Hand of Fate

Hand of Fate

106 ratings
Wildcards DLC Achievements, Classes and Walkthroughs Guide
By Menace123
All the fates, encounters and items are listed here to help you having all DLC achievements.

This DLC includes :

- 9 new Fates for players : Shadow Agent, Iron Hunger, Nomad, Curse of the Lion Prince, Explorer's Gift, Merchant's Guard, Hoarder's Desire, Monk, Soldier's Training.
- 9 new Encounter chains.
- 9 new Items
   
Award
Favorite
Favorited
Unfavorite
Any contribution are welcome.
Has said in the title, every contribution to this guide are welcome.

I would rather have a screenshoot included to your contribution to have all the needed information.

So feel free to leave a comment.
Main tips
You have two ways to play as a DLC character :
- in Story mode
- in Endless mode

Mostly of the fate's encounters can be done through the Story mode, but some require the Endless mode.

Play as a DLC character in Story mode :
Story mode - Deck Builder - Character cards

Play as a DLC character in Endless mode :
Endless mode - Character card slection.

You must know some things that either happens in story or endless mode.

- The fate's encounter may only appears once through the game session.
- Try to avoid a chain encounter card (*) as it may goes ontop of the fate's encounter.
- Forfeit if you failed the fate's encounter and have nothing left to do for another achievement.
- Forfeit after you succeeded the fate's encounter and have nothing left to do for another achievement. You need to finish the current session to unlock the next fate's encounter.

(*) A chain encounter card, add another card on the current level ontop of another card, so the lower card cannot be reached after that happened.

Story mode
I mostly choose the King of Plague Chapter at its have no curses that made you disabled, and its have several levels before reaching the King. The only bad things are the "ambushes" encounters.
Also the Oracles Diadem helmet is really useful as all adjacent encounters are revealed, so it help a lot when you need to be prepared before going through the fate's encounter or avoiding the King of Plague to check all others encounters.

How to retry before an encounter or retry before dying ?
This can works in both story and endless mode.
- If you fail an encounter, just before the card goes back to its place : pause the game.
- If you died, just before the death screen fades away : pause the game.
Then you need to Quit the game, choose Yes and launch the game again and Tadaaa !
Soldier's Training
Elite Training
Complete all Soldier's Training encounters.
(3 encounters)





Highly skilled at combat but unlucky.

RULE CHANGES

Unlucky
Chance card events are more difficult.
Trained For Combat
You do increased damage as your combo meter rises.





SOLDIER'S TRAINING ENCOUNTERS - STRATEGY
You need to get your combo meter up to the required amount. You need to know several things. First a combo is ended if you swing your weapon in the wind or take damage or do nothing after 6 seconds. You can reflect the projectiles or avoid them, counter-attack or avoid them. Feel free to move as you have enough time to reach a safe spot to attack another bandit. You can also try to use the upper left wall corner to your advantage to be protected from some projectiles.






"Text..."
1) Agree to help.
2) Impersonate an unskilled warrior.
3) Decline.
1) Agree to help.
The dealers draws you 2 Monster Cards.
"I want to see you chain together consecutive attacks and avoid getting hit."
Get your combo meter up to 15.
Success :
Draw 1 Gain Card. This card's token is now yours.


You're once again outside the barracks for The Duke's army. The Sword Liege looks pleased to see you. "Exactly the type of bloke I was hoping to see. I'm surrounded by greenhorns that wouldn't recognise deadly combat even it killed them. I'd love to show them examples of brutal techniques. Will you help me."
1) Agree to help.
2) Impersonate an unskilled warrior.
3) Decline.
1) Agree to help.
"We've rounded up some brigands for you to practice on." You ready your weapon.
The dealers draws you 2 Monster Cards.
"I want to see you chain together consecutive attacks and avoid getting hit."
Get your combo meter up to 20.
Success :
Draw 2 Gain Cards. This card's token is now yours.
You're once again outside the barracks for The Duke's army. The Sword Liege looks pleased to see you. The Sword Liege greets you warmly."Like what we've done with the place ? The Duke finally gave me the coin I needed to improve this place. Only the finest warriors graduate from here now. Do you think you have what it takes to show even experts something fresh?"
1) Enter the training ground.
2) Impersonate an unskilled warrior.
3) Decline.
1) Enter the training ground.
"We've rounded up some brigands for you to practice on." You ready your weapon.
The dealers draws you 2 Monster Cards.
"I want to see you chain together consecutive attacks and avoid getting hit."
Get your combo meter up to 30.
Success :
Draw 2 Gain Cards. This card's token is now yours.

http://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=649128669
Shadow Agent 1/3
Master of the Shadows
Complete all Shadow Agent encounters.
(8 encounters)


An expert at games of chance and luck, but unskilled in combat.

RULE CHANGES
Lucky
Chance card events are easier.
Combo Multipliers
Combo multipliers are reduced.

BEGIN CHANGES
Shadow Sword
Damage 18 - Left Bumper : Throw a poison dart, effective against Bandits.
Shadow Agent Helm
Upon entering a level, all encounters that may have a chance card event are indicated.



SHADOW AGENT I - STRATEGY
Nothing to do, you just need to listen. (read)

You are summoned to a secret meeting in a small tavern outside the town of Stiegal, to talk business with several members of the town's Merchant's Guild.
"We have a job for you." one of them begins hesitantly. "We don't normally deal with people of your... unique skill set, but we're in a bit of bind."
"The master of our guild is little more than a crook. He has hired goons to keep us all in line, while he lives very well from the coffers of the guild's treasury."
"We don't want to have him killed." another member interjects. "Just out of his position of power."
"So we want you to steal the Guild Master's ring from him. It is his symbol of office and without it he cannot authorize any guild business - which includes withdrawing money from the treasury!"
"Bring us the Guild Master's ring and we will reward you well with coin."
"He carries the ring on his person at all times and these days he never leaves his house, which is in the wealthy district of Stiegal. Perhaps you can find a way to lure him out?
"Of course, if the town guards or anyone else asks, we've never met you."
This card's token is now yours.

SHADOW AGENT II - STRATEGY

The best way is to play story mode with your own deck, don't forget to put the Guild Master's ring in the Equipment cards and put also one more rings. Place "The lovers encounters" as it may grant you 2 rings (if you have 2 left in the deck) if you choose the second option : Request a payment. Also stop at every shop to check if they have the ring. Another way is to reach a Jeweller Shop, and to reenter in until you get this ring. Then pray to find the encounter.

