recursal/Fanatic-Fandom huggingface dataset:
Mycobot

Mycobot

**Mycobot** is a secret technology card that appears in Act III of *Inscryption.*

It can be obtained by defeating The Mycologists in Act III, which requires the player to have obtained the key from them in Act II. If the card dies during the fight, the player will not receive it.

The Mycobot's Cost, Power, Health and Sigils are dependent on what cards on the player's side of the board were fused together during the second phase of the battle. The portrait, however, is always the same.

* The cost and sigils are taken from the center-most card on the player's side of the board when phase 2 begins, as other cards get fused into this one.
* The power and health are also taken from this; however, all cards that are fused into it add their stats to it, and some of their sigils.

## Strategies

It is worth using the Nano Armor Generator item immediately prior to the second phase of the battle, as this not only means that the card awarded to you after the battle will have the Nano Armor sigil, but it will also allow the card to survive the initial attack in the second phase, allowing it to be further improved before the battle ends.

The best way to make this card would be to have a low cost card in the middle of the board, such as an Energy Bot or an Empty Vessel, and to also have Ourobot and/or other cards with high stats on the board before completing the first phase, as this results in a cheap card with good stats.

Another potential strategy would be to use Mrs. Bomb's Remote and the Nano Armor Generator after 2 or so turns to fill your side of the board with shielded Explode Bots, which can protect you for a few turns while clearing the opponent's side of the board. Typically you should end up with most of your explode bots still alive and at least the the middle one still shielded (due to the explode bots on the other side of the board killing the opponent's fused card in the middle even if it had Nano Armor), meaning that by the second phase you should get at least a 4/4 card for 2 energy, bearing the Nano Armor and Detonator sigils. Playing extra cards next to the fused card on the second phase will further increase its stats before you win the battle.
Pack Rat

Pack Rat

> The prudent Pack Rat. Never doubt the utility of a well stocked pack.
>
> Leshy

The **Pack Rat** is a Rare Beast card that appears in Act I of *Inscryption*.

In addition to the usual sources for Rare cards, the Pack Rat can also be obtained for free if you already have the maximum number of consumable items when arriving at the Draw Items event.

## Strategy

The Pack Rat is a utility card for obtaining items outside of a Draw Items event. By itself, it is a weaker version of the Wolf, but otherwise is still a useful card to have.

As the Pack Rat is only card to naturally bear the Trinket Bearer Sigil, it makes a good candidate for Sigil transfer onto a cheaper unit if all you care about are the items. Alternatively, it is a relatively easy card to obtain multiple duplicates of, so it may also be a good idea to combine them at The Mycologists to create a powerful card.

## Trivia

* If you go to a backpack event and your pack is full a small rat will give you a Pack Rat
	+ The same rat can be seen in Act II with its head occasionally popping out next to Leshy,
	+ The same rat is also Leshy's pet.
Orlu's Mox

**Orlu's Mox** is a Rare Magick card in Act II 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 Orlu’s Vessel, where the Gems it activates are used to boost the stats of your cards.

## Strategy

**Orlu's Mox**, along with Bleene's Mox and Goranj's Mox are just straight-up better versions of the other **Mox Cards**, maybe except the Mox Module. They have higher Health, provide more Mox, and allow for much more options to play cards in the Magick deck, the only downside being that they cost more Foils than regular **Mox Cards**.

Battling the Training Dummy enough times will allow you to generate enough Foils to buy enough of these better Mox Cards to have a fully functional Magick deck.

## Trivia

* **Orlu's Mox** also shares it's name with the Master Orlu card, which conveniently needs both Mox given by Orlu's Mox to be played.
* Orlu is a portmanteau of the words Orange and Blue, in reference to the types of Mox this card provides.
* **Mox Cards** are the only placeable Terrain cards in Act II.
Shutterbug

* Act II
* Act III
* Real life version

Shutterbug (Act II)

Shutterbug (Act III)

Shutterbug (irl version)

**Shutterbug** is a Technology card in Act II of *Inscryption*. It also appears in Act III, but cannot be obtained via any means and is only used in The Photographer boss fight.

## Strategy

When a card is played in front of Shutterbug, it will die instantly. Coupled with its 1 **Power**, this effectively means that it locks down lanes. Part of the strategy to using Shutterbug therefore is knowing how they can be defeated. Direct threats to them are cards that are already submerged, or incoming cards with the Nano Armor, Sharp Quills or the Detonator Sigils. They are also susceptible to cards bearing Bifurcated or Trifurcated Strike being played to an angle of them.

## Trivia

* The term "shutterbug" means an enthusiastic photographer.
* The Shutterbug is the only rare Technology card in Act II to appear as a non-playable card in Act III.
* Shutterbug is available in the physical card pack available on the Devolver Digital store page.
	+ There's also a bigger version of the card available as a part of physical version of *Inscryption* by Special Reserve Games for PS5 and Switch

1. ↑ https://www.merriam-webster.com/dictionary/shutterbug
Squirrel Shedder

Squirrel Shedder in Act II

> At the end of the owner's turn, a card bearing this sigil will move in the direction inscribed in the sigil and drop a Squirrel in its old space.
>
> Rule Book

Squirrel Shedder is a Sigil present solely in Act II of Inscryption, unique to the Squirrel Ball card. It functions similarly to the Sprinter Sigil, causing the card bearing it to move to an adjacent space in the direction depicted by the arrow on the sigil at the end of its turn, if the space is unnoccupied. Setting it apart from Sprinter however, when a card bearing this sigil moves, the place it previously occupied will be filled by a free Squirrel card.

