recursal/Fanatic-Fandom huggingface dataset:
Creatures

The creatures in Grave pose the largest threat to your life; they should be handled with caution.

## Creatures Revealed So Far

Every creature requires a different approach, and what can harm one may not be able to affect another. Unlike survival horror staples that use strength and speed as the main differences between enemy types, the creatures in Grave all interact uniquely with the items in your inventory, some having totally opposite or extremely unpredictable behavior.

### Strangers

The "standard" enemies of Grave, Strangers are hurt by light and are vulnerable to most types of attack. However, they stalk you unpredictably and can seemingly materialize out of the shadows. Listening for their scream is the best way to avoid deadly encounters.

### Progenitor

The Progenitor is invulnerable to most attacks, and emits a psychic pulse that damages your weapons and anyone who comes in contact. It only has one weak point but is fortunately a bit slower than the Strangers.

### Statues

These statues appear during the day and at night, but take on a sinister tone when it gets dark. They will rarely be seen moving, and will instead shift towards the player when they aren't looking. If the player is really careful to remain unnoticed, they might be able to catch a glimpse of the creatures coming to life.
Concept Art By Richard PartridgeConcept Art By Richard Partridge

### Lurkers

Lurkers are physically pained creatures who are extremely sensitive to light and sound. Unfortunately, while it hurts them, it doesn't really stop them. They will attack aggressively anything they hear making noise or see emitting light to ease their pain. The only way to defeat them is to overload their senses entirely or try to misdirect them.
Tank

Tanks are heavy mechanical land units. They have above average base  power while maintaining average  and ability to use roads to boost movement (unlike Mechs). Similarly to all mechanical units they receive a +25%  power bonus when stationed on plains and receive a -25%  power penalty when stationed on Mountains or in Forests.

### Trooper Types

* Avenger Tank
* Demolisher Tank
* Liberator Tank
Weapons

The weapons in Grave are typically unconventional and unique in that they use light to fight the monsters, as opposed to bullets or blades. As more weapons are announced, these items will get their own pages; for now, they will be collected here.

## Weapons Revealed So Far

### Matches

For lighting your way in a pinch or for starting fires

### Flashlights

Powerful focused beams can ward off creatures, but be careful. Some will be attracted to the light instead of hurt. Different types of flashlights will have varying effects.

### Gasoline

Use to power generators and create temporary fortresses, or pour on the ground and ignite the pools.

### Flashbangs/flares

Throw these for a quick reaction, either to lure enemies toward them or cause heavy damage.
Gameplay

The developers behind Grave have set out a clear feature and gameplay list; this list is included below from their Kickstarter.

## Gameplay Features

### Day and Night

Because Grave has a day and night progression, the game takes on a different feel for each time of day. During daytime, Grave is primarily an exploration and fortification experience.

Players can explore new regions that have cropped up during the night, gather resources and prepare for the dangers that await them in the darkness. The emotions connected to the rise and fall of the sun each day are crucial to the experience of Grave.

### Dynamic Choices

Grave is a game about choice and divergence. Almost every item, creature or location in Grave has at least two ways of interacting with it, to suit the gamer's play-style and desired experience.

Those who are interested in tense action can arm themselves with defensive weapons and trek out into the night. The more cautious player might fortify themselves in a safe place and attempt to wait out the night. Some may like exploring the many strange landscapes of Grave, while others will be very goal oriented and only stop when their supplies run short. It is important for the experience of Grave to be dynamic and fluctuating, so that the game presents unique opportunities at ever turn.

### Unpredictability

In Grave, the goal is to do everything we can to keep the player reactive and the experience fresh. If you think waiting out the night is always the best idea, you run the risk of not finding useful items that appear in the fleeting locations that exist each day. Every enemy and situation requires new reactions, and we are using procedural/random systems to keep the experience exciting.
Culix Robes

Culix Robes are pink and white robes with several cobalt sapphires set into the shoulders and the hems. A couple of feathers (white and pink) lace neatly around the bottom. You may notice the name. They indeed did belong to Culix himself, but have been duplicated so many times that no one wears the originals. A dark secret? Culix was buried wearing the full Culix set.
Skywatch gem

The Skywatch Elemental Gem is only obtained after completing the very hard cloud boss. There are 4 bosses you have to battle at one time with no healing. Estimated time, 1-3 hours.

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Tip: Try to level up your pets and then battle the monster. Also try using the powerful spell (like use snow on storm) to kill the clouds faster.

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Barracuda Watercraft

The **Barracuda Watercraft** is a heavy mechanical naval unit that belongs in Watercraft class. The Barracuda Watercraft is one of the 3 military naval units available. The Barracuda Watercraft is the cheapest naval unit available in game and can perform enormous degree of roles due to the its ability to equip most types of weapon.

*"Electric propulsion has been brought to the waters of Pandora, enabling traversal of both lake and ocean waves. Coupled with efficient solar collectors, small skirmish gunboats can travel unlimited distances with speed and efficiency."*

#### Base Attributes

+4  Power

+4  Movement

+2  Sight

+2  Upkeep

32  Production Cost

### Weapons

The **Barracuda Watercraft** is able to use most weapons in the game, apart from flamethrowers, snipers and some automatic weapons.
The World of Grave

The world of Grave is filled with dangers and pitfalls at every turn.

