True Magick

That is, what Sign Magick is made for. You may have only one charge for charge spells (which can be refilled with Twila Katherine Price) but you can activate Wither / Wither or Sixth Sense / Sixth Sense without the need of charges.

True Magick is all your spell assets in your hand at the same time for the purpose of activating them. And True Magick is "under your control" for the purpose of Sign Magick.

So keep spells in your hand. You cast from your book. Quite cheap and effective.

Except that you explicitly treat ‘True Magic’ as the asset. Which means that you can’t then trigger True Magic with Sign Magic because it isn’t a ‘different’ asset under your control. — Death by Chocolate · 1489
I'm not sure what Gruene was looking for, but my playgroup believes you _can_ use Sign Magick -> True Magick to activate _two different_ assets in your hand, because the True Magick is being treated as two different assets for the purpose of Sign. The question is whether the game can "keep track" of only a single asset in your hand to allow you use Sign -> True if you only have a single copy of Sixth Sense in your hand... — slyguavas · 49
That's what I meant. I can "switch" witch spell asset on my hand True Magick represents... Even between first use of a spell and activation of Sign Magick. I would not say, that you can use one copy of a spell asset in your hand twice with Sign Magick / True Magick. — GrueneLupenAufheben · 140
I don't think you count as controlling spells that are in your hand. — Firerunner · 1
Yay for auto-submit on enter. From the rulebook on abilities: - Card abilities only interact with the game if the card bearing the ability is in play, unless the ability (or rules for the cardtype) specifically references its use from an out-of-play area. - Card abilities only interact with other cards that are in play, unless the ability specifically references an interaction with cards in an out-of-play area. Sign Magick can only target spells you control. While True Magick allows you to activate abilities, I don't believe you control the card. (Which is why you are allowed to use charges etc in its place) — Firerunner · 1
Does anyone know how this card interact with Twila Katherine Price? Twila refunds the charge you spend on a SPELL asset, but True Magick does not have that trait. However, we get to treat it as if it were the revealed spell asset from our hand. So does Twila refund the charge you spend on True Magick? — max07 · 1
Do you gain a charge each round even if this already has one or more charges on it? — Runic · 1
@Runic No, "replenish" is different to "place". You only get a new charge of you spent the the one it initially gave you. — joguitarist · 1
@max07 regarding Twila Katherine Price, I don't think she works for True Magick, as it is not a SPELL asset. You can treat it as the revealed asset to resolve the ability, but TKP is a reaction that occurs separately in my opinion. Although the rather unhelpful word "etc" at the end of the card text means I could understand if the designers intended or to work either way. Needs an FAQ probably, as my group can't agree! — joguitarist · 1
I have had a reply from the the FFG rules query form: "The way that True Magick works is that it essentially becomes that Spell card for the duration of its ability. Because of this, you could activate Twila Katherine Price while True Magick is being treated as that Spell card, and a charge could be placed on it." — joguitarist · 1
Alyssa Graham

A couple useful tricks:

--With Luke Robinson as lead investigator, he can use a Gate Box charge (in the enemy phase, after Dream-Gate's end-of-investigation effect would've passed) to discard a nasty enemy seen with Alyssa

--Peril only applies while resolving an encounter card, so when you see a peril you can confer openly to pre-decide on peril choices without detracting from gameflow the way that trying to pre-decide normally does

anaphysik · 97
Enchanted Bow

This is going to draw a lot of comparisons to the Ornate Bow for obvious reasons. They're two-handed weapons that use alternate stats to attack and have functionally unlimited ammo. The Ornate version is a very specific tool for a very specific style of play; you're spending a serious investment in cash and XP on a weapon that uses two actions to deal heavy damage with one accurate attack.

The Enchanted version is... not that. It's cheaper both in cash and XP, but also all around less useful. You get less bonus to hit, it deals less damage, it takes up more slots, and while you don't have to reload it, it exhausts to attack. And that last part is the real killer.