If a card bearing this sigil runs into the edge of the game board or another card, it will attempt to turn around and move in the other direction, though this may become difficult due to the trail of squirrels left in its wake.

## Strategy

The squirrels created by this sigil serve as a useful source of infinite free sacrifice fodder, so long as the card bearing the sigil can be kept alive and unobstructed. At the very least, the trailed squirrels may block damage.

## Notes

* Squirrel Shedder shares many similarities with the Skeleton Crew sigil.
Achievements

Inscryption has 30 Steam **Achievements**, most of which are obtained by progressing through the story. All of the Achievements share names with Magic: The Gathering cards. The Kaycee's Mod expansion adds 10 more.

## Optional Achievements

### Act II

This achievement is tedious to obtain. Use the Energy Conduit and another Conduit to generate unlimited Energy, and use an Emerald Mox to play the Stim Mage, which can now be buffed an unlimited number of times. Either Bone Heap or Gourmage combined with Bone Lord's Horn can replace the Stim Mage, but this is even more tiresome, since it requires repeatedly clicking on both cards. Because the number of times you can activate a card ability is restricted by a one-second long animation between button presses, 666 activations translates to 11 minutes and 6 seconds of clicking at *minimum*. An autoclicker is highly recommended, though obviously not required.
Another (even more tedious) option is to use the Ouroboros by buffing it during Act 1. It can then be bought from the Temple of Beasts Trader in Act 2 with the stats it had before.
Receiving this achievement will naturally give you an absurd amount of Foils, making it easier to get Collective Effort in the same run.
Mrs. Bomb

Mrs. Bomb (Act II)

**Mrs. Bomb** is a Rare Technology card in Act II of *Inscryption*.

## Strategy

When played, Mrs. Bomb drops Explode Bots on every empty space currently available. The purpose of this card it to clear the board, primarily to eliminate the enemy units and clear the way for your cards. It should not be played if you are winning and currently have much better cards than the opponent on the board.

## Trivia

* Though this card does not appear in Act III, an item bearing its name called Mrs. Bomb's Remote does and serves the same function as this card.
Tidal Lock

Tidal Lock, as seen in Act I.

> At the beginning of its owner's turn, a card bearing this sigil will pull small creatures, like Squirrels, into its orbit.
>
> Rule Book

**Tidal Lock** is a sigil unique to The Moon, a card in Act 1. At the beginning of the owner's turn, the sigil causes Squirrels and Rabbits on the player's side of the field to be removed from play.

## Strategy

The presence of this Sigil prevents the player from using Squirrels as a means of blocking direct attacks. Therefore, Squirrels should only be played immediately before being sacrificed, and any Squirrel Totem with Sigils that require the Squirrel to survive through to the opponent's next turn - such as Sharp Quills and Fledgling - should be avoided.

## Trivia

* Despite being the rule book stating that the Sigil affects "small creatures," Bees aren't affected.
Ruby Golem

* Act II
* Finale II

Ruby Golem (Act II)

Ruby Golem (Finale II)

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

## Strategy

Because of Ruby Golem's Ruby Heart Sigil it makes this card a good damage blocker, as once it perishes it leave a Ruby Mox to take any additional hits.

It can also be destroyed manually to auto play a Ruby Mox, allowing for other cards to be played without having to draw and place a Ruby Mox, although this would only be useful in cases where the original mox used to create it has been destroyed.

## Trivia

* A Ruby Golem can be found in Act I on the lead up to Leshy's Cabin.
* Ruby Golem is one of the two cards that can't be sacrificed and can naturally attack, the other being Strange Frog.
* In the Finale, Ruby Golem doesn't have a sword.

Ruby Golem (Act II)Ruby Golem (Act I, Normal View)Ruby Golem (Act I, Full Brightened View)
Tomb Robber

Tomb Robber (Act II)

**Tomb Robber** is a Rare Undead card in Act II of *Inscryption*.

## Strategy

Tomb Robber's is a support card uses its Disentomb Sigil to summon a Skeleton at the cost of a Bone. Since the Skeleton perishes upon attacking, it regenerates its Bone back and can be used on a cycle to attack the opponent while maintaining your Bone count. If you are struggling to generate Bones early on, cards such as Gravedigger or the Bone Lord's Horn are great supplements.

In particular, Tomb Robber combos well with Necromancer. This combination means that you may create and play a skeleton for one bone, then use the hammer on it for two bones an infinite number of times, allowing for infinite bones to use on cards with the Enlarge sigil or enabling the possibility of playing high cost cards such as Headless Horseman.

The Ouroboros can be leveled arbitrarily high with this card. Sacrifice two creatures to play Ouroboros and produce 2 bones, the player can then use the hammer on Ouroboros to kill it, returning it to hand and providing another bone. Two of the three bones can then be used with Tomb Robber to produce Skeletons again and resume the cycle. This can be repeated any number of times, netting one increase of Ouroboros and one extra bone per cycle, and can be easily set up against the training dummy who isn't given any attack power until some of his board has been eliminated.
Botopia

> This is Botopia. A once great technological paradise. It's ruled over by four... uh... Uberbots... that's right. And you've got to get out there and beat them.
>
> - P03 introducing the player to Botopia

**Botopia** is the map P03 uses to challenge you in Act III. It is a more detailed variant of the Act II map, with an added technological wasteland aesthetic. It is displayed on a holographic tablet, and the player must navigate it by clicking on blue arrows on the edges of the display to change locations. The map features a semi-open world with different encounters represented by red arrows with skulls. Battles now have 5 lanes instead of 4.

