recursal/Fanatic-Fandom huggingface dataset:
Circlet of Lycanthropy (item)

### Special

Hand-to-hand +15, Ranged +15, Parry +15, Dodge +15, Werewolf Form spell (STR +12, ART +5, Armor +1, and Regeneration (1) when the spell is active)

## Additional Information

### Sell location

Blacksmith, Trading Post in Traveller's Dell, Wizard Tower (7500 gold)

The **Circlet of Lycanthropy** is a crafted headgear.

## Description

“
*A white, luminous headband which grants something that has never been done before: the controlled form of a Werewolf with none of the associated drawbacks. When in this form, the Hero will gain Regeneration that stacks with other items, +12 STR, +5 ART, +1 Armor and the ability to boost their physical combat skills with their Artifice *(this last part abt ART doesn't work anymore)*.*
## Acquisition

* Crafted using the Circlet of Lycanthropy schematic.
	+ Ingredients: Lunas Staff, Werewolf Potion, Silver Band

## Notes

* Werewolf Form will not be cast if the user is under the effects of the Medusa Potion, Minotaur Potion, Dryad Potion, Werewolf Potion or Shapeshift Tincture.
Battle of the Plains

The **Battle of the Plains** quest is given at the Embassy at East Cheswick, together with the outpost enlistment quest.

## Obtaining the quest

Visit the Embassy at East Cheswick to inquire about the battle.

The battle occurs during every new (dark) moon, as indicated by the calendar shown in the game interface. That is, the battle is available only when the moon is fully dark. The time in between successive new moons is 27 real-world days. The new moon itself lasts a few real-world days.

## Walkthrough

To complete the battle, you must defeat a large number of enemies waves of creatures, listed below. Each of the groups consists of three identical waves of the listed monsters. Before each main wave, you will be attacked by an additional wave of one of the groups, listed in the Random Attacks list.

The Full battle duration is 24 turns, so plan and prepare accordingly (turns, enchantments, potions, etc.)! You will earn a lot of gold, so be sure you will be able to carry it (unless you are willing to drop the excess). Also take into consideration that if you're killed during one of the waves, you'll be able to continue from the same place, but only till the end of the same [calendar!] Battle. **During the combat phases of the *Battle of the Plains* your combat stats are reduced by 10**.

### Main waves

* **Group 1**: 6 Goblin Champions, 2 Goblin Overlords, 5 Goblin SiegeTowers and 3 Goblin Priests
* **Group 2**: 10 Minotaurs and 7 Greater Minotaurs
* **Group 3**: 8 Ratman Champions, 5 Ratapults, 5 Ratman Stalkers and 3 Ratman Shamans
* **Group 4**: 10 Skeletal Knights, 6 Plague Bearers, 5 Vampires and 3 Black Phantoms
* **Group 5**: 5 Medusae, 8 Harpies, 2 Greater Gorgons and 3 Greater Harpies
* **Group 6**: 8 Rock Golems, 8 Dragons

### Random attacks

* 1-4 Flesh Hunters, 1-2 Flesh Reapers, 1-2 Flesh Hunter Shamans
* 6-9 Dragons
* 3-5 Evil Oculi, 5-8 Dryads
* 5-8 Trolls, 6-9 Swamp Trolls
* 6-9 Mountain Bears, 6-9 Ogres, 4-8 Giants

After successful completion of the battle, you may go to the embassy to receive a Nevryl Artifact as a reward.

The Following buildings are closed in East Cheswick during the Battle of the Plains and do not function normally: Outpost, Morning Sun Inn, Eternal Flame Forge, Marketplace, Blaze of Glory Tavern, the four Guardhouses.

## Reward

* Nevryl Artifact
* Completion of this quest is required for the quest Enlist at the East Cheswick Outpost
Bog Golem

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

## Characteristics

*"Bog Golems are distant cousins to another very dangerous nature spirit: the Rock Golem. But where the Rock Golem is at least easy to hit, the Bog Golem's matter does not break off but moves with the flow of your weapon, making them even harder to kill. They are also a lot more agile, attacking multiple foes at once with their morphing appendages."*

## Locations

* Darkmoor Swamp
* Sunken City

## Notes

* MGR ~90
* Damage: 29-54
* Having parry ~210 is enough to be immune to its attacks
Anvil Journey

## Additional Information

### Sell location

Marketplace (3750 gold), Wizard Tower (5625 gold), Nomad Outpost's Shop (7125 gold)

**Anvil Journey** is a footwear item. It is one of the Thallis items for the Barbarian class.

## Description

“
*The Anvil Journey boots got their name after the trek of Barbarians to Krolm's Anvil, where these boots helped with during the perilious journey. Not all Barbarians survive the journey, so often many of these would fall in non-Barbarian hands. Still, the largest documented stack of Anvil Journey boots lies in Thallis, where on a full moon regiments of Barbarians died in a mysterious attack, twisting not only the Barbarians involved, but also their boots they were wearing. These boots contain a strange socket, which however doesn't fit any known Dwarven Beard Rings.*
Bracers of Marksmanship

The **Bracers of Marksmanship** is an armband and one of the Thallis items for the Ranger class.

## Description

“
*During the Six Winter War Rangers were equipped with these bracers to be able to hit the quickly moving Adepts from Gar Uta. After the war was over all bracers got lost, hoarded by the ghosts of Thallis' Ruins.*
Boots of the Magi (item)

**Boots of the Magi** is a crafted footwear item.

## Description

“
*These magically enhanced boots grant the wearer the power to tap small amounts of mana from the lands of Ardania, chanelling it to cast their own spells with more force.*
## Acquisition

* Crafted using the Boots of the Magi schematic
	+ Ingredients: Silverhide Boots, Battle Boots, Blue Charm
Deserter

**Deserter** is an ability of various followers. Followers with this trait have a chance of deserting the hero's party while the hero is adventuring. Followers who have deserted cannot be recovered by any means.

