recursal/Fanatic-Fandom huggingface dataset:
Insectodrone

* Act II
* Act III

Insectodrone in Act II

Insectodrone in Act III

The **Insectodrone** is a Technology card present in Act II and Act III of *Inscryption*.

## Strategy

The Insectodrone can be described as an Airborne version of the Automaton. It can be a good card in Act II if played well, however it should generally be avoided in Act III since better cards can be played for the same cost. For example, Sniper Bot can almost always attack directly, but also has the option to attack any card on the board if needed. The one major benefit of Insectodrone is that it is the only card that remains Airborne, as the Sigil cannot be offered as an upgrade at events outside of the Raven transformation. If you do choose to take Insectodrone, keep this in mind when upgrading it.

***Good Upgrades***

* Gemmification allows it to become more powerful in a variety of ways.
* Almost any Sigil that can be given will work; be wary of any that are on cheaper units like 49er, however.
* Use a Beast Form to make it more powerful, even if temporarily.

***Bad Upgrades***

* Overclocking the card is not recommended given its frailty, however, this can be used to your advantage if you want to remove this card from your deck.
* Touch of Death and Sniper are useless on this card.
* Burrower and Guardian put the card in danger.
L33pB0t

* Act II
* Act III

The **L33pB0t** is a Technology card in Act II and Act III of *Inscryption*.

In Act II, four L33pB0ts are part of the Technology Starter Deck.

## Strategy

### Act II

L33pB0ts are cheap defensive cards that can help block attackers and stall for more Energy early on. If using a Beast deck, L33pB0t can provide additional value as a cheap sacrifice.

### Act III

L33pB0ts start off as better Empty Vessels you can draw from your main deck. As you progress further and upgrade your Empty Vessels more, L33pB0ts start to be outclassed and lose some relevance, but can still be made into useful cards with upgrading.

#### Good upgrades

* Sharp Quills will make it deal damage to its attackers.
	+ If combined with Touch of Death, it can instantly kill any card that attacks it.
* Unkillable will allow it to be replayed to continually block.
* Nano Armor will let it tank an additional hit.
* Any form from Transformer will benefit it, with the Adder being good for defensive use while the other two allow it to be a cheap offensive card.
* Overclocking it will prove useful, as the card isn't that valuable and can both attack and defend.
* All potential buffs from Gemification provide a great benefit, especially Green Gems.

#### Bad Upgrades

* Sprinter and Hefty will move L33pB0t away from the card it's supposed to block.

## Trivia

* In Act II, L33pB0ts are seen being mass produced and recycled at P03's Factory.
* The name of the card uses Leetspeak.
Magickal Bleach

> To the user: My cards on the board will lose all of their Sigils.
>
> Rule Book

> Better in your hands than... **his**...
>
> Leshy

The **Magickal Bleach** is an item in Kaycee's Mod. When used, all cards on the opposing side of the board will lose their Sigils. Note that this does not affect cards that are yet to be played and are in the top row.

## Unlocking the Magickal Bleach

To be able to find and use Magickal Bleach, you must complete the first painting puzzle in Leshy's Cabin by placing the proper cards on your side of the board. Once done, the Cabin will shake and Magickal Bleach can be taken from the painting. Picking it up and bringing it to the table will add it to your current items, and make it possible to obtain in the future from item sources.

## Strategy

Magickal Bleach is a very powerful item, as many of the strongest cards are in part to their Sigils. It can prevent Airborne cards from tipping the scale over, Waterborne cards from hiding, Burrower cards from blocking attacks, Fledgling cards from evolving and much more.

However, though it visibly appears to bleach out sigils granted by Totems, those sigils will still take effect.

## Trivia

* Magickal Bleach is presumably the same thing Magnificus used during Act II to wipe the Sigils from your cards.
Many Lives

Many Lives, as seen in Act I.

> When a card bearing this sigil is sacrificed, it does not perish.
>
> Rule Book

The **Many Lives** sigil stops a card from dying when sacrificed. On certain cards, sacrificing the card enough times will cause it to transform.

## Strategy

### In Battle

If played early on, the player's side of the field can be filled with cards quickly, even possibly by the first turn. On the other hand, cards with this sigil cannot be removed through sacrifice, which can restrict where future cards can be placed. This should be taken into account when a card with this sigil is placed.

It's often worth playing this card behind an nonthreatening card to ensure its survival, such as a Terrain card or a card with 0 Power. While placing a card with this sigil opposite an empty space can protect it for some time, be wary that an enemy will likely appear there eventually to kill the card.

If you're using this sigil as part of an Ouroboros death loop in Act I, it's best to first sacrifice it to another card, as both cards in Act I will lose the Many Lives sigil after a certain amount of sacrifices.

### Deckbuilding

This sigil is immensely powerful when paired with the Worthy Sacrifice sigil, since a card with both may be sacrificed infinitely for three blood each time, allowing the user to play many high-cost cards in a single turn. If given to a tribe through Totems, Many Lives can be incredibly useful as the chances of drawing a card with this sigil early on is much higher, and makes Blood shortage less likely. As well, it may be worth placing this sigil on a card with high Health, to ensure that it is not killed too early through combat (though if placed well, combat can often be avoided entirely).
Act I

> Another challenger... it has been ages. Perhaps you have forgotten how this game is played. Allow me to remind you.
>
> The Mysterious Figure

**Act I** is the first part of *Inscryption*.

## Gameplay

The first Act takes place inside of a cabin. The Mysterious Figure acts as the Dungeon Master of a roguelike style game where the player (represented by a figurine) moves across a map to reach their goal. There are four main locations represented on the map, the Woodlands, the Wetlands, the Snow Line, and the Cabin.

