recursal/Fanatic-Fandom huggingface dataset:
Filthy Corpse World

The **Filthy Corpse World** is an area of Botopia in Act III. It is in the southeast corner of the map, and it corresponds to Grimora's area from Act II.

The cards Exeskeleton, Bomb Latcher, Shield Latcher, and Skel-E-Latcher can be found in this area, as well as the Overclock event. The boss of this area is The Archivist.

## NPCs

This area contains Kaycee, who unlocks a shortcut back to the start of the area after interacting with her.

Additionally, The Bone Lord can be found here. In order to access him, a battle must be cleared and the player must have received a key from him in Act II. He serves no gameplay purpose, as his encounter is primarily for the game's story.
Season 2

**Season 2** of the JackWK Gaming Show began in January 2021. All cast members other than Sadie Davis returned for the second season. Chris Cantu, Will Baxa, and Allen Heldt began this season on episodes 4, 5, and 7 respectively.

## Cast

Will BaxaBryson BuschmeyerChris CantuAlvaro FigueroaJack KelleyRyan PushGabe ReadJon Wascher
### Changes

* Sadie Davis: Leaves Pre-Season
* Chris Cantu: First May 17
* Will Baxa: First August 22
* Allen Heldt: First October 31
Beaver

Beaver

> The industrious Beaver. When played it constructs Dams adjacent to it.
>
> Leshy

The **Beaver** is a Beast card that appears in Act I of *Inscryption*.

## Strategy

The Beaver is a defensive card that creates Dams either side of it. As it requires 2 sacrifices, this means it can effectively off-set the sacrifices made. The Dams themselves are relatively frail, usually only able to protect against one attack. Also, as they are Terrain cards, they cannot be sacrificed, so use them with the purpose of blocking an attack. The Beaver's power relies heavily on its Dams as they can inherit any Sigil granted on the base card, so how you choose to improve it should take them into consideration. It synergises well with bone costed cards, keeping you alive while providing extra bodies that give more bones upon death, particularly hard-to-play cards like Turkey Vulture that are expensive but can swing the scales heavily in your favour.

***Good Upgrades***

* Sharp Quills can have its effects multiplied.
* Fledgling will buff the Power and Health of the cards if they survive.
* Burrower will ensure that several attacks are blocked, even if a card perishes.
* Worthy Sacrifice allows the Dams to be sacrificed, letting you obtain 3 worthy sacrifices.
* Bone King can be used to generate a large amount of Bones when the cards perish.
* Unkillable and Fecundity returns the Dams to your hand, which can then be played for free as blocking units
* Leader allows the Dams to fight back, while also buffing the Power of the Beaver for as long as the Dams are in play.
* Stinky reduces the Power of multiple opposing cards at once.
* Mighty Leap can stop 3 airborne units at once.
* Trinket Bearer can allow for you bag to be full of items.
* Bees Within allows you to gain more bees.
* Rabbit Hole allows you to have 3 rabbits.
* Ant Spawner allows you to have 3 Worker Ants.

***Bad Upgrades***

* Campfire buffs only benefit the Beaver and not the Dams.
* Moving Sigils such as Sprinter and Hefty can be difficult to manage when on multiple cards.
* Many Lives only works on the Beaver.
* Waterborne negates the purpose of the cards.
* Airborne only benefits the Beaver.
Coyote

* Act I
* Act II

Coyote

> The meager Coyote. But what did you expect for only four bones?
>
> Leshy

The **Coyote** is a Beast card in Act I and Act II of *Inscryption*. In Act II the Coyote is unobtainable, and only appears as an enemy card.

## Strategy

Coyote is an expensive card for its role in the game. With only 1 health, it can succumb to any attack delivered to it. It has, however, 2 power that it can use to deal good amount of damage before defense is properly prepared. To avoid wasting 4 bones uselessly, you should place it where cards wouldn't block its way. However, a card with Burrower sigil will prove to be its weakness, even worse, that card may be able to attack the Coyote if there is an Alpha nearby, or if that is a Deathcard you made (applied only in Leshy's second phase), but sometimes, you might want to exploit this to block the incoming powerful cards. If you are desperate, though, you may use it to block the attack of a strong card.

When you are against a Coyote, using any attacking card is enough to take down the Coyote. Along with that, overkill damage can also help by a lot, because when using the strongest card in the game (not in Kaycee's Mod), the Urayuli, not even a Mole Man or a Grizzly can help the Coyote survive.
Gem Guardian (sigil)

Gem Guardian, as seen in Act III.

> When a card bearing this sigil is played, all Gem Vessels on the owners' side of the board gain Nano Armor.
>
> Rule Book

*This article is about the sigil. For the creature, see Gem Guardian.*

**Gem Guardian** is a sigil that, when a card bearing it is played, grants Nano Armor to all Gem Vessels on the owner's side of the board.
Beehive

Beehive

> The inviolable Beehive. When it is attacked you will draw a Bee.
>
> Leshy

The **Beehive** is one of the Beast cards from Act I of *Inscryption*.

## Strategy

The Beehive is a defensive-support card that adds a Bee to your hand every time it is damaged through its Bees Within Sigil. However, as it only has 2 Health, it is usually only good for only one or two turns before perishing. Of note is that the Bees created will inherit any additional Sigils on the Beehive, making them stronger. This should be taken into consideration when providing upgrades.