Desertion has a chance of triggering each time the hero uses a turn in an explorable area. Therefore, followers with this trait inevitably desert while the hero is actively exploring. The exact calculations for desertion have never been document, however. Desertion occurs only if the follower is alive, and not dead.
Cursed Knife

**Cursed Knife** is an item upgrade ingredient for the Imp's Workshop.

## Description

“
*These knives are definitely cursed, in that they do even more damage than your average sword, but to the user! You could add them to already potent damage-doing items, lifting the curse, but severely limiting the damage boost as well. A fair trade.*
## 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)
Dragon

The **Dragon** is the the most basic type of dragon.

## Characteristics

*"Winged death! This fire-breathing beast is one of the most fearsome of the realm. Its armored hide makes it very difficult for even the most seasoned warrior to kill. To make matters worse, it loves the taste of humans."*

## Locations

* Hellfire Mountains South
* East Cheswick (Guard Duty and City Patrol)
* Dark Forest
* Krolm's Anvil
* Desolate Wastelands

## Notes

* MGR: ~45
* DOD: < 98
* Damage: 20-45
* Having MGR ~145 and dodge ~195 is enough to become immune to the dragon's attacks
Abandoned Library

The **Abandoned Library** is a location found randomly when exploring the Wild Gardens in the Dark Forest. The Abandoned Library can also be directly accessed by heroes that possess a Gate Key.

## Description

“
*The inside of this library is massive. Galleries of crumbling bookshelves rise above you for several stories. Amidst the clusters of vines and decaying structure you can still make out sections which may have texts that are still intact. But no one can't say where is it.*
## Monsters

* Shadow Thief
* Strangling Flowerweed
* Flowering Strangleweed
* Flowering Fireweed
* AntiMagic Spider
* Invisible Troll
* Camouflaged Hell Bear
* Stoneskin Varg
* Blessed Minotaur

## Special encounters

* **Floor collapse**: The hero loses 1 turn (unavoidable)
* **Book**: Random chance to gain a schematic
	+ Please see the main article on schematics for a list of schematics obtainable from the abandoned library.
	+ The book may crumble, resulting in nothing.
	+ Found schematic will be learned by the hero, regardless of his class.

## Items

* Blank Spellbook

Upon receiving a schematic for the second time, you will instead get an item you can sell at the Gnome Hovel or Wizard Tower:

* Lost Belt Schematic (for the belt and improved belt schematics) - as well as Lost Weapon etc. ones, with same weight and selling price per item.
* Ring Amulet Schematic
* Apprentice Spellbook Schematic
* Socketing Manual Schematic
Axe of Power

The **Axe of Power** is a level 5 basic axe.

## Description

“
*This double headed axe is constructed of a gold hilt with gleaming silver blades. However both are far stronger metals than any gold or silver you've ever encountered before. Numerous gemstones glitter along its length.*
## Acquisition

* Catacomb (Tombs)
* The Royal Timekeepers' Basement
* Fertile Plains (Escort the Caravan, Ruined Altar)
* Lormidia Sewers (Rust Spitter Nest)
* Hellfire Mountains South (Giant Cave)
* Hellfire Mountains East (Grove of Daemonwood)
* Darkmoor Swamp (Swamp Hermit)
Animals

**Animals** are a bestiary classification for various creatures of nature. Certain types of animals, such as rats, are found in sewers, whereas others are found in open areas. The Giant Rat, in particular, is one of the the weakest creature in the game. Early in the game, new heroes often rely on their ability to defeat giant rats to gain experience. Basic animals can generally be charmed by cultists. Beasts are the larger cousins to animals.

## Rats

Giant Rat

Huge Rat

Gargantuan
Rat

## Spiders

Giant
Spider

Huge
Spider

Forest
Spider

AntiMagic
Spider

Dark
Spider

Web
Spider

Ice
Spider

## Other animals

Hell Bear

Camouflaged Hell Bear

Varg

Stoneskin
Varg

Roc
Daemonwood

The **Daemonwood** is a nature spirit.

## Characteristics

*"Ancient tree spirits residing in a tree shell, Daemonwoods guard their home - the forest - attacking on both hostile creatures, but also humans that wander too deep in search of treasures or seeking for a lost path..."*

## Locations

* Treldan Wood
* HFM East
* Fertile Plains (Ruined Altar and Caravan encounters)
* Dark Forest

## Notes

* MGR: ~70
* Damage: ~30
* Dodge: < 86
* Having parry ~250 is enough to be immune to its attacks
Bracers of Celestial Might

The **Bracers of Celestial Might** is an armband and the upgrade of the Bracers of Divine Walloping.

## Description

“
*Due to upgrades of the Desolate Wastelands Imp the Bracers of Divine Walloping have gained a 50% increase in damage output! This is certainly an item no monk should be without.*
## Acquisition

* Upgraded from the Bracers of Divine Walloping at the Imp's Workshop
	+ Ingredients: Cursed Knife, Brick of Power
Cloak of the Sturdy

The **Cloak of the Sturdy** is a cloak and one of the Thallis items for the Dwarf class.

## Description

“
*While it doesn't look like it, this cloak is very heavy. And is smaller than the average human. But to those that can wear it it gives a nice boost in armor. This boils down to only Dwarves being able to reap the profits of that.*
## Acquisition

* Ruins of Thallis (Dwarven Settlement, Embassy)
Elven Chain Mail

The **Elven Chain Mail** is a special chain mail armor.

