See deck downsizing for choosing nodes related to keeping a small deck
Links in parentheses lead to the Inscryption Wiki page.
Nodes are categorized, and you’ll choose between nodes within the same category on different paths.
Card gain nodes:
Random card / Card by cost / Card by tribe / Cave trial / Prospector card / Trapper / Trader
Utility nodes
Backpack / Bone Lord / Campfire / Goobert / Mycologists / Sigil transfer / Woodcarver
Battle nodes
Battle / Totem Battle
Nodes you cannot get on Map 1:
Bone Lord
Mycologists
Goobert
Nodes on Map 4 (final nodes before Leshy):
Backpack
Sigil Transfer
Trader
Woodcarver
Save Scumming
Maps can be re-rolled as long as you are on the very first node of the map. Before you move from the first node, use the pause screen to exit back to the main menu, then continue the run.
The node symbol.
List of possible items (for details of the base game items, see the wiki)
Black Goat in a Bottle
Boulder in a Bottle
Frozen Opossum in a Bottle
Harpie’s Birdleg Fan
Hoggy Bank
Hourglass
Pliers
Scissors
Squirrel in a Bottle
Magickal Bleach, Wiseclock and Magpie’s Glass are added to the item pool once unlocked.
Items are extremely useful and important; however, since there are item sources other than the Backpack node, other nodes in this category are usually more useful.
Guaranteed to get rid of a card, which is super important for small decks.
Sacrificing a card gives you a Minor Boon of the Bone Lord, which grants you 1 bone at the start of each fight.
There are two exceptions:
Sacrificing a Black Goat will give you the Major Boon of the Bone Lord, which grants you 8 bones at the start of each fight. A card with Worthy Sacrifice does not count - it must be a Black Goat.
Note that you cannot get two Major Boons at once.
Sacrificing a Pelt will give you nothing.
Campfires are now limited to two buffs instead of four. The first buff is guaranteed.
The second buff has a 50% chance of the card being eaten.[confirmed by checking code]
MECHANIC UPDATED AS OF V0.24
The survivors can now be killed by feeding them a Ring Worm or any card with the Touch of Death sigil. *Note that this also applies in the base game.
Survivors can still be killed by having them eat a Ringworm or a card with an inherent Touch of Death sigil (Adder and Long Elk), but killing them is not always recommended - see the section on deck downsizing in Tips.
Mealworm does not have any special interactions with the survivors, though several people have suggested it.
Fixed as of V0.26?
Code was added to guarantee a Health campfire if all your cards have variable attack stats.
However, if you have a deck of entirely pelts, it still softlocks. This is not as easily encountered, though.
If you visit an Attack campfire without any valid cards (i.e. with a deck of only cards with variable attack stats), the game will attempt to give you a choice of cards, find no valid cards to show, and then softlock.
Save Scumming
The game saves when the creature is eaten, so you cannot save scum to save a card, unless you’re really, really fast.
However, you can save scum for a successful buff, since it does not save when a card is buffed.
Therefore, the optimal save scumming plan is to try to thin your deck and remove a card, but if the card isn’t eaten, reset and buff a good card instead.
MECHANIC UPDATED AS OF V0.27
Rewarded cards now have two added sigils instead of one.
WarMonger (check pinned/FAQ): New trial rewards? lol.
Variable attack stats now attempt to calculate their attack. As such, Ants will have attack equal to the number of Ants drawn. Hand Tentacle will have 3 attack.
Variable attack stats count as 0 for the Trial of Power. This includes Ants, Tentacles, etc.
Kurfurst: note here that hand tentacle is treated as 0 and ant is treated as 0
Ijiraq is a god damn mess Ijiraq was a god damn mess, but as of V0.22 or V0.23, it was removed from the Cave Trial options! It will no longer be drawn in a Trial.
The Static card is a 0/1 with no cost, no tribe, and normally, no sigils.
