- "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."
- —Appendix A, Annals of the Kings and Rulers: "Eriador, Arnor, and the Heirs of Isildur"
Angmar is the only evil faction that has a solid ring of walls. Angmar offers a total of 9 available building plots, and like its counter-faction of Arnor, you can build a high number of different buildings. This faction pulls troops from different regions of the North of Middle-earth together; as such, the armies are quite varied. Angmar is an all-rounder faction with access to both heavy and defensive troops, as well as a selection of offensive and light troops. The focus of Angmar can be varied depending on the building selection on the outpost. On camp maps, Angmar has a ring of walls with a single, simple entrance. On settlements, Angmar can build a variety of specialized vassal buildings but can't access new units there.
Angmar is a faction based on the original faction of BFME 2, but has been greatly expanded upon by the team with their own lore, some of which was inspired by the Edain community.
Strategic Points[]
Castle[]
On the castle, Angmar has 9 building plots and a full set of walls and defensive plots. They also have a gate which can close. On the defensive plots they can build catapults, postern gates, defensive towers and death cages.
Camp[]
On the camp Angmar has small walls and a single opening. They have seven build plots and 4 defensive plots within the camp.
Outpost[]
On the outposts, Angmar can only build a basic outpost with 3 build plots on which normal buildings can be built. However, you can then give it to your sorcerers to allow spells to regenerate 20% faster and to allow your sorcerers to use spell they didn't specialize in. On the other hand, you can give it to the vassals of Carn Dûm. This would let it become a garrison tower (so it would have more hit points and defensive archers) and would let the Men of Carn Dûm be recruited 30% faster. Costs 800.
Settlements[]
On the Settlements Angmar can build a wolf lair which trains Dire Wolves and is protected by neutral Dire Wolves who will attack nearby enemies. They can build an Orc Camp which generates resources and increases the damage of orcs. They can build a barrow which generates treasures, which need to be picked up, grants access to the lair tunnel system, can cast spell of the Barrow Wights, and reduces the cost of barrow wights. Finally, they can get a Hillmen village which generates resources and increases the damage of Hillmen.
Buildings[]
Name | Location | Cost | Description | Discount |
---|---|---|---|---|
Mill (Y) | Castle, Camp, Outpost | 400 | Generates resources, can be used to decomission units | Reduces the cost of Dire Wolves and Werewolves:
2 Mills: -10% 3 Mills: -15% 4 Mills: -20% 5 Mills: -25% 6 Mills: -30% |
Smelter (X) | Castle, Camp, Outpost | 400 | Generates resources | Reduces the cost of unit upgrades:
2 smelter: -10% 3 smelter: -20% 4 smelter: -30% 5 smelter: -40% 6 smelter: -50% |
Wolf Tamers' Pit | Castle, Camp, Outpost | 300 | Trains Dire Wolves and Werewolves. Researches Spiked Collar (LV2) and Wol Breeding (LV1). Requires 2 cart units to level up (4 units total). | N/A |
Hall of the King's Men | Castle, Camp, Outpost | 300 | Trains Thrall Masters, Carn Dûm Swordsmen, Carn Dûm Pikemen, Carn Dûm Bowmen, and Shadow Guards. Requires 3 cart units to level up (6 total). | NA |
Temple of Twilight (N) | Castle, Camp, Outpost | 600 | Trains Sorcerers. Researches Well of Souls, Corpse Rain and Soul Freeze spells. Requires 2 cart units to level up (4 total) | N/A |
Barrow Wight Lair (A) | Castle, Camp, Outpost | 600 | Trains Wights, weakens nearby units, is connected to the tunnel system. Requires 1 cart unit to level up (2 total). | N/A |
Dark Iron Forge (S) | Castle, Camp, Outpost | 600 | Constructs siege equipment and researches Banner Carriers, Dark Iron Blades, Ice Arrows, Dark Iron Armor and Ice Shots. Requires 1 and 2 cart units to level up (3 total) | N/A |
