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Report RSS Edain 4.5: Mordor's New Spellbook

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

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Edain Mod 4.5: The Spellbook of Mordor

Greetings, companions of Edain,


Today we want to present to you the second overhauled spellbook:

SPELLBOOK OF MORDOR

Mordor already had many cool and unique spells, but we still decided to remove three old abilities and add two entirely new ones. Furthermore, all the existing spells have of course been reordered into the new trees and quite a few have been revised in the process.

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

In the first row Mordor has lost a very popular spell in the form of Tainted Land. Why did we cut it? First off, for the same reason Gondor lost the Heal spell: It may be popular, but we want to promote faction diversity and get rid of spells that show up in several spellbooks.

There was a further problem with Tainted Land, however. The problem with this kind of spell is that if two players both have one (for example, Lorien's Elven Wood) they cancel each other out. Whoever uses his land spell first loses its effect if the opponent then uses his own area effect spell to cover the same area and basically paint over it.

That leads to many games where these spells are bought but never used since both opponents are waiting for the other to fire off theirs first. By making land spells more of a rarity, we hope to see them used more frequently and promote other, more interesting counter methods like trying to move the battle to another location.

Thus, the starting spells for Mordor are “Eye of Sauron” and “Banners of the Black Land”.

1. Eye of Sauron:
This spell has always been cool and unique, but we didn't like that it was mainly used as a simple (yet very powerful) combat boost, with its scouting capabilities falling by the wayside. Compared to other spells like Rallying Call (pure combat boost with lower duration that can't be moved) or the ravens (can be attacked) it also felt overly powerful. Thus, we decided on a new effect:

Reveals stealthed units. Enemy units can't gain strength under Sauron's gaze and gather no experience. Enemy heroes gather half the experience. Allied units become fearless.

This way, the three applications of the spell feel more evenly matched: Scouting, denying enemy experience or removing fear. This should incentivize players to move the Eye around more, depending on the needs of the situation. Reducing enemy XP may not be as powerful as a straight-up damage boost, but it can be very handy for a faction that likes to drown the enemy in cheap and expendable units. Under Sauron's gaze, you can do so without feeding your foe experience points.

2. Banners of the Black Land:
While we always liked the old Endless Hordes spell in theory, it was a little bit on the weak side - which was made more complicated by one very specific difficulty. It isn’t a spell that is easy to balance, because it also affects the Nazgul Hero Battalion. We couldn't change this for technical reasons, but it meant we can't simply buff it to replenish more fallen Orcs with each use - because that would mean it also restores more Nazgûl to life, becoming possibly overpowered in the late game. We didn't want it to be spell about making elite units invulnerable, but about constantly repleneshing your serves of cheap cannon fodder. So now there is a new spell with a new effect:

All Orc Warriors of Mordor, Dol Guldur and Minas Morgul gain banner carriers. Does not affect archers or spearmen.

The spell still rewards the player for having masses of Orcs and ensures that your fallen are constantly replaced, but doesn’t affect the Nazgul in any way. It also solves the issue that it was never worth it to actually pay money to give your free Orcs banners, because why not just recruit new ones for free? Now you can also give them banners without cost. As this grants you a long-term advantage, it fits well into the first row of the left, more long-term-oriented side of the spellbook.

THE SECOND ROW

The "Reinforcements of Rhûn" and "The Terror of Cirith Ungol" spell now make up the second row, both unchanged. Shelob was a good fit for the right side of the spellbook, being a powerful short-term offensive spell. The Rhûn reinforcements are weaker, but stay permanently, helping Mordor's goal of building the largest army in the game.
No longer necessary is the arrow volley for Mordor. We thought that next to these very unique spells a simple area damage effect didn’t fit very well. Furthermore, it was also a duplicate spell that was much more at home in Lothlorien than Mordor.

THE THIRD ROW

Here you can see the only entirely new spell for Mordor. It positions itself between three already well-known spells ("Reinforcements from Harad", "Call the Horde" and "Darkness"):

Summon Overseers: Summon five Orc Overseers who can combine themselves with Orc units to permanently strengthen them.

The overseers weren’t used as much as we’d like for two reasons. One, you always had to choose between recruiting them or just using your barracks to train more Orcs, and more Orcs usually won out. Two, players felt that if they used Overseers, they had to train one for each of their Orc hordes and manually combine them, making them very cumbersome to use. However, this was never our intention. Overseers were intended to be rare, elevating a couple of hordes above the rest. Now, Overseers are summoned for free through the spellbook and thus automatically limited in number. We hope this will make them a more integral part of Mordor's gameplay.

THE CENTRAL SPELL

No spell can fit better for Mordor as its central spell than “Sauron's Deadliest Servants”.
Since the whole concept of Mordor in Edain revolves around Sauron and his power having direct influence on the power of his servants, it was very fitting for them to be strengthened by the central spell. We also feel the upgraded Nazgûl are important enough that they shouldn't be confined to one of the two trees. The spell also counts as one of the tasks for Sauron's expansion of power now, granting the Dark Lord a levelup.

THE FINAL SPELLS

The final spells haven’t changed as well. Sorting them into the two trees wasn’t as easy as one might think because both grant permanent, long-term effects. However, Grond was the clear choice for the offensive tree, acting as a finisher to bring down even the best defended fortress.

We hope you are excited about the new spellbook and we look forward to receive your feedback.


Your Edain Team

Comments
GrandSerpent
GrandSerpent

Good, keep up the work :D

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Skylarapas
Skylarapas

That's actually amazing.
You guys really have mastered the meaning of balancing a game.

I hope you have the courage to continue.

