Armello Guide

The Stranger for Armello

The Stranger

Overview

This guide will explain how the Stranger works, the Stranger’s benefits and drawbacks, and possible insight into this enigmatic follower in the world of Armello.

Introduction


For those of you who are unaware of the 1.2 update, you may have suddenly encountered the Stranger without knowing who this follower is. The Stranger is either the most helpful or the most detrimental follower in the game, usually both. This guide will help explain the Stranger’s mechanics in full detail. If I am missing any crucial information, please inform me!

Clingy

Unlike other follower cards found in the game, either earned in quests or dungeons, the Stranger can only be found in dungeons. Once encountered, the Stranger automatically recruited itself to the hero’s inventory. The hero cannot get rid of the Stranger by normal means. If a hero has a full party, then the Stranger automatically gets rid of a random follower. There are a few ways in which the Stranger can be rid of:

  • Playing the Bribery Trickery Card. This will not work if the hero uses Bribery on himself/herself.
  • Stepping onto a Palace Tile. The King forces the Stranger to leave the Palace.

Misleading

Once per turn, at the end of the hero’s draw phase, the Stranger makes the hero move onto a random adjacent empty tile without costing any Action Points. Because of how Action Points are valued, this can either work in the hero’s favor or spell certain doom.

Good
  • The Stranger leads the hero closer to where he/she needs to go.
  • The Stranger leads the hero onto a Mountain Tile. No AP is lost.
  • The Stranger leads the hero onto a Dungeon and receives rewards.
  • The Stranger leads the hero into a Peril the hero actually wants like Banish.
  • The Stranger leads the hero out of his/her clan grounds, acting as a Sprint Amulet.
  • The Stranger adds +1 die if the hero has the War Horn equipped.
  • The Stranger protects the hero from the Bribery trickery card.
Bad
  • The Stranger leads the hero away from where he/she needs to go.
  • The Stranger leads the hero into a Peril.
  • The Stranger leads the hero onto a Swamp Tile.
  • The Stranger leads the hero onto a Stone Circle while Corrupted.
  • The Stranger leads the hero onto a Dungeon and gets banished somewhere unfavorable or unleashes a Bane.

If the hero is completely surrounded by other heroes, King’s Guards, or Banes, the Stranger will not force the hero to move. There are several ways in which a hero can affect the direction of where the Stranger forces the hero to move.

  • Playing Wall of Thorns on an adjacent tile.
  • Playing Malice Rising on an adjacent tile.
  • Playing False Orders on a King’s Guard adjacent to the hero.

Fickle

When a hero ends his/her turn next to another hero or when another hero ends his/her turn next to a hero with the Stranger equipped, there is a chance that the Stranger will switch heroes or stay where it is. A hero who does not want the Stranger may find it useful to end his/her turn next to other heroes as much as possible in hopes of possibly causing further annoyance to them.

Who is the Stranger?

As of now, the Stranger remains one of the most enigmatic characters in the world of Armello, always tagging along with any hero that comes its way. But how the Stranger came to be, how does the King know the Stranger, and why the Stranger has its green smoky powers of redirection remains a mystery. Was the Stranger truly a friend to the King? Is the Stranger an agent to the Wyld? Or is the Stranger someone more than what we can perceive? The game does give hints on the Stranger’s backstory. Here are but a few instances in which the Stranger is featured for your theorizing pleasure and this list will be updated as soon as any instance of the Stranger appears once again.

Palace Encounter


Pride’s Edge

A Dash in the Swamp


The Wall Betwixt


Serenity and Spirit


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