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HeroQuest lost Quest Packs: Wizard and Dwarf Quest Pack

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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby Pancho » December 26th, 2021, 5:23 am

Interesting stuff Hispazargon. I mentioned on the Legacy of Sorasil thread a few days ago that there is some overlap between the monsters in that video game and the US expansions (including the unreleased WQP and DQP). Specifically rock moles, golems, evil dwarves, evil elves, and ratmen.
So when these monsters are recreated for this project we can use them for Legacy of Sorasil.


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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby lestodante » December 26th, 2021, 3:27 pm

NEW SPELL SYSTEM:
Since there are so many new spell cards being added to the game through the 4 new quest packs and since the basic set directs the wizard to take 3 sets, the wiz would have lots more spells instead of just the usual 9.
The new procedure for acquiring spells is: First, the wizard selects one of the 4 spell types (Air, Earth, Water or Fire).
Then the Elf selects one spell type from the remaining 3 (or he can choose Elven Lore if the Elf Quest Pack spell cards are available). The Wizard then selects a second and third type of spell from what's left. Wizards can never cast Elven Lore spells. From these chosen sets of spells each spellcaster must choose the 3 spells from each type that he or she will carry into the next quest. There are some artifacts in some of the new Quest Packs that allow a spellcaster to carry even more spells.

The Wizard Quest Pack adds 3 new spells for each element;
The Dwarf Quest Pack adds 2 new spells for each element; (at an early stage - require editing/revisions)
So, if a player have both questpacks he can reach a total of 8 spells for each elemental group. That is the same number of Elf spells included in the Elf Quest Pack (in the notes they refer to Elf Spells as Elven Lore).
One thing I don't like here (and I would like to change): almost all the 4 set of new spells in the Wizard Quest Pack has a Dispell (or Dispel) card. So there are 4 Dispell, each in a different group.
I'd prefer to leave only one of them or at east two (but with slight difference) and change the others with brand new ones.
They do not feature any Darkness, Protection or Detection spell set in the Wizard Quest Pack, but some of them turned into elemental spells; Chain of Darkness becomes a Chaos Spell and Clairvoyance an artifact.
List of spells in the Wizard Quest Pack are:

* = new
** = almost new or partially different from the one with same name.

CHAOS SPELLS:
Spirit of Vengeance
Chains of Darkness
Dispell (name is corrected several time to Dispel)
Skull of Doom
Shield of Protection
Orc Berserker

AIR SPELLS:
Invisibility
Wind of Life*
Dispel

EARTH SPELLS:
Hand of Command*
Turn to Stone*
Dispel

FIRE SPELLS:
Healing Flames*
Wall of Flame**
Lighting Bolt

WATER SPELLS:
Mind Freeze**
Red Haze*
Dispel

You have 4 new wizards already defined on the British runner.
Also included in the packet are the cards in the British "Wizards of Morcar" Quest Pack. Some of the spells were borrowed from what I did in the Chaos spell deck in our basic game. You do not have to break the spells down into 4 sets of 6 spells. You could make them all Chaos spells. But I kind of like the idea that only a certain type of character can cast these spells.

Spell notes: The Call Skeleton and Summon Mummy spells are weak breakdowns of what we already did in the Summon Undead spell. Two skeletons are no match for experienced heroes. The FEAR spell is different from our Fear spell, so it has to be changed. Remember, you don't have to use ANY of these spells. Note that the Cloak of Shadows, magical trap, and walls of flame/ice/stone require cardboard components. You can use cardboard components in your spells too. Just remember to include them on your diecut cardboard sheet. Note that you have 4 plastic stands included on the Wizards runner. These are used hold the walls of flame/ice/stone. The British spell Rust permits the destruction of ANY equipment card. We don't use equipment cards. Also, we don't want this to destroy key artifacts that are necessary to complete a quest. See the text on our Rust spell.
Last edited by lestodante on December 26th, 2021, 4:11 pm, edited 1 time in total.


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Re: HeroQuest lost Quest Packs: Wizard and Dwarf Quest Pack

Postby lestodante » December 26th, 2021, 3:41 pm

POTIONS from the Alchemist's Shop in the Wizard Quest Pack is here.
I noticed the first one, Potion of recall, is the same one included in the Elf Quest Pack, but here it costs an additional 100 gold coins and can be used by both the Wizard and the Elf.
The Elf will surely buy his own potion for a lower price. The Wizard is forced to buy this one with the only advantage he can pass it to the Elf when required. So the Elf takes an advantage on the Wizard here, I am not sure I like this.
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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby Kurgan » December 26th, 2021, 5:14 pm

lestodante wrote:NEW SPELL SYSTEM:
List of spells in the Wizard Quest Pack are:

* = new
** = almost new or partially different from the one with same name.

CHAOS SPELLS:
Spirit of Vengeance

Shield of Protection
Orc Berserker


Orc shaman had these in WOM.

Thanks for sharing this stuff!
Chains of Darkness


As you say, WOM Darkness spell.

Dispell (name is corrected several time to Dispel)


Yep, "anti" spell. ;)
Was a Protection spell and High Mage spell in WOM.

Skull of Doom


Necromancer WOM spell.

AIR SPELLS:
Invisibility


Like the Elf Spell?

Wind of Life*


Legacy of Sorasil had "Healing Wind" (which I adapted into my Mystic's homebrew spell deck).

