recursal/Fanatic-Fandom huggingface dataset:
Seed of a Strangleweed

## Crafting Use

### Ingredient for

Grandbow of Speed, Enchanted Baldric of Heavy Feathers, activation of the Rune of Healing

## Additional Information

### Sell location

Nomad's Outpost (38 gold)

The **Seed of a Strangleweed** is an item upgrade ingredient for the Imp's Workshop.

## Description

“
*They don't look quite so dangerous in their seed-form. It is hard to believe a full fledged Flowering Strangleweed grows out of this.*
## Acquisition

* Krolm's Anvil (Ruined Altar, Ancient Burial Ground)
* Ruins of Thallis Sewers (Ratman Fortification)
* The Dead Wander in Gar-Uta quest escape sequence (abandoned house)
Marketplace

**Marketplaces** sell various useful items. Just like blacksmiths, there are several almost identical marketplaces in the major cities in Ardania, namely Valmorgen, Mayhew, Lormidia and East Cheswick.

The marketplace buys the items it sells for half the price, with the exception of Mayhew market which pays 50% more. The marketplace buys the following items: Rings, Necklaces, Cloaks, Armbands, Accessories

The marketplaces sell the following items:

 Elixir of Health | 300 gold
Mayhew Gambling Hall

Found in the Mayhew Leisure Street, the **Mayhew Gambling Hall** allows the player to use turns gambling in simple number games with a maximum bet of 2000 gold.

“
An elf in a silly outfit sits at a table, shouting at the various customers.

"Step right up! Don't be shy! Place your bets, place your bets! We play Dukal Cards and Goblin Barge here! Everyone can be a winner!"
## Dukal Cards Rules

"*The rules are simple. You and house both get cards. The goal of the game is to get the biggest value for the sum of your cards values, but not exceeding 32. The cards you get vary in value between 1 and 24. Once you first draw cards, you get two cards (your hand). You can redraw any one of them, but only one! After that you have to play them, or you can play them from the start if you are satisfied with your hand. Once you play your hand, house also plays its hand. Whoever has the biggest hand but not exceeding 32 wins! Good luck!*"

## Goblin Barge Rules

"*The rules of the game are based on an old story of two goblin barge workers that ferried goods from a quarry near Lormidia to construct the Keep in Mayhew. The goblins would often bet each other how heavy a load they could ferry across the river without sinking their barges.*

*In the game, you play against house over which can ferry more cargo. To this end you place a bet. If you win, you get the bet back and you win a sum equal to your bet. If you lose, you lose the bet. In case you and house call it a draw, then you only get your bet returned.*

*The game is played out by drawing succeding hands, one card at a time. Every card symbolises a number of crates of ore, the card's value being the actual number of crates you get. Be careful, though, because your barge will sink if you try to ferry more than 21 crates and the cards you get are random! In the end, the one who ferried more crates, wins the game.*

*Oh... and good luck!*"
Potion of Goblin Strength

The **Potion of Goblin Strength** is a potion.

## Description

“
*This potion increases your strength by four. The effect lasts for ten turns, but the goblin-sweat aftertaste lingers on the tongue for days.*
## Acquisition

* Purchased from Gnome Hovel in Valmorgen or Lormidia (45 Gold)
* Purchased from Goblin Shop in Mayhew (45 Gold)
Minotaur

The **Minotaur** is a monster.

## Characteristics

*"Huge bull-men who thrive on destruction. They can often be found in old castles in small numbers but beware the Minotaur horde. They can quickly level an undefended kingdom."*

## Locations

* Fertile Plains
* Ascend the Wizard's Tower quest
* Central Plains (during the Longsword of True Valour Quest, guarding a part of the Longsword of True Valour)

## Notes

* H2H ~90
* MGR ~10
Night Bracers

## Additional Information

### Sell location

Marketplace (625 gold); Mayhew Marketplace / Wizard Tower (937 gold), Nomad's Outpost (1187 gold)

The **Night Bracers** is an armband and one of the Thallis items for the Adept class.

## Description

“
*These Bracers allow an Adept to resist magic better and dodge melee attacks. They can also be socketed with 2 Dwarven Beard Rings.*
## Acquisition

* Ruins of Thallis (Temple to Lunord, Embassy)
Reset

A **reset** is a game-wide event that resets the all heroes to the starting condition. Only two resets have occurred, both to implement significant gameplay changes that could not have been practically implemented otherwise.

## 2006 Reset

On February 5th, 2006 the entire player database was reset. All accounts that hadn't been used with a month of that date were deleted, and all other accounts were set back to first level. The reason for the reset was to implement a new experience point system that kept players from reaching levels that were too high to effectively challenge with the existing monsters.

## 2010 Reset

In September 2010 the player database was reset and several aspects of the game were reworked. The new HP system replaced one where HP increases occurred only on level-up. With many vitality raising boosts this allowed players to reach very high HP and caused the creation of Soul Imps which would lower the max HP of any player over a certain (class-specific) threshold. Soul Imps were removed with the new vitality system making them obsolete. Clans were removed and new trainers were placed around Ardania. The East Cheswick Trading Post, which sold a wide variety of items (and made high-level items available to low-level characters), was removed. Several monsters were altered or created and several locations were changed (notably the Dark Forest, which became considerably more challenging).

## References

* "Reset 2010: IMPORTANT INFO," heroesofardania.net forum post (login required)
Lycanthria

**Lycanthria** is a small explorable village hidden inside the Dark Forest filled with many wolf enemies. The hero is sent here to complete four of the quests given by Merlan. Unless you are on one of the quests that require the area, the entrance link cannot be found in the Dark Forest (even if the Gate Key is available, the village will not appear as a destination). Once Merlan's quests are finished, it is impossible to return to Lycanthria.

