Angmar Fortress

* Default
* Swarm of Bats
* Captured Palantir
* Dark Encroachment
* Pale Torches
* Plague from Angmar
* Fell Storm
* Expansions

### Upgrades

Swarm of Bats, Captured Palantir, Dark Encroachment, Pale Torches, Plague from Angmar, Fell Storm

### Bonus

n/a

"It was in the beginning of the reign of Malvegil of Arthedain that evil came to Arnor. For at that time the realm of Angmar arose in the North beyond the Ettenmoors. Its lands lay on both sides of the Mountains, and there were gathered many evil men, and Orcs, and other fell creatures. The lord of that land was known as the Witch-king, but it was not known until later that he was indeed the chief of the Ringwraiths, who came north with the purpose of destroying the Dúnedain in Arnor, seeing hope in their disunion, while Gondor was strong."
—The Return of the King, LOTR Appendix A

When the Witch-king arrived in Angmar to destroy the Dúnedain of Arnor, he would establish the great fortress of Carn Dûm as his capital and his greatest stronghold. He would create many such fortresses styled in Carn Dûm’s likeness both in Angmar itself and in the lands of Arnor as he prepared his invasion of the Northern Kingdom, all of which were dreadful and horrific citadels shrouded in evil magic and forever surrounded by an aura of ice and darkness.

The Angmar Fortress is the central building of the Adventure: Angmar subfaction based off of Dol Guldur. It allows heroes and Tethered Shades to be recruited, provides multiple defensive bonuses and allows the spellbook powers to be used.

## Upgrades

The Fortress can be upgraded with the following improvements:

**Swarm of Bats (W)** – The Fortress gains a vision bonus and can detect stealthed units. (cost: 500)

**Captured Palantir (R)** – Can be cast to reveal part of the map. Enemy units caught in the radius take minor damage over time. (cost: 600)

**Dark Encroachment (R)** – Permanently reduces all structure costs by 33%. Doesn’t affect Fortress. (cost: 900)

**Pale Torches (T)** – Adds fire damage to fortress and all attached Unquiet Ruins. (cost: 1000)

**Plague from Angmar (S)** – Prerequisite to Fell Storm. Enemy units surrounding the fortress take damage and turn into wraiths upon dying. (cost: 1500)

**Fell Storm (D)** – Requires the Plague from Angmar upgrade. Increases Fortress armor by 65%. Allows use of Fell Storm ability. The fortress erupts in a Fell Storm, causing strong damage to enemies within its wide vicinity. (cost: 2000)

## Expansions

The Fortress can also have the following expansions on surrounding build plots:

**Unquiet Ruin (W)** – Fires arrows at nearby enemy units. Benefits from Pale Torches upgrade. (cost: 400)

**Boneyard Expansion (E)** – Risen Dead will emerge and attack nearby units. (cost: 500)

**Forlorn Statue Expansion (R)** – Nearby enemy units suffer -25% damage and -20% armour. Causes enemy units to flee in terror. May purchase Restless Bones upgrade, which allows the Forlorn Statue to summon a horde of skeletal warriors onto enemy battalions and siege engines. (cost: 600)

## Function

The fortress shoots at nearby enemies and periodically produces +25 resources.

### Recruitment

All of Angmar's heroes can be recruited from the Fortress as well.

### Abilities

**Shivering Presence** – Nearby Angmar units afflicted by Slow Decay are no longer drained over time, receive +15% damage and armour, and are healed by a small amount. Passive ability.

**Capture Palantir (T)** – Requires the Captured Palantir upgrade. Can be cast to reveal part of the map. Enemy units caught in the radius take minor damage over time. Left click icon then left click on target area.

**Fell Storm (S)** – Requires the Fell Storm upgrade. The fortress erupts in a Fell Storm, causing strong damage to enemies within its wide vicinity. Left click to activate.

## Strategy

As with all fortresses, the Angmar Fortress is vital to the Adventure: Angmar subfaction’s gameplay. Without it, Tethered Shades and heroes are unable to be recruited, spells are unable to be used and the player would lose a vital defensive structure. The building is therefore an important target for any enemy forces, making the defensive upgrades and expansions very useful. This is especially important in Angmar’s case as being able to produce Shades and have access to sources of Shivering Presence is vital.

The fortress has many upgrades available that are similar to Dol Guldur’s. **Captured Palantir** can be used for both scouting and to gain an edge in combat. **Plague from Angmar** is a powerful defensive upgrade that damages enemies and turns them into wraiths upon death. This can counter most melee armies in the game and can be combined with other units, arrow defenses, and Risen Dead from the Boneyard to deal heavy losses to enemy armies. **Fell Storm** is a very powerful upgrade and also the main divergence that separates the Angmar Fortress from Dol Guldur’s. Rather than being able to temporarily convert enemy units to Angmar’s side and deal damage to them afterwards, the Angmar Fortress can cast a Fell Storm surrounding it that can deal devastating damage to any enemy army in its vicinity, especially as the slain enemies will be turned into wraiths thanks to the **Plague from Angmar.** This will have little effect on enemy siege, however. Instead, the player will need to use the **Forlorn Statue** to summon warriors onto siege units to destroy them. The fortress has no traditional long range defensive option and so the **Forlorn Statue** is the only option to counter enemy siege.