Age of Magic hero Angrim
An indomitable fighter armed with two brutal axes. Prone to fits of explosive rage.
Skills
Attributes
Shards
Lore
Main
Defence
Attack
Basic
Rank
Attribute
Rating
Value
Hit points
???
Speed
???
Armor
???
Magic damage resistance
???
Basic damage
???
% critical hit chance
???
Critical damage
???
Rank
Attribute
Rating
Value
Hit points
???
% physical damage absorbed
???
Armor
???
% magic damage absorbed
???
Magic damage resistance
???
% physical dodge
???
% magic dodge
???
% physical fortitude
???
% magic fortitude
???
Rank
Attribute
Rating
Value
Basic damage
???
% armor and magic resistance penetration
???
% critical hit chance
???
Critical damage
???
Rank
Attribute
Rating
Value
Speed
???
Intelligence
???
Strength
???
Dexterity
???
Skills data: v1.9
Angrim skill Axe Strikes
Basic7
Angrim skill Bloodwind
Special7
Angrim skill Berserker Rage
Special7
Axe Strikes
Double axe strike.
Basic damage
???
Age of Magic Melee Damager
Triggers Melee Damager class mark.
Bloodwind
Physical attack which deals damage to all enemies.
Ability cooldown
3
Basic damage
???
Age of Magic Dwarves
Triggers Dwarven faction mark. If the target has a Dwarven faction mark, the attack will ignore armor and will deal critical damage.
Age of Magic Melee Damager
Triggers Melee Damager class mark.
Berserker Rage
Deals 44% more damage to all enemies for 1 turn and increases dodge chance by 10% for each living enemy on the battlefield.
Ability cooldown
6
% increase in damage
44
Effect duration
1
% dodge bonus
10
Age of Magic Boss
Puts Boss class mark on all enemies. After the next attack by a Boss, the target character will skip 1 turn.

Angrim is the Melee Damager of the Dwarves

Angrim had been one of the Stone Guards — elite warriors who had been entrusted to guard the King’s family and Dwarven sacred places and relics. Angrim had escorted the King the day their squad had been ambushed by Ra’Archnee. He was the only survivor of the royal squad after he had been grievously wounded and gone faint in the battle.

Angrim still takes that defeat very hard, considering the death of the King and the loss of the royal crown and hammer his own guilt. The warrior’s mind has grown dim since that day. The dwarf began to fall into violent madness, crushing everything on his way, believing that he had tarnished the honor of his clan with shame. Fearing that his rage could kill some of his relatives, he left his native land. The Dwarves call such warriors Redeemers.

Obsessed with crazy thirst for revenge, Angrim descended all alone into the deadly tunnels of Ra’Archnee. He had been wandering underground in search of the lost crown and the hammer of the Kings for several years. Along the way, Angrim turned into a perfect Ra’Archnee hunter. He knows Ra’Archnee tunnels like the back of his hand and has studied all the weak places of this race very well.

Angrim withdrew the shield and the hammer in favor of two crude axes, which he uses in battle with effective brutality. Once luxurious, today warrior’s armor is covered with traces of claws, acid scrapes and scratches. You actually can notice that Angrim replaced the destroyed pieces of armor with pieces of Ra’Archneean chitinous shells in some places.

Angrim is to find the hammer and crown of the King or die trying.