"His house was perfect, whether you liked food, or sleep, or work, or story-telling, or singing, or just sitting and thinking best, or a pleasant mixture of them all. Evil things did not come into that valley."
The Hobbit, "A Short Rest"

Edain_4.4_Imladris_Trailer

Edain 4.4 Imladris Trailer

Imladris is based around the elven inhabitants of Rivendell, and it is one of the two elven factions featured in the Edain Mod. This faction offers excellent quality, highly specialized troops at the price of unit size, production time and unit diversity.

Imladris' fortresses have a walkable ring of walls with several extension functions. Within the fortress there are 7 building plots, whilst outside of the fortress exists the possibility to build two unique defensive buildings. The Citadel provides important functions and can be expanded with various fields of study. On camp maps, Imladris has a ring of walls with a simple entrance. This faction typically fields a low number of excellent quality troops. The troop sizes, therefore, are smaller than in other factions.

Imladris can recruit the Elves of Lindon on settlements and the Dúnedain of the North on outposts.

Strategic Points

Castle

Rivendell is protected by an imposing fortress, that can be armed with healing fountains, towers and side gates at various building slots. The gate can on each side be upgraded with floodgates to blow nearby enemies away. The whole game principle of the faction is focused on the buildable Library, which collects knowledge during the game. By doing so it is provided with new fields of study and Loremasters. As the game progresses and more knowledge is collected, the variety of the faction grows. Units can use new skills or formations and improve already upgraded blades and arrows even further.

Camp

The Rivendell Camp is similar to the Gondor Camp where the camp has on exit and is surrounded by thin walls. The camp can be equipped with four towers for defense and apart from that has access to the same buildings and abilities as the fortress.

Outpost

Apart from the regular outpost, Rivendell can build a Dúnedain outpost which can be upgraded similarly to the Ered Luin Lake-town or Erebor's Dale. They can be upgraded with a food tent to produce resources, a tower which fires arrows at nearby enemies, a barracks to recruit Dúnedain troops and a healing tent, which heals nearby troops. You can also recruit the hero Halbarad.

Settlement

On the settlements, Rivendell can build an Imladris Farm to produce resources and to reduce cavalry costs, a Hobbit Farm to reduce Dúnedain costs, which is protected by hobbits and a Lindon Watchtower to recruit Círdan and Lindon Guardians.

Buildings

Name Location Cost Description Discount
Eregion Forge Castle, Camp 400 Researches upgrades.

Generates resources.

Reduces cost of unit upgrades:

2 forges: -10%

3 forges: -15%

4 forges: -20%

5 forges: -25%

6 forges: -30%

Author's Hall Castle, Camp 400 Generates resources. Reduces the cooldown time of spellbook powers:

2 halls: -10%

3 halls: -15%

4 halls: -20%

5 halls: -25%

6 halls: -30%

Siegeworks Castle, Camp 400 Builds Imladris Catapult. Can research Blinding Shots N/A
Library Castle, Camp 1000 Trains Loremaster.

Can research different kinds of Studies to enable different functions and level recruitment and eco buildings.

N/A
Resting Place Castle, Camp 400 Heals nearby allies if there are no enemies close. Allies gain +20% attack and defense. When they leave the surroundings of the resting place the bonus persists for 30 seconds. Can be activated to replenish fallen units Reduces the cost of Heroes:

2 Resting Places: -10%

3 Resting Places: -20%

4 Resting Places: -30%

Rivendell Barracks Castle, Camp 300 Trains Rivendell Swordsmen, Rivendell Spearmen, Rivendell Archers, Blade Masters of Rivendell, Veterans of the Last Alliance. Can research Banner Carriers N/A
Green Pasture Castle, Camp 800 Trains Rivendell Lancers and Glorfindel's Wind Riders. Researches Horse Shields. N/A
Battle Tower Castle, Camp 800 Defensive arrow tower that can be garrisoned with archers. N/A

