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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 Kurgan » December 2nd, 2025, 8:21 pm

I asked him just now. I think like the Artificer set he accidentally forgot he flipped the card over to show the back and didn't get the other side. I've made that mistake myself when showing stuff.


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Re: WIZARDS OF MORCAR discussion

Postby LucaRocks » December 2nd, 2025, 9:31 pm

Thanks!
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Re: WIZARDS OF MORCAR discussion

Postby wallydubbs » December 3rd, 2025, 12:04 am

LucaRocks wrote: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


The 6 Necromancer spells are Raise the Dead, Call Skeletons, Summon Mummy, Fear, Death Bolt & Skulls of Doom. Only the Fear spell has been changed and these seem like the weakest spell set against heroes.

I'm gonna go over a few things:

On further note I got to look through Hopekin's Rest. I see Doug Hopkins has been immortalized in Hero Quest. We have 9 boons and it seems like the heroes are only allowed 1 each per quest and they're not permanent:
Sharpshooters Archery Range gives a hero the Dread Eye Boon, which allows heroes to see through other monster and heroes when using a ranged weapon or casting a spell. This would go good with a hero like the Warlock or anyone with a Crossbow, which would probably be the Bard, Elf or Explorer. The only hero this can't help is the Berserker. Pop
Training Barracks gives the Weapons Expert Skill, which would go really well with Berserker, Barbarian, Knight or even Dwarf. The Knights needs to stick with a Longsword for his skills, so this would help boost his attack.
Cathedral of Hope gives Healing Hands, which would be Great for the Druid or Wizard.
Wandering Monster Mercenary Guild let's you keep a Mercenary for free. However looking through the quest book they've definitely toned down the monsters. A room of 6 or 7 Greenskins in the old version now has 3 or 4, so these quests seem doable now even without mercenaries. I think players will be more keen to upgrading their hero than worrying about Mercenaries.
Dewdrop Inn says 'eroic (Heroic?) Brew are buy one get one free... I don't know if this is actually legit, but it doesn't actually says it sells Heroic Brew, just that it raises a hero's maximum body points by 2... Can we get a 12BP Barbarian? A lot of heroes would jump for this one, the Rogue definitely needs it.
Hopekin's Keep gets the Hold the Line skill that lets you attack and retreating monster for 1 attack dice. It sounds okay but I think there's a lot more stuff heroes would choose to get.
Peacekeeper's Tower gives a hero 25 gold for every monster they kill. Once all the heroes are maxed out the need for gold dwindles, I have had one group where the Dwarf bought Plate Mail and relied on Potions of Dexterity and Speed to keep up with the other heroes.
Witches' Hut gives a hero a free Potion of Healing. It's always good to have if any heroes run out of potions.
Arcane Library allows the Wizard and Elf to get an extra set of spells. I was hoping for an artifact that gave the Wizard this ability. I would even consider giving the Warlock spells of Darkness if she picked this, but Arrows of the Night would be wasted on her. If the Bard turned out to be Udren, who is Silvana's apprentice, I'd give him spells of Detection because Silvana has divination skills, so I'd imagine she's trying to teach her apprentice this as well.

I'm assuming Hopekin's Rest is only available for Wizards of Morcar being as it on the edge of the Barrowlands, but this would be really helpful in Frozen Horror and Mage of the Mirror. It would be fun to implement and I think the heroes would have to keep the boons. Wizard could totally use a 4th set of spells in Frozen Horror.

I'm a little confused on Ragnar's part in the story, he was supposed to be taken to prison after Rise of the Dread Moon, even though I'm not sure what roll he played there. We don't get an explanation for his treason only that he's an imperfect man and he had to do it, but we get no specific explanation for his actions. How he got from prisoner to aiding Skulmar (who is still at large) to why he was in the Elven Kingdom to being arrested and now being a sellsword...

The story is okay as we got a bit more of Zargon's backstory. I remember reading it, thinking 'Zargon doesn't kneel...' but it seems the Artificer is the Keeper. They seem to hammer down that Grawshak is Nyashak's father, like he's very important, but he's serving Zargon in some other way... I wonder if we'll ever see him and Skulmar again.

I may have missed something as I'm not sure why Mentor was dying, but the conclusion seems to suggest something cancerous is going of the bird falls apart. I originally thought they moved this in order to before Jungles of Delthrak because it would relate to Sir Ragnar's story, but that wasn't answered, so now I'm considering the ending of this to be the start of the Blight.


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Re: WIZARDS OF MORCAR discussion

Postby LucaRocks » December 3rd, 2025, 1:14 pm

As reported by Kurgan and also on the HQ reddit, Morcar is coming early! Although I think he meant to say March 2026 LOL!
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Re: WIZARDS OF MORCAR discussion

Postby Kurgan » December 4th, 2025, 11:01 am

Yeah originally March 2026, so three months early, which is great! Now it won't just be a few lucky Aussies and some online influencers that get to play it this month.

Fast moving story! Yeah sorry if there was any issue with the spoiler images posted earlier. Michael's announcement is welcome news! (and the release of the new Avalon Hill discord.. it's too bad they couldn't fix the old one, but the new one does look pretty cool and has feedback threads and allows images, but no self-promotion or outside links besides Hasbro stuff I think now).


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Re: WIZARDS OF MORCAR discussion

Postby Kurgan » December 4th, 2025, 11:23 am

wallydubbs wrote:...boons...


SPOILER
At the end of the questbook:
***
it says you get 2 boons from here on per hero. So it carries over into future packs!

***
SPOILERS


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Re: WIZARDS OF MORCAR discussion

Postby Kurgan » December 4th, 2025, 9:30 pm

The final "missing" card images... thanks again to Timothy aka gunmanivan:
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Re: WIZARDS OF MORCAR discussion

Postby LucaRocks » December 4th, 2025, 9:33 pm

I find it funny that the skeletons on the call skeletons card are the classic, naked skeletons from the OG game lol
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Re: WIZARDS OF MORCAR discussion

Postby wallydubbs » December 5th, 2025, 1:33 am

Crypt of the Necromancer adds a small room that only contributes a fire burst trap. The hallway behind the statue of the Dread Sorcerer (which should probably be the Witch Lord) has been closed off. There's a lot of monsters that have been removed from the board and 2 rooms have been completely deleted too. Room B, the Dark Room was originally in the room above it, but they decided to go with an ambush while getting rid of a room with 4 Dread Warriors and a room full of greenskins. The 2nd to last room with Gargoyle removed all the other monsters that were in the room. I see that once again they've limited the original quest where Mercenaries are no longer needed. The final room with the Necromancer Necromancer should still be a tough fight but this is all doable without mercenaries.
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Re: WIZARDS OF MORCAR discussion

Postby Kurgan » December 5th, 2025, 3:45 pm

I love seeing classic designs and warhammer references (tributes? easter eggs?) slipping through.

I see they censored the crosses on the tombstones from the original (just like the crosses on the graves in ROTWL) so that part is consistent in the remake, even though they have eased up on other religious references (not completely unallowed in this new version).


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