Fate: (pc)FAQ/Walkthrough

Fate: (pc)FAQ/Walkthrough


=Getts the Traveller
=Gann Gar
=Dell Arness
=Jin the Seer
=Rollo the Minstrel
=Dreya the Healer
=Rikko the Enchanter
=Pikko the Fisherman
=Storage Trunk
=Seever, Torvus, Gavido, Gimbo Tel, Beregor, Dimo Nor
=Death in the Game
=Leveling Up
=Magic and Mana
=Magic Anvils
=Fate Statues
=Shrines of Learning
=Crates, Barrels, and Other Breakable Things
=Character Classes
=General Strategies



Fate is basically a clone of Diablo and Diablo II and other RPGs. If Fate is
your first RPG on the PC or you just need a quick fix, it will suffice.
However, I must say that if you consider yourself a "hardcore gamer" or have
played Diablo and Diablo II, Fate will really annoy you because it's a clone
that merely imitates and doesn't improve. Still, for a game that is inexpensive
and easy to obtain, Fate is a decent game. It was even rated 7.9 on GameSpot,
which is pretty good.

The game is pretty easy overall, but I recommend starting on a lower difficulty
to get the hang of the concepts and mechanics of the game. As you play through
the game, you will find your own style of play. Everything mentioned in this
FAQ is here to supplement your own knowledge and give you my view on many parts
of the game. This guide isn't meant to be definitive in any way, but it is here
to try and help you if you are new to the game or are looking at a certain
aspect of it that you are uninformed about.

Also, please take a look at the help file provide with the game. It may be a
bit difficult to find, but just look in the game folder for FATE and you will
find a file named 'help.pdf' that is the help file. It provides some useful
information. This FAQ attempts to replace the help file, but I may overlook
things that the help file covers, or cover things in a different way than the
help file does. Therefore, I suggest looking at the help file first, and if
that doesn't answer your question, search here. If that doesn't give you an
answer either, just send us an e-mail and we'll do our best to answer your

If there are mistakes to correct or things to add, please feel free to contact

(Note: Unless noted otherwise, all information here is gathered from playing
the game or digging around in the game files.)

(Another note: Due to the randomized nature of the game, no true walkthrough
can be made. However, this guide should have everything you need to know to
beat the game from start to finish.)

Enough of that, though. If you are looking at this FAQ, you must want to play
the game, so let's get to it.


Choose the "New Game" option. You will be prompted to choose a name and
features for your character. It is possible to randomize this, if you wish.
Next up, you get to name your pet and choose whether you start off with a dog
or a cat. I would recommend a dog, however, because I tried a game with a cat
once and the noises the cat makes are really annoying. There are no differences
in starting stats.

When you start the game, you will see a button with a cross on it with "View
Help" under it. Click on this and it will display an overlay on the screen that
tells you what everything on the screen indicates/does. If you are new to games
like Fate, I would recommend perusing this help screen. Otherwise, you can just
skip it by selecting "Close Help" at the top of the screen. Now you are ready
to play the game.

You start the game with a hand axe equipped, a town portal scroll, a scroll of
identify, 3 health potions in your belt, and 250 gold. There isn't too much to
do in town at this point, so I'll start out by explaining a few things.
Experienced players can skip the next paragraph and go to the next section.

Town portal scrolls (the scrolls with a blue ribbon) create a portal that
instantly teleports you back to town. This is handy when you need to sell items
or do something else in town, and really handy when you find yourself in a
losing battle and need to escape and regroup. Identify scrolls identify magic
items, which can have properties like additional damage or increasing your
movement speed and such. The only way to find out what a magical item does is
to identify it (and also, the only way to sell a magical item for what its
truly worth is to identify it). Health potions heal you, that's obvious enough.
You can get better potions later, and also healing charms. Healing charms are
handy because you get more than one use out of them. In the long run, they are
better because they can be stored longer on the belt. Now, the belt... it's
where you can store usable items to be used instantly when pressing the number
of the slot it is in (see the number in the top left?). This is helpful in the
midst of a battle when you can't be caught messing around in your inventory.