## Description

“
*As you approach, you realize that the people you see walking around aren't people at all...*
## Inhabitants

* Varg
* Silver Varg
* Werewolf
* Greater Werewolf
* Werewolf Mage

## Events and Encounters

* Housing. Leads to foes, no rewards.
* Merlan's Apprentice. Fight off foes to complete the Rescue the Wizard's Apprentice quest.
* Merlan's Spellbook. Fight off foes to complete the Wizard's Spellbook quest.
* Merlan's Staff. Fight off foes to complete the Merlan's Staff quest.
* Werewolf Mage. Kill him to complete the Defeat Merlan's Apprentice quest and one of the Enlist at the East Cheswick Outpost tasks.
Silverhide Boots

## Additional Information

### Sell location

Marketplace (500 gold), Mayhew Marketplace (750 gold), Wizard Tower (750 gold), Nomad's Outpost (950 gold)

**Silverhide Boots** is a footwear item.

## Description

“
*Fine leather boots made from Silver Varg hide that are enchanted to make a Hero more agile in combat.*
## Acquisition

* Fertile Plains (Ruined Shrine, Ruined Altar)
* Ratman Battleground (Small Fortification)
* Darkmoor Swamp (Swamp Hermit)
* Valley of Gur-Mechina (Tomb)
Mithril Alloy

**Mithril Alloy** is an item upgrade ingredient for the Imp's Workshop.

## Description

“
*This powerful material allows you to reinforce items for more damage, or protection against that.*
## Acquisition

* Krolm's Anvil (Ancient Burial Ground, Ruined Building)
* Ruins of Thallis (Sewers (Ratman Fortification)).
* The Dead Wander in Gar-Uta quest escape sequence (abandoned house)
Mithril Studded Armband

## Additional Information

### Sell location

Blacksmith, Marketplace, Wizard Tower, Trading Post in Traveller's Dell (375 gold)

The **Mithril Studded Armband** is an armband.

## Description

“
*These large, fingerless arm coverings are standard issue for the Elven Barbarians, but are becoming popular with Warriors of Discord and Human Barbarians as well. While they do not offer any additional protection, they do increase the wearer's ability to parry attacks.*
## Acquisition

* Hellfire Mountains South (Huge Cave)
* Hellfire Mountains West (Ice Dragon Den)
* Dark Forest (Daemonwood Grove)
* Desolate Wastelands (Lair of Reavers)
Rat-Catcher Keepsake

The **Rat-Catcher Keepsake** is an accessory.

## Description

“
*Upon the body of one of the Ratman in the patrol you found this keepsake, given down from generation to generation of Rat-Catchers. It helps to avoid getting hit by the deadly claws of Ratman, and other beasts.*
## Acquisition

* Reward from the Royal Rat-Catcher's Ratman Patrol quest
Skullcap of Self-Improvement

## Additional Information

### Sell location

Blacksmith, Traveller's Dell Trading Post, Wizard Tower (1050 gold), Nomad's Outpost (1330 gold)

The **Skullcap of Self-Improvement** is a headgear.

## Description

“
*This plain-looking skullcap has been enhanced to make you just a little bit better at everything you do.*
## Acquisition

* Fertile Plains (Escort the Caravan)
* Darkmoor Swamp (Swamp Hermit)
* Buried Cathedral (Vault)
* Sunken City (Temple Ruins)
* Desolate Wastelands (Lair of Golems)
* Ruins of Thallis (Mausoleum)
Mithril Studded Leather Armor

The **Mithril Studded Leather Armor** is a special leather armor.

## Description

“
*Due to the superior craftmanship of this armor, it offers the protection of Banded Armor with minimal restriction, thus allowing the wearer to avoid attacks more easily.*
## Acquisition

* Hellfire Mountains East (Goblin Burial Mound, Massive / Well-concealed / Deadly-looking Goblin Camps)
* Hellfire Mountains West (Snake Pit)
* Hellfire Mountains South (Large Cave)
* Ratman Battleground (Small Fortification)
Minotaur Potion

### Potion effect

Strength +10, Vitality +2, H2H +10, Armor +5 HP +40 for (approximately) 10 turns.

### Additional effects

Cancels the effect of the Medusa Potion, Dryad Potion, Werewolf Potion and Shapeshift Tincture. Disables the Werewolf Form spell of the Circlet of Lycanthropy and True Werewolf Circlet. Disables the Change Shape Cultist Spell.

The **Minotaur Potion** is a potion.

## Description

“
*This potion transforms you into a fierce Minotaur for 10 turns, greatly improving Hand to Hand combat abilities.*
## Acquisition

* Purchased from the Wizard Tower after completing all of Merlan's quests (800 gold)
* Purchased from the Nomad's Outpost (1280 gold, 800 gold after completing the Arena quest)
Royal Rat-Catcher

The Royal Rat-Catcher is an NPC in the Valmorgen Sewers, tasked by the Sovereign to keep the rat population in the Sewers at a reasonable level. The Rat-Catcher in turn delegates this task to heroes, in the form of four quests:

* Giant Rats (the hero needs to find and kill two Giant Rats)
* Huge Rats (the hero needs to find and kill two Huge Rats)
* Gargantuan Rat (the hero needs to find and kill a Gargantuan Rat)
* Ratman Patrol (the hero needs to find and kill a patrol of three Ratmen)

The first two require the player to be level 2, and the latter two quests require the player to be level 3. For each quest, a specific encounter must be found in the sewers. For example: going down to the Lower Sewers and killing a Gargantuan Rat will not complete the third quest.

After the player reaches level 7 they can begin quests to leave Valmorgen. The Rat-Catcher gives the player the two quests:

* Ratman Invasion
* Ratmen Invaded

These allow the player to explore the Sewer Tunnels and side with either the Ratmen or Goblins to begin the Uniting the Clans or Goblin Traitor quests, respectively, which take the hero on towards Mayhew. The alternative quest is The Trial of Venn's Spire.

