Board Thread:Suggestions forum/@comment-25012056-20170515202039

Currently, Angmar is rather similar to other Orc factions. This uniformity seems uncharacteristic to me of a faction that has not had leadership nor true strength for thousands of years; and while I don’t want to remove it by any means, I think that it would be both interesting and generally better for the focus and feel of the faction to be shifted.

Biomes
Angmar as a biome seems a bit like the Uruk Highlands thrown into the Taiga. To me, this has always seemed to be a wasted opportunity: Angmar could easily be made a spooky frozen kingdom of evil, which would be both awesome and unique. As such, I propose fire in Angmar be removed, snow be made deeper in spots and more common, and the sky be made more like the sky in Morgul Vale. In addition, I propose that Orc spawning in this biome be lowered a tad, and that frost damage be added here, though to a lesser degree than in Forodwaith.

Many times, two quotes have been used to argue for the removal of Angmar, stating that all the Witch-King’s creatures on the West and East of the mountains were destroyed. However, this does not address the mountains themselves. Firstly, I propose that the spawning of Angmar mobs here keep their current rate, as this is where they hid out through the years since the Witch-King’s fall. The changes to the main Angmar biome would also apply.

Crafting

 * Angmar Orc Chieftain Helmet - These would be crafted with three Orc Steel in a row above an Angmar Orc helmet on the Angmar crafting table. It would appear similar to an Angmar helmet with a crown of spikes.
 * Reinforced Angmar Fur Armor - A useful asset for any northern faction, Reinforced Angmar Fur Armor is crafted with a Rohirric mix of orc steel and fur on the Angmar crafting table, and would have the same protection as bronze armor. It would look like fur armor, but with pieces of steel worked in. It would provide protection from frost damage.
 * Carn Dûm Armor - For lack of a better name. The Men of Carn Dûm existed, and were likely Hillmen of some sort, but they likely were wiped out. Their armor could not be crafted, but instead could occasionally be found in Angmar Tombs and Citadels. It would have similar stats to Angmar Armor, but with lesser durability, and would look like a lighter - perhaps iron - variant on Angmar armor.
 * Angmar Warrior Armor - Long ago, the Witch-King of Angmar had armies of orcs, led by champions akin to the Uruks of Gundabad. These Angmar Warriors were given stronger equipment than the average Orc, and though they all perished in battle, relics from ancient times survive. Their armor can rarely be found in Angmar Citadels, and would have a protection value between iron and dwarven-level. It would look similar to a cross between Morgul and Angmar armors. It would be uncraftable.
 * Angmar Warrior Equipment - Angmar Warrior Swords and Spears could also be found in the same place as the armor. They would have dwarven-level damage stats, weaker durability, and would have a 1/10 chance to give the enemy poison. These weapons would look similar to their Arnorian cousins, but with the greenish and black color scheme of Angmar armor.
 * Carved Angmar Brick - Us orcs need more than an eye for carved bricks. Carved Angmar Bricks should be carved with the image of the Witch-King’s helmet.

Mobs

 * Angmar Orc Raiders - Angmar Orcs equipped with mixes of Reinforced Angmar Fur Armor, normal Fur Armor, and Angmar Armor. They would use Angmar Equipment (and bows for the ranged variant) and spawn in Angmar, the Mountains of Angmar, and the Ettenmoors. They would spawn at the current rate of Angmar Orcs in those biomes, but reduced for Angmar. They would replace normal orcs as the faction’s basic unit.
 * Angmar Orcs - These would now become rarer, and would spawn only in Angmar (uncommonly) and the Mountains of Angmar (at current rates.)
 * Angmar Orc Bombardiers and Warg Bombardiers should be removed. There is no way Angmar had bombs at any point.
 * Angmar Orc Scavengers - Traders that would rarely spawn in the Mountains of Angmar. They would have similar trades to blacksmiths (which Angmar wouldn’t have) and would use a mix of Angmar armor, reinforced Angmar fur, and occasionally salvaged Carn Dûm armor, with no helmet.
 * Angmar Orc Troll-Tamer - Angmar Orcs wearing full Angmar armor minus the helmet. They would spawn in Angmar Troll-Dens, and would allow you to hire Trolls and Hill-Trolls, which chieftains would no longer sell.
 * Wolves - These aren’t exactly part of Angmar, but I found it necessary to include them here. Wolves would be different from Vanilla wolves, which would no longer spawn in Middle-Earth. Middle-Earth Wolves would be larger, about two-thirds the size of a Warg, and would be actual, ravenous, ferocious wolves. They cannot be tamed, would hunt deer and other mobs, and would be neutral mobs (they attack when you attack.) These would spawn everywhere Vanilla Wolves currently spawn. They would drop fur and warg bones when killed.
 * Fell Wolves - Large, evil wolves. These would not be Wargs: Wargs are as intelligent as those that go on two legs, are inhabited by evil spirits, and can be ridden. Fell Wolves are large wolves corrupted by the Witch-King and loosed on his enemies in Arthedain long ago. White Wolves of their number invaded the Shire during the Fell Winter. They would replace Angmar Wargs, and cannot be ridden. They would do slightly more damage than Wargs but would have only 20-26 health. They would look evil and hungry, and can be hired by evil players with a sufficient amount of bones. Fell Wolves would spawn in Angmar (not the mountains), the Ettenmoors, the Coldfells, the Tundra and Taiga, the Trollshaws, and Eriador. White Wolves would be a variant on these, and would spawn only in Angmar.
 * Barrow-Wights - Barrow-wights should be allied to Angmar, and would not attack players with +250 or higher Angmar alignment. They were put there by the Witch-King, after all. However, they would not be hireable. Leave that to something else...
 * Angmar Wraiths - The cursed remains of ancient chieftains of Hillmen loyal to Angmar. They would be wraiths after the fashion of Gondor Ruins Wraiths, but with Angmar Warrior gear. They spawn only in Angmar Tombs, and can be hired by players with +1000 Angmar alignment.

