Ardanis Help

>>INTRODUCTION

Ardanis: The Legendary Continent is the online role playing community. It is divided into several countries and states, constantly being improved and enlarged.

Please make sure you read through these help messages before you sign up. Sorry if they are a little long!

The stats used in the game include:

  • HP
  • MP
  • STR
  • DEF
  • MAG
  • AGI
  • CHA
  • DEX
  • LUK
  • INT
HP is health points. When you take damage, your HP decreases. When it reaches 0, you die.
MP is magic points, or mana. Each time you use skills or spells, you use MP.
STR is your Strength statistic. This affects your physical damage.
DEF is your Defense statistic. This lowers the amount of physical damage you receive when you are hit.
MAG is your Magic statistic. This determines the damage you do when you cast spells.
AGI is your Agility statistic. This allows you to execute moves faster and dodge physical attacks more effectively.
CHA is your Charisma statistic. This affects how people view you initially and can lower prices for items, etc.
DEX is your Dexterity statistic. The maximum DEX you can have is 100, making it basically a percentage. The higher your DEX, the more chance you have of executing a skill effectively. Magic-casters have much lower DEX than physical classes.
LUK is your Luck statistic. This affects random occurences which happen to you. The higher your LUK, the luckier you will be. LUK will generally not change throughout the game, and is generally determined randomly.
INT is your Intelligence statistic. This is a vital statistic for every character, as it affects the choices you can make, the power and chance of side-effects in skills and many other events which occur in-game. Your INT will not change throughout the game, unless it is temporary or you increase it by schooling or magical means. However, you cannot increase it much.
You need an INT of 12 or over to research or fortify castles.

>>GETTING STARTED ~Go to Top

To sign up, you must create a character. Here are some of the things you must include.
Name
Age
Gender
Alignment
Element
Race
E-mail
Skills

You can find the lists of elements, races, alignments and classes in some of the other posts in the help section. You can also make your own class, if the overseers approve.
NOTE: All characters, apart from dragonmen, start out as the peasant class, and from there you can choose to become your class. It is a good idea to keep your race, alignment and element to the class that you want to change to.

Skills are shown in the skills lists. You must choose them yourself.

You can also include a few optional things if you want, in your character biography.

Character Biography

You may only have one character. Your Custom Title will be changed to the characters' name. If you wish to change your character name (This only happens once in a blue moon...) then contact one of the overseers.

Now just post this information in the Sign Up forum!

When you sign up, one of the Overseers will decide on your hometown and charisma rating. Your hometown is where you begin your journey through Ardanis...

>>CHARACTER CLASSES ~Go to Top

All characters are distinct and unique, because of their personalities, races and classes. Classes are what job you have. This will have a major impact on what your character will be like.

All humanoid (human, elf, dwarf, gnome, half-giants, saris) characters start off as Peasants. They must find Mentors to guide them to become the class they want to be. The mentor should be the class you want to be, or else you'll become a different class.

If you don't want to change, you can remain a Peasant, although your stats will not increase at high rates. Stat increase is shown in brackets next to the beginning amount.
The numbers in brackets after different statistics [e.g. HP: (+2)] is the stat growth per level.

If the Overseers approve, you may create your own class and become a mentor of that class at the beginning of the game, after you sign up.

* indicates that we are still looking for a mentor of this class. You may begin as that class (if you choose) at level 5 automatically.
* indicates a class that you may begin as

Peasant* (Physical)
Peasants are the beginning class. They have no strengths and no weaknesses.
Genders: Male, Female
Races: Human, Elf, Dwarf, Gnome, Half-Giants, Saris
Weapon: None.
HP: 15 (+2)
MP: 15 (+1)
STR: 5 (+2)
MAG: 5 (+1)
DEF: 5 (+3)
AGI: 5 (+2)
Skills:
Harvest. (You can create 5 corn and 5 carrots a week.)
Below is a list of all the classes that you can change into after you begin the game and find the mentor of your choice. The mentor you choose must be the same class that you want to be.
Warrior (Physical)
Warriors are strong offensive people. They use swords and maces.
Genders: Male, Female
Races: Human, Elf, Dwarf, Gnome, Half-Giants, Saris
Weapon: Sword, Mace, Axe, Battleaxe, Crossbow

HP: (+3)
MP: (+1)
STR: (+3)
MAG: (+1)
DEF: (+3)
AGI: (+2)
Skills:
3 first-level Warrior Skills.
Samurai (Physical)
Samurai are skilled warriors, dedicated to a life led by the sword. Few people survive clashing swords with a samurai. However, Samurais suffer from extreme bad luck.
Genders: Male
Races: Human
Weapon: Sword, Katana

HP: (+2)
MP: (+2)
STR: (+3)
MAG: (+2)
DEF: (+2)
AGI: (+4)
Skills:
6 first-level Warrior or Samurai Skills, 3 second-level Warrior or Samurai Skills.

Amazon (Physical)
The Amazons are female warriors who expertise in the use of the Javelin, Spear and Bow. These lithe warriors hail from the Southern most parts of Ardanis.
Genders: Female
Races: Human, Elf, Saris, Gnome
Weapon: Spear, Javelin, Bow

HP: (+2)
MP: (+3)
STR: (+1)
MAG: (+1)
DEF: (+2)
Agi: (+5)
Mage (Magical)
Mages are one of the only magic-users in Ardanis. They are powerful spellcasters and can learn a variety of magic, depending on what element they are.
Genders: Male, Female
Races: Human, Elf, Dwarf, Gnome, Saris
Weapon: Staff, Sling

HP: (+2)
MP: (+3)
STR: (+1)
MAG: (+3)
DEF: (+2)
AGI: (+1)
Skills:
5 first-level Mage Spells. 1 second-level Mage Spell.

Adept (Magical)
Adepts are more powerful, but less versatile Mages. They are born with the innate ability to create magic.
Genders: Male, Female
Races: Human
Weapon: Staff

HP: (+1)
MP: (+4)
STR: (+0.5)
MAG: (+4)
DEF: (+1)
AGI: (+2)
Skills:
3 first-level Mage Spells. 2 second-level Mage Spells.
Necromancer (Magical)
Necromancers are mages of the dead. They have the power to summon legions of demons upon their foes. They must be of the Mori element and Chaotic alignment.
Genders: Male, Female
Races: Human
Weapon: Staff, Sword

HP: (+1.5)
MP: (+4)
STR: (+1)
MAG: (+3)
DEF: (+2)
AGI: (+2)
Skills:
4 first-level Necromancer or Mage Spells, 2 second-level Necromancer or Mage Spells.

Thief (Physical)
Thieves are the bane of society in Ardanis. Or they could be the saviour, depending. They specialise in agility and traps.
Genders: Male, Female
Races: Human, Saris
Weapon: Knife, Throwing Knife, Crossbow

HP: (+2)
MP: (+2)
STR: (+2)
MAG: (+2)
DEF: (+1)
AGI: (+3)
Skills:
4 first-level Thief Skills. 1 second-level Thief Skill.
Ninja (Physical)
Ninjas are similar to thieves, but lack many of the stealing skills. They are generally faster and more intelligent than thieves, but are also weaker in brute strength. They are extremely skilled at the use of the Katana, Throwing Knives and Shurikens.
Genders: Male, Female
Races: Human, Elf, Gnome, Saris
Weapon: Katana, Knife, Throwing Knife, Shuriken
>
HP: (+1)
MP: (+3)
STR: (+1)
MAG: (+1)
DEF: (+1)
AGI: (+5)
Skills:
4 first-level Ninja Skills. 2 second-level Ninja Skills. 1 third-level Ninja Skill.

Bard (Physical)
Bards rely more on intelligence than strength. They are able to weave intriguing stories and fables out of nothing.
Genders: Male, Female
Races: Human, Elf, Saris, Gnome
Weapon: Lyre, Knife, Bow, Crossbow

HP: (+3)
MP: (+2)
STR: (+1)
MAG: (+3)
DEF: (+1)
AGI: (+3)
Skills:
7 Bard Skills.
Priest (Spiritual)
Priests are different from clerics as they worship at a temple. They have more versatile spells, but less spell power.
Genders: Male, Female
Races: Human, Elf, Saris
Weapon: Staff, Mace, Flail

HP: (+1)
MP: (+4)
STR: (+1)
MAG: (+1)
DEF: (+3)
AGI: (+2)
Skills:
All first-level Cleric Spells. All second-level Cleric Spells.
Cleric (Spiritual)
Clerics are supportive characters. They are basically wandering priests. They can cast healing and other Sacro element spells.
Genders: Male, Female
Races: Human, Elf, Gnome, Saris
Weapon: Staff, Mace, Flail

HP: (+2)
MP: (+3)
STR: (+1)
MAG: (+2)
DEF: (+2)
AGI: (+2)
Skills:
All first-level Cleric Spells.

Monk* (Physical)
Defenders of honour and right who excel in defeating masses of intruders. They are skilled in the martial arts, and train their body and spirit to endure pain.
Genders: Male, Female
Races: Human
Weapon: Gloves, Claws

HP: (+5)
MP: (+4)
STR: (+4)
MAG: (+3)
DEF: (+5)
AGI: (+3)
Skills:
3 first-level Monk Skills. 2 second-level Monk Skills.
Wayfarer (Physical)
Warriors of the land, who have keen eyes and a love for nature. They must be of the element Terra.
Genders: Male, Female
Races: Human, Elf, Dwarf, Gnome, Saris
Weapon: Staff, Sword

HP: (+2)
MP: (+2)
STR: (+3)
MAG: (+3)
DEF: (+2)
AGI: (+3)
Skills:
3 first-level Wayfarer Skills. 1 second-level Wayfarer Skill.
Dragonman* (Physical)
Dragonmen are powerful warriors which, if high-levelled, can fly.
Genders: Male, Female
Races: Dragonmen
Weapon: Claws, Sword, Katana

HP: (+8)
MP: (+4)
STR: (+4)
MAG: (+2)
DEF: (+5)
AGI: (+1)
Skills:
Included in the Character Races page.
Woad Raider (Physical)
Woad raiders are dwarven fighters who work better in groups. They rarely fight alone, but in mobs.
Genders: Male, Female
Races: Dwarf
Weapon: Axe, Battleaxe

HP: (+2)
MP: (+2)
STR: (+4)
MAG: (+1)
DEF: (+2)
AGI: (+1)
Skills:
3 first-level Raider skills, 1 second-level Raider skill.
Vampyre (Undead)
Vampyres have existed for centuries, but due to their solitary habits and being a common enemy to all living beings, most have been chased into hiding, whether or not they have ill intentions.
Genders: Male, Female
Races: Human, Elf, Dwarf, Gnome
Weapon: Axe, Battleaxe

HP: (+4)
MP: (+1)
STR: (+3)
MAG: (+1)
DEF: (+2)
AGI: (+3)
INT: Upon transformation, they receive a bonus of 4 to INT.
CHA: Upon transformation, they lose 4 CHA.
Skills:
4 first-level Vampyre Skills, 3 second-level Vampyre Skills, 2 third-level Vampyre Skills, 1 fourth-level Vampyre Skill and 1 fifth-level Vampyre Skill.
Werewolf (Physical)
Werewolves are infected beings which can turn from human to wolf at will. They have often been mistaken to turn into wolves only at full moon, but that is the time when their powers are at full height. A werewolf is hard to distinguish from humans using the naked eye, however, dogs can sense them easily.
NOTE: Werewolves are a selective class. People must have been bitten by a Werewolf to change into this class, although not all who have been bitten are affected.
Genders: Male
Races: Human, Elf, Half-Giant
Weapon: Claws, Teeth

HP: (+3)
MP: (+2)
STR: (+4)
MAG: (+1)
DEF: (+1)
AGI: (+1)
Skills:
Werewolf Transform, 2 first-level Werewolf Skills, 1 second-level Werewolf Skill, 1 third-level Werewolf Skill.
Werecat (Physical)
Werecats are infected beings which can turn from human to cat at will. They have often been mistaken to turn into cats only at full moon, but that is the time when their powers are at full height. Werecats are strong, powerful and cunning. Cats can sense if a person is a Werecat.
Genders: Female
Races: Human, Elf, Half-Giant
Weapon: Claws, Teeth