If the hero has received the Longsword of True Valour Quest from the Dwarven Blacksmith, the Rat-Catcher will mention the location of one of the pieces of the Longsword, provided you have completed all four quests for him. This information is stored in the hero's Journal, as the The Blade of the Sword rumour.
Rock Mimic

The **Rock Mimic** is a monster.

## Characteristics

*"Yet another member of the Mimic family, these creatures look like ordinary rocks, only to burst into life and attack their victim as soon as it's close enough. The Rock Mimic often lures adventurers with shiny specks that look like gold."*

## locations

* Leprechaun Valley (due to the removal of this location, this creature is no longer encountered in-game)
Rings

**Rings** are items equipped in the *ring* slot. Many rings provide important or powerful bonuses. The Ring of Protection, available right from the beginning, is likely the first important ring that a hero will use. All rings except for the class-specific rings and the Right of Mightier Devastation can be socketed into the Ring Amulet.
Medusa

The **Medusa** is a type of serpent queenling.

## Characteristics

*"Serpentine troublemakers that are rumored to have extremely high magical resistance. Medusae are notoriously responsible for the untimely disappearance of those confident heroes who stray a little too far from their guilds."*

## Locations

* Central Plains
* Fertile Plains
* Hellfire Mountains West
Robe of the Mind

The **Robe of the Mind** is an armor and one of the Thallis items for the Monk class.

## Description

“
*These Robes were weaved for Monks during the Six Winter Wars using magical songs during creation for additional connection with Dauros. In the field this allowed them to cause more damage.*
## Acquisition

* Ruins of Thallis (Temple to Dauros, Embassy)
Mithril Spiked Armor of Frenzy

The **Mithril Spiked Armor of Frenzy** is an armor and one of the Thallis items for the Warrior of Discord class.

## Description

“
*Covered with jagged Mithril spikes, this dark armor is painful to just look at and is enchanted to allow Warriors of Discord to wade into battle with an uncaring, reckless abandonment.*
Mountain Boots

**Mountain Boots** is a passive turn-loss prevention item.

## Description

“
*These durable, specially crafted boots give a Hero sure footing while traveling through the mountains.*
## Use

This item cannot be equipped. Instead, it works automatically when present in the hero's inventory. When present in the inventory, this item prevents loss of turns from certain terrain-related events encountered in the Hellfire Mountains.

## Acquisition

* Purchased in Traveller's Dell for 200 Gold
Rust Spitter

The **Rust Spitter** is a monster.

## Characteristics

*"Peculiar little creatures that roam in packs and swarm their prey with alarming ferocity. Rustspitters hop on their hind legs and spit blobs of acid from their snouts. This acid has been known to melt through even the best metal armor."*

## Locations

* Lower Sewers
* Ratman Kingdom
* Lormidia Sewers
* Ratman Battleground
Random Slayer

The **Random Slayer** is a level 6 basic blade-stick.

## Description

“
*Unlike its name suggests, this weapon still allows you to choose who you kill first. Very handy in...uhhh...politics.*
## Acquisition

* Hellfire Mountains South (Huge Cave)
* Hellfire Mountains North (Huge Ice Cave)
* Buried Cathedral (Vault)
* Valley of Gur-Mechina (Tomb)
Lost Helm Schematic

The **Lost Helm 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 schematic instructs a Hero on how to create a magical helm that had been lost to Ardanian knowledge until now.*
## Acquisition

* Received in the Abandoned Library if you find one of the helm schematics more than once.
Rogues Guild

The **Rogues Guild** is a type of service location found in Valmorgen and Lormidia.

## Services

* Heroes can learn the stealing ability and train it up to 20%. This training is not available to Monks and Paladins.
* Hooligan followers can be hired for 100 gold.

## Items for sale

* Viper Venom for 20 gold (30 in Lormidia)
* Widow's Brew for 60 gold
* Strangleweed Spit for 180 gold

Also, here you can pick up a Sack of Coal for the Longsword of True Valour Quest.
Scabbard of Might

## Additional Information

### Sell location

Marketplace, Gnome Hovel (500 gold), Traveller's Dell Trading Post (750 gold), Wizard Tower (750 gold), Nomad's Outpost (950 gold)

The **Scabbard of Might** is an accessory.

## Description

“
*This magical sheath resizes itself to fit any blade and grants the wielder extra bonuses in combat.*
## Acquisition

* Hellfire Mountains West (Ice Dragon Den)
* Dark Forest (Brashnard Ruins, Daemonwood Grove)
* Valley of Gur-Mechina (Barrow)
* Hellfire Mountains North (Huge Ice Cave)
Rescue the Wizard's Apprentice

**Rescue the Wizard's Apprentice** is the first in the series of quests given by Merlan at the Wizard Tower.

## Obtaining the quest

Visit Merlan in the Wizard Tower.

* **Message when quest is obtained:** "Well for starters, you can go find my apprentice who likes to wander off in that infernal forest. Tell him Merlan isn't too happy and he'll come right home if he knows what's good for him! You'll recognize him by his silver Wizard's medallion. Probably at that damned Werewolf village again..."
* **Journal entry:** Rescue the Wizard's Apprentice

## Walkthrough

Explore the Dark Forest until you find the werewolf village Lycanthria. Search there until you find a "*Enter the dwelling making as much noise as possible!*" encounter. Kill the group of vargs there.
Protective Cloak

## Additional Information

### Sell location

Marketplace, Trading Post in Traveller's Dell, Wizard Tower (375 gold), Nomad's Outpost (475 gold)

The **Protective Cloak** is a cloak.

