recursal/Fanatic-Fandom huggingface dataset:
East Cheswick

**East Cheswick** is found by traveling through the Fertile Plains.

## Description

“
*East Cheswick is the agricultural hub of all Ardania, a sprawling landscape of farms surrounding a small city core.*
## Guardhouses

* **West Guardhouse**: Here you can sign up for Rookie Guard Duty
* **North Guardhouse**: Here you can sign up for Novice Guard Duty
* **East Guardhouse**: Here you can sign up for Hero Guard Duty
* **South Guardhouse**: Here you can sign up for City Patrol

## Town Center

* **Outpost**: Holds a membership consisting of two heroes of each class that has completed the "Enlist" quest.
	+ Active outpost members receive the following benefits:
		1. The ability to teleport to East Cheswick from almost anywhere,
		2. Access to the Elven Therapist (costs 2 turns), who will fully heal the hero & cast the "Refreshed" enchantment (+5 H2H, Ranged, Dodge, Parry) on the hero for up to 20 turns; and
		3. ~~A temporary +10% to craftsmanship while inside East Cheswick~~. (doesn't work)
	+ Membership lasts for 180 days, although currently it is a manual task for an administrator to move retired members out of the Active Members list, so membership can last for rather longer than 180 days if that task is not carried out punctually.
	+ When a member is retired, another hero of the same class - as long as they have completed the said quest and have not been a member before - is allowed to take that retiree's place by visiting the Embassy and asking the question "I'm back! Am I a member of the Outpost yet?".
* **Royal Gardens**: You can meditate here for beneficial spells.
* **Morning Sun Inn**: You can rest here.
* **Gymnasium**: Used to train Strength.
* **Eternal Flame Forge**: Acts like any other Blacksmith.
* **Marketplace**: Similar to the Lormidia marketplace.
* **Shrine to Helia**: Acts as any Temple to Helia, but doesn't allow money donations and doesn't allow to get Sun Scorch (level 5 enchantment spell).
* **Blaze of Glory Tavern**: Allows you to gather rumors for gold and turns.
	+ For a list of rumors, see Blaze of Glory Tavern Rumours.
* **Embassy**: You can receive the Battle of the Plains and Enlist at the East Cheswick Outpost quests here.
* **Cache**: Costs 12,000 gold to purchase

## Edge of town

* **Trading Post**: Allows for the trading of Splinters.

## Effect of Battle of the Plains on East Cheswick

During the days that Battle of the Plains occur, the residents will all take sheltering measurements and most will close down shop and render their services temporarily unavailable. It is because of this, the Outpost, Eternal Flame Forge, Marketplace, Trading Post, Morning Sun Inn, Blaze of Glory Tavern, along with all 4 of the Guardhouses will all be inaccessible during those days. This will happen to all heroes even if they have not signed up for the battle at the Embassy. Fortunately, the services will resume once the days of the battle end.
Blaze of Glory Rumours

## East Cheswick (Blaze of Glory Tavern)

*Heroes need to hang around the Blaze of Glory Tavern in order to hear the rumours which will unlock locations needed to complete quests in the Dark Forest*
*.*

**Werewolf Village**
I hear there's a village deep in the Dark Forest that's inhabited by Werewolves.

**Dark Forest Lizard Men**
A Hero came in here not too long ago, said he got in a fight with some big lizard men! Barely escaped with his life...

**Dark Forest Path**
That Dark Forest is a tough place to navigate through. Even Rangers can't make heads nor tails of it. Once inside, your best bet is to find the path back to some Wizard's tower. I think he lives on the Western outskirts of the Fertile Plains.

**Dark Forest Tunnels**
My buddy in the records department says he came across some old plans. It looks like there's a huge set of tunnels somewhere under the Dark Forest.

**Dark Wizards**
There's reports of Dark Wizards hiding out in the Dark Forest. They've even got Warrior followers who've learned some of their own dark magic.

**Brashnard Ruins**
Apparently the old Brashnard ruins in the Dark Forest have become somewhat active. If you get too close to one you might be in for more of a fight than you bargained for.

**Battle of the Plains**
This Battle of the Plains sounds like a suicide mission! I heard from my cousin's uncle's sister's aunt, twice removed on my mother's side, that you have to fight an army of Rock Golems!

**Dark Forest Castle**
According to an old Ranger, somewhere in the Dark Forest there's a hidden castle with a magical power source inside.

**Dark Forest Wizard**
Supposedly there's a Wizard who lives on the edge of the Dark Forest. Once he trusts you he'll sell you some pretty good magic items.

**Dark Forest Mystery**
There was this Wizard a few years back who came to town all the time. Said he was studying the mysteries of the Dark Forest. He also mentioned that he was about to create something that would make it easier to navigate that wicked forest, but nobody has seen him for a while now.

**Lost City**
Someone told me that there's a lost city, completely overgrown with the Dark Forest (a place where no Hero should go without a multitude of miscellaneous magical means). The city looks like a giant, wild gardens, and any Hero foolish enough to enter its gates ill prepared will be a long time in coming out of there. It's said that sometimes the whines of dismay from such unprepared adventurers can be heard all the way to the Forums, wherever that is.
Dagger of the Ages

The **Dagger of the Ages** is a level 5 basic dagger.

## Description

“
*This dagger is enchanted to withstand the ravages of time and remain as sharp as when it was forged. You can see the blade swirling and you seem to fall through your memories before you can wrench your eyes away from it.*
## Acquisition

* Royal Timekeepers' Basement
* Hellfire Mountains East (Grove of Daemonwood)
* Hellfire Mountains West (Snake Pit)
* Hellfire Mountains South (Giant Cave)
* Fertile Plains (Escort the Caravan)
* Dark Forest (Brashnard Ruins)
* Hellfire Mountains North (Huge Ice Cave)
* Lormidia Sewers (Rust Spitter Nest)
* Darkmoor Swamp (Swamp Hermit)
Barbarian Spirit

The **Barbarian Spirit** is a type of greater undead.

