The Throne of War: Hour of Twilight

Throne of War - Hour of Twilight

"Where walks the footfalls of doom, the Apocalypse is nigh, and the skies have turned red with the blood of the innocent. The Dark Ones have come. Eternal Chaos shall reign supreme."

Anguish

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 5

Stamina: 7

Strength: 7

Sandman

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 5

Stamina: 7

Strength: 7

Guilt

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 5

Stamina: 7

Strength: 7

Scarecrow

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 5

Stamina: 7

Strength: 7

Lard

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 5

Stamina: 7

Strength: 7

Gnasher

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 5

Stamina: 7

Strength: 7

Warsman - Exalted Voice of the End Times (2nd Form)

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The Throne of War: End of All Hope

The Throne of War - End of All Hope

You have fought long and hard to get here, and it never seems to end. You have shed blood, endured the fires of hell, battled death itself in its purest form, and stood in the face of an entire crusade just to stand where you are standing right now. And yet, this will be your toughest challenge yet. Everything you have done so far has been leading up to this moment. But what awaits you is far more dangerous than anything you have faced. You are not prepared.

The Disciples

Mallengor the Mantis King

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Delon Vess

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Titanslayer Axlgroth

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Ambassador Drakken

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Warlord Kaligar Roxom

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Grandmother Charity

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Paladin Queen Vjarda

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Consort of Warsman Anastasia

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Prince Malachenezarr

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Warsman, God of Evil (1st Form)

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 5

Stamina: 7

Strength: 7

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Nolz-Gherub

Nolz-Gherub

Deeper than any Darkbeard tomb or Underhorde tunnel, near the core of Ragnarok, is the vast metropoli of the Nolzen, collectively called Nolz-Gherub. An insectoid species, the Nolzen were hostile to Warsman at first once he ventured into their territories upon conquering the Darkbeard. He won the loyalty of their paragons by going to the Amber Wall, a construct untouched by the Nolzen ever since their first Empress, and caused it to sing with a radiance originating in his control of the Furnace of Eternity. This sent psychic shockwaves throughout Nolz-Gherub, much like the death of a queen in an anthill or the emergence of a new one. In honor of their new master, the Nolzen began to worship Warsman as the Ascendant.

Apostles of the Ascendant

Ashnajz-Durbog

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Invisibile Stalking Death

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Tzzklak

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Terror of the Depths

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

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The Fleshforge

The Fleshforge

Long ago, the Darkbeard Dwarves were driven to extinction by their various enemies. They once worshiped a dark bull-headed god named Bhamut, whose anger drove them to make heinous weapons and engines of conquest. One of these was never found for many years, only to be discovered by Warsman. It was the Fleshforge. Upon reactivation, it produced the fleshbound spirit of King Zagg Nazzulbenezur, who proclaimed Warsman as his new master as thanks for freeing him. Seeing the many idols of Bhamut plaguing the old Darkbeard city, Warsman destroyed them and proclaimed himself the new god of the revived Darkbeard Dwarves.

Children of Bhamut

Living Destruction Morkon

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Master Marksman Hardfel

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Ash-Mage Ramba

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Forgemaster Andvari

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Gundahr, the Howl of Winter

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

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Bloodfang Mountain

Bloodfang Mountain

A sacrificial altar, a stronghold of many criminal gangs, the site of dozens of battles on a primeval Ragnarok, and the last bastion of the Darkbeard Dwarves before their extinction. Bloodfang Mountain has been all these things and more, as it is a landmark in an otherwise desolate and foreboding place. It casts its enormous shadow over the dominion of Nolzgherub as well as hides the secret location to Warsman's underground empire.

Paragons

Blood Reaver Admiral Santine Hawkstrider

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Grand Arch-Warlock Nordros

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Moon-Priestess Shadowsong

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Paladin Lord Astrakon

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Zexion, Embodiment of Darkness

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

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The Throne of War: the Inner Sanctum

The Throne of War - the Inner Sanctum

Here, within the dark halls of the Throne of War, the greatest warlords of Ragnarok make their stand. They will defend their lord and master to the last, making no effort to retreat or surrender. It is victory or death in these hallowed corridors of death. A bloodied battlefield that has seen its own fair share of attempted assassinations and the like, but always from outworlders. Those who live under Warsman's shadow know that there is no defeating him.

Wings of Death

Supreme Deathcaller Isaiah

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Supreme Librarian Ezmodius

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Supreme Paladin Lord Asmodai

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Supreme Chaplain-Interrogator Sulfras

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Supreme Cult of War Grandmaster Lukas

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

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The Throne of War: Gehenna

The Throne of War - Gehenna

Warsman's capital city, it is the heart of his arrogance. Immense industrial foundries all connect to hellpits and other reminders of the tyrant's infinite power. To escape its dungeons is futile, and to deny its armies is suicide. Gehenna is a hell within a much larger ecosystem, a dark core from which there is no reprieve. It is where his mightiest warriors gather, for glory and battle, as Warsman's enemies draw closer to their final destiation.

Champions of the End

Grand Tech-Warlock Mechaziah

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Admiral Belloc Terron

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Apocalypse Forge Omega

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Blood Prince Naazregore

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Valdar the Lord of Battles

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Keeper of the Upper Spires Nezelez

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

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Valley of Unquenched Corruption

Valley of Unquenched Corruption

Darkness and despair haunt the valley, while mountains of pure corruptive energies spew into the atmosphere, changing the landscape into a hell beyond imagining. The few citadels that dot the land are dwarfed by the stronghold within the confines of the once-pure Blackheart Temple. Long ago, during the heyday of Ragnarok's former varied populations, the valley knew a time of peace and prosperity. Its people were kind and advanced beyond their years. However, nothing could have prepared them for the apocalypse that changed their lives forever. Those who remained were mutated, and now serve as slaves for an unbending hierarchy.

Region-Specific Mobs

The Blood Pact

It started as a cultist phenomenon on Earth, when the attacks on San Betral and Gothic City carried out by Warsman sparked something of a primordial want to worship. Warsman carried these loyal followers and many more back to Ragnarok, where they forsook family and pride to become little more than slaves to the evil machine. Now they have been augmented for war, trained with a mob mentality, and armed with weapons suiting their station as mindless peons.

The Blood Pact operates uniquely depending on their numbers. In groups, they will swarm the enemy and alone they will hide behind cover and utilize grenades. They have access to heavy weapons and armored vehicles, making them some of the more dangerous common mobs on Ragnarok. Weapons such as plasma guns, autocannons, and chainswords are not uncommon while the ubiquitous lasgun is universal.

Agility: 3

Durability: 3

Energy Projection: 3

Fighting Ability: 4

Intelligence: 3

Mental Power: 1

Speed: 2

Stamina: 3

Strength: 3

The Faithful

Beyond the Blood Pact, there are many other cultist phenomena that are present upon Ragnarok. The oldest is a band of brothers and sisters garbed in white, red, and gold, mirroring what they think a perfect homage to Warsman is in their clothing and mannerisms. The speakers of this cult are given special rights to hold sermon wherever they see fit, whether it be on the battlefield or in a feasting hall. Those who do not wish to hear of the glorious word of Warsman are made an example of and executed by this massive religious body.

They are called The Faithful for a reason, and they have also made themselves known as the Warhounds of Elekzier.

Agility: 3

Durability: 3

Energy Projection: 3

Fighting Ability: 5

Intelligence: 4

Mental Power: 1

Speed: 4

Stamina: 4

Strength: 4

Brotherhood of the Righteous Fury

In the same vein as The Faithful, there are many sub-cults derived of specific traits of the Regent of Ragnarok. First is Warsman's Righteous Fury. With their leaders wearing heavy masks decorated with crosses and holes signifying old-world knight helmets, this particular Brotherhood is renowned for never retreating in battle unless it is part of a greater strategy, making both following them and staying extremely dangerous as it is a trap either way. The psychological effect alone, as the enemy is stood between two avenues of death at one instance, sends many flying into a panic.

Agility: 4

Durability: 4

Energy Projection: 3

Fighting Ability: 5

Intelligence: 4

Mental Power: 1

Speed: 4

Stamina: 7

Strength: 4

Brotherhood of the Definitive Answer

While the Ordo Magi is the mightiest force of magic on Ragnarok, its students all learn while in a single group mentality. This Brotherhood models itself after the Definitive Answer that Warsman represents, that all must pay homage to him or die. The most effective way to accomplish this, as decided by the Brotherhood's founder, was to incorporate deadly magics into the training classes. With their captains wearing crosses decorated in a strange blue stone, this Brotherhood is able to attack from range in a variety of ways. Combining their large numbers into even larger spells is one of their most common practices.

Agility: 4

Durability: 4

Energy Projection: 5

Fighting Ability: 5

Intelligence: 4

Mental Power: 5

Speed: 4

Stamina: 7

Strength: 4

Brotherhood of the Insatiable Hunger

Continuing in this group of Brotherhoods is that of the Insatiable Hunger. Formed under the idea of Warsman's desire to conquer and drink of all the blood in the universe, these zealots follow in the footsteps of their lord and master. Their captains wear large beaks, signifying their role as vultures of the battlefield. They fight without mercy, and afterwards strip the bones of their fallen enemies of flesh. What they cannot eat is piled up into large meat carts and ferried back to the Throne of War, where it is sacrificed in an enormous blood orgy to appease their evil god.

Agility: 4

Durability: 4

Energy Projection: 3

Fighting Ability: 5

Intelligence: 4

Mental Power: 1

Speed: 4

Stamina: 7

Strength: 4

Brotherhood of the Militant March

Perhaps the most silent of the Brotherhoods, that of the Militant March is nonetheless widely feared. It is responsible for training all of Warsman's troops to be ready for battle if they do not already meet the requirements for the warlords of Ragnarok. By itself, this purpose isn't as extreme as the others in theory. However, once you factor in that the conquered worlds often contain large numbers of children, sick or injured residents, and elderly people, the idea becomes a bit more jagged. Continuing into this philosophy, those who do not meet the requirements or are not able to continue with the training are executed by being thrown into a Hellpit, tossed to the warhounds for food, or used as gladiatorial entertainment so that they can be "readjusted" for the Ragnarok lifestyle.