If the Static card is received as a Cave Trial reward, it can have 1 added sigil. You can right click the area on the Static card where the sigil would be, and the sigil will open in the Rule Book. Note that the sigil will be counted in a Cave Trial, but will have no effect in combat - it disappears when the card transforms.
ConorJM0601: Static Card has sigil confirmed
Fun thing. If you add a Squirrel and an Amalgam to your main deck, like by save editing, it will count as kin.
Save Scumming
Save scumming will not refresh the available trials.
Also, while each trial can result in different card draws, the card draws for each trial will not change.
ADDED AS OF V0.25
Goobert’s node can appear on any of the first three maps.
Goobert will make a copy of a card of your choice, modified in one of the following ways:
an added sigil will change to a random sigil
+1 attack
-1 attack
+2 health
-2 health
no changes
See below for the exact odds of getting a specific change - they are not equally distributed.
sernightmare: Map node
A card’s attack can be decreased to 0.
If a health decrease would make the card’s health 0 or less, the card’s health will decrease to 1.
There is no functional difference between a Goobert card and a regular card. It behaves the same way a regular card would in map events and battles.
Goobert cannot add sigils to cards; however, cards with added sigils that have been fused at the Mycologists may have a hidden sigil.
When Goobert “adds” a new sigil to a card, it's actually that the card had a hidden sigil, and that hidden sigil was changed. Since the sigils are no longer the same, the changed sigil is now shown like normal.
The original Mantis God had two Fledgling sigils, one of which was hidden before being changed to Sprinter.
Shaf: good goo , although sprinter suck , but good gloor[sic]
Goobert can also “add” a sigil to a card with one of its innate sigils stitched on.
For example, the Flying Ant here had a hidden Airborne sigil (notice how the original Airborne sigil is missing.)
The second, hidden Airborne sigil was changed to Bifurcated Strike (notice how the original Airborne sigil has reappeared.)scissors vessel: yoooo
ham: he took the flying out of flying ant
Goobert is not able to copy cards with the RandomCard ability or the onePerDeck flag:
list.RemoveAll((CardInfo x) => x.SpecialAbilities.Contains(SpecialTriggeredAbility.RandomCard) || x.onePerDeck);
Ijiraq has the RandomCard ability, and does not show up as an option.
Ouroboros, Ring Worms, Long Elk, and the Static card have the onePerDeck flag and will not show up either.
You can visit this page and search “One per deck? [True]” to see what other cards have the onePerDeck flag.
If you visit Goobert without any valid cards (i.e. with a deck of only cards with the above traits), the game will attempt to give you a choice of cards, find no valid cards to show, and then softlock.
Primadonna: this is the deck
Note that currently, with the Annoying Starters challenge, Goobert can change the Annoying Sigil, despite its appearance as an innate sigil.
*Unknown if oversight or intentional; seems to be an oversight.
Goobert can change a sigil to one that is already on the card.
https://discord.com/channels/529604048773578763/920010818114961408/939023276884254730
Goobert can create a copy of a card he created, but does not have any special dialogue.
BirbBun: You can paint a painted card. Goobert does not seem to commentate on the fact that the card you gave him was his work
Goobert:
No! No! I will make myself useful.
I will paint! Just like the Master!
Not as good as the Master, no.
I may make some errors!
What shall I paint for you?
Goobert will then allow you to choose any card in your deck
.
Goobert:
Hmm, yes.
Let’s see what I can do.
Goobert:
W-what do you think?
Would the Master be proud?
Please say yes!
Is it just like your card?
Is it good?
Leshy:
Enough.
Don’t make me put you away again.
The Mycologists will fuse two copies of the same card together. The stats of each card are added together, along with the sigils, to a limit of 4. This can give you extremely powerful win-conditions.
If you visit without any duplicates, the Mycologists will give you a choice between three cards already in your deck, excluding cards with the onePerDeck flag, such as Ouroboros.
If you visit the Mycologists with only cards that cannot be duplicated, they will comment that you have no duplicates, then send you on your way without offering you cards.