You return to the small tavern outside of Stiegal.
without the Guild Master's ring
"The master of our guild is little more than a crook. He has hired goons to keep us all in line, while he lives very well from the coffers of the guild's treasury."
"Bring us the GUild Master's ring and we will reward you well with coin."
with the Guild Master's ring
"Excellent!" a guild member proclaims as you present the Guild Master's ring. "This will surely put him in his place! The mayor will have to replace him now!"
A small chest of gold is opened and an amount carefully counted before being put in a sack and handed to you.
"We were never here and you've never met us, but it was nice doing business with you."
The dealer draws you 2 Gold Gain cards.
This card's token is now yours.

SHADOW AGENT III - STRATEGY
Nothing to do, you just need to listen. (read)

You return to the small tavern outside of Stiegal.
The members of the merchant guild greet you once more.
"We have another task for you, if you are willing."
"Thanks to your help we were able to get that greedy devil removed as Guild Master. However, now the mayor is looking for a replacement and we would like one of us to be chosen."
"In order to keep the system fair!" someone chimes in.
"Yes, that is of course our primary goal." the first speaker continues, annoyed at the interruption.
"But some others members of our guild have their own agenda and are putting pressure on the mayor to pick their man, someone who is just as corrupt as the previous Guild Master."
"We want you to visit their places of business and plant some evidence - contreband trade goods, that sort of thing. We'll tip off the mayor's office and then they'll lose their license to trade inside town."
'After that they'll have to leave the guild and we will be able to decide who amongst ourseleves would be best to put the job as Guild Master."
"We should get back to discussing that." one of the others comments. " I still don't think your proposal has merit..."
You collect the goods to be planted as evidence and leave the guild members to their dicussions. Raised voices can be heard as you leave the tavern.
This card's token is now yours.

SHADOW AGENT IV - STRATEGY
This encounter is divided in several encounters with mostly chance event cards. I strongely suggest you to play story mode with the Clairvoyant Helm in your deck as it will show you one normal Fail chance card during the shuffle. Also try be be blessed as often as you can to get Guardian Angel blessing as you may be able to retry once more the chance event.



Stalking through the streets of the town of Stiegal you reach the first store at which you are required to plant incriminating goods.
A single guards stands watching the back entrance.
1) Pay some local children 10 gold to distract the guard.
2) Throw a poison dart at the guard.
1) Pay some local children 10 gold to distract the guard.
A moment later you slip into the back of the storeand place some illicit substances in a bag stuffed with spices. By the time the guard returns you are already disappearing into the shadowy alleys.



Once more on the streets of Stiegal you reach the scond store at which you are to plant evidence.
1) ???
2) Try to sneak past the guards.
2) Try to sneak past the guards.
You find a place to wait while you discreetly watch the guards.
A few hours into their shift they've visibly relaxed somewhat and you notice that they occasionally wander to the end of the alley to gawk at the passersby.
Chance cards event :
1 Sucess, 3 Unknown
Success
You slip into the back of the store and place some forged documents into a wooden chest you find filled with papers. By the time the guards returns you are already disappearing into the shadowy alleys.






It is the evening as you reach your third and final destination in Stiegal. The store is closed for the night and you see no obvious way inside.
Chance cards event :
1 Success, 1 Huge Success, 2 Failures
Huge Success
You take the time to search the store and discover some pieces of equipment in a poorly locked box.
You escape into the night watch passes by.







"Excellent work!"
The reamining members of the Merchant guild greet you in a friendly manner. "Those unsavoury elements of our guild have finally been kicked out."
"We should have thought of this years ago!" one member exclaims.
"Think of the profits...er, progress we could have made by now." another man agrees.
"At last we can let reasonable dicussion dictate the future of trade in our proud city of Stiegal..."
"Oh, of course, your payment."
The dealers draws you 2 Gold Gain Cards.
'We probably won't need your services again, friend."

The card's token is now yours.

Shadow Agent 2/3
SHADOW AGENT V - STRATEGY
Nothing to do, you just need to listen. (read)

As you wander the streets of Stiegal you are drawn to a deserted alleyway by a beckoning hand. Two men wait for you and you recognise both as remaining members of the Merchant's Guild.
'Hello friend!" one of the men begins, then suddenly lowers his voice and glances around to make sure nobody heard that. "Ah, hello. Bartley and I were wondering if you would be interested in one more bit of paid work?"
"No names!" the one apparently called Bartely responds. "You never know who is listening or what this man will tell to whom - we aren't hiring him for his strong mnoral character after all."
He quickly looks back to you, saying 'Uh, no offense."
"You see, the other guild members, they just aren't reasonable. Petty squabbling has led to no new guild leader being chosen yet and we are worried that this may go on for some time."
"We've been patient, but commerce in the city is falling apart under the strain. It is time for action."
"There' little time for subtley. Take this," he hands you a small vial of dark liquid. "Three drops in a jug of ale should be enough. It is dark time indeed, but they brought it on themselves."
"The others will be meeting back at the tavern at sunset. I suggest you make a pretense of seeking more employment with them while carrying out your task."
"We won't be attending this evening."
"Won't even be in the city as it happens.." says the other.
"When we hear word that your task is completed successfully, we will return and meet you on the east shore of the river at dawn with your payjment - double what you've been paid previously."
'If anyone asks, we never had this little chat.." says Bartley, turning to leave, "Farewell."
"Sorry stranger!" the other man exclaims loudly to nobody in particular. "We can't help you to find your lost dog!"
"Shut up!" replies Bartley as they slink away into darkness
This card token is now yours.

SHADOW AGENT VI - STRATEGY
You need to listen (read) then to success a chance cards event. With luck you can easily get it, but you can use my previous tips with the Clairvoyant Helm and Guardian Angel.

