After a thousand years of peace that followed the War of the Last Alliance, evil once more began to spread across Middle-earth. In the year 1300 of the Third Age, evil things started to stir in Middle-earth again, and the Nazgl re-appeared. The Witch-king settled in Angmar, and after having built an army there, invades Arthedain in the year 1409, and waged a 500-year war against the Kingdom of Arthedain, the remaining north-kingdom of the Dnedain. The Tower of Amon Sl is destroyed, but the great fortress of Fornost is defended, and war continues. After the Great Plague in 1636 which devastates Gondor and desolates many parts of Eriador, the Witch-king finally destroys Fornost, and takes it as his own fortress.
The Angmar faction can be thought of as the evil counterpart to the Dwarven faction The Battle for Middle-earth II; they are strong and sturdy, but slow. They also have mixed units, similar to Mordor, combining expendable units with elite infantry and heavy support units.
Units
The Witch-king and Morgomir arrive at a barren land to the north near the Ettenmoors. They immediately notice a highly intelligent warrior troll, Rogash, and recruit him on the promise that they will reunite the Snow and Hill Trolls. The three Angmar Champions rush to the fighting Trolls, where the Witch-king fulfills his promise to Rogash and unites the Trolls. The Witch-king orders the foundation of three mighty Angmar fortresses while his armies eliminate the Black Nmenreans in the area, freeing other trolls in the process. Soon after, a great army of Black Nmenreans arrive to eliminate the intruders, but the Witch-king and his troll army easily crush them. The Witch-king forces the allegiance of the Black Nmenreans, and Angmar is successfully founded.
A group of Hillmen of Rhudaur begin to rebel against Arnor, led by Hwaldar. Hwaldar is seized and arrested, but Morgomir recognizes a valuable ally to control the Hillmen of Rhudaur. The Witch-king and his army eliminate the Loyalists and recruit the rebels. Soon after, they destroy the Dnedain guarding Hwaldar and free him. They then proceed to attack the mighty Arnor fortresses in Rhudaur, but the attack (while successful on one fortress) weakens the Angmar forces badly and King Argeleb I soon arrives to finish them off. Morgomir brilliantly trains the Thrall Masters to replenish the Angmar army and wipe out King Argeleb and his army. They then destroy the other fortress, claiming total control over Rhudaur.
Further invasions from Angmar are thwarted by King Arveleg I, who uses the palantr of Amon Sl to foresee attacks. To proceed in Arnor's destruction, the Witch-king must destroy Amon Sl and claim the palantr.
Rogash, Hwaldar, Morgomir, and the Witch-king are all involved in this battle. The forces of darkness start off by destroying five Mallorn trees that power various defenses of Amon Sl. After they are destroyed, they proceed in destroying the main fortress. Reinforcements of Arnor later arrive, but the enemy wipes them out completely. The Angmar forces turn back towards Amon Sl and begin destroying the structures in the fortress despite heavy resistance. Angmar eventually summons two Mountain Giants and proceeds to attack the watchtower, destroying it once and for all.Though Angmar has destroyed Amon Sl, Arveleg has escaped with the palantr. The Witch-king sends Morgomir and Sauron to retrieve it.
A small Angmar scout party sent by Morgomir pursues Arveleg. The Dire wolves make a mad rush for King Arveleg, while the Thrall Masters summon Gundabad Orcs to attack the Tower Guards. The combined forces successfully wear down Arveleg, but before he is killed he smashes the palantr, causing a huge explosion killing everything nearby.
Morgomir and more powerful forces later arrive and notice a shard of the palantr, which is still filled with power. Arnor also notices it and sends orders to retrieve it. Angmar and Arnor compete and race for mastery of the shards, partially since both of their powers have been nullified by the blast and are regenerated with the palantr shards. Angmar gets most of them, but when Arnor brings some to their outpost Morgomir and his forces destroy the outpost. After the Arnor outpost is destroyed, Morgomir easily gathers the seven shards and gains victory for Angmar.
Cardolan wasn't affected by the destruction of Amon Sl so the Witch-king attacks the Barrow Downs, planning to draw out Cardolan's forces into a foolish and self-destructive charge. He sends Hwaldar to claim the royal barrow. To assist the conquest, Hwaldar destroys the attacking forces and kills some Dnedain Rangers that planned to attack the reinforcements of Angmar. With him are some Thrall Masters and Sorcerers that have gained power from the palantr shards. When Hwaldar reaches the Royal Barrow, Cardolan becomes enraged and sends its forces to destroy him. But, the Rhudaur Warriors hold back each attack and the Sorcerers cripple and destroy Arnor's soldiers, turning some of them into corrupted Wights. As time passes, more Sorcerers, Thrall Masters, and Trolls arrive; at one point, Morgomir joins the battle. In the end, the Prince of Cardolan himself arrives to answer the challenge, but so does the Witch-king and Rogash at the same time. The Prince is eventually killed by the Witch-king and his forces, and Cardolan is laid bare to the enemy.
