Amulets are items that provide additional stat bonuses or special abilities to heroes, and are selected by the player before the start of the game. Unlike rings, which are clan-dependent, all heroes have the same selection of amulets. Only one can be equipped at a time.
|Think||1 additional Wits||Default|
|Soak||1 additional Body||Default|
|Feel||1 additional Spirit||Default|
|Scratch||1 additional Fight||Default|
|Watch||Guaranteed first symbol match on Perils||Kingslayer Victory|
|Grow||+1 Health at Dusk||Spirit Stone Victory|
|Favour||Start with 2 Prestige||Prestige Victory|
|Spoil||Start with 2 Rot||Rot Victory|
|Dig||Gain +3 gold for each Spirit Stone acquired||Complete 10 games of Armello|
|Sprint||End your turn with 1 or more unused Action Points to gain +1 Action Point next turn||Complete games with eight different Heroes.|
|Decay||Heal 2 health for each Rot gained, and lose 1 health for every Rot lost.||Complete a Rot Victory with a Hero from 4 unique Clans.|
|Harmonise||When on 0 Rot, in battles, all Rot cards in your hand change to Sun symbols.||Complete a Spirit Stone Victory with a Hero from 4 unique Clans.|
|Listen||No bonuses, no advantages, just raw proof of player skill.||Kickstarter|
- ↑ Available only to backers of the Armello Kickstarter campaign.
- ↑ Quoted from Armello - Bringing Tabletop Adventures to Life: "Get the special 'Listen' power amulet and equip it to your hero in order to gain the King's ear whenever you're called to council. In the right hands, it could be the perfect edge to help sway victory in your favour..."