Edain Unchained is a Submod for Edain Mod. The submod adds Harad as a new playable faction. There are also many new maps, models and mechanics. You can now also choose between Arnor and Gondor.

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The time has come ...


It took a while, but the time of waiting is counted at last! We had planned to release the version before, but somehow there was always a new idea that we wanted to implement or a nasty bug that needed to be fixed.

The new version will be released on December 15, 2023!


We also would like to introduce you to two more new concepts that come with the new version:

Bolg – Emperor of the Misty Mountains: A new Ring Hero

After moving Smaug to the Spellbook, it was always a thorn in the side that Misty Mountains didn't have a regularly recruitable Ring Hero. However, we were very happy with the inclusion of Smaug in the spellbook, so we definitely didn't want to change it again and instead thought about giving the faction a second Ring Hero. So you can still give the ring to Smaug if you have enough spell points for him. If you haven't already, just give it to Bolg.

Ring Bolg


On the one hand the power of the One Ring makes Bolg an even more frightening beast on the battlefield in melee combat while on the other hand the Ruler of the Orcs uses the Ring to unit all Orcs under his banner and march to war! His abilities try to make these ambitions as clear as possible.

Emperor of the Misty Mountains (Passive):
With the help of the One Ring, Bolg is able to unite all creatures of the Misty Mountains under one Banner and exact his revenge with even more destructive combat skills. He deals permanent area of effect damage and knockback, gains +100% armour and his abilities gain additional effects. However, he is also corrupted by the One Ring and moves 20% slower from now on. You can also recruit Bolg's Elite at the Gundabad Barracks.

Raise the Banner of the Misty Mountains (Level 1):
Passive Effect: Bolg’s iron hand forces the Orcs to be more disciplined and united. While Bolg is on the battlefield, Orcs of the Misty Mountains can acquire Banner Carriers. At level 2, 4, 6 and 8, Banner Carrier gain +100% Health globally.

Active Effect: Bolg sets up a Banner that unites all Orcs and Monsters of the Misty Mountains. All nearby allied Battalions regenerate a fallen unit every 5 seconds. Allied units, heroes and monsters gain 50% armour and fear resistance.

If “Eternal Stife” was cast on an Orc Realm, another Banner of this Orc Realm appears next to the Banner, which regularly provides units from this Orc Realm.

Wrath of the Misty Mountains (Level 3):
Bolg and his bodyguards gain +50% area of effect damage, +50% knockback, +50% knockback radius, +200% life steal and deal high bleeding damage in a medium radius that lasts for 5 seconds, dealing 50 damage per second and dealing triple damage against heroes. Globally Banner Carriers deal heavy knockback and high bleeding damage in a medium radius.

Ring Bolg Banner

Bolg’s Slaughterer (Level 5):
Bolg summons an elite unit from Uruks who have excelled in previous battles. Summons the heroic unit 'Bolg's Slaughterer'. Additional effect once he reaches Level 10: Bolg selects the best of these elite warriors to be his bodyguard.

Bolg’s Slaughterer:
This fearsome new heroic unit is especially good against enemy heroes! With the help of their abilities they are capable of killing any dangerous fighter before he can become a threat to their King.

Bolg's Slaughterer: Destructive Blows (Level 3, passive)
Bolg's Slaughterer are so named because of the numerous generals and high-ranking Free People they have single-handedly brought down. Their attacks reduce the damage and speed of nearby enemy heroes by -50% for 10 seconds.

Bolg's Slaughterer: Hunt Down (Level 6):
The Slaughterer of the Misty Mountains are sent to hunt down their enemies. They rush towards the selected enemy and gain +100% armour against hero damage, +25% speed and knockback resistance for 30 seconds.

Bolgs Slaughterer

Form up! (Level 7):
Passive Effect: Bolg instils discipline in the ranks of the Orcs. Orc troops take an orderly formation, increasing their armour by 25% and their armour against arrows by an additional 25%.

Active Effect: Bolg uses the One Ring to make all Orcs and monsters of the Misty Mountains unstoppable. For 30 seconds, all allied units, Heroes and monsters in his vicinity become invulnerable. The radius of this effect increases every 3 seconds.

Creatures of the Night (Level 9):
Bolg commands the Creatures of the Deep. For 60 seconds, he is accompanied by bats that increase his vision range, reveal invisible units, slow enemy units in the area by 25% and drain their life. The bats shroud the map in darkness.

