Spire of Angmar

* Level 1
* Level 2
* Level 3

"Evil things begin to multiply again. Orcs increase in the Misty Mountains.... The Nazgûl reappear. The chief of these comes north to Angmar."
—The Return of the King, LoTR Appendix B, The Tale of Years: The Third Age

When the Witch-king arrived at the frozen lands that would become Angmar, he erected several spires made of stone imbued with the very power of frost and darkness. The many orcs that lived in the Misty Mountains would be drawn to these spires, where the Witch-king would twist and corrupt them with his foul magics to suit his needs like his master had done before him.

The Spire of Angmar is the primary infantry recruitment structure for the Orc units of the Adventure: Angmar subfaction based on Dol Guldur.

## Upgrades

**Upgrade to Level 2 (A)** - Allows training of Angmar Ravagers. +10% faster build speed. (cost: 600)

**Upgrade to Level 3 (A)** - Allows training of Tomb Guard. +25% faster build speed. Adds defensive arrow tower. (cost: 500)

## Function

### Unit Production

The Spire of Angmar can be used to recruit the following units:

### Unit Upgrades

The Spire of Angmar allows unit upgrades to be bought for Adventure: Angmar's units.

**Black Banners (F)** - Allows hordes to purchase the Black Banners upgrade. Increases a horde to level 2. (Cost: 400)

**Corpse-fire Arrows (G)** - Allows hordes to purchase the Corpse-fire Arrows upgrade. When equipped, increases the damage done by arrows and allows level 2 Hunters to use 'Bring it Down!' ability. Will upgrade all patrols and towers archers instantly once upgrade is purchased. Requires a Level 2 Spire of Angmar. (Cost: 1000)

### 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.

**Howling Wolves (W)** - Requires a Wild Cairn. Summons a White Wolf to defend the structure. Left click to activate.

**Fell Spirits** - Requires Level 3 Spire of Angmar. Angmar Hunters and Pikemen may be turned into Risen Dead, fast-moving shock troops that do not suffer from Slow Decay. Passive ability.

## Strategy

The Spire of Angmar will form the core of the Adventure: Angmar subfaction's infantry production throughout the game. Like all Angmar buildings, it can provide **Shivering Presence** to prevent Slow Decay and allow your units to spread across the map. Therefore, a worthwhile but risky strategy can be to build a forward Spire of Angmar to enhance early pressure on enemy forces. Angmar Snaga will be the faction's early swordsmen, being weak orcs who can transform into Risen Dead if they are killed at level 2. Angmar Pikemen and Hunters can act as pikemen and archers in the early game but can be used in the mid-late game to create additional Risen Dead once the Spire of Angmar can be upgraded to Level 3. To this end, the Misery Bonus of the Slave Mill can be useful. Angmar Ravagers and Tomb Guard are powerful mid-late game infantry that have more armour, health and damage than the basic units. The former can disrupt enemy forces and deal heavy damage to structures while the latter is a powerful pike unit. The Spire of Angmar has increased importance compared to its Dol Guldur counterpart, the Guldur Gaol, in that it directly allows the transformation of Angmar Pikemen and Hunters at level 3 instead of requiring a separate structure, making it essential that the player levels up a Spire to level 3 as soon as possible to facilitate Risen Dead production.