Followers

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Followers are units that accompany heroes as combat support. Followers can be either hired (at most 6) or obtained (not more than 6 for Priestess & Cultist and 3 for others) by praying for Krypta / by some items / by Charming spells; the numbers in the brackets before do not include Quest and Special followers. So actually at one time a hero can have 9 (6 alive + 3 dead, except of Priestess - 6 + 6 - and of Cultist - 9 + 3 correspondingly) followers maximum, either they are dead or alive. Like heroes, followers gain exp in combat. Some followers can upgrade into another type after attaining sufficient experience. However, heroes who fight in combat with followers will have their own experience gain reduced since the followers will get a part of the XP equivalent to the damage they have done during the fight. Thus doing more damage than a follower gives you most of the XP, but it will take longer for the follower to upgrade, and vice versa.

Followers help increase your weight capacity. While this is a good way to be able to carry more, do note dead followers no longer add to your capacity, so if they may die during combat your encumbrance may take a steep climb, forcing you to drop items or gold before you can move again.

Followers who have died, can be revived either at the Temple to Agrela or the Temple to Krypta. Dead followers do not "take up" gained xp from the hero, nor do they affect combat in any way. Barbarians are unable to revive followers since they have no access to either of the aforementioned temples.

Exclusion to these rules are followers add temporarily to your party, during the City Patrols in either Valmorgen or East Cheswick or during the The Siege of the Ratman Fortress and The Siege of the Goblin Fortification quests (which thus are not listed on this page!)

List of human followers[edit]

Fighter[edit]

WarriorPortrait.gif
Fighters are the staple of most armies: not completely trained, but getting there. They should be able to handle themselves.

XPs: unknown Gold: unknown Armor: 4 HP: 25
Locations: unknown
Attack Type: Melee
Other attributes
(specified in-game): Strength: 18, Intelligence: 7, Speed: 1, H2H: 50, Ranged: 0, Dodge: 25, Parry: 35, MGR: 0, Damage: 6-16
Spells:
none
Abilities:
none
Hired:
Valmorgen Warriors Guild (300 gold), Mayhew Mercenaries Guild (400 gold).
Upgrades to:
Valmorgen Warriors Guild (300 gold), Mayhew Mercenaries Guild (400 gold).


Veteran Fighter[edit]

WarriorVet.jpg
Hardened veterans in the art of combat, these fighters are an asset to any army.

XPs: unknown Gold: unknown Armor: 5 HP: 40
Locations: unknown
Attack Type: Melee
Other attributes
(specified in-game): Strength: 20, Intelligence: 8, Speed: 1, H2H: 60, Ranged: 0, Dodge: 30, Parry: 45, MGR: 0, Damage: 8-20
Spells:
none
Abilities:
none
Hired:
Mayhew Mercenaries Guild (700 gold).
Upgrades to:
Mayhew Mercenaries Guild (700 gold).


Elite Fighter[edit]

WarriorElite.jpg
Elite Fighters are highly sought after by armies to lead others into combat.

XPs: unknown Gold: unknown Armor: 6 HP: 60
Locations: unknown
Attack Type: Melee
Other attributes
(specified in-game): Strength: 22, Intelligence: 10, Speed: 1, H2H: 75, Ranged: 0, Dodge: 35, Parry: 55, MGR: 0, Damage: 10-24
Spells:
none
Abilities:
none
Hired:
Mayhew Mercenaries Guild (1000 gold).


Archer[edit]

Archer.jpg
Archers provide good ranged support to melee fighters.

XPs: unknown Gold: unknown Armor: 1 HP: 20
Locations: unknown
Attack Type: Ranged
Other attributes
(specified in-game): Strength: 14, Intelligence: 10, Speed: 1, H2H: 0, Ranged: 40, Dodge: 30, Parry: 20, MGR: 0, Damage: 2-10
Spells:
none
Abilities:
none
Hired:
Valmorgen Rangers Guild (250 gold), Mayhew Mercenaries Guild (350 gold).
Upgrades to:
Valmorgen Rangers Guild (250 gold), Mayhew Mercenaries Guild (350 gold).


