Most knights in Sovereign Tower arrive with a name, a county, and a list of grievances. The Wolf arrives as an animal Angelica decided not to kill, and spends his first conversation with you growling suspiciously from a corner.
He is also carrying the single biggest secret on your Round Table, and the game hands you the decision about it inside a two-heart conversation you could very easily click straight past.
Here is everything on him: his favourite meals, the quests he actually enjoys, every branch of his affinity scenes, and the one question from your Witch that decides whether he stays a wolf at all.
The Wolf’s Character Sheet
Background
Traits
Liked & DISLIKED QUESTS
Liked Meals
Base stats

Once a wild beast roaming the lands of Groveshire, this wolf was tamed by Lady Angelica. He followed her back to the Tower and, woof, asked His Grace to make him a knight of the Round Table. He’s a good boy. A very good boy. (No fleas, Arlin approved.)
He likes Kind rulers and dislikes Tyrannic rulers.
| LOYAL | WOLF |
| PREDATOR | GOOD BOY |
| MUSICIAN |
| Liked | Disliked |
|---|---|
| Hunt | Magic Involved |
| Assassination | |
| Relic Recovery |
![]() Galette Saucisse | ![]() Croque Monsieur |
| Stat | Level |
|---|---|
| Strength | 3 |
| Agility | 7 |
| Charisma | 3 |
| Magic | 3 |
| Wits | 7 |
| Luck | 1 |
Mastered stats: Agility, Charisma, Wits
How to Unlock The Wolf
The Wolf is the tamed outcome of the Beast of Groveshire quest, and getting him is entirely down to Angelica. Send her, specifically, on the quest Fight the Werewolf in Almor, normally a straightforward trophy hunt that rewards a wolf-skin relic.
Sending anyone else gets you the standard kill, but with Angelica assigned, you can land the special outcome instead, where she tames the beast rather than killing it, and he follows her home to ask for a seat at the Table.
Interactions
One-Heart Event
You find the Wolf padding after you through the Tower again, greeting you with a low growl. He has not quite worked out that he is a knight now rather than a stray, and this conversation decides whether you meet him halfway. It splits early and hard.
Dialogue Choices:
- Greet your very persistent knight,
- “What are you doing here again, mutt?” (-1 affinity, Tyrannic +1) (A bitter snarl and a resentful woof. This is the cynical branch and it costs you.)
- “Hey there. Still following me around, huh?” (+1 affinity, Kind +1) (A hopeful bark. The warm branch, and the one worth taking.)
Dialogue Choices:
- If you went cynical,
- “You’re plotting something, aren’t you? Don’t think I don’t know.” (A questioning growl. You are now suspicious of a dog.)
- “Well you’re probably more loyal than half of this court.” (A recovery, and not an inaccurate observation about your court.)
Dialogue Choices:
- If you went warm,
- “You seem to watch a little too closely. Perhaps you see too much.” (A whine. He does, in fact, see too much.)
- “You’re not like the others. You listen.” (He does listen. That is rather the point of him.)
Dialogue Choices:
- The scene closes on a question you can only really ask a dog,
- “Maybe I should have you watched.” (Tyrannic +1) (Paranoid, and he notices.)
- “At least with you, I know where I stand.” (Wise +1) (Steady and true.)
- “Sometimes I wonder… am I feared more than I’m heard?” (Audacious +1) (The honest one. He has no answer, obviously, which is exactly why you can say it.)
- “You think they respect me? Or do they just fear me?” (Kind +1) (Same confession, softer register.)
Two-Heart Event
Belladonna has the Wolf up on an alchemy table, examining his coat while he whines. He is very much not having a good time.
Dialogue Choices:
- Interrupt the examination,
- “(Approach silently.)” (+2 affinity) (He squeals happily. The biggest single affinity gain available from him.)
- “What are you doing to my good boy?!” (He squeals happily too, but Belladonna is unimpressed and asks you to show some respect.)
Dialogue Choices:
- Answer the Witch,
- “No.” (Ah, she says, you are sorely lacking in intuition. She explains anyway: its gaze is sharp, piercing, almost intelligent.)
- “…He has fleas, doesn’t he?” (Not the observation she was fishing for.)
- “He’s actually a human under a spell… isn’t he?” (You are surprisingly intuitive, Your Grace. She is pleasantly surprised.)
Dialogue Choices:
- Decide his fate,
- “A… human? Yes, do whatever it takes to treat him.” (The cure. He becomes Rufus permanently, and the Wolf is gone.)
- “Impressive. Yes, do whatever it takes to treat him.” (Same outcome, delivered with more composure.)
- “No, thank you. He’s fine as he is.” (He stays your knight. Woof.)
Should You Let Belladonna Cure The Wolf?
The Wolf’s transformation can happen inside his Two-Heart Event. Belladonna examines him, tells you plainly that this creature was a human, and asks whether to treat him.
Say yes, and he becomes Rufus, a nobleman of Groveshire, and you lose the Wolf entirely: no more WOLF trait, no more GOOD BOY, and a completely different stat spread.
Say no, thank you. He’s fine as he is, and he stays your knight, unchanged and blissfully unaware. There is no path that keeps both, and the game gives you no warning that this is the moment.
And that’s it! For more information on how to appease the knights in Sovereign Tower, check out our meal prep guide.
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