Armello Guide

By DUNG DO MINH

Release : 2021-10-28

Genre : Games, Books, Arts & Entertainment, Young Adult, Games & Activities for Young Adults

Kind : ebook

(0 ratings)
The following can only be gotten by stealing cards from other players' hands, the item deck, or follower quest alternatives (it's when your follower gives you a third option for completing your quest that, while not giving you a the quest's objective item, gives you an item or spell or trickery card and no risk of failing your quest). Shining Steel Sword: In battle, +1 sword. Trusty Shield: In Battle, +1 shield. Adventurer's kit: In Perils, +1 dice. War Hammer: In battle, -1 dice and +2 swords. Battle Axe: In battles, +1 dice. Ranger's Cloak: Grants Evade and Stealth in Forests Day and Night (helpful for Ghor to have because it counters his no stealth at night due to being a tree but all around pretty good for anyone if you're usually getting attacked in the woods). War Horn: In Battle, +1 die per recruited follower. Lord's Scepter: +1 prestige per claimed settlement. Heavy Flail: In Battle, when Attacking, +2 swords. Hare's Halberd: In Battle, +1 dice and opponents suffer -1 dice. Sailor's Lantern: Grants Scout (this is excellent to have because you will see what you need to beat a peril before you're trying to beat it, nobody can ambush you or hide from your vision if they're on a tile adjacent to you, and it only costs 1 gold so even the poorest player can afford it! Oak Spear: In Battle, +1 Sword. When Defending, gain an additional +1 Sword. Longbow: In Battle, the first burned Moon gains Pierce. Spy Glass: Gain Scout on all your Perils (not as useful as the lantern per say, but it can be a little useful. Besides, you need to have this and the sailor's lantern equipped to get the all-seeing eye achievement.). Battle Armour (yes! they spell armour the British way!): In Battle, -1 dice and +2 shields. Heavy Plate Armour: -1 Action Point. In Battle, gain +3 Shields (Personally, I never use this one but it can be useful if you're going up against the king). Marauder Gauntlets: In battle, +1 sword and +1 shield. Bastard Sword: In battle, +1 sword and +1 dice. Torch: +1 gold after every dungeon explore. Leather Armour: In battle and perils, +1 shield. Chainmail Shirt: In Battle, +1 shield, and the first rolled miss instead reflects (very nice if you're going for a rot victory, have more rot than the king, and a royal shield as that will help to prevent you giving him any free dice and will not give him any if your rolls are lucky). Feathered Helm: +1 Prestige. In Battle, +1 shield. Tower Shield: In battle, +1 Shield. When Defending, gain an additional +1 shield. Poisoned Dagger: In battle, burn a rot (card with a rot symbol in the upper right corner of the card) to make all rolled swords gain poison Iron Pike: In Battle, when attacking, first rolled sword gains pierce. When Defending, first rolled sword gains reflect. Kings Guard Armour: In battle, first two rolled Suns or Moons that miss count as defences (basically a very discount Royal Shield, it isn't bad but you need to get those two missed suns and moons). Cub's Blood: Teleport nearest Bane to tile. (good if you need more rot). Poisoned Gift: Poisoned, until end of next turn. Hot Rot Wine: +1 action point and -1 health (yes, this can kill people. need to test if they do get the extra action point on their next turn though).

Armello Guide

By DUNG DO MINH

Release : 2021-10-28

Genre : Games, Books, Arts & Entertainment, Young Adult, Games & Activities for Young Adults

Kind : ebook

(0 ratings)
The following can only be gotten by stealing cards from other players' hands, the item deck, or follower quest alternatives (it's when your follower gives you a third option for completing your quest that, while not giving you a the quest's objective item, gives you an item or spell or trickery card and no risk of failing your quest). Shining Steel Sword: In battle, +1 sword. Trusty Shield: In Battle, +1 shield. Adventurer's kit: In Perils, +1 dice. War Hammer: In battle, -1 dice and +2 swords. Battle Axe: In battles, +1 dice. Ranger's Cloak: Grants Evade and Stealth in Forests Day and Night (helpful for Ghor to have because it counters his no stealth at night due to being a tree but all around pretty good for anyone if you're usually getting attacked in the woods). War Horn: In Battle, +1 die per recruited follower. Lord's Scepter: +1 prestige per claimed settlement. Heavy Flail: In Battle, when Attacking, +2 swords. Hare's Halberd: In Battle, +1 dice and opponents suffer -1 dice. Sailor's Lantern: Grants Scout (this is excellent to have because you will see what you need to beat a peril before you're trying to beat it, nobody can ambush you or hide from your vision if they're on a tile adjacent to you, and it only costs 1 gold so even the poorest player can afford it! Oak Spear: In Battle, +1 Sword. When Defending, gain an additional +1 Sword. Longbow: In Battle, the first burned Moon gains Pierce. Spy Glass: Gain Scout on all your Perils (not as useful as the lantern per say, but it can be a little useful. Besides, you need to have this and the sailor's lantern equipped to get the all-seeing eye achievement.). Battle Armour (yes! they spell armour the British way!): In Battle, -1 dice and +2 shields. Heavy Plate Armour: -1 Action Point. In Battle, gain +3 Shields (Personally, I never use this one but it can be useful if you're going up against the king). Marauder Gauntlets: In battle, +1 sword and +1 shield. Bastard Sword: In battle, +1 sword and +1 dice. Torch: +1 gold after every dungeon explore. Leather Armour: In battle and perils, +1 shield. Chainmail Shirt: In Battle, +1 shield, and the first rolled miss instead reflects (very nice if you're going for a rot victory, have more rot than the king, and a royal shield as that will help to prevent you giving him any free dice and will not give him any if your rolls are lucky). Feathered Helm: +1 Prestige. In Battle, +1 shield. Tower Shield: In battle, +1 Shield. When Defending, gain an additional +1 shield. Poisoned Dagger: In battle, burn a rot (card with a rot symbol in the upper right corner of the card) to make all rolled swords gain poison Iron Pike: In Battle, when attacking, first rolled sword gains pierce. When Defending, first rolled sword gains reflect. Kings Guard Armour: In battle, first two rolled Suns or Moons that miss count as defences (basically a very discount Royal Shield, it isn't bad but you need to get those two missed suns and moons). Cub's Blood: Teleport nearest Bane to tile. (good if you need more rot). Poisoned Gift: Poisoned, until end of next turn. Hot Rot Wine: +1 action point and -1 health (yes, this can kill people. need to test if they do get the extra action point on their next turn though).

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