Fate Hunters

Fate Hunters

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100% Achievements and More
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How to achieve success in Fate Hunters.
   
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Introduction
This guide is a work in progress. Last updated January 26th, 2025.
Important Terms
I think it is beneficial to understand the terms below before delving into Fate Hunters. This is not an exhaustive list even though it may feel like it. Feel free to skip this section if you are familiar with action economy, deck builders, or RPGs.

Banish - Remove a foe from the battle. You do not gain experience for their defeat.

Cannot draw - After you play a card with this effect, you cannot draw additional cards.

Choose one - These cards have two effects, and you choose one to resolve. Read them carefully as some choices may have negative effects attached.

Creature - A foe.

Dead - Reducing a hero or creature to zero HP (even temporarily)

Delve - Select one card from among three choices to add to your deck or hand.

Discard - Send a card from your hand to the discard pile. Some cards specify to discard from the draw pile. If your hand is empty/does not have sufficient cards, there will be no or reduced effect. If the draw pile is specified and it does not have sufficient cards, the discard effect will completely resolve. Once the draw pile has zero cards remaining, the discard pile will be shuffled and added to the draw pile for the effect to continue. All cards in hand are discarded at the end of a turn.

Draw - Draw additional cards from the draw pile. Once the draw pile has zero cards remaining, the discard pile will be shuffled and added to the draw pile for the effect to continue. By default, five cards are drawn at the start of a turn.

Enchanted - The effect of this card occurs if discarded.

Endurance - This foe cannot have their attack reduced or be stunned.

Entomb - When an enemy with this ability becomes dead, the following text resolves.

Ethereal - Weapon cards are reduced to damage one when they target this foe.

Exactly - Cannot be effected by increase or reduce.

Exile - Remove a card in your deck from the game.

Experience - Gained from playing cards and defeating enemies. Upon gaining sufficient experience, level up.

Fewer - redundant, see reduce.

Hero - Your character.

Heroic Skill - A subtype of skill card.

Increase - A flat increase to a value.

Item - A type of card.

Last Word - Takes effect if this card is the last card in hand when played.

Legendary - A subtype of weapon card.

Level up - Delve for a new skill card. You may choose to skip resolving this effect. The maximum level is 20. At levels 5, 10, 15, and 20, delve for a new heroic skill card.

Limited - A card with this name can only be resolved once per turn.

One Use - This card is exiled when played.

Permanent - This card cannot be exiled.

Potion - A subtype of item card.

Rage - A resource and a type of card.

Random - This effect is resolved independently of player choice

Reduce - Subtract this value from a target value or reduce a value to an exact value. Usually reduces to zero or one. Values reduced to negative numbers will not have an inverse effect.

Replacement Effect - When resolving a base effect replace it with a substitution. Replacement effects do not replace each other or ineligible effects. If you cannot draw, you cannot replace drawing a card with another effect.

Reserve - Prevents this card from being discarded at the end of turn.

Restore HP - Heal a value of HP up to your maximum HP.

Shield - An effect that prevents one instance of damage.

Silence - Treat a creature's ability text as blank.

Skill - A type of card.

Slow - A foe ability that prevents a creature from attacking during the first turn they participate in the combat.

Stun - An effect that prevents a foe from taking its next action.

Summon - Adds the listed foes to the battle. Summoned foes do not grant experience.

Tarot - A type of card.

Treasure - A subtype of card.

Weapon - A type of card.

X value - A value based on set criteria.
Characters/Classes
There are five options available in Fate Hunters. You can complete all achievements having only played one of them. Fate Hunters benefits from a card library that is fully unlocked (but not complete) from the main menu. Each class begins with a unique set of skills and has access to purchase different starting items to assist them in their ascent through a tower. I strongly recommend not leveling up until after the first floor is completed. With a good starting tarot card, like "The Tower" or "The Lovers" you can accelerate your preferred build. The "Infernal Contract" is a great way to exile all your starting (trash) skills. A base description of each option is provided below and more will follow after the achievements section:

The Inquisitor
The base unlocked character/class. Highest starting health (18), good access to healing, card draw, skill synergies.

The Arcanist
Unlocked with 100 gold. Lowest starting Health (15), high damage potential, skill and weapon synergies.

The Raider
Unlocked by defeating the Raider. Moderate starting health (17), access to card removal (Exile), sustainable (soul stones).

The Berserker
Unlocked with 300 gold. Highest starting health (18), critical strike synergy, other card synergy, rage mechanic.

The Spy
Unlocked with 300 gold. Moderate starting health (16), access to all other character/class skills.
Achievements
The achievements below are listed by community completion as of January 2025. It will provide you with a loose idea of the difficulty to unlock them, but I have also added my unlock date because these can and likely will be completed in a random order. Overall, achieving 100% in Fate Hunters is easy with a little tedium.

Cursed (January 11th)
Play the cursed card 25 times.
Notes: It's very easy to build an Inquisitor with "Cursed" synergy. The tarot card "The Devil" will turn cursed cards into a draw engine. "Philosopher's Stone" and "Cursed Sword" will reliably add "Cursed" to your discard pile. "Act of Faith" and "Nemesis" both benefit from this build.