The primary objective the player is presented with is defeating the four Uberbots in order to preform The Great Transcendence. P03 does not inform the player of what The Great Transcendence is until the player has defeated all Uberbots and returned to the start. It is then revealed that Botopia was really a cover for P03's plot to upload Inscryption as a video game.

Similarly to the Act II map, Botopia is divided up into four sections.

The Foul Backwater is in the northeast corner of the map, corresponding to Leshy's area from Act II. The boss of this area is The Photographer.

The Filthy Corpse World is in the southeast corner of the map, corresponding to Grimora's area from Act II. The boss of this area is The Archivist.

The Gaudy Gem Land is in the southwest corner of the map, corresponding to Magnificus's area from Act II. The bridge to access it is broken until one of the eastern Uberbots is defeated, after which it is fixed by Rebecha. The boss of this area is The Unfinished Boss.

The Resplendent Bastion is in the northwest corner of the map, corresponding to P03's area from Act II. The bridge to access it is broken until one of the eastern Uberbots is defeated, after which it is fixed by Rebecha. However, the Resplendent Bastion is still not available even then, first requiring the player to activate the satellite dish at the foot of Magnificus's tower to unlock a gate blocking entry. The boss of this area is Golly.
Foils

Foils are the primary currency of Act II and can be traded with the Trader for Card Packs or Cards that match the area the Trader is in. They are obtained when a battle is finished with more damage dealt than needed to win. Every point of excess damage is converted to a foil.

* In Magnificus's Tower they sell Magick cards.

* In Leshy's Cabin they sell Beast cards.

* In Grimora's Crypt they sell Undead cards.

* In P03's Factory they sell Technology cards.
Sniper Bot

The **Sniper Bot** is a technology card from Act III of *Inscryption*. It is part of the player's starting deck.

## Strategy

The Sniper Bot is an effective offensive unit. Despite its low **Power** and **Health** for its moderate cost, it is capable of attacking any space on the field courtesy of its Sniper Sigil. As a result, it relies heavily on where it is placed, as the further to the right it is positioned the later it will attack. This makes it a very strategic card to have in play, and if powered up correctly can be incredibly powerful.

***Good Upgrades***

* Gemification buffs offer a general improvement.
* Touch of Death allows the card to destroy any opponent on the board.
* Unkillable allows the card to be played again when it is defeated.
* Bifurcated and Trifurcated Strike allow for multiple attacks.
* Overclocking the card gives it a boost in **Power**; be wary of where it is placed.

***Bad Upgrades***

* Sigils that move the card into danger, such as Sprinter or Burrower.
* Airborne offers little benefit and only serves to reduce the cards offensive potential.
* Transformer removes the base Sigil and greatly reduces its usefulness.
Rabbit Hole

Rabbit Hole, as seen in Act I.

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

**Rabbit Hole** is a Sigil which creates a Rabbit in your hand when a card bearing the sigil is played. The Warren is the only card to naturally bear this sigil. Like other sigils which trigger when a card is first played, a card played via the Corpse Eater sigil will trigger Rabbit Hole's effect.

## Strategy

> Never doubt the fecundity of rabbits
>
> Leshy

This Sigil is very useful when applied to cards that cost 1 blood or less, or cost a small amount of Bones. In the case that it is applied to a card which costs 1 blood, the Rabbit Hole sigil will essentially refund the cost of playing the card. Additionally, the rabbits added to the player's hands will also bear any sigil the card with Rabbit Hole originally had, minus Rabbit Hole itself.

## Gallery

Rabbit Hole in Act IRabbit Hole in Act II
Scale

The scale is used to keep your score by placing Teeth on either side of the scale to represent damage. If your side of the scale has at least 5 more teeth than your oponent, then you win. If you have at least 5 less, then you lose. If you deal more than enough damage to defeat your oponent, then all exess teeth are kept (or in Act II’s case, converted to Foils) for later.
Mole Man

* Act I
* Act II

> The stalwart Mole Man. The ultimate defense.
>
> Leshy

The **Mole Man** is a Rare Beast card in Act I and Act II of *Inscryption*. It is an upgraded version of the Mole.

## Strategy

Mole Man is a highly defensive card at a low price, making it ideal for stalling for more cards or protecting yourself from damage.

### Good Upgrades

* Both Health and Power buffs at the Campfire can greatly improve Mole Man's potential.
* Bees Within and Sharp Quills will trigger many times due to its high Health.
* Dam Builder allows for even more defense if Mole Man is played adjacent to empty lanes.
* Fecundity can allow replacing Mole Man when it is damaged, essentially making both it and you immortal as long as it takes less than 6 damage.
	+ This will only work once in Kaycee's Mod, being better suited for playing an additional one.
* Loose Tail effectively provides two Mole Men, provided there's room for the Mole Man to leave its tail behind.
* Many Lives can be taken advantage of due to Mole Man's ability to survive multiple hits.
* Stinky gives the Mole Man more survivability and allows it to survive an Adder bite.
* Worthy Sacrifice can allow replacing Mole Man with a powerful card when it is low on Health.
* Unkillable can allow you to stall longer and draw more cards.

### Situational upgrades

* Leader can get good usage due to Mole Man's low Cost and high Health, but its potential repositioning due to Burrower should be noted.

### Bad upgrades

* Guardian and Sprinter are largely useless due to Burrower.
* The damage evasion of Waterborne entirely goes against the point of the card.