HP: (+1)
MP: (+2)
STR: (+3)
MAG: (+1)
DEF: (+1)
AGI: (+4)
Skills:
Transform, 2 first-level Werewolf Skills, 1 second-level Werewolf Skill, 1 third-level Werewolf Skill.
Sage (Physical)
The Sage Class expertises in intelligence, strategy, seige equipment and can create some potions.
Genders: Male, Female
Races: Human, Elf, Half-Giant, Dwarf, Gnome, Saris, Fairies
Weapon: Swords, Cannons

HP: (+2)
MP: (+4)
STR: (+1)
MAG: (+2)
DEF: (+2)
AGI: (+1)
Skills:
Alchemist (Physical)
The Alchemist Class is a Sub-Class of the Sage, but only expertises is one of the areas. An Alchemist can create normal health potions to incinerary potions.
Genders: Male, Female
Weapon: Exploding Potions
Races: Human, Elf, Dwarf, Gnome, Saris, Fairies

HP: (+2)
MP: (+4)
STR: (+1)
MAG: (+2)
DEF: (+2)
AGI: (+1)
Seige Engineer (Physical)
The Seige Engineer is another sub-class of yhe Sage. The Seige Engineer expertise in the yse of gunpowder and Seige Engines
Genders: Male, Female
Weapon: Exploding Potions
Races: Human, Elf, Dwarf, Gnome, Saris

HP: (+1)
MP: (+4)
STR: (+1)
MAG: (+2)
DEF: (+2)
AGI: (+1)

Soldier
The Soldier is for those that want to work in groups, without actually doing much work themselves. Soldiers are actually contolled by those in command, and the spoils are split among the people doing the work. Higher ranks get higher pay, and as the army gets bigger, more people will be promoted. People can become a Soldier while still being whatever class they were beforehand, and can stop being a Soldier whenever they want to.
Genders: Male, Female
Weapon: Any Weapon
Races: Human, Elf, Dwarf, Gnome, Dragonmen, Saris, Half-Giant, Fairies

HP: (+2)
MP: (+2)
STR: (+2)
MAG: (+2)
DEF: (+2)
AGI: (+2)
Extra: +50% Extra Gold, +50% Extra group move effectiveness for Soldiers in a party.

>>CHARACTER RACES ~Go to Top

Races affect the characters a lot. They can give them special abilites or defects, and increase their stats.
Human
Humans are the most balanced race in Ardanis. They are also the most common in the world.
PROS: Balanced race.
CONS: No special abilities.
Extra Skills:
None.
Elf
Elves are one of the most magical of all the races. They are enlightened and civilised.
PROS: MAG + 2. Magic is improved.
CONS: Less classes available.
Extra Skills:
Two extra first-level mage spells of your element.
Dwarf
Dwarves are short and stocky. They have the Blacksmithing skill, so they can make weapons and armour out of raw materials. They are stronger than other races as well.
PROS: STR + 2. Strength improvement.
CONS: AGI - 5. Slower than most races. CHA - 2. Not the most charismatic race in Ardanis.
Extra Skills:
Greater Blacksmithing.
Lesser Mining.
Weapon, Armor and Shoe Repair.
Gnome
Gnomes are shorter versions of humans. They enjoy relaxing and like the dark. They are very nimble creatures.
PROS: AGI + 2.
CONS: DEF - 4.
Extra Skills:
Lesser Blacksmithing
Greater Mining
Weapon, Armour and Shoe Repair.
Dragonmen
Dragonmen are half-human, half-dragon creatures. They have to be the Ignis element and the Dragonman class.
PROS: STR + 6.
CONS: Must be the Ignis element and dragonman class.
Extra Skills:
3 first-level Ignis Mage Spells.
Half-Giants
Half-Giants are larger-sized humans. They are extremely strong but not very intelligent.
PROS: STR + 8.
CONS: MAG - 4.
Extra Skills:
None.
Saris
Saris are feline-human creatures. They are very agile and quite charismatic, and often rely more on their instincts than intelligence. (Although some are very intelligent)
PROS: AGI + 2. CHA + 1.
CONS: MAG - 1.
Extra Skills:
3 first-level Thief Skills.
Halflings
Description ???
PROS: ???
CONS: ???
Extra Skills:
???
Fairy
Fairies are small and nimble demi-humans. They can fly using their small wings. They have a limited amount of spells to cast and only a few classes are available for them. These can be any element type. (e.g. Sacro, Mori, Thaumo, Ignis, etc.)
PROS: AGI + 6.
CONS: STR - 5. DEF - 3.
Extra Skills:
All Fairy Skills of your Element and all Sacro Fairy Skills.