## Description

“
*A finely crafted cloak that grants Heros some extra Magic Resistance.*
## Acquisition

* Fertile Plains (Ruined Shrine, Ruined Altar, Escort the Caravan)
* Valley of Gur-Mechina (Barrow)
* Hellfire Mountains West (Ice Dragon Den)
* Buried Cathedral (Vault)
Secret tunnel network

The "**secret tunnel network**" is a secondary route to leave Valmorgen, bypassing The Trial of Venn's Spire. This route encompasses a number of quests and can be started by talking to the Royal Rat-Catcher in the Sewers.

The hero must be level 7 or higher to get the following response from the Rat Catcher:

*"Someone wants to leave the city without doing the trial of Venn's Spire, do we now?"*
*"There is a secret tunnel network of the Ratmen leading from Valmorgen to Mayhew deep inside the Ratman Kingdom. It's not big enough to allow humans to pass through the entrance though, just Ratmen."*
*"In order to be able to pass you need to blow open the opening with explosives. Of course, enlarging the entrance like that will allow more Ratmen to enter Valmorgen, including their Ratapult they tried getting here."*
*"A Ratapult is a magical device of mass destruction. I would advise you to use Anti-Magic Gems in battling it. Once the Ratapult is defeated will I tell you how to leave Valmorgen through the Ratmen sewers and skip the Trial to go to Mayhew. From there you should be able to buy a few maps to proceed your adventure."*
*"Problem is that I have no idea exactly where the entrance is to the tunnels. You need to find a few patrols in the Lower Sewers, similar to the ones you defeated here, who might hold information regarding it's exact position. Return to me once you have a few of their maps."*
*"I don't have to mention opening the tunnels is extremely dangerous, and I wouldn't have suggested it if I think you wouldn't be able to defeat the Ratapult. In the end keeping it intact so close to Valmorgen is more dangerous than the additional Ratmen that would come here with a blown open tunnel opening."*
*"Good luck!"*
This starts the Ratman Invasion quest.

After completing the Ratman Invasion and subsequent Ratmen Invaded quests, heroes can find the following encounter in the Sewer Tunnels:

*You have found the nest of the self-proclaimed Ratman King that blocks the way deeper into the tunnels. Once you get rid of his warband, you should be able to freely move between both tunnels.*
*But as the Royal Rat-Catcher said, that will not be an easy task.*
Defeating the Ratman King and his 3 Ratman Stalkers, opens up the Goblin Head Tunnel where the hero can join forces with either the ratmen, goblins, or neither. Joining either faction will begin a series of quests which will lead to the player being allowed to pass to the Mayhew Tunnel. The first ratmen quest is Uniting the Clans and the goblin path starts with Goblin Traitor. Alternatively, a player could bypass all of these quests by simply destroying the goblin fortress, which will allow the player to travel to the Mayhew Tunnel.

A level 7 hero will have a hard time completing the ratman or goblin quest series and an even harder time - if possible at all - destroying the goblin fortress outright. The 'alternative route out of Valmorgen' should be seen as a source for extra quests. The associated rewards - unique items and an unique follower - are not found anywhere else in the game.
Ruin Tunnels

The **Ruin Tunnels** can be found within the Witch King Ruins, hidden within the Dark Forest.

## Description

“
*These tunnels are directly connected to the spider-infested ones, yet clear of webs. It's almost as if the Giant Spiders fear this area.*
## Creature Inhabitants

* Dark Spider
* Dreaded Mawculus
* Trollotaur
* Shadow Thief
* Dark Knight

## Events and Encounters

* Dark Orb – After a fight (*As you approach the Orb, 2-4 Dark Spiders materialize out of thin air and attack you!*) you **may** find a Dark Bellanite fragment.
Ring Amulet Schematic

The **Ring Amulet 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 socket the rare Ring Amulet.*
## Acquisition

* This item is the sellable-item form of the Ring Amulet schematic. If this schematic has already been found and added to your journal, finding it again in the Abandoned Library will yield this sellable item.
Neckband of Smiting

## Additional Information

### Sell location

Gnome Hovel, Marketplace (500 gold), Wizard Tower (750 gold), Nomad's Outpost (950 gold)

The **Neckband of Smiting** is a necklace.

## Description

“
*This strong, leather neckband grants the wearer the ability to deal 2 extra points of damage in physical combat.*
## Acquisition

* Fertile Plains (Ruined Altar)
* Lormidia Sewers (Rust Spitter Nest)
* Hellfire Mountains East (Goblin Burial Mound, Sacred Ritual, Massive / Well-concealed / Deadly-looking Goblin Camps),
* Hellfire Mountains South (Large Cave)
* Hellfire Mountains West (Snake Pit)
* Dark Forest (Brashnard Ruins)
Shaman

The **Shaman** is a hirable follower.

## Characteristics

*"Some apprentices of the wizardly persuasion choose to leave their masters before their health is completely ruined, and make a living by hiring out their meager magical skills to the highest bidder. Very few of them actually live through their first few missions, and these gain slightly more control over their powers."*
Monk

**Monk** (or **Nun**) is a hero class in *Heroes of Ardania*. Monks are melee-combat heroes with a focus on augmenting their combat ability through self-buffs and willpower, while fighting with no (or non-standard) weapons and armor.

## Description

“
*Monks and Nuns are the warrior priests/priestesses of Dauros, the Law Keeper. They use no weapons or armor, relying on their martial discipline. While their vow of silence lends an air of mystery, soothing melodic chants can sometimes be heard drifting from their temple walls.*
## Class information

 Weapon type
 Weapon attack
 Primary attribute

### Class spells

* Hands of Steel (begins with this spell)
* Stone Skin (learned at level 4)
* Iron Will (learned at level 7)

### Class abilities

* Critical Hit (6% through Iron Will only, up to an additional +2% total from class-specific items)

### Abilities from class-specific items

* Poisoned Weapon (granted by a class-specific weapon)

## Special

* Damage is increased by an amount equal to Willpower/4 (truncated to the nearest integer). This bonus stacks with the standard damage bonus from strength.