***Good Upgrades***

* Upgrade its '*Health* via a Campfire so that it can withstand hits from cards with greater power and last longer on the field, therefore creating more Bees.
* Defensive Sigils such as Guardian or Burrower can ensure the card is hit, thereby generating a Bee.
* Sigils such as Rabbit Hole or Many Lives can make it easier to play expensive Blood cost cards.
* Fledgling can increase the overall strength of not only the Beehive, but also the Bees.
* Bone King makes this card an effective Bone generation unit.
* Unkillable zero cost Bees can be sacrificed multiple times the same round or used to block damage for multiple rounds, and the Beehive will make as many as you need.
* Leader provides additional support by empowering neighboring cards.
* Morsel is effective on the Bees, as they will strengthen the Blood-cost card they are used as sacrifices for.

***Situational Upgrades***

* Offensive Sigils such as Bifurcated and Double Strike are not useful on the Beehive, but are effective on the Bees.
* Moving Sigils such as Sprinter have mild strategic use.
* Amorphous generates a random Sigil on each Bee created.
* Sharp Quills damages attackers, but this can be detrimental if you desire Bee generation.
* Stinky can reduce the **Power** of opposing cards, but this can end up defeating the purpose of this card in certain scenarios.

***Bad Upgrades***

* Touch of Death and Blood Lust are far too situational and rarely benefit the **flying** Bees.
* Corpse Eater is almost valueless given this card's low play-cost and that the Bees are free.
* Waterborne and Brood Parasite defeat the purpose of this card entirely.

## Trivia

* The Beehive also appears in Sacrifices Must Be Made, the game-jam precursor to *Inscryption*, where is behaves identically but has 3 Health instead of 2.
	+ 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*.

## Gallery

The BeehiveThe Beehive's appearance in Sacrifices Must Be Made
Hoarder

Hoarder, as seen in Act I.

> When a card bearing this sigil is played, you may search your deck for any card and take it into your hand.
>
> Rule Book

> Shiny
>
> Leshy

**Hoarder** is a sigil which allows the player to search their main deck for any card and take it into their hand when a card bearing this sigil is played. If the player has drawn their entire deck, this sigil has no effect. The sigil cannot be used to draw from the side deck.

## Trivia

* In game files, **Hoarder's** icon file is called "ability\_tutor". Tutor is a term from Magic The Gathering, used for refer to a spell that allows for searching the draw pile (referred to as the Library) for specific cards.
* The Hoarder sigil can be seen in Act II on the totem puzzles in Magnificus's Tower despite not being on any card in Act II.
	+ This is possibly because an Act II portrait of the Magpie exists in the files, suggesting it was planned before being cut for unknown reasons. It's possible this was due to difficulty displaying the functionality of Hoarder.
Busted 3D Printer

Busted 3D Printer

The Busted 3D Printer is a technology card present in Act III of *Inscryption*.

## Strategy

The Busted 3D Printer is effectively the Act III equivalent of the Beehive, except it should be noted that when it is struck it draws a vessel from your side deck rather than generating a vessel card out of thin air.

This card's usefulness relies on it being struck, so sigils such as Burrower or Mighty Leap may be worth taking into consideration when applying new sigils to this card. Unkillable may also be worth putting onto this card, as it allows it to be played again after perishing. Furthermore, gemifying this card may be beneficial if you use a green gem to boost its health, allowing it to be hit more times before perishing.

There isn't much disadvantage to drawing your entire vessel pile aside from somewhat quickening the appearance of Starvation, but even so, you'll still have your main deck to draw if you do manage to draw all your vessels.

This card benefits greatly from the upgrades that your vessels receive throughout the act, as it allows you to utilize those upgrades far more than you would otherwise be able to.
Marrow Sucker

### Acts

This sigil is unused, but if it was used, it would be in Act II because of its pixelated image.

### Found on

This sigil is unused, but an image file still exists for it.

> Activate: Pay 2 Bones to heal a card bearing this sigil.
>
> Rule Book

This Sigil is strange due to the fact that an image and a description exist for it, yet it remains unused. This sigil is also interesting because is is one of the 2 cards in Act II that are unused, but have an image. The other is Healing Conduit, which is also used for healing. It seems the healing mechanic was never implemented, and it is unknown whether healing would increase maximum health, or simply heal cards up to their max health.
Hoggy Bank

> To the user: You will immediately gain 4 Bones.
>
> Rule Book

> Some Bone Tokens for a rainy night.
>
> Leshy

The **Hoggy Bank** is an item in Act I of *Inscryption*. When used, you will gain 4 Bones.

Alongside the normal methods of obtaining items, a Hoggy Bank will be given when a creature is eaten at a Campfire, given that the player still has items yet to be filled.

## Strategy

Hoggy Banks can allow you to instantly be able to play cards such as the Coyote, as well as bridging the gap to a more expensive one such as the Turkey Vulture. The usefulness of this item depends on how many Bone cards are in your deck, being considerably less worthwhile if you have few, or only have cheap ones such as the Stinkbug.
Fish Hook

> To the user: Hook one of my cards and take it as your own. You must have an empty space on your side to receive it.
>
> Rule Book

The **Fish Hook** is a consumable item in Act I. It allows you to pull one of your opponent's cards to your side of the board, placing it under your control. You must have an empty space on your side of the board in the same lane as the targeted card; if you do not, you cannot use the Fish Hook on that card.

This item mimicks The Angler's ability to pull your cards to his side of the board during his bossfight.

After defeating The Angler for the first time, you are given a Fish Hook at the beginning of each subsequent run. It cannot be obtained by any other means. In Kaycee's Mod, there is a challenge which removes the Fish Hook from the start of each run.