## Description

“
*The Elves of the hidden valley have crafted a superior chain mail that is lighter and stronger than any other chain armor known in Ardania. It also grants the wearer a bit of additional magical protection.*
## Acquisition

* Hellfire Mountains South (Giant Cave)
* Hellfire Mountains East (Desecrated Altar)
* Hellfire Mountains North (Huge Ice Cave)
* Hellfire Mountains West (Ice Dragon Den)
Belt of Brawling (item)

### Usable by

Adept, Barbarian, Cultist, Dwarf, Gnome, Healer, Monk, Paladin, Solarus, Warrior, Warrior of Discord

## Socketable Item

### Sockets

1 slot (accepts a Scabbard, Sheath or Holster)

## Additional Information

### Sell location

Blacksmith, Wizard Tower (1500 gold)

The **Belt of Brawling** is a crafted belt.

## Description

“
*A heavy belt made of leather and iron, it increases the melee combat skills of any Hero that wears it. It can also be socketed to allow for a sheath or holster to be attached.*
## Acquisition

* Crafted using the Belt of Brawling schematic.
	+ Ingredients: Ancient Belt of Godly Strength, Amulet of the Berserker, Goblin Beard Ring
Bracer of Accuracy

The **Bracer of Accuracy** is an armband.

## Description

“
*This enchanted bracer worn by archers on their bow arm grants the wearer greater accuracy and damage with each arrow.*
## Acquisition

* Hellfire Mountains East (Goblin Burial Mound, Grove of Daemonwood)
* Darkmoor Swamp (Swamp Hermit)
* Buried Cathedral (Vault)
* Dark Forest (Daemonwood Grove)
Bellanite Shard

## Crafting Use

### Ingredient for crafting

Staff of Death, Golem Sledge, Tempest Shaft, Blazing Mace, Teevus Staff, Blade of Dauros

## Additional Information

### Sell location

Gnome Hovel (50 gold), Wizard Tower (75 gold)

The **Bellanite Shard** is an item that is used solely as a schematics ingredient.

## Description

“
*This is a shard from the rare mineral Bellanite, used to make the Bellanus orbs atop Wizard Guilds. While this gemstone is not magical in nature, its ability to harness enchantments makes it quite valuable for crafting magical items.*
## Acquisition

* Hellfire Mountains South (Dragon Pit)
* Dark Forest (Brashnard Ruins)
Cleansed Teevus Staff

The **Cleansed Teevus Staff** is a staff. It is the upgrade of the Teevus Staff, the special Abandoned Library schematics item for the Wizard class.

## Description

“
*This improved version of the Teevus Staff didn't only remove all negative side-effects, it also gives a small boost to all spell damage done now!*
## Acquisition

* Upgraded from the Teevus Staff at the Imp's Workshop
	+ Ingredients: Dragon Pearl, Goblin Grease
Bracers of Immolation

## Additional Information

### Sell location

Nomad's Outpost Shop (3800 gold), Marketplace (2000 gold), Blacksmith (3000 gold)

The **Bracers of Immolation** is an armband.

## Description

“
*Copies of the original Bracers of Immolation found on the plains of Krolm's Anvil, they still posses the same power: granting the user the Damage Shield spell.*
## Acquisition

* Krolm's Anvil (Flesh Scavenger Lair, Loot of Gold)
Barbarian Beard Ring

The **Barbarian Beard Ring** is a unique beard ring.

## Description

“
*The Imp Blacksmith crafted you this powerful beard ring, which looks extremely odd and not at all like any Beard Rings you know from Ardania. It wouldn't fit in any regular items, you have to look for a specific item specifically made for it.*

## Acquisition

* Imp's Workshop (obtained by trading the Boots of Lunord along with 25000 gold)
Carved Tooth

## Crafting Use

### Ingredient for crafting

Axe of Discretion, Blades of Fatality, Flail of Subjection, GreatBlade of Focus, Hammer of Resolve

### Embeds into

Baldric of Feathers (Improved Baldric of Feathers schematic)

## Additional Information

### Sell location

Gnome Hovel, Marketplace, Traveller's Dell Trading Post (5 gold), Wizard Tower (7 gold)

The **Carved Tooth** is an accessory.

## Description

“
*This ornately-carved animal tooth increases a Hero's Strength.*
## Acquisition

* Elven Valley (Mimic)
* Wild Gardens (Guardhouse)
Circlet of Lycanthropy (schematic)

“
*Using this scematic allows the Hero to create a white, luminous headband which grants something that has never been done before: the controlled form of a Werewolf with none of the associated drawbacks. When in this form, the Hero will gain Regeneration that stacks with other items, +12 STR, +5 ART, +1 Armor and the ability to boost their physical combat skills with their Artifice.*

 Acquisition

See also: schematics, for general information on using schematics.
Animate Bones

At the Temple to Krypta, the blessings option "***Raise me a skeletal servant, dread sister of Krypta***" grants the hero a skeleton follower. This blessing is sometimes referred to as "**Animate Bones**", the name for the corresponding spell in *Majesty*; however, this name does not explicitly appear in *Heroes of Ardania*.

This blessing is obtained in the manner of a temple enchantment, namely by praying or donating gold. However, the blessing is not an actual spell because its benefit is conferred immediately upon activation, and no entry is added to the hero's "spells" tab.

## Acquisition

* Temple to Krypta (3600 gold or 1600 piety)
Dryad

The **Dryad** is a nature spirit.

