Intro
This is a guide for all Armello clans and their heroes, lore and hero talents, as well as hero skins.
Note: Currently there are 5 clans and 20 characters (of which there are 9 females) to choose from.
Bandit Clan
Heroes:
Short info:
Unlike other clans, Bandits are not restricted to any particular species, with its membership being comprised of individuals who were cast out of their original society and now live outside the law. The Bandit Clan is a conglomeration of seedy individuals who, for one reason or another, are no longer part of their original species' society. Living mostly as nomads and vagrants, they have no capital or homeland to speak of, with each member making their own way in the world however they can. Most Bandits are, appropriately enough, thieves, rogues, or mercenaries whose loyalties ultimately lie in whoever keeps them wealthy, and have no overall established laws or government other than "survival of the fittest".
Lore:
The only folk you would ever hear refer to this rambunctious lot as a ‘Clan’ are, you guessed it, the Bandits themselves. Truth be told though, this nomadic bunch have played as much of a role in Armello’s history as the other clans… just not the kind of history most would want to be remembered for. Unashamed, the ‘Bandit Clan’ wanders Armello in search of some quick coin and, of course, fame! Swords and spells for hire, this bunch of murderers, rogues and all sorts of miscreants are Armello’s true enigma. Their diversity, not only in species, but speciality provides them a surprising amount of power. Each and every clan in Armello utilises their services, some have said even the Royal Palace has bought a favour or two.
Most of all though, the bandits’ lust for a party and the fast and heavy flow of wine is a far greater force than any blood-lust they’re said to harbour - and I’ve got to say, they’re incredible hosts.
Clan motto:
“Fight Free”.
Bandit clan capital:
No capital or homeland. Always on the move.
Scarlet
Title: The Bandit King
Gender: Female ♀
Talent: Revolutionary
Stats: Fight = 4 Health = 5 Wits = 4 Spirit = 3
Starting Gold: 6
Diurnal (active at day)
“A natural leader. Charm, wit, and merciless determination.”
Background:
Born to a noble family, Scarlet was thrust onto destiny’s path by her drunk, unrepentant father. Quite impressively both a wealthy merchant and a terrible gambler, one particularly unlucky night he bought his freedom with his daughter’s life. The victor of that card game was a dalmatian, whom the village folk called Slantfang. He was no ordinary dog, but King to one of the seven bandit tribes of Armello; the raiders of the Ashen Forest. On the road back to camp, Slantfang’s convoy came came upon an old crone. Spotting Scarlet in shackles by Slantfang’s side, she prophesied that the child would be his undoing, one day rising above all odds to rule all. Slantfang, rich with arrogance, knocked the crone to the ground, leaving her by the side of the road as the convoy moved on, an incredulous, raucous laughter leaving with it. Ripped from high society into the company of murderous forest ruffians, Scarlet was to become one of them. Now in Slantfang’s pack, she was thrust mercilessly into danger, death and a countless number of dishonorable deeds. Life within the pack was never easy. Every time she found herself in the mud at the backhand of some hotheaded bandit battlemaiden, kicked out of the dinner line, or catching Slantfang’s seedy gaze, she would remember that old crone’s words… “above all to rule all.” She learnt fast and soon found herself at home awaiting caravans, weapon at the ready. Naturally, her favorite targets were unscrupulous merchants and the finery and jewelry she plundered from their caravans. By the time she had barely entered adulthood, Scarlet’s raids were a thing of legend and her usefulness and enthusiasm saw her flourish among the miscreants. Then it happened, word came back from one of Scarlet’s raid parties that she had fallen in battle, her body taken by the King’s Guard as bounty. A hush fell over the camp that night. Years and countless raids passed and before too long Scarlet was merely another lost champion recounted in fireside stories. As time passes, change comes, and life for the Bandits was in flux. Animals whispered in hushed tones of a new Bandit King uniting the tribes under a single banner. If travelers’ tales were to be believed, three of the seven tribes had already sworn allegiance to this new king. Slantfang became uneasy and erratic as the legends quickly turned to rumors and the rumors became reports. He fortified his camp and bolstered defenses as news of this new king marched upon him. Who was this new Bandit King and what powers of trickery and malice did he possess in order to accomplish what no king of bandits had before him? It was that night, in his very own tent no less, that Slantfang felt the distinct sensation of a blade pressed against his back. From behind him the blade’s owner spoke. A voice soft, yet strong and devastatingly familiar, recounted her journey to unite the six tribes before his. She informed him that the tent was now hers, that the animals of his pack had already pledged their allegiance and he would be lead him to the borders of the Ashen Forest, never to be seen again. The time for merciless old dogs had come to an end. “Soon,” she said, “our bandit brothers and sisters will find a place within this Kingdom, free from the need to pillage and plunder. All this and more, when I march upon the Royal Palace and the last King, the King of Armello, falls to our cause.” And by her side, just out of Slantfang’s view, an old crone with glinting eyes watched on.
