This is a quick guide to editing your deck for making the early part of the game easier or just to have fun with trying new card combos. Includes a card list (spoilers).
Intro
This is a quick guide to editing the cards in your deck in order to make the early part of the game easier. You can also use it to customize your deck for fun. This procedure works for me with Win10 and v1.08 of Inscryption. The Pro Tips section near the end is a work in progress, please check back frequently for updates.
There are unmarked spoilers from this point on! Read at your own risk
Disclaimer: I recommend doing this only at the very beginning of the game (right after the “Another Challenger, it has been ages…” battle in the cabin), because once your cards acquire added sigils and buffs then changing the order of the cards in your deck list could cause unusual problems. Editing other parts of the save file could cause something weird to happen or possibly crash the game. If you’ve already won the game, editing the game might reset your progress. Finally, make a backup copy of the save file before you do anything! Seriously.
Even if you don’t do any editing, it’s a good idea to make a backup copy of the save game file before major events in the game. This way you can restore the game to an earlier point, such as before a boss battle or after a new map.
If you’ve won the game already, then you can go back to the beginning at any time. Otherwise you can just lose card battles until you get sent to the opening card battle/demonstration. Finish that battle, then the game will save. This will give you a clean file to edit. If you’re not sure you want to do this, then make a backup copy of your current save file before you go back to the start. This way you can always replace the current save with one where you had more progress. It’s probably a good idea to keep a copy of the save file before you do any card editing. If something breaks in a very subtle way, you’ll have a means of going back to before you did any editing. Whatever you do, make a backup of the save file before you edit it.
Finding the save file
Go to the directory where your Inscription save files area. If you installed to your C-drive it’s probably:
C:\Program Files (x86)\Steam\steamapps\common\Inscryption
If you have played previously, “SaveFile.gwsave” and “SaveFile-Backup.gwsave” will be here. If there are no files of this name in the directory, then when you continue your game it will make a “SaveFile.gwsave” file.
Editing the save file
First make a backup of the “SaveFile.gwsave” file.
Open it with your favorite text editor. In Windows right-click it and select “open with…” to use a text editor like Notepad. You can check the box so that Windows always uses Notepad. (if you do alot of experimenting this will make things much easier)
Once the save file is opened, search for “playerDeck” (with most windows programs you can open the find window with Ctrl+F). The first occurrence should appear a few lines under “currentRun”, be sure that you are going to edit the current deck.
After the “$rcontent” tag you should recognize the names of various cards below it, like “Wolf”, “Stoat_Talking”, etc. Add a comma at the end of the last item, and at the end add the cards:
“Ouroboros”,
“Geck”,
“FieldMouse”
You can add whichever you want, and I’d encourage you to experiment, but these are a good start. If you want my reasoning it’s in the next section.
IMPORTANT: Go to the line that starts with “$rlength”: and has a number at the end. This is the number of cards in your deck. After you are done adding (or removing) cards, make sure this number is the number of cards in your deck.
Finally save the file. If you set the “.gwsave” file extension to always open with Notepad, then you can just save and exit. Otherwise with Notepad you need to “Save As…” and then change the file type pull-down to “All Files” and be sure you type out the full filename with the extension: “SaveFile.gwsave”
Once you click “Continue your journey” in the main menu, it will load your deck.
Why add these three cards to boost your deck?
If you want to start with a boosted deck, this is a good start. Every chance you get, you should try to play the Ouroboros and then sacrifice it to return it to your hand, even if it means prolonging a game that you are obviously going to win. The Geck and Field Mouse make a good combination when you reach the sacrifice stones so that you can burn the Field Mouse’s sigil onto the Geck. You now have a zero cost creature that makes a copy of itself every time it hits the board. So every space on the board will have, at the very least, eternally renewing roadblocks that can do a total of 4 damage a turn. For added fun you can pump the Geck’s attack value each time you reach a campfire.
Final Thoughts
Good luck and enjoy! I hope this helps you get through the first parts of the game. There are more sections (spoilers!) to this guide including a card list (this gives the correct names for the cards), some fun card combos to try, and a set of pro tips. There is also a section just for the people who finished the game.
If you haven’t finished the game yet, pay no attention to the spoiler text below.
everything you know is a lie
Fun card combos (spoilers!)
There are unmarked spoilers below and in the next sections, you have been warned 🙂
If you want a hand that is pretty much a first-turn kill combo, try the following. Reduce your deck to just these cards (remember to change the “$rlength” value!) There may be issues in game events triggering if you remove the talking cards, or have a deck that is less than 3 cards. Some of these combos require bones to be activated. And there is at least one area where a small deck will never work. These assume that you cast and sac the starting hand squirrel first. Presented “for amusement purposes only”:
Combo #1: “It’s Gritty!**”
Cat
Goat
Urayuli
Combo #2: “Fat and little”
Goat
Grizzly
Opossum
Combo #3: “I didn’t know that card did that!”
Cat
JerseyDevil
MantisGod
Combo #4: “Wait, is that even legal?”
Mothman_Stage3
Combo #5: “This card is overpowered!”
Cat
MantisGod x2
** = You can add the flying sigil to the Urayuli to make Gritty a “Flyer” (groan!)
Partial card list (more unmarked spoilers!)