Submited Tip: Desmond sent in this tip, so thank you! You know who you are.
In any case, a workaround to using the belt is to open up two screens that
open up side-by-side at the same time. This pauses the game and gives you all
the time you need to figure out what you're going to do. An example of two
screens that open up side-by-side would be the charater information screen and
the pet inventory screen. Try it out!

Tip: Inventory space is very important in this game. A way to save inventory
space is by carrying only 1 town portal scroll at a time. Any time you use a
town portal, you must replace the scroll used, otherwise you'll be stuck
without one. If this sort of micromanagement is inconvenient, go ahead and buy
books of town portals (basically, multiple use scrolls). Your pet can be used
as a mule anyway. I'll explain in a second...


Your pet is an invaluable ally in your quest. It has its own set of stats and
can fight too. It can also wear 2 rings and 1 amulet to boost its powers. You
don't have as much control over your pet and its stats, but it can level up and
prove to be the extra distraction you need to survive a large battle.

If you find fish in the game, either by fishing (see fishing guide available on
GameFAQs for a more information) or from loot dropped by enemies and crates and
such, you will find that you can feed it to your pet (using the fish just like
a potion) will transform it into a totally different creature with much
improved stats from your original pet. This is interesting and all, but
honestly as you play the game, there will come a point when you will be way
stronger than your pet and it won't be anything more than a decoy and a pack
mule. Still, a brain beast of a wyvern for a pet is much cooler than a little
terrier, I think. (Oh, and if you can find flawless fish... such as a Flawless
Grouper or something... you'll find that they transform your fish permanently
into another creature. Don't worry, it's not irreversible. However, these
flawless fish are rare, and if you find a good one, rejoice! Alas, it can be
cancelled out by using a Dogfish, or using another fish that isn't flawless. So
be careful!)

The true advantage to having a pet is to use it as a pack mule. Your pet has
its own inventory, and you can use it to store items that you cannot carry
yourself. Also, you can send your pet back to town (the button with the right
arrow and the up arrow under the pet icon) where it will sell any goods it is
holding and return to you with the revenue. This is an extremely handy feature,
and really is the only reason the pet is tolerable at all because more often
than not, it will be a terrible fighter compared to your character. The catch
is that it will take 10 seconds for the pet to return, times the level you are
in. So if you are in level 4, it will take 40 seconds. There is an upper limit,
though. The pet will never take longer than 2 minutes to return. This is handy
when you are in level 30 or so, where it should technically take 5 minutes or

Tip: Sending your pet back up to town heals it completely. If your pet ever
"dies" (your pet can't die, but if it loses all its health, it will "flee"),
send it back to town and it will come back fully healed. Also, it's an easy way
to sell items if you are preparing to go back to town anyway. Send the pet back
up, wait a few seconds, and go back up yourself. The pet will meet you in town
with the gold it made from its sales.

Tip: Anything you can do, the pet can do if you hold Shift while clicking. For
example, instead of you trading with a vendor, you can have your pet trade with
its inventory by Shift-clicking. Similarly, you can have your pet pick up items
or drink from fountains by shift-clicking.



Bartleby will sell you potions, scrolls, and charms. He is best used to get
healing items and scrolls. Anything else is really useless.

=Getts the Traveler

Getts usually has an assorted variety of items that are randomly generated.
You've gotta look at his inventory to find out what he has. Getts is useful in
that he can show up in some levels of the dungeon, so you can sell loot off and
restock on potions and such.

=Gann Gar

Gann Gar will extract gems from items, but will destroy the item you extracted
the gems from. Use him if you really want to use the gems you had on a previous
item in a new item, and you know for sure you won't be needing the old item.

=Dell Arness

Dell is the vendor for warriors. He deals in weapons and armor that a warrior-
type character would most likely use. He also has ranged equipment as well.


Samwen is probably Gann Gar's brother. He can remove gems from an item, but
will destroy the gems in the process. This is useful if you need to re-socket
an item with better gems.