## Trivia

* When a Sigil is infused on Mole Man, its shovel glows instead of its eyes.
* In Act II, Mole Man's eyes are open.
* If a Mole is given Fledgling, it will transform in a Mole Man.
* In Kaycee's Mod the card Ijiraq uses a modified sprite of the Act II **Mole Man** on the preview screen in reference of its copying ability.

## See also

* Mole Man?
* Mole Seaman
* Mole
Skunk

Skunk

> The Reviled Skunk. Its stench reduces the strength of the enemy.
>
> Leshy

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

## Strategy

The Skunk is a purely defensive card as it doesn't have any Power; its purpose is to act as a sturdy shield. The Stinky Sigil allows it to reduce the power of opposing cards by 1, allowing it to withstand attacks from enemies with 3 Power or less for one hit. If upgraded via a Campfire for more Health, it can withstand more attacks.

Because of its cheap cost and Stinky Sigil, it can be an effective unit to give a Sigil that moves it around the board, such as Guardian or Burrower. In the case of the latter, it may be better to sacrifice the Skunk onto the Mole or Mole Man as they have a naturally higher Health for the same cost - unless the Skunk has been upgraded to have more Health than they do.
Skeleton Crew (Card)

> M-Me crew? Mutineers?!
>
> Royal Dominguez

Skeleton Crew

*This page is for the boss-exclusive card from Kaycee's Mod. For the sigil from Act II, see Skeleton Crew.*

**Skeleton Crew** is a card seen in Royal Dominguez's boss fight that cannot be obtained, although you can temporarily obtain this card on your side of the board by damaging The Limoncello and having a free space where this card will drop.
The Snow Line (Act I)

The Snow Line is one of the four locations traversed in Act I. It is the third of the four locations in the base game. Encounters in the Snow Line consist primarily of cards belonging to the Avian and Hooved Tribes.

The boss battle at the end of the Snow Line is The Trapper/The Trader.

## Leshy's Introductions

* A frigid gust bellowed, unwelcome, into your lungs. The beauty of the falling snow failed to distract you from the chill in your bones. You had ascended to... the Snow Line.
* Sheets of icy snow battered your body as you fought your way up to a vantage point. The snow-covered trees jutted from the landscape like prickly misplaced teeth. You continued on through... the Snow Line.
* The beauty of the falling snow could not distract you from the chill in your bones. Your body quaked in a futile attempt to maintain warmth. You had finally reached... the Snow Line.
* The relief of the fresh air quickly gave way to a bone-shaking chill. You guessed at the path ahead as the snow increasingly obscured it. You had climbed to... the Snow Line.
Skeleton

* Act II
* Finale I
* In-Universe

Skeleton (Act II)

Skeleton (Finale I)

Skeleton (In-Universe)

*This page is for the undead skeletons from Act II. For the robot skeletons from Act III, see Exeskeleton. For the boss exclusive pirate skeletons from Kaycee's Mod, see Skeleton Crew (Card).*

The **Skeleton** is an Undead card that appears in Act II and Finale I of *Inscryption*. They form the side deck of Finale I and are available to draw and play as the player chooses.

## Strategy

Skeletons are basic attack units with no cost. However, because they have the Brittle Sigil, they perish after use. This provides a bone, but it is mainly a detriment as it means they cannot be used to chump-block and they won't continue to do damage.

Their main purpose is to quickly generate Bones for the player to use in playing more useful Undead cards, such as Gravedigger and Frank & Stein. They can also be used to finish off low Health opponents and free up space on the board.

## Trivia

* Skeletons are the only default side deck cards that naturally deal damage.
	+ Bees also deal damage, but require unlocking first before they can be used.
* Draugr releases a Skeleton when it perishes.
* In Act II the Skeleton has two arms, but in the Finale it has one.
* If one looks closely, the card with coordinates written on it is the Skeleton.
* Skeleton is available in the physical card pack available on the Devolver Digital store page.
Worthy Sacrifice

Worthy Sacrifice, as seen in Act I.

> Cards bearing this sigil count as 3 Blood rather than 1 **Blood** when sacrificed.
>
> Rule Book

**Worthy Sacrifice** is a sigil that gives 3 Blood when a card bearing it is sacrificed.

## Strategy

* Strategies include equipping a card with the Unkillable or Many Lives sigil to maximize usage.
* If this Sigil is applied to a card that normally cannot be sacrificed such as a Pelt or Dam, the card can be used as a sacrifice.
* Because blood cannot be stored, summoning a card with a cost of less than 3 **Blood** will cause the rest of the blood provided by a card with this sigil to go unused.
* This Sigil makes playing high cost cards such as the Grizzly and Urayuli much easier.
Qu177

* Base Form
* Beast Form

**Qu177** is one of the Technology cards from Act III of *Inscryption*. Upon transforming into its Beast Form, it loses 1 Power but gains the Sharp Quills Sigil.

## Strategy

The Qu177 has an unorthodox style, going from being balanced in its base for to passive-defensive in its Beast Form, which is based on the Porcupine from Act I. This, combined with its high cost, makes it difficult to use effectively.

***Good Upgrades***

* Gemification buffs to **Health** and cost are ideal.
* Touch of Death combines well with Sharp Quills and allows the card to defeat most opponents.
* Burrower and Guardian move the card into danger, which can be helpful when it is in its Beast Form.

***Bad Upgrades***

* Most Sigils serve little to no great benefit or fill an incredibly specific niche.
Tribe

**Tribes** are a characteristic that some cards possess in Act I and Kaycee's Mod. The symbol for each Tribe is displayed near the top left corner of the card. Some cards do not belong to any Tribe.