Longbowman[edit]

Longbowman.jpg
Longbowmen make more accurate shots with their bows.

XPs: unknown Gold: unknown Armor: 2 HP: 30
Locations: unknown
Attack Type: Ranged
Other attributes
(specified in-game): Strength: 15, Intelligence: 11, Speed: 2, H2H: 0, Ranged: 50, Dodge: 35, Parry: 25, MGR: 0, Damage: 6-14
Spells:
none
Abilities:
none
Hired:
Mayhew Mercenaries Guild (600 gold).
Upgrades to:
Mayhew Mercenaries Guild (600 gold).


Marksman[edit]

Marksman.jpg
Marksmen are highly accurate with their bows and can take down the most fearsome opponents from a distance.

XPs: unknown Gold: unknown Armor: 3 HP: 40
Locations: unknown
Attack Type: Ranged
Other attributes
(specified in-game): Strength: 16, Intelligence: 12, Speed: 3, H2H: 0, Ranged: 60, Dodge: 40, Parry: 30, MGR: 0, Damage: 8-18
Spells:
none
Abilities:
none
Hired:
Mayhew Mercenaries Guild (850 gold).


Hooligan[edit]

Hooligan.jpg
Perpetually on the wrong side of the law, hooligans are a widely despised lot.

XPs: unknown Gold: unknown Armor: 2 HP: 20
Locations: unknown
Attack Type: Melee
Other attributes
(specified in-game): Strength: 10, Intelligence: 7, Speed: 1, H2H: 10, Ranged: 0, Dodge: 12, Parry: 10, MGR: 0, Damage: 3-7
Spells:
none
Abilities:
Deserter (10).
Hired:
Valmorgen Rogues Guild (100 gold), Mayhew Mercenaries Guild (150 gold).
Upgrades to:
Valmorgen Rogues Guild (100 gold), Mayhew Mercenaries Guild (150 gold).


Thug[edit]

Thug.jpg
Unlawful citizens of the kingdom, thugs are an unruly bunch who cannot be trusted.

XPs: unknown Gold: unknown Armor: 4 HP: 30
Locations: unknown
Attack Type: Melee
Other attributes
(specified in-game): Strength: 12, Intelligence: 6, Speed: 1, H2H: 12, Ranged: 0, Dodge: 13, Parry: 12, MGR: 0, Damage: 5-10
Spells:
none
Abilities:
Deserter (20).
Hired:
Mayhew Mercenaries Guild (300 gold).
Upgrades to:
Mayhew Mercenaries Guild (300 gold).


Ruffian[edit]

Ruffian.jpg
Ruffians are natural trouble-makers and are always on the prowl for easy pickings.

XPs: unknown Gold: unknown Armor: 5 HP: 40
Locations: unknown
Attack Type: Melee
Other attributes
(specified in-game): Strength: 15, Intelligence: 7, Speed: 1, H2H: 15, Ranged: 0, Dodge: 15, Parry: 15, MGR: 0, Damage: 5-15
Spells:
none
Abilities:
Deserter (30).
Hired:
Mayhew Mercenaries Guild (550 gold).


Hedge Wizard[edit]

HedgeWizard.jpg
Some apprentices of the wizardly persuasion choose to leave their masters before their health is completely ruined, and make a living by hiring out their meager magical skills to the highest bidder.

XPs: unknown Gold: unknown Armor: 1 HP: 10
Locations: unknown
Attack Type: Ranged on 1st turn, then Spellcaster
Other attributes
(specified in-game): Strength: 3, Intelligence: 20, Speed: 1, H2H: 20, Ranged: 0, Dodge: 25, Parry: 15, MGR: 30, Damage: 3-6
Spells:
Energy Blast.
Abilities:
Deserter (15).
Hired:
Mayhew Mercenaries Guild (750 gold).
Upgrades to:
Mayhew Mercenaries Guild (750 gold).