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Steinschmälzer
Steinschmälzer

Hm yeah seems pretty amazing. However I think that final tier passives are still problematic since they give a permanent buff that should not win the game by it´s own, while active spells give a combat boost that might feel more effective since they are more likely to overpower the enemy in that moment.

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ShipwrightOfTheNoldo
ShipwrightOfTheNoldo

Neither of the final Mordor Spells are passive.

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Guest
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Starwarsfan8
Starwarsfan8

So will Sauron's Influence Power on the Barracks be changed since Mordor Overseers will be summonable by spellbooks now?

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FG15 Creator
FG15

Yes

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Starwarsfan8
Starwarsfan8

What will be the new version of Sauron's Influence on the Mordor Barracks?

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FG15 Creator
FG15

We are still discussing it.

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kmogon
kmogon

Maybe the price of orcs whould be changable by sauron influance. For example all orc warriors will cost 50 resources and when we use influence they became free. It would prevent early too rushy tactic but it's probably too complicated to implement.

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Sauron100
Sauron100

I don't think they would find it too complicated, I mean, they basically did the same thing for the Dol Guldur Fortress spiders.

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

Yeah, I would like to know as well

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Trondheim9
Trondheim9

Your justifications for changing/removing some of the spells were actually very well-thought out.

On a side note, I agree with removing the combat boost from the Eye of Sauron, but for a different reason: if I were an orc and the Eye of the Master were on me, I don't think I would be very inspired to fight. I'd be terrified. :P

Well done!

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ShipwrightOfTheNoldo
ShipwrightOfTheNoldo

I think the idea behind the fearless is that they fear Sauron far more than they fear their enemies.

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ShipwrightOfTheNoldo
ShipwrightOfTheNoldo

Is the limit on Overseers a hard limit? Or just a limit on recruitment speed?

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lordoflinks Online
lordoflinks

Will Reinforcements of Harad summon Harad archers on foot now?

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ulfricstormcloak148
ulfricstormcloak148

I think it would be nice if Harad Summon and Rhun reinforcements summon 2 battalion of archer, cavalry, spearmen, swordmen and 1 Mumakil each time or ramdom summon like in Edain 3.5

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srkisha
srkisha

so how do you get mumakils now ?

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FG15 Creator
FG15

Still the same way. Reinforcements of Harad.

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Stahlrim
Stahlrim

This is so great! You all are doing such a great job with this gameplay change. I look forward to trying out Mordor a little more in the future.

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mat9380
mat9380

still no up date news.. it geting loong now.. wery long and i hope this spell rework is not the best of _/

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Guest
Guest

8 month later...

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officialNecro
officialNecro

Would you look at that, a guest user complaining, how unusual...

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celebrimbor13
celebrimbor13

Are happy now i'm not a guest ! You do well edain but thats very long for an update .. :/

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DarkLordRen
DarkLordRen

This makes a lot of sense to me. Endless hordes and arrow volley were my least favourite/used spells, though i will miss tainted land. The new spells look far more practical, good job!

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tylerclay6
tylerclay6

Does anyone know how to get the enemy to stay in their castle? (if it's even possible) Id like to do an attack at Helms Deep or Minas Tirith on skirmish but they keep sending out troops.

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javo-3442
javo-3442

It seems like If I spawn IA in the middle position in Grey Havens, they dint make any units or buidlings and die really fast. Also how is the update coming along? When are we getting the goblin faction?

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Sinisterren21
Sinisterren21

is this out yet? i tried to update but nothing changed

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giox
giox

In the movie one of the last powers of mordor during the battle of pelennor were the oliphants( could be awesome if as last power of the palatir 6 oliphant appear on the batterfield destroyng everywere). Grond is an essencial attack power of mordor and we couldnt have 2 attack powers,but maybe as the power of radagast for lorien could be nice to chose if use grond or the oliphants. ( yes it is nice the middle power with one oliphant and the haradrin legion because remembers the scene in the itillien but we cant forgot the scene of pelennor) it is just a suggestion :)

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Akzhu
Akzhu

I love the work and time that the Edain team puts into this game but I hate so much the "Overseers" idea, the fat orcs really do not impact at all in the game and do not deserve to be a spellbook power in my opinion and now they don't work in archers phss. I would love to see some power that improves the economy of Mordor or maybe something else, anything would be better than these useless fat orcs from the "Overseers" and "Reinforcements of Rhûn" are too weak if you're just going to put two battalions... so two battalions are reinforcements? they don't even have the possibility of having improvements in their swords and pikes, and now that they are worth less they surely be worse.

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Odysseus95
Odysseus95

I'm afraid you are mistaken. The Orc Overseer gives a gargantuan buff to the Orcs he is attached to. For instance, he gives Dol Guldur Orcs double armour (+100%), and +50% damage. That is a buff to the proportions of forged blades and heavy armour. He does something similar for the other Orcs he is attached to, and let's not forget the ''Crack the Whip'' ability! Basically, Overseers serve as Mordor's Forged Blades and Heavy Armour, except they only cost Spell Points and time. It's stronger in the long-term. I do agree, however, that the Overseer could visually be improved. He was in the movie nevertheless, so that the Overseer is in is only logical.

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Belgareth
Belgareth

Hi, I really like the new Orc Overseer power, its are a great solution to them not being used. Just one question:
-with the implementation of the new power "Banners of the Black land" does this mean the regular upgrade of banners will be taken away? might you replace it with another upgrade? something to give orc troops a bit of choice when it comes to strategy like a formation or an active ability etc?

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Starwarsfan8
Starwarsfan8

Since the Rohan Spellbook has come out I would like to ask.

Is it possible to make the central Spell 4 power points instead of five?

You guys said yourselves not every central power has to be 5 points, also I don't see how Sauron gaining a level is worth the extra 2 Power Points anyway. Maybe that's just me.

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