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Cultist

**Cultist** is a hero class in *Heroes of Ardania*. Originally a support class in *Majesty* that specialized in charming enemy creatures, Cultists in *Heroes of Ardania* retain the ability to charm creatures into followers, but also has access to items and abilities that significantly enhance their single combat proficiency in the later stages of the game.

## Description

“
*Fortune smiles on these wild children of the god Fervus, "The Face of Chaos." Unlike their brutish brothers, the Warriors of Discord, Cultists are clever adventurers who use their wits as well as their weapons. They lead a carefree life, driven by sometimes perplexing spontaneity.*
## Class information

 Weapon type
 Primary attribute

## Spells and abilities

### Class spells

* Charm Monster – Starting spell
* Camouflage – Learned at level 4
* Change Shape – Learned at level 7

### Class abilities

* Immunity to Poison
* Planting
* Attack of Opportunity
* Stealing – Begins at 10%

### Abilities granted by class-specific items

* **Dagger Storm** – Once every 5 rounds, unleash a ranged physical attack against up to 7 opponents. Granted by the Baldric of Feathers.
* **Stealth** – Adds artifice (up to 30) to H2H, Ranged, Parry and Dodge. Given by the Varg Cloak.

## Special

* The Cultist uses a melee weapon but with a ranged attack. Attack resolution is based on the Cultist's hand-to-hand attribute (rather than the ranged attribute), which is measured against the opponent's dodge (rather than parry) to determine the chance that the attack is successful. As a ranged-attacking hero, the Cultist attacks starting at combat round 0. While it is possible to increase the *ranged* attribute, *ranged* is not used at all and serves no benefit to the Cultist. The Dagger Storm ability uses H2H rather than *ranged*.
	+ This special combat rule was implemented in 2014, based on the original depiction of the class in *Majesty*. In *Majesty*, Cultists formally equip daggers similar to other dagger-wielding classes, but attacked by throwing the dagger at the enemy over a distance.

## See also

* Cultist Class Guide
* Items usable by Cultist
Banded Armor of Sneaking

### Usable by

Adept, Cultist, Dwarf, Elf, Gnome, Paladin, Ranger, Rogue, Solarus, Warrior, Warrior of Discord

## Additional Information

### Sell location

Blacksmith (1125 gold), Nomad's Outpost Shop (1425 gold)

The **Banded Armor of Sneaking** is a special leather armor.

## Description

“
*This set of armor is enchanted to enhance sneaking. Very useful...to some.*
## Acquisition

* Fertile Plains (Ruined Altar)
* Ratman Battleground (Small Fortification)
* Darkmoor Swamp (Small Ship Remains)
* Dark Forest (Brashnard Ruins)
Excellent Crossbow

The **Excellent Crossbow** is a level 4 basic crossbow.

## Description

“
*One of the best crossbows readily available, this weapon has seen more use by Rogues then any other weapon in Ardania.*
## Acquisition

* Goblin Territory (Goblin Camp and Mound)
* Treldan Wood (Werewolves' Hoard)
* Fertile Plains (Ruined Shrine)
* Dark Forest (Brashnard Ruins)
* Darkmoor Swamp (Small Ship Remains)
Enchanted Axe

“
*This schematic describes how to insert various magical objects - gems, runes, rings and so on - into socketed axes.*

 Difficulty
 Acquisition

See also: schematics, for general information on using schematics.
## Compatible beard rings

* Hammer Beard Ring (H2H +5)
* Goblin Beard Ring (Str +4)
* Hellbear Beard Ring (Vit +1)
* Spider Beard Ring (Art +1)
* Minotaur Beard Ring (Damage +1)
* Ratman Beard Ring (Parry +5)
Greatsword

## Additional Information

### Sell location

600 gold (Blacksmith)

The **Greatsword** is a non-crafted special sword.

## Description

“
*The traditional two-handed sword of the Paladin.*
## Acquisition

* Fertile Plains (Ruined Shrine)
* Ratman Battleground (Small Fortification, Large Fortification)
* Hellfire Mountains East (Grove of Daemonwood)
* Hellfire Mountains West (Snake Pit)
* Dark Forest (Brashnard Ruins)
Elven Valley

The **Elven Valley** is a location in the Hellfire Mountains that can be reached by completing an Elven Escort mission. Once in the Elven Valley you can find the Elven Village while exploring.

## Description

“
*This beautiful valley is somehow hidden right in the middle of the Hellfire Mountains. You get an odd sense of peace looking down into this valley, which is unusual considering the wildlands that surround it.*
## Encounters

*Note: All Magical Springs encountered in the Valley contain positive boosts.*

* Dragon
* Ice Dragon
* Harpy
* Roc
* Griffon
* Mimic - As always you will have the option to open or ignore, but unlike other treasure chest encounters this one will always be a mimic. After defeating the mimic you will find a Black/Carved accessory.

## Elven Valley Village

The entrance to the Elven Valley Village is found as a random encounter by exploring the Elven Valley.

“
*Unlike what one would expect from a regular Elven Village, full of Gambling Halls, Bungalows and Elven Lounges, this place is entirely different. It is quiet, peaceful, and perfectly blended with the Valley in which it occupies. In fact, it is so well blended that it is difficult to tell where the buildings begin and the trees end. Most prominent is the large Inn-like structure near the edge of the village.*The village includes the following locations. All locations except for the Inn and Cache must be unlocked by talking to the Barmaid in the Elven Inn.

* Elven Spa
* Temple to Krolm
* Elven Inn: Standard inn resting service
* Elven Shop: Sells the Elven Spear and a selection of combat items
* Sauna: Trains Vitality up to 12
* Cache: Costs 42,000 gold to purchase

Once inside the village, heroes may return to the Elven Valley at any time (1 turn required).

## Exit Routes

*Note: You do not need the actual maps to travel to all 4 locations.*

* Hellfire Mountains South (1 turn)
* Hellfire Mountains East (1 turn)
* Hellfire Mountains West (1 turn)
* Hellfire Mountains North (1 turn)
Anti-Magic Gem

The **Anti-Magic Gem** is a charged combat item.