Battle Tower (D) | Castle, Camp, Outpost | 800 | Fires at nearby enemies, can be garrisoned with units and upgraded with Ice Arrows | N/A |
Units[]
Name | Type | Where to Recruit/ Requires | Cost | CP | Strong vs. | Shortcut |
---|---|---|---|---|---|---|
Dire Wolves | Swordsmen | Kennels | 200 | 60 | Pikemen | Y |
Werewolf | Cavalry | Kennels Level 3, Wolf Breeding and Spiked Collars researched | 1200 | 90 | Swordsmen, Siege | C |
Thrall Master | Depends on upgrade | Hall of the King's Men | 200 | 60 | Depends on upgrade | Y |
Gundabad Warriors | Swordsmen | Thrall Master | 0 | 60 | Pikemen, Siege | Y |
Rhudaur Spearmen | Pikemen | Thrall Master | 100 | 60 | Cavalry, Monster | C |
Rhudaur Axe Throwers | Archer | Thrall Master | 200 | 90 | Swordsmen | V |
Wolf Riders | Cavalry | Thrall Master | 200 | 90 | Archer | X |
Carn Dûm Swordsmen | Swordsmen | Hall of the King's Men Level 2 | 500 | 90 | Pikemen, Elite | X |
Carn Dûm Bowmen | Archer | Hall of the King's Men Level 2 | 600 | 120 | At Range | V |
Carn Dûm Pikemen | Pikemen | Hall of the King's Men Level 2 | 600 | 90 | Cavalry, Monster | C |
Shadow Guards | Swordsmen | Hall of the King's Men Level 2, Dark Iron Mail, Dark Iron Blades | 1000 | 90 | All normal infantry | |
Wight | Swordsmen | Barrow Wight Lair | 350 | 45 | Swordsmen, Cavalry, Pikemen | Y |
Siege Trolls | Siege | Dark Iron Forge | 500 | 30 | Buildings | Y |
Sorcerers of Angmar | Support | Temple of Twilight | 600 | 120 | Depends | Y |
[]
Name | Cost | CP | Strong vs. | Description | Shortcut |
---|---|---|---|---|---|
Umbar Transport | 100 | 25 | N/A | Can transport up to two battalions or heroes into any other location, very weak. If it dies with units the units will also die. | Y |
Corsair Black Ship | 750 | 50 | At Range, VS Ships | Basic ships who shoot at any troops nearby, can be upgraded with improved armor and improved damage. | X |
Corsair Bombardment Ship | 3000 | 100 | Structures | Mighty Siege ship which deals huge damage. Can take down a building in merely a couple of hits | C |
Mordor Doom Ship | 500 | 25 | Ships | Will explode when nearby to the target ship dragging other nearby ships with it. | V |
Heroes[]
Drauglin[]
- "While not as powerful as a Werewolf, the Witch-king soon recognized the advantages of the skinchanger: He was not simply a dangerous and bloodthirsty beast, but also capable of controlling the wolves of Angmar."
- —Drauglin's Backstory (Edain Team Creation)
Drauglin, the Beastmaster, was created by dark magic in the catacombs deep under the city of Carn Dûm. The sorcerers of Angmar enslaved and tortured a Beorning, transforming him into a servant bound to their call. While many vassals of the Witch-king follow him out of ambition, fear or a desire for revenge, Drauglin is a slave without a will of his own. In the game, Drauglin is the cheapest hero unit of Angmar that serves as a scouting unit and an early-game raid-leader.
Recruitment location: Citadel
Hwaldar[]
- "The claim was resisted by Rhudaur. There the Dúnedain were few, and power had been seized by an evil lord of the Hill-men, who was in secret league with Angmar."
- —Appendix A, Annals of the Kings and Rulers: "Eriador, Arnor, and the Heirs of Isildur"
Hwaldar was the Hill-chief of many tribes at Rhudaur, one of the ancient three kingdoms of Arnor. Rhudaur is secretly in league with the Witch-king of Angmar, Hwaldar paves the way for Angmar's invasion but must evade capture from the clutches of the soldiers of Arthedain, to complete his treachery. He holds an interesting nickname, the "Brigand". He is based on an unnamed character from J. R. R. Tolkien´s canon.
Recruitment location: Hall of the King's Men
Helegwen[]
- "I can see that much in you. You are not some Orc or Hill-woman, you are descended from the Men of Númenor. It is in our blood to aspire to greatness."