## The World

The world of Grave is a surrealist dreamscape inspired by the work of Salvador Dali. The world features an expansive wasteland with pockets of strange regions, artifacts and misplaced objects.

The landscape is defined by a desert, but many types of locations can materialize within it as the game progresses and as the days pass. Oasis-like pockets contain pieces from distant lands; chunks of cities, forests or wild west towns. These locations are like ripples in time, defying logic and placement.

Even the atmosphere can change in these pockets. It might be sweltering heat in the surrounding landscape, with a heavy rain falling on a chunk of city in the distance. Each pocket obeys its own laws, and the become more insane as the game progresses.
Hall of Champions

## Event

*Your journey takes you to an ancient doorway set into the side of a grassy hill. Venturing into the dark and musty passage you discover the legendary "Hall of Champions". Ancient myths tell of a time when the Empire was just forming, when demons and devils attempted to invade this realm and bring it to ruin. It is said that the ancient tomb walls list the names of the fallen warriors, those elite forces who stood at the gates of damnation and withstood the forces of evil and chaos.*

**View backer list**
*Inspired by their bravery and skill, you leave the tomb with fresh resolve.*

**Choose from 3 Gain cards.**
Helpful Priest

## Event 1

*You meet a wandering priest who greets you in a friendly manner.*
*"For a small share of your provisions, I will bless you in the name of the old gods."*
* 1) Give the priest half your food.

The amount of each type of cards changes during the game. Possibly it depends on number of blessings. Early in the game it is 3x Success, 1x Huge Success. Later in the game it can get down to: 1x Success, 3x Huge Failure.
* Huge success:

*He speaks in the language of the old religion for several minutes and then gently touches your forehead.*
*"It is done."*
**Draw 2 Blessing Cards.**
 **Acquire this card's token.**
* Success: *He says a few words in the language of the old religion and gently touches your forehead. "It is done."*

**Draw 1 Blessing Card.**
**Acquire this card's token.**
* Failure: *He begins to mumble some words, then seems to stop and think. He repeats this a few times, then gives up and walks away.*

**Draw 1 Curse Card.**
* Huge Failure: *He points at you and starts to chant strange words. You begin to feel sick and dizzy. Finally, he stops, saying, "I don't think I'm doing this right."*

**Draw 2 Curse Cards.**
* 2) Decline.

*"No, well I'm sure you won't need the help of the gods where you're going. Farewell!"*
## Event 2

This event is triggered when player has 6 or less food.

*You meet a wandering priest who greets you in a friendly manner.*
*"Are you Hungry? I can part with 3 of my meagre supplies for only 12 gold!"*
* 1) Accept.

*"Truly, the gods smile upon our meeting here this day." the priest says, as he takes your gold.*
**Lose 12 gold, gain 3 food.**
* 2) Decline.

*"No, well, best of luck to you, stranger. Farewell."*
## Event 3

*You look down on your luck. Here - have my lucky penny. Perhaps it will bring you greater fortune than it did me."* Gain 1 Gold.

## Event 4

*"You look like you've been in a bit of a scrap! Let me tend to those wounds while I pray for your soul."*

**Draw 1 Health Gain Card.**

## Token

*For dealing with the helpful priest, you receive:*

Encounter: Charity

Equipment: Healer's Ring

(DLC adds Gain Card: Health Potion +15 Health)
Indecent Arrival

## Event

*You are minding your own business in a local tavern when suddenly three masked men burst through the doors, grab a young man from the bar and manhandle him outside. One patron bursts out in protest but is quickly silenced by the solemn stares of all those around him.*

*"Leave them be, Garret. If it is his time, then it must be done."*

*Follow the masked attackers outside?*

* 1) Follow.

*You follow the masked men outside. Immediately, you are confronted by a large crowd, all wearing masks.*
*Their leader speaks to you. "Whoa there, stranger. I really would prefer that no outsider witness what we're about here. I know this may look like a godforsaken thing we do, but you have no idea of our troubles, so I'll ask you not to involve yourself. I will not ask twice. We have no time for objections."*
*The crowd turns and drags away the young man, their torches burning a mournful light into the distance. Once the light has faded from sight, you follow their path into the forest. You catch up with them and, to your surprise, they are gathered around a yawning portal that whirls with malicious portent.*
*Despite their disguises, it is obvious that none of the hooded figures relish the sight before them, and many are obviously distraught. The captive is carried to the portal atop the shoulders of six people, as though they were his coffin bearers and he already dead. The young man's struggles are subdued by bonds of rope.*
*Will you interrupt the ceremony?*
* 1) Interrupt.

*You burst forth from your hiding place and plead with the assembled crowd not to go through with whatever bizarre ritual they are engaged in but you gain no support.*
*Their leader eventually speaks above the crowd. "If this man is so adamant that one of our own should not be sent to the Underworld, then perhaps he should go himself!"*
*You are immediately seized by the crowd and pushed towards the portal. Try as you might, they are too strong for you and you cannot escape. You stumble and fall into the portal.*
*You fall to the ground with only a gentle jolt. You find yourself in a forest that bears a most striking resemblance to where you just were, but with two very significant differences: the crowd of masked onlookers are gone, and the sky burns with bright red flames.*
*Out of the sulphur and flames emerge foul hellbeasts.*
**Draw 4 of Hell**
(After combat) **Acquire card's token.**
* 2) Stay hidden.

