What do you need help on? Cancel X

Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

FAQ by K_Aer

Version: v1.00 | Updated: 10/07/07

K.Aer's Guide of FATE.

Copyright 2007 Grant Stewart - "K.AER"
This may not be reproduced under any circumstances except for personal, private
use. It may not be placed on any web site or otherwise distributed without
advanced written permission. Use of this guide in any other web site or as a
part of any public display is strictly prohibited, and a violation of

Permission to use this guide-

Version history:
I.00 created.

1.0 - Introduction
2.0 - Difficulties.
3.0 - First things first
4.0 - Pet
5.0 - NPCs, Friendlies.
6.0 - What kind of man or woman are you?
7.0 - The first few dungeon floors.
8.0 - First few levels.
9.0 - I gotta be famious!
10.0 - Questing
11.0 - Death
12.0 - Shrines, anvils and statues.
13.0 - Show me the money!
14.0 - Heirlooming, Poweroverwhelming?
15.0 - Enchanting
16.0 - Sir not appearing in this guide I
17.0 - Sir not appearing in this guide II
18.0 - Madam not appearing in this guide I
19.0 - Sir not appearing in this guide III
20.0 - Known Glitches, and what you can do.

1.0 Introduction

Hello, and welcome to K.Aer's guide to FATE. I'm going to tell you this at the
begining, this is my first FAQ/Guide, but I intend to include as much helpful
info about the game as I can. This guide should only be found at Gamefaqs.com.

Two pieces of information about this game are of utmost importance to this
guide and to playing FATE. The first, is that everything in game is randomly
generated. Well most everything. Monster types, base items, base values, base
stats and so fourth are set, but most things, like item bonuses, dungeon floors
and what items you find are randomly generated. The second piece of information
is FATE is a simple game, but also is easy to modify. A lot of the 
fun in FATE comes from modding the game or playing with mods, else you are
doing the same thing, for some 45 to 2 million plus floors.


2.0 Difficulties

There are four difficulties from easiest to hardes, Page, Adventurer, Hero and

2.1 Page: I've never actually played this difficulty, but from what I know of
FATE You probably will be seeing monsters at or possibly even below your
character level. The 'Easy' difficulty, I'd reccommend this difficulty only if
you are slow at catching on to a game, or if you want to get a feel for the
different abilities first.

2.2 Adventurer: I've played this difficulty breifly, and for the most part,
monsters are at your level. This is the 'normal' difficulty, as near as I can
tell. Reccommended for average players or first time play.

2.3 Hero: I've never played this difficulty, but based upon Legend and
Adventurer, I'd guess the monsters you encounter on this difficulty are at or
slightly above your level. This would probably be the 'moderate' difficulty, it
is harder than the average difficulty, but still fairly easy. Reccommend for
mid-level player's first game, or average level player's second game.

2.4 Legend: This difficulty I've played the most. Monsters are anywhere from 6
to 12 levels above yours on most floors. I'd reccommend this to all at some
point, but I warn you early levels 6-12 level difference in monster to
character level does make it more difficult. Average players third or fourth
game, mid-level players second or maybe third game. Top level players or very
quick learners can start on this difficulty.

2.5 Note: Higher level monsters means faster experience gain, also better items
tend to drop on higher difficulties.

3.0 First things First

3.1 Gender, Appearance, Name. None of these effect the way the game plays, only
makes it slightly more personal.

3.2 Str - You start with 25 points here. This stat is used for two things, what
you can wear (some items have STR requirements), and what you deal in attack

3.3 Dex - You start with 20 points here, this is used for three things, what
you can wear (some items have DEX requirements), the chance for you to hit the
various monsters, and the chance you will dodge an attack on you.

3.4 Vit - You start with 25 points here, this determines two things, your
hitpoints, and your stamina.

3.5 Mag - You start with 10 points here, this determines two things, what you
can wear (some items have MAG requirements), and how much mana you have.

3.6 Stat points - You get five stat points per level of experiance. With 99
levels and no stats to distribute on your starting level, you get 98*5 stats
assuming you get to level 99.

3.7 Skills - I'll go into these later, but you get two skill points per level
of experiance. Additionally, you get four skill points per level of Fame. 98*2
plus 20*4 skills to distribute, if you get max level and fame.