Agility: 4

Durability: 4

Energy Projection: 3

Fighting Ability: 5

Intelligence: 4

Mental Power: 1

Speed: 4

Stamina: 7

Strength: 4

Brotherhood of the Ordo Magi

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Brotherhood of the Black Moon

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

The Chosen

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Fel Drake

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Ministry of Pain

Inquisitor Ramos

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Shieldmaiden Deimora

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Nazggthormuu the Secretseeker

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Grand Archdeacon Lanstramus the Cyclops

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

High Executioner Talbain

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Lord of the Ordo Magi Masarai

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Elekzier, the Seer, the Prophet, the Voice of a Thousand Atrocities

a

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

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The Ashen Steppes

The Ashen Steppes

Miserable, diseased, and inhospitable are the Ashen Steppes. These lands are stalked by the skittering swarms of rat-like Underhorde, which used to be the dominant species of the subterranean tunnels under Ragnarok. Now they are ejected from their former home, given new purpose by the Plague Paladins, and fight for their new lord and master Warsman with undying loyalty. With plaguestones in hand, the Underhorde make up a large percentage of Ragnarok's armies, for their legions are truly endless.

Special Raid-wide Rules

  • Air of Decay - any breathable air in the Ashen Steppes is tainted with a touch of plaguestone residue, making each intake of "oxygen" as painful as the last. A passive plagued effect haunts the raiders' footsteps that is impossible to dispel. It causes those with more advanced lung capacities, such as those who need to run quickly or fly at high altitudes, to lose those capabilities. Movement speed by walking/running/flying is reduced by 75%. This only applies to raiders.
  • Pusback, Away! - in order to get to the "cleaner" air inside of the Rotting Sanctum, there are several mount options available to the raiders for quicker movement. This increased their travel speed by 150%, but they are unable to fight while on them. These are able to be summoned, however, once battle is finished. As the name implies, they are not aesthetically pleasing.
  • "Clean" Air - while the toxins in the Ashen Steppes were bad, the ones in the Rotting Sanctum are much worse. Raiders are able to move at normal speeds, but just as long as they are able to cope with their strength and durability being reduced by 25%, with no option to dispel. Armor and weapons won inside of the Ashen Steppes help to reduce this effect.
  • Don't Drink the Water - water manipulators will have a hard time finding any respectable sources of their power, reducing the effectiveness of their powers by 25%.

Curse of the Underhorde mail set (Series 1) – Honor Avenger

Curse of the Underhorde: This completely black armor is completely sealed. It does not even have eye slits. Still the wearer is able to perceive the world normally. The wearer is invulnerable to normal weapons. As a drawback the armor can never be removed again, the wearer will forever be caught in it… Together with the souls of the previous wearers.

This is a mail set that is meant for lighter warriors and elemental casters who need distance in their attacks, but still need to get in close sometimes to deal damage. It can stack into either the wearer's Agility or Intellect depending on their main strength in battle. Its pieces drop from various bosses in the Ashen Steppes zone.

Head - Eyes of the Foeseeker, Tyberius the Wanderer

Chest - Bugbrain's Shredded Stomach, Arch-Warlock Puzzworgle the Insane

Legs - Infected Pantaloons, Poisonmaster Snarkit

Waist - Tunnel Master's Shiny, Grosnikt the Grimehunter

Shoulders - The Beast's Engine, The Rotmangler

Wrists - Undetonated Toxic Bombs, Plague Engine Terminus

Hands - Tainted Grubcrushers, Grand High Plaguemancer Scabulus

Feet - Decay-Splattered Boots, Amalgamation of Decay

Region-specific Mobs

Scourge swarms

Truly the lowest of the low, these are mutated ratlings who never achieved the blessing of the plaguestones at birth. They were cursed to live as pets, pests, and even food for their humanoid cousins. They scurry around in droves, spreading plagues inflicted on their rotting flesh just by moving. Their filth-encrusted fangs and teeth cause a small passive disease effect, and the more bites a target accumulates the worse it becomes, although it is far easier to dispel and cure than - say - the one used by Terminus.

The scourge swarms are, by far, the most common threat throughout the Ashen Steppes.

Agility: 3

Durability: 1

Energy Projection: 1

Fighting Ability: 1

Intelligence: 1

Mental Power: 1

Speed: 3

Stamina: 3

Strength: 1

Ratlings

Barbaric, cruel, and sadistic, ratlings form the heart and soul of the Underhorde. They were cursed from birth by a close proximity to the veins of plaguestone running throughout the bowels of the Ashen Steppes, turning entire generations of simple-minded scourge rats into humanoid tunnelers and malicious warriors. They were conquered long ago by Warsman and they now serve him without question, marching to war with strange plaguestone weapons that rival anything highly-advanced civilizations are capable of creating.

The most powerful asset of the ratlings is their resourcefulness, and Warsman has exploited this many times, most notably with the brilliance of Plaguemancer Scabulus.

Agility: 4

Durability: 2

Energy Projection: 1

Fighting Ability: 3

Intelligence: 3

Mental Power: 1

Speed: 4

Stamina: 3

Strength: 3

Scumblade Assassins

Sneaky, dirty, and unforgiving bastards, the Scumblade clan wears their poisons and daggers on their wrists. They don't hide anything unless it's for nefarious purposes, such as stalking the raiders throughout the Ashen Steppes. While not as sneaky as Snarkit, the Scumblade do have one thing going for them: they travel in packs.

Agility: 4

Durability: 3

Energy Projection: 1

Fighting Ability: 4

Intelligence: 3

Mental Power: 1

Speed: 4

Stamina: 4

Strength: 3

Rat ogre

While the Ratlings are small and dangerous in large numbers, a single Rat ogre can simulate that threat by itself. A hulking monstrosity of flesh, bone, rotting skin, and metal appendages, a Rat ogre is a terrifying thing to face. It can cannibalize its smaller kin to restore its health, and has a special ability called Rampage that allows it to ignore pain and injuries for ten seconds. After Rampage is done, however, all that damage accumulates.

Agility: 3

Durability: 5

Energy Projection: 1

Fighting Ability: 2

Intelligence: 1

Mental Power: 1

Speed: 2

Stamina: 5

Strength: 5

Herald of the Grey Dawn

Across the Ashen Steppes are living effigies to the God of Evil. Made up of simple rotting woods and metals, a Herald of the Grey Dawn is infused with enough plaguestone residue to make it semi-aware and intelligent. The only way it can actually express itself, however, is when the Ratlings commanding it ring the enormous bell. Then, the voice of the Herald begins to rise into a cacophonous scream. It is used to inspire nearby Ratlings as well as inflict the Terror spell on adventurers, causing them to flee for six seconds.

Agility: 1

Durability: 6

Energy Projection: 6

Fighting Ability: 1

Intelligence: 2

Mental Power: 6

Speed: 2

Stamina: 7

Strength: 1

Plague aberrations

Shambling corpses made out of the remains of the countless unfortunates who have died on Ragnarok's surface, Plague aberrations become more common the closer the adventurers come to the Rotting Sanctum. They are poor fighters, weak, mindless, and utterly useless outside of their staggering numbers and an ability called Infectious Bite, which inflicts a slow plague effect on the afflicted. If it is not dispelled, the effect ends with the adventurer in question losing their mind for five seconds, attacking with reckless abandon at anything that moves - including their allies.

Agility: 1

Durability: 1

Energy Projection: 1

Fighting Ability: 1

Intelligence: 1

Mental Power: 1

Speed: 1

Stamina: 7

Strength: 2

Choosers of the Slain

In Norse mythology, Valkyries were attributed as beautiful warrior women who took the brave and heroic to Valhalla. On Ragnarok, the Choosers of the Slain are instead horrific plague-infested "doctors" who mend the corpses of their fallen into monstrous amalgamations of flesh. A single Chooser has an ability called Second Wind, which afflicts a single Undead mob. This causes that mob to rise back up, infused with the power of those who have died around it. This is stackable, so taking out the Choosers is imperative in order to avoid swarms of incredibly powerful zombies.

Agility: 3

Durability: 5

Energy Projection: 1

Fighting Ability: 2

Intelligence: 4

Mental Power: 2

Speed: 3

Stamina: 3

Strength: 3

Plague Imps

Miserable, ugly things, Plague Imps are the first sign of something very wrong in the Rotting Sanctum. They reproduce from the pus-infected blood of the Amalgamation of Decay, making wherever he walks a pestilent breeding ground for these vermin. Swarms of them are not uncommon, and their infectious bites and scratches should be avoided or healed immediately.

Agility: 4

Durability: 2

Energy Projection: 1

Fighting Ability: 1

Intelligence: 1

Mental Power: 1

Speed: 2

Stamina: 4

Strength: 1

Vile Savants

Where the Paladins go, they inevitably track mobs of cultists and followers. The Plague Paladins therefore have the Vile Savants, a militia of unswerving loyalists who worship the plagues vomited out from their dark masters in the name of the God of Evil. Much like the Cultists of the Flame, Vile Savants are weak in small numbers. However, they do have one quirk that separates them from their peers: they explode into vehement plague dust clouds upon death, or in voluntary kamikaze attacks.

Agility: 2

Durability: 2

Energy Projection: 1

Fighting Ability: 2

Intelligence: 2

Mental Power: 1

Speed: 2

Stamina: 2

Strength: 2

Plague Paladins

Crusted in vomit and pus, Plague Paladins are the epitome of disgusting and maddening servitude to the sickness. They wield firearms called Blight Bolters, which use fist-sized shells as ammunition. The contents of the bullets can vary from acidic pus to brain-seeking maggots, making each encounter unique and dangerous. Their thick armor is weak at the joints, but their bodies are caked with so much dead skin and rotting carcass that simple slices at the jugular are rather pointless. Concentrated efforts are necessary for taking them down.