## Characteristics

*"These spirits of the fallen heroes of Krolm's Anvil, reincarnated in the shape of their god's Avatar, might not hit that hard, they are a tough bunch to kill. That those apparitions are very difficult to hit doesn't help much."*

## Notes

* H2H: ~205
* Dodge: ~175
* Parry ~155
* MGR: ~205
* Damage ~20-40
Brashnard Ruins opponents

The following page contains information on the number of opponents encountered at the Brashnard Ruins in the Dark Forest. See the main article on the Dark Forest for a list of drops.

## Introduction

There are three possible combinations of foes.

* **Evil Oculus, Daemonwood, Rock Golem** (drops 2 items)
	+ This set of opponents is the easiest of the three, due to the low number of opponents, none of which are high-tier monsters.
* **Shadow Thief, Dark Knight, Forest Spider** (drops 1 item)
	+ Compared to the other sets of opponents, this one is of middle difficulty.
* **Wendigo, Dragon, Greater Gorgon** (drops 2 items)
	+ Featuring monsters of diverse attack types (ranged, melee, and spellcasting), including Gorgons that can petrify a hero and summon medusae, this encounter is the most difficult of the three. Wendigos have high parry (192 parry), while the Medusae summoned by the Gorgons have high MGR.

The number of foes depends on your hero's level, based on the formulas listed below. Because the number of opponents increase by hero level, winning these encounters can become increasingly difficult if the hero's progression does not keep pace.

In calculating the number of foes, the "level/x" formula is truncated to the integer value. Additionally, there is a minimum of 1 of each type of foe regardless of how low the hero level is.

## Evil Oculus, Daemonwood, and Rock Golem

* The number of Evil Oculi is level/15
* The number of Daemonwoods is level/10
* The number of Rock Golems is level/12

 48 | 3 Evil Oculi, 4 Daemonwoods and 4 Rock Golems

## Forest Spider, Dark Knight, and Shadow Thief

* The number of Forest Spiders is level/4
* The number of Dark Knights is level/6
* The number of Shadow Thieves is level/5

## Wendigo, Dragon, and Greater Gorgon

* The number of Wendigos is level/4
* The number of Dragons is level/6
* The number of Greater Gorgons is fixed at 2
Enchanted Baldric of Heavy Feathers

The **Enchanted Baldric of Heavy Feathers** is an accessory and the upgrade of the Baldric of Feathers.

## Description

“
*The Imp in the Desolate Wastelands improved your Baldric by making the Baldric itself magic, giving a boost to defense, and making the feathers heavier, allowing you to hit easier with them.*
## Acquisition

* Upgraded from the Baldric of Feathers at the Imp's Workshop
	+ Ingredients: Seed of a Strangleweed and Dust of a Dark Phantom

## Notes

* Upon upgrading from the Baldric of Feathers, the socket is reset and the item must be re-socketed. The previously socketed item will disappear during the upgrade.
Armor (attribute)

**Armor** (ARM) is an attribute used in the combat system. Armor is granted by various items, including armor, belts, rings, and other equipment, as well as by defensive spells such as FlameShield.

## Effects

Each time a hero or creature is hit by a melee or ranged attack, the incoming damage (which is governed by the attacker's "damage" attribute) is reduced by the defender's "Armor Roll", which is computed as follows. If the armor roll exceeds the incoming damage, then the incoming damage is entirely absorbed by armor, resulting in no damage taken.

* **Armor Roll** = Armor/2 + Random [0 to (Armor/2 – 1)] + Armor Enchantment Bonus

The factor Armor/2 is truncated to the nearest integer. Consequently, only even numbers actually affect the armor roll. For example, an armor value of 5 is equivalent to an armor value of 4.

For heroes, armor is displayed in the format A (B) + E, where A is the base armor, B is the modified armor, and E is the armor enchantment bonus. Only the modified armor and the enchantment bonus are relevant for purposes of calculating the armor roll.

The armor enchantment bonus also serves to reduce incoming spell damage, by an amount equal to the enchantment bonus times 2. Only the enchantment bonus affects incoming spell damage. The standard armor value has no effect on spell damage.
Belt of Rage

The **Belt of Rage** is a belt.

## Description

“
*This wide, studded belt puts the wearer in a constant rage, granting greater power in hand-to-hand combat at the cost of lower defenses.*
## Acquisition

* Hellfire Mountains North (Huge Ice Cave)
* Valley of Gur-Mechina (Barrow Crypt, Tomb Crypt)
* Darkmoor Swamp (Swamp Hermit)
* Desolate Wastelands (Sand Golem Lair)
A Matter of Luck(Goblin)

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

## Summary and Walkthrough

After completing the Goblin Traitor quest the player may return to be asked to find some goblin priests concerned with a leprechaun in the tunnels. Upon finding the priests the player will begin searching for a leprechaun encounter which will yield some residue that the goblins were looking for. It must be returned to the priests in order to continue to Ratmen Reinforcements.

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

The **Blasting Mace** is a mace. It is upgraded from the Blazing Mace, the unique Abandoned Library schematics item for the Solarus class.

