Ability
From Arkham Horror Wiki
Abilities in Arkham Horror are actions and statuses which affect investigators and monsters in game. All investigators have a unique ability used during gameplay and many monsters have one or more special abilities attributed to them.
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Monster special abilties
Monsters have listed abilities on the reverse of their markers indicating any special characteristics affecting gameplay and combat resolution. Environmental effects and abilities listed on an Ancient One card can also add or remove these abilities from monsters. The following is a list of abilities held by monsters in Arkham Horror:
- Ambush
- Elusive
- Endless
- Magical Immunity
- Magical Resistance
- Nightmarish
- Overwhelming
- Physical Immunity
- Physical Resistance
- Weapon Immunity
List of investigator unique abilities
- Able Seaman
- Abnormal Focus
- Adventurer
- Archaeology
- Bail Out
- Been Through Hell
- Blessed is the Child
- Blood is Power
- Blood Money
- Breaking the Limits
- Bury Them Deep
- Careful Reader
- Clean Takedown
- Connections
- Criminal Record
- Dark Insight
- Dead Man Stomp
- Expense Account
- Experienced Dreamer
- Family Curse
- Friend Indeed
- Guardian Angel
- Guardian of the Veil
- Heirloom
- Hero
- Holdout
- Hometown Advantage
- Hunches
- Improv
- In the Stars
- Inspiring
- Intuitive
- Investigation
- Iron Will
- Jack of All Trades
- Killer Instincts
- Knowledge is Power
- Leadership
- Magical Gift
- Memories of Conquest
- Minor
- Odd Jobs
- Ominous Dreams
- On the Force
- One Man Army
- Physician
- Precognition
- Psychic Sensitivity
- Psychology
- Quick-witted
- Research
- Resilient
- School of Hard Knocks
- Science!
- Scrounge
- Secret Rites
- Secrets of the Dead
- Settle Down!
- Shrewd Dealer
- Slippery
- Strange Luck
- Streetwise
- Strong Body
- Strong Mind
- Studious
- Synergy
- Tainted Blood
- Team Player
- Thick-skulled
- Third Eye
- Trust Fund
- Trusted Sister
- Yin and Yang
- Witch Blood