Drops:

Demon Weapon (can be any melee weapon, i.e. swords, axes, spears, etc.): Only a handful of these weapons are said to exist and although one or two are known to be crafted every millennium their number is rather dwindling than growing. The reason for this is simple: A demon is bound into the frame and forced to lend its strength to the wearer. While it makes the wearer incredibly powerful giving him the physical attributes of the bound demon the same demon constantly struggles for freedom and will inevitably gain it after some time. Even if he has to take over the body of the wielder… - Honor Avenger

Agility: 3

Durability: 6

Energy Projection: 1

Fighting Ability: 5

Intelligence: 3

Mental Power: 1

Speed: 3

Stamina: 5

Strength: 4

The Afflicted

The natural progression for a Plague Paladin is to bathe in the excrement of a thousand chittering Plague Imps, rendering them insane by the end of the disgusting ordeal. However, they have been washed in so much of the vile fluids that their bodies are irrevocably changed. Their flesh - or what was left of it to begin with - is hardened into a thick carapace of filth. Plague Imps that crawled inside of them eat away at their insides and infect their soul. What is left is called an Afflicted, a terrible mockery of life. Afflicted come in various shapes and sizes, but they are all bloated, sickening, and, worst of all, difficult to kill.

Drops:

Demon Weapon (can be any melee weapon, i.e. swords, axes, spears, etc.): Only a handful of these weapons are said to exist and although one or two are known to be crafted every millennium their number is rather dwindling than growing. The reason for this is simple: A demon is bound into the frame and forced to lend its strength to the wearer. While it makes the wearer incredibly powerful giving him the physical attributes of the bound demon the same demon constantly struggles for freedom and will inevitably gain it after some time. Even if he has to take over the body of the wielder… - Honor Avenger

Agility: 3

Durability: 6

Energy Projection: 1

Fighting Ability: 5

Intelligence: 3

Mental Power: 1

Speed: 2

Stamina: 6

Strength: 5

Corpse Stalkers

While Plague Paladins are heavily armored and dangerous, their direct superiors are the Corpse Stalkers - towering behemoths armored like a tank, and maneuverable enough to fight where tanks cannot. Their twin-barreled Blight Cannons and Plague Fists enable them to fight at conceivably any range.

The Plague Fist is a special weapon that ignores armor, inflicting wounds directly to the target.

Drops:

Demon Weapon (can be any melee weapon, i.e. swords, axes, spears, etc.): Only a handful of these weapons are said to exist and although one or two are known to be crafted every millennium their number is rather dwindling than growing. The reason for this is simple: A demon is bound into the frame and forced to lend its strength to the wearer. While it makes the wearer incredibly powerful giving him the physical attributes of the bound demon the same demon constantly struggles for freedom and will inevitably gain it after some time. Even if he has to take over the body of the wielder… - Honor Avenger

Agility: 2

Durability: 6

Energy Projection: 3

Fighting Ability: 6

Intelligence: 4

Mental Power: 1

Speed: 2

Stamina: 7

Strength: 6

Bonegrinders

Bonegrinders are large tanks made for the express purpose of anti-armor and anti-infantry installments. Usually paired, the Bonegrinders come with a turret-mounted Tempest Bolter cannon that can grind through several layers of concrete before overheating. The Bonegrinder can obliterate large targets through sheer weight of ammunition alone. However, like many heavily-armored vehicles, it is useless in melee unless it can run over its opposition.

Agility: 2

Durability: 6

Energy Projection: 5

Fighting Ability: 1

Intelligence: 1

Mental Power: 1

Speed: 4

Stamina: 7

Strength: 6

Plague Worms

The Ashen Steppes are home to many wild indigenous monsters. Smaller animals often cannot endure the plagues for most of their lives, while the larger creatures are herded and mutated for war. Plague Worms are a prime example of this science. With a carapace of thick steel-hard armor plates, a single Plague Worm can disrupt an adventuring party by burrowing underneath them. Their only weak spot is their mouths, which have been left bare for strategic jaw-stretching opportunities. One bite from a Plague Worm inflicts a harsh paralysis, disabling the victim long enough for consumption.

Agility: 3

Durability: 6

Energy Projection: 1

Fighting Ability: 1

Intelligence: 1

Mental Power: 1

Speed: 4

Stamina: 7

Strength: 6

Blight Drake

Karthana, the mother of all dragons, has left her mark over most of Ragnarok, breeding many kinds of beasts that have been enslaved to the will of their local masters. The Plague Marines have managed to tame a series of drakes in this style, and have therefore infected them with a large number of diseases. Over the years, the initial brood became immune to the toxins and the Blight Drakes were born. Now walking festoons of decay, the beasts literally breathe a toxic vapor as they drag their ponderous bloated weight along the landscape.

Drops:

Rune Weapons: Crafted in ancient times by true masters of the sword mages these weapons were adorned with ancient runes to enhance the combat abilities of the wielder. Every time the sword is used the runes glow and give a part of their unlimited energy to the wielder. (Basically rune weapons give the wielder +1 on their agility, strength, speed and fighting ability.) – Honor Avenger

Agility: 5

Durability: 6

Energy Projection: 5

Fighting Ability: 2

Intelligence: 2

Mental Power: 1

Speed: 4

Stamina: 7

Strength: 6

Plague Lords

Tyberius the Wanderer

The first of many battles in the Ashen Steppes belongs to Tyberius. A curious beast, he journeys around the Inflamed Circle and always serves as the first boss encountered by intruders. He relies heavily on shield combat and has a passive ability called Arm of the Immortal, which makes him invulnerable in the direction he is moving. A useful strategy to remember is utilizing your tanks effectively, and taunting Tyberius in the proper direction so that his vulnerable spine is revealed. However, once he reaches a certain level of health, he shifts in phase two.

This requires constant attention to the mobs he spawns. Through his spell Call of the Dead, Tyberius summons the corpses of all who have been sacrificed in the Inflamed Circle. Ranging from ghouls to plague hulks, these undead spawns are effectively endless as long as Tyberius is casting Call of the Dead. This is also the phase where he is most vulnerable, and one tank should round up the mobs while another distracts Tyberius. Those in charge of dispensing large amounts of damage can handle the rest.

From here, Tyberius adopts an unofficial "third phase," where he combines talents from both of his previous phases. With Arm of the Immortal active, he lunges forward at increased speed, but immediately counterattacks any melee attacks while also stunning tanks on impact. He starts spamming Call of the Dead as well as an area of effect spell called Plague Storm, which is the ammunition from the nearby corpse catapults hurled into the offending group. These projectiles cause a fair amount of damage while also inflicting fear, but they are easy to see and avoid. Focusing ranged damage on Tyberius at this point while melee handles the mobs is paramount.

"I have slain many. I wonder if you are next..."

Drops:

Unholy Calyx: Whatever is filled into this calyx becomes a powerful magical elixir. It is not without risk though. The enormous energies that fill these potions can double a user’s strength for a short time but they will also cause internal bleeding. – Honor Avenger

Infected Arcanebreaker: There was not much more that the ancient people who created this shield loathed more than magic. All their collective hatred went into the runes that are integrated into the shield’s surface. When the wielder confronts another person with a magic weapon the runes glow and negate that weapon’s magical properties. – Honor Avenger

Agility: 5

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 4

Mental Power: 1

Speed: 5

Stamina: 7

Strength: 6

Arch-Warlock Puzzworgle the Insane

Perhaps one of the most fun encounters in all of Ragnarok is Puzzworgle. Ridiculous name aside, the Arch-Warlock who is dubbed Insane is just that. Insane. The first phase sees him standing on top of one of his many plague-demon constructs. This particular monstrosity is called Bugbrain, and combines the strength of the rat ogres intruders should have seen so far along with the plaguestone magic the Underhorde is known for. Bugbrain is relatively easy to deal with, but has a tricky ability called Smash, which instantly targets the intruder with the highest damage output and instantly tries to knock them out in one hit. This is one of the few times healers need to concentrate on keeping everyone - not just the tanks - at full health, considering the sheer output of hurt Bugbrain is able to accomplish through several consecutive uses of Smash.

Once Bugbrain is defeated, Puzzworgle goes into his second phase and changes his arena into a squirming field of rotworms. He screeches about avenging Bugbrain, and uses the giant's body to create smaller plague-demons. These he sets on fire and launches at the intruders like projectiles. They splatter on the opposing wall and explode if they miss, but the rotworms makes this part difficult to maneuver through. Ranged damage needs to focus on clearing a path so that the tanks can get in close and taunt Puzzworgle away from casting more of his plague-demon bombs.

Out of desperation, Puzzworgle starts summoning everything he can think of. Infernal rock demons, pus ogres, dread sheep, and any variety of random and silly combination of demon and animal. These start spawning faster than the tanks can use their taunts, but most of them are in fact very useless. One final spell sees Puzzworgle seemingly explode and kill himself in a kamikaze maneuver, but considering both his tenacity and fierce magic skills he won't be gone for long.

"Magic! More Magic! Zap zap zap!"

Drops:

Unholy Calyx: Whatever is filled into this calyx becomes a powerful magical elixir. It is not without risk though. The enormous energies that fill these potions can double a user’s strength for a short time but they will also cause internal bleeding. – Honor Avenger

Agility: 4

Durability: 5

Energy Projection: 6

Fighting Ability: 5

Intelligence: 5

Mental Power: 6

Speed: 6

Stamina: 7

Strength: 5

Poisonmaster Snarkit

Snarkit, for all intents and purposes, is a rat ogre. He can also use stealth. This is already a frightening boss battle, partly due to the fact that Snarkit can disappear in mid-fight. Upon vanishing, he leaves behind one of three traps.

One is a freezing trap that ensnares everyone in a thirty yard radius, keeping them from moving or casting as he goes around stabbing at them with his poison daggers.

Another is a snake venom trap, which expels scores of poisonous snakes in all directions. The serpents have a potent toxic bite similar to Snakit's blades, but with the added effect of slowing down their victims so that they make easier targets.

The last one is a purely poison trap, which turns the area it spawns on into a poisonous circle about ten yards in diameter. Permanently. There is no way to dispel this poison, and whoever walks in it suffers passive damage and a slowed movement speed.

Keeping track of Snarkit is a challenge in of itself. For something of his size, he moves surprisingly fast and the traps he lays down do not help the intruders in the slightest with making sure he stays within range. Tanks need to taunt him as often as possible, as he can and will target healers first over any other kind of intruder.