## Totems

There are Totem heads for each card Tribe, and may be offered when encountering The Woodcarver. When a Totem is active, all cards belonging to a certain Tribe automatically gain a specific Sigil depending on the Totem's body.

## List of Tribes

Cards marked with an asterisk (\*) will not appear in events.

Cards marked with a dagger (†) only appear in Kaycee's Mod.

Cards marked with a double dagger (‡) only appear in specific boss fights as enemy units.

Additionally, the Amalgam belongs to all Tribes simultaneously, while the Hydra† belongs to all Tribes except for the Squirrel Tribe.
Leshy's Trials

> Steps away from the strange cabin, you were presented with an opportunity. I don't offer my **Boons** to just any traveler. If you are able to pass my trials, you will be rewarded mightily.
>
> Leshy

Before facing Leshy in battle in Act I, the player will be given the opportunity to gain up to two boons by passing trials. The player will have to choose between three different trials. In a trial, three cards will be drawn, and at least one of them must satisfy the trial criteria.

Succeeding on a trial allows the player to choose one of three Boons.

This process is similar to the deck trial event. However, the trials and rewards differ between the two.

The table also contains a hint to the Cuckoo Clock puzzle, the reward for which helps in future Trials.

## Trials

There are six possible trials. The player is first given a choice between three of the six trials (chosen at random), and in the second round they are given a choice between the other three trials.

If a trial requires specific sigils, they do *not* need to be native to drawn cards.

The six trials are as follows:

## Boons

For each trial you pass, three of the boons shown will be offered, and the player will be able to choose one. Unlike the trials, there are only five different Boons.
The Pike Mage

> "I have mastered disappointment."
>
> The Pike Mage

**The Pike Mage**, also known as **Amber**, is an NPC first encountered in Magnificus's Tower in Act II. She serves under Magnificus, and is fought second when starting Magnificus' trials in Act II. In Act III, she reappears as an NPC in Gaudy Gem Land.

The Pike Mage was one of Magnificus' graduate students. She was transformed into a severed head impaled on a spear set atop a surface of fiery stones. Despite the apparent pain, she is the most calm and level-headed of Magnificus' graduate students, reacting to her defeat with tranquil dissatisfaction.

## Cards

* Ruby mox | 2
* Ruby Golem | 3
* Mage Knight | 2
* Orange Mage| 2

## Act III

In Act III, she appears as an NPC in Gaudy Gem Land (P03's rendition of Magnificus' area). Her head is impaled on a spear in front of a trio of orange swords that block the player's path. After a brief conversation, the Pike Mage will despawn and the blockade behind her will be removed.

## Quotes

### Act II

* (First encounter) "... just imagine you are an ice cube, slowly melting on a hot pan... Oh! I was only talking to myself. The pain of being a head impaled on a spear is... Well it is worth it of course. Magnificus will award me the highest honor. I will be the centerpiece of his deck!"
* (Deck incomplete) "Hmm. Your deck isn't right. You did add enough cards to it, right? 20 should do."
	+ (Deck still incomplete) "You...don't have enough cards in your deck. You need 20.
	+ (Deck complete) "Your deck is looking healthier. Let us continue."
* (Player lost) "Magnificus was watching....right? Surely I am only to wait a bit longer. Back to my mantras..."
	+ "That must have done it. Magnificus? Are we done here?"
	+ "Back to my mantras... you are an ice cube....you are an ice cube..."
* (Rematch) "...just imagine you are a cloud, floating above a volcano... Oh! You want a rematch?"
	+ "Oh! Back again?"
	+ (After losing several times) "You will never defeat me."
* (Upon NPC defeat) "Hm. Perhaps I will not be central to his strategy. I care not, he can use me as a chump blocker. I have mastered disappointment. Take this pack."
* (Exiting the crystal) "Go."

### Act III

* "Ho! A traveller! These parts do not see many. You wish to pass these blades? Fine."

### ARG

* "To soothe the pain I imagine how things could be worse... like that Mage who came before me. A Ruby Mage like me! But Magnificus got rid of him. He even got The Blue Man in(v)olved. The deal was that T(h)e Master had to find someone with a use for the poor sap. Making NPCs isnt cheap and all that."
* "The names Amber by the way. Now, back to my mediations."Card

## Trivia

* Pike Mage's real name was revealed to be Amber through dialogue that was uncovered through the ARG.
Trifurcated When Powered

Trifurcated When Powered, as seen in Act III.

> If a card bearing this sigil is within a circuit, it will strike each opposing space to the left, right and center of it.
>
> Rule Book

**Trifurcated When Powered** is a sigil that causes a card bearing it to effectively gain Trifurcated Strike as long it is inside a circuit.
The Great Transcendence

Preforming **The Great Transcendence** is the primary objective P03 presents the player with during Act III, achieved by defeating all four Uberbots and going back to the start of the map. The player is not informed of what The Great Transcendence is until they accomplish all of these things, after which it is revealed that The Great Transcendence is P03's plot to upload Inscryption to the internet. Each Uberbot served a purpose in this plot: finishing the game, giving P03 access to Luke Carder's hard drive, taking screenshots for the store page, and connecting P03 to the internet.

At first it appears that P03's plot is foiled when Leshy rips his head off, but in a video uncovered by the ARG, it is revealed that The Great Transcendence was a success.
Ruby Heart

Ruby Heart as seen in the Finale

> When a card bearing this sigil perishes, a Ruby Mox is created in its place.
>
> Rule Book

Ruby Heart is a Sigil present in Act II and the Finale of Inscryption. It appears solely on the Ruby Golem. When a card bearing this sigil dies, a Ruby Mox is left in it's place.

