• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Strategic Artifact Distribution

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Strategic Artifact Distribution

Postby wallydubbs » June 27th, 2024, 11:11 am

Here I'm looking at artifacts that make a world of difference to the heroes of HeroQuest while giving an analysis of the best heroes to place these artifacts on.

The Ring of Fortitude:
Found in the New Beginnings quest and later dished out as a reward for Prophecy of Telor as well as a treasure in the 2nd quest in Jungles of Delthrak. This is an artifact best handed out to a hero with low body points that could die very easily. Although it might make other heroes like the Knight or Elf much more robust, this artifact is best rested on the Rogue. The Wizard and Warlock should do their best to stay out of direct combat, but the Rogue needs to get in close for his Opportunistic Striker skill to work and it will sometimes fail. Going through my competitive points system on the Rogue, he definitely needs something extra when fully equipped. Though the Warlock actually came out the lowest, the Rogue's up personal combat demands something more.

Talisman of Lore:
Found in Melar's Maze of the Game System and 2nd quest of Spirit Queen's Torment, the most obvious choice for this artifact goes to whomever has the lowest mind points, like the Barbarian, Berserker or Knight. It's a valid boost to help resist spells and considering the mind points mechanic in Prophecy of Telor it should definitely go on one of these 3.

Wizard's Cloak:
Found in Legacy of the Orc Warlord (so long as Grak is defeated) and Spirit Queen's Torment Quest 12, i think it's apparent that this artifact should go to the Wizard, despite the Warlock's ability to wear it. Even though the Wizard does rank higher then the Warlock on my points system, the Warlock has a stronger offense and an escape spell. But since there are 2, 1 could find it's way onto the Warlock.

Borin's Armor:
Comes up in both the Game System (Quest 7) and Spirit Queen's Torment (Quest 10), logically this armor should go to the hero that does the most fighting, who is usually the one with the most body points. It would go to waste on the Knight, who could just eventually buy Plate Mail, so we're looking at the Barbarian, Berserker or Dwarf. Even though the Elf and Bard could technically wear this armor I think they're better off with indirect combat, like a Crossbow or Longsword diagonal attack.

Wand of Magic:
Found in the Fire Mage quest has the most value carried by the Wizard. Although there are a variety of spell casters, they all only have 3 spells, while the Wizard has accumulated 9, so he has more then enough to double cast more then once in a single quest.

Elixir of Life:
This is a 1-use artifact, but it's found multiple times throughout HeroQuest legacy, coming up almost once in every quest book, so being of 1 time use it could pretty much go to anyone, maybe the Knight due to his defence dice advantage he'd probably stay along longer than anyone once acquiring Plate Mail.

Ring of Return:
Can only be found in Castle of Mystery and the first Quest of Crypt of Perpetual Darkness; it's only of a 1 time use, so it's quite questionable what uses it has. I suppose it could be used for a quick escape if things get dreary in the mist of battle, so maybe put it on the Warlock or Wizard.


Orc's Bane:
This one comes up in Quest 10 of the Game System and Quest 7 or Spirit Queen's Torment, but despite Orcs being one of the most common monsters, a Short sword with 2 attacks isn't really a go-to weapon. It's much more advantageous to go with 3 or 4 attack dice against ALL monsters then only 2 attack dice. Though the Wizard and Warlock are the only 2 heroes restricted from using this weapon there is one hero that gets maximized benefits. The Rogue's Ambidextrous allows him access to Bandolier even with a Short sword, so the Rogue could also get a +1AD using Orc's Bane with Opportunistic Striker while getting the double attack against orcs and throwing knives with Ambidextrous.

Wizard's Staff:
Found both in the Game System (Quest 11), Spirit Queen's Torment (Quest 8), and Jungles of Delthrak (Quest 1) although it can only be used by the Wizard and Warlock, obviously it goes to the Wizard because the Warlock's want us already just as powerful.

Spirit Blade:
Now this weapon is definitely a keeper, can be found in the Game System (Quest 13), and Return of the Witch Lord (Quest 3) yet is conspicuously missing from Spirit Queen's Torment. It's a Broadsword so there's no diagonal attack so should be used by a hero more directly, so the Elf or Dwarf might be the best option as they are solid enough with armor to fend off attacks while the Barbarian and Berserker might lean towards fighting with a Battle Axe. The Knight, however, although best in terms of Armor and requires a sword to match his shield his probably better with a LongSword, as his diagonal attacks gain a better vantage point to use Shield Block to protect other heroes.

