Download Games & Demos Mods & Add-Ons Patches Tools Trainers

The Lord of the Rings: The Battle for Middle Earth II – The Rise of the Witch-King - BFME: Rise of Wizards v.4 - Game mod - Download

The file BFME: Rise of Wizards v.4 is a modification for The Lord of the Rings: The Battle for Middle Earth II – The Rise of the Witch-King, a(n) strategy game. Download for free.

file typeGame mod

file size71.3 MB

downloads1079

(last 7 days)8

last updateSunday, June 20, 2021

Free download

Report problems with download to [email protected]

BFME: Rise of Wizards is a mod for The Lord of the Rings: The Battle for Middle Earth II – The Rise of the Witch-King, created by mlmf2020.

Description (in author’s own words):

This mod mainly focuses on two things, The AI and the heroes. There were a couple of tweaks to this and that all over the ini.big file, and a few to the libraries.big file to make the spellbook purchase scripts properly work, but mainly focused on these two points.

PS: These were tested in 3 vs 3 computer matches where i was just a spectator. Also some of the text can change after every new update.

AI

The AI now uses almost all the abilities of all units, heroes, CAH (Create-A-Hero), even structures. When i looked, i noticed that alot of the AI doesnt even work (or even exist) such as Gloin's earthshaker which was treated like Word of Power instead of a target area ability. I greatly modified these parts and you will notice abilities activating very frequently by computer, especially when an enemy hero is sighted. Took a lot of my time to fix, and even had to remake a few abilities entirely to properly work. Because of the new AI mechanics, heroes can be more effective with all of their abilities (especially if they managed to reach rank 10). The Balrog AI is now set to be summoned on armies instead of the base and Tom Bombadil's AI now allows him to use Sonic Song on enemies. The fortresses now use their abilities: Gorgoroth Spire, Wizard Tower, Mighty Catapult, and the Witch-king's Sanctum can destroy armies. Ivory Tower will be frequently used by men faction to see enemies, and Magma Cauldron, Oil Casks, and Boiling Oil will be used by the Fortress if weakened enough. The Elven and Goblin Fortress will eventually summon their fortress unit. The mini hero hordes can use their abilities which make them really effective in game. With AI no working with 99% of all abilities, you may be surprised on how strong some units actually are.

HEROES

Overall heroes had their abilities improved and even added new ones to those deserving. As the title implies, the wizard classes get a somewhat better improvement. Practically all abilities are usable by AI so you better watch out if a rank 10 hero goes your way. The custom heroes were greatly nerfed in order to balance them, you will find that just maxing health and armor wont be enough to defeat powerful heroes like Rogash and Aragorn. Best case, health wont even reach 4,500 unless toughness ability is purchased. The wizard heroes; Custom Hero Wizard, Gandalf, and Saruman do magic damage for regular attack. Tom Bombadil, though not a wizard, was given magic damage for regular attack as well. Due to the many improvements, the build cost of heroes have been changed. The bigger the price difference from the original, the bigger the improvement. Some heroes became incredibly powerful after fixing their AI so increasing their cost was needed. In general, all heroes recieved a small improvement in armor and further balanced the different types of hero armors. Wizard class heroes now have an armor specifically meant for them which gives strong resistance to magic, flame, and frost damage. (As well as immunity to poison and logical fire (the fire that burns the ground)). All king heroes now have leadership immediately (because they're kings) and has double the range of regular leadership. Aragorn is an exception because he accepted his kinghood late. (Aragorn's leadership has doubled range as well).

Custom Heroes

All Custom hero classes can be used by any faction, so a troll hero can be in the elves faction if one desires. Any hero class in general is allowed only to have one attack boosting buff. (Because Blade Master + Glorious Charge + Shield Charge + Spear Throw/Cripple = extremely broken) All buffs now only last 40 seconds at most. (almost all regular heroes only have 20-30 second buffs anyway)

Custom Hero Wizard - Completely outclassed by the dwarf hero in stats, army breaking, and hero vs hero duels especially with the rediculous 60 second cooldown earthshaker has with equal damage to word of power. NO LONGER is this the case with the wizard given its new Plethora of elemental spells. Their regular attack has area damage and varries depending on the staff model thay use. Wizards have been made more specialized; they still have fewer stats than the rest of the heroes but the diversity of their abilities will be more than enough make up for it. They still cannot easily stand up against most heroes in a duel, but they are now superior in killing off mobs. Blink is now AI usabe, allowing the hero to immediately support his allies or dissappear from the sight of an enemy unit. AI can now also use teleport army level 1, allowing them to bring in forces to them, or save them from another enemy army. The Wizard class' ability list has reached it's brim and any new abilities added will exceed the puchasing list. (maximum of 21 non-chained abilities) I honestly would have placed more if it wasn't for this. (got rid of a few unnecessary abilities like leadership and train allies, true sight, etc.) The AI can use ALL the new abilities given to them, so stay alert or your army could disappear in a flash from the awesome might of the Istari.

Custom Hero Men - The men hero's stats were a few points higher than the rest but is now equal. Heroic Charge no longer effects the caster or other heroes since a double (or triple) buff boost through the hero's own power makes him too powerful. The men hero now gets axe throw now which can be purchased along side cripple strike and spear throw. The summon allies ability now summons arnor units along with tower guards (which got their shields back in all its glory). Spear Throw has been slightly weakened and now does knockback which I wondered why it couldnt to begin with. (Anyone will be knocked down after having a spear thrown at them) In exchange it deals double damage to monster and troll class monsters. The knockback also applies to Eomer and Eowyn's spear as well. They also have the new ability Power Swing which gives knockback and area damage to their regular attack. Shield Charge increases speed to make crushing enemies easier.

