The Edain Mod aims to take you deeper into Middle-Earth than ever before and create 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, immersive Lord of the Rings experience. Discover the new factions of Lothlorien and Rohan, field new units and heroes for each of the existing factions, enjoy a visual style closer to the movies and unleash the power of the One Ring with individual Ring heroes for every factions. Light or Shadow, Defender or Conqueror... the choice is yours.

Report article RSS Feed The Road to Edain 4.0: Angmar

This news shows the new Angmar camps, fortresses and outposts.

Posted by Turin_Turumbar on Jul 25th, 2013

The Road to Edain 4.0: Angmar

Greetings, companions of Edain!

Long was the time you had to wait for news about the evil factions, but today without further ado we'll heed the call of the Iron Crown and venture into the frozen realm of Angmar...

Despite it being an evil faction we decided that Angmar's strongholds should have walls. Beside the lowly hordes of hillmen and orcs the Witch-King also rallies the fallen Dunedain under his banner. Like their former brothers they are talented in the arts of forging, fighting and building and use them to serve the Witch-King.

Even the camps are protected by mighty walls, an eternal testament to the glory and power of the Iron Crown.

Angmar is able to build two different economy buildings in their base: The known mill, which reduces the costs of wolves and werewolves, and the iron mine, which reduces the costs of all forge upgrades.

The upgrade system used in the current version, where you have to research Men of Carn Dûm, sorcerers, Barrow Wights and the Shadow as seperate technologies before you can recruit them, won't be integrated in version 4.0. After long consideration we felt that it just didn't do justice to Angmar's history, as this faction emerged over the span of 600 years. Such a long period can't be properly represented in a small skirmish. Additionally we decided a long time ago to design Arnor as it was short before the final battle of the northern war. Therefore Angmar should be designed as it was at the climax of their power. Angmar is able to build all structures from the beginning, but buildings like the hall of kings are expensive, which is why it is recommandable to start with a vasall camp instead of the fallen dunedain.

Nevertheless we wanted to show Angmar as a kingdom consisting of many different factions, united by the iron hand of the witchking and their own greed. Likewise there's no sympathy left between them, they compete with one another for their master's grace, while hoping to achieve their own goals - for example the fallen dunedain don't mind if some hillmen has to be sacrified for the victory over Arnor.


The Witch-King rewards unquestioning loyality by granting his servants their share of the loot and allowing them to settle in conquered areas, to let them strengthen their own power and serve Angmar even better in the future. Therefore you can decide which faction gets hold of which conquered settlements.If you're building a Hillmen-Village, the hillmen start paying you tributs by producing resources for your army and additionally reducing the costs of all hill men and thrall masters.

Alternatively you may to let your orcs settle there by building an Orc-Camp. The orcs are also paying tributs, and every camp lowers the costs of the thrall master's orc units.

We are fond of these two buildings, as they show more aspects of Angmar. Beside the mighty fortress, which is the residence for the fallen dunedain and the witchking himself, these buildings also show the untamed areas, being home to orcs and hillmen. Until now the thrall masters summoned their units without any reference to their origin, which never really fitted in our opinion.

You may also build a barrow on your settlements. To thwart rebuilding and repopulation of the surrounding lands, the witchking sent his wights to haunt the old barrows of Arnor. The ability "spell of the barrow wight" paralyzes enemies near the building and summons five wights to drag them to their deaths. Additionally the the old graves can be looted for resources and grant access to the tunnel-system of the crypt. Therefore the barrow is more easily defended than other economic buildings, yet its benefits to recruitment costs only account if you utilize barrow wights.

Finally you can declare your settlement to be a hunting ground for the white wolves by building a Wolf-Den. You won't get any resources and can't recruit any units, but it's a cheap building that's guarded by wild wolves. If you conquer a settlement in enemy territory that you probably won't hold long enough to make economy-buildings a viable option, you can instead raise this den to delay enemy reconquest and spy on enemy movements. This coincides with Angmar's strategy of crippling the enemy economy to make up for their own mediocre one.