4.0 Pet
Both pets start with the same stats.
22 STR
45 DEX
30 VIT

Cats stats/level:
+2 STR
+2 DEX
+2 VIT
+0 MAG

4.1 You can get a cat, or a dog to start with. Starting stats for pets are the
same. I'll be checking to see if they level for different stats.

4.2 Pets never die, though they do have HP. Should their HP reach 0, they will
begin running around, not attacking, not taking hits, and not picking up items.
They do regenerate HP, but it is very slow unless you give them something.
Group heal spells effect them and any of up to six summons, as well as you.
Healing potions, and antidotes can be given to pets, and will have the same
effect they would have on you. Fish, can also be fed to pets, for various
transformations of the pets, which last 120, 300, 600 or infinate seconds
depending upon the fish 'quality'.

4.3 Packmules. Your pet's most useful ability is to run to the surface with
items in its invintory and sell them, then bring the cash back to you in the
dungeon. However, they won't identify any items when doing this, so
unidentified items should be hung on to, or identified first.

5.0 NPCs.

5.1 Bartleby - Potions, scrolls, books and charms. Also always carries a
fishing pole.

5.2 Getts the Traveler - Seller of random items. He typically carries a little
from each of the other seller's stores, and can have some rare items.

5.3 Gann Gar - This guy is useful if you socketed a lame item with a good gem,
or want your gem for a newer, better item. Removes gems from items, but
destroys the item in the process.

5.4 Dell Arness - Str and Dex requiring items are sold here. A good store for
melee or ranged characters to find items to enchant.

5.5 Samwen - This guy doesn't seem too useful, until you start finding either
high level gems, unique gems or you are heirlooming. Frees the sockets, but
destroys the gems inside them.

5.6 Zim - Gambling. It should be noted that items do have different costs while
gambling, and that gambling a higher cost item of the same type yeilds better
mods on the items, USUALLY. Another place to put cash if you have excess.

5.7 Jin the Seer - Magical item seller. Also carrier of rings, amulets and gems
I'd suggest checking him every time you come, just in case he has a nice ring
or amulet. If you are a spell caster, you might also want to look into his
staffs. Most of the spells you use will be bought from him.

5.8 Rollo the Minstrel - Fame for gold. Go to him if you have excessive gold
that you don't want to pour into enchanting an item.

5.9 Dreya the healer - Free healing while in town. Visit every time you go to

5.91 Rikko the Enchanter - Enchants items, or curses, or dispells them. A good
deal usually. Warning: there are NO limits to the number of enchantments you
can have on an item. It can and will go off the screen. The enchantments are
based on your character level.

5.92 Pikko the fisherman - He only appears in the dungeon normally. Sells Fish.
At early points in the game, he will sell from fingerling to lunker, of a few
kinds of fish, but not all. You can mod the game to have him in the town.

5.93 Bremen - He lets you retire after you finish the main quest. Retiring lets
you heirloom an item, and make a descendent. More on this later.

5.94 Quest givers: Seever, Torvus, Gavido, Gimbo Tel, Bregor, Dimo Nor.
They give quests, random quests, for floors 1-3 below the deepest floor you've
been too. Near as I can tell.

6.0 What kind of man or woman are you? There are several kinds of characters
commonly seen, I'll go into the basic groups here, and combinations of the
basic groups. You should develop a feel for which kind of character you like,
and design your character around that, but don't be afraid to expiriment.

6.1 There are several kinds of characters most people make. They are, warriors,
rangers, offencive casters, defensive casters, summoners, blends of
caster/fighter, caster/caster, figher/caster/caster,
fighter/caster/caster/caster, and caster/caster/caster.

6.2 Warriors. These characters focus on the upclose and personal battle. For
skills they use a melee weapon specialization, crit strike, and if they aren't
a polearm user, shield battle or dual weilding. Staffs are not usually used
by Warriors, as they are more ment for caster type players. Polearms, are also
fairly uncommon for characters ment to go deep into the dungeon, due to the
loss of mods from a shield or second weapon. Dual weilding is also less common
because the shield adds a bonus to defense, and a block chance, reducing
the incoming damage much more, while dual weilding characters suffer damage
reduction on their weapons, but gain attack faster. All this isn't to say that
dual weilders, or Polearm users don't work, because they do, they are just less
common. They typically focus in Str and Vit stats. Dex might be added for to
hit, but armor typically keeps them from getting hit too much.