3 damage is the magic number. Many, many enemies have 3hp or less; 87 enemies have 3hp, compared to only 62 with 2hp. That means for the extra 30% enemies that you'll encounter, one shot will not kill it. And if you're packing a weapon that focuses on or , you almost certainly don't have the to just punch it for that last point of damage. You'll then be relying on a spell to actually kill it (as a mystic), or evading it (as a survivor). And you're filling up 3(!) valuable slots for a weapon that can't seal the deal, leaving survivors with no hands for any other weapons and requiring mystics to dedicate both of their arcane slots to combat spells.

Not only that, it loses out to the Ornate bow on DPS too. If you're fighting a boss and not engaged with it, the Ornate bow can fire, reload, and fire again, for 6 damage in a round; the same as any standard 2 damage weapon. It's awkward, but it works in a pinch. The Enchanted bow does 2 damage per round, full stop. The Ornate bow can benefit from Venturer and other reload abilities, the Enchanted cannot. Multiclass Guardians can't even use Vicious Blow to push it over the 3 damage sweet spot, because you cannot commit skill cards to tests without matching icons.

Okay, so you want to use it anyway, because it's cool. Who can make use of it?

Candidate #1, "Ashcan" Pete. Pete can discard cards to ready other cards, meaning he's the only character that can actually fire the bow twice in a round. 4 damage is sufficient to kill most things, and It also leaves Duke available to investigate, or squeeze in another 2 damage at a slightly lower bonus. A solid option.

Candidate #2, Rita Young. She's a very strong user for the Ornate bow, but if you aren't filling the primary monster hunter role, you might find $4 and 3xp too pricy for a weapon you won't use all that often. Her ability lets you use to squeak in that final point of damage, so you aren't up a creek against 3hp enemies. She can also evade first, use her free move to move to a connecting location, and spend a charge to fire backwards, ignoring Retaliate. Theoretically useful.

Candidate #3, any dedicated monster-hunting mystic that normally runs with Wither. Wither already requires you to double-fist combat spells by virtue of only doing one damage, and the bow slots in nicely at the 2xp median if you don't want to drop 4xp on the upgraded version. It can do an admirable job at stretching Shrivelling charges and is cost-comparable to other options, if you don't care about your hand slots.

Candidate #4, anyone crazy enough to build a character around hunting Aloof enemies. 3 uses of Marksmanship in a single asset that doubles as a weapon is actually pretty economical. Dunwich, Circle Undone and Innsmouth all benefit from being able to snipe aloof enemies, if you don't mind handicapping yourself for the remaining 80% of the campaign.

CombStranger · 288
If Rita evades, she ignores Retaliate. "Each time an investigator fails a skill test while attacking a --ready-- enemy with the retaliate keyword..." — MrGoldbee · 1486
Akachi could shoot twice with Spirit Speaker — Olider · 1
I think the Enchanted Bow is most practical with True Magick to get around it's many hand slot requirements. Otherwise, the weapon asks for way too many slots for way too little. As a bonus, it only exhausts True Magick and doesn't spend the charge on it, so you can use that charge for another spell. — suika · 9505
It would be pretty decent in a Luke Robinson deck that just wants to snipe enemies in adjacent locations as a supplement for his damage events. — suika · 9505
@Olider That’s super expensive though because you’d have to pay an action and three resources to replay it between attacks. — Death by Chocolate · 1489
@Death by Chocolate Correct. With Robes of Endless Night and Prophetic it would be the action only. I just want it to work ;) — Olider · 1
What about an Investigator that can punch for the extra damage ? I'm playing double Quick Learner Stella with Granny. So I can virtually punch at 6 starting my 3rd action. Bow can be a good way to land a hit for the 2nd action. What about the fact you can hit on nearby locations ? Is that relevant ? Are there many 2hp hunters ? — Palefang · 72
Sniping enemies on adjacent locations is mainly useful to kill Acolytes and the Wizard of the Order. That can save you quite a lot of actions, however in most cases you will simply spawn those on locations you are planning to go to. — Killbray · 12357
I'll just add that I've used this in Calvin with great success. It uses whatever his highest stat is to attack (due to the way calvin's stats are calculated), and synergizes nicely with Prophetic which sits nicely in Calvin's card pool. — Tanz444 · 31
Couldn’t it work for Akachi with Sign Magick 3? Only for one extra shot after using a spell, but still. — gullebrand · 1
Playing Sister Mary. If I used Enchant Weapon on Enchanted Bow would it use my combined will and strength for the Enchant Weapon attack or use my will and no strength (as the weapon doesn't use strength) for the attack? Basically a syntax question, is it "(your strength for this attack)" or "(card's will to your strength) for this attack". Also, I do understand it would take two arcane slots. — Ravenne · 1
Calvin Wright might also be a worthy user of the bow... — ezrk · 1
Something to consider. Anything that works with Spell assets works with this. So unlike Ornate Bow, an Enchanted bow can be found on both Weapon AND Spell search cards. Things like Athame, upgraded Sign Magick, Word of Command, etc. Diana in particular would love to run this with an upgraded Bandolier and some Vicious Blows. — Jackster · 17
Bruiser