*You remain hidden from view and can only watch as the villager is thrown into the portal. It errupts with light and sounf and then disappears completely. The assembled crowd bow their heads and return to town.*
* 2) Stay.

*You keep your seat and avoid raising suspicion*

## Token

*For venturing into the Underworld, you receive*

Encounter: Alicia in Underworld
Holy Patronage

## Event

*You return to the magnificent stone temple, home of the High Priestess.*

*"Our lady is not available for visitors today." a monk advises you, as you approach.*

*However, for a small gold donation, we may give your soul our blessing."*

**Choice:**
A) Donate (40,50, or 75) gold to the church.

*Wordlessly, the monk takes your gold, then his hands trace arcane gestures over your head and heart.*

**Pick 1 of 3 blessings**

**This token is now yours**

B) Leave

*The monks watch silently as you leave.*

## Event 2

If player has to many blessings (3?)

*You return to the magnificent stone temple, home of the High Priestess.*

*"Our church is closed for a private sermon today." a monk advises, as you approach. "Please return tomorrow."*

## Token

*For donating gold to the High Priestess' church, you receive:*

Equipment:Golden Mask

Health Tonic: +15 Max Health

Supplies: + 10 Food
Cards

A host of challenges and equipment wait to be discovered in the *Hand of Fate* world. As the player explores the world, he or she will face a variety of encounters, both good and bad. The player will come across a variety of weapons, artefacts, and armour to assist in their travels, but where the cards fall in the end is up to chance.

The weapons range from brute force apparatus to magical devices of destruction. Artefacts provide the player with special abilities that can be triggered during combat, while magical weapons have their own intrinsic powers. Armour ranges from pure defensive, to magically enhancing your abilities and attacks.

The guiding principle for Hand of Fate is that every piece of gear should be a game changer. There are no "Sword + 5% damage" instead there are weapons that become more powerful the weaker you get, shields that shoot fire when you block, artifacts that create a whirlwind of destruction, and many more. Discovering unique combinations of weapons, armour, and abilities is one of the keys to mastering Hand of Fate.
Noble Trader

## Event

**If you have a rare weapon:**

    *A nobleman approaches on a chariot, as you walk the streets of Steigal. He notices you and comes to a stop.*

    *"Greetings, mercenary! I am a collector of rare weapons and yours intrigues me. Would you part with it for gold?"*

    Choice:

        Sell your weapon to the nobleman.

            *"Splendid! I've never seen one of these."*

            *"Enjoy your new-found wealth!"*

            *The nobleman rides away.*

            **Draw 1-5 Gold Gain cards.**

            **Acquire card's token.**

        Decline.

            *"Disappointing, but my own fault, I suppose, for expecting to find a business-savvy peasant, hmm?"*

            *He rides away.*

**If you have a rare armor:**

    *A nobleman approaches on a chariot, as you walk the streets of Steigal. He notices you and comes to a stop.*

    *"You there - peasant! I wish to purchase your armour as a gift for my nephew. He is of similar build and enjoys a good scuffle on occasion."*

    Choice:

        Sell your armour to the nobleman.

            *The nobleman waits patiently as you take off your armour and then hand it to him.*

            *"He should appreciate this. Ahem, after I have had it cleaned, of course."*

            *"Enjoy your new-found wealth!"*

            *The nobleman rides away.*

            **Draw 1-4 Gold Gain Cards.**

            **Acquire card's token.**

        Decline.

            *"Disappointing, but my own fault, I suppose, for expecting to find a business-savvy peasant, hmm?"*

            *He rides away.*

**If you have a rare shield:**

    *A nobleman approaches on a chariot, as you walk the streets of Steigal. He notices you and comes to a stop.*

    *"Halt, commoner! Though battered and worn, your shield reminds me of one that I myself bore, as an adventurous young lad. I offer you gold for it."*

    Choice:

        Sell your shield to the nobleman.

            *The nobleman grasps your shield.*

            *"I remember the days when I would kill a dozen lizardmen before breakfast," he says, smiling fondly. You spend another hour listening to tales of his youth.*

            *"Enjoy your new-found wealth!"*

            *The nobleman rides away.*

            **Draw 1-4 Gold Gain Cards.**

            **Acquire card's token.**

        Decline.

            *"Disappointing, but my own fault, I suppose, for expecting to find a business-savvy peasant, hmm?"*

            *He rides away.*

**If you have none of the above:**

    *A nobleman passes you on the road in the town of Steigal, but casts little more than a glance at you.*

## Token

*For trading with the nobleman, you receive:*

**Encounter: The Lovers**
Nomad's Desert

## Event

*You arrive at the outskirts of a vast and bleak desert. The stories of a long lost ransom gold and treasure are alluring. Do you enter the desert?*

* 1) Enter the desert *You don't know what you're searching for or where it is but you know you must press on. What direction do you go in?* A sequence similar to Nomad's Desert 1 ensures. Several final destinations exist with different rewards.