## Characteristics

*"The Dryad is rumored to seduce heroes into their lairs, rob them, and sacrifice them to their forest goddess."*

## Locations

* Treldan Wood
* Fertile Plains (Ruined Altar and Caravan encounters)

## Notes

* MGR: 170
* The Dryad is one of the high-MGR creatures encountered in the early game. Due to its 170 MGR, a Wizard will need more than 55 intelligence in order to defeat a Dryad using Meteor Storm. Alternatively, Dryads can be defeated by Wizards and Priestesses using melee combat.
Ancient Dragon

The **Ancient Dragon** is a powerful type of dragon.

## Characteristics

*"The Ancient Dragons plaguing the plain of Krolm's Anvil are some of the toughest beasts known to mankind. With incredibly thick skins that absorb blows with ease, high magic resistance, and a regeneration rate rivalling that of trolls, they are a threat by themselves, let alone a pack of them. One of their weak decendants, Vendral, wreaked havoc for thousands of years in the Hellfire Mountains by himself. These are much, much worse..."*

## Notes

* Parry ~250
* DOD ~155
* MGR ~210
* Damage 35-50
* Having dodge ~280 and MGR 185 is enough to be immune to this creature's attacks.
Elderly Man

The elderly man (no name given) in the Sovereign's Head tavern in Valmorgen is the NPC who gives the hero the Royal Tholarian Scepter quest. While little background info is given about him, it is possible that he is a member of the |Tholarian royal court, since he carries a Tholarian Signet Ring (the ring is given to the hero upon successful completion of the quest). The quest also revolves around retrieving and fixing the Royal Tholarian Scepter, which also seems to suggest royal lineage.
Arex

Arex operates the ferry at the Ferry Landing between Mayhew and Lormidia. A bald, energetic man, Arex is a Sorcerer as well as a ferryman. Though he attended the Sorcerer's Academy, he took over the family ferry business at the behest of his mother. He uses his talents to improve the ferry, and it can be seen floating several inches over the surface of the water.
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.
A Matter of Luck(Ratmen)

"A Matter of Luck" is the third quest in a sequence which will allow the player to enter Mayhew through the sewers by defeating the goblins in the Sewer Tunnels. It also parallels the goblin quest of the same name.

## Summary and Walkthrough

After completing the Goblin Necromancy quest the player is asked to speak with ratman(woman?) priestesses about a leprechaun. Finding them in the tunnels will allow the player to begin searching for a leprechaun encounter which will yield some residue that the ratmen were looking for. It must be returned to the priestesses in order to continue to Delivery from Lormidia.

*Note: The alternative to collecting the residue is to collect a living leprechaun. No idea yet how this is done, but if you find out, share!*
Dwarven Headband Schematic

The **Dwarven Headband 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 a Dwarven Headband.*
## Acquisition

* This item is the sellable-item form of the Dwarven Headband 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.
Elven Quiver of Slaying (item)

The **Elven Quiver of Slaying** is an accessory.

## Description

“
*Loaded with the mysterious silver-feathered arrows of the Hidden Elves, any archer equipped with this item will hit his mark more often and do more damage.*
## Acquisition

* Crafted using the Elven Quiver of Slaying schematic.
	+ Ingredients: Mystic Quiver, Silver Griffon Feathers, and Silver Varg Teeth
Belt of Ballistics (item)

The **Belt of Ballistics** is a crafted belt.

## Description

“
*This lightweight belt woven from enchanted bowstrings increases the skills of ranged attack to all who wear it. It can also be socketed to recieve any quiver.*
## Acquisition

* Crafted using the Belt of Ballistics schematic.
	+ Ancient Belt of Godly Finesse, Belt of Balance, Varg Beard Ring
Artifice

“
*One's stealth and craftiness. It is mainly used for stealing and sneaking up upon unsuspecting opponents.***Artifice** (ART) is a hero attribute.

## Effects

* **Detecting monsters** – Artifice increases a Hero's chance to detect a monster group without being attacked.
	+ It is generally believed (but not officially confirmed) that a hero sneaks up to a monster group if Random(1, 200) + Artifice + Luck > 100
* **Stealing** – Artifice increases the chances that a stealing attempt will be successful.
* **Attack of Opportunity** – Artifice determines the potency of the "Attack of Opportunity" ability possessed by artifice-based heroes.
	+ The Attack of Opportunity ability gives the hero ART% chance to deal ART% additional damage, where "ART" is the hero's Artifice.

## Increasing artifice

### Permanent increases

* Hero classes with artifice as their primary attribute (Cultist, Elf, Rogue) gain +1 artifice every two levels.
* Classes with low initial artifice can train artifice to up to 12 at the Rogues Guild in Lormidia.
* The quests "The Gnome Collector Part II" and "Thallis Fairgrounds" provide options for increasing any one of the five primary attributes.
* The library in the Ruins of Thallis provides the option of increasing any of the five primary attributes, up to three times.

### Equipment

* Banded Armor of Sneaking: +5 artifice
* Sneaky Reinforced Cloak: +10 artifice
* Artifice bonuses are common in class-unique items for artifice-based classes
Classes

In *Heroes of Ardania*, players may play as any of the following classes.

## List of classes

* Adept
* Barbarian
* Cultist
* Dwarf
* Elf
* Gnome
* Healer
* Monk
* Paladin
* Priestess
* Ranger
* Rogue
* Solarus
* Warrior
* Warrior of Discord
* Wizard

## See also

* Attributes
* Starting attributes of all hero classes
* Abilities
* Picking a hero class (strategy article)
* Beginning strategy (strategy article)
Blade of Dauros (item)

**Blade of Dauros** is a crafted sword. It is the special Abandoned Library schematics item for the Paladin class.

## Description

“
*This massive sword is almost the height of a human. It is sacred to the Church of Dauros and legend claims that it actively works to protect its wielder.*
## Acquisition

* Crafted using the Blade of Dauros schematic.
* Crafting ingredients: Mystic Greatsword, Bellanite Shard, Shard of Assimilation
Elven Spear

The **Elven Spear** is an item that is used only for a quest. It cannot be equipped. Three of those items are needed for the quest The Desert Artifact in the late game.