Custom Hero Archer - This class was also given alot of new abilities. They now have slam arrow and beast arrow, which i found strange they didnt have to begin with, which can be used to pick off weakened heroes and monster units. They can acquire arrow volley and shoot anywhere across the map, allowing them to take out units before they even run out of their base. A new ability called eagle eyes is an upgrade to true sight and temporarily reveals the entire map. ALL healing spells including athelas, spellbook heal, self-heal, etc. will be weakened restoring 1/3 health at most with the exception of a few special units. Lastly, the elves are given the climb wall ability which only the corrupted man had. (If Legolas can climb a rampaging mumakil then this ability is well deserved)

Custom Hero Dwarf - EARTHSHAKER! With its crazy fast 60 second cooldown has now been lengthened for obvious reasons. It's lv3 version now has less damage than Word of Power BUT in exchange, it gets more powerful when closer to the caster. They have a new ability, rock blast, which throws chunks of burning rocks at the enemy. Sapper AI works properly now and computer can take adavantage of its glitch to win. (Sapper has a glitch where it damages units near the targeted structure as well) Axe throw now deals double damage to Ents, Mountain Giants, and siegeweapons to compensate for less range and power to Spear Throw. Charge now temporarily gives knockback immunity along side crushing power to separate it from shield crush.

Custom Hero Troll - Oil spill was removed from their ability list because i feel it doesnt match the class, its been transferred to the orc and corrupted man class. In exchange they get rock blast as well and toughness becase ITS A TROLL, They are big brutes with leathery skin, toughness is written all over them! The trolls also start with a base damage that is stronger than the rest of the CAH . Another improvement is the different types of weapons the troll uses; Sword and pickaxe weapons attack similar to Rogash's sword while club/hammer based weapons do attacks similar to Attack Trolls. The sword/pickaxe has a smaller area but faster attack speed while club/hammer deals more damage on structures. Pillage ability is available, similar to Lurz's allowing for easy resource gathering. The new ability Unyielding Assault is specific to the troll class and offers permanent immunity to knockback. Trolls lose Berserker Rage (which increases speed instead of armor now) and gains Battle rage.

Custom Hero Orc/Uruk - They get oil spill as well as axe throw and fire bomb. Berserker Rage now increases speed instead of armor (a small armor boost at least) and a greater attack boost to separate it from Battle Rage. They have more passive abilities in their list which can support teammates and themselves which can make them quite deadly.

Custom Hero Corrupted Man - "BOMB HAS BEEN PLANTED!" With the corrupted man's theme of assassinations, stealth, and coercion, the class SCREAMs of terrorism, and what's a terrorist without his "PLANT BOMB!" ability. This ability allows the corrupted man to plant mines, whether it be to destroy a building or to let it explode on a passing army, the mines can be placed anywhere across the map. (AI can use this too, as well as detonate the mine XD) (mine detonation takes 10 seconds instead of 20) Aside from planting bombs, they also get a few bow abilities, namely cripple (not to the same lv as the archer) and the new explosive arrow which is a real BANG to use!. AI now uses steal resources ability and requires the hero to be near the resource structure. (it makes no sense to be able to steal resources from 200 feet away)

Men Heroes

Gandalf - Just like the CAH Wizard, gandalf now sends certain units flying whenever he attacks, allowing for spacing against mobs. His ability lightning sword is always used by the AI on mobs and so that is what it has become, each strike of lightning causes an area of damage and will usually end before the 12 hits are done (moved to rank 3). Gandalf has blink now, arriving precisely when he means to. (With blink Gandalf becomes extremely unexpected and when you feel safe, he just pops out of knowhere to wreck havoc.)

Aragorn - Now has a small area damage in his regular attack (this applies to all two handed sword wielding heroes) and his attack speed has been quickened. Blade Master has been renamed " Anduril "Flame of the West"" and now gives +60% armor and +75% (was +100%) damage boost, but in exchange he gets knockback in this state as well as doing two strikes in quick succession like his attack animation totalling 350% damage per hit. (has been moved to rank 5) The blade Aragorn uses will start glowing when in rank 5 to prove he now possesses the legendary blade, Anduril. Leadership is now attainable at rank 3 and improved armor has been given to him along with a few other men heroes. Aragorn now also walks stealthed and can catch enemies by surprise. (He's a ranger, he should have had stealth since the beginning) Aragorn is arguably one of the most powerful hero in this game. At rank 10 Aragorn no longer has Oathbreakers and was replaced by a new ability. (I noticed men always win by Oathbreaker-Ex-Machina-ing the game)

Boromir - Ahh, the forgotten captain of gondor, often seen as the weak willed hero of the fellowship. Not many will know of the real Boromir, the kind hearted captain who was pressured by his abusive father to take the ring to Gondor. Not many will also know of his strength as he took back Osgiliath from the armies of orc scum with so few men and held the armies of Mordor at bay for all those years. This new Boromir is in honor of that, now with toughness ability and his own Heroic Charge that supports allies around him. His Horn of Gondor now has greater range, stunning archers as well. (The horn was heard from Gondor while Boromir was at Amon Hen, which is half the length of Middle-Earth) His Leadership is now available at an earlier level, he has always been a Captain of Gondor after all. Beware the wrath of the great Captain of Gondor, for with his men at his side, he is a threat like no other. (To understand please watch The LOTR Extended edition, namely the 1st and 2nd movie)

Faramir - The young captain of gondor, with his new and improved wounding arrow which now does area damage but not as big as Prince Brand's. Faramir now toggles between sword and bow utilizing its stronger damage and small area damage when upclose. (two handed sword)

Theoden - Horsemaster and king of Rohan, with all the treasure he has earned from his loyal subjects, the wise king brings forth new armor of the highest quality and a finer blade to go with it. He has chosen not just to ride with his rohirrim, but also with his loyal subjects on foot (including heroes) as they now get his blessings as well. Together they will charge gloriously into battle unrelentingly and inspired. Lastly, Theoden can summon an army on a whim to prove he is a true horselord of Rohan.