Every location has several split paths that one can take, with various Events presented depending on which path was chosen. Each path will lead to the location's boss: The Prospector for the Woodlands, The Angler for the Wetlands, The Trapper and  Trader for the Snow Line, and the Mysterious Figure as the final boss in the Cabin.

The main progressing beyond bosses consists of building and improving your deck throughout your run. The starter deck will always start the same except for the very first run.

The currencies for this act are Pelts and Teeth. Teeth are gained from doing overkill damage, and are used to buy Pelts.

## Strategies

You will most likely lose the first two runs, as The Angler and The Trapper bosses will initially pull out two full rows of Grizzlies with the Mighty Leap sigil if you beat the first stage on their first appearance.
Kingfisher

* Act I
* Act II

Kingfisher

> The adept Kingfisher. A slippery hunter.
>
> Leshy

The **Kingfisher** is a Beast card that appears in Act I of *Inscryption*. This card also appears in Act II, but cannot be obtained. In Kaycee's Mod, it is a part of the Waterborne starter deck.

## Strategy

### Act I

The Kingfisher is incredibly weak but also cheap; costing only one Blood to summon and bearing both the Airborne and Waterborne Sigils. Its purpose is to attack the opponent directly while avoiding all damage, although this usually means it opens the opponent to direct counter-damage and therefore can be easy to out-damage.

Kingfisher is also an ideal card to use as a set up to playing stronger cards later, since there is very little that can defeat it.

***Good Upgrades***

* Power from the Campfire event to deal extra damage.
* Sigils that allow for multiple attacks, such as Bifurcated and Double Strike.
* Many Lives ensures the card can used as a sacrifice multiple times.
* Worthy Sacrifice makes it a suitable median for a later benefit.
* Morsel can pass its Power and Health onto another card, making it more powerful.
* Stinky allows the card to out-damage the opposing card.

***Bad Upgrades***

* Health is useless as the card will almost never take damage.
	+ If Kingfisher has Morsel and is being used as a set-up sacrifice, adding extra Health may be beneficial then.
* Most Sigils are either situational or useless on it, such as Touch of Death or Loose Tail.

### Act II

This card only appears as an enemy card, most noticeably during The Angler's fight. It is difficult to destroy this card, requiring either overkill damage, an Explode Bot, or a Plasma Jimmy.
Karnoffel code

The **Karnoffel Code** is one of the primary elements of the Inscryption ARG, and is alluded to several times by various characters throughout the game.

In the ARG, it is revealed that the Karnoffel Code is a computer algorithm of supernatural origin and recovered by the Soviets during the Cold War after gaining possession of Adolf Hitler's corpse and discovering a conspiracy related to him, a deck of Karnöffel playing cards, a German card game, and the specific order the cards were arranged in. A spy named Barry Wilkinson had gotten a copy of the Karnoffel Code from the Soviets and sent it to Kaminski, who ran a data center in Germany, who hid it on a floppy disc among other empty floppies, which eventually fell into the possession of Kaycee Hobbes. As such, the OLD\_DATA appears to be a form of the Karnoffel Code, which in the game's narrative is connected to the seemingly supernatural corruption affecting the game *Inscryption*.

Certain characters ingame know about this code such as the Trapper/Trader, the Mycologists, Grimora, and the Bone Lord.

1. ↑ https://en.wikipedia.org/wiki/Inscryption
2. ↑ https://docs.google.com/document/u/2/d/e/2PACX-1vTXY6k5k-6p\_kjjI\_scaBtAjn495e9HqOz8vl95YSBdycjcfU1TUjjT6uWv5b-1R0xvC1SZxGV99Qt7/pub
Additionally, one of the video sequences in the game flashes the binary sequence "0100101101000001010100100100111001001111010001100100011001000101010011000010000001000011010011110100010001000101", which translates to "Karnoffel Code" in ASCII.
Clinger

Clinger, as seen in Act III.

> When one of your creatures is placed in a space, a card bearing this sigil will move towards them as far as possible.
>
> Rule Book

**Clinger** is a sigil that causes cards bearing it to move to the closest space adjacent to any cards placed on the same side of the board. A card bearing this sigil can move through cards to do so, but will not end on the same space as another card and will not pass through the newly-placed card.

## Strategy

While this sigil is mostly a hinderance as it tends to move cards out of optimal placement positions, it can be used to move the sigil bearer out of (or into) the way of damage in an emergency. If multiple cards are going to be played in one turn, it's often best to play a card with this sigil last in order to stop it from moving.
Hammer

The **Hammer** is a tool in Act II and Act III of Inscryption. It can be used on any card on the player's side, including terrain cards, dealing 100 damage to said card. If used on a card with Nano Armor, it will break the Nano Armor first. It will also activate any on death abilities, such as Latchers, Unkillable, and Detonator, assuming the card actually dies from the hit.

