Dark Quest 3

Dark Quest 3

评价数不足
Equipment and Combat Cards
由 Landon Keyser 制作
An overview of all the Equipment and Combat Cards found in Dark Quest 3.
   
奖励
收藏
已收藏
取消收藏
Equipment Overview
  • A hero can have a maximum of six equipment cards
  • A hero may have duplicate cards
  • Equipment can be obtained a few different ways: Purchased with gold at either the Goblin Merchant in the Goblin Caves, or Blacksmith in the City, or picked up during an encounter
  • When a hero is slain, their combat cards disappear. If revived, they reappear
  • Summoned minions, hired mercenaries, and guards that appear at the start of battle cannot be given equipment
Chainmail
Description: +1 armor at start of battle
Rarity: Most levels except Chaos Castle

A good item for any melee build, but if you notice the AI targeting a specific hero this will be a solid choice to help reduce damage. Only works against body damage, but this is a very helpful item.

Best Combinations: Give to Knight, Barbarian, Scavenger, or any melee character.

Flail
Description: Adds 1 on attack cards with body damage
Rarity: Most levels except Chaos Castle

This item increases minimum melee damage, making it a suitable choice for any melee build that relied on body damage. It only increase standard attacks, not special attacks like Trick Shot or Axe Throw.

Best Combinations: Knight, Barbarian, Scavenger, Archer, Dwarf, Dwarf King, Lancer. It can be given to the Lady as well since one of her attacks is body damage.
Sword
Description: Add 0-1 to all attack cards that deal body damage
Rarity: Most levels except Chaos Castle

A fair option for any melee build. Increases the maximum damage you can deal. I find Flail a better option, but it still gives you a chance to deal more damage.

Best Combinations: Archer, Barbarian, Knight, Scavenger, Lady, Lancer, Dwarf, Dwarf King.
Ring of Power
Description: Adds 0-1 to all attack cards that deal magic damage
Rarity: Most levels except Chaos Castle

A fair option for any magic user, range preferred but melee as well. Although the Magic Staff is better sometimes a chance for that extra damage might be all you get.

Best Combinations: Wizard or Fire Magic, but Lady, Druid, and Prince also deal magic damage albeit in melee.
Goblin Hammer
Description: Adds 0-2 on attack cards with body damage
Rarity: Goblin Caves (Chance Encounter/Requires Unlock)

This item, like Sword and Ring of Power, increase maximum possible damage not minimum. While it is better than Sword, make sure to give to a hero that is heavily reliant on dealing body damage.

Best Combinations: Archer, Barbarian, Knight, Scavenger
Overwhelm Blade
Description: +2 Bonus damage when you Overwhelm and enemy
Rarity: Most levels except Chaos Castle (Required unlock at Forrest/Camp)

As in the description this card is situational. when you overwhelm and enemy you are given +2 damage and this can be body or magic. A fair balance given that you have to be attacking and overwhelmed enemy.

Best Combinations: Any secondary melee hero used to overwhelm, or a hero you haven't ungraded their base damage but still use in melee.
Leather Boots
Description: +1 Armor, Plus 1 Agility
Rarity: Most levels except Chaos Castle

+1 armor against body damage is always welcome, but the +1 agility is nice as areas like Frozen Peaks and Fire Pits have cards that require a character to make agility tests.

Best Combinations: Any melee hero, but Archer gets the most use since they already have a fairly high agility.
Cloak of Resistance
Description: +2 magic shields at start of battle
Rarity: Most levels except Chaos Castle

A fair, but underwhelming item. +2 magic resistance is okay for any hero but some levels do not have enemies that use magic. When you do fight enemies that use magic, it will usually it hard enough to consume that resistance pretty quick. Better than nothing.

Best Combinations: Any hero
Green Amulet
Description: Adds 1 on cards with healing
Rarity: Most levels except Chaos Castle

I didn’t notice this +1 one heal added when used alongside the Lady’s ability to heal, but I notice it had some promise when used with Scavenger’s heal ability. Being able to heal some life every few attacks, combined with Bloodthirsty can help set her health high. Takes a little bit of setup since you’ll need to combine Bloodthirsty and Life Stealer, but it had potential to pay off.