Once he reaches a certain damage rating, Snarkit will activate his Desperation phase, which sees him use both his daggers as well as his bladed tail in an effort to slice his foes to poisoned ribbons. Those phase sees Snarkit with a doubled attack speed, but at the cost of him not stealthing anymore.

"More bodies for Snarkit, snippy snip."

Drops:

Unholy Calyx: Whatever is filled into this calyx becomes a powerful magical elixir. It is not without risk though. The enormous energies that fill these potions can double a user’s strength for a short time but they will also cause internal bleeding. – Honor Avenger

Pendant Of Pain: History had this pendant labeled somewhat incorrectly. In fact it is not even a real pendant since it lacks a chain. Instead it anchors itself in the wearer’s breast with hooks and numbs his nervous system making him insensitive for pain. – Honor Avenger

Snarkit's Favorite: The blade's edges are viciously serrated and jagged and can cut through armor as easily as through skin, flesh and bone. At times a feral growl can be heard from the weapon as it lusts for flesh. Every time it inflicts a wound it bites even deeper into the flesh making the wound even worse and weakening the victim. – Honor Avenger

Agility: 7

Durability: 6

Energy Projection: 1

Fighting Ability: 6

Intelligence: 4

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Grosnikt the Grimehunter

Moving deeper into the Blot Chasm, the group of intruders are met with the elite of the Underhorde. Armored from tail to nose, the Bladeborn scurry around the sewers at the behest of Grosnikt, who is in charge of watching the polluted tracks of pipelines and tunnels - a great honor for the Underhorde.

The boss itself is a fairly unique encounter, but largely the same as Beltohk. He has two guards, one with a shield and the other with a large polearm. In defensive stance, the shieldman moves forward and forces the intruders into a funnel. At this point, they cannot attack Grosnikt's otherwise vulnerable back and are subject to both his spear and that of his other subordinate. Healers should have any rejuvenates or resurrection spells ready, just in case.

Once the shieldman is killed, Grosnikt goes into pure offensive mode. This phase does not last particularly long, but Grosnikt's ability Fury can stack fast and has the potential of wiping a group if he is not defeated quickly.

"Slime belong to me! Sewers belong to me! You not welcome here! Smell too good...BLEGH!"

Drops:

Unholy Calyx: Whatever is filled into this calyx becomes a powerful magical elixir. It is not without risk though. The enormous energies that fill these potions can double a user’s strength for a short time but they will also cause internal bleeding. – Honor Avenger

Arm of the Tunnel Master: This staff is made from old and rotting wood although it is surprisingly robust. Several corpses of small animals like little birds and mice hang from its sickly branches and it emanates an unpleasant smell of decay. It does not serve well as a weapon but it can lay a terrible curse of disease on the wielder’s enemies if commanded so. – Honor Avenger

Agility: 5

Durability: 5

Energy Projection: 1

Fighting Ability: 6

Intelligence: 2

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

The Rotmangler

After finding the way out of the sewers, the intruders are met with something far from a hot shower. Despite one of his abilities mockingly called Shower, the Rotmangler is anything but humble.

The largest boss in the Ashen Steppes, the Rotmangler brings heavy firepower to a whole new level. Corpse cannons line its thick armored hull, and a screaming plague demon constantly whispers to the intruders from within its carapace. Its vaguely arachnid shape is unsettling, but these legs are also its only weak spot.

Targeting the clawed ankles of the Rotmangler one at a time makes it immobile once all of them are destroyed. Little more than a turret now, its undercarriage is much easier to hit. Melee needs to be taken with considerable caution, however, as the Rotmangler periodically drops an ability called Shower, which causes a rain of blight charges from underneath its bulk, making hitting it while it's down quite the ordeal.

Ideally, the Rotmangler should be destroyed quickly, considering its short berserk timer. One way to expedite this is to command some of the plague turrets lining the walls it guards. This fight happens in the Courtyard of Bones, after all, where the paladins of the Cult of War make their stay. Advanced technology is a mainstay here. With one person on a turret for too long, however, the Rotmangler pinpoints the location of it and destroys the gun - and its occupant, if they are not careful.

"CRUSH, PULVERIZE, OBLITERATE!"

Drops:

Unholy Calyx: Whatever is filled into this calyx becomes a powerful magical elixir. It is not without risk though. The enormous energies that fill these potions can double a user’s strength for a short time but they will also cause internal bleeding. – Honor Avenger

Right Leg of the Rotmangler: This heavy mace constantly oozes pus and slime and even worse, the mace was enchanted to temporarily imprison and torture the souls of those who are slain with it. Every swing is accompanied by requiems. Wounds caused by it will be inevitably infected and heavily laden with disease. After it killed someone it will also howl with the voice of the killed for 24 hours while the soul suffers incredible tortures. – Honor Avenger

Agility: 2

Durability: 7

Energy Projection: 6

Fighting Ability: 6

Intelligence: 2

Mental Power: 1

Speed: 2

Stamina: 7

Strength: 7

Plague Engine Terminus

Guardian of the door into the Rotting Sanctum, the Plague Engine Terminus is the ultimate version of the smaller plague dreadnoughts faced by the intruders already. Packed with virus bombs and with a passive plague effect, Terminus is a dangerous foe to let into close quarters as its proximity means those near it will be slowed and suffer a slow chip damage through sickness and decay.

Terminus has three phases that it goes through. One, much like Tyberius, involves an impenetrable shield mode. However, unlike Tyberius, Terminus is completely immune to any and all damage during this phase. Attacking it is only inviting bombardments of plague torpedos. Instead, focusing on the shield generators protecting Terminus outside of its armored hull is more important.

Once the shields are down, Terminus activates its primary phase, the one that begins the battle proper. It is revealed through its mechanical droning that the shields were meant to keep Terminus from destroying everything around it, not to keep it from being destroyed. It starts launching virus bombs in a crazed attempt to obliterate the intruders. Bile mortars are used at close range with its passive plague still in effect.

Lumbering around, Terminus is an easy target to hit. But at this point its armor is just too thick to be destroyed. Only, some of its virus bombs are duds and simply rolled onto the ground. Using these as makeshift mines, the intruders can cause Terminus to lose substantial power and armor value.

Thus begins phase three, in which Terminus splits open and rains down on the battlefield with an ability called Acid Hurricane. This is an extremely potent poison spell similar to many of Snarkit's traps. The residues change the battlefield, forcing the intruders to follow a pattern on the floor in order to survive. Once they are able to reach Terminus in the center, they are able to fight him in melee again and take out his last few sparks of energy.

"Defensive systems...ONLINE."

Drops:

Unholy Calyx: Whatever is filled into this calyx becomes a powerful magical elixir. It is not without risk though. The enormous energies that fill these potions can double a user’s strength for a short time but they will also cause internal bleeding. – Honor Avenger

Agility: 2

Durability: 7

Energy Projection: 6

Fighting Ability: 6

Intelligence: 2

Mental Power: 1

Speed: 2

Stamina: 7

Strength: 7

Grand High Plaguemancer Scabulus

Finally, it comes down to this. The Rotting Sanctum is open for the party to invade, but it will take all their skill and cunning to triumph here. The first obstacle is the clan leader of the Underhorde, one they call Scabulus. Like Terminus, he has a passive plague effect, but that does not become active during the first phase. The encounter begins as soon as the doors to his throne room are opened, and the first of his five phases starts off with a salvo of plague bombs. This phase is comparatively easy to the others.

Phase two, however, makes it obvious that this is not going to be a cakewalk. The residues from the plague bombs start to come to life, turning into plague aberrations. These explode on contact with the intruders, causing splash plague damage and a passive disease effect in conjunction with Scabulus' one.

Upon phase three, Scabulus decides he's had enough fighting and splits the raid into two halves, sending each half to a different prison complex. These are randomly generated and take some planning to get around, but there are portals back to the battle at the end. These are guarded by two rat ogres, which were not a problem while the raid was combined, but they are slightly more difficult given the circumstances.

Phase four sees Scabulus starting to get annoyed. He summons more plague aberrations to heal himself with, and these do explode on contact with players much like the ones before. Killing the aberrations before they heal Scabulus is more important than causing him even more pain.

The final phase is where Scabulus becomes even more dangerous, as his anger gets the best of him and he transforms into a monstrous rat ogre-plague centipede hybrid. This is a difficult phase that sees many attempts at the Ashen Steppes fail. Keeping heals active and the tanks alive is paramount, as Scabulus loses aggro very easily and goes after casters with reckless abandon.

"Underhorde strong! Scabulus strong! Feed you to maggots! Wash plaguestones in blood! SKREEEE!"

Drops:

Unholy Calyx: Whatever is filled into this calyx becomes a powerful magical elixir. It is not without risk though. The enormous energies that fill these potions can double a user’s strength for a short time but they will also cause internal bleeding. – Honor Avenger

Agility: 6

Durability: 7

Energy Projection: 6

Fighting Ability: 6

Intelligence: 6

Mental Power: 6

Speed: 6

Stamina: 7

Strength: 5

Amalgamation of Decay

Darkness falls.

You open the chamber door to the underhold beneath the Rotting Sanctum. You are about to discover just what the Underhorde has been hiding all this time.

The smell hits you first, and your stomach feels like it's about to pop.

Then you look up, it is a mountain of flesh, smiling back down at you with a thousand-toothed grin. It laughs, knowing why you are here, and the battle begins.

The Amalgamation of Decay is the Underhorde's latest attempt at making a living, breathing effigy to their lord and master Warsman. It ended horribly, and it became a walking monster capable of spreading viruses and diseases by just existing, killing any who stood in its path. Needless to say, the passive plague effects Terminus and Scabulus had are nothing compared to this. Those two boss battles were an attempt to get healers ready for the pain the Amalgamation is bringing.

This is going to be tough.

Phase one, and the Amalgamation of Decay casts Lummox, disabling its ability to move. This would be good if it were not for the fact he takes up most of the battlefield anyway. Attackers will notice that little plague sprites start popping out of the big oaf with each hit. This die in droves early on, but later they become numerous enough to the point of lunacy. Added to that, there are larger and more fearsome Plague Horrors that emerge at random, giving it more of a challenge than just the little twerps by themselves.

