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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 32 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 320 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 153 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 64,629)
BalrogSlayerGR
BalrogSlayerGR

ive preached and preached about them taking edain 3.8.1 down and creating this bullsht instead of adding and changing 3.8.1 now we have no goblins

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Luke_Skywalker
Luke_Skywalker

Grand master of Edain order is gone, but there could be another who is able to lead them to the light ... throught the darkness ... maybe even chosen one ... I only know one truth - leadership of Lord of Mordor from the Sith leads only to the dark side of the mod.

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Guest
Guest

What a bad comparison...

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Aragorn_Frodo
Aragorn_Frodo

Lol looks like my comment sparked some discussion...

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Herra123
Herra123

I am just wondering with the changes in the powers, one offensive and one defensive, will the Balrog spell become a perm spell that allows you to buy the Balrog as a normal hero?

I know the team likely won't get back to me on this but what about everyone else. Do you think this would be cool?

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NetoD20
NetoD20

I would prefer for the Balrog to be a temporary one hit buttom of ultimate destruction and for we to have Smaug as the permanent hero killing machine.

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Canis-carcharothias
Canis-carcharothias

Naaah, that would mean that the Balrog would be nerfed!

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Herra123
Herra123

Sadly i believe it will already be nerfed like all the other heroes and hero summons have been. So it does not make any difference.

If the Balrog is still a summon that means we lose Dragon Strike and the Edain team will need to make a new level 10 power.

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Canis-carcharothias
Canis-carcharothias

Nah, I don't think we lose Dragon Strike. Some of the new spellbooks have both tier 4 powers with clear offensive roles (Gondor, Rohan, Isengard) but with some small tweaks. I think Misty Mountains will be the same case

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***Geroj***
***Geroj***

So lets summarize it shall we?

1. Fans want to be heard by team - this one is probably most interesting, some kind of communication would be nice, but if they choose not to give a crap about your suggestions you can hardly do anything about it

2. Its obvious that they have problems with manpower - so with less people in team they work slower. But I dont see you volunteering or helping at all

3. Demanding regular update on how is mod doing on on what is team working on - PR thing, larger modder groups like to building some hype, nice thing to do but if there is no one interested in team to do that ...again, what are you going to do about it?

4. demanding regular screenshot update - now this one is just laughable, but you can still ask, volunteer, maybe they will give you privilege to upload some scenic screenshots

5. Mod is dead, we are DOOMED - Is not and even if it die ..I dunno what else do you ask? Mod is pretty much complete, they are just adding content at this point

6. But I want goblin faction!!! - stop it, get some help

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MathijsRevora
MathijsRevora

What a terrible summary. I don't think you understand what's going on at all.

People just want a sign of life. I'm sure the Edain Team can give them that, either by a message or by posting the occasional screenshot of the new things they're working on.

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***Geroj***
***Geroj***

People just want a sign of life - that was exactly what I was talking about, no one is entitled to anything

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MathijsRevora
MathijsRevora

I know they're not. Doesn't mean asking for a sign of life is unreasonable, or, as guys like you portray it, malicious.

Reply Good karma Bad karma+3 votes
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Highest Rated (126 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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