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Fate Stone Quests

/fate-stone-quests

Fate Stones

Fate Stone Quests

With the Fate Stone Unlock upgrade the Fate Stone panel shows a C, a B and an A card. Each holds a random Fate Stone of its grade and a quest of the same grade; completing the quest lets you use that stone once.

How quests are handed out

Run start

Every card gets a quest, except a card holding a stone bought at the Stone Stand, which needs none.

After a boss wave

Every used card and every card whose quest failed gets a new quest.

Quest Reroll

With this upgrade, once per run, one open quest can be rerolled.

No repeats

A quest is never offered twice in one run. At most 2 restricted quests (no nudge, no shop, no absorb or spin limits) are on the board.

Endless Mode

The A card becomes an S card with 50% chance. S quests and S stones appear only here.

Grade C quests

18 quests

6 slot wins within 6 waves

Get 6 slot wins within 6 waves (the wave it is assigned on counts as the first). Each winning spin result counts once, however many lines it has; wins from a Fate Stone spin do not count.

Promote 1 unit to 2-star within 4 waves

1 unit newly reach 2-star or higher (promotion) within 4 waves (the wave it is assigned on counts as the first). Units that already qualified when the quest was assigned do not count, each unit counts once, and the unit must be in the army when it is checked (battle start, wave end or a promotion).

Give a unit 2 imprints within 5 waves

1 unit newly carry 2 or more imprints within 5 waves (the wave it is assigned on counts as the first). Units that already qualified when the quest was assigned do not count, each unit counts once, and the unit must be in the army when it is checked (battle start, wave end or a promotion).

Absorb 5 times within 6 waves

Absorb 5 times within 6 waves (the wave it is assigned on counts as the first).

3 wins in a row

No deaths. Win 3 waves in a row; every one of those waves must meet: no unit that started the battle dies. A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

3 wins in a row

Team ends at HP70%+ total. Win 3 waves in a row; every one of those waves must meet: surviving units' current HP totals at least 70% of the whole starting team's max HP. A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

6 wins in a row

No Nudge. Win 6 waves in a row; every one of those waves must meet: no Nudge used (no Blast on the Blast Slot Machine) during that wave. A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

6 wins in a row

No shop use. Win 6 waves in a row; every one of those waves must meet: no shop use (buying an item or rerolling the shop) during that wave. A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

5 wins in a row

Max 2 spins per wave. Win 5 waves in a row; every one of those waves must meet: at most 2 spins during that wave (automatic spins and Fate Stone spins are not counted). A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

3 wins in a row

Start battles with Gold500+. Win 3 waves in a row; every one of those waves must meet: at least 500 gold held when the battle starts. A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

3 wins in a row

3+ units of one family. Win 3 waves in a row; every one of those waves must meet: at least 3 units of one family when the battle starts (families: Warrior, Archer, Spearman, Mage, Cavalry, Duelist; Jesters and other symbols are not a family). A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

Beat the next Judgment

Up to 4 units, 1 death max. Win the next Judgment wave (wave number ending in 5: 5, 15, 25, ...) while meeting: at most 1 of the units that started the battle die; at most 4 units in the army when the battle starts. Failing that wave (loss or missed condition) fails the quest. The final wave of a campaign run never counts.

Beat the next Judgment

Team ends at HP50%+ total. Win the next Judgment wave (wave number ending in 5: 5, 15, 25, ...) while meeting: surviving units' current HP totals at least 50% of the whole starting team's max HP. Failing that wave (loss or missed condition) fails the quest. The final wave of a campaign run never counts.

Beat the next Judgment

At least 2 1-star units survive. Win the next Judgment wave (wave number ending in 5: 5, 15, 25, ...) while meeting: at least 2 units that were 1-star at battle start are alive at the end. Failing that wave (loss or missed condition) fails the quest. The final wave of a campaign run never counts.

Beat the next Judgment

With 4+ families. Win the next Judgment wave (wave number ending in 5: 5, 15, 25, ...) while meeting: units of at least 4 different families when the battle starts. Failing that wave (loss or missed condition) fails the quest. The final wave of a campaign run never counts.

2 slot wins in one wave, within 4 waves

Get 2 slot wins inside one single wave (counts reset at every wave end) within 4 waves (the wave it is assigned on counts as the first).

2 Nudge wins within 7 waves

Get 2 slot wins created by a Nudge (by a Blast on the Blast Slot Machine) within 7 waves (the wave it is assigned on counts as the first).

4 wins in a row

5+ units in every battle. Win 4 waves in a row; every one of those waves must meet: at least 5 units in the army when the battle starts. A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

Grade B quests

18 quests

9 slot wins within 8 waves

Get 9 slot wins within 8 waves (the wave it is assigned on counts as the first). Each winning spin result counts once, however many lines it has; wins from a Fate Stone spin do not count.

