Fate Stone Quests
/fate-stone-quests
Systems
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
Every card gets a quest, except a card holding a stone bought at the Stone Stand, which needs none.
Every used card and every card whose quest failed gets a new quest.
With this upgrade, once per run, one open quest can be rerolled.
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.
The A card becomes an S card with 50% chance. S quests and S stones appear only here.
Grade C quests
18 quests
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.
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).
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 (the wave it is assigned on counts as the first).
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).
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).
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).
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).
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).
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+ 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).
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.
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.
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.
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.
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).
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).
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
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.
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).
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).
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).
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).
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).
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).
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).
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).
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).
Get 3 slot wins inside one single wave (counts reset at every wave end), before the end of the current 10-wave block.
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.
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.
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.
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.
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.
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 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
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.
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).
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).
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).
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).
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).
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).
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.
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.
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).
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.
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.
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.
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.
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).
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
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.
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.
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).
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).
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).
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).
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).
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).