Monsters

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The "Monsters" classification includes a variety of different types of monsters. Their main commonality is that they are all formidable opponents out to stop your ventures.

Black Phantom[edit]

BlackPhantomPortrait.gif
Powerful sorcerers often place these dread specters as guardians. Of the Heroes who have faced a Black Phantom, few have survived.

XPs: unknown Gold: 400 Armor: 0 HP: 175
Locations: Buried Cathedral, Valley of Gur-Mechina, Krolm's Anvil Ruined Buildings.
Attack Type: Spellcaster.
Spells:
Exploding Aura, Electric Fury.
Abilities:
Immunity to Poison, Relentless, Resist Critical Hit.
MGR ~160 is enough to become immune to its attacks. Its Parry ~120, MGR ~145.


Dark Phantom[edit]

DarkPhantomPortrait.jpg
Even more terrifying than the Black Phantom, the Dark Phantom sole purpose is to destroy life with all he's got...

XPs: unknown Gold: 750 Armor: 0 HP: 222
Locations: Gar Uta, Krolm's Anvil, Ruins of Thallis.
Attack Type: Spellcaster, Ranged during round zero.
Spells:
Area of Devastation, Electric Frenzy.
Abilities:
Immunity to Poison, Relentless, Resist Critical Hit, Regeneration (2), Concealment.
MGR ~275 is required to be immune to its attacks. Has Parry ~120, Ranged ~50, MGR ~155.


Doppleganger[edit]

DoppelgangerPortrait.jpg
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.

XPs: unknown Gold: 400 Armor: exactly as the hero has HP: exactly as the opposing hero has
Locations: Leprechaun Valley, Desolate Wastelands, (all Hellfire Mountains and the Valley of Gur-Mechina) Ruins Encounter.
Attack Type: Special. Uses Player's attack.
Spells:
All available from the opposing hero (even from enchantments, potions and disabled ones)
Abilities:
All available from the hero (including from enchantments and potions)
Copies Player's stats, spells - even item based ones like Exploding Aura,- enchantments (also from drinks) and abilities, but lacks Player's readied items and consumables.


Evil Oculus[edit]

EvilOculusPortrait.gif
Created by the evil wizard Pyrog the Shadowed, oculi are believed to be distantly related to Dragons. They are hard to surprise, and even harder to kill.

XPs: unknown Gold: 200 Armor: 8 HP: 90
Locations: Hellfire Mountains East (Abandoned Altar), Darkmoor Swamp, Dark Forest, Krolm's Anvil.
Attack Type: Ranged (on a 1st turn, then Spellcaster)
Spells:
Paralytic Gaze, Electrical Fury.
Abilities:
Resist Critical Hit
Has MGR ~180 (Mishtar Mesudar est.) (MGR is more likely 190-200 - Veneficus, Jan. 2018). And ~130 Hero's MGR is enough for immunity.


Greater Oculus[edit]

GreaterOculusPortrait.jpg
Some of the Oculus believe more in using their damaging electric energies in defeating foes than paralyzing powers. Those who survive such a life-style are generally considered the most dangerous for heroes to face. Especially if encountered with Evil Oculus.

XPs: unknown Gold: 200 Armor: 13 HP: 280
Locations: Krolm's Anvil
Attack Type: Spellcaster
Spells:
Electric Frenzy.
Abilities:
Resist Critical Hit
MGR about 275-290 is needed to be immune to its spell. Has MGR ~195 (Mishtar Mesudar est.)


Dreaded Mawculus[edit]

EvilMawculusPortrait.jpg
A magical mutation of the evil Occulus, this horrific creature attacks with its many mouths, making it a formidable opponent even for a group.

XPs: unknown Gold: 80 Armor: 8 HP: 120
Locations: Ruin Tunnels.
Attack Type: Ranged
Spells:
none
Abilities:
Attack Multiple Foes (80), Double Attack (60).