Sylas
Title: The Fisher Of Souls
Gender: Male ♂
Talent: Butcher
Stats: Fight = 5 Health = 5 Wits = 3 Spirit = 3
Starting Gold: 4
Nocturnal
“Motivated by nothing but revenge. Lives for the kill.”
Background:
Unlike his father, it could never be said that Sylas was a hero. Mostly, he led a simple, fulfilled life. A taciturn fisherman, resolute and easy to anger, but skilled and quick of decision, reliant enough to be considered a river dog worth following. The rivers leading from the King’s grounds to the Eastern Marshlands, were bountiful and rich, and he, like his father before him, fished and defended the waters alongside his lodge. It was desire that undid Sylas, not for gold or riches, but for something far more precious, for the riverways of the King’s hunting grounds held a fabled fish no otter had ever tasted. This ancient, legendary fish, scales of rainbow and eyes of gold, was said to have swam only in the crystal waters of the King’s hunting grounds. Arguing that no man or ruler should ever have the right to claim such profound beauty, and in direct defiance of the King’s laws, Sylas stalked the royal riverbanks from dusk ‘til dawn, every night, until under a golden sun, the magnificent creature revealed itself and Sylas’ harpoon struck true. As he and his closest kin dined on that virgin pink flesh that night, the aromas left his holt and pierced the village air. For a moment he was a hero. Then, the slaughter. A night of hideous terror as the King’s Guards gathered the village up into the hall, barred the doors and set it alight. Sylas, chained outside, watched as his entire lodge, his village, his father’s legacy, his family, everything he had ever cared for, turned to ash before his eyes. Left for dead by the King’s Guard, Sylas began to waste away. Every semblance of joy in his broken heart now tarred with suffering. Then, somewhere in the darkness between life and death, a sinister whisper reached into his grieving soul and offered him freedom... but not without a cost. Not long after, a travelling merchant happened upon the otter. Now it is too grim a tale to tell of the rage unleashed upon that poor soul who freed such anger incarnate. Perhaps the world would be a better place had Sylas not been freed. For the simple Sylas that once lived, was no more. Blackened by a stain so dark on his soul, Death himself stood in his place. In the horrific tales that followed him as he made his way far from the royal grounds to bide his time, to reignite his father’s talents that lie deep within him and to explore darker, forbidden ways to augment his hatred, not once did they ever mention a desire for the throne. Just four cold, hard words… The King must die.
Twiss
Title: Little Lightpaw
Gender: Male ♂
Talent: Pickpocket
Stats: Fight = 3 Health = 4 Wits = 5 Spirit = 4
Starting Gold: 5
Nocturnal
“The greatest thief Armello's ever known.”
Background:
Twiss’ life began in the slums of the royal capital, a world where day-to-day survival relied on swift paws, wits and stubborn endurance. At first, stealing was simply survival. Soon though, the thrill of the score struck a chord in this little street urchin’s heart. That love rapidly blossomed into a talent never before seen in the Kingdom’s capital. There wasn’t a thing Little Lightpaw (as she fast became known) couldn’t lift, a lock she couldn’t pick, a case she couldn’t burgle. She was legend. In fact, the only reason people knew Twiss existed was because of her calling card… the acorn. A single acorn, left in place of anything she swiped. It wasn’t long before the little juvenile’s talents were scouted by the thieves’ guild and Twiss was soon amongst the their top ranks, her name uttered by thieves, kingdom wide. That is until the day of the purge. In one of the first signs of his slipping madness, the King, paranoid of the guild’s growing influence, ordered all thieves wiped from the capital. Following his orders to the word, the King's Guard moved through the city putting anyone deemed destitute or unscrupulous to the sword. His attack on the Guild was absolute. Twiss barely escaped with her life, seeking refuge amongst a new family; the Bandit Clan. Her memory of the purge fuels a fire of vengeance, deep within this little soul. A raging fire that some say will see this little squirrel rise from petty thief to Queen of Armello herself. But who would ever put credence to such scandalous hearsay?
Horace
Title: The Iron Poet
Gender: Male ♂
Talent: 9th Knight
Stats: Fight = 5 Health = 6 Wits = 3 Spirit = 2
Starting Gold: 4
Diurnal (active at day)
“An old knight too skilled to die, too loyal to retire.”