2) Turn away
*You turn away from the desert and whatever spoils it may hold.*

## Outcomes

### Bandit Camp

*Amongst the vast desolation you somehow find the rotting remains of a bandit camp, you search for anything of value.*
*Among the ruins you find something valuable.*
**Draw 3 Gold Gain Cards**
**Draw 1 Equipment Gain Card**
*You've found everything worth taking.*
### Temple Ruins

*<text not recorded>*
**Draw 3 Gold Gain Cards**
**Draw 1 Equipment Gain Card**
**Draw 1 Equipment Card**
*You've found everything worth taking.*
### Caravan

*After traveling around the desert for what may be hours or days, you cannot tell, you come across a caravan of traders. You hitch a ride with them to safety away from the desert. You can still feel the pull of the desert behind you in the setting sun.*
No rewards.
### Leave

*You leave the desert behind, but with it you leave behind the hope that you can find the truth about why the desert calls to you.*
No rewards.
## Directions

Many paths are possible, and many destinations can be found at the end. The result is not static, but some may have more chance than others.
Master key

A mystery key found in only ⟨¤¤¤¤₵₮₫⟨₴×₢₫¼$₯₣ƒ¥⟩⟩ by completing the mass of land and finding the secret rooms hidden much further into the forest. The most quickest way to get it is by getting all the Fireflies that the Merchant needs (Go to the left and there is a merchant click on him and he will tell you to collect fireflies for him, you will need to collect five and he will give you the reward of the Master Key!
Dreadroot

The **Dreadroot** is a Pre-Hardmode sentry that is dropped by The Flaming Pumpkin. It summons a Fiery Pumpkin sentry that fires flaming seeds upwards periodically, inflicting On Fire! when hitting an enemy.

Its best Modifier is **Ruthless**. The **Mythical** modifier provides the widest array of stats bonuses, but these primarily affect the initial summon rather than the resulting minion. Additionally, Minions cannot deal critical hits. The only significant advantage a **Mythical** Dreadroot has over a **Ruthless** one is knockback.
Iron Hunger 1

## Event

*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 man exclaims from behind 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 that one of your nature normally consumes instead of food. "My payment will depend on how the experiments with the Ore go, but I'm sure it will be worth your while! I was once official alchemist of the King of Kadere!" "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.*

**Acquire card's token.**
Jack of Skulls

The **Jack of Skulls** is the second Court boss in *Hand of Fate*, as well as a Monster Card which can be encountered normally after his defeat.

## Lore

*Serving as captains to squads of lesser skeletons, these unholy abominations strike fear into the hearts of all warm-blooded folk. For until this fiend is defeated, their legions are, effectively, endless.*
## Jack of Skulls Court

* **Encounter deck size:** 12
* **Encounter Cards added:** 2x random Merchant Cards
* **Equipment deck size:** 12
* **Equipment cards added:** 3x Good Fortune food cards
* **Maximum stair count:** 2
* **Maximum encounter total:** 13

### Challenges

* 3 x 2 of Skulls
* 3 x Supplies

### Token unlocks

* 4 Encounter Cards

Queen of Dust
The Crucible
Desert Storm
Helpful Priest
* 4 Equipment Cards

Angel's Wing
Consuming Shame
Frost Fang
Helm of Reflection
## Jack of Skulls enemy

The Jack of Skulls is a larger-than-normal skeleton, armed with a sword and shield. He is accompanied by three other skeletons, two of which are armed with muskets, making them capable of unblockable ranged attacks. He behaves similar to ordinary skeletons, attacking and blocking as normal, but deals more damage than normal and has about twice as much health. When encountered as a court boss, he is accompanied by one additional card worth of monsters.

The Jack of Skulls is capable of resurrecting nearby defeated skeletons; he surrounds himself and the skeletons to be raised in a green glow. Multiple attacks are required to interrupt this ability.
Great Helm of Reinforcement

*This was a Gnomish invention, build from clasps and straps and odd pieces of metal scraps.*

## Description

This unique armor item upgrades the class of your armour, from Light to Medium, or from Medium to Heavy. According to the developers, it also upgrades Heavy armor to " a non-visible (though functional) category above "heavy"."

## Details

Buy value: $22

Sell value:
Cave Rescue

## Event

*Screams draw you to a nearby cave. Inside, you see a maiden being held captive by pirates.*
**Draw 2 Monster Cards.**
* *1) Attack the pirates!*

*The maiden quickly hides as the pirates prepare for battle.*
*You must fight for your life!*
You take the pirates' treasure.
**Draw 1-3 Gain Cards.**
**Acquire card's token.**

