Node types

A node is one stop on a chapter’s road. The hero walks every node in order and plays whatever is there. Most nodes are fights, and the rest are rests, shops, mini-games and choices. New node types unlock as you reach later chapters.

Overview

Node What it does Unlocks at
Enemy A pack of two to eight monsters fights the hero. Chapter 1
Elite A stronger fight with its own perks. Chapter 1
Boss The last node of the chapter. Chapter 1
Campfire A rest stop. Chapter 1
Shop Spend coin on healing and perks. Chapter 1
Chest and Treasure Rewards on the road. Chapter 1
Wheel A fortune wheel. Chapter 2
Nine-Tile A tile-picking mini-game. Chapter 2
Blood Altar Pay HP for a perk. Chapter 2
Dice Battle, Fortune Teller, Ballista Mini-games. Chapter 2
Random Encounter Two doors with an offer behind each. Chapter 3
Black Market A rarer Shop. Chapter 3
Legendary Challenge Fight for a Legendary perk. Chapter 3

Enemy

A pack of monsters standing in single file blocks the road. Packs hold two to eight monsters, and a stretch of Enemy nodes is three to five long before the road reaches something else. Every kill pays experience and coin. See Monsters.

Elite

An Elite is a landmark fight. It hits harder than a normal pack, carries its own perks (shown as icons under its health bar) and pays more experience and coin.

Boss

The last node of every chapter. Beating the Boss clears the chapter and pays a clear bonus of gold.

Campfire

A rest stop where the hero can recover Max HP. A rest is always followed by a fight.

Shop

Spend the coin you earned in the run. These are the Chapter 1 base prices and they rise in later chapters. Coin is lost when the run ends, so spend it all.

Item Price (coin) Effect
Field Dressing 40 Restores 40% of Max HP. Its price never goes up.
Iron Rations 60 / 95 / 150 Raises Max HP by 8% for the rest of the run, up to 3 times.
Journeyman Lesson 43 One Common perk.
Specialist Lesson 85 One Epic perk.
Veteran Lesson 128 One Legendary perk.
Master Lesson 221 One Mythic perk.
Merchant’s Whim 0 / 30 / 60 / 120 Rolls three new perk offers, up to 4 times. The first reroll of every visit is free.

Chest and Treasure

Rewards you find on the road. A Treasure pays coin, and the Hoarder milestone perk can boost it (see Talents).

Wheel

A fortune wheel with twelve wedges. You spin once, and watching an ad gives one extra spin whose prize is added to the first.

  • Coin: six wedges (11, 23, 23, 23, 38, 38 coin)
  • Heal: two wedges, each healing 25% of your HP
  • Jackpot: 75 coin
  • EXP: +30% experience
  • ATK buff: +20% ATK for 3 fights
  • Perk: a free perk draft

Nine-Tile

Pick tiles to find three of the same tier. They do not have to be next to each other. The tiers are Copper (11 coin), Silver (23 coin), Gold (45 coin).

Blood Altar

Pay 30% of your Max HP for one perk card. You can do this at most twice per chapter and it never takes you below 1 HP.

Random Encounter

Two doors, each with an offer behind it. You pick one. Some offers cost you something, so read both before you choose.

Encounter First door Second door
Abandoned Spoils Cart +50% coin Fight an enemy
Potion Maker’s Hut Heal +15% ATK
The Cursed Fountain +25% ATK (cost: -20% Max HP) —
The Healing Spring Heal 30% HP +15% Max HP
Generous Fairy Blessing +15% Max HP +15% ATK
The Hidden Cache +35% coin Fight an enemy
The Moonlit Shrine +20% ATK (cost: -15% Max HP) —
The Wayfarer’s Camp Heal 20% HP —
The Crumbling Idol +12% Max HP (cost: -10% ATK) —
The Bandit Crossroads +25% coin (cost: -10% Max HP) Fight an enemy

Black Market

A rarer version of the Shop. From Chapter 3 on, about a quarter of the Shops on a road appear as a Black Market instead.

Legendary Challenge

Fight the chapter’s Elite on a harder tier to win one named Legendary perk, or walk past. Losing this fight ends your run, so check your HP first.

Dice Battle, Fortune Teller and Ballista

Mini-games that unlock at Chapter 2. A winning Dice Battle pays coin, which the High Roller milestone perk can boost.

See also