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I love Armello, but some games take SO LONG. Today, I spent almost 2 hours playing a game that was already won an hour in (as in someone was inevitably the winner). Some games just take way too long and I often just want a quick chill game where I at least get.

'From Wolf to Bear, the Clans declare, the time has come to take the throne. The Rot's creeping, it twists our King. Heroes, rise! Save Armello!' Art By: nucemis.deviantart.comStrategy: Thane, The Winter Wolf is at first glance quite powerful, but if his stats are built up right by the player he can be even more so. His Sword Master Talent allows him to burn sword cards offensively for armor piercing.Thane is your Barbarian character archetype from the wolf clan; if you prefer to bash some skulls in, he is your wolf. He is not that smart, so don’t expect this guy in the Wits Stat (Your Card Draw) or Spirit (Magic) to be anything to write home about.Thane is an all-out offensive guy whom is built for one purpose: to duel and kill other Heroes, Banes, and the King if need be.

His prowess is something to be feared, but his low Wit hurts his ability to pierce. Go for the Wit amulet or a quest to upgrade it ASAP because 3 cards in hand will not cut the mustard. Aim for killing the King, or Prestige by hunting heroes/banes. He is also good at the rot victory.Strategy: Mercurio, The Grinning Blade is a master fencer and gentleman thief whom excels in his Wits to save him.

Off the bat he is your Thief archetype, Mercurio’s Talent is Scoundrel; which allows him to steal gold from other players when you capture a settlement owned by another hero. While one gold seems minuscule on paper, late game this will get annoying real fast as he will constantly steal other players' hard earned cash.When you look at Mercurio, you’ll notice that his main strength is the slow game, sabotaging other players and making their lives a living hell. Keep on upgrading his Wits and you’ll pretty much never run out of nasty tricks. Your main strength is to outsmart other heroes. His stats are pretty much evened-out so in a pinch he can fight with that Rapier of his due to his high Fight Stat.

However evasion is key with Mercurio. The Wits amulet and any ring will do. Aim for Prestige ‘Hero Hunting’ victory or dethroning the king.Strategy: Sana, The Forest Sister is your mage archetype.

She is powerful in terms of her Spirit stat and her Body. However she lacks any combative skills, so avoid combat at all costs.All she has is a ‘shield and patience’ to ward off other players. So be careful as you will be the target of other players. Your spells are your saving grace.

Go for the Spirit Stone victory or Prestige victory by killing Banes with her Talent Priestess, which puts you at an advantage against creatures corrupted with Rot.Strategy: Amber, The Far Seeker is your plane-jane character. All evened-out stats, a true beginner character; a Jack-of-all-master-of-none. She excels at nothing.Her saving grace is her Trait: Tomb Raider. This pretty much gives her luck of finding awesome gear and rescue other followers. Which is her best ability: Luck.

Go for Prestige victory with Amber, she is great at the political game. As for amulets go for Fight or Wits.Strategy: Brun, The Oakbreaker is an outright tank. If you like being a defensive juggernaut he is your guy. With an ungodly amount of defense and +6-7 HP to boot; Brun will stonewall out of control if built right.His talent is Scarcaster, which allows him to buff himself to hit like a freight train with a +1 to his fight for every spell he casts. So this means if you plan to take this guy down, bring the big guns to fight this Bear.

Keep on upgrading his defense and HP with quests and he is next to unkillable. Go for the Battle Victory or Prestige. Rot victory is also a valid, due to his good Body.Strategy: Zosha, The Assassin.

(Sigh) her ability can become annoying. Her Talent is Shadow; basically it gives her invisibility at night. Which makes her extremely dangerous when you do not have any scout items to find her. Because when you least expect it, she will have a knife at your throat.Play Zosha as a hit and run character.

Strike from the shadows and evade during the day, as her main weakness is her low health (she is a glass cannon). Zosha falls into the same trap as Thane and is purely an offensive character. Grab the HP Soak amulet as a gift and don’t look back as she only as 4 HP. Also because she is fragile, she fails at killing tanky characters if not well equiped.Strategy: River, The Huntress or as I like to call her Katniss Everdeen in wolf form! But in all seriousness River is a sharpshooter with that bow of hers and be warned right now: Run away if you only have one HP as she will snipe you and she gets an easy kill. River’s main talent is Huntress, when attacking she shoots her bow for one damage before she initiates a battle, pretty much giving her a ‘First-Strike’ ability where she will get one free hit before going into a fight.This means she can instant kill you without going to a battle screen if you have low HP. This can make her overpowered as her snipe ability can be annoying if you are a low on health.

But River’s main weakness is her evened out stats, she excels at nothing. Note that this does not make her weak and instead makes it so that any ring or amulet will fit her. Be wary of this fast moving sniper, as she will zig-zag all over the board and snipe you. Aim for dethroning the King as your victory. If you are daring, go for the rot victory.Strategy: Barnaby, The Screwloose is from the Rabbit Clan and excels in his Tinkering ability. His Talent is mainly utility based, which allows Barnaby to swap items in and out of his inventory without any cost to reequip them if needed. This ability separates him from the others, who lose their items when they replace them with other equipment.

This skill alone makes him dangerous in the late game if used correctly, when you will be constantly attacked by banes and other heroes.Furthermore that armor he wears and that blacksmith hammer he lugs around is not for show, as he sports evened out stats to boot, with high Fight (Combat Skills) and Body (Health Points) stats. This makes him a ‘Jack-of-All Trades’ MacGyver archetype; resourceful and infinite possibilities once you master him.

Barnaby suffers in the Spirit stat, making him weak in the magic department.Overall Barnaby is a strong character that shouldn’t be underestimated as he can constantly adapt and prepare for a fight to go into his favor, so he pretty much jury-rigs the battle with arsenal of nasty item combos. Thane bothering you? Equip and combine a lot of armor! Zosha getting annoying? Equip a Lantern and Spyglass and that invisibility of hers will be rendered moot.