## Description

“
*The Imp in the Desolate Wastelands sure knows something of heat, and used that knowledge into making this improved version of the Blazing Mace. Its main strengths are the improved damage, and making it even more helpful to Solarii spells than the Blazing Mace.*
## Acquisition

* Upgraded from the Blazing Mace (item) at the Imp's Workshop
	+ Very Sharp Enchanted Rock and Magic Skeleton Bone
Carved Claw

## 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 Claw** is an accessory.

## Description

“
*This ornately-carved animal claw increases a Hero's Hand-to-Hand skills.*
## Acquisition

* Elven Valley (Mimic)
* Wild Gardens (Guardhouse)
Cloak of Flames

## Additional Information

### Sell location

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

The **Cloak of Flames** is a cloak and one of the Thallis items for the Solarus class.

## Description

“
*Solarii wearing this cloak can use the spell FireBall to cause extra mayhem amongst enemies. This robe has a flaming red color, that oddly enough doesn't give away your position in forests.*
## Acquisition

* Ruins of Thallis (Temple to Helia, Embassy)
Armor

**Armor** is a type of item equipped in the *armor* slot. Nearly all armor improve armor value, thus decreasing damage taken from enemy attacks. Enchanting your armor at a wizards guild will further improve your armor value. Some armors can be socketed and then embedded with magic items, giving more bonuses. Armor is divided into the types shown below.

## Standard armor

Standard armor includes basic armor, which are the "original" armor pieces from *Majesty* and are classified into tiers known as levels, as well as an extended set, which did not appear in *Majesty* but have similar class restrictions. Armor values are shown in bold. For basic armor, each tier increases the armor rating by 1. The symbol § indicates that the number of sockets available for the armor.
Bloodbear

The **Bloodbear** is a beast.

## Characteristics

*"An even more vicious cousin of the Hellbear, Bloodbears lair in caves in forested areas. Usually solitary, woe on those unlucky heroes that find mated pairs...these creatures are so incredibly single-minded in their agression, even cultists have trouble charming them. Their hides are valuable, though..."*

## Notes

* Bloodbear skins can be sold to the fur trader in Lichfield Hollow.
Armor of Illusions

The **Armor of Illusions** is an armor and one of the Thallis items for the Adept class.

## Description

“
*This armor enhances the Adepts' speed to the point where they're able to generate almost real images of themselves in other spots, severely confusing the enemy. The only downside of this very powerful armor is that it is made out of soft leather so as to allow maximum agility. So if you do happen to get hit despite the illusions, it hurts!*
Amulet of Destruction

## Additional Information

### Sell location

Marketplace, Gnome Hovel (1000 gold), Wizard Tower (1500 gold), Nomad's Outpost Shop (1900 gold)

The **Amulet of Destruction** is a necklace.

## Description

“
*This amulet allows heroes to cast the Stoneshredder spell, causing damage over time besides their original attack. However, only heroes of limited intellect can wear it.*
## Acquisition

* Hellfire Mountains North (Huge Ice Cave)
* Dark Forest (Abandoned Altar, Daemonwood Grove)
* Ruins of Thallis (Embassy)

## Notes

* This item can significantly increase the damage output of many classes against groups of enemies, and is useful at locations where enemies often have low magic resistance.
Doom Staff

The **Doom Staff** is a staff. It the upgrade of the Staff of Death, the special Abandoned Library schematics item for the Priestess class.

## Description

“
*This improved version of the Staff of Death does no longer posses the negative side-effects that staff had, while adding several positive effects beside the powerful spell Deathblast.*
## Acquisition

* Upgraded from the Staff of Death at the Imp's Workshop
	+ Ingredients: Dragon Pearl and Metal Strap
Dust of a Dark Phantom

## Crafting Use

### Ingredient for

Bolt Gutter, Dagger of Heroism, Enchanted Baldric of Heavy Feathers, True Werewolf Circlet, Golem Smiter.

## Additional Information

### Sell location

Nomad's Outpost Shop (380 gold)

**Dust of a Dark Phantom** is an item upgrade ingredient for the Imp's Workshop.

## Description

“
*Very potent and valuable, this can be found in the hiding place of Dark Phantoms, in Krolm's Anvil. Very few heroes who have gone there ever returned.*
## Acquisition

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

The **Death Reaver** is a nature spirit.

## Characteristics

*"The sands of the Desolate Wastelands are filled with paranormal spirits. Some of the Spirits eventually grow powerful enough to leave the Desolate Wastelands, seeking the more powerful, and thus tasty prey. These dangerous manifestations haunt the plains of Krolm's Anvil, and are a force to be reckoned with."*

## Notes

* H2H: ~211
* Parry: ~220
* Dodge: ~200
* Damage: ~30-50
* MGR ~135
Defeat Merlan's Apprentice

**Defeat Merlan's Apprentice** is the final quest in Merlan's quest line.

## Obtaining the quest

Visit Merlan in the Wizard Tower after completing the Silver Varg Sheddings quest.

* **Message when quest is obtained**
	+ *You find the Wizard sitting quietly in his thinking chair. He does not look happy.*
	+ *"It would appear that my 'apprentice' has run off again, this time with my spellbook, my staff, and the new potion I've been making. I feel like an old fool for not seeing this earlier. I would appreciate it if you deal with this matter for me, and be prepared for a fight."*
	+ *You pause for a second, then leave the Silver Varg pups on the rug in front of the fire.*

* **Journal entry:** Defeat Merlan's Apprentice

## Walkthrough

Explore the Dark Forest until you find the village of Lycanthria. Enter it and search through the dwellings (Bash down the door!) until you find the following: *You've found the Varg apprentice, who has somehow become a full strength Werewolf. And he isn't alone. To get the old Wizard's items back, allowing him to regain his dignity, you must now fight 3-6 Greater Werewolves and a Werewolf Mage!*

Defeat him and return to Merlan to complete this quest line, as well as part of the Enlist at the East Cheswick Outpost quest.