## Description

“
*Increases Magic Resistance by 90 for 4 rounds in combat. Holds a maximum of 10 charges.*
## Acquisition

* Wizards Guild (500 gold)
* Nomad's shop (500 gold)

## Notes

* Unlike the invisibility gem, each readied stack of Anti-Magic Gems can be used multiple times during combat until the entire stack is exhausted. However, if only one stack is readied, there will be a 2-round downtime between consecutive usages. Therefore, in order for the Anti-Magic Shield spell to be active continuously, it is necessary to ready the gems in two slots so that when the spell of one gem expires while in combat, the other gem is used immediately.
Amulet of the Apprentice

The **Amulet of the Apprentice** is a quest available in Lormidia.

## Quest Walkthrough

To initiate the quest, visit the Gnome Hovel in Lormidia. Dwarves and Elves, being adverse to Gnomes, will not be able to partake the quest for that reason. Upon visiting the gnome hovel, the gnome apprentice will ask you to find her lost amulet.

*The poor little Gnome's crying. "I am the Gnome Mystic's Sub-Apprentice's Sub-Sub-Apprentice's Apprentice! I came here to study magic, but now I've lost my Amulet of Coal Summoning! Will you help me get it back, pleeeeeeease??? Pretty Please?"*
The next step is to investigate the dark alley. There you will gain knowledge to access the Lormidia Sewers. Since the sewers contain some powerful enemies, weaker heroes should not attempt this quest, especially in the early stage of the game. Also, heroes can not exit the sewers without finding two randomly-spawned items, which means you may be down there for more than 100 turns. Most heroes lower than 15th level should therefore bring, at the very least, 100-150 healing potions.

Once you are in the sewers, you will eventually come across a leprechaun, who holds the sign:

**aT/h2ec bcso rarhe.cctx epqo-tr mi@sv if iofvt\*y&sti^x-!**
The above message contains a clue that you must decipher. After receiving the clue, you should eventually run into a room of pots. Applying the information given by the clue will lead you to chose the correct pot to retrieve the Amulet of Coal Summoning. When that is done, return to the Gnome Hovel and claim your reward of a Greater Belt of Tenacity.
Barbarian

**Barbarian** is a hero class in *Heroes of Ardania*. Barbarians lacks the ability to use standard armor, but have high vitality and damage output, with an emphasis on inflicting critical hits. Barbarians have the most restrictive temple enchantment options, since their patron god, Krolm, is opposed by all other gods.

## Description

“
*Followers of Ardania's oldest religion, Barbarians worship Krolm, the Lord of the Wild. Barbarians loathe civilization and its trappings. Their insane two-weapon attacks have given them a reputation as brutally fierce fighters. Barbarians have strong ties to the Rangers of Ardania dating back to the treaty of Ravenswood.*
## Class information

 Armor type
 Weapon type
 Primary attribute

### Class abilities

* Critical Hit (begins at 1% and increases +1% each level; critical Hit from all sources is capped at 40%)
* Hardiness (begins at 20% and increases +1 each level, up to 40%) – This ability is unique to barbarians and provides a chance that the barbarian falls unconscious instead of dying. Hardiness serves to compensate for barbarians' lack of access to the resurrection and re-animate enchantments.
* Club Attack – Provides a passive +10 damage bonus. This ability is unique to barbarians.

### Abilities from class-specific items

* Double Attack (up to 45% total from class-specific items)
* Attack Multiple Foes (up to 30% total from class-specific items)

## Special

* Barbarians have a passive +2 armor bonus. This bonus is permanent.

## See also

* Barbarian Class Guide
* Items usable by Barbarian
Anti-Imp Machine

Located in the Valmorgen City Dump, the Anti-Imp Machine allows the player to obtain an Imp Token which will prevent Imps from attacking the player. In order to obtain the token a player must '(re)start the machine' in order for a max HP value to be calculated based on vitality and level. After allowing the machine to readjust max HP to the calculated maximum, the player receives the token.

***Note**: doesn't seem to appear after the 2010 Game Reset.*
Champion Blade (item)

The **Champion Blade** is a dagger. It is the special Abandoned Library schematics item for the Gnome class.

## Description

“
*This blade is almost as long as a shortsword, yet you feel like a swordmaster just holding it. It looks somewhat unremarkable but very, very sharp and grants the user a Double attack.*
## Acquisition

* Crafted with the Champion Blade schematic
	+ Ingredients: Mystic Dagger, Splinter of Haste, Neckband of Smiting
Boots of Evasiveness

**Boots of Evasiveness** is a footwear item.

## Description

“
*Made from the skins of Ardanian mountain lions, these boots bestow fleetness of foot to Ardanian Heroes making them more agile in combat.*
## Acquisition

* Fertile Plains (Ruined Shrine, Ruined Altar, Goblin Fortress)
* Ratman Battleground (Small Fortification, Large Fortification)
* Darkmoor Swamp (Small Ship Remains, Swamp Hermit)
* Valley of Gur-Mechina (Tomb)
Deranged Heroes

**Deranged Heroes** are crazy-themed enemy heroes. Most of them are encountered in The Royal Timekeepers' Basement, but a separate set is encountered in the Ratman Maze. They are part of the humanoid classification in the bestiary.

