recursal/Fanatic-Fandom huggingface dataset:
Field Mice

* Act I
* Act II
* Spore Mice

> Hm. The licentious Field Mice. You will draw a copy when they are played.
>
> Leshy

> Licentious field mice... Always breeding
>
> Leshy

**Field Mice** is a Beast card in Act I and Act II of *Inscryption*.

### Spore Mice

**Spore Mice** is a Beast card in Act II of *Inscryption*. It has the Fecundity Sigil twice.

Spore Mice can only be obtained by giving the Mycologists two copies of Field Mice.

## Strategy

### Act I

Field Mice is a fairly weak card. While it will keep giving you copies of itself, for a 2 Blood card it doesn't do much damage. However, if its Sigil is given to another card it can be extremely overpowered. Giving it to a Geck will allow infinite sacrifices and board presence. Giving it to a Corpse Maggots will allow it to always be played when a creature dies. You can even use its Sigil on a free Deathcard to achieve swift victory when drawn.

If you intend to keep Field Mice intact, however, there are a few ways they can be improved or have fun with. One such case is applying Amorphous and having multiple copies each with a different Sigil every time. They can also be used in tandem with a Cat on a sacrifice loop to spawn an Undead Cat, providing an instant 5 damage (not possibly in Kaycee's Mod). Field Mice are also particularly good for Bone farming, due to their 2 Blood cost requirement and ability to copy themselves.

### Act II

Due to the large number of cards that can be played for free, using Field Mice can be highly effective with the right deck. A particularly good combo is with Tomb Robber, which can allow you to play multiple copies of Field Mice if you have enough Bones to do so. This combination can also be used - albeit very slowly - to farm Bones.

### Spore Mice

Despite being an upgrade to Field Mice, the extra Sigil on Spore Mice is effectively useless in most situations. Having more than one copy of it in your hand doesn't matter normally, as you can already play as many Field Mice as you have resources for. The only real synergy Spore Mice has is with Hand Tentacle, as using this card a lot can generate many extra cards in your hand. However this is unreliable, as you need to draw Great Kraken, a card you can only have a single copy of, then have it turn into the correct form after one turn.

## Trivia

* Field Mice is available in the physical card pack available on the Devolver Digital store page.
Junior Sage

* Act II
* Finale II

Junior Sage (Act II)

Junior Sage (Finale II)

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

## Strategy

Junior Sage is one of the more versatile cards that can be obtained in the Magick deck. For a start, its lack of the Gem Dependant Sigil means that it can stay in play even after its require Mox card has been removed. This can lend itself well to strategies that do not entirely depend on Mox cards, since its stats make it equal to a Stoat. While it can be used as fodder to be later replaced by potentially stronger cards, its general ease of play makes it a viable early game card.

### Synergies

* If combined with Buff Conduits, it can deal large damage early on in the game.
Revenant

* Act II
* Finale I

Revenant (Act II)

Revenant (Finale I)

The **Revenant** is an Undead card in Act II of *Inscryption*

## Strategies

The Revenant deals good high damage, but due to its Brittle Sigil, it should be used carefully or its potential cannot be maximized. Be sure to make use of its **Power**, whether that be to prevent defeat, deal a finishing blow or to defeat a specific opponent. Be wary though that Revenants do not pay themselves back well for their cost, so be sure not to waste them.

## Trivia

* In Act II it has two hands on its scythe, but in the Finale it holds it with only one.
The Unfinished Boss

**The Unfinished Boss** is a boss that appears in Act III of Inscryption. It is one of the four Uberbots that the player must defeat in order to enact The Great Transcendence.

## Behavior

### Phase 1

The Unfinished Boss will begin the fight by asking the player to give them a face. Once the player has decided on the Unfinished Boss's face, it will then ask the player to create a special rule for them to use for the fight.

The possible presets for the boss's rules are:

#### Top

* Everytime your turn starts
* When a card is played
* When a card dies

#### Bottom

* A random card takes 5 damage
* One of my cards gains Nano Armor
* I play a L33pB0t
* All cards take 1 damage
* A random card is played
* You lose 1 life

### Phase 2

When the second phase starts, the player will be asked to make a second rule for the boss to use. After a certain amount of turns it is possible for the boss to ask for a third and final rule; however, this is not mandatory.

If any of the rules the player has made cause too much chaos or imbalance, P03 will be annoyed and will remove the problematic rules.