The Amalgamation casts a rotating cylinder of Corrupted Plague on a health timer, meaning each time his health is taken down by a certain percentage this ability activates. It is a swirling vortex of disease that slowly rotates counterclockwise. Damage needs to be careful, because the Amalgamation can spawn more of these hazards if they are damaging him too much.

Once the pattern is down pact, and the Amalgamation is taken down, only the perpetrator of all this madness remains.

"Ha ha ha ha, HA HA HA HA!"

Drops:

Unholy Calyx: Whatever is filled into this calyx becomes a powerful magical elixir. It is not without risk though. The enormous energies that fill these potions can double a user’s strength for a short time but they will also cause internal bleeding. – Honor Avenger

Agility: 2

Durability: 7

Energy Projection: 6

Fighting Ability: 6

Intelligence: 2

Mental Power: 6

Speed: 2

Stamina: 7

Strength: 7

Malferion, Great Rotfather, the Angel of Death, Speaker of Despair

Only one obstacle remains.

Only one boss left untouched in this cavalcade of madness.

He is the master of the Plague Paladins, right hand of the Regent of Ragnarok.

He is Malferion.

Long ago, Malferion belonged to an alternate version of the Symaarian Imperium. He fought for them, and died for them once Warsman arrived and shattered their reality apart. He took many of their champions and turned them into slaves for his own purposes. Malferion, Warmaster of the Death's Reach legion, grew into one of his mightiest servants. He accepted the despair and futility of death, finding solace in spreading hopelessness where life stood, replacing valor and honor with sorrow and misery.

His loyal Plague Paladins gather around, eager to see their master in all his vile glory. He descends from the heavens, surrounded by fist-sized blot flies and reeking of death.

Now, you face him. Now, you must also feel that same dread creeping over your very soul. His scythe hovers over you for a moment, and the battle begins.

Rather than attacking outright, everyone should stay clear of his initial scythe-swipes. It is an instant death shot, ignoring all armor values and spells. Healers should have revives at the ready just in case. This begins his first phase, in which he pierces the earth with his weapon and floats out of casting range. Tanks need to gather up the swarms of Plague Paladins that rush in at this point with ranged damage focusing on the scythe. It exudes a toxic cloud that chips away large chunks of health. This is also how Malferion heals by absorbing health from the raid party through the passive effects of his scythe. The more people are concentrated around it, the more he recovers. Once the Plague Paladins are all killed and the scythe is whittled down to a certain point, it returns to Malferion's hand.

This begins phase two.

Malferion has a slow windup for an ability called Reaping Blow, which - must like his earlier strikes - are instant death if they land. Luckily, there is a triangular pattern on the floor fanning out that lets others know the area it is going to affect. During this phase, Malferion's very presence causes all healing to grind to a halt. Healers will notice that other raid members will absorb healing, but only in small increments. All major healing attempts cannot take effect at this time.

Phase three has Malferion start to send plague spikes up from the floor. These are indicated by a crackling green light on the ground where they are bound to show up. Raid members are advised to move, because if the initial damage does not kill them then the fall will. This is also where the passive anti-healing stops, giving healers ample time to get everyone recovered.

Phase two and phase three bounce back and forth until Malferion is weakened to a certain point. Phase four is the do-or-die phase.

He stamps the ground with his scythe, causing smaller versions of it to start spinning around on stationary pivots. These are not instant death, but cause a decent amount of pain if they hit. During this, he starts spamming Reaping Blow faster than normal. Raid members need to maneuver through the stationary scythes while still avoiding the Reaping Blows, making this a very chaotic last few minutes.

"Death comes for all. Accept it, like I have."

Drops:

Unholy Calyx: Whatever is filled into this calyx becomes a powerful magical elixir. It is not without risk though. The enormous energies that fill these potions can double a user’s strength for a short time but they will also cause internal bleeding. – Honor Avenger

Necklace of the Untouchable: This amulet surrounds the wearer with a seething miasma that is harmful to every living being other than himself. Long protrusions of black and purple negative energy stretch out to rip the pure life force from those around him in a radius of roughly one meter slowly killing them in the process. – Honor Avenger

Agility: 6

Durability: 7

Energy Projection: 6

Fighting Ability: 7

Intelligence: 6

Mental Power: 6

Speed: 6

Stamina: 7

Strength: 7

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The Dead Haunts

The Dead Haunts

A vile and inhospitable wasteland, the Dead Haunts are a perfect place for the Furies to practice their unmatchable skills in assassination and killing. The art of murder has been passed down from the first Banshee Queen, the fabled First Killer who took the life of her god and was banished into unlife for it. Her spirit is said to wander until a new, eligible Banshee Queen is ready. Her bloodlust is inflicted upon the child, and she slays her own parents, destined to live her life in the Dead Haunts forever. It is where the insidious Dark Eldar make their home, where they are free to experiment on the local populace with reckless sadism.

Special Raid-wide Rules

  • More, and More, and More - getting out of the Grey Forest would be a good idea. The Beastmen and various other Experiments there are relatively endless, and will keep coming as long as they smell blood.
  • Despicable - all Dark Eldar and bosses inflict heavy bleed damage on their targets. This is negated by good healers.
  • Pedal to the Metal - all vehicle speed is increased exponentially, while movement speed by walking/running/flying is reduced by 75%. This only applies to raiders.
  • Death from Above - all Dark Eldar units move around in vehicles. They have a pattern on the ground that is recognizable as a mob aggro radius, but other than that they are always in the sky on their ships and various bikes.
  • Careful with that Knife - Dark Eldar spend a ridiculous amount of time honing their tools of murder. Therefore, all Dark Eldar weapons can cut through any type of armor.
  • May I Have Another? - all paladins from the Brotherhood of Debauchery exercise pleasure from pain. Trying to kill them will only make them more inclined to keep fighting, that is until they actually do die.
  • Pumping Adrenaline - all paladins from the Brotherhood of Debauchery have a special tube connecting their brain to their heart. Once their heart stops pumping, as in death, their brain sends an electric impulse into their second heart. This brings them back to life, more crazed than ever.
  • Haze of Insanity - spellcasters will have their minds assaulted by the voices of various entities during this encounter. Spell power is reduced by 25% and a further 50% if the caster is afflicted with Touch of the Faceless Ones, which happens when they start using too much magic at once. This has a thirty second timer, after which the casters are back to 75% efficiency.

Protection of the Warp Shifter cloth set (Series 1) – Honor Avenger

Protection of the Warp Shifter: This armor lets the wearer constantly shift between a nether realm and the plane he currently resides on. This makes him harder to hit as attacks have to be timed perfectly. Unfortunately the longer the wearer dons the armor the more the corruption seeps into his soul. After some time, depending on the wearer’s moral integrity it may be months, years, decades, or even centuries, the wearer is doomed to eternal servitude in the same nether realm the armor stems from.

This is a cloth set that is meant exclusively for casters who deal extreme damage and healing from long distances. It stacks into Intellect. Its pieces drop from various bosses in the Dead Haunts zone.

Head - Vision of Memories Past, Cealeise

Chest - Fortitude of the High-born, Artekhan

Legs - Leggings of the Berserker, Thaemis

Waist - Bindings of True Pleasure, Kyasin and Ysmara

Shoulders - Herald of the Lust Prince, Archbishop Draltheron

Wrists - Engorged Veins, Maddened Fleshwarper Aggemon

Hands - A Galactic Terror's Grip, High Archon Lord Veth

Feet - Invisible Steps of the Banshee Queen, Jindaela

Region-specific Mobs

Experiments

The Dark Eldar are fond of manipulating flesh and twisting genetic codes. The results of their vast works are cast out into the wilds of the Dead Haunts, left to fend for themselves in the harsh wasteland. They've managed to make small communities, but the vast majority is cobbled out of brainless monsters, raving lunatics, and raging berserker beasts.

Very few have honor, but some may help the adventurers out of the Grey Forest quicker.

Agility: 2

Durability: 3

Energy Projection: 1

Fighting Ability: 2

Intelligence: 2

Mental Power: 1

Speed: 2

Stamina: 3

Strength: 2

The Uncloven

While the Experiments are considered "failures" by the Dark Eldar, successes are called Uncloven. These are the most common of the Beastmen-variety mobs in the Dead Haunts. Swarming out of every nook and cranny, the Uncloven attack at random and regroup based on their casualties from every fight prior to their temporary retreat.

Agility: 3

Durability: 3

Energy Projection: 1

Fighting Ability: 3

Intelligence: 2

Mental Power: 1

Speed: 3

Stamina: 3

Strength: 3

Rabid Beastmen

Monsters are common in the Dead Haunts. Where the Uncloven go, some of those monsters follow. Based on how many Uncloven died in the various skirmishes in the Grey Forest, a Rabid Beastman may appear. Ugly, stupid, and meant for brute force, Beastmen are able to heal themselves by cannibalizing their smaller kin.

Agility: 3

Durability: 4

Energy Projection: 1

Fighting Ability: 2

Intelligence: 1

Mental Power: 1

Speed: 2

Stamina: 4

Strength: 4

Beastmasters

Wearing thick armor, Beastmasters walk among the Uncloven, whipping at the cowards straggling behind. As long as they are alive, the Uncloven will not flee, making the casualties pile on. Remember that the Uncloven will regroup in larger and larger hordes according to how many are killed. Killing a Beastmaster is important in order to keep these random attacks at a minimum so that traversing the Grey Forest is not too much of a hassle.

Agility: 3

Durability: 4

Energy Projection: 1

Fighting Ability: 3

Intelligence: 3

Mental Power: 1

Speed: 3

Stamina: 4

Strength: 4

Dark Eldar

Once the madness of the Grey Forest is conquered, the fearsome Dark Eldar start to make their appearance. They are dangerous, sadistic, and cruel in every sense of the word. Barbaric reavers, they fly all over the distance between the Grey Forest and the Bastion of Pain. Carrying Bloodspindle Rifles and Shatterblast cannons, the Dark Eldar have a penchant for ignoring armor with their attacks. Anything that is heavily enforced is as wet tissue paper to them, completely useless carapaces hiding the soft flesh underneath.

The catch is, Dark Eldar are biologically designed for speed and agility. They have very little physical strength and durability.

