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This page is a reference list. For basic information about spells, see Spells (introduction)

General characteristics[edit]

  • "Spell Level" - The spell level affects the priority of the spell casting and how much MGR is needed to resist the spell. A spell will hit if:
Random(1 to 100) + (Spell Level x 5) + INT > 20 + (Defender's MGR)
  • "Cooldown and Duration" - The First number is the cooldown value. The value in parentheses is the duration (spell length).
    • Cooldown - the number of rounds per cast. For example, a value of 4 means that the spell is cast every four rounds. A value of "1" indicates that the spell may be cast every combat round. A value of "once" indicates that the spell is only cast once in combat.
    • Spell Duration - Some spells have effects that last multiple rounds. The length of this effect, if applicable, is indicated in parentheses as the duration of the spell.

Spells Learned by Heroes[edit]

This category lists all the "original" spells automatically learned by heroes or purchased from the library. Please note that the in-game descriptions do not specify the actual spell damage range and are in some cases incorrect.

The spell level is the hero level at which the spell is learned automatically or the level required for purchase from the library.

Spell Classes Spell Level Cooldown and Duration Effects
FlameShield.gif FlameShield All Level 1 (from library 250 gold) 6 (4) Armor +4, MGR +20.
PowerShock.gif PowerShock All Level 1 (from library 250 gold) 4 10-20 damage to one random enemy (including those on the back line).
TeleportShort.gif Teleport (Short) Adept, Wizard Level 4 Once Instantly escape battle if triggered, so long as the opponent doesn't have the "relentless" ability
Camouflage.gif Camouflage Cultist Level 4 Once Caster becomes unseen by enemies for 3 turns at the beginning of combat, or until they attack.
CharmMonster.gif Charm Monster Cultist Level 1 4 Converts animals and other monsters into followers.
ChangeShape.gif Change Shape Cultist Level 7 12 (6) Armor +6, STR + 10, Max HP +35, HP +35. Cast every 12 rounds; lasts 6 rounds.
Heal.gif Heal Healer Level 1 2 Heals self/follower for 8 x (level) HPs. Heals all HPs after combat. (In-game description fails to mention the level multiplier in the heal amount)
HarmUndead.gif Harm Undead Healer, Paladin Level 3 6 The caster calls upon their faith to harm the first 7 Undead creatures on the battlefield. (8-15 damage to each).
Meditation.gif Meditation Healer Level 4 12 (10) Dodge +25, Parry +25, Regenerate 1 HP/round.
AuraofPeace.gif Aura of Peace Healer Level 7 12 (10) Invisibile for 10 turns even when attacking. Cast every 12 turns in combat.
HandsOfSteel.gif Hands of Steel Monk Level 1 6 (6) STR +16, H2H +25.
StoneSkin.gif Stone Skin Monk Level 4 6 (6) Armor +8.
IronWill.gif Iron Will Monk Level 7 10 (6) MGR +55, Critical Hit % +6, regenerate 1 HP/round.
ShieldofLight.gif Shield of Light Paladin Level 4 4 (3) Dodge +10, Parry +10, MGR +15, Armor +4
AnimateSkeleton.gif Animate Skeleton Priestess Level 1 - Creates skeleton follower. Is automatically casted at any turn (if not turned off), if there's according follower vacancy.
DrainLife.gif Drain Life Priestess Level 1 1 5-15 damage; heal self or undead follower 5 HP
ControlUndead.gif Control Undead Priestess Level 7 4 Charms almost any Lesser undead as follower.
FireHammer.gif Fire Hammer Solarus Level 3 9 20 invariable damage
SunScorch.gif Sun Scorch Solarus Level 4 3 5-15 damage to all enemies.
EnergyBlast.gif Energy Blast Wizard Level 1 1 5-10 damage.
FireShield.gif FireShield Wizard Level 2 6 (4) Armor +5, MGR +25.
FireBlast.gif FireBlast Wizard Level 3 (from library 750 gold) 2 10-20 damage to 3 enemies.
Teleport.gif Teleport Wizard Level 4 6 Instantly escape combat
FireBall.gif FireBall Wizard Level 5 3 30 invariable damage to target, 2-15 damage to four other enemies.
ResistMagic.gif Resist Magic Wizard Level 6 8 (8) MGR +35
MeteorStorm.gif Meteor Storm Wizard Level 7 (from library) 12 (4) 5-30 damage to up to 7 enemies. (In-game description is incorrect regarding the damage output of this spell)


Can be obtained from according Temples or sometimes from encounters randomly appearing during your travels through some of locations.

  • "Type"
    • Passive: always in effect during combat, like self-buff spells that are always on. Each time the enchantment is obtained, 10 turns are given, except for Champion's Vigor, which gives 15 turns.
    • Active: are spells that must be cast individually during combat.
    • Non-combat: refers to enchantments that only have effects outside of combat. "Accumulated" enchantments can be stored up and are not dependent on turns.
  • "Cost": The amount of gold that must be donated to the temple, which is equal to "2*piety" needed to receive the enchantment (For example you need 1100 piety in order to receive Blessing).
Name Obtained Type Level Cooldown and Duration Cost Effect
Blessing.gif Blessing Temple to Agrela, Gardens, Springs Passive 4 - 2200 H2H +10, Ranged +10, Dodge +15, Parry +15
Healing.gif Healing Temple to Agrela, Temple to Fervus, Gardens Non-combat 2 - 2200(Agrela)


The whole hero's party fully healed after each combat
Resurrection.gif Resurrection Temple to Agrela Accumulated, non-combat 6 - 5000 Prevents XP loss during death
StoneSkin.gif Stone Skin Temple to Dauros, Gardens, Springs Passive 2 - 2400 Armor +6
Vigilance.gif Vigilance Temple to Dauros, Gardens Passive 4 - 3600 Willpower +10, H2H +10, Ranged +10, Parry +10, Dodge +10, Weapon +6
Petrify.gif Petrify Temple to Dauros Active 5 12 (6 or 3) 5000 Freezes opponent for 6 rounds in combat (during which the opponent may not parry/dodge attacks). Magic Resistance halves duration to 3 rounds (cannot be initially resisted).
ChangeShape.gif Camouflage Springs Passive 4 Once User cannot be attacked during initial rounds of combat, unless the user attacks
IllusionaryHero.gif Illusionary Hero Temple to Fervus Passive 4 - 3000 Single physical and magical attacks have a 50% chance to hit your "illusion" instead of you (less chances against multitarget attacks / spells). Won't help against Howl of Discord.
Vines.gif Vines Temple to Fervus Active 5 Once (6 or 3) 4000 Binds opponent in place for several rounds. Can be cast once.
Wither.gif Wither Temple to Krypta Active 2 Once (entire battle) 2600 Reduces 1 opponent's Strength by 10 and slows him in combat (prevents him to attack every other round) for 7 turns.
This enchantment doesn't work currently.
AnimateBones.gif Animate Bones Temple to Krypta non-combat ? n/a 3600 Not an enchantment per-se, but permanently summons an upgradable skeleton follower.
ReAnimate.gif Re-animate Temple to Krypta Accumulated, non-combat 6 - 6000 Prevents XP loss during death
FireStrike.gif Fire Strike Temple to Helia Active 3 4 2700 2-15 points of damage to one opponent.
SunScorch.gif Sun Scorch Temple to Helia Active 5 6 4400 Causes 10-28 damage to five enemies.
WingedFeet.gif Winged Feet Temple to Lunord, Gardens, Springs, Tonic of Speed Non-combat 3 - 2800 Turn cost for travelling between areas are reduced to 1/3 of original cost (rounded down), also grants 20% Double Attack
WindStorm.gif Wind Storm Temple to Lunord Active 5 Once (6) 4000 Causes 10-24 points of damage to up to 5 opponents and may cause slow. Duration 6 rounds.
RageOfKrolm.gif Rage of Krolm Temple to Krolm Passive 5 - 5000 Str +10, H2H +10, Dodge +10, Parry +10, HP (Cur. & Max) +10, Double Attack ability for entire party
AntiMagicShield.gif Anti-Magic Gardens, Springs Passive - MGR +35
ChampionsVigor.gif Champion's Vigor Different Halls of Champions, f.e., in Lormidia Passive 10 - - +15 Max HP & Regeneration (1)
Refreshed.gif Refreshed Outpost Elven Therapist, Elven Spa Passive 3 - Free(Outpost), 135(Elven Village) Heals (once) Hero & his party; H2H + 5, Ranged +5, Dodge +5, and Parry +5 (Hero only). Maximum of 20 turns.
Revive2.gif Revive Mausoleum Accumulated, non-combat 6 - 3000 + (250 for each level > 8th) Prevents XP loss during death
AuraofPeace.gif Invisibility Abandoned Temple, Springs Passive, for 20 turns 7 12 (10) 2 turns + 30000 Caster becomes unseen by enemies for 10 turns, even when attacking. This spell can be cast every 12 turns in combat.

See Also: Invisibility (45) and Invisibility (67), also available as enchantments, are listed below. In addition, many consumables give effects listed as enchantments/spells.

Enchantment Effects Obtained From Consumables[edit]

Entries marked with * are mutually exclusive from each other. That is, only one of these enchantments can be on at a given time. Also, when one of such item is used, the "Werewolf Form" spell cannot be cast.

Image Enchantment Name Consumable Summary
DetectMonster.gif Detect Monster Potion of Monster Detection Allows all non-special-encounter attacks to be detected beforehand
DirgoStrength.gif Dirgo Strength Potion of Dirgo Strength +40 Strength
Dryadpotion.gif Dryad Potion* Dryad Potion Artifice +20, Ranged +20, Dodge +35, Parry +30, MGR +30
FireBlast.gif Fire Balm Fire Balm +5 Damage for Ranged Weapons
Medusapotion.gif Medusa Potion* Medusa Potion Int +20, Parry +20, MGR +50, HP +45
Minotaurpotion.gif Minotaur Potion* Minotaur Potion Strength +10, Vitality +2, H2H +10, Armor +5 HP +40
GoblinStrenth.gif Goblin Strength Potion of Goblin Strength +4 Strength
Resurrection.gif Regeneration Regeneration Elixir Regenerate 1 HP per round, does not stack with Champion's Vigor or hero spells
ChangeShape.gif Shapeshift Tincture* Shapeshift Tincture Armor +6, Max HP + 35, Strength + 10
WerewolfForm.gif Werewolf Potion* Werewolf Potion Strength +12, Armor +1, Dodge & Parry -5, Regeneration (2) (Stacks with other regen)
WingedFeet.gif Winged Feet Tonic of Speed Travel time between locations reduced to 1/3, rounded down; also grants a 20% chance of Double Attack.

Spells from Monsters and Items[edit]

This category lists spells that can be used against you by your foes, or can be gained by items found during adventuring.

The "cooldown" value of the spell relates to only in isolation. If the spell is derived from a charged item and multiple charged items of this same type are equipped at once, then the spell can cast more frequently than indicated by casting from separate items.

Attack Spells[edit]

Name Monster(s) Item(s) Level Cooldown / (duration, if > 1) Effect
Acid Bolt Rust Mistress, Dark Spider, Warlock, Flesh Hunter Shaman Wand of Acid 4 1 10-25 damage to one target
Apocalyptica Flesh Scavenger Shaman Desert Artifact, Upgraded Desert Artifact, Death Wand 15 12 (4) 12-38 Damage to up to 5 opponents
Area of Devastation Dark Phantom --- 3 50-80 damage to a group of opponents, incl. invisible ones
BaleFire Ratapult --- 7 1 30 damage to one opponent and 2-15 to up to 6 others
Deathblast.gif Deathblast Thallis Priestess Staff of Death, Doom Staff 5 4 (2) 15-30 damage to multiple (up to 7) enemies; also heals for 2 *(number of enemies hit) and adds the same number to Parry/Dodge for 2-3 rounds.
Electric Frenzy Dark Phantom, Greater Oculus, Storm Giant --- 9 1 30-80 Damage to one target
Electrical Fury Black Phantom, Evil Oculus Small Oculus Eye 3 1 10-20 damage to one target
ExplodingAuraAlt.gif Exploding Aura Black Phantom Ring of Mighty Devastation, Splinter of Detonation 7 3 15-35 damage to multiple battle participants, incl. invisible ones & the hero's team! (damage up to 6 opponents)
Exploding Devastation --- Claoismas Ornament 7 Once Same as the Exploding Aura but doesn't damage the caster and his followers
FireBall.gif FireBall Flesh Hunter Shaman, Werewolf Mage, Fire Giant Splinter of Combustion, Cloak of Flames 5 3 30 damage to one target and 2-15 damage to four other enemies
FireBlast.gif FireBlast Dragon, Dark Knight, Werewolf Mage, Fire Giant Firebomb, Splinter of Burning, Apprentice Spellbook, Sparkler 3 2 20 damage up to 3 enemies
FireStrike.gif Fire Strike Fire Giant --- 3 1 2-15 points of damage to one opponent.
Force Warlock Wand of Force 5 3 2-10 damage to up to 7 opponents
FrostField.gif Frost Field Ice Spider Bandanna of Frost 3 4 20-25 damage to one target and freeze it for 2 rounds
Horrify Abomination, Twisted Abomination --- 7 1 50-80 damage to a single target
Inferno Flesh Scavenger Shaman Jewel of Fiery Doom 3 5 30-40 damage for up to 7 opponents
Insect Swarm Goblin Priest Wand of Insect Plague 1 1 5-10 damage to a single target
Life Leach Vampire, Specter --- 2 1 10-15 damage to target and adds 8 points to caster
LightningBolt.gif Lightning Bolt Storm Giant Wand of Lightning Bolt 3 3 16-35 damage to a single target
LightningStorm.gif Lightning Storm Storm Giant Tempest Shaft, Shaft of Greater Tempests, Wand of Lightning Storm 5 12 (4) 8-25 damage to up to 5 opponents
PowerShock.gif PowerShock Greater Werewolf --- 1 4 10-20 damage to one target
RadiateEnergy.gif Radiate Energy Shade, Warlock, Dark Spider Gemstone of Death 4 2 15-25 damage to multiple (up to 8) opponents
Stoneshredder.gif Stone Shredder --- Amulet of Destruction 4 15 (5) 5-15 Damage up to 5 non-flying enemies. Extra damage to machines.
Vortex2.gif Vortex Warlock, Dark Spider, Werewolf Mage, Suspicious Traveller Teevus Staff, Cleansed Teevus Staff, Teevus Wand 5 4 (2) 10-20 damage to up to 5 opponents
WindStorm.gif Wind Storm Storm Giant Helm of Displacement 5 Once (6) 10-24 damage to up to 5 opponents and slows some of them for 6 rounds.

Debuff (Negative Effects) Spells[edit]

Name Monster(s) Item(s) Level Cooldown and Duration Effect
DeathCry.gif Death Cry Greater Harpy Robe of the Dead, Helm of Terror, Helm of Horror 4 Once (3x) (entire) All Opponents' H2H, Ranged, Dodge and Parry will be reduced by 5 each time their MGR save was failed. Cast 3 times at start of combat.
Drain Gold Leprechaun (Chieftain) - 1 1 Steals gold from the target. Amount of gold stolen is equal to the target's level. Magic Resistance has no effect. Success depends on target's luck stat.
Level Leach Vampire Queen, Nightmare - 3 3 Drains XP (XP loss per hit is 5% of the class' XP required per level).
Mind Warp Abomination, Twisted Abomination - 8 15 (2) Causes target to attack itself
Paralytic Gaze Evil Oculus, Shade, Flesh Hunter Shaman, Flesh Scavenger Shaman, Banshee Splinter of Transfixion, Large Oculus Eye, Wand of Paralyzation 5 8 (5) Opponent is paralyzed for 5 combat rounds
Petrify.gif Petrify Greater Gorgon Jewel of the Gorgon 5 12 (6 or 3) Freezes opponent for 6 rounds in combat (during which the opponent may not parry/dodge attacks). Magic Resistance halves duration to 3 rounds (cannot be initially resisted, except of Dwarves).
Plague Plague Bearer, Rust Mistress, Ratman Shaman - 4 Once (entire) Reduces Target's Strength by 8, Hand-to-Hand and Ranged Skills by 10.
Smoke Screen Fire Giant Fine Stout Smoking Potato 15? 12 (5) +1..30 to DOD & PAR of ally or -1..30 to H2H & RAN of an opponent
Terrify Abomination, Twisted Abomination - 9 12 (1 or 3) Petrifies opponent for 1 or 3 rounds (depends on MGR of the target; can be resisted at all)
Vines.gif Vine Entanglement Strangling Flowerweed, Tanglewood - 5 Once (6 or 3) Binds one opponent in place for 6 rounds. Magic Resistance has no effect, but a successful strength check halves the duration to 3 rounds.
Web Entanglement Web Spider - 5 Once (6 or 3) Binds one opponent in place for 6 rounds. Magic Resistance has no effect, but a succesful strength check halves the duration to 3 rounds.
Wither.gif Wither Shade, Goblin Wight - 2 Once (7) Reduces opponent's Strength by 10, and slows him in combat (prevents opponent from attacking in one of every two rounds).
MassWither.gif Mass Wither - Stone of Damnation 9 Once (7) Same as above, but targeted up to 5 opponents.

Defensive (Positive Effects) Spells[edit]