You return to the small tavern outside of Stiegal.
You enter, already formulating a plan on how to deploy the poison in the vial given to you by Bartley. You are called over to the usal meeting area and note neother Bartley nor his friend are present.
"What luck that you have dropped into the inn at just this moment." one of them begins, casting a glance at the others.
"You see, we have just been discussing a new potential business opportunity for you."
"As it turns out, two members of our little group have proved to be problematic. They just won't agree to any of our -" and he gestures to indicate all the others and himself, "- proposals for a new Guild Master."
"We can't get the Mayor to agree to anything while those two are around, since together they control most of the wine importation."
"And the mayor does love his wine." jokes one of the others.
The first man sights at the interruption and then continues, "So, we've decided that we should have them removed from the Guild as well. They are both out of the town for a few days."
"Here is a map and instructions on how to find where they are keeping their most precious stock. it's a secure building, but a man of your talents should have no problem somehow moving the barrels to one of our warehouses."
"We know that they borrowed heavily to obtain most of it - completing your tack will ruin them. they'll probably be sent to the arenas for failing to pay their debts."
"I can't wait to see poor Bartley running around, waving a sword!" one of the others exclaims. "They should give him a bottle to fight with, he'd have better luck with it!"
"The ground erupts with laughter as the man paicks up a bottle and pantomimes having a sword fight with it.
You see the barmaid approach with more wine, so you quickly agree to the normal payment amount and make your exit. On the way out, you stop to talk to the barmaid.
Chance cards event :
2 Successes, 1 Failure, 1 huge Failure
Huge Failure
The dealers draws 2 fighting cards.
You quickly leave the tavern area.
Success
Your flattery had the maid blushing. While she momentarily glances away modestly you spill some poison into the wine.
With that task completed, you wink at her and slip out the back door.
This card's token is now yours.

SHADOW AGENT VII - STRATEGY
This encounter counts several chance cards events. I strongely suggest you to play story mode with the Clairvoyant Helm in your deck as it will show you one normal Fail chance card during the shuffle. Also try be be blessed as often as you can to get Guardian Angel blessing as you may be able to retry once more the chance event.

Hunting through the streets of Stiegal, you belive you have found your target. The building indicated on the map to be holding Bartley's fortune in wine sits on the dock, with a back overhanging the river Ernst.
It appears to be formidably protected. Heavy locks and magical inscriptions aborn every visible opening. Guards patrol outside and on the rooftop night and day.
Yet business continues. Occasionally a boat load of barrels is delivered to the rear of the building, other times a wagon loaded of barrels will enter and then leave an hour os so later with fresh barrels.
You consider your options to gain entry :
1) Sneak onto a wagon as it arrives.
2) Swim the river to find another entrance.




1) Sneak onto a wagon as it arrives.
Chance cards event : 2 Successes, 2 Failures
Success
You find a suitable building on the main approach to the warehouse and lift yourself to a vantage point from which to wait for a suitable wagon while remaining hidden.
An hour or two later a wagon of barrels comes rolling down the road towards the warehouse.
Chance cards event :
2 Successes, 1 Failure, 1 Huge Failure
Success
You land lightly on the stack of barrels atop the wagon and carefully slip into an empty one. The wagon rumbles its way up to the warehouse and soon moves inside.
As the empty barrels are unloaded you slip into the darkest corners to wait until nightfall.
Eventually night falls and the warehouse empty, save for the occasional brief visit from the night watch. Between checks you examine the contents of the warehouse and find a trapdoor opening up over the river.
As quiet as you can, you begin rolling barrels through the trapdoor and into the fast flowing waters.
Chance cards event :
1 Success, 1 Huge Success, 2 Failures
Huge Success
You move all the barrels of wine that you believe to have worthwhile vintages into the river and make one last inspection.
Hidden under a floorboard you find some gold and a few bottles of wine. It looks like one of Bartley's workers has been helping themselves to the warehouse inventory.
A guard enters the building as you remove the coins and exit through the trapdoor into the waters.
The dealer draws you 1 Gold Gain Card.
Some time later you are dragged out of the river and dumped unceremoniously onto the shore. A group of swalthy figures surround you in the dim light of early morning. One in particular lifts a sizable spiked club to our face.
"Not a bad haul tonight." the man comments, helping you to your feet. "Here is your payment, as we agreed."
The dealer draws you 3 Gold Gain Cards.
"A pleasure doing business with you."
You leave the band of men to finish organising the barrels for transport and slink into the shadowly streets.
This card's token is now yours.
Shadow Agent 3/3
SHADOW AGENT VIII - STRATEGY
Nothing to do, you just need to listen. (read)

"About time !" Bartley abmonishes you, slapping an insect on his arm. "I cannot stand being near the river this time of year."
He indicates a sack on the ground.

The dealer drwas you 4 Gold Gain Cards.

"Good work on the job though. With that lot out of the way I - uh," Bartley pauses to glance at his companion. "We can finally get this town organised."
Bartley's companion frowns at him as you take up the sack and look inside.
"It's all there, you needn't to count it!" exclaims Bartley as he sets off for the town entrance. His companion pauses a moment before following.
You hear cheers rise from the arena as you walk away from Stiegal, your business there concluded.
This card token is now yours.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=650319214
Nomad
The Wanderer
Complete all Nomad encounters.
(3 encounters)




Has forsaken carrying excess equipment to pursue a personal journey.

RULE CHANGES
No Inventory
Cannot carry extra equipment, Equipment that would normally go to your inventory is automatically sold.

BEGIN CHANGES
Nomadic Helm
Less damage from starvation while the player has no unequipped items.


NOMAD DESERT ENCOUNTERS - STRATEGY
You just need to know where to go (several possible ways) to not get lost and have a decent health. For the last one, you'll need to fight for the token.


You're inexplicably drawn towards the bleak and unforgiving desert, drawn by a powerful desire to find something that was once lost...
You don't know what you're searching for or where but you know you must press on. What direction do you go in ?
1) North, 2) East, 3) South, 4) West
3) South
You've yet to find what you're searching for but you must press on. What direction do you go in ?
3) South
You've yet to find what you're searching for but you must press on. What direction do you go in ?
4) West
The sun beats down on you, draining you of strengh.
The dealer draws you 1 Health Pain Card.
3) South
The toil of your journey means you require more food.
The dealers draws you 1 Food Pain Card.
4) West
You are buffeted sandstorms, bitten by scorpions and deceived by mirages.
Draw 1 Pain Card.
4) West
You're drawn to a spot where you find a weapon buried in the sand. Holding it, you are filled with a memory of a child you do not recognise.
Draw 1 Weapon Card.
This card's token is now yours.

You're inexplicably drawn towards the bleak and unforgiving desert, drawn by a powerful desire to find something that was once lost...
You don't know what you're searching for or where but you know you must press on. What direction do you go in ?
1) North, 2) East, 3) South, 4) West
3) South
You've yet to find what you're searching for but you must press on. What direction do you go in ?
2) East
The sun beats down on you, draining you of strengh.
The dealer draws you 1 Health Pain Card.
2) East
The toil of your journey means you require more food.
The dealers draws you 1 Food Pain Card.
3) South
You are buffeted sandstorms, bitten by scorpions and deceived by mirages.
Draw 1 Pain Card.
3) South
You're drawn to a spot where you find a weapon buried in the sand. Holding it, you are filled with a memory of a child you do not recognise.
The dealer draws you 3 Gold Gain Cards.
This card's token is now yours.