I suggest the diamond ring and the Wits or Fight amulet to supplement his offense or defense. Barnaby is suited for all of the victories.Edit By: wanderer042.

Here is the Lore behind the Heroes. Keep in mind this is all speculation so some of this is implied.

We may never know if this is true or not. Due to some insight from the devs, some of what follows is probably canon.Art By: cobaltplasma.deviantart.com'Transcending History and the World, A Tale of Souls and Swords Eternally Retold”- Soul CaliberPhoto by: svenmueller.deviantart.com“Great Heroes Carry the Journey’s Burdens.

Not on their shoulders, but in their hearts”- Armello Proverb.ThaneAge:25Dossier: While he is popular and is well regarded for his battle prowess among the wolves. Thane is a laid back and cocky for his age. His father had no taste for Thane’s carefree attitude and he believed Thane wasn’t capable of leading the Wolf Clan.

However, after the King exiles Thane’s father to die out in the wastes he is thrust into the leader position in his Clan. The people see him as unfit as a leader and instead wants River, Thane's sister, to lead them.

Desperate to prove his worth, Thane bids for the throne not only to avenge his father, but also to prove his worth.BarnabyAge: (Absolutely Unknown)Dossier: Uncertain with his life, Barnaby seeks to find a personal truth. By all means he is an outright genius in his clan. People however shun him though, due to his intelligence. He's such a genius that he even made the armor he currently wears himself at a young age. Aloof at times and often a dreamer, as well as a procrastinator at times.

Barnaby is a dyed-in-the-wool optimist whom does not dwell on the petty matters of his clan. While his family sees him as wasting his true potential and his mother in particular wants him to carry on the Blacksmithing business like his father, he shows no interest in it. However, after his mother died he became truly lost with only his father left in his family. Barnaby goes out in the world on a pilgrimage to find where he belongs with his life, now more then ever.only to find that Armello is being corrupted by the king with his Rot. His bid for the throne is to bring back peace and hope throughout the land.MercurioAge: 27Dossier: Mercurio, well what is there to say. All with a wit like diamond and a tongue of silver.

This self-proclaimed Lord rose up out of the shanty towns of the rat capital on the backs and out of the pockets of others. Taverns speak of a rat that always wins, gets the girl, saves the village and feeds the riches to the poor. His victims may speak it a different way. Quick with a dagger, and quicker with his tongue, that’s the true Mercurio.- Armello Dev's.Art by: armello.deviantart.comAmberAge: 30Dossier: Former heiress to the illustrious Rabbit Clan, Amber is not your model rabbit nobility. Well, she is, but she also isn't. Socialite, intelligent, industrious, curious, she ticks all the boxes. Problem is, that last one - curious - well, she checks it ten times over.

Lady Amber is more concerned with raiding, well,.exploring. ancient dungeons, derelict ruins and forgotten villages. She’s completely obsessed with the lust of the hunt for relics and trinkets of ages long past - for which she has her reasons. Books and tales of epic expeditions and grand adventures inspired her and now it’s time for this child of the burrows to venture further than ever before.- Dev's Guide.SanaAge: 40Dossier: Some say she was raised by the Druids themselves, or that age-old tales foretold her role in the coming of the re-balance. Whatever her fate, she is kin to the Wyld, and its powers are as familiar to her as a mother’s embrace. Sana lacks material needs or desires, instead following the path of the Wyld and the teachings of old.

The clan’s soothsayers speak of prophecy, but Sana remains humble. A sorceress and shaman of incredible talent, the Wyld speaks through her, fueling her immense power. They say she will be the one to bring balance, for it already dwells within her.BrunAge: UnknownDossier: Exiled from the Elder Council, the Bear clan banished him from the Wyld Tree long ago. Though the reasons are unknown it is implied that he defied the council, seeing them as blind to the truth of the Rot. His past remains a mystery. There are rumors going around that he is immortal, that he is over one hundred years old.

Brun is the last of his kind, being the last living Scarcaster. He was supposed to live his life as a hermit, but now he's bidding for the throne for his own reasons.RiverAge: 23Dossier: River has always been one with nature. She is a loner, and prefers to live on her own. River is a master hunter and is well renowned for her archery skills; a gatherer for the Wolf Clan. River is seen as a living example of the Wolf Clan: Strong, Dependent, and Resourceful. She likes to live life on her own terms, not on the whims of others. Out in the wild she is focused, when she hunts food for her clan she finds a sense of purpose.

But that is taken away when Rot Banes show up. She now seeks to destroy them at its source.ZoshaAge: 28Dossier: Little is known about the assassin known as 'Zosha,' only that she was hired to kill the king. Zosha was hired to deliver the gift of death, a gift that the king deserves and one that she is willing to give. Whoever she works for has death-wishes for not only the king, but the other heroes as well.

Stories tell that her leader is called the Night Mother. King Arthur: 'Now stand aside, worthy adversary.' Black Knight: 'Tis but a scratch.'

King Arthur: 'A scratch? Your arm's off!' Black Knight: 'No it isn't.' - Monty Python and the Holy GrailHaving trouble taking down those pesky heroes stopping you from your goals? Here are some simple ways to counter them!General Countering Methods. Spells are the safest way to 'counter' your opponents. Spells can damage them enough to give you the advantage in the fight, outright kill them, make their hand less useful for burning, boost your dice count, etc.

