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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Patch 4.02 Black Easterlings Create a hero-subclass: Wanderer
Blog RSS Feed Report abuse Latest News: Edain Demo 4.02 Released

39 comments by Ealendril on May 17th, 2015

Edain Demo 4.02 Released

Greetings, companions of Edain!

Patch 4.02 for the Edain 4.0 Demo is now available. You can download it by updating the mod via the launcher.

If you encounter any problems, visit our support forums for help!

With this update, we not only squashed numerous bugs, we also expanded and refined the core gameplay introduced with version 4.0. There is no new faction yet, but Dwarf fans can look forward to a new custom hero, the Wanderer:

Additionally, the patch brings the following changes:

- Most maps now offer a larger number of settlements and in some cases outposts. This allows new paths for attack, grants players more money and enables more strategy that rely heavily on outpost structures. For example, Fords of Isen now features 14 settlements instead of the previous 8.

- Every faction now improves its recruitment structures in a different and unique way. We wanted to add more diversity and give players more control over their strategy by allowing them to tech towards specific upgrades and units more specifically.

* Mordor is the only faction that still upgrades its structures the old way: They gain experience by recruiting units.

* Gondor is going back to the original 3.8.1 scheme. Each recruitment structure can be upgrades to rank 2 and 3 individually by purchasing upgrades. That way, they can unlock things like Tower Guards or Fire Arrows more quickly, but have to spend money on that in return.

* Rohan improves its structures using a different version of that scheme. Each recruitment structure has two distinct upgrades: The weapon chamber unlocks advanced units and technologies such as mounted archers and flaming arrows, while the recruits' chamber increases recruitment speed by 50%. These upgrades can be researched in any order, giving Rohan more flexibility in terms of strategy.

* Isengard upgrades all its structures at once using global upgrades that bring the Uruk Pit, Warg Pit and Siegeworks to rank 2 and then 3. However, these are more expensive than Gondor's individual upgrades, so Isengard can't tech towards a single unit or technology quite as fast.

- Unit upgrades like forged blades are now researched twice as fast and grant additional bonus effects on top of their previous bonuses. These are meant to be effective against specific strategies and open up new ones in return:

* Heavy Armor grants 35% increased armor against arrows.

* Forged Blades grant increased damage against specific enemy types depending on the equipped unit:
** Swordsmen gain increased damage against other infantry.
** Pikemen gain increased damage against cavalry and monsters.
** Cavalry becomes more effective against structures, without Forged Blades they only deal very little damage against them.

* All units at rank 2 (including all units with banner carriers) become fearless and therefore immune to abilities like Boromir's Horn and the Nazg├╗ls' Screech.

* Cavalry Shields now grant +25% armor against pikes and +50% armor against swordsmen.

- In turn, upgrades are now only half as effective against heroes and structures.

- Note that heroic units like the Citadel Guard are equipped with every upgrade from the start, so all these changes apply to them by default.

- There are no longer any unusable camps and castle plots on War of the Ring maps. Instead, they are all replaced with fully usable outposts. This was our intention from the start, but the replacement was bugged and simply rendered the plots unusable instead. The idea is that you can only build smaller bases in War of the Ring, making individual battles shorter and the army you bring more important. Of course, you can still fight for huge fortresses when you attack maps like Helm's Deep, but the normal War of the Ring battle will have less base building than a Skirmish - though still more than in the previous version where most plots where entirely unusable. We feel this is a good compromise. Additionally, you can now garrison your territories with armies that can take up twice as many command points.

- A new game mode replaces exploration: In "Massacre", you can only have up to 600 command points, heroes have 25% less armor and units have half the armor. This makes for smaller, but also much faster battles. In addition, we have fixed the command point bug with the Legendary Heroes mode so that it should now be playable normally.

A full list of balance-changes can be found here.

