The Battle for Middle-earth has just begun...


Return to the classic gameplay of the first Battle for Middle-earth, reimagined with countless new heroes, units and abilities. Journey deeper into Tolkien's world than ever before, relive the movies through meticulously crafted visuals and forge your path to victory in epic strategic battles.

New Factions

New Factions

Take command of seven unique factions and over 10 subfactions, with two more full factions underway!

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Edain Mod 4.3.1 Demo Released!


Greeting, Companions of Edain!


Today we released the Patch 4.3.1 for the demo of version 4.0. You can download it directly through the Update function of the Edain-Launcher.

If you do not yet have a version installed, you can download version 4.3 as complete setup package by clicking on the banner. Please note that patch 4.3.1 still has to be downloaded through the Update function of the Edain Launcher.

Edain 4.3 Demo


If you encounter any problems, head over to our Support Forums! The Edain Forum is also the best place to report bugs, share your feedback about the new version and discuss your ideas with the team, so don't hesitate to drop by!

New Features in 4.3.1:


-Many errors and inconsistencies have been fixed for a better gameplay experience. Among other things, the Rohan exile camp no longer generates infinite resources and the Legendary Heroes game mode should work without problems.

- Durmarth has been completely reworked and his appearance as guardsman adjusted to the current design of the Shadow Guard. He still excels at killing enemy heroes and protecting your own, but no longer freezes enemies.

-Due to unfixable errors Beregond has been reworked and will now only act in melee. In return, he packs even more powerful defensive abilities.

- Follow the Path of the Edain and explore the Evil that hides beneath Mount Gundabad with your own custom heroes. Check out the largest map ever created for Battle for Middle-earth with over 5 floors and more than 60 halls and rooms. Which choices will you make?

- Instead of the Barricade Mordor now has a new ability in its Spellbook: Sauron's Deadliest Servants. This unlocks all upgrades for the Nazgûl and fixes unsolvable bugs with the previous mechanic tied to Sauron's influence.

- Based on feedback of the community Gulzar and Mornamarth are now located in Angmar's outpost. You have to choose between them by research the outpost upgrade for the Men of Carn Dûm or the sorcerers. This makes that choice more impactful and Angmar's fortress less crowded with heroes.

- New Soundsets are waiting to be discovered, e.g. for Dain Ironfoot and the Dragonslayers. Our sincere thanks go out to the user Gimilzar!

- Some abilities now come with their own appropriate Hero Animations, e.g. Bofur'sChain Quake and Durmarth's Shield of the Guardsman.

- And many more changes!

Additionally there's been some rebalancing:


- Rhudaur Axe Throwers: Damage decreased by 10%

- Carn Dûm Bowmen: Now double their attack speed after the second consecutive volley instead of the third

- Snow Bind: Increased cost to 3 points

-Fell Wind: Increased reload time

- Avalanche: Decreased damage against buildings and units

- Outbreak: Decreased damage

- Summoned hilltrolls: Health and armor adjusted to normal troll values

- Rogash: Decreased damage and leap damage

- Gulzar's Plague Bearers: Decreased damage

- Hwaldar: Decreased damage and health

- Mornamarth:
*Decreased health
*Weakened effects of Blood and Iron

- Helegwen:
*Freezing Arrows now slow down by 40%
*Gift of Winter increases slow down by 50% instead of doubling it (meaning 60% in total)
*Shortened time until Frost Arrow Rain strikes down

- Zaphragor:
*Slaughtering Stride now only knocks back units, not heroes or monsters
*Reload time of his ultimate ability increased by 50%
*Damage reduced

- Uruk Scouts: Increased melee damage by 10%

- Rohirrim (including Exiles, Royal Vanguard, Military-Camp-Variant), Axe Rohirrim and Warg Riders: Increased melee and trample damage by 10%

- Lorien Citadel and Mirkwood Citadel: Adjusted health and armor to be in line with other factions' citadels

- Mirkwood Archers: Increased damage with and without Silverthorns

- Ram Riders:
*Decreased damage
*Drastically increased recruitment time for the Scout

- Heroes are now slightly more vulnerable to melee attacks by regular units

- Temple of Twilight: Costs increased to 800

- Sorcerers of Angmar:
*Cost increased to 700, command points to 120 (same values as elite archers)
*Black Ice: Acolyte costs set to 3 and slow down adjusted to 40%
*Fell Strength: Acolyte costs set to 3. Effects enemies and allies in targeted area: Enemies deal -30% damage for 30 seconds, allies deal +30% damage for 30 seconds
*Soul Freeze: Acolyte costs set to 4. Radius decreased to 20% and duration set to 5 seconds. Now properly grants invulnerability for the duration
*Well of Souls: Decreased damage and healing
*Corpse Rain: Decreased damage by 25% and no longer knocks back enemies

- Increased melee damage of the Witch-king



And now, enjoy playing!

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Post comment Comments  (9050 - 9060 of 54,150)
Quardmard
Quardmard

Trees, is hates Orks!

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Nargaron
Nargaron

In my humble opinion Dwarves deserve to have improvements for their castle besides two simple towers close to the main building. Even Gondor has upgrades for the fortress, why not to do the same for the Dwarves? I mean, reinforced walls, gates, modification for their defensive structures, they are dwarves after all, skillful craftsmen and experts in defense..
P.S. the dwarves's catapult at the wall seems to be bugged a little bit: it can be attacked by the melee troops from the ground

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JungmasterCZ
JungmasterCZ

I don´t know, it isn't so bad i think. You have beside the line of defence quite useful raven tower, forged axes upgrade, 3 build plots on the wall closer to the gate and the stone worker, that increases the health of your buildings. But perhaps a reinforced gate or oil casks above the gate would be nice.

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ebbu
ebbu

Hi edain team! I love playing war of the ring so i just thought if its possible to add some new areas in it, for example grey mountains and withered heath to the north. Also bigger territories could be separated into several smaller maps, for example Dol amroth(Belfalas) could consist of imloth melui, pelargir and other maps that are available in skirmish.
If not mentioned before, if u play an RTS fight with galadriel, the game will crash in the next turn.

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_Israel_
_Israel_

Can edain team add please something strong to the elve's faction? without thranduil and his elve's army the elve's are weak except galadriel that cannot stand alon against hero's and huge army long time

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BeautifulDarkness
BeautifulDarkness

A big Army with Celeborn (against heroes) in the army and Galadriel behind them and you will win! :)

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The_Witch-King
The_Witch-King

i see lothlorien very strong actually , they have powerfull archers , strong heroes ,very good defense , mighty bears and Ents .

galadriel must be a Support hero and she is strong against normal troops not against heroes .

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FR010
FR010

Can you make cavalry of lorien (horses) availiable? And can sauron become more stronger in his ultimate form ( with ring), like in ROTWK?

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WotRVeteran
WotRVeteran

Many people have misconceptions about Sauron, thinking his main role should be mass slayer. Well, he sorta is, but his primary role is a faction supporter (we're still talking about the ring form) and he is probably the strongest hero in game, respectively to his role.

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DieWalküre
DieWalküre

I do honestly not see the point of having additional cavalry units for Lothlórien, since they wouldn't be conceptual and appropriate for Woodland Elves, nor would they be fitting for an archery-based faction of this kind.

The Elk Riders are already well unique and suitable cavalry units for Lothlórien/Mirkwood, taking into consideration the environment we are referring to, just like the Ram Riders for the Iron Hills ;)

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Highest Rated (112 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 by TheMost

Lowest Rated (21 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 by TheLapari

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