Eomer - I found this a little odd, Eomer deals a measly 80 damage with regular attack. Considering the fact that eowyn does 150 damage, and even Faramir which does 250 damage with a bow, this seems quite insulting to the person who took down TWO MUMAKILS! I was outraged at how his sister outperforms him completely. Eomer has improved armor and now deals more damage than Eowyn. Eomer's Spear Throw has been improved and now does more damage than CAH spear throw lv3. It can now be used to pick off weakened heroes and deal ALOT of damage on mumakils. HE KILLED TWO MUMAKILS, a change needed to be done! He now rides his horse into battle.

Eowyn - Just like Eomer, her spear throw has been improved and does knockback but has less damage multipliers than Eomer's spear throw. The spear throw has been tansfered to rank 5 because of the new damage output and area damage. She now rides her horse as well.

Elven Heores

In general the elf heroes were already OP, easily leveling up safely behind enemy lines with their incredible range. So only a few things were changed.

Legolas - The prince of mirkwood returns with his new and improved arrowstorm, shooting 12 arrows in 5 bursts instead of 3 arrows in 20 bursts allowing the attack to end quickly with easier mob killing. Just as Legolas says "Let them fly!"

Arwen - Moved flood to a lower level, such an ability should not be at the end. She now rides a horse to battle.

Haldir - More damage for golden arrow, it is now more deserving of its required rank which is now at 8. Has small area damage on regular attack (two handed sword)

Treebeard - Treebeard's toggle has been fixed and will attack with his fists and legs instead of rocks when enemies get too close. His melee attack now has a bigger area and deals alot more damage to heroes specifically. Treebeard now has stealth when near trees. (Also applies to all ents)

Glorfindel - Now rides a horse into battle ready to support his team.

Thranduil - Now has leadership which replaced elven cloak. (He's a king so it has doubled range)

Dwarf Heroes

Gimli - Axe throw AI now works. Gimli now has the ability Adamant Charge which temporarily offers knockback immunity and crushing power.

Gloin - With his giant hammer, he can now knock down enemies with regular attack as well as slamming heroes and hordes for good damage. If weakened, the now AI usable Earthshaker can be used to send entire armies flying. (He does not smash exactly at the center targeted though otherwise the AI will make Gloin travel inside the whole army and die)

Brand - Beast arrow now does more damage and even more on monsters. Brand gets toggle weapon in order to use his trusty sword and Leadership to support his team. (Brand is a king, hence double range on leadership) Brand now also has the ability to summon Men of Dale at his side to aid him.

Dain - Dain is a king which means double range from his leadership. Dain also gets Shield Crush, which gives him immunity to arrows and crushing power.

Isengard

Saruman - The wizard of Isengard returns with greater magical prowess ready to stand on equal footing to Mithrandir. His regular attack flings certain enemies in the air just like the rest of the wizard heroes. Saruman's fireball has been greatly improved, dealing damage equal to the lv3 fireball CAH wizard possesses. (and AI now fires on mobs) The wise wizard does not fear armies, instead utilizing them with his sly tongue as they no longer return to what they once were. Lastly Lightning Bolt has a wider area, deals stronger damage, and can be used anywhere across the map no matter the distance. "It would be wise to use him."

Lurtz - Fixed his toggle. Also bow melee attack can damage mounted units unlike before where he dies because he couldnt damage them. In carnage state, Lurtz gains speed and double attacks since that's how his animation looks. One of the most powerful heroes if in carnage state.

Sharku - AI now uses Maneater ability to heal, it now heals 33% hp instead of 100%. Sharku also converts enemy warg now with his ability (Its quite useless though if you ask me)

Mordor

Witchking - To separate him from his Angmar counterpart, Witchking now has Leadership in his abilityset giving allies support and weakening enemy armies even further with Dread Visage. All the damage multipliers Eowyn had on this hero was removed completely. Witchking also has improvements with armor to compensate for Gandalf's strengthened Lightblast as well as now doing greater damage with regular attack. Dread Visage effects a bigger area and affects heroes as well. The WK can and will dismount (eventually) because he dies too quickly from archers and does too little damage in that form. Dread Visage and Leadership, despite looking disabled in Fellbeast form will still take effect and support allies.

Fellbeast (Or now simply Nazgul) - When unmounted, since they use a two handed sword, they get a small area damage when attacking. This also counts for the black riders since they use the same weapon. Nazgul armor has been improved since they die too quickly from fire and silverthorn arrows. Morgamir and Khamul no longer mount a fellbeast initially, they are summoned as footed Nazguls and WILL NOT MOUNT. (Its complicated but simply put, sometimes AI doesnt respawn them if they die on fellbeast. This also works vise versa if initially spawned on fellbeast and dies on foot) (One of the reasons is that fellbeast and nazgul are different objects and that's just how it is) The main reason they stay footed now is because they use Dread Visage and Morgul Blade when on foot which makes them more effective and can actually stop a hero from its momentum. A player is still free to unmount/mount and can still respawn them, so its something only the AI can't do. They have very fast attack speed.

Mouth of Sauron - He gets more damage for his Evil Eye since its damage is based on Gandalf's Istari Light but has damage multipliers on ents and eagles (Treebeard included). He gets a small area damage because he wields a two handed sword and rides his horse to battle.

Sauron - now with far more health and speed than before, and an insane boost to his damage and attack speed, NO LONGER will Gimli, Aragorn, and Rogash stand up to him with much confidence. Although these heroes can still hit hard on him.

Gothmog - His regular weapon has been changed, having carnage state all the time is definitely unfair after all.