You're inexplicably drawn towards the bleak and unforgiving desert, drawn by a powerful desire to find something that was once lost...
You don't know what you're searching for or where but you know you must press on. What direction do you go in ?
1) North, 2) East, 3) South, 4) West
3) South
You've yet to find what you're searching for but you must press on. What direction do you go in ?
2) East
The sun beats down on you, draining you of strengh.
The dealer draws you 1 Health Pain Card.
2) East
The toil of your journey means you require more food.
The dealers draws you 1 Food Pain Card.
3) South
You are buffeted sandstorms, bitten by scorpions and deceived by mirages.
Draw 1 Pain Card.
3) South
You succumb to the memory of your confrontation with the King of Dust and your thirst for revenge.
Fight the King of Dust
You awake from the nightmare of the duel with the King of Dust and the return to the present only to be reminded of your loss. You leave behind the spoils of treasure and ransom gold for another who is not so burdened by guilt.
This card's token is now yours.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=650319452
Iron Hunger
Hunger Satiated
Complete all Iron Hunger encounters.
(7 encounters)


Eats equipment instead of food.

RULE CHANGES
Iron Hunger
Discarded equipment grants "Iron Ore", a special food that is all that this Fate can consume..

DECK CHANGES
Armoury
Draw 1 Equipment.

BEGIN CHANGES
Iron Hunger Helm
Gain food whenever you gain new equipment.

IRON HUNGER I - STRATEGY
Nothing to do, you just need to listen. (read)

In a strange wooden hut resting precariously close to the edge of a ravine you meet an eccentric old man who seems delighted to meet you.
"I'm delighted to meet you!" the curiously dressed mna exlcaims from behinds his work bench.
"I have need of your special talents!"
He goes on to explain that his chemical experiments require just the special kind of ore thqt one of your nature normally consume instead of food.
"My payment will depend on how my experiments with the Ore go, but I'm sure it will be worth your while! I was once official alchemist of the King of Kabere!"
"I require 25 Ore for my first experiment!" he proclaims. "Just bring it in next week. I'm finishing off some experiments with Unicorn feathers until then."
You leave the man to his work and continue your journey.
This card's token is now yours.

IRON HUNGER II - STRATEGY
You need to have 25 ores before meeting him again. It's easily doable in story mode, make sure you got Metal Ore as well as Holy Forge encounter in your deck. the first give you 75 Iron ores and the second 9 more. As you begin, try to always smelt the new items.




"Ah, you have returned!" he cries, looking up gleefully. "Have you the required Ore?"
1) Give him 25 Ore.
2) Tell him no.
1) Give him 25 Ore.
"Good, good! Just put it down there on that table."
He looks the specimens over before nodding. "This will do nicely. Come back in 3 days and I will have your payment."
This card's token is now yours.







IRON HUNGER III - STRATEGY
Nothing to do, you just need to listen. (read)

"Had an accident with some Lizardman guts and Blood Raven wings," he comments, wiping off the slime and moving over to a table. But let me tell you about the Ore !"
"It's fantastic stuff! Very reactive. I wasn't able to make anything useful with it, but I did come up with a potion that increase your vitality."
"Here," he says, giving you a vial, "Drink this. Strangely, my tests indicate that it is more ffective if you've been cursed. Do you know how hard it is to buy a cursed a rat?"
The alchemist watches you closely for a moment. Seeing as you apparently aren't going to produce any results more interesting than a loud burp, he looks midly disappointed and continues.
Max Health +10
"This is a noteworhty result, but not what I hoped for. Bring me more Ore!"
The old man chases you out of the front door with a broom and you continue your journey.
This card's token is now yours.

IRON HUNGER IV - STRATEGY
You need to have 50 ores before meeting him again. It's easily doable in story mode, make sure you got Metal Ore as well as Holy Forge encounter in your deck. the first give you 75 Iron ores and the second 9 more. As you begin, try to always smelt the new items.

You return to the hut of the strange old alchemist. Walking in the front door, you find him carefully applying drops of liquid to his eyes.
"Ah, you have returned!'" he cries, blinking rapidly and looking in your direction.
"Have you brought the required Ore?"
1) Give him 50 Ore.
2) Tell him no.
1) Give him 50 Ore.
"Excellent! Just put it down on that table. Also, can you pass me some water from the jug in the corner? I appear to have gone blind."
You bring him some water to wash his eyes with.
"Many thanks!" he says, pouring water on his face, "And don't worry! I'm sure this is just temporary. Come back in a few days would you?"
This card's token is now yours.


IRON HUNGER V - STRATEGY
Nothing to do, you just need to listen. (read)

You return to the hut of the strange old alchemist. Walking in the front door, you momentarily cannot locate him.
"Ah! Hello again my unusual friend'" the alchemist says, drawing your eyes to the ceiling. The old man is pressed against the ceiling where a layer of odd coloured gas swirls around him.
"Still feeling the full effects of this one," he explains helpfully, but then points at a corner desk. "Your potion is over there."
You find a green vial and inspest it. "If you can get past the smell and actually drink it. You'll find that eating food becomes more rewarding."
Alchemist Potion blessing - Eating gives more health.
"Another interesting result to be sure, but not what I was looking for. Any chance you can get more of that ore for me?"
"Just bring it in the next week when I'm not as high," he says, indicating his current predicament.
This card's token is now yours.

IRON HUNGER VI - STRATEGY
You need to have 100 ores before meeting him again. It's tough but doable and faster in story mode, make sure you got Metal Ore as well as Holy Forge encounter in your deck. the first give you 75 Iron ores and the second 9 more. As you begin, try to always smelt the new items. BUT the easiest and longest way would be to do it in Endless mode.



"Hmmph?" Oh, hello'" he says, barely glacing up from his toil. "Have you the Ore that I require?"
1) Give him 100 Ore.
2) Tell him no.
1) Give him 100 Ore.
"Good, good," he mutters, fully engaged with his task. "Look, I've got to get five barrels buried before the full moon rises tonight. Would you mind grabbing a shovel ?"
Hours later you leave the Ore in the only clear space you can find on his workbench and say goodbye to the alchemist.
"Come back in a week," the old says, settling down to watch the burial site with a large crossbow across his lap. "Should be done with this lot by then," he adds.
This card's token is now yours.