Equip items/treasures which gives you some base attack and/or base defense over items/treasures which don't affect battles. Go primarily defensive on your equipped items over offensive. An attack roll is normally 3/6 compared to 1/6 for a defensive roll. (Note: Use only Heavy Plate Armor as a last resort, as the loss of AP is too great a cost in most circumstances. The two main exceptions are when you play as Barnaby and when you're in the palace with little risk of being spell-cast out of the palace by Banish/dying/evading.). Clan affinities (i.e. Night) can make a difference, even if it's just 1 additional dice to roll.

Giving any low Body character Rot can result in them having a health disadvantage in battles for the rest of the game as it slowly eats away every dawn. Giving Rot early game to a Rat (i.e. Mercurio or Zosha) is particularly devastating to them.

Going up against a high defense character? Piercing is your friend here (e.g. Longbow, Hand Cannons, and Thane's ability). Wyld's Warning is also effective if you simply want a high defense character off the tile he/she is standing on.ThaneAs with countering all high fight characters, building up base defense is the first means of countering Thane. However, his hero ability means if he has sword cards your first few shields won't mean a thing. To counter his ability, prior to fighting him play a spell which changes all his card icons (e.g.

Shimmer Shield or Call of the Worm) or a peril which takes away cards from his hand (e.g. Wake the Trees, Wandering Circus).Brun and SanaBoth bears share one feature: they rely heavily on their spell-casting to give them an advantage in any fights they get into. Unfortunately, there is no easy way to take away magic in the game since only one peril can do so: Witch HuntersInstead, the best way to counter them is to straight-on attack them when they aren't boosted by spell effects. For Brun, it's easier to counter him early game when his Fight, Spirit, and Wit are all still low so he can't play many random spells to boost his fight (but be wary of him after he's completed his quests). Sana on the other hand will usually have low Fight throughout the game so head-on attacks will be an effective counter.ZoshaInvisibility through stealth getting annoying? Then go for the Sailor’s Lantern or Divination. These two cards will negate the cloak of darkness that surrounds her and rid her of her cloak and dagger nonsense.

Having a Spy Glass equipped when you have scout gives you a nice bonus of 2 extra dice, but the difficulty/cost of maintaining scout makes Spy Glass an item you don't want to keep equipped for long when other items can guarantee you attack/defense.RiverRiver's greatest strength is her arrow shot that takes 1 health when she initiates the battle. There are several ways to counter this ability.

The easiest method is to take the initiative and attack her first, so she doesn't take that -1 health before the fight. Stealth also prevents her from using her ability even when she does start the battle, so forest tiles are your friend. Lastly, having a good amount of body means that the -1 health is less costly.Amber and Mercurio:Both characters start out with low fight and low body, so the best way to counter them is to attack them early game and prevent them from completing quests. Additionally, since their hero abilities depend on them going on certain tiles (Dungeons for Amber, Settlements for Mercurio) perils are your friend.

Ward Mercurio off your settlements so he will not steal from you. Keep Amber away from those tombs! Perils also serve to steal AP away so that they have to struggle to get their quests done.Barnaby:Steal Items from him.

This will put a wrench in his plan: he cannot adapt if he does not have any items! He is also very gold dependent since he starts out poor. Capture towns and he cannot equip items he has not tinkered with. Also, if you see he has bad stuff equipped it probably means he's stuck with a hand of mediocre items. In this case, the best means of countering him is actually to give Barnaby as few opportunities to burn/lose his hand as possible so he is unable to draw for better stuff. Written by: wataniyobSo, you want to breach the palace.

Generally, if you want to do this then you want to attack the king. But you could be going for one last prestige, or maybe even trying to prevent someone else from attacking the king.

In any case, here's a list of general tips to follow about when and how to enter the palace and survive what comes afterwards.Art by: javieralcalde.deviantart.com'This castle is a creature of Chaos. It may take many incarnations.'

Flutter butterfly sanctuary amigo set butterflies. Collect endless varieties of brilliantly colored flowers to attract each new butterfly species. From chrysalis to caterpillar to butterfly, these cute creatures need your help to grow!Please note: All gameplay is in English.COLLECTSee if you can discover and collect the huge range of real life butterfly species!BEAUTIFUL AMAZON ENVIRONMENTGrow and expand your forest with new life and color by collecting and planting special flowers to attract new butterfly species.REAL LIFE SPECIESCollect butterflies from all around the world and add them to your everexpanding “Flutterpedia”.

- Alucard, Castlevania symphony of the nightActually getting in:. If you complete all your quests, then you don't have to worry about the perils because your 5th and final quest will be Palace Entry. This quest gives you free access to the palace and removes the peril at a specific entrance (it'll always be the right tile of the two palace tiles closest to your clan grounds). Otherwise, see the next few items. Palace perils: There are two wit perils and two spirit perils.

Wit perils always have at the start tree/sword/shield/rot and spirit perils always have tree/sun/moon/rot. The order of the icons is always the same for a given type of peril. Expendables will always take the last peril icon away, and Cursed Lands will always add one rot icon. Stacking Expendables on a single palace peril is a nice strategy if you don't want to go for your quests and you're willing to spend the majority of the game drawing from the trickery deck. Wit is the best stat for helping breach the palace (more cards in hand = bigger variety of card icons).

If you're serious about getting in, then find ways to burn/use cards which don't have icons that match the peril you're going for until you have the full set. If you don't want to guarantee entry by pulling the full set of cards, then make sure to boost the stat matching the peril through quests/spells before attempting to roll. Some things in the game help you with beating the palace perils. Having the Watch amulet, one or more Adventurer's Kits, Brilliant Fool, and/or something in your inventory which boosts the stat which you're rolling can improve your chances. If someone else is standing on the palace tile you wish to enter, then you have two options: 1) If possible, cast Banish, Wyld's Warning (Note: does not work if the target has Lionheart Breastplate), or enough damaging spells to kill on your opponent. Each of these methods guarantees that they won't be able to stay on their tile.