Units

Name Type Location Cost CP Strong vs. Shortcut
Rivendell Swordsmen Swordsmen Rivendell Barracks 500 90 Spearmen;

weak infantry

Z
Rivendell Spearmen Pikemen Rivendell Barracks 600 90 Cavalry, Monster X
Rivendell Archers Archer Rivendell Barracks Level 2 600 120 Light infantry, pikemen, monsters V
Blade Masters of Rivendell Swordsmen Rivendell Barracks Level 2 500 90 Weak units in high numbers V
Veterans of the Last Alliance Heroic Swordsmen Rivendell Barracks Level 3, Forged Blades, Heavy Armor 1100 90 Everything B
Loremaster Ranged Magic Library 600 90 Depends X
Rivendell Lancers Cavalry Green Pasture 800 120 Archers Y
Glorfindel's Wind Riders Heroic Green Pasture level 3, heavy armour, forged blades and horse shields 1600 120 Everything C
Imladris Catapult Siege Siege Works 600 60 Buildings x

Naval Units

Name Cost CP Strong vs. Description Shortcut
Elven Transport Ship 100 25 N/A Can transport up to two battalions or heroes into any other location, very weak. If it dies with units the units will also die. Y
Elven Battle Ship 750 50 At Range, VS Ships Basic ships who shoot at any troops nearby, can be upgraded with improved armor and health regeneration. X
Elven Bombardment Ship 3000 100 Structures Mighty Siege ship which deals huge damage. Can take down a building in merely a couple of hits. Can be upgraded with better armor and health regeneration C
Elven Storm Ship 500 25 Ships Elven ships that cause a destructive storm that kills all the ships nearby V

Heroes

Gildor

"Before long the Elves came down the lane towards the valley. They passed slowly, and the hobbits could see the starlight glimmering on their hair and in their eyes. They bore no lights, yet as they walked a shimmer, like the light of the moon above the rim of the hills before it rises, seemed to fall about their feet."
The Fellowship of the Ring, "Three is Company"

Gildor was a Ñoldorin elf who met Frodo Baggins in the Shire. After hearing of the Black Riders, he allowed Frodo, Sam and Pippin to spend a night in the Elves' company.

Recruitment location: Citadel

Halbarad

"'Halbarad Dúnadan, Ranger of the North I am,' cried the man. 'We seek one Aragorn son of Arathorn, and we heard that he was in Rohan.'"
Halbarad, The Return of the King, "The Passing of the Grey Company"

​Halbarad was one of the Dúnedain Rangers who guarded the Shire in the Third Age. During the War of the Ring, he led 30 of the Grey Company (as well as the Sons of Elrond) to Gondor, where he was killed in the Battle of the Pelennor Fields.

Recruitment location: Dúnedain Outpost with a Troop Tent Upgrade

Arwen

"So it was that Frodo saw her whom few mortals had yet seen; Arwen, daughter of Elrond, in whom it was said that the likeness of Lúthien had come on earth again; and she was called Undómiel, for she was the Evenstar of her people."
The Fellowship of the Ring, "Many Meetings"

Arwen is the daughter of Elrond and Celebrían. During the Third Age, she loved Aragorn (a man) and chose a mortal life with him in Middle-earth rather than join her father in the Undying Lands.

Recruitment location: Citadel

Círdan

"Círdan the Shipwright was lord of the Havens and mighty among the Wise."
The Silmarillion, "Of the Rings of Power and the Third Age"

Círdan​ was a Telerin shipwright who lived in Lindon. He was one of the oldest living beings in Middle Earth and was a guardian of the Elven Ring Narya, which he gave to Gandalf. Círdan prepared the ship that sent the Ring-bearers into the West at the start of the Fourth Age.