Agility: 4

Durability: 2

Energy Projection: 4

Fighting Ability: 4

Intelligence: 4

Mental Power: 1

Speed: 4

Stamina: 4

Strength: 2

Ravagers

Some Dark Eldar accept biological enhancements so that they can better abduct and torture their victims. Having wings forcibly implanted into their spines, their bones hollowed out, and their muscles altered to be more birdlike, a single Ravager is hardly a threat to a well-equipped and prepared group of adventurers. It is when they start swarming in packs, with their collective armor-ignoring attacks stacking on the tank, that they start to become dangerous.

They have an ability called Spatial Slash, which is a random cast. A Ravager attacks the nearest target, taking them down to the lowest denominator of health. The target is immune to damage for five seconds beyond that point, but if the healers are not on-point then that victim will die very quickly.

Agility: 4

Durability: 2

Energy Projection: 4

Fighting Ability: 4

Intelligence: 4

Mental Power: 1

Speed: 4

Stamina: 4

Strength: 2

Soulstalkers

Even the Dark Eldar themselves are not free from experimentation and alteration. Soulstakers are the product of a disease that has spread throughout the lower recesses of the Bastion of Pain. Only the low-born are afflicted, and they are irrevocably changed into bloodthirsty creatures that are neither living nor dead. Glowing green tattoos illuminate a ritualistic binding pattern that allows them to be trained in the arts of finer combat.

Merely an experiment in the ways of abusing the lower classes, Soulstalkers cannot be controlled and are set loose in the midst of battle so that their mixture of berserker rage and elite practice leads to vast swaths of blood left behind.

Agility: 4

Durability: 2

Energy Projection: 2

Fighting Ability: 6

Intelligence: 4

Mental Power: 1

Speed: 4

Stamina: 4

Strength: 4

Predators

All Dark Eldar find pleasure through pain. None exemplify this more than the Predators, who go out of their way to make themselves as fearsome as possible while on the hunt.

They have complex cloaking devices embedded underneath their skin, enabling them to perfectly match their surroundings until they are ready to strike,

Contrary to many other mobs in the Dead Haunts, the Predators often hunt alone, making contests between each other to see who can capture the most out of the band of adventurers.

Their weapon of choice is a long glaive that, like all other Dark Eldar weapons, ignores armor. This also causes a passive bleeding effect called Rend on the victim that requires a dispel, or else it will just get worse over time.

Agility: 4

Durability: 2

Energy Projection: 1

Fighting Ability: 6

Intelligence: 4

Mental Power: 1

Speed: 4

Stamina: 4

Strength: 2

Fleshreavers

The best example of a "bruiser" archetype for the Dark Eldar, Fleshreavers act as bodyguards for nobility and as lethal battlefield enforcers.

Unique to the Fleshreavers are the weapons of their namesake, which cause a passive bleeding effect similar to the Predators' glaives, but the catch is that this one is unable to be dispelled. It has a thirty second timer which ticks off large portions of health per second, forcing healers to focus on the afflicted.

Fleshreavers are notorious for their phalanx lines, which are difficult to break by virtue of their natural durability, thick armor, and fearsome fighting abilities.

Before every boss in the Bastion of Pain is a group of Fleshreavers waiting to defend the equivalent to their royalty.

Agility: 5

Durability: 5

Energy Projection: 1

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 4

Stamina: 5

Strength: 4

Cult of Excess

As with the Cultists of the Flame and the Vile Savants, the Cult of Excess represents the native Ragnarok population as well as the populations of captured, tortured, or destroyed worlds. The Cult of Excess specifically deals with the import and export of slaves, indulgences of any kind, and the pleasures of unnatural intent. This can include anything that the human mind could possibly "want," representing the concept of freedom to choose in its purest form and not necessarily just explicit sex, drugs, and greed.

Cultists drawn from this practice are naturally debased and dehumanized individuals, who are more likely to torture and maim than to outright kill. Adrenaline boosters are reserved for those of higher influence in this cult, leaving the grunts to bask in absorbing pain for the sake of being fodder and nothing else.

Agility: 2

Durability: 2

Energy Projection: 1

Fighting Ability: 2

Intelligence: 2

Mental Power: 1

Speed: 2

Stamina: 2

Strength: 2

Brotherhood of Debauchery

As far from the term paladin as could be imagined, the Brotherhood of Debauchery is nonetheless included in the umbrella definition as it is used on Ragnarok.

Unlike other paladins, those drawn from the Brotherhood are tougher and absorb more pain thanks to the incredible number of adrenaline boosters and muscle stimulants running through their bodies. To put down a single Brotherhood member is difficult, and fighting a squad requires constant attention to detail.

They fight using sound-based noise rifles, which translates to pleasure as their own eardrums are ruptured and healed constantly during the onslaught. The sound waves are so intense that they rupture steel and break down concrete to a fine powder.

Thier signature ability is a sonic scream that has a large circular radius of ten yards. It lasts for three seconds and causes intense pain to those who are forced to hear it, and disorients them for a further three seconds.

Drops:

Demon Weapon (can be any melee weapon, i.e. swords, axes, spears, etc.): Only a handful of these weapons are said to exist and although one or two are known to be crafted every millennium their number is rather dwindling than growing. The reason for this is simple: A demon is bound into the frame and forced to lend its strength to the wearer. While it makes the wearer incredibly powerful giving him the physical attributes of the bound demon the same demon constantly struggles for freedom and will inevitably gain it after some time. Even if he has to take over the body of the wielder… - Honor Avenger

Agility: 4

Durability: 5

Energy Projection: 5

Fighting Ability: 5

Intelligence: 4

Mental Power: 1

Speed: 3

Stamina: 5

Strength: 5

Sand Drake

Dragons of all shapes and sizes are dangerous broodlings. None, however, exemplify the concept of a true hunter like the Sand Drakes. A species designed by biology and the elements to be perfectly invisible within the immense sandstorms they are able to generate, these drakes move around the hostile Dead Haunts, completely immersed in massive dust clouds that are indistinguishable from normal wind funnels. This makes braving the core of a sandstorm even more dangerous that it already is, as there is always a small chance that a drake is hiding within it.

Sand Drakes have two abilities that have a lingering passive effect on adventurers. Both of these abilities involve their natural elemental prowess, causing slow chip damage and a blinding sensation which lowers attack accuracy slightly.

These beasts are deadly regardless of the storms around them, and need to be avoided except for the few daring groups that would willingly attack them for the mount that they drop on occasion.

Drops:

Rune Weapons: Crafted in ancient times by true masters of the sword mages these weapons were adorned with ancient runes to enhance the combat abilities of the wielder. Every time the sword is used the runes glow and give a part of their unlimited energy to the wielder. (Basically rune weapons give the wielder +1 on their agility, strength, speed and fighting ability.) – Honor Avenger

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 1

Intelligence: 2

Mental Power: 1

Speed: 5

Stamina: 6

Strength: 6

Furies

Cealeise

Once a paladin of the Eldar, Cealeise had been enamored with Infurion early in her career. She supported him during his trials on his way to facing Warsman again, and she lost the most faith once she realized just how weak Infurion truly was. Seeking revenge, Cealeise challenged Warsman to Lok'tha - honorable combat, winner take all. She wagered her life against Warsman's, and seemed to be winning. Despite her great skill in fighting, Warsman bested her with a single blow, almost killing her outright in the process. He decided to save her by forcibly attaching her soul back to her body, turning her into a Fury - something between death and life, with only the capacity for cold-blooded murder.

Her encounter in the Wailing Depths involves keeping up with her speed, as well as dodging her traps. An interesting ability of hers is called "Disappointment," which happens once or twice per encounter. Her attack speed automatically doubles, coming close to Jindaela's own blistering speed, but only for a short time.

Cealeise is a Frost Paladin, enabling her to deal out large amounts of splash damage in the form of ice and modified water magic. She can turn the floor to ice using Flash Freeze and summon spontaneous avalanches with Roar of the Tundra. She is also somewhat of a necromancer, though her ghouls are strengthened with ice and otherwise fall apart rather easily.

Defeating her is all about watching how fast she goes and planning around that.

"Hmph."

Drops:

Unholy Calyx: Whatever is filled into this calyx becomes a powerful magical elixir. It is not without risk though. The enormous energies that fill these potions can double a user’s strength for a short time but they will also cause internal bleeding. – Honor Avenger

Chains Of Passion: These barbed chains dig deep into the wearer’s flesh where they cause constant painful irritation. In combat with opponents he can release them on mental command and let them attempt to tie them up. – Honor Avenger

Wall of Shattered Dreams: Righteous hatred runs through this shield channeling it against those who intend to harm its wielder. The shield is not only unbreakable, whenever the wielder blocks an attack with it, the shield sends back a force attack of equal strength. – Honor Avenger

Agility: 6

Durability: 5

Energy Projection: 5

Fighting Ability: 6

Intelligence: 5

Mental Power: 1

Speed: 7

Stamina: 7

Strength: 5

Artekhan

Little is known of Artekhan before his death and reincarnation. He is a cruel Dark Eldar warlord who specializes in combat from vehicles, zooming around on his warpbike with reckless abandon. This translates into very fast fighting, as is to be expected from both the Dark Eldar as well as the Dead Haunts in general.

Regardless, Artekhan requires constant attention during the battle. Much like the giants in the Burning Plateaus, Artekhan is capable of large area of effect destruction. His stage is also startlingly small, making these attacks even more dangerous as the intruders are left with very little room with which to maneuver.

Artekhan is a Blood Paladin, meaning he is able to take enormous amounts of damage through parrying, dodging, or simply taking the blows with a huff. His main ability is called Flesh Crawl, sending shockwaves of arcane magic through targets in a radius of about five yards and causing some of the blood to sizzle. This does not last long, but it is refreshable through further uses of Flesh Crawl. Pure damage is necessary to defeat him, but getting him off his warpbike is another thing entirely. He does not spawn mobs and has no terrain altering abilities, but he is difficult to kill regardless.

"You have to be quicker than that!"