Hellhound[edit]

UrlShekkPortrait.gif
The multi-headed Hellhound will follow any prey to the end of Ardania if need be. Its three heads breathe fire.

XPs: unknown Gold: 450 Armor: 8 HP: 255
Locations: Sunken City.
Attack Type: Ranged
Spells:
none
Abilities:
Attack Multiple Foes, Relentless.
Notes: This monster is based on the Url Shekk Character from Majesty. It's ranged is about 110.


Mimic[edit]

MimicPortrait.jpg
Mimics are shapeshifting creatures that often take the form of a treasure chest or a valuable artifact to lure unsuspecting adventurers into their grasp. These beasts are often used by sorcerers to guard valuable wealth, as not many an adventurer would pass up on a treasure chest.

XPs: unknown Gold: 350 Armor: 1 HP: 385
Locations: chest encounters in the Buried Cathedral, Royal Timekeepers' Basement, Thallis Sewers, Lormidia Sewers or Wizard Tower in Lormidia, also in the Elven Valley.
Attack Type: Melee
Spells:
none
Abilities:
Resist Critical Hit
Gameplay Notes: Chest encounters can result in gold, mimics, or teleportation to the Leprechaun Valley (Elven Valley never teleports).


Rock Mimic[edit]

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

XPs: unknown Gold: 400 Armor: 10 HP: 450
Locations: Leprechaun Valley
Attack Type: Melee
Spells:
none
Abilities:
Resist Critical Hit, Concealment
Parry ~171 is enough to become immune. (Drydorn's estimate.)


Tree Mimic[edit]

TreeMimicPortrait.jpg
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.

XPs: unknown Gold: 400 Armor: 8 HP: 400
Locations: Leprechaun Valley.
Attack Type: Melee
Spells:
none
Abilities:
Resist Critical Hit (60), Concealment.
Parry ~186 is enough to become immune. (Drydorn's estimate.)


Minotaur[edit]

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

XPs: unknown Gold: 40 Armor: 2 HP: 75
Locations: Fertile Plains, Wizards Tower, Central Plains (Guarding a part of the Longsword of True Valour).
Attack Type: Melee
Spells:
none
Abilities:
none
Gameplay notes: H2H ~90, MGR ~10 (Sir Prozous' estimate)


Blessed Minotaur[edit]

MinotaurPortrait.gif
Found exclusively in the overgrown Royal Gardens of the Dark Forest, this creature has gained the enchantment Blessing!

XPs: unknown Gold: 40 Armor: 2 HP: 75
Locations: Wild Gardens
Attack Type: Melee
Spells:
Blessing
Abilities:
none


Greater Minotaur[edit]

GreaterMinotaur.jpg
The leaders of minotaur herds, these beasts are even deadlier then normal minotaurs.

XPs: unknown Gold: 80 Armor: 8 HP: 100
Locations: This monster appears during Battle of the Plains quest.
Attack Type: Melee
Spells:
none
Abilities:
Resist Critical Hit
H2H ~140, Damage ~40.


Trollotaur[edit]

TrollitaurPortrait.jpg
A magical mutation combining Trolls and Minotaurs, these creatures can be found in the Dark Forest, generally under the ruins of the Witch King's tower.

XPs: unknown Gold: 60 Armor: 3 HP: 160
Locations: Ruin Tunnels.
Attack Type: Melee
Spells:
none
Abilities:
Regeneration (4).
H2H ~150+ (Sir Prozous' estimate)


Rust Spitter[edit]

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

XPs: unknown Gold: 10 Armor: 0 HP: 30
Locations: Lower Sewers, Ratman Kingdom, Lormidia Sewers, Ratman Battleground.
Attack Type: Ranged
Other attributes
(specified in-game): Strength: 9, Intelligence: 5, Speed: 1, H2H: 0, Ranged: 55, Dodge: 25, Parry: 20, MGR: 0, Damage: 3-9
Spells:
none
Abilities:
none
Upgrades to:
{{{hired}}}
Can be charmed by Cultist.


