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: The Game Mode

51 comments by FG15 on Aug 12th, 2014

The Road to Edain 4.0: The Game Mode

Greetings, companions of Edain!

Today, our update deals with a new feature that will included in Edain 4.0. From the start, it has been our intention to increase the diversity of the modification. And this feature is a huge step forward. Besides increasing the diversity, this feature allows the player to choose his individual game experience.


In the last months, we asked ourselves the question, how to make the whole gaming experience morde individual and matchless. Also, we wanted to help fans, who have problems with changes in the balance, like the weakening of all heroes. The BfME I building mode offers many new possibilities, which we used for the new feature.
In version 4.0, we have made some basic changes in the skirmish menu. Thus, there will be no possibility to change the ingame CP, but the player is able to choose a “Game Modus”, offering different modi. So, the player can fight more epic battles, command legendary heroes or try the complete new conquest modus:

The current CP-settings might be an interesting system, but in fact, most of the players only used normal, double or maximum CP. We included these settings in 3 of the 7 game-modi, so no gaming experience will be lost.

These are all the available game-modi:

  • Epic Battle -> 10-times as much Commandpoints and 30% faster production of units and ressources
  • Battle -> Double Commandpoints
  • Skirmish (standard setting)
  • Legendary Heroes -> Heroes deal more damage and have got more armor.
  • Exploration -> The map is shrouded from the beginning, so the player has to explore it.
  • Victory Points -> The player or his team has to capture and hold more than half of all outposts for 10 minutes, to win the game.
  • Conquest -> The player or his team has to capture and hold more than half of all settlements for 5 minutes, to win the game.

Therefore, the player is able to influence the game experience in the way he prefers it. Especially, Victory Points and Conquest are two modi, offering a completely different system. Fans, who prefer to play with more mighty heroes, are able to choose the game mode Legendary Heroes.
Of course, we are open to change requests or even to replace one of the modes, but we are limited to  7 modi.

Those, who look closely at the update, will notice that we agreed on a new CP-system, which has been  positively received by our tester. More information will be in another update.

In this video, you can see the whole feature ingame:

We hope you enjoyed this update and we’re 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 517 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  (20 - 30 of 20,371)
Thrain* Sep 16 2014, 9:32am says:

new update radagast house? beorn and house? thrain and thror???

+1 vote     reply to comment
Gnomi Sep 16 2014, 10:01am replied:

As said before:
We don't like the beorn design and will stick with ours.
Thrain and Thror will NOT be in the skirmish mode, as they don't fit too the factions. We will probably rework their looks in the campaign, but probably not for the next version, as there are much more important parts.

+3 votes     reply to comment
Guest Sep 16 2014, 10:11am replied:

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aron1488 Sep 16 2014, 2:59am says:

I just want to ask a question whar happened whit haradrims and easterling s after the fall of sauron

+1 vote     reply to comment
Gepo Sep 16 2014, 5:46am replied:

As a sidenote; Aragorn made peace with the orcs as well and granted them the areas around the Nurn sea, to govern and rule as they saw fit, instead of crushing them as you'd expect from a fantasy-tale... Not what you asked but I think it's a nice little fact

+1 vote     reply to comment
The_Dark_King Sep 16 2014, 7:04am replied:

The area around the Nurn sea wasn't given to orcs, it was given to the human slaves who had to work there for Sauron. And I'm quite sure that I read somewhere at the end of Lord of the rings that Elessar never made peace with the orcs. The orcs flew after the battle of the Morannon and hid themselfs and in the forth age orcs have become creatures of mythology which nobody had ever seen.

+1 vote     reply to comment
balrogofmoria Sep 16 2014, 1:44pm replied:

Cult of the Blue is the only way to solve any of this. New faction, Edain does what it wants according to Lore and creativity, and we still get Alatar and Pallando. I would rather them be a neutral faction working together than apart of the Men of the East. I think that just balances things.

I think this would also show off how creative and close to Tolkien's book the Edain team is. I look forward to their 11th faction more than any other.

+1 vote     reply to comment
Gepo Sep 16 2014, 7:52am replied:

I needed to go re-read that section of the book
According to the original source material Elessar gave the area around the Nurn sea to the slaves of Mordor... I've always regarded the orcs as slaves of the dark lord rather than servants, but your interpretation seems to be the strongest one and the most probable. It was not specified what race the slaves were, and since the dark lord was at war with all the free people, maybe we are looking at a multiracial community, rather than a human colony (Though the presence of elves, hobbits and ents are not likely).That was a bummer though, always pictured a society of orcs getting back on track, turning more elf-like(Something like the Dark-Elfs of the Elder Scrolls) after the fall of Sauron. And by my interpretation this is what actually happend, but as beforementioned yours make more sense.

+1 vote     reply to comment
hoho96 Sep 16 2014, 11:46am replied:

I'm quite sure that it says the slaves were from men of the east and south. and Aragorn gave the lands around Nurn as a compensation for their suffering.

+1 vote     reply to comment
RandomZombi3 Sep 16 2014, 5:14am replied:

They continued to fight into the Fourth Age until Aragorn and Eomer, Rohan and Gondor, led a series of campaigns against them. Most likely a peace treaty was agreed upon at some point. Gondor reclaimed it's lands to the south as well.

+2 votes     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 (56 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 (13 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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