2) Enter battle and try to have enough attack to either kill the opponent or do more damage than the opponent (Note: does not work if the opponent has Lionheart Breastplate). You also have to survive your opponent's counterattack.Surviving once you're in:. Once you enter the palace you'll get a bounty on your head (unless you have Royal Pardon or play Reprieve). This means that when you enter the palace can be important, especially if you're worried that the guards will force you out or kill you.

Since guards only move at daybreak, entering during the day means the guards won't go after you before you attack the king at night (unless a particular king's declaration is active). If you aren't the strongest character on the board, then the biggest concern will be another hero coming after you and either forcing you out or outright killing you. If you want to kill the king the only way to prevent this is to attack the very turn you enter the palace, which requires you to have a +AP card to play. There are only two: Hot Rot Wine (+1 rot, -1 health; item deck) and Strategist (-3 gold; trickery deck). Defense is especially important because if you get forced off your palace tile due to a guard/hero attacking you, you get one of two results: 1) You leave the palace and you have to waste at least one more turn getting back in, 2) You get forced onto a palace tile. If the palace peril is uncleared, instant 4 damage (unless someone played Expendables/Cursed Lands on it previously which will decrease/increase the health loss) and you get kicked out if you don't die. (Note: Lionheart Breastplate prevents being forced off your palace tile except when you die.).

Besides entering the palace during the day so that the guards don't attack you the next turn, there are special cases which can help you in the palace: 1) Zosha's stealthed at night even on a palace tile. 2) Disguise can stealth you on a palace tile; Reprieve/Royal Pardon removes the bounty you get when entering the palace. 3) The Fog of War/Darkest Night declarations can stealth you on a palace tile.

4) The declaration which places a bounty on the prestige leader and gives a reward if you survive a full day removes the bounty at dawn the next day even if you are on a palace tile. 'I can't become king if someone else already sits on the throne.' - Nikolai LuzhinSo you want to kill the king?

Well let me tell you this: He is extremely powerful. If you wish to take this evil lion out, you need to pray that RNG does not go against you. The roll of the dice is now no longer in your favor, he has all the advantages against you. His items are built to outright counter you. So do quests and prepare for the long con. It's best to wait until he is weak enough (one to two health left) and stonewall him. Tire him out and the throne is yours.General tips:.

Defense is key. When you consider that normally a defense roll is only 1/6 compared to the 3/6 for an attack roll, the importance of defense becomes clear.

Stack your inventory with defense items while leaving enough dice for you to roll a solid attack. Alternatively, if you have good attack items then cast Shimmer Shield on yourself and burn as many defense icon cards as you want again leaving enough dice to supplement your attack. Complete as many quests as you can before the palace gets opened up (either by you or someone else). You'd be surprised how much of a difference even +1 on a single stat can make against the king.

Poppet can easily secure you a victory if the King is at 1 or 2 health. Recruiting the Squire will make you lose all of your worries of dying against the king. Depending on what your magic level is at before fighting the king, go for some spell cards. Mirror Image, Bark Skin, and Feral are all good against the king. If you are low on health, have bad equipment, have lots of gold, and/or have low magic, definitely draw item cards. You have a better chance of drawing a guaranteed useful icon from the item deck (i.e.

Tree/sword/shield) to burn against the king. Item deck has 65/86 compared to the 23/70 for the spell deck and 50/73 for the trickery deck. Additionally, you can pull healing items, equippables, etc. To boost your build. Need shield icons to burn against the king?

Try the trickery deck (29/73) or the item deck (25/86). Alternatively, if you have high wit you can draw for a Shimmer Shield from the spell deck (4/70).Rot:Less rot than the king:. You have 0-2 rot: Normal battle victory tips apply. You have 2 rot: High defense (either through equipment or shimmer shield on a full hand) or good body.Note from wataniyob: I have once successfully pulled off a Battle Victory against a 2 health king even after giving him 6 dice through rot because I had Lionheart Breastplate + 2 Heavy Plate Armours as Barnaby. It is in fact possible to pull off!Equal rot with the king: Essentially a normal battle.More rot than the king (congrats on going for a rot victory!):. King has.

” The line’s pretty clear, zero tolerance for walkers,”- Walking DeadThere are only a handful of ways to get rid of this deadly disease. Once you get it, it should be your top priority to get rid of this ASAP unless you plan on going full on corrupted. Rot will drain you of your life slowly, taking 1 health every dawn. High rot can make you stronger, but it comes at a dire price if you go against a creature with even more rot than you. If you luck into it, you can meet some druids to remove your rot entirely, but these randomly occur at stone circles at night so don't hold your breath. I suggest these items and artifacts if you're looking for more consistent ways of clearing up the rot.

Be safe out there hero - I know I will. Cleansing Wyld is a spell which removes 1 rot (along with poisoning). This is the only card which removes rot permanently and why you always want to have a little magic around. Note: there are only 2 of these in the spell deck, so think carefully about whether you want to use/burn the card to free up space in your hand.

Then there is Wyld Talisman, a treasure that hides the fact you are anything but pure. Note: You will still build up rot from rot sources so if you remove the treasure your rot count will match what you would have had if you didn't have the treasure equipped when you gained more rot. Mountain Moss is a temporary solution, but works in a pinch. Useful if you're Infected (. Written by: wataniyobSo let's say you decide to go fully over to the dark side.

You don't care about those measly peasants and all you desire is more power. You scoff when you see the king's corruption and you think to yourself: 'I'm not afraid to go deeper into the darkness.'