Background:
Legends of this warrior were heard far and wide, long before his time in the Order of the Rose; a Bane cleaved clean in half, holding ground for five straight nights at the Battle of Herald’s Pass, the execution of the barbarian leader, Talon, and perhaps most famous of all... his defense and saviour of His Majesty the King, during the climactic moments of the Black Paw Plot. To say that Horace the Iron Poet is legend, would be an understatement. Long gone are those days. Animals forget, but Horace remembers. This old knight, loyal and true, remembers the night his brothers and his sisters of the rose betrayed him. This badger, bold with honour, remembers the morning that they came for him, ten deep, gold and blue, halberds at the ready. This master warrior and faithful servant to the Kingdom of Armello remembers the true King… the light before the darkness. That night when Horace first raised concerns over the King’s health should now be distant memory, but long has he waited, patient, diligent, tending to his armour religiously; the last remaining bastion of the honour he once held. He bides his time indulging in the fairer arts. These, the softer, slower moments of life bring peace to his determined mind. For when the time comes, Horace the Iron Poet, brother of the nine knights of the Order of the Rose, will cross the marble floor of the Royal Throne Room and banish the darkness that binds our King, his liege and battle brother.
Bear Clan
Heroes:
Short info:
Of all the great clans of Armello, the Bear Clan is the most attuned with nature itself, venerating the very essence of the Wyld, the natural font from which the world's magic flows. To this end, some Bears take up rolls as shaman or sorcerers who directly tap into these mystic conduits, but never at the expense of the land itself. Druids have a high position within their society, acting as keepers of the balance and maintainers of ancient prophecies that may aid them in modern times. Their lives have only been made more difficult with the appearance of the dark force known as Rot. Bear Clan members have often been employed as soothsayers and spiritual advisers to the royal court of Armello since its inception.
Lore:
The ancient secrets of the Wyld elude almost every creature and clan in Armello, save for the ancient Bear Clan. Said to have walked the lands during the time of the Druids of Old, the Bear dedicate themselves to the perpetual cycle of nature, drawing great magical power from Armello itself. Ever-wise, the Bear are pillars of reason and foresight. The clan has served the Royal Court as soothsayers, spiritual advisors and sorcerers since its very inception, and was fostering magic practitioners of legendary power and ability long before that.
It is often whispered that the Bear Clan, mysterious and reclusive, continue the ancient druids’ ruthless, blood-soaked rituals. Although true to an extent, these tavern tales paint them as dark sorcerers and purveyors of death. The truth however, is that with little need for materialism, and pacifists at heart, the bear live peacefully amongst the great forests and glades of Armello, their relationship with the land and the mysterious power within providing them all the spiritual (and literal) sustenance they require.
Clan motto:
“Strength in Spirit”.
Bear clan capital:
The Bear capital sits within a vast, dense forest with rolling streams below and thick tree canopies above. Runed stone markers dot the landscape, along with ceremonial stone circles from a bygone era, which are still used by Druids for ceremony on moonlit nights. At the center of the capital sits the Wyld Tree, the single most sacred landmark in Bear culture, and a living symbol of the power of nature and magic as one.
Sana
Title: Forest Sister
Gender: Female ♀
Talent: Priestess
Stats: Fight = 2 Health = 6 Wits = 3 Spirit = 5
Starting Gold: 3
Diurnal (active at day)
“At one with the Wyld, spell casting is Sana's natural talent.”
Background:
Some say she was raised by the Druids themselves, or that age-old tales foretold her role in the coming of the rebalance. Whatever her fate, she is akin 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.
Brun
Title: Oathbreaker
Gender: Male ♂
Talent: Scarcaster
Stats: Fight = 4 Health = 6 Wits = 3 Spirit = 3
Starting Gold: 3
Diurnal (active at day)
“The Wyld fuels this wrecking ball of a bear.”
Background:
Long exiled from the Wyld Tree, Brun Oakbreaker has directly defied the Bear Clans Elder Council and has joined the fray for the Throne. Brun is the last of the Bear Clans warrior elite know as ScarCasters, infamous for the Druidic scars that adore their bodies. When spell casting, these ritual brands transfer the residual energy of the Wyld into raw martial power.
Ghor
Title: The Wyldkin
Gender: Male ♂
Talent: Guardian
Stats: Fight = 3 Health = 6 Wits = 3 Spirit = 4
Starting Gold: 2
Diurnal (active at day)
“A simple bear, with a serious affinity for forests.”
Background:
NA (missing origins)
Yordana
Title: The Devourer
Gender: Female ♀
Talent: Cauldron Crone
Stats: Fight = 2 Health = 5 Wits = 4 Spirit = 5
Starting Gold: 2
Diurnal (active at day)
“A curious old crone, dedicated to the ways of the Wyld... whatever the cost.”
Background:
NA (missing origins)
Rabbit Clan
Heroes:
Short info:
Rabbit society is among the most prosperous of all the great clans due to a combination of its citizen's natural mental aptitude and treasure-seeking spirit. After generations of living purely underground, its members once again emerged onto the surface with a hoard of priceless artifacts and precious gems, which allowed them to establish a culture marked by great wealth and fine craftsmanship. An air of refinement and learning seems to permeate every facet of their way of life. Many Rabbits still frequent the old tunnels seeking materials for their artisans to craft into exquisite items.