## Royal Timekeepers' Basement

### Berserking Barbarian

*"This Barbarian is in a berserker rage and attacks anything he sees."*

### Deranged Dwarf

*"Once a hero of Ardania, this Dwarf has been trapped in the Timekeepers' Basement for so long that he has lost all semblance to his former self. He now roams the basement, attacking everything and anything he sees."*

### Gibbering Gnome

*"This Gnome has gone crazy, and won't stop gibbering."*

### Mad Monk

*"This poor Monk has gone completely bananas and attacks anything he sees."*

### Insane Solarus

*"This Solarus has gone mad. She is beyond help."*

### Enraged Warrior

*"Once a hero of Ardania, this Warrior has been trapped in the Royal Timekeepers' Basement for so long that he has lost all semblance of his former self. He now roams the basement attacking everything and anything he sees."*

### Crazed Warrior of Discord

*"This crazed Warrior attacks anyone in his path. Beware!"*

## Ratman Maze

### Ranger Rascal

*"This Ranger has gone completely insane, shooting gibberish, pestering animals and spending all his time home instead of exploring."*

### Pyromanic Priestess

*"These Priestesses like to set things on fire. Preferably, you. For the goddess of death!"*
Axe of Fury (item)

The **Axe of Fury** is a crafted axe. It is the special Abandoned Library schematics item for Barbarian class.

## Description

“
*This huge Axe is constructed of a blood red metal you've never seen before. You shouldn't be able to lift it but it feels featherweight. Holding the axe your vision starts to go red and you feel an uncontrollable urge to hit something, whatever the cost*
## Acquisition

* Crafted using the Axe of Fury Schematic
* Crafting ingredients: Mystic Axe, Splinter of Combustion, Small Oculus Eye
Chaos Bringer

The Chaos Bringer was a temporary NPC in Valmorgen. He appeared in the City Square in May 2006, to celebrate the New Chaos Festival. The festival marked the appearance of Golden Pots in Valmorgen, and eventually led to Leprechauns arriving and spreading all over Ardania.

## New Chaos Festival

For two weeks during the New Chaos Festival, the Chaos Bringer could be seen in the Valmorgen City Square, drumming on the side of a pot and singing chaos-inspired versions of popular songs. When approached, he would explain that Fervus had decided to bring a New Chaos to Ardania, and that he had been chosen to distribute the Golden Pots of Chaos. When asked where said pots could be found, he nodded downwards, hinting at the Valmorgen Sewers.

After the end of the Festival, the Chaos Bringer disappeared from Valmorgen.

## Golden Pots of Chaos

The Golden Pots of Chaos were special encounters in the Valmorgen Sewers. If a hero found such a pot and decided to take it, a group of Leprechauns would jump out. Most of them would flee while one would stay to steal the hero's gold. After the New Chaos Festival ended, the Pots disappeared from the Sewers. Instead, heroes would start encountering Leprechauns in several areas, at first in Valmorgen and later throughout all of Ardania.
Banded Armor

## Item Data

### Usable by

Adept, Cultist, Dwarf, Elf, Gnome, Paladin, Ranger, Rogue, Solarus, Warrior

## Additional Information

### Sell location

Blacksmith (300 gold).

The **Banded Armor** is a basic leather armor.

## Description

“
*This suit of armor has horizontally-aligned bands of metal as reinforcements.*
## Acquisition

* Blacksmith (400 gold)
* Fertile Plains (Goblin Fortress)
* Catacombs (Large Tomb)
Adult Dwarven Headband

### Socket schematic

Dwarven Headband (schematic) - *Bug: your Dwarf won't see this schematic by default - use the "Show all..." button to buy or use the schematic*

## Additional Information

### Sell location

Blacksmith (1125 gold), Nomad's Outpost (1425 gold)

The **Adult Dwarven Headband** is a headgear for the Dwarf class.

## Description

“
*After the Dwarven Children are grown out of their headbands, they would receive these new ones. Not only do they fit on an adult dwarven head, they were a mark of great prestige showing off one was finally no more a child.*
## Acquisition

* Ruins of Thallis (Dwarven Settlement, Embassy)
Change Shape

**Charm monster** is a cultist spell.

## Notes

* This spell will not be cast if the Shapeshift Tincture, Werewolf Potion, Medusa Potion, or Minotaur Potion is in effect.
* This spell is compatible with the Werewolf Form spell of the Circlet of Lycanthropy and True Werewolf Circlet. The two spells will generally be active during different periods, since Werewolf Form does not begin until round 7, after the initial cast of Change Shape expires in round 6. When the two spells do overlap (the first occurrence of which is ordinarily round 12), their effects stack.

## Acquisition

* Automatically learned by cultists upon reaching level 7

## Other users

* Warlock
* Thallis Cultist
Bolt Spitter (item)

The **Bolt Spitter** is a crafted crossbow. It is the special Abandoned Library schematics item for the Rogue class.

## Description

“
*This rapid-fire weapon allows the Rogue to make multiple attacks each round. Accuracy, however, is compromised.*
## Acquisition

* Crafted from the Bolt Spitter schematic
	+ Ingredients: Mystic Crossbow, Shard of Assimilation, Splinter of Haste
Brick of Power

**Brick of Power** is an item upgrade ingredient for the Imp's Workshop.

## Description

“
*Originally in the Barrows of Krolm's Anvil, an old sovereign's quest to raze them spread these over a wide area. Although they released most of their power in sending waves of foes toward that sovereign, they still contain small amounts of power that an other-worldly being might unlock.*
## Acquisition

* Krolm's Anvil (Ruined Altar)
* Ruins of Thallis Sewers (Ratman Fortification)
* The Dead Wander in Gar-Uta quest escape sequence (abandoned house)
Gemstone of Death

The **Gemstone of Death** is a charged combat item.

## Description

“
*This deep red stone is reportedly the same type of gemstone used in the mysterious Spires of Death, which are located in the furthest Northern Reaches of Ardania. These much smaller versions are just as deadly, allowing the user to cast the spell Radiate Energy up to five times in combat. Holds a maximum of 5 charges.*
## Acquisition

* Valley of Gur-Mechina (Ancient Graveyard, Tomb Crypt)
Amulet Quest Clue

**aT/h2ec bcso rarhe.cctx epqo-tr mi@sv if iofvt\*y&sti^x-!** is the clue in the Amulet of the Apprentice Quest

To decipher the clue, ignore every other character, including spaces, as shown below:

```
aT/h2ec bcso rarhe.cctx epqo-tr mi@sv if iofvt*y&sti^x-!
 T h e   c o r r e c t   p o t   i s   f i f t y s i x !