- —Mornamarth, Helegwen's Backstory (Edain Team Creation)
Helegwen, nicknamed Winter's Arrow, knew from a young age what it meant to fight for her life. As the power of Angmar grew, winter was becoming harsher every year and she had to use her skills to hunt and defend her town from wolves and hill men. She was recruited by Mornamarth, who saw her potential, and now serves Angmar with her bow and mighty arrows.
Recruitment location: Angmar Outpost upgraded with a Garrison Tower
Gulzár[]
- "Can't you feel the magic, whipping the winds to the south? Isn't there a foul taste on your tongue and a tingling in your fingertips? Then you still have a lot to learn..."
- —Gulzár, The Shadow of Angmar, Chapter 1: The Invasion of Angmar (Angmar-RPG)
The High Sorcerer, Gulzár, was the first to serve Angmar with an array of magical spells and the arts of necromancy. Gulzar can only be recruited when you have a Sorcerer's Tower installed on one of your outposts, but he represents the magical aspect of the Witch-King's empire. Gulzar attacks with bolts of black magic, and can summon plague-bearer acolytes who infect enemy units with a disease that eats away at their health.
Recruitment location: Temple of Twilight
Mornamarth[]
- "In Angmar, power seeks out those who are worthy to take it."
- —Mornamarth, Helegwen's Backstory (Edain Team Creation)
Over the centuries, Mornamarth, the fallen Dúnedain, rose to become the elite of Angmar, forming the peak of its society and armies and raising mighty castles in the frozen tundra while the lesser races toiled in their huts and camps. Elsewhere, this might have lead to strife and unrest, but the iron fist of the Witch-king holds these disparate peoples together, always vying for his favor and eager to share in his power. One such is Mornamarth, the current Steward of Carn Dûm, who uses his dark magic to lead his men to victory, even at the cost of their lives.
Recruitment location: Hall of the King's Men Level 2
Dûrmarth[]
- "Dûrmarth walked in the front row of the Guards, right behind the Sorcerers and the Witch-king. He walked among them as one of the Men of Carn Dûm, even if he was different from those."
- —The Shadow of Angmar, Chapter 1: The Invasion of Angmar (Angmar-RPG)
Dûrmarth, Captain of the Black Guard, will receive several powerful Morgul artefacts during the course of his career. He can switch between Warrior mode and Guardian mode. In Warrior mode (left), these artefacts will increase his own power, while in Guardian mode (right), they will bolster nearby heroes, sorcerers and acolytes.
Recruitment location: Hall of the King's Men Level 2
Karsh[]
- "Though he fought with a valor rarely seen among men, the young Arnorian Captain paid a price beyond death and now serves the Iron Crown."
- —The Lord of the Rings: The Battle for Middle-earth II: The Rise of the Witch-king
Karsh, the Cursed Captain of Arnor, born as Carthaen when he was a human, was a character created in the Electronic Arts video game The Lord of the Rings: The Battle for Middle-earth II: The Rise of the Witch-king, probably meant to be the Last Prince of Cardolan the four hobbits met in the Barrow Downs and were rescued from by Tom Bombadil. Karsh is a hero for the Angmar faction, and was known as a "whispering" wraith, but has the same physical appearance as Barrow-wights. He got a re-skin in Edain mod along with additional abilities.
Recruitment location: Barrow Wight Lair
Zaphragor[]
- "A massive monster of a man wielding a two-handed greatsword, carving a bloody path right into the center of Arthedain's army."
- —Helegwen's Backstory (Edain Team Creation)
Zaphragor, First Blade of the Witch-king, is among Angmar's most powerful servants, a fearsome butcher driving his enemies before him through strength of arms and magic. He is the hammer of the Witch-king, charging into battle at the head of his host to break the enemy line with little regard for his own life - for Zaphragor does not serve the Witch-king out of fear or greed, but burns with true and unbending loyalty. Where other sorcerers sacrifice acolytes to perform their spells, Zaphragor despises such weakness and gives of his own life instead. Far from a weakness, however, this makes him even more deadly as he does not have to rely on any kind of support to wreak havoc on the battlefield.
Recruitment location: Angmar Outpost upgraded with a Tower of Sorcery
The Witch-king of Angmar[]
- "Then the Witch-king laughed, and none that heard it ever forgot the horror of that cry."