## See also

* Monk Class Guide
* Items usable by Monk
Mithril Breastplate

### Special

Hand-to-hand +10, Parry +5, Dodge +5, Magic Resist +10, comes with +4 enchantment (Magic Armor +4)

## Additional Information

### Sell location

Blacksmith (7650 gold), Trading Post in Traveller's Dell (7650 gold), Nomad's Outpost Shop (9690 gold)

The **Mithril Breastplate** is a special plate armor.

## Description

“
*Reportedly to have been used by the Sydrian Knights of old in the Battle of K.A. 578 against the Witch King, these relics are rarely found outside of the Dark Forest. Crafted by the Dwarves to aid Sydrian and his Knights, the weight of this armour is so well distributed that it actually improves a Hero's combat skills. In addition to having some magical protection, these legendary items have retained their original +4 Enchantment that was bestowed upon them almost 1000 years ago before being taken into battle.*
## Acquisition

* Fertile Plains (Ruined Altar)
* Ratman Battleground (Small Fortification)
* Hellfire Mountains North (Huge Ice Cave)
* Dark Forest (Ruined Altar)
* Ruins of Thallis (Blacksmith, Palace Vaults)
Mindband

The **Mindband** is an armband and one of the Thallis items for the Wizard class.

## Description

“
*The Wizards of Thallis used these Mind-Amplifying Armbands, usually simply called "Mindbands", during their battles with great effect. The increased agility their arms received due to the magic of these bands allowed their spells to hit weak areas of enemies with more precision, as well as use their staves to parry incoming attacks more efficiently. Has 2 empty slots for Dwarven Beardrings.*
## Acquisition

* Ruins of Thallis (Wizards Guild, Embassy)
Shaft of Greater Tempests

The **Shaft of Greater Tempests** is a staff and the upgrade of the Tempest Shaft, the special Abandoned Library schematics item for the Adept class.

## Description

“
*Even though this used to be a very powerful weapon already, the modifications the Imp in the Desolate Wastelands made to it make it even more formidable.*
## Acquisition

* Upgraded from the Tempest Shaft at the Imp's Workshop
	+ Ingredients: Metal Strap, Goblin Grease
Potion of Monster Detection

The **Potion of Monster Detection** is a potion.

## Description

“
*Casts the Farseeing Spell spell on the user, allowing the user to detect potential monster foes. Lasts for 10 turns.*
## Acquisition

* Purchased from the Wizards Guild (60 gold)
* Purchased from the Nomad's Outpost (96 gold; 60 gold after completion of the Arena quest)
Plants

**Plants**, as classified in the bestiary, are opponents that heroes encounter in Treldan Wood, Darkmoor Swamp and Dark Forest areas, among others. Plants are often accompanied by forest-related nature spirits such as Daemonwood.

## Plant variants

Flowering Strangleweed

Strangling Flowerweed

Flowering Sporeweed

Flowering Deathweed

Flowering Fireweed
Luck Talisman

The **Luck Talisman** is a unique, quest-reward accessory.

## Description

“
*You got this from the Goblin Overlord in the Valmorgen Sewers to use in a quest to convince his fellow Goblins to assault a heavily fortified Ratman Fortress.

Made by Goblin Priests of the residue of a Leprechaun this item increases the luck of the wearer, making it more likely for them to convince opponent Goblin tribes to fight for a common goal, instead of battling each other over power, gold and less sensible reasons.*
## Acquisition

* Sewer Tunnels as part of the Goblin Politics quest
Ring of Fortitude

## Additional Information

### Sell location

Marketplace (100 gold), Wizard Tower (150 gold), Arcane Accoutres (375 gold) Nomad's Outpost (475 gold)

The **Ring of Fortitude** is a ring.

## Description

“
*This carved jade finger band has images of wrestlers carved around its edges. When you put it on, it feels as though you're recovered from a long sickness.*
## Acquisition

* Fertile Plains (Escort the Caravan)
* Darkmoor Swamp (Swamp Hermit)
* Dark Forest (Brashnard Ruins)
* Hellfire Mountains South (Dragon Pit)
* Ruins of Thallis (Mausoleum)
* Nomad's Outpost (200 gold, after completing Nomads' Arena quest)
Protect the Warehouse

**Protect the Warehouse** is a quest given at the Merchants Guild HQ in Mayhew. This quest is the first in the series of three quests offered by the Merchants Guild.

***Notes**: Level 10 or higher is required to accept this quest. If you chose to accept this quest, you will be unable to partake in the quests offered by the Elves in the Elven Bungalow. Heroes who have partaken in the Elven quests may not work for the Merchants, and hence, will not be able to accept this quest. Elves may not accept this quest regardless.*

## Summary and Walkthrough

Visit the Merchants Guild HQ in Mayhew. After explaining that you're looking for a quest, you will meet the "manager," one of the leaders of their Guild. The Manager explains that their guild is in something of a "war" with the Elves of Mayhew. He says that the elves are planning an attack on one of the merchant warehouses and ask you to defend it.

**Merchants Leader**: *I have other things I must attend to as well, so let's keep this brief. I have gotten information from an informer that the Elves will try to plunder one of our warehouses tonight. You will prevent that from happening. I will give you instructions how to get to the warehouse. Report back when you are done. Succeed and you will be paid 600 gold. Do not fail us."*
After accepting the quest, you can head right over to the warehouse, located in the Mayhew city itself (the link is in the right-most column of the building links). Note that it takes 10 (!) turns to travel to the warehouse. If you decide to defend the warehouse, you'll face a few waves of attackers, consisting of Elven Marauders, Thugs, and Goblins. The attackers are not terribly strong, but there are a lot of them. As such, you may want some additional consumables prepared (or a wind enchantment from Lunord).

