Re: Possible mod nation? - Kingdom of Angmar
Well, that midgame is really going to be the hard part for them. They have pretty good access to death magic. The Witch King gives them at least some access to astral. The Gundabad shamen have blood magic, frequently at B2 with douse 1 natural. So, late game magic should be pretty good for them, but really, a lot of that is riding on the Witch King. Their national mages are good enough to cast a few staple spells. The recruit-everywhere ones can cast frozen heart, numbness, shadow bolt/blast, disintegrate, ghost grip, skellispam, and orb lightning. The cap-only ones can cast falling fires, pillar of fire, prison of fire, disintegrate, ghost grip, bane fire takes a staff or gems, skellispam, blood boil, hellfire, hellbind heart, leech, and some acid spells with a bit of help from gems and a water bracelet. They can forge all of the penetration items (though using the Witch King to make the astral ones is probably a waste). Rituals-wise, they have quite a few blood possibilities, with vampires and various demons being quite viable, but also leviathans, undead archers, and such. Using a pretender to get access to the higher-path blood summons and boosters would get you up to more diversity there. Hidden in snow is castable by the recruit-everywheres, and the nation has enough death to climb the ladder to tarts, but has no means of un-afflicting them naturally. With the Witch King, you can even skip ahead directly to lichcraft.
When I get to national summons, I'll probably be giving them some wraith summons to act as thugs. The barrow wights from The Fellowship of the Ring were men of Angmar.
|