Lore:
The Rabbit Clan were the first to venture deep underground, uncovering incredible natural spoils that fueled generations of curious construction and privileged knowledge. After what seemed an eternity of tinkering and toiling tirelessly, they emerged into the world above, resplendent in gold, precious gems and artifacts of ingenious conception, and laid claim to the windswept plains of Armello. No longer would the clan need to cower in their burrows for their implements and knowledge gave them protection, at last, to enjoy life in the lands above.
A truly brilliant animal, even the elaborate underground burrows and their sky-vaulting marble towers do not truly attest to the magnificent splendor of their craftsmanship and the Clan’s refined culture and learned demeanor. On a quiet night, if you put your ear to the ground, you can sometimes hear the striking hammers of those ingenious artisans ululate a melodic and wise harmony!
Clan motto:
“Reach High, Burrow Deep”.
Rabbit clan capital:
(So far, this is the only high-res image of the capitol available).
The Rabbit capital is located in the windswept Great Southern Plains, an area they claimed shortly after their kind returned from below. It is a far-reaching city consisting of great marble towers above, and a network of unseen, elaborate tunnels beneath.
Amber
Title: The Far Seeker
Gender: Female ♀
Talent: Tomb Raider
Stats: Fight = 3 Health = 5 Wits = 4 Spirit = 4
Starting Gold: 7
Diurnal (active at day)
“A general all-rounder with a hefty coin purse to boot.”
Background:
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.
Elyssia
Title: Wardress of Warrens
Gender: Female ♀
Talent: Architect
Stats: Fight = 3 Health = 5 Wits = 5 Spirit = 3
Starting Gold: 5 (w/o specially equipped items)
Diurnal (active at day)
“A master builder with a reputation for getting the job done.”
Background:
NA (missing origins)
Hargrave
Title: Thunder Earl
Gender: Male ♂
Talent: Cannoneer
Stats: Fight = 5 Health = 5 Wits = 4 Spirit = 2
Starting Gold: 5
Diurnal (active at day)
“Once atop Rabbit nobility, a decorated general with a dangerous dash of senility.”
Background:
NA (missing origins)
Barnaby
Title: The Screwloose
Gender: Male ♂
Talent: Tinkerer
Stats: Fight = 4 Health = 6 Wits = 4 Spirit = 2
Starting Gold: 8 (w/o specially equipped items)
Diurnal (active at day)
“A kid genius who's as resourceful as he is excitable!”
Background:
Barnaby, Screwloose, from the Rabbit Clan is an impressive tinkerer allowing him to swap items in and out of his inventory depending on what any given situation calls for, making him highly adaptable to multiple strategies. His self-made armor grants him a very high body stat allowing him to take several heavy blows from other characters, while a respectable fight score means he can also deliver tough strikes of his own.
Rat Clan
Heroes:
Short info:
Rat Clan society is mostly built around the pursuit of fortune and precious information. The largest of all Armello's clans, they have made it their business to have eyes and ears in every corner of the kingdom, typically working in mercantile trades or straight-up espionage. Advancement through its ranks is sometimes awarded to those who are cutthroat enough (sometimes literally) to pursue the dream of high living. A secret "Rat Clan Code" language exists that allows its members to discreetly swap information or quickly prove their allegiance. At least one high-profile member known as the Den Mother exists in a seat of authority.
Lore:
The Rat Clan are often said to be as invaluable to Armello as they are infamous. The largest of all the clans, rats and the various families under their banner are spread far and wide throughout Armello. Herein lies their power, for the rat sees and hears all. This omniscient presence has made them masters of mercantile, politics, and espionage. Wherever there’s trouble, there’s often a rat lurking nearby, they’ve found their place behind the scenes, governing Armello’s more unsavoury tasks.
As the true power brokers of Armello, power, wealth and status have become their greatest vices, at a cost of both great reward and sacrifice. Perhaps the greatest symbol of this is the lavish rat capital that sits precariously atop its shanty slums below. The rat clan may have become a symbol of contradiction, but knowing the rat, perhaps that is no accident either?
Clan motto:
“Rose and Thorn”.
Rat clan capital:(So far, this is the only high-res image of the capitol available).
The Rat Capital is a large cityscape surrounded by a stone rampart that sits within a foggy marshland. A sizable gap between the lower and upper class exists, with shanty towns surrounding towering castle complexes.
Zosha
Title: The Whirlwind
Gender: Female ♀
Talent: Shadow
Stats: Fight = 5 Health = 4 Wits = 4 Spirit = 3
Starting Gold: 6 (w/o specially equipped items) + 1 (dawn income)
Nocturnal
“A deadly assassin with an edge for the opportunistic kill.”
