Sigils

**Sigils** are additional effects that can be possessed by certain cards. A card can bear multiple Sigils. The effects from these Sigils can be found in the Rule Book, or by right-clicking on a card's Sigil. Most Sigil effects are always in effect or occur automatically under predetermined conditions, though certain cards in Act II possess Activated Sigils that can be triggered anytime during the player's turn, as long as they can pay the necessary cost.

Note that some cards have symbols in place of their Power, which represent a variable number. For instance, the Worker Ant and Ant Queen have Ants power, which changes depending on the number of ants in play. These symbols are defined as special behaviours and not sigils.

Some cards bear Sigils naturally, though all cards can obtain new Sigils through certain events.

## List of Sigils

* Act I
* Act II
* Act III
* Finale I
* Finale II
* Kaycee's Mod
* Unused

Unused Sigils

## Sigil Power Level

*Power Level* is a hidden game mechanic present throughout the entirety of Inscryption. Every Sigil has its own Power Level, which can in theory be any integer, but in practice is never set lower than -3 or higher than 5. Power Level is used to inform other mechanics about the general quality of a sigil.

It is worth noting that while many of the following effects from Act I use Power Level to exclude sigils with less than 0 power, there are no sigils with less than 0 power present in Act I. In Kaycee's Mod of Act I however, the Annoying Sigil is introduced, which has a power level of -1, which these checks serve to prevent its appearance on things such as totems.

### Card Power

*Card Power* is a number the game uses to determine various effects. It is largely informed by the sigil power. The Card Power of a given card is equal to the combined *Power Level* of all its Sigils, plus the value of its maximum health and the value of its power multiplied by 2 (e.g. 1 attack power adds 2 to the total card power).

Sigils with negative power, namely Brittle, Annoying, Gem Dependent, and Overclocked each *lower* the total power level of a card by their given negative values.

### Effects

* **Deck Trial** - Rewards granted by completing the Deck Trial are inscribed with a random additional sigil. This sigil is never of a power less than 0 or greater than 5.
* **Totems** - Totem bottoms will select a random player obtainable sigil between the power levels of 0 and 7.
	+ This is done by picking a random number between 0 and 7. Any sigils with a power level equal to or less than the random number are considered valid. The specific sigil is then chosen completely at random from the remaining candidates.
	+ In simpler terms, the totem will need to randomly select a number of 5 or higher to pick a level 5 sigil, and if the randomly selected number is 0, only 0 power sigils may be selected.
* **The Prospector** - The Prospector's Boulder Selection event has a 66% chance to provide the player with an Insect card bearing a random sigil. This sigil is never of a power less than 0 or greater than 5.
* **The Trader** - The Trader will reward you of a selection of 8 cards with one extra sigil if the player has a wolf pelt, and can take as many as they have wolf pelts.
* **Bomb Latch / Brittle Latch / Shield Latch** - Latch Sigils controlled by the opponent rather than the player will select the target of their latch via the *Card Power* of available cards.
	+ Skel-e-Latchers prioritise selecting the highest *Card Power* card the player has, while the others will target the highest *Card Power* card that the opponent has.
* **Amorphous -** The Amorphous sigil will not randomly transform into a sigil with less than 0 power or more than 5 power.
* **Build-a-Card -** The SP costs of various sigils during the Act III Build-A-Card event is equal to their Sigil Power.
* **Bounty Hunters / Friends -** Bounty Hunters are randomly generated using 'stat points' based on your current bounty level among other factors (*see Bounty Hunter for more info*). These Stat Points are then spent on sigils and stats for the hunter, with each sigil costing points equal to its *power level*. Friends use the same system of point spending, except the amount of points they have available to spend is based on the amount of turns that have passed in the fight against G0lly.
* **Automatic Drafting** - The Automatic Deckbuilding feature in Act II incorporates *Card Power* in its decision making process.