Fandom

Scratchpad

Mentor's Library

216,226pages on
this wiki
Add New Page
Discuss this page0 Share

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

Information about the characters, monsters, spells, potions, artifacts, weapons, armor and tools in HeroQuest.

Heroes

The four heroes in HeroQuest are Barbarian, Dwarf, Elf and Wizard.

Barbarian

Barbarian-small

The Barbarian is the greatest warrior of all. But beware of magic, for your sword is no defense against it.

Attack Defend Body Mind
3 2 8 2

Movement: 2 6-sided dice
Starting Weapon: Broadsword
Starting Armor: None


Elf

Elf-small

The Elf is a master of both magic and the sword. He must use them both well to triumph.

Attack Defend Body Mind
2 2 6 4

Movement: 2 6-sided dice
Starting Weapon: Shortsword
Starting Armor: None

Dwarf

Dwarf-small

The Dwarf is a good warrior and has the unique ability to disarm traps without a tool kit.

Attack Defend Body Mind
2 2 7 3

Movement: 2 6-sided dice
Starting Weapon: Shortsword
Starting Armor: None


Wizard

Wizard-small

The Wizard has the power to cast many spells. In combat, however, he is weak. He cannot wear armor or use large weapons. Therefore he must cast spells wisely and avoid physical combat.

Attack Defend Body Mind
1 2 4 6

Movement: 2 6-sided dice
Starting Weapon: Dagger
Starting Armor: None

Monsters

Monster Attack Defend Body Mind Movement
Goblin 2 1 1 1 10
Orc 3 2 1 2 8
Fimir 3 3 2 3 6
Skeleton 2 2 1 0 6
Zombie 2 3 1 0 5
Mummy 3 4 2 0 4
Chaos Warrior 4 4 3 3 7
Gargoyle 4 5 3 4 6


Spells

There are five groups of Spells. Air, Earth, Fire and Water are the Heroes' spells, Chaos Spells are Zargon's.

Air Spells

Airspellback
Swift Wind
This spell may be cast on any one Hero, including yourself. Its powerful burst of energy enables that Hero to double his movement the next time he moves.
Tempest
This spell creates a small whirlwind that envelops one monster of your choice. That monster will then miss its next turn.
Genie
This spell conjures up a Genie who will do one of the following: open any door revealing what lies beyond, or uses five times the attack strength to attack any monster within your line of sight.

Earth Spells

Earthspellback
Heal Body
This spell may be cast on any one Hero, including yourself. Its magical power will immediately restore up to 4 lost Body Points, but does not give a hero more than his starting number.
Rock Skin
This spell may be cast on any one Hero, including yourself. That Hero will have increased defence strength. The spell is broken when the Hero suffers one point od Body damage.
Pass Through Rock
This spell may be cast on any one Hero, including yourself. That hero may then move through walls on his next move. He may move through as many walls as his movement allows. Caution! If a Hero ends his move in solid rock he is trapped forever!

Fire Spells

Firespellback
Fire of Wrath
This spell may be cast on any one monster, blasting it into flames. It will inflict 1 Body Point of damage, unless the monster can immediately defend against it.
Courage
'This spell may be cast on any one Hero, including yourself. The next time that Hero attacks, his attack strength will be increased. The spell is broken when the Hero can no longer see a monster.'
Ball of Flame
This spell may be cast on any one monster, enveloping it in a ball of fire. It will inflict 2 Body Points of damage, unless the monster can immediately defend against it.

Water Spells

Waterspellback
Water of Healing
This spell may be cast on any one Hero, including yourself. Contact with this relitalizing water will restore up to 4 lost Body Points, but will not give a Hero more than his starting number.
Sleep
This spell puts one monster into a deep sleep so it cannot move, attack, or defend itself. The spell can be broken at once or on a future turn by the monster. May not be used against Mummies, Zombies, or Skeletons.
Veil of Mist
This spell may be cast on any one Hero, including yourself. On the Hero's next move, he may move unseen through spaces that are occupied by monsters.

Chaos Spells

Chaosspellback
Rust
This spell causes any one metal sword or helmet to become so thin, brittle and useless that it can never be used again. Not effective against Artifacts.
Tempest
This spell creates a small whirlwind that envelops one Hero. That Hero will then miss his next turn.
Firestorm
This spell creates a roomful of fire that inflicts 3 Body Points of damage on all Heroes and monsters in the same room with the spellcaster. The spellcaster is unaffected. All victims will immediately try to defend themselves. Not used in corridors.
Summon Undead
This spell conjures up a group of undead to surround and protect the spellcaster.
Summon Orcs
This spell conjures up a group of Orcs to surround and protect the spellcaster.
Command
This spell puts a Hero under Zargon's control. The spell can be broken immediately or on a future turn by the Hero rolling one red die for each of his Mind Points. If a 6 is rolled, the spell is broken. However, until then, Zargon moves him as a monster.
Ball of Flame
This spell can be cast on any one Hero. It will inflict 2 Body Points of damage. The Hero immediately defends to reduce the damage.
Fear
This spell causes any one Hero to become so fearful that his attack strength is reduced. The spell can be broken by the Hero on a future turn. The higher a Hero's Mind Points the more successful he will be in breaking the spell.
Escape
This spell allows the spellcaster to disappear and instantly teleport to a secret destination known only to Zargon.
Cloud of Chaos
This spell paralyzes all Heroes located in the same room or corridor. The Heroes are unable to move, attack or defend. The spell can be broken at once or on a future turn to by each victim. A Hero's success is based on his mind points.
Sleep
This spell puts any one Hero into a deep sleep. A sleeping Hero is unable to move, attack, or defend himself. The spell can be broken immediately or on a future turn by the Hero based on his Mind Points.
Lightning Bolt
This spell may be cast in a horizontal, vertical, or diagonal direction. The bolt will travel in a straight line until it strikes a wall or closed door. It will inflict 2 points of Body damage on all Heroes or monsters that stand in its path.