Curious (January 12th)
Go through 50 special rooms.
Notes: I recommend entering every special room you can. Many achievements are tied to these random encounters.

What's in the bag??? (January 21st)
Kill the Junkman.
Notes: A special room random encounter. You must be able to defeat the Junkman in one turn. This is easy.

Armourer (January 19th)
Upgrade 10 weapon cards.
Notes: A special room random encounter. Spend treasure to upgrade non-legendary, non-skill weapons. This is easy.

Greed (January 11th)
Leave a tower with 200 or more gold.
Notes: Escape by any means with 200 treasure value (after relevant multipliers). This is easy.

Fate hunter (January 12th)
Kill the Master.
Notes: Defeat level six of a tower. This is easy.

What's in the chest??? (January 24th)
Kill 10 mimics.
Notes: This required about forty hours. Open. Every. Chest. During. Combat. This is tedious.

Shopaholic (January 21st)
Buy 20 cards from the merchant.
Notes: A special room random encounter. Delve for items by exiling treasure. This is often a good, but unnecessary exchange. This is easy.

Adventurer (January 12th)
Play adventurer card 50 times.
Notes: There is never a reason to not play "Adventurer". You may delve, summon a dragon, a troll or three hounds, but I still think the risk is minor compared to the benefits. This is easy.

Giant slayer (January 21st)
Kill all bosses.
Notes: This required about thirty hours. I expected it to take longer because I read discussions about people spending hundreds of hours for it to unlock. This is tedious.

Collector (January 23rd)
Buy all cards in collection.
Notes: "Adventurer" and a rigorous draw engine can exploit infinite treasure after defeating a boss. This is tedious.
The Inquisitor


The base and possibly best option. The Inquisitor excels at everything. They have access to card draw, discards, high damage, the best healing, and with starting health of 18 they can survive more punishment. Their starting skills includes four copies of "Punch", possibly the worst skill for damage output at one damage. However, no class has the option to add "Punch" on level-up, so just exile these to avoid choking your engine.

Inquisitor skill cards I feel deserve special recognition are listed below:

"Preacher" is the best skill for cycling through your deck. Your hand size will stay the same, but play one, draw three, discard two means you get to filter your deck for the strongest cards available. Take as many copies as you can.

"Iron Will" is probably the best healing skill. Heal one X times cannot be reduced in any way. It has synergy with "Preacher" (see above) and many other optimal cards. I find one copy is enough.

"Sanctuary" makes Last Word effects trigger for the remainder of the turn, that's the part that matters. It also Restores 2 HP. I find two copies helps.

"Inner Power" has low damage, but the Last Word effect is to draw any cards you discarded this turn. It has synergies with "Preacher" (see above) and many other optimal cards. If you are preparing to shuffle the discard pile, play this card with Last Word to filter as many cards as you can. I find two copies helps.

"Act of Faith" makes all cards that would damage yourself heal instead. This makes "Righteous Wrath" not just the highest damage single effect, but also a self heal. I find one copy is enough.

"Nemesis" is a potent damage card. It is effective against ethereal creatures. It deals 3 damage for every point of damage you have suffered, so it has synergy with "Righteous Wrath". While the damage is assigned randomly, it will not be assigned to a creature it has already defeated. I find one copy is enough.

"Celestial Arrows" is a potent damage card. It is effective against ethereal creatures. It deals 6 damage for every card discarded, so it has synergy with "Preacher" (see above) and many other optimal cards. I find one copy is enough.









The Arcanist


The easiest to unlock and my favorite option. The Arcanist is a glass cannon. They have access to card draw, card tutor, experience skills, the highest damage, and some powerful choose one skills with healing, but with starting health of 15 they can die instantly from a bad match-up. Their starting skills includes one "Thunder Hammer" and two "Fireball", which can easily defeat the first floor without leveling up.

Arcanist skill cards I feel deserve special recognition are listed below:

"Molten Lance" is a good skill for cycling through your deck. It will draw all copies of "Molten Lance from the draw pile when played. It counts as a weapon card and has random damage. These are both positives for the Arcanist. Take as many copies as you can.*

"Magic Missile" is one of the highest potential damage cards available, and it easily defeats creatures with shield. It deals one damage, then X damage to a target creature. Take as many copies as you can.*

*This recommendation is exclusive. Spoiler videos below illustrate the efficacy of both of these skills.

"Duplicate" creates two copies of a skill and randomly adds them to the draw pile ("Magic Missile" or "Duplicate" are excellent choices) or three copies of a weapon ("Molten Lance" is my favorite option). It is One Use, so be prepared to save it when attempting a power build. I find three or four copies does not dilute the draw pile too significantly.

"Ancestral Vision" shuffles the discard pile into the draw and Restore 2 HP or can add three draws. Being able to control the timing of a shuffle has huge impact on consistent performance. I find two copies helps.

"Tutor" adds a specific card from the draw pile to your hand. This is not card draw. It also damages the hero for one HP. I find two copies helps. This card can cause you to die if used recklessly.

"Blade Flurry" makes me laugh when combined with "Molten Lance". It is the strongest damage combination in Fate Hunters, and it's almost always overkill. I find two copies helps.














The Raider
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The Berserker

The Spy

Heroic Skills
Items










Weapons




Tarot Cards




Other Cards