Promote 2 units to 2-star within 8 waves

2 units newly reach 2-star or higher (promotion) within 8 waves (the wave it is assigned on counts as the first). Units that already qualified when the quest was assigned do not count, each unit counts once, and the unit must be in the army when it is checked (battle start, wave end or a promotion).

Raise an imprint to level 3 within 5 waves

1 unit newly have an imprint at level 3 or higher within 5 waves (the wave it is assigned on counts as the first). Units that already qualified when the quest was assigned do not count, each unit counts once, and the unit must be in the army when it is checked (battle start, wave end or a promotion).

4 wins in a row

No deaths. Win 4 waves in a row; every one of those waves must meet: no unit that started the battle dies. A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

4 wins in a row

Team ends at HP70%+ total. Win 4 waves in a row; every one of those waves must meet: surviving units' current HP totals at least 70% of the whole starting team's max HP. A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

8 wins in a row

No Nudge. Win 8 waves in a row; every one of those waves must meet: no Nudge used (no Blast on the Blast Slot Machine) during that wave. A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

8 wins in a row

No shop use. Win 8 waves in a row; every one of those waves must meet: no shop use (buying an item or rerolling the shop) during that wave. A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

4 wins in a row

No absorption. Win 4 waves in a row; every one of those waves must meet: no Absorb during that wave. A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

3 Nudge wins within 8 waves

Get 3 slot wins created by a Nudge (by a Blast on the Blast Slot Machine) within 8 waves (the wave it is assigned on counts as the first).

4 wins in a row

Start battles with Gold1,000+. Win 4 waves in a row; every one of those waves must meet: at least 1000 gold held when the battle starts. A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

3 slot wins in one wave

Get 3 slot wins inside one single wave (counts reset at every wave end), before the end of the current 10-wave block.

Beat the next Judgment

No deaths. Win the next Judgment wave (wave number ending in 5: 5, 15, 25, ...) while meeting: no unit that started the battle dies. Failing that wave (loss or missed condition) fails the quest. The final wave of a campaign run never counts.

Beat the next boss

Up to 4 units, 1 death max. Win the next Boss wave (wave number ending in 0: 10, 20, 30, ...) while meeting: at most 1 of the units that started the battle die; at most 4 units in the army when the battle starts. Failing that wave (loss or missed condition) fails the quest. The final wave of a campaign run never counts.

Beat the next boss

With 2+ units at 2-star or higher. Win the next Boss wave (wave number ending in 0: 10, 20, 30, ...) while meeting: at least 2 units at 2-star or higher when the battle starts. Failing that wave (loss or missed condition) fails the quest. The final wave of a campaign run never counts.

Beat the next Judgment

Up to 3 units. Win the next Judgment wave (wave number ending in 5: 5, 15, 25, ...) while meeting: at most 3 units in the army when the battle starts. Failing that wave (loss or missed condition) fails the quest. The final wave of a campaign run never counts.

Beat the next Judgment

3+ units, one family only. Win the next Judgment wave (wave number ending in 5: 5, 15, 25, ...) while meeting: every unit in the army is of the same family; at least 3 units in the army when the battle starts. Failing that wave (loss or missed condition) fails the quest. The final wave of a campaign run never counts.

3 wins in a row

1+ faction synergy active. Win 3 waves in a row; every one of those waves must meet: at least 1 faction synergy active (tier 1 or higher). A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

Win 2 lines in one spin within 8 waves

Win at least 2 lines with a single winning spin within 8 waves (the wave it is assigned on counts as the first).

Grade A quests

16 quests

11 slot wins within 8 waves

Get 11 slot wins within 8 waves (the wave it is assigned on counts as the first). Each winning spin result counts once, however many lines it has; wins from a Fate Stone spin do not count.

Promote 1 unit to 3-star within 10 waves

1 unit newly reach 3-star or higher (promotion) within 10 waves (the wave it is assigned on counts as the first). Units that already qualified when the quest was assigned do not count, each unit counts once, and the unit must be in the army when it is checked (battle start, wave end or a promotion).

Raise an imprint to level 4 within 7 waves

1 unit newly have an imprint at level 4 or higher within 7 waves (the wave it is assigned on counts as the first). Units that already qualified when the quest was assigned do not count, each unit counts once, and the unit must be in the army when it is checked (battle start, wave end or a promotion).

5 wins in a row

No deaths. Win 5 waves in a row; every one of those waves must meet: no unit that started the battle dies. A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

3 wins in a row

Team ends at HP80%+ total. Win 3 waves in a row; every one of those waves must meet: surviving units' current HP totals at least 80% of the whole starting team's max HP. A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

4 Nudge wins within 9 waves

Get 4 slot wins created by a Nudge (by a Blast on the Blast Slot Machine) within 9 waves (the wave it is assigned on counts as the first).