```
Avenger Longbow

The **Avenger Longbow** is a level 7 basic bow.

## Description

“
*Made to avenge wrongs done to the Elves, this weapon was thought long lost-until you found it. It is said to help even the greatest archer hit their mark.*
## Acquisition

* Hellfire Mountains South (Dragon Pit)
* Hellfire Mountains North (Barrow)
* Desolate Wastelands (Lair of Sand Golems)
* Ruins of Thallis (Blacksmith)
Apprentice Spellbook Schematic

The **Apprentice Spellbook Schematic** is a sellable item. It cannot be equipped and has no use other than to be sold for gold.

## Description

“
*Found in the Abandoned Library of the Dark Forest, this ancient text instructs a Hero on how to create the Apprentice Spellbook.*
## Acquisition

* This item is the sellable-item form of the Apprentice Spellbook schematic. If this schematic has already found and added to your journal, finding it again in the Abandoned Library will yield this sellable item.
Apprentice Spellbook (item)

### Special

Allows the user to cast Resist Magic, FireShield, FireBlast spells when the item is readied for combat. Holds a maximum of 1000 charges.

## Additional Information

### Sell location

4 gold per charge at Nomad's Outpost Shop

The **Apprentice Spellbook** is a crafted artifact.

## Description

“
*This spellbook allows any Hero to use the Wizard spells FireShield, Resist Magic and FireBlast. Holds a maximum of 1000 charges.*
## Acquisition

* Crafted using the Apprentice Spellbook schematic
	+ Ingredients: Splinter of Combustion, Splinter of Burning, Blue Charm, Blank Spellbook

## Notes

* In terms of Gameplay value, this item is generally regarded as marginal because the charges are quickly drained and the FireBlast attack spell is weak compared to other readily available spells such as Lightning Storm.
* As with spells from charged items, spells cast by artifacts aren't influenced by a hero's INT.
Claoismas Ornament

### Special

User can cast Exploding Devastation spell, which is equivalent to Exploding Aura except it does not damage the caster

## Additional Information

### Sell location

This item cannot be sold

The **Claoismas Ornament** is a special-event artifact.

## Description

“
*The thankful gnomes said that this strangely-shaped ornament fell out of the old wizard's pockets when he stole their tree.
Holds a maximum of 1 charges.*
## Acquisition

* As a reward for the Claoismas Conundrum 2012 Christmas special quest.
Dagger of Vengeance

## Additional Information

### Sell location

Blacksmith, Trading Post in Traveller's Dell (960 gold), Nomad's Outpost Shop (1216 gold)

The **Dagger of Vengeance** is a level 7 basic dagger.

## Description

“
*This dagger was quenched by the wrathful smith plunging the red hot blade into the chest of his wifes lover. No matter how much it is cleaned the blood never seems to wash off.*
## Acquisition

* Ratman Battleground (Large Fortification)
* Hellfire Mountains South (Dragon Pit, Huge Cave)
* Desolate Wastelands (Lair of Reavers)
* Ruins of Thallis (Blacksmith)
* Valley of Gur-Mechina (Tomb Crypt)
Blessed Blade of Dauros

The **Blessed Blade of Dauros** is a sword. It is the upgrade of the Blade of Dauros, the unique Paladin item crafted from the Abandoned Library schematics.

## Description

“
*The Imp in the Desolate Wastelands has improved your Blade of Dauros with, so it now gives double the magic properties it did before! This should surely help you in your endeavors.*
## Acquisition

* Upgraded from the Blade of Dauros at the imp in the Desolate Wastelands
* Upgrade ingredients: Mithril Alloy and Enchanted Idol
Boots of Lunord

**Boots of Lunord** is a unique, quest-reward footwear item.

## Description

“
*These boots you recovered in the Temple of the Winds in Gar Uta quite improve your speed, and thus also make you harder to hit.*
## Acquisition

* Reward for completion of the quest The Dead Wander in Gar-Uta

## Notes

* Barbarians and Solarii cannot use this item, but can exchange it for a Barbarian Beard Ring or Solarus Beard Ring, respectively, at the Imp Workshop.
Dark Forest Auras

"**Dark Forest Auras**" refers to one of five mutually exclusive abilities that can be obtained by completing the Paladin's Keep battle in the Dark Forest. Once the battle has been completed, the player is given the option of selecting one of the five auras, which are implemented in-game as abilities. This selection is permanent, and cannot be undone.

## Auras

**Aura of Fear** – "*Your Hero will emanate power that strikes fear into everyone around them.*"

* All opponents receive an automatic -10 to their combat stats. (Note: "combat stats" refers to H2H, Ranged, Dodge and Parry in this context.)

**Aura of Victory** – "*Your Hero is transformed into a being of such heroic magnitude, either by stature, beauty or wonder, that commoners in their presence can only stare in amazement.*"

* Your Hero gets +10 to all four combat stats: H2H, Ranged, Dodge and Parry.

**Aura of Enchantment**

* Your Hero will get a permanent +1 enchantment to any weapon and armor used, above and beyond any current enchantment that such items may already have.

**Aura of Health**

* Your Hero will become immune to poison and gain a massive +4 boost to Vitality!

**Aura of Might** – "*Your Hero will be regarded in such awe, either due to stature, beauty or mystical wonder, that any being of a lower level won't know whether to back away from your presense or kneel down in praise!*"

* Your Hero will receive +8 Strength, +8 Willpower and +4 Intelligence.