Goblins

Goblin King - AI now uses his totem, stinger, and frighteningly powerful call from the deep ability. With all these abilities now working properly, Gorekill was a surprisingly powerful hero. He has unit support from leadership (king = double range) and totem, a hero killer move, and an incredible army breaking summon.

Drogoth - When the mighty dragon appears, units cower in fear from his new passive ability Inspire Fear. It affects a huge area being a dragon in the air. Wingblast now has greater area and can now damage mounted units. Fireflight AI now works and does wonders destroying armies. Incinerate has been given a bigger area and now AI usable. "I am fire, I am Death!"

Shelob - With the now AI usable poison stinger, Shelob has become a powerful threat in crippling enemy heroes. Shelob is also quick to support it's team after reviving since it's borrow ability now works. Shelob can now summon spiderlings and has stealth like Thranduil

Angmar

Witchking - Does greater damage with his regular attack and has improved armor. Dread Wrath now has a huge area and affects heroes. Any damage multipliers Eowyn had against this hero was removed completely. Morgul Corruption is now AI usable.

Rogash - This was actually the strongest hero in the game, his Rage of the North ability could easily take on Sauron while barely losing half his health, Aragorn and Gimli are always nearly dead when they defeat Sauron. Which is why Rogash unfortunately had to get a nerf for his Rage of the North ability. Dominate Troll works and can be used on ANY troll. Half-troll, Troll Sling, Attack Trolls, etc. The lord of the trolls can easily influence them.

Morgomir - Regular attack does small area damage since he uses a two handed sword. AI now uses Morgul Blade, Ruin, and Dark Glory. Dread Visage has farther range as well. Very fast attack speed. Was given sthe same stats and armor as the nazgul (because he's suppose to be a nazgul)

Hwaldar - His summon now brings forth more units. Even if it is a rank 5 ability, it summons too few units and were too weak to do anything useful. His Leadership was improved, giving the standard leadership boost and affecting Dark Dunedains and Dark Rangers as well.

Karsh - Whisper of Death AI now works making him quite a powerful hero killer. Karsh AI can use blink to quickly support armies and kill off pesky heroes.

Other Units

Balrog - AI now uses fire breath on enemy mobs. Ignite has a duration of 120 seconds and a cooldown of 120 seconds so the Balrog doesnt have to do it again to waste precious time. Balrog AI now uses whip on heroes, trolls, giants, etc. Beware of his leap! The impact of the balrog's landing will shake the earth!

Summoned Dragon - faster attack speed, longer lifetime, and AI usable Reposition to compensate for what it lacks compared to the balrog. Reposition and Balrog Leap can only be used once per summon.

Mini Heroes - All AI works, had trouble with zealot axe throw but managed to fix it. If you want a hero killed, these units actually do quite well at it.

Tom Bombadil - Increased attack and health for more survivability. He can take alot more damage, destroy mobs, and stand up to strong heroes. His now AI usable Sonic Song can be used to destroy mobs and has been made stronger than wizard blast. (because Tom is really suppose to be stronger than them)

The Army of the Dead now has reduced hp and is now vulnerable to fire damage. The only true weakness these units had were magic related attacks, which some factions greatly lack.

Isengard Berserkers have been beefed up! They have more health, better armor, more damage (weakened on heroes), bigger area damage, is affected by leadership now, has knockback, and its very own carnage ability, making it more dangerous than it ever was. A true elite unit now!

Attack Trolls now use their dominate troll ability to convert trolls on their side. No troll is out of their reach, whether it be a lowly half-troll or a troll sling, anything that is a troll or controlled by a troll will be dominated! The only troll units immune to it are Rogash and another attack troll

Beware! Do not underestimate the Black Orcs, they now possess the Carnage ability which gives them a +75% attack boost and +50% defense. (Lurtz has double attack making his Carnage still stronger)

All horde units will use their abilities; Toggle Formation, Toggle Weapon, Buffs, Long Shot, Charge, You name it! Theyre all now accessible to the AI

All mini hero units (and Berserker) have strong shockwave resistance now (can still be crushed by cavalry)

Mumakils are more resistant to pikes and spears

Fire drakes now have fireball in their ability list

OTHER CHANGES

All evil factions except Angmar have reduced prices for units (except Mumakil (now 1,200), because an 8,000 health unit that can crush heroes and infantry, destroy buildings, and take multiple hits from the Balrog should cost more than 1,000. The only reason I didnt make it any higher is because of the many abilities with damage scalars to monsters (especially Eomer with his spear's new damage output) and the fact that Mordor should have inexpensive units.

The threat level of certain units have been changed, unupgradable siege weapons have 200 threat level, upgradable siege weapons have 300 threat level, and monster siegeweapons have 400 threat level. Battering Rams of any of the factions have a threat level of 500. Not sure how this helps but its suppose to increase the priority of what to attack. Strong heroes have a threat level of 400, so use this as a basis.

Isengard faction can no longer produce mines, mainly because AI ends up making alot of these and they end up doing nothing other than being shot at with fire arrows and destroying half their base in the process. (Yes, this means only the Corrupted Man Hero can plant mines). The mines now have a self detonating AI and takes 10 seconds instead of the extremely long 20 seconds.

Dwarven structures have greater health than the rest of the factions, making it difficult destroying their base.

Angmar's Shade of Wolf now has better AI, making it use the appropriate ability at the right time

Dwarven Battlewagon can now upgrade to have Axethrowers, Men of Dale, Banners, or Hearth. Increased their cost but made the upgrade free. (this is so that AI can easilly acces them seeing computer doesnt save money)

Dwarven Citadel (the spellbook power) now has the Mighty Catapult fortress weapon, forged blades upgrade for regular attack, and fire munition for the catapult regular attack. (Click the catapult on top) The catapult on top also has greatly increased armor for survivability. In exchange, it loses it's build pads and when the catapult on top is destroyed, you lose the fortress weapon and the regular catapult with it, and there's no way to repair it.