>>CHARACTER ALIGNMENTS ~Go to Top

There are 9 different types of alignments:

Lawful Good
Uses their authority and charisma to protect others.

Neutral Good
Believes in honesty and virtue.

Chaotic Good
Often resorts to violence to protect others and their beliefs.

Lawful Neutral
Charismatic people who do not believe in good or evil.

True Neutral
Believes in independancy and does not care about good deeds or bad deeds.

Chaotic Neutral
Often will resort to Chaotic mesures to gain equality and a neutral standing for all.

Lawful Evil
Uses their own power and authority to their own benefit. They can even appear good sometimes.

Neutral Evil
Self-centred and enjoys seeing others suffer.

Chaotic Evil
Uses violence whenever possible!

>>CHARACTER ELEMENTS ~Go to Top

These are all the elements included in the game.
Your character may only be of one of the first four elements: Ignis, Aqua, Aer or Terra, unless you are a special class or race, for example, Necromancer.
Ignis: Fire
Associated with strength and activity. This has some of the most powerful offensive skills in the game.

Aqua: Water
Associated with healing and ice. This can cause temperatures to decrease to absolute 0, or cure your friends.

Aer: Air
Associated with speed and thunder. Strike down your opponents with fast attacks.

Terra: Earth
Associated with defense and stability. This is often a supportive element, although it certainly has some formidable skills.


When you pick your element, you will be highly proficient with skills with the same element, doing 200% of the normal effect. However, skills with the opposite element will have only 50% of their normal effects!
These other elements are elements included in skills and some transmigratory characters. (e.g. Angels or Devils)
Sacro: Holy/Life
Associated with resurrection and blessing. This forms the base for all healing spells.

Mori: Death/Dark
Associated with death and destruction. This can kill enemies on one swift blow.

Thaumo: No Element/Magic
Associated with trickery and conjuring. This can be used to create objects out of thin air, or creating energy blasts from nothingness.

Ether: Celestial
Associated with the Gods and summoning.


Dragonmen must be of the element Ignis.

>>INNS AND HOW TO USE THEM ~Go to Top

Inns are places where you can rest and restore your HP and MP. The prices can vary according to the innkeeper's needs and wants. It is possible to file a complaint at his inn, if you really didn't like the pricing.

To stay at an inn, start a new topic in the inn with your name as the subject of the post. Then, in your post, write the amount of Gold you are paying to the innkeeper. Once the innkeeper acknowledges, the transaction takes place and you can rest.

Remember, when you are outside you are in danger. Most towns have inns and they will let you stay the night for a reasonable price. You will lose HP if you stay on the streets at night.

The only other option is to buy a house from the Real Estate Agency. Here you can rest and restore your HP (but not MP) for free, and be safe from monsters. These will not appear on the map, but on your character sheet.


To own an inn, first you must buy the land at the Real Estate Agency, of course. Think of an appropriate name and description. The inn will be built in the state that you post in.

Then, once the inn is built, you start off with two rooms. The prices can be as you like them to be. You may upgrade your inn by sending a PM to one of the Overseers, asking for whatever upgrades you want. The upgrades and their requirements are listed below.

Add Room: 200 Gold.
Upgrade to Bar.: At least 10 rooms and 500 Gold.
Upgrade to Tavern: At least 25 rooms and 750 Gold.
Upgrade to Hotel: At least 50 rooms and 1000 Gold.

Remember to do honest business, because there is a lot of competition out there!