The Hammer can be seen inside Leshy's Cabin to the left side of the table, along with the Magickal Brush, however, both cannot be used and only vibrate when touched. When playing on console, pressing the left-most action button will cause the hammer to vibrate as it is the same button used to activate the hammer in Act II and Act III.
Guardian

Guardian, as seen in Act I.

### Meta Categories

Part1Rulebook, Part1Modular, Part3Rulebook, Part3Modular, BountyHunter, GrimoraRulebook

### Opponent Totem

True

> When an opposing creature is placed opposite to an empty space, a card bearing this sigil will move to that empty space.
>
> Rule Book

**Guardian** is a sigil that causes a card bearing it to immediately move in front of any enemy card that is played opposite an empty space.
Blue Mage

* Act II
* Blue Sporemage
* Finale II
* In-Universe

Blue Mage (Act II)

Blue Sporemage (Act II)

Blue Mage (Finale II)

The Blue Mage is a Magick card found in Act II of *Inscryption*.

## Strategy

Blue Mage/Blue Sporemage is a card that bears Mental Gemnastics sigil, thus making it a decent choice to get more cards if you don't have enough defenses or offenses. After getting the cards from it, it will no longer have any use other than blocking an attack or used as a sacrifice. The latter purpose means that it can be used to make a part blood, part mox deck more viable.

It is also recommended to obtain a Blue Sporemage from the Mycologists as to double the amount of cards you get in one of this card.

### Synergies

* Blue Mage is a particularly good card to use alongside Blood cards, as once it is played its usefulness is expired. Combine it with good 1 Blood cost cards like Wolf Cub and Mantis God for best effect.

## Trivia

* Luke Carder gets a Blue Mage from a real-life *Inscryption* Card Pack in one of his videos.
* In the Finale, Blue Mage has a staff but in Act II he doesn't.
* Blue Mage is available in the physical card pack available on the Devolver Digital store page.
Mealworm

* Kaycee's Mod
* Menu Preview

> The delectable Mealworm. Does your mouth not water at the sight?
>
> Leshy

The **Mealworm** is a Beast card from Kaycee's Mod of *Inscryption*.

## Strategy

While the Mealworm can be used to block attacks, it is a support card that is intended to be used as a sacrifice for playing other cards. Sacrificing the Mealworm causes its stats to be passed on to the card being played, in effect making it stronger. It is therefore recommended to increase the card's **Power** and/or **Health** as much as possible at a Campfire.

The ideal Sigil for Mealworm depends on the strategy. Many Lives and Unkillable allows multiple units to be buffed, whereas Worthy Sacrifice can be used to transfer the stats onto more expensive cards, such as the Grizzly and Dire Wolf. Fledgling gives the card additional **Power** and **Health** after one turn, allowing the incoming card to gain +1 **Power** and +4 **Health**. A more unique strategy would be to give Mealworm the Ant Spawner Sigil, allowing you to play an Ant that has more **Health** than an Ant Queen for less cost.

## Trivia

* When a Sigil is infused on Mealworm its leaf glows.
* Sigils are not transferred when the Mealworm is sacrificed. Similarly, the stats of the Mealworm will not be transferred when using the Mysterious Stones event to transfer sigils, only the Morsel sigil will be transferred.
Blood Lust

> When a card bearing this Sigil attacks an opposing creature and it perishes, this card gains 1 power.
>
> Rule Book

## Blood Lust

### Found on

Wolverine, Hodag

When a card with this kills an opposing card, the card bearing this sigil will gain 1 Power. This power is removed after a battle ends, except specifically on the Hodag, because of its trait. This sigil is usually more useful on cards with higher Health, as it will have a better chance of having higher Power before dying.
Boon of the Forest

The **Boon of the Forest** is a Boon given to the player during Leshy's Trials in Act I of Inscryption. This boon places Grand Firs on all your spaces at the start of the final battle. This gives you a good amount of time to draw cards and plan for the next few turns, and if the trees are not destroyed by your 3rd turn, they will be turned into Gold Nuggets and provide further protection.
Bait Bucket

Bait Bucket

**Bait Bucket** is a Card in Act I of Inscryption. It is unobtainable by the player, appearing only in the second phase of The Angler's bossfight. When killed, it will create a Great White in its place.

## Strategy

*For tips on dealing with this card, see the information on Phase 2 in the Strategy section of the Angler bossfight.*
Lammergeier

* Kaycee's Mod
* Menu Preview

> The voracious Lammergeier. Its power scales in proportion to your bones.
>
> Leshy

The **Lammergeier** is a Beast card from Kaycee's Mod of *Inscryption*. This card is unlocked after the eighth challenge level in the mod.

## Strategy

Lammergeier is unique in that its Power is dependent on the number of Bones you have generated; having Power equal to half as many bones, rounded down. As a result, the true strength of this card is based on the deck it is a part of and how easily you can generate Bones. Some easy methods of doing this include using the Bone King, Bone Digger and Scavenger Sigils. The Black Goat is arguably the Lammergier's best companion card, since it can be sacrificed to gain the Boon of the Bone Lord and used as an easy way to play the card.

The Power of this card is not increased by The Mycologists.

***Good strategies***

* Giving a Dire Wolf Pup's sigils (Bone Digger and Fledgling) to the Lammergeier will allow it to generate 2 bones per turn, effectively boosting its power by 1.
* Scavenger can allow its allies to collect bones more easily.
* Double Strike and Bifurcated Strike allows you to almost deal damage equal to your **full** amount of bones, as opposed to half. Keep in mind that an odd number of bones will result in the damage being 1 less than your bone count.
	+ Trifurcated Strike would, with an even number of bones, deal 1.5x your bone count in damage.