## Description

“
*This is the same weapon used by the Elven Berserkers. A spear of unquestionable craftsmanship, it is too bad that no other hero in Ardania can use this weapon.*
Composite Longbow

The **Composite Longbow** is a level 4 basic bow.

## Description

“
*The composite longbow is made from multiple types of wood to provide better range.*
## Acquisition

* Goblin Territory (Goblin Mound)
* Treldan Wood (Werewolf Lair)
* Catacomb (Tombs)
* Hellfire Mountains East (Goblin Burial Mound)
* Fertile Plains (Ruined Shrine)
* Darkmoor Swamp (Small Ship Remains)
Abilities Training

The following abilities can be trained:

* Stealing can be trained in Valmorgen Rogues Guild up to 20%. Rogues, Elfs and Cultists started with 10% Stealing.
* Craftsmanship can be trained at the Hero's Rest Inn on the Central Plains up to 20% and by the Dwarven Engineer in Lormidia's Magic Bazaar up to 40%.

If you don't have ability you must learn it before training for a 1000 gold fee. The table below gives the requirements to train abilities to a certain level.

## Rogues Guild and Hero's Rest Inn

Common formula for gold needed to train ability from level *n1* to *n2*: *15\*(n2-n1)\*(n2+n1+1)/2*.

## Dwarven Engineer

The cost of training in his workshop is 100\*level instead of 15\*level.
Carved Combo

The **Carved Combo** is an accessory and one of the Thallis items for the Monk class.

## Description

“
*A clever Monk in Thallis asked a mage once to magically bind the Carved Claw and Carved Tooth together. After this process turned out successfully, the Mage became wealthy because he received many requests for this procedure from other Monks. Production for this item ended quite abruptly when the Mage was robbed and killed by a shady figure with a crossbow.*
## Acquisition

* Ruins of Thallis (Temple to Dauros, Embassy)
Camouflage

**Camouflage** is a cultist spell. This spell is also granted by items.

## Notes

* This spell acts has the same effect as invisibility, but will be cast along with invisibility at the start of combat. Therefore, if an Invisibility Gem is readied, Camouflage becomes redundant, since its effect will entirely subsumed by the invisibility provided by the Invisibility Gem. It is not possible to set the Invisibility Gem to be used only after Camouflage expires.

## Acquisition

* Automatically learned by cultists upon reaching level 4
* Forest Cloak
* Reinforced Cloak of the Forest – Elf only

## Other users

* Camouflaged Hell Bear
* Ratman Assassin
* Thallis Cultist
* Giant Slinger

## See also

* Camouflage Blessing (enchantment variant of this spell)
Ballista Beard Ring

The **Ballista 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 Ballista. 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 weapon schematics (range weapon schematics only)
* Socketing Manual
* Mithril Belt
* Nevryl Amulet

## Acquisition

* Hellfire Mountains East (Goblin Burial Mound, Goblin Sacred Ritual)
* Fertile Plains (Escort the Caravan, Minotaur Army)
* Hellfire Mountains South (Dragon Pit)
* Valley of Gur-Mechina (Barrow)
Central Plains

The **Central Plains** is one of the two surface-level paths out of Valmorgen, with the other being Treldan Wood. The Central Plains contain notable locations such as the Graveyard which in turn contains the Catacombs and Buried Cathedral. Through the Central Plains, players may pass onto the Sovereign Road to reach Mayhew.

In order to access the Central Plains, the player must first obtain the requisite map. The map is given freely after completing The Trial of Venn's Spire. Alternatively, if the hero left Valmorgen through the sewers, the map can be purchased for 600 gold at the Mayhew Map Maker.

## Description

“
*Many merchants and trading caravans travel the Central Plains bringing much trade to the Southern cities. Unfortunately, this makes this region a haven for goblin raiders.*
## Inhabitants

* Goblins: All types (Overlords only appear in Goblin Fortress Encounters)
* Rock Golem (only in the special encounter)
* Medusa
* Varg
* Hell Bear
* Bandit

## Sub-locations

All of the following locations can be discovered by exploring the central plains.

* **Hero's Rest Inn**: allows the hero to earn training in Craftsmanship
* **Howling Moon Varg Farm**: purchase Varg followers
* **Graveyard**: explorable location that contains the Catacombs and the Buried Cathedral

## Special encounters

* **Rock Golem Encounter**: Leads to a battle with one or two Rock Golems. Yields no reward.
* **Traveller Escort**: Your hero is offered a known amount of gold to escort a group of weary travelers to the main road for random number of Turns. No enemy encounters will occur during these Turn(s).
* **Varg Den**: Battle with some Vargs, drops Healing Potions.
* **Goblin Outpost**: Battle with a group of Goblins (no Goblin Overlord), sometimes drops one of the items from the Fortress list below.
* **Goblin Fortress**: Battle with a group of Goblins (includes Goblin Overlord), yields gold and an item:
	+ Chaos Blade-stick, Fighting Staff, Heavy Crossbow, Long Steel Dagger, Yew Longbow
	+ Goblin Champion Longsword
	+ Studded Leather Armor
	+ Amulet of Teleportation
	+ Anti-Magic Gem, Wand of Paralyzation
* **Find gold**

### Quest encounters

* **The "Lost!" Quest**
* **Caravan of Micarius**: Tied with the events of the Royal Scepter Quest. Leads to a fight with a group of Bandits. Your hero will not be able to find this encounter unless the Quest has been received from the old man in the tavern in Valmorgen.

