Here there be Dragons

•October 5, 2007 • Leave a Comment

So now that I have “baby drakes” out of the picture, I can focus on real dragons; Drogoth and the Fire Drakes. It has not been long since I read “The Children of Hurin” and I had a couple ideas in my head.

One, dragons ought to have excellent vision. Glaurung’s sight is described as keener than that of eagles, and he could easily spot hidden enemies, even elves. That translates as an easy and substantial buff in-game, greater sight and stealth detection. The Fire Drakes have a wider shroud revealing radius and they can hunt down Gollum; and so can Drogoth, who now has the largest sight radius in the game (larger than Drakes, since he flies and would have a better view of any battlefield).

Two, it’s the dragon-spell. Glaurung used it more than once, the power to hypnotize a victim by locking eyes.

‘…Glaurung withheld his blast, and opened wide his serpent-eyes and gazed upon Turin. Without fear Turin looked into them as he raised up the sword; and straightway he fell under the blinding spell of the lidless eye of the dragon…’

SmaugThe dragon-spell seems varied in its effects. Turin is described to be paralyzed as if he was turned to stone, and so is Nienor later, but on her the effect is greater; she loses her memories and is driven mad (though one might assume that this was because she was not as strong-willed as her brother Turin). Regardless, the dragon-spell appears to have passed on to the descendants of Glaurung. In “The Hobbit”, we read about the dragon Smaug, who attempts to use it on the hidden Bilbo Baggins. In their conversation, whenever the dragon’s gaze swept where Bilbo hid, he felt an urge to reveal himself.

‘…In fact he was in grievous danger of coming under the dragon-spell…’

So in the next version of Realms of the Elf-Lords, Drogoth is definitely going to hold this power. Used in battle at moderate range, the dragon-spell will completely paralyze a targeted hero for a large duration, also reducing his armor substantially (as a paralyzed target cannot defend himself). I expect it will do wonders to protect the dragon-lord from lone archer heroes, or help neutralize a serious threat in a larger battle.

The Fire Drakes may or may not get a similar power, but if they do, it will probably be more limited in effect.



In the next version

•September 24, 2007 • Leave a Comment

The Drake. Or a baby drake, depending on scaling..!

Here comes a post about the next version of this mod. I think it is necessary as I am going for radical changes at the moment, so consider this a warning of sorts!

I believe that EA did many mistakes with the expansion. Rise of the Witch-King is a fun game, with great features, but largely it is… not very high quality. EA rushed to get out a game with minimal work (read: minimal cost to them) and so they “got lazy” in many aspects. Mostly in certain so-called “new” units.

This is directed primarily at Baby Drakes and Uruk-Hai Deathbringers. The former is a scaled-down version of the drake with the same attack that comes in hordes, the latter is an edited create-a-hero in small hordes. In the case of the Deathbringers, EA did not even bother to give them shield-wall animation and their shield-wall is simply a yellow glow. Finally, there are the Dwarven Zealots, or mini-Gimlis; EA actually reskinned a hero unit, how lame is that. These units have no place in my ideal Lord of the Rings-themed game. After all, the goal of this modification is to make the game 1) fun, and 2) adhere to Tolkien “canon” where possible. Baby Drakes are the direct result of EA’s laziness, they are anti-epic, they are boring, and they are going to go away next version of Realms of the Elf-Lords.

The Drake. Or a baby drake, depending on scaling..!

The Drake. Or a baby drake, depending on scaling..!

The Drake. Or a baby drake, depending on scaling..!

I am not sure exactly what my plans are for all the hero-hordes. I like the Nazgul in a horde, and Noldors and Knights of Dol-Amroth are great units. They might need to be changed, though, if I end up removing the hero-hordes of other factions.

But I am not worried, I am certain I will come up with a cool way to make everything work. I already have a few cool ideas about Tolkienesque Dragons… But more on those next time..!


Realms of the Elf-Lords 5 is here!

•August 22, 2007 • Leave a Comment

The new version of the mod, v5, is complete!

This latest file makes it so the mod now works with the latest patch for Rise of the Witch-King, and also makes a very small number of balance changes I made a while ago.

I have a large number of upgrades coming, so stay posted for news about the next release of Realms of the Elf-Lords! For now, enjoy it with your 2.01 patch.

Changes in Realms of the Elf-Lords v5:

– Tom Bombadil hates the undead
– Orc Archer range increased
– Blight affects Lumber Mills
– Farms and Lumbermills give more command points after level up
– Dark Dunedain pierce armor restored to game default

– The mod now takes advantage of the art and graphic changes of patch 2.01

Complete Changelog

Download link


New version in the works!

•August 6, 2007 • Leave a Comment

For those of you asking about the mod, yes, sadly it does not work with ROTWK 2.01 patch, the last version was released long before EA made the patch (though as the changelog was public at the time, all of the patch’s balance changes that I liked are inluded one way or another).

I am working on a new version for the Realms of the Elf-Lords mod. While on vacation, I have been writing down ideas for a new release. And of course it will work with 2.01! As soon as vacation is over and I have access to my computer, I will make it a priority to get the mod to work with the patch.

Lastly, thanks for the interest you show in this project! This would not have been possible if not for you (truly, I do not use 2.01 myself and that is why I did not update the mod sooner).

Gl & hf 😉


•April 9, 2007 • Leave a Comment

These are links to this mod on other Battle for Middle-Earth 2 websites!

You can find Realms of the Elf-Lords on:

Middle-Earth Vault: Download

Middle-Earth Center: DownloadForum Thread

The 3rd Age: Mod Details

Gamereplays: Forum Thread

ModDB: Mod Details


New Version, v4.02, Released!

•April 2, 2007 • Leave a Comment

New version, v4.02 of the Realms of the Elf-Lords mod, has been released!

Here is the list of the changes:

– Isengard mine detonate timer removed
– Gondor Blacksmith costs 1500
– Elven Entmoot costs 2000
– Ent range increased
– Rhudaur Axethrower/Wildmen Axethrower ranges restored
– Wyrm more vulnerable to Nazguls and Eagles

– Fixed the Wild Burrows tooltip

– New skins for many Dwarven units! THIS LATEST VERSION INCLUDES THE DWARVEN RESKINS – You do NOT need the seperate download if you are using this modification!

As always, the complete changelog can be found here.

And the download link can be found here.



Dwarven skins ready for download!

•April 2, 2007 • Leave a Comment

The new dwarven skins that I talked about here, are ready for download!

Simply follow this link to FilePlanet.

This mod works with the normal game without affecting the code!

This means that you can use it on multiplayer, if you want, and it will not affect your ability to connect to the games of people that are not using the mod!