## Trivia

* The lammergeier, also known as the ossifrage and the bearded vulture, is a type of vulture that has a diet specifically of bones.
	+ These birds have a highly characteristic spiral motion they enact when planning to eat something. This is usually the type of bird seen circling above someone in a desert in popular media.
	+ In Crete, it is specifically known as "bone-eater".
Game Limitations

## Act I Limitations

Through the use of the Fecundity and Unkillable Sigils the player is able to create an infinite combo of buffing Ouroboros. Using this method, the player is capable of figuring out the following limitations.

### Max Creature Statistics

The maximum stat line of a Creature is 2,147,483,647 in both stats. This is due to integer overflow.

## Act II Limitations

The player is capable of creating a infinite combo in Act II using Bone Heap, Necromancer, Tomb Robber, and Skeletons. Using this infinite combo, the player is capable of figuring out the following game limitations.

### Max Card Health/Attack

There is virtually no maximum stat; however, over 999, the numbers will overlap with each other.

### Max Bones

While the amount of bones you have is virtually limitless, only 999 bones will be shown. If you have 1,000 and use one, the amount will not change from 999.
Adder

* Act I
* Act II

Adder

Adder (Act II)

> The caustic Adder. Damage from its poison bite is always lethal.
>
> Leshy

> A serpent perhaps more deadly than man.
>
> Leshy

The **Adder** is one of the Beast cards that appears in Act I and Act II of *Inscryption*.

## Strategy

The Adder is best used as a quick way to remove a dangerous card, such as the Moose Buck or Grizzly from play. A Campfire can be used to increase its health - increasing its power is not recommended as it will kill anything with one hit anyways - or the Mysterious stones can give the powerful sigil to a card with a cheaper cost. If the Adder is eaten at the Campfire, the survivors will die and be absent for all future visits, making maximizing a card's power and health easier.
Brittle Latch

Brittle Latch, as seen in Act III.

> When a card bearing this sigil perishes, its owner chooses a creature to gain the Brittle sigil.
>
> Rule Book

**Brittle Latch** is a sigil that, when a card bearing it dies by any means, allows the owner to select a card on the field to be given the Brittle sigil.

### Tips

* This sigil can be used to one-shot a Bounty Hunter.
Exploding Corpse

As seen in the Finale

> When a creature bearing this sigil dies, all empty spaces on the board are filled with a **Guts** card.
>
> Rule Book

The **Exploding Corpse** sigil Plays **Guts** cards on all empty spaces upon dying. This card was never used in the main game, however, it was mentioned in the Rule Book in the Finale during the Grimora section.

## Strategy

Though it was never used, we can hypothesize about its use in certain situations.

### In Battle

We can assume this card would be a lot like Mrs. Bomb and the **Guts** cards would be similar in nature to dams. We can also assume that they would stack the sigils of the card bearing **Exploding Corpses** like dams would. So, in theory, you could put Apparition or Bone Digger on the Exploding Corpse card to make an extremely powerful strategy of gaining Bones or increasing their Power to defeat the opponent. Do take into account though, that every empty space will be filled, leaving less room to play more powerful cards.

Make sure you have a plan of what to do with the Guts cards after they're played, or your opponent can use your cards against you. Your opponent, for example, could have previously used a card with the Haunter sigil to put sigils like Repulsive or Touch of Death.

### Deckbuilding

Putting the sigil onto cards like Revenants could prove extremely useful as they have the Brittle sigil and will die after their first turn on the board. Gravediggers, on the other hand, could also be powerful as they grant Bones which can probably stack onto the Guts cards. Though this would be a useful card, it can be assumed it would cost a lot. So maybe adding this card to your hypothetical deck might not be the best idea. This sigil will most likely never be added to the game, though it could be a useful implement.
Bones

**Bones** are an unit of Currency that can be used to play Cards that cost Bones. Bones are represented by Bone Tokens in Act I/Kaycee's Mod and the Finale, where they are placed in a pile to the left of the playing field from the player's perspective. In Act II, they are shown as a counter that counts up to 999 - though the total can be exceeded.

## In Game

Whenever a card on the players side perishes for *any* reason - whether it be from an attack, used as a sacrifice or due to a Sigil - they will receive 1 Bone. The only exception to this is if a card bears the Bone King Sigil, which instead yield 4 Bones.

Alternative methods to obtaining Bones are possible, either it be through using items or Sigils.

* Scavenger allows the player to gain Bones from enemy creatures whenever they perish. The number of Bones obtained per creature is increased for every instance of Scavenger in play.
* Bone Digger allows for natural Bone generation, with each instance of the Sigil generating 1 Bone at the end of the turn. When combined with the Fledgling Sigil, the evolved card will generate 2 Bones instead.
* Bone Lord's Horn in Act II has the unique Bonehorn Sigil, which converts 1 Energy into 3 **Bones**.

Bones are used to play Bone cost cards. Whenever a card that costs Bones is played, the number of Bones required is taken from the player's total. In Act II, Bones can also be used to activate the special Sigils Enlarge and Disentomb. In Kaycee's Mod, Bones also contribute to the One Half Bones **Power** of the Lammergeier, where its power will be equal to half of the total number of Bones the player has at any time.