Once you have successfully defend the warehouse, you can return to the guild for your reward of 600 gold. You can ask the guild leader for the next mission: **Grease Some Goblin Palm**.

If you failed, you can return to the Merchant HQ and get another chance by completing ***Get the Loot!***
Magic Skeleton Bone

**Magic Skeleton Bone** is an item upgrade ingredient for the Imp's Workshop.

## Description

“
*Not just a regular Skeletal Bone, this Magical one is very valuable and can be used to improve certain items. It is formed on Skeletons that survive for a long time, not a common thing to happen in Ardania.*
## Acquisition

* Krolm's Anvil (Ancient Burial Ground, Ruined Building)
* Ruins of Thallis (Sewers (Ratman Fortification))
* The Dead Wander in Gar-Uta quest escape sequence (abandoned house)
Rock Golem

The **Rock Golem** is a nature spirit.

## Characteristics

*"Similar in nature to Daemonwoods, Rock Golems are hard to kill. While they usually aim their destructive energies at buildings, they'll also pound you into the ground faster than you can spit if you give them cause. Luckily, they don't move very quickly."*

## Locations

* Central Plains
* Fertile Plains
* East Cheswick (Guard Duty and City Patrol)
* Dark Forest
* Hellfire Mountains South
* Hellfire Mountains East
* Hellfire Mountains North

## Notes

* Damage: ~14-54
* Dodge: <93
* Having ~185 parry is enough to be immune to its attacks
Sand Golem

The **Sand Golem** is a nature spirit.

## Characteristics

*"The sands of the Desolate Wastelands are filled with paranormal spirits. Those who had a large amount of time to develop, got solid and turned into Sand Golems. Who could ever imagine sand hitting that hard? Clearly its form gives it distinct advantages, while also weakening it in other points."*

## Notes

* MGR: ~130
* Parry: ~50
* Dodge: ~155
* Damage: ~70
* Having parry ~235 is enough to be immune to its attacks.
Ratman

The **Ratman** is the most basic type of ratmen.

## Characteristics

*"More rodents of unusual size. While they share the sewers with their smaller brethren, they are more cunning and hate-driven than their four-legged cousins. There are rumours of a network of Ratman cities spanning almost the length of Ardania!"*

## Locations

* Valmorgen Sewers
* Lower Sewers
* Ratman Kingdom
* Mayhew (in Stop the Ratman Raids Quest)
* Ratman Battleground
* Sewer Tunnels
Enchanted Idol

The **Enchanted Idol** is an item upgrade ingredient for the Imp's Workshop.

## Description

“
*This appears to be an Idol to Agrela, Goddess of Life. Righteous heroes might use it to enhance their combat prowess.*
## Acquisition

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

The **Ruins of Gar Uta** is a location that is discovered by exploring the Ruins of Thallis. Gar Uta is the location of powerful, late game monsters, as well as late game quests.

## Description

“
*You have reached the plains which once hold the great city of Gar Uta. This city used to be the stronghold of the followers of Lunord during the Six Winter War. All that remains intact is the Temple of the Winds though, and it seems that several small tribes have set up camps throughout the region. It seems that the foes here are not quite as strong as in the Desolate Wastelands either, which is quite a relief. Still, you have the distinct feeling something is seriously wrong here.*
## Monsters

* Yeti
* Toughened Yeti
* Wendigo
* Mountain Bear
* Dire Bear
* Towering Golem
* Ice Spider

## Special encounters

* Lair of Dire Bears: Gives gold after fighting 3-8 Mountain Bears and 3-8 Dire Bears
* Wandering Towering Golem
* Entrance to the Temple of Winds

### Quest-related encounters

* Villager - Leads to the The Temple Raiders quest and plays a role thereafter.
	+ Other quest encounters for "The Raiders' Weird Tower" and "The Dead Wander in Gar-Uta"
* Hidden Healing Pool of Gar Uta - Provides Full healing and the resolution to the Plagued! quest.
* Abomination Lair - part of the Desert Artifact Quest
* The Imp and His Tools quest item - Guarded by *a lot* of Dire & Mountain Bears

## Items

* Non-quest lair encounters in this area do not drop any items,
* During "The Dead Wander in Gar-Uta", Imp Workshop Ingredients can be obtained from abandoned houses.
* Boots of Lunord (resolution to "The Dead Wander in Gar-Uta").

## Sub-locations

* **Temple of the Winds** - Inhabitants: Gar Uta Raider, Dire Bear (prior to completion of the quest line). *The potion of monster detection does not work here.*
	+ Extra Windy Conditions - Lose 1 turn
	+ Wind Storm event - Gain 5 turns of the Wind Storm spell (does not apply to Barbarians)

## Routes

* Desolate Wastelands (4 turns)
* Ruins of Thallis (6 turns) found by exploring the area.
* Krolm's Anvil (4 turns) found by exploring the area.
Map Maker

## The Mayhew Merchants' Map Making Man

*Mayhew's map maker is a retired ranger, living off his knowledge of the lay of the land. The merchants pay him well, but he's not above selling some of his valuable knowledge to you.*
## Information

The Map Maker sells maps to Treldan Wood, the Central Plains, the Hero's Rest Inn and the Fertile Plains (When in possession of the Central Plains map).
After reaching level 10, the Map Maker has an extra dialog option

*"Say, you look like a person who knows how to fight. I may have something for you to do, if you're interested..."*

Following this dialog adds the Dwarven Blacksmith location to your map in Easy Street in Valmorgen. Here you can find the aptly named Dwarven Blacksmith NPC who offers the Longsword of True Valour and Axe of the Covenant quests.
Paladin

**Paladin** is a hero class in *Heroes of Ardania*. Paladin are melee-combat heroes with an emphasis on high hand-to-hand, armor, and defensive stats, as well as spellcasting.