6.3 Ranger - Rangers are built similarly, but split their stats between, Str,
Dex, and Vit. Because of this they generally deal less damage, but do have the
benifit of being further away from the opponents while dealing the damage. Add
knockback in, and they can be quite successful, especially if they pull groups
through a bottleneck. Because they get one skill for both crossbows and bows,
their skill choices are quite simple, being distributed between crossbow and
bow specialty and crit strike.

6.4 Offencive caster - These characters are focused on the Attack Magic skill.
Their secondary focus is usually casting speed. Magic, and then stats to use
items are most important to them, with excess points going to vitality, or
magic. With up to six spells learned at a time, they can carry enough variance
in damage types to take down even deep unique monsters which have immunities
to several damage types often times. The spells also gain quite alot of damage
from the Attack magic skill.

6.5 Defensive caster - Pure Defensive casters, need alot of increased casting
speed, and Defensive magic comes after that. By getting 50%+ increased cast
speed, they can use Ringing blast, the one damaging defensive spell, which has
quite a bit of knockback, to kill most foes. For foes with magic immunity, they
have the defensive buffs which make them very difficult to kill, or harm.
One spell will also greatly increase their attackspeed, which means, even
without the bonus from a weapon specialization they can sill deal reasonable
damage out in melee. Also they get to have reasonable returns on their healing

6.6 Summoners - Argueably the least viable class in Legend, summoners make use
of the Charm magic skill, and the majority of Charm magic spells, which are
summons. The summons have a base level, a unit type and a number of bonus
levels for each point or points in Charm Magic. With up to six summoned units,
a pet, and themselves, summoners are for their intents and purposes, armies.
However, the high level summons are much lower level than the low level summons
which typically get a bonus level for each point of Charm magic, while high
level summons get only one for every two or three points of Charm magic.
Their summons do last ungodly long at high levels of Charm magic, and they
never really need to buy identify scrolls or townportal scrolls. Even though it
isn't one of their spells specifically, they should invest in getting greater
group heal, because they have so many things.

6.7 Fighter/caster - These are fairly common, the most common of them being
Warrior with Defensive magic. The warrior or ranger both benifit greatly from
the buffs of defensive magic, and having a healing spell is useful too.
Some warriors or Rangers will get offensive magic for the area of effect spells
to deal with groups of monsters better, and take out single units in melee or
with their weapon. Warrior summoners, use the summons as both units to take up
damage and to deal more damage to larger groups of monsters. In all but
offencive magic / Warrior (or Ranger), combinations, the main focus is the
fighter side, using magic to support. Offencive magic tends to be powerful
enough even when split to take out most or all opponents, while defensive or
summons don't carry enough punch.

6.8 Caster/caster - Also a commonly seen character type. O/D casters can make
themselves very hard to kill, while being able to deal out lots of damage.
Additionally, there are a few offensive spells similar to Ringing blast, which
given enough increased cast speed could be combined for good damage, and keep
foes away, or poison cloud with ringing blast, making use of the damage over
time. O/S casters, use minions as meat shields, while dealing most of the
damage out in the form of spells. This can be quite powerful if the minions are
high enough level along with the damage spells. D/S casters are also powerful,
using summons as tanks and using group heal spells to keep them alive, even in
lower dungeon levels where a few hits kills a summon.

6.9 Fighter/caster/caster - Similar to figher/casters, but gaining the benifits
of two kinds of magics. F/O/D are uncommon, as fighers are can be defensive and
offensive, while offensive magic is obviously ment for offence, and defensive
for defense. Thus, it is redundant upon itself. F/O/S, appear, as fighters fill
the defensive role, offensive magic deals damage, and summoners add to
the survivability. F/D/S Also appear, because the Figher aspect deals damage,
while defensive acts both as defense and as support, and the summons act as all
three aspects.

6.91 Fighter/caster/caster/caster - I'd think these are the least common of all
combinations, as they are redundant in one group will almost always be
neglected. They are the jacks of all trades though, so for learning what you
might play as next time through can be helpful.