## Reward

*You find the Wizard combing some silver fur from one of his new little companions. For the first time, Merlan almost smiles at you.*

*"Thank you for retrieving my items. You have done everything that I have asked of you. I guess it's time to show you into my shop. I hope you brought lots of gold..."*

*"I also have a schematic that you might find of interest. Or if you have any wands that you'd like recharged, that could be arranged."*

Merlan will now sell you schematics and potions, and will recharge wands for 800gp and a Dark Bellanite fragment.

Note that like the others, when you click to "Bash down the door!", you will start the fight immediately, so make any of your preparations beforehand. Also note that after defeating the werewolf mage and leaving the village, you will not be able to return to Lycanthria again.
Bolt Gutter

The **Bolt Gutter** is a crossbow. It is upgraded from the Bolt Spitter, the unique Abandoned Library schematics item for the Rogue class.

## Description

“
*This improved version of the Bolt Spitter no longer has the accuracy inefficiency the old version had. Also it is slightly more damaging. Meeting a Rogue with one of these is very dangerous.*
## Acquisition

* Upgraded from the Bolt Spitter at the Imp's Workshop
	+ Ingredients: String of Potence, Dust of a Dark Phantom
Brothers Brashnard

The **Brothers Brashnard** are a group of Barbarians in the Dark Forest who guard passage across the Hellfire Bridge that connects the Dark Forest and Hellfire Mountains South. Defeating them is an objective in the quest Enlist at the East Cheswick Outpost. In the bestiary, the Brothers Brashnard are listed in the humanoid category.

## Brother Fire

*"One of the four Brothers Brashnard who guard the HellFire Bridge, this one gets his power from the Shards of Burning and Combustion."*

## Brother Gaze

*"One of the four Brothers Brashnard who guard the HellFire Bridge, this one gets his Paralytic Gaze power from the Shard of Transfixion."*

## Brother Haste

*"One of the four Brothers Brashnard who guard the HellFire Bridge, this one gets his power from the Shard of Haste."*

## Brother Health

*"One of the four Brothers Brashnard who guard the HellFire Bridge, this one gets his powers from the Shard of Health."*
Belt of Balance

The **Belt of Balance** is a belt.

## Description

“
*This belt allows you to keep your balance better during a fight, making more elaborate dodgings possible.*
## Acquisition

* Fertile Plains (Ruined Altar)
* Hellfire Mountains East (Grove of Daemonwood)
* Buried Cathedral (Vault)
* Dark Forest (Abandoned Altar, Daemonwood Grove)
* Witch King Ruins (Abandoned Cocoon)
* Darkmoor Swamp (Small Ship Remains, Swamp Hermit)
Critical Hit

**Critical Hit** is an ability available to certain hero classes and used by certain creatures. Critical Hit is available to only three hero classes: Barbarian, Monk, and Warrior of Discord.

## Overview

The Critical Hit ability is characterized by a percentage level, which indicates the probability that a non-spell attack will result in a critical hit. A critical hit instantly kills opponents who do not possess the Resist Critical Hit ability. Opponents who have the Resist Critical Hit will instead take damage equal to 1/6 of their base HP.

## Specific hero classes

### Barbarians

Barbarians have a Critical Hit level that is equal to their character level (i.e. a level 20 hero will have a 20% chance), up to level 40. The Critical Hit level is capped at 40%, even if Critical Hit is augmented by equipped item.

The only item that increases Critical Hit level for Barbarians is the Anvil Journey socketed with a Barbarian Beard Ring.

### Monks

Monks have a base Critical Hit level of 0%, which is fixed and does not scale with level. Therefore, Monks cannot land a critical hit unless their level 7 spell, Iron Will (which increases critical hit chance by +6%) is active. Iron Will is cast every 10 rounds and lasts 6 rounds. Therefore, Monks have approximately 3.6% chance of inflicting a critical hit, on average.

The Gloves of Piyadasi grants an additional +1% Critical Hit.

### Warriors of Discord

Warriors of Discord have a Critical Hit level of 3%, which is fixed and does not scale with level. A maximum of 8% can be gained with the following items:

* Blades of Mass Slaughtering (+1%)
* Spiked Cloak (+2%)
* Belt of Pain (+2%)
Club Attack

**Club Attack** is an ability exclusive to the Barbarian class. This ability provides barbarians with a passive and permanent +10 damage bonus.

## Triva

This ability is based on the depiction of barbarians in *Majesty*, in which barbarians have a base weapon damage of 22 and are depicted as carrying both an axe and a club, although only the axe is explicitly named as a weapon in *Majesty*. In order to implement the axe-and-club combination in *Heroes of Ardania* in a balanced manner, this base damage of 22 was split into two parts by giving the basic axe a weapon damage of 12 and allocating the remaining 10 damage as a separate bonus, known as the "Club Attack" ability.

This current implementation of splitting allows the axe to be utilized by warriors, without giving warriors a weapon with unusually high damage. This implementation did not always exist in *Heroes of Ardania*. In older game states prior to the 2010 reset, the axe was given a base damage of 22.
Concealment

**Concealment** is an ability of various enemy types. Concealment functions similarly to the camouflage spell, with the only practical difference being that concealment automatically provides camouflage at the very start of combat, without requiring the user to cast a spell. Similar to camouflage, concealment expires at the start of combat round 3.