### Bone Farming

It is possible to farm Bones in a single turn in Act II using certain methods, which can then be used to play powerful cards or boost a card with the Enlarge Sigil to ridiculous levels for a quick victory.

The easiest method of Bone farming involves placing a Bone Lord's Horn inside of a Circuit completed by an Energy Conduit. Energy Conduits prevent the player's energy from decreasing. As the Bone Lord's Horn converts energy into bones, this setup essentially provides infinite Bones.

Another possible way to do this is more specific to a Bone deck, by combining a Tomb Robber and Necromancers. Use the Tomb Robber's Disentomb Sigil to summon a Skeleton, then use the Hammer on it to gain an additional Bone for each Necromancer in play (a maximum possible of three), allowing the player to farm infinite Bones. This method is slow, however, and more tedious.
Grizzly

* Act I
* Act II

The Grizzly in Act I

The Grizzly in Act II

> The monstrous Grizzly. Its form speaks enough of its efficacy.
>
> Leshy

The **Grizzly** is a Beast card that appears in Act I and Act II of *Inscryption*.

## Variants

The Gr1zz is the Technology equivalent of the Grizzly that appears in Act III.

## Strategies

A Black Goat can afford a Grizzly on its own, so if you have one, you can use it effectively.

If you see an enemy Grizzly, you need to be careful, as its 4 Power allows it to defeat most cards in one hit, and its 6 Health allows it to stay alive for a couple of rounds. A recommended counter to Grizzly is the Touch of Death Sigil, as it can quickly kill it.

## Trivia

* If you defeat The Angler's first phase on your first run in Leshy's Cabin - or if you defeat The Trapper before your third run - the second phase of the Boss will be replaced. Leshy will say, "Too fast. Too soon." and his eyes will turn red; 8 Grizzly cards with the Mighty Leap Sigil are then summoned onto opponent's lanes.
	+ One of the challenges in Kaycee's Mod makes this happen for all three boss fights before Leshy.
	+ If you manage to pass the Grizzly cards and win, Leshy's eyes will stay red until the run is either reset, won, you encounter a Deck Trial, or the final boss fight.
* The Grizzly also appears in Sacrifices Must Be Made, the game-jam precursor to Inscryption, where it functions identically but has 5 Health rather than 6.
	+ In it, the Grizzly had an additional special behaviour where, if a Beehive was placed while a Grizzly was already on the board, the Grizzly would move to the slot adjacent to the Beehive and gain a unique, pleased appearance. This behaviour was called 'LikesHoney', and did *not* carry over into *Inscryption*, remaining unique to *Sacrifices Must Be Made*.
* Grizzly is available in the physical card pack available on the Devolver Digital store page.

## Gallery

The Grizzly in Act IThe Grizzly in Act IIThe Grizzly's appearance in *Sacrifices Must Be Made*The Grizzly's appearance in *Sacrifices Must Be Made* after moving to a Beehive due to its 'LikesHoney' behaviour.The Grizzly card in Act III that can only be gained from the static card which can only be obtained by hacking into the game's files
Consumable Items

**Consumable items** are special objects that can be obtained in Act I, Act III, and Kaycee's Mod of *Inscryption*. They sit to the right of the game board, and may be used at any time during combat, providing various beneficial effects to the user.

In Act I, the player obtains multiple items along the path, and is able to hold a maximum of three. Act I items are lost permanently when used.

In Act III, items are permanent additions to the player's game, and rather than being lost upon use, they must be taken to a Waypoint and recharged in order to be used again.

## Item Sources

### Act I

Throughout the run, items can be obtained at item draw events or via the Trinket Bearer Sigil. Additionally, solving puzzles or defeating bosses (namely, The Angler) can unlock items for future runs.

The Hoggy Bank item can also be obtained when one of your creatures is eaten at a campfire, as long as you have enough item slots.

#### Kaycee's Mod

In Kaycee's Mod, all items from Act I are available (except the Special Dagger and Failure). There are also 3 additional items unlocked by completing the painting puzzle, and one that must be unlocked every run, from The Trapper for 7 teeth, and can then afterwards be obtained at Events.

### Act III

Each item in Act III is obtained from a set area on the map/factory, and is obtained permanently once found.

## List of Consumable Items

Items are listed in the order they appear in the Rule Book.

* Act I
* Act III
* Kaycee's Mod

Items obtainable in Act III (Botopia)

Items unique to Kaycee's Mod of *Inscryption*
Bridge Rails

Bridge Rails

**Bridge Rails** are a terrain card found in Act III of *Inscryption*. This card cannot be obtained by the player, and can only spawn naturally during the start of certain battles.

## Strategy

Bridge Rails usually appear during battles on bridges, and therefore are used to restrict the number of lanes from 5 down to three. Given their high **Health**, destroying those on the opponent's side is typically not worth it. The ones on the player's side, however, can be removed with the Hammer and used as safe places to put cards - such as those that complete circuits or have the sniper Sigil.
Hourglass

> To the user: Your adversary will entirely skip their next turn.
>
> Rule Book

> A powerful item. Turn this and I'll skip my next turn.
>
> Leshy

The **Hourglass** is an item in Act I of *Inscryption*. When used, your opponent passes their turn, allowing you to take two turns in a row.