## Exit Routes

* Valmorgen (2 Turns)
* Treldan Wood (3 Turns)
* Sovereign Road (1 Turn) - leads to Mayhew and Goblin Territory
* Fertile Plains (if player possesses the map) (2 Turns)
Crossbow of Destruction

The **Crossbow of Destruction** is a level 7 basic crossbow.

## Description

“
*This crossbow is made from a heavy black metal and the bolts are an almost incandescent red. Whoever made it seems to have an obsession with skulls too.*
## Acquisition

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

**Attributes** are properties of a hero, creature, or follower that determine proficiency in combat or other gameplay functions. Attributes are also referred to as "stats," although the former is the terminology used in-game.

## Hero attributes

Hero attributes are listed on the "attributes" section of the left-hand panel. Each attribute is represented by two numbers, one of which is in parentheses. The number without parentheses represents base attribute without taking into account any effects of items spells or blessings. The number in parentheses represents actual current attribute value, as modified by items, spells, potions or blessings.

See also **starting attributes** for a table of beginning attributes for each hero class.

### General attributes

* Strength (STR) – Strength determines carry capacity and physical damage.
* Vitality (VIT) – Vitality determines the hero's HP.
* Intelligence (INT) – Intelligence determines the ability to learn spells, the damage and attack resolution of spells, and crafting success.
* Willpower (WIL) – Willpower affects the amount of piety gained by praying at temples, as well as the damage of the Monk class.
* Artifice (ART) – Artifice affects the ability to sneak up on monsters, as well as the "Attack of Opportunity" ability of artifice-based classes.
* Luck – Luck affects gambling and sneaking success. It also affects combat ability of the Gnome Champion class.

### Combat attributes

* Hand-to-hand (H2H) – H2H affects the attack resolution of melee attacks against opponents.
* Ranged – Ranged the attack resolution of ranged attacks against opponents.
* Damage – Damage is shown as two values, the weapon damage and the weapon enchantment bonus (e.g., "+3"). Both values affect are used in the calculation of the total damage inflicted upon a successful melee or ranged attack.
* Dodge – Dodge affects the attacking resolution of an incoming ranged attack, and determines whether that attack is dodged.
* Parry – Dodge affects the attacking resolution of an incoming melee attack, and determines whether that attack is parried.
* Armor – Damage is shown as two values, the armor value and the armor enchantment bonus (e.g., "+3"). Both values affect the reduction of the damage received from an incoming melee or ranged attack, while the enchantment bonuses affects the reduction of incoming spell damage.
* Magic Resist (MGR) – Magic resist affects the attack resolution of an incoming spell attack, and determines whether that attack is resisted.

### Hidden attributes

* Speed – Speed determines attack order during combat
* Piety – Piety reflects the amount of favor the hero has from each of the seven deities. Piety may be used to purchase temple enchantments. See a more detailed explanation at the article about temples.

## Creatures and followers

Creatures and followers use a simplified set of attributes. This simplified set consists of all combat attributes listed above, along with Strength, Intelligence, and Speed. The Vitality, Willpower, Artifice, Luck, and Piety attributes are not used for creatures and followers.
Enchanted Bladestick

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

 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)
Crossbow of Pain

The **Crossbow of Pain** is a level 5 basic crossbow.

## Description

“
*This crossbow is rumored to cause its victims incredible pain. Sort of tingles to hold it.*
## Acquisition

* Hellfire Mountains East (Daemonwood Grove, Burial Mound)
* Fertile Plains (Escort the Caravan, Ruined Altar)
* Hellfire Mountains South (Giant Cave)
* Hellfire Mountains West (Snake Pit)
* Dark Forest (Witch King Ruins),
* Darkmoor Swamp (Swamp Hermit)
Double Attack

**Double Attack** is an ability. This ability is innately possessed by Adepts, as well as by certain creatures. Other heroes can obtain the ability through various items.

## Overview

Double Attack allows the user to attack a single opponent with two basic attacks every combat round. The ability applies only to basic attacks, and only when no offensive spell is cast during the combat round. The number that accompanies the ability (which is displayed as a simple number in the items interface, but as percentage in the Abilities tab) indicates the percentage chance for the ability to trigger. For example 20 (or 20%) indicates that the ability will trigger 20% of the time.

This ability can be used in conjunction with Attack Multiple Foes, resulting in up to 6 attacks per combat round. A more advanced variant of this ability is Triple Strike, which allows the user to attack 3 times.

## Users and ability-granting sources

### Items

* Tonic of Speed potion, which gives the Winged feet enchantment (+20) – usable by all classes
* Champion Blade (+60) → Knight's Blade (+80) – Gnome only
* Bolt Spitter (+40) → Bolt Gutter (+65) – Rogue only
* Greatbow of Speed (+70) – Elf and Ranger only
* Blades of Mass Slaughtering (+30) – Warrior of Discord only
* Ritual Mask (+15) – Barbarian only
* Charm of Devastation (+15) – Barbarian only
* Barbarian Beard Ring (+15) – Barbarian only
Catacombs

The **Catacombs** is a location within the graveyard that is found when exploring the graveyard. The entrance to the catacombs in permanently accessible, but once a hero is within the catacombs, the hero must explore to find the exit to the graveyard or the entrance to the Buried Cathedral. The Catacombs contains a great deal of mid-level items found in tombs which heroes may encounter. Lesser Undead populate the catacombs but not in numbers as large as those in the Buried Cathedral.