## Description

“
*Devout followers of Dauros, the Law Keeper, Paladins train extensively within the Warriors Guild. Their single-minded dedication to the law makes others perceive them as painfully self-righteous. A fully trained Paladin is a significant ally in the campaigns against the evil denizens of Ardania's untamed frontiers.*
## Class information

 Weapon type
 Weapon attack
 Primary attribute

### Class spells

* Harm Undead (learned at level 3)
* Shield of Light (learned at level 4)

## See also

* Paladin Class Guide
* Items usable by Paladin
Poisoned Weapon

**Poisoned Weapon** is an ability granted by items. This ability is also possessed by certain creatures. The number between the parenthesis denotes the amount of poison damage taken per combat round. For example, "Poisoned Weapon (2)" indicates a damage of 2 HP per combat round. If the poison damage is not specified, the actual value of poison damage is 1.

## Overview

The Poisoned Weapon ability functions in the same manner as consumable poison. The only difference is that the ability is permanently reusable without being dependent on consumable items. A successful hit poisons the target so it will take some HP damage per round. While Poisoned, the target cannot regenerate or be healed.

The Immunity to Poison ability renders the user immune to the Poisoned Weapon ability, as well as poisons from consumable items.

## Items

The following items provide the poisoned weapon ability. The poison damage of consumable poisons and poisoned-weapon items are not stackable.

* Bracers of Defilement – armband with a poison damage of 1
* Accessories – "of pain" accessories have a poison damage of 3, while "of venom" items have a poison damage of 2
	+ Holster of Pain
	+ Holster of Venom
	+ Scabbard of Pain
	+ Sheath of Venom
	+ Quiver of Venom
* Class-specific Thallis items – all of the following items provide a poison damage of 3
	+ Healer Bracers
	+ Bracers of Infection
	+ Set of Brass Knuckles
Merlan

**Merlan** lives inside the Wizard Tower between the Fertile Plains and the Dark Forest. He has cursed a kingdom in the Majesty quest **The Wizard's Curse** for stealing his magic book.

He gives various quests to the hero that have to be completed in order for Merlan to open his store of *Shapeshift Potions* and various *schematics* to the hero.

**Also see**: Wizard Tower
Skull Beard Ring

The **Skull Beard Ring** is a type of beard ring.

## Description

“
*One of a collection of ancient Dwarven beard jewelry, this one is crafted in the shape of a skull. While even Dwarves have forgotten how to unlock their powers, it is rumored that these items will bestow magical benefits upon Heroes who combine them with socketed items.*
## Compatible schematics

* Enchanted Armor
* Enchanted weapon schematics
* Knuckle Dusters
* Dwarven Headband
* Magical Staff
* Mithril Belt
* Nevryl Amulet

## Acquisition

* Valley of Gur-Mechina (Graveyard Crypt, Tomb Crypt)
* Hellfire Mountains South (Dragon Pit)
* Hellfire Mountains North (Huge Ice Cave)
* Desolate Wastelands (Lair of Sand Golems)
* Sunken City (Ruined Building, Temple Ruins)
* Ruins of Thallis (Mausoleum)
Shield Beard Ring

The **Shield Beard Ring** is a type of beard ring.

## Description

“
*One of a collection of ancient Dwarven beard jewelery, this one is crafted in the shape of a shield. While even Dwarves have forgotten how to unlock their powers, it is rumored that these items will bestow magical benefits upon Heroes who combine them with Socketed items.*
## Compatible schematics

* Enchanted Armor
* Knuckle Dusters
* Dwarven Headband
* Mithril Belt
* Nevryl Amulet

## Acquisition

* Fertile Plains (Minotaur Army)
* Valley of Gur-Mechina (Graveyard Crypt)
* Buried Cathedral (Vault)
* Hellfire Mountains East (Abandoned Altar)
* Dark Forest (Abandoned Altar)
* Desolate Wastelands (Lair of Sand Golems)
Mayhew

**Mayhew** is likely to be the first city heroes encounter after Valmorgen. Mayhew is also the starting point of several quests. Below is a description of the buildings in Mayhew.

## Description

“
*Mayhew, the City of Gold, is a merchant city with caravans littering the outskirts. The merchant houses are very powerful here, with plenty of work available for heroes as caravan guards. There is a large colony of Elves here, and surprisingly, they brought with them a small workforce of trained (and housebroken) goblins, who reside in the slums.*
## City Plaza

* **Mayhew Keep**: Nominally the center of power in Mayhew, but the Duke is not present at the time.
* **Blacksmith**: The Blacksmith offers the exact same service as the one in Valmorgen.
* **Marketplace**: Pays for items 50% more than other markets.

## Guild Road

* **Mercenaries Guild:** Offers the player to hire all types of mercenaries as followers.
* **The Merchants Guild HQ**: The merchants are apparently quite a power in Mayhew. Strong heroes are likely to find employment for the Merchants.
* **The Map Maker:** Sells maps to nearby locations. In addition, the map maker is friends with the Dwarven Blacksmith in Valmorgen.
* **Cache:** Costs 8,400 gold to purchase

## Temple Avenue

* Mayhew contains the following temples:
	+ Temple to Agrela
	+ Temple to Dauros
	+ Temple to Lunord
* **Meditation Chamber:** Used to train Willpower up to 12

## Leisure Street

* **Mayhew Gambling Hall**: Play a game of Dukal Cards or Goblin Barge.
* **The Howling Cultist Inn**: Similar to other inns; a location for heroes to rest
* **The Theater**: Elves may attempt to perform here to appease the crowd.
* **Elven Lounge**: The elven lounge is an important center of operation for the elves in Mayhew. Heroes (level 10 or higher) who are seeking to work for the elves may find their leader in the lounge.
* **Elven Bungalow**: Location for elves to rest.

## Caravan District

* **Merchant Offices**: The Caravan District is an active hub for the routes going into and out of the city. Heroes partake in caravan escort missions.