## Uncuttable Trait

Certain cards have the trait 'Uncuttable', rendering them immune to the Fish Hook. The name is in reference to the Scissors item, which shares this limitation. The two cards with this trait are the Pack Mule and The Moon.
M3atB0t

M3atB0t in Act II

**M3atB0t** is a Technology card that appears in Act II of *Inscryption*.

## Strategy

M3atB0t is useful in Beast decks, as it does not require a sacrifice to be played. This allows for more powerful cards to be played with the Worthy Sacrifice Sigil.

## Trivia

* If The Melter perishes during the P03 fight, a M3atB0t is played in its place.
* The name of the card uses Leetspeak.
* M3atB0t is available in the physical card pack available on the Devolver Digital store page.
Bomb Spewer

Bomb Spewer, as seen in Act II.

> When a card bearing this sigil is played, fill all empty spaces with Explode Bots.
>
> Rule Book

**Bomb Spewer** is a sigil that creates Explode Bots on all empty spaces when a card bearing it is played. While this sigil is only obtainable in Act II, Mrs. Bomb's Remote from Act III has an identical effect.
Draugr

The Draugr in Act II

**Draugr** is an Undead card in Act II of *Inscryption*. Upon perishing, the Draugr releases a Skeleton.

## Strategy

The Draugr is most useful as a cheap damage blocker, tanking damage before releasing a Skeleton to return the attack.

## Trivia

* A *Draugr* is a type of undead creature from Scandinavian folklore. The frigid environment of much of Scandinavia likely leads to the Draugr's frozen theming in *Inscryption*.
Hodag

* Kaycee's Mod
* Menu Preview

> The hellacious Hodag. Its ever-rising power does not fall after a battle.
>
> Leshy

The **Hodag** is a rare Card in Kaycee's Mod. Its unique trait is that the Power Hodag gains in battle from the Blood Lust Sigil stays until the end of the run, similar to the Ouroboros.

## Strategies

As Hodag's trait increases the card's Power constantly, good Sigils to attach to Hodag include anything to maximize its damage output, or to make Hodag's 2 Blood cost irrelevant.

***Good Upgrades***

* Bifurcated Strike, Trifurcated Strike, and Double Strike increase the Hodag's range and damage output.
* Corpse Eater negates the high cost.
* Morsel allows transfer of its high damage or health over to another card.

***Bad Upgrades***

* Touch of Death is good for early farming while Hodag's Power is low, but is wasted as Hodag's Power quickly increases.
* Waterborne wastes Hodag's high Health.
* Airborne makes it significantly harder to kill enemies and increase Hodag's Power, but may be useful once the Power is 5+.

## Trivia

* The Hodag is a creature from American folklore. It is most well-known in Rhinelander, Wisconsin, where the "well-known Wisconsin land surveyor, timber cruiser and prankster" Eugene "Gene" Shepard allegedly discovered it. It is described as having "the head of a frog, the grinning face of a giant elephant, thick short legs set off by huge claws, the back of a dinosaur, and a long tail with spears at the end." It apparently went extinct after exhausting its food source, all-white bulldogs. Today it is the town's mascot and statues of it can be seen frequently in the area.
Cost

The **Cost** is the amount of a currency you need to pay to play a card. Some cards, like the Squirrel or the Geck, cost nothing. There are four types of costs, Bones, Blood, Energy, and Mox.

Blood is generally the currency with the most value per unit, followed by Mox, Bones, and finally Energy with generally the least (there are some exceptions).

## Act I

In Act I, the two cost types of cards are Blood and Bones.

## Finale

In the first part of the Finale, cards cost Bones. As the second part is a reprise of Act I, both Blood and Bones are used. In the third part, Mox are used as the cost.
The Bros Challenges

A series of last to leave challenges have been uploaded to the JackWK Gaming and The Bros YouTube channels beginning on November 1, 2019. The series was first announced by Jack Kelley in a video dated September 13, 2019 on The Bros channel. Kelley pitched the idea to run MrBeast-esque last to leave challenges to fellow channel owner Jon Wascher earlier that month. The first four challenges were uploaded to The Bros channel. The challenges were moved to the JackWK Gaming channel following Wascher, Bryson Buschmeyer, and Alvaro Figueroa's departures from YouTube. The first of the challenges on the JackWK Gaming channel was uploaded on March 7, 2021. The challenges feature three to five competitors competing for points that have no real value.

## Current Point Standings

1. Jack Kelley - 29
2. Jon Wascher - 22
3. Bryson Buschmeyer - 13
4. Chris Cantu - 9
5. Gabe Read - 6
6. Alvaro Figueroa - 4
7. Ryan Push - 3
Energy Bot

* Act II
* Act III

Energy Bot in Act II

Energy Bot in Act III

**Energy Bot** is a Technology card present in Act II and Act III of *Inscryption*. It is part of the player's starting deck in Act III.

## Strategy

Energy Bot is a support card. Thanks to its Battery Bearer Sigil, it is able to advance the turn energy progression by one turn, allowing the user to play higher Energy cost cards sooner. Energy Bot also functionally refunds one of the two Energy required to play it. In an emergency (or if the player has already reached max Energy) Energy Bot may be best used as a cheap damage blocker.

### Act III

Act III, Energy Bot can be buffed through events where it can become surprisingly effective and powerful. While they may seem unimpressive compared to L33pB0t's, their Sigil means that they can lend themselves to various methods of improvement and versatility.