## Notes

* The Aura of Victory is a common choice for most hero classes. The Aura of Fear and the Aura of Victory are mirrors of one another, and are equivalent to each other (except that the Aura of Fear benefits the hero's followers). However, the effects of the Aura of Victory will appear in the hero's stats as shown in the "Attributes" interface, whereas Aura of Victory is not explicitly shown in the list of stats.
* The Aura of Health is useful for Healers because it grants the "Immunity to Poison" ability. This remedies one of the largest weaknesses of the Healer class, which is that poison from enemies will disable the Healer's regeneration and healing spells.
* The Aura of Might is a common choice for the Priestess and Wizard classes, since it is the only option that boosts Intelligence, which is generally the most crucial stat for these classes.
* The Aura of Enchantment is generally considered to be the weakest option. The +1 weapon enchantment is no better than the +8 Strength buff of the Aura of Might for purposes of inflicting damage, while lacking the benefits of carrying capacity associated with Strength. Meanwhile, the benefits of +1 armor enchantment is limited due to the extremely high damage of late game monsters.
Dark Phantom

The **Dark Phantom** is a monster.

## Characteristics

*"Even more terrifying than the Black Phantom, the Dark Phantom[*sic*] sole purpose is to destroy life with all he's got..."*

## Locations

* Ruins of Gar Uta
* Krolm's Anvil
* Ruins of Thallis

## Notes

* Parry ~120
* Ranged ~50
* MGR ~155
* DOD ~110
* Having MGR ~275 is enough to be immune to its spells
Elven Barmaid

The **Elven Barmaid** is the first character the hero runs into when arriving at the Elven Valley. The hero converses with the barmaid before entering the elven village. The Barmaid explains to the hero the situation and culture of her village, which consists of Krolm-worshiping elves.

## Quotes

*In-game conversation quotes from the Elven Barmaid*

"I did not mean to imply that we are anti-social. Then again, we are not excessively social either, like most of our kindred. This community of Elves has established a type of harmony with these lands, learning both productive crafts and the ways of warriors."

"Instead of wasting our time with song and drink we excel in healing skills as well as weapon and armor crafting, and our Warriors are as good as any in Ardania!"

"When we came to this valley, we found our way back to Krolm. Our archers have learned to slay creatures with one shot while others abandoned the bow altogether. Instead they wield great spears and have embraced their latent barbaric nature to become Berserkers."

"Yes, there's a huge altar for you to visit if you have any doubts. It was here when we discovered this valley. It still surprises me sometimes that we've become healers, craftsman and warriors, all from worshipping Krolm."

"Not like the magical Healers of Agrela, but healers all the same. Krolm is the all-father of everything we all know. Is it so far-fetched that we can't learn everything from him? Maybe the only reason he's known as the god of rage is because that's all he could teach humans."
Building

**Building** is an ability of the Dwarf and Gnome classes. This ability enables the hero to be employed in construction work at the Valmorgen Palace.

This ability can be used in the beginning of the game to earn gold and experience. Construction work takes three turns and earns a hero 10 gold and 7 base XP. The reward is the same for dwarves and gnomes. Construction work earns more gold per turn than Guard Duty but less than City Patrol at the Valmorgen gates.
Eclipse

**Eclipse** is a footwear item. It is one of the Thallis items for the Solarus class.

## Description

“
*The Eclipse boots are were worn by the best Solarii living in the city of Thallis. They were meant to be a reminder to the powers of Lunord, and giving the strength to defeat those powers. It is said to unlock their full potential one has to insert the Power of Lunord, although no-one knows wheter that is truth, or myth.
The boots have a weird socket, which doesn't fit any Dwarven Beard Ring known. It might serve a different purpose...*
## Acquisition

* Ruins of Thallis (Temple to Helia, Embassy)
Belt of the Dire Bear

### Special

Hand-to-hand +20, Parry +10, Strength +22, Ranged +10, Magic Resist +5, Artifice +10

## Additional Information

### Sell location

Blacksmith and Wizard Tower (1875 gold), Nomad's Outpost (2375 gold).

The **Belt of the Dire Bear** is a belt and one of the Thallis items for the Cultist class.

## Description

“
*This belt grants the wielder power like a Dire Bear's. Well, a portion of it.*
## Acquisition

* Ruins of Thallis (Temple to Fervus, Embassy)
Bandanna of Frost

### Usable by

Adept, Barbarian, Cultist, Dwarf, Elf, Gnome, Monk, Ranger, Rogue, Solarus, Warrior, Warrior of Discord

## Additional Information

### Sell location

Blacksmith, Wizard Tower (1500 gold)

The **Bandanna of Frost** is a headgear.

## Description

“
*This Bandanna allows a hero to freeze opponents, leaving them open to attack without retaliation. Due to potential brain damage, highly intelligent heroes refuse to use this item, however lesser gifted heroes couldn't care less about this apparent side-effect.*
## Acquisition

* Hellfire Mountains South (Huge Cave)
* Buried Cathedral (Vault)
* Ratman Battleground (Large Fortification)
Dwarven Quiver of Slaying

## Crafting Use

### Embeds into

Belt of Ballistics (item) using the Improved Belt of Ballistics (schematic) schematic

## Additional Information

### Sell location

Gnome Hovel, Marketplace (3000 gold), Wizard Tower (4500 gold), Nomad's Outpost (5700 gold)

The **Dwarven Quiver of Slaying** is an accessory and a Thallis item for both the Elf and Ranger classes.

