Fates Guide

This page will contain a list of strategies for Fates.

Some may recommend that you complete Fates as soon as you unlock them (before you're at your max Awakening Rank), because, at lower Awakening Ranks, your max Staff of Knowledge level will be lower, so you'll need to earn less levels for it, to Awaken and fulfill each Fate. (That being because, Awakening to complete Fates when not at max Awakening Rank, doesn't cause your Awakening Rank to increase, so your Staff of Knowledge level required to Awaken stays the same, each time you run a Fate.)

On the flip-side of the coin, completing Fates before being at max Awakening Rank, means your Awakening Rank won't increase when you complete Fates (you only get the stat rewards, and 50 Gems for fulfilling a Fate for the first time), so you won't earn +4 Mirrors of Remembrance, either, to spend in the Memory Tree.

Some might consider Awakening faster, and easier, with all 40-42 Mirrors of Remembrance spent in the Memory Tree, first, and thus consider taking on Fates more desirable, only after reaching max Awakening Rank.

* **Elite Forces:** As with Shielded, any mechanic which assists you in evading enemies, and surviving longer/receiving healing, gives you a chance to whittle away at enemy Health, and avoid enemies' intensified damage. The Magical Absorption Trait from Limbo/the Memory Tree won't provide much respite, as what few enemies attack with projectiles, will be hitting much harder, so you'll benefit less from cooldown Acceleration from that source.
* **The Horde:** Do bring the Magical Absorption Trait to this Fate, if possible, as the swathes of weaker enemies (hopefully, some using projectiles) will cause absurd amounts of Spell cooldown Acceleration to occur, making easy work of most enemies per Wave.
* **Synchronized Assault:** Ironically, this Fate has the potential (in theory) to speed up your Awakenings, because enemies may (though, not an entirely confirmed theory) appear sooner than usual, making the time you must wait before killing and clearing a Wave, much shorter.
* **Perk Fairy:** This Fate may be helpful for some Achievements, such as Era 2's "Slow and Steady".
* **Minotaur of Chaos:** See **this page** for more information on this particular Fate. Its Phase 2 might help with some Achievements.
* **Steady Advance:** Survival ensures that you'll receive a gradual increase in Damage, meaning it'll be easier to push to higher Waves, with patience.
* **Shielded:** Albeit not entirely necessary, perhaps consider setting the Battle Trance Hymnal aggression level to None, so your Wizard has a decent chance of evading enemies, considering your lower Health. Likewise, the Frozen Elemental Status Effect may help to kite enemies, by slowing them.
* **Turbocharged:** This Fate may be helpful for some Achievements, such as Era 2's "Machine Gunner".
* **Equilibrium:** You may benefit from bringing in Spells with notoriously-long cooldowns, to amplify their efficiency. This Fate may actually be helpful, to a small degree (or more than a small degree), in Awakening faster.
* **Corrupted Beast Master:** See this page for more information on this particular Fate.
* **Golden Frenzy:** Try to Fund a Research each run to maximize your Gold earned. ("Each run", meaning, at some point after you die, and Rewind to leave the Chronozone to enter the Battlefield.)
* **Extreme Personality:** This Fate is considered helpful because of the two extra copies of the Limbo Trait that it provides you (could be helpful for completing difficult Achievements), especially when used in tandem with the Copycat Trait. Theoretically, it might even make Awakenings faster (albeit a bit unreliably). It is extremely helpful in completing the Era 4 Achieement, "Traitaholic".
* **Totem War:** This Fate may be also considered helpful for completing certain Achievements, or using certain overpowered builds, involving some Fighting Totems (like the Crab and Komodo Totems, amongst others).
* **One Cast Wizard:** Do keep in mind that the Rush effect works in this Fate, although Acceleration/Deceleration effects won't. The Elemental Assumption Trait complimenting Fire Stream's Status Affinity: Fan the Flame Spell Perk, can provide an immensely-helpful supporting effect, and spells with crowd-control effects can help with your survival, as well as in your dishing out damage to enemies.
* **Elite Forces Extreme:** Not dissimilar to Era 1's Elite Forces Fate; however, still, crowd-control effects, and anything that helps evade enemies, and heal up from damage, will be immensely helpful in completing this Fate. This Fate is notoriously difficult, nonetheless.
* **Wizard Turret Defense:** If you'd like to be clever, then try and bring in at least one copy of the Totemic Bond Trait, and to have a fairly high Totem Appearance Rate; because you won't be doing much moving, you'll be less likely to pick up Totems, so the bonus Damage and Cast Speed of Totemic Bond will be more persisting; crowd-control spells will still, inevitably, help with this Fate.