You won't be able to summon wolfs with a spell any more. Instead you may create a dark obelisk which weakens nearby enemies, but can also be destroyed. The wights will also be replaced, allowing you to summon a few orc hordes of Gram. These have been recruited in the inn until now, yet this spot has always been a less-than-ideal solution. Angmar generally never fitted the inn-system since it's got no allies outside its own borders. This is another reason for the new concept of settlements and outposts. There are new possibilities for factions like Angmar because we are no longer limiting ourselves to what fits in an inn but rather concentrate on what a specific faction would be able to build on a given patch of land.


The fallen dunedain have no presence on settlements. Instead you may grant them ownership of an outpost to expand their power. But you won't have to decide prior to conquering an outpost. You start with a general outpost consisting of three building plots and a small tower. You may then assign it to one of the two fallen dunedain factions at any time. By building the Tower of Witchcraft you grant the outpost to the necromancers. There won't be any changes to your building options, but by expanding their territory the necromancer's powers will grow. Abilities from the spellbook recharge faster and necromancers formerly specialized in one type of spell may now use all three of them.

By building the Garrison Tower you assign the outpost to the army of Angmar. The tower will be guarded by dunedian archers and as long as it's on the field fallen dunedain units are recruited faster. Therefore you can redistribute resources you would have needed for additional defence towers and barracks.

The Witch-King

Without the expansion-system the Witch-King's abilities won't be unlocked by upgrades and buildings and goes back to unlocking by gaining experience. He loses a unique feature, but the old system caused too many problems so we returned to the common conditions. At the same time we've cleaned up his arsenal:

- Level 1: Riding. He'll always have this one.

- Level 2: Harbinger of winter: The presence of the witchking weakens armor and attack power of nearby enemies. Activate the ability to temporary conjure a snowstorm around the witchking which doubles the effects.

Deathblade. The witchking temporary attacks with a poisoned blade. He won't deal damage to an area like he would with his mace, but poisoned units and heroes suffer high damage and their attack power is lowered by 30%. Will be elevated to Lifedrinker-Blade on level 10.

- Level 5: Brutal charge. This ability stays as it is, it increases attack power of a chosen unit and temporarily renders them invulnerable, but they die when the effect wears off.

- Level 7: Soul Torture. The witchking sets an enemy hero's abilities to 'just used'. Another well established ability which just belongs in the witchkings arsenal.

Level 10: Lifedrinker-Blade. The witchking draws in nearby enemies with an arcane pull and strikes them with his poisoned blade. Units and heroes which suffer hits are severely poisoned and temporarily deal 30% less damage. After their death their bodies become vessels for wights. This ability is the equivalent of Mordor's version of the witchking where he uses a flaming sword and pushes enemies away.

We condensed his arsenal down to essential abilities, things like the Halo of Angmar was unnecessary next to an annihilator like Zaphragor. Likewise the ring-mechanics have been attenuated. It still unleashes winter on enemy buildings and impairs their productiveness, but Angmar's buildings no longer freeze enemy units and won't conjure ice demons - these things only distracted from the fundamental impact of a bitter, depleting winter trapped on enemy territory.

The Witch-King now has a multifaceted arsenal which covers the entirety of Angmar's nature: cold, morgul magic, poison, military prowess and fanatical commitment to the iron crown - to the death.

Whether you pledge your allegiance to the Iron Crown or brace yourselves for the coming winter, share your feedback in the comment section.

Your Edain-Team

Post comment Comments
laies Jul 25 2013, 9:57am says:

I hope that soon to be released version 4.0

+11 votes     reply to comment
Kark-Jocke Jul 25 2013, 10:25am says:

I look very forward to this, when this comes out so we all can try this. (Looks Great!)

+7 votes     reply to comment
95aab71605b60c Jul 25 2013, 12:05pm says:

Of what fraction write you next?

