The war of the valar will bring to life the first, second, and early third ages of arda with new factions like the eldar, dunedain, khazad, and angband. New spell tree abilities will be added as well as an improved ai system, and a new hero system. The new hero system will only take place in the new skrimish trigger maps.The map will consist of 3 silmarils. Once these silmarils are brought to a maia of players that team (i.e. Sauron, gandalf, etc) they will be able to call forth an ainur such as manwe or melkor.

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With huge progress made toward the Angband faction we may start offering in game screenshots sometime soon. The War of the Valar has quickly and greatly progressed since its initialization roughly 5 weeks ago. Planning has become a much larger process than originally anticipated, but it is turning out quite well. The building in this image is called the volcanic shaft. It will be used to generate resources by players using the angband faction. If there is anything you guys want to see next, make a suggestion in the forums, on our page, feel free to PM me (i will answer).

 Tower of Light

Tower of Light

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This model is for conceptual purposes only. Input on the model is desired, seeing as how we would like to further improve it with specific recommendations...

The Hall of Mandos

The Hall of Mandos

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The Hall of Mandos is where the elves spirits go when they die. Elvish heroes can be revived at this structure.

Lamp of the valar

Lamp of the valar

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Lamp of the valar; a resource building for the rts mod "War of the Valar".

Weekly Update

Weekly Update

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This screenshot shows that Ancalagon the Black now animatable.

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SimekXX
SimekXX - - 31 comments

Please dont stop work on this mod. if you complete it and you made for example beta version with only 4 factions and you check it and it will work you can keep work on other factions like Mordor. But now focus on this 4 factions. I am fan bfme and i never seen mods with valars this will be amazing better than official Rise of The withking. Guys tell us about your work.;P Good Luck.

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zezkersar Creator
zezkersar - - 41 comments

We are not about to stop! The website has just been updated in appearance, and with new units/structures for the Angband Faction.

You can view that here - Warofthevalar.net

PM me if you have anything you would personally like to see in this mod. ;)

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SimekXX
SimekXX - - 31 comments

I hope Melkor,Manwee and all Siolmaril heroies will have unique powers not only 1 or 2 powers. I mean every Silmaril hero like Manwe or Melkorr should have his own powers.Angband is amazing i hope this mod will release soon good luck guys.;P

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zezkersar Creator
zezkersar - - 41 comments

The silmaril heroes will actually start level 10 and cap at level 20. Some of them will have multiple command sets, for example, manwe is the valar of wind. He will have an ability turning him into an eagle, then have abilities for him in that form ;)

Also, I have debated on the leveling of morgoth/melkor because as at the beginning of time he Was the most powerful of the ainur, namely the valar. But as the first age went on it states that even Sauron became more powerful than morgoth. In the book "morgoths ring" it states his power went into ea creating all things evil to contest with manwe, actually making him weaker. I feel this could add more strategic play for him, because you will want to "preserve" his power for the later battles when you need it.

If you have any opinions on this I'd love some input on what the fans say! Thanks guys :)

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variag
variag - - 74 comments

The two most obvious powers I think Morgoth should have would be (in keeping with practicalities that work in the game) Summon Ungoliant and Coerce. Summon Ungoliant for obvious reasons, and a form of Coerce because that is essentially what he spent his time doing.

The reason I think Coerce is also a good idea is because of the Battle of Unnumbered Tears. To make it interesting, I think Morgoth should be able to actually pick hordes of units from already spawned units at the enemy's camp and when the invasion comes, those units shoot the enemy faction. Song of Melkor would be a good power too, it could throw things around Morgoth into disharmony and enemy units would attack eachother, or something. Obviously, from what is said here, the other logical power is summon Ulfang and his sons and the traitors of men.

I think Melkor should summon Ungoliant at a higher level, and she should stay on as a permanent hero until she dies. Special ability of hers would be limiting fortress/building/unit range when she is near, because she loves to devour the light. So arrow towers and trebuchets would work poorly because sexy Ungo is eating the light.

Perhaps Melkor's Coerce could also corrupt Elves into Orcs, for a nice touch, and those orcs would have Elf-like HP and skill. Also, Ungoliant should have an ability where she reverts back to being a dark spirit - she can't attack or cause damage, but covers the map in darkness and the other faction lose 50% visibility or something for a minute or so.

PM me and I'll rant some more :D

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zezkersar Creator
zezkersar - - 41 comments

Sounds like a good idea :)
It took me a minute to remember what you were referring to, until I realized you meant the maia that took the form of orcs.. With them being maia, maybe I should I could have a shape shifting ability :)

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zezkersar Creator
zezkersar - - 41 comments

Variag, that was one of the huge reasons I decided this mod would be such a great idea. The Four Ages mod was one of my favorite mod ideas. So the goal is to do what they did, only better. Thank you for the support guys! :)

Also for further information on units that will be added to the factions etc, feel free to visit our site "www.warofthevalar.net". If you click factions, you will have an option for each team with units and buildings idealized for that team ;)

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variag
variag - - 74 comments

Visited the site, now I'm even more excited! It struck me as odd that so few people attempted it for BFME2 and ROTWK, because quite a few BFME1 mods had that theme, and some of them were really great! If 'Four Ages' was finished, it would have been amazing, because it had that really primal atmosphere for the Angband faction, but alas, as it didn't finish, it didn't feel as good as it could've been.

From the website, I feel your mod is very much switched on and beautifully planned! I really like the distinction between the Silmaril Hero and the Ring Hero, because that gives it a very early feel too, including a major factor from first age lore.

I had an idea for you for Angband, just throwing it out there for you to mull over... For Angband, with a limit of 1 horde at a time at level 3 Orc Pit, a band of elite Orc Brutes from the Fall of Gondolin era (Balcmeg, Boldog, Lug, Gorgol, Orcobal, Othrod - canon names, 'Book of the Lost Tales'). So a band of 6 units, those mentioned, who might be the equivalent of getting the black riders from the siege works in the vanilla game, or something like that..

That orc band can perhaps have a little more health that average units (for a higher price) and do more damage, but not regluar hero damage x 6 (slightly excessive). Perhaps they could have leadership as a passive ability and have some special ability like berzerk rage or something like that...

Either way, great work on the website, keep it up!

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variag
variag - - 74 comments

Very exciting! How far along is the progress? After the collapse of 'The Four Ages' mod, it's very exciting to see someone of great skill (beautiful sample images you've provided!) making a mod that incorporates the earlier periods of Middle Earth. Will be watching this one very keenly, if it survives the trials and tribulations of a modder's daily life, I think we're going to have an atmospheric masterpiece of a mod!

Keep up the great work and keep us posted, mate!

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saruman_the_wise
saruman_the_wise - - 1,883 comments

i agree 100%

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