promotional bannermobile promotional banner

Fate Locked

FateLocked is a hardcore challenge addon that restricts your character by locking all gear slots and abilities, forcing you to rely on random card draws to unlock them as you level up.
Discord_6BhFXljtVI.png

Discord_6BhFXljtVI.png

WowClassic_tUGcudKrDz.png

WowClassic_tUGcudKrDz.png

The Challenge, Joker Cards, and Solo Self Found Rules:

The Challenge, Joker Cards, and Solo Self Found Rules:

Group Found and Achievement Rules

Group Found and Achievement Rules

Abilities that are locked if placed on your action bar will appear with a Red Background with an X through it. Abilities can still be clicked but will be tracked as a Fail of the challenge.

Abilities that are locked if placed on your action bar will appear with a Red Background with an X through it. Abilities can still be clicked but will be tracked as a Fail of the challenge.

WowClassic_zgpHeQnmVL.png

WowClassic_zgpHeQnmVL.png

Description

FateLocked: The Ultimate RNG Ironman Challenge
Destiny is not given. It is drawn.

FateLocked is a hardcore challenge addon that fundamentally changes how you play World of Warcraft. You begin your journey with nothing. Every piece of equipment, every spell, and every profession is locked behind the cards of Fate.

To survive, you must level up to earn Card Draws. Will you pull the card that unlocks your Chest armor? Will you finally learn that crucial healing spell? Or will you be left fighting with gray items and auto-attacks until the next level?

⚔️ The Challenge
When you create a new FateLocked character, the following restrictions are immediately applied:

Gear Locked: All equipment slots are locked - including your Ranged slot, labeled for what your class actually uses (Ranged, Wand, Totem or Relic). You cannot equip items until you draw the specific card for them.

Abilities Locked: Most class abilities are restricted. You cannot use them—even if trained—until you draw the Ability Card.

Professions Locked: You cannot learn or use professions until unlocked.

The Mercy of Fate: Your weapon slot (Main Hand—or Ranged for Hunters) has a heavily boosted chance to appear in your draws, Druids always know Teleport: Moonglade, and while you are Level 1 with 0 XP you may freely reroll your drawn cards until Fate offers something worth keeping.

🎴 The Card System
Every level-up spins the Wheel of Fate for your Card Draw. Opening the deck presents you with 3 random cards from your pool of locked assets:

Bronze Cards (Gear): Unlocks specific inventory slots (e.g., "Unlock Main Hand", "Unlock Head Slot").

Silver Cards (Abilities & Secondary Skills): Unlocks class spells or secondary professions (Cooking, Fishing, First Aid).

Gold Cards (Primary Professions & Jokers): Unlocks major professions or special rule-breaking Jokers.

And sometimes, the cards themselves mutate: GILDED cards shine gold and pay bonus Achievement Points. CRACKED cards (Chaotic Fate only) still unlock their prize... but it arrives sealed for its first 30 minutes.

🃏 The Joker System
There is a rare chance to draw a Joker—and one is GUARANTEED every 50 draws. Six Jokers grant powerful, rule-breaking privileges:

Fate Joker: A wild card that lets you force-unlock any specific item or ability of your choice.

Golden Joker: The Fate Joker's big brother—choose TWO unlocks.

Merchant's Pass: Consumable. Allows exactly one Auction House purchase or one Mailbox retrieval from any player.

Supply Drop: A special contract to receive exactly 4 Bags from a specific, named character. Any other mail fails the challenge.

Trade Permit: Consumable. Allows exactly one trade with a player outside your rules (SSF/GSF).

Second Chance: Erases one Violation from your permanent record.

💀 THE BLACK JOKER
From level 15, every draw carries a 10% chance that the whole hand turns black: three identical skull cards. Whichever you pick, Fate has already decided what it takes—a random unlocked ability or gear slot returns to the deck (professions are never touched). Relocked gear grants time to unequip; a relocked ability shows RED on your bars once more.

💀 Game Modes
FateLocked supports two distinct playstyles, selected at Level 1:

1. Solo Self Found (SSF)
No Trading, No Auction House, No Mail (unless a Pass or Permit is active). True isolation: you rely entirely on what you kill, gather, or craft. SSF purists may even refuse the Fates' gifts entirely—positive Jokers will never appear. The Black Joker, however, still finds you.

2. Group Found (GSF)
Survival with friends. Link your fates with up to 5 players, all starting at Level 1 (0 XP). Trade freely—but only within your locked group. Hardcore option: one death fails the entire group. Softcore option: death does not fail the run.