Understand that gaining lots of rot quickly is a very hard task and more than likely you'll hit roadblocks on your journey to being the new king of corruption. Here are some tips to help you along your way:Infected = less than 5 rot; Corrupted = 5 or more rotCharacter Choice:. Sana: Irony abounds that the Wyld priestess is actually one of the better characters for gaining lots of rot. Her high starting body and spirit makes her quick to go through spells and strong against banes in battle. Her primary weakness is facing other non-corrupted heroes and the guards in battle. Brun: Although his spirit is not high to begin with, you have the ability to boost his fight with spells.

Zosha & Thane: Both have very good fight and health on the low end to start. The advantage here is that if you get a bunch of banes then gaining rot can be quick.Card Draws:.

The number of different cards in each deck (accounting for multiples of cards) which give you rot are as follows: Items = 8, Spells = 4 (including Dark Influence which gives rot as the effect, not the cost), Trickery = 2, Followers = 1, Treasures = 3. Increase your wit stat to better your chances of drawing rot-giving cards. One needs a good way to get rid of cards that don't give rot to open your hand to drawing more cards. For this reason we recommend drawing from the spell deck and having 4 spirit minimum. Magic gets refilled every nightfall and you can't always rely on having enough gold or having nearby perils/battles to use/burn off item/trickery cards. If you can get yourself 4 magic, Dark influence = +1 rot and +1 Rot-costing card.

Using this card on yourself and then finding a way to play the other card immediately gives +2 rot minimum.Banes:Before Corruption. Banes give you +1 rot if you die to them. For this reason, if you have a low health and/or low fight character you can go after banes to purposefully die to them. Since you need to die to banes to get rot, this method of gaining rot is only recommended if you have a good number of banes and/or a bunch of dungeons which could potentially spawn banes near your clan grounds. The turn penalty of walking distances across the map just to die to a bane is too costly. To ensure death to a bane, burn cards which guarantee misses and try not to have too many defensive items equipped.After Corruption.

Banes give you +1 rot if you kill them. Now when facing a bane in battle, make sure you either have more rot than them or have a sufficient number of dice to roll. Cleansing Wyld/Mountain Moss can be applied to banes to reduce their rot so you have equal/more rot than them. If the bane dies to the Poppet effect or from playing a spell/item, you do not get rot.Note: Killing and dying to a bane at 4 rot gives you +2 rot because you died to a bane (giving +1 rot), became corrupted, and then also killed the bane (+1 rot). This may or may not depend on you attacking the bane instead of defending.King's Declarations:. Best king's declaration to get is the one which places Plague perils on all the settlements. Just walk around and purposefully fail them to gain rot.

High body/many healing items will reduce the cost of being poisoned from the perils. Declarations which summon banes are also good for gaining rot.

Blood Moon gives +1 rot to everyone, which not only boosts your rot but also results in you now getting 1 extra bonus dice against all other heros in battle (if you already had the highest rot).For backup strats when you realize you can't get rot fast enough, see the previous section about removing rot. ' The Secret of becoming boring, is to say Everything'- VoltaireGeneral tips:. Have too many useless cards in your hand? If you have plenty of gold/magic, then just find ways to use them up. Don't have gold/magic?

Find a nearby peril or enter a battle and just burn them. The best way to discourage others from attacking you in battle is by casting spells to lower their health. Of course, this may also result in them attacking you in retaliation, but it betters your chances of the opponent dying. Dungeon exploring can let you luck into sweet treasures/followers (excluding Moon Scythe & Apothecary, which can only be acquired through random encounters). This is particularly important for Amber, who has her hero ability that directly increases the chance of rolling a positive outcome.

Also, missing gold and just can't get enough settlements? Dungeons are your best chance of pulling the gold you need fast.

Poisoned, have low health, and don't have a way of healing? It's OK to just spend a turn not moving at all. Having TOO many dice when battling against the King can be just as bad as not having enough - remember that your misses all go to the King. Unless the King has a significant amount of health remaining, you have low Fight, or you have bad equipment, there usually isn't a need to apply Feral/Brazenberry Ale to boost your dice count. Don't be hasty and enter the multiplayer queue without practicing many games in singleplayer first.

Not only do the singleplayer games give good practice at gameplay, but they also count towards unlocking rings/amulets which might otherwise give long-time players in multiplayer an advantage over you. A good gauge of when you've practiced enough is when you have fully revealed your card gallery (Apothecary can be excluded), unlocked all of the rings for the clan(s) you want to use, and unlocked all amulets (Spoil can be excluded).Advanced tips:. Card rarity can be found by revealing the flavor text (bottom left icon). Rarity categories are as follows: Unique = 1 per deck, Rare = 2 per deck, Uncommon = 3 per deck, and Common = 4 per deck. Keep track of how many copies of each valuable card have been played by the other heroes so that you dont go drawing for a card that has already been all used up. Need to know what quest your opponents are on? Look at the sum of their stats (subtracting spell/item/Alchemist effects and events which change body).

Palace entry occurs at either 20 (no stat-boosting amulet) or 21 (with stat-boosting amulet). NPC movements (without King's declarations) are as follows:+ General priority for attacking: bounty level (Guards only) - closest distance - turn order(i.e. All-Perils by Tile TypeBelow we list each tile type and the only perils which can be found on them (excluding Crooks, Mercenaries, Sharpshooter, and Lightning Strike, which can be placed on any tile). The AncientsRequirements: Night, Stone Circle tileAchievement: Circle of Power. Stone: +1 Spirit Stone. Salvation: Remove all Rot.

Scythe: Moon Scythe treasure, can't be drawn from dungeons/quests.From the Wiki: ' At night, the moon scythe doubles the chances of your rolled dice exploding (from 1/6 to 1/3). Combine with the Aflame spell card to increase you chances by another 1/6, for a grand total of one of every two dice exploding!' A note from wataniyob: Aflame is not recommended against the king at night since you'll keep on rolling after each sun miss and the king will get bonus dice for each miss.-The Goblins' GameRequirements: Night, Dungeon tileAchievement: Dungeon Deals. 'By Soup!' : +2 Rot. 'By Eye!'