Mordor now summons haradrim archers and will use their barbed arrow ability.

---------------------Update: December 7, 2015-------------------------------------

-New abilities for CAH

-CAH is more resistant to magic damage (still hurts alot)

-Weakened silverthorn damage, especially on heroes

-Made brutal difficulty slightly less brutal

-Renamed the leadership of king heroes "High Leadership"

-Gothmog has the new ability "Siege Commander" which gives +100% damage to catapults, trebuchets, and ballistas. Increased his cost

-Fixed isengards spellbook purchase chain (only noticed the mistake when playing isengard)

---------------------Update: September 19, 2016-------------------------------------

-New abilities for CAH, especially the Men Hero, which gets differnent kinds of leadership buffs

-CAH bow damage was slightly strengthened

-Berserker Rage gives slightly increased armor and slowly reduces per increase in level. (its still a really op buff)

This Update was mostly to give Men hero more abilities

----------------------Update:December 11, 2017------------------------------------------------------------------

Here is a christmas gift to all who downloaded my mod!

-Weakened brutal difficulty (originally i wanted brutal to be unstoppable and handicapping or 2v1-ing was the only way to beat them)

-Adjusted revive Cost of heroes

-New abilities for CAH, especially the troll and dwarf. ALL hero calsses have 21 non chained abilities and cant have more!

-Spellbook summons have upgraded gear; 10 point powers have 1 upgrade, 15 or more are fully upgraded (if they have upgrades)

-Increased health of walls and expansions (this was alot more time consuming than i thought)

-Weakened regular attack of CAH (they were getting to strong with all the boostings they can get with passives and aura buffs)

-Strengthened men units and slight buffs to a few of their heroes

----------------------Update:January 28, 2018 -----------------------------------------

-Blackriders are now summoned individually from the siegeworks

-The staffs of the custom hero now has unique properties: (this i did upon request of lord iac)

*Purple Staff - melee, temporarily reduces max hp and attack by a little, as well as half movement speed

*Green Staff - melee, the earth breaks and causes units to be knocked down in a bigger area than normal (The bridge of kazad dum, the 3 trolls scene in the hobbit, and when he broke the rock at goblin town gave me the idea)

*Red Staff - ranged, fires a bolt of fire at a far distance, but has reduced damage and area compared to others

*Spiral Staff - ranged, fires a wind blast that hits its target and knocks down units that venture into its path (at low setting the blast becomes invisible)

*Saruman Staff - short ranged, deals more damage to creatures

*Gandalf White Staff - short ranged, deals more damage to evil beings

----------------------Update: April 19, 2018-----------------------------------------

-fixed problem where CAH wizard damage attribute modifier doesnt effect regular attack damage, though it doesnt increase as much as the other CAH

-Structures have increased armor against cavalry and slash, and even more against pikemen and archers

-New Abilities for CAH Wizard and Men

----------------------Update: October 25, 2018-----------------------------------------

-New Abilities for CAH archer, removed train allies

-New Abilities for CAH Wizard, removed Curse and Bombard ability (Do people even get these ablilities?) for two new necromancy abilities (just for Lord Aic =) and 2 new rank 10 abilities

-The CAH Wizard's Ability "Spell Mastery" now affects your basic attack, each having a different effect depending on which staff you chose.

*Purple Staff - More damage and enemies that are killed become wights

*Green Staff - Causes the earth around to rumble knocking down units

*Red Staff - More damage, area of effect, and fires a bigger firebolt

*Spiral Staff - The full length of the wind blast now deals decent damage unlike its unupgraded version;s insignificant damage

*Saruman Staff - Further doubles damage against creatures (Ents, Eagles Trolls, Mumakils, Dragons, etc.)

*Gandalf White Staff - Further doubles damage to nazguls and generally evil units (ghosts, undead, shadow monsters like balrog, shadewolf, etc.)

-Slight increase in Isengard's Ballista attack speed and faster buildtime

-Leadership ability for Azog

-Howl ability for Sharku

-CAH Wizard Avatar has an attribute adjustment

-Freezing Aura/Bolt now has much better looking animation (shade of wolf unsummon could effect)

----------------------Update: November 05, 2018-----------------------------------------

-Elrond's regular leadership is replaced with Renown Leadership which effects heroes and requires level 5

-Elrond also gets Elven Fury ability at level 3 and replaces his heal ability

-New ablilities for CAH

-Create a Hero cost of abilities are now cheaper (the prices of some heroes were getting outragous, i think everyone will be happy with this change)

-Gloin gets "Steal resources" ability at level 3

-Did a rework of "Capture Structure" and "Steal Resources". They are now small area target abilities instead of single taget. Why i did this? So AI can use these to steal or take enemy farms.