## Goblin Ghetto

* **The Goblin Ghetto**: The Rockgnaw Tribe resides in Mayhew and partly serves as a work force for the Elves. Heroes may enter the ghetto to discover more about the goblin residence. Level 10 or higher is required to investigate the Goblin Ghetto.
* **Goblin Shop**: After investigating the goblin ghetto, heroes will discover the Goblin Shop, which sells unique "goblin items" and offers to take in certain junk. However, before being allowed to use the shop, the hero must first prove to be worthy for the tribe...

## Leave City

* Sovereign Road, traveling takes two turns.
* Ferry Landing, traveling takes one turn.
* Treldan Wood, traveling takes four turns.
* Tunnel Underneath Mayhew, traveling takes one turn, but is only available after completing the Finding Mayhew quest.
Lost Weapon Schematic

The **Lost Weapon 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 schematic instructs a Hero on how to create one of the many magical weapons that had been lost to Ardanian knowledge until now.*
## Acquisition

* Received in the Abandoned Library if you find a Weapon Schematic you already posses.
Merlan's Staff

**Merlan's Staff** is the fifth quest in Merlan's quest line.

## Obtaining the quest

Visit Merlan in the Wizard Tower after completing the Look for Lupusweed quest

* **Message when quest is obtained:** "(sigh) Now my staff is gone. I think you know where to look. Leave that Lupusweed on the table, will you?"
* **Journal entry:** Merlan's Staff

## Walkthrough

Explore the Dark Forest until you find the werewolf village Lycanthria. Search there until you find a dwelling encounter (Smash through the window!), kill the enemies there (Vargs, Werewolves, and a Greater Werewolf), and claim the staff.
Ritual Mask

The **Ritual Mask** is a headgear and one of the Thallis items for the Barbarian class.

## Description

“
*These Ritual Masks where used in ancient traditions of the Barbarians of Krolm's Anvil where battles only had a single strategy; Kill the enemy before being killed.

This Ritual Mask was said to help with that... most of the time.*
## Acquisition

* Ruins of Thallis (Temple to Krolm, Embassy)
Shadow Gem

The **Shadow Gem** is a charged combat item.

## Description

“
*This power of this dark gem to summon Shadow Stalkers can only be harnessed by the equally dark followers of Krypta.*
## Acquisition

* Dark Forest (Abandoned Altars)
* Desolate Wastelands (Lair of Reavers)
* Fertile Plains (Ruined Altar)
* Hellfire Mountains East (Abandoned Altar)
* Valley of Gur-Mechina (Ancient Graveyard)
Mithril Plate Armor

## Additional Information

### Sell location

Blacksmith, Trading Post in Traveller's Dell (6600 gold), Nomad's Outpost (8360 gold)

The **Mithril Plate Armor** is a basic plate armor.

## Description

“
*This plate mail was made from Mithril, probably mined by the Dwarves. It provides even better protection than a normal suit of full plate mail, and is a lot lighter.*
## Acquisition

* Hellfire Mountains South (Dragon Pit)
* Hellfire Mountains North (Huge Ice Cave)
* Valley of Gur-Mechina (Barrow, Graveyard Crypt)
Mithril Belt (item)

The **Mithril Belt** is a belt.

## Description

“
*This wide belt is covered with intricate Mithril studs and bands to the point that you can barely see the leather underneath. It is highly prized for its ability to be socketed to receive Dwarven Beard Rings.*
## Acquisition

* Fertile Plains (Ruined Shrine, Ruined Altar)
* Ratman Battleground (Small Fortification)
* Valley of Gur-Mechina (Ancient Graveyard)
* Buried Cathedral (Vault)
* Dark Forest (Abandoned Altar, Daemonwood Grove)

## Notes

* This item has no effect of its own, and is used solely for socketing Beard Rings.
Nightmare

The **Nightmare** was a monster that is no longer encounterable in the current state of the game. As a monster, the Nightmare does limited physical damage to the hero, but has the Drain Gold and Level Leach abilities.

## Characteristics

*"This shadowy apparition looks exactly like the monster you had nightmares about as a child. But that was just a dream, so it couldn't be real... or could it?"*

## Locations

* Lormidia, during the Ascend the Wizard's Tower quest
	+ Removed from the game c. 2014-2015.
Ranger

**Ranger** is a hero class in *Heroes of Ardania*. Rangers are ranged-combat heroes with the ability to travel more freely than other classes. Late in the game, rangers have a combination of high per-hit damage and the ability to attack multiple foes at once.

## Description

“
*Confident loners, Ardania's Rangers are most satisfied when prowling the unknown wilderness. They have all sworn an oath to support the Barbarians of Krolm, whom they view as kindred spirits.*
## Class information

 Temples
 Armor type
 Weapon type
 Primary attribute

## Abilities

### Class abilities

* Harvesting
* Journey to Distant Lands – Enables exiting from the Goblin Territory and Darkmoor Swamp at any time. Removes the requirement of obtaining maps to travel to certain areas such as the Hellfire Mountains.

### Abilities from class-specific items

* Double Attack (70%, from the Greatbow of Speed) or Triple Strike (50%, from the Grandbow of Speed)
* Attack Multiple Foes (up to 50% from various items)

## See also

* Ranger Class Guide
* Items usable by Ranger
Magic Plate Armor

## Additional Information

### Sell location

Blacksmith, Trading Post in Traveller's Dell (7200 gold), Nomad's Outpost (8360 gold)

The **Magic Plate Armor** is a basic plate armor.

## Description

“
*This plate mail has basic protective enhancements, providing the wearer with even better protection.*
## Acquisition

* Valley of Gur-Mechina (Barrow Crypt)
* Sunken City (Temple Ruins)
* Witch King Ruins (Abandoned Cocoon)