Adventure Mode

Next to Ring Bolg there will also be a new Game Mode, which is meant to give the player more incentive to explore the map, play on bigger maps and go on an Adventure!

adventure mode menu

To draw the player out to even the most distant corners of the map without knowing where his feet might be leading him the entire map is black. So, you do not just have fog of war, which makes you unable to see the movement of units on the map, but it also makes you unable to see the terrain. You have to explore your surroundings like in an campaign mission!

Additionally, to make it worth it to travel around the whole map, random objects spawn scattered around the map. You never know if you will find some treasures to fill your pockets or if you will meet some wild units that will attack whoever comes near them – but these units may also prove valuable to level your units or heroes!

In order to make it more enjoyable to play on bigger maps, which are usually meant for many players, even when you are just two or three players all unoccupied camps and castles are turned into outposts. These are obviously on the one hand way easier to establish and on the other hand don’t cause as big a problem with finishing the game once you are in the super late game with a lot of money!

adventure mode ingame

We hope you will enjoy the new version as much as we do! We are grateful for the big moral support we get from this great community that is currently reading this article! :D

Best regards and Merry Christmas wishes

Your Edain Unchaind Team!

Edain Unchained 3.0 – Feature Highlight #4

Edain Unchained 3.0 – Feature Highlight #4

News

This series of articles will introduce the top features of the upcoming Version: Edain Unchained 3.0.

Edain Unchained 3.0 – Feature Highlight #3

Edain Unchained 3.0 – Feature Highlight #3

News

This series of articles will introduce the top features of the upcoming Version: Edain Unchained 3.0.

Edain Unchained 3.0 – Feature Highlight #2

Edain Unchained 3.0 – Feature Highlight #2

News 2 comments

This series of articles will introduce the top features of the upcoming Version: Edain Unchained 3.0.

Edain Unchained 3.0 – Feature Highlight #1

Edain Unchained 3.0 – Feature Highlight #1

News 2 comments

This series of articles will introduce the top features of the upcoming Version: Edain Unchained 3.0.

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Edain Unchained 2.1.2 - Installer

Edain Unchained 2.1.2 - Installer

Patch 7 comments

Today we released Patch 2.1.2 of the Edain Unchained Submod. With this Installer you can download and install Edain Unchained 2.1.2

[outdated] Edain Unchained 2.1.1 - Installer

[outdated] Edain Unchained 2.1.1 - Installer

Patch

Today we released Edain Unchained 2.1 with a complete overhaul of Misty Mountains, visual overhaul of Gondor, AI for Harad which will be improved in future...

[!!outdated-> Please use the installer!!] Edain Unchaind Launcher

[!!outdated-> Please use the installer!!] Edain Unchaind Launcher

Patch 13 comments

"Currently the Servers for the launcher are overloaded! So please use the Unchained Installer above! (19.12.22)" After a long time of development we want...

Comments  (0 - 10 of 135)
Guest
Guest

Wann kommt der mod den raus?

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KairoShamoo Creator
KairoShamoo

15.12.23

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warlock123
warlock123

Is it possible to make new models of Ered Mithrin dwarves to be more square like the other dwarf houses?

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Brechstange Creator
Brechstange

Do you already mean the new Ered Mithrin outpost?
The model was reworked with 4.7

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warlock123
warlock123

Yes but I think on units

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Lorgar69
Lorgar69

Minor changes, I would also like to return the old palantir (I don’t like the new one, because there are very few slots there). Lothlorien add Galadhrim Spearmen, Galadhrim Swordsmen, Galadhrim Archers, and Galadhrym Cavalry (instead of Galadhrim Warriors). Gondor should also add to the palantir the call of warriors from Lamedas and warriors from Losornach, led by two heroes. And instead of the warriors from Losarnach, add spearmen from Pinant Gilin.

Also, the dwarves should add dwarven ships. And also in shipyards, in addition to hiring ships, it would be possible to hire sailors. The forces of evil for example could hire one type of unit: Corsairs of Umbar, while Gondor - Pelagir Marines (missile infantry), Arnor - Torbat Marines.

