HeroQuest Player's Handbook

Elven Characters

Elves are a quiet and secretive people, normally very jovial and carefree. However, more than one enemy has learned that under this jovial skin lies a core of pure sinew and muscle. Among the Elven people one can find deadly archers and powerful magicians. They love their forests, and will fight to the death to defend them.
Elven Archer Good • Light Fighter

You are the Elven Archer — a creature of light and Faerie kin. You have a natural magical gift, which you have used to hone your skills as an archer. You have left the Elven forests that you love so much to defend them against the evil forces of Chaos.

Special Abilities

Legendary Aim The skill of the Elven Archers is known worldwide. While using a bow of any kind, you may fire two shots per turn, not necessarily at the same target.
Magic You are a creature of light and Faerie-Kin with a natural magical gift. You may cast 16 manna points of magic (or [1D6 × 4], whichever is higher) from the Faerie Spells. However, as the Archer, you have devoted most of your natural magical gifts to archery, and therefore it takes longer to learn spells. The Archer pays 25% more when learning new spells.
Attack Dice4
Defend Dice2
Body Points6
Mind Points3
Feat of Strength14
Feat of Dexterity14
Starting ArmorNone
Starting WeaponsShortBow
Druid Updated Good • Light Fighter

You are a WoodElf and a lover of the forests. You have seen the forests slowly succumbing to the evils of Chaos magic, and have decided to join the fight — and you're not alone. At your side stands your Familiar, an animal who has bound their spirit to you. Together you fight in hopes of one day returning to your beloved forests.

Special Abilities

Familiar The Elven Druid travels with a familiar bound by spirit. See the full Familiar Rules for movement, actions, combat, tier upgrades, and all details.
Magic You are a creature of light and Faerie-Kin with a natural magical gift. You may cast 16 manna points of magic (or [1D6 × 4], whichever is higher) from the Faerie Spells. As the Druid, you have devoted most of your magical gifts to your bond with the forests, so it takes longer to learn spells. The Druid pays 25% more when learning new spells.
Attack Dice1/3
Defend Dice2
Body Points6
Mind Points4
Feat of Strength14
Feat of Dexterity14
Starting ArmorNone
Starting Weapons5 Daggers
Elven FighterMage Good • Light Fighter

You are a High Elf, a lover of forests and a dweller in glades, yet you have surrendered your pleasant and bountiful existence to aid the forces of Light in purging the Darkness from the face of the world. Your magical skills and deadly aim are known throughout the Empire, as well as among your foes.

Special Abilities

Legendary Aim Elves are some of the finest archers in the land. While using a bow of any kind, you may add one attack die.
Magic You are a creature of light and Faerie-Kin with a natural magical gift. You may cast 16 manna points of magic (or [1D6 × 4], whichever is higher) from either the Faerie Spells or the Elemental Spells.
Attack Dice4
Defend Dice2
Body Points6
Mind Points4
Feat of Strength14
Feat of Dexterity14
Starting ArmorNone
Starting WeaponsShortBow
Scout Good • Light Fighter

You are one of the finest scouts in the Elven army. As a WoodElf, you are a survivalist and a natural tracker. You have seen the forests you love threatened by Chaos Magic, and have decided to join the fight.

Special Abilities

Sharp Eyes Your remarkable training and vision allow you to see any traps within 5 spaces (line of sight) when you end your move. You do not detect traps while moving or mid-move.
Magic You are a creature of light and Faerie-Kin with a natural magical gift. You may cast 16 manna points of magic (or [1D6 × 4], whichever is higher) from the Faerie Spells.
Attack Dice4
Defend Dice3
Body Points7
Mind Points4
Feat of Strength14
Feat of Dexterity14
Starting ArmorNone
Starting WeaponsShortBow
Seer Good • Non-Proficiency

You are the old and wizened master of Faerie Majik. Life in your beloved forests has come to a halt now that the forces of Light and Darkness have clashed in a mighty battle. Your precognitive abilities have shown you that you must do all you can to ensure the survival of all you hold dear.

Special Abilities

Faerie Brotherhood You are a brother to the Faeries, and their magic flows through your veins. You cast Faerie Majik at ¾ the manna cost and learn new spells at ¾ the gold cost. You may cast up to 40 manna points of magic (or [(1D6+1D8) × 4], whichever is higher) from the Faerie Spells.
Premonition Your affiliation with the Faerie has given you the ability to see into the future. Once per game, you may have the contents of any room disclosed without activating any of the monsters within.
Attack Dice1
Defend Dice2
Body Points4
Mind Points7
Feat of Strength6
Feat of Dexterity8
Starting ArmorNone
Starting WeaponsStaff

✦ Footnotes

*(1) This is a derivation of Milton Bradley's and J.D.'s Elf.

*(2) The Legendary Aim is from J.D.'s Elf.

*(3) WAY too strong for a starting character! I went back to the Milton Bradley original — no starting armor, but I kept the ShortBow as the starting weapon. I've also made Artifacts of Mr. Fraser's "Silver Arrows" and his "Elven Bow," which I have currently given to a few of my more advanced Elven Characters. I also started using a manna system for the magic. See the spells for clarification.

*(4) This is a combination of J.D.'s Elf and Scout characters, with a little editing by yours truly.

*(5) I have introduced a manna system for the magic — see the spells for clarification. I've also upped the spellcasting ability by allowing the Elven Seer to cast spells at ¾ manna. See the Human Seer for clarification.