recursal/Fanatic-Fandom huggingface dataset:
Suspicious Traveller

The **Suspicious Traveller** is a humanoid. Suspicious Travellers make an appearance during the quest, The Desert Artifact.

## Characteristics

*"These "helpful" Traveller's quickly turned their allegiance once you showed that you had the capabilities to retrieve the Desert Artifact. They proved no match to you, but you might be more careful towards the intentions of the unknown in far-off wastelands."*

## Locations

* Desolate Wastelands (Fought after assembling the Desert Artifact)

## Notes

* Parry: ~150
* H2H: ~190 H2H
Tempest Shaft (item)

The **Tempest Shaft** is a crafted staff. It is the special Abandoned Library schematics item for the Adept class.

## Description

“
*This swirling shaft of storm grey is actually the essence of a thundercloud contained in the form of a staff. Besides delivering substantial damage in H2H combat, the wielder can also cast Lightning Storm.*
## Acquisition

* Crafted using the Tempest Shaft schematic
	+ Ingredients: Mystic Staff, Small Oculus Eye, Bellanite Shard
Splinter of Displacement

The **Splinter of Displacement** is an item that is used solely as a schematics ingredient.

## Description

“
*This fragment from the original Shard of Displacement does not appear to have any immediate benefit.*
## Acquisition

* Dark Forest (Brashnard Ruins)
* East Cheswick (Can be obtained at the trading post by trading other splinters)
Tundra Golem

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

## Characteristics

*"By combining ice with the frozen ground, Tundra Golems can form bodies that are almost twice the size of their southern kin, giving them formidable combat abilities. Needless to say, they are at least twice as deadly as Rock Golems."*

## Notes

* MGR: at least 60
* Damage: ~19-64
* Having 210 parry is enough to be immune to its attacks
Werewolf Potion

### Potion effect

Strength +12, Armor +1, Dodge and Parry -5, Regeneration (2) for (approximately) 10 turns.

### Additional effects

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

## Crafting Use

### Ingredient for crafting

Circlet of Lycanthropy (schematic)

The **Werewolf Potion** is a potion.

## Description

“
*Perfected by Merlan himself, this potion transforms you into a Werewolf for 10 turns. While the pains of the Lycanthropy virus are still present in this potion, the benefits outweigh the drawbacks.*
## Acquisition

* Purchased from the Wizard Tower after completing all of Merlan's quests (500 gold)
Vampire

The **Vampire** is a type of lesser undead.

## Characteristics

*"Created at the birth of Krypta, Vampires are the most feared of the common undead due to their life-draining ability."*

## Locations

* Graveyard
* Catacombs
* Buried Cathedral
* Valley of Gur-Mechina
* Dark Forest (Defend Paladin Keep)
* East Cheswick (Battle of Plains)

## Notes

* Having 115 MGR should be enough for immunity against the Vampire's spells.
Temple to Dauros

“
*The soothing sound of chanting monks echoes in this magnificent temple.*
**Temples to Dauros** are temples dedicated to Dauros, the god of order and the patron god of Monks and Paladins. All classes except Priestess, Warrior of Discord, Cultist, and Barbarian may obtain services from Temples to Dauros.

## Temple locations

* Valmorgen
* Mayhew

## Enchantments offered

* Stone Skin (2400 gold or 1200 piety)
* Vigilance (3600 gold or 1800 piety)
* Petrify (5000 gold or 2500 piety)
Tree Mimic

The **Tree Mimic** is a monster.

## Characteristics

*"Another member of the Mimic family, these creatures resemble Daemonwoods in appearance. Unlike Daemonwoods, however, they do not act as the guardians of the forests. Instead they attack hapless adventurers who are unfortunate enough to fall asleep in their shade."*

## Locations

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

The **Splinter of Detonation** is one of the Brashnard Ruins shards. It is classified in-game as a charged combat item, but is predominantly used as a crafting ingredient.

## Description

“
*This fragment from the original Shard of Detonation grants a three uses of the spell Exploding Aura.*
* Dark Forest (Brashnard Ruins)
* Trading Post (East Cheswick) (Can be obtained by trading other splinters)
The Trial of Venn's Spire

Completion of this quest grants your character the maps needed to leave Valmorgen. Alternatively the hero may try to reach Mayhew via the Secret tunnel network below Valmorgen and purchase the required maps there.

## Obtaining the Quest

To obtain the quest, visit the Valmorgen City Gates after reaching level 7. The guard will direct you to the Wizards guild, where you will be teleported to Venn's Spire. Once you are at Venn's Spire, you cannot leave the area without losing all your gold and various types of consumable items, so make sure you bring with you plenty of potions and other necessary items.

Make sure to complete the 2 other quests available in Venn's Spire, Foul Play and Farming Farms, because after this one is finished you'll be instantly teleported back to Valmorgen.

## Completing the quest

Explore the area around the spire until you have seven keystones and three keys. The encounters with the keystones will be indicated with a Red Attack Flag. See Venn's Spire description for more details.

Once you have obtained all seven keystones and three keys, visit the gates guarded by the Warrior of Discord and talk to him. The Innkeeper clearly told you that you should not fight him, so instead just tell him you are ready for the puzzle. Upon this you will fight a Wizard's Tower and after winning the fight you will be given access to the tower. You will need to keep exploring until you find an image on the wall and have the option to insert a keystone (beware of Valmorgen Guardians).
Each keystone matches up to a certain picture:

* Man in Treasury - Quartz
* Man in forest - Amber
* Frozen Man - Opal
* Man in Armour - Jasper
* Woman on Fire - Agate
* Beauty - Zircon
* Mermaid - Lapis

Note: You can attack the Warrior of Discord at the spire door (who is an extremely lethal opponent with some 200 hitpoints), but it won't do you any good even if you win, because he will just be replaced with another.