6.92 Caster/caster/caster - Much more common that F/C/C/C, due to their much
reduced redundancy. Attack spells, Defensive buffs, Healing, and more than just
two targets for the opponents they can be quite effective, using attack spells
to deal with most foes and summons to deal with the ones immune to the attack

7.0 The first few Dungeon floors.
In this section I'll be describing what I feel you should know about the early
floors of the dungeon, and a few things to do first.

7.1 Before you even enter the Dungeon.
Before you run into the dungeon, there are a few things you should do, first
off, GET THREE QUESTS FOR THE FIRST FLOOR. This will help you in terms of fame
and experiance. If you want to take the time, get three quests which involve
killing a group of monsters and a named monster. These quests always result in
more fame and experiance. This is because you kill a named monster which gives
fame, and they are higher level too, every time. If you don't have three of
these in your availible quests that people are offering, save/exit, and enter
again, there will be new quests. Also, if you are playing on a higher
difficulty, you may find it benificial to purchase a fishing pole with your
starting 250 gold. On lower difficulties it isn't as important, because your
current gear is plenty powerful. However, on legend, taking on a level 10-14
named monster at level one, with the hatchet can be rather daunting, if not
near impossible. So, you should fish, fish until you get an item with a gold
or yellow aura around it. This item will be your first good item, unless you
can't use it, in which case you should identify it and sell it, and buy
yourself a full set of equipment. On difficulties below legend a named monster
will most likely be under level ten, probably under level eight.

7.2 Town portals, Pet-mule, Monsters, and leveling.
Town portals are something you MUST have. If you don't have one, it is a LONG
Trek back up, even from level five. Your pet, can act as a mule, as you can
send it to town from where ever you are in the dungeon. The time it takes for
the pet to return is dependant upon how deep you are in the dungeon. It does
have an upper limit of three minutes I believe. Monsters, Kill them, KILL THEM
ALL! Careful though, they get more and more resistances as you go deeper into
the dungeon. Early game, placing skills and stat points is vital, however if
you are going to be delving deep into the dungeon they become less important.

8.0 The first few levels
Your first level ups will come the quickest, and also can be most important.
Each point early on should be carefully thought over, based upon what your
character type needs, or on what you need more of. Warriors might focus
first in strength to weild better weapons, but soon find themselves dieing
quickly. Mages may want to attempt to rush to a powerful spell, only
to find it is too costly for them to cast many times. Or that they are getting
hit and dieing too fast.
Each level you get, 5 stats, 2 skills, 4 life, 1 stamina, and 1 mana.

9.0 I gotta be famious!
Making use of the minstrel is a good idea. Fame is quite difficult to come by
as only named monsters will give you fame, and quests, early on. Later
legendary monsters can also give you fame (I think), but the ammount needed for
the next level increases greatly each time. Further, if you are going to buy
fame, each point of fame for the first level is much less expensive than each
point of the second level, and so on. This means that later, it can cost
millions of gold to rise your fame one level.
Each level of fame gives you 4 skills.

10.0 Questing
Quests are a vital part of the game, giving gold, fame, experiance, and
sometimes items too.

10.1 Early
Early in the game, quests will be a very important source of gold, as each one
can yeild some 2000 gold even on floor four. Also they are your main source of
fame, and can ensure that there are 3+ named monsters on each floor. The items
tend not to be too useful, but they can be, if they are something which you
don't have any of, like a ring, which costs 10000 gold to enchant for the first
time, and might cost more after that. Non ring/amulet items are fairly easy
to enchant costing a mere 1000-2000 gold for the first one.

10.2 Mid
Towards the 20th floor, quests continue yeilding important exp and fame,
but money comes from items more now. The items from the quest rewards now are
often worth looking in to, especially if you haven't gotten new items recently.

10.3 Towards your 'main quest'
If you are within 10 floors of your main quest monster, you may want to quickly
pass on to the monster, so that you can heirloom an item quickly. If that is
the case, then don't get more quests, just clear each floor, so that you are of
a high enough level to take on the boss.

10.4 Delving deep questing
Delving deep, is a term which refers to going deep into the dungeon, much
beyond the 50th or so floor which you must reach for the main quest. Deep
delvers, a term for characters who go deep into the dungeon, will not be taking
quests unless they think they will use the item from the quest, be it an item
to retrieve or an item recieved for the quest, this is because they often reach
level 99 and level 20 fame. At that point, the items you use are more important
than gold, fame or experiance, as both fame and experiance no longer improve
your character, and gold is only used to get items, or make them better.