- —Appendix A, Annals of the Kings and Rulers: "Gondor and the Heirs of Anárion"
The Witch-king, Lord of the Nazgûl, reappeared in TA 1300 in the north near the lost realm of Arnor. There he founded the kingdom of Angmar. It was after the formation of Angmar and several conflicts with the Dúnedain of the North that the Lord of the Nazgûl received the title of Witch-king, Lord of Angmar. In the Angmar faction of the game, the Witch-king dons an alternative suit of armor and leads his forces to victory through blood and iron.
Recruitment location: Citadel
External Buildplots[]
Buildplots[]
Name/Shortcut | Buildable at | Cost in resource | Lifepoints | Description | Price Reductor |
---|---|---|---|---|---|
Wolf Lair | Settlements | 250 | Trains Dire Wolves. Defensive Dire Wolves who will attack nearby enemies | N/A | |
Orc Camp | Settlements | 200/300/400 | Generates resources and Angmar tributes | Increases the attack damage of orcs:
1 Camp: +5% 2 Camps: +10% 3 Camps: +15% 4 Camps: +20% 5 Camps: +25% | |
Barrow | Settlements | 200/300/400 | Generates resources, is connected to the tunnel system. Produces Angmar Tributes | Reduces the cost of Barrow Wights:
2 Lairs: -10% 3 Lairs: -15% 4 Lairs: -20% 5 Lairs: -30% 6 Lairs: -40% | |
Hillmen Village (Y) | Settlement | 200/300/400 | Generates resources, supplies Angmar Tributes | Increases the damage of Hillmen:
1 Village: +5% 2 Villages: +10% 3 Villages: +15% 4 Villages: +20% 5 Village: +25% |
Units[]
Name | Type | Where to Recruit | Cost | CP | Strong vs. | Shortcut |
---|---|---|---|---|---|---|
Dire Wolves | Swordsmen | Wolf Lair | 200 | 60 | Pikemen | Y |
Heroes[]
Name | Weapon(s) | Role | Where to Recruit | Requirement | Cost | CP | Importance |
---|---|---|---|---|---|---|---|
Helegwen | Bow | Unit Interferer | Angmar Outpost | Garrison Tower | 1400 | 30 | Winter's Arrow |
Zaphragor | Sword | Mass Slayer | Angmar Outpost | Tower of Sorcery | 2500 | 60 | First Blade of the Witch-king |
Upgrades[]
Angmar's Outposts have two upgrades which can be individually applied to the normal outpost. Costs 1200
Garrison Tower: The Witch-King gives the land to the Men of Carn Dum. The outpost becomes a defensive tower with additional hitpoints and defensive archers. Men of Carn Dum are recruited 30% faster and the outpost gains 800 hitpoints. Enables the recruitment of Helegwen at the outpost. Cost: 800
Tower of Sorcery: The Witch-King gives the land to his sorcerers. The tower becomes a tower of sorcery. As long as it stands spells recharge 20% faster (up to 40% with two towers) and sorcerers can use every spell. Enables the recruitment of Zaphragor at the outpost. Cost: 800
Spellbook[]
Tabber
Cost: 1 point
Summon a Dark Obelish that weakens nearby enemies and reveals hidden units. Nearby enemies lose -10% attack and -10% armor. Stealthed units will be revealed. The Obelisk is a weak structure and can easily be destroyed if left undefended.
Cost: 1 point
Spread a terrible plague to the target enemy resource building, blighting the land. Causing it to produce -75% less resources and increasing the production time and research time by +75%. You cannot target the Lorien Forge with this power.
Cost: 2 points
The land in the target area becomes white with frost. Units in the target area are slowed and debuffed as long as the Frozen Land remains. Enemy units lose -50% speed and all leaderships are nullified. The ice covers up tainted land and elven wood.
Cost: 3 points
A great gust of cold wind sweeps through the target area, dragging all units towards its center.. Units in the target area are knocked down and sent flying through the center. Does minimal damage.
Cost: 5 points
Lowers the cooldowns of every hero ability by 20%. Once the Witch-king has granted his favor, additional benefits for the subfaction of his choice become available.
- Carn Dûm: Men of Carn Dûm gain bonuses around newly conquered settlements.
- Thralls: Allows summoning of a Vassal House.
- Sorcerers and Wights: Sorcerers can lead more acolythes and Wights move faster near Barrows.