## The reward

After completing "The Trial of Venn's Spire" you are returned to Valmorgan and receive access to the following areas (by gaining the corresponding maps):

* Map of the Central Plains
* Map of the Treldan Wood

NOTE: These maps aren't items the game will simply grant you access to those areas.

You will also receive some XP. The original value is 25.000 XP, divided by the square of the hero's level.

Completing it at level 7 = 25000/49 = 510 XP

Completing at level 8 = 25000/64 = 390 XP

Completing at level 9 = 25000/81 = 308 XP

Completing at level 10 = 25000/100 = 250 XP

Completing at level 11 = 25000/121 = 206 XP

*XP Values determined Steve the Nightwalker*
The Royal Timekeepers' Basement

The **Royal Timekeepers' Basement** is located inside the Hourglass-Shaped Building in Lormidia. To access this area, the Hero must go to the "guy behind the counter" in the Hourglass-Shaped Building and demand more turns. The Hero will then be "dumped" down to the Basement.

## Inhabitants

* Deranged Humans (of the classes Barbarian, Dwarf, Gnome, Monk, Solarus, Warrior, Wizard, Warrior of Discord). After defeating these Deranged Human foes, the Hero has a chance to automatically take their mid-level weapons. However, most times the weapon will be too badly damaged to use.
	+ When using Monster Detection Potions, the Hero is able to avoid this encounter altogether but the class of the Deranged Human is unable to be determined until actual combat.
	+ Note that if you are using followers, the Warrior of Discord, Solarus, and Wizard can deal significant damage to your troops with their Area Effect abilities.
* Skeletons
* Plague Bearer
* Mimic

## Encounters

* **Deranged Hero**: After successful defeat, you have a chance to get level 5 Weapons (Longsword of Flaying, Hammer of the Fools, Axe of Power, Entropy Avenger, Dagger of the Ages, Crusher, Staff of Smiting) or the weapon is badly damaged (i.e. you get nothing)
* **Chest**: Contains Gold or a Mimic
* **Silver Sundial**: A quest item. However, you lose 1-4 turns if you encounter this before taking magical hourglass from the witch.
* Heroes may come upon a bronze plaque saying "*Tempus Fugit*". This is considered junk and can be sold, and one is also needed for the second Gnome Collector quest
* Junk may be found, similar to Valmorgen Sewers. Drops include:
	+ Broken Arrowhead
	+ Broken Chamber Pot
	+ Cracked Crystal Ball
	+ Cracked Hourglass
	+ Torn Calendar

## Exit

* Upon exploring, the exit to Lormidia surface may be found.
Wand of Force

The **Wand of Force** is a charged combat item.

## Description

“
*This rather weak wand can strike the enemy with invisible force. Luckily it can compensate for it's weakness by having more charges than normal wands. Holds a maximum of 20 charges.*
## Acquisition

* Elven Shop (1350 gold)
* Sunken City (Motionless Flesh Hunter)
* Wild Gardens (Old Guardhouse)
Weird Green Guy (Rumour)

## Amulet of the Apprentice Quest Rumour

*This rumours will be added to your journal for the Amulet of the Apprentice quest.*

**Weird Green Guy**

You met a strange fellow in the **Lormidian sewers**, who had a sign which read:

"aT/h2ec bcso rarhe.cctx epqo-tr mi@sv if iofvt\*y&sti^x-!"

*Received: When meeting a Leprechaun in the Lormidia Sewers. If you need help with desciphering the clue check Amulet Quest Clue.*
Very Sharp Enchanted Rock

**Very Sharp Enchanted Rock** is an item upgrade ingredient for the Imp's Workshop.

## Description

“
*This rock can be used to make weaponry sharp as the teeth of a mountain bear. Although it is enchanted not to be usable by anyone who could potentially use it to harm others. With your record, you are not surprised you cannot use it.*
## 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)
Varg Beard Ring

The **Varg 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 Varg 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

* Enchanted weapon schematics (range weapon schematics only)
* Socketing Manual
* Mithril Belt
* Nevryl Amulet

## Acquisition

* Treldan Wood (Werewolves' Hoard Lair)
* Hellfire Mountains East (Grove of Daemonwood, Massive / Well-concealed / Deadly-looking Goblin Camps)
* Fertile Plains (Escort the Caravan, Minotaur Army)
Thallis Rumours

*Unless otherwise stated, these rumours are each received randomly after winning a fight with the occupants of the Inn in the Ruins of Thallis.*

### Improving the Desert Artifact

Patrons of the Thallis Inn mentioned some kind of weird Imp, having a workshop in the Desolate Wastelands, being able to upgrade some ancient artifact called the "Desert Artifact", for a price.

### Secret Cache

You have overheard a group of adventurers in one of Thallis' Inns talk about a secret stash they hid away inside Krolm's Anvil. Considering they are dead, and talk about retrieving it, there is a big chance it is still there.

### Undead in Gar Uta?

You overheard some of the Inn visitors of a Thallis Inn talk about a potential undead outbreak in northern Gar Uta. They have heard rumours of a Paladin squad moving around the area trying to keep the peace.
Spider Beard Ring

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

## Description

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

* Enchanted Armor
* Enchanted weapon schematics
* Knuckle Dusters
* Socketing Manual
* Dwarven Headband
* Mithril Belt
* Nevryl Amulet

## Acquisition

* Goblin Territory (Goblin Camp)
* Catacombs (Small Tombs, Fairs Sized Tomb)
* Fertile Plains (Minotaur Army, Escort the Caravan)
* Hellfire Mountains East (Massive / Well-concealed / Deadly-looking Goblin Camps)
Treasure Hunt

**Treasure Hunt** is a quest quest taking place at the Ruins of Thallis.

## Obtaining the quest

The quest is automatically initiated upon exploring the Library of Thallis in Ruins of Thallis for the first time.

**In-Game Description:**

While searching through books in the Library you find a map falling out of one of those books. It appears to be made by F'linta the Absent-Minded.
After searching up more information about him, it appears he used to be a Wizard in this city who kept burying his treasures to keep them away from greedy thieves.
While the books mention that many of these treasures were found and recovered, with detailed information on each find, the treasure on your map doesn't seem to be amongst them.
The loot might still be out there!
The map is of a somewhat detailed section of Thallis, and mentions that the treasure is at the middle of the X on the map.
However you need 4 seperate keys to open the chest there.
Although the map also mentions that those are buried at the 4 endbranches of the X.
That Wizard sure was thorough in hiding this chest.
## Walkthrough

The four hidden keys as well as the treasure chest can be found simply exploring main Ruins of Thallis.

## Reward

The treasure chest is empty (but still, you'll receive some XP with completing the quest).
Unique items

**Unique items** are items for which only one copy of the item can be obtained. Unique items are generally associated with quests.

## List of unique items

* **Weapons**
	+ Axe of the Covenant
	+ Longsword of True Valour
* **Cloaks**
	+ Farmer's Cloak
* **Footwear**
	+ Boots of Speed
	+ Ranger's Boots
	+ Boots of Lunord
* **Gloves**
	+ Gloves of the Dump
* **Armbands**
	+ Bracer of the Goblin
* **Necklaces**
	+ Ring Amulet
	+ Luck Talisman
* **Accessories**
	+ Rat-Catcher Keepsake
* **Artifacts**
	+ Desert Artifact → Restored Desert Artifact
* **Miscellaneous**
	+ Solarus Beard Ring
	+ Barbarian Beard Ring
Weight System

The **weight system** in *Heroes of Ardania* gives each item a weight and gives each hero a carrying capacity based upon strength and other factors. Encumbrance is how "weighed down" you are. It is possible to go above 100% encumbrance but as you go higher above the limit it will take more time (turns) to travel places and lower your combat stats. Eventually there is a point you can reach where you won't be able to move at all. If you reach this state you have a few options:

* Drink a potion that raises your strength (i.e. Potion of Dirgo Strength, Potion of Goblin Strength)
* Equip Items that raise your strength. (i.e. Gloves of the Dump)
* Socket Goblin Beard Rings into armor and other equipment.
* If you are really desperate and none of these help, drop some gold or items.

## GED

GED, or goblin head, is the official unit of weight in Heroes of Ardania, and is equal to 640 gold pieces. See Valmorgen Library for historical information about the GED. A Hero or living Follower can carry an amount of GED that is (Strength \* 1.25 rounded down) + 5.

## Cache

One will never be able to carry all your items and equipment with you in your career as a hero, so one will always need a place to stockpile extras. The cache is the solution to this problem. Caches are chests that heroes may stockpile their unused items and gold within for future use. There is a cache in most every major city, but each cache's contents are unique (i.e. items stored in Valmorgen *cannot* be accessed from Lormidia). All heroes start with a free cache at Valmorgen, and they may purchase additional caches in select towns/cities. The cache is a necessity to all heroes.

All caches start with 25 GED weight capacity, and may be upgraded for additional storage capacity.

It is possible to invest some portion of the gold needed (from pockets or from the cache itself) in order to upgrade the cache later. *There is no way to take the money back, so decide wisely.*
Staff of Death (item)

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

## Description

“
*This sinister, black staff destroys the very life force of all opponents. But this power comes at a price, for the wielder's life force is dimished as well.*
## Acquisition

* Crafted using the Staff of Death schematic.
	+ Ingredients: Mystic Staff, Gemstone of Death, Bellanite Shard
Stone Skin (passive enchantment)

**Stone Skin** is a temple enchantment, also obtainable from random encounters. This version of "Stone Skin" is separate from the "Stone Skin" self buff of the same name. The effects of both spells are stackable, for +14 total armor.

## Acquisition

* Temple to Dauros
* Wild Gardens ("Fountain" special encounter)
* Hellfire Mountains ("Springs" special encounter)
The Siege of the Goblin Fortification

"The Siege of the Goblin Fortification" is the fifth and final 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 bringing in the ratapults in Delivery from Lormidia the turns have finally come to find the ratman siege group and, instead of fighting the entire goblin fortress in one blow, you are able to fight smaller battles over the course of a few turns. The player also temporarily gains several ratmen and a ratapult as followers while in the siege. The waves get harder as you progress. An example of the waves encountered during one quest:

* 4 Goblins, 2 Goblin Archers, 2 Goblin Champions and a Goblin Watchtower
* 5 Goblins, 5 Goblin Archers, a Goblin Champion and 2 Goblin Watchtowers
* 4 Goblins, 3 Goblin Archers, 2 Goblin Champions, 2 Goblin Priests and a Goblin Guardtower
* 5 Goblins, 4 Goblin Archers, 3 Goblin Champions, 3 Goblin Priests, 2 Goblin Watchtowers and a Goblin Guardtower
* 5 Goblins, 5 Goblin Archers, 4 Goblin Champions, 3 Goblin Priests, 2 Goblin Watchtowers and a Goblin Deathtower
* 6 Goblins, 6 Goblin Archers, 4 Goblin Champions, 4 Goblin Priests, a Goblin Overlord, 3 Goblin Watchtowers, 2 Goblin Guardtowers and a Goblin Deathtower

After defeating the last wave the player is allowed to travel to the Mayhew Tunnel and explore in order to initiate the Finding Mayhew quest which will let the player travel to Mayhew (if they have not already completed Stop the Ratman Raids).
Wizard

**Wizard** is a hero class in *Heroes of Ardania*. Wizards have powerful offensive spells capable of defeating large groups of enemies with relative ease. In particular, their Meteor Storm spell attacks enemies while remaining active for multiple combat rounds, effectively allowing the Wizard to attack with two spells in a single combat round.

## Description

“
*The Wizards of Ardania dwell in enchanted guild halls where they study and refine their battle magic. A lifetime of researching the arcane often leaves them easily distracted and detached from the details of everyday life.*
## Class information

 Temples
 Armor type
 Weapon type
 Primary attribute

### Class spells

* Energy Blast – Starts with this spell
* FireShield – Learned at level 2
* FireBlast – Purchased from the Valmorgen library (level 3 required)
* Teleport – Learned at level 4
* FireBall – Learned at level 5
* Resist Magic – Learned at level 6
* Meteor Storm – Purchased from Valmorgen library, (level 7 required)

## See also

* Wizard Class Guide
* Items usable by Wizard
Western Pass

The **Western Pass** is a route in the Hellfire Mountains. The Valley of Gur-Mechina can be reached by traveling on the western pass. Monsters encountered here are those found either in the western or southern regions.

## Routes

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

* Hellfire Mountains West (1 turn)
* Hellfire Mountains South (1 turn)
* Valley of Gur-Mechina (in a random amount of turns)
* Traveller's Dell (in a random amount of turns)
Temple to Agrela

“
*A sense of peace fills you as you enter this holy place.*
**Temples to Agrela** are temples dedicated to Agrela, the goddess of life and the patron goddess of Healers. All classes except Priestess, Warrior of Discord, Cultist, and Barbarian may obtain services from Temples to Agrela.

## Temple locations

* Valmorgen
* Mayhew

## Enchantments offered

* Blessing (2200 gold or 1100 piety)
* Healing (2200 gold or 1100 piety)
* Resurrection (5000 gold or 2500 piety)

## Other services

* Heroes may rest here to regain health
* Dead followers can be resurrected for 150 gold each
Travellers Cloak

**Travellers Cloak** is a passive turn-loss prevention item.

## Description

“
*A specially treated weave of Giant Spider silk and Wendigo fur, this cloak gives a Hero protection from the harshest of Ardanian weather.*
## Use

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

## Acquisition

* Purchased in Traveller's Dell for 300 Gold
Wizards Robe

## Additional Information

### Sell location

Blacksmith, Trading Post in Traveller's Dell (1125 gold), Nomad's Outpost (1425 gold)

The **Wizards Robe** is an armor-slot item.

## Description

“
*This light-weight robe was designed to be both comfortable and enchantable. Perfect for any wizard!*
## Acquisition

* Fertile Plains (Ruined Shrine)
* Hellfire Mountains West (Snake Pit)
* Dark Forest (Witch King Ruins)
* Hellfire Mountains East (Grove of Daemonwood)
* Buried Cathedral (Vault)
* Valley of Gur-Mechina (Ancient Graveyard)

## Notes

* This item has only 2 armor points, but can be enchanted to +4 like all other types of armor.
* Unlike the Ironcloth Robe and Mithrilweave Robe, this item can be equipped by all classes, including the Barbarian.
Warrior of Discord

**Warrior of Discord** (**WoD**) is a hero class in *Heroes of Ardania*. Warriors of Discord have the highest vitality among all heroes. They are melee combatants with high damage output due to their ability to attack multiple foes at once and high hand-to-hand attribute.

## Description

“
*Warriors of Discord are chaos personified. Truly insane brutes spawned by priests of Fervus, they are trained in a Warrior's Guild to wield huge bladed polearms. They are frightening not only because of their massive, over-muscled bodies, but also due to their disconnection from reality.*
## Class information

 Weapon type
 Primary attribute

### Class abilities

* Immunity to Poison (begins with this ability)
* Critical Hit (3% naturally, can attain an additional +8% via items)
* **Howl of Discord** (begins with this ability) – Every 8 rounds, perform an irresistible attack that targets up to 5 opponents, dealing 10+(Level/2) damage. This ability triggers even if hero is petrified, paralyzed, tangled, or frozen.
* Attack Multiple Foes (learned at level 3)

### Spells and abilities from class-specific items

* Death Cry
* Double Attack (50% provided by class-specific items)

## See also

* Warrior of Discord Class Guide
* Items usable by Warrior of Discord
Weapons

**Weapons** are items used for ranged and melee combat. Weapons are generally used to grant or enhance the hero's weapon damage, although many weapons also grant additional bonuses. Weapon can be enchanted up to +3 in any Wizards Guild and up to +4 in Lormidia after the completion of the Ascend the Wizard's Tower quest. Basic weapons can be obtained from the blacksmith, while more advanced weapons are found by adventuring or are crafted from schematics.

