to mobile users: Google sites doesn't have tables (yet?) so I have to embed them in.
Sorry if it looks weird.
General changes
Unlocked after beating Challenge 1.
Sigils: Rampager
At the end of the owner's turn, a card bearing this sigil will move in the direction inscribed in the sigil. Creatures in the way will be thrown back behind it.
Swaps places with cards when moving. Turns around at walls.
The direction of the sigil is the direction of the arm, not the arrow.
Intro
Unlocked after beating Challenge 1.
Sigils: Airborne, Brood Parasite
When a card with this sigil is played, an Egg is created on the opposing space.
The opposing space must be empty. The Egg spawned will usually be a Broken Egg, but has a 10% chance to be a Raven Egg.
Broken Eggs have 0 attack and 1 health.
Raven Eggs have 0 attack and 2 health, with Fledgling.
Spawned Raven Eggs hatch immediately on the next turn they can act.
Intro
That infanticidal Cuckoo… It chokes up the board with the broken eggs of its victims.
On Broken Egg spawn
That poor chick never had a chance…
On Raven Egg spawn
The egg survived the fall… How curious.
Rare
Unlocked after beating Challenge 2.
Sigils: Repulsive
The Ijiraq is a shapeshifter from Inuit religion.
Repulsive stops all attacks that would hit this card from working. This only affects the card itself - cards with Airborne will still attack over it to deal direct damage. For cards with Bifurcated or Trifurcated Strike, only the attack meant to hit Ijiraq will be stopped - the other attack(s) will continue as normal.
While Ijiraq is unable to be attacked normally, it can still die to Sharp Quills' retaliation damage or instakills like the Prospector’s pickaxe.
Ijiraq shows up as a rare card option with red eyes and a question mark.
Afterwards, it appears in your deck mimicking another card. Generally, its eyes will glow red to distinguish it.
When drawn, Ijiraq will be mimicking another card. It will use the mimicked card’s cost.
When played, all of the mimicked card’s on-play effects take place, then it transforms into its true form (4/1 with Repulsive).
Ijiraq does not work with the Mycologist.
It can be fused, but when played, it transforms into a 4/1, instead of an 8/2.
It seems like Ijiraq’s inability to be fused is intentional, but being a valid Mycologist target may not be.
Ijiraq cannot be buffed/sacrificed in most map nodes. It will appear mimicking a card, and the mimicked card will be affected instead.
Ijiraq's true form - a free, tribeless, 4/1 card.
View detailed notes on Ijiraq - appearances, sigil / variable stat interactions, etc.
The page on the site is here, but it's not fully finished/up-to-date yet.
No normal intro. Instead, dialogue is spoken on first transformation.
Its true appearance is frightening... Even to me.
Unlocked after beating Challenge 3.
Sigils: Airborne
Fledgling on a Flying Ant causes it to evolve into an Ant Queen, meaning it loses Airborne and gains +0/+2 instead of the usual +1/+2.
Bugs
FIXED
The description for Flying Ant previously stated that the power "and toughness" of it was equal to the number of Ants on the board, despite Ant Attack only affecting Power, not Health.
Previous Flying Ant unlock screen:
Unlocked after beating Challenge 3.
Sigils: Armored
The first time a card bearing this sigil would take damage, prevent that damage.
This is the Nano Armor sigil from Act 3, but with a different name for flavor.
Changes
Added Reptile tribe.
Unlocked after beating Challenge 4.
Sigils: Double Strike
A card bearing this sigil will strike the opposing space an extra time when attacking.
The sigil name is misleading - the card does not double the number of strikes. The sigil description is correct - it adds an extra one.
See here for interactions with other strike modifiers.
Intro
The unrelenting Dire Wolf. Those lucky enough to survive its first attack may expect another...
Unlocked after beating Challenge 4.
Sigils: Bone Digger, Fledgling
At the end of the owner's turn, a card bearing this sigil will generate 1 Bone.