Glorfindel, Elrond, and the Elves prepare to lead a charge on the capital of Carn Dm, in an attempt to destroy Angmar and give Arnor time to recover. The Witch-king lights a beacon to call Rogash, and some builders and Hwaldar begin setting up defenses. By the time the Elves attack, Carn Dm is ready. Despite this, the battle originally goes ill for Angmar as more and more trebuchets and Elves pound on the assault. Just as Carn Dm appears to be taken, Rogash and Morgomir arrive with armies of Trolls and Black Nmenreans. With these powerful new reinforcements, Carn Dm is saved from the Elves. Glorfindel is defeated, but before he can be killed he is rescued by the Elves (later to launch a more successful invasion of Angmar. He is also one of the heroes in the good campaign of The Battle For Middle-earth II). In the meantime, however, Angmar is weakened but not destroyed, and the Witch-king continues to plan the next assault even as both Angmar and Arnor recuperate.
After an unsuccessful attack by Men and Elves on the fortress of Carn Dm, the Witch-king contemplates his next move. The audacity of his enemies angered him greatly, and an example should be made. However, Angmar has been significantly weakened, and his next attack needs to be planned in order to prevent failure.
With the help of Morgomir, he decides to unleash a terrible plague upon the unsuspecting Arnor, created by his Black Numenorean sorcerers. These wicked men, already deeply immersed in the Dark Arts, have become even more powerful due to acquiring the shards of the palantr; their powers have already been demonstrated in the Battle for Cardolan. However, the Witch-king needs a ground zero from which his diabolical plague will spread. With utter malice, he chooses the most sacred ground in all of Arnor: the Barrow downs. These quiet and dignified monuments of the Dnedain are essential to the morale of Cardolan, which Angmar is perfectly aware of.
Morgomir is to lead the attack on the Barrow downs. His Sorcerers are to control as many barrows as possible to corrupt the souls of Arnor's ancestors before the new day's sun rises. Cardolan's forces, outraged at this desecration, sends its own armies (led by Captain Carthaen) to destroy Angmar's forces even as the Sorcerers begin corrupting souls. Morgomir, however, instructs his Sorcerers to cast their own terrible spells on the Cardolan army, weakening it significantly. To finalize victory, Morgomir summons an evil, ice spectral wolf to crush the opposition. The Sorcerers complete the plague, and the Barrow-wights are fully created. Captain Carthaen is soon trapped by the Sorcerers, and Morgomir stabs him with a Morgul-blade. And so, Karsh the Whisperer is created.
Angmar has almost completely dominated Arnor, but Fornost still remains to be taken. The Dnedain and their allies all gather for this final assault. In order to prevent a foolish advance (and subsequent destruction), the Witch-king prepares a base and gathers his forces first. After all the preparations, they begin the assault. Angmar starts by destroying the front gate and some of the outer defenses. Combining the fury of the Angmar army and deadly Angmar ice powers, the Witch-king slowly wears down the fortress one building at a time. Casualties on both sides are high as the Dnedain desperately battle for their lives and Angmar's army fights in a berserk rage. In the end, the citadel of Fornost is destroyed and the structure falls. Angmar has achieved complete victory over Arnor, and has now opened the opportunity for complete domination of the North.
After all Arnor had been conquered King Ernil of Gondor dispatched reinforcements to finally crush Angmar. He sent his son Ernur to ally with Glorfindel and Elrond to destroy Angmar. After an epic battle the Witch-king flees to the lands of Angmar.
This game is an expansion pack, meaning that one must already own The Lord of the Rings: The Battle for Middle-earth II to play it. It is also a PC-exclusive, meaning it was never released for (nor is compatible with) the Xbox 360.
Installing the mod is simple but not completely straightforward, if you go through the steps carefully you should be fine. Also key to note, very few mods are made to be compatible with each other, the few exceptions being one such as AOTR and 2.02 (yes, the unofficial 2.02 patch is a mod). In general, only have one mod installed in a folder at a time and don't try to launch any other mod than the one you currently have installed your game directory. By default the game directory is C:\Program Files\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king, in addition, the folder for things like Replays, Maps and the Options.ini is %appdata%/My The Lord of the Rings, The Rise of the Witch-king Files.
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