ACT 1 / Symbols on the map

ACT 1 / Symbols on the map

Events

Backpack

Receive up to three new items to choose from.

If you have a full inventory - gives Pack Rat 2 \ 2 with a sigil Trinket Bearer.

Trap

Exchange collected teeth for pelt. The pelts will be added to your deck and can be used like regular cards. At each meeting, he gives one hare pelt for free.

The cost of pelt: rabbit - 2 teeth, wolf - 6 teeth, golden sheep - 11 teeth.

After the first victory over the Trapper, prices will be reduced: 2 \ 4 \ 7 for rabbit, wolf and sheep pelts, respectively. After many victories, I brought it to the price tags 1 \ 2 \ 3 for rabbit, wolf and sheep pelts, respectively.

Trader

Exchange pelts for cards. If you don't have pelts, he will give you 5 teeth.

For the rabbit, he will offer ordinary cards. For the wolf, he will offer cards with additional sigils. He will offer rare cards for the sheep. For sewn pelts - sewn cards. Also, pelts can be sewn for which the Seller will offer sewn analogs of cards (for sewn rabbit pelts the same cards, but sewn, etc.).

You can buy from him at a time only 8 cards for rabbits and wolves and 4 for gold pelts.

Campfire

Increase the values ​​of the card.

After 4 deaths, the cards can be pumped several times, but there is a chance that the card will be eaten.

Let the survivors eat a Ringworm or Long Deer card to kill and remove them from all future campfires. But improve endlessly will not work.

Approximate chances of survival of the card after update:

Update In Cassual mod In Kaycee’s mod 1 100% 100% 2 82.6% 39.6% 3 47.3% — 4 22.3% — 5 9.5% — Source

Card selection

Choosing one of three random cards.

With the solution of the picture puzzle, it will be possible to use the clover to replace the proposed cards with other random ones.

Card selection based on cost

Choose one of three random cards based on cost.

Card selection based on Family

Pick one of three random cards based on the family.

Selection of death cards

Pick one of three death cards.

There will be random cards or cards that you made at the end of previous cycles.

Sacrificial stone

Kill one card to give its sigils to another card.

If the sigil is already sewn on the card, then it will not work again.

Selecting boulders

Break one of the three stones to get a card.

There may be cards or gold pelt.

Collecting totem

Select a body with a sigil or the head of a family. When you have two parts, you can assemble a totem that will be with you until the end of the game.

Deck Challenge

Complete the Deck Challenges to pick an unusual card, like if you bought it with Wolf Pelt.

Tests are for damage, life, bones, sigils, kinship.

Mycologist

Sews two identical cards by summing up their values ​​and keeping all the sigils of both cards. If you do not have repeated cards, he will give you a choice of one of three cards.

When choosing cards, some have a mushroom nearby. It means that the same card is already in your deck.

There is an opportunity to sew again.

Sacrifice to the Lord of Bones

Donate a card to receive a gift.

A boon is one bone at the start of each fight. There will be a gift for each card.

If you donate a Black Goat, then the gift will be 8 bones.

If you donate the pelt, the Lord will be unhappy and will not give anything.

Fights

Regular fight

An ordinary fight.

Hard Combat

Normal fight, but the opponent will have a totem.

Bosses

⠀⠀        Only after fighting the bosses will you be given a choice of one of three cards.

Prospector

In the first phase, he puts a Pack Mule 0 \ 5 with 4 cards under it (you need to kill him to get them for yourself) with the Sprinter sigil, Coyote 2 \ 1 on his left and the Boulder 0/5 on your right side.

In the second phase, kills all your cards and puts gold pelts in their place, unless you have a card with the Corpse Eater sigil in your hand.

Angler

In the first phase, once every two turns, he will aim the hook at your last placed card. Then, after your move, the hook will drag the card to the Fisherman side.

In the second phase, in front of all your cards, he puts a Bait Buckets with 0 \ 1 bait, which, after receiving damage, puts a Great White 4 \ 2 with the Waterborne sigil in its place.

Trapper

In the first phase, the Trapper plays Strange Frogs 1 \ 2 with Mighty Leap sigil. When perishes, spawn a Leaping Trap 0 \ 1 with Mighty Leap and Steel Trap sigil in its place. The Leaping Trap, when it takes damage, kills the card in front of it and return the pelt of the wolf to your hand. If there is no one in front of her, then there will be no pelt.

In the second phase, the Trader lays out two rows of strong cards, gives you an extra pelt, and offers to exchange your pelts for his cards. The cards that remain will play against you, and those that you exchange will go into your hand.

For each saved life, you can get the Smoke 0 \ 1 card with Bone King sigil when fighting bosses. After blowing out the candles in each cycle at the Leshy's table, you will receive Greater Smoke 1 \ 3 with the same sigil.

Ending


ACT 1 / Symbols on the map image 67

I hope this guide will help you quickly get used to such an interesting game. If it was useful for you, then do not forget to support this guide in any way convenient for you.

I don't throw away the guide. I read all the comments and update the guide.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2726488907					

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