+5 votes     reply to comment
Gnomi Creator
Gnomi Jul 25 2013, 12:27pm replied:

We haven#t decided yet. But probably the next news will be about one of the factions which hasn't been shown yet.^^

+6 votes   reply to comment
HerrSeuchenMarine Jul 25 2013, 8:24pm replied:

Nebelberge..... :3

+5 votes     reply to comment
Gnomi Creator
Gnomi Jul 26 2013, 8:37am replied:

Perhaps... :D Ouor modeller just uploaded some pictures of the modells he made for the misty mountains... (just wip screens for the team, so nothing for you)
And I have to say:
Holy ****, I'm eager to see the finished work! :D

+5 votes   reply to comment
HerrSeuchenMarine Jul 26 2013, 12:11pm replied:

Sometimes I get the impression that you simply love to torture us with tantalizing tidbits... ;) Regardless, I can't wait to see them whenever I do get to see them.

+7 votes     reply to comment
SpiritOfNimruzîr Jul 26 2013, 3:08pm replied:

I hope for Arnor to get a unique design :) And maybe a choosable race but that won't happen since it's locked to specific maps :) Still Look's awsome the Witch king definetley deserves this!

0 votes     reply to comment
Lord_of_Mordor Creator
Lord_of_Mordor Jul 26 2013, 3:33pm replied:

Oh, we do! :D

+3 votes   reply to comment
SpiritOfNimruzîr Jul 26 2013, 3:53pm replied:

Wait you guy's really plan to make it usable? Or do you plan a unique design? :D Still too excited

+1 vote     reply to comment
Lord_of_Mordor Creator
Lord_of_Mordor Jul 26 2013, 5:16pm replied:

Eh, bad comment system, that was just a reply to HerrSeuchenMarine about the torturing stuff xD Arnor will remain in its current state, sorry for the confusion.

+2 votes   reply to comment
SpiritOfNimruzîr Jul 26 2013, 5:22pm replied:

Aw :/ Shucks well one quesiton could I modify my ini to make it playable? And then send it to the other player's that want to play with me etc... Because if I had the arnor faction the other friend's wouldn't work you know what I mean... and sorry for my crappy explanations im just too tired :)

-1 votes     reply to comment
HerrSeuchenMarine Jul 26 2013, 7:35pm replied:

I thought as much....but I'll forgive ya because you guys produce one Hell of a mod.

+2 votes     reply to comment
Lord_of_Mordor Creator
Lord_of_Mordor Jul 26 2013, 3:34pm replied:

I can tell you that there will be a second Angmar update with some more enhancements to what we showed you in this update. I can't say whether that will be the next update or sometime later down the line though.

+3 votes   reply to comment
ApornasPlanet Jul 25 2013, 2:57pm says:


+2 votes     reply to comment
yavuztezcan Jul 25 2013, 5:46pm says:

RELEASE IT!! please:(

+3 votes     reply to comment
Trailhog250 Jul 28 2013, 11:26pm replied:

Mate, they can't release something they don't have yet.

+2 votes     reply to comment
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Gnomi Creator
Gnomi Jul 26 2013, 8:34am says:

Lorien will have no walls, but also won't be like mordor or isengard.^^

+4 votes   reply to comment
Elbareth Jul 26 2013, 9:20am says:

Winter is coming

+7 votes     reply to comment
Guest Jul 26 2013, 1:57pm says:

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cloudstriffe Jul 26 2013, 2:07pm says:

Maybe trees around or natural defense (spells,river...)

+4 votes     reply to comment
Gnomi Creator
Gnomi Jul 27 2013, 5:19am replied:

The problem with rivers is similar to the mountain problem for the dwarves:
Those are natural factors, but when you're building a new fortress they will also appear. But don't worry, we have a few very good ideas, which give lorien a unique and very strong defense. Additionally the style is much more similar to the movie than atm.^.^

+1 vote   reply to comment
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Gnomi Creator
Gnomi Jul 27 2013, 2:44pm replied:

Just wait for the news - you won't get any informations earlier.^^

+1 vote   reply to comment
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Kleis Aug 2 2013, 7:34am says:

Very good Job !!

I hope the next will Nebelberge faction presented for two reasons:
1. View changes to the system of camps, fortresses and outposts.
2. With The Hobbit movies, see new designs (Azog example).

Whichever faction presented next, I look forward to the next new.