## Strategy

While the Ruby Mox may be utilised for its intended purpose of allowing Magick Cards to be played, it is equally useful as a damage blocker, meaning that this sigil effectively allows a lane to be defended completely for two whole turns at the very least.

## Gallery

Ruby Heart in the FinaleRuby Heart in Act II
Sprinter

Sprinter, as seen in Act I.

> At the end of the owner's turn, a card bearing this sigil will move in the direction inscribed in the sigil.
>
> Rule Book

**Sprinter** is a sigil which causes the card bearing it to move once in the direction indicated by the Sigil when the owner's turn ends.

## Behaviour

The Sigil can point to the left or to the right, defaulting to the right when it is first played. If the arrow points to an edge, or another card, the Sigil will change direction before the card moves. If the card is obstructed on both the left and right, it shakes and does not move.

Cards bearing this sigil move after all damage has been dealt, with each card moving in order from left to right: for example, if two Sprinter cards exist in the third and fourth lanes and both sigils point left, then the creature in the third lane will move left into the second lane, followed by the creature in the fourth moving into the third lane. This can lead to some unorthodox effects: if two Sprinter cards bear sigils pointing left and exist in the first and second lanes, then the creature in the first lane will attempt to move and fail, with the creature in the second lane turning around and moving right into the third lane, thereby creating an open space in the second lane.

Sprinter has a unique interaction with the Hefty and Rampager Sigils when it is *added* to a card. Cards that naturally bear either of latter Sigils that gain Sprinter will have their effect doubled. This can be used to strategic effect, such as using Rampager-Sprinter to narrow in on two lanes.

## Strategy

This Sigil is hard to use, as it allows a card bearing it to move from lane to lane. But if used correctly, it can make the card very tough. If the card is about to move to the lane with cards that can kill it, such as Urayuli, you should play another card to block the movement of the Sprinter sigil. Beware Bifurcated and Trifurcated Strikes, as these Sigils can attack cards with Sprinter if they are facing the card. It is recommended to avoid letting this Sigil to face these Sigils whenever possible.

## Trivia

* Sprinter is referred to internally as 'Strafe'.
* During The Angler battle, if Leshy targets a Sprinter card with his hook, and that card moves, Leshy will not hook it.
Trinket Bearer

Trinket Bearer, as it appears in Act I.

> When a card bearing this sigil is played, you will receive a random item as long as you have less than 3 items.
>
> Rule Book

**Trinket Bearer** is a sigil which provides the player with an item when the card bearing it is played, as long as they have room for one. The item given is chosen at random, and all items except the Special Dagger, Fish Hook, and Failure can be received.

## Strategy

### In Battle

If a card with this sigil is about to be played, the player should make sure they have room to receive the item, so that it is not wasted. While generally worth using an item immediately to get the card on the board earlier, it may be worth holding off if a better opportunity will present itself the following turn (such as a powerful card to be destroyed with the Scissors).

### Deckbuilding

Given that the Pack Rat that naturally bears this sigil costs 2 Blood, it's often worth it to transfer this sigil onto a cheaper card such as the Stoat or Geck to maximise the amount of items earned. This sigil also synergises very well with Unkillable, allowing for multiple items to be earned with the same creature. Alternatively, combining this sigil with Corpse Eater makes it easier to play regardless of cost.

### Fun Facts

* In the game files Trinket Bearer's id number is 27.
Turkey Vulture

Turkey Vulture

> The pernicious Vulture. A tyrant of the skies.
>
> Leshy

The **Turkey Vulture** is a card in Act I of *Inscryption*.

## Strategy

The Turkey Vulture is strong, but very expensive. This makes it serve best as a finisher for long games, as that will end up accumulating many Bones.

***Good Upgrades***

* **Power** from the Campfire event to deal extra damage.
* Sigils that allow for multiple attacks, such as Bifurcated and Double Strike.
* Corpse Eater allows the card to be played for free.
* Guardian can allow it to block at least one in-coming attack, with a high chance to survive in most cases.
* Sacrifice a Black Goat for the Boon of the Bone Lord to make playing this card much easier.

***Bad Upgrades***

* Waterborne negates the **Health** of the card.
* Touch of Death is mostly useless.
* Unkillable and Fecundity are difficult to use because of its high cost.
The Walkers

The Walkers (Act II)

**The Walkers** is an Undead card in Act II of *Inscryption*.

## Strategies

* While The Walkers provides 4 Bones when perishing, it costs 4 Bones, so none are gained. This does, however, allow for the card to be played without losing any bones overall.
* Due to its sigil, pairing it with a Necromancer will result in an additional 4 bones being gained every time The Walkers perishes, potentially allowing for high-cost cards such as the Headless Horseman to be played much sooner.
Nano Armor Generator

> Gives Nano Armor to your bots on the board. Decent.
>
> P03

The **Nano Armor Generator** is an Item in Act III of Inscryption. When used, it will give all cards on your side of the board Nano Armor if they do not already possess it.

The Nano Armor Generator can be bought from the shop for 26 coins. Only one can be obtained, and if used it will be restored at a Waypoint.

## Strategy

The Nano Armor Generator can be used when one or more very useful cards are about to die, in order to keep them on the board. This is especially useful when an Overclocked card that you wish to keep in your deck is under threat, in order to save the card from being removed from your deck.