IRON HUNGER VII - STRATEGY
Nothing to do, you just need to listen. (read)

You return to the hut of the strange old alchemist. Wlaking in the front door, you find him crawling around on the floor trying to catch what appears to be a golden toad.
"Good to see you, lad!" the alchemist beams, lunging across the room with a bucket.
Having subdued the creature, he proceeds to sit on the bucket.
"I manage to crack it this time!" Try taking this potion."
He hands you a potion and watches expectantly as you drink it.
"All of your other Ore should now be turned to gold!"
"Hmmm.. wait. That means I've turned one rare mineral into another. That doesn't help me at all! This ore is worthless! I'm done with it!"
You leave the alchemist to his other experiments and continue your journey.
This card's token is now yours.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=650575160
Iron Hunger - Metal Mogul

Metal Mogul
Possess 300 or more Ore.


METAL MOGUL - STRATEGY
This can be made through the Endless mode or Story mode.

You need to have 300 ores to get the achievement. It does take time but you can easily be done if you are good enough. Metal Ore as well as Holy Forge encounter will respectively give you 75 Iron ores and 9 Iron ores. If field of poppies is in the same area than the Metal Ore, you can have two encounters. As you begin, try to always smelt the new items. Always try to get more equipments to smelt and gold coins to buy new stuff to smelt.

If you have a death game over, don't worry you can still use the escape key and choose "Quit the game", after that restart the game and you'll be back just before engaging the encounter that killed you. You just can't avoid stavartion ! Mostly fights and chance cards events.

The fastest way, but you need to make many attempts, is to play through the story mode using all the helpful tips of "UpgradePolecat" Metal Mogul Guide here :

http://www.trueachievements.com/a205936/metal-mogul-achievement.htm
Curse of the Lion Prince
The Lion Prince
Complete all Curse of the Lion Prince encounters.
(3 encounters)




Weak, but becomes stronger through battle.

RULE CHANGES
Max Health
Start with low max health, but increases with each defeated enemy (up to a max of 200).

BEGIN CHANGES
Lion Prince Helm
Health gain from eating is increased as your health gets lower.




TEST OF PRIDE I - STRATEGY
You need to get your max health higher, it appears that you need to be around the max possible of 200. For this encounter you may not need to have also your health filled up but only your max health. So you need to kill around 80 foes for 2*80=160 max health to have 200. This is easily doable in the story mode as it will be faster. Build your deck with fights and max health encounters to easily get around 200. Choose King of Plague Chapter.

Despite having rested in safety you're suddenly awoken and surrounded by the Pride Council, the eldest of your kin lead all of you towards reclaiming this land from the beasts.
"We sent you out into the wild to see if you could grow into a strong member of our pride, now you will bu judged. With every kill you've mde you grow stronger but are you strong enough?"
The Pride Council sit in judgement of you.
Without the required max health
"Woe be upon you. YOu are not yet fit for our pride. When we next meet, it would benefit you to have hunted more of the prey that infest this land."
After the judging, the leaders addresses you "The strengh of the pride is the lion and the strengh of the lion is the pride." The council disappear as suddenly as they appeared.
With the required max health
"Praise to you. You grow strong but this is only your first test. We shall be visiting with you again."
This card's token is now yours.

TEST OF PRIDE II - STRATEGY
You need to get both your health and max health higher, it appears that you need to be around the max possible of 200. For this encounter you need to have both your health and max heath filled up. So you need to kill around 80 foes for 2*80=160 max health to have 200. This is easily doable in the story mode as it will be faster. Build your deck with fights and max health encounters to easily get around 200. Choose King of Plague Chapter.


Out of the darkness you hear a voice.
"The strengh of the pride is the lion..."
The air is quiet expectantly so...
1) "and we must grow stronger."
2) "and the strengh of the lion is the pride."
3) remain silent.
2) "and the strengh of the lion is the pride."
Without the the required health and max health
"You lack the strengh to walk among us. This land is fertile hunting ground. We suggest that you hunt more vigorously."
After the judging, the Pride Council regress into the shadows.
With the the required health and max health
Everyone of your preys grows your strengh but we must ensure that you will help, not hinder, the pride."
The Pride Council sit in judgement of you.
"Praise be to you. You grow strong but this is only the first test. We shall be visiting with you again."
This card's token is now yours.

TEST OF PRIDE III - STRATEGY
You need to get ride of your curses and get both your health and max health higher, it appears that you need to be around the max possible of 200. For this encounter you need to have both your health and max heath filled up. So you need to kill around 80 foes for 2*80=160 max health to have 200. This is easily doable in the story mode as it will be faster. Build your deck with fights and max health encounters to easily get around 200 AND with the Soul Gem encounter. Keep 5 foods for this encounter and only use the last choice to get ride randomly of a curse for your food. Choose Queen of Scale Chapter as you only have one curse, so use the Soul Gem encounter or the Priest shop (300 gold to remove) or Healer (400 gold to remove). So also save gold in case you can save enough and meet the priest or the healer. With 180 health filled, you can have it, assuming you don't have any curse.

Before you can see them, you sense the Pride Council arrive.
"This is the final time we shall judge you as a trialee, if you are ready then you shall join us soon. Do you sit now to be judged?"
1) Prepare to be judged.
2) Postpone your judgment.
1) Prepare to be judged.
The Pride Council sit in judgement of you.
You have curse(s)
"You are strong but you are burdened by curses, removes those impediments and you will be ready to join the pride."
You have no curse and your health is filled up
"Praise to you. You grow strong but this is only your first test. We shall be visiting with you again."
This card's token is now yours.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=650574864
Explorer's Gift
Explorer
Complete all Explorer's Gift encounters.
(3 encounters)




Great at exploring.

RULE CHANGES
Armour
Can't wear heavy armour.
Eating
Moving over completed encounter cards costs no food.

BEGIN CHANGES
Explorer's Helmet
Reveals stairs encounter upon entrering a level, and grants a gold bonus for revealing every encounter on a level.


LOST ISLAND I - STRATEGY
You just need to save 40 gold for this encounter and to beat bandits, sounds easy ?

To start the preparations of your trip to find the lost island then you need put up some gold for supplies and equipment.
1) Pay 40 gold.
2) Don't pay.
1) Pay 40 gold.
You pay the gold to get everything ready for your trip.
Thanks to the gold, the preparations are going well until it appears that some bandits are showing an interest in your ship.
The dealer drwas you 2 Monster Cards.
It's unclear if it's the gold or the rumours of the islands treasures that have lured them but they are trying to take control of your ship.
Success.
With the Bandits dealt with, there's nothing stopping you from setting sail.
This card's token is now yours.

LOST ISLAND II - STRATEGY
You just need to made the right choices, have 25 gold and have luck for the first week. The choices are : Sail around the storm, Ignore them, Offer them 25 gold.
You've set sail for the lost island, you estimate that if it well take about three weeks to get there.

