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WIZARDS OF MORCAR discussion

Discuss Miscellaneous HeroQuest Merchandise not fitting into any of the above categories.

Re: WIZARDS OF MORCAR discussion

Postby wallydubbs » December 1st, 2025, 8:29 pm

Oh... And here's the rest of the quest book:
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Re: WIZARDS OF MORCAR discussion

Postby wallydubbs » December 1st, 2025, 8:34 pm

Spoilers Alert! Avert your eyes!

The changes to Tower of the High Mage immediately starts with a decrease in enemies. The first room the heroes would venture into absent of secret doors originally had 4 Chaos Warriors, which is a good starting fight as the heroes would have maxed out on equipment and plenty of mercenaries to test.
There's a false pathway that leads to a random dead end, that originally was where the hero was teleported to from the Teleportation Trap in room A. This time they moved the teleport destination to the room with the fireplace and fire burst trap. This room leads to the southwest quarter room that originally housed 8 greenskins the heroes had to fight through, but now it's nearly empty asides from a Dread Shifter. The room afterwards now only has four monsters, which also had 8 monsters in the original. Room E is completely new.
In the final boss room 1 Dread Warrior is missing, rectified by their heightened stars of the Dread Warriors in this room.

The remake is much easier, as many monsters have been removed. The mercenaries aren't even necessary anymore. I'm not sure if this is a good change or bad. Some players might want to play without the mercenaries, but at the same time it kinda negates the importance by reducing difficulty.
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Re: WIZARDS OF MORCAR discussion

Postby Kurgan » December 2nd, 2025, 11:31 am

wallydubbs wrote:
Kurgan wrote:So Magic Resistance is nerfed (only works on damage causing spells, not all effects), making it just like the Frozen Horror/ROTDM version.


Huh... I must've missed that. I've been playing the Frozen Horror Magic Resistance potions wrong. I guess the crafting potions are the only ones that negate any and all effects.

Gotta express my disappointment in the Wall of Flame spell. They should've given heroes a way through it at the cost of damage, or a water spell to cancel it like they did with Fire burst traps. They still have Potion of Fire Resistance. I'd let the hero drink the potion and walk through the wall. Fire is not solid.

I also just found this this photo on line, the Alchemist Shop, the Potion of Magic Resistance that you buy says that it negates the effects of any spell.


Good point about the text, however while the text on the card image on that page scan is too small for me to read, it looks to be the same card.. and the CARD says you ignore the effects of any "damage causing" spell. The only version of the spell that actually allows you to avoid all effects (Zargon taking control of your character, losing a turn, etc) is the original "Magic Resistance" card from the 1991 edition (which is different from the fire one, that works pre-emptively against fire based magic or traps only).

The text of other expansions is damage caused by spells. So a spell that makes you unable to move or something like that wouldn't be countered by it.

You could probably reason that "damage" could include that of Body OR Mind Points, but there's still several spells that would not be negated in this pack by either one of the magic resistance potions. So I'd call it a nerf!


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Re: WIZARDS OF MORCAR discussion

Postby Kurgan » December 2nd, 2025, 11:43 am

Kurgan wrote:Necromancer... thanks to Timothy Askins for the original post(s) (and permission to share his name)!


Here are the Protection spells. The "missing" spells are "Leach Life" from the Artificer that was previously shared, and one of the Necromancer spells (in the original it was named "Call Skeleton"). Otherwise I think that's the entire pack revealed now...!

Avalon Hill's Michael admitted on their discord that the "early release" of Wizards of Morcar was not intended. Some retailers decided to sell copies in Australia, and this is NOT an indication of a wide release. However they are planning to accelerate their plans to send out review copies to certain influencers (one of them would be Dungeon Master, our german speaking youtube friend), and the main release is still intended for March. Now does that mean the "December" release date for other regions (UK) is incorrect? I don't see more details on that yet. Even a January release date might not be invalid for certain regions, but he said March, so that's what I'm going with other than these few accidental and then some press copy releases.
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Re: WIZARDS OF MORCAR discussion

Postby Kurgan » December 2nd, 2025, 12:19 pm

NON-SPOILER... so I'm just posting the quest booklet images that include the OPENING STORY and mechanics and new rules but NOT the quest maps ("For Zargon's Eyes Only" sections) themselves... thanks again for the above posters.. scroll UP to see the FULL spoilers!
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Re: WIZARDS OF MORCAR discussion

Postby Kurgan » December 2nd, 2025, 12:21 pm

NON-SPOILER (EXCEPT opening story) here again, opening story and mechanics... NOT quest booklet spoilers ("for Zargon's Eyes Only"). Scroll to the top of the page and go back to see the "questbook spoilers." (Otherwise as he said, "avert your eyes!" there).

On the new Avalon Hill Discord Server, dated Dec 1st, 2025:

[quote]Michael @ Avalon Hill — Yesterday at 8:39 PM
In the spirit of transparency: Over the weekend, it was brought to our attention that - while our shipping crate was clearly labeled with "Do not sell before" dates...

A limited number of Wizards of Morcar has gone up for sale in the Australia/Pacific region.

We will not be trying to reclaim or get back the copies that were sold by our partners, we will also not be rushing other products to market for other regions... However, I am going to escalate sending out review samples to content creators with our marketing team!

Again, these will be widely available in all our markets in March and only a limited number have released by accident.

(...please don't buy inflated copies of Wizards of Morcar being posted on the secondary market! More are coming!)[quote]
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Last edited by Kurgan on December 2nd, 2025, 12:39 pm, edited 1 time in total.


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Re: WIZARDS OF MORCAR discussion

Postby manaknight14 » December 2nd, 2025, 12:36 pm

Thanks for sharing the Protection spell images, Kurgan. I had seen them on your YT page earlier but I'm glad they're here now as well.

As per my earlier promise, I have updated my other Wizards of Morcar thread with a comparison between the original versions of the spells in this expansion and Avalon Hill's updates.
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Re: WIZARDS OF MORCAR discussion

Postby wallydubbs » December 2nd, 2025, 12:47 pm

Oh no! They changed Dispel to Unlearn! The implications of Dispel had a much wider range of effects. I had previously allowed it to disarm magical traps, free a hero afflicted by a spell and open magically sealed doors in addition to removing a spell from an enemy spellcaster.

Part of me is thinking they didn't pay too much attention to detail. The Alchemist Shop shows Magic Resistance negating the effects of the spell, while the treasure card says it negates damage from spells. Somehow I think they just copied the Frozen Horror treasure card without thinking of the implications of damage causing. It would be easier if they could all just mean the same thing... But then again there are 3 different Potions of Healings.


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Re: WIZARDS OF MORCAR discussion

Postby MonsterMotor » December 2nd, 2025, 7:33 pm

Well, after reading through the quests, I have to admit that they have improved the 5 old ones significantly concerning their technical design. The new ones also appear to be pretty solid.

But I am not sure whether or not I should like the entire new storyline. While the 1990s story of Wizards of Morcar was barely existing, this one is quite intense, but it does not seem to fit well together with what happens in other expansions.
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Re: WIZARDS OF MORCAR discussion

Postby LucaRocks » December 2nd, 2025, 7:53 pm

Hey real quick can someone reach out to the leaker please on the discord or wherever and ask for the final necromancer spell that's missing? It should be call skeletons I think. Thanks
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