Recruitment location: Lindon Watchtower

The Twins

"And have you marked the brethren Elladan and Elrohir? Less sombre is their gear than the others', and they are fair and gallant as Elven-lords; and that is not to be wondered at in the sons of Elrond of Rivendell."
Legolas, The Return of the King, "The Passing of the Grey Company"

Elladan and Elrohir were the Sons of Elrond and Celebrían born early in the Third Age. They were known for the close friendship with the Dúnedain of the North and joined the Grey Company as they journeyed to Gondor during the War of the Ring.

Recruitment location: Rivendell Barracks

Glorfindel

"'I thought that I saw a white figure that shone and did not grow dim like the others. Was that Glorfindel then?'
'Yes, you saw him for a moment as he is upon the other side: one of the mighty of the Firstborn. He is an Elf-lord of a house of princes.'"
The Fellowship of the Ring, "Many Meetings"

Glorfindel was once a Lord of Gondolin during the First Age of Middle-earth. During the Fall of Gondolin he fought and slew one of the Balrogs, perishing in the process. Because of his noble actions in life he was sent back to Middle-earth in the Second Age by the Valar.

Recruitment location: Green Pasture

Elrond

"The master of the house was an elf-friend-one of those people whose fathers came into the strange stories before the beginning of History, the wars of the evil goblins and the elves and the first men in the North. In those days of our tale there were still some people who had both elves and heroes of the North for ancestors, and Elrond the master of the house was their chief.
He was as noble and as fair in face as an elf-lord, as strong as a warrior, as wise as a wizard, as venerable as a king of dwarves, and as kind as summer."
The Hobbit, "A Short Rest"

Elrond Half-elven was the Lord of Rivendell during the Second and Third Ages of Middle-earth. He was the Herald of Gil-galad in the War of the Last Alliance and an ally of Arnor in the Angmar War. With his Ring, Vilya, Elrond preserved and protected Imladris from all evil. He fostered the Heirs of Isildur in their exile and his home was a place of rest and counsel for all the Free Peoples. He was a prominent and powerful member of the White Council and assisted both the Company of Thorin Oakenshield and the Fellowship of the Ring.

Recruitment location: Library

External Buildplots

​Buildings

Name Location Cost Description Discount
Dúnedain Outpost Outpost 800 May be expanded with more tents. Trains Dúnedain Swordsmen, Dúnedain Spearmen, Dúnedain Rangers and Battering Rams.

Recruitable hero: Halbarad

N/A
Hobbit Farm Settlement 200/300/400 Generates resources.

Defended by Hobbits.

Reduces the cost of Dúnedain units:

2 Farms: -10%

3 Farms: -15%

4 Farms: -20%

5 Farms: -25%

6 Farms: -30%

Lindon Watchtower Settlement 500 Fires arrows at nearby enemies.

Trains Lindon Guardians.

Recruitable hero: Círdan

None
Garden of Imladris Settlement 200/300/400 Generates Resources. Reduces cost of Cavalry:

2 Farms: -10%

3 Farms: -15%

4 Farms: -20%

5 Farms: -25%

6 Farms: -30%

Units

Name Type Location Cost CP Strong vs. Shortcut
Lindon Guardians Heroic Lindon Watchtower and Círdan has been recruited 1300 90 Depends on situation Y
Dúnedain Swordsmen (Imladris) Swordsmen Dúnedain Outpost 200 60 Spearmen;

weak infantry

B
Dúnedain Spearmen (Imladris) Pikemen Dúnedain Outpost 300 60 Cavalry, Monsters N
Dúnedain Rangers (Imladris) Archer Dúnedain Outpost 300 90 Light infantry, pikemen, monsters A
Battering Ram (Imladris) Siege Dúnedain Outpost 200 10 Buildings S

Heroes

Name Weapon(s) Role Location Cost CP Importance
Halbarad Bow/Sword Support Dúnedain Outpost 1200 30 Banner Carrier of the Dúnedain
Círdan Sword Support Lindon Watchtower 1400 45 Lord of the Grey Havens