The first weeks sailing is going well until your route is set to collide with that of a raging sea storm, What do you do ?
1) Sail into the storm.
Chance cards event :
1 Success, 3 Failures
Success
You tackle the storm head on and pass through it relatively quickly.
You make good progress.
Failure
Your ship is bruised and battered by the storm. Supplies and men are lost overboard.
Your progress is slowed significantly.
2) Sail around the storm.
Chance cards event :
2 Successes, 2 Failures
Success
You sail around the worst of the storm and suffer only a minor buffeting.
You make progress.
Failure
The storm changes direction towards you. Stuck in it's path you suffer a terrible battering.
Your progress is slowed significantly.
3) Hold Anchor.
Chance cards event :
3 Successes, 1 Failure
Success
You hold anchor while the storm passes in front of you.
Your progress is slowed.
Failure
The storm changes direction towards you.
Your progress is slowed significantly.

During the second week you come across survivors, floating on the remains of their wrecked ship. What do you do ?
1) Take them on board.
You spend a whole day helping sailors out of the water, they join your crew for the trip.
Your progress is slowed.
2) Share with them food and supplies from the ship.
You use supplies from your ship to help the survivors lash together a raft that can see them to safety and you give them food to sustain them.
Your progress is slowed.
3) Give them 10 food from your inventory.
You apologise that you cannot jeopordise your trip, you offer them a share of your own food to help them survive.
You make progress. Lose 10 food.
4) Ignore them.
You sail straight past the shipwreck, paying them no mind.
You make good progress.

The third week of your trip brings mutiny amongst the crew, some believe the island doesn't exist, that you've led them on a fool's errand.
1) Discuss the island with your crew.
You try to calm the crew by talking about the trip and the treasures of the island that await.
Chance cards event :
2 Successes, 2 Failures
Success
The crew appreciate the stories of the island and riches you hope to find.
You make good progress.
Failure
The crew care not for your stories of mystical islands and make believe wealth. You sail the ship almost single handedly.
Your progress is significantly slowed.
2) Confront the mutineers.
You challenge the crew to challenge you directly if they are unhappy.
Chance cards event :
1 Huge Success, 3 Failures
Huge Success
The crew are intimidated by your aggressive stance and stand down.
You make good progress.
Failure
The crew take you up on your challenge.
Draw 2 Monster cards.
Fighting success
After dealing with the mutineers you are left with only a skeleton crew.
Your progress is slowed significantly.
3) Offer them 25 gold.
You increase the crew's wages to settle them down, they seem much happier.
You made good progress.
Not enough progress 1
Your search for the island goes longer than you have supplies for, you abandon your journey, drifting ashore depleted and exhausted.
Eat 5 food.
Not enough progress 2
Despite your best efforts you can't find the Lost Island, you turn and head for home.
Enough Progress
You finally make a landfall on the Lost Island.
This card's token is now yours.

LOST ISLAND II - STRATEGY
You just need to fight for this one.






You arrive on the Lost Island to find that while you maybe be the first to discover it, the Lost Island is not unpopulated.
The dealer draws you 2 Monster Cards.
Success
You have discovered the Lost Island and established yourself as an Explorer. This island abounds with resources, you fill the ship as best you can and return home.
This card's token is now yours.





https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=651761331
Merchant Guard
Merchant's Saviour
Complete all Merchant Guard encounters.
(3 encounters)


Must visit every shop, and will be ambushed more often.
RULE CHANGES
Reveal Merchants
Merchants are always revealed when you enter a level.
Ambush Curse
Leaving a level with ambushes uncountered causes you to be cursed.
Reduced Prices
Shops always offer reduced prices.
Shop Combat
You will always be ambushed at the Tinker, Shop, and Jeweller.

BEGIN CHANGES
Merchant's Guard Helm
Killing bandits camped at shops gives a bonus to gold gained from selling an item.

MERCHANT IN DISTRESS I - STRATEGY
You need to do a small fight, made the good choice and be lucky enough ! I strongly suggest you to play in story mode with the Clairvoyant Helm in your deck. Try to get one or both of Clairvoyant Helm and Guardian Angel blessing. If you fail, before the game-over screen fade away you can use this tip : Escape / Start -> Quit -> Yes, then restart the game and you have just back in front of this encounter.

Merchants along this road have been under sustained attack from bandits, having been sent to investigate you arrive too late at the latest attack.
By the time you arrive, treasure goblins are already looting the place.
3 of GOBLINS
Success
You find that marchant barely survived the attack and is badly wounded. He couchs up blood as he talks.
"Please, send for help! There's a town not so far from here. Their healer can help me..."
What do you do ?
1) Go for help.
You travel to the nearest town and retrieve their healer but return too late, the crows have already started feeding when you return.
2) Question the merchant more.
Chance cards event :
1 Success, 3 Failures
Failure
"It was dark and they attacked from the shadows, I don't know what I can tell you..." His voice trails off as he appears to have used the last of his strength.
Success
"It all happened so fast, they mostly looked like men but i swear one of them looked a giant rat. I'm losing my mind to breath." the merchant slips from consciousness.
This isn't the first tale you heard of the 'Rat Bandit'. Fingers crossed, when the next attack happens, you'll know what to look for.
This card's token is now yours.

MERCHANT IN DISTRESS II - STRATEGY
You need to do a fight, and be very lucky ! I strongly suggest you to play in story mode with the Clairvoyant Helm in your deck. Try to get one or both of Clairvoyant Helm and Guardian Angel blessing. If you fail, before the game-over screen fade away you can use this tip : Escape / Start -> Quit -> Yes, then restart the game and you have just back in front of this encounter. And if needed, rinse and repeat.

After weeks of following merchants from the shadows, you finally ctach an attack in progress.
You could swear that through the darkness you can see a giant rat creeping along with the bandits.
While the bandits continue towards the unaware merchant, the 'Rat Bandit' sniffs the air for a moment before disappearing into the night.
The dealer draws you 2 monster cards.
Combat Success
With the attack on the merchant prevented, you notice one of the bandits who hasn't yet died from your assault. What do you do ?
1) Put him out of his misery.
A swift blow to the head is all it takes.
2) Ask him about his gang.
Chance cards event :
2 Successes, 1 Huge Success, 1 Failure
Failure
The bandit speaks in a foreign language before smiling at you as life slips from his eyes.
Draw 1 curse card.
Success
"Death from you holds no fear for me. I have served the Rat King and will be reborn when the plague sends your kind to the grave."
Huge Success
He squeals in pain "Alright, I'll tell you, just let me die peace. We're holed up in a cavern in the mountains." He points you towards their hideout.
This card's token is now yours.

