Armello achievements


4.2 from 57 votes

There are 50 Armello achievements worth 3,477 (1,000)

899 tracked gamers have this game, 8 have completed it (0.89%)

Achievement Details

Spirit Walker in Armello

Spirit Walker52 (30)

Win a game with a Spirit Stone Victory.

  • Unlocked by 298 tracked gamers (33% - TA Ratio = 1.73) 899  

Achievement Guide for Spirit Walker

373,631 (194,030)
Achievement won on 08 Sep 16
TA Score for this game: 3,477
Posted on 07 September 16 at 23:52, Edited on 15 November 16 at 21:08
This solution has 1 positive vote and 0 negative votes. Please log in to vote.
Collect 4 spirit stones, enter the palace and survive until your next turn, then press "A" on the king. If the king dies of his rot infection the morning of this next turn you will lose so make sure he has at least 2 health if you get into the palace at night. One good strategy for surviving in the palace is to have a high wit value (more cards) and use a shimmer shield card. That card will turn all of the cards into shield type cards. This way, when either guards or other players attack you, you can burn your cards for extra shields. This prevents you from losing fights and being ejected from the palace (or killed).

I've had trouble earning this achievement and I don't think Sana is really the best choice. The AI seems to know when you're going for a spirit victory and does everything it can to stop you from staying inside the palace. Sana is a terrible fighter and just can't hold her own against the guards and other players.

Finally, it's also worth noting that this game operates on a seed. That means that if you quit the game and then continue the events will play out the same. For example, if you draw two item cards at the beginning of your turn then quit and continue, you will draw the exact same two item cards again. Creatures will perform all of the same actions if you don't change yours. This means that you can reload a turn and try different options until you find an outcome that you like. You can reload and draw different types of cards, attack different creatures, move to different areas, etc.

This can be useful near the endgame when you're trying to get into the palace to cure the king and other creatures are doing things that prevent you from reaching that goal. You must quit before the end of the turn (before the day/night switch) or the events become permanent.

Things that DON'T change (Assuming you do nothing different):
Cards drawn from each type
Quest outcomes (Though the positions changed, I failed a 70% 5 times in a row)
Creature movement/actions
Prestige leader options/choices
Dungeon Outcomes

Things that DO change:
Dice rolls in perils
Dice rolls in combat (unconfirmed)
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