Best Combinations: Scavenger. See above description.
Steel Boots
Description: Adds 1 armor and 1 magic resistance when you Move and Stand
Rarity: Most levels except Chaos Castle

Does the same as Move and Stand, so it stacks if you take a defensive action.

Best Combinations: There are better options for equipment in my humble opinion, as during your turn you typically want to move and attack. This is a good option for Lady, however, since you ideally want her in combat. Giving this item to a hero gives you a +1/+1 when you Move and Stand, giving you 2 armor and 2 magic resistance when you do so. This is okay early game, but by the time you leave the City or Frozen Peaks most enemies will hit hard enough to bypass that resistance.
Magic Hat
Description: +1 Intelligence, +1 damage on all magic attacks
Rarity: Most levels except Chaos Castle

The better of the magic upgrades compared to the wand and ring. Gives a slight boost of
Intelligence.

Best Combinations: Wizard or Fire Mage. Druid would be a good choice too. Anyone who uses magic damage for their base attack will benefit.
Magic Staff
Description: Adds 1 to attack cards that deal magic damage
Rarity: Most levels except Chaos Castle

A good choice for magic users, both ranged and melee. When given to a magic user, it will increase minimum damage and you'll notice that boost right away.

Best Combinations: Wizard or Fire Mage preferred, but also Lady, Prince, and Druid can benefit from it.
Mushroom Amulet
Description: +1 on strength, agility, perception and intelligence
Rarity: Mushroom Kingdom (Purchase for 150 gold)

Eh, I'm not a fan of this item. It helps during tests that require a particular stat but 150 is steep. Truthfully, if I'm feeling lucky enough to find more gold elsewhere I may buy this if the reptile attack card hasn't come up yet in Mushroom kingdom since you'll need to dump an equipment piece or take damage. Item doesn't fit my play style so I typically ignore it.

Best Combinations: Any hero.
Amulet of Immortality
Description: Saves you from death once per battle
Rarity: Dragon Valley or Giant Valley

I've got mixed opinions on this item. On one hand if you have a melee hero or a character that's been the punching bag for the last few rounds this can save them, but on the flip side they are alive at 1 health and will die if attacked again before you have a chance to give them a potion. I don't find this item as useful in Chaos Castle since most enemies can attack twice or two heroes at once. When given the choice between this and Dragon Armor, Lightning Orb, or Magic Amulet I often chose the other items.

Best Combinations: A fair item to give to a melee character as it can save them from death once per battle.

Note: One of the Horsemen and the Evil Wizard will have this item equiped.
Lightning Orb
Description: 4-8 magic damage on a random enemy after a weapon attack
Rarity: Dragon Valley

A solid choice item that can be used with a number of heroes. You won't get to select where the magic damage will go, but free damage is nice.

Best Combinations: Barbarian or Scavenger. Both have the potentially to attack more than once if upgraded accordingly or attack back in the case of Barbarian, with each weapon attack dealing a random magic damage. These random attacks can add up quick. Archer is a nice choice too if you use Surprise attack, or Knight for his Charge attack.
Magic Amulet
Description: Adds 5 on all cards that do magic damage
Rarity: Dragon Valley

One of the best items in the game. Not only does this increase the base damage of a standard magic attack, but any Secondary actions that use magic damage benefit from it as well.

Best Combinations: Wizard or Fire Mage preferred since they have the best magic abilities. Lightning Bolt, Tornado, Burning Hands, and Fireball can all be devastating. Lady can also benefit since her retaliation damage is magic-based. Dwarf King's Slam ability also uses magic damage. Prince can use it to since his melee is mage damage but it feels like a waste giving it to him if you have other/better magic user.

Notes: Cannot be combined with Lightning Orb.
Amulet of Perception
Description: +1 Perception, +2 magic resistance
Rarity: All levels except Chaos Castle

Eh, I'm not a fan. Extra Perception is okay, but that's why you take the Wizard or Archer in your party. +2 magic resistance isn't bad but it won't help much late game unless you have it stacking with something else. I typically hang onto this item in case I need to get rid of an equipment during an encounter like in Mushroom Kingdom or Dragon Valley.

Best Combinations: Any hero. A hero with high perception will greatly benefit from the +1.
Dragon Armor
Description: +12 armor and +4 magic resistance at start of battle
Rarity: Giant Valley

Best armor in the game, perfect for the character you want to get up close and personal, or the one hero you definitely want to take to the end. the +12 armor bonus should keep you alive for a few attacks in Giant Valley and Chaos Castle.