Background:
Born in the most ordinary of circumstances, Zosha’s beginnings didn’t hint at the story that lay before her. Though even now that there is one to tell, most of those who could tell it, well… are no longer around to do so. It’s uncertain when or how she found her way from the streets to be the hand of the Night Mother, a shrewd, insidious matriarch within the Rat Clan, but it fast became known throughout Rat lands that Zosha’s mysterious appearance and the Night Mother’s increasing influence were no coincidence. For years Zosha remained in the shadows, a quiet unassuming figure by the matriarch's side, dropping a knee, lending her ear at the mere wave of a that jewel covered hand. Though before long, whispers and tavern tales began to find their way across wine soaked tables. It’s hard to tell folklore from fact, but some tales chill bones better than others. Word of a Hare warrior, once informant to the clan, holed up in his home in the deepest of Rabbit burrows, impenetrable - the mark of the Night Mother found on his corpse before long. Or maybe the boar said to be the size of a house, tusks of ivory, singing songs of Rat favour in taverns, crucified at the very pass he boasted of meeting his Rat contact at. Or perhaps the ever-troublesome, increasingly powerful Bereste family, who having invited the Night Mother for dinner, received Zosha as both guest and executioner. The corpses of wolf rangers discovered in Splintwood Bog, the rat poet Gestan who’d ingested far too much of his mischievous ink, the drowned pups of the lowland raider Black Balkar, who was too stupid to accept the Night Mother’s ever-rare mercy. As the tales of her mysterious pony-tailed shadow grew, so too did the matriarch's hold over the clan but when her influence began to reach outside of the Clan Armello, an influence that the Rat Clan's ruling families would not tolerate. As wherever there is power, envy is sure to be near. The ruling families' envy culminated in The Crimson Purge. Many aligned with the Night Mother greeted death that fateful Spring morning, but when they came for the matriarch it was Zosha who defended her surrogate mother, mother of her clan, mother of the night, mother of rats, there in the open streets. With every rotation of her glaive, with every felled betrayer, as the mud ran red with death, this unassuming bodyguard’s legend grew and grew. The shadowy figure now had a name; the Whirlwind.
In the months after the Crimson Purge, her right to a place among the power-brokers of the Rat Clan unchallenged, the Night Mother, now drunk on power and her seeming invincibility, soon began to make mistakes. Mistakes that, thanks to Zosha, consummate in her abilities and influence, saw that they never saw the light of day. Buried in shadow, laid to rest with the corpses they arose from, these mistakes, these clan-shaking errors, remained Zosha and the Night Mother’s secret. Where orphan became assassin, and assassin became confidant, the Night Mother’s hand had now become her steward. So when word of the King’s ails came to Zosha, the Night Mother was deeply offended that she was not invited to the meeting of The Four. So as the Heroes’ Call rung true across Armello in search of our next King or Queen, the Night Mother, as always, extended her hand, Zosha, the Whirlwind, but not just to end a life this time. The Whirlwind was to claim the throne, for Armello, for clan, for mother. Time will only tell, whether Zosha, the Whirlwind will realise her true potential and find the Royal Throne just a little too comfortable to give up.
Mercurio
Title: The Grinning Blade
Gender: Male ♂
Talent: Scoundrel
Stats: Fight = 4 Health = 5 Wits = 5 Spirit = 2
Starting Gold: 6
Nocturnal
“Master of subterfuge and trickery with a flashing blade.”
Background:
Mercurio, well… what is there to say. Scoundrel. Scumbag. Romantic. Wiley. Flamboyant. 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.
Griotte
Title: Butcher Baroness
Gender: Female ♀
Talent: Street Queen
Stats: Fight = 4 Health = 4 Wits = 5 Spirit = 3
Starting Gold: 6
Nocturnal
“A devilish, double-crossing rat, with double the personality.”
Background:
NA (missing origins)
Sargon
Title: The Death Teller
Gender: Male ♂
Talent: Veil Gazer
Stats: Fight = 3 Health = 4 Wits = 5 Spirit = 4
Starting Gold: 6 (w/o specially equipped items)
Nocturnal
“The horror who trades in secrets from beyond the veil.”
Background:
NA (missing origins)
Wolf Clan
Heroes:
Short info:
The Wolf Clan is a warrior culture organized into a pack structure that emphasizes the importance of pride, loyalty, and honour. They are led by a single chieftain, typically a strong fighter of great renown. Unlike some of the more affluent clans, Wolf society is less concerned with concepts such as trade or the acquisition of material wealth, and tend to live off the land whenever possible, actively shunning concepts such as politics and magic. They sometimes entertain themselves with duels, tournaments, and other assorted challenges of their fighting prowess.
Lore:
From the cold north, fur thick and soul of steel, the mighty Wolf Clan emerged. With their prowess in battle matched solely by their infallible honour, it was not long before the clan earned a place -- often grudgingly -- within the machinations of Armello’s courts. Unashamed to make their disinterest in magics or politics abundantly clear, the wolves appear uncouth and brutish to most. In reality, their unique culture is widely misunderstood. A wolf’s greatest compassion is for the clan, the pack, their kin. They draw their strength from a daily life built upon pride, loyalty and honour above all else… elements that make a wolf more deadly than the steel they wield. I have often heard it said, let sleeping dogs lie. Words could not be truer of the Wolf. They are a force that when awoken, is seldom broken.
