When you finally claim the Deck of Many Things in Esoteric Ebb, it feels like stepping into a theatrical gamble — fate seems sealed the moment you get it, and your choices have weighty consequences. Understanding how this deck actually works can save you from unpleasant surprises and lead you toward the most rewarding outcomes. Few players realize the deck's outcome is determined away from view, shaping your entire experience with it.
If you want deeper tips or encounter anything unusual, don't hesitate to connect with the community. Shared knowledge is the best way to master the quirks of this mysterious deck.
Is the Card Outcome Already Decided?
The game quietly locks in your Deck of Many Things fate during the initial sequence of play. While your character is just finding their footing, a hidden 1d100 roll happens, assigning a number called DeckNumber. This pre-set figure determines what card you will draw first — long before Olzis hands you the deck.
Olzis's remark, "Fate is sealed. The cards are placed." is no throwaway line; it's a literal statement of how firmly your luck is etched by that moment.
The only way to alter your deck's fate after that is to seek out the Wild Dwarf. However, be cautious: there's a bug preventing you from leaving the dialogue without surrendering the deck, so make sure to report this glitch!
Before touching the deck, track down Avikness — the long-haired dwarf with droopy eyes near the Waterlane docks by Freestrider HQ. After you have the deck, a new dialogue option lets you ask him about it, opening a critical opportunity.
You'll see three choices when talking with Avikness. Here's precisely what each entails:
“Which card should I draw?” (Show him)
Avikness indicates the middle card, triggering a mysterious reshuffle and giving your deck a fresh, randomized 1d100 reroll. This is your golden opportunity to change the initial outcome — a second chance at avoiding a bad hand.
“Here. Draw a card.” (Hold it out)
Choosing this option means you lose the deck for good. Avikness draws instantly, triggering the GEM card outcome, and the deck vanishes from your inventory forever. He then gifts you 1,000 crowns before wandering off. Avoid this if you want to keep control over your deck.
Best practice is to save your game before interacting with Avikness, always take the free reroll by showing him the deck, and only then draw your cards. There’s no penalty for rerolling.
The Card Odds (1d100)
The deck’s very first draw has pre-set odds for six possible cards, each tied to a 1d100 range:
| Roll | Card | Chance |
|---|---|---|
| 1–10 | FOOL | 10% |
| 11–40 | SKULL | 30% |
| 41–60 | FLAMES | 20% |
| 61–80 | ROGUE | 20% |
| 81–95 | BALANCE | 15% |
| 96–100 | GEM | 5% |
The Draw Chain
Once you draw your first card, every subsequent card follows a strict, fixed sequence rather than a random choice. The paths look like this:
FLAMES
├──► BALANCE ──► GEM ──► SKULL ──► JESTER ──► DONJON (bad end)
ROGUE
FOOL ──► KEY ──► DONJON (bad end)
If you stop drawing cards at any point, the deck withdraws peacefully, ending the sequence without negative consequences.
Generally, your goal should be to reach the GEM or JESTER cards, since those give sizable advantages. The FOOL card should be avoided at all costs, as it triggers a permanent disadvantage.
Every Card, What It Does, and What to Do
Path 1
FLAMES (20% first draw)
When drawn, the FLAMES card burns away and sets a flag (.FLAMES=1). At first, it seems like nothing happens, but snarky comments about an ominous threat feel misleading upon reflection.
The real impact unfolds during Election Day when you meet the devil Braxo. He explains that the Deck's forces have chosen him to subtly torment you, but he’s not motivated to act, meaning it’s more a warning than a threat.
“The forces behind the Deck of Many Things choose one devil across the planes. That devil gets a little whisper and a goal: to seek the downfall and torment of the person who drew the card. I got that whisper! And it called me to torment you, Cleric.”
Rather than chasing you down, he sits back, amused at your predicament.
“You’re probably just screwed. Whatever forces made this Deck of Many Things know that the path you’re walking on will lead to endless torment. So I don’t need to do anything, other than just sit back and enjoy the view.”
So ultimately, FLAMES is a safe card. It doesn’t bring active harm, just a heavy sense of impending doom.
- Draw again → BALANCE (a stat swap, which isn't harmful)
- Stop → safe ending
ROGUE (20% first draw)
The ROGUE card dissipates into dust and quietly sets a hidden flag. INT tells you someone will betray you eventually, but it’s vague who or when. CHA’s commentary matches the FLAMES card cliché about empty threats.
Once again, no tangible consequences appear. It’s another safe card.
- Draw again → BALANCE
- Stop → safe ending
BALANCE (15% first draw or 2nd after FLAMES/ROGUE)
This card is bugged and currently doesn’t actually change stats, but it is the only interactive card that prompts you to swap +2 for -2 on any stats you choose.
You pick from STR, DEX, CON, INT, WIS, or CHA, even applying both plus and minus to the same one if you want. Post-swap, Snell quizzes you on any changes.
- Draw again → GEM (a money reward, definitely the better path)
- Stop → safe ending
- Draw again → GEM (the money card, the good path)
- Stop → safe ending
GEM (5% first draw)
The GEM card disappears with a puff of smoke and leaves you holding a richly embroidered bag filled with 50,000 crowns. DEX reacts wildly, and Snell sums it up perfectly: you could afford a fancy manor for over ten years with that kind of coin.
- Draw again → SKULL (prepare for a battle of wits against Death)
- Stop → safe ending with your reward intact
SKULL (30% first draw)
Early on, the SKULL card is harsh. Your companions suddenly vanish, and you face Doden — Death personified, who is surprisingly laid-back.
You’re prompted with various responses to his challenge. Most trigger a Rock-Paper-Scissors mini-game. Do not accept death outright—this path leads to an achievement but also a very different conclusion.
Death counts down, while your stats whisper strategy:
- STR urges you to pick Rock
- INT advises Rock too
- DEX warns Death is throwing Scissors
Rock is your guaranteed winning move. Death mirrors what beats your choice, so never throw Paper or Scissors.
- Draw again → leads to JESTER (highly beneficial)
- Stop → safe ending
After surviving SKULL, drawing again is the way to go — JESTER grants the best benefit.
JESTER (only accessible after surviving SKULL)
JESTER is the FOOL card’s opposite. The card crumbles, branding your wrist with a permanent winking face that grants permanent Advantage on all checks. This is by far the deck’s most valuable reward.
- Draw again → DONJON (instant death and bad end)
- Stop → safe ending, keeping your advantage
- Draw again → DONJON (instant death)
- Stop → safe ending with permanent Advantage
Path 2
FOOL (10% first draw)
The FOOL card dusts away, leaving a permanent grinning brand on your wrist that gives permanent Disadvantage on all checks. This mark is irreversible.
Snell’s blunt verdict: "Sorry, Cleric. That looks bad." It really is the worst card to get.
Options after FOOL include:
- Draw again → KEY (a legendary sword awaits)
- Stop → safe ending
If you’re stuck with FOOL, using a prior save file is your best bet to avoid the permanent setback altogether.