Zim deals in gambling. Gambling is basically where you buy a potentially magic
item without knowing what it is exactly. You may or may not get a magical and
useful item, hence the term gambling. I don't particularly like gambling, but
you can find good deals here occasionally, so if you ever have more money than
you know what to do with, try gambling.

=Jin the Seer

Jin is the vendor for the mage-type characters. Jin has staves, amulets, rings,
gems, and spells (basically, magic stuff) in his inventory. Also, he may have
some scrolls and potions if Bartleby happens to run out of what you need in a
particular instance, so check just in case.

=Rollo the Minstrel

Rollo can increase your fame, but for a cost. Essentially, this lets you buy
skill points. Also, you need certain fame levels to wear higher classed items
(such as legendary items).

=Dreya the Healer

Talk to Dreya, and she can heal you for free.

=Rikko the Enchanter

Rikko can enchant items. Basically, give them more enhancements or sockets.
However, there is a small chance that he can remove all the powers of an item
(the chance is REALLY small, though... so far, it has happened to me only a few
times and I like to enchant a LOT). The higher level and fame you have, the
better the enhancements can be. Enhancing items is really helpful, so if you
ever have extra money, go to Rikko and try enchanting stuff. It can be
expensive, though, and only gets more expensive as you enchant an item over and
over, so be warned.

=Pikko the Fisherman (not actually in town!!)

Pikko sells fish. Simple, really. However, he only shows up in random levels of
the dungeon. I included him here because it seems Rikko and Pikko are
siblings... and because I can't think of anywhere else to put him.


Bremen comes into play when you defeat whatever your randomly assigned final
boss is. More on him in the section about the game's end.

=Storage Trunk

Not really a character, but you can store items here. I've never particularly
found a reason to store items, but it is there if you need it.

=Seever, Torvus, Gavido, Gimbo Tel, Beregor, Dimo Nor

These characters provide quests for you to complete. This is the meat of the
game. More on quests later.



When you started the game, you were given an overarching quest that you are
trying to accomplish. It boils down to defeating a unique monster at whatever
level it tells you (it's random). Not much to it, and doesn't come into play
until you reach the level specified.
Certain characters (as mentioned before) can give you quests as well. Of these
quests, you can have 3 at a time. These quests are always "Oh I lost my item on
this level, would you please get it for me?" or "There is a monster I don't
like on this level, so go kill it and its minions." Or "Oh my, my item was
stolen by this monster and its minions. Kill it and get it back please!"
Although the monsters, items, and levels may vary, the quests are invariably
one of these three kinds of quests. The advantage to doing these
quests is that they provide fame, experience, and gold rewards. Also, you can
get items. A neat thing about the quests is that if you find a quest item that
you find appealing, you can keep it by canceling the quest associated with it.
No hard feelings, either. I tend to do whatever quests I can find, but if you
are picky look at the rewards and see if it seems like its worth it. You can
always refresh the quests available by going down to level one and coming back
up (or Save and Exit-ing, then coming back into the game).

=Death in the Game

If you happen to die, don't fret. You can come back to life pretty easily and
with little or no consequence, depending on what you choose. You get 3 choices
when you die. 1) You can re-spawn on the spot at full health for a cost of
experience and fame. I would say never, ever choose this choice because the
cost is too much... 2) You can re-spawn at a random level close to where you
died at a small cost of gold. Choose this one if you feel lucky, but be warned
that you can end up dieing again because you ended up at a deeper level than
where you died. 3) You can re-spawn 3 levels above where you died, but at the
cost of dropping all your gold on the spot you died.

The best choice is either 2 or 3. If you are really attached to your gold, I
would say go with 2 because wherever you teleport, you can town portal out
immediately (assuming the reason you didn't town portal out in the first place
is because you were killed too quickly... that is, you actually have a town
portal scroll). Otherwise, go with 3. You can quickly travel down to where you
died and pick up the gold. Also, this way you get a little bit more experience
too, so you'll be stronger when you go back down to where you were. My favorite
choice is 3.