This card is amazing for (most) Guardians, whose two primary concerns are 1. paying for their extremely expensive assets, and 2. making sure those assets actually hit when you need them.

It's useful when you have things to kill, because you can spend those dollars to boost your attacks. It's useful when you're waiting around for things to kill because it pays for fresh equipment. It's even useful when you draw two at once, because is always helpful. It's a very rare scenario where you won't get your money's worth.

The only Guardians that get nothing from it are Nate, because it doesn't work with events and doesn't really benefit Boxing Gloves for lack of a Fight action, and of course Carolyn the pacifist... with one exception.

Bruiser synergizes with Enchanted Armor. The test is a test on an Armor card, so those recurring resources can give you a +2 boost to soaking that damage. I doubt it's worthwhile for that alone, but it's a nice boost for an otherwise underwhelming card. Potentially useful for Sister Mary and Zoey Samaras if you want a more convoluted alternative to Spiritual Resolve.

[Edit:] I should probably also talk about the other classes that can take it.

Survivors tend to run a lot cheaper, so the resources aren't as much of a lifesaver. They also generally depend more on events than weapons, which it doesn't benefit. A big standout is half-Guardian William Yorick, who carries more weapons than your average survivor and tends to recur them fairly often. Those assets are cheap, but he has to pay for them each time, so it adds up.

On the Rogue front, there's of course Tony Morgan who tends to play more like a Guardian and focus less on economy than your average rogue, so a combat-boosting card that also provides econ is very welcome. Jenny Barnes is already rich, but needs a little help on the combat front due to a measley 3 , which Bruiser can provide. It helps her get out a .45 Thompson and actually hit with it, and synergizes with Mauser C96 to turn the free weapon-only dollars into actual cash to fuel the rest of her kit.

CombStranger · 288
Cyclopean Hammer

The hammer contends with the Flamethrower as king of all weapons and firmly relegates the Lightning Gun to obsolescence .

Enchanted*, the hammer is a match for the Flamethrower in raw damage. In addition, it:

  • doesn't need to engage, making it easier to beat enemies off allies
  • can shove enemies away into irrelevance or as a pseudo evade
  • is a Relic which helps with with things like Poltergeist
  • benefits massively from Reliable and Enchant Weapon for reaching huge skill values for boss killing
  • doesn't need to be reloaded, saving many actions and resources playing Extra Ammunition and the second copy of Flamethrower

The downside is that you do need to oversucceed to do 3 damage per hit, but skills like Daring and Overpower makes oversucceeding very reliable even before you start attaching Reliables and Enchanting it.