FIRE SPELLS:
Healing Flames*


Flame of Healing in Legacy of Sorasil, see above.

Wall of Flame**
Lighting Bolt


Ditto. It's interesting to see we got an official "good guy" lightning bolt in the Mythic remake quests (Prophecy of Telor and Crypt of Perpetual Darkness).

WATER SPELLS:
Mind Freeze**


Good guy version of Frozen Horror chaos spell?
Spell notes: The Call Skeleton and Summon Mummy spells are weak breakdowns of what we already did in the Summon Undead spell. Two skeletons are no match for experienced heroes. The FEAR spell is different from our Fear spell, so it has to be changed. Remember, you don't have to use ANY of these spells. Note that the Cloak of Shadows, magical trap, and walls of flame/ice/stone require cardboard components. You can use cardboard components in your spells too. Just remember to include them on your diecut cardboard sheet. Note that you have 4 plastic stands included on the Wizards runner. These are used hold the walls of flame/ice/stone. The British spell Rust permits the destruction of ANY equipment card. We don't use equipment cards. Also, we don't want this to destroy key artifacts that are necessary to complete a quest. See the text on our Rust spell.


These notes are awesome, I love the behind the scenes, cutting room floor stuff! I also like to finally see how they intended to categorize these spells according to "element" (is Lightning a form of fire or air? are mentalist type spells air or maybe something like fire or water?).

Also... FINALLY THE PROPHECY IS FULFILLED!
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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby lestodante » December 26th, 2021, 5:38 pm

Yes, the new Chaos Spells are all coming from the WoM cards and Invisibility was in Spells of Protection.
The different ones I marked with * or **.
Oh and Healing Flames is not the standard healing spell... ;)
Last edited by lestodante on December 26th, 2021, 5:49 pm, edited 2 times in total.


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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby Pancho » December 26th, 2021, 5:45 pm

lestodante wrote:Yes, the new Chaos Spells are all coming from the WoM cards and Invisibility was in Spells of Protection.
The different ones I marked with * or **.
Oh and Healing Flames is not the standard healing spell... ;)

Please tell me we have the text rules to go with these new spells? It will be quite simple to make up rules for them just based on their names, but it would be great to actually have the exact rules the designers intended for them.
Either way, official Heroquest just got even more epic 8-)
Last edited by Pancho on December 26th, 2021, 6:53 pm, edited 1 time in total.


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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby lestodante » December 26th, 2021, 5:54 pm

Yes, they are different and already written by the original authors. I asked drathe to create a new private room in which we can share more of the documents, discuss and playtest the quests before the (un)official release.
Unfortunately I am still waiting for his answer.


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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby Kurgan » December 26th, 2021, 5:57 pm

lestodante wrote:Yes, the new Chaos Spells are all coming from the WoM cards and Invisibility was in Spells of Protection.
The different ones I marked with * or **.
Oh and Healing Flames is not the standard healing spell... ;)


Ah, so they provided the WOM "artwork" for use in this new pack, but I wonder if they included the actual European cards, or just write-ups of them? That would give a clue of how it was going to progress. I suppose considering all ideas, which is great, since so many of us fans have been doing the same thing all these years, gathering material from various sources and incorporating into our unified games.

But knowing what it MIGHT have looked like at a particular time, a snapshot, is very awesome stuff, whether playable or not (still inspiring).


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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby Kurgan » December 26th, 2021, 5:59 pm

As far as having a space to talk, it's up to you all (wanting to respect Luca's wishes of course), but if needed I can offer the HeroQuestFans discord (we can open a sub-channel for you there)...


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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby lucapaschi » December 26th, 2021, 8:11 pm

Kurgan wrote:
lestodante wrote:Yes, the new Chaos Spells are all coming from the WoM cards and Invisibility was in Spells of Protection.
The different ones I marked with * or **.
Oh and Healing Flames is not the standard healing spell... ;)


Ah, so they provided the WOM "artwork" for use in this new pack, but I wonder if they included the actual European cards, or just write-ups of them? That would give a clue of how it was going to progress. I suppose considering all ideas, which is great, since so many of us fans have been doing the same thing all these years, gathering material from various sources and incorporating into our unified games.

But knowing what it MIGHT have looked like at a particular time, a snapshot, is very awesome stuff, whether playable or not (still inspiring).


They had xeroxed copies of the WoM cards, and they reused some of the art in the mockups, but it was likely not the final art, as some of the spells shared very little (like, they both have something to do with stone, but the WQP version is not about creating a stone wall). Some others have a very simple mockup of what the art could have been (e.g. the Healing Flames).
They definitely felt like parting ways from WoM, also because some of the spells there mirror the Game System chaos spells, so they could not be included.
We have, if I counted them correctly, 28 cards for the WQP (name and text, some art hints). We also have a few cards from the first draft of the DQP, including the 8 spells (name and text) as they were originally designed.

Kurgan wrote:As far as having a space to talk, it's up to you all (wanting to respect Luca's wishes of course), but if needed I can offer the HeroQuestFans discord (we can open a sub-channel for you there)...


First of all, we DID chose the Inn for a reason! :D And the reason were the active international users who know this place well. I also think a forum might be better organized to divide the different parts of the work to be done (general, art, minis, etc), and should be a format most of the historic fans know how to navigate because of their age. I appreciate your offer, but I find Discord a bit confusing for something like this! Of course subgroups will be able to decide on other ways to communicate.
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