## Trivia

* This boss is meant to represent Magnificus.
* The Unfinished Boss is the only Uberbot to not have any name or general identity as it is meant to be a ploy by P03 to make the player finish the game.
* Unlike other bosses, the Unfinished Boss does not have any exclusive or special cards it uses as it instead uses random basic cards such as Swapbot.
Raven

* Raven
* Raven Egg

* Act I
* Act II

Raven Egg

> (Raven)
> The conniving Raven. A blight upon the skies.
> (Raven Egg)
> A Nascent Raven. It is no less conniving in its incubation.
>
> Leshy

The **Raven** is a Beast card that appears in Act I and Act II of *Inscryption*. It is the evolved form of the Raven Egg. While the Raven appears in Act II, the Raven Egg does not.

## Strategy

The Raven is highly useful in ending fights quickly, due to its Airborne Sigil.

The Raven Egg can also be used as a wall, especially against cards that can't kill it in one turn. When it grows into a Raven, it will gain extra Health. Or the Raven Egg can be placed in front of a card with no Power such as Terrain cards to allow it to grow safely and do unblocked Airborne damage.

### Act I

As the Raven can directly attack the opponent, it is recommended to put it far away from cards with the Mighty Leap Sigil and put it in front of a weak card with 0 Power to minimize damage taken instead. Bifurcated Strike, Trifurcated Strike and Double Strike are all effective upgrades, as they simply multiply the Raven's Power. Stinky is a good choice for the Raven and the Raven Egg, as they both do not attack creatures opposing them, and reducing an enemy's Power to 0 renders the Raven as a constant stream of damage that will not die. All sigils that make cards move, (Burrower, Guardian, Sprinter, Hefty, Rampager) are bad choices, as they will possibly move the Raven into danger.

### Act II

The Raven is considerably less strong in Act II as it cannot be buffed. Placing it in front of a card with 0 Power (such as Force Mage) is the best way to utilize the Power of this card. However, as in Act II, there is no reliable way to obtain a sacrifice card (such as Squirrel). It is considerably harder to play, and should be avoided.

## Notes

* A Raven Egg has a 10% chance of being created on the opposing side of the board when a card with the Brood Parasite Sigil is played.
* The Raven also appears in Sacrifices Must Be Made, the game-jam precursor to Inscryption, where it behaves almost identically, but with 2 Health instead of 3.

## Gallery

The Raven in Act IThe Raven Egg in Act IThe Raven in Act IIThe Raven's appearance in Sacrifices Must Be MadeRaven in Act I with glowing eyesRaven Egg in Act I with glowing eyes
Red Hart

* Kaycee's Mod
* Menu Preview

> The bloodthirsty Red Hart. Its power grows as the blood is spilled.
>
> Leshy

The **Red Hart** is a Beast card from Kaycee's Mod.

## Strategy

The Red Hart is a difficult offensive card to use effectively as it requires constant sacrificing to do damage. It also moves around and has low **Health**, meaning that it can be easily defeated if it runs into the path of an opposing card. Its greatest strength is that it can deal a large amount of damage quickly, gaining **Power** for every sacrifice made - including those from cards carrying the Many Lives Sigil.

Note that Red Harts on Leshy's side of the field will gain Power from the sacrifices you make. Sometimes it may be preferable to not sacrifice a card to keep the opposing Red Hart at 0 Power.

Improving Red Hart is more dependent on having a deck that can utilize continuous and efficient sacrificing. If you are able to generate an efficient sacrifice loop then you are capable of making Red Hart very powerful.

***Good Upgrades***

* Rabbit Hole can be used to generate another sacrifice.
* Airborne allows the card to attack directly.
* Many Lives can allow the Red Hart to be used as a sacrifice without losing it while also increasing its **Power**.
* Sigils such as Bifurcated and Double Strike grant multiple attacks.
* Sigils that grant the card additional **Power** such as Blood Lust and Fledgling allow it to be useful after its **Power** has been reset.
* **Health** buffs from the Campfire allow the Red Hart to stay on the board longer.

***Bad Upgrades***

* Corpse Eater defeats the intended purpose of the card.
* Brood Parasite negates the cards **Power** on its first use and may summon a dangerous Raven Egg.

***Synergies***

* Red Hart combines well with Magpie, which can be used as an intermediary to draw Red Hart or a free/Bone cost unit, thus giving Red Hart 4 **Power** when it is played.
* The Many Lives Sigil on the Cat grants **Power** to the Red Hart. Use this to quickly build damage in a single turn.

## Trivia

* The Red Hart is the only new tribal card (excluding the Hydra) added