## Description

“
*The catacombs are older than the city of Valmorgen itself. It is rumoured that they were connected to an ancient Cathedral that once stood in this place before it sunk into the ground with all of its occupants still inside of it.*
## Inhabitants

* Skeleton, Skeletal Warrior, Skeletal Knight
* Zombie
* Vampire

## Encounters

* **Small Tombs**: Gives gold or mid-range items, weapons and armor. Unguarded or guarded by a few Zombies and Skeletons.
	+ Level 3 Weapons
	+ Studded Leather Armor
	+ Amulet of Teleportation, Lesser Amulet of Iron Will
	+ Unholy Symbol of Grum-Gog
	+ Spider Beard Ring

* **Fair Sized Tombs**: Better loot than Small Tombs, not as good as Large Tombs. Unguarded or Guarded by many Skeletal Warriors and Zombies.
	+ Level 3 Weapons
	+ Iron Chain Mail, Studded Leather Armor
	+ Wooden Tower Shield
	+ Bandanna of Thought Stimulation
	+ Lesser Amulet of Iron Will
	+ Entropic Circle
	+ Spider Beard Ring

* **Large Tombs**: Gives better loot than small tombs, but are guarded by 1-3 Vampires, with up to 6 Skeletal Knights and Zombies.
	+ Level 4 Weapons
	+ Banded Armor, Chaos Armor, Iron Chain Mail, Steel Chain Mail
	+ Headband of Prescience
	+ Bandanna of Thought Stimulation
	+ Greater Amulet of Iron Will
	+ Belt of Tenacity
	+ Entropic Circle

* **Dust Encounter**: Hero loses turns if not carrying Holy Water (one unit is auto-consumed in this encounter)
* **Find gold**

## Routes

*Both upon exploring the catacombs:*

* Exit to Graveyard
* Entrance to Buried Cathedral
Charm of Devastation

### Special

Strength +8, Attack Multiple Foes +10, Double Attack +10, Magic Damage +1 (adds +1 to weapon enchantment), Parry -10, Dodge -5

## Additional Information

### Sell location

Marketplace (775 gold), Wizard Tower (1162 gold), Nomad's Outpost (1472 gold)

The **Charm of Devastation** is an accessory and one of the Thallis items for the Barbarian class. This item comes with a +1 weapon enchantment, and is named **Charm of Devastation +1**.

## Description

“
*The Charm of Devastation is a poweful trinket said to be bestowed upon the world by Krolm himself. Filled with all his rage, very few humans can even bear the touch of this charm. His followers however are infused with power and strike with devastating powers, even if they suffer defensive penalties for doing so. As added boon holding it infuses axes with a magical boost.*
## Acquisition

* Ruins of Thallis (Temple to Krolm, Embassy)
Bondsman

The **Bondsman** is a hirable follower.

## Characteristics

*"Bondsmen are fighters bonded to a specific clan. They are sworn to defend it, and its members, to the death. They have been trained to fight defensively ever since they gave their oath. This has reduced their attacking abilities a bit, though. Generally, they use halberds in combat, though some clans have been known to train them in the use of other weapons."*
Elf Beard Ring

The **Elf 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 Elf head. 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

* Socketing Manual
* Mithril Belt
* Nevryl Amulet

## Acquisition

* Goblin Territory (Goblin Mound)
* Hellfire Mountains East (Goblin Burial Mound)
* Fertile Plains (Minotaur Army, Escort the Caravan)
* Darkmoor Swamp (Small Ship Remains)
Attribute Training

The following hero attributes can be trained up to 12 by finding the appropriate trainer.

## Artifice

Artifice (ART) determines success in stealing and the frequency in which you are able to sneak up on an enemy. In addition, certain items give combat stat bonuses based on the character's ART. This attribute can be trained at the Rogues Guild found in Lormidia.

Common formula for gold needed to train Artifice from level *n1* to *n2*: *125\*(n2-n1)\*(n2+n1+1)*.

The same for turns: *(n2-n1)\*(n2+n1+1)/2*.

## Strength

Strength (STR) affects damage done in physical combat and, after the 2010 Reset it determines the total carrying capacity, as well. This attribute can be trained at the gymnasium in East Cheswick.

Common formula for gold needed to train Strength from level *n1* to *n2*: *200\*(n2-n1)\*(n2+n1+1)*.

The same for turns: *(n2-n1)\*(n2+n1+1)/2*.

## Willpower

Willpower (WIL) affects the effectiveness of praying at temples. Certain items give combat stat bonuses based on the character's willpower. Willpower affects a Monk's damage. This attribute can be trained at the Meditation Room in Mayhew.

Common formula for gold needed to train Willpower from level *n1* to *n2*: *250\*(n2-n1)\*(n2+n1+1)*.

The same for turns: *(n2-n1)\*(n2+n1+1)/2*.

## Vitality

Vitality (VIT) affects the maximum HP of a character. This attribute can be trained at the sauna in the Elven Valley, which is reached through the Elven Escort which is initiated in any of the Hellfire Mountains.

Common formula for gold needed to train Vitality from level *n1* to *n2*: *325\*(n2-n1)\*(n2+n1+1)*.

The same for turns: *(n2-n1)\*(n2+n1+1)/2*.

## Intelligence

Intelligence (INT) is attribute needed for successful magic use. Any character with INT less than 11 cannot cast spells but training INT allows them access to the FlameShield and PowerShock spells. This attribute can be trained in the Valmorgen library.

Common formula for gold needed to train Intelligence from level *n1* to *n2*: *475\*(n2-n1)\*(n2+n1+1)*.