## Description

“
*Due to their rivalry it was only logical that from most items an Elven and Dwarvish version was released. After the Dwarves moved further north in Ardania, most of their items were lost, and only the Elven variations remained. The Quiver of Slaying is one of those items that went missing, and rumour has it is slightly more powerful than the Elven version.*
## Acquisition

* Ruins of Thallis (Ranger's Guild, Elven Bungalow, Embassy)
A Priest for the Valmorgen Mausoleum

## Obtaining the quest

Visit the Valmorgen Mausoleum.
***Note**: This quest is not available for classes that cannot enter the Mausoleum; the Paladin, Monk and Healer.*

* **Message when quest is obtained:**

When you enter the Mausoleum you are surprised to notice the walls are covered entirely in blood. You would have expected a Mausoleum to be creepy, but this certainly beats you expectations. Someone who seems to be in charge of cleaning the mess runs up to you.
"Hero, you wouldn't expect to know a Priest who could do the resurrection ritual, do you? Our current one got caught by a Ratman, as you might be able to see, and the grand opening of this Mausoleum is near."
"The Sovereign will have my head if I cannot properly offer resurrection services in Valmorgen according to schedule."
"I've already asked everyone here in Valmorgen, even the ones at the temple at Krypta, but nobody is available. We need to find a suitable Priest or Priestess outside of the city. Could you keep on the lookout for one? I will make it worth your while, and of course without Priest this Mausoleum cannot offer you resurrection services!"
* **Journal entry:** "The Mausoleum of Valmorgen is desperately looking for a new Priest now that their current one is killed. They searched all over Valmorgen, so you have to look outside of the city. Now where would you find a Priest?"

## Walkthrough

Find the Priestess in the Graveyard. She will tell you that a candidate can be found in the Catacombs. Search for him in the Catacombs (Flesh Hunter) and he'll follow you back to Valmorgen.

You will need to find your way out of the Catacombs, then from the Graveyard (the usual way to Central Plains will be unavailable) and finally you will have to explore the Central Plains to take the 'back roads' to Valmorgen. Throughout your travels together, you must keep your new follower alive, a task made somewhat easier by his relatively large pool of hit points and regeneration ability. Should he die, he will send you a message "You said you would protect me! You can find me in the Catacombs when you are ready."

Random encounters can be avoided by using Potions of Monster Detection. But you can't avoid fighting by these encounter, you will encounter Veteran Heroes (includes 3 Fighters, a Veteran Fighter and 2 Archers) or ( 2 Elite Fighters and 2 Marksmen).

Upon arrival at the Valmorgen City Gates, you will need to persuade guards to let you in. Tell the guard there that "he is here to work at the Mausoleum" and then afterward, "The Priestess verified he is okay". Do not choose any violent responses, or you will be killed before you have the chance to fight.

## Reward

* Revive spell - 1 charge.
* In addition, heroes will be able to purchase more charges at 3000 Gold each at Level 8 with an increase in cost of 250 Gold for each subsequent level (the idea is to do this quest early; at Level 38 for example, each Revive spell costs 10,500 Gold!)}}
Get the Loot!

Heroes who failed the Protect the Warehouse quest have another chance after returning to the headquarters to be assigned the new **Get the Loot!** quest. Heroes who completed *Protect the Warehouse* successfully will bypass this quest.

## Summary

Click the "Get the Stolen Items Back" link on the Mayhew City page. Defeat the goblin and elves to get the chest. Your opponents, consisting of Elven marauders, Goblins, and Goblin overlords, will be tougher than those of the original quest. Once you have retrieved the chest, you may return to the headquarters and proceed to Grease Some Goblin Palm.

Considering that you bungled the first quest and were defeated, this does not bode well for this larger, harder fight. Therefore, make sure you equip a Wand of Lighting Storm to defeat the large number of foes, or at least more consumables prepared.

If you failed this quest, the merchants will not entrust you with other quests.
Hammer of the Dwarves

## Additional Information

### Sell location

Blacksmith (2400 gold), Nomad's Outpost (3040 gold)

The **Hammer of the Dwarves** is a level 6 basic hammer.

## Description

“
*This hammer was given to Dwarven champions in times long past.*
## Acquisition

* Buried Cathedral (Vault)
* Valley of Gur-Mechina (Ancient Graveyard, Tomb)
* Hellfire Mountains South (Huge Cave)
* Hellfire Mountains North (Huge Ice Cave)
* Dark Forest (Brashnard Ruins)
Liche

The **Liche** is a type of greater undead.

## Characteristics

*"Liches are a cult of former priestesses who serve their new mistress, the Liche Queen, even past her death."*

## Locations

* Valley of Gur-Mechina (Graveyard Crypt Boss)
* Ruins of Gar Uta (during & after escape sequence)
* Thallis Graveyard

## Notes

* MGR: ~215
* Dodge: ~165
* 177 MGR needed for immunity
Buried Cathedral

The **Buried Cathedral** is a location that can be found by exploring the Catacombs. The Buried Cathedral notably contains large numbers of skeletons, zombies, and vampires, and Black Phantoms. In addition, the Buried Cathedral contains a wealth of items and is perhaps the best place to earn gold. The location is also famous for being the oldest and once the most difficult dungeon in *Heroes of Ardania*.

## Description

“
*Centuries ago, this Palace-size Cathedral was swallowed up whole by the very earth itself for unknown reasons. It is now the home of some of the most dangerous undead in all of Ardania.*
## Inhabitants

* Skeleton, Skeletal Warrior, Skeletal Knight
* Zombie
* Vampire
* Black Phantom
* Mimic

## Special encounters

* **Vault**: Heroes must fight Black Phantoms upon entering vaults. The number of Black Phantom per Vault is random and is also dependent on the character's level. Post reset it seems you can find most items here, but the large amount of bonus gold have been removed. (Probably) Complete drop list:
	+ The following Level 6 Weapons: Axe of Death, Finder Longbow, Flattener, Hammer of the Dwarves, Longsword of Decapitation, Random Slayer, Staff of Spite
	+ Full Plate Armor, Wizards Robe
	+ Spiked Iron Large Shield
	+ Protective Cloak
	+ Bandanna of Frost, Battered Crown, Dwarven Headband, Skullcap of Self-Improvement
	+ Belt of Balance, Mithril Belt
	+ Bracer of Accuracy, Bracers of Defilement, Mithril Bracers, Nevryl Bracers
	+ Nevryl Amulet
	+ Ring of Devastation, Silver Band
	+ Shield Beard Ring
	+ Jewel of Fiery Doom

* **Chest**: Contains Gold or a Mimic
* **Find gold**
Cloak of the Archer

The **Cloak of the Archer** is a cloak and one of the Thallis items for the Ranger class.