Drops:

Unholy Calyx: Whatever is filled into this calyx becomes a powerful magical elixir. It is not without risk though. The enormous energies that fill these potions can double a user’s strength for a short time but they will also cause internal bleeding. – Honor Avenger

Allseeing Mirror: This double sided mirror is wrought from pure alchemical silver and has two uses. Ironically it does not work as normal mirror. One side enables the wielder to use clairvoyance on any area he can name. The other enables him to read the minds of others. For this he has to place the mirror between him and them and look into it. – Honor Avenger

Lifedrinker: Forged by dark warlocks and cooled in the blood of vampires dark enchantments helped this blade to keep some of the dark nobility’s thirst for the essence of life. Whenever the blade draws blood it instantly drinks it and heals the wielder an equal amount. But the dark spells require the wielder to sate the blade every 24 hours or it will take from the wielder’s own life power. – Honor Avenger

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 4

Mental Power: 1

Speed: 5

Stamina: 7

Strength: 7

Thaemis

The wild berserker of the family, Thaemis wields two weapons instead of the large two-handers that the other Furies use. This allows him to close in comparatively quicker, breaking a target's resolve before killing them outright. Thaemis can frighten his opponents perhaps better than any other Fury, lending to his talent for wrangling them into position so that his clan members can finish them off properly.

Fighting Thaemis boils down to knowing his arena, which has plenty of dark spots for him to vanish into. Pinpointing these locations before he hides is essential, otherwise he can move around at will.

As an Unholy Paladin, Thaemis can summon large numbers of undead ghouls. This is in complete contrast to the previous fight in Artekhan, as this one sees huge distractions like pus abominations and flesh horrors that lumber around, allowing Thaemis to slip into the shadows easier. From there, he has an ability called Strike from the Dark, which is an instant stun to someone from behind. This carries into another ability called Deathstrike, which is a single blow from one of his swords that is effectively fatal if the target is not already overhealed or has a shield implemented.

"Blood...is so deliciously sweet."

Drops:

Unholy Calyx: Whatever is filled into this calyx becomes a powerful magical elixir. It is not without risk though. The enormous energies that fill these potions can double a user’s strength for a short time but they will also cause internal bleeding. – Honor Avenger

Crown Of Everlasting Battle: This golden crown features golden figures locked in eternal combat. When the wearer is wounded the figures start to fight each other and the scenery changes while his wounds close. The Crown Of Everlasting Battle basically grants the wearer regeneration. – Honor Avenger

Twin Teeth of the Bloodfeast: Even when in their scabbard these weapons seem to hum and vibrate eager for blood. When they are drawn they are barely controllable and confer their rage onto the wielder making him a terrifying berserker. (Note: Both drop from Thaemis, but at different intervals. The one-handed and off-hand variety are necessary for proper dual wielding.) – Honor Avenger

Agility: 6

Durability: 6

Energy Projection: 5

Fighting Ability: 6

Intelligence: 3

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 6

Kyasin and Ysmara

Unlike many other encounters, Kyasin and Ysmara are fought together. Kyasin is the bruiser of the two, wielding a large two-handed hammer that has the special ability to rend armor and cause cracks in the floor. These cracks can be further emphasized by Ysmara's frost magic, which can lead to large spikes emerging at planned intervals.

In order to win, Kyasin needs to go down first or else the cracks will just multiply and Ysmara will be able to launch more ice projectiles from below the ground. If Ysmara is defeated first, Kyasin will go into a blood rage and start attacking with twice as much speed. He will also recover from any damage dealt in the first half of the battle, making it much more difficult to defeat him.

Kyasin is, like Artekhan, a Blood Paladin, making him extremely difficult to take down. While he also makes use of Flesh Crawl, it is the combination he has with Ysmara that makes it even deadlier. Ysmara has a passive effect called Brainfreeze, which slows the casting speed of whoever she passes by. From there, Kyasin can swoop in and lash out in tandem with that inability.

Unique to Kyasin is Thy Flesh Consumed, which enables healing by killing a pestilent horror that Ysmara spawns automatically. Killing this pestilent horror is vital to keep Kyasin from any healing.

"Blood and Ice!"

Drops:

Crown of Many Eyes: Images of eyes are spread all over the helmet. The weird ability of the helm lets the wearer use these eyes as if they were his own meaning he has 360 degrees in all directions and can never be blindsided by any conventional means.

Unholy Calyx: Whatever is filled into this calyx becomes a powerful magical elixir. It is not without risk though. The enormous energies that fill these potions can double a user’s strength for a short time but they will also cause internal bleeding. – Honor Avenger

The Unblinking Vigilance: The golden eye is a talisman of immense power. It sees everything coming, never blinks and never tires. As long as it is in his possession the wearer is always warned from every incoming attack making it impossible to blindside, backstab or sneak attack him. – Honor Avenger

Agility: 6 (Kyasin and Ysmara)

Durability: 6 (Kyasin) 5 (Ysmara)

Energy Projection: 5 (Kyasin and Ysmara)

Fighting Ability: 6 (Kyasin and Ysmara)

Intelligence: 4 (Kyasin and Ysmara)

Mental Power: 1 (Kyasin) 5 (Ysmara)

Speed: 6 (Kyasin and Ysmara)

Stamina: 7 (Kyasin and Ysmara)

Strength: 6 (Kyasin) 5 (Ysmara)

Archbishop Draltheron

The speaker on behalf of the Cult of Excess, headmaster of the Brotherhood of Debauchery, and magician extraordinaire - all these and more describe Archbishop Draltheron. Despite his handsome body, Draltheron is old. He knows of many ways to dispatch of his enemies and unlike many others within the Bastion of Pain, he is not afraid to dispose of them quickly. The appeal of torture is not found within Draltheron's heart and he is a brutal combatant. His lack of armor does not translate to a lack of durability, and he should be treated with caution.

The encounter begins with Draltheron entering the room and enchanting fully half of the adventurers responsible for damage output. This causes a considerable amount of chaos as friends are forced to fight against one another for his entertainment. By the end of it, there are two outcomes. If all of the people he enchanted are brought back at the same time, the fight continues as normal. If there is one that is cured after five seconds of the others, however, that person becomes Draltheron's minion for the rest of the battle.

Regardless of this, his rotation is as follows.

The Mark of Pleasure is imprinted upon the floor. Casters are suggested to move inside of the ring while melee and the tank move into the crescent portion, as that is where Draltheron will be making his stand. Those who touch the Mark of Pleasure will slowly lose their health and their minds, so physical contact is not suggested.

Once Draltheron is brought down to a margin of about 65% of his normal health, he will start casting Destruction, which is a raid-wide cast that affects those on top of the targeting reticle for five seconds. The damage is catastrophic, to say the least, and raid members must move away to avoid dying. He casts this in a semicircular pattern going back and forth between clockwise and counterclockwise, ending with a pattern of five casts. Therefore, this phase lasts for about twenty-five seconds. The reason why casters are in the circular portion of the Mark of Pleasure is that the arc does not affect targets that are farther than thirty yards from Draltheron himself, making healing the tank and melee quite the ordeal as they are running around trying to survive during the chaos.

Once Draltheron is brought down to a third of his health, the Mark of Pleasure disappears, but cultists and paladins rush into the room to cover his retreat. After the horde is pushed back, the fight is effectively over...for now.

Drops:

Unholy Calyx: Whatever is filled into this calyx becomes a powerful magical elixir. It is not without risk though. The enormous energies that fill these potions can double a user’s strength for a short time but they will also cause internal bleeding. – Honor Avenger

Breath of the Ancient Ones: This staff is made from two unknown materials, one blue and one red, wreathed around each other that constantly slither around each other. It does not only enhance the wielder’s magical abilities, it also grants him access to Chaos Magic (with the usual price that comes for this kind of magic). – Honor Avenger

Last Breath of Good Fortune: Although it seems to be nothing more than a simple obsidian stone roughly in the form of an eye this talisman is a true sign of the gods favoring the wearer. As long as it is in his possession bad luck is unlikely to befall him and fortunate incidents will most probably come along his way. (Basically this talisman gives the wearer good luck.) – Honor Avenger

Vile Fetish: This long whip twists and bends seemingly from its own power, its lash sounds like thunder. It is made from human skin and as soft as silk, the hilt looks like a male genitalia and feels warm and throbbing in the wielder’s hand. It lashes around the wielder on its own greedy to tear the flash of its victims. – Honor Avenger

Agility: 4

Durability: 6

Energy Projection: 6

Fighting Ability: 4

Intelligence: 6

Mental Power: 6

Speed: 4

Stamina: 7

Strength: 4

Maddened Fleshwarper Aggemon

Very few Dark Eldar could be called brilliant in the ways of medicinal surgery. Many, however, can be referred to as adept in torture and anatomical dismemberment rather than dissection. Aggemon is almost an exception to that rule, if he did not become infuriated each time one of his testing subjects died to his horrendous experiments. The result is an anger that does not subside until he receives a new victim.

To earn the title of Fleshwarper in the first place is a dubious honor, even among the twisted Dark Eldar.

Aggemon once served as the doctor to many Eldar royal families. He prided himself on many accomplishments, but then he met a young girl whom he could not cure. No matter how many times he studied her examination records, he could not find out what was wrong with her. Doubt started to creep into his mind, and he thought his peers were losing faith in him. In a daring operation, he dissected the girl and attempted to find out firsthand what the problem was.

She died during the surgery, and Aggemon's rage became apparent for the first time. He slaughtered everyone watching, down to the last handmaid, and ran. Unable to cope with the price of failure, Aggemon retreated to the depths of the Bastion of Pain and swore himself to the High Archon. As a result, the Fleshwarper was born.

The fight with Aggemon is a combination of many chaotic effects. Each one of his implanted arms produces a different poison, toxin, or hazard for the adventurers to deal with. The order is random, and he always only uses three throughout the fight in addition to his own abilities.

Three of his arms support his body on a tripod of artificial legs, leaving nine unique additional abilities. Three are poison-type, including either continuous bubbling acid burns on the target, infecting them with impaired movement and attack speed, or altering their mind with a hallucinogen. Three are bleed-type, including either Rend damage, blinding them with a Rake the Eyes strike, or silencing them from casting voice-based spells with a Lung Impale. The last three are a class unique to Aggemon, and are called surgery-type. These include either passive Fresh Meat damage, uncontrollable vomiting through Pheromone Bomb, or lowering attack damage through extensive muscle dissection.

