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.

Edain 4.0 Demo [DONT'T AUTH]

If you experience any problems, check here for frequent issues and solutions:

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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Dain Ironfoot on his boar Dain Ironfoot Patch 4.02
Blog RSS Feed Report abuse Latest News: The Road to Edain Patch 4.1 - Khazâd ai-mênu

17 comments by Ealendril on May 31st, 2015

The Road to Edain Patch 4.1 - Khazâd ai-mênu

Greetings, companions of Edain!

With the patch 4.02 we have fixed some mistakes and adjusted a lot of problems in terms of balance. But not only that, also the gameplay has been enhanced by various improved concepts and the increase of settlements on many maps. After you've had some time to test the patch, we're still looking forward to receiving any positive or negative feedback from you. If you want to, you can post it in this Thread.

Our journey progresses and leads us to the next stage of a new faction that is waiting for you in the next patch. We believe that it is now time to make another reworked faction available, and look forward to present the fruits of our labor to our community.

In keeping with this matter, we opened a poll some time ago, with the topic which faction should be included next. The result of the poll was very clear and also coincides with our intentions. For this reason we are proud to announce that you can expect the Dwarves in the next major content Patch 4.1!

The dwarves already consist of three different dwarf realms: Ered Luin, Erebor and the Iron Hills. For this reason, we will only publish one new faction in Patch 4.1 and depending on the feedback we'll decide how to proceed from there. We're considering whether to release the remaining factions in bundles of two or just one at a time.

To give a proper welcome to the dwarves we present our rework of Dain Ironfoot, who receives a new design and new skills. So the Lord of the Iron Hills now has the possibility to mount his boar to plunge agilely into fights. Dain Ironfoot is therefore the only dwarf hero within the modification who has a mount.

Dain Ironfoot

Dain Ironfoot on his boar

The represented Erebor-King Dain is also undergoing a design revision, but at this time it is not completed yet.

Patch 4.1 is waiting for you soon!

4p1splash 1432918385

We look forward to your feedback!

Your Edain-Team

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Edain 4.0 Demo

Edain 4.0 Demo

Mar 28, 2015 Demo 296 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  (12030 - 12040 of 32,293)
Skylarapas Sep 13 2014, 2:40pm says:

A question once again. (Yeah I know you hate me....)
I actually believe that the Misty Mountains system with the pioneers is faulty and will disrupt the balance.
1) Being able to build it almost anywhere on the map will give them the advantage of freebuilding which is not supported by other factions.
2) Even if the cost of building another expansion will be higher the Misty Mountains with their scavenging mechanics can develop a great economy. I don't know if their scavenging abilities will be restricted but right now after Isengard their economy is the best. So 4000 won't matter that much.
3) The first game had its unique feature that you can't build anywhere and that provided a great balance. In the second game though you could at least on late game spam barracks near your enemy's base to finish them of. That destroyed the balance. Besides it was the same reason that THE TEAM decided to "return to the roots". This pioneer system cancels it.
I know that you are trying to make unique this faction but I can't see how the balance will be maintained with this system. It's true that goblins were meant to be swarming from everywhere but this could be implemented in other ways like the new power "onslaught from the Deep" which actually reflects the faction's role and I believe it is great and enough.
Maybe I misunderstood the whole concept of pioneers and free building maybe the BETA testers know more so I would prefer an explanation.
I know it's hard work and it would be a lot asking from you to change it but I could wait a lot more to see a complete balanced version and play right.
P.S.: Just because someone spoke of it, Edain 4.0 is truly a reason to create a time machine

+5 votes     reply to comment
Gnomi Creator
Gnomi Sep 14 2014, 7:43am replied:

We will try everything to make it work. Of course all of your points are important and we have thought long about it.

Concerning 1) and 2):

They have a small advantage because they aren't just bounded to the normal spots, that's correct.

The fortresses, camps and outposts have less build plots. Therefore you need around 2-3 additional camps for a similar amount of buildings on a normal map.
Those camps also have a minimum distance to other camps, therefore you can't build them as close to each other as the current Isengard buildings.
Therefore you already have to defend much more camps (which aren't very strong without you defending them) on a wider area, which makes them very vulnerable. If you build even more you have to pay 4000 just for 3 more build plots. That is a lot of money and your enemy can put 4000 in his troups , therefore his army should be much stronger afterwards and he should be able to get some advantages elsewhere on the map.
In a normal game you will hardly ever build more than 2-3 of those points, as it is much too expensive AND it will be very difficult to defend all of them and you will loose a lot when your camps are destroyed (more than 4000 ressources just because he has destroyed a camp with 3 plots... other factions just loose around 1000-2000).

With the minimum distance between the camps you also can't build endless camps.

Concerning 3:

I wouldn't say that the balance was destroyed. Bfme II 1.06 had a good balance. But you're right that we never liked the barrack spamming... the problem in edain was:
You had the possibility to build endless farms and endless barracks. Even with the additional camps you won't be able to build so many farms and barracks, you always have to decide what you want to build. But as said: You won't be able to build many additional camps.^^

+1 vote   reply to comment
Guest Sep 14 2014, 8:17am replied:

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Skylarapas Sep 14 2014, 8:20am replied:

Now that was me!

+1 vote     reply to comment
DanitheMonster Sep 14 2014, 7:57am replied:

Great answers :)

+2 votes     reply to comment
DanitheMonster Sep 14 2014, 6:11am replied:

Yes we hate you, STOP throwing downgrade ideas for my beloved goblins :0 :'(


+2 votes     reply to comment
Skylarapas Sep 14 2014, 3:53pm replied:

Filthy little goblins must be burried

+2 votes     reply to comment
DanitheMonster Sep 14 2014, 3:56pm replied:

We will rise and conquer middle earth!!

+1 vote     reply to comment
SkaarjX Sep 13 2014, 8:28pm replied:

For me also I like the idea that if you don't cut down the bases of goblins popping up they will overrun you. It really fits in with the goblins I feel. I really hope the team doesn't change it though I am sure they would only change it for a really good reason. So I'm not worries. There decisions so far have all been awesome.

+2 votes     reply to comment
SkaarjX Sep 13 2014, 8:24pm replied:

I can't see it being a huge problem. I think the team's beta testers would have picked up on it by now if it was. I really like the idea and I think it brings a unique feel and gameplay to the Misty mountains faction. Besides they will still have to build on suitable ground. Remember trying to find ground for a fortress in bfme2? Well this thing is like four fortresses put together in footprint size. So there is your limitation.

+1 vote     reply to comment
Skylarapas Sep 14 2014, 4:10am replied:

The fact that the beta testers haven't spoken of this means that it actually works. In my mind though it is quite akward. Indeed it says "suitable ground" but that could mean almost anywhere if you play for instance at Lostriand. And the important thing is that if you lose your main base and you preserve one of those settlements will you still be able to survive the game? I mean I hated this sh*t in BFME 2 where someone loses his base but has built a barracks in the middle of nowhere to survive. It brings back elements from the second game which I don't really like. Just saying though! It could work perfectly!

+1 vote     reply to comment
hoho96 Online
hoho96 Sep 13 2014, 7:01pm replied:

I also wondered about it for some time. how about a limit on the number of expansions, say only 4?

+2 votes     reply to comment
Guest Sep 13 2014, 10:55am says:

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Le-citron-jaune Sep 13 2014, 12:13pm replied:

in the future

+3 votes     reply to comment
AmonSul.The.Oversoul Sep 13 2014, 6:51am says:

If Edain 4.0 is finally version of Edian Mod ?

+1 vote     reply to comment
Gnomi Creator
Gnomi Sep 13 2014, 7:32am replied:

Edain 4.0 will not be the final version, we will continue working on the mod afterwards.

+4 votes   reply to comment
manuelgutierrezcerna Sep 13 2014, 3:28am says:

HOW to Download version 4.0 ?????

+2 votes     reply to comment
Gnomi Creator
Gnomi Sep 13 2014, 4:31am replied:

It has not been released yet, so you can't download it. You have to wait until we've finished the work on it. :)

+2 votes   reply to comment
guldan Sep 13 2014, 3:48am replied:

Create time machine and go to the future.

+5 votes     reply to comment
Primer_Sartoris Sep 13 2014, 10:14am replied:

Then, you pass us the files ;)

+1 vote     reply to comment
guldan Sep 13 2014, 10:37am replied:

Ok wait.

+1 vote     reply to comment
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Released Mar 27, 2015
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882 votes submitted.

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Highest Rated (73 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 (18 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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