Clan motto:
“Pack Strong”.
Wolf clan capital:
The capital of the Wolf Clan is located in the snowy peaks of the Northern Needles, an area of towering craggy cliffs and hilly slopes overlooking vast pine forests. Their buildings are large stone structures sometimes built into the sides of the mountains themselves, connected by rocky bridges spanning wide chasms.
River
Title: The Howling Arrow
Gender: Female ♀
Talent: Huntress
Stats: Fight = 4 Health = 5 Wits = 4 Spirit = 3
Starting Gold: 3
Nocturnal
“As deadly as she is resourceful.”
Background:
“The Wolf Clan's most talented ranger, as deadly as she is resourceful. Years she's been out there. Alone. Wild in those mountains. Waiting for that Prestige victory. She won't heel, but she'll fetch better than any hound I know.”
NA (missing origins)
Thane
Title: The Winter Wolf
Gender: Male ♂
Talent: Sword Master
Stats: Fight = 5 Health = 5 Wits = 3 Spirit = 3
Starting Gold: 4
Nocturnal
“Unmatched in armed combat, Thane is a natural predator.”
Background:
Thane is a name that many who border the clan’s mountainous region know well. From a young pup, tournaments, duels and challenges have fallen in his favour and gained him fame and celebrity status within the clan. This wolf’s skills with a longsword fast became legend, but alas, Thane’s carefree antics drew ire from his father; a weathered, iron wolf of wars passed and adventures trodden, who saw only his son’s inability to lead the clan. Now with his father slain and his brother in exile, that day has come and this renowned sword is still a pup, not yet a wolf.
Magna
Title: The Unbroken
Gender: Female ♀
Talent: Shield Maiden
Stats: Fight = 5 Health = 6 Wits = 3 Spirit = 2
Starting Gold: 4 (w/o specially equipped items)
Nocturnal
“Leader of the Wolf Clan's most zealous warriors. Immovable.”
Background:
Magna is the leader of the Wolf Clan's Iron Guard, elite shieldmaidens sworn to uphold the integrity of the clan. Through a combination of prowess and pure force, she reflects hits in combat back to her opponent by burning Shield symbols. Launching a lazy strike on Magna may just prove fatal.
Fang
Title: The Exiled
Gender: Male ♂
Talent: Berzerker
Stats: Fight = 6 Health = 5 Wits = 3 Spirit = 2
Starting Gold: 3
Nocturnal
“The exiled heir to the Wolf Clan throne. Savage and scorned.”
Background:
NA (missing origins)
Character Talents (Hero Abilities)
AmberTomb Raider: Higher chance of finding rewards when Exploring. This talent is unpredictable, and this makes Amber's strategy for victory similarly unpredictable. Focus on what your treasure-rich build excavated from dungeons allows you to do.
BarnabyTinkerer: Equipping over an Item in your inventory will return it to your hand with the cost/gain removed. Barnaby's talent allows you to tailor your items to fit your current situation. At times, you might need assistance with perils, in which case you would quip Adventurer's Kit; at other times, you will want to boost combat, where a variety of cards such as Heavy Flail and Battle Armor will be beneficial. Barnaby's character talent makes the item deck particularly useful.
BrunScarcaster: For every spell cast +1 Fight until after Battle or until the end of the next turn. Scarcaster is a relatively simple character talent to use: cast spells; gain strength. Brun is meant to be played as a bruiser, dealing great damage every time he attacks. His character talent is particularly useful because it can be used directly against the King. Play several spells before attacking the King, and you can easily go into battle with 10+ dice.
ElyssiaArchitect: Elyssia fortifies settlements she ends her turn on by erecting walls. Fortified settlements grant Elyssia a bonus defense while in them and cost opponents an extra AP to move into.
FangBerzerker: When attacking, if Fang Slaughters his opponent, Battle ends before they strike back.
GhorConduit: When on a Forest tile, Spells cost 1 Magic less per current and adjacent forest and Ghor can cast to any Forest.
GriotteStreet Queen: Griotte’s Clan Affinity Dice is equal to the number of Trickery Cards played the previous Day.
HargraveCannoneer: After ending his turn on a Plains or Mountain, Hargrave will fire his cannon at any creature entering an adjacent tile.
Horace9th Knight: When you do not have a bounty, entering a guard's square will cause you to trade places with them instead of attacking them. This saves Horace AP from having to go around guards, lets him avoid the most common cause of being bountied, and avoids unnecessary combats/lost prestige.
MagnaShield Maiden: Shield cards Burned in Battle reflect damage back at her opponent.