## Strategy

Whether it is to skip a turn that would do lethal damage to you or to set up the maximum amount of overkill, this item gives you more time and more chances to achieve victory.
Gaudy Gem Land

The **Gaudy Gem Land** is an area of Botopia in Act III. It is in the southwest corner of the map, and it corresponds to Magnificus's area from Act II.

The cards Bleene's Vessel, Goranj's Vessel, Orlu's Vessel, Gembound Ripper, Gem Guardian, and Gem Detonator can be found in this area, as well as the Gemification event. The Card Choice and Card Swap events in this area have the unique property that all cards attained through them will be Gemified already. The boss of this area is The Unfinished Boss.

Upon entering this area, P03 will realize that it forgot a piece. It will unlock the Melting Room and prevent you from going further into the section until you have the piece. This piece is an attachment to the Energy bar that shows what Gems you currently have on the board. Once you have it, all your Empty Vessels will be turned into Gem Vessels.

## NPCs

This area contains The Pike Mage, who unlocks a shortcut back to the start of the area after interacting with her.
Mole Seaman

Mole Seaman

**Mole Seaman** is a card only seen in Royal Dominguez's boss fight in Kaycee's Mod and it cannot be obtained in your deck, although it can temporarily be moved to your side of the board using the Fish Hook or Wiseclock consumable items.

## Trivia

* Mole Seaman has a blood cost of 1 even though it can't be played by the player.
* The only way to obtain the Mole Seaman is by using the Wise Clock or the Fish Hook.
Boon of Magpie's Eye

The **Boon of Magpie's Eye** is a Boon given to the player during Leshy's Trials in Act I of *Inscryption*. This boon allows the player to, when drawing from their deck, chose any card from their deck to draw. This bypasses the randomness and risk of drawing from your deck, hoping for a powerful card. This mimics the Hoarder ability on the Magpie card, hence the name of the boon.
Gem Dependant

Gem Dependant, as seen in the Finale.

> If a card bearing this sigil's owner controls no Mox cards, a card bearing this sigil perishes.
>
> Rule Book

**Gem Dependant** is a sigil that can cause the card bearing it to perish if there are no Mox cards on the owner's side of the board. This instantaneous death can occur at three possible times: at the start of the owner's turn (in the case of the opponent, before any new cards spawn), at the end of the owner's turn after all cards attack, and the moment the card bearing this sigil is played.

Note that, although this rarely comes into effect, this sigil requires the presence of Mox *cards*, not Mox Sigils. This means that, if a card that does not possess a **Mox Sigil** naturally has one transferred onto it (such as during the Act II Leshy fight), it cannot meet the conditions for this sigil, and so will not prevent any **Gem Dependant** cards from perishing.

## Strategy

It is important to remain aware that cards bearing the Gem Dependant sigil die *immediately* if played without any Mox cards present, meaning that they cannot even be used as sacrifice fodder without Mox on the board. However, it is possible to temporarily place a Mox card in order to summon cards bearing this sigil, then destroy the original Mox card to keep the summoned card on the board, at least for a single attack. This can be used to summon a card with this sigil, then free up the space the Mox card would have taken up to place another creature.

Alternatively, if a **Gem Dependant** card and Mox card are already on the board and a card requiring a different Gem needs to be played, the existing Mox card can be destroyed and replaced by a new Mox card without killing the **Gem Dependant** card.

## Gallery

Gem Dependant's appearance in the FinaleGem Dependant's appearance in Act II
Circuits

**Circuits** are a mechanic in Act II and Act III of Inscryption. A circuit is created when two conduit cards are placed on the same side of the board, causing various effects depending on what conduits create the circuit, as well as what cards are placed between the two conduits - referred to as powering those cards. Powered sigils have unique benefits when inside a circuit. If either conduit is destroyed, then the circuit is broken and all its effects cease.

Conduits placed within a circuit do not break the circuit, and instead receive the benefits of the circuit themselves while also adding their benefit to the circuit. For instance, if there are 2 Buff Conduits on either end plus a third between them, the new Buff Conduit will receive +2 **Power** while all empty spaces will give +3 **Power**.

## Strategy

### Act II

Circuits in Act II can be difficult to use due to the limited space there is to set-up and play with. Naturally, they work well alongside other Energy cost cards, but they also work well with Bone and non-Gem Dependant Mox cost cards. Buff Conduits will be your primary conduit for increasing damage and making effective use of circuits. If you are running a deck of Blood cost cards, having Factory Conduits can make playing high-cost cards easier.

Energy Conduit is by far the best conduit to use when completing a circuit in most situations. Not only does it deal damage naturally, but any Energy spent within a circuit completed by it will have no cost, making cards such as Stim Mage and Bone Lord's Horn extremely powerful.

### Act III

Circuits are more useful in Act III owing to the additional fifth lane and the presence of Powered Sigils. Upon arriving in the Resplendent Bastion, the player has the ability to convert their Empty Vessels into conduits, as well as be able to pick up Buff Conduits and Gem Spawn Conduits in the area. There are also several Conduit Towers already in play, that may already be completing a circuit.
Ruby Mox

* Act II
* Finale II

Ruby Mox (Act II)

Ruby Mox (Finale II)

**Ruby Mox** is a Magick card in Act II and Finale of *Inscryption*. It can be bought to The Trader in Magnificus's Tower. As a **Mox Card**, it cannot be sacrificed while on the board.

Although not directly, this card also appears in Act III as the Ruby Vessel, where the Orange Gem it activates is used to boost the Power of your cards.

### Finale (Magnificus)

**Ruby**, **Sapphire** and **Emerald Mox** are used as a Side Deck in Finale II. It also is the only side deck that contains 3 different variants, that you randomly get every time you draw a card.

## Strategy

### Act II

**Ruby Mox**, along with other **Mox Cards**, are the only way to play any card that requires Mox, which means that they are crucial to play almost any card of the Magick deck. However, they are completely useless in Beast decks because they can't be sacrificed. They serve some use in Undead decks since they can defeated for Bones.

Just like the Squirrel and L33pB0t cards, it can be combined with Attack Conduit to also deal damage, potentially even having 2 Power. This would make them more useful, and maybe even a good damage card because they can immediately be played. For Mox cards specifically, this can also be achieved through the use of Orange Mage.

### Finale II

**Ruby Mox** is the most useful mox in the second part of the Finale, as it allows you to play most of the cards in your deck. One of those cards, the Ruby Golem, leaves a Ruby Mox on death, making it a very reliable source of cards.

## Trivia

* **Mox Cards** are the only playable Terrain cards in Act II.
Magnus Mox

**Magnus Mox** is a Rare Magick card in Act II of *Inscryption*. As a **Mox Card**, it cannot be sacrificed while on the board.

Magnus Mox provides one of each color of Mox while it is in play.

Magnificus starts his boss fight in Act II with a Magnus Mox in play on his side of the field. This card is not obtainable.

## Trivia

* The name Magnus means great in Latin and power house in old norse.
Buff Conduit

* Act II
* Act III

Buff Conduit (Act II)

Buff Conduit (Act III)

**Buff Conduit** is a Technology card in Act II and Act III of *Inscryption*.

### Act III

In addition to boosting the Power of your cards, Buff Conduit can now benefit from buffs applied through events. Since the card is primarily used for support to make other cards stronger, focus should be placed on ensuring either it or the cards it is empowering stay around longer.

***Good Upgrades***

* Gemmification buffs to either Health or cost work well.
* Unkillable returns the card to your hand when it is defeated.
* Stinky, Nano Armor and Sentry protect the card from attackers.
* Gem Guardian protects Vessel cards inside or being used as part of the circuit.

***Bad Upgrades'***

* Overclocking runs the risk of losing the card from your deck.
* Transformer temporarily negates the card's Sigil and breaks the circuit.
* Mighty Leap puts the card in further danger.
* Sigils that move the card around, such as Sprinter or Guardian.
Shield Latch

Shield Latch, as seen in Act III.

> When a card bearing this sigil perishes, its owner chooses a creature to gain the Nano Armor sigil.
>
> Rule Book

**Shield Latch** is a sigil that, when a card bearing it dies by any means, allows the owner to select a card on the field to be given the Nano Armor sigil.
Orlu’s Vessel

*This page refers to the Vessel card from Act III. For the Mox Card from Act II, see; Orlu's Mox*

**Orlu's Vessel** is a Technology card that appears in Act III of *Inscryption*. Despite sharing a naming convention with the Empty Vessels, Orlu's Vessel does not benefit from upgrades to the Empty Vessels.

## Strategy

As with both Bleene's and Goranj's Vessels, Orlu's Vessel is highly useful due to its ability to buff multiple aspects of other Gemmed Cards on the board at the same time. The Mox provided by Orlu's Vessel allows for a more aggressive playstyle by decreasing card cost and increasing **Power**. When combined with expensive cards that deal lots of damage such as Gembound Ripper and Double Gunner, this can allow for quick and powerful plays. As Orlu's vessel itself is a Gemmed Card, it grants *itself* this power increase, causing the card to functionally have 1 **Power**. It also saves 1 Energy when played, effectively converting it into a cheaper Automaton.

If using Orlu's Vessel by itself, be sure sure to consider which Sigils would work well and do not compromise the **Power** buff. Most upgrades work well, but here are some to watch out for:

***Good Upgrades***

* Beast Forms are power additions that benefit from the built-in **Power** buff.
* Unkillable returns the card whenever it is defeated.
* Battery Bearer grants back the Energy spent, effectively making Orlu's vessel a 0 cost card.

***Bad Upgrades***

* Though tempting, Overclocking runs the risk of losing the card when it is defeated.

## Trivia

* Orlu is a portmaneau of the words Orange and Blue, in reference to the types of Mox this card provides.
Tough Cell

Tough Cell

**Tough Cell** is a Technology card in Act III of *Inscryption*. It can only be obtained from Card Choice nodes in the Resplendent Bastion.

## Strategy

Tough Cell is an effective card on its own that becomes even more powerful inside a completed circuit. By itself, it is an Automaton with more Health; it's bonus additive being that inside a circuit it gains +2 Power. This makes it a versatile card to use and suitable for almost any situation.

### Good Upgrades

* Gemmification allows it to become more powerful in a variety of ways, and pairs well with a Gems Conduit.
* If possible, prioritize Sigils that can make the card more powerful when buffed.
	+ Sniper can attack any space on the field, including those where the conduits are in danger.
	+ Bifurcated Strike allows for multiple attacks.