Best Combinations: Any melee hero, but Knight, Barbarian, and Scavenger will benefit most since you want them attacking. Lady is a good choice too since you want her to get attacked.
Dragon Shield
Description: +5 armor and +5 magic resistance at start of battle
Rarity: Dragon Valley (For slaying Gold Dragon)

Another really good armor choice for melee hero or the Lady. This item stacks with Dragon Rune which is the same ability.

Best Combinations: An melee hero or Lady. Armor and magic resistance is always nice.
Dragon Sword
Description: Adds 3-4 on attack cards with body damage
Rarity: Dragon Valley (For slaying Red Dragon)

A better version of Sword, this option is increase the base damage of you basic attacks. Perfect for any melee build.

Best Combinations: Archer, Knight, Barbarian, Scavenger, Dwarf, Dwarf King, Lancer, Lady. Pretty much any melee build can greatly befit from this item. Best options are Knight, Barbarian, Scavenger since they are most likely going to be in melee. Archer is a good choice since their attack is body damage as well.
Claw
Description: Adds your strength as damage to your attacks
Rarity: Giant Valley

It doesn’t take a genius to know this item is best used with heroes that focus on melee body damage since that’s at least a +6 bonus to damage. If your party doesn’t have hard hitting melee heroes this can still be used for a small boost of damage to base attacks. The following is the unmodified Strength of each hero and the bonus they get if you don’t have any other modifiers:

Wizard: 2
Fire Mage: 2
Lady: 2
Prince: 3
Archer: 4
Lancer: 4
Knight: 6
Scavenger: 6
Dwarf: 6
Dwarf King: 6
Druid: 6
Barbarian: 7

Best Combinations: Barbarian. +7 damage in melee is fantastic and if you're lucky enough to boos it anymore you can down most enemies with one or two hits. Scavenger, Knight, and the Dwarves are solid choices too.
Combat Card Overview
  • There is no limit to how man combat cards a player may have
  • Combat cards can be used once action per hero per round
  • Exception is the Health Potion which can be used outside of an encounter such as combat
  • Once the player uses a Combat Card, certain abilities will be unavailable that turn to balance the game.
  • Similar to Equipment, Combat Cards can be found a few ways
  • Purchased with gold at either the Goblin Merchant in the Goblin or Alchemist in the City
  • Obtained through an encounter card
Clarity Potion
Your attacks deal maximum damage for this battle
Availability: Most levels during chance encounters, purchasable in the City

As in the description, this potion takes your max damage and that's what you'll deal in combat. Example: If your Barbarian deals 5-6 damage you'll deal 6 damage when you use your base attack. This will last for the duration of the combat.
Power Potion
+3 Damage on your next attack
Availability: Encounter pickup, purchasable in City

Straight forward +3 damage on your next basic attack, not a secondary action. This card is used during combat only. Once used, the +3 bonus will be applied to the next attack or nulled if the combat ends before being used. Good choice for quick damage and a little boost against boss battles.
Potion of Strength
+2 armor and magic resistance
Availability: All levels but Chaos Castle

The most common potion in the game. Slightly misleading name as it has nothing to do with strength or power as it is a defensive card. This will give a hero a small boost to defense which will go away after the round is up. It does stack with other armors, runes, and boosts. Since my play style is aggressive, I tend to not use this card often.
Potion of Health
Heal for 4-6 points
Availability: +1 at the start of a new area, purchasable from Merchant in Goblin Caves, Frozen Peaks, Giant Valley.

The fact that you get 1 at the start of a new area helps a lot. This is the only combat card that can be used both in and out of combat.

Note: The rune from Goblin Caves double the amount healed from this combat cards
Potion of Heroism
Gain 1 action(s) for the turn
Availability: Purchasable from merchant in Goblin Caves, Frozen Peaks, and Giant Valley

By far the best potion in the game. Save this for boss battles or areas with large amounts of enemies. Using this with a hero will give them a free action. If used with a hero that has a secondary ability, that ability can still be used and the hero can take an action. This will not count toward your action for the turn, giving you a chance to attack or Move and Stand before the enemy.

Note: This is the same ability as Rune of Heroism.
Update Log
12/10/2023 - Guide Post, basic edit