11.0 Death
You can die. When you die, it is not game over. You get three options.

11.1 Option one, the black pill
Picking option one respawns you where you died, but at the cost of experiance
and fame. Not a commonly picked option. How much EXP and Fame are lost,
depends upon either how much you have, what level you are, or what floor you
are on, I'm not really sure.

11.2 Option two, the blue pill
Picking option two will transport you to "a nearby level, at full health." This
costs you a part of your gold. It could be dependant upon your level,
how much gold you have, or what floor you are on, I'm not sure right now.

11.3 Option three, the red pill
Picking option three will transport you up three floors. The 'price' for this
is that all your gold remains where you died. This option is probably most
favored, as you don't have to lose anything but time.

11.4 Which pill will you take, Neo.
The blue pill is out, hands down. Random floor? Okay, your now down four floors
below where you were, you can't survive on this floor. You appear in a random
location on that floor. You are basically screwed.
The black pill, this is an option, if you are very far in the game, but also
carries the risk that you die again quickly, as you spawn right where you were,
possible in the middle of a hoard of monsters, just maybe why you died? Still
for level 99, fame level 20 characters, this option doesn't really harm them.
Otherwise not much of a choice.
The red pill, is your safety option. Think you might not survive the same hoard
of monsters that killed you before? Take a breather, go with option three head
back down, make a town portal, go in prepaired. Not sure which option to pick?
I'd suggest option three. Hopefully though, you shouldn't be needing this
section of the guide much.

12.0 Shrines, Anvils, and Statues.
These are the one use, triggerable special items. I'll describe what each one

12.1 Anvils
At some point in your quest you will encounter an anvil in the dungeon. This is
a free enchanting chance. Just like the enchanter, the anvil can add effects,
both positive or negative, remove all the effects, add sockets, or do nothing.
Use them. Enchant a ring or amulet. Or a weapon. Or boots. Or anything really.
Doesn't matter if it is already enchanted. You've got a tiny chance of actually
removing the effects.

12.2 Shrines
At some point in your quest you will encounter a table with an open book, and
two candles on it. This is a shrine of learning.
Three things can happen. Number one, you can gain a boost to a stat, forever.
Number two, nothing happens, this is probably the most common effect. Oh well.
Option three, uncommon as it is, you can lose a few stat points. Not really
too much of a problem, as it is the least common and only a few points, of a
stat which isn't vital to you in some cases.

12.3 Statues
At some point you should come across at least one statue. These things have
glowing eyes, you can click on them, and they kind of resemble the hooded thing
you see when you die. Two things can happen when you use them.
One, you get two of the same gem, at random.
Two, a named monster spawns, and attacks you.

12.4 In general
Use these things, always.
The benifits almost always out weight the risks for these things.
Anvils are the ones with most risk and reward. Sure, enchanting an artifact
could get you some absurdly good bonuses. Or it could remove all the
artifacty-ness. However, enchanting something currently unenchanted has no risk
but much less reward, as you might only get one bonus, which isn't that good.
An item you are currently using might get slightly more useful, or lose its
Shrines of learning = Free stats! More stats than normally possible. If you
used 100 shrines of learning, I'm guessing you would either, have more stats
total, or about the same. Tricky part would be finding 100 shrines.
Statues, there are absolutely NO reasons why you shouldn't use these. If a
named monster will kill you, anytype, and time on this floor, you are too far
down. In other cases, it is either, two gems, or fame, exp, and drops. Which is
better? I don't know. Oh, though you might get two gems of false hopes. Those
give no bonuses, and don't sell for much. But they don't appear often.

Here I will tell you the statigies I've come up with for making cash at various
points in the game.

13.1 Early
Early in the game, PICK UP EVERYTHING.
Normal stuff goes to your pet, and makes runs to the surface whenever its got a
full invintory. Unidentifed stuff should stick with you. You can buy the
spell scroll for identify, if you want to save a bit of cash early on, or later
carry around an item with +charm magic. This will let you identify higher level
items for no invintory space (or the item with +charm magic's space), and then
be able to give the identified things to your pet, who sells them in town.
If you can't identify the item, or run out of identify uses on your tome of
identify, and have a full invintory, send your pet to town with any identified
items, then use a town portal, and enter it.
Congradulations, you just got the cash for the items your pet had in invintory,
without waiting all the time, now go buy some more identify scrolls/tome, then
sell what you don't need.