Tip: This is something I did not know until I read the manual, but you can
select "Quit" to go back to the last time you saw a 'Loading...' screen. Handy,
I think, and another choice for you, if you wish. I still think Choice 3 is
best because it gives you the chance to get more experience if you find any
levels that have respawned.

=Leveling Up

If you get enough experience from killing monsters or quests, you will level
up. When you level up, here is what happens:
+5 stat points that you can distribute among your stats
+2 skill points to distribute to skills
+4 life
+1 stamina
+1 mana


Fame is basically like experience, except a separate pool. When you "level up"
in fame, you get 4 stat points and get boosted up to the next fame level. This
is important for wearing higher classed items (they have Fame Requirements) and
finding better items... the better your fame and level, the better items you
can find in stores and from monsters.

You can get fame by buying it from Rollo, or by doing quests and killing unique

=Magic and Mana

This isn't a detailed description of all the spells available and such; just a
quick note about magic. Magic can be handy because some of the spells are
useful, obviously, such as healing. Magic is even handier when you consider
that mana regenerates. It regenerates so fast, in fact, that in 99.9% of cases,
you will NEVER need a mana potion. (Although I suppose that assumes you play
like I do...)

=Magic Anvils

Magic Anvils act like Rikko, but are free. The catch is that they are one-time
use thingies, so pick what item you want to enchant wisely. From my experience,
Magic Anvils don't do anything negative, but I would say treat it like Rikko
just to be safe, and so that you don't have any dashed hopes and dreams or

=Fate Statues

Will you tempt fate? That's what Fate statues ask you. There is no reason to
choose no, so go ahead and tempt fate. If you're lucky, you'll find some decent
gems. If not, you'll get a Gem of False Hopes. If you are really really lucky,
you will get a monster. Why is that really really lucky? Because a monster from
a fate statue is usually a unique monster, which means much more experience and
fame as well. I find that more useful than gems anyway.

=Shrines of Learning

These shrines that you can find can improve your stats or add points to your
skills. However, they can also take away points. Still, the risk is worth it,
so always go for it when you find these.

=Crates, Barrels, and Other Breakable Things

Always break them. The more you break, the more gold you will find and the more
chances you have of finding items to sell for money.

=Character Classes

(Note: Look at DoomRooster's guide to find item requirements so you are able to
plan your stat distribution accordingly... I will try and get those tables on
here too, but since DoomRooser did it first, I will need his permission, I
presume. Hopefully his guide is still on GameFAQs where it was at the time of

Fate doesn't have character classes directly, but you can play the game
different ways to essentially emulate certain basic archetypes. Here's how:


For a newbie to RPGs, or just a newbie to Fate, it is easiest to play as
primarily a warrior. In terms of stats, the character you start out with seems
to be designed to become into a powerful warrior.

Here is what I recommend in terms of stats:
Put 2 into strength, 2 into dexterity, and 1 into vitality. This is good for a
little while. Now after the first few levels, think for a second. Do you get
hit a lot? Do you find yourself low on health often? If so, keep up this point
distribution. However, if you find that due to a combination of defense and
skills you aren't getting hit enough to get low health often, you can take a
point from vitality and put it somewhere else. I would say 3 strength and 2
dexterity if you don't care for magic, or if you have some piece of equipment
that you are shooting for requiring more strength than you have. If that isn't
the case, and you are doing enough damage and all, I would say get 2 strength,
2 dexterity, and 1 magic (making sure to put points back into vitality if you
start finding yourself low on health). Even as a warrior, having a bit of
magic will help you. For example, at level 18 I believe, you can get the Minor
Heal spell, which allows you to forego the use of healing potions by healing
yourself when all is calm. (Potions are still a necessity for the heat of
battle, however...
it takes time for spells to work, and without specializing in magic, it isn't
terribly effective.) Other than Minor Heal, it can be handy to be able to
summon some rats to use as decoys or use the identify spell or town portal
spell in certain cases to save expenses.