🔮 Fate-Bound Spec
At level 10, the Fates offer a bargain: surrender your talent choices. Accept, and Fate assigns your spec—Holy, Protection, Retribution, whatever it wills—and that spec's ability cards flood your draws. You gain the title "the Fatebound" and a bonus draw. Go further and let Fate SPEND your talent points, each placed randomly within its chosen tree. But stray from the path, and Fate takes back its gifts—the title, and a Card Draw.

🌪️ Chaotic Fate (opt-in)
At level 10 you may embrace Chaos, and Fate becomes an active player in your run:

Twists of Fate: Every 20-45 minutes, a random Twist strikes—your weapon sealed, an ability forgotten, travel banned, violations counting double... or, rarely, a blessing.

Fate's Demands: Sudden micro-quests with deadlines ("Slay 15 enemies within 20 minutes"). Obey for Achievement Points. Fail, and an ability is sealed.

The Wheel of Fate: Level-up draws gain variance—Gilded hands, Twists riding along, and rarely a HOSTAGE draw: slay 20 enemies within the hour to ransom it back with interest.

Prefer order? Decline, and Fate stays in its deck.

🏆 Achievements & The Fate Ledger
Nearly everything you do earns Achievements and Achievement Points: violation-free leveling, level milestones, quests, kills, rare mobs, dungeon end bosses, exploration, reputations, professions (skill milestones 75-375, gathering, crafting—including signature recipes), PvP kills, gold, and dozens of early "firsts."

Individual achievements pay Points only—and every 100 Points banked pays +1 Card Draw. Glory has an exchange rate.

The Fate Ledger tracks every achievement with live progress and completion dates (newest at the top), and your Points unlock:

Titles: Wear "the Fateless", "the Fatebound", "Deck Master" and more.

Card Backs: Reskin your deck and minimap button with unlockable tarot art.

Leaderboard: See how party and guild members running FateLocked stack up.

Statistics: A full lifetime record—total damage, highest hit, healing, largest heal, kills, deaths, gathering, crafting, deck history, time played and more (/fate stats).

Every achievement you earn is announced to nearby FateLocked players. Let them envy your luck.

📜 Weekly Contracts & Daily Whims
Each week, Fate issues one Contract—the same for every player in the world. Complete it for a bonus Card Draw. The Gain Levels contract scales with your level.

And each day, Fate wakes in a mood—the same mood for everyone: Joker-rich days, dark Black Joker days, golden Gilded days. Check the minimap tooltip before you draw.

🕯️ Curses: Tempt Fate
Once per day, you may wager with Fate itself. Accept a random Curse—no mounts, no vendors, no flight paths, no speaking, and more... including 30-minute seals on one of your OWN unlocked abilities or equipped items. SURVIVE the full duration to earn +1 Card Draw. Break the Curse, and the reward is forfeit—your wager, your loss. Bear up to two at once. Feeling lucky between wagers? /fate roll casts the bones once per hour.

🔥 Ascension
Conquered level 70? ASCEND. Your entire deck relocks and the challenge begins anew—but you keep your achievements, points, titles and card backs, and every Ascension grants bonus starting draws. How many times can you defy Fate?

⚰️ The Obituary
Fall in Hardcore, and FateLocked raises a memorial: your level, your unlocks, your draws, your violations—the full story of a run cut short. Share your epitaph with your party. The cards remember.

🚫 Anti-Cheat & UI
Color-Coded Everything: GREEN = unlocked and waiting. YELLOW = item equipped in a locked slot. RED = locked. BLUE = sealed by a Curse or Twist. On your action bars: RED X = locked ability, YELLOW ! = sealed ability (usable in emergencies—at a price).

Strict Enforcement: Equipping locked gear, casting locked spells, or using the mailbox illegally triggers alerts and logs "Violations." Too many violations will disqualify your run.

Minimap Button: Hover for live stats, weekly Contract progress and today's Whim; Right-Click opens your Achievements.

Commands: /fate (main window), /fate ledger, /fate stats, /fate summary, /fate roll, /fate chaos.

Updated for WoW Classic TBC Anniversary (2.5.6).

Are you ready to test your luck? Download FateLocked and draw your destiny.

The Fate Locked Team

profile avatar
Owner
  • 2
    Followers
  • 1
    Projects
  • 891
    Downloads
Donate