Upgrades

Name Cost of Researching Requirement
Dunedain watchtower.png Watchtower: Builds a defensive platform manned by 3 Dunedain Rangers that will fire at nearby enemies. Cost: 400 400 Purchase at the Dunedain Outpost
Troop tent.png Troop Tent: Builds a troop tent which allows for the recruitment of rams and the hero Halbarad. Cost: 300 300 Purchase at the Dunedain Outpost
Storage tent.png Storage Tent: Builds a storage tent which generates extra resources. Cost: 500 500 Purchase at the Dunedain Outpost
Medic tent.png Medic Tent: Builds a medic tent which heals nearby allies and grants them leadership. Cost: 600 600 Purchase at the Dunedain Outpost

Spellbook

Due to recent changes by Fandom, the hover mechanics of the spellbooks no longer works. Below you can see how the spells are arranged in the game. To find more about each power scroll down to the tabber.
 

Tabber

Breeze of Manwë

Cost: 1 point
A breeze rolls over the ground, starting from the top left of the target area and moving to the bottom right of the target, often even beyond that. All units and heroes within the target area (and slightly beyond) are thrown into the air and knocked back, making then unable to attack for a few seconds.

Miruvor
Cost: 1 point

Visual Effect: All units in the target area are wrapped in a blue effect and a troop emerges from the center of the battalion.
Gameplay Effect: Units within the target area regain health and each battalion hit by the spell is replenished by a unit.

Journey to Valinor

Cost: 2 points
A resting place is summoned on the target area. Near it, units are fearless and invulnerable to magic and elemental damage. Enemy units and heroes near it won't gain any exp for kills. The resting place can be destroyed like any other building. Enemies killed near the Resting Camp grant it exp, with enough exp more powerful bonuses are unlocked.

Summon Hobbit Allies
Cost: 3 points

Visual Effect: Smoke appears on the area, when it clears unit battalions spawn along with a fireplace, some stools and chairs for cosmetic purpose only.
Gameplay Effect: Summons three battalions of Hobbits, versatile units which can switch between melee and range and render nearby allies fearless.

Sanctuary of Knowledge

Cost: 4
Visual Effect: This power does not have a visual effect
Gameplay Effect: Units gather experience twice as fast and their ability cooldowns are reduced by 25%.

Influence of the Evening Star
Cost: 5 points

The light of the Evening Start shines brightly in Arwen's soul, invigorating her and nearby allied heroes. Awrwen and allied heroes nearby regenerate health twice as fast, get +50% armor and recharge their ability 30% faster. Passive Ability

Protection of the Bruinen
Cost: 6 points

Visual Effect: A moat of water will surround the target building and a flood will be triggered.
Gameplay Effect: The building is invulnerable for 1 minute and upon application of the spell a flood attack will be unleashed against the closest enemy. Enemies near the building lose -50% speed.

Tom Bombadil
Cost: 6 points

Visual Effect: A small shock wave is unleashed at the target followed soon by the apparition of Tom Bombadil.
Gameplay Effect: Summons Tom Bombadil temporarily at the target location.

Luthien
Cost: 5 points

Visual Effect: The song of Luthien can be heard and a vision of Luthien appears at the target area.
Gameplay Effect: Enemies nearby the target area lose armor and speed, with the debuff slowly getting stronger. For 25 seconds, enemies near Luthien instantly lose -25% speed and -30% armor and then continually lose -5% speed and -10% armor every 1.5 seconds to a maximum of -60% speed and -100% armor.

Formation of the Firstborns

Cost: 10 points
Units trained from the target building will come out upgraded with Forged Blades, Heavy Armor, Banner Carriers, Horse Shields and Gold Tip Arrows. Can target either the Green Pasture or the Rivendell Barracks.

Last Alliance

Cost: 10 points
Temporarily summons several battalions of pike, archers, swordsmen themed after the Last Alliance design. Also temporarily summons Gil-Galad, Elendil, Isildur and Anarion.


Upgrades

All upgrades can be seen here.