In terms of skills, first decide what kinda weapon you will be specializing in.
You can choose from a variety of different weapon classes, and it's really up
to you. If you don't know what they all are, and you plan on playing through
the game again, I suggest specializing in swords or axes, as these tend to be
the most common and better-known weapons. Now, when I say specialize, I mean
putting skill points into that weapon and no other weapon classes. This means
you'll do more damage with that weapon and hit more often with that weapon.
Specializing is important. Next up, you should put skills in Critical Strike.
Critical Strikes double the damage you do if you get one, and they can help out
a lot when dealing with tougher foes or when you need to dispatch many weaker
enemies quickly.

Besides weapon specialization and Critical Strike, there are two other options
you can choose from: Shield Battle or Dual-Wielding skill. Dual-Wielding is
interesting, but I find that it is ineffective, at least for my play stile.
Dual-wielding weapons reduces the damage dealt considerably (especially in the
left hand... I figure it's the off-hand for the character in the game) and you
lose some defense that you could have had with a shield. This means you get hit
more, which can be bad. You can go for it if you'd like, but I would recommend
Shield Battle.

Don't go crazy in assigning points into Critical Strike and whatever other
skills you choose. The important thing is your weapon specialty. Besides that,
Critical Strike, and either Shield Battle or Dual Wielding, you can put a skill
point in any other category. If you don't care to use magic or any other thing,
then I would say just stick to those three skills. If you want to spread your
skills though, there's no problem in doing that after putting maybe 10-20
points in Critical Strike and Shield Battle/Dual-Wielding. Because of
diminishing returns, increasing the levels more than that gets you less than at
lower levels, and having even 5% critical strike percentage is significant.
Also, items can boost the percentage.

Equipment is not so important for a warrior because they tend to be able to
withstand a lot of damage and can kill enemies quicker than any other
'classes.' However, always try to have the best type of weapon and armor
possible. Make sure to balance the quality of armor or weapon with the magical
enhancements it has. Sometimes it may be better to keep a weaker weapon for its
stat enhancements or something along those lines.


Rangers (ranged weapons... bows and crossbows) will have a little bit tougher
time than warriors because there are less items that cater to rangers, and the
initial stats of the character are more skewed to become a warrior. Still, a
ranger is a perfectly acceptable choice and with a little time is just as
powerful as a warrior.

In terms of stats, the most important one is dexterity for a ranger. Strength
still plays a strong role, but not as much. I suggest starting out the same way
(2 strength, 2 dexterity, and 1 vitality) and then deciding on what course to
take as you play the game and get a feel for your character. If you find that
you are dealing decent damage, but getting hit a lot, then shift your points
accordingly. Or if you find that you aren't getting hit at all, shift
accordingly once again. The idea is to put stat points where you need them. If
you can't really notice anything, I suggest just continuing with the 2
strength, 2 dexterity, and 1 vitality distribution.

When it comes to skills, rangers have it easy. The only weapon specialization
they need is Bows and Crossbows. Besides that, the only real thing that affects
the damage they do is Critical Strike. Because bows and crossbows are two-
handed, dual-wielding and shield battle are totally useless to a ranger. The
advantage of this is that a ranger can afford to skip putting a point into
Critical Strike for a point in say, Charm Magic for healing or something if
they have some magic points.


Ah... this is simply the most annoying class to try and follow. Unless you are
looking for a challenge, I wouldn't recommend primarily being a mage. It isn't
so bad on the easier difficulties, sure, but you want to play on a harder
difficulty at some point, right? In any case, I will tell you what I can about
being a mage.

The most important thing to remember is that there are 3 kinds of magic
(Attack, Defense, and Charm) and you can learn up to 6 spells in each category.
You can forget an old spell to learn a better one if you need to. Attack magic
generally consists of spells that damage opponents. Defense magic generally
consists of spells that bolster your defenses. Charm magic deals with summoning
monsters, healing, town portals, and identifying.

Part of the reason it is so hard to be a mage is because the starting stats of
the character are so unfit to be a mage, and it takes a while to change it to a
mage's stats. To begin with, I would recommend getting 3 magic, 1 vitality, and
1 strength at first. Don't worry about dexterity because you can make up for
any loss in defense with better armor thanks to strength. At least, that is the
idea. Generally, you'd be better off making sure you can heal yourself. If you
play it right, monsters won't even come close to harming you. As always, you
should adapt your stat point distribution depending on how you are playing.
Once again, if you have no idea, I recommend this distribution.