+3 votes     reply to comment
Tienety Aug 2 2013, 12:09pm says:

Amazing. But one thing is strange: The mill reduces the price of wolves? Angmar has wolves which consume grain? :D

+3 votes     reply to comment
KingdomofErebor Nov 20 2013, 8:04am replied:

perhaps the wolves eat the old orc workers who are no longer of use?

+2 votes     reply to comment
achilles_91 Aug 4 2013, 4:35am says:

im realy excited about new(old- bfme1) system. i just dont understand why angmar dont have trols in 3.8.1 ? didnt witch king used them? so, angmar wont have trols in 4.0 ?

+2 votes     reply to comment
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KingdomofErebor Nov 20 2013, 8:01am says:

This looks INCREDIBLE, the fortress particularly impressed me, it looks almost impenetrable, also loving the new look for the barrows, are those designs taken from the War in the North game?

+1 vote     reply to comment
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Skylarapas Feb 4 2014, 7:38am says:

ATTENTION! SUGGESTION! How about the snow and hill trolls to be trainable again but this time from a different structure that can be built only on a settlement. Like the Ranger Camp with Gondor the only way you can train them is to capture a neutral spot. ANd if you thought of this could you please tell me why wouldn't such a structure or system work for Angmar?

+1 vote     reply to comment
Skylarapas Feb 23 2014, 12:47pm replied:

Can anyone answer me please?

+1 vote     reply to comment
FG15 Creator
FG15 Feb 25 2014, 7:20pm replied:

Here is the answer.

We decided against trolls some versions before, for 2 main reasons and a smaller third one.
1. Angmar is a faction having nearly every element that is possible. They have spam units and of them quite good archers, riders and pikes. They have got the direwolves. They have good middle game untis, the man of Carn Dum, and they have got extremly strong lategame units the Favourits of the Witchking. Also they have got strong mages, which might heal, freeze and deal enormous damage. Also they have the barrow-wights.
That is a enormous amount of different units with different roles. When Angmar had also the trolls it was just too diverse to be dealed with. They could conter every strategy their enemy used and even half of Angmars units were not build. So we removed the trolls.

2. The other reason is that we don't like the trolls made up by EA. They were trolls in a horde, even wearing shields. At Edain trolls single units, but still did not like their look. They had nothing in common with the trolls we know from the movies and looked in my opinion just stupid.

3. There were already 2 evil factions using trolls. So we wanted Angmar being different. Angmar should be a faction with huge parts of corrupted and evil men. And men fighting at the side of trolls that is very unlikely.

+3 votes   reply to comment
Skylarapas Feb 25 2014, 8:43pm replied:

Good points FG15 Glad to clear that out. However in 3.8.1 Angmar had a unique system by unlocking several units. You had to unlock the Fallen Dunedain (and the the Black Guard), the Wights etc. I can clearly see that trolls are an overwhelming force and they overpower a lot the troops of Angmar so this system wouldn't actually work for Angmar even at a higher cost than the other unlocks and I couldn't agree more that they don't match with the movie atmosphere and that trolls should be single units or something like that.
I agree with the idea of removing trolls from Angmar but I can't see why they are summoned from a Fallen Dunedain's Level 10 Power. Noticing that, I thought that you wanted to somehow put the trolls on Angmar but not making them usable in large forces. That's why I came up with a troll structure on a support plot!

I hope this changes in 4.0! Maybe trolls could be a 10 or 15 PP or maybe they could be removed completely! Anyway it's up to you! We're here to support you!

+3 votes     reply to comment
FG15 Creator
FG15 Feb 26 2014, 5:11am says:

The reason for this is the background story of Durmarth. He is supposed to have tamed a wild troll. So, he got this ability and Rogash remained ingame. But you are right that this not really fitting and I believe we already removed it for 4.0.

The idea of making a spellbook spell was also discussed once by us, but majority was against it.

+3 votes   reply to comment
DavidPinto Nov 12 2014, 12:17pm says:

It will be possible to build farms and others structures, outside of that wall? I hope it will.

+1 vote     reply to comment
Minjakutor789123 Feb 23 2015, 4:03pm says:

Winter is coming

+1 vote     reply to comment
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