MercurioScoundrel: Steal 1 Gold from the owner of a Settlement when you claim it. Mercurio is a character you will want to spam items and trickeries with. This can either lead you to lying and cheating your way to a Prestige victory, or allow you to endlessly harass other characters until you make your move to sneak into the Palace and take it by force.
RiverHuntress: River shoots her bow for 1 damage before initiating Battle. If her target is Killed she stays her ground (still consumes AP). River's character talent makes her ideal for aggressive play against other characters.
SanaPriestess: When fighting a Corrupted creature, use Spirit in place of Fight. Sana's low Fight (2 base) renders her susceptible to King's Guards and other Heroes, but her Spirit stat (5 base) is strong. This make her character talent invaluable against Banes, Corrupted Heroes, and, most importantly, the King. Spirit is valuable for all characters, as it determines spell range and magic regeneration. For Sana, though, it's doubly important, because it can be used to overpower Banes or take out the King.
SargonVeil Gazer: During the draw phase, all cards are face up.
ScarletRevolutionary: Whenever you rescue a Terrorized Settlement, you draw a follower card. This puts extra value on the Incite Revolt/Malice Rising cards since it creates Terrorized Settlements at will. Being Prestige leader to terrorize towns or summon Banes with Declarations is useful too.
SylasButcher: When Sylas has a bounty, for each level increased Wanted, Fugitive, and Traitor. Gain + 1 sword in combat and these swords pierce on King Guards. This ability is best used with the Serendibite ring. Not only is killing King Guards easier then ever, but you won't necessarly lose prestige and gain gold on top of it. Battling the King is where this ability shines best, since he'll gain 3 swords against him every time! This is because he becomes a traitor no matter what, when he does attack the king. Armistice, usually a hindrance can actually be very useful if used on the victim before battling them, since like the King, he'll gain 3 swords!
ThaneSword Master: Sword cards burned in battle cannot be blocked by enemy shields. Thane always operates best when he has the opportunity to rush the opponent. This talent is very powerful, and it can pay off to keep Sword cards in your hand, even if you have absolutely no intention of using their listed effect. Piercing through heavily-armored characters is an advantage like no other, allowing you either to kill other Heroes (disrupting their plans and gaining prestige in the process), or go straight for the King, knowing you have guaranteed hits in your hand.
TwissPickpocket: Twiss will always have Evade status outside of the palace. When a player attacks her, she steals a card from their hand after the battle. With her high wits unless Piercing damage or River's arrows are used, Twiss will not be harmed outside of cardplay (as long as she doesn't try to attack something). Kingslayer victory is nigh impossible, but she's well suited to Spirit Stones, Prestige, or even Rot accumulation.
YordanaCauldron Crone: Spells cast to Yordana during her turn are devoured in her cauldron for -1 Magic, granting a Pact Spell at the end of her turn.
ZoshaShadow: At Night, Zosha gains Stealth everywhere except the Palace. This ability not only allows Zosha to sneak up on other characters, but also helps protect her against damaging card plays. Due to her low Health stat--she has the worst starting Health of any hero--Shadow is an essential talent for shielding Zosha from other characters.
Alternative Skins For Heroes
Kickstarter exclusive:
Black Company Scarlet
For many the Bandit Clan is merely that, bandits, but look beyond their individual actions and a grand plan writhes amongst the fog. Though the question remains, with no honour among thieves, how has this scrappy bunch of misfits ascended so rapidly in their quest for the throne...?
Black Company Sylas
For many the Bandit Clan is merely that, bandits, but look beyond their individual actions and a grand plan writhes amongst the fog. Though the question remains, with no honour among thieves, how has this scrappy bunch of misfits ascended so rapidly in their quest for the throne...?
Black Company Twiss
For many the Bandit Clan is merely that, bandits, but look beyond their individual actions and a grand plan writhes amongst the fog. Though the question remains, with no honour among thieves, how has this scrappy bunch of misfits ascended so rapidly in their quest for the throne...?
Black Company Horace
For many the Bandit Clan is merely that, bandits, but look beyond their individual actions and a grand plan writhes amongst the fog. Though the question remains, with no honour among thieves, how has this scrappy bunch of misfits ascended so rapidly in their quest for the throne...?
Available on marketplace:
Warlord Brun
Bear orators speak of Brun's exile, but few dare acknowledge the titan the Clan's betrayal produced.
Wyldsinger Sana
The wyldsingers of the Bear Clan commune directly to the Wyld and through them the Wyld sings. Sana's song is no different.
The Mighty Ghor
Even Ghor understands the importance of a great defense... he just struggles putting one together.
Far Seeker Amber
Many speak of The Far Seeker, but few have witnessed her roam the depths of Armello's ancient structures far beyond the plains.
Build Master Elyssia
Most architects dust their paws when the ink on the plans dry. Elyssia is on every build, for every bolt and bale.
Forerunner Barnaby
Barnaby doesn't even care that being named warren Forerunner is a great honor. He just liked the flag.