Most classes rely on weapons as their main source of *damage*. In addition to providing damage, many weapons also confer additional combat stats bonuses. The unique case is for Monks, who derive most of their weapon damage through the willpower stat, but may also equip weapons to enhance damage. Weapons are not needed for casting spells that the hero has learned. However, certain special weapons confer spells to the user or other stats bonuses relevant to spellcasting.

## Basic weapons

The items below are the "original" weapons from *Majesty*. These weapons are plain in that they do not confer any bonuses in addition to the basic weapon damage, with the exception of the bows. Basic weapons are classified by tiers known as levels. Weapon damage increases by +1 for each weapon level. Weapons up to level 4 can be socketed, as indicated by the (§) symbol.

## Non-crafted special weapons

The following weapons differ from the basic ones in that they confer notable stats effects upon the user. The weapons listed below vary greatly in strength.

## Crafted weapons

*See also: Schematics*
Many schematics allow heroes to assemble power weapons. There are two sets of schematics:

* Schematics of the first set are purchased from Valmorgen's Library. These schematics require, as ingredients, a level 6 basic weapon along with two or three "black" and/or "carved" accessories. Weapons crafted from these ingredients are generally mid-tier.
* Schematics of the second set are found in the Abandoned Library in the Dark Forest. Dark Forest items can be upgraded (indicated by "→") at the Imp Workshop in the Desolate Wastelands once the Imp's quest is completed and the listed ingredients have been obtained. Weapons of such origins are generally the most powerful.
Trolls

**Trolls** are a bestiary classification. Early in the game, trolls appear as formidable enemies in the Lower Sewers and Sewer Tunnels, and reappear in a tougher form in the Dark Forest as well as the Darkmoor Swamp. All types of trolls share have the same ability of regenerating health over time.

## Trolls

Troll

Invisible Troll

Swamp Troll
Stealing

**Stealing** is an ability that enables a hero to steal items from shops. Stealing is trained at the Rogues Guild. Artifice heroes (Cultist, Elf, and Rogue) begin with this ability at 10%.

## Overview

Stealing is considered to be most useful in the beginning stages of a game for artifice-based heroes that begin with this ability. Specifically, stealing provides a reliable source of gold, items, and experience early on. Stolen items can be sold for gold, which can then be used on important early-game purchases, such as armor, armor enchantment, spells, and the ring of protection. After the beginning stages of the game, stealing is generally not considered to be an efficient use of turns.

The exact formula for success in stealing is unknown, but is believed to be based on the following factors: artifice, skill level in stealing, a hidden "shop difficulty" value, and the value of the item that is to be stolen. If the stealing attempt is unsuccessful, the hero is penalized with the loss of turns.

The basic experience for an attempt at stealing, regardless of the result, is 200. This amount is scaled with the hero's level in the same manner as all other XP gain.

## Test data

Characters were created and spent the initially allotted 250 turns attempting stealing a certain item. Please note that the total number of attempts does not equal 250 due to turn loss resulting from an unsuccessful stealing attempt.

### Notes

* The "Gold" field is the total gold value of stolen items assuming that every stolen item can be sold at 75% of its original shop price.
* The above experiment include gains in Artifice as a result of leveling up to level 2 and level 4 due to the XP gains. Artifice affects success in stealing.
Traveller's Dell

**Traveller's Dell** is a located at the center of the Hellfire Mountains. Players first access Traveller's Dell through the Southern Pass from Lormidia. Traveller's Dell is an important location due to the maps and travel commodities sold in its trading post.

## Description

“
*Traveller's Dell is a small valley in the heart of the Hellfire Mountains, the crossroads where all four Mountain Passes meet.*
## Locations in Traveller's Dell

* **Guardhouse**: Heroes may talk to the local guardsman.
* **Traveller's Dell Inn**: Heroes may rest for a fee, as in any other inn.
* **Trading Post**: The Trading post sells a number of useful items, listed below. In addition, the trading post sells maps to all four Mountain Regions at 2000 gold each (see: Hellfire Mountains). These maps are required to access those regions. You can sell a lot of different stuff here as well, though for half a price you could get from a blacksmith or on a market.

## Items for sale

* Mountain Boots (200 gold)
* Travellers Cloak (300 gold)
* Ironcloth Robe (1000 gold) - *only for potential wearers*
* Holy Water (30 gold)
* Rejuvenation Tonic (225 gold)
* Healing Potion (38 gold)
* Elixir of Health (450 gold)

## Leave the Valley

* Southern Pass (to Lormidia)
* Western Pass (to Valley of Gur-Mechina)
* Northern Pass (to Grov-Urtat)
* Eastern Pass (to Desolate Wastelands)
Vitality

“
*Vitality measures one's constitution and modifies how many HPs are received at each level.***Vitality** (VIT) is a hero attribute.

## Effects

* **Hero's HP** – The vitality attribute determines the maximum number of Hit Points (HP) a Hero has.
	+ The exact formula for this is:
		- MAXHP=[starting HP] + floor ([Modified Vitality] / 2 \* [hero level]) ,
		- where
			* ([Modified Vitality] / 2 \* [hero level]) is truncated down to the nearest integer (i.e., the "floor" function)
			* [Modified Vitality] is total vitality total after all items and status effects are taken into account

* **Other effects**
	+ Vitality determines the number of Hit Points that a hero will gain when healing in a Temple, Inn, or other resting place.