As a result, we will end up with something like this:

- Númenóreans: Gondor (Dol Amroth) and Arnor (Anuminas)
- Black Numenoreans: Umbar (Pirates of Umabar) and Carn-Dum (Pirates of Umbar)
- Rohan (Exile Camp)
- Evil Mens: Harad, (Mahud/Far Harad), Rhun (Balhot), Khand (Variags of Khand)
- Northerners: Dorwinion (Esgaroth and Variags of Khand) and Dale (Esgaroth)
- Barbarians: Dundland (Rhudaur) and Rhudaur (Dundland)
- Eriador (Dunedain Rangers, Hobbiton, and Lossoth Savages)
- High Elves: Lindon (Minhiriath Outpost) and Imladris (Dunedain rangers Outpost)
- Sylvan Elves: Lothlórien (Anduin) and Mirkwood (Druedain)
- Dwarves: Erebor (Khazad-Dum Outpost), Iron Hills (Ered Mithrin Outpost), Ered Luin (Orocarni Outpost)
- Mordor (Cirith Ungol, Minas Morgul and Dol Guldur)
- Isengard (orcs of the north)
- Goblins: Moria (Mount Gram) and Goblingtown (Mount Gram)
- Gundabad: Gundabad PJ (Dol Guldur and Goblingtown) and Gundabad BF2 (Dol-Guldur and Mount Gram).

That's all for now, thank you for reading my thoughts, I really hope that you implement all these game races with subfactions, it will be more logical. Understanding that the engine is limited, it would be more natural to implement

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Brechstange Creator
Brechstange

Sorry for the late reply.
I really like your concept. I would love to see all of these factions.

But if we add a new faction in Unchained, it should be on the same level as the other factions. This means that a faction should basically have its own system (e.g. Mordor: Sauron leveling, Harad: stealing upgrades with spy, Misty Mountain: Gundabad and Goblintown expansion, ...). In addition, a faction should also have a minimum number of heroes with unique abilities, as well as a spellbook.

That's why I think your concept would be something for a new, own submod. Or we could implement many ideas in form of outposts or special maps. And in addtion ... probably the most problematic point: we are currently only 2 active modders in our team. That why such a big concept could be a little bit too much for us :D

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Lorgar69
Lorgar69

9. Gundabad. Gundabad is also divided into 2 playable factions. Gundabad from Peter Jackson's film trilogy. Gundabad from PJ will have 2 barracks, an orc barracks (spearmen, warriors and swordsmen) and the “ancient Gundabad barracks”, where you can display strong Gundabad units - spearmen, warriors, archers. In the lair of wargs you can breed wargs themselves and warg riders; in troll cages you can breed 2 types of trolls: assault trolls (which can be upgraded with armor) and siege trolls (on which an orc rider sits). From the subfaction - Dol Guldur (a subfaction of Mordor, where you can hire orcs from Dol Guldur) and Goblingtown (where, in addition to goblins from Goblingtown, you can hire ogres from Goblingtown). The second faction of Gundabad is a faction from the 3rd part of the addon, with the style of Angmar. we will have orc barracks, where you can hire Gundabad Orcs, Gundabad Spearmen and Gundabad Archers, and on the 2nd level of the building the elite - Orc Slayers. Dire Wolves and Wolf Riders can be hired at Kennels. In the Troll Cave you can hire Snow and Hill Trolls. Sub-faction of Gundabad BF2 also Dol Guldur and Goblingtown

10. Eriador. Eriador is the only faction that should not be divided into factions, this faction should be very similar to the Misty Mountains faction from the original Edain. We will have the main Bree faction, sub-factions: Dunedain Rangers, Hobbiton, and Lossoth savages. We will be able to play as hobbits by choosing the Hobbiton sub-faction.

11. Remove the Dundland sub-faction from Isengard, and replace them with a sub-faction of ordinary orcs led by Grishnak. In the early stages, the player will be able to hire 3 orc units (spearmen, warriors and archers).

12. Slightly change the subfactions of the Dwarves: Erebor (Khazad-Dum Outpost), Iron Hills (Ered Mithrin Outpost), Ered Luin (Orocarni Outpost)

I think we don’t need Angmar as a playable faction, since we will have Karn-Dum, Gundabad BF1 and Rhudaur.

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Lorgar69
Lorgar69

5. Barbarians. Barbarians can be divided into 2 races: Dundland and Rhudaur. The most interesting thing is that if the player chooses Dundland, the sub-faction of Dundland will become Rhudaur, and vice versa by choosing Rhudaur. Dundland will become a subfaction. In addition to spearmen, savages and savage fighters, you can add Dundland warriors (already well-equipped units, spearmen, axemen with shields and archers), Dundland cavalry, as well as the elite - berserkers and housecarls. Same with Rhudaur units. you can add Rudaur warriors (axes and shields) Rudaur cavalry.