Rust Guard[edit]

RustGuard.png
The bigger brothers of the Rust Spitters, these sterile beasts are like mules, bred to guard Rust Spitter nests.

XPs: unknown Gold: 45 Armor: 2 HP: 70
Locations: Lormidia Sewers, Ratman Battleground.
Attack Type: Ranged
Other attributes
(specified in-game): STR: 9, INT: 5, Speed: 2, H2H: 0, Ranged: 75, Dodge: 60, Parry: 70, MGR: 0, Damage: 6-18
Spells:
none
Abilities:
Relentless.


Rust Mother[edit]

RustMother.png
These massive beasts are immobile, and only exist to lay eggs. They do not spit acid, but flay their opponents with the enlarged tentacles around their mouths.

XPs: unknown Gold: 320 Armor: 6 HP: 70
Locations: Lormidia Sewers Rust Nest encounter.
Attack Type: Melee.
Spells:
none
Abilities:
Resist Critical Hit (50), Double Attack.


Warlock[edit]

WitchKingPortrait.gif
Followers of the Witch King. Most heroes would think twice about facing these powerful spellcasters.

XPs: unknown Gold: 425 Armor: 3 HP: 315
Locations: Lormidia: fourth level of the Wizards Tower in the Ascend the Wizard's Tower Quest, Ruins of Thallis graveyards, Dark Forest
Attack Type: Spellcaster. Uses Defensive and Summoning Spells.
Spells:
Vortex, Force, Radiate Energy, Acid Bolt, Summon Spider, Change Shape, Magic Mirror.
Abilities:
Immunity to Poison, Resist Critical Hit (75).
~175 MGR grants immunity (Sir Prozous' estimate) 180MGR needed for immunity (Hailia's estimate). When Magic Mirror runs out, Warlock has MGR >60.


Werewolf[edit]

WerewolfPortrait.gif
Humans, or Vargs, who have been cursed with lycanthropy. The only way to save their accursed souls is by their destruction. That is easier said than done, of course.

XPs: unknown Gold: 70 Armor: 1 HP: 60
Locations: Treldan Wood, Hellfire Mountains East, Lycanthria.
Attack Type: Melee
Other attributes
(specified in-game): STR: 17, INT: 10, Speed: 2, H2H: 60, Ranged: 0, Dodge: 40, Parry: 65, MGR: 10, Damage: 5-17
Spells:
none
Abilities:
Relentless.
Can be charmed by Cultist.
Enchanted Werewolf does not upgrade with experience.


Greater Werewolf[edit]

GreaterWerewolfPortrait.jpg
Almost identical to regular Werewolves, their superior combat abilities and limited spell use suggest that these individuals were once Heroes.

XPs: unknown Gold: 140 Armor: 5 HP: 130
Locations: Lycanthria.
Attack Type: Melee. Uses defensive spells.
Spells:
PowerShock, Flameshield.
Abilities:
Relentless, Regeneration (4).
H2H ~135


Werewolf Mage[edit]

WerewolfVampirePortrait.jpg
A Werewolf that has somehow gained the spellcasting abilities of a full fledged Wizard.

XPs: unknown Gold: 70 Armor: unknown HP: 60
Locations: Village of Lycanthria in the Dark Forest.
Attack Type: Spellcaster (ranged on turn 0).
Spells:
FireShield, Resist Magic, Vortex, FireBlast, FireBall.
Abilities:
none
Final enemy in the Defeat Merlan's Apprentice quest, also dealing with it is one of the Enlist at the East Cheswick Outpost tasks.


Yeti[edit]

YetiPortrait.gif
Once thought to be mere myth, Yetis have begun troubling northern settlements recently. Their fur is as hard as plate mail, and their claws as sharp as swords.

XPs: unknown Gold: 350 Armor: 6 HP: 250
Locations: Hellfire Mountains North.
Attack Type: Melee
Spells:
none
Abilities:
none
Yetis deal tremendous amount of damage and have ~115 H2H, which make them a great threat at melee combat (Sir Prozous est.).