### Bad Upgrades

* Transformer will remove all benefits this card gains from being within a conduit.
* Overclocking may be tempting, but be wary of losing this card as you will then lose a powerful card.
* Defensive Sigils such as Burrower and Mighty Leap place this card in danger.
Sacrifices Must Be Made

**"Sacrifices Must Be Made"** was a previous version of *Inscryption* that was released on Itch.io before being expanded.

This version was rougher than the modern day counterpart, but used the same gimmicks as in Act I, utilizing Sigils, Sacrifices, Rounds, and the "Scale" to keep score.

The game consisted of four rounds against the Mysterious Figure, and featured numerous cards such as The Stoat, Wolf, Wolf Cub, Squirrel, Raven, Cat, Adder, Warren, Hawk, Beehive, Bee, Elk, Starving Man (who appears as "Starvation" in Inscryption), Grizzly, Grizzly cub, bloated stoat and Hunter for battle. If the player won, they chose whether the Starving Man or the Hungry Child, (who appears as "Child 13" in Inscryption) was to be eaten.

Some Sigils in this version were present, such as Airborne and Many Lives. Items were present too, but were instead handed to the player whenever they fell behind the Mysterious Figure during a round. Items would add a heavy weight to the scales but handicap the player in some way, such as blinding them or making them unable to draw cards. Instead of teeth for the scale, cubes were used.

This game, unlike Inscryption, never utilized things like maps, bosses, fusing cards, or trading. It also did not have Acts.
Scavenger

Scavenger

> While a card bearing this sigil is alive on the board, opposing creatures also grant Bones upon death.
>
> Rule Book

> Get your paws off my creature's bones!
>
> Leshy

**Scavenger** is a sigil that gives bones when an opposing creature is defeated. The card that has this sigil doesn't have to be the one who defeats an opponent as any creature defeated will give the player a bone, so long as said bearer remains on the board.

This is a unique sigil only found in Kaycee's Mod and on the Raccoon card.

## Strategy

### In Battle

Scavenger is an effective Sigil for acquiring Bones through defeating enemies. It is recommended, therefore, that you play cards bearing this Sigil in positions where they will survive. Since the card bearing the Sigil does not need to deal the killing blow to trigger its effect, you don't need to worry about using it offensively.

### Deck Building

Adding this Sigil on easy-to-play cards works well as it allows it to be played on the field with little hassle. It's also recommended that the card bearing this Sigil has high **Health** or a defensive Sigil such as Waterborne or Armored so that it can survive longer. As the Sigil is naturally found on the Raccoon, it can make for a great starting point for building an effective Scavenger card.

As the effects of this Sigil stack, it may be wise to apply it through a totem to the tribe you have the most amount of. If this is as part of a Bone deck, this means it will most likely be either Canines or Insects since they are the most common Bone cards.
Mrs. Bomb's Remote

> **Mrs. Bomb's Remote?** Sure, take it. Drops bombs on every empty space. Tactical board wipe. Don't be stupid about it.
>
> P03

**Mrs. Bomb's Remote** is an item in Act III of *Inscryption*. When used, it deploys Explode Bots on every empty space.

## Strategy

This item works best for when you need to clear out the board and/or remove terrain cards that are in the way.

## Trivia

* The name of this card and its function derives from the Mrs. Bomb card, from which the Bomb Spewer Sigil derives from.
Squirrel Ball

Squirrel Ball (Act II)

The **Squirrel Ball** is a Beast card that appears in Act II of *Inscryption*.

## Strategy

The Squirrel Ball is a useful support card to have when running Beast decks. It moves around and leaves behind Squirrels, which can be used to play multiple cards in a turn or to more easily play expensive units. Alternatively, this mechanic can be used for defensive play to place free blocking units. It is frail, though, so care should be taken to ensure that it doesn't perish early.
Traits

**Under Construction**

This article is under construction, which means information may change rapidly as it updated or that the page is awaiting updates.

**Traits** are effects that are exclusive to a card. Though they are similar to Sigils, they cannot be transferred to other cards. Note that most names for Traits are purely conjectural, though some are specifically named in the files.

## List of Traits

Information *in italics* only applies to Kaycee's Mod.
Repulsive

Repulsive, as seen in Act I.

> If a creature would attack a card bearing this sigil, it does not.
>
> Rule Book

**Repulsive** is a sigil which prevents opposing cards from directly attacking the card that bears it. It is located in most cases only on the Starvation card. Prior to Kaycee's Mod adding the Ijiraq card, this sigil was only usable by the player with the Force Mage. On the player's side, it specifically only prevents attacks from cards. Attacks from Royal's cannons or recoil from a spiny opponent can still damage the card.
Mox Module

Mox Module (Act II)

**Mox Module** is a rare Technology card that appears in Act II of *Inscryption*. It reappears in Act III as a key game play element, representing what Mox the player currently has active.

## Strategy

Because of its ability to activate all three Mox at once, it is most useful in Magick card decks. It also makes playing the Masters' Bleene, Goranj and Orlu cards easier, allowing them to provide effective card drawing and damage benefits regardless of the deck they are in. This also means you can have them be viable in an Energy Deck, assuming you keep their numbers down and only draw them occasionally.

## Trivia

* Mox Module is the only Mox Card that can be sacrificed.
* Mox Module appears identical to the "piece" that P03 tells you to collect for him from the smelting room when you first enter Gaudy Gem Land in Act III.