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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.


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Take command of six unique factions and over 10 subfactions!

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Take the battle to new maps, including all maps from the first game and unique new missions.

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Lead dozens of new heroes, including Thorin, Imrahil and the Necromancer, or create your own custom hero with new abilities.

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Edain Mod 4.5: The Spellbook of Angmar

Greetings, companions of Edain,

A chill wind is blowing... after we introduced you to a submod that makes the Angmar campaign playable in Edain, we now want to show you the Angmar spellbook!


As you can see, many of Angmar's old spells fit very neatly into our new structure as part of the offensive tree on the right. However, there were a few cuts we had to make:

  • Horns of Angmar was a generic buff, so we chose the much more unique Blight as the starting spell for the offensive tree. The Obelisk slotted perfectly into the defensive tree as a stationary debuff.
  • Hordes of Mount Gram was almost as generic, simply summoning a few Orcs. We decided to use the more interesting Fell Wind as the second row spell in the offensive tree and utilize the Mount Gram Orcs for a new spell instead, detailed below.
  • For the second row of the defensive tree, the choice was more difficult, as both Snowblind and Frozen Land were thematic and unique. We ultimately settled on Frozend Land and folded a different version of Snowblind into the Stronghold of the Iron Crown.
  • Driving Snow, like all weather spells, should have slotted into the third row of the offensive tree, where it competed with the trolls and the plague. It was clear the trolls needed to remain as they're a favorite among Angmar players. Ultimately, we decided the Plague was more unique than Driving Snow, acting differently from all other damage spells in the game and representing a different aspect of Angmar's theme, while ice and snow are already covered by Frozen Land and the Avalanche. Driving Snow was ultimately just another weather spell, and as part of our bid for more unique spellbooks, we had already decided that not every faction needs one anymore.

In place of these cuts, we added several new spells and changed others:

Officers of the Shadow Guard

Thrallmaster hit points are tripled and they now summon an additional horde of Orcs with every thrall horde.

This passive spell replaces your ordinary thrallmasters with Shadow Guard lieutenant who are much more durable and wield greater authority. Whenever a thrallmaster summons a horde of vassals, an additional horde of weaker Orcs appears next to him. Their increased armor also makes it much harder for the enemy to oneshot the entire horde by killing the master, thus offsetting one of the unit's biggest weaknesses. If you want to focus your strategy around large armies of cheap units, this is the spell for you!


The new free Orcs use the model of the old Mount Gram warriors.


However, if you prefer hardened elite instead, you do have a different option as well:

Turncoats of Arnor

Summon three battalions of Turncoats from Arnor to the battlefield. The Turncoats must prove their loyalty to permanently serve the Witch-king. If they don't reach rank 2 in time, they are executed.


The Turncoats are the vilest of traitors, deserting their post in Arnor to throw in their lot with the Witch-king. They're a ragtag group made up of different former Arnor units, from regular soldiers to rangers all the way up to the Palantir Guard. In battle, they can switch between blades and pikes, making them effective against a large variety of enemies.


However, there is a catch: The Witch-king doesn't simply accept anyone. To prove that they have truly forsaken their former countrymen, the Turncoats must shed blood in Angmar's name. When you summon them, you have a limited time to get them to rank 2. If you don't manage that in time, they are deemed worthless and executed on the spot.

Those who do reach rank 2 are accepted into Angmar's army, adding a battle-hardened group of elite units to your force permanently. The Turncoats can now equip forged blades and heavy armor as well. This changes their style and shows their new allegiance. When they arrive, they look largely like Arnor units, though they hide their faces behind masks and wear tattered cloaks from their arduous journey across the border. Once you upgrade them, however, they don forged plate from the forges of Carn Dûm, visibly becoming closer to their new brethren.

However, the Turncoats are never fully accepted and earn mistrust from all sides of the war. This is reflected in their passive ability:

Despised by All: The honorless Turncoats steal resources with every attack against enemy structures and loot resources when they kill enemies in battle. Allied and enemy units alike gain -25% armor around the Turncoats. Only other Turncoats gain +10% armor for every other battalion of Turncoats in the vicinity instead, up to a maximum of +50%.


The Turncoats are thus best used as a self-sufficient force. Their weapon toggle lets them fight most enemies without additional support, especially because they weaken their foes as well. The larger your Turncoat army grows, the more powerful they become, feeling emboldened by the presence of their fellow traitors. In the long term, this spell allows you to build up a more powerful army than many other summoning spells and keep it permanently - however, there is always a risk involved. If your Turncoats don't manage to prove themselves in sufficient numbers, the spell is much weaker than other options. We feel this not only adds interesting new gameplay, but also represents another vital aspect of Angmar in the spellbook: The lure of treachery that led many Dunedain to forsake their noble cause.