***Good Upgrades***

* A Beast Form allows Energy Bot to be used offensively after it is played.
* Unkillable can be used to create a loop that can max out Energy capacity quickly and early.
* Sigils such as Gift Bearer and Shield Latch benefit due to the cards frailty.
* Defensive Sigils such as Guardian and Mighty Leap work since the card serves little primary function beyond its Sigil.

***Bad Upgrades***

* Overclocking is unwise, since losing the card loses a lot of early-game support.
Geck

Geck

> The uninspiring Geck. Perhaps you can find a use for it?
>
> Leshy

The **Geck** is a Rare Beast card in Act I of Inscryption.

## Strategy

While appearing weak and not as special compared to the other Rare cards, the Geck is among the strongest cards in Act I due to its versatility and growth potential. With no upgrades, it can be used as a free sacrifice, attacker or chump-blocker. However, upgrading it with Campfires and Sigils eventually creates a very powerful free card.

Investing in the Geck prevents you from making your other cards stronger, so attempt to keep a consistent purpose for it when you do so. Observe your deck and the presented upgrades, look for the most appropriate role the Geck can have and strengthen it accordingly; trying to make the Geck good in every aspect may be a waste of your limited upgrades.

***Good Upgrades***

* Utility Sigils such as Many Lives and Worthy Sacrifice are extremely effective on a free cost card.
* Fecundity(except for kayce's mod) and Unkillable provide multiple free copies of the card and increase its usage potential

***Bad Upgrades***

* Corpse Eater is entirely worthless.
* Defensive Sigils such as Burrower and Guardian do not benefit from the card's low **Health.**
Gem Detonator

*Not to be confused with the Sigil of the same name*

Gem Detonator is a tech-card present in Act III of *Inscryption*, obtained from the Gaudy Gem Land in the southwest of Botopia. While the Gem Detonator is not always a  Gemmed Card when played by the opponent, most opportunities through which the player can obtain the Gem Detonator present it as a Gemmed Card.

## Strategy

The Gem Detonator has good value for its cost, but its ability can make it hard to play early game. However, it can be a good way to defend against high health units such as Swapbots or Bounty Hunters that are about to kill one of your Gem Vessels. However, care should be taken to ensure that the explosions from your Gem Vessels don't kill any of your units as well.
Friend

"Friend" is an Act III card that can be summoned by G0lly during her boss battle.

The card's name and image are based on the profiles of your added contacts from the platform on which the game is being played (for example, the PC Steam release uses your Steam friends list). The card's stats are randomized upon spawn.
Gem Fiend

* Act II
* Finale II

Gem Fiend (Act II)

Gem Fiend (Finale II)

The Gem Fiend is a Magick card found in Act II and the Finale of *Inscryption.*

## Strategy

A useful card in eliminating or whittling down stronger cards, or dealing damage to the opponent with its 2 Power. However its 1 Health and Gem Dependant Sigil means it is unlikely to stay on the field for long.

## Trivia

* The shapes in the Gem Fiend's eyes resemble the Emerald Mox and Ruby Mox.
Characters

This page lists every character in *Inscryption*, sorted by which section of the game they appear in.

## Act I

### Bosses

* The Prospector
* The Angler
* The Trapper

### Talking Cards

* Stoat
* Stinkbug
* Stunted Wolf

### Other characters

* Goobert
* The Trader
* The Woodcarver
* The Mycologists
* The Bone Lord

## Act II

### Scrybes

* Grimora, the Scrybe of the Dead
* Leshy, the Scrybe of Beasts
* P03, the Scrybe of Technology
* Magnificus, the Scrybe of Magicks

### Opponents

Leshy:

* The Prospector
* The Angler
* The Trapper

Grimora:

* Kaycee Hobbes (Ghoul)
* Sawyer Patel
* Royal Dominguez

P03:

* The Inspector
* The Melter
* The Dredger

Magnificus:

* Goobert
* The Pike Mage
* The Lonely Wizard

### Other characters

* The Trader
* The Woodcarver
* The Mycologists
* The Bone Lord
* Rebecha

## Act III

### Uberbots

* The Archivist
* The Photographer
* G0lly
* The Unfinished Boss

### Talking Cards

* Fishbot
* Lonely Wizbot

### Botopia characters

* The Prospector
* Kaycee Hobbes (Ghoul)
* The Inspector
* The Dredger
* The Pike Mage
* Rebecha

### Other characters

* Grimora
* Leshy
* Magnificus
* Goobert
* The Trader
* The Woodcarver
* The Mycologists
* The Bone Lord

## Finale

### Scrybes

* Grimora
* Leshy
* Magnificus

### Other characters

* Royal Dominguez
* The Woodcarver

## Other

* Luke Carder
* Kaycee Hobbes
* Amanda
Ghost Ship

Ghost Ship (Act II)

The **Ghost Ship** is an Undead Card appearing in Act II.

## Strategies

* Due to the Ghost Ship's Waterborne sigil, and its 0 power, it is near invincible, but also leaves one of your lanes vulnerable to direct attacks.
* Its true potential lies on its Skeleton Crew sigil. It continuously spawns skeletons and then dives away, being hard to deal with for an adversary.
* Using the Necromancer, the player can produce many more bones than they would without it.
Bone Heap

Bone Heap in Act II

**Bone Heap** is a Rare Undead card in Act II of *Inscryption*. It can be obtained from Deathly Card Packs or from the Trader.