Toughened Yeti[edit]

ToughYetiPortrait.jpg
Survival isn't easy in the Northern Reaches of Ardania. The toughest of the Yeti move towards Krolm's Anvil. Whether this is to avoid humans in the region, or because of natural attraction of that region is unknown. Due to this behavior though, most of the Yeti found near the Ruins of Gar Uta are much more dangerous than their brethren in the Hellfire Mountains, and the chance to find a regular Yeti is rare, since they get killed in the many struggles amonst themselves.

XPs: unknown Gold: 650 Armor: 24 HP: 500
Locations: Ruins of Gar Uta.
Attack Type: Melee
Spells:
none
Abilities:
Resist Critical Hit, Attack Multiple Foes (80), Triple Strike (10)
H2H ~220 (Sir Prozous estimate). Damage ~70, Parry ~300, MGR ~155 (Mishtar Mesudar estimates).


Wendigo[edit]

WendigoPortrait.gif
Thought to be a cousin of the Yeti, Wendigoes are magically able to teleport short distances, making it virtually impossible to escape their hunger.

XPs: unknown Gold: 125 Armor: 3 HP: 50
Locations: Hellfire Mountains West, Hellfire Mountains North, Dark Forest Brashnard Ruin encounter.
Attack Type: Melee
Other attributes
(specified in-game): Strength: 36, Intelligence: 12, Speed: 4, H2H: 90, Ranged: 0, Dodge: 80, Parry: 192, MGR: 100, Damage: 10-28
Spells:
teleport(SHORT)
Abilities:
Relentless, Regeneration (4).
The Wendigo has exceptionally high parry, but is vulnerable to magic and ranged attack due to its low HP. The Wendigo can be charmed by a Cultist.


Abomination[edit]

Abomination.gif
Pyrog didn't make just one Abomination, and its purpose of Guardian is only now truly uncovered. Of course this raises the important question; if he was able to make more than one, might he still be alive somewhere, creating an atrocity matching any foe Ardania has yet seen?

XPs: unknown Gold: 1000 Armor: 0 HP: 2000
Locations: 4 Desert Guardian lairs involved with the The Desert Artifact quest.
Attack Type: Ranged/Spellcaster
Spells:
Mind Warp, Horrify, Terrify
Abilities:
Regeneration (3), Immunity to Poison, Resist Critical Hit
Has MGR ~200. Has a Parry of about 165. Having 285 MGR is enough for immunity. Ranged only on round 0; spells on all other rounds.


Twisted Abomination[edit]

MindwarpAbominationPortrait.jpg
Maybe one of the most fearful and powerful magic beings in the whole of Ardania. You can truly call yourself a hero for besting it.

XPs: unknown Gold: 2000 Armor: unknown HP: 2500
Locations: Last Desert Guardian lair in the The Desert Artifact quest.
Attack Type: Ranged on round 0; spellcaster on all other rounds.
Spells:
Mind Warp, Horrify, Terrify
Abilities:
Regeneration (4), Immunity to Poison, Resist Critical Hit
This monster has MGR 240, Dodge ~140-145 and Parry ~170-180 (Veneficus' estimates; estimates of dodge and parry are approximate due to the debuff effect of its spells on the hero). An actual MGR 315 is needed for full immunity (while fighting this monster combat stats - including MGR - are reduced by 20 due to its spells).


Valmorgen Guardian[edit]

HorrorAbominationPortrait.jpg
The line of Valmorgen created these highly magic resistant creatures to keep Venn locked up inside his tower.

XPs: unknown Gold: 50 Armor: 2 HP: 55
Locations: Inside Venn's Spire
Attack Type: Melee
Spells:
none
Abilities:
none
Gameplay notes: H2H ~35 (Sir Prozous' estimate). Spellcasters should avoid them.


See also[edit]