MERCHANT IN DISTRESS III - STRATEGY
You need to do 2 fights, the irst one is easy but the second one is tougher so be prepared ! If you fail, before the game-over screen fade away you can use this tip : Escape / Start -> Quit -> Yes, then restart the game and you have just back in front of this encounter. And if needed, rinse and repeat.



You head towards the cavern that the wounded bandit told you about. When you enter it appears that all the bandits are praying towards a bandit dressed as a giant rat.
The dealer draws you 1 Monster Card.
Combat success
As you get closer you realise that it isn't a bandit at all, it's a Rat King! He's obviously been using the bandits to hide his intentions.
The dealer draws King of Dust and King of Plague.
Combat success
As the dust settles from the brawl you realise that the Rat King is nowhere to be seen. This probably isn't the last time the Rat King will try this plan.
This card's token is now yours.

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=651760323
Hoarder's Desire
Never Enough
Complete all Merchant Guard encounters.
(3 encounters)



Grows stronger the more you carry.

RULE CHANGES

Hoarding Strength
The more spare equipment in your hoard the more health you have.
Hoarding Power
You do more damage in combat when you have more spare equipment.

BEGIN CHANGES
Hoarder's Desire helm
Increased damage against Goblins and increased spoils when they're around.


TREASURE TROVE ENCOUNTERS - STRATEGY
You need to replace your starting equipment for a better one, adding also gloves. You also need to have your Hoarder's helm equipped. Then you need to give all your stuff to the goblin for each encounter.


As you explore some caves your helm seems to guide you towards a secret entrance that would have otherwise gone unoticed.
As soon as you enter this second cave you are greeted by a goblin who is visibly surprised to see anyone other than their own kind.
"Think you could just walk in here and take, take, take with your huge grubby hands did you? I've no idea how you found us here but you must first give before you can take."
"Give us all the gear you've got on you and maybe we'll allow you to come back here one day."
Give the goblin all of your equipment?
1) Give all your equipment.
If your equipment is the starting gears
The goblin snorts in disgust "This stuff is so basic it would just be wasting space. Get out of here and stop wasting my time."
If your equipment is good enough
The goblin looks over your equipment.
"Many thanks, this will add to our collection nicely. See you again sometime."
This card's token is now yours.
2) Keep all your equipment.
You keep your equipment to yourself.
"That's typical of you lot, always keep all your shinies to yourself, shove off then."

As you explore some caves your helm seems to guide you towards a secret entrance that would have otherwise gone unoticed.
As soon as you enter this second cave you are greeted by a goblin who is visibly surprised to see anyone other than their own kind.
"Think you could just walk in here and take, take, take with your huge grubby hands did you? I've no idea how you found us here but you must first give before you can take."
"Give us all the gear you've got on you and maybe we'll allow you to come back here one day."
Give the goblin all of your equipment?
1) Give all your equipment.
If your equipment is the starting gears
The goblin snorts in disgust "This stuff is so basic it would just be wasting space. Get out of here and stop wasting my time."
If your equipment is good enough
The goblin looks over your equipment.
"Many thanks, this will add to our collection nicely. See you again sometime."
This card's token is now yours.
2) Keep all your equipment.
You keep your equipment to yourself.
"That's typical of you lot, always keep all your shinies to yourself, shove off then."

As you explore some caves your helm seems to guide you towards a secret entrance that would have otherwise gone unoticed.
As soon as you enter this second cave you are greeted by a goblin who is visibly surprised to see anyone other than their own kind.
"Think you could just walk in here and take, take, take with your huge grubby hands did you? I've no idea how you found us here but you must first give before you can take."
"Give us all the gear you've got on you and maybe we'll allow you to come back here one day."
Give the goblin all of your equipment?
1) Give all your equipment.
If your equipment is the starting gears
The goblin snorts in disgust "This stuff is so basic it would just be wasting space. Get out of here and stop wasting my time."
If your equipment is good enough
The goblin looks over your equipment.
"Many thanks, this will add to our collection nicely. See you again sometime."
This card's token is now yours.
2) Keep all your equipment.
You keep your equipment to yourself.
"That's typical of you lot, always keep all your shinies to yourself, shove off then."

https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=651760764
Monk 1/2
Holy Champion
Complete all Monk encounters.
(4 encounters)




Equipped to fight the undead, forgoes material wealth.

RULE CHANGES

Forsaken Wealth
Gold gain cards have no effect.
Crusade Rewards
You are rewarded for slaying undead.

BEGIN CHANGES
Monk Helm
Gain health on gaining a blessing.



HOLY QUEST I - STRATEGY
You just need to listen. (read)






The warrior monks have always protected the town of Rodero from the undead scourge that surrounds it. Since the arrival of a new blighted royal family, the town has been under renewed and almost constant attack.
The abbot meets you on the outskirts of town.
"I fear that during tonight's attack, a member of the undead royal court will be in the next attack. We'll need you there to help and defend the town."
This card's token is now yours.




HOLY QUEST II - STRATEGY
Make a good fight and listen. (read)

As night breaks across the town of Rodero, you hear the omnious creaking and dragging of an undead horde.
The dealer draws you 1 Monster Card.
Leading the attack is a Jack of Skulls.
The dealer draws you 1 Jack of Skulls.
Combat success
Choose one of the three gain cards.
You stand surrounded by the bones of both your mortal ennemies and some of the townspeople you swore to protect.
Out of suffocating the gloom, the voice of the Skeleton King booms : "You brave fool, you can never truly kill what cannot die. When the history of our empire is written, this place will baerly be a footnote."
You return to your cloister, once more weary from battle, but you are met by the abbot. "We cannot hold Rodero or our abbey any longer. Our only hope is to attack them where they live, in the crypts below us."
"The scribes say that we can break their hold on this place, but we must kill the King, and he stays hidden deep within the tombs. The tomb of our Saint Rodero holds a map of the crypts. Find it, and we may be able to find where the King hides himself."
This card's token is now yours.

HOLY QUEST III - STRATEGY
For this one you need to be very lucky or if you aren't you'll need to fight undead until you succeed. I strongely suggest you to have the Clairvoyant Helm and/or Guardian Angel as it may save you a lot of fights. Also the Skeleton King's Shield would be wise as it kill the undeads in one bash.