* *2)* Negotiate with pirates

1)Demand that they release the girl..
***Huge Success:***
*Eyeing you warily, the pirates reluctantly release her. Gratefully, the tearful young girl promises to leave supplies in the forest for you, then flees into the shadows.*
**This cards token is now yours. Supplies will be left on a card.**
***Success:***
*Some of the pirates slip out the back, while the rest attack you.*
**Discard 1 of the monster cards. Combat begins.**
***Failure( X2):***
*The pirates are unimpressed.*
**Combat begins**
**2)Offer to pay 10 gold for the girl's freedom.**
*The pirates accept your offer. Gratefully, the tearful young girl promises to leave supplies in the forest for you, then flees in the shadows.***(1 food token on a random card)**

Post combat, regardless how it starts

Draw 1-3 Gain Cards. This cards token is now yours.
Milly

**Milly** is one of the Monsters in the game Prodigy. She is one of the extreme few Magi monsters, and so you should mostly just capture her. Lots of low-level people dress up like Milly in an effort to scare the crap out of everbody there is (and not level up, and just choose the first name Milly). She's not very powerful at first, but Pummel is her highest spell and it does wrecking ball damage, even more than it's worth.

## Culix's Opinions on Milly

Culix puts Milly in very high regard: "When you meet a Milly, you MUST keep sharp. Milly is very, very dangerous. She can unleash a Zero on you or suck up your remaining hearts if you're nearly dead, along with your pets on your team." He's right. Despite her humble clothing, every Milly is a Level 50 or more, and they level up REALLY fast. Five stars make her level up once. Ten stars make her level up twice. She always defeats a challenger. And she neverkids around.

## Will I Run Into a Milly a Bunch of Times?

No way! Don't worry! Millies are very rare. You can play Prodigy for forty years and could probably see a Milly once or twice. In fact, Eve Maelstromsword caught a Milly for a bounty and after turning her into Lamplight Prison never saw the Milly's relatives. Ever. Again. And after seeing the Milly die, Maelstromsword never ever saw a Milly again.
Hellbeasts Attack

*This article is a stub. You can help Hand of Fate Wiki by expanding it.*

## Event

*The activated Underworld totems are causing more Hellbeasts to roam the land.*

**Draw 2x 4 of Hell.**

*You ready yourself to rid the area of Hellbeasts.*

*The poor souls that were here when the Hellbeasts attacked have left some posessions [sic] on the ground.*

**The dealer draws you 1 Gain Card.**
Maze of Traps

## Event

*You've found a goblin treasure cave. Will you enter?*

Choice:

1) Yes, enter the cave.

After: (If you encountered the chest)

*Having survived the traps, you loot the chest.* Draw 3 x Gain Cards

*After opening the chest, the traps lay dormant and you make your way back to safety.*

After: (If you did not encounter a chest)

*You exit the vault and continue your journey.*

2)Do not enter the cave.

*You shy away from interfering with goblins and their treasure.*

This card is recommended in the encounter deck as it is easy to navigate with little to no damage sustained, and can be ignored for safe passage. The maze changes after the Queen of Dust is defeated, but is still fairly easy. There seem to be only two variants of the maze, currently. Note, the chest, if it exists, is missable; you must be close enough to it to get it to open before leaving the level to receive its rewards.

## Unlocked By

Jack of Dust

Goblin King's Halls 4

## Token

*For exploring the Maze of Traps, you receive:*

Equipment:Scavenger's Cap
Lost Island 1

## Event

*To start the preparations of your trip to find the lost island then you need to put up some gold for supplies and equipment.*

* A) 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.*
**Draw 2 Monster cards.**
*It is unclear if it is the gold or the rumours of the island's treasure that lured them but they are trying to take control of your ship*
(After Combat)*With the Bandits dealt with, there's nothing stopping you from setting sail.*
**Acquire card's token.**
* B) Don't pay.

*You decide that today is not the day to shove off.*
Hand of Fate

***Hand of Fate*** is a unique blend of tabletop card gaming and video game magic, inspired by tarot and fantasy. It was developed by Defiant Development in Brisbane, Australia and released DRM-free for PC, Mac, and Linux. The game is also available for PlayStation 4.

## Gameplay

Hand of Fate is a card-based game with a uniquely integrated battle system.

You play against the dealer, traveling a medieval world. This world is created by placing the cards from your deck, and the dealer's cards, in different patterns, creating a sort of board game. The goal of the game is to get the end of each area and defeat the boss, while surviving the encounter cards.

All encounter cards either lead to RPG style choices, loot, a card picking game, gain/pain cards, traders, or batman style combat. These can all overlap and most often do. There is also always a little story for each encounter card, which adds a lot to the game. (by the way, I make it sound way more complicated then it is.) You get more encounter cards as you progress the level, receiving them all at the end.

The end goal of each level is to defeat the boss. This can be a Jack, a Queen, or a King of different suits; the suits symbolizing the monster type.

## Features

* Tabletop card game brought to vivid life.
* A unique take on roguelike gameplay.
* Visceral action-RPG combat.
* Game changing gear and items make every playthrough unique.
* Hundreds of encounters, items, armour, weapons, artifacts, and mysteries to unlock.
* Unique deck building mechanics let you customise your own adventure, as you seek to defeat the Jack, Queen and King of each suit.
* Discover the mysteries of the world of Hand of Fate, as you complete your collection.

## Deck building

Hand of Fate uses a deck building mechanic that allows players to choose both the types of loot they will gain and the type of adventure they will embark upon.