Shaman[edit]

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

XPs: unknown Gold: unknown Armor: 1 HP: 16
Locations: unknown
Attack Type: Ranged on 1st turn, then Spellcaster.
Other attributes
(specified in-game): Strength: 4, Intelligence: 21, Speed: 1, H2H: 25, Ranged: 0, Dodge: 30, Parry: 20, MGR: 40, Damage: 4-8
Spells:
Energy Blast, FireShield.
Abilities:
Deserter (20).
Hired:
Mayhew Mercenaries Guild (1100 gold).


Bondsman[edit]

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

XPs: unknown Gold: unknown Armor: 7 HP: 80
Locations: unknown
Attack Type: Melee
Other attributes
(specified in-game): Strength: 12, H2H: 45, Ranged: 0, Dodge: 45, Parry: 55, MGR: 20, Damage: 6-12
Hired:
Mayhew Mercenaries Guild (600 gold)


Oathman[edit]

Oathman.gif
Oathmen take their oath even further. They completely forsake any personal life they may once have had, all for the Clan. This frees up more time for training, which improves their already tough defensive capabilities.

XPs: unknown Gold: unknown Armor: 9 HP: 100
Locations: unknown
Attack Type: Melee
Other attributes
(specified in-game): Strength: 12, H2H: 45, Ranged: 0, Dodge: 55, Parry: 65, MGR: 30, Damage: 6-12
Hired:
Mayhew Mercenaries Guild (800 gold)


List of special followers[edit]

Reinhare[edit]

ReinharePortrait.jpg
With only three recorded sightings in the last thousand years, Reinhares are an extremely rare find. Very little is known about them, and what is, comes from legends. They are rumored to possess some sort of magical power and though to be surprisingly vigorous for their small stature.

XPs: unknown Gold: unknown Armor: unknown HP: 25
Locations: unknown
Attack Type: unknown


Dwarven Monk[edit]

Dwarfportrait.gif
The unit experience levels: Novice > Apprentice > Journeyman > Acolyte > Champion > Expert > Master. His main stats below are shown as ranges <Novice..Master>.

XPs: 1500 Gold: unknown Armor: 9..15 HP: 22..75
Locations: unknown
Attack Type: Melee, casts self-buffing spells
Other attributes
(specified in-game): STR: 19..30, INT: 9..12, H2H: 70..90, Dodge: 25..90, Parry: 40..150, MGR: 70, Damage: 12-16..18-30, Speed: 1..4.
Spells:
Hands of Steel, Stone Skin (starting from Acolyte), Iron Will (Master only).
Abilities:
Critical Hit
Hired:
Received after completing the Claoismas quest (2015 event).


Gnarl[edit]

GoblinPortrait.gif
Gnarl is the nearest advisor to the Goblin Overlord which you were send to kill by the Goblins in Valmorgens Sewer system. While certainly having impressive skills for a Goblin, they aren't near the Overlord's level, which is why he is still just a servant. Also; he's quite insane.

XPs: unknown Gold: unknown Armor: 2 HP: 40
Locations: unknown
Attack Type: Melee
Other attributes
(specified in-game): Strength: 9, Intelligence: 6, Speed: 4, H2H: 45, Ranged: 0, Dodge: 80, Parry: 60, MGR: 12, Damage: 5-12
Spells:
none
Abilities:
Immunity to Poison
Hired:
During the Goblin Traitor quest.


Rogue Supplier[edit]

Rouge.gif
This is the supplier of the Innkeeper in Venn's Spire.

XPs: unknown Gold: unknown Armor: 4 HP: 50
Locations: unknown
Attack Type: Ranged
Other attributes
(specified in-game): Strength: 12, Intelligence: 12, Speed: 1, H2H: 0, Ranged: 55, Dodge: 30, Parry: 25, MGR: 0, Damage: 1-2
Spells:
Flame Shield
Abilities:
Regeneration (1).
Hired:
During the Foul Play quest.