6. "Evil People". Another playable race. which should be divided like gnomes into 3 playable races: Harad, with the Mahud subfaction, or the Far Harad subfaction (black inhabitants of Harad, who are very similar to the culture of Nubia or Africans. Skirmishers, tamers of wild animals. Rhun with the Balhot subfaction. Balhot can be made very similar to "Hindu" Sikh warriors with turbans. Balkhot warriors, Balkhot skirmishers, Balkhot rifle cavalry (light cavalry throwing spears). Khand with the Variags Khand subfaction. Khand can be made in the style of the Turks or Mongolians, but the Variags in the style of the Slavic peoples or Kiev Principalities (7th-9th centuries).

7. Black Numenoreans with 2 factions: Umbar and Carn-Dum. Umbar and Carn-Dum should be like Gondor and Arnor. Umbar should also have Umbar soldiers (swordsmen), spearmen, archers, Umbar cavalry (shield upgrade), Umbar guards (elite spearmen with shields), dark rangers (elite) and elite warriors - Umbar knights and Umbar foot knights. For Umbar, spells can be associated with the south (drought, snowstorms, oases, and everything like that, while for Karn-Dum, on the contrary, everything is connected with cold, snow and ice. Karn-Dum should have a line of yunts similar to Umbar , though visually I like the first black Numenoreans from the Edain developers, everything is almost the same, swordsmen, spearmen, archers, guards of Karn-Dum (elite spearmen), dark rangers (with ice arrows), Knights of Karn-Dum and foot knights of Karn-Dum Moreover, both factions have a sub-faction that should be the Pirates of Umbar (spearmen, pirates, crossbowmen).

8. Goblins, I would really like you to change the Misty Mountains faction, renaming them back to Goblins. Goblins should have 2 factions: Moria and Goblingtown. Similarly with the Barbarians, if the player chooses Moria, then the Gobling City subfaction, and vice versa. Also add Goblin Spider Rider factions (I really like them), and bring back half-trolls and half-troll swordsmen as a replacement for Gundabad units.

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Lorgar69
Lorgar69

Hi all! My post will most likely be dedicated to the developers of this mod! Greetings, dear developers of this mod, and thank you for taking your precious time to read my thoughts and wishes. I apologize in advance for my bad English.

First of all, I really love the Edain mod, especially its BF1 construction system. However, what I like about the Edain mod is that the developers have made it clear that they are not planning on making playable factions like Arnor and Mirkwood. Secondly, thank you, developers, for making Arnor and especially Harad playable, but I have interesting suggestions and thoughts for you, I hope you will implement them in the future (if you like my ideas). Unfortunately, I have no skills in editing and modding, so my only hope is to write to you. So let's get started.

I really liked the concept of dividing the game races into several with subsequent sub-factions, so I would like you to rename the “People” (Gondor and Arnor) to “Númenóreans”, it would be correct. I'm really glad you added Harad. but I am against Rhun making a sub-faction of Harad, on the contrary, I would like you to divide them like gnomes into 3 playable factions. So look at my list of playable races:

1. Númenóreans: Gondor (sub-faction of Dol-Amroth) and Arnor (sub-faction of Anuminas). Similar to Gondor, Arnor should have an Anuminas fortress, where Anuminas knights and Anuminas foot soldiers can be hired.

2.Northerners: Dale (with sub-faction Esgaroth) and Dorwinion. In addition to the basic units (spearmen, swordsmen, archers), you can add: Dale's cavalry, Barding Hirds (elite halberdiers), Earl's knights and Earl's foot knights, Dale's rangers. Sub-faction Esgaroth, in addition to 3 units, you can also add Esgaroth cavalry. Dorwinion is interesting in that the player will have the right to join either the light alliance (by accepting the “embassy of light”) and then we will be able to build an outpost of Esgaroth, or join the forces of darkness, and then it will be possible to build an outpost of the Variags of Khand. And it turns out that the Northerners will be divided into Dale and Dorwinion.

3. Rename Imladris the High Elves with their own races: Lindon (sub-faction of the Minhiriath clans) and Imladris (Dunedain rangers).

4. Rename Lothlórien to Sylvan Elves: Lothlórien (subsection of Anduin (kingdom of the Beorynngs), which can have 5 units: spearmen, warriors (swordsmen), ax throwers, berserkers, cavalry (medium cavalry of Anduin) and beornings (elite that can transform into bears). Mirkwood with the Druedain subfaction. This is explained by the fact that the Wood Elves are a faction that is associated with the forest, with nature. Therefore, it makes sense to make the Druedain a subfaction of Mirkwood.


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

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