We are absolutely blown away. LOTRAOM has been voted the #1 Upcoming Mod of 2025 on ModDB! This achievement belongs to all of you - our incredible community who believed in this vision of bringing Middle-earth to life in Bannerlord. Your votes, your feedback, your enthusiasm, and your patience have made this possible. Thank you from the bottom of our hearts.
As promised, we are releasing the current development build to all. Please remember this is a total overhaul that is still work in progress.
This newsletter serves as a comprehensive guide to everything the mod offers.
TAOM Discord
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New Features: What Makes This Different From Vanilla
When implementing features, we really focused on giving the player as many options as possible while staying as close to lore as possible. Play the game you want to play. Many of our features are configurable by the player through MCM or XMLs.
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Combat & Battles
Advanced Combat System
Bone-based collision detection for realistic melee combat
Spatial grid optimization for large-scale battles
Warg Mounts
Rideable wargs with custom AI behavior trees
Wargs will attack on their own while being ridden!
Damage scaling based on velocity and momentum
Available for purchase at evil faction settlements
Multiple variants: Brown, Dark, and Albino wargs
WIP - Fell Wargs for Gundabad
Culture-Specific Battle AI
16 unique formation strategies—one for each culture
Rohan executes devastating cavalry charges
Gondor holds disciplined defensive lines
Erebor dwarves form impenetrable shield walls
Mordor overwhelms with sheer numbers
Siege Improvements
Race-based siege AI with assault/defense weight calculations
Ladder push resistance mechanics
Defender advantage bonuses
Siege morale system affecting attacker resolve
Fixed vanilla bug where siege battles wouldn't end properly
Momentum Damage
Cavalry charges deal momentum-based damage
Shield usage bonuses in formations
Weapon switching restrictions when formations are locked
Configurable Battle Size
Adjust battle participant counts to match your hardware
Custom troop allocation and reinforcement spawning
"Uses the Game's Options > Gameplay > Battle Size slider to adjust"
So when EnableLargeBattles is ON:
Very Low = (Vanilla 200 | LOTRAOM 400)
Max = (Vanilla 1000 | LOTRAOM 2000)
Strategy & Diplomacy
War of the Ring Momentum System
Tracks the overall progress of Good vs Evil across Middle-earth
Major battles, sieges, and raids shift the balance of power
Player participation directly influences victory conditions
Victory thresholds trigger end-game scenarios
Alignment-Based Diplomacy
Good and Evil factions have restricted diplomatic options
Natural alliances form within alignment groups
AI considers alignment when making war/peace decisions
Vassal and mercenary offers respect alignment boundaries
Strategic AI
AI factions identify and target strategic settlements
Core settlement identification for each faction
Distance and terrain considerations in war planning
Alliance-aware decision making
Marriage Restrictions
Characters cannot marry across alignment lines
Same-alignment marriages receive compatibility bonuses
Lore-accurate relationship restrictions
Execution Consequences
Alignment-based relation penalties for executions
Honor impacts that vary by the victim's alignment
Good characters face steeper penalties for executing good NPCs
Races & Characters
Comprehensive Race System
Playable races: Human, Dwarf, Elf, Orc, Uruk-hai, Berserker, Uruk (Mordor, Dol Guldur, Gundabad), and more
Each race has distinct visual characteristics
Dwarven characters render at appropriate heights
Race-appropriate character portraits and avatars
150+ Conditional Race Bonuses
Terrain-based bonuses (Elves excel in forests, Dwarves in mountains)
Time-of-day modifiers (Orcs gain advantages at night)
Weapon class specializations
Battle condition bonuses (charges, sieges, mounted combat)
Examples:
Elves: +15% attack in forests
Dwarves: Defense bonus in mountains
Rohirrim: +35% charge damage on horseback
Orcs: +10% attack at night
Nazgul: +30% attack at night
Unique Bonuses Per Race
Damage and knockback/knockdown resistance
Health regeneration rates• Smithing stamina costs
Party size modifiers
Wage adjustments
Village and militia production
Trade profit multipliers
Siege defense bonuses
Morale modifiers
Movement speed bonuses
Influence gain rates
Custom Wanderers
Iconic characters available as companions
Aragorn - Master swordsman and tactician
Legolas - Peerless archer from Mirkwood
Gimli - Dwarven warrior and craftsman
14+ unique wanderers with custom backstories and skills
Still work in progress
Each wanderer has lore-appropriate equipment
Cross-Race Offspring
Heroes from different races can have children
Offspring inherit traits from both parents
Extended Lifespans
Configurable age settings for different races
Elves and Dwarves live appropriately longer lives
Default maximum age: 300 years
Economy & Parties
Special Resources
• Each faction earns unique resources through battle and conquest
• Spend resources to recruit elite culture-specific troops
• Earning rates based on: battle victories, raiding, siege victories, siege defense
Warg Marketplace
Evil faction settlements stock warg mounts
Purchase wargs and saddles at Mordor, Isengard, Gundabad, and Dol Guldur towns
Multiple warg variants available
Reinforcement System
Request reinforcement troops mid-campaign
Culture-restricted options available
Configurable costs and delivery times
Tier-based pricing (1-6+)
Enhanced Loot System
Collect loot from defeated prisoners, not just the dead
Loot value scales with relevant skills
Food Management
Prevents AI settlements from starving to extinction
Automatic prosperity adjustments for food-scarce settlements
Configurable surplus targets and correction rates
Party Mechanics
Wage limits prevent overspending
Desertion mechanics for unpaid troops
Culture-specific casualty calculations in auto-resolve
Bandit System
Adjusted bandit density for the massive Middle-earth map
Configurable hideout counts and party limits
Balanced for long-term campaign stability
Immersion & Atmosphere
Elvish Calendar
Campaign dates display Quenya (Elvish) season names
Replaces generic vanilla seasons with lore-appropriate terminology
Largest Repository of LOTR Armor, Weapons & 3D Environments
Hundreds of culture-specific weapons and armor pieces
Legendary items: Aragorn's sword, Legolas' bow, Dain's axe
Faction-specific armor sets for Gondor, Erebor, Mirkwood, Rivendell, Isengard
Middle-Earth Settlements
Work in Progress
100+ settlements with LOTR location names
Detailed lore descriptions for towns, castles, and villages
Historical references to the Ages of Middle-earth
Examples: Minas Tirith, Henneth Annun, Cair Andros, Osgiliath
Themed Main Menu
Custom Main Menu Scenes
Custom Main Menu Music
Custom UI/GUI
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ADDITIONAL FEATURES
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Troop Weight System
Party carrying capacity based on troop armor weight
Heavier troops reduce total party size capacity
Encourages strategic decisions between elite heavy units and larger light forces
Enhanced Party Nameplates
Improved party identification on the campaign map
Customized nameplate visibility and styling
Easier tracking of friendly and enemy forces
Information Restriction (Fog of War)
Cannot see enemy settlement details without scouting
Lore-accurate intelligence gathering required
Adds strategic depth to campaign planning
Custom Battle Mode
Enhanced custom battle setup with full team customization
Select heroes from all available characters
Friendly fire handling options
Perfect for testing army compositions or just having fun
Settlement Management
Post-siege garrison configuration options
Militia unit customization
Choose how to staff your newly conquered settlements
Pre-Built Character Selection
Select from existing heroes at campaign start
Skip character creation with ready-made options
Jump straight into the action with a lore-appropriate character
Messenger System
Send messengers to NPCs instead of traveling yourself
Configurable messenger costs and travel times
Risk of messenger ambush adds tension
Save time while managing your realm
Reinforcement of troops through messenger system
Race-Specific Perk Multipliers
Each race gains enhanced effectiveness from certain perks
Perk bonuses are multiplied based on racial affinity
Adds another layer of racial identity to character builds
Village Volunteer System
Culture-specific volunteer recruitment calculations
Regional troop availability varies by settlement
Recruit troops that match the local population
Campaign Start Configuration
Customizable starting equipment loadouts
Configurable starting gold amounts
Adjustable starting influence for lords
Tailor your campaign beginning to your playstyle
Player Switcher (Pre-Built Character Selection)
Play as existing heroes instead of creating a new character
Choose from kingdom leaders, clan leaders, or wanderers
Take control of iconic characters like faction rulers
Inherit their equipment, skills, and relationships
Jump straight into the action with a lore-appropriate character
Custom Banners
LOTR-themed banner injection system
Faction-appropriate heraldry for all cultures
Custom banner designs for Middle-earth factions
Seamless integration with the game's banner system
Tournament Enhancements
Configurable XP multipliers for tournament combat
Adjustable arena practice fight rewards
Customizable maximum betting amounts (up to 50,000 gold)
Separate multipliers for tournament completion bonuses
Crafting Improvements
Smithing energy cost modifications
Option to disable stamina usage while crafting
Race-based smithing bonuses (Dwarves excel at the forge)
Balanced crafting economy for extended campaigns
Atmosphere Persistence
Weather and atmosphere settings persist across saves
Consistent visual experience throughout your campaign
No more jarring atmosphere resets when loading games
Battle Rewards
Enhanced loot and influence calculations from victories
Culture-specific reward modifiers
Balanced reward scaling based on battle difficulty
Meaningful rewards for challenging encounters
Culture Feats
Culture-specific passive abilities and bonuses
Unique feats for each of the 16 playable cultures
Speed bonuses and special traits based on cultural background
Adds flavor and strategic variety to faction choice
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THE FACTIONS OF MIDDLE-EARTH
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FREE PEOPLES (Good Alignment)
GONDOR
The realm of Men, defenders of the West. Gondor fields numerous regional troops.
+25% influence when leading armies
15% lower infantry wages
20% lower garrison wages
Elite Units: Tower Guard, Fountain Guard, Rangers of Ithilien, Dol Amroth Knights
ROHAN
The horse-lords of the Riddermark. Unmatched cavalry with regional variation in troop types.
No extra wages for mounted units
+25% animal production (horses, mules, cattle, sheep)
+5% influence from all sources
Elite Units: Eorlingas Riders, Golden Hall Guard, regional specialists (Eastfold Bowmen, Wold Horse Archers, Westfold Axemen)
DALE
The trading kingdom rebuilt after Smaug's defeat. Master of Commerce and lakeside warfare. This Kingdom is not implemented fully.
+20% trade income
15% cheaper caravans
Elite Units: Not Yet Implemented
EREBOR
The Lonely Mountain, home of Durin's Folk. Unmatched craftsmen and siege engineers. Broken into two regional troops, Erebor & Iron Hills.
+30% workshop income
25% cheaper siege equipment
15% cheaper infantry recruitmen
Elite Units: Erebor & Iron Hills Specific Lines
RIVENDELL
The Last Homely House, refuge of the Eldar. Ancient warriors with peerless skill.
+30% faster party healing
20% cheaper troop upgrades
Elite Units: Elven troop line starts at level 21 and goes to 51.
MIRKWOOD
The Woodland Realm of Thranduil. Forest fighters and deadly archers.
+25% sight range in forests• 20% lower ranged troop wages
Elite Units: Elven troop line starts at level 36 and goes to 51. This kingdom is still WIP.
LOTHLORIEN
The Golden Wood, realm of Galadriel. Swift forest movement and deadly ranged combat.
50% less speed penalty in forests
+20% ranged damage
Elite Units: This kingdom is not fully implemented.
FORCES OF DARKNESS (Evil Alignment)
MORDOR
The Black Land of Sauron. Endless hordes of orcs and the terror of the Nazgul. This kingdom still needs a bit more work on lower-level goblin and orc armors/weapons/troops.
20% lower troop wages
20% lower recruitment costs
30% larger party size
Wargs available at settlements
Elite Units: Black Uruks, Trolls
ISENGARD
Saruman's industrial war machine. Uruk-hai bred for a single purpose—war.
+30% construction speed
20% cheaper siege equipment
Wargs available at settlements
Elite Units: Uruk-hai, Berserkers, Warg riders, specific Trolls (WIP)
GUNDABAD
The northern orc stronghold in the Misty Mountains. Hardy raiders and warg masters.
30% lower mounted troop wages
+25% party speed in snow/mountains
Wargs available at settlements
Elite Units: Gundabad Two Handed Chads, Fell-Warg Riders, Various Trolls (WIP).
DOL GULDUR
The Hill of Sorcery, southern Mirkwood. Shadow warfare.
25% lower garrison wages
20% lower recruitment costs
Wargs available at settlements
Elite Units: Khamul's Guard
HARAD
The southern kingdoms allied with Mordor. Desert warriors and caravan raiders.
No speed penalty in desert terrain
+20% caravan income
Elite Units: Not Implemented Yet.
RHUN
The Easterlings beyond the Sea of Rhun. Horse-warriors of the eastern steppes.
20% cheaper mounted troop recruitment/upgrades
+25% animal production
Elite Units: Not Implemented Yet. January/February 2026
DUNLAND
The wild men of the hills, ancient enemies of Rohan. Organized into totem clans.
25% cheaper infantry recruitment/upgrades
+20% morale in battles
Nine Totem Clans: Wolf, Boar, Ox, Bear, Raven, Falcon, Dragon, Stag, Lizard
Each clan has unique elite troops (Wolf Raiders, Boar Spearmen, Bear Chosen, etc.)
NEUTRAL FACTIONS
KHAND
The Variags of Khand, mercenaries and melee specialists. Not currently implemented.
+20% melee damage
15% lower infantry wages
Can choose alignment during the War of the Ring
UMBAR
The Corsairs of Umbar, sea raiders and coastal marauders. Not implemented until we move to 1.3.X.
+30% raiding income
20% lower troop wages in coastal settlements
Elite Units: Not implemented yet.