I've also found that the actions and resources saved from not needing to reload or replay weapons means that Guardians become more capable in other capacities, be it from healing or becoming able to pick up the odd clue with the excess resources. At higher difficulties the testless damage and +1 from a Beat Cop (2) was usually too much for me to give up, but the incredible reliability and relatively lower cost of the hammer means that it's easy to forgo the cop for other allies.

This is a particularly huge buff for Sister Mary, who struggled to compensate for her 3 in a class that revolves around monster slaying. Now she can swing a hammer along with the best of them.

I'm more lukewarm on this weapon for Mystics. Mystics have so many good hand slot choices and just gained a few more. More importantly, Mystics also lack commits for the hammer to oversucceed at higher difficulties — you can't commit Guts to it — and don't have access to Enchant Weapon or Reliable. Therefore, there's less of an advantage over Shrivelling (5) (especially if you're only occassionally fighting), though it's nice to not have to worry about backlash and spell charges.

Still, there's probably an interesting build with Mind's Eye, allowing mystics to attack at double their , or to otherwise use the newly freed arcane slot for Seal of the Seventh Sign or Close the Circle.


* You could also enchant the Flamethrower, but the enchantment will be discarded if you need to play a new copy to reload it, and it's so overkill that it's impractical

suika · 9505
Yeah, if it's true, that the Hammer also deals +2 damage to Elites, this pretty much makes the "Lightning Gun" opsolete. I didn't upgrade my review in this regard, because we just have hearsay, nothing official for that. I did cover, that Mystics need more wild and fist icons than usual. But they got "Promise of Power" and willpower boosts from "Holy Rosary" & friends WILL stack. Some people say, Mystics like Diana, Akachi and Jim should take "advantage" of their 3 combat (compared to Agnes or Marie) and take crappy weapons like Mystic's "Enchanted Blade", too. I consider that a huge trap. But the Hammer looks great to me. In particular with Diana, whom I prefere to play with "Well Prepared", who takes "Daring" anyway, and might consider an "Overpower" or "Viciouse Blow", if they fit into the deck, too. She could also take "Bandoliere" (2), which would free up handslots for other items, and be good for the willpower buff in her, too. — Susumu · 381
* "Lightning Gun" oBsolete. I didn't upDATE my review (I hate, that you can't edit comments here) — Susumu · 381
The clarification is on the Mythos Busters discord, so it's basically official. To quote MJ verbatim: "The non-elite clause is meant to only apply to the movement effect, and is meant to apply to both versions of the movement effect, and not the damage. Or, put another way, the parenthetical effect just adjusts the previous sentence I'll definitely add it to the next FAQ" — suika · 9505
I agree that it's better than Enchanted Blade on Mystics and it can works on Diana, but the problem is that it's not that much better than a combat spell you'll be comparing it to, since those also give a +3 bonus to the check and don't need to oversucceed. It's main advantage is that mystics no longer need to worry about spell recharging and spell backlash. It's not bad by any means and is pretty good if you're fighting a lot, I just don't think it's amazing except for enabling a few niche builds. — suika · 9505
OK, I will update my review regarding the Elite-passus soon. (Also found a whoopsie regarding parallel Roland: he can't take level 5 Guardian.) Thanks for the confirmation! I think for Mystics, it's also a question of the given campaign. In Dunwich sure, I would rather take the level 5 combat spell. In TFA or TCU, with D2D and double AR of course, I would ask: "Why not both?" Makes the deck much more consistent, and won't deny you the XP for RoS (4). Dexter might also like it, with a base skill of 8 and the option for cards, that benefit from oversucceeding. He can buff his strengh with "Blood Pact" level 0 just fine. And for a lot of enemies (with just 2 health), oversucceeding is not even necessary. So you don't have to push every test that far. — Susumu · 381
The main "why not both" reason for me is that Grotesque Statue is really strong and not worth giving up. A Hammer Mystic build should be a build that makes good use of the Arcane slot you've freed up, IMHO. There's certainly a few interesting ideas for that - seal of the seventh sign or close the circle perhaps - though I think those builds fall under "interesting" rather than "strong". — suika · 9505