Concealment serves as an alternate implementation to camouflage, used for enemies such as Goblin Guardtower that do not cast spells.
Elven Spa

“
*Welcome Hero! Just give us a bit of your time and we will have you feeling like new!*
Located in the Elven Valley Village, the **Elven Spa** allows players to heal completely. Resting in the Elven Spa costs 2 turns and 135 gold, but fully heals the hero and all followers and gives the "Refreshed" enchantment.
Breechcloth of the Desert

The **Breechcloth of the Desert** is an armor and the upgrade of the Breechcloth of the Wilds.

## Description

“
*This improved Breechcloth of the Wilds offers a decent amount of armor, comparable to what the magic users of Ardania get with their robes, which also helps reducing damage during combat on another way.*
## Acquisition

* Upgraded from Breechcloth of the Wilds at the Imp Workshop
	+ ingredients: Cloth of Werewolf Fur and Minotaur Hide
Attack Multiple Foes

**Attack Multiple Foes** is an ability. This ability is innately possessed by Warriors of Discord, as well as by certain creatures. Heroes of certain other classes can obtain the ability through items.

## Overview

Attack Multiple Foes enables the user to physically attack up to three opponents, with one attack inflicted on each opponent. Only targets that can be normally attacked using a basic attack are eligible to be attacked. Thus, a Warrior of Discord or other melee user of this ability must defeat all melee opponents before ranged opponents can be targeted. For example, if there is 1 melee opponent and 2 ranged opponents, the melee opponent must be defeated before the ranged opponents can be targeted.

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 Double Attack and Triple Strike, resulting in up to 6 or 9 attacks per combat round.

## Users and ability-granting sources

### Heroes

* Warriors of Discord (100) – Innate ability

### Items

* Bolt Spitter (+50) → Bolt Gutter (+80) – Rogue only
* Cloak of the Archer (+10) – Ranger only
* Bracers of Marksmanship (+20) – Ranger only
* Ranger's Amulet (+20) – Barbarian only
* Ritual Mask (+10) – Barbarian only
* Charm of Devastation (+10) – Barbarian only
Adept

**Adept** is a hero class in *Heroes of Ardania*. A quickness-themed class, Adepts have slightly lower vitality than most other melee classes, but have respectable damage output due to their ability to strike twice per round in combat. Adepts also have access to various items that boost their already formidable defensive capabilities.

## Description

“
*Trained in the use of both spells and ancient martial techniques, these followers of Lunord are a valued combat asset in any kingdom. Only the most fleet footed may be considered for training as an Adept, which usually starts in one's early teenage years.*
## Class information

 Temples
 Weapon type
 Primary attribute

### Class abilities

* Double Attack (100%) (learned at level 6)

### Spells from class-specific items

* Lightning Storm
* Illusionary Hero

## Special

* Adepts have a passive +3 damage bonus. This bonus is permanent.

## Guides

* Adept Class Guide
* Items usable by Adept

## Trivia

* The Adept's 65 starting parry and 3 bonus damage are based on specifically on *Majesty: The Northern Expansions*. In the original *Majesty* game, Adepts had 75 starting parry and a lower damage. The current starting parry and bonus damage were implemented following the 2010 reset. Before then, the class followed the original *Majesty* stats, including 75 starting parry and no bonus damage.
Dwarven Blacksmith Rumours

## Dwarven Blacksmith Quests Rumours

*These rumours will be added to your journal for the Longsword of True Valour Quest and Axe of the Covenant Quest quests. NOTE this page contains major spoilers for these quests!*

**The Dwarven Blacksmith**

The **map maker** in **Mayhew** told you that a Dwarven Blacksmith in Valmorgen is in need of item retrieval services, and suggested you look him up next time you're in town.

*Received: Received when talking to the Map Maker in Mayhew if the hero is level 10 or higher.*

**The Blade of the Sword**

**The Royal Ratcatcher** in **the Sewers** told you that the Blade of the Longsword of True Valour can be found in Treldan Wood, in the possession of a huge, strange-looking Daemonwood.

*Received: Ask the Royal Ratcatcher about the Longsword after receiving the quest.*

**The Hilt of the Sword**

Chatting up to the Patrons from **the Howling Cultist Inn** in **Mayhew** taught you that the hilt of the Longsword of True Valour can be found in the Buried Cathedral, on the belt of some huge skeletal monstrosity.

*Received: Visit the Inn in Mayhew after receiving the Longsword quest and stick around for a while.*

**The Real Pommel Gem**

A **piece of paper from a book** in the **Library** in **Valmorgen** gave you a hint about the Pommel Gem of the Longsword of True Valour:
...ve fled th. hor..r. T.e G.m is .til. safe. Bla.e....
Hunted. H.nt.d b. the Bea.ts. Al.ays af..r me. Mu.t hide the ge...
Fo.nd a pl.ce to h..e it! No..dy will su.pe.t...
Brill..nt irony. Nob... will sus.ect the .em of the g.. of L.w to b. b.neat. a paragon .f Ch..s!

*Received: Seek up a book about the Longsword in the Library of Valmorgen after the Dwarven Blacksmith informed you you don't posses the real gem. If you need help to solve the puzzle visit True Gem Location.*

**The Haft of the Axe**

**The gossiping peasants** in **Lichfield Hollow** heard something about an old man being driven insane by the possession of a strange, blood-red stick. He apparently throws muck or some such at passersby.

*Received: Visit the Gossiping Peasants in Lichfield Hollow after getting the Axe of the Covenant Quest. If you need help locating this man visit Axe of the Covenant First Clue.*

**The Blade of the Axe**

You heard from the **Ducal Advisor** in **Mayhew Keep** that the Blade of the Axe of the Covenant is in the possession of a small herd of Minotaurs on the Central Plains.

*Received: Visit the Ducal Advisor in Mayhew after getting the Axe of the Covenant Quest.*

**The Blade of the Axe, Part 2**

**Mayhew's Map Maker** found out that the other half of the blade of the Axe of the Covenant can be found in the Ratman Kingdom, on the body of some kind of monster.

*Received: Visit the Map Maker in Mayhew after getting the first half of Axe of the Covenant Blade in the Central Plains.*
Dragon Pearl

**Dragon Pearl** is an item upgrade ingredient for the Imp's Workshop.

## Description

“
*One of the rarest and most expensive trinkets found in the entire of Ardania! An added bonus is it's very low weight. And to totally top it off, this item can be used to improve upon certain weaponry, removing negative side-effects it would have had before.*
## Acquisition

* Krolm's Anvil (Loot of Gold, Flesh Scavenger Lair)
* Ruins of Thallis Sewers (Ratman Fortification)
* The Dead Wander in Gar-Uta quest escape sequence (abandoned house)
Axe of the Covenant

The **Axe of the Covenant** is a unique, quest-reward axe.

## Description

“
*The legendary Axe of the Covenant was given to the Barbarians by the Rangers of Ravenswood to cement their alliance. It is said to contain the spirits of the greatest barbarians and rangers. It is a rather simple axe with golden lettering along the edge of the blade that shows only at dusk.*
Delivery from Lormidia

**Delivery from Lormidia** is the fourth quest in a sequence which will allow the player to enter Mayhew through the sewers by defeating the goblins in the Sewer Tunnels.

## Summary and Walkthrough

After completing A Matter of Luck(Ratmen) the player is asked to escort some ratapults which have managed to find their way to the Sewer Tunnels without any problems but need some help in the last few yards. After finding the ratapults and gaining them as followers the player must battle through goblins to return to the ratman fortress. Completing this will allow the player to finally begin The Siege of the Goblin Fortification.

*note: You cannot leave the Goblin Head Tunnel during this quest.*
Belt of Pain

The **Belt of Pain** is a belt and one of the Thallis items for the Warrior of Discord class.

## Description

“
*These belts were handed out to the Warriors of Discord of Thallis each time they were send out to take care of dangers from Krolm's Anvil. Although they never quite figured out what the use of the things was, the reduced lifetime of the enemies told them it was good.*
Desert Artifact

The **Desert Artifact** is an artifact obtained from the quest The Desert Artifact.

## Description

“
*After the effort you went through to gather the 4 parts of this Artifact and to craft it together you now almost unlocked the full potential of this extremely powerful item. When fully charged it allows the user to cast the extremely devastating spell Apocalyptica 50 times.
Holds a maximum of 50 charges.*
## Acquisition

* Crafted from the Desert Artifact schematic using quest items obtained from the quest. Pay attention to the schematic difficulty before crafting it!
Axe of Destiny

The **Axe of Destiny** is a level 7 basic axe.

## Description

“
*The Axe of Destiny is said to have been forged by Krolm itself. Looking at it, the blade seems to swirl in an almost mistlike fashion, golden swirls floating about the blade. How the Barbarians could have lost it, you cannot fathom.*
## Acquisition

* Hellfire Mountains South (Dragon Pits)
* Hellfire Mountains North (Barrow)
* Desolate Wastelands (Lair of Sand Golems)
Dagger of Heroism

The **Dagger of Heroism** is a dagger. It is upgraded from the Dagger of Valour, the unique Abandoned Library schematics item for the Healer class.

## Description

“
*This improved Dagger of Valour still allows a healer to cast the mighty Paladin Aura, while improving on damage output during and outside that phase.*
## Acquisition

* Upgraded from the Dagger of Valour at the Imp's Workshop
	+ Ingredients: Bar of Gold and Dust of a Dark Phantom

## Notes

* The Paladin Aura spell lasts for 2 turns and is in effect for the 2 turns that the invisibility spell is off-line. This alternating pattern can be interrupted by a hold effect on the hero such as Vine Entanglement.
* The Paladin Aura first activates in combat round 10, which is the first combat round during which Aura of Peace has worn off.
Doppleganger

The **Doppleganger** is a monster.

## Characteristics

*"Dopplegangers are mythical beasts with the ability to mimic any living being, down to the most intricate detail. For many heroes, facing an exact copy of themselves, possessing the exact same abilities, skills and spells, constitutes the ultimate challenge. The real appearance of these beasts is the combination of a few credible eyewitness accounts and, in contrast, numerous myths and tales."*

## Locations

* Desolate Wastelands
* Hellfire Mountains and the Valley of Gur-Mechina Ruins Encounters
Beasts

**Beast** is bestiary classification for creatures that are generally larger versions of animals. As such, they are more challenging to defeat than normal animals. Beasts are commonly found in outdoor locations such as Treldan Wood, Goblin Territory, and regions of the Hellfire Mountains.

## Bears

Bloodbear

Mountain Bear

Dire Bear

## Other beasts

Silver Varg

Mountain Lion

Alpha Lion

Griffon
Bracers of Divine Walloping (item)

The **Bracers of Divine Walloping** is a crafted armband and the special Abandoned Library schematics item for the Monk class.

## Description

“
*These finely crafted Mithril and Nevril Bracers, which you have empowered with the magics of Might and Golem power, allow Monks to deliver more damage with each strike.*
## Acquisition

* Crafted using the Bracers of Divine Walloping schematic
	+ Ingredients: Mystic Bracers, Rumble Mitts, Golem Fist
Belts

**Belts** are items equipped in the belt slot. Belts offer a wide range of useful stat bonuses, depending on the item. Some belts can be socketed. Belts that can be socketed are indicated by the symbol §, followed by the number of sockets.

## Standard belts

The following belts are usable by all classes.