Spell Ring:
Found in the Game System (Quest 14) and Spirit Queen's Torment (Quest 13), should go to the Wizard or Druid as Healing Spells are quite valuable. Though the Wizard could find various uses, but it'll come in handy for the Druid's Shapeshift.

Magical Throwing Dagger:
These show up a few times in Keller's Keep, Return of the Witch Lord, and Crypt of Perpetual Darkness, they're better off going to the Wizard of Rogue. While the Wizard stays back and mainly focused on his spells, having an occasional throwing dagger to deal minor damage from afar might be helpful. However at the same time I think the Rogue could use Ambidextrous to attack with his first weapon and use the Magical Throwing Dagger instead trying to roll for a hit.

Fire Ring:
This has limited use and could only be found in the Dwarven Forge. It could be a bonus for any hero in particular and I'm just randomly leaning to the Barbarian or Rogue because the Barbarian will most often be the focus of Dread Spells, picking on his mind points, but at the same time my experience with the Rogue just wants to give him some form of extra protection as he/she isn't a super powerful character.

Spell Scrolls:
These are all one off uses, but for a game that relies so heavily on dice rolls for combat, spells need to be strategically cast. I remember when playing Dungeons of Hope as the Wizard I asked other heroes to give me their spell scrolls since the Wizard was very limited in combat and the other characters would be better off using their attacks. So Spell Scrolls are best handled by the Wizard or Warlock. Occasionally another hero might get a lucky moment to use them, like the Druid or Bard. These spell scrolls very in 1 Genie, 1 Swift Wind, 1 Tempest, 3 Heal Body, 2 Rock Skin, 2 Pads Through Rock, 2 Ball of Flame, 2 Courage, 2 Fire of Wrath, 1 Sleep, 1 Water of Healing, 1 Lightning, 1 Chill, 1 Ice Storm, 1 Ice Bridge, 1 Psychic Recovery, and 1 Treasure Without Doom. 24 in total.

Rod of Telekinesis:
Found in Quest 2 of Prophecy of Telor, almost like Tempest, but gives the monsters a chance to resist. It's probably best off going to a hero with a weak attack like the Wizard of Monk as other heroes with a strong weapon will use their actions for attacks. It might give the Monk a chance to stall a monster, so he can flee out of sight to recharge his techniques upon using all of them.

Dust of Disappearance:
This is found in Return of the Witch Lord (Quest 2) and Spirit Queen's Torment (Quest 6). Wizard would most likely have Veil of Mist and the Rogue has Combat Mobility, so this can be useful to any other hero. I can see the Explorer using this to get out of a fray of monsters only for his Trap Smith sense to go off. Maybe the Bard could use it for a hefty escape or someone like the Monk or Berserker use it to throw themselves into the middle of a group of monsters and play Eye of the Storm or Frenzy. So it's probably best used by one of those heroes.

Rabbit Boots:
This one is found in the Return of the Witch Lord (Quest 7) or Spirit Queen's Torment (Quest 4) and would be beneficial to any hero but the Warlock or Monk. Probably best off on the Wizard to help preserve his body points, but at the same time traps are such meagre hindrance, it might be better off on the hero most hindered by traps: the Druid. Losing Shapeshift or Rock Skin over a trap is really annoying, so these might be best off on the feet of the Druid.

Anti-Poison Quill:
Found in Return of the Witch Lord (Quest 8) and Spirit Queen's Torment (Quest 2), this artifact might go best with the Dwarf, Explorer or Monk. I often notice other heroes don't jump to buy a tool kit unless they don't have a Dwarf on their team. But even when they have tool kits they're not as certain as the Dwarf's disarm ability. The Bandolier comes with a tool kit, so it's just another ability for the Rogue, so if other heroes haven't bought a Tool Kit it'll come down to one of these 3 heroes to disarm it. The Monk could also use Twisting Torrent to trigger a trap and avoid taking damage, so it's probably best being used by the Rogue if he fails to disarm a deadly enough poison from a trapped chest.

Armband of Healing:
Could pretty much go to any hero, but it might have slightly more influence going to the Druid or Berserker, as it's either a quicker way to gain back Shapeshift or replenish the body points lost from Enrage. However any hero would be lucky to have it. However upon saying all that I'm wondering if Armband of Healing could be combined with Bracers? I didn't allow it in the old HeroQuest, so it seems reasonable to reject it. There's just so many more heroes that rely on the Bracers... So I guess that takes the Druid out of the equation...