This and Goobert's node are currently the only known ways to gain a second Stoat.
Since you can’t choose what to fuse, how are cards prioritized? It seems to prioritize cards with added sigils.
When fusing cards with sigils, the first 4 sigils are kept. Any sigils after those 4 will disappear.
The sigils are taken in the order:
top left, bottom left, top right, bottom right.
Note how Airborne and Brood Parasite were not kept, and thus did not take effect.
Thanks WarMonger#6579 for testing!
Sigils can only be transferred between cards with no added sigils.
For example:
If you have no eligible cards, the stones get angry, but nothing happens and you skip the node.
Dialogue:
No possible sacrifices?
The stones rumble…
None among your troupe can perform the ritual…
The stones wail in anguish…
Random
Gives you a choice between three random cards.
If you don’t have the No Clover challenge active, you can use the clover to reroll the cards.
Card by Cost
Gives you a choice between three random costs, then gives you a card of that cost.
Possible costs:
1 Blood
2 Blood
3 Blood
Any Bones
If you don’t have the No Clover challenge active, you can use the clover to reroll the available costs, not the cards themselves. Note that it is possible (a 25% chance) for you to get the same three costs as options.
Card by Tribe
Gives you a choice between three random tribes, then gives you a card of that tribe.
If you don’t have the No Clover challenge active, you can use the clover to reroll the available tribes, not the cards themselves. Note that it is possible for you (a 10% chance) to get the same three tribes as options.
Prospector Card
This node appears rarely on any of the three maps, and can even appear after the Prospector is defeated.
(This is different from the base game - in the base game, the node can only be found on the first map, before defeating the Prospector.)
*Known bug: The flag that allows the node to spawn will never activate for some people. Unsure if it's fixed yet.
You must pick one of three Boulders, which will reveal either a Golden Pelt or an Insect with an added sigil.
This is one of three ways to get the Made of Stone sigil on a card (other two are Cave Trials and the Trader.)
Save scumming
The card is the same regardless of which Boulder is chosen.
Some charts that show the odds of getting sigils depending on node type
Thank you ITstumbler#1797!
Odds of getting each sigil by node type with or without clover active
Odds of getting each sigil by kin/cost chosen
Trapper
Trapper is probably better on Maps 2 and 3 than on Map 1, unless you get a really good start on Map 1. Since you're trying to 1) set up your wincons and 2) not get stuck with too many bad cards, getting stuck with a pelt can really suck.
However, once you hit the later maps, you've probably got a decent base setup, and you can afford to grab a pelt without ruining your opening hand. At that point, you're also trying to minimize card gain, so Trapper becomes a much better choice, since now you can afford to grab the pelt and make use of the longer-term payoff.
Trader
Trader nodes cannot be save-scummed by exiting to the menu after seeing your choices, unless you’re on the first node of a map. This rerolls the entire map as well as the Trader options. When you continue the run, your choices will have refreshed.
Since the Trader is the first node of Map 1, this can be used to get around the reset mechanic.
Totem bases can have any common sigil. Trinket Bearer is the only Rare-exclusive sigil that can be on a totem.
Excluded sigils: Amorphous, Bellist, Finical Hatchling, Kraken Waterborne, Trifurcated Strike
Exiting a battle and restarting it will usually give you the same topdeck, but will occasionally give you a new one.
This is because your starting hand is based on the “randomSeed” value in your save. When you get a new hand, it means that something modified the randomSeed value. There are several reasons this may happen.
See the Save scumming / RNG / Cheats section for more details.
The main benefit of accepting Leshy’s surrenders is saving time.
Additionally, on occasion, he can concede when you’re going to lose because of how surrenders are calculated.
Since the main loss of accepting Leshy’s surrenders is teeth, and since you should not be buying many pelts anyway (unless you have a specific strategy planned), it’s often good to take surrenders in KCM. This is less applicable after the addition of the Skinning Knife, but in general, you can probably get enough teeth from the battles where he doesn’t concede, and take surrenders when offered.