## Ancient Belts

The following belts are found at the Sunken City.

## Crafted belts

The following belts are crated using schematics obtained from the Wizard Tower.

 Belt of Blasting §1 | Wizard and Priest | (Armor: 2) INT +8, Spell damage + 1 | Crafted using the Belt of Blasting schematic (Skull/Dragon Beard Ring, Belt of Godly Mind, Ring of Devastation).Socket a Holster with the Improved Belt of Blasting schematic.

## Mystic items

Mystic items serve as ingredients for certain class-specific schematics.

## Thallis belts

The following belts are class-specific Thallis items found in the Ruins of Thallis.

 Belt of Pain | Warrior of Discord | (Armor: 2) Critical Hit +2, Damage +2, Parry +10, Magic Resist +5, Strength +8
Dagger of Valour (item)

### Special

Paladin Aura spell (Strength +32, Hand-to-hand +75, Damage +10, Parry +75, Magic Resist +10, Slayer)

## Upgrades

### Upgrade

Dagger of Heroism

The **Dagger of Valour** is a crafted dagger. It is the special Abandoned Library schematics item for the Healer class.

## Description

“
*This dagger is forged from the remnant of a Broken Mystic Greatsword, granting Healers the use of the powerful Paladin Aura spell.*
## Acquisition

* Crafted with the Dagger of Valour schematic
	+ Broken Mystic Greatsword, Ring of Might, Plate Armor of Destiny, and either a Greatsword of Justice or a Greatsword of Vanquishing

## Notes

* The Paladin Aura spell lasts for 2 turns and is in effect for the 2 turns that the invisibility spell is off-line. This alternating pattern can be interrupted by a hold effect on the hero such as Vine Entanglement.
Black Charm

The **Black Charm** is a necklace.

## Description

“
*This Charm was crafted by Lormidia's Witch. It looks like an ordinary, smooth black stone on a rusty chain. Supposedly, it's magical...*
## Acquisition

* Charming Charms in the Magic Bazaar in Lormidia, Wild Gardens Guardhouse

## Notes

* This item has no effect, whether positive or negative.
Elven Shop

The **Elven Blacksmith**, located in the Elven Valley, sells a variety of useful items listed below. Unlike the identical blacksmiths in the major cities of Ardania: Valmorgen, Mayhew, Lormidia and East Cheswick, the Elven Blacksmith does not sell the usual armor and weapons, but does initiate the Search for the Lost Elf quest and sells the Elven Spears (3 required) for The Desert Artifact quest.

You cannot sell items to the Elven Blacksmith.

## Greeting

“
*This shop is unlike any other smithy you have been in. It is clean and tidy, with the blacksmith's wares neatly arranged on stands and racks. The Elves may not make many items here, but what they do make is of master craftmanship. While all of the workers notice your entrance, only one moves forward to acknowledge your presence.*
## Items for sale

(Price in gold, after completing the "Search..." quest

* Elven Spear (5760 gold)
* Stack of Wands of Acid (1440 gold)
* Stack of Jewels of Fiery Doom (3150 gold)
* Stack of Wands of Force (1350 gold)
* Stack of Wands of the Barrier (810 gold)
* Stack of Firebombs (360 gold)
Axe of Death

The **Axe of Death** is a level 6 basic axe.

## Description

“
*This sinister-looking double-headed axe feels icy cold to touch and seems to be trying to draw in your lifeforce. The gleaming rubies in the handle glow brighter with each death it causes.*
## Acquisition

* Buried Cathedral (Vault)
* Hellfire Mountains South (Dragon Cave)
* Hellfire Mountains North (Huge Ice Cave)
* Valley of Gur-Mechina (Ancient Graveyard, Tomb)
* Ratman Battleground (Large Fortification)
* Dark Forest (Brashnard Ruins)
B1P13W22

In the **Royal Scepter Quest** the password clue **B1P13W22** refers to

"Book 1, Paragraph 13, Word 22"
Which leads to the word:

*Many days travel to the southwest lay the city state of Rendishire. In many ways, this settlement was Gar Uta's complete opposite. **Rendishire** was a grand sprawl, filling the valley at the base of the Hellfire Mountains. While this was not a well-protected position, it lay on a major trade route of the time. Soon a new race settled in Rendishire, with only a grudging welcome: the lowly Gnomes.*
Enchanted Armor

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

 Ingredients
 Difficulty
 Acquisition

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

* Goblin Beard Ring
* Golem Beard Ring
* Medusa Beard Ring
* Shield Beard Ring
* Skull Beard Ring
* Spider Beard Ring

## Notes

* Mithril Studded Armband is also used with this schematic.
Beard Rings

**Beard rings** are items that can be socketed into other items by the use of a corresponding schematic. Once socketed, beard rings confer various bonuses to the item in which the beard ring has been embedded. Beard rings can be sold in Marketplaces & Gnome Hovels for 500 gold, in Wizard Tower for 750 gold or in Nomad's Outpost for 950 gold.

## Beard rings and corresponding schematics

A checkmark (✓) means that the beard ring can be socketed using the indicated schematic.
Boots of Speed

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

## Description

“
*Across the realm of Ardania, many forgeries of ancient relics can be found, which scrupulous vendors try to sell to unsuspecting heroes. These specific boots were sold as being the actual boots of Lunord, granting the user improved speed. When angry customers returned their item because it didn't have the power they were promised, the vendors pointed at their promise of improved speed, which these boots do grant, and won any legal accusations. While their combat use is meager, at least it's better than most forgeries going around. Adepts cannot use these items, since their own natural speed would burn them up.*
## Acquisition

* In Venn's Spire, reward for completion of the Foul Play quest.
Cloak of Dread

## Additional Information

### Sell location

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

The **Cloak of Dread** is a cloak and one of the Thallis items for the Priestess class.