-AI can now use CAH ability "Reinforce Structure" on their resource structures and towers

-"Spear Throw" projectile now has an arced flight trajectory

-Alot of heroes have a small health boost (CAH is now cheaper, so all heroes need a power creep)

-Eomer gets "Riddermark Charge" ability which temporarily reduces damage from arrows and spears

-Fixed AI where goblins wont summon dragon ally spellbook

---------------------Update: February 10, 2021-----------------------------------------

-increased witch-king health

-Dwarven Summoned Citadel has a new abilities, "Oil Barrel" which throws a barrel of oil at the attacker and "Stone Volley" which throws a barrage of rock at the enemy

-Battlewagon also has stone volley ability

-Mighty Catapult has better accuracy

-OilBarrel now deals more damage and deals siege type damage instead of crush (so horses actually get hurt)

-Guardians have charge attack at lv1 and can knock down heroes

-Increased horde count of Guardians and axe throwers

-Adjusted commandpoint cost of alot of units (Generally cheaper command point cost of units)

-Isengard Ballista gets Explosive Bolt ability, which is like explosive arrow but weaker, also increased cost of ballista

-All mini heroes have their first asbility at rank 1 and their other abilities at higher ranks

--------Update: March 13, 2021----------

-Abilities with Updated FX

*Drogoth Wing Blast - added wind effect

*Frost Bomb - added a swirling aura to the hero when releasing the ice ball

*Legendary Leadership - new golden aura and tint

*Master Tactician - Legendary leadership aura + golden rays and whirling streaks

*Hurricane - actually looks like a mini hurricane

*Great Hurricane - actually looks like a mini hurricane

*Aragorn Return of the King aura - aura is now dim greenish blue light rays

*Blast Storm - new blast animation

*Double Blast - has a second blast after first

*Shattering Frost Bomb - Now uses actual ice shattering instead of replaying frost explosions

*Blink of Power - changed color of explosion to match blink warp color

*Terra Force - added flying rock debris

*Siege Master - added a whitish tint so you can see buildings that are effected by the leadership

*Aragorn Anduril Sword - new sparly effect (in the original BFME iirc his sword had a sparkling aura)

-Isengard loses Dragon Strike Spellbook power and gets a new one "Black Speech of Might" which gives +80% armor, +100% damage, and a whole lot of other bonuses. (This is inspired by the LoTR lore where Saruman's greatest strength was his voice, which he uses to strengthen his troops. For example, in the books he empowered his uruks from miles away with his voice to have endurance, preventing aragorn from catching up and saving Merry and Pippin, this also happened in the movies where it wasnt explicitly shown but there was a short scene hinting at it. Another is when saruman gave a speech to 10,000 uruk in the movies and empowered them.)

-Witch-King gets Hour of the Witch-King ability at rank 7 instead of 10

--------Update: March 22, 2021----------

-Giant Summon summons 3 giants like the ents

-Saruman Crebain ability is replaced with new ability "Words of Diminishing"

-Added new sounds to Isengard Spellbook "Black Speech of Might", making it match the scene in the movies more and giving it a little more epicness ;-)

-Weakened the effects of "Black Speech of Might" to add +70% armor and damage instead of +80%/+100% and reduced the area effected

-Aragorn's Return of the King leadership is no longer treated as a leadership effect and can stack with other leadership buffs

-Master Tactician Leadership no longer effects siege units, mainly because it overlaps with Siegemaster and Siege Commander Leadership and removes the superior buffs they give. I couldve made both stack together but the damage stacking wouldve been too crazy! In exchange it now increases the shroud reveal of units

-Siegemaster and Siege Commander now effect arnor trebuchets, which they didnt before

--------Update: April 1, 2021----------

-Industry and Dwarven Riches power has been changed, when clicked it buffs all currently existing resource structures all over the map, which also includes ally's structures. And yes... Dwarven Riches and Industry will stack together. The bonus is now reduced from 300% to 130% (I calculated and you need 7 farms to out-resource one farm with the old industry power)

-added a cheer emote to Black Speech of Might power

-Earthquake power is now stronger and now super effective againt siegeweapons

-Isengard berserkers are no longer effected by standard leadership buff

-Undermine power now deals damage to enemy units

-Wildmen summon now summons 3 wildmen hordes and 2 wildmen axe throwers

-Increased health of wildmen and wildmen axe throwers

-Updated FX:

*Earth Staff - has smaller crack effect and added small rock chunks

*Earthshaker lv2 - now has bigger cracks and added rock chunks, this also includes Gloin's Shatterhammer ability

*Earthshaker lv3 - There is lightning, a blast, big cracks on the ground, and chunks of rocks in the sky. Its a ThunderSmashin' Beauty!

*Rampage - Red tint lasts just as long as the ability, and steam comes out of the hero, gear 2nd style

-And lastly, Isengard gets a new power! Taint power is now replaced with "Rage of Caradhras"! This power allows you to summon dark clouds that release heavy snowfall that reduces range, vision, and especially speed. Watch as your enemies are rendered helpless by the thick blanket of snow while you pelt them with bolts and spells! The blizzard also does weak damage over time, but considering you can control the storm and how slow they will be moving, some weaker units wont even get out of the blizzard alive! XD

Be wary of certain elves! Though all can be obscured, some will not be slowed by mere snow! XD

I gotta say, this is probably the best looking power i made so far, it took days making it look right and it looks absolutely great! I also think its pretty balanced, they lose an area buff then get an area debuff. Taint is a 5 point power and i dont get why Isengard had it as a 10 point power in the first place, but this new power is most definitely worth it's 10 points.

--------Update: April 15, 2021 ----------

-Flood power has more horses and bigger area

-Earthquake power deals more damage and bigger area (center can destroy a lv3 dwarven barracks)

-Sunflare power deals more damage and bigger area

-Avalanch power deals more damage, bigger area, and temporarily freezes targets who survive

-Increased health of fortresses, all fortresses start with 12,000, 13,000, or 15,000 health depending on faction

-Undermine structure now shoots upgraded axes

-Isengard has a new power "Fire of Orthanc" which replaces Dragon Ally because the whole "dragons for Isengard" really reaaaally bothered me. Its a pretty basic power which summons a stack of 4 mines which the player can detonate by selecting the mine and clicking its detonate ability. Its surprisingly powerful for something so simple, and its small area summon allows you to summon it in between structures in a base and blow it up with what is essentialy the strongest damaging power in the game. Its explosion area is just as big as a standard mine so it has the smallest area of effect of any power, and the manual 10 second explosion delay is there to allow the enemy a chance to get away from what is practically an insta-kill explosion!