## Description

“
*These cloaks have special holders for bows, reducing the amount of time spend reloading, allowing more arrows to be fired overall.
Only Rangers know how to properly use these robes during combat though, which is why Elves and Rogues wont use them...*
## Acquisition

* Ruins of Thallis (Ranger's Guild, Embassy)
Dwarven Engineer

The **Dwarven Engineer** resides in Lormidia's Magic Bazaar. You can learn and train craftsmanship here to a maximum of 40, if you have the time and money to pay.

## Greeting

“
*The Dwarven Engineer has an impressive-looking workshop, full of all manner of tools and materials. Rolls of schematics rest on wooden shelves in the far end of the room.*
Broken Mystic Greatsword

The **Broken Mystic Greatsword** is an item that is used solely as a schematics ingredient. Unlike most mystic items, this one cannot be equipped.

## Description

“
*The remnant of this once great weapon still holds some essence from its previous owner. Perhaps there is a way to harness the latent powers within the remains of this blade...*
## Acquisition

* Valley of Gur-Mechina (Ruins encounter) (Healer only)
Dark Bellanite fragment

The **Dark Bellanite fragment** is an item that is used as a schematics ingredient and also as a vendor ingredient at the Wizard Tower, where it can be used to recharge charged items and artifacts. It cannot be equipped and has no other uses.

## Description

“
*This dark piece of crystal, about the size of an arrowhead, faintly pulses with an evil magic. Perhaps there is a hidden Schematic that can tell you how to unlock the gem's power.*
## Acquisition

* Ruin Tunnels in the Dark Forest Witch King Ruins (Orb Encounter)
Battle Axe

The **Battle Axe** is a level 4 basic axe.

## Description

“
*This simple double headed axe is unwieldy but effective. Well, at least if you want to decapitate someone.*
## Acquisition

* Goblin Territory
* Catacombs
* Treldan Wood (Werewolves' Hoard Lair)
* Fertile Plains (Ruined Shrine)
* Hellfire Mountains East (Goblin Burial Mound)
* Dark Forest (Brashnard Ruins)
* Darkmoor Swamp (Small Ship Remains)
* Witch King Ruins (Cocoon)
Craftsmanship

**Craftsmanship** is a hero ability. This ability is obtainable by all heroes.

## Overview

Craftsmanship determines how proficient a hero is in schematics. A craftsmanship of at least 1% is required to purchase schematics. The level of craftsmanship relates to the chances of a hero successfully carrying out the schematics' instructions. Success in using the schematic occurs if

**Craftsmanship + (Intelligence / 2) - Random(1, 20) > Schematic difficulty x 5**
"Random(1, 20)" is a random number from 1 to 20. If you fail, the items are reduced to junk. Therefore, it is advisable that heroes train their craftsmanship to a sufficiently high level to guarantee success in using high-level schematics.

Currently, the highest difficulty of a schematic is 5 (with the exception of the Desert Artifact which has a difficulty of 7). So if your

**Craftsmanship + intelligence/2**
is greater than 45, you can successfully use all schematics other than the one for the Desert Artifact. For the Desert Artifact you'll need > 55 in total.

Certain schematics (such as the Tholarian Scepter and Enchanted Armor) have a difficulty of 0, which equals automatic success regardless of the variables in the mathematical expression shown above.

## Obtaining/training craftsmanship

* Trained at the Hero's Rest Inn (Central Plains) - Maximum: 20%
* Trained at the Dwarven Engineer (Magic Bazaar in Lormidia) - Maximum: 40%
* Each crafting action has a small chance (the more complex the used schematic - starting from 1,- the bigger the chance) to give +1% to the craftsman
Crazy Myron

Crazy Myron, aka Myron the Magnificent, is an NPC in the Graveyard. When first approached by the hero, Myron will react by spraying him with Holy Water, apparently mistaking him for an undead monster. He can easily be convinced otherwise, though, and will even offer to sell the hero some Holy Water.

Myron also holds the Blood-Red Axe Haft, which is one of the items required for the completion of the Axe of the Covenant Quest, given by the Dwarven Blacksmith. Unlike the other items, the haft is easy to get - the hero need only say "please". Of course the respective rumour, Haft of the Axe, is needed; said rumour is given by the Gossiping Peasant Women in Lichfield Hollow.
Ferry Landing

The **Ferry Landing** allows heroes to travel between the cities of Mayhew and Lormidia. For a fee of 15 gold, required for each trip, Arex the ferryman will transport a hero across the river that separates the two cities.

Travelling to or from Mayhew will require one turn, while traveling to or from Lormidia requires none. In addition, passage across the river doesn't require any turns. If travelled from the Lormidia side of the river, Arex will dispel the Invisibility enchantment (Spell 67) found in the Royal Gardens and other enchanted areas.

It may take 1 turn to get from Mayhew to Lormidia, but you can circumvent that the other way around by using the *Sorcerer's Abode*, although it is somewhat more expensive.
Crusher

The **Crusher** is a level 5 basic mace.

## Description

“
*This massive hammer seems little more then a meat tenderizer thats been oversized. It is almost the height of 2 dwarves stacked atop on each other.*
## Acquisition

* The Royal Timekeepers' Basement
* Lormidia Sewers (Rust Spitter Nest)
* Fertile Plains (Escort the Caravan, Ruined Altar)
* Hellfire Mountains East (Daemonwood Grove)
* Hellfire Mountains South (Giant Cave)
* Hellfire Mountains West
* Darkmoor Swamp (Swamp Hermit)
* Valley of Gur-Mechina (Tomb)
Belt of Godly Luck

The **Belt of Godly Luck** is a belt and one of the Thallis items for the Gnome class.

## Description

“
*While the Ancient Belt of Godly Luck might have been a powerful tool once, now it isn't that useful anymore. This more recently made Belt might have started out far weaker, but now rivals its older iteration.*
## Acquisition

* Ruins of Thallis (Gnome Hovel, Embassy)
Dwarven Locket

## Additional Information

### Sell location

Marketplace (3500 gold), Nomad's Outpost Shop (6650 gold), Arcane Accoutres & Wizard Tower (5250 gold)

The **Dwarven Locket** is a necklace.