## Description

“
*This sinister black cloak gives additional strength to spells of necromantic nature. When silent it almost seems like it is shouting: "dead, dead, dead".*
## Acquisition

* Ruins of Thallis (Temple to Krypta, Embassy)
Dwarven Headband (item)

The **Dwarven Headband** is a headgear.

## Description

“
*These headbands of ancient Dwarven craftmanship were initially made for Dwarven children to wear before they could don armor. These items are recognized in two ways: they are made almost entirely of metal and no two are alike. Despite their decorative qualities, these headbands are mainly sought after for their ability to be socketed with Dwarven Beard Rings just as if they were a suit of armor.*
## Acquisition

* Dark Forest (Abandoned Altar, Daemonwood Grove, Brashnard Ruins)
* Ratman Battleground (Large Fortification)
* Buried Cathedral (Vault)
* Hellfire Mountains West (Snake Pit)
* Witch King Ruins (Abandoned Cocoon)

## Notes

* This item is used solely for carrying Beard Rings. It provides no benefits of its own until it is socketed with a beard ring.
* This item is not usable by dwarves, who instead use the Adult Dwarven Headband.
Baldric of Feathers (item)

## Additional Information

### Sell location

Marketplace, Gnome Hovel, Wizard Tower, Trading Post in Traveller's Dell (7500 gold)

The **Baldric of Feathers** is an accessory and the special Abandoned Library schematic for the Cultist class.

## Description

“
*This wide, silver belt looks as if it is made entirely of large, silver feathers. However, any Cultist wearing it soon discovers its true power. In combat, the Hero can snatch a fist full of feathers from the belt with each hand and hurl them at all surrounding enemies, whom they strike with the force of daggers. The Baldric is further enchanted to have the feathers grow back in a short while, thus providing its wearer with unlimited ammunition. As an extra bonus, Cultists can socket one Black or Carved Accessory into the Baldric.*
## Acquisition

* Crafted using the Baldric of Feathers schematic
	+ Ingredients: Mystic Belt, Silver Griffon Feathers, Shard of Assimilation, and Silver Band
Charming Charms

**Charming Charms** is a shop in the Magic Bazaar in Lormidia that sells "charm"-type necklaces. You can also sell necklaces and rings here for 3/4 of their worth.

## Greeting

“
As soon as you set foot into this store, you notice it: a huge oculus with an unknown coloration. You prepare to attack, but before you do, he looks at you and projects a strange, female voice you're sure you've heard somewhere before into your mind:

"Welcome, Hero. Would you care to peruse my selection of charms?"
## Items for sale

* Red Charm
* Blue Charm
* Purple Charm
* Green Charm
* Yellow Charm
* White Charm
* Black Charm
Cloth of Werewolf Fur

**Cloth of Werewolf Fur** is an item upgrade ingredient for the Imp's Workshop.

## Description

“
*These cloths are often used for clothing of the wealthy. Due to Werewolves transforming back to human after their death, getting their fur is hard (and very dirty), and thus this fabric is very rare and expensive. Improves armor, and keeps one warm if woven into armor.*
## Acquisition

* Krolm's Anvil (Ancient Burial Ground, Loot of Gold)
* The Dead Wander in Gar-Uta quest escape sequence (abandoned house)
Dwarf

**Dwarf** is a hero class in *Heroes of Ardania*. Dwarves are melee-combat heroes with high magic resistance.

## Description

“
*Dwarves are stout adventurers more skilled in all manner of construction than any other race in Ardania. Their settlements are appropriately described as "fortresses" and come complete with auto-firing ballistae. They dislike Elves and Gnomes but may be attracted to Human settlements with a well-outfitted Blacksmith.*
## Class information

 Temples
 Armor type
 Weapon type
 Primary attribute

### Class abilities

* Immunity to Poison
* Building

## Special

* Dwarves have full immunity to the petrification effect of the Petrify spell.
* Dwarves cannot enter any race-specific building belonging to Gnomes or Elves.

## See also

* Dwarf Class Guide
* Items usable by Dwarf
Amulet of Teleportation

The **Amulet of Teleportation** is a necklace.

## Description

“
*Allows the wearer to cast Teleport (Short), which lets you automatically succeed at fleeing battle on your first attempt (instead of possibly failing and having to try again).*
## Acquisition

* Marketplace
* Darkmoor Swamp (Small Ship Remains)
* Witch King Ruins (Abandoned Cocoon)
Chaos Blade-stick

The **Chaos Blade-stick** is a level 3 basic blade-stick.

## Description

“
*Insert the text of the quote here, without quotation marks.*
## Acquisition

* Blacksmith (400 gold)
* Central Plains (Goblin Fortress)
* Goblin Territory (Goblin Camp)
* Goblin Head Tunnel
* Mayhew Tunnel
* Catacombs (Small Tombs, Fair-sized Tomb)
* Hellfire Mountains East (Massive / Well-concealed / Deadly-looking Goblin Camps).
Dwarven Headband (schematic)

“
*This schematic allows Heroes to insert Dwarven beard rings into a socketed Dwarven Headband.*

 Ingredients
 Difficulty
 Acquisition

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

* Goblin Beard Ring
* Golem Beard Ring
* Medusa Beard Ring
* Shield Beard Ring
* Skull Beard Ring
* Spider Beard Ring

## Notes

* Dwarves can use this schematic for the Adult Dwarven Headband. However, because this schematic is not internally labeled as being usable by Dwarves, Dwarves must click the "show all schematics" link in order to buy or use this schematic.