## Increasing vitality

### Permanent increases

* Hero classes with vitality as their primary attribute (Barbarian, Warrior of Discord) gain +1 vitality every two levels.
* Classes with low initial vitality can train vitality to up to 12 at the sauna in the Elven Valley.
* The Aura of Health grants +4 vitality, among other benefits.
* 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

* Ring of Fortitude (+4 vitality)
* Greater Belt of Tenacity: (+2 vitality)
* Red Charm: (+2 vitality)
* Ancient Belt of Godly Strength (+1 vitality)
* Belt of Tenacity: (+1 vitality)
* Varg Cloak (+1 vitality) - Cultist only

### Embeddable/consumable items

* Hellbear Beard Ring (+1 vitality)
* Minotaur potion (+2 vitality)
Stop the Ratman Raids

**Stop the Ratman Raids** is a quest that starts in the Goblin Ghetto of Mayhew.

***Note**: If you have both this quest and the Goblin Chest Quest ("Grease That Palm Again") active, you'll be unable to receive the reward for this quest even if you have completed it until you have also completed the Goblin Chest quest.*

***Note**: When you complete this quest you are no longer able to travel through the Sewer Tunnels from Valmorgen to Mayhew and vice-versa.*

## Summary and Walkthrough

To initiate the quest, visit the goblin ghetto in Mayhew. Keep exploring until you run into a Goblin Champion, who directs you to his chief. As you talk to the Goblin Chief, he will explain that he has a task that he needs done:

**Goblin Chief**: *"I thought you'd never ask. Yep, a quest. With a reward, too. It's simple. This city has sewers. As always, they're infested by our enemies, the Ratmen. The current Duke's grandfather blocked off all ratman-sized entrances to it. Unfortunately, a recent earthquake broke one of the main pipes, and the hairballs have started raiding us from there. I could send out my own guards, but they're too valuable. If you put a stop to their raids, I'll pay you with a magical amulet that makes you as strong as a Goblin. Also, I'll make you an honorary member of my tribe."*
If you did not converse well with the Chief, he will have his men throw you out and you'll lose nearly all your health. If you manage to not anger the chief and decide to accept the quest, the next step is to obtain the necessary explosives at the friendly alchemist in Lichfield Hollow. Head to Lichfield and ask the alchemist for explosives. He'll agree to sell you explosives for a certain (reasonable: 100+300 gold) price.

Now, head back to Mayhew and start the assault on the broken sewer main. Fight your way through three waves of Ratmen, including several Ratman Champions, to reach your target. If you brought explosives with you, you can complete the quest by sealing the pipe. (If you did not obtain the explosives, you'll be unable to complete the mission.)

Head back to the Goblin Chief to take your award. He won't be very interested in talking to you, but you will receive your Rockgnaw Honor Token which makes you an honorary member of their tribe. After completing the quest you *can* sell the token, you can now purchase and sell items at the Goblin Shop.
Starting attributes

The following table lists the starting hero attributes for new heroes upon creation. Bold numbers indicate primary stat of the class.

The first set of attributes (strength, vitality, intelligence, and artifice) are randomly selected within the given range. For this reason, some players prefer to reroll their character if the character's starting attributes are not desirable. Please note that these five attributes can all be trained up to 12 from in-game vendors (see Attribute Training).
The Desert Artifact

"The Desert Artifact" is a quest that begins in the Desolate Wastelands. This quest primarily operates through the "Three Travelers" special event in the region.

## Obtaining the quest

Explore the Desolate Wastelands and find the "Three Travelers."

## Walkthrough

1. At the Desolate Wastelands, you find three travelers interested in obtaining three Elven Spears.
2. After meeting travelers again, and providing them with the items, you learn about a powerful artifact. In order to obtain the artiface, you are directed to find the lair of an Abomination in the area (special quest event).
3. However, it turns out that this feat is not enough, and upon returning to the travelers, you are then directed to hunt three more of these creatures, one of each located in the Ruins of Thallis, the Ruins of Gar Uta, and at Krolm's Anvil.
4. After hunting the last one, you learn that there is one more foe to defeat, the Twisted Abomination, which is encountered back in the Desolate Wastelands. After defeating this last foe, you obtain the schematic for the Desert Artifact, and can now assemble it from the four fragments.

## Reward

* The Desert Artifact. This item can be upgraded to its "Restored" version at the Imp's Workshop, which is recommend for any heroes intending to use this item.

## Gameplay tips

* The Abomination and the Twisted Abomination have very high magic resistance, so all classes other than Wizards and Priestesses should disable spells. Wizard need around 140 Int, along with the Ring of Mighty devastation to defeat the Twisted Abomination. Priestesses may need slightly more.
* Melee classes with low damage output, such as healers, may need to stock up on Temple enchantments against the Twisted Abomination.
* CAUTION! When you travel in the Desolate Wastelands after obtaining the Desert Artifact, be sure to have Potion of Monster Detection loaded. The Three Suspicious Travellers (see Humanoids for stats) are still roaming around, probably looking for you to get the Desert Artifact. They are not pleased with your possession of it and feel it is rightfully theirs! If you fight them and you lose, they will take the Desert Artifact from you! However, there is hope, heroes have the opportunity to fight the Three Travelers again and retake possession of the Desert Artifact.
Wand of Insect Plague

## Additional Information

### Sell location

[Goblin Shop]], Gnome Hovel (300 gold for the stack of 10), Wizard Tower (450 gold)

The **Wand of Insect Plague** is a charged combat item.

