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 Dum
At 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 Ring
Wielding 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?
Abilities
Level 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
I little sorted this idea
Building not usable/player can't build when Mornamarth is ring hero
-Barrow,Tower of Sorcery upgrade for citadel,Barrow Witht Lair,Temple of Twilight,Kennels
Building being changed
Wolf Lair is replaced by battle tower and is guarded by 2 Man of carn Dum guys one Swordsmen one Pikeman those guys get armor boost being near Battle Tower .
Building being improved
Hall of the King Man become instantly level 3
Recruit bigger hordes of Carn Dum units (15 guys in horde) being upgraded on level 5 including Shadow Guards and Black Knights these two no longer cost cp but are limited to 3
Garrison Tower Citadel upgrade provide 45% faster speed recruitment instead 30% and works on Shadow Guards and Black Knights
Rhudaur Spearman and Axemaster ability Die for the WitchKing is no longer avivable for these units
WitchKing,Gulzar,Zaphragor is no longer avivable to recruit / those three dies if they are on battlefield
Improved abilities of Carn Dum units
Duelist is passive ability
Punish ability reflect back 40% damage (2x more)
Focused Barrage passive is improved and not only provide double speed attack but also damage too
Heroes abilities recharge 30% faster except Zaphragor and Karsh thier abilities recharge 30% longer
After Mornamarth dies effect
Evrything back to normal . Battle Tower in settlement is destroyed and Hall's of King Man become not usable for 5 minutes . Mornamarth can't be recruited in this time too . All heroes abilities in this time except Zaphragor,Gulzar and Karsh recharge 30% longer.WitchKing,Gulzar and Karsh can be recruited again for free if possible otherwise for full prize . When Mornamarth is revived his abilities are in recharge 100% longer
For the Rhudaur and Orc units, the idea is that they become free but there is another negative effect for them. Maybe they could have a small armour decrease to symbolise how Mornamarth just doesn't care about them and throws them to the enemy
For now i think about remove thier abilities and maybe they can't respawn becouse of Thral Master is not avivable or he can be replaced and these units are recruited with shadow guard to checking out if Wildman and Orc dont plan to betray his lord ;). This can work like Overserr for orcs Another think might be they are debuffed by presence of other Man of Carn Dum units and become more vulnurable to fea near Mornamarth
Ok there are the current Mornamarth proposals that are being worked on. However, there are also those who believe that WK should be improved as well in his ring state. I’ve tried to bring the different ideas together into one proposal.
The Witch King holds on to the ring for his master, unable to leave Angmar under the command of his treacherous servants while there is a war to win. He casts an eternal winter to cripple enemy infrastructure and moral.
All enemy buildings become covered in ice, training units or producing resources 25% slower. WK debuffs enemy movement and attack speed by:
- 20% in a small radius around him
- 15% in a large radius around him
- 10% map wide
He also debuffs enemy ability cooldowns and heal rates by:
- 10% map wide
- 15% in a medium radius around him
The Witch King is able to use his increased powers to tame one of the Great Frost Drakes of the North and can now use it as his steed.
- Mount - WK can mount a horse and a Cold Drake of the North. This would be a similar system to Mordor WK's horse and fellbeast.
- Level 1: Harbinger of Winter - Despite not revealing himself as one of the Nazguls, the menacing Aura of the Witch-King fills those around him with terror. All enemies nearby will passively lose 20% armor and damage. This can be activated to double the effect for a short time. Passive and Active ability
- Level 3: Life-Drinking Blade - The Witch-King wields his terrible 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%. Any enemies that are killed while poisoned have a 20% chance to be turned into barrow wights. This ability would just replace death blade as soon as WK gets the ring and deals higher damage than it currently does. When WK is level 10, the ability deals moderate damage to units that are sucked in.
- Level 5: Might of the Witch King - as it is. Selected hero also deals additional magic damage with each strike for that time (represents how WK taught his greatest servants magic).
- Level 7: Soul Disturbance - as it is
Horse abilities are the same as on foot
- Mount - WK can mount a horse and a Cold Drake of the North. This would be a similar system to Mordor WK's horse and fellbeast.
- Level 1: Harbinger of Winter - Despite not revealing himself as one of the Nazguls, the menacing Aura of the Witch-King fills those around him with terror. All enemies nearby will passively lose 20% armor and damage. This can be activated to double the effect for a short time. Passive and Active ability
- Level 5: Might of the Witch King – as it is. Selected hero also deals additional magic damage with each strike for that time (represents how WK taught his greatest servants magic).
- Level 7: Madness – the WK induces madness in enemy forces, shaming their strongest warriors. Enemy units flee in fear. Enemy heroes gain +10% damage but -20% armour and experience for 10 seconds. This is meant to represent the WK’s appearance at the Battle of Fornost and how he enraged Earnur into later attacking Minas Morgul alone.
- Level 10: Blizzard - WK casts a blizzard across an area, freezing any enemy units or heroes caught in the storm. Frozen units are passively damaged (think frostbite) for that time. They also have -30% armour against ice damage. Lasts 20 seconds.
I've tried to make it reasonably balanced while sticking to the main theme of winter and fear. Any numbers can obviously be changed at a later date but this is just a general idea. What do you all think?
I fully share your opinion (OakenShield 224, The DarkOne)! I would like to express my support for the idea Necromant about alternative ring the hero in the face of Angmar Mornomart. It is really interesting and offers an alternative way for the development of Angmar through rebellion. In fact, the idea is good because Mornomart as the person owns all of the disadvantages that all people, namely, lust for power and self-interest, which is why I think the idea is really good Necromant.
And maybe you will be interesting
Yes ! there is still a need to alter the implementation, but the idea is super. Well Regarding the Witch King WK here agree he is very weak !!!. (Not only that, he still loses internal competition Zafragor, just think he's losing it in all positions !!!) The only thing that is good is his last ability (although it is the ability to copy the Mordor WK). Because there is an objective need to strengthen WK !!!. + This I was always saddened by the fact that the WK wears the same helmet with Mordor WK!. I propose to increase its damage against heroes and change a couple of abilities
1) Dismount
2) Morgulsky blade - like Nazgul
3) King Angmara- he is a leader because of Angmar gives Allied forces 20% of the damage and are twice as fast gaining experience. Enemies also receive - 10% of the damage and armor
4) The gift of the King (left as it is now)
5) Stop the timer capabilities at an enemy hero
After receiving the tenth level:
1) Dismount
2) Morgulsky blade - Witch King at the time of change morgulshteyn and fights with sword and Morgul blade poisoning their enemies. It carries increased damage strong units and heroes.
3) The gift of the King (left as it is now)
4) Stops the timer capabilities at an enemy hero
5) The power of the magician (or folly of Angmar) - it will be a mixture of terror with the management, this ability will work passively and actively! Passively. All enemies - 25% armor and damage. And Allies 20% damage, and twice as fast gaining experience. Active: he makes a terrible screech that causes moderate damage in a small radius of enemy troops and those still receiving - 20% rate. This also applies to the heroes! Thus the ability to show a fifth of its power on the battlefield! as at the Battle of Fornost! When he appeared on the field of battle he almost turned the tide of battle in their favor! from his fear Earnur horse got scared and knocked his master, only the appearance of Glorfindel saved the situation.
It seems to me in this performance he will be truly good hero killer middle aspects of support and a mass murderer.
What do you think!