-Mines now have a portrait in the overworld hero list and can be selected there

-Mine damage was nerfed because OMG that damage! Added balrog summon explosion and sound

-Reduced the spellbook timer reduction bonus from signal fire structure

-Balrog is now immune to slow effect of caradhras rage but still loses vision and gets hurt

-Shade Wolf is now completely immune to caradhras rage snow effects and damage (its an ice monster after all)

-Increased health of Summoned citadel to 15,000, like the dwarven fortress

-increased health of towers except dwarven towers

-oathbreakers are not slowed by caradhras rage snow

--------Update: April 25, 2021----------

-mines are a bit stronger and has more effected area, but the added area has weaker damage compared to the center blast

-elven wood summons alot of trees so its like a mini forest. Removed tree summoning effect to prevent framerate drop. This was my true intention with elven wood but particle effects caused alot of lag when there was too many trees, but now that i understand effects more i can make it possible hehe

-strengthened armor of walls

-Treebeard gets ability "Call of the Ents" which temporarily increases speed and attack of ents, as well as ent moots instantly producing ents (this may sound overpowered, but due to the long spawn animation of ents, you can only spawn 3 ents at most before the buff ends)

-Treebeard loses some hp but also reduced his cost

-There is now a total of 30 color pallets to choose from for your faction. I edited some of the original colors to make them more vibrant or to make them stand out more compared with the new colors. Here is the list of colors available in order:

1. Color:Red 2. Color:Blue

3. Color:Yellow 4. Color:Magenta

5. Color:Orange 6. Color:Green

7. Color:Black 8. Color:OnyxBlack

9. Color:Gray 10. Color:White

11. Color:Gold 12. Color:Silver

13. Color:Copper 14. Color:BloodRed

15. Color:PastelRed 16. Color:NavyBlue

17. Color:SkyBlue 18. Color:Cyan

19. Color:CandleYellow 20. Color:DarkestGreen

21. Color:ForestGreen 22. Color:YellowGreen

23. Color:Purple 24. Color:Violet

25. Color:Lavender 26. Color:Pink

27. Color:Chocolate 28. Color:MilkChocolate

29. Color:Mahogany 30. Color:Flesh

(Tried my best to make each color unique. Silver and white were especially hard to see side by side, even after changing it to a darker silver tone its still relatively dificult to distinguish. Black is practically impossible to see, though this is only in player created maps with no map art since everything is black in this case)

-Tom Bombadil now releases an aura that makes units immune to fear

-Enshrouding Mist now causes enemy units to be hostile towards each other and lasts for 3 minutes

--------Update: May 08, 2021----------

-Goblin's Balrog power now replaced with old Isengard's Dragon Strike, which makes each evil faction have their own unique 25 point power

-Dragonstrike dragon flies faster now

-caradhras rage nerfed to reduce speed by 65% instead of 70%

-snow troll are immune to caradhras rage

-Thranduil has his own summon that replaces move unseen ability

-Thranduil's mirkwood archer summons deal more damage and have more health than the standard unit, they can be identified by their golden arrow streak when shooting

-ents have their melee damage buffed (only the one used on units)

-FX update for Blink - now releases a flash of light instead of just a light shaft similar to the goblin town scene

-Goblins get the new power "Summon Great Troll" which summons an abnormally large cave troll that deals more damage and has alot more health(the timer doesnt show for some reason but the troll lasts for 2 minutes). The summoned troll also has greater range at throwing rocks, greater area effect, greater knockback, more speed, and its near death rampage can knock back hero units. Lets be honest, Untamed Alleigiance was a useless power which becomes completely unusable when all lairs are gone. (which AI has a strong desire to get rid of) But if you do miss the power, worry not, since the troll that is summoned has Untamed allegiance ability.

-Fixed troll rampage damage and knockback timing (it was awkward with the giant troll so i went out of my way to fix it)

-Altered the sizes of alot of units to be scaled properly and be more accurate to their movie counterpart. Goblins were just as tall as gondor soldiers for some reason, and their armor made them look taller. That is fixed now. Dwarves and hobbit units have also been resized, compared to an average gondor soldier, dwarven units are just under armpit height and hobbits (gollum also) are right at waist height. And if youre wondering, yes, mumakils are MASSIVE now scaled to their movie adaptation!

-Mumakils are COLOSSAL now!!! And now their speed, damage, area effect, and attack range have been edited to match their new size. Its even an awesome plus melee units go for the legs when attacking it and adds a bit of realism. Along with this though are some balancing nerfs. Their size makes them a huge target and mey be a problem in tighter maps. They are more expensive, even more than most heroes. They take longer to build than most units, 3 minutes to be exact. They have a massive and powerful AoE attack, but friendly units take as much damage from them. Their CP cost has also been increased to 120CP, which is equivalent to 2 uruk battalions so its not a bad trade off. They also lose their charge ability because this thing WILL take out armies if it kept it. They are more overall more resistant to everything except pikes and heroes (decided heroes will be its second weakness since you know... Legolas... Eomer ... Eowyn... Theoden... They dont have a good "vs hero" streak.)

-Mumakil death crush returns! Its even a huge bonus they die falling straight now!

-Got rid of the lunge and stomp animation since they look awkward with their new size.

-Mumakil now cost 120CP (its still a small amount, considering its equivalent to just 2 hordes of urukhai)

--------Update: May 16, 2021----------

-mumalkil no longer effected by leadership

-great troll can knock down heroes with tree club attack and cannot be dominated

-trolls now have less knockback resistence compared to heroes

-dwarven citadel gets increased hp

-custom troll hero's Brutal Swing ability can now knock down trolls

-mumakils are a bit cheaper, but take more damage from hero damage.

