Lurker spoiler plz

By arachnidshadow9, in Arkham Horror Second Edition

Anyone out there who already has Lurker please spill the beans on the new items and spells.

arachnidshadow9 said:

Anyone out there who already has Lurker please spill the beans on the new items and spells.

There aren't that many. I'll tell you a few of my favorites.

Staff of the Pharaoh mag. weapon +3 to combat, 2 hands

Any Phase: Exhaust to cast 1 spell as if both your hands were free

King James Bible: tome. Movement: exhaust/spend 2movement to regain 1 san. and gain +1 to Horror checks til end of turn.

Then there are four spells that allow you to give *other* players combat bonuses. And there are two spells that allow you to give other players gate sealing bonuses. Two spells that allow you to pull an investigator from Other World directly to Arkham (I'm not entirely sure why it's better than Find Gate since you have to discard it and the sanity cost is higher— I suspect it's because it can be cast on an investigator with low sanity, and bad spellcasting skills). Then there's two spells that let you replace a gate with another gate (it's also cast and discard).

Avi_dreader said:

King James Bible: tome. Movement: exhaust/spend 2movement to regain 1 san. and gain +1 to Horror checks til end of turn.

Really? I've always found that particular translation to be somewhat sanity taxing.

It's the new hipper version. I think it was re-translated by Douglas Adams.

Before or after he died?

Veet said:

Before or after he died?

After :')

Grammar! Spelling! I have no time for these things any more! Lurker must be played!

I haven't had a look over all the items yet, but many seem to affect other investigators, and Relationship cards of course affect two investigators. This seems to be a very teamwork-based expansion. This is sort of fitting, because the three acts of the book each revolve around a different narrator. However, a good portion of the book was spent in Dunwich, so I was really hoping there would be Dunwich mythos cards....

Many of the new components appear to come into play only with the Lurker herald. I sure hope that this expansion doesn't revolve around the herald like Black Goat...

Tibs said:

I haven't had a look over all the items yet, but many seem to affect other investigators, and Relationship cards of course affect two investigators. This seems to be a very teamwork-based expansion. This is sort of fitting, because the three acts of the book each revolve around a different narrator. However, a good portion of the book was spent in Dunwich, so I was really hoping there would be Dunwich mythos cards....

Many of the new components appear to come into play only with the Lurker herald. I sure hope that this expansion doesn't revolve around the herald like Black Goat...

It does. Except A) there's no pain in the ass monster cup set-up. B)The gates are nice whether or not you use the herald. C)The double gate mythos cards are cool. D)The relationship cards work fine with or without the herald. E)The herald is quite fun (unlike Black Goat).

There's a unique Key that means you can't be delayed, and can be discarded to move you from Arkham to any Other World, or from an Other World back to the gate (with an explored token).

Combine it with the Plumb the Void spell mentioned earlier, and you can enter an OW in Movement, and be pulled back out later in the same movement, to seal in that Arkham Encounters. Given that this involves getting both a unique Unique and a rare Spell, both of which are discarded after use, it's really quite tricky to pull off, so it's not much of an exploit. Fun when it works out and you desperately need that last seal quickly.

The Intervene spell is great fun, though heavy on sanity costs.

cim said:

There's a unique Key that means you can't be delayed, and can be discarded to move you from Arkham to any Other World, or from an Other World back to the gate (with an explored token).

Combine it with the Plumb the Void spell mentioned earlier, and you can enter an OW in Movement, and be pulled back out later in the same movement, to seal in that Arkham Encounters. Given that this involves getting both a unique Unique and a rare Spell, both of which are discarded after use, it's really quite tricky to pull off, so it's not much of an exploit. Fun when it works out and you desperately need that last seal quickly.

The Intervene spell is great fun, though heavy on sanity costs.

I haven't seen the cards your refering to, but I don't think that would work, since you don't go into OW until the Arkham Encounters phase.

Xiayose said:

I haven't seen the cards your refering to, but I don't think that would work, since you don't go into OW until the Arkham Encounters phase.

Not normally, no. That's what makes the key exploitable, as it lets you enter an OW of your choice in Movement instead (without needing to be anywhere near the gate, or even for a gate to that world to be on the board).

Are there any other weapons besides the staff of the pharaoh and the sledgehammer?

squad said:

Are there any other weapons besides the staff of the pharaoh and the sledgehammer?

I don't remember any. There are a few combat spells.