It has synergy with Mrs. Bomb's Remote, in that you can use Mrs. Bomb's Remote and then the Nano Armor Generator in order to wipe only the opponent's side of the board and allow your bots to survive. Keep in mind, though, that this may leave your side of the board filled with Explode Bots, which could be dangerous to your cards.
Mud Turtle

* Shell
* Shelless
* Menu Preview

> The adamantine Mud Turtle. Its shell can stop any attack... Once.
>
> Leshy

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

## Strategy

The Mud Turtle is a good defense card, preventing damage from an opposing card once before attacking it next turn. This can allow it be used more aggressively to block even the most powerful of attacking cards, such as the Grizzly and Moose Buck. However, once its armor has been broken, it will be vulnerable to almost any attack in retaliation.

As Mud Turtle can fight back after a single hit, it may be smart to increase its Power to defeat the opposing card. Alternatively, giving it Touch of Death can achieve the same result. As the intent of this card is to take a single hit at full force, avoiding giving it Sigils that compromise it such as Waterborne or Sprinter - unless played strategically. Mighty Leap can counter Airborne cards and Guardian will move it in front of an incoming card. It may also be smart to transfer the Sigil onto another more powerful card, such as the Mole Man or Rattler.

## Trivia

* This card changes its image to that of the turtle being out of its shell after losing its armor.
Sawyer Patel

Sawyer's appearance in Act 2

> Oh no. Oh no. Do not look upon me.
>
> Sawyer Patel

**Sawyer Patel** is an NPC and opponent in Act II of *Inscryption*.

## Act II

Sawyer is found inside Grimora's Crypt, blocking the stairs to the basement. When spoken to, he will initiate battle.

### Battle

Sawyer will always start by playing a Bonehound, then a Revenant, and then two separate Skeletons.

#### Strategy

Most of Sawyer's cards aren't that threatening, but his Revenant can do a large amount of damage. One must keep the order they play cards in mind in order to work around his Bonehound. It can easily be exploited by putting something in front of the space his Revenant is about to played in, preventing the more deadly card from entering play.

#### Post-Battle

After defeating him, he gives the player a Deathly card pack and part of his epitath, then becomes incorporeal, allowing the player to go into the basement.

## Trivia

* The Bonehound used in his battle may be the same dog that ate him, as it would be long dead and thus able to be made into a card by Grimora.
* Sawyer is one of the two characters from Act II that never reappears after their debut. The other is the Melter.

## Quotes

* Initiating a battle with the player:
	+ "Oh no. Oh no. Do not look upon me. Do not snarl or sniff. I beg you. If you wish to battle, please, let us get it over with!"
	+ "Oh no. You are back. Please. Let this be swift."
	+ "Oh no. You are back... again."
	+ (player fixed their deck) "That looks much better. Where were we?"
* Player's deck is invalid:
	+ "Oh... Something's wrong... It's your deck. Or, rather, your lack of a valid one. You've got 20 cards in it, right?"
	+ "Hmm. Your deck isn't right. You did add enough cards to it, right? 20 should do."
	+ "You... don't have enough cards in your deck. You need 20."
	+ "Oh. Looks like we can't battle now. You're going to need to get that deck fixed."
* Player loses the battle:
	+ "Oh dear. Does this mean you will try again?"
	+ "Agony! Please leave me be."
	+ "No... Not again..."
	+ "Avert your eyes!"
* Player wins the battle:
	+ "It is over. You chewed me out. Now, please, look away! Turn your eyes to this card pack instead. I am called Sawyer. The middle stone marks my grave. Please, do not go digging up my bones!"
* Spoken to:
	+ "I am called Sawyer. The middle stone marks my grave. Do not sniff or snarl!"
	+ "Please, do not bark or beg! The middle stone marks my grave."
Scissors

> To the user: You may cut up one of your adversary's cards. It is destroyed.
>
> Rule Book

> If you deem it necessary, you may cut up one of my cards with these.
>
> Leshy

The **Scissors** are an item in Act I. They allow you to cut up one of the cards the opponent has in play, destroying it. The cards queued for play cannot be cut. If no cards on the opponent's side of the board can currently be cut, the item cannot be used.

Like most other items, it can be obtained at a Gain Consumables event, or via the Trinket Bearer Sigil.

## Uncuttable Trait

Certain cards have the trait 'Uncuttable', rendering them immune to the scissors. The three cards with this trait are the Pack Mule, The Moon, and The Limoncello.

## Notes

* Using Scissors on a Skink will create a Loose Tail in its place, even if the Skink has already dropped its tail.
Stimulate

Stimulate, as seen in Act II.

> Activate: Pay 3 Energy to increase the Power and Health of a card bearing this sigil by 1.
>
> Rule Book

**Stimulate** is a sigil that, when activated for 3 Energy, will increase the **Power** and **Health** of the card bearing this sigil by 1 each.

## Strategy

There is no limit to how many times Stimulate may be used to boost the stats of its bearer. However, the player can only buff a card with this Sigil twice in a single turn normally. Since stimulate is exclusively found on the Stim Mage, further information on how to use this Sigil can be found on its page.

## Trivia

* The cost requirement of this Sigil is equal to playing an Automaton every time.
Totem Card Battle

**Totem Card Battles** are a variation of Card Battles where the enemy is given a Totem bearing a random sigil and the tribe head corresponding to the main tribe played in the battle. Other than that, the battle remains unchanged.

In Kaycee's Mod, the All Totem Battle Challenge causes every regular Card Battle on the map to be replaced with Totem Card Battles.
Starter Deck

The **Starter Deck** determines what the player begins each section of the game with.