Name Cost of Researching Requirement
Mystical studies.png Mystical Studies - The loremasters research the mystical arts of Doriath. Allows Loremasters to use abilities. Author Halls level up. Unlocks Advanced Mystical Studies for research Cost: 900 900 Research at a Library
Blacksmithing studies.png Blacksmithing Studies - The loremasters study the arts of the Eregion smiths. Enables battalions to purchase Eregion Blades. Eregion Forges level up. Unlocks Advanced Blacksmithing Studies for research. Cost: 900 900 Research at a Library
Military studies.png Military Studies - The loremasters research the military arts of the Noldor. Enables standard units to use a new ability. Military structures level up. Unlocks Advanced Military Studies for research. Cost: 900 900 Research at a Library
Basic Agricultural Studies.png Agricultural Studies - The loremasters study the agricultural environment of Eriador. All Hobbit Farms and Gardens of Imladris level up and Hobbit Farms are guarded by Dunedain archers. Unlocks Advanced Agricultural Studies for research. Cost: 900 900 Research at a Library
Adv mystical studies.png Advanced Mystical Studies - The loremasters uncover further secrets of Doriath. Allows combined Loremasters to use abilities. Author Halls level up once again. Cost: 900 900 Research at a Library after having research Mystical Studies
Adv blacksmithing studies.png Advanced Blacksmithing Studies - The loremasters uncover further secrets of Eregion. Enables Rivendell Archers to purchase the gold-tipped arrows of Eregion. Eregion Forges level up once again. Cost: 900 900 Research at a Library after having research Blacksmithing Studies
Adv military studies.png Advanced Military Studies - The loremasters uncover further secrets of the Last Alliance. Unlocks a special ability for elite units. Military buildings level up once again. Cost: 900 900 Research at a Library after having research Militray Studies
Agricultural Studies.png Advanced Agricultural Studies - The loremasters develop new agrarian techniques. All Hobbit Farms and Gardens of Imladris level up once again. Miruvor now replenishes 20% more health. Cost: 900 900 Research at Library after having research Argicultural Studies
Imladris banner carrier.png Banner Carrier - This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. Cost: 200 600 Research at a level 2 Rivendell Barracks (Elven Units) / Halbarad level 5 (Dunedain Units)
Magic blades.png Magic Blades - Increases the damage of this battalion and provides a damage bonus against
  • Other infantry if they are swordsmen
  • Monsters and Cavalry if they are pikemen
  • Buildings if they are cavalry
    Cost: 300
900 Research at a level 2 Eregion Forge
Imladris heavy armor.png Heavy Armor - Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to a different armorset. Cost: 300 900 Research at a level 2 Eregion Forge
Gold tip arrows.png Gold Tip Arrows - This upgrades adds a bonus MAGIC damage to the unit. Causing it to deal additional damage to everything and even more to buildings. Cost: 400 1200 Research at a level 2 Eregion Forge
Eregion Blades Upgrade.png Eregion Blades - After the Forged Blades (Magic Blades) upgrade has been purchased by the battalion, this additional upgrade becomes available once the Basic Blacksmithing Studies has been researched from the Library. The Eregion Blades are lighter and more efficient, granting the battalion a +25% higher attack speed. Cost: 200 0 Forged Blades has been researched, Blacksmithing Studies has been researched
Golden Eregion Arrows Upgrade.png Golden Eregion Arrows - After the Gold Tip Arrows upgrade has been purchased by the battalion, this additional upgrade becomes available once the Advanced Blacksmithing Studies has been researched from the Library. The Golden Eregion Arrows increase the attack of allied units near the point of impact by +30%. Cost: 200 0 Gold Tip Arrows has been researched, Advanced Blacksmithing Studies has been researched
Fire arrows.png Fire Arrows - This upgrades adds a bonus FIRE damage to the unit. Causing it to deal increased damage to everything and even more to buildings. Cost: 400 0 Halbarad Level 7
Blinding Shot.png Blinding Shot - Blinding Shot boulders paralyze enemies in the target area but inflict only half damage. Catapults can switch between regular boulders and Blinding Shot boulders. Once this upgrade is purchased at a level 3 Siege Works, it will automatically be applied to all Imladris Catapults. Cost: 800 800 Research at a level 2 Siege Works
Horse Shield.png Horse Shield - Increases armor of the battalion against Pikemen by 25% and armor against Swordsmen by 50%. Changes the armorset to EdainCavalryShieldArmor, if heavy armor has already been purchased changes the armorset to EdainCavalryHeavyShieldArmor. Cost: 200
[+/-]EdainCavalryShieldArmor
DEFAULT 100%
SLASH 15%
PIERCE 50%
CAVALRY_RANGED 50%
SPECIALIST 170%
CRUSH 100%
CAVALRY 100%
SIEGE 100%
FLAME 100%
FROST 100%
MAGIC 100%
HERO 100%
HERO_RANGED 100%
STRUCTURAL 65%
CHOP 22%
URUK 15%
WATER 135%
FlankedPenalty 12%
[+/-]EdainCavalryHeavyShieldArmor
DEFAULT 100%
SLASH 15%
PIERCE 32%
CAVALRY_RANGED 65%
SPECIALIST 170%
CRUSH 100%
CAVALRY 100%
SIEGE 100%
FLAME 100%
FROST 100%
MAGIC 100%
HERO 150%
HERO_RANGED 150%
STRUCTURAL 100%
CHOP 15%
URUK 22%
WATER 135%
FlankedPenalty 12%
400 Research at a level 2 Green Pasture
Dunedain watchtower.png Watchtower: Builds a defensive platform manned by 3 Dunedain Rangers that will fire at nearby enemies. Cost: 400 400 Purchase at the Dunedain Outpost
Troop tent.png Troop Tent: Builds a troop tent which allows for the recruitment of rams and the hero Halbarad. Cost: 300 300 Purchase at the Dunedain Outpost
Storage tent.png Storage Tent: Builds a storage tent which generates extra resources. Cost: 500 500 Purchase at the Dunedain Outpost
Medic tent.png Medic Tent: Builds a medic tent which heals nearby allies and grants them leadership. Cost: 600 600 Purchase at the Dunedain Outpost