Most roguelike games use randomness to increase game difficulty. Hand of Fate uses Deck Building mechanics so the player can completely customise their game experience, which is then randomly distributed as the dungeon level they delve into.

## External links

* Defiant Development site
* *Hand of Fate* on Steam
* *Hand of Fate* on gog.com
* *Hand of Fate* on PlayStation 4
* *Hand of Fate* on Xbox One
Dark Crystal

## Event

*You are passing a tower in a deep forest, when a wizard appears.*
"I am Bazagra the wizard and I have a proposition for you, adventurer."

*"I have located a powerful, dark crystal, but the cave that holds it is infested with lava golems. The primitive brutes sense it's great puissance, but are unable to utilize it."*

*"If you go and clear the cave for me, I will fashion the gem into a magical device with miraculous healing properties, which we both may use in the future."*

*"So, what say you, ruffian? Will you aid me, and yourself?"*

A) Accept

IF AT FULL HEALTH

*"Do not tarry - I anticipate your victory and swift return."*

**This token is yours**

IF HURT

*"Here, drink this healing potion before you go." the mage says, as he hands over a red vial.*

**Draw 1 Health Gain card**

**This token is yours**
B) Refuse

*"Hmm... Perhaps one day you will see the wisdom of my offer."*
Hero's Remains

## Event

*You pass a funeral - it's obvious from the size of the procession that the deceased was a well-loved figure. You are approached by the cleric.*
*"This great hero fell defending our beloved town of Wandermere. His sword and shield are powerful artefacts, but must be returned to his hometown for the proper burial rites to be completed.*
*Will you do this, traveller?"*

Choice:

* A) Take the hero's belongings.

*"Thank you, this will mean the world to his family. The town would have revolted had these artefacts not been returned."*
*"It's not far to the hero's hometown. Look for the town cleric when you get there."*
**Gain Viking Blade.**
**Gain Pain.**
*"And hurry! It's not wise to anger the spirits of the dead by delaying their proper rites."*
**Gain Heavy Burden.**

* B) Make an excuse.

*\*Sigh\* of course, being an adventurer means you must wash your hair regularly - all those blood and guts.*

*You leave them to their mourning.*

## Details

The player is given a sword and shield, and told to deliver it to a nearby town. If they accept, the town card is added to the floor on top of an uncovered space. The player is cursed with Heavy Burden but the curse is removed if they bring the items where they are told to bring them. The player may use the items in the intervening time and suffer no penalties. It is important to note that the curse can be removed for the price of 100 gold, thus allowing you to keep the items without suffering the health penalty.

Options:

* A) Take the hero's belongings.
* B) Make an excuse.

If the player takes the items, the encounter Hero's Return is placed somewhere in the floor. It is placed so the player can know where it is, but they must remember the location. When they reach the location they will be asked to give up the items.

*You reach Wandermere, hometown of the dead adventurer. The town cleric meets you at the gate - he appears to have been standing vigil.*

Options:

* Give back sword. *"Thank you. This blade will once again be wielded in righteous fury. Do you also have his shield?"*
* Keep the dead adventurer's gear. *"You would deny us our death rites for your own selfish gain?! I suggest you leave now - as soon as news of this heresy spreads, you will have many enemies."*

* Give back shield. *"Truly, you have done the almighty's work in returning this shield."*
* Keep the shield.

If the player refuses to return the gear, they keep the curse and the encounter is inactive.

## Rewards/Penalties

If player keeps items:
Viking Blade
Emperor's Jewel (console), Pain (PC)
Retains Heavy Burden Curse
If player returns items:
2 Gold Gain Cards OR 1 Blessing
*Thank you. Blessed are we who, protected can fell those who trespass against us.*
Heavy Burden Curse removed
if player hasn't earned the token before:
*"You have done blessed work this day. For your services, we will prepare for you a sacred artefact, that you may continue your good work through the dark days ahead."*
**This token is yours**
## Token

Equipment: War Cry

(DLC Only) Gain Card: Holy Order: Gain 10 gold per blessing
Barnacle Cove

Barnacle Cove is the water place in Prodigy, a beach-type place with a pirate called Captain Eve. Captain Eve wants you to help defend against a pirate named Captain Bully and his group of thugs.
The following quests are, in order from first to last: A Fistful of Shillings (which requires you to defeat a couple of Gnawdys that stole her treasure), A Few Shillings More (the gnawdys had nothing, so defeat more) Pirate 101 Strength Training (defeat a couple more monsters to toughen you up), Eve the Hoarder (fill up Eve's stash with rare shells), Pirates need GPS (get a map to find Captain Bully's men), Pick That Lock (the map led you to First Mate Stock so defeat him) The Trouble with Squibbles (Eve needs to track down Stock but to give her time defeat some Squibbles) Gimme your Shells (First Mate Stock is attracted to shells so grab some from aquasters) And Heeeere Come the Funkeels (the shells are attracting funkeels, find Stock and defeat him), To Steal From Thieves (Barrel stole from Eve again so you steal medallions from monsters), Are they Treasure Chests or Monsters (defeat Mimics and take several riches from them), Shark Attack (First Mate Barrel and his Henchmen are coming, defeat them), We're Gonna Need A Bigger Boat (Eve needs to prepare for Bully so help her repair her ship), and With a Little Luck (track down the monster that stole Eve'lucky spyglass and defeat it so Eve can get help in order to defeat Bully). Finally, you must battle Bully and his whole crew in order to acquire the Barnacle Cover Gem, that you may be able to currently aquire, but precious players who havery played a sadly cannot aquire it.
Greenborough Forest

## Event

*More and more portals are opening up across the land, and hellbeasts are appearing with greater frequency. These portals seem to appear more often around the Greenborough forests.*

*Search the forest for clues?*

* 1) Search.