## Act I

The Starter Deck consists of a Wolf, Opossum, Stoat, and Bullfrog. After the player unlocks them, Stinkbug will replace the Opossum, and the Caged Wolf and Stunted Wolf will replace the Wolf.

The very first run has two Wolves, the Stoat, and River Snapper.

## Kaycee's Mod

The player can choose their Starter Deck before each run. Along with a three card deck, the player also starts with 2 Rabbit Pelts that can be traded at the first opportunity.

See Kaycee's Mod for a full list of decks.

## Act II

The Starter Deck depends on which Scrybe the player chooses to replace.

* Beast Deck: 20 cards
7 Squirrels, 3 Stoats, 5 Warrens, 2 Adders, and 3 Hawks
* Undead Deck: 20 cards
7 Skeletons, 3 Draugrs, 5 Gravediggers, 3 Zombies, and 2 Frank & Steins
* Technology Deck: 20 cards
4 L33pB0ts, 4 49ers, 5 Automatons, 4 Thick Droids, and 3 Steambots
* Magick Deck: 20 cards
3 Emerald Mox, 5 Mage Pupils, 3 Ruby Mox, 3 Sapphire Mox, 2 Junior Sages, 2 Mage Knights, and 2 Blue Mages

## Act III

The Starter Deck consists of an Energy Bot, Shieldbot, Sniper Bot, and Double Gunner. No alterations may be made.

## Trivia

* Prior to v0.28, the Bone Deck of Kaycee's Mod used to consist of a Rat King, Alpha, and Warren.
* Prior to a current version, the Waterborne Deck of Kaycee's Mod used to consist of 2 Kingfishers and a River Otter.
Spilled Blood

As seen in Kaycee's Mod

> The value represented with this sigil will be equal to the number of sacrifices made during your turn.
>
> Rule Book

**Spilled Blood** is a variable Power stat, similar to the Ants special behavior. The value represented by this sigil will be equal to the number of sacrifices made during your turn. The Red Hart is the only card to possess this trait.
Resplendent Bastion

The **Resplendent Bastion** is an area of Botopia in Act III. It is in the northwest corner of the map, and it corresponds to P03's area from Act II. It can not be accessed until the bridge to Western Botopia has been fixed and the satellite dish at the foot of Magnificus's tower has been activated.

The cards Buff Conduit, Gems Conduit, Tough Cell, Splinter Cell, and Kind Cell can be found in this area, as well as the Build-a-Card event. Upon entering the area, you will have the option to make your Gem Vessels into Conduits. The boss of this area is Golly.

## NPCs

The Inspector can be encountered at a gate blocking the way into this area. When interacted with, it will hint to the player that they can get into the Resplendent Bastion by activating the satellite dish at the foot of Magnificus's tower.

The Dredger can be encountered in this area. When spoken to, it will explain to the player that its reward for dredging up part of the OLD\_DATA is being a dialogue NPC in P03's game. It expresses doubts about whether it got the right end of the deal, leading P03 to prevent it from talking further.
Rampager

Rampager, as seen in Kaycee's Mod.

> At the end of the owner's turn, a card bearing this sigil will move in the direction inscribed on the sigil. Creatures in the way will be thrown back behind it.
>
> Rule Book

Rampager is a sigil which causes the card with it to move, similar to the Sprinter sigil. It has the added effect of switching places with any card in its way. This can be used to quickly move glass cannon cards such as Rattler out of the way of danger.

This sigil is found naturally on Wild Bull in Kaycee's Mod.
Skelemagus

Skelemagus (Act II)

**Skelemagus** is an Undead card that appears in Act II of *Inscryption*.

## Strategies

The Skelemagus requires mox and has the Brittle sigil, although is cheap, with a cost of only 2 bones. When played correctly, it appears as a stronger Revenant both in power and cost, so if your deck is primarily Magickal, Skelemagus should be used instead of Revenant. It is generally a great addition to Magickal decks that are lacking in Bone usage.

Because of their similarity, any strategies applied for Revenant will also apply to Skelemagus.
Touch of Death

Touch of Death, as seen in Act I.

### Meta Categories

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

### Opponent Totem

True

> When a card bearing this sigil damages another creature, that creature perishes.
>
> Rule Book

**Touch of Death** is a sigil which causes a card to kill creatures it damages in one hit. If the attack strikes the opponent directly, the sigil has no effect and the attack does damage according to its Power, as usual. If a card has 0 **Power**, it will not attack and this sigil has no effect.

## Strategy

### In Battle

This sigil makes short work of otherwise durable cards such as the Mole and Mole Man, while becoming irrelevant when attempting to defeat Waterborne creatures and when attacking directly. This sigil is best defended against using Nano Armor, as the creature can only perish after this shield is removed.

### Deckbuilding

The power of this sigil is in making cards with weak Power deadly, such as the Stoat, Stinkbug and River Snapper. It is generally redundant on creatures with already good damage since they may kill cards in one hit anyway, however it will also apply to any card damaged through overkill damage, so in certain cases the sigil can still be useful with high damage.

The Sniper sigil can synergize especially well with this sigil, allowing any enemy on the board to be instantly defeated. This sigil is also very useful with Bifurcated or Trifurcated Strike, allowing for multiple creatures to be defeated in a single turn. On the other hand, this sigil finds little use when combined with Airborne, as only creatures with Mighty Leap can be damaged. Finally, any cards with Sharp Quills gain the added benefit of instantly killing any card that damages them.