The Barbarian Throwing Club should be higher, because stun is very useful. I'd probably also put the regular Crossbow above the Longbow, because it gives the Long Range ability (not complete range penalty removal, but nearly so).
I'd also put the Nomad Blackbow below the Bow of the Elf King, because two shots ought to be more powerful than a static +20 increase.
And I agree with Karmakeld about putting the Spear of the Centaur higher. Maybe not above the Sniper's Crossbow, but somewhere close.
I forgot about the Crossbow's long range ability....OK.... for the Bow of the elf King, the Barbarian Throwing club and the Spear of the Centaur OK... I will do a new list later...
Regarding the Ring list, it’s a little bit more tricky (I mean a lot more tricky!):
Few things you need to remember. I hope I remember properly, I did test this few years ago with a troop of 3 heroes (EDIT: sorry, I forgot to copy/paste the most important think about this test, it makes no sens without this information):
1 Nature Hero
1 tactic Hero with Master tactics (+4 speed), Adv Offense (+20%), Adv Defense (+20%) and basic Leadership (+1 moral and +1 Luck)
1 tactic hero with Expert tactics (+3 speed), basic Offense (+10%) and basic defense (+10%)
Ring of Speed (+2 speed):
Always give +2 speed to the hero (Hero using the ring, any kind of Hero)
If the hero is the first tactics (highest level): Give +2 speed to all creatures
If the hero is the second tactics: Give +1 speed to all creatures (because first tactic already gives +4 speed and the seconc tactic hero give +3 speed, so for second tactic hero: 3+2 = 5 speed = +1 speed compare to the current speed of +4)
If the hero is the third tactics or have no tactics skill: No bonus speed for creatures
Leprechaun’s Ring:
Always give +2 luck to all heroes (any kind of hero)
If the hero is the first tactics: give +2 luck to all creatures
If the hero is second tactic or any other kind of hero: +1 luck to all creatures (because the first tactic hero already gives +1 luck, so for second tactics hero: 0+2 = 2 luck = 1 more luck than the current luck of +1 with the first tactic hero)
Warlord’s Ring and Ring of Protection:
If the hero is first tactics: Give +20% attack/defense to all creatures
If the hero is second tactics: Give +10% attack/defense to all creatures (because the first tactic hero already give +20, so second tactic hero get 10%+20%=30%, 10% more thant the current attack/defense of 20%)
If the hero has no tactics skill: No bonus
Because the script for artefact will be on each hero, we can’t exchange artefact between heroes….. Most of the ring can be usefull or totally useless, so it’s not easy to do a good list…..
Here are the rings that can be totally useless for different reasons:
Ring of Permanency (friendly immune to Dispel, Cancellation and Steal ench.)
Ring of the elementals (all summon Elemental twice)
Ring of Lesser Negation (hero ignores all Ward)
Ring of Greater Negation (immunities and protection are negated for all creatures/heroes)
Warlord’s Ring (friendly +20% attack)
Ring of Protection (friendly +20 defense)
Ring of Flare (+10 spell point and -2 casting cost)
Wizard’s Ring (+5 spell point and +1/day)
Here are the rings that are always OK (it does not mean they are good):
Ring of Light (+10 attack, increase effect of Life spell and Death Ward)
Ring of Health (+50% hit point)
Ring of Regeneration (restore 20 Hit point +2/level)
Ring of Strenght (+5 attack)
Ring of the Cobra’s eye ( poison)
*Ring of Speed (friendly +2 speed)
*Leprechaun’s Ring (friendly +2 luck)
* = Can be better if equip on a hero with tactics Skill
So here is my list for Ring:
Dark Priest and Archmage set (Ring of Light and Ring of Flare)
Warlord’s Ring (friendly +20% attack) (If hero has Tactics skill)
Ring of Protection (friendly +20 defense) (If hero has Tactics skill)
Ring of Speed (+2 speed hero and creatures) (If hero has Tactics skill)
Leprechaun’s Ring (all friendly +2 luck) (If hero has Tactics skill)
Ring of Flare (+10 spell point and -2 casting cost) (if hero has Nature or Life or Death or Order or Chaos skill)
Ring of Health (+50% hit point)
Ring of Regeneration (restore 20 Hit point +2/level)
Ring of the elementals (all summon Elemental twice) (if hero has nature skill)
Ring of Light (+10 attack, increase effect of Life spell and Death Ward)
Wizard’s Ring (+5 spell point and +1/day) (if hero has Nature or Life or Death or Order or Chaos skill)
Leprechaun’s Ring (each heroes +2 luck)
Ring of Speed (hero get +2 speed)
Ring of Strenght (+5 attack)
Ring of Permanency (friendly immune to Dispel, Cancellation and Steal ench.)
Ring of Lesser Negation (hero ignores all Ward)
Ring of Greater Negation (immunities and protection are negated for all creatures/heroes)
Ring of the Cobra’s eye ( poison)
Ring of Flare (+10 spell point and -2 casting cost, no magic skill)
Wizard’s Ring (+5 spell point and +1/day, no magic skill)
Warlord’s Ring (friendly +20% attack, not effective)
Ring of Protection (friendly +20 defense, not effective)
Ring of the elementals (all summon Elemental twice, not effective)
Equestrian’s Gloves (+25% movement on land) (on the Victorious script)
This list can be a really different…..There is a lot of difference if the computer face neutral or Human...... What do you think??