7 wins in a row

No Nudge or shop use. Win 7 waves in a row; every one of those waves must meet: no Nudge used (no Blast on the Blast Slot Machine) and no shop use (buying an item or rerolling the shop) during that wave. A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

Beat the next boss

With 5+ families. Win the next Boss wave (wave number ending in 0: 10, 20, 30, ...) while meeting: units of at least 5 different families when the battle starts. Failing that wave (loss or missed condition) fails the quest. The final wave of a campaign run never counts.

Beat the next Judgment and boss

1 death max in each. Win each of the next 2 Judgment or Boss wave (every 5th wave) while meeting: at most 1 of the units that started the battle die. Failing that wave (loss or missed condition) fails the quest. The final wave of a campaign run never counts.

4 wins in a row

Start battles with Gold1,500+. Win 4 waves in a row; every one of those waves must meet: at least 1500 gold held when the battle starts. A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

Beat the next boss

Up to 3 units. Win the next Boss wave (wave number ending in 0: 10, 20, 30, ...) while meeting: at most 3 units in the army when the battle starts. Failing that wave (loss or missed condition) fails the quest. The final wave of a campaign run never counts.

Beat the next boss

Team ends at HP50%+ total. Win the next Boss wave (wave number ending in 0: 10, 20, 30, ...) while meeting: surviving units' current HP totals at least 50% of the whole starting team's max HP. Failing that wave (loss or missed condition) fails the quest. The final wave of a campaign run never counts.

Beat the next boss

At least 4 units, 1 death max. Win the next Boss wave (wave number ending in 0: 10, 20, 30, ...) while meeting: at most 1 of the units that started the battle die; at least 4 units in the army when the battle starts. Failing that wave (loss or missed condition) fails the quest. The final wave of a campaign run never counts.

Beat the next boss

4+ units, one family only. Win the next Boss wave (wave number ending in 0: 10, 20, 30, ...) while meeting: every unit in the army is of the same family; at least 4 units in the army when the battle starts. Failing that wave (loss or missed condition) fails the quest. The final wave of a campaign run never counts.

Raise imprints to level 3 on 2 units within 8 waves

2 units newly have an imprint at level 3 or higher within 8 waves (the wave it is assigned on counts as the first). Units that already qualified when the quest was assigned do not count, each unit counts once, and the unit must be in the army when it is checked (battle start, wave end or a promotion).

3 wins in a row

2+ faction synergies active. Win 3 waves in a row; every one of those waves must meet: at least 2 faction synergies active (tier 1 or higher each). A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

Grade S quests

Endless Mode only

Beat the next 2 Judgments

No deaths. Win each of the next 2 Judgment wave (wave number ending in 5: 5, 15, 25, ...) while meeting: no unit that started the battle dies. Failing that wave (loss or missed condition) fails the quest. The final wave of a campaign run never counts.

13 slot wins within 10 waves

Get 13 slot wins within 10 waves (the wave it is assigned on counts as the first). Each winning spin result counts once, however many lines it has; wins from a Fate Stone spin do not count.

7 wins in a row

No deaths. Win 7 waves in a row; every one of those waves must meet: no unit that started the battle dies. A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

Raise an imprint to level 5 within 9 waves

1 unit newly have an imprint at level 5 or higher within 9 waves (the wave it is assigned on counts as the first). Units that already qualified when the quest was assigned do not count, each unit counts once, and the unit must be in the army when it is checked (battle start, wave end or a promotion).

Promote 3 units to 2-star within 10 waves

3 units newly reach 2-star or higher (promotion) within 10 waves (the wave it is assigned on counts as the first). Units that already qualified when the quest was assigned do not count, each unit counts once, and the unit must be in the army when it is checked (battle start, wave end or a promotion).

Promote 2 units to 3-star within 14 waves

2 units newly reach 3-star or higher (promotion) within 14 waves (the wave it is assigned on counts as the first). Units that already qualified when the quest was assigned do not count, each unit counts once, and the unit must be in the army when it is checked (battle start, wave end or a promotion).

5 wins in a row

Team ends at HP70%+ total. Win 5 waves in a row; every one of those waves must meet: surviving units' current HP totals at least 70% of the whole starting team's max HP. A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).

5 wins in a row

2+ faction synergies active, no deaths. Win 5 waves in a row; every one of those waves must meet: no unit that started the battle dies; at least 2 faction synergies active (tier 1 or higher each). A lost wave or a wave that misses a condition resets the streak to 0. It must finish by the end of the current 10-wave block (boss wave included; in a campaign the run's final wave never counts).