Flesh Hunter Doomsayer[edit]

RrongolPortrait.gif
The Flesh Hunter Doomsayer was cast out of the Flesh Hunters' society because he didn't agree with their philosophies and fled during a Battle of the Plains. After finding refuge inside the Catacombs, he is now trying to become Priest of the Valmorgen Mausoleum, but can only do so with your help.

XPs: unknown Gold: unknown Armor: 3 HP: 150
Locations: Catacombs (requires a talk to a Priestess on the Graveyard to the encounter)
Attack Type: Melee
Other attributes
(specified in-game): Strength: 18, Intelligence: 60, Speed: 3, H2H: 65, Ranged: 0, Dodge: 50, Parry: 80, MGR: 80, Damage: 6-23
Abilities:
Regeneration (3), Relentless, Resist Critical Hit
Hired:
During the A Priest for the Valmorgen Mausoleum quest


Ratapult[edit]

RatapultPortrait.gif
The Ratmen have built rickety siege engines down in the sewers and wheel them to the surface to aid in their conquests. The Ratapult is controlled by a small driver and launches Balefire, an explosive magical projectile.

XPs: 1100 Gold: 100 Armor: 5 HP: 150
Locations: Sewer Tunnels
Attack Type: Spellcaster
Other attributes
(specified in-game): Strength: 13, Intelligence: 5, Speed: 1, H2H: 0, Ranged: 0, Dodge: 30, Parry: 20, MGR: 10, Damage: 0-0
Spells:
BaleFire
Abilities:
Immunity to Poison
Hired:
During the Delivery from Lormidia quest


Ranger companion[edit]

Ranger.gif
You volunteered to help this Ranger find his fellow Ranger who was captured by Goblins.

XPs: unknown Gold: unknown Armor: 1234 HP: 100
Locations: Rangers's Camp on Sovereing Road
Attack Type: Ranged
Other attributes
(specified in-game): Strength: 20, Intelligence: 20, Speed: 2, H2H: 0, Ranged: 90, Dodge: 120, Parry: 80, MGR: 1234, Damage: 2-6
Abilities:
Critical Hit, Regeneration (1)
This follower appears during the Lost! quest. The name and gender of the Ranger are variable. Example names include Nyphla Sharpeyes, Mervus Bushbreaker, and Elri Brookford.


List of Creature Followers for all heroes[edit]

Skeleton (obtained by the Priest's Animate Skeleton spell or from the Temple to Krypta).

Varg (purchased for 100 gold from Howling Moon Varg Farm on Central Plains).

List of Charmables for Priestess[edit]

List of Charmables for Cultist[edit]

Followers Comparison Table[edit]

Name HP Str H2H Ranged MGR Damage Dodge Parry Armor Attributes
Fighter 25 18 50 0 0 6-16 25 35 4
Veteran Fighter 40 20 60 0 0 8-20 30 45 5
Elite Fighter 60 22 75 0 0 10-24 35 55 6
Archer 20 14 0 40 0 2-10 30 20 1
Longbowman 30 15 0 50 0 6-14 35 25 2
Marksman 40 16 0 60 0 8-18 40 30 3
Hooligan 20 10 10 0 0 3-7 12 10 2 Deserter (10)
Thug 30 12 12 0 0 5-10 13 12 4 Deserter (20)
Ruffian 40 15 15 0 0 5-15 15 15 5 Deserter (30)
Hedge Wizard 10 3 20 0 30 3-6 25 15 1 Deserter (15) Spells: Energy Blast
Shaman 16 4 25 0 40 4-8 30 20 1 Deserter (20), Spells: Energy Blast
Bondsman 80 12 45 0 20 6-12 45 55 7
Oathman 100 12 45 0 30 6-12 55 65 9
- Dwarven Cleric 150 24 85 0 75 18-24 50 75 15 Spells: Purify, FlameShield, Heal
Abilities: Immunity to Poison, Resist Critical Hit (100)