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Putting a Price on Artifacts

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: Putting a Price on Artifacts

Postby wallydubbs » July 30th, 2020, 4:06 pm

Mage of the Mirror Artifacts:

Ancient Staff: 1,000 gold
Reason: this one was difficult to put a value on. The card doesn't make any mention of the equipping problem. Does the Elf need to be holding this staff to counter the Chaos spells being cast? Well I listed the Fire Ring for 200, which might have been a bit much and that's only immunity to two Fire spells (100 gold per spell). This staff covers a wide variety of spells and doesn't just grant the Elf and his friends immunity, but it deflects the spells back at each monster in the room. And you can do it 5 times! This is insanely overpowered and I would not blame any Zargon/Morcar player for altering the artifact's power. So you're not just granted immunity to yourself, but all heroes... and EACH monster in the room suffers the consequences. The only way I see this backfiring is if you use it on the Werewolf Curse and now suddenly teach monster in the room has the potential into turning into something greater.
Just to devalue this artifact I would rule that the Elf needs to be holding it in order to deflect spells, and in holding he's only allowed 1 attack dice in combat with it.

Elven Boots: 300 gold
Reason: the Alchemist shop gives a Potion of Dexterity a value of 100 gold. This is either for jumping a pit trap or providing 5 additional spaces to movement. So we have +5 movement = 100 gold. I give these boots 3 quests at best before they wear out and you're not guaranteed +5 for each movement either. It might surprise you how often 3 of a kind is rolled. They could die after the first use.

Elven Bracers: 750 gold (for the Elf)
Reason: it has no value to any other hero but the Elf. +2BP = 300 gold, +1MP = 150 gold. 300 gold for the lasting effect in each quest.

Treasure Without Doom Spell Scroll: 150 gold.
Reason: there's no guarantee that the next card in the treasure deck is a Wandering monster or a hazard, so this spell can very easily go to waste. However, if played at the right time (Preferably when the Wizard has Treasure Hoard in his spell deck), it could avoid multiple negative cards. Though it's rare to get more then 3 Wandering monsters in a row... this too is depends on what type of spell deck you have.
Just the same, a certified jump over a pit trap (Potion of Dexterity) = 100 gold, this spell can avoid 1 (more or less) potential threats from the Treasure deck. Or it can disarm a trapped chest. So 150 gold sounds about right.

Bone Wand: 425 gold
Reason: it's a once per quest thing, like the Armband of Healing, but this doesn't help with body points in any way. Skeletons really don't do that much damage in grand scheme of things. There's not really any potions or artifacts to base this on in terms of price, so it's higher then anything that's of 1-time use. But in regards to what if does, I don't find it overly effective when the heroes are maxed out.

Elven Bow of Vindication: 800 gold
Reason: there's 4 arrows and each one is practically an insta-kill. With Ogres at 10BPs, you can reduce that rather quickly or take out a Giant Wolf to avoid the 5 attack dice.

Sky Orb: 600 gold
Reason: 600 gold does seem a little too much for this. But I was generous when valuing 1 Mind Point for 150. These take the mind point damage instead and since it can be used 4 times 150 x 4 = 600.


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Re: Putting a Price on Artifacts

Postby Kurgan » August 29th, 2020, 2:37 am

wallydubbs wrote:Mage of the Mirror Artifacts:

Ancient Staff: 1,000 gold
...
The only way I see this backfiring is if you use it on the Werewolf Curse and now suddenly teach monster in the room has the potential into turning into something greater.


Awesome idea! :twisted:


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