The Dire Wolf Pup grows into a Dire Wolf and loses Bone Digger after 1 turn on the board.
If Double-Strike sigil is given to a Dire Wolf Pup, it will lose the stitched sigil when it evolves into Dire Wolf.
Bugs
After a card with Bone Digger and Fledgling evolves, it will give 2 bones per turn instead of 1. If it evolves again, such as with Strange Larva / Mothman, it will give 3 bones per turn.
If a card has Bone Digger, Fledgling, and Unkillable, and it evolves, dies, and is placed back on the board, it will once again give 1 Bone per turn.
Links to examples.
V0.30?: FIXED
Dire Wolf Pup no longer continues to generate bones after evolving.
Unlocked after beating Challenge 5.
Sigils: Morsel
When a card bearing this sigil is sacrificed, it adds its stat values to the card it was sacrificed for.
Applies to any card, even those with variable attack stats, since it just adds a +X/+Y to the card's stats.
Unlocked after beating Challenge 6.
Sigils: Blood Lust
When a card bearing this sigil attacks an opposing creature and it perishes, this card gains 1 power.
Gains attack after killing an enemy unit. Attack buff lasts for the battle only.
Unlocked after beating Challenge 7.
Sigils: Scavenger
While a card bearing this sigil is on the board, opposing creatures also provide bones when perishing.
If an opposing card with Bone King perishes, it will still provide 4 bones.
Changes
Changed cost from 3 Bones to 1 Blood.
Unlocked after beating Challenge 7.
Sigils: Airborne
The value represented by this sigil is equal to half of the Bones of the owner.
The number is rounded down.
Like all variable attack stat cards, Lammergeier's attack does not change when fused at the Mycologists.
When on Leshy's side of the board, it will change based on the player's bones, like all variable attack stats that depend on player resources.
Unlocked after beating Challenge 8.
Sigils: Sprinter
The value represented by this sigil will be equal to the number of sacrifices made during your turn.
Like all variable attack stat cards, Red Hart's attack does not change when fused at the Mycologists.
When on Leshy's side of the board, it will change based on the player's sacrifices during the previous turn.
Unlocked after beating Challenge 9.
Sigils: Fledgling, Waterborne
The Tadpole grows into a Bullfrog and loses Waterborne after 1 turn on the board.
If Fledgling and Waterborne are transferred to a different card, the card will keep Waterborne after it evolves.
Rare
Unlocked after beating Challenge 10.
Sigils: Double Strike
When a pelt is played, up to three Pelt Lice are played in open spaces, prioritizing lanes from left to right. (no known way to pass this to another card).
Pelt Lice can be played from your deck, not just your hand. Lice in your hand will take priority over Lice in your deck.
If Fecundity is added to the Pelt Lice, the first Pelt Lice will play and then spawn a copy in your hand. If there is space, the copy will be played.
Pelt Lice reshuffles your deck when played from it, i.e. you'll draw different cards if you reset the battle and play it.
Pelt Lice strategies revolve around filling your deck with pelts to near-guarantee being able to summon it on the first turn. From there, you can either put a sigil like Hoarder on the Lice, thus guaranteeing that as long as you draw a pelt, you’ll be able to get your wincon. It synergizes well with other card-generating sigils (Rabbit Hole, Ant Spawner, Bees Within), or you can also buff the Lice itself.
The Trader will refuse to trade pelts if you have Pelt Lice in your deck.
Dialogue when visiting the Trader with Pelt Lice (when they are still alive)
They are riddled with Lice!
Use this to buy new ones.
Bugs
V0.30: FIXED
Pelt Lice now gains Totem effects when it jumps from your deck.
Previously:
Note that totem effects will not take effect if it plays from your deck.
Rare
Unlocked after beating Challenge 10.
Sigils: Blood Lust
The Hodag is a cryptid originating in Rhinelander, Wisconsin.
Blood Lust
When a card bearing this sigil attacks an opposing creature and it perishes, this card gains 1 power.