: Permanent scout, -1 Body. 'By Raven's Beak!' : Raven's Beak Dagger (costs +2 rot to equip)-A Helping Paw.Requirements: Day, Settlement tile, 1 healthAchievement: An Apple a Day. 'Just patch me up, Doc.'

: Full heal. 'Make me stronger!' : +1 Body. 'Join my quest for the throne.'

: Apothecary follower, can't be drawn from dungeons/quests.Gives +2 health for every heal you perform.Note: For this encounter, as long as the Apothecary isn't chosen it is possible to keep getting it if you meet the requirements. This means that you can use this quest to keep increasing your body.-Whiteshadow's GiftRequirements: Day, Forest tile, RotAchievement: Dark Temptation.

'Power': Random Treasure, +1 Rot. 'Knowledge': +1 Spirit Stone, +1 Rot.

'Itself': Full heal, +1 Rot. When you first start a game of Armello, you have three big choices to make-. Who you will play. Which signet ring you will use. Which talisman you will use.Each of the clans has 4 rings. These are unlocked by COMPLETING games, not winning; so fear not if you don't get that last win, the ring gets unlocked as you finish games (i.e.- The King falls for the last time) and each is slightly different for each clan.First we have the Wolf clan rings-.

Sapphire- Gain stealth on Mountains Day and NightA fairly self explanatory ring, it allows for the Stealth buff while in Mountains and is the default player ring until you have won a few games and gotten the second ring. Situation-ally useful. Moonstone- +1 Magic for any Kill in Battle.A slightly less obvious ring for the Wolf clan, seeing as the default Spirit for both of the Wolf characters is just about or beneath average. BUT- if you are playing either Thane or River as a 'off-mage' and focusing on your own buffing outside of items, this ring is amazing-By adding one to your magic pool after each kill in battle, you might get that last point for a teleport or a Bark Skin for more health.

Situationally useful. Onyx- +1 Gold for any Kill in Battle.This ring is like the Moonstone one, but focuses on Gold, the best use for this ring is a settlement/dungeon crawl path/bounty hunter (gold generation) play-style. A little more useful than the default magic ring as items are a bit more important on Wolves. Celestite- Ignore Mountain movement penalty.Mother of God.A ring that is HALF of a TREASURE CARD?! Welp, it takes ten games to get so it is among the most grind you can get in this game (all the last rings take 10 full games and the number is additive, not reset at each ring. After your fifth game, you need five more-NOT TEN).

While not as obviously useful as the other rings, which take effect when you do things; this ring allows for free(ish) mobility on map. The extra action point you get for this when walking over Mountains (because Mountains now take 1 AP) is just insane. The varied nature of Armello map generations could make this your best friend or your worst decision of the game (objectively speaking, it isn't a bad choice to take; just map dependent).

Personally recommended as the go-to ring for the Wolf clan as it allows for more movement early that isn't RNG dependent.Bear Clan is up next-. Jade- +3 Magic if you are in a Forest tile at Dawn.This ring is the first you have as a Bear and it plays to the main strength of the Bear clan in that they cast spells more than the other clans will from the get go.

Very useful, especially on Brun as he NEEDS the boost to keep his Scar-casting up (his passive). Note that on Brun- if you play a spell peril it still counts. Almost a must on Brun, depending on the intended victory, Sana can use it well. Recommended. Quartz- -1 Rot if you are in a Stone Circle at DawnOkay, if you DON'T wanna go full Rot, use this ring to offset that one or two points you can get a turn.

IF you get corrupted with it, you really can't use it as the Circles will kill you. A nice insurance policy, but that is merely a stop gap measure at best. Situationally useful. Amethyst- +1 Magic for each Spell card burned.Okay, this ring is a bit odd, but it can be useful just before your turn, burn all your remaining spells and draw new ones and have the magic to cast them, but overall not as useful as the other rings.

Situationally useful. Amber- Burning Sun and Moon cards in Battle is always considered a Hit.IS ANYONE ELSE NOTICING THE THEME OF BROKEN RINGS ON THE FOURTH RING YET?!This is effectively the ROYAL SHIELD TREASURE CARD IN RING FORM.

Sure you need to burn your cards, but seeing as you get them every turn any way.That being said, it is like the third ring, useful in some cases and a detriment in others. Low Wit will actually hurt you with this ring and as the Bears aren't known for their Wit.Situationally useful.To Be Continued (in Part Two). Continued from Part One-The Rat clan are up next-.

Black Opal- Gain Stealth in Settlements Day and NIght.Okay, useful and a decent buff, but seeing as the Rats have a slightly better ring in this vein a little later on.HOWEVER, will allow the Rats to sneak around unless you watch them like a hawk, decent first ring. Obsidian- At Night gain Scout on all of your claimed Settlements.Fun fact, Scout covers the SIX adjacent tiles and allows you to see Stealth-ed units and view perils. Vision is a life saver, especially with all the perils limited to settlements. Even if you own it, if someone plays a peril on you and you aren't ready for that f.cking Lightning Bolt.Extremely useful. Ruby- First Rolled Sword in Battle Explodes.Easy enough for a fighting based win. On Zosha, very broken very quickly.

However will only apply to the FIRST sword, not to any of the following swords. Nice freebie explode is always nice however. Recommended if you are going for a King-slayer or Rot victory.

Turquoise- Gain the Evade ability.Holy hell, you will hardly ever get caught with this. The Rat clan are no combat slouches and when you take all of their potential hits and make them shields AND allow them to always scurry away (like the rats they are) when you attack them.The Evade ring is nice if you don't want to die / aren't that interested in fights when you don't start them. Be warned, this ring remains active in the palace, so you may find it very hard to stay inside. Mildly/Hesitantly recommended and Situationally useful.And (currently) last but not least are the Rabbit-.