13.2 Mid
Early game stratigy, but to save time, you can just pick up unidentified items.
Those a recognisable by their purple names. What kind of item they are, hand
axe, for example, will be purple if they can be identified.

13.3 Its boss time!
If you are about to take on the boss, and plan on heirlooming, you can take two
paths, picking up EVERYTHING, and selling for money, or enchanting for a good
item. The other path, is picking up only magic things

13.4 Deep down
I remember reading on one of the forums of
or it may have been another one; I don't remember.
That: Picking up items and then enchanting them yeilds good results in terms of
money later in the game. I've not personally delved deep much, so I can't
actually help you much there.

13.5 In general
Just as a general statement, pick up items which have purple words, or sockets,
or are legendary/elite/flawless/superior/etc. 

14.0 Heirlooming, poweroverwhelming?

14.1 What is it?
Heirlooming, the act of retiring a character, and giving one item as an
heirloom to his heir. The heirloomed item recieves a 25% bonus to all mods that
it has, and raises one classification level.

14.2 Brains before bronze.
Naturally heirloomed items can become absurdly powerful as you get into
the fifth, tenth, fifteenth, and so on, generations. Because of this it is also
important to consider what item or mods you want to have, and if this will
effect your next play style. Some people choose amulets or rings, because they
do not have requirements of any stats, or of fame. Others pick a weapon, so
their heirs end up with extremely powerful weapons. It all depends on play
style. In later generations, an heirloom can be sufficiently powerful to be the
only thing a new character needs to beat the 'boss' at this point the player
may want to consider becoming a deep delver, as the boss is no longer a

14.3 Cautions while heirlooming
There are hard caps on basically every numerical number in this game.
Simply put, any time you have any numerical stat greater than 2,147,483,647,
it turns negative. I think, that it goes to -1, and so on, until -2,147,483,647
However it may also be that it is -2,147,483,648 to -4,294,967,295. In either
case, should you go to -4,294,967,296, I think that the number becomes 1 again.
More on this is found at:

15.0 Statistics and bits of information

15.1 Enchanting
These numbers come from https://forum.wildgames.com/showthread.php?t=8402
and are unconfirmed.
Yellow item: 20% to get socket(s); 4.8% to remove all powers; 75.2% nothing
Teal item: 20% to get socket(s); 40% to get extra enchantment(s); 2.4% to
remove all powers; 37.6% nothing happens.
White/Blue item: 20% to get sockets; 40% to get extra enchantment(s); 10% to
get imbued with unique powers (gets a bunch of enchantments and becomes teal);
1.8% to remove all powers; 28.2% nothing happens

15.2 Mod caps
These are also from https://forum.wildgames.com/showthread.php?t=8402
    * Damage Reduced - 75%
    * Damage Reflected - 75%
    * Increased Block - 50%
    * Increased Casting Speed - 80%

15.3 Sockets
One socket is possible for every one square of height in your invintory,
with four as the most possible for any item.

20.0 Known glitches and what you can do.

20.1 Time is slowing down?!
There are two points which I have read numerious accounts of the timer running
at less than one second shown per second passed. One has to do where you are,
and the other has to do with how long you have been playing.
In the deeper ends of the dungeons, the clock in the journal, and timers for
spells, summons and basically everything else will run slower. You still move
the same though. The other one is a bit more of a problem.
Explanation of symptoms, cause and how to fix it is on this page.

20.2 Haste and Dervish
That fully expains the glitch and how to get around it.

20.3 Negative numbers
You might see at various times or in various locations, negative numbers.
This is simply the game's method of dealing with very large numbers.
numbers larger than 2,147,483,647, it turns negative. I think, that it goes to
-1, and so on, until -2,147,483,647
However it may also be that it is -2,147,483,648 to -4,294,967,295. In either
case, should you go to -4,294,967,296, I think that the number becomes 1 again.
More on this is found at:

20.4 Warning about mods.
Mods may effect gameplay in unpredictible ways, and as such, glitches may occur
This guide does not include any information about mods other than that they
change the way the game works, effect content, or change some aspect of the

View in: