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.

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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Blog RSS Feed Report abuse Latest News: The Road to Edain 4.0: Dale

56 comments by Ealendril on Feb 20th, 2015

The Road to Edain 4.0: Dale

Greetings, companions of Edain!

The work on the demo for version 4.0 is going forward, still we dedicate time to features of factions that will not yet be in the demo. Currently we are actively working on the balance and correction of prevailing inconsistencies but that's mainly coding-work. Meanwhile our graphics-department is by no means inactive and is already working on content for yet to come factions, that we don't want you to deprive of, although they won't be in the demo yet.
Today we want you to present an update that is centered around Dale and its implementation in version 4.0. In the course of this update we will refer to our previous announcements of Sea-Town time and time again, so if you want further information on the game play you should check out the previous announcement.


The film adaption of the Hobbit gave us an interesting design template that we wanted to use for Edain too. The dwarfs hereby present us with the opportunity to use different time flows: The dwarven realms of the Ered Luin and the Iron Hills for example are set in the time frame of the Hobbit while Erebor is set at the war of the ring. In our update to Sea-Town we already showed you how the mini-faction Sea-town is implemented with the dwarfs:
The player has the possibility, when playing dwarfs, to build besides the normal Dwarven Outpost the Town Hall of Lake-town. This Town Hall is a central building, which can be build up to a town, depending on the additional build houses. Overall, the player can build 4 different Lake-town buildings, consisting of one or more houses.

In that update we elaborated how we probably won't implement Dale, but we now want to revoke this statement. As you may have assumed from the title, Dale will be used in Edain like it was seen in the prologue of An Unexpected Journey. The previous problem laied in the fundamental question of how a rebuilt Dale could actually look like. This eventually lead us to the main theme of version 4.0: back to the roots. These lines of thought obviously are purely fictive but still there is a possibility that a rebuilt city of Dale would show the same features, like in a memory of those glorious now gone days.
Our intention is always to incorporate many elements from the Lord of the Rings and Hobbit movies, but only if they conform to our own notions and interpretations.

Therefore Dale will be exclusively available to the dwarven realm of Erebor, while Ered Luin and the Iron Hills will have access to Sea-town instead.
Yet the same basic mechanics like Sea-town will be used, i.e. as an option to the normal Dwarven Outpost you may build a central start building, namely the Dale-marketplace.
This building may then be upgraded with various other extension buildings, which will unlock more functions for the whole complex.
Overall the following extensions are available:


Militia house: Build a militia house that provides troops and the hero Brand
Housing area: Build a housing area that yields taxes in all three town houses
Watch tower: Build a defensive tower that fires arrows at nearby enemies
Fountain: Build a fountain that heals nearby units and offers a leadership to them

The Dale-marketplace generates money like a usual citadel. For each additional building (except for the fountain) tax is collected, which corresponds to a raised production for the player. At the same time even a city with every upgrade will be counted as one big complex, so if this complex is attacked or destroyed, the whole city falls. Each upgrade for the city costs money and may only be researched once. When this has happened, the city and with it the complex has grown.

In the following video you can see how this new system works in detail. Additionally you will not only see the new mini-faction Dale but also the new hero Brand and the troops of Dale, which we present hereafter:


The mini-faction Dale will be represented through the hero Brand, the grandson of Bard and son of Bain. He can be recruited once you've built a militia house.
In difference to Bard, Brand will not be armed with two bows but still has a comparable characteristic. Brand will be able to switch between a bow and a sword and shield, we developed independent new animations, based on the animation set of Faramir's.
Brand's design is oriented at that of Girion in the Hobbit movies. By this we not only could use an interesting design but also had a direct template which could be put to use fast and easily:

Brand primary will be a support-hero, whose abilities are oriented in an analytical way to those of Bard. This is important because we don't want the game play system to differentiate too much between the three dwarven kingdoms. So far we've agreed on the following abilities and already want to encourage you at this point to develop further abilities here at moddb or at our forums:

Level 1: King of Dale – Brand leads the troops of Dale into the battle.
While the Bow is equipped nearby Dale Bowmen gain +25% attack, while sword and shield are equipped, Dale Melee-Units gain +25% attack.

Level 3: Switch weapon – Switch between bow and sword/shield
Level 5: Brand's falcon – Brand lets his falcon rise into the air to scout the enemy territory.


Finally we want to present to you the infantry of Dale. At which we also stood true to the movie design. There will be the Dale-Swordsmen, the Dale-Bowmen and the Dale-Spearmen as possibilities for recruitment.

The soldier on the outer right shows the standard bearer version of the soldiers, although Dale won't have regular standard bearers but a captain.

We are very content with the implementation and integration of Dale and are looking forward to your feedback!

Your Edain-Team

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Edain Mod 3.8.1

Edain Mod 3.8.1

Aug 31, 2012 Full Version 613 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  (14050 - 14060 of 25,053)
Rhaegar_G Feb 4 2013, 1:25am says:

When using the hero mod, how does aragorn unlock all his skills once he has been crowned king? After I take him to level 20, only 4 of like 10 skills are enabled on the right hand side of the screen.

+1 vote     reply to comment
franzhauberger Feb 4 2013, 6:42am replied:

Dont use the hero-submod. It is absolutly buggy and didnt contain any ideas by the edain-team. It is a free project from an edain-fan, not more.
I dont use this submod, because there are to many abilities and switches between the palantir. I think there isn't anyone, who can handle this...

+4 votes     reply to comment
imijon Feb 4 2013, 9:51am replied:

I can handle this. :DDDDDDDDDDmuahahahhaahahahahaah:DDDD
Didnt contain? So now it contains ;DDDDDDDDDDDDDDDDDDmuahahahahah
A free project... What do you mean?.....
And... why is it buggy?....

-2 votes     reply to comment
Guest Feb 3 2013, 1:34pm says:

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Gandalf1234 Feb 3 2013, 11:49am says:

every mission starting from the 3rd has the same funny bug :(
i think it was made on purpose. . .

0 votes     reply to comment
Joshi460 Feb 3 2013, 11:02am says:

So, what sort of campaign can we expect from this update? Will there be some sort of "Historical Battle" mode where we play the greatest battles of the 3rd Age?

+3 votes     reply to comment
Joshi460 Feb 3 2013, 9:55am says:

I wonder which fortress will they show off next

+3 votes     reply to comment
Hussain.A.A Feb 3 2013, 9:01am says:

is there will be harad faction ??

-1 votes     reply to comment
TheLastSilmaril Feb 3 2013, 9:31am replied:

Ok, I havent even read the comments a couple pages ago, but I guarantee that if you go back and look you will find the answer to your question.

+1 vote     reply to comment
vaggi93 Feb 3 2013, 12:26pm replied:

It would be much more helpfull to tell him something like "the Edain team hasn't revealed anything yet and we can only guess about the new faction" rathen than telling him to scroll up and down the comment pages, since you bother answering to him....

0 votes     reply to comment
TheLastSilmaril Feb 3 2013, 12:36pm replied:

It's the principle of the thing, do you have any idea how many times that question is asked? Its exetremely annoying. People need to think before they ask.

-4 votes     reply to comment
mbaker Feb 3 2013, 6:47am says:

i have a question i have been using world builder alot and i have to ask do you guys care if i use some of your crap for my maps, because sense i use your mod it installed all of your stuff with it and i think i have been using some of your stuff for my maps not much just generic stuff like terrain texture's some building structure so do you care if you do i will stop. because you know dont want to take credit where its not do.

+1 vote     reply to comment
Turin_Turumbar Creator
Turin_Turumbar Feb 3 2013, 10:32am replied:

Just do it. Your map wont work without our mod, so it is no problem. ;)

+2 votes   reply to comment
mbaker Feb 3 2013, 7:56pm replied:

yes i could have worded that a lot better, thanks i didn't want to continue without the go ahead so keep up the good work and im extremely excited to see 4.0.

+1 vote     reply to comment
saitouakira Feb 3 2013, 7:30am replied:

i believe in common sense its called stuff not crap

+1 vote     reply to comment
voidessence Feb 3 2013, 7:15am replied:

'crap'? So you like crap? Where did you learn to speak like this, did you grow up in sewers, that you like crap?

+1 vote     reply to comment
TheLastSilmaril Feb 3 2013, 9:28am replied:

Though I agree he should hae worded that better, we dont need 2 people capitalizing on it and not even answering the man's question. This was a question that only the Edain team should answer and both of your comments are not needed.

+1 vote     reply to comment
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Battle for Middle-earth II: Rise of the Witch King Icon
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Released Jul 19, 2012
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Highest Rated (67 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 (16 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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