Greetings, everyone, and welcome to the final investigator review for the Dunwich Legacy. Many of the investigators so far are out for their own benefit, or simply trying to survive in a world gone mad. However, the Guardians are out there, risking their lives and trying to defeat the physical threat of the Elder Evils. While Roland does a little investigating on the side, today we meet the faithful warrior whose unshakeable will and determination has led her on a path of destruction…that is, the destruction of the unspeakable horrors. Meet Zoey Samaras.
Notable Strengths of Zoey
Zoey is unique in that she is only the second character in the game to have two stats at 4 (the other being Wendy), and one of those stats is the always hand Combat skill. Combined with her impressive 9 health, she can easily stand and face the physical threat of monsters for a long time. Her other 4 stat, Willpower, ensures that she’s not going to suffer due to being Frozen In Fear or seeing some Rotting Remains, or whatever other horrors she may encounter. This is great, given that 6 Sanity is not the highest amount to be starting on (though not the worst).
Her unique abilities are also incredibly useful. Gaining a resource for engaging an enemy, something you were probably going to do anyway, is great action economy. It gets even better in multiplayer, as you may even trigger it multiple times per turn (this is unlikely, however). It’s a more conditional version of Jenny’s ability, though it is occasionally slightly better (especially as you gain the resource for immediate use).
Zoey’s Cross is an all star, and easily one of the best signature cards in the game. As I’ve already talked about with Agnes, being able to hand out one damage effectively for free is an absurdly powerful ability. Often, this generates action economy by allowing you to completely ignore single health enemies, or letting you strike down larger health monsters in fewer blows. The best part? It’s effectively free with her ability!
Notable Weaknesses of Zoey
Unlike Roland, who is able to fight and investigate on his own, Zoey is going to be pretty much useless at investigating. With her only in-class trick being Evidence! and her naturally low Intellect of 2, Zoey needs to either venture out of class for help, or leave it to the more dedicated clue gatherers.
The other issue with Zoey is that she’s not exactly flexible; if there are monsters to take down, she’s fantastic and exactly the gal you’ll want on your side. When it comes time to solve the mystery or do other, non-combat related activities, Zoey is a bit lacklustre. Effectively, she’s great when the party needs help with combat, but once that’s over, she doesn’t contribute very much.
Her unique weakness can be a bit of a pain, but it’s nowhere near as bad as others. After all, Zoey thrives in combat, and having more things on the board to fight is not necessarily a bad thing. That said, having to waste a few actions to get over to the enemy can be a bit of a problem.
Build Path: Crusader
Smite the Wicked
2 Physical Training
2 Beat Cop
2 .45 Automatic
2 First Aid
2 Rite of Seeking
2 Unexpected Courage
2 Vicious Blow
2 Double or Nothing
2 Dynamite Blast
This is a deck that’s primarily focused on making Zoey as lethal as possible. My new favourite skill Double or Nothing allows her to take advantage of her naturally high combat in order to obliterate even the largest monsters in a single action. If she finds herself outmatched, she can always resort to Dynamite Blast (made more affordable due to her passive resource generation). A single copy of Elusive is included just in case things get a little too hot, so she can back away and get some air.
First Aid and Rite of Seeking provide Zoey with some options to be a bit more useful during the downtime between fights. Thanks to her high Willpower, Rite of Seeking makes her very effective at gathering clues (especially when combined with Double or Nothing!).
Other than that, there’s nothing too surprising. Being a Guardian grants Zoey access to two of the best weapons in the game, and I don’t see any reason to branch out into other weapons at the moment (though I did briefly consider the Fire Axe).
When levelling up, aim for upgraded Beat Cops first and foremost; they’re some of the best allies you can have in the game. You can pick up some Police Badges if you wish; they’ve got solid icons, and are very useful if you don’t find Zoey’s Cross (or feel set up enough that you don’t need that one damage). Afterwards, I’d probably grab a Shotgun, though be aware that it doesn’t work well with Double or Nothing.
I like Zoey for many reasons, and I think she’s a pretty solid character if a bit specialised. She suffers the same issue that Roland does at the moment (that Guardian has pretty ordinary upgrade options) though at least Roland has access to Seeker cards too. It’s a pretty common theme that most of the characters in the game seem to be missing a little something that would complete them, and Zoey finds herself to be no exception.
If you’ve already got a dedicated clue gatherer, I think Zoey may get the nod over Roland for being a little better at dealing with monsters. However, Roland is generally better rounded, and thus I think he is slightly superior to this faithful chef at the present time. That’s not to say Zoey isn’t good; she is, but she unfortunately isn’t as shiny and sparkly as Rex or Pete are to me.
That about wraps up the Dunwich Legacy, and so I’d like to end with a quick rankings list of my favourite investigators at the moment. This doesn’t mean that I think they’re the best, but rather I quite like what they do and where they’re going. Here goes:
- Rex Murphy
- “Ashcan” Pete
- Zoey Samaras
- Jenny Barnes
- Jim Culver
What about you guys? Who are your favourite investigators from the Dunwich Legacy? Let me know, and until next time, may your skill checks remain untentacled.
*all images courtesy of arkhamdb.com and Fantasy Flight Games