The chosen training building trains units 30% faster. Economy buildings produce 30% more resources.

Because of it's diversity the spell is useful in every game situation. You can boost your economy, train troops faster or generally play a defensive tactic. It also is a good spell to upgrade the dwarven defenses to get them as strong as they should be.
You can use all four runes on one building and all runes have their separate timer. So you can use them quite often, unlike Radagst. Runes do not work on the citadel.

On the right side there are two known spells. "Gandalf the Grey" did not change much, but got a light and stun effect when summoned.


The "Beorn" spell was strengthened, because it moved to the third row. Now there are 4 beornings and Beorn spawned, which can change their form.

THE CENTRAL SPELL


It was difficult to find a central spell for the dwarves, because of the three factions. At the end we found a common ground: All dwarves fight to the last man.
The new central spell is:

Final Stand: Allies in the target area gain four times as much armour, are immune against knock-back and slow down cavalry twice as much for 20 seconds.

The central spell of the dwarves is special. It is the only one which is active. The spell can be deciding a fight, when your troops are surrounded or slightly weaker than the enemy. So even a hopeless battle can be won. We thought this is a good spell for the fiercely-fighting dwarves.

THE FINAL SPELLS


The final spells were already quite fitting for the dwarves. The "Summon Citadel" is the defensive spell and the "Earthquake" will be the offensive spell. "Earthquake" is a perfect finisher, because it also knocks down units.

We hope you enjoyed the update and look forward to your feedback.

Your Edain Team

The Road to Edain 4.5: Spellbook of Rohan

The Road to Edain 4.5: Spellbook of Rohan

News 43 comments

The new spellbook for Rohan has been finished after a couple of complications and is now much more focused and organized.

The Road to Edain 4.5: Spellbook of Isengard

The Road to Edain 4.5: Spellbook of Isengard

News 30 comments

The new spellbook for Isengard has been finished and has some interesting changes in it that complete what the core of Isengard represents.

Edain Mod 4.5: April Fools

Edain Mod 4.5: April Fools

News 13 comments

This update was just a joke. Hope you all enjoyed it.

Edain 4.5: Mordor's New Spellbook

Edain 4.5: Mordor's New Spellbook

News 35 comments

Along with the new spellbook tree structure, Mordor gains two entirely new spells and many smaller reworks and improvements.

RSS Files
Edain 4.3 Demo

Edain 4.3 Demo

Demo 310 comments

This download contains all files you need to play the latest version (4.3) of the Edain Mod. If you experience any problems, please refer to the Readme...

Edain Mod Launcher 1.2.0.5 [Edain Demo required]

Edain Mod Launcher 1.2.0.5 [Edain Demo required]

Patch 144 comments

THIS IS NOT THE MOD DOWNLOAD! YOU STILL NEED THE EDAIN DEMO ITSELF! THE LAUNCHER WON'T WORK WITHOUT THE DEMO! This is the download for the official Edain...

Comments  (0 - 10 of 63,616)
Guest
Guest

So where is Lorien?...

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lord_ellessar
lord_ellessar

Lorien is in the kitchen
Les francophones comprendrons X)

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officialNecro
officialNecro

HAHAHAHAHAHAHAHAHAHA xD

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Guest
Guest

Middle earth

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Lord_of_Astapor
Lord_of_Astapor

Good question.

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Joragon
Joragon

You already can play it in the demo.
If not you have to update in the launcher ;)

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officialNecro
officialNecro

I think he meant the spellbook

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kingsjewel
kingsjewel

:D

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Elendill
Elendill

So after all the spellbooks is there gonna be anything else new i
n 4.5 or it will be realeased?

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Joragon
Joragon

There will also be a siege rework and some concept changes wich as always have to be balanced.

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Elendill
Elendill

i HOPE they do some balancing this patch like they need to balance alot of things like
The OP loremasters like pls nerf
imlardis on 1000 castle start its soooo hard to play if you wanna win you will have to have the perfect play
rohan common they've been **** since 4.0 make them good
isengard shieldbeares
ered luin OP
iron hills defensive boost wtf
Lothlorien almost everything about this faction needs balancing
So this patch there is no new faction so pls take time off to do some serious balancing plsss

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Joragon
Joragon

I have to agree in some points.
For Imladris 1000 there are some good videos of noobfella on YouTube how to play Imladris with 1000 start ressources. There you see that it is hard to start with Imladris, but you also see that Imladris is not underpowered.
Rohan is imo one of the stronger factions. They do in early game extemely well. The exile camp is pretty strong, Theoden also, you can spam a lot of farmers and in the next update they also get some very cheap siege weapons.

So as Imladris you have to make sure to get in MG or even LG without loosing a lot of units (like you can see in noobfellas videos on youtube). And as Rohan you have to constantly attack your enemy and use it's strong units/heroes like the exiles, Theoden etc to make sure the enemy isn't even coming to MG or at least in a very bad constitution.
I hope I helped a bit.

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Elendill
Elendill

Yeah alright those are good suggestions but still i think when you go play online 1k start imlardis are very weak at the start mostly beacause they get 1 battalion and with imlardis you have to keep your units alive.But that is really hard againts some faction like mordor (witch i think maybe the most OP faction in the game)Angmar maybe rohan can really spam and take the hole map and then you will have to fight huge hordes of orcs.But then the OP loremasters come to play they can kill and help alot with there abilities and you'll probobly push the opponent back but thats what happens almost everytime.I think they should do something to improve the imlardis at the start and nerf those loremasters beacause they are easily one of the most usefull and OP units in the game.At least nerf theyre damage.I feel like Imlardis need a lot of tweaking same goes to other things.Beacause people dont play edain online anymore,very little group of people are left beacause of the unbalance.I HOPE and cant wait to see the spellbook of the elves and angmar i hope that they will balance some **** out.

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Joragon
Joragon

Your probably right that it is a bit too hard for Imladris at the start. I also heard like kmogon that the loremasters and especially their special abilitys become a small overhaul and some balancing changes and I also think that the ET knows of the strength of the orcs so I also think they could be nerfed a bit.

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kmogon
kmogon

I've heared that loremasters will get some overhaul. You should wait for 4.5 patch which probably solve vast maiority of balance problems - ET works on it for very long time so it will be sth big ;)

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Highest Rated (125 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 by TheMost

Lowest Rated (23 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 by TheLapari

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