-mumakils get new effects for their attacks and move closer to targets in order to hit more of the enemy horde

-mumakil's death crush now has smoke and debree effects

-orc archers get heavy armor

-goblin fighter and archer horde now have 35 members instead of 20, but also increased cost

-drogoth, fellbeast, and eagles get a speed boost

-shelob and spider riders can now climb walls (a bit awkward though for spider riders since they just freeze till they reach the other side. shelob on the other hand runs too fast and sometimes just passes through the walls)

-Summoned citadel will injure units when it is destroyed

-Found an extra dragon unit in the ini file and made it so it can sometimes appear instead of the standard ROTWK dragon when using the summon dragon spell

--------Update: May 24, 2021----------

-Lorien Warriors have been removed from the barracks and Lorien Archers can now toggle between melee and ranged. They can now purchase the forged blades upgrade as well. (though they have a fire arrow tip when upgraded with silverthorn for some reason. Because of this change, all but one unit in the barracks have a bow, so expect alot of arrows flying when facing elves AI)

-Lorien Archers skin has been changed to the original version (still dont understand why they chose to change the flexible lorien warrior unit to 2 units) and have more health and damage since theyre part melee now

-Thranduil Summon now summons 2 hordes of mirkwood agents instead of 3 and have less hp (way too strong, but still want it as a lv5 power)

-gave khamul, morgomir, and their fellbeasts (including witch king) the black rider aura

-you can now recruit 3 black riders in the siege works instead of 6

-you can now recruit nazguls in the troll cage!!! You can recruit up to 3 simultaneously just like the ones in the siege works, but these are the fell beast versions! I did this for 2 main reasons, first is so mordor can recruit more nazguls faster by having 3 sources of nazgul production, and second reason is so mordor can have more fell beasts available. With witch-king, khamul, morgomir, and the 3 nazgul in the troll cage you can have a total of 6 flying nazgul to call upon for an air strike!

-edited black color option to be a bit more visible in the map and player select ui, still very difficult to see in player created maps

-mumakil buildtime and and cp cost has been reduced

-the rohan trio now spawn riding their horse, so ai doesnt spend 5 seconds mounting it everytime

-farms now give 75 command points instead of 50, and fortresses give 150 command points instead of 100

-nazguls more resistant to fire

--------Update: June 03, 2021----------

-Goblin's Wild Men summon power and Mordor's Arrow Volley power were replaced with the new power "Amass Army". When clicked, all existing orc pits and goblin caves permanently gain +50% production speed. I was thinking what power i can make to replace the wildmen summon since it didnt match goblins and arrow volley was just a copy paste of the ranger ability. Someone suggested an Ungoliant summon but i didnt want to just make an enlarged spiderling model and goblins already had a spiderling power, not to mention she didnt even appear in the lotr/hobbit books/film.

-fixed one of the goblin ai spell purchase scripts where ai would fail to purchase Great Troll Summon power and break the spell purchase chain

-Oathbreaker Summon has more units, deal more damage, and lasts longer

-Faramir wound arrow deals more damage to monsters

-Brand slam arrow deals more damage to monsters

-changed the height where flying units attack mumakils so they dont fly inside

-nazguls revieve more damage against heroes and decreased dread visage aura effect size (since mordor can now quickly summon multiple nazguls and their dread visage disables leadership as well as debuffing units, they seem to be the strongest ai faction so far.)

-mumakils deal more damage to other mumakils and less damage to walls

-All wall segements, hubs, postern gates, cataplt wall expansions, ect. now have the same armor and take the same damage, with only the wall health and upgrade bonus effecting the value.

-Fortress expansions have more healt

Instructions:

1.Be sure to have updated your game to the 2.01 official patch

2.Be sure to have a backup of the files that will be relaced in case you want to return to the unmodded version

3.If your game is currently a modded version, it may not work.

FILES

Libraries.big - this is where the Spellbook purchasing scripts are.

englishpatch.big - contains the descriptions of the new skills, its the text you see when you read what the skill does

Maps.big - Just found this in the internet, it raises the camera's maximum height

Ini.big - Everything else i guess

INSTRUCTIONS

1.THere will be four .big files inside: the ini, libraries, Maps, and englishpatch

2.Copy paste the files called "Ini", "Maps" and "Libraries" inside the BFME2 ROTWK folder

3.The "englishpatch" file on the other hand goes inside the "lang" folder found inside the BFME2 ROTWK folder

4.You are ready to play

  • Last update: Sunday, June 20, 2021
  • Genre: Strategy
  • File size: 71.3 MB
see more

Popular files for The Lord of the Rings: The Battle for Middle Earth II – The Rise of the Witch-King

Name

Type

Size

Date

Total

7 days

The Lord of the Rings: The Battle for Middle Earth II – The Rise of the Witch-King - Age of the Ring v.8.1 mod 6825.9 MB 5/8/2023 21.9K 183
The Lord of the Rings: The Battle for Middle Earth II – The Rise of the Witch-King - Edain v.4.6 mod 2405.8 MB 10/1/2022 16.4K 81
The Lord of the Rings: The Battle for Middle Earth II – The Rise of the Witch-King - RotWK Patch 2.02 v.9.0.0 mod 766.8 MB 5/8/2023 13.4K 44
The Lord of the Rings: The Battle for Middle Earth II – The Rise of the Witch-King - Edain Unchained v.3.4 mod 2665.5 MB 10/9/2024 670 42
The Lord of the Rings: The Battle for Middle Earth II – The Rise of the Witch-King - Bfme II & Rotwk Map Pack v.2021 mod 8.7 MB 7/6/2021 2K 24
The Lord of the Rings: The Battle for Middle Earth II – The Rise of the Witch-King - North Kingdom v.14082017 (map pack) mod 3.6 MB 7/4/2021 5K 24