- Monsters: Wolves and Werewolves gain +50% armor near allied settlements, Wolves regenerate near Wolf Lairs and Werewolves heal more health with Devour
Cost: 6 points
Thrall Masters are equipped with additional armor, gaining three times as much health. They now summon a horde of Orc Slayers instead of Gundabad orcs. All vassals now have +25% health and deal +25% damage.
Cost: 5 points
Summons three battalions of Turncoats from Arnor to the battlefield. The Turncoats must prove their loyalty to permanently serve the Witch King. If they don't reach rank two in time, they are executed.
Cost: 6 points
A green plague cloud appears on the target area slowly spreading, poisoning the enemy troops. The plague damages all enemy units in it over time and slowly spreads outwards.
Cost: 6 points
Summons Rogash and two Hill Trolls onto the battlefield for a short time.
Cost: 10 points
Nominate the target fortress to a stronghold of the Iron Crown. All structures are instantly upgraded to level 3 and get reinforced garrison. Wall catapults gain ice ammunition. Enemies near the gate are poisoned. The citadel gains the abilities Sortie, Bastion of Winter and Unleash the Black Knights.
Cost: 10 points
A great avalanche of snow and ice falls at the target location, damaging enemy units and buildings in the target area and burying them beneath icy snow. Affected units are frozen for a short duration. Affected buildings are disabled for a longer duration and deal no damage.
Upgrades[]
All upgrades can be seen here.
Name | Cost of Research | Requirement |
---|---|---|
Banner Carrier - This upgrade can only be given to a level 1 battalion and will promote it to level 2. At level 2 the battalion can regenerate units when out of combat. Cost: 200. | 400 | Research at a level 2 Dark Iron Forge |
Dark Iron Mail - Increases the armor, hit points and damage resistance of the unit to ranged damage. Changes the unit's armor set to a different armorset. Cost: 300 | 600 | Research at a level 2 Dark Iron Forge |
Dark Iron Blades - Increases the damage of this battalion and provides a damage bonus against | 600 | Research at a level 2 Dark Iron Forge |
Ice Arrows - This upgrade significantly increases the arrow damage dealt by this battalion once purchased. Cost: 400 | 800 | Research at a level 3 Dark Iron Forge |
Ice Shot - Increases the damage that the unit does to buildings and add FROST damage. and disables attacked buildings for a short time. Fortresses, Walls and Expansions are not affected. Cost: 600 | 500 | Research at a level 3 Dark Iron Forge |
Soul Freeze: Allows Sorcerers to specialize in the Soul Freeze power. This makes units in the radius immobile but invulnerable for a short time. Cost: 100 | N/A | A Temple of Twilight has been built |
Well of Souls: Allows Sorcerers to specialize in the Well of Souls power. This sucks life force from the target to heal units around the sorcerer. Cost: 300 | N/A | A Temple of Twilight is level 2 |
Corpse Rain: Allows Sorcerers to specialize in the Corpse Rain power. This calls down a barrage of corpses on the target area. Cost: 500 | N/A | A Temple of Twilight is level 3 |
Heavy Spiked Collars - This increases the damage of Dire Wolves by 50% and their movement speed by 25%. Cost: 200 | 400 | Research at a level 2 Kennel |
Wolf Breeding - Allows Thrall Masters to summon Wolf Riders. Cost: 400 | 400 | Research at a level 2 Kennel |
Rabies - Dire Wolves gain +60% damage but lose -50% armor. Cost: 0 | N/A | None |
Garrison Tower: The Witch-King gives the land to the Men of Carn Dum. The outpost becomes a defensive tower with additional hitpoints and defensive archers. Men of Carn Dum are recruited 30% faster and the outpost gains 800 hitpoints. Enables the recruitment of Helegwen at the outpost. Cost: 800 | 800 | Angmar Outpost |
Tower of Sorcery: The Witch-King gives the land to his sorcerers. The tower becomes a tower of sorcery. As long as it stands spells recharge 20% faster (up to 40% with two towers) and sorcerers can use every spell. Enables the recruitment of Zaphragor at the outpost. Cost: 800 | 800 | Angmar Outpost |
Might of the Witch-King - The might of the Witch-King will be bestowed to a hero gifting them with additional power for 120 seconds.