You enter the tomb of Saint Rodero, the monk who founded the town to stop the undead prospering. You search the tomb for stone tablets that will lead you to the Skeleton King.
You must search the tome for the maps to the crypts below.
Chance cards event :
3 Failures, 1 Huge Failure
Failure
You search leaves you empty handed but there are still many places to be searched.
Huge Failure
????????????????

{point 1}
You assess your surroundings before deciding what to do next.
Continuing to search may attract the undead.

1) You search the tomb.
Chance cards event :
1 Huge Success, 2 Failures, 1 Huge Failure

Failure
You have yet find the map but you also remain alone in the tomb.
{Return to point 1}

Huge failure
You cannot locate the map and the undead occupants have become aware of your search.
The dealer draws you 2 Monster Cards.
Combat Success
While searching through rubble, you inadvertently knock loose a decrepit statue of your patron saint. It fail on top of you. Aside from the crushing pain, this has alerted the undead to your presence.
The dealer draws you 1 Health Pain Card.
The dealer draws you 1 Monster Card.
{Return to point 1}

Huge success
Beneath a smashed altar and carefully wrapped in a long dead warriors cloak, you find the stone tablet map of the crypts below.
As soon as you touch the tablet, you hear a piercing scream ring out that echoes through the crypt. It sounds like the Skeleton Queen want to prevent you from hiding her King's hiding place.
The dealer draws 1 Queen of Skulls and 4 of Skulls.
Combat success
You make your way to the tomb exit when the Skeleton King's voice booms out once again : "You think a map will allow you to best? Perhaps you are more foolish than brave."
This card's token is now yours.

2) Leave.
Ends encounter.
Monk 2/2
HOLY QUEST IV - STRATEGY
For this one you need to be very lucky. I strongely suggest you to have the Clairvoyant Helm and/or Guardian Angel as it may save you a lot of time. Also the Skeleton King's Shield would be wise too. You need to have a Huge Success on the first attempt ! So use my main tip to start again at the beginning of the encounter if needed.

The abbot meets with you at the entrance to the maze of crypts below the town of Rodero.
"We don't know exactly where the Skeleton King is located. We will have to work through the options over time. Today we'll try here." he says pointing to an area on the crypts on the map you recovered.

{point 1}
You attempt to decipher the map and find the Skeleton King's location.
Chance cards event :
1 Huge Success, 2 Failures, 1 Huge Failure

Failure
You find the crypt you're searching for but the Skeleton King isn't here...
{point 1}

If too many failures
You find the crypt you're searching for but the Skeleton King isn't here...
{point 2}

Huge Failure
While clambering up the remains of a collasped wall, you slip and fall. Your attempts to steady yourself instead bring down an avalanche of stone upon you.
The dealer draws you 1 Health Pain Card.
You are trapped for many hours, or days you cannot tell, while you excavate yourself from beneath the rubble. Clearing the last of the rubble weighing you down, you reveal a weapon. Unfortunately it's lodged in you sternum.
Draw 1 Weapon Card.
The dealer draws you 1 Health Pain Card.
You struggle to find you way back to the surface. YOu consume extra food as you work your way to safety.

Huge Success
You descend into a large underground crypt. As soon as you enter, you realise that you've found the lair of the Skeleton King and he has his court with him.
The dealer draws you 1 Jack of Skulls, 1 Queen of Skulls, 1 King of Skulls.
Combat success
You eagerly return to town to notify the abbot of your success.
"You have held your oath strongly and set an example for us all to follow. The town is safe for now but, we shall always need to beware the evil that lurks here."
This card's token is now yours.

Huge Failure
While searching for the crypt described on the map, you become lost.
{point 2}

Success
You struggle your way back to the surface. You consume extra food as you work your way to safety.

{point 2}
Chance cards event :
1 Success, 2 Failures, 1 Huge Failure

Failure
One misplaced footstep is all it takes to send you tumbling down a hole and into darkness.
Draw 2 Pain Cards.
You struggle your way back to the surface. You consume extra food as you work your way to safety.

Huge Failure
You struggle for days to find a way out of the crypts. You would have never made it out if the abbot hadn't sent people in search for you.
The dealer draws you 3 Pain Cards.

Success
While you don't find the Skeleton King you do find some worthwhile treasure.
The dealer draws you 1 Gain Card.
You struggle your way back to the surface. You consume extra food as you work your way to safety.

HOLY QUEST - REWARDS

Holy Quest - Encounter Card
Monk helm - Equipment Card
Credits
The credits for Nomad Desert I goes to Newmatic and his "Hand of Fate Part 22 - Nomad Fate : The Nomad Desert and the King of Dust." youtube video.
The credits for Nomad Desert IIto III goes to the handoffate.gamepedia.com website.
The credits for the prerequisite for Test of Pride I to III goes to the handoffate.gamepedia.com website.
The credits for Lost Island II goes to the handoffate.gamepedia.com website.
Some credits for Treasure Trove I to II goes to the handoffate.gamepedia.com website.
A little credit for Merchant In Distress II goes to the handoffate.gamepedia.com website.
Some credits for Holy Quest III to IV goes to the handoffate.gamepedia.com website.
All the story credits for obtaining Metal Mogul achievement goes to the related achievement guide here : http://www.trueachievements.com/a205936/metal-mogul-achievement.htm
8 Comments
Menace123  [author] 10 Jul, 2019 @ 10:39am 
For this gamepedia is your friend :
https://handoffate.gamepedia.com/Guild_Master%27s_Ring
Jon.Topps 9 Jul, 2019 @ 9:37pm 
How do you get the guild master's ring? I've gotten the encounter a ton of times, never seen anything that would hint at how to actually get the ring.
crickit90 26 Sep, 2017 @ 11:44am 
Thanks for this. The nomad's was really holding me back.
Menace123  [author] 24 Apr, 2016 @ 8:45am 
Now you know it, well if you're stuck with it you can still have a look at http://handoffate.gamepedia.com . I recognize that some encounters are tough, especially getting the skeleton armor set. You can use some usefuls tips from the other character's fate too.
Azex 24 Apr, 2016 @ 7:22am 
oh okay fair enough. I thought all the characters came with the DLC
Menace123  [author] 24 Apr, 2016 @ 2:28am 
Because it's in the base game and not in the DLC. And I started making this guide after having completed haf of the Warlord's encounters.
Azex 23 Apr, 2016 @ 8:41pm 
Just wondering why you left out the Warlord's encounter cards?
Menace123  [author] 26 Mar, 2016 @ 3:52am 
I'm proud to say that I've finished the whole guide ! Some parts need some improvements but it's enough to help a lot in your quests ! :hugdeity: