Follow TV Tropes

Following

History YMMV / HandOfFate

Go To

OR

Is there an issue? Send a MessageReason:
None


** The Devil's gold token in the sequel too. As mentioned on the main page you need to TakeAThirdOption to the SadisticChoice the game presents you with by using the Desert Trek card. Sounds easy enough right? The problem arises when you realize getting the Desert Trek card is an exercise in GuideDangIt and a ThatOneSidequest in itself - first you need to get the Market Thief token (Huge Success in a card gambit then a dice gambit), Pickpocket (FOUR Successes in a card gambit and a correct option) then Caravan Robbery (a rather precise wheel gambit) and even then using the card is convoluted at best.

to:

** The Devil's gold token in the sequel too. As mentioned on the main page you need to TakeAThirdOption to the SadisticChoice the game presents you with by using the Desert Trek card. Sounds easy enough right? The problem arises when you realize getting the Desert Trek card is an exercise in GuideDangIt and a ThatOneSidequest in itself - first you need to get the Market Thief token (Huge Success in a card gambit then a dice gambit), Pickpocket (FOUR Successes in a card gambit and a correct option) then Caravan Robbery (a rather precise wheel gambit) and even then using the card is convoluted at best. And that's assuming it spawns on the right level, which it might not.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

**Judgement in the sequel. From a gameplay perspective, you start decked out with free random items, thrust into several difficult floors, all of which are populated by large amounts of each of the main factions, as well as having to deal with Empire patrols. You're given choices throughout each floor to either take on an absurdly difficult fight with that floor's faction, or to give up a large amount of your items for safe passage past them. [[GameplayAndStoryIntegration And then there's the way that the story and gameplay intertwine]], and the outcome completely depends on your choices and if you've done your [[LoyaltyMission Companions's questlines and made them Platinum.]] If you haven't, [[spoiler: or if you choose poorly during the floor transitions, your companions will die, one by one, leading to a final, tragic, grueling crawl to the end.]] However, if you've taken the time to help your companions, [[spoiler: not only do they survive, but you overcome all of your obstacles and get further closure to their stories, with [[CrowningMomentOfFunny several different]] [[CrowningMomentOfAwesome types of]] [[CrowningMomentOfHeartwarming Crowning Moments]] to boot. ]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EvenBetterSequel: Many reviewers agree that the sequel improves upon the already praised original in every way. With it having more varied challenges, several different minigames, permanent companions, and a deeper world-building and story.
Is there an issue? Send a MessageReason:
Adding a contrasting viewpoint and explanation

Added DiffLines:

**The Hanged Man is actually not as difficult as it first seems once you discover that destroying warbands does not cause the turn to pass (meaning no warbands move foreward) and if you destroy one while it is on a village card, the villagers will immediately evacuate, and will reward you greatly. Since all of the desolation cards also don"t cause the turn to pass, and neither does camping, so long as you can keep your health up and can handle fighting warbands, you can simply wait until they've reached the villages, then destroy all in your way. Surprisingly easy if you have a handle on the combat, but this method is nevertheless EXTREMELY time consuming (I ended up spending hours to complete the challenge).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MemeticMutation: "BACK TO THE BONES" and "THIS GAME" [[labelnote:Explanation]]Parts from quotes from the dealer heard frequently when starting a dice gambit and wheel gambit respectively. Considering you'll see those gambits a lot (and fail them a lot) you'll be hearing them quite often. [[/labelnote]]

Changed: 190

Removed: 189

Is there an issue? Send a MessageReason:
Fixed a line break induced by La Te X reflexes kicking in.


** Moonlit Horror is this. You get have to fight a lich without any of your equipment. You don't have a shield, so the lich's ranged attack (which does 20 damage, meaning 5 of them usually kill you) does not get indicated and if the camera decides to not show him, good look dodging it. Did we mention he teleports away whenever you get a few hits in? Also, you get dealt a random Skulls card to fight along the lich. Which might be a 2 of Skulls (just 2 melee skeletons), but also includes the 6 of Skulls (which includes a few skeletons with rifles) and even the Jack, Queen or King of Skulls.
Suggestions usually involve doing the card in an earlier stage (limiting the power of the additional Skulls card) or in Endless mode (allowing the player to at least stack up on blessings).

to:

** Moonlit Horror is this. You get have to fight a lich without any of your equipment. You don't have a shield, so the lich's ranged attack (which does 20 damage, meaning 5 of them usually kill you) does not get indicated and if the camera decides to not show him, good look dodging it. Did we mention he teleports away whenever you get a few hits in? Also, you get dealt a random Skulls card to fight along the lich. Which might be a 2 of Skulls (just 2 melee skeletons), but also includes the 6 of Skulls (which includes a few skeletons with rifles) and even the Jack, Queen or King of Skulls.
Skulls. Suggestions usually involve doing the card in an earlier stage (limiting the power of the additional Skulls card) or in Endless mode (allowing the player to at least stack up on blessings).
Is there an issue? Send a MessageReason:
Added the "Moonlit Horror" encounter as "That one Level".

Added DiffLines:

** Moonlit Horror is this. You get have to fight a lich without any of your equipment. You don't have a shield, so the lich's ranged attack (which does 20 damage, meaning 5 of them usually kill you) does not get indicated and if the camera decides to not show him, good look dodging it. Did we mention he teleports away whenever you get a few hits in? Also, you get dealt a random Skulls card to fight along the lich. Which might be a 2 of Skulls (just 2 melee skeletons), but also includes the 6 of Skulls (which includes a few skeletons with rifles) and even the Jack, Queen or King of Skulls.
Suggestions usually involve doing the card in an earlier stage (limiting the power of the additional Skulls card) or in Endless mode (allowing the player to at least stack up on blessings).
Is there an issue? Send a MessageReason:
None


** The Hanged Man card's gold token in the sequel - you have to save ten villages without losing five at most. The problem is that the villagers never come along willingly requiring you to convince each village separately - some of which are HIGH dice rolls or multiple card gambits that are nearly impossible to do without the correct blessings or equipment. You can retry those challenges but the mission also has Northerner warbands spawning and trekking through the map to burn any village they see. You can fight them or avoid them but the former only slows them down as a new warband will spawn on the edge of the map while the latter puts you BEHIND them thus most likely dooming a village or requiring you to fight the warband anyway to get to the villages you haven't saved anyways.

to:

** The Hanged Man card's gold token in the sequel - you have to save ten villages without losing five at most. The problem is that the villagers never come along willingly requiring you to convince each village separately - some of which are HIGH dice rolls or multiple card gambits that are nearly impossible to do without the correct blessings or equipment. You can retry those challenges but the mission also has Northerner warbands spawning and trekking through the map to burn any village they see. You can fight them or avoid them but the former only slows them down as a new warband will spawn on the edge of the map while the latter puts you BEHIND them thus most likely dooming a village or requiring you to fight the warband anyway to get to the villages you haven't saved anyways.anyways.
** The Devil's gold token in the sequel too. As mentioned on the main page you need to TakeAThirdOption to the SadisticChoice the game presents you with by using the Desert Trek card. Sounds easy enough right? The problem arises when you realize getting the Desert Trek card is an exercise in GuideDangIt and a ThatOneSidequest in itself - first you need to get the Market Thief token (Huge Success in a card gambit then a dice gambit), Pickpocket (FOUR Successes in a card gambit and a correct option) then Caravan Robbery (a rather precise wheel gambit) and even then using the card is convoluted at best.
Is there an issue? Send a MessageReason:
None


** Getting rid of The Ghost of the Sea card, which is locked into your deck as soon as you start the Kraken DLC. It requires completing the ENTIRE DLC just to unlock it, and while you're attempting to do this so you can remove the card, if Ghost of the Sea should pop up at any point, you're automatically cursed without being able to do anything about it. Removing it also requires doing several Multiple Success Cards, and a few cards that require you to FAIL without even hinting that that's what you need to do. Even once the sidequest is finished, the Ghost of the Sea card basically just acts as an upgraded version of The Maiden, which is unlocked at the beginning of the game, without the ability to bless the player like the Maiden has.

to:

** Getting rid of The Ghost of the Sea card, which is locked into your deck as soon as you start the Kraken DLC. It requires completing the ENTIRE DLC just to unlock it, and while you're attempting to do this so you can remove the card, if Ghost of the Sea should pop up at any point, you're automatically cursed without being able to do anything about it. Removing it also requires doing several Multiple Success Cards, and a few cards that require you to FAIL without even hinting that that's what you need to do. Even once the sidequest is finished, the Ghost of the Sea card basically just acts as an upgraded version of The Maiden, which is unlocked at the beginning of the game, without the ability to bless the player like the Maiden has.has.
** The Hanged Man card's gold token in the sequel - you have to save ten villages without losing five at most. The problem is that the villagers never come along willingly requiring you to convince each village separately - some of which are HIGH dice rolls or multiple card gambits that are nearly impossible to do without the correct blessings or equipment. You can retry those challenges but the mission also has Northerner warbands spawning and trekking through the map to burn any village they see. You can fight them or avoid them but the former only slows them down as a new warband will spawn on the edge of the map while the latter puts you BEHIND them thus most likely dooming a village or requiring you to fight the warband anyway to get to the villages you haven't saved anyways.
Is there an issue? Send a MessageReason:
None


** Strength in the sequel. You are reduced to ten hit points from a massive injury you took, (meaning you're only a couple of points away from being a OneHitWonder) [[WoundThatWillNotHeal food doesn't heal you anymore and health regeneration is extremely rare in this level]], meaning you have to go through the level on the brink of death, with every hit being a massive loss unless you stack your deck with life regeneration cards, and even then it's hardly a pushover.

to:

** Strength in the sequel. You are reduced to ten hit points from a massive injury you took, (meaning you're only a couple of points away from being a OneHitWonder) OneHitPointWonder) [[WoundThatWillNotHeal food doesn't heal you anymore and health regeneration is extremely rare in this level]], meaning you have to go through the level on the brink of death, with every hit being a massive loss unless you stack your deck with life regeneration cards, and even then it's hardly a pushover.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Strength in the sequel. You are reduced to ten hit points from a massive injury you took, (meaning you're only a couple of points away from being a OneHitWonder) [[WoundThatWillNotHeal food doesn't heal you anymore and health regeneration is extremely rare in this level]], meaning you have to go through the level on the brink of death, with every hit being a massive loss unless you stack your deck with life regeneration cards, and even then it's hardly a pushover.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ScrappyMechanic: Food. Every move from one card to a new one takes one unit of food, and food gain cards are rare in the first game. Most of your gold will go to trying to avoid starving to death, if you're lucky enough to find a trader that has food at all. In the second game, you can camp at any time and buy food from a trader, but it doesn't restock unless you run into some rare encounters that have a trader join you. And several things make it even worse; the Lovers quest saddles you with a potato farmer that will eat huge amounts of your food, and more if he gets wounded... and there's an encounter that makes you eat double the amount of food if you fail a difficult check.
Is there an issue? Send a MessageReason:
None


** In terms of 2's artefacts, there is Victory Cry - using it grants you and every ally -100%- bonus damage for 8s while debuffing enemies by 25%. Combine this with The Wanderer, whose special ability is a charge that can hit multiple enemies and STUN all of them... simply toot your horn when he dashes and lay into enemies. You're easily looking at 50+ damage a swing, a speed that will obliterate ANY boss in short order, as none of them are immune to stun.

to:

** In terms of 2's artefacts, there is Victory Cry - using it grants you and every ally -100%- bonus damage for 8s while debuffing enemies by 25%. Combine this with The Wanderer, whose special ability is a charge that can hit multiple enemies and STUN all of them... simply toot your horn when he dashes and lay into enemies. You're easily looking at 50+ damage a swing, a speed that will obliterate ANY boss in short order, as none of them are immune to stun.stun... did we mention Stun gives you a double damage bonus as well? And it STACKS?
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In the second game, many, many artefacts have been removed due to strength(Mercenary Contract in the first game was absolutely ridiculous, giving you +3 gold a HIT for its duration - with the twin blades in this game, it'd be 200% broken) and Rings were hit especially hard. Blessings have not, and the favorite of all in the original, Guardian Angel, remains just as strong as ever during Card Gambits. There is also a Blessing that grants +2 to EVERY DIE ROLL, meaning each Dice Gambit has a +6 modifier in your favor.
** In terms of 2's artefacts, there is Victory Cry - using it grants you and every ally -100%- bonus damage for 8s while debuffing enemies by 25%. Combine this with The Wanderer, whose special ability is a charge that can hit multiple enemies and STUN all of them... simply toot your horn when he dashes and lay into enemies. You're easily looking at 50+ damage a swing, a speed that will obliterate ANY boss in short order, as none of them are immune to stun.
** In regards to encounter cards, Street Fighter in 2 has absolutely no downsides as long as you know the combat system - it's You and your Partner vs. two Monster cards on a 2:00 timer. Killing all enemies before 1:00 nets you THREE gain cards(no Food either, only Gold, Max Health+, and Armory) so it fits into any challenge deck -period-.
Is there an issue? Send a MessageReason:
moving to YMMV

Added DiffLines:

* AntiClimaxBoss: The Wrath of the Old Gods blessing can turn ''any'' encounter with an otherwhise powerful creature into this, as the gods will randomly smite one enemy, killing it instantly, and since there's only one enemy for them to smite...
Is there an issue? Send a MessageReason:
Adding a rather infamous card amongst the community.


** Also the Blacksmith card. You cannot get until you've gotten to the King of Scales. First, you have to draw a 1 in 4 chance of leaving the card (with nothing gained), drawing a pain card or fighting 2 monster cards. And then you have to do it again. To gain the card's token, you have to draw a huge success, which doesn't allow you to leave, and you may have to fight the Queen of Scales and the King of Plague at the same time, the last two bosses.

to:

** Also the Blacksmith card. You cannot get until you've gotten to the King of Scales. First, you have to draw a 1 in 4 chance of leaving the card (with nothing gained), drawing a pain card or fighting 2 monster cards. And then you have to do it again. To gain the card's token, you have to draw a huge success, which doesn't allow you to leave, and you may have to fight the Queen of Scales and the King of Plague at the same time, the last two bosses.bosses.
** Getting rid of The Ghost of the Sea card, which is locked into your deck as soon as you start the Kraken DLC. It requires completing the ENTIRE DLC just to unlock it, and while you're attempting to do this so you can remove the card, if Ghost of the Sea should pop up at any point, you're automatically cursed without being able to do anything about it. Removing it also requires doing several Multiple Success Cards, and a few cards that require you to FAIL without even hinting that that's what you need to do. Even once the sidequest is finished, the Ghost of the Sea card basically just acts as an upgraded version of The Maiden, which is unlocked at the beginning of the game, without the ability to bless the player like the Maiden has.

Added: 207

Changed: 1211

Is there an issue? Send a MessageReason:
None


* DemonicSpiders: The Ratmen, they do unblockable attacks at random and emit poison when they die. And the "Ratmen Hunting" cards are forever locked to your deck unless you get the "Culling the Ratmen" card.



* ThatOneSidequest: Any token that requires success at consecutive chance draws. The worst might be the Devil's Carnival, which requires ''two'' Huge Successes in a row. The Guardian Angel is a [[{{Pun}} godsend]] here.
** Also the Blacksmith card. You cannot get until you've gotten to the King of Scales. First, you have to draw a 1 in 4 chance of leaving the card (with nothing gained), drawing a pain card or fighting 2 monster cards. And then you have to do it again. To gain the card's token, you have to draw a huge success, which doesn't allow you to leave, and you may have to fight the Queen of Scales and the King of Plague at the same time, the last two bosses.
* DemonicSpiders: The Ratmen, they do unblockable attacks at random and emit poison when they die. And the "Ratmen Hunting" cards are forever locked to your deck unless you get the "Culling the Ratmen" card.

to:

* ThatOneSidequest: ThatOneSidequest:
**
Any token that requires success at consecutive chance draws. The worst might be the Devil's Carnival, which requires ''two'' Huge Successes in a row. The Guardian Angel is a [[{{Pun}} godsend]] here.
** Also the Blacksmith card. You cannot get until you've gotten to the King of Scales. First, you have to draw a 1 in 4 chance of leaving the card (with nothing gained), drawing a pain card or fighting 2 monster cards. And then you have to do it again. To gain the card's token, you have to draw a huge success, which doesn't allow you to leave, and you may have to fight the Queen of Scales and the King of Plague at the same time, the last two bosses.
* DemonicSpiders: The Ratmen, they do unblockable attacks at random and emit poison when they die. And the "Ratmen Hunting" cards are forever locked to your deck unless you get the "Culling the Ratmen" card.
bosses.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** All of the above pale in comparison to the King of Scales' dungeon. Every fourth step you make, the Dealer will draw a card from the Pain deck. Some of those card reduce your maximum Health. If you don't find the boss soon enough, you may end up having to fight it with your max Health ''halved'' (or worse). Enjoy.
Is there an issue? Send a MessageReason:
Fixed something


** The Jack of Plague also qualifies. It's the first time you get introduced to [[DemonicSpiders Ratmen,]] and there's the addition of three 'Angry Mob' cards by the dealer. These are not only extremely hard to win(75 and 50% chances), but almost always draw you pain cards or steal food on a failure, unless you don't have any food... At which point you're in a bad spot anyway. The boss is also one of the harder ones you could face up to that point if the throwing variant of the Ratmen decide to show up.

to:

** The Jack of Plague also qualifies. It's the first time you get introduced to [[DemonicSpiders Ratmen,]] and there's the addition of three 'Angry Mob' cards by the dealer. These are not only extremely hard to win(75 and 50% chances), chances to fail), but almost always draw you pain cards or steal food on a failure, unless you don't have any food... At which point you're in a bad spot anyway. The boss is also one of the harder ones you could face up to that point if the throwing variant of the Ratmen decide to show up.

Added: 1121

Changed: 610

Is there an issue? Send a MessageReason:
Wanted to add a little something.


* ThatOneLevel: The Queen of Skulls, whose dungeon comes with a massive DifficultySpike. Buying any equipment means taking on a curse, up to and including Blighted, which means the player ''can't heal at all,'' and there's no priests or healers who can remove them for you. The deck also includes ''five'' Dark Dwellers - passing by them means a chance event with a 75% chance of failure. Failure means drawing two pain cards, many of which will reduce the player's maximum health by a substantial amount. Getting to the boss is an enormous challenge, though strangely, [[BossDissonance the boss herself is extremely simple.]]

to:

* ThatOneLevel: ThatOneLevel:
**
The Queen of Skulls, whose dungeon comes with a massive DifficultySpike. Buying any equipment means taking on a curse, up to and including Blighted, which means the player ''can't heal at all,'' and there's no priests or healers who can remove them for you. The deck also includes ''five'' Dark Dwellers - passing by them means a chance event with a 75% chance of failure. Failure means drawing two pain cards, many of which will reduce the player's maximum health by a substantial amount. Getting to the boss is an enormous challenge, though strangely, [[BossDissonance the boss herself is extremely simple.]]]]
** The Jack of Plague also qualifies. It's the first time you get introduced to [[DemonicSpiders Ratmen,]] and there's the addition of three 'Angry Mob' cards by the dealer. These are not only extremely hard to win(75 and 50% chances), but almost always draw you pain cards or steal food on a failure, unless you don't have any food... At which point you're in a bad spot anyway. The boss is also one of the harder ones you could face up to that point if the throwing variant of the Ratmen decide to show up.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
Added Demonic Spiders


** Also the Blacksmith card. You cannot get until you've gotten to the King of Scales. First, you have to draw a 1 in 4 chance of leaving the card (with nothing gained), drawing a pain card or fighting 2 monster cards. And then you have to do it again. To gain the card's token, you have to draw a huge success, which doesn't allow you to leave, and you may have to fight the Queen of Scales and the King of Plague at the same time, the last two bosses.

to:

** Also the Blacksmith card. You cannot get until you've gotten to the King of Scales. First, you have to draw a 1 in 4 chance of leaving the card (with nothing gained), drawing a pain card or fighting 2 monster cards. And then you have to do it again. To gain the card's token, you have to draw a huge success, which doesn't allow you to leave, and you may have to fight the Queen of Scales and the King of Plague at the same time, the last two bosses.bosses.
*DemonicSpiders: The Ratmen, they do unblockable attacks at random and emit poison when they die. And the "Ratmen Hunting" cards are forever locked to your deck unless you get the "Culling the Ratmen" card.
Is there an issue? Send a MessageReason:
None


** Also the Blacksmith card. You cannot get until you've gotten to the King of Scales. First, you have to draw a 1 in 4 chance of leaving the card (with nothing gained), drawing a pain card or fighting 2 monster cards. And then you have to do it again. To gain the card's token, you have to draw a huge success, which doesn't allow you to leave, you have to fight the Queen of Scales and the King of Plague at the same time, the last two bosses.

to:

** Also the Blacksmith card. You cannot get until you've gotten to the King of Scales. First, you have to draw a 1 in 4 chance of leaving the card (with nothing gained), drawing a pain card or fighting 2 monster cards. And then you have to do it again. To gain the card's token, you have to draw a huge success, which doesn't allow you to leave, and you may have to fight the Queen of Scales and the King of Plague at the same time, the last two bosses.
Is there an issue? Send a MessageReason:
None


* ThatOneSidequest: Any token that requires success at consecutive chance draws. The worst might be the Devil's Carnival, which requires ''two'' Huge Successes in a row. The Guardian Angel is a [[{{Pun}} godsend]] here.

to:

* ThatOneSidequest: Any token that requires success at consecutive chance draws. The worst might be the Devil's Carnival, which requires ''two'' Huge Successes in a row. The Guardian Angel is a [[{{Pun}} godsend]] here.here.
** Also the Blacksmith card. You cannot get until you've gotten to the King of Scales. First, you have to draw a 1 in 4 chance of leaving the card (with nothing gained), drawing a pain card or fighting 2 monster cards. And then you have to do it again. To gain the card's token, you have to draw a huge success, which doesn't allow you to leave, you have to fight the Queen of Scales and the King of Plague at the same time, the last two bosses.
Is there an issue? Send a MessageReason:
None


* GameBreaker: Nymphs of Sweetwood can be this, [[LuckBasedMission all depending on when it turns up.]] It removes all the player's equipment except a simple axe and shield, while granting a blessing that gives them a free Gain card every five steps - powerful enough, but consider that "all the player's equipment" includes the nearly impossible to remove boss-specific curses...

to:

* GameBreaker: Nymphs of Sweetwood can be this, [[LuckBasedMission all depending on when it turns up.]] It removes all resets the player's player to the most basic equipment except a simple axe and shield, supplies (with the exception of a free shield), while granting a blessing that gives them a free Gain card every five steps - powerful enough, but consider that "all the player's equipment" includes the nearly impossible to remove boss-specific curses...
Is there an issue? Send a MessageReason:
None


* ThatOneLevel: The Queen of Skulls, whose dungeon comes with a massive DifficultySpike. Buying any equipment means taking on a curse, up to and including Blighted, which means the player ''can't heal at all,'' and there's no priests or healers who can remove them for you. The deck also includes ''five'' Dark Dwellers - passing by them means a chance event with a 75% chance of failure. Failure means drawing two pain cards, many of which will reduce the player's maximum health by a substantial amount. Getting to the boss is an enormous challenge, though strangely, [[BossDissonance the boss herself is extremely simple.]]

to:

* ThatOneLevel: The Queen of Skulls, whose dungeon comes with a massive DifficultySpike. Buying any equipment means taking on a curse, up to and including Blighted, which means the player ''can't heal at all,'' and there's no priests or healers who can remove them for you. The deck also includes ''five'' Dark Dwellers - passing by them means a chance event with a 75% chance of failure. Failure means drawing two pain cards, many of which will reduce the player's maximum health by a substantial amount. Getting to the boss is an enormous challenge, though strangely, [[BossDissonance the boss herself is extremely simple.]]]]
* ThatOneSidequest: Any token that requires success at consecutive chance draws. The worst might be the Devil's Carnival, which requires ''two'' Huge Successes in a row. The Guardian Angel is a [[{{Pun}} godsend]] here.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BestLevelEver: The King of Plague's dungeon imposes the curse, "Time Distortion", which [[RocketTagGameplay increases movement speed and damage inflicted for everyone]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GameBreaker: Nymphs of Sweetwood can be this, [[LuckBasedMission all depending on when it turns up.]] It removes all the player's equipment except a simple axe and shield, while granting a blessing that gives them a free Gain card every five steps - powerful enough, but consider that "all the player's equipment" includes the nearly impossible to remove boss-specific curses...
Is there an issue? Send a MessageReason:
None


* ThatOneLevel: The Queen of Skulls. Buying any equipment means taking on a curse, up to and including Blighted, which means the player ''can't heal at all,'' and there's no priests or healers who can remove them for you. The deck also includes ''five'' Dark Dwellers - passing by them means a chance event with a 75% chance of failure. Failure means drawing two pain cards, many of which will reduce the player's maximum health by a substantial amount. Getting to the boss is an enormous challenge, though strangely, [[BossDissonance the boss herself is extremely simple.]]

to:

* ThatOneLevel: The Queen of Skulls.Skulls, whose dungeon comes with a massive DifficultySpike. Buying any equipment means taking on a curse, up to and including Blighted, which means the player ''can't heal at all,'' and there's no priests or healers who can remove them for you. The deck also includes ''five'' Dark Dwellers - passing by them means a chance event with a 75% chance of failure. Failure means drawing two pain cards, many of which will reduce the player's maximum health by a substantial amount. Getting to the boss is an enormous challenge, though strangely, [[BossDissonance the boss herself is extremely simple.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ThatOneLevel: The Queen of Skulls. Buying any equipment means taking on a curse, up to and including Blighted, which means the player ''can't heal at all,'' and there's no priests or healers who can remove them for you. The deck also includes ''five'' Dark Dwellers - passing by them means a chance event with a 75% chance of failure. Failure means drawing two pain cards, many of which will reduce the player's maximum health by a substantial amount. Getting to the boss is an enormous challenge, though strangely, [[BossDissonance the boss herself is extremely simple.]]

Top