Structures

 * Angmar Orc Camps - This is what, the fourth suggestion I’m pasting this into? Angmar would only have small camps, according to the system in my previous suggestions. Small camps would remain the same, but with trader stalls. There would be no larger variants.
 * Tent - Normal tents should at least have 1-2 orc beds in them.
 * Trader Stall - Instead of being free-roaming, Angmar Traders would spawn in these. These would be little charred wood shacks, with a loot chest, a barrel of orc draught, an armor stand, and a sword rack.
 * Angmar Warg Pits - Would be removed, as Angmar Wargs would be removed.
 * Angmar Fortress - Large, ruined strongholds reoccupied by Orcs. They would consist of a circular outer wall of Angmar Brick with a triangular pier in each corner (those things on Minas Morgul). Inside will be a small courtyard full of ruined brick structures and a few loot chests, with a small tower in the center that would be home to an Angmar Chieftain. These would spawn in the vale of Angmar only, while Angmar Towers would now spawn only in the Mountains.
 * Angmar Orc-Warren - Winding, rough cave systems in the Mountains home to Angmar Orcs. These warrens would have a handful of caves and would be open to the surface. Many Angmar Orcs would spawn within, as would crafting tables, a fire pit, some forges, banners, many chests, and other Orcish things.
 * Angmar Troll-Den - Large open-air caves that generate uncommonly in the Angmar Mountains. These would have Trolls or Hill-Trolls (equally common, but never both), and an Angmar Troll-Tamer (which would sell both types regardless of the guard-trolls that spawn), as well as an Angmar Crafting Table, two stone chests of loot, and an Angmar banner.
 * Angmar Tomb - Underground structures built underneath Angmar Shrines. Not all shrines would have tombs; those that do not will no longer feature gulduril brick, while those that do would now feature greater amounts of it. Digging beneath the crafting table in the shrine would uncover a ladder, which would lead down into a large stone brick room. Banners would line the walls, and the chamber would be unlit. In the center of the room would be four tombs. All four would have chests. Three chests would have bones, skulls, and other poor loot, but the other would have better loot and occasionally uncraftable gear. The location of the loot chest would be randomized. The loot chest would also spawn and Angmar Wraith. Tombs would exist in both Angmar biomes.
 * Angmar Citadel - Where large villages, camps, or underground city-systems won’t do, large ruined castles will. Angmar Citadels would be rare and large, and would generate only in the Mountains of Angmar. Citadels would have four parts: the outer wall and courtyard, the inner wall and courtyard, the main tower, and the underground section. The outer wall would be lower, thicker, and would have Mordor-esque spikes on the battlements. There would be a gatehouse in each wall. The outer courtyard would have small rotted shacks with the occasional chest or other suck block. Four massive stone spikes would rise above both walls out of the outer courtyard. The inner wall would be similar to the outer wall, but with shorter spikes and would be higher. In the inner courtyard rotted farms and collapsed statues should be found. The main citadel would be a tall spike-shaped fortress. Inside would be many rooms, with halls, planning rooms, barracks, storage rooms, shrines, watchposts, and a large open turret at the top, in the event the local commander wanted to enjoy a nice view. The underground section would have small mines (not massive complexes, just a half-collapsed hub), forges, and armories. All would be unused and ruined, and the only mobs that would spawn in here are the Orcs that choose to haunt these ruins of greater power. The chests can contain all sorts of uncraftable Angmar loot. A rare find - but a cool one.
 * Great Barrow - Larger, more complex barrows that spawn rarely in the Barrow-Downs. They have several rooms: an entry room with a short pit, a room with several rock slabs in it, and a room with many treasure-chests, which all spawn wights. The hills will appear slightly larger and more ornate, though the majority of the build would be underground.

Other
Angmar would now have a new small area of influence over the Barrow-Downs.

Titles
[Angmar Raider] - Get +100 Angmar Alignment.

[Hill-Troll] - Get +200 Angmar Alignment.

[Barrow-Downs] - Get +100 Angmar Alignment.

[Fell Wolf] - Get +100 Angmar Alignment.

[Angmar Wraith] - Get +200 Angmar Alignment.

[Wraithslayer] - Kill 50+ wraiths of any type

Achievements
[Raiders of the North] - Kill an Angmar Orc Raider.

[Salvaged Treasures] - Trade with an Angmar Orc Scavenger.

[The Trolls of the Mountains] - Hire a Troll from an Angmar Troll-Tamer.

[Wolf-Slayer] - Kill a Wolf.

[The Beasts of Eriador] - Kill a Fell Wolf.

[Vengeful Spirits] - Kill an Angmar Wraith.

[Angmar Raider] - Equip a full set of Reinforced Angmar Fur Armor.

[Ancient Men] - Equip a full set of Carn Dûm Armor.

[The Witch-King’s Elite] - Equip a full set of Angmar Warrior Armor.

[Heir to the Witch-King] - Hire an Angmar Wraith.

Well, that’s Angmar, and the end of my long series of suggestions on Orc factions. Some of you may be wondering: what about Rhudaur? Never fear, my comrades! The Hillmen of Rhudaur are next, and will start a new series: that of evil Men. Be vigilant, comrades, and fight for Sauron.

Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 20:20, May 15, 2017 (UTC) 