The same for turns: *(n2-n1)\*(n2+n1+1)/2*.
Blessed Magic Plate Armor

The **Blessed Magic Plate Armor** is an armor and one of the Thallis items for the Paladin class.

## Description

“
*This enchanted Plate Armor, only usable by Paladins, grants the same protection as a normal Magic Plate Armor, while also minorly blessing the hero wearing it. An additional benefit is it's reduced weight compared to regular Magic Plate Armor.*
Dark Wizard's Crystal Ball

**Dark Wizard's Crystal Ball** is an item upgrade ingredient for the Imp's Workshop.

## Description

“
*This Magical Ball, used by Wizards all around Ardania, is filled with dark energies. No doubt it was once the priceless possession of some Dark Wizard, who met a painful demise, to be locked inside of this very ball!*
## Acquisition

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

The **Desolate Wastelands** is a location that is reached by traveling the Eastern Pass in the direction away from Traveller's Dell.

## Description

“
*Relieved to be finally out of the Hellfire Mountains, you did not expect to stumble into a big desert with apparently nothing in it. Just sand as far as the eye reaches. Still, from your past experiences in Ardania, you are quite aware nothing is as it seems.*
## Sub-Locations

* Imp's Workshop: Plays a role in several quests in this area. Allows the upgrade of Valmorgen Schematics and other items upon completion of the quest.

## Inhabitants

* Sand Reaver
* Fire Reaver
* Doppleganger
* Dragon
* Sand Golem

## Special encounters

* **Approaching sandstorm**: Lose 1-4 turns.
* **Lair of Sand Golems**: Contains 1-3 Sand Golems. Drops one item.
	+ Lvl 7 Weapons (Avenger Longbow, Axe of Destiny, Crossbow of Destruction, Hammer of the Gods, Longsword of Annihilation, Spindler, Weapon of Death)
	+ Anti-Enthalpy Armor, Impervious Chain Mail
	+ Belt of Rage
	+ Protective Cloak, Sneaky Reinforced Cloak
	+ Skullcap of Self-Improvement
	+ Spellcasting Gloves
	+ Hellbear Beard Ring, Shield Beard Ring, Skull Beard Ring
* **Lair of Reavers**: Contains 3-7 Sand Reavers and 2-5 Fire Reavers. Drops one item.
	+ Dagger of Vengeance, Golem Fist, Greatsword of Justice
	+ Mithrilweave Robe
	+ Spiked Iron Large Shield
	+ Mithril Studded Armband
	+ Nevryl Amulet
	+ Hammer Beard Ring

### Quest-related/one-time encounters

* **Camouflaged Goblin Tower**: Inside is the Imp who marks his workshop on your map.
* **Lair of Sand Golems (flagged)**: Contains Sand Golems (more crowded than regular Sand Golem lairs). Drops Imp's Anvil instead of regular equipment.
* **Elven Hair**: See "Search for the Lost Elf" quest
* **"The Desert Artifact" Events**:
	+ 3 Suspicious Travellers - Leads to "The Desert Artifact" quest
	+ Abomination Lair (during "The Desert Artifact" quest)
	+ Every time you'll meet the travelers after obtaining the Desert Artifact, they'll attack you - until you're victorious.

## Routes

* Eastern Pass (4 turns) leading to the Traveller's Dell
* Ruins of Thallis (4 turns) found by exploring the area
* Ruins of Gar Uta (4 turns) found by exploring the area
Elven Great Bow

The **Elven Great Bow** is a non-crafted special bow.

## Description

“
*A true masterpiece to behold, this weapon is built not only to be stronger then any other bow but to also deliver the arrows with more force, with less effort from the archer. The wood is an indeterminate species and is carved to look like overlapping leaves.*
## Acquisition

* Hellfire Mountains North (Barrow)
* Hellfire Mountains East (Goblin Camps, Sacred Ritual)
* Ratman Battleground (Small Fortification)
Amulet of the Berserker

The **Amulet of the Berserker** is a necklace.

## Description

“
*This amulet was once worn by a priest of the Flesh Hunters. It instills their fury into the wearer.*
## Acquisition

* Hellfire Mountains East (Abandoned Altar, Goblin Burial Mound)
* Fertile Plains (Ruined Altar)
* Darkmoor Swamp (Swamp Hermit)
* Dark Forest (Abandoned Altar)
City Patrol

**City patrol** is a task that a hero can perform to earn gold and experience. City patrol is available in Valmorgen and East Cheswick.

## Valmorgen city patrol

Heroes can for city patrol at the city gates. City patrol earns 5 gold per turn, which more than the 3 gold per turn payout of guard duty, but requires the hero to fight against enemies. Enemies include rats, goblins, and rocs.

## East Cheswick city patrol

“
*You leave the protection of the Guardhouse and head out to patrol the city and surrounding farmlands.*
Heroes can sign up for city patrol at In the Southern Guardhouse of East Cheswick one can sign up for **City Patrol**. City Patrol is more challenging than Guard Duty, and you won't have follower backup. City patrol pays 10GP per turn.

### Enemies

* Varg
* Giant Spider
* Werewolf
* Minotaur
* Evil Oculus
* Medusa
* Harpy
* Goblins (all types beside Overlord)
* Rock Golem
* Dragon

### Encounters

*All encounters lead to gold drops.*

* Troll or Goblins attacking a Tax Collector.
* Greater Gorgon and Medusa attacking the Embassy.
* Rock Golem attacking a caravan.
* Ratmen with a Ratapult attacking the Marketplace.
* Minotaurs attacking the Blacksmith.
* Werewolves attacking a trading post.