Nature Spirits

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Dryad[edit]

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

XPs: unknown Gold: 30 Armor: 0 HP: 35
Locations: Treldan Wood, Fertile Plains (Ruined Altar and Caravan encounters).
Attack Type: Melee
Spells:
none
Abilities:
none
MGR ~170.


Daemonwood[edit]

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

XPs: unknown Gold: 80 Armor: 6 HP: 110
Locations: Treldan Wood, HFM East, Fertile Plains (Ruined Altar and Caravan encounters), Dark Forest.
Attack Type: Melee
Spells:
none
Abilities:
Regeneration (2).
MGR ~70. Damage ~40. Having parry ~250 will be enough for being immune to its attacks.


Elderwood[edit]

Elderwood.jpg
Elderwoods are the most ancient of the Daemonwoods. They are very dangerous.

XPs: unknown Gold: 280 Armor: 8 HP: 150
Locations: Treldan Wood (Longsword of True Valour Quest), Dark Forest.
Attack Type: Melee
Spells:
none
Abilities:
Concealment, Regeneration (3), Resist Critical Hit.
Having ~260 parry is enough for being immune to its attacks.


Tanglewood[edit]

TanglewoodPortrait.jpg
A tree spirit kin to the Daemonwood, Tanglewood are able to entangle opponents with their roots and branches.

XPs: unknown Gold: 100 Armor: 5 HP: 90
Locations: Dark Forest (Daemonwood Grove)
Attack Type: Melee. Uses Offensive Spells.
Spells:
Vine Entanglement
Abilities:
Concealment, Regeneration (2).
Damage ~30. Having parry ~250 will be enough for being immune to its attacks. MRG at least 70


Sand Reaver[edit]

SandReaverPortrait.jpg
The sands of the Desolate Wastelands are filled with paranormal spirits. Those who had only a small time to develop are known as Sand Reavers. While they are weak individually, their sheer numbers and ability to appear anywhere in the sand make them a foe not to be underestimated.

XPs: unknown Gold: 50 Armor: 3 HP: 100
Locations: Desolate Wastelands
Attack Type: Melee
Spells:
none
Abilities:
Double Attack (40), Concealment, Immunity to Poison
Immunity to its attacks is achieved with ~225 parry. MGR is rather low.


Fire Reaver[edit]

FireReaverPortrait.jpg
The sands of the Desolate Wastelands are filled with paranormal spirits. Some of those spirits decide to extract their powers from the natural heat of the desert, instead of the overabundant sand. Often the ranged support for Sand Reavers, these spirits fry their foes for extra crispiness.

XPs: unknown Gold: 65 Armor: 5 HP: 80
Locations: Desolate Wastelands
Attack Type: Ranged. Uses Offensive Spells.
Spells:
FireBlast, FireShield, FireBall
Abilities:
Concealment, Immunity to Poison
Gameplay notes: A hero needs 255 Dodge and 120 MGR to be immune against these monsters. They usually come in packs with Sand Reavers, which means that you need both good Dodge and Parry as well as a decent MGR to be immune against the encounter. Fire Reavers have noticeably higher MGR than their Sand counterparts (~140).


Death Reaver[edit]

TerrorAbominationPortrait.jpg
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 powerfull, and thus tasty prey. These dangerous manifestations haunt the plains of Krolm's Anvil, and are a force to be reckoned with.

XPs: unknown Gold: 500 Armor: 8 HP: 250
Locations: Krolm's Anvil
Attack Type: melee
Abilities:
Triple Strike (50), Concealment, Immunity to Poison, Regeneration (1), Poisoned Weapon (5), Relentless, Resist Critical Hit
Parry ~170, MGR ~150, Damage ~40 (Thorion's estimate); MGR ~135 (Mishtar Mesudar est.). Immunity to its attacks is achieved with exactly 311 parry, while its Parry ~220 (Sir Prozous' estimate).
Keep in mind that in Krolm's Anvil your combat statistics are reduced by 10, so you'll need 321 base parry for total immunity. Due to their big numbers, triple strike and poisonous attacks having even one less parry will result in receiving quite a lot of damage (unless you're hero is poison immune or a fast killer).


Rock Golem[edit]

RockGolemPortrait.gif
Similar in nature to Daemonwoods, Rock Golems are hard to kill. While they usually aim their destructive energies at buildings, they'll also pound you into the ground faster than you can spit if you give them cause. Luckily, they don't move very quickly.

XPs: unknown Gold: 400 Armor: 12 HP: 290
Locations: Central Plains, Fertile Plains, East Cheswick Guard Duty and City Patrol, Dark Forest ,HFM South, HFM East, HFM North.
Attack Type: Melee
Spells:
none
Abilities:
Resist Critical Hit
Immunity to its attacks is achieved with ~185 parry. Damage >50.


Bog Golem[edit]

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

XPs: unknown Gold: 545 Armor: 16 HP: 360
Locations: Darkmoor Swamp, Sunken City.
Attack Type: Melee
Spells:
none
Abilities:
Double Attack(90), Resist Critical Hit.
MGR ~90. Parry ~210 is enough to be immune.


Ice Golem[edit]

Ice Golem.jpg
While obviously related to the well-known Rock Golem, it has been theorized that this is the same nature spirit in an alternate vessel. At almost half the size of a Rock Golem, Ice Golems are by no means any easier to defeat. They blend in with their surroundings so well that they are almost impossible to detect, and the freezing nature of their ice bodies allows them to regenerate in their frigid climate.

XPs: unknown Gold: 400 Armor: 10 HP: 200
Locations: Hellfire Mountains North
Attack Type: Melee
Spells:
none
Abilities:
Concealment, Immunity to Poison, Regeneration (5), Resist Critical Hit.
Immunity to its attacks is achieved with ~180 parry.


Tundra Golem[edit]

Tundra Golem.jpg
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.

XPs: unknown Gold: 700 Armor: 17 HP: 400
Locations: Hellfire Mountains North
Attack Type: Melee
Spells:
None
Abilities:
Double Attack (70), Resist Critical Hit, Critical Hit, Attack Multiple Foes (70)
210 parry looks to be enough to become immune. Their MGR is at least 60.

Sand Golem[edit]

SandGolemPortrait.jpg
The sands of the Desolate Wastelands are filled with paranormal spirits. Those who had a large amount of time to develop, got solid and turned into Sand Golems. Who could ever imagine sand hitting that hard? Clearly its form gives it distinct advantages, while also weakening it in other points.

XPs: unknown Gold: 600 Armor: 12 HP: 350
Locations: Desolate Wastelands
Attack Type: Melee
Abilities:
Attack Multiple Foes (50), Double Attack (70), Immunity to Poison, Critical Hit (5), Regeneration (4), Resist Critical Hit
Parry ~10. Dodge ~130. Damage ~70. PAR ~225 is needed to be immune (Sir Prozous' estimates). Has MGR ~130, Parry ~50 (Mishtar Mesudar' estimates).

Towering Golem[edit]

ToweringGolemPortrait.jpg
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.

XPs: unknown Gold: 1500 Armor: 30 HP: 800
Locations: Ruins of Gar Uta, Krolm's Anvil
Attack Type: Melee
Spells:
None
Abilities:
Triple Attack, Immunity to Poison, Regeneration (2), Attack Multiple Foes
Ouch! Have fun taking hundreds of points of damage in one turn (60-120 per hit against an armored hero). You'll probably need every consumable in the game to take one out. H2H 250+, Parry is low.