Customization
Mod Configuration Menu (MCM)
The mod includes extensive in-game settings allowing you to customize your experience. Categories include:
Diplomacy and War of the Ring settings
Messenger system options
Battle size and combat settings
Visual adjustments (including dwarf eye height)
Bandit spawn rates and behavior
Character creation options
Crafting and loot systems
Reinforcement mechanics
Damage display preferences
Age and lifespan settings
Food management rules
Tournament and arena modifiers
Campaign movement speed
Advanced Configuration
For power users, XML configuration files allow fine-tuning of:
Culture-specific auto-resolve modifiers
Casualty rates by culture and battle type
Race bonus conditions and values
Starting influence and funds per culture
Special resource earning rates
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TAOM LAUNCHER
TAOM Launcher
We have developed a custom launcher application to make installing and updating the mod as seamless as possible. No more manual file management or version confusion.
Anytime I push an update, the launcher will notify you and update just those files. No need to redownload 30 GB+ for every update.
Please run the launcher as Administrator!
You may have to whitelist in your Anti-Virus because the executable isn't signed.
Core Features
One-click mod installation and updates
Automatic game path detection
Multi-channel release system (Public, Testing, Patreon, Dev)
Real-time download progress with speed and ETA display
Up to 4 concurrent file downloads for faster updates
Update System
SHA256 hash verification ensures file integrity
Only downloads changed files (differential updates)
Automatic symlink deployment to your Modules folder
Version management - easily switch between mod versions
Discord Integration
OAuth 2.0 Discord authentication
Role-based access to exclusive channels (Patreon, Testing, Dev)
Secure token storage for persistent sessions
Access supporter-exclusive content with your Discord account
Pre-Launch Diagnostics
Terrain Quality Fix - automatically prevents GPU crashes
File Unblocking - removes Windows security blocks on DLLs
Administrator privilege validation
Running game detection prevents conflicts
Troubleshooting Tools
Built-in diagnostic tools for common issues
Quick access to mod folders and log files
File integrity verification
One-click fixes for known problems
Launcher Self-Updates
The launcher updates itself automatically
Always have the latest features and fixes
Seamless update process runs before mod initialization
Modern Design
Clean, responsive user interface
Tab-based navigation (Setup, Discord Auth, Updates, Launch, Troubleshooting)
Activity log showing all launcher operations
Status notifications with color-coded severity
The launcher is built with .NET 8 and Avalonia UI, ensuring cross-platform compatibility and a native feel on Windows.
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Upcoming
Workflow
Our 3D team is currently alternating between creating kitbashes and creating kingdom armors/weapons. This alternating allows our 3D artists to not get burned out and lose passion. Therefore, one month a 3D artist will be doing a kitbash for a kingdom and the other will be doing kingdom armor/weapons. The next month they will switch.
Scenes
A lot of focus has been put on creating 3D environments and kitbashes to be able to create scenes. These processes and workflows are extremely long but once completed; it allows us to streamline and sped up scene making. We have created a huge Gondor 3D Environment and kitbash along with adding over 150 Mordor pieces. Next up is Mirkwood, Rohan and Dwarven kitbashes. We have multiple new field battles in game. We have ONE town scene in game at Isengard. The reason for this is because we merged the Gondor kitbash and broke all of the Gondor scenes. We will recreate them with the new kitbash.
Armor/Weapons
For kingdom armor, we are focusing on Rhun and then Dale. After that will be Harad, Khand and Umbar in some form or fashion while also squeezing in completing Mirkwood and Lothlorien. We will then focus on doing some kingdom revamps with everything we learned the past year (Gondor, Rohan, Mordor).
Creatures/Animations
We spent a lot of time and effort into making specific creatures for this game. Trolls, Elephants, Mûmakil, Spiders, Rams, Moose/Deer, Chariots and more. Now it is time to create the animations. This is a new adventure for us and will take quite some time to implement correctly. But once we do, oh boy will it be a game changer.
Bannerlord 1.2.12
We are also planning on moving to 1.3.X whenever Taleworlds stops updating the game. For right now our game is made for 1.2.12. It will stay on 1.2.12 for the forseeable future.
Thank You
This mod represents a year of work by a dedicated team passionate about bringing Middle-earth to life in Bannerlord II. Your support on Patreon and your vote on MODDB means everything to us.
We hope you enjoy exploring Middle-earth. May your road go ever on.
The TAOM Development Team
"One Ring to rule them all, One Ring to find them, One Ring to bring them all, and in the darkness bind them." - J.R.R. Tolkien
"TAOM is the best LOTR mod out there". - J.R.R Tolkien (allegedly)