Since a mage character won't be doing much melee fighting, the skills to focus
on for a mage are Spell Casting (increasing spell casting speed), Attack Magic,
Defense Magic, and Charm Magic. (Info: Putting points into these skills
generally increases the duration of a spell if it is timed, or increases damage
if it does damage... read the spell description for more information. I will
have more information on the spells in an appendix later on when I find time...
it's a pain to extract it from the game files or find every spell in the game.)
For a good, all-rounded mage, I would suggest skipping Spell Casting because
spell-casting speed tends to be insignificant in the game (and you can boost it
with items... an item or gem that boosts spell casting speed by 5% does the job
of putting 3 or 4 skill points into Spell Casting, which is much more
efficient). Instead, pick a category of magic to focus on and put 1 point in it
every level. Then with the other point, alternate between the other two types
of magic you didn't focus on. After a while of playing the game, if you find
that you tend to focus on one type of magic or two types of magic, you can
reassign distribution of skill points accordingly. The first time I played as a
mage, I focused on Charm magic. I ended up using mostly Charm Magic and Attack
Magic, so ended up focusing on those two. By this time, though, I had about 10
points in Defense magic, which worked out quite well.

Equipment for a mage is very important. Mages need to equip staves. Staves can
boost Attack Magic, Charm Magic, or Defense Magic, or all 3. Pick your staff
according to your play style. (Look at DoomRooster's guide for information on
what all the staves can do specifically... I'll try and get that in an appendix
here too.) Armor-wise you normally won't have the strength to wear the tough
armor a warrior can, but mages have special armor that they can wear that only
requires magic, generally (although higher level mage armor requires a little
bit of strength).


This is the easiest part of the guide. Playing the game itself is very, very
simple. Get some quests from town, go down into the dungeon and clear out every
level until you finish all the quests you are willing to complete, making sure
to make visits back to town if you need to retreat or have other business in
town Once you are done with the quests, town portal back to town, collect the
rewards, get new quests, go back through the portal, and continue downwards.
Lather, rinse, repeat. Or whatever the expression is. Basically, this is all
you'll be doing. It's pretty simplistic, but it can be a lot of fun killing a
buncha monsters and finding items and stuff.

=General Strategies

Don't be hesitant to run away. Monsters don't heal, but they can kill you. If
you find yourself in a situation where you are swarmed or are getting clobbered
by a tough boss, just run away and regroup. Run far away and then town portal
if you have to so you can restock on healing items.

Explore levels thoroughly. Every bit of experience and every bit of gold can
help (especially the experience) so make sure you explore a level completely to
get as much experience as you can.

Also, when you are trying to find quests, try to get quests on the level
right after the one you just beat. That is, if you cleared out level 4, try to
get 3 quests on level 5. then clear out level 5, and get quests in level 6.
This maximizes the profit from quests, I've found. You might have to refresh
the quests offered by going down to level 1 and coming back up a few times, so
be patient.


When you finally defeat the end-boss you were randomly assigned, you have 2
options. You can continue going down and doing quests from the town folk, or
you can retire. Here's what happens when you retire:

Your character is taken out of play, and you can choose to create a descendent.
If you don't choose to create a descendent, your game is over, basically.
However, if you do choose to create a descendent, you get to create a character
that has several advantages. First, the character will start out at level 2.
Also, you start out with more fame. The more times you retire, the more fame
you gain each time you make a descendent. Also, you can pass down a family
heirloom - basically, an item you want to keep as you play. This item will
increase in grade (from normal to exceptional, for example) and all properties
on it will improve by 25% as well. Keep in mind that the descendent you pass
down an item to may not be able to wear the item immediately. Oh, and the
descendent can also play on a higher difficulty.

And that's that... that's all about the game I can think of so far.

thank u.
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