Witch King of Angmar
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As known, Lord of the Nazgul has been sent to destroy Northern Kingdom for Dark Lord. He is a chief of Black Riders as the most powerful one with sorcery and the ruler of Angmar. The truth is that he has not intended to be permanent king of where Arnor settled. He brought devastation to the world of men and then summoned back to his nest. So in the game, Witch King of Angmar should have a general interferer role with supporting own heroes. His abilities eventually needs a rework:
Level 1: Mount / Dismount: As usual, Mount/Dismount. But after he reveals himself and gains additional passive:
At level 3, Darkest Rider: As the Lord of Nine, wherever he goes, his presence lowers enemy units’ damage and armor by 20%.
Level 1: Service for the Deadliest One: All faction heroes serve him to get the peak of his power in the North. Target hero across the map grants experience to him while fighting for 1 minute.
After level 3, carries his Dreadful Aura that lowers the armor of enemy units by 10%.
When he reached to level 10, the abilities of the hero reload faster due to number of enemy heroes nearby, starts with 15% and increases by 5% for each.
Level 3: Mighty Sorcerer with Iron Crown (P.A.): Since his existance appeared as the ruler of Angmar, prevents anyone to reach him without suffering. Enemy heroes and buildings nearby lose armor and damage by 20% and gets poison damage with the first hit.
More than once, he chooses a rival to challenge for a duel and weakens him in several ways.
Level 7: Prey of Nazgul Lord: ALL units in a medium radius between target hero and himself are knocked back without any damage, the skills of the prey reset to just used.
In the most powerful time of him, uses sorcery to conquer enemy lands as known in both Arnor and Minas Ithil.
Level 10: Twilight in the Winter: Enemy buildings nearby him lose their sight and 50% productivity when he arrives (visually winter effects). Also Witch King disables his enemies to use any spell in a wide range for 30 seconds.
Might of Iron Crown
After this kind of operation, the central spell of Angmar Spellbook requires a change:
Angmar heroes receive rewards that Might of the Witch King gifts without a timer to serve him better.
Witch King of Angmar and The One Ring
In case of he captures the one, his Nazgul identity is naturally revealed and seen as a god in his kingdom. When he gets the ring, more involves to the battle instead of driving it like Sauron in Black Gates before losing the one.
Level 1: Darkest Rider: Mount/Dismount and Dread Visage passive.
Level 1: Sacrifise for Witch King (P.A.): Every Angmar hero on the map grants experience to him while fighting as their Master. Also can not knock back and lowers armor and damage of nearby enemy units.
At level 10, they gain elemental damage rezistance permanently and the spells of Angmar reload faster by 20%.
Level 3: Life Drinking Blade: The blade draws all nearby units and heroes toward the Witch-King with dark magic and heavily poisons any enemy it strikes, reducing their damage by 30%. (same)
Level 7: Preys for Ritual: Enemy heroes nearby him are knocked back without any damage and can not use their skills against his sorcery for 30 seconds.
Level 10: Harbinger of Winter and Shadow: All enemy buildings on the map lose their function, armor and sight for 45 seconds. Additionally, freezes enemy spells with his sorcery during that time.