**Success(x2):**
*During your search, you discover some bags lost or left behind by traders and travellers.*
**Draw 2 Gain Cards.**
*Your investigation also uncovers what may be a treasure or powerful artefact, but it is concealed behind thick, strangling vines.*
*Try and chop through the vines?*
* 1) Chop.

*You swing your weapon down, attacking the vines with gusto.*
**If weapon is not powerful enough:**
*Your weapon isn't strong enough to break through the vines.*
**If weapon is powerful enough (more than 25 damage?):**
*You swing your weapon down, attacking the vines with gusto.*
*Your weapons cleave through the vines to reveal an ancient stone artefact. At your touch, it rumbles to life and a familiar voice from the Underworld booms out. "You have found a totem of the Underworld - by chance, I'm sure. Foolish mages built these long ago to hold us back, but that came with a price. Now, as our might continues to grow, none of your kind is strong enough to stop us!"*
*"Your world fills with my minions and I will twist your fate to a cruel demise."*
*The totem fires a beam up into the sky, it is met by another from a far off location.*
**Places Underworld Totem card on the map.**
* 2) Leave.

*"You leave the forests of Greenborough unexamined."*
**Failure(x2):**
*Your search is fruitless and you leave the forest.*
* 2) Leave.

*"You leave the forests of Greenborough unexamined."*
Encounters

**Encounters** are the main game card of *Hand of Fate*. Most have a token that can be won by overcoming the challenge presented to the player. Encounters can consist of combat, a chance event, or both.

A chance event consists of four cards that are shown to the player face up. They are then flipped, and shuffled. The player then selects one. Depending on what is chosen, a different event occurs. The chance cards can be: Huge Success, Success, Failure, and Huge Failure. Any arrangement of these cards may appear.

 Stranger in the Shadows | Decision / Chance
Mortal Whimsy

thumb|300px

## Description

This weapon randomly takes the properties of a different weapon, each combat.

*Although suited to the current combat situation as often as not, many an adventurer has blamed the chaotic nature of this weapon for their eventual downfall.*

This weapon can only take on the properties of weapons the player has unlocked, but they do not have to be the equipment deck.

## Details

Buy value: $55

Sell value:

Damage: 25 (May vary)
Forbidden Armour

## Description

Provides excellent protection from harm, but renders the wearer immune to any healing effects.

*Never meant for the mortal realm, the Gods cursed it out of spite when they discovered it had been stolen.*

## Analysis

This is useful for unlocking the Very Brave or Very Stupid achievement, as it disables food based healing.

## Details

Buy value: ?

Sell value: $20
Queen of Plague

The **Queen of Plague** is the eighth Court boss in *Hand of Fate*, as well as a Monster Card which can be encountered normally after her defeat.

## Lore

*The Ratman Queen can birth thousands of her foul kind, protecting them with her prodigious spear skills.*
## Queen of Plague Court

**Encounter deck size: 25**
**Encounter Cards added: 5 x Cursed Gambler**
**Equipment deck size:25**
**Maximum stair count:**
### Curses

* Negative Aura: Whenever the player loses a curse, they also lose 1 random item.

### Challenges

* 4 x 6 of Plague
* 5 x Cursed Gambler

### Token unlocks

* 3 Encounter Cards

King of Skulls
Fire in the Deep
Shop
* 3 Equipment Cards

Emperor's Jewel
Heavy Armour
Thunderstrike
## Queen of Plague enemy

The Queen of Plague is a fairly unique enemy. Her only attack has two parts. For the first, the throws an energy attack at the player. If the player is hit, they **do** suffer damage, 9 with light armour., also, they are pulled towards the Queen. When they get close enough, she attacks with her claws. The second part can be countered. She comes with some normal ratmen, and a plague totem. The totem will occasionally spew a foul substance at you, that coats the ground for a couple seconds. It has very short range. The totem appears to be a dead Plague Rat, tied down on their back, with plague festering from their stomach.

## Strategy

Simply keep your distance at first and deal with her minions. Once they are dead, try to draw her away from her totem. Finally take out the totem. The totem has very limited range, but watch it when you attack, and be careful to avoid its attack.
Saplette

**Saplette** is one of the Monsters in the game Prodigy and can be found in Firefly Forest. Over the years, wizards have had very mixed opinions about the Saplette. Some capture them for show, some treat them like any other pet, and some use them to build up either an army or simply a good squadron and fighters. The capabilities of a Saplette are very high, as they are as tall as your Player and often learn very fast.