## Description

“
*This wand empowers the Insect Plague spell the Goblin Priests use. Since it is affiliated with Grum-Gog, no worshippers of other religions can use it.
That is probably for the best, considering how evil Grum-Gog is.*
## Acquisition

* Goblin Territory (Goblin Camp, Goblin Mound)
* Hellfire Mountains East (Goblin Burial Mound, Goblin Sacred Ritual)
* Sunken City
* Fertile Plains (Goblin Fortress)
Splinter of Haste

The **Splinter of Haste** is an item that is used solely as a schematics ingredient.

## Description

“
*This is a splinter from the Brashnard Shard of Haste. While there are still some magical energies within this gem-like sliver, you must find a way to tap into its power.*
## Acquisition

* Dark Forest (Brashnard Ruins)
* East Cheswick (Can be obtained at the trading post by trading other splinters)
Temple to Fervus

“
*Home to the 'Children of the Wild', the cultist temple to Fervus is covered with overgrown brambles and weeds. You cannot be sure whether those eerie noises you hear in the background are animal or human... or something else entirely.*
**Temples to Fervus** are temples dedicated to Fervus, the god of chaos and the patron god of Cultists and Warriors of Discord. All classes except Healer, Monk, Paladin, and Barbarian may obtain services from Temples to Fervus.

## Temple locations

* Valmorgen
* Lichfield Hollow (shrine) – offers only the first enchantment listed below

## Enchantments offered

* Healing (2800 gold or 1400 piety)
* Illusionary Hero (3000 gold or 1500 piety)
* Vines (4000 gold or 2000 piety)
Lunas Staff

The **Lunas Staff** is a non-crafted special staff.

## Description

“
*This solid, white staff is perfectly smooth except for a cratered texture on each end, and produces a faint glow that strengthens with the corresponding lunar cycle. It is also enchanted to make an Adept a stronger combatant.*
## Acquisition

* Dark Forest (Adept Encounter)
* Hellfire Mountains East (Goblin Sacred Ritual)
* Hellfire Mountains South (Large Cave)
* Valley of Gur-Mechina (Tomb)
Towering Golem

The **Towering Golem** is a nature spirit. It is the most powerful type of golem.

## Characteristics

*"One of the most powerful of the Golem Family, this single piece of rock is known to level entire settlements with a single blow. None of the heroes facing it have returned completely intact."*

## Locations

* Ruins of Gar Uta
* Krolm's Anvil

## Notes

* Damage: ~81-147
* H2H: 250+
* Parry: ~100 Parry
* Dodge: <151
Strength

“
*Overall muscle power, mainly important in determining how much damage one does with a successful melee or ranged attack.***Strength** (STR) is an attribute of heroes, creatures, and followers.

## Effects

* **Physical damage** – Strength increases a physical damage in combat for hand-to-hand and ranged hits.
	+ The damage bonus is equal to Strength/8, truncated down to the nearest integer. In other words, every 8th point of STR adds 1 point of damage. Note: This damage bonus is not explicitly shown in the stats list.
		- Example: A Hero with STR between 24 and 31 will get +3 bonus to damage
		- Example: A Hero with 32 STR will get +4 bonus to damage
	+ This bonus is a bonus is added to the total damage, and is not subject to damage rolls associated with weapon damage. Therefore, 8 points of STR is better than 1 point in weapon damage, and is equivalent to +1 in weapon enchantment.

* **Carry capacity** – Strength determines the carry capacity of the hero.
	+ Carry capacity equals 5 + 1.25 per point of STR, truncated down to the nearest integer. If the hero has follows, the total strength of all followers is included in the above calculation.
		- Example: A hero with STR 15 has a Carry capacity of 23 (5 + 15 x 1.25 = 23.75 which is truncated down to 23)
		- Example: A hero with STR 3 and an Elite Fighter follower (STR 22) has a Carry capacity of 41 (2 x 5 + 25 x 1.25 = 41.25, rounded down to 41)
	+ Once encumbrance is above 110%, the hero will need to spend extra turns in traveling. Further increase in encumbrance will result in additional penalties.

* **Other effects**
	+ Strength affects the chances of escaping from the entanglement effect of the "Vines" enchantment, "Vine Entanglement" and "Web Entanglement."

## Increasing strength

### Permanent increases

* Hero classes with strength as their primary attribute (Adept, Dwarf, Ranger, Solarus, Warrior) gain +1 strength every two levels.
* Classes with low initial strength can train strength to up to 12 at the gymnasium in East Cheswick.
* Gnomes gain +8 strength upon being promoted to Gnome Champion.
* The Aura of Might grants +8 strength, among other benefits.
* 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.

### Notable equipment

* Strength bonuses are common in special items used by classes that focus on physical combat
* Goblin Beard Ring: +4 strength
* Carved Tooth: +15 strength
* Belt of Rage: +16 strength
* Belt of Ravaging: +32 strength

### Potions

* Potion of Goblin Strength: +4 strength
* Potion of Dirgo Strength: +40 strength
* Shapeshift Tincture: +10 strength (mutually exclusive with other shapeshifting potions)
* Minotaur Potion: +10 strength (mutually exclusive with other shapeshifting potions)
* Werewolf Potion: +12 strength (mutually exclusive with other shapeshifting potions)
Swords

**Swords** are weapons used by Paladins and Warriors.

## Basic swords

* Shortsword
* Broadsword
* Longsword
* Fine Steel Longsword
* Longsword of Flaying
* Longsword of Decapitation
* Longsword of Annihilation

## Non-crafted special swords

* **Warrior and Paladin**
	+ Goblin Champion Longsword
	+ Longsword of True Valour – unique quest reward
* **Warrior only**
	+ Mithril Broadsword – socketable
	+ Thallis Sword
* **Paladin only**
	+ Greatsword – socketable
	+ Mithril Greatsword – socketable
	+ Greatsword of Justice
	+ Greatsword of Vanquishing

## Crafted swords

* Midnight Blade
* GreatBlade of Focus – Paladin only
* Blade of Dauros → Blessed Blade of Dauros - Paladin only
Ratman Patrol

**Ratman Patrol** is a quest.

## Obtaining the quest

Visit the Royal Rat-Catcher after completing the Gargantuan Rat quest.

* **Message when quest is obtained:** "I received word that a ratman patrol passed by here not long ago. Go hunt them down!"

* **Journal entry:** "Eliminate the Ratman Patrol."

## Walkthrough

Adventure in the Sewers until you find the ratman patrol event, choose *"Begging for mercy, rodents? Die, sewer scum!"* and defeat the 3 Ratmen.

## Reward

300 gold and the Rat-Catcher Keepsake, opens up the Royal Rat-Catcher's next quest, Ratman Invasion.
Yew Longbow

The **Yew Longbow** is a level 3 basic bow.

## Description

“
*Made from fine wood, this bow delivers its arrows quite a distance, with reasonable force.*
## Acquisition

* Blacksmith (400 gold)
* Ratman Kingdom
* Goblin Head Tunnel
* Mayhew Tunnel
* Catacombs (Fair-sized Tomb)
* Fertile Plains (Goblin Fortress)
* Hellfire Mountains East (Massive / Well-concealed / Deadly-looking Goblin Camps)
Varg Cloak

### Special

Vitality +1, Armor +1, Stealth (up to +30 to H2H, Dodge, and Parry), Artifice +5

## Additional Information

### Sell location

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

The **Varg Cloak** is a cloak and one of the Thallis items for the Cultist class.

## Description

“
*This cloak, that appears to be made from the fur of vargs, makes a Cultist feel just a little more attuned with nature, allowing him to take more damage.*
## Acquisition

* Ruins of Thallis (Temple to Fervus, Embassy)
Staff of Spite

## Additional Information

### Sell location

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

The **Staff of Spite** is a level 6 basic staff.

## Description

“
*This staff is truly a masterpiece of double-ended weaponry.*
## Acquisition

* Valley of Gur-Mechina (Tomb, Ancient Graveyard)
* Buried Cathedral (Vault)
* Hellfire Mountains South (Huge Cave, Dragon Pit)
* Hellfire Mountains North (Huge Ice Cave)
* Dark Forest (Brashnard Ruins)
* Ruins of Thallis (Blacksmith)
Splinter of Combustion

The **Splinter of Combustion** is one of the Brashnard Ruins shards. It is classified in-game as a charged combat item, but is predominantly used as a crafting ingredient.

## Description

“
*This fragment from the original Shard of Combustion gives the user five charges of the FireBall spell.

Holds a maximum of 5 charges.*
## Acquisition

* Dark Forest (Brashnard Ruins)
* Trading Post (East Cheswick) (Can be obtained by trading other splinters)
Totemic Mask of Water

The **Totemic Mask of Water** is a headgear.

## Description

“
*These masks were crafted by high priests of Fervus. Originally meant only for use by Cultists, the chaotic and unpredictable magics of these high priests has made them usable by all heroes who are in tune with Nature: Cultists, Barbarians and Rangers. Most Barbarians and Rangers shun them because of their origins. This particular mask contains the primal force of Water, and it instills greater mental clarity in its wearer.*
Temple to Krolm

“
*Monster skins and trophies line the stone pillars of this temple, gifts of homage to the wrathful god of the barbarians.*
**Temples to Krolm** are temples dedicated to Krolm, god the of the Barbarians. Only Barbarians and non-temple-affiliated classes may receive services from temples to Krolm.

## Temple locations

* Valmorgen
* Venn's Spire surrounding lands (shrine) – offers the Rage of Krolm enchantment, but does not accept gold donations
* Lormidia
* Elven Village

## Enchantments offered

* Rage of Krolm (5000 gold or 2500 piety)
Warrior

**Warrior** is a hero class in *Heroes of Ardania*. Warriors are melee-combat heroes who specialize in heavy armor and the use of shields.

## Description

“
*These chivalrous champions of the realm balance skill at arms with extensive training in weapons and armor. They are the stalwart protectors of Agrela's temples and her servants, the Healers.*
## Class information

 Temples
 Armor type
 Weapon type
 Primary attribute

### Spells/abilities from class-specific items

* Shield of Light
* Stone Skin
* Invisibility (45)
* Resist Magic
* Poisoned Weapon

## See also

* Warrior Class Guide
* Items usable by Warrior
Unholy Symbol of Grum-Gog

The **Unholy Symbol of Grum-Gog** is a necklace.

## Description

“
*This is the symbol of Grum-Gog. It is probably cursed. Is it really a good plan to put this on?*
## Acquisition

* Goblin Shop in Mayhew
* Hellfire Mountains East (Goblin Sacred Ritual, Mound Encounter)
* Obtainable from the Goblin Pack encounter in the Trial of Venn's Spire

## Notes

* This item has only negative effects and has no beneficial effects; therefore, this item is not useful. However, during the Trial of Venn's Spire, wearing this item will avoid a fight with a pack of goblins.