This week, the Nazgul ride out from Minas Morgul!
Nazgul in The Dwarf Holds are now divided into two categories, Black Riders and Winged Nazgul. You can also recruit the fearsome Witch-King of Angmar. Here's how it goes:
Black Riders
Black Riders start at Level 3 and can progress like most other heroes. As their name implies, they can toggle between foot and mounted states. They start with Screech, which functions as before. When Mounted, they can use the Haste of the Nine ability to increase their speed and trampling potential. A Lieutenancy leadership is gained at Level 5, which grants the Nazgul command over a type of troop. This is randomized - your Nazgul may hail from the East, the South, Minas Morgul or Mordor itself. Each region bestows its own benefits - for example, a Lieutenant of Minas Morgul buffs Morgul Orcs and heroes, while a Lieutenant of the East buffs Easterlings and Variags.
Black Riders also have the passive Nine Servants of Sauron ability, which makes them stronger when more Nazgul are gathered nearby. This applies to Winged Nazgul and the Witch-King too! And last but not least, the Black Breath significantly weakens all units in the nearby area when used. You can recruit up to two Black Riders.
Winged Nazgul
Nazgul mounted on fell steeds are available once the Dark Tower has been constructed. One is provided for free, paying a large sum can net you up to two more. They are similar to their vanilla counterparts, they do not level and merely fly about wreaking destruction on your enemies. They do however have a few new powers. Dark Wings passively decreases the statistics of any nearby enemy troops, making them less fear resistant. Nine Servants of Sauron is identical to the Black Riders' version and stacks with them as well. Similarly, they share an identical Lieutenant leadership. Additionally, Screech is still available and pairs well with Black Wings.
The Witch-King
The ranks of the Nazgul wold not be complete without their infamous leader. Though he starts on foot, he also has access to Mount, allowing him to ride into combat with the other Black Riders. His Black Captain leadership is more potent than his subordinates' and bestows an interesting effect - heroes will only do half damage to the Witch-King, with a couple exceptions that I'm sure you can guess at. He also acquires Open in the Name of Mordor, a power which does about 1500 damage to a gate and reduces its armor for a significant duration, letting your siege weapons finish the job. Once he reaches Level 6, the fun really begins - he gains his terrifying helmet and gets access to his war mace, making him more effective at fighting large numbers of infantry. Later, Morgul Blade brings him into his prime as a hero-killer - one stab from this weapon will damage a hero's attributes until his unfortunate demise. The Captain's ultimate weapon, The Witch-King's Hour, further cuts into hero abilities, decreasing their attack and increasing power recharge times by up to five times! During this period, the leader of the Nazgul also deals additional damage.
And finally, the Witch-King is so terrifying that he will randomly trigger his Screech ability when under attack.