Beyond these nine unique traits, Aggemon has a few potions he makes frequent use of. Each time he uses a potion, the abilities he uses through his artificial arms rotates, making no one fight the same.

There is a potion that increases his attack speed, making healing the tank exceptionally difficult. Another coats his entire body in poison, making it so that the tank and melee have to be kept alive with shielding spells instead of being healed outright. The final elixir Aggemon has a chance of consuming is one that makes him vomit a puddle of corrosive goo, making the targeted area a dangerous spot to stand on.

Once Aggemon is brought down to a low portion of health, he retreats to the ceiling and brings out his latest experiment: Draltheron. Instead of healing his compatriot outright, he turned him into a monstrous amalgamation of spare parts and raw muscle. Draltheron's only attack besides normal melee strikes is an enhanced Destruction spell that warps out in a ringed pattern. Once Draltheron is defeated again, he uses his massive size to reach up towards Aggemon and drag him down into death as the floor collapses, revealing the entrance to the next battle.

Drops:

Unholy Calyx: Whatever is filled into this calyx becomes a powerful magical elixir. It is not without risk though. The enormous energies that fill these potions can double a user’s strength for a short time but they will also cause internal bleeding. – Honor Avenger

Scepter Of Dominance: This richly adorned scepter of gold literally exudes majesty. With it the wielder can use mind control. – Honor Avenger

A Real Doctor's Scalpel: This meat cleaver was forged in the fire of suffering souls. Even on microscopic level the edge of the blade is perfectly smooth and without fail. It will always appear perfectly clean and shiny, will never dull, get blunt or even loose the perfect edge. For all purposes this cleaver is indestructible but the main aspect of this weapon is that it cuts the away the soul as much as it harms the body. Those struck with it are also damaged on the ethereal level and it can be used to attack and damage incorporeal beings. – Honor Avenger

Aggemon's Fillet Knife: The appearance of this blade is in constant flux. One moment it looks like a flashy blade of a noble, the next like a barbarian’s broadsword, then like a light rapier only to look like a rusty short sword seconds later. It nearly never looks the same twice, the only common characteristic is that all forms of the weapon are swords. The effect it has on those who are hit with it is even more severe. Every wound that is inflicted starts to instantly mutate giving the victims unfortunate, even debilitating new forms. – Honor Avenger

Agility: 4

Durability: 6

Energy Projection: 6

Fighting Ability: 6

Intelligence: 6

Mental Power: 1

Speed: 5

Stamina: 7

Strength: 4

High Archon Lord Veth

Before the fall of the Eldar, they were ruled by regent lords who governed their people righteously and were absolutely merciless to their foes. The greatest of these leaders became known as Archons, and vast pathways of the galaxy were etched out during their reign and claimed for the greater Eldar collective. Ever since the Sundering, which splintered the Eldar, their Dark counterparts have given into the most depraved acts that they were denied throughout the existence of a proper Eldar. Several Archons followed this practice, throwing away pride and honor for pleasure and sin.

The greatest Archon among the Fallen, was Veth.

He died in glorious battle against his Eldar brethren, slaying many with his pike before being cut down by shards from a score of pulse rifles. His story would have ended there, if not for the Curse of Unlife Warsman inflicted upon half of the galaxy, returning those slain to become his undead Desecrated army. Among them were millions of Eldar and Dark Eldar alike, and Veth rose above these hordes as a legionnaire without peer. As a Blood Paladin, Veth specializes in tanking hits like no other. He has several advantageous defensive spells that make attacks useless against him for as long as the totems involved are still active.

Veth has the distinction of being able to switch between Blood and Unholy at will, enabling him to summon ghouls and other undead from behind the safety of his shields. This allows him to protect the totems responsible for keeping those barriers intact while also dishing out extreme damage.

As he is among the strongest of Dark Eldar ever to live, Veth is very difficult to deal with. For one thing, he has a short berserk timer - about five minutes to be exact. Once the timer reaches zero, he will exclaim that he has no time for weaklings and wipe the raid group automatically, no exceptions. His skill with a blade is unmatched except for possibly Jindaela, but only because of her unnatural speed and agility. Veth has a Sweeping Strike that will instantly kill unshielded tanks and heavily damage any melee fighters that are within seven yards in either direction. In order to attack from a distance, Veth periodically uses Shadow Impale which utilizes part of his Unholy spec to send a bolt of shadow to a random caster-type, inflicting heavy initial damage with a slow Shadowburn that will kill them if not dispelled immediately.

At about fifty percent health, Veth will automatically disarm all of his opponents and hold them at sword's edge. This begins his second phase as a bit of lore progresses.

"I was the greatest Archon ever to live. Those from Eldorah were fools, always proclaiming power through unity. I always knew that true power came from sacrifice - sacrifice that I was willing to pay with the blood of those imbeciles who questioned my greatness!"

A mysterious force pervades the room, invigorating the raid members. The Experiments, now free of their imprisonment in the Grey Forest and having a clear goal in dethroning their cruel Dark Eldar overlords, march out into Veth's lair.

"What is this? Another miserable rabble to replace this one? I will cut all of you down! The God of Evil will turn all of you into what you were meant to be: mindless slaves!"

One of the Experiments comes forward. "No, Veth. You are the slave! A slave to your own pride and lust for power. You, this place, and your god will fall. These heroes have proven that much. In one fell swoop, Veth strikes down the speaker and inadvertently returns the weapons to the raid party.

"Bah! Come then, and face me one final time! FOR RAGNAROK!"

With his stats and spell haste increased by a terrifying 50%, Veth's second phase is a damage race before the berserk timer. Good luck. You'll need it.

Drops:

Unholy Calyx: Whatever is filled into this calyx becomes a powerful magical elixir. It is not without risk though. The enormous energies that fill these potions can double a user’s strength for a short time but they will also cause internal bleeding. – Honor Avenger

Agility: 6

Durability: 6

Energy Projection: 1

Fighting Ability: 7

Intelligence: 5

Mental Power: 1

Speed: 6

Stamina: 7

Strength: 7

Jindaela, Mistress of the Wraithbone, Watcher of the Haunts, Banshee Queen

Before the current Warsman, there existed Ultherian. As a fallen paladin, he became much more sensitive to the pleasures denied to him by his class. One of these pleasures was the company of a consort. He chose the then-queen of the Eldar, Jindaela, who gave herself willingly so that Ultherian would not destroy her people. Instead, he simply shattered them across their many colonized worlds. Heartbroken, Jindaela suffered on Ragnarok for seventeen years until Ultherian died at the hands of Warren Spencer, who became the new Warsman. Expecting the same treatment, she was slightly relieved once Warsman proved himself uninterested with her body. He saw within her a brilliant mind, however, and gave her the opportunity for revenge against those who ravaged her along with Ultherian.

Training her to be his top assassin, Warsman bestowed upon Jindaela a new purpose: the purpose of murder. It was then that the fabled blood hunger of the Banshee Queen set in within Jindaela, transforming her into a machine of war. With the final perpetrator of the heinous crimes brought to a final, insatiably sweet, justice, Jindaela still felt empty. Rather than find out why, she committed herself to darker acts of depraved violence. The Curse of the Banshee Queen had set in, and she could not be stopped.

Jindaela is a more difficult fight than Infurion based on pure mechanical design alone. There are so many ways Jindaela can incapacitate and wipe out a team through sheer speed alone that it's almost mesmerizing. The fact that she is also relatively strong means that she is a blitzing blockbuster, one of the most fearsome combinations to face. Added to this, she is a cunning and resourceful fighter, making use of dozens - if not hundreds - of unique and dangerous weapons, traps, poisons, and machines over the course of her encounter. That said, she is the very definition of a glass cannon and will fall easily if she stops moving for long enough.

Tactics involving Jindaela are varied. There doesn't seem to be a surefire strategy to use against her. She is too fast for an effective tank and flank. Casters are put in constant danger because of her traps. Melee can never hold to get a bead on her. It's all healers can do from tearing their own hair out keeping everyone alive. The difficulty involved with Jindaela is astronomic, making her one of the most difficult bosses on Ragnarok outside of Warsman himself.

The most effective course of action seems to be to spam slowing spells, traps, and ice-based magics against her. She controls the battlefield, but only if the battlefield is something she is used to. She is light on her feet, but one slip-up can cost her victory. As mentioned before, she is the ultimate glass cannon. She hurts everyone for everything they are worth, but one mistake on her part and she's gone.

Three abilities set her apart from the others of her order. First is the Banshee Wail, a group-wide anti-cast that dispels all buffs at once and disables spell-casting for five seconds. This allows her to engage in Frenzy, which combines with her passive Bloody Revenge effect to inflict serious harm on everyone involved. The third and final of her abilities involves her glaive, which she throws into the center of the stage and it instantly starts to project an electro-stasis field. This allows her to, once again, inflict Frenzy on all party members stuck floating in midair.

She has a second phase that is activated once she is near death, much like Infurion's Rise of the Phoenix Lord. She smells her own blood and begins Cry of the Banshee, which combines her Banshee Wail with an accelerated usage of Frenzy, almost double its normal activation speed. Again, concentrating high damage on her yields the best possible outcome. Remember: glass cannon.

"Your death will not be swift, but that doesn't mean you'll catch me. No one will ever catch me again. I can promise you that."

Drops:

Unholy Calyx: Whatever is filled into this calyx becomes a powerful magical elixir. It is not without risk though. The enormous energies that fill these potions can double a user’s strength for a short time but they will also cause internal bleeding. – Honor Avenger

Beauty of the Broken: This crystal is not only artistically engraved with the greatest of skill, it is perfect to begin with. No single flaw can be found on it, not even oxygen bubbles are enclosed in its eternal purple depths. Only the most strong willed beings can resist to keep looking at it once they have thrown a first glance at it. – Honor Avenger

Agility: 7

Durability: 6

Energy Projection: 5

Fighting Ability: 7

Intelligence: 5

Mental Power: 1

Speed: 7

Stamina: 7

Strength: 6

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