Night Sister Zosha
The Night Mother cares for her children well, especially so for her most lethal veiled hand.
Mustachio Mercurio
Every crafty rat needs a rock solid alter-ego and a trusty mustache is the bedrock of a perfect disguise.
Veil Lord Sargon
To be lord of the Veil is to be lord of death itself. For once one knows death's secrets, what fear remains?
Wildlands River
The Rangers of the Veil's best asset knows that to overcome the wild, one must become wild.
Hakonsguard Thane
Thane Greymane, Keeper of the Hakonsbane, is not one to shy from battle, especially not when in sacred ceremonial armour.
Shieldfury Magna
Some warriors become legend, standing on their own far above any station. The Shieldfury make up just one, Magna.
Novellas
The King: Part OneIn Depth Character: King.
Synopsis: He came to Armello a stranger, spirited away from his home under circumstances most mysterious. Through the kindness of strangers, he would live in anonymity for seasons, tending to the land as a simple farmer--but the politics of Armello do not spare anyone, least of all the exiled royalty of faraway kingdoms.
When the Rat Clan discovers this stranger in their midst, a series of events is set into motion that will shake the foundations of Armello.
His name was Tau. And though he came to Armello a stranger, he would leave it as their king.
The King: Part TwoIn Depth Character: King.
Synopsis: The moment the card was drawn, the wheels of fate had begun to turn.
Twice exiled from the only homes he knew, Tau journeys west to seek out his purpose. There, the lion finds the sickly, poisoned heart of Armello itself: the city of Brimwatch, a powder keg of malice, distrust, and pent-up generations of clan strife just waiting to explode into all-out war.
To a simple farmer, navigating these dangerous clan politics would be their undoing. But to Tau, it was all too familiar. Brimwatch was ready to burn, and he would be the flame to set it alight.
The Far SeekerIn Depth Character: Amber.
Synopsis: The last scion of a wounded house, Amber Valebriar watched as her family fell to ruin around her, driven out of the prestigious House of Heritage by a disastrous civil war. Now pariahs of the Emerald Warren, the young Valebriar is forced to seek her fortunes beyond its tunnels, deep in the forgotten places of Rabbit Clan territory.
But in these lost tombs, the darkest secrets of the Emerald Warren lie buried, never meant to be uncovered. Bringing these secrets to light would be most unwise… but then again, the last scion of a wounded house has nothing to lose.
The Grinning BladeIn Depth Character: Mercurio.
Synopsis: For Armello’s most notorious professional scoundrel, danger lurks around every corner, even in the most familiar of places. In the Rat Clan, even the simplest of jobs can turn deadly, and the most steadfast of allies can turn traitor.
When clan leaders orders Mercurio to negotiate a business arrangement with an elder of the rival Rabbit Clan, the rogue winds up in the middle of a war that threatens to take far more than his head.
Assassins, sword fights, tavern fires… To Mercurio, it’s all just another day in the Rat Clan.
The Forest SisterIn Depth Character: Sana.
Synopsis: A darkness seeps across the land of Armello, threatening to plunge the world into chaos. History has forgotten of this evil, but the Bear Clan has not. Long have they waited, living simple lives in the deepest forests of the realm, communing with the violent and unpredictable Wyld, preparing themselves for a battle generations in the making.
When a Bear Clan village vanishes into thin air, two scholars are sent to uncover just what foul powers are at work. What they find will challenge their deepest-held beliefs to their core, and Armello will never be the same again.
The Winter WolfIn Depth Character: Thane.
Synopsis: He was never meant to lead his people, yet the Wyld works in mysterious ways.
Thane was an eternal prince, second of his line to an elder far superior in every way. But when an ancient door opens in the mountains overlooking his home, a vile curse creeps forth from the icy peaks and threatens to tear the Wolf Clan apart.
Thane Greymane, the Winter Wolf, the Prince of Blades, was never meant to lead his people--but when the Rot threatens the Wolf Clan, he will be the only one who can save them.
Afterword
If you have questions regarding this guide or just got something to say, leave me a comment below.
Related Guides:
https://steamcommunity.com/sharedfiles/filedetails/?id=1508954461
https://steamcommunity.com/sharedfiles/filedetails/?id=1508772036
https://steamcommunity.com/sharedfiles/filedetails/?id=1507076121
https://steamcommunity.com/sharedfiles/filedetails/?id=1448056848
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1484699346
More Armello guilds
- All Guilds
- Armello Guide 9
- Armello's Amazing Achievements
- Armello Dice Skins
- Survival Guide to Armello: Tips/Tricks and Strategies [Updated for v1.6!]
- Armello - Chat Cards
- Armello - Cry Us a River: SP Strategy
- Armello - Dark Temptation Guide (How to Trigger)
- Armello - Sargon Character Guide (The Death Smeller)
- Armello - Horace Guide / The Iron Brainlet