Furthering this proposal has been a wish of mine for quite a while now, I've already expressed my support to it but I was never able to expand it. Today, we change that. This project has a lot of my love because of how few Ring Heroes the forces of Evil have in comparison to the forces of Good, in addition it seems logical since Angmar is meant to oppose Arnor for it to have a secondary ring hero. And Mornamarth just feels perfect because of his backstory, which by the way if I could read German would have read entirely.
For his part, Mornamarth burns to rule Angmar himself one day, but for now he bides his time and builds his power by destroying Angmar's enemies
I don't know for everybody else but that and the previous line just screams: POTENTIAL RING HERO! Like really really loudly, so here are my thoughts:
Mornamarth, King of Carn DumAt last, the patience of Mornamarth is rewarded, he now wields the One Ring, the source of his master's power. A power he can now use at his leisure, and his first action is to break the leash that the Witch-King had kept him in all this time. Using the element of surprise, he casts down the rule of his master and takes the Iron Crown for himself. The Dark Dunedain, always seeking power, follow their new king as easily as they followed their previous master but the wights and werewolves who were tied to Angmar only by the Witch-King's magic regain their free will and flee (becoming unrecruitable). The Hillmen are more reluctant to follow the one they call usurper and who cares little for them in comparison to their previous master, they are less fear resistant, no longer provide a buff to the Dunedain and are permanently debuffed. The Dunedain are rewarded for their allegiance and are now trained with basic upgrades. Mornamarth gain reworked/boosted abilities fit for his rank as Lord of Angmar and perhaps some additional skin features. He is also instantly level 10.
Wielding the RingWielding the Ring and betraying the Witch-King is not without risk and while Mornamarth has managed to cast down his master and send him back to Mordor it is only a matter of time before he returns. Mornamarth is on a timer and when it runs out the Witch-King will have returned and hunted him down (aka he dies), also if the Witch-King had been recruited previously he returns from the border of the map once the timer runs out with an army from Mordor to subdue him, at this point two different thing can happen, either the Witch-King arrives from the border of the map with a small elite detachment from Mordor, a couple trolls, some black uruks, upgraded Morgul Archers, maybe some Morgul knights or he spawn in front of his base and the army is merely a couple of slave units who protect the base. If he is not recruited when Mornamarth takes the Ring then instead he simply can no longer be recruited.
Betraying the Witch-King also means that the units that were under his controlled are now released and heroes that were loyal to him flee the fortress only to return when their master does the same, can no longer be recruited (in addition, units recruited will die and heroes will vanish for the time being):
- Werewolf
- Wights
- Zaphragor
- Witch-King
- Karsh
- Durmath
- Sorcerers
Once the time runs out all stats will return to normal, except for Men of Carn Dum who will suffer a temporary debuff. Mornamarth can be recruited regularly once again but I feel there should be some downside, maybe he comes back half the level or decreased stats?
AbilitiesLevel 1: Lust for Dominion - Mornamarth has gained the power he has always sought, but a man like him can never be truly satisfied. He now hunger for more land and more people to rule, to extend his empire even further he stays behind the lines and powers up his troops channeling the power of the One Ring into his allies. However his ambition is a double edged sword, with his eye set on his prize he tends to neglect his troops, sometimes even harming them by channeling too much power into too few units.
- At least 5: +60% damage to the Men of Carn Dum but -30% armor
- At least 15: +55% damage to the Men of Carn Dum but -15% armor
- At least 25: +50% damage to the Men of Carn Dum
- At least 35: +45% damage to the Men of Carn Dum and +15% armor
- At least 45: +40% damage to the Men of Carn Dum and +30% armor
Level 3: River of Blood and Iron - Mornamarth no longer wishes to endanger himself, his regular attacks (allowed by this passive) unleashes a single blade of blood from afar (red flood) who deal heavy damage and knockback nearby troops. If fought in melee he will use his weapons to destroy the enemy. If activated it will allow him to draw upon the nearby forces, interrupting Lust for Dominion for 15 seconds and unleashing a wave of blood in a direction, this will slow all unit/heroes it hits and reduce the production speed of buildings in addition to dealing damage
Level 5: Brand of the One - Mornamarth links the strength of a battalion to the One Ring feeding them more power, they gain more damage and nearby units gain additional armor. Mornamarth can also sacrifice them anytime to regain health, if Mornamarth dies all battalions bound to the One Ring will die.
Level 7: Edict of the King - The selected Hall of King's Men, in addition to faster and cheaper recruitment now gives basic upgrades (heavy armor and banner carrier) to the Men of Carn Dum. The discount now affects the heroic units.
Level 10: Overwhelming Siege - Similar effect to cruel assault (Allied units in target area gain triple damage, +25% movement speed and are invulnerable for 30 seconds.) In addition, all units gain knock back attacks, upon death deal fire damage to nearby units and cannot be knocked back(just in case invulnerability doesn't already cover that).
In summary, Mornamarth is now a stronger units supporter and in addition gains some minor mass slaying power. The variety of units is more restricted, taking away one of Angmar strength but the Men of Carn Dum can be trained in larger numbers faster and cheaper. Using the ring's power Mornamarth shapes Angmar into the elitist faction he see it as.
Latest Changes (Important to Read)-Heroes and Units recruitment will no longer be restricted.
-Ring Hero Witch King gains additional abilities debuffing abilities:
Movement and Attack Speed Debuff:
Small Radius Around WK: 20%
Large Radius Around WK 15%
Map Wide: 10%
For the cooldown and healrate speed:
Map Wide: 10%
Medium Radius around WK: 15%
-Additional active abilities should be given to WK