## Description

“
*This powerful locket magically contains the resistant powers of a Dwarf. Everyone, except Dwarves themselves, can use this to severly upgrade their resistance to spells.*
## Acquisition

* Krolm's Anvil (Loot of Gold, Ruined Altar, Ruined Building)
* Ruins of Thallis Sewers (Ratman Fortification)
* Obtained if the Fairgrounds trainer is killed
Longsword of Annihilation

The **Longsword of Annihilation** is a level 7 basic sword.

## Description

“
*Want to utterly annihilate your foes? This is the ultimate in bladed weapons. Sounds like what you need? I thought so.*
## Acquisition

* Desolate Wastelands (Lair of Sand Golems)
* Hellfire Mountains North (Barrow)
* Hellfire Mountains South (Dragon Pit)
* Ruins of Thallis (Blacksmith)
* Valley of Gur-Mechina (Barrow Crypt, Tomb Crypt)
Death Wand

The **Death Wand** is a charged combat item.

## Description

“
*This extremely powerful wand allows the user to cast the devastating spell Apocalyptica once.*
## Acquisition

* Sunken City (Motionless Flesh Hunter)
* Krolm's Anvil (Ancient Burial Ground, Flesh Scavenger Lair, Loot of Gold, Ruined Altar, Ruined Building)
* Ruins of Thallis (Sewers (Ratman Fortification))
Flesh Hunter Fang

**Flesh Hunter Fang** is an item upgrade ingredient for the Imp's Workshop.

## Description

“
*Filled with acid, these fangs should be treated with great care. They can be used to imbue certain powerful weapons with even more power.*
## Acquisition

* Krolm's Anvil (Ancient Burial Ground, Flesh Scavenger Lair)
* The Dead Wander in Gar-Uta quest escape sequence (abandoned house)
* Ruins of Thallis Sewers (Ratman Fortification)
Holster of the Arcanist

## Additional Information

### Sell location

Gnome Hovel, Marketplace (750 gold), Wizard Tower (1125 gold), Nomad's Outpost Shop (1425 gold)

The **Holster of the Arcanist** is an accessory.

## Description

“
*When attached, this holster makes it just a little harder for enemies to resist your spells.*
## Acquisition

* Dark Forest (Brashnard Ruins, Daemonwood Grove, Abandoned Altar)
Eastern Pass

The **Eastern Pass** is a route in the Hellfire Mountains. Monsters encountered here are those found either in the northern or eastern regions. The Eastern pass is the only route towards the Desolate Wastelands, a very high-level area.

## Routes

Once on the Eastern Pass, the following locations may be reached

* Desolate Wastelands (in a random amount of turns)
* Hellfire Mountains North (1 turn)
* Hellfire Mountains East (1 turn)
* Traveller's Dell (in a random amount of turns)
Level Leach

**Level Leach** is a spell that inflicts a negative effect on the target. This spell is not available to player heroes.

## Notes

* There is no limit as to the amount of XP that can be drained from a hero. Therefore, it is possible for a hero to end up with a negative value of XP, up to tens of thousands of negative XP in long fights against multiple vampire queens. While the developers have stated an intention to cap the amount of negative XP, this cap has not yet been implemented.
Base Monster XP Values

Killing monsters in combat earns a hero experience. Each monster type has a constant base XP value, listed below. Calculating how much XP a hero actually gains from a combat is explained here

The values listed below are approximate values. They have been calculated from combat results in the game. Since the XP gained by a hero is rounded to whole numbers, the calculation of the XP has some variance. A second problem with calculating the base XP of certain monsters is that they are (almost) always encountered with other monster types. Goblins, for example.

This page is meant as an overview of the XP values and, more importantly, as a place to discuss these values. As they are the result of observations and subject to change over time, please comment on any value you deem incorrect.

**WARNING: THE FOLLOWING VALUES ARE PRETTY MUCH ALL INCORRECT AFTER THE LATEST RE-BALANCING...**
Damage (attribute)

**Damage** (DAM) is an attribute of heroes, creatures, and followers that plays a role in the combat system. Damage is sometimes referred to as "weapon damage" to distinguish it from spell damage. Damage is given primarily by weapons, but other types of items may also increase a hero's damage.

## Effects

For heroes, damage is displayed in the format **A (B) + E**, where A is the base weapon damage, B is the modified weapon damage, and E is the weapon enchantment bonus. For example, a damage value of **10 (12) +4** indicates that modified damage of 12 and an enchantment bonus of +4. Only the modified weapon damage and enchantment bonus are relevant for purposes of damage calculation. The base weapon damage is displayed for reference only.

In general, damage affects the total damage that an attacker can inflict in a successful hit in melee or ranged combat. The total damage that a hero deals in combat is based on the following formula:

* **Total Damage** = Random(1 to (Modified Weapon Damage)) + Weapon Enchantment Bonus + Strength Bonus - Opponent's Armor Roll

Since modified weapon damage is subject to the "Random(1 to (Modified Weapon Damage))" random roll, 1 point in damage is less effective than 1 point of weapon enchantment. For example, if the opponent's armor is assumed to be negligible, then each additional point in damage results in 0.5 additional total damage. However, if the hero has the slayer ability, then the the random roll always resolve to the Modified Weapon Damage. Therefore, with the slayer ability, each point in weapon damage is equal in potency to 1 point of weapon enchantment.

The strength bonus is equal to Strength/8 (truncated to the nearest integer). Therefore, 8 points of strength is equivalent to 1 point in weapon enchantment.

## Creatures and followers

For creatures and followers, the "Random(1 to (Modified Weapon Damage))" portion of the above formula is replaced by a simple min-max range. Creatures and followers do not have access to the weapon enchantment bonus.