Here is a partial list of cards (spoilers!) for the purpose of experimentation:
Adder
Alpha
Amalgam
Amoeba
Ant
AntQueen
BaitBucket
Bat
Bee
Beehive
Bloodhound
Boulder
Bullfrog
CagedWolf
Cat
Cockroach
Coyote
DefaultTail
Elk
ElkCub
FieldMouse
FrozenOpossum
Geck
Goat
GoldNugget
Grizzly
JerseyDevil
Kingfisher
Maggots
Magpie
Mantis
MantisGod
Mole
MoleMan
Moose
Mothman_Stage1
Mule
Opossum
Otter
Ouroboros
PackRat
PeltGolden
PeltHare
PeltWolf
Porcupine
Pronghorn
Rabbit
Rattler
Raven
RavenEgg
RingWorm
Shark
Skink
SkinkTail
Skunk
Smoke
Smoke_Improved
Smoke_NoBones
Snapper
Sparrow
SquidBell
SquidCards
SquidMirror
Squirrel
Stinkbug_Talking
Stoat_Talking
Stump
Tail_Furry
Tail_Insect
Trap
TrapFrog
Tree
Tree_SnowCovered
Urayuli
Vulture
Warren
Wolf
WolfCub
Wolf_Talking
Pro tips (editing sigils, custom cards… a work in progress. Even more spoilers)
You can also edit stats and added sigils. Editing a card that has already been boosted by in-game added sigils or campfire buffs is much easier than trying to customize a card from scratch. This is because the game has already made custom data fields for the card buffs, and all you have to do is change the values to what you want. Editing a save file that has already had some progress can break your game in subtle ways, so always make a backup!
Make a note of which card you added a buff or sigil to (in my deck I sacrificed a cat on the stones to add its sigil to the WolfCub). I have not tried editing talking cards, and I’m hesitant to try because it might break the game in subtle ways. Go to the playerDeck / currentRun part of the save file as before and make a note of the cards in your deck.
Then scroll down past the Boon Id’s tag (just like it sounds like, that in itself could be a whole new topic for a guide) until you get to “cardIdModInfos”. This is where each card in your deck has a record of buffs and added sigils. Keep scrolling and you should see the “$rlength” and “$rcontent” fields which respectively have a record of the number of cards in your hand (5) and a list of each card in order.
In the $rcontent fields, you should recognize the card names after the “$k” tag. If you have more than one of a type of a card, it will be listed with a number after its name. The “$v” tag holds several fields, and most cards will have a “$rlength” of zero and empty brackets for the “$rcontent” tags, indicating the card is unmodified. The talking cards are slightly different, so I’m going to skip over them for now.
In my deck, the WolfCub has “$rlength” of 1 and a bunch of stuff between the brackets of “$rcontent”. There are five fields of interest (actually all are interesting, but for this guide I’m going to demonstrate these):
“attackAdjustment”
“healthAdjustment”
“abilities”
“bloodCostAdjustment”
“bonesCostAdjustment”
“abilities” deals with added sigils, below. The rest are zero because I just added a sigil to the WolfCub at the sacrifice stone and didn’t buff this card. A normal WolfCub has attack/health/blood cost of 1/1/1, respectively. Pretty boring, right? Lets enter “10” after attackAdjustment to give it a power of 1+10=11. And since we’re on a roll, why not enter “50” after healthAdjustment? Now we have a WolfCub that is strong as a tank. But wait, there’s more! If I had a card that required bones, I could edit the “bonesCostAdjustment” field. The WolfCub requires a blood point to cast, and since I’ve gone this far I’m not sure I want to spend an entire blood point to cast it, so I’m going to enter “-1” for “bloodCostAdjustment”.
So now I have a way overpowerd WolfCub that keeps my added buffs when it grows up. But you know you just want to keep going, right? Within the “abilities” tag, there is another “$rlength” tag which is 1. In the brackets after “$rcontent” is the number 20, indicating the WolfCub has an added ability sigil that is number 20. This corresponds to the infinite sacrifice ability (take a look at the rulebook and you will see that it is number 20 in the list). For fun, let’s change “$rlength” to 3 and “$rcontent” to 19,20,21 to give it ability number 19 (flyer) and 21 (repulsive):
BWUHA-HA-HA-HA-HA!!
Unique and custom cards (yet more spoilers)
The death cards are represented as “!DEATHCARD_BASE”. This will look for added info in the file such as its cost, stats and sigils. Unless you are experienced at editing save files (see above), you probably want to pass on editing this and I’m not sure how easy it would be to add it to your starting hand. There is also “!GIANTCARD_MOON” which will crash your deck as you can’t play it (but it looks fun to see what happens, you did remember to make a backup, right?). The !STATIC!GLITCH card is just like it sounds, a picture of static until it is drawn. It could be a fun one to add to your hand, but the concept gets tiring fast.
You can also hack your deck for the other parts of the game, or mix and match cards from one part to another. Sometimes it works, but again this is beyond the scope of this guide.
Weird and interesting stuff in the save file (spoilers!)
(if there’s interest, I might add a section on interesting things here)
For people who finished the game already (heavy spoilers!)
Everything you know is a lie (including this statement)
Wasn’t that fun? Some people really enjoyed the REDACTED, others felt cheated that the REDACTED wasn’t REDACTED. You can use this guide to hack your deck in the REDACTED sections of the game, but remember that you should never REDACTED, REDACTED, or REDACTED.
This is all for Inscryption How to Make Custom Deck + Edit Save File – Mod Config Tutorial hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!
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