Emerald- Gain +2 Shields on Plains.Okay, nice first ring, and allows for a somewhat more versatile load out of items. The free shields are only on Plains tiles, but those are the most/tied for the most common tile type. Recommended. Pink Topaz- Increase all your Settlement Income by +1 every Morning.All I can say is a MUST on Barnaby as he needs all the early money he can get. Useful on Amber if she needs the items and or followers.

Over all, the best basic ring the Rabbits have. Diamond- +1 Prestige for each Follower and Treasure equipped.Useful, but only when you can GET Treasures and Followers (b.templar428 note- The Followers seem to be the RAREST deck you get to draw from and the hardest to get via quests, but they are so useful I can't deny that it makes sense.) Situational.

Sunstone- In Battle and Perils, +1 Sun result when you have more than 3 Gold.Okay, this ring SEEMS to break the broken ring trend, but in all likelihood it is just as broken as it sounds. The fact that you get a free Sun in your dice pool is nice and very useful, but that requirement of 3+ gold hurts, especially early on when you are most likely NOT going to keep that in your inventory. Situational use at best, more often not useful at all. If you are playing with others you know, it MIGHT pay off.

+1 Shield in Battles and Perils. Scratch- +1 FightEasy enough to understand, best used on the more Martial characters. Also good for anyone looking to directly slay the King or get in fights often. Soak- +1 Body+1 Health is never bad.

Think- +1 WitsNEVER UNDERESTIMATE A FREE CARD. Good on all characters, better on others. Feel- +1 SpiritUseful if you plan on being a mage.

Grow- +1 Health at DuskUnlocked on Spirit Stone win, nice every off turn health boost. Watch- Guaranteed First Symbol match in PerilsUnlocked on King-slayer win, odd amulet to get for it, but allows you to get a partial Adventurer's Kit from the get go, Situational. Great if you can grab the Bard follower. Favor- Start the game with 2 Prestige BaseUnlocked on Prestige win, USEFUL AS ALL HELL.

This is your BASE Prestige, it cannot go under this EVER. Also allows you to (usually) be the Prestige Leader from the start of the game. Recommended heavily.Note from wataniyob: I disagree with this opinion since I find Prestige is cheap to come by in the game (through killing banes/heroes, completing quests, saving terrorized settlements, and equipment). Spoil- Start with 2 Rot. (You will be Infected and suffer -1 Health at Dawn)Unlocked on Rot win (kill the king in a King-slayer Victory when you have more rot than he does).

Currently the hardest Amulet to obtain and the most double edged of them all. Only choose this if you intend to go full Rot/Corruption as fast as you can. Otherwise the Health damage could be your undoing.

Dig- Higher chance of rolling a spirit stone from dungeonsUnlocked on finishing 10 games. Only useful if aiming for Spirit Stone victory from the beginning. Sprint- +1 AP for one turn after dyingUnlocked on finishing one game with each character. Most useful for getting to the palace in end-game (especially if you die on a palace tile and have heavy plate armor equipped).

Discipline- Doubles Clan Affinity dice bonusUnlocked on finishing one public multiplayer game. Resist- +1 Shield in Battles and PerilsUnlocked on reaching Level 10 in multiplayer rank.We hope this helps all you fellow Armellians in your quests for the Throne, and should we meet in the Fields-May the race be good and fun for all involved!

It's weird to think about, but my entire career has essentially been dependent on a talking mouse going on a quest for an ancient sword.

I've spent the last 10 years working as a freelance writer covering everything from underground black metal to Call Of Duty guides, and even released my own fantasy fiction .. and I can say without hesitation that I wouldn't have done any of that if it wasn't for discovering Redwall as a nine-year-old at the school library.

While other series would eclipse it in my list of personal favorites, Redwall is unquestionably what got me started in the fantasy realm and would spur me on to D&D, Final Fantasy, and beyond.

In retrospect, it's not a perfect series. There are plot problems, overly recurrent themes, and some thorny issues of racial bias you don't notice as a kid (why are all mice good and all ferrets evil?), but as a preteen just discovering the fantasy genre, I was hooked.

Thanks, Brian. I owe you one.

The Long Wait for a Redwall Game

Later on as an adult, the criminally unknown Mouse Guard graphic novels would step in to rekindle that fire with a very similar style and subject matter. Mouse Guard would go on to inspire a stellar pen-and-paper RPG that really evokes the feel of the story (with mechanics way outside the typical d20 system) and lets the grown-ups who adored Redwall as kids roleplay in a very similar universe.

While Mouse Guard has us covered on the tabletop setting, fans have been left out in the cold on the video game front. If you do some digging across the web, you can find some unofficial, fan-made Redwall games in various stages of completion. As far as official, licensed games, there really hasn't been anything to date.

That's not to say the notion of talking mice living in quiet abbeys in the woods hasn't managed to invade games, however. Several developers have already given us high-quality games with anthropomorphic animals that are clearly meant to be in line with Redwall's aesthetic.

There's been the turned-based Game Of Thrones-meets-Redwall game Armello, the old-school RTS battle title Tooth And Tail, the Early Access (but already promising) stealth-action RPG Ghost Of A Tale, and the upcoming VR game Moss, which looks about as Redwall-ish as you can get without actually having the name.

Despite all those interesting offerings, there hasn't actually been anything legitimately released in Brian Jacques' famous fantasy world .. until now.

Just a few days back, a post for the very first Redwall video game randomly hit my feed thanks to the vagaries of the great unknowable Facebook algorithm. It's called Redwall: The Warrior Reborn and is launching in Early Access with a first episode titled The Scout.