Left click on a hero of Angmar. |
0 | Level 5 Witch-King (Angmar) |
Officers of the Black Guard - The officers of the Black Guards ensure a cruel discipline among Angmar's vassals. Unit overseen by them have +25% more health and deal +25% damage. Officers of the Black Guards have three times the health of regular Guards.The Thrall Master now summons Orc Slayers from Mount Gram instead of Gundabad Orcs. | 0 | Angmar/Black Guard Officers |
Strategy[]
Angmar differs from the majority of evil factions in two ways. First of all, it has access to the same excellent defenses that are more typical of Gondor, and so they take the place as the most defensive faction of evil. Secondly, while many villainous factions have clear methods of attack, Angmar is an amalgamation of different armies coming together, and has extremely diverse strategies that can be combined for varying victory routes. While Angmar does have the prospect of crushing its enemies in varying ways, it still stand out uniquely as the most defensive of evil factions, much more protective of its territory than even Isengard.
There are two virtues that stand out in Angmar's strategy as an evil faction: Tribute, and Sacrifice. Angmar must hold territory in the form of their many settlement structures, as they regularly spawn builder carts that can be sent to their buildings to generate a mass of resources and improve said buildings. Additionally, most of their cheaper and weaker units serve more or less to empower the more powerful units, such as the Carn Dum soldiers, werewolves, or barrow wights. Even Angmar's sorcerers possess great powers by sacrificing acolytes, and the sorcerers themselves work best when in the middle of a large mass of weaker units that protect them from untimely harm. The power vacuum of Angmar sets The Witch King at the top, and the elite forces under his command become stronger by the death of the common rabble that fight for him.
The base of Angmar's army comes from the Hall of the King's Men, with their thrall masters. The thrall masters are versatile summoners of basic foot soldiers, although in the later game they can also summon wolf riders as cavalry. Thrall masters function similar to a banner carrier to any battalion they summon, in that they automatically regenerate fallen troops when not in combat. The glaring weakness of thrall masters is that if the thrall master dies, all of his summoned warriors also immediately die. To counter this, thrall masters and their soldiers are cheap and expendable, and regenerate their forces quickly.
Angmar's elite units are the Carn Dum units, which are among the only soldiers that can receive unit upgrades. These are reasonably powerful and expensive, and can be buffed in numerous ways. Angmar also has access to wolves, which are the fastest "swordsmen" in the game, and excellent choices for harassing people because of their speed. Angmar's sorcerers are excellent support units that can cause grievous losses to enemy units when they use their magical powers from behind a mass of soldiers. Angmar also has access to some decent siege weapons for destroying enemy structures, and a few monsters like barrow wights and werewolves to deal serious damage while the common rabble soaks up the damage. Angmar also has access to a variety of hero units, each of them serving a distinct purpose.
Despite their sturdy defenses and variety of troops, Angmar suffers from a number of faults and shortcomings. A lot of Angmar's power comes from claiming and holding territory to spawn their tribute carts. Additionally, without their stronger units such as their heroes or monsters, Angmar's armies are not as effective in combat, and will scatter like ants when their Carn Dum soldiers, sorcerers, and monsters are destroyed first. Denying Angmar the privilege of claiming and holding land is the first step to weakening them. Taking out their heroes, elite units, and special units will leave their huddles masses without strength. Assaulting their superior fortifications with effective siege weapons does all the rest with defeating Angmar.
Angmar vs. Angmar - advice from Elendil (Edain Team)[]
Start with a Wolf Den + lairs as your settlements. Get Drauglin + two swords and start creeping as much as possible. Once you have enough income to produce wolves non-stop, start adding in wights. Your first tribute carts give you money for the infrastructure. You should never have fewer wolves than your opponent with this build, so the most important thing is sniping enemy tribute carts to delay enemy tech.
Once you have four or five wights, you can use them offensively. Keep your wolves close and you should win most fights with proper control. Important to note: This doesn't work at all if your enemy has wolf riders, who hard-counter both of these units. This is the deciding time window, because if you don't get out of this stage by unlocking higher tech, you're dead.
Your advantage is that you can put more tribute carts into your Wolf Den, which means early Werewolves. They mop the floor with wolf riders and ensure your map control against Carn Dûm in combination with wolves (again, map control in this mirror is paramount because no tribute carts = no tech). From here on out, you can basically do whatever you want.
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