Stronghold of the Iron Crown

Upgrades a chosen fortress to a stronghold of the Iron Crown. All structures are upgraded to rank 3 and gain a reinforced garrison. Wall catapults gain ice munition. Enemies near the gate are poisoned. The citadel gains the abilities Sortie, Bastion of Winter and Unleash the Black Knights.


This spell may not be new, but is has gotten several new effects. The stronghold of the Iron Crown now has three active abilities:

  • Unleash the Black Knights: Permanently summons a bataillon of Black Knights. You now get your knights for free, but the ability has a cooldown, so it takes a while to muster a larger force.
  • Sortie: Allied units within the fortress gain +50% damage and movement speed for a brief duration. Persists when they leave the fortress. Tired of waiting around in your castle while enemy catapults slowly wreck your defenses? Take the battle to the enemy!
  • Bastion of Winter: Conjures a snow storm around the castle that makes all buildings and fortifications invulnerable for 30 seconds. The old Snowblind spell lives on in this ability, though slightly changed. You can no longer disable enemy buildings with it, but it has become much better at protecting your own.

Might of the Iron Crown

Lowers the cooldown of all hero abilities by 20%.


This is Angmar's central spell, emphasizing the large number of heroes this faction can field and allowing them to wield their sorcery more frequently.

Originally, we had a much more complex spell planned for this slot, but this would have gone hand in hand with a complete rework of the Witch-king. While that is still something we absolutely want to do, we felt it would have been to much for version 4.5 and would have delayed the release even further. That is why in this instance, we opted for a simpler spell that still fit the faction - but stay tuned for the all-new Witch-king in a future patch!

We hoped you enjoyed this insight into the new Angmar spellbook and look forward to your feedback!

Your Edain Team

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Comments  (0 - 10 of 67,224)
MOH3N_1995
MOH3N_1995

haradrim faction will be added?

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WotRVeteran
WotRVeteran

Maybe after goblins.

Damn, the last time I wrote a comment here was on 4th of July.

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MOH3N_1995
MOH3N_1995

ok

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Beregond77
Beregond77

Hello! Can you make more special updates of Outpost Citadel?
I love this in Angmar but others factions have nothing special for Outpost Citadel.
I have few ideas:
Saruman can have option to enter into Outpost Citadel like in the main citadel in camp.
Rohan can have banners update for Outpost Citadel. Westfall banner add small damage bonus for westfall units on map, Eastfall banner add small defence bonus to rohan riders on map. Rohan will have bigger bonus with more Outpost Citadel with banners.

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GildorInglorion
GildorInglorion

Outpost's special ability is being an outpost; you can get closer to the enemy base. However, Angmar's outpost is unique, so let it stay unique.

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Kmogon
Kmogon

Those upgrades for angmar outpost exist because angmar don't have any other build options for outposts like other factions. So is rather unlikely that ET will include them in the rest.

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Paroubek
Paroubek

Can we expect Lorien spellbook anytime soon? I mean give us at least some moding insight - you know what is problematic, why especially that spellbook takes so much time, does it mean that there'll be new gameplay mechanics? etc.

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FG15
FG15

Most spellbooks are used to include things that we have seen in the books or movies, but which aren't included so far, because there wasn't really a place for it. That is the easiest way to create memorable and iconic abilities.
The problem with Lorien is that we never really saw them in a battle. We saw Haldir at Helms Deep, but that happens only in the movies and is part of Rohan and we know and saw quite a lot of Galadriel, but that is represented in Galadriels ability set.
And while we have seen quite a lot of Mirkwood, it is only a subfaction and should play a minor role in the spellbook at most.
The next problem is that Lorien as a faction is rather special and should have a unique play style with ambushes, hiding and hit and run tactics. And so far there was hardly anything in the spellbook supporting this role.
So how does one design abilities that are iconic, but fit to the faction as well.

In the end you should expect a lot of creative and unique abilities. Also, of current abilities there will be only 1, which hasn't changed and all and only a few that didn't get any major alterations.

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Paroubek
Paroubek

Thanks for moding insight.
You mentioned Galadriel, yes we know her, but I found her always problematic from gameplay perspective - intentions to create her as strong but not OP always lead to some strange mix - for instance quite interesting ranged attack against buildings but boring skillset. Or create her strong against units but extremely weak against heroes etc.
Extremely problematic find for her something interesting and mainly purpose. For all her three forms.
The opposite case is Celeborn, where you maybe went too far with his role, as the most focused hero killer in the game. Very difficult to microplay with him.
Never mind, glad to hear that spellbook has undergone some changes which correspond with the whole faction.

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FG15
FG15

Galadriel will change.
Also Loriens spellbook will probably need a lot more microplay than at the moment.

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Labria
Labria

This is great ultimate spell
Youtu.be

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FG15
FG15

As Necro said, the Huorns will already be part of the spellbook as can seen in that anouncement.

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Paroubek
Paroubek

I think that he meant the mass efect of that. xD

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Battle for Middle-earth II: Rise of the Witch King
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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

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