### Culix's Opinion on Saplettes

Culix praised the Saplette often in his works. He often thought that, for instance, they made good companions when he demonstrated a Saplette in *The Tales of Hapless Headless Heath* offering to give Heath information about the drunkard he was pursuing that had taken his head, and quoted from *The Journey of Monsters* that they "made good companions and even to the most petty TripTrops unite them under leadership if to form a militia in order to make an attempt to assassinate a wizard or other target".
Bandit Attack

## Event

*A group of bandits suddenly attacks!*

*"The King of Dust isn't happy about you killing his men!"*

**Draw 1-2 Monster Cards from the Suit of Dust.**

*Among the bodies, you find a scrap of parchment with a rough description of you, plus an offer of a reward, from the King of Dust.*

(Sometimes) Draw 1 Gain Card

## Details

Oddly the dialog and lore doesn't change even if the player has defeated the King of Dust. It is also possible for the King to be an enemy in this encounter.
Oracle

## Event

*You pass by an ominous mountain peak, rumored to the home of an oracle of the old gods.*

*The path the oracle is not long, but arduous and often dangerous.*

1) Journey to visit the oracle
*You set off up the thin, rocky path.*
If this is chosen, one of the following 2 events may occur randomly, or you may end up directly at the oracle.
2) Do not visit the oracle
*You decide to continue your journey without spiritual guidance.*

### Event 1

*You set off up the thin, rocky path.You reach a point where the trail becomes little more than a thin ledge stretching across a bare cliff face.*
1) Attempt to cross the ledge
Success (x3)
*A few stones shift as you make your way across, clattering down onto the rocks below. You manage not to fall, however, and continue on your journey.*
Failure (x1)
*You have almost reached the other side when you lose your footing and slip from the ledge. As you fall, you wonder whether the oracle foresaw this... Your journey to consult the oracle has failed.*
**The Dealer Draws you 1 Pain Card.**
2) Turn back
*You turn and head back down the safe trail.*
### Event 2

*You set off up the thin, rocky path. Some time later, you hear voices in the tress ahead.*
**Draw 1-2 Monster Cards.**
Travellers bringing gold for the oracle are often an easy target, it seems. They are sure to notice if you get any closer, but haven't seen you yet.
1) Attack the Cowards
*You run forward, intent on bloodshed!*

*You quickly search the bodies of the fallen and then continue on your way to the oracle.*
***The dealer draws you 1 Gain Card.***
2) Visit the Oracle another day.
*You quietly head back down the path.*
### Arriving at the oracle

*The oracle sits in a darkened haze of smoke and incense. An attendant waits patiently for your decision.*
1) Pay 5 gold to learn what the gods have planned for you.
*The oracles lithe form writhes silently from in the darkness for some time, then whispers to the attendant.*
*The five blessings are returned to the top*
*The attendant continues to relay what the oracle has revealed.*
**This cards token is now yours.**
*The five curses are returned to the top.*
2) Leave. *Your path back down the mountain is relatively uneventful.*
Hand of Fate Wiki

Welcome to *Hand of Fate* Wiki
the *Hand of Fate* compendium by the players, for the players.
We are currently maintaining 1,037 pages (461 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

Hand of Fate[more]
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*Hand of Fate* Links
Official site*Hand of Fate* on FacebookDefiant Development

*Hand of Fate* Wiki

AboutThe gameThe developersThe wiki

Help WikiGeneral HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

Joining inRegisterCommunity / How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.
{{#boilerroombox:

```

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}}

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

What is *Hand of Fate*?

***Hand of Fate*** is a unique blend of tabletop card gaming and video game magic, inspired by tarot and fantasy. It was developed by Defiant Development in Brisbane, Australia and released DRM-free for PC, Mac, and Linux. The game is also available for PlayStation 4.

Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.
Creating a new faction

# Needed files

## Pictures

* a leader portrait
	+ 180 by 320 pixel
* an icon of the faction
	+ 16 by 16 pixel
	+ 32 by 32 pixel
	+ 64 by 64 pixel

## Videos

We need seven videos for the current mood of a leader (friendly, neutral, hostile, and their transitions: friendly to neutral, neutral to friendly, hostile to neutral and neutral to hostile)

* 180 by 320 pixel

# Descriptions

## Faction specifics

Located in Data\World\Factions\*factionname.xml*

## Diplomacy text

Located in Data\Core\Languages\*English|German*\*factionname.xml*

## City names

Located in Data\Core\Languages\*English|German*\Cities.xml (in their coresponding sections)

## Compendium entries

Located in Data\Core\Languages\*English|German*\Factions.xml (in their coresponding sections)
Hand of Fate Wiki/Bottom section

*Hand of Fate* Wiki

AboutThe gameThe developersThe wiki

Help WikiGeneral HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

Joining inRegisterCommunity / How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.
{{#boilerroombox:

```

```

}}

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

What is *Hand of Fate*?

***Hand of Fate*** is a unique blend of tabletop card gaming and video game magic, inspired by tarot and fantasy. It was developed by Defiant Development in Brisbane, Australia and released DRM-free for PC, Mac, and Linux. The game is also available for PlayStation 4.