Potions

Potion of Healing
You can drink this healing potion at any time, restoring your body points. You cannot exceed your maximum body points.
Potion of Strength
You can drink this potion at any time, enabling you +2 attack strength the next time you attack. This may only be used once.
Potion of Defence
You can drink this potion at any time, giving you +2 defence the next time of are defending yourself. This may only be used once.
Heroic Brew
If you drink this, you can make two attacks instead of one. This may only be used once.

Artifacts

Artifacts are special, magical items such as weapons and armor that Heroes collect throughout their quests. Artifacts may be needed to defeat a special foe.

Borin's Armor
This magical suit of plate mail allows the wearer to double his defense stength. Unlike normal plate mail, this mysterious, ultralight metal armor does not slow down its wearer. May not be used by Wizard.
Elixir of Life
This small bottle of pearly liquid will bring a dead Hero back to life, restoring all of his Body and Mind Points. This potion can only be used once.
Orc's Bane
When using this magical shortsword, you have an attack strength of 2. You may attack twice if attacking an Orc. May not be used by Wizard.
Ring of Return
When invoked, this magical ring will return all Heroes that the ring wearer can 'see' to the starting point of the Quest. It can only be used once.
Spell Ring
This ring enables the Wizard or Elf to cast one spell two times (not simultaneously). At the beginning of a Quest, the wearer of this ring must declare which of his spells he is storing in the ring.
Spirit Blade
This magical broadsword has an eerie handle of carved bane. When using it, your attack strength is increased especially when attacking an undead monster (Skeleton, Zombie, or Mummy). May not be used by Wizard.
Talisman of Lore
This magical medallion increases your Mind Points by 1 for as long as it is worn.
Wand of Magic
This magical wand allows the Elf or Wizard to cast two separate and different spells on his turn instead of one single spell.
Wizard's Cloak
This magical cloak made of shimmery fabric is covered with mystical runes. It can be worn only by the Wizard, giving him extra defense strength.
Wizard's Staff
This long ancient staff glows with a soft blue light. It can be used only by the Wizard, giving him the attack strength of 2 and the ability to strike diagonally.

Weapons

Weapon Description Attack Cost
Dagger This sharp knife gives you the attack strength of 1 combat die. A dagger can also be thrown at any monster you can "see," but is lost once it is thrown. 1 25
Shortsword This short blade gives you the attack strength of 2 combat dice. May not be used by the Wizard. 2 150
Broadsword This wide blade gives you the attack of 3 combat dice. May not be used by the Wizard. 3 250
Longsword This long blade gives you the attack of 3 combat dice. Because of its length, the longsword enables you to attack diagonally. May not be used by the Wizard. 3 350
Staff This long, sturdy, wooden staf gives you the attack strength of 1 combat die. Because of its length, the staff enables you to attack diagonally. You may not use a shield when using this weapon. 1 100
Battle Axe This heavy, double-edged axe gives you the attack strength of 4 combat dice. You may not use a shield when using this weapon. May not be used by the Wizard. 4 450
Crossbow This long-range weapon gives you the attack strength of 3 combat dice. You may fire at any monster that you can "see." However, you cannot fire at a monster that is adjacent to you. You have an unlimited supply of arrows. May not be used by the Wizard. 3 350

Armor

Armor Description Defence Cost
Helmet This protective headpiece gives you 1 extra combat die in defense. May not be used by the Wizard. 1 125
Shield This hand-held armor gives you 1 extra combat die in defense. May not be used with the Battle Axe of the Staff. May not be worn by the Wizard. 1 150
Chain Mail This light metal armor gives you 1 extra combat die in defense. May be combined with the Helmet and/or Shield. May not be worn by the Wizard. 1 500
Plate Mail This heavy metal armor gives you 2 extra combat dice in defense. however, because it is so heavy, you may only roll 1 red die for movement while wearing it. May be combined with the Helmet and/or Shield. May not be worn by the Wizard. 2 850

Tools

Tool Kit
This tool kit gives you a 50% chance to disarm any searched-for-and-found (but unsprung) trap.

Also on Fandom

Random wikia