To say I was merely excited would be the understatement of the century. Ecstatic? Over the motha-friggin' moon? Those are all a lot closer. Based on the Facebook comments, it seems a lot of other fans are feeling the same way and can't wait for the finished product.

Bumps Along the Road to Redwall

The episodic nature of the release, coupled with what is sure to be a long Early Access, put a bit of a damper on my initial excitement, bringing to mind the abandoned development of After Reset and many, many other episodic games that saw crowdfunding success but were never finished.

Despite those misgivings, I devoured the early screenshots and concept art, which looked pretty good (even if it didn't seem to exude the feel of Redwall as I'd conceived it as a kid), and started digging in deeper to see what had been done so far.

At the Steam page, it seemed the next logical step was to browse through other titles by the developer to know what sort of game to expect, and that's when the first red flag popped up.

To my dismay, Soma Games has a grand total of one other game under its belt: a slingshot puzzle entry called G Prime that has all of three reviews on Steam. A development team with next to nothing else to its name being given a major IP is already bringing to mind all those terrible Warhammer 40,000 titles that Game Workshops hands out like gross candy.

So how exactly did we get here, rather than seeing Redwall be handed out to a bigger name?

This is where things get a little confusing. There was a Kickstarter for a game called Redwall: The Warrior Reborn by Soma Games back in 2013, but strangely it wasn't actually for the Early Access Steam game out now. Rather, it was for a Minecraft entry called Abbeycraft, which really wasn't clear just by reading through the Kickstarter page.

That crowdfunding success was used as a jumping-off point for the next step, which is the Early Access beta period being used to actually develop the full game.

It's got potential, even if the team is untested.

Realizing they may not be the first name you'd think of to tackle Redwall, Soma put up the Project Mouseworks page describing the history of how they got hooked up with the franchise, and my heart sank reading each successive paragraph.

Easily the biggest issue is that the author of that page hadn't even read the books until after author Brian Jacques died. Since the team had been actively pursuing the IP before his death, the gravity of that problem should be readily apparent.

If the Telltale crew had never read any of the Game Of Thrones books before pitching George R.R. Martin and HBO, would you have wanted them to tackle the series?

Flaming Potholes to Hell on the Road to Redwall

That Project Mouseworks article only gets more alarming from there, and my concern grew when the author said he didn't think the ghost of Brian Jacques was involved in granting them the license, but 'coincidence is the language of the Spirit.'

Something very not in tune with the spirit of Redwall was clearly going on there, which was really confirmed with this next statement from the developer:

For long-time Soma Games fans another point seems worth mentioning. We thought a lot about whether or not Redwall was a fit with the core values and mission of Soma Games. Answering that required a lot of thought and prayer. We take our voice and mission very, very seriously.

Wait, what mission, and why would you need to pray about whether Redwall fit with that mission?

As it turns out, Soma Games is a Christian development team, although to their credit, they go out of their way to explain they are Christian developers, but they aren't necessarily making explicitly Christian games that are meant to proselytize at the players.

While I appreciate that distinction, the issue still raises another pretty big red flag. Redwall isn't a religious series in any way. It's not even fantasy tinged with religion like Narnia. So why did an explicitly religious company get the license for a game that isn't explicitly religious?

It's a decision that doesn't make any sense. Would you seek out the team responsible for the Left Behind games or Bible Adventures to turn the Wheel Of Time or Mistborn novels into a new game series?

In most cases the religious beliefs of the developers wouldn't matter. I'm sure Christians, Muslims, Wiccans, Scientologists, Cthulhu cultists, and atheists have all worked on awesome games in the past. But then we get to this little statement from Soma:

The fact that they think Diablo is somehow an inherently 'evil' game, or that their core demographic wouldn't want to play the most lauded ARPG of all time .. well, that's concerning. That tells us we're going to get something that's toned down quite a bit from where it probably should be, and that concessions to religious concerns are going to be made where none are even needed in the first place.

It's Not All Doom and Gloom

If you look past the lack of developer pedigree, their unfamiliarity with the source material until after starting development, and the potential religious issues, there's still reason to be cautiously optimistic for Redwall's leap to the digital gaming age.

Most notably, Soma is actually active on the Facebook page with regular updates, and the developers take the the time to talk to potential players or respond to feedback. That's huge, as open communication is a must for an Early Access project.

It's also worth noting that the developers clearly get that Redwall was as much about the abbey and the lengthy food descriptions as it was the heroic mice and foul stoats. There's hope there that this team understands the material, even if they came late to the party.

Half the series is this sort of thing rather than combat, and I'm glad they acknowledged that fact.

A Plea

The first Redwall game deserves a development team that is absolutely in love with the source material and has the resources, time, staffing, and ability to make something worth playing that both does the series justice and gives the fans what they've been waiting for these past two decades.

Maybe that's Soma Games, and maybe it isn't. Indie, unknown developers have released unbelievably awesome material in the past, and Kickstarter successes are less unknown these days, so there's always a chance Soma will defy the odds and give us the definitive Redwall game.

Wisdom earned by harsh experience would indicate otherwise, however. Redwall isn't just a cheap paperback to grab at the airport. This series means something to the longtime fans, and we'd rather have nothing at all than get something sub-par.

Soma folks, if you're reading this, it's my sincerest hope that you knock it out of the park and succeed, but at the same time, I'm absolutely begging you -- if you can't give us something better than Armello or Ghost Of A Tale, please do the right thing and hand the franchise over to someone else.

What do you all think -- are you excited for a Redwall game to finally arrive, or would you prefer to see a bigger developer take the reins sometime down the line?

Let us know your thoughts in the comments! For now, you can check out some Early Access footage below, and you can follow the latest on the game's development over here.