Strategy

Imladris is one of the more difficult factions to learn, but the power it yields is more than adequately rewarding of the patience needed to learn its strengths and weaknesses. It's a more defensive army than that of Lothlórien, and does not value speed and numbers. Instead, it favors quality over quantity, and thus all of their soldiers are expensive and slow to train, and are recruited few in number. However, Imladris armies are extremely powerful. Rivendell elves are to Lothlórien elves just as Isengard Uruk-Hai are to Mordor Orcs. They are much more powerful, and a lot more expensive. As such, the main priority with Imladris is to form a sizable economy with a stable income and ample defenses before battle.

It also goes without saying that Imladris puts an emphasis on heroic units, much like Lothlórien does. In fact, when their ring hero gets the ring, it spawns a whole team of hero units with mighty powers. When you don't have the time or resources to invest in Elrond or Arwen however, Imladris has access to the loremasters, which can be trained, specialized, and combined to make for powerful support units to your elven forces.

Fighting Against Imladris

With such strong regular troops, it can be difficult to wipe out an Imladris army. The key to fighting them is to exploit the fact that their regular troops are very expensive and it takes a long time to reach their late game upgrades. Never let an Imladris play build up for a long time. The weaker their economy, the longer it takes for them to fully expand their army, so always try and attack their outer structures. It can be easy to think that, outnumbering the Imladris army can be enough to defeat them but in reality, Imladris units can easily fight against much larger numbers (especially in the early game). Their small battalions render them vulnerable to archers in the early game since their cavalry is expensive and their main archers need a level 2 barracks (which then needs all the tier 1 library upgrades). Flanking damage is also a good way to wipe out their battalions faster, which can make mobile or spam factions a good choice against Imladris.

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