Features of RJ - RotWK 1.06 (A Mod for Battle for Middle Earth: The Rise of the Witch-King)
- 10 Factions including Gondor, Rohan, Dwarves, Elves (3 sub-factions), Arnor, Mordor, Isengard, Wild, Men of the East (2 sub-factions), and Angmar
- Many of the factions have been completely revamped
- Over 70+ new heroes/units/structres and more have been added, with 6 new fortress, 5 new walls, a slew of heroes, and a new inn system.
- A return to the feel of BFME1
- Smaller combinable hordes - 100s of different combinations
- All units can level to 10, not just heroes, and they level with increases similar to BFME1
- Structures can level up through experience as well as a purchased upgrade
- A move towards making each faction's play style unique and different, to bring out the character of the faction
- A camera system has been added to many of the maps, letting you explore the game and Middle-Earth in entirely new ways.
- A huge amount of high-quality skins for new and existing units/heroes
- Hundreds of pieces of art for new and existing units/structures/heroes
- So many other minor changes to enhance your enjoyment of the game.

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User Posted Image

RJ-RotWK 1.06 BETA has been released!

After the year+ wait, the next public beta has been released. All of the details can be found by following the link and browsing the news topics:

So much mod to explore and enjoy with 10 factions (Rohan, Men of the East, & Arnor Added, Elves split out), combo hordes, the more than 30 maps added, new map play styles that blend BFME1 & BFME2, over 35+ RotWK maps with the new camera system and skies. Explore Middle Earth once again and rediscover the joy of BFME! (All screenshots below were taken directly from actual gameplay!)

For the short term, the mod without an installer is available. I'll be creating and uploading one with the installer.

Thank you for playing, and a huge thank you goes out to all of the team members and the beta testers to make this possible,
Robert J.

1.06 RJ-RotWK Middle-Earth Locations

1.06 RJ-RotWK Middle-Earth Locations

6 years ago News 7 comments

A visual guide to the Middle-Earth Locations ready to explore in RJ-RotWK version 1.06. RJ-Rotwk is a mod for The Lord of the Rings, Battle for Middle-Earth...

1.06 RJ-RotWK Rivendell

1.06 RJ-RotWK Rivendell

6 years ago News 2 comments

A visual guide to the Rivendell Architecture in RJ-RotWK version 1.06. RJ-Rotwk is a mod for The Lord of the Rings, Battle for Middle-Earth RotWK.

1.06 RJ-RotWK Leadership

1.06 RJ-RotWK Leadership

6 years ago News 5 comments

A visual guide to the hero leadership system in 1.06.

1.06 RJ-RotWK Mapping

1.06 RJ-RotWK Mapping

6 years ago News 7 comments

A visual guide to new maps in RJ-RotWK version 1.06.

RJ-RotWK - Unofficial Bugfix - 1.063

RJ-RotWK - Unofficial Bugfix - 1.063

1 year ago Patch 41 comments

Hi Guys! I've recently resumed playing & coding a little in bfme and decided to play again my favorite mod. This reminded me of some annoying bugs...

Bodies Stay mod for RJ 1.06

Bodies Stay mod for RJ 1.06

2 years ago Full Version 51 comments

Sorry to get your hopes up. It's just a small submod I did. I'm only posting it for a week before I take it down, I'm clearing my PC and the entire drive...

The Intoxicating Influence of Tom Bombadil

The Intoxicating Influence of Tom Bombadil

6 years ago Movies 13 comments

Uploaded by request: After getting v1.06 released I thought it was time to take things a little less seriously, so everyone enjoy! Don't mind me while...

RJ-RotWK 1.06 BETA

RJ-RotWK 1.06 BETA

6 years ago Full Version 120 comments

Welcome to RJ-RotWK 1.06! The installation should be easy and painless if you follow the below instructions. 1) Open the RJ_RotWK.rar file 2) Extract...

320x240 Trailer

8 years ago Movies 1 comment

320x240 Trailer for RJ-RotWK. This is just a quick video I put together. I'll do another one a little later on.

640x480 Trailer

8 years ago Movies 0 comments

640x480 trailer for RJ-RotWK. This is just a quick video I put together. I'll do another one a little later on.

Post comment Comments  (10 - 20 of 849)
StormyG7 Oct 17 2015 says:

I've been fiddling with the mod. I noticed much like the Battles of Gondor mod with the Southern Fiefs faction there is also stuff for the same such faction in this mod. The Mirkwood faction is incomplete and the upgrades to enable their units at the factory doesn't work until I build a second fortress for some reason I've yet to find out. The elves are a bit overpowered with the loremaster wizard units if you get a big batch of them. I made them a lot more powerful but limited them to 1 of each. So far I like that, but then the only elven siege unit is like a hero so I'll probably nerf them just a little and limit them to 3 of each. The elven healer doesn't seem to do much.

I've also ini edited the forged swords glow and armor textures out of the game. I only kept armor upgrade textures which did not have a cheesy gold such as for the elves.

I've also edited farms to have a radius of 450 (default: 200) with double the gathering rate and more income (including keeps) so that the game is less focused on attacking/defending farmland in order to amass supply.

I've also made buildings about 10x the number of HP and 5x the cost (more or less) so that they are more permanent and the defenses can hold.

I've also made all units except for hero respawns build instantly so that if you've got the supplies and your army just got wiped out, you can keep em coming until you run dry.

I've also limited the number of siege catapult weapons to 15 for each team so that there's no siege weapon spamming with unlimited command points. I upped the command points per farm/statute/dormitory/fortress. When the AI has so many command points especially on Arnor they build about 60 trebuchet on brutal and it kills the fun because I'll I have to do is get fire arrows and a horde of cavalry to overwhelm them.

I noticed Arnor has no native spear or cavalry units aside from the elite knights. I'd recommend getting rid of the hobbits and giving them another factory or two to produce native units. The elven allies is nice but you end up relying on it and the AI most certainly does not. All you need to do is make the basic infantry have a spear weapon and for cavalry put them on a horse. For elite units then you could use the elven allies.

Just some suggestions. I'd really like the southern men to be playable and for the mirkwood units to be more distinct aside from simply having flaming arrows.

+1 vote     reply to comment
galadrieloflorien Oct 16 2015 says:

will the guy whose working on it ever release it?

+1 vote     reply to comment
Chiska Oct 30 2015 replied:

Yes he will.

+1 vote     reply to comment
Guest Oct 7 2015 says:

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AdreNa1ine Sep 5 2015 says:

Is this mod still being developed?

+1 vote     reply to comment
Chiska Sep 7 2015 replied:

Yes, but not by the official mod creater. Nonetheless he will sooj release the update he has been working on for three years now

+4 votes     reply to comment
harabicho Sep 27 2015 replied:

Who is the defacto developer and where can we see his work ?

Also where will be the new version released, on this mod page ?

+1 vote     reply to comment
Chiska Oct 30 2015 replied:

The new version will most probably be released on this page although his work is not on display.

+1 vote     reply to comment
warhammerchaosgod Online
warhammerchaosgod Sep 19 2015 replied:

Amazing! Looking forward to it.

+1 vote     reply to comment
Thrandy Aug 17 2015 says:

can someone tell me how do i fix the red screen thing on Moria mission :P

+1 vote     reply to comment
Guest Sep 13 2015 replied:

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Battle for Middle-earth II: Rise of the Witch King
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Release date
Released 2009
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362 votes submitted.

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Highest Rated (11 agree) 10/10

Can't wait for the final release. Come back Rob!

Feb 5 2011 by RandomZombi3

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