>>SHOPPING AND BECOMING A SHOPKEEPER ~Go to Top

To shop, you go to a shopping forum. Each one of these is owned by a shopkeeper and is moderated by them as well. The prices for items can vary to the shopkeeper's preferences.

To become a shopkeeper, you have to purchase land and state it's use. (i.e. for a shop.) Then, the items you own can be sold (if you want them to be) at your shop.

>>CREATING AND JOINING CLANS ~Go to Top


Clans are groups of people who set requirements to join clans. The clan creator is called the Clan Leader.

You must first apply for a clan in the Create-A-Clan forum. Then, if you are accepted, you have to put the clans initials before your name. For example:

[OM]FireRider

Clan requirements can be anything. (e.g. must be dragonman, or have over 100 HP or over level 20, etc.)

You may leave a clan if you want, but you must tell the leader about it before you leave.

So what's so good about joining clans? You get protection and it's easier to make parties if you're going on a quest. People help each other in clans.

>>STATUSES AND CONDITIONS ~Go to Top

Poison - Character gets 2 damage every turn.

Poison - Character gets 2 damage every turn.

Blind - Physical hit success rate is lowered to 30%.

Silence - Magic and Skills cannot be cast.

Stun - Cannot move until cured by magic or items.

Sleep - Cannot move until you wake up either by being physically hit, by magic or by items.

Death - When HP reaches 0. It can only be cured by magic or items.

Manaburn - Magic and Skills can be cast, but if they are, MP is reduced as well as HP and the spell is not cast.

>>TRAVELLING ~Go to Top

There are several ways to move between states.
Leave Forums:You can post your name in one of the 'Leave' forums which appear in Green Font. You will appear in the state you wanted to go to after a certain amount of time. Random encounters can occur here, so you should be careful. In this form of Transport it is free. You post in the forum and then your status gets changed by one of the Overseer's. You will only beable to see the global forums for 1 full day. So you cannot access any other forums for one day. Remember the Green links mean you walk so you must be very carefull.
Ports: With ports there is some cost involved but it is a safe way of travelling and in some cases the only transport to some islands. For each port there is a Portmaster. He/she is in charge and makes all the prices. Your status will get changed once you board. When using ports as a transport you do not need to wait 1 day. You get automatically taken to your destination so the money is worth the time.
Other ways:Mages can also use the high-level spell Warp Gate. This will teleport them to another state of their choice within a week. To use it, you must PM (Private Message) one of the Overseers with your name and the state you want to teleport to. Next time they come online, they will change you to the state you teleported to. You can only do this once you obtain the Warp Gate spell, so don't bother trying it if you don't have it! Some character races (e.g. Dragonmen) can Fly to other detinations as well
Well with travelling by boat it is very rare to get into danger unless you are on a bumper boat. Bumper boats are very small and the drivers are not highly qualified.

Walking on foot it is the most dangerous. The most dangerous area is near the South and North of Região Selvagem. The wilderness lies there. You may want to carry some items with you just in case your health decreases. Remember, monsters may not get you but always be prepared.

>>COLOUR KEY ~Go to Top

We use colours to indicate that different types of places, listed below.

Red Links:Town centres for chat and advertising.

Blue Links:Ports, for easy transfer to another state.

Green Links: Transfer forums to another state by walking.

Orange Links: Spells and Skills lists.

Purple links: Shops.

Brown links: Inns.

Black links: Mentor training grounds.

Navy links: Clan Meeting Places.

Please note that Clan Meeting Places are highly private. If you stumble across these, please ask for consent before you enter, unless you are a member or prospective member.

>>TRANSMIGRATORY CHARACTERS

Transmigratory characters are character classes and races you can become if your character dies. This goes according to your character's alignment, class type (Physical, Magical, Spiritual or Undead) and, sometimes, race.
Good
Physical: Angel Knight
Magical: Astra
Spiritual: Martyr

Neutral
Physical: Leecher
Magical: Ghost
Spiritual: Spectre

Evil
Physical: Zhombie
Magical: Skeletal Mage
Spiritual: Nightghast

Race
Dragonmen: Phoenix

NOTE: Vampires and other undead classes cannot die. They are just revitalised to 1 HP at the end of each battle. Priests and Clerics cannot use Resurrect on them either.