Enjoy the update!
Your Edain Team

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Edain 4.0 Demo

Edain 4.0 Demo

Mar 28, 2015 Demo 289 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  (70 - 80 of 32,150)
alexnorman3348 May 28 2015, 3:58pm says:

Also another thing, do you guys have any plans to change gothmog's leadership now that lvl 2 makes units invulnerable to fear and sauron's influence makes having lvl 2 orcs easily available?

+1 vote     reply to comment
FG15 Creator
FG15 May 28 2015, 4:01pm replied:

The influence effect of Sauron will be reworked because it is not working properly.

+2 votes   reply to comment
helloa2134 May 28 2015, 4:38pm replied:

Just reworked for the barracks, right?

+1 vote     reply to comment
FG15 Creator
FG15 May 28 2015, 4:49pm replied:

Yes, at the moment there is a problem that there spawn some orcs which are not part of the horde.

+3 votes   reply to comment
alexnorman3348 May 28 2015, 5:05pm replied:

I've also had this happen to mogul riders and mogul orcs very very often.

+1 vote     reply to comment
aron1488 May 28 2015, 3:43pm says:

Last sunday Ealendril or Lord of mordor said the new faction announce will be in the next week, it is possible? Or I misunderstood and you mean next weeks ? Cause I am very excited

+3 votes     reply to comment
GirordashurAgar May 28 2015, 3:50pm replied:

I hope that the Misty Mountains will be next! I want to play with Azog and red Bolg. And the little scam from goblintown of course! But dwarves would be cool too

+1 vote     reply to comment
alexnorman3348 May 28 2015, 3:28pm says:

Personally I and many other online players think isengard steel mill rush is too strong. Perhaps to remedy this you could change the mill to start with low hp and no towers, and after each upgrade you purchase at the mill the mill will gain hp and a tower?

+1 vote     reply to comment
FG15 Creator
FG15 May 28 2015, 3:55pm replied:

What do you mean by "steel mill"? Do you mean the steal work, and why is it too strong?

+2 votes   reply to comment
alexnorman3348 May 28 2015, 4:07pm replied:

Oh ya I mean the steel works, and the current problem with it is that in most MP games, Isengard builds lumber mills and then rushes a Steel Works which only costs 1000 when 4 I think lumber mills are bought, this is really hard to counter if not impossible because 4 lumber mills do not cost very much money, as well as how hard the steel works is to kill. The large amount of resources the steel works provides easy allows isengard to quickly rush straight to the mid-game producing uruks and easy crushing any other faction. Its near impossible to kill the steel works because of the arrow towers on it and the massive amount of hp it has you usually need seige units which take a massive chunk of money you could be using to build units to fight uruks which without you will be overrun.

+1 vote     reply to comment
FG15 Creator
FG15 May 28 2015, 4:19pm replied:

I agree with you up to the point that lumber mills are a problem. If lumber mills would cost more, or would affect the steel works, that would solve the problem.

+4 votes   reply to comment
alexnorman3348 May 28 2015, 3:26pm says:

Balance wise we don't see trolls used much because they die so often and thus don't really give much benefit even after the most recent patch, how do you guys feel about giving their armor upgrade a passive ability that reduces damage from ranged damage and perhaps heros by 50% or some percent that wouldn't be to op. All the while keeping the current pike vulnerability, this would give the trolls back their main roll of being meat shields for the orcs. Perhaps you could include a taunt like ability or something for the troll that forces archers to focus on them or something. Another idea is to allow Saruon's influence to not only allow the purchasing of troll armor but automatically applying it to the trolls when built. Perhaps make certain mordor buildings able to be infulenced twice? Once for armor and another time for free automatic armor?

+2 votes     reply to comment
FG15 Creator
FG15 May 28 2015, 3:53pm replied:

A taunt is not possible. Influencing a building twice, would be very complicated, so this is unlikely.

Also, trolls are not supposed to be meat shields for the orcs, it is the other way around. You should protect your trolls with free orcs so pikeman won't be able to attack them.

+2 votes   reply to comment
Darthxxxx15 May 28 2015, 4:37pm replied:

formations cruelly miss in this game that's right...

+1 vote     reply to comment
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Released Mar 27, 2015
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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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