Hodag’s innate trait is that Blood Lust’s effect becomes permanent and carries for the rest of the run.
If a Hodag has Fecundity, copies created by Fecundity will share the stat gain.
A card bearing this sigil hatches when drawn if the numbers 1 to 5 are represented in the health of creatures in your deck and in their power, and if there is a creature of each tribe in your deck.
The Curious Egg hatches into a Hydra with the following stats.
Sigils: Bifurcated Strike, Trifurcated Strike
Because of the V0.28 update to make multi-strike sigils stack, the Hydra will attack five times.
The Hydra only hatches during battle, and will revert back to an Egg in your permanent deck.
The Curious Egg checks cards based on your permanent deck - the one you see when checking the map.
Temporary changes to cards in battle (such as Blood Lust’s attack buffs or Fledgling) do not change whether the Egg can hatch or not.
However, Ouroboros and Hodag change their attack permanently, so they will update the hatching conditions mid-battle.
Hatching validity is checked on draw. All of the following conditions must be met:
You need 5 cards with Health from 1 to 5 each.
You need 5 cards with Power from 1 to 5 each.
You need 5 cards with all the tribes represented: Avian, Canine, Insect, Hooved, Reptile.
Requirements in the same category cannot be combined on the same card, i.e. Amalgam only counts as one of the five Tribes, instead of all of them. You would need five Amalgams to fulfill the Tribe requirement. Think of it like a wildcard - it can count for any one tribe you're missing.
(There is a suggestion to make Amalgam count for all five Tribes here.)
However, requirements from different categories can be combined, i.e. a Cuckoo fulfills the 1 Health, 1 Power, and Avian Tribe requirements.
Therefore, the smallest number of cards needed to fulfill the requirements is 5, and the largest number of cards needed to fulfill the requirements is 15.
Cards count as their permanent/true forms, so for example:
Ijiraq counts as a tribeless 4/1
the Static card counts as a tribeless 0/1
a Wolf Pup that evolves into a Wolf will still count as a Canine 1/1
The dots on the Egg portrait light up according to the conditions met (from top-to-bottom: Health, Power, Tribes.)
The dots for Health and Power are in order representing the numbers 1 through 5, from left to right.
Some examples:
The lit pips on the Eggs are:
Health: 1, 2
Power: 1
Tribes: Canine, Hooved, Reptile
The lit pips on the Eggs are:
Health: 1, 2, 4, 5
Power: 1, 2, 3
Tribes: Avian, Canine, Insect, Hooved, Reptile
The Hydra keeps modifications made to the Egg (any sigils or buffs will transfer.)
If the Finical Hatchling sigil is transferred to a different card, any modifications made to that card will transfer, but the stat difference between the card and the Egg will not. For example, a Wolf that has been campfire buffed to a 4/2 and given Finical Hatchling will hatch into a 2/5 Hydra, not a 5/6 Hydra.
A Curious Egg with Fledgling becomes an Extra Curious Egg.
Some ideas for minimal-card-decks that can hatch the Hydra.
1/1 Magpie
2/5 Direwolf
4/2 White shark
3/3 Amalgam
2/4 elk
5/1 rattler (1/2 campfires)
ok im certain that a 5 card hydra deck is impossible w/o fires since no 4 damage card has a tribe, but i think i managed to make a 5-card hydra deck with 1 fire buff
1/1 cuckoo
2/4 elk
3/2 wolf
4/3 (1 attack buff) amalgam
5/5 ouro
Changes
Hydra now keeps modifications made to the Egg.
Bugs
V0.29: FIXED
The card portrait will change to the Hydra portrait if the Finical Hatchling sigil is transferred to a different card, but will not update on the Curious Egg itself.
This has to do with the Curious Egg portrait, not the Hydra portrait. The Egg portrait is dynamic so that the dots can change depending on the fulfilled requirements. This causes problems when transforming.
This can also be seen when Ijiraq mimics a Curious Egg - its portrait will not change to Ijiraq.
WIP - see the google doc for full info.