by wallydubbs » January 1st, 2025, 8:55 pm
Setting up for a round table with maxed out heroes with artifacts. Now there are many artifacts and skills that won't be useful in an arena fight, so artifacts like the Sky Orb, Bone Wand, Anti-Poison Quill and Snowshoes of Speed won't be accessible. Some artifacts are still usable despite having extremely limited use such as Dust of Disappearance, Armband of Ice or Cloak of Shadows, etc. To make things interesting some of the heroes will be granted spell scrolls or 1 off artifacts before their fight so Ring of Warmth and Fire Ring will have minimal use. But already, given their artifacts, tactics will start to unfold.
Barbarian:
Amulet of the North, Battle Axe, Chainmail, Helmet & 1 Spell Scroll
10BP, 1.5MP, 4AD, 4DD, 0SS, .50SA= 20pts
With the Amulet of the North being a very powerful artifact at the Barbarian's disposal, his mind points are slightly higher to resist spells and he'll be relying on cutting his opponents down before losing his Body Points.
Bard:
Longsword, Crossbow, Bracers, Helmet, Shield, Ring of Warmth, Ring of Return, 2 Spell Scrolls, 1 Magical Throwing Dagger.
5BP, 2MP, 3.5AD, 5DD, 1SS, 2.5SA= 19.5pts
The Lullaby and Healing Song may still come in handy, but if all else fails the Bard can switch over to a Crossbow hoping to outrun bigger opponents and shoot them down. I've also given him an additional Magical Throwing Dagger, and 2 spell scrolls.
Berserker:
Battle Axe, Scales of Elthorn, Helmet, Armband of Healing, 1 Spell Scroll
7BP, 1.5MP, 4AD, 4DD, 1.5SS, 2.5SA= 19.5pts
The Berserker would have a similar tactic to the Barbarian, but without the Amulet of the North he has the Armband of Healing, which can make up for body points lost from his Enrage skill. The Scales of Elthorn might do well on non armor wearing heroes, but the Berserker could definitely use the extra roll from Sleep attacks.
Druid:
Longsword, Phantom Blade, DawnShield, Bracers, 3Spell Scrolls
6BP, 2DD, 3.5AD, 4DD, 2SS, 1.5SA= 19pts
She's probably the most improved hero from starting off and with all her healing spells she might have a fighting chance. The DawnShield could benefit her the most. And just to help for a secondary weapon I gave her the Phantom Blade too as her Shapeshift could get her 2 piercing body points in with this.
Dwarf:
Battle Axe, Borin's Armor, Helmet, Fire Ring, 2 Spell Scrolls
7BP, 1.5MP, 4AD, 5DD, 0SS, 2SA= 19.5pts
The most fitting boost to the Dwarf is an extra defense, so there's not a whole lot going for him he has over the Barbarian. It's also why I gave him 2 spell scrolls.
Elf:
Magical Elven Bracers, Spirit Blade, Shield, Chainmail, Helmet, Ancient Staff, Elven Boots
8BP, 2.5MP, 3AD, 5DD, 1.5SS, 1SA= 21pts
Giving the Elf the Elven Chainmail would've made her too strong, so I've decided to only go with artifacts we have the card for. Elven Bracers sets her really high. Since she has the Elven Boots I can't justify giving her a crossbow. In this case the Spirit Blade won't give her an extra attack dice against other heroes, but also denies her the diagonal attack. The Elf, though, has a unique hanger against the Wizard while wielding the Ancient Staff. It'll only give her 1 attack dice, but she could deflect any spell cast on her. However I only allow this to work if the Elf is using the Ancient Staff as her weapon.
Explorer:
Dragon Spear, Fangwarden Armlet, Armband of Ice, Phoenix Ash
5BP, 2.5MP, 3.5AD, 2DD, 0SS, 10SA*= 23pts
*Raptor
.5M, 3BP, 1.5MP, 2AD, 2DD 1SS, 0SA= 10pts
The Explorer is in unique standing with the Fangwarden Armlet, allowing her to have a Raptor to help with the fighting. She's still not a strong fighter but the Dragon Spear will give her a more effective attack. The Explorer loses when the Explorer does. But if the Raptor then kills his opponent we'll have a draw.
Knight:
Talisman of Lore, Fortune's Longsword, Shield, Plate Mail, Helmet, 2 Spell Scrolls
7BP, 1.5MP, 3.5AD, 6DD, .5SS, 1SA= 19.5pts
The Knight stands out as the only hero with 6 defense dice. 2 of his skill cards are rendered useless without allies, but he still needs the shield to access Stalwart. So the Knight's in it for the long match, clad in armor with Fortune's Longsword and the Talisman of Lore to aid against magical attacks.
Monk:
Girdle of Might, Crossbow, Rod of Telekinesis, Dust of Disappearance & 1 Spell Scroll
6BP, 2MP, 3.5AD, 3DD, 4SS, .5SA= 20pts
The Monk is limited on equipment and once his techniques are expired there's little to go on, which is why I gave him the Crossbow to fall back on. The Rod of Telekinesis might seem irrelevant, but in the arena the Monk has an opportunity to freeze and opponent and hide behind a pillar to regain his techniques. It may not always work, but if it does that would really help the Monk. He also had the Girdle of Might, which really puts the Monk up there as a formidable opponent.
Rogue:
Emberwrought Diadem, Orc's Bane, Raven's Talon, Bandolier, Bracers, 2 Spell Scrolls
6BP, 2MP, 2AD/2AD, 4DD, 2SS, 1.5SA= 19.5pts
The problem with the Rogue is he only has 5 body points and 3 defense dice, so the Emberwrought Diadem is something he definitely needed. The Bandolier's infinite throwing daggers won't go far with everyone having armor, but the Rogue could maintain his Ambidextrous with a Shortsword (Orc's Bane), as the Raven's Talon is a dagger. So this'll really helps. I'm thinking, just the same, that I should adopt the rule of only one defense roll. I still think the Rogue needs that help.
Warlock:
Ring of Fortitude, Wand, Bracers of Wild, Crown of Shadows, Cloak of Shadows, Spell Ring, 3 Spell Scrolls
5BP, 2.5MP, 3AD, 4DD, 1.5SS, 1SA= 19pts
She needs to keep her distance from opponents, which is why the Bracers of the Wild go to, giving her 2 extra spaces of movement to keep her ranged attacks. I also granted her the Crown of Shadows for extra defense as well as the Ring of Fortitude for an extra body points. She also has the Spell Ring maybe for Demo Form or Dark Wings to maintain her ranged 3 attack dice. This might be too much, but on the points system it seems to work out.
Wizard:
Wizard's Staff, Wizard's Cloak, Bracers, Wand of Magic, Sapphire Skull, 1 Magical Throwing Dagger, 1 Spell Scroll
4BP, 3MP, 2.5AD, 4DD, 4.5SS, 2SA= 20pts.
The Boost I've decided to give to the Wizard, besides the obvious is his Courage spell. But he could also access it .much more quickly with the Wand of Magic, casting more then 1 spell at a time. The Sapphire Skull, spell scroll and Magical Throwing Dagger could also be very helpful.
There's 26 spell scrolls to go around, but considering Treasure Hoard, Ice Bridge and Psychic Recovery can't be used I'll take those out.