Treasure & Equipment

How heroes find treasure, earn gold and spend it in the armory between quests, with the real numbers behind every weapon and piece of armor.

How Heroes Grow

HeroQuest has no experience points or levels. A hero's Attack, Defend, Body and Mind start where the hero card says, and they grow in only three ways:

Gold and gear carry over from quest to quest, recorded on your character sheet. Heroes who complete all 14 quests of the core Quest Book earn the title of Sovereign Knights.

Finding Treasure

Searching for treasure is one of the six hero actions:

Quests also pay rewards. In the core Quest Book, Prince Magnus offers 240 gold coins (split among the heroes) for rescuing Sir Ragnar; the King pays each hero 100 gold coins for finding the lost wizard Wardoz, and 100 each for destroying Balur the Fire Mage; and Bastion of Dread pays a bounty for every monster killed. Players may share gold with each other.

Between Quests

  1. Split any final reward among the heroes and record it.
  2. If the quest was completed, every hero gets back all Body and Mind Points and every spell cast.
  3. Visit the armory: buy any number of items from the equipment deck. Items are always in stock, so two heroes can both buy a helmet.
  4. Keep any treasures you found; they come with you into the next quest.

The First Light rulebook (same rules as the 2021 game) also lets heroes sell armory items back for half the listed price, rounded down: a 350-gold longsword sells for 175. The Rise of the Dread Moon pack adds an Underground Market that also buys items at half price.

The Armory

Classic edition (1989–1990): most prices and effects below are the classic North American armory. The 2021 line confirms the Dagger at 25, the Shortsword at 150 and the Longsword at 350 gold coins; other 2021 prices may differ, so check your equipment cards. The European original priced some items differently and had extra items such as the Hand Axe, Spear, Bracers and Cloak of Protection.

Weapons

WeaponGoldAttack diceNotes
Dagger251Can be thrown at any monster you can see, but is lost once thrown. Wizard may use.
Staff1001Attacks diagonally. No shield. Wizard may use.
Shortsword1502
Broadsword2503The Barbarian's starting weapon.
Longsword3503Attacks diagonally.
Crossbow3503Fires at any monster you can see, but not one next to you. Unlimited bolts.
Battle Axe4004No shield.

Armor and Tools

ItemGoldDefend diceNotes
Helmet125+1
Shield150+1Not with the Battle Axe or Staff.
Chain Mail500+1Combines with helmet and shield.
Plate Armor850+2So heavy you roll only 1 red die to move. Combines with helmet and shield.
Tool Kit250noneLets a hero try to disarm a found trap (any result but a skull on one combat die). The Dwarf doesn't need one.

The Wizard can't wear normal armor or use large weapons, and the rulebook advises him to save his money. A new weapon replaces your Attack dice rather than adding to them: if the Elf buys a longsword, the Elf rolls 3 Attack dice.

What an Upgrade Is Worth

Exact odds per attack, using classic monster stats (Orc: 2 Defend dice; Dread Warrior: 4 Attack, 4 Defend, 3 Body).

Attack diceExample weaponWounds an OrcWounds a Dread WarriorKills a Dread Warrior within 3 attacks
1Dagger, Staff34.7%24.1%1.4%
2Shortsword59.0%45.8%25.2%
3Broadsword, Longsword, Crossbow75.0%62.9%58.6%
4Battle Axe85.1%75.4%81.6%
Hero's Defend diceExample kitA Dread Warrior wounds youAverage Body Points lost
2none75.7%1.40
3helmet65.5%1.15
4helmet + shield55.6%0.93
5helmet + shield + chain mail46.3%0.75
6helmet + shield + plate armor38.0%0.59

Two practical points follow. For the Dwarf and Elf, the jump from 2 to 3 Attack dice (a longsword) is the biggest single upgrade in the armory, and the longsword's diagonal reach is a bonus. For defense, a 125-gold helmet does nearly as much per coin as anything else. Plate armor's two dice come at a real cost: one red die for movement averages 3.5 squares instead of 7.

Armory Planner

Pick a hero and their kit, and see the cost and exact combat odds. Prices and monster stats are the classic North American numbers from the tables above.

Hero and weapon
Armor and tools
Opponent

Potions

You can drink a potion at any time, even on another player's turn, and it doesn't use your action. You may drink more than one at once. On your turn you may hand a potion to an adjacent hero. A healing potion is the only thing besides a healing spell that can save a hero at 0 Body Points.

Classic edition (1989–1990): the classic treasure deck's potions were the Potion of Healing (restore Body Points equal to one red die), Potion of Strength (2 extra Attack dice on your next attack), Potion of Defense (2 extra Defend dice the next time you defend) and Heroic Brew (two attacks instead of one). Quest packs add many more; Rise of the Dread Moon even lets heroes brew their own.

Artifacts

The core game has 14 artifact cards. They aren't in the treasure deck: the quest notes place them, usually as the reward for a particular room or foe. In the core Quest Book you hunt the Talisman of Lore in Melar's Maze, the Ring of Return turns up in the Castle of Mystery, and the last three quests turn on the Spirit Blade, the only weapon that can harm the Witch Lord.

Classic edition (1989–1990): other classic artifacts included Borin's Armor (plate that grants 4 Defend dice without slowing you), Orc's Bane (a shortsword that attacks Orcs twice), the Wand of Magic (cast two different spells in one turn), the Spell Ring (cast one spell twice), the Elixir of Life (bring a dead hero back) and the Wizard's Cloak and Wizard's Staff for the Wizard. Read your 2021 artifact cards for current effects.

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