## Strategy

You can increase both its Health and Power by 1 by pressing its sigil and sacrificing two bones. Since there is no limit to how many times you may boost the stats, it is highly suggested to use Bone generating cards such as Gravediggers or the Bone Lord's Horn in order to provide an infinite supply of bones and thus an unlimited amount of potential damage.

## Trivia

* Bone Heap is available in the physical card pack available on the Devolver Digital store page.
Magpie

Magpie

> The covetous Magpie. It can fetch any card in your deck.
>
> Leshy

The **Magpie** is a Beast card in Act I of *Inscryption*.

## Strategy

The Magpie has bad stats for its cost, but its true power lies in its Hoarder Sigil. With this, the Magpie can be used to get any other card from your deck, making it a valuable choice to play. However, one may consider sacrificing its Sigils onto a cheaper card with better stats, such as the Sparrow or Stoat.

### Good Upgrades

* Power buffs from the Campfire make this card more playable.
* Corpse Eater allows it to be played for free.
* Fecundity and Unkillable allow the card to be played several times to search your deck.
	+ In Kaycee's Mod, Fecundity only generates one additional Magpie.
* Dam builder allows you to search your deck two more times.

### Bad Upgrades

* Blood Lust and Touch of Death are mostly useless.

### Synergies

* Magpie can be used as an intermediary sacrifice for Red Hart to give it a lot of **Power** when played. Once Magpie is played, draw a free or Bone cost unit - or Red Hart if you already have a viable card - and then use the Magpie to summon the Red Hart.
* Cheap Bone costs units such as Opossum and Amoeba can be drawn and played instantly.

## Trivia

* An Act II portrait of Magpie exists in the files, suggesting it was planned before being cut for unknown reasons. It's possible this was due to difficulty displaying the functionality of Hoarder.
Boons

**Boons** are special attributes given to the player during Leshy's Trials in Act I of Inscryption. Boons change the way the final battle works, giving huge buffs to the player. However, these boons do not carry over into your next run if you die. For each trial you pass, three out of the 5 boons will be offered, and the player may choose one.

However, it is also possible to obtain boons in the Bone Altar event. It requires the player to sacrifice one of their cards, permanently removing it from their deck. If the card is a Black Goat, you will get the Boon of the Bone Lord in return. Otherwise, you receive a Minor Boon of the Bone Lord. (The **Minor Boon** cannot be earned from the **trials**.) If you choose to sacrifice a Pelt, you will instead recieve nothing.
Master Orlu

**Master Orlu** is a Rare Magick card in Act II of *Inscryption*.

## Strategy

The combination of the Looter and Airborne Sigil allows **Master Orlu** to directly attack the opponent, and therefore gaining an extra card every turn. This makes it the only card able to make you draw more than one card per turn. However, it's very low health makes it very vulnerable.

While this card already has potential for drawing twice as many cards per turn, thereby giving the player more options, it can be combined with Attack Conduit to potentially draw three or even four cards per turn, since the number of cards drawn are based on the amount of damage dealt by the card.

The best way to rapidly play this expensive card is to have a Orlu's Mox on the board, since it activates both the Orange and Blue Mox needed to play Master Orlu.

## Trivia

* Orlu is a portmanteau of the words Orange and Blue, in reference to the types of Mox this card requires.
* In the Spanish translation, Orlu is referred to with the feminine "Maestra" translation of Master.
* Master Orlu is available in the physical card pack available on the Devolver Digital store page.
Gourmage

Gourmage in Act II

**Gourmage** is a Magick card found in Act II of *Inscryption.*

## Strategy

Gourmage has the same sigil as Bone Heap, with the difference being its cost of a Green Mox and its 1 extra health. In general, this makes it worse than Bone Heap, however it is a good substitute for Bone Heap in a Magickal deck since it can be found more easily in Card Packs.

It is best to hold Gormage until a substantial amount of bones have been gathered, then play it and immediately raise its stats using the Enlarge Sigil.

Similar to Bone Heap, use cards that can gather bones like Gravedigger or Bone Lord's Horn to maximize its damage potential.

## Trivia

* Its name is a portmanteau of gourmet and mage.
Airborne

Airborne, as seen in Act I.

### Found on

Bee, Kingfisher, Magpie, Mothman, Sparrow, Raven, Bat, Turkey Vulture, Hawk, Headless Horseman, Banshee, Insectodrone, Master Orlu, Hover Mage, Son1a, Cuckoo, Zombie Parrot

## Metadata

### Meta Categories

Part1Rulebook, Part1Modular, Part3Rulebook, Part3Modular, BountyHunter, Part3BuildACard, GrimoraRulebook

### Opponent Totem

True

> A card bearing this sigil will strike an opponent directly, even if there is a creature opposing it.
>
> Rule Book

**Airborne** is a sigil that makes the card bearing it able to strike the opponent directly, even if there is a creature opposing it.

## Behaviour

If a card with this sigil attacks a space occupied by a card with the Mighty Leap sigil, the **Airborne** creature cannot attack directly on that space and must attack the defending creature instead, though may attack other spaces directly by using Bifurcated Strike or Trifurcated Strike. An **Airborne** creature is still vulnerable to attacks from non-**Airborne** creatures.

## Strategy

### In Battle

If necessary, you can use multiple of these cards to end the game quickly, or to ignore cards that are dangerous to defeat (such as Bait Buckets and cards with Detonator or Steel Trap), or have high **Health**, like the Mole, River Snapper and Grizzly.

### Deckbuilding

Cards with this sigil are rather vulnerable, since they cannot defeat opposing creatures and are therefore incapable of defending themselves without the help of other sigils such as Sharp Quills or Nano Armor. To alleviate this, this sigil can be placed on a card with high Health, or can have its **Health** increased by a Campfire.

## Trivia

* Airborne is the only Sigil in Act I with a Sigil Power of 0.
Gift Bearer

Gift Bearer, as seen in Act III.

> When a card bearing this sigil perishes, a random card is created in your hand.
>
> Rule Book

**Gift Bearer** is a sigil that creates a random card in the player's hand when a card bearing it is destroyed.

## Trivia

* Some cards from Gift Bearer can't be obtained from Card Choice.
Corpse Eater

Corpse Eater, as seen in Act I.

> Corpses are in no short supply.
>
> Leshy

**Corpse Eater** is a Sigil which causes a card to be automatically played in the place of the first of the player's cards to perish by combat. The effect requires the card bearing this sigil to be in the player's hand.

## Strategy

> If a creature that you own perishes by combat, a card bearing this sigil in your hand is automatically played in its place.
>
> Rule Book

### In Battle

Corpse Eater is a simple Sigil to use in that as soon as any player card of perishes during the combat phase, the card bearing this Sigil will jump from the player's hand to replace it. This ignores the cost of the card - no Bones are consumed and no sacrifices are necessary.

If a card perishes while attacking and a card bearing Corpse Eater is played in its place, the card bearing Corpse Eater will perform any remaining attacks that the original card would have performed. That is, if a card with Bifurcated, Trifurcated or Double Strike strikes a card with Sharp Quills, killing itself in the process, the Corpse Eater card will be played in its place *and* perform any attacks the previous card had yet to perform, using the Corpse Eater card's damage value.

Interestingly, the effect of the Prospector's pickaxe attack can be mitigated with this Sigil. When the Prospector strikes a card with the pickaxe, a card bearing Corpse Eater will be played in place of the killed card before a Gold Nugget can replace it.

### Deckbuilding

Ideally, this Sigil should be placed onto powerful high cost cards to achieve the biggest result, such as a Grizzly or an Urayuli. However, Corpse Eater does have some more niche strategy effects when combined with other Sigils, as almost any Sigil works well alongside it - except for Brood Parasite, which has its effect negated.

Sigils with effects that trigger when a card is played, such as Fecundity and Rabbit Hole, are still triggered when a card is played this way. This can be used as an advantage in obtaining cards before the draw phase. Combining Fledgling and Corpse Eater means that a card played during the opponent's attack phase will instantly evolve at the start of the next turn, bypassing the need to wait. If combined with Unkillable, as soon as the card is killed it will immediately place itself back on the board after returning to the hand.
Librarian

**Librarian** is an unobtainable technology card that appears in Act III of *Inscryption*. This card is used during The Archivist's boss fight.

## Strategy

Because of its Dead Byte sigil, you will be allowed to browse your "computer" for a copy of your actual files which exist in your device. It is advised to have a large memory for your device to stock up heavy files, mostly files with the size calculated in gigabyte/GB because, while terabytes files work better, your device would be unlikely to be able to contain multiple files with such size. Other than that, this is just a normal Bullfrog from Act I and Act II that would help you to win the fight, so any strategy with Technology cards used to deal with Bullfrog can be used against Librarian.

## Trivia

* In the console version of the game, as you are not playing on a computer, you instead browse through what can be assumed to be Luke Carder's files.
Card Pack

Card Packs are a mechanic present solely in Act II of Inscryption, where they are the player's main method of obtaining cards. There are four different types of Card Pack corresponding to each of the four card types, Beast, Undead, Technology, and Magick. When a card pack is opened, it grants two random cards from its card type, one random rare card from its card type, and two random cards from other card types.

A Beast PackA Undead PackA Magick PackA Technology Pack
Alpha

> The venerable Alpha. Its courage emboldens the creatures that stand beside it.
>
> Leshy

The **Alpha** is a Beast card in Act I of Inscryption.

## Strategy

The Alpha should be used purely for support, as it is too weak and frail to fend for itself. It is best used with cards that have high Health but low Power, as well as any cards that have the Bifurcated or Trifurcated Strike Sigils, due to their extra damage output and ability to protect the Alpha. Cards with Sprinter or Hefty Sigil should be avoided, as they can move away from the Alpha unless blocked by other cards.

### Good Upgrades

* Health buffs from the Campfire greatly increase its survivability.
* Brood Parasite can protect it when paired with the Airborne Sigil.
* Corpse Eater can allow it to be played for free, although the positioning of the card that perished must be factored in.
* The Dams spawned by Dam Builder will be buffed by it.
* Defensive Sigils such as Armored and Waterborne can protect it.
* Fledgling can turn it into a 2/4, which makes it much more well-rounded.

### Situational Upgrades

* Rampager can have tactical application by moving the Alpha out of harms way and changing which cards it buffs, but it might disrupt ideal positioning.

### Bad Upgrades

* Burrower and Mighty Leap will lead to this card perishing.
* Guardian and Sprinter can disrupt this cards positioning.

### Synergies

* Play alongside cards with either Bifurcated Strike or Trifurcated Strike to have them assist in protecting Alpha while also multiplying their damage output.
* Play alongside cards with the Airborne Sigil to increase their direct damage.
* Alpha can turn the main downside of Aquasquirrels into a net positive, acting as a free version of River Otter in effect.

## Trivia

* After evolving with the Fledgling Sigil, the Alpha's name changes to 'Omega'.
* In earlier versions of the game, the cost of playing Alpha was originally 5 Bones instead of 4.
* In early builds of Kaycee's Mod, the Alpha used to be a part of the Bone Starter Deck alongside Rat King and Warren. This was changed before the final release.
Headless Horseman

Headless Horseman

The **Headless Horseman** is a Rare Undead card in Act II of *Inscryption*.

## Strategy

Headless Horseman has very high stats, that combined with its Airborne Sigil allow it to quickly end a game. However it is expensive and therefore difficult to play, making it unsuitable for most decks where Bone generation isn't prevalent. Having means to generate Bones is important to playing, such as methods involving Necromancer, Sporedigger and Bone Lord's Horn. Ideally, Bone generation should be the focus of the deck, so that it can be played more easily and earlier on.

## Trivia

* Headless Horseman is a a mythical figure who has appeared in folklore around the world since the Middle Ages.
* The Headless Horseman is the most expensive bone card in the game.

1. ↑ https://en.wikipedia.org/wiki/Headless\_Horseman
Dead Byte

Dead Byte, as seen in Act III.

> When a card bearing this sigil perishes, select a file. Place damage on the scales according to the file's size.
>
> Rule Book

**Dead Byte** is a sigil that, when a card bearing it dies, allows the player to deal damage to their opponent by selecting a file connected to their computer. This sigil is exclusive to The Archivist boss fight, and cannot be applied to the player's cards.

## Behaviour

When a card bearing this sigil dies, all attacks are momentarily paused, and the player is prompted to browse through their computer to find a file. The player can see the size of their files by hovering over them, and the size of the file name provides a quick indication of how large the file is. When the file is selected, a weight is placed on the opponent's side of the scale: the larger the file, the larger the weight and the more damage that is dealt. The player cannot select the same file twice in the same fight.

## Strategy

Since the files selected are under no danger, the optimal move is to select the largest files on your computer at all times, which are often videos or executables. To find large files quickly, open File Explorer, browse to 'This PC', type an asterisk (\*) into the search bar, then use the 'Size' dropdown at the top of the window to filter by different size ranges, starting from the largest and moving to smaller ranges when you run out of files.

If you have enough space, prepare an extremely large file in advance (around a terabyte) in order to end the fight as quickly as possible. To save time, these files can be placed close to the root directory of the computer.
Magpie's Lens

> To the user: You will search your deck for any card and take it into your hand.
>
> Rule Book

The **Magpie's Lens** is an item in Kaycee's Mod of *Inscryption*. When used, the player searches their deck for any card.

## Strategy

Magpie's Lens should be used only when you desperately need a specific card for the moment. This can be useful in getting out of a tight spot.

## Trivia

* The name of this item and its function derives from the Magpie card, from which the Hoarder Sigil derives from.
Force Mage

**Force Mage** is a Magick card in Act II of Inscryption.

Having the Repulsive sigil makes it immune to direct attack. It can however be destroyed by indirect damage such as that dealt by Sharp Quills or the activated ability of Plasma Jimmy.

The Training Dummy on the second floor of Magnificus's Tower always starts the battle with a Force Mage on its side of the field.
Bonehound

* Act II
* Finale I

Bonehound (Act II)

Bonehound (Finale I)

The **Bonehound** is an Undead variant of the Bloodhound that appears in Act II and the first part of the Finale of *Inscryption*.

## Variants

The Bloodhound is a Beast card that appears in Act I and Act II.

The Bolthound is a Technology variant of the Bloodhound that appears in Act II and Act III.

## Strategy

All variants of the Bloodhound are mostly defensive cards. Whenever the opponent plays a card, they will change lanes to block the incoming attack. They cannot move if something is already opposing the card played. This can make them difficult to use, especially if they move to oppose a card that is capable of defeating them. They are also difficult to play, most of the time, due to their high costs.

## Trivia

* The Bonehound's arm can be seen in the Finale.
Made of Stone

Made of Stone, as seen in Kaycee's Mod.

> A card bearing this sigil is immune to the effects of touch of death and stinky.
>
> Rule Book

Made of Stone is a Sigil added in Kaycee's Mod of Inscryption. Cards bearing the Sigil are immune to the effects of the Stinky and Touch of Death Sigil.

The Moon, The Limoncello and Boulder cards start with this Sigil.

## Strategy

While difficult, it is not impossible to obtain this Sigil on cards in your hand, as Totems and cards obtained from the Deck Trial event may randomly bear Made of Stone. However, the Sigil is very niche and usually too situational to be worth a Totem or Sigil slot.

## Notes

* The reason for this Sigil's creation and addition is likely purely to combat the ridiculous effectiveness of the Stinky and Touch of Death sigils against The Moon.
Long Elk

* Long Elk
* Vertebrae

* Head
* Neck

> I have no words for this freak of nature.
>
> Leshy

The **Long Elk** is a Rare Beast card in Act I and Kaycee's Mod of *Inscryption*.

It also has an inherent effect that causes it to drop a Vertebrae card whenever it moves, similar to how the Squirrel Ball drops squirrels.

## Strategy

The Touch of Death sigil allows the Long Elk to quickly destroy many opposing cards, while its Sprinter sigil, in combination with its two Health, allows it to survive counterattacks more easily than the Adder. When used in the Campfire, it is recommended to upgrade its Health or let the survivors eat it as it will kill them.

The Vertebrae can provide extra defense from incoming threats or provide more sacrifice material.

**Note:** The Vertabare do not inherit any infused Sigils on the Long Elk. However, Sigils acquired through a totem *will* appear on the Vertabrae. Consider this when using Long Elk, as it can prove massively beneficial.

***Good Upgrades***

* Leader allows the last placed Vertebrae to deal damage.
* Unkillable in tandem with Bone King allow the Long Elk to be played for free after death.

***Bad Upgrades***

* Dam Builder and Bellist will prevent the Long Elk from creating Vertebrae.

## Trivia

* The Long Elk is likely a reference to the Long Horse, a fictional creation of Trevor Henderson.
* This is one of the few cards to have 2 different pictures, one of the extended body and another of the face.
* When given the Fledgling sigil it transforms into "Longer Elk".
* Because the Long Elk's eyes are naturally red, it is impossible to tell an Ijiraq disguised as a Long Elk from a regular Long Elk using the portrait alone when looking at your deck.
Gr1zz

* Base Form
* Beast Form

The **Gr1zz** is one of the Technology cards from Act III of *Inscryption*. Upon transforming into its Beast Form, it gains 4 Power.

## Strategy

The Gr1zz naturally has the second highest Health of any card in Act III, losing only to the Swapbot. However, the Gr1zz does not switch its Power and Health after being attacked, meaning that it is capable of taking multiple hits before being destroyed. Every other turn, it will transform into its Beast Form and have the highest natural Power in Act III, allowing it to destroy almost any opposing card that tried to attack it. Caution should be taken if relying on the high Power of the Beast Form, as it only deals damage every two turns. As it is also among the most expensive cards, costing 6 Energy, it can be difficult to play.

Applying Gemification can prove effective, as the Gr1zz benefits from any of the boosts provided by Mox Vessels. If granting a bonus Sigil, consider carefully if you wish for it be built around the card's Health or temporary Power.
Fecundity

Fecundity, as seen in Act I.

> When a card bearing this sigil is played, a copy of it is created in your hand.
>
> Rule Book

**Fecundity** is a Sigil which allows a card to create a copy of itself in your hand when it is played. Like other Sigils which trigger when a card is played, a card played via the Corpse Eater sigil's effect will trigger this sigil. This effect is stackable, meaning that if multiple **Fecundity** sigils are applied to a single card, then multiple copies of that card will be added to your hand when the effect triggers.

## Strategies

### Act I

In Act I, this Sigil has infinite use, allowing the player to get multiple sacrifices and bones out of one card. The most simple example is applying this Sigil to a Geck. As a Geck can be placed for free, the player can place multiple Gecks and sacrifice them accordingly. If the Worthy Sacrifice Sigil is added in addition, it is even more powerful.

Generally speaking, any one cost card with Fecundity has infinite value as it can be played and sacrificed over and over to generate infinite Bones. If combined with the Unkillable Sigil, it can fill the players hand up to the maximum limit of 48 cards, which provides maximum power to the Hand Tentacle. If applied to a card with Corpse Eater, when any creature dies the card will be immediately played from your hand for free and a copy will be created in your hand, thus allowing you to create an invincible wall of creatures.

### Kaycee's Mod

In Kaycee's Mod, as of v0.28, cards created by Fecundity will no longer retain the Sigil. Though now lacking in infinite use, the Sigil still has effect in being able to create a copy of a useful or powerful card once it is played. Cards such as Cat and Warren, for instance, have strong synergy with the Fecundity Sigil as support units, allowing for multiple sacrifices and expensive cards to be played.

By combining Unkillable and Fecundity together on the same card, this in effect offsets the change as the original card will return with the Fecundity Sigil when sacrificed or defeated. The result can be seen as similar to the Spore Mice from Act II, and can be used to great effect in powering up cards such as Red Hart and Hand Tentacle.

## Trivia

* When playing a card with Fecundity for the first time Kaycee's Mod, a message will appear in the developer text that reads "It had to be done," referring to the incredibly powerful nature of the Sigil. Additionally Leshy will comment on how Kaycee tampered with it and, though he agrees that it was very powerful, to please not modify his Sigils again.
* The Fecundity sigil in Act I is a shrunken image of Field Mice but in Act II it is a picture of one mouse.
Leader

Leader, as seen in Act I.

> Creatures adjacent to a card bearing this sigil gain 1 Power.
>
> Rule Book

**Leader** is a sigil that increases the Power of cards to the left and right of the card bearing this sigil by one. This is true even if the adjacent card is inanimate or does not usually attack, such as a Boulder or Gold Nugget.

## Strategies

For its full potential, this card should be placed between two cards.
Explode Bot

* Act II
* Act III

Explode Bot in Act II

Explode Bot in Act III

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

## Strategy

### Act II

Explode Bots are a cheap but volatile version of the Automaton. When they perish, they will deal 10 damage to the cards in front and to the sides of it - usually enough to defeat the opponent. Along with being a standard draw, they can be summoned by Mrs. Bomb. Use the whenever you need to clear out strong opposing cards. It can be a good idea to intentionally hammer Explode Bots to get their detonation effect off straight away.

### Act III

Explode Bots serve much the same function in Act III that they did in Act II, but now with the added bonus of being upgradeable. The exact upgrades depend on what best fits how you intend to use it. They can still be summoned remotely, but now with the Mrs. Bomb's Remote item.

***Good Upgrades***

* Sigils that move the card around such as Sprinter and Burrower can move the card into danger, allowing for more strategic use.
* Unkillable provides infinite replay value.
* Gift Bearer spawns a new card in your hand when it perishes, which it likely will.

***Bad Upgrades***

* Overclocking is not advised as it reduces the card to a one-time use.
* Sharp Quills has almost no value.