Name Monster(s) Item(s) Level Cooldown and Duration Summary
Anti-Magic Field Storm Giant - 10 (9) MGR +35 to all allies. Stacks!
(i.e., 4 Storm Giants in 1 battle will add +140 MGR to themselves and all their allies)
AntiMagicShield.gif Anti-Magic Shield Shade, AntiMagic Spider Anti-Magic Gem 6 (4) MGR +90.
Camouflage.gif Concealment Camouflaged Hellbear, Thallis Cultist, Giant Slinger Forest Cloak 4 Once (3) Caster becomes unseen by enemies for 3 turns at the beginning of combat.
ChangeShape.gif Change Shape Warlock, Thallis Cultist Shapeshift Tincture (Passive Version) 7 7 (6) Armor +6, STR + 10 Max HP +35, HP +35. Cast every 7 rounds; lasts 6 rounds.
Damageshield.jpg Damage Shield Rust Mistress, Ratman Shaman Sterling Ribcage, Wand of the Barrier, Bracers of Immolation 2 6 (4) Increases target's Armor by 5.
FireBlast.gif Fire Balm Flowering Fireweed Fire Balm 5 Once (combat) Adds +5 to ranged damage.
FireShield.gif FireShield Shade, Specter, Dark Knight, Shadow Thief, Werewolf Mage, Thallis Wizard, Fire Giant, Suspicious Traveller Apprentice Spellbook 2 6 (4) Increases caster's Armor by 5 and magic resistance by 25.
FlameShield.gif FlameShield Greater Werewolf, Thallis Heroes - 1 6 (4) Increases Armor by 4 and Magic Resistance by 20
IllusionaryHero.gif Illusionary Hero - Armor of Illusions 4 Once (combat) Single physical and magical attacks have a 50% chance to hit your "illusion" instead of you (less chances against multitarget attacks / spells). Won't help against Howl of Discord.
Invisibility (45) Leprechaun Chieftain Invisibility Gem, Holster of Respite, Sneaking Armor, Stoneback's Shield of Might and Wild Cloak 2 Once (5) Caster becomes invisible for first 5 rounds in combat.
AuraofPeace.gif Invisibility (67) Invisible Troll, Nightmare, Alkanar, Storm Giant Wand of Invisibility 7 12 (10) Caster becomes invisible for 10 rounds in combat. Can be cast every 12 rounds. Similar with the Aura of Peace of Healer.
MagicMirror.gif Magic Mirror Vampire, Warlock, Dark Spider Belt of Reflection 6 12 (8) MGR +100
Paladinaura.gif Paladin Aura Thallis Healer Dagger of Valour, Dagger of Heroism 12 12 (2) STR+32, H2H+75, DAM+10, PAR+75, Armor +10, Slayer Skill
ResistMagic.gif Resist Magic Shade, Specter, Werewolf Mage, Thallis Wizard Apprentice Spellbook, Stoneback's Shield of Might 6 8 (8) Increases caster's Magic Resistance by 35.
Shadow Cloak Shadow Thief, Suspicious Traveller 7 12 (10) Invisibility for 10 rounds every 12 rounds of combat. Same as Healer's Aura of Peace and Invisibility-67
ShieldofLight.gif Shield of Light Temple raiders' leader, Thallis Paladin Heroic Cloak 4 4 (3) Dodge +10, Parry +10, MGR +15, Armor +4
Smoke Screen Fire Giant - 15 12 (5) +10..17 to DOD & PAR of ally or -20..27 to H2H & RAN of a hero. Stacking!
Speed Monster Goblin Shaman - 9 (8) 1 Ally: Double Attack +25, DMG+1, H2H+10, RAN+10, DMG+2.
StoneSkin.gif Stone Skin Stoneskin Varg, Thallis Monk Stoneback Shield 4 6 (6) Increases caster's Armor by 8. Stacks with the Stone Skin temple enchantment.
Strengthen Shadowbeast Greater Wight - ? (5) STR+32, ARM+4, PAR+10, DOD+10
TeleportShort.gif Teleport (short) - Amulet of Teleportation 4 Once Teleports the caster over short distances. Out from a lost battle, for example.
WerewolfForm.gif Werewolf Form - Circlet of Lycanthropy, True Werewolf Circlet 15 12 (6) This spell, granted only by the Circlet of Lycanthropy (and its upgraded version), gives a hero +12 STR, +5 ART, +1 ARM and Regeneration (1), that stacks with other items.

Summon and Charm Spells[edit]

All summons start to work in battle only in case at least on enemy is visible.

Spell Image Spell Name Monster(s) Item(s) Level Cooldown and Duration Summary
AnimateSkeleton.gif Animate Skeleton Goblin Wight, Liche 1 - Creates skeleton follower
Summon Shadowbeast Greater Wight Shadow Gem Creates an upgradeable Shadowbeast follower. They don't disappear after the battle and will use the same three slots as Krypta skeletons.
Summon Shadow Stalker Nightmare, Vampire Queen, Thallis Priestess, Flesh Scavenger Shaman 20 Summons a Shadow Stalker during combat
ControlUndead.gif Control Undead Goblin Wight 7 Charms an undead to become a follower. Undead include Skeletons, Vampires and Zombies.
Summon Spider Warlock 20 Creates Giant Spider follower
Summon Medusa Greater Gorgon 20 Summons a Medusa during combat


This category has only the following subcategory.

Pages in category "Spells"

The following 4 pages are in this category, out of 4 total.