Phantom Blade:
Found in Spirit Queen's Torment (Quest 5) is best to go to the Wizard of Rogue, though both heroes should have a weapon or artifact more powerful (Wizard's Staff & Orc's Bane), though the Rogue could use it Ambidextrously. However it's also possible to have a 2nd Wizard in a different group that might come across this weapon and make good use of it.

Fortune's Longsword:
Is found in Quest 9 of Spirit Queen's Torment and Quest 3 of Jungles of Delthrak, it's not the best upgrade of a weapon, but it IS a LongSword and an Artifact, so still better then the average Longsword. This artifact should probably go to the Knight, Elf, Druid or Bard (though I think the Bard is best with a Crossbow), you'd probably get the best use out of it by giving it to the Druid, who can maximize the attack with Shapeshift with a reroll. But so far I don't think any specific artifacts have went to the Knight.

Armband of Ice:
Until recently this artifact was ineligible to be found, but now with Into the Northland's any hero can find it. However it's only useful in the Frozen Horror quest pack, unless some other Dread Sorcerer knows Chill and Ice Storm. Much like the Armband of Healing and Magical Elven Bracers this artifact might interfere with Bracers and is better off going to a hero with metal armor: the Barbarian, Berserker, Dwarf and Knight are sll good options for this. I'd settle with the Barbarian, though, as this was the quest pack tailored to him.

Snowshoes of Speed:
This one is found Beyond the Gracial Gate in Frozen Horror and again, is only useful in this quest pack. The best use for this artifact is to cancel the effects of heavy Platemail, so we can cross out the Knight and all heroes that can't wear metal armor. So I'd suggest throwing on the Dwarf, upgrading him to a Battle Axe for this pack while using Plate Armor and the Snowshoes of Speed so he can keep up with the other heroes.

Ring of Warmth:
Found in the Deadly Depths of the Frozen Horror the Ring of Warmth is best used to protect one of the heroes with low body points, maybe the Wizard, Warlock or Rogue, someone with insufficient armor, as it has the same effects as the Armband of Ice, but Bracers don't hinder it. I'll go with the Warlock, since I haven't landed an artifact on yet, and I think her ranged attacks would be useful in Frozen Horror.

Amulet of the North:
This one is found in the Halls of Kelvinos. Obviously this goes to the Barbarian.

Magical Elven Bracers:
Now found in the first Quest of Mage of the Mirror. Of course, this has to go to the Elf, it's right on the card, no other choice.

Elven Chainmail:
This, of course, goes to the Elf too. Since there was no official card, however, it's probably not an artifact and CAN be effected by Rust.

Elven Boots:
Another artifact specifically said to go on the Elf.

Ancient Staff:
Also specified for the Elf, though it would probably work much better if it was allowed to be used by the Wizard.

Sky Orb:
The non specific artifacts in Mage of the Mirror, found in Quest 7: I'd probably put this one on the Knight, as he the Barbarian and Berserker have low mind points, so one of them should hold onto it to keep from drifting into shock if they lose said mind points.

Bone Wand:
Found in Mage of the Mirror, quest 9. This can pretty much go to any hero, but because it's a wand I'm inclined to give it to the Warlock or Wizard. Besides, the Warlock and Wizard are the heroes that Skeletons can do the most damage to.

Elven Bow of Vindication:
This one is specified to the Elf and even if it wasn't I'd probably put it on her anyway.

Raven's Talon:
Found in Rise of the Dread Moon (Quest 6), this weapon could also enhance the Rogue's Ambidextrous skill, giving him the 2nd attack. It could also be used by an extra Wizard that may not have the Wizard's Staff.

Cloak of Shadows:
Also found in Quest 6 of Rise of the Dread Moon, it would go well with the Elf for scouting if he still has the Elven Boots, otherwise the only heroes I'd object to holding this is the Wizard and Rogue. Thematically it seems like it can go with the Warlock, since the Elven Cloak of Passage could be found in the Treasure Deck.

Scales of Elthorn:
Found in Quest 7 of Rise of the Dread Moon, this artifact probably isn't metal (could be Dragon Scale), specifies that it CAN be combined with the Wizard's Cloak, suggesting that it could be warn by the Warlock and Wizard. It doesn't say anything about combining with Bracers, as that can't go with chainmail, but not does it say that it can't... Considering it's brought about in a quest pack with the disguise mechanic, I'd imagine it was done to aid in defense while disguised. However the disguised mechanic is a bit confusing as to when it ends and I find the game more fun battling your way through. The Scales also grant an extra mind roll on magical attacks, so I'd place this on a hero that needs the extra defense but isn't too superior in magic resistance: the Rogue. Maybe the extra mind point roll will come in handy, and I'd rule that it CAN go with Bracers.

Phoenix Ash:
Found in Rise of the Dread Moon (Quest 7), as the Wizard is the only hero that doesn't require a reagent kit to craft potions, it seems most fitting that he should hold this artifact. Once per quest it can also save a hero from death, since the Wizard has the least body points it seems all the more fitting.

Dawn Shield:
Found in Rise of the Dread Moon (Quest 9), it would be nice to put this on the Knight, but I find it's power to force a monster to reroll is more advantageous for the Druid or Explorer. They can't wear metal armor, but it doesn't discount a shield. The Explorer only has 5 body points, so he may need that forced reroll, but so does the Druid in order to keep her Shapeshift active. It's funny how the Druid's trap concern could be solved by the Explorer's skills.

Dragon Spear:
Found in Quest 8 of Crypt of Perpetual Darkness, being of Dwarven make it seems only fitting that this weapon is wielded by a Dwarf, so perhaps the Explorer as Venom does have as spells and her resistance to magic is well above the normal Dwarf, so perhaps she's the best candidate to slay the Dragon. But the Dwarf does outshine the Explorer in physibattle due to his body points and capacity for armor.

Crown of Shadows:
This can be found in Quest 9 of Crypt of Perpetual Darkness and allows the wearer to see in the dark as well as counting as helmet, yet apparently is not restrictive of the Wizard. This probably would go best with the Warlock, giving her extra defense while also not limiting her attack.

Emberwrought Diadem:
Found in Quest 4 of Jungles of Delthrak, as it grants the wearer an additional body points and defense dice, clearly it should go to the Wizard, Warlock or Rogue, they could all use the extra body points and defense.

Girdle of Might:
Could be found twice in Jungles of Delthrak, you're probably going g to want to put this on the Monk, increasing his unarmed attack by 1! He can use Eye of the Storm multiple times during a quest and upping those unarmed attacks to 3 is a huge boost not worth passing up.

Fangwarden Armlet:
Is found in Jungles of Delthrak (Quest 7), allows a hero to call a Raptor into battle with him and i can think of 3 heroes that might benefit among the rest: the Knight could add the Raptor to the group, adding another potential hero he can support with Shield Block; the Bard, having a Raptor maximizes the effects of his Healing Song and gives another attack against a monster he puts to sleep; the Elf could have a little more leeway in casting some of his spells like Deep Sleep or Time Stop if he has a pet that could take up more attacks.

Sapphire Skull:
This gives a 2AD ranged attack, it would be a significant artifact for the Wizard to rival the Warlock's wand.

Bracers of the Wild:
I'm going to assume these are the same as Bracers and can't be combined with Chainmail but just gives the hero the ability to go through rough terrain and furniture: the Rogue can already run through monsters, so this might be a bigger boost for the Explorer, Bard or Warlock, since they'd probably all wear Bracers. The Warlock could use this for a hefty escape if she already used Dark Wings, but at the same time the Explorer's Trap Smith could cover more area is she's running on furniture. Though that +2 movement would be helpful to combine with PlateMail, I don't think Bracers are allowed to do that.


Rewards:
Wizard of Zargon Group Member Hosted a Play-by-Post game.
Arena Master
wallydubbs

Swordsman
Swordsman
 
Posts: 1857
Joined: October 18th, 2018, 7:15 am
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Wizards of Zargon Group MemberChampion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Re: Strategic Artifact Distribution

Postby HispaZargon » June 27th, 2024, 11:36 am

Great and exhaustive analysis!

Just one comment: in my humble opinion I consider the Elven Chain Mail as an artifact because it is identified by the quest notes as a magical item and no gold cost is given for it.


Rewards:
Wizard of Zargon Group Member Participated in a Miniature Exchange.
User avatar
Librarian-Analyst
HispaZargon
Inn's Guardian

Wizard
Wizard
 
Posts: 2678
Images: 42
Joined: October 12th, 2018, 2:18 pm
Location: Madrid, Spain
Forum Language: English (United States)
Usergroups:
Wizards of Zargon Group MemberScribes Group MemberAdventurers' Guild Group MemberArtists Group MemberChampion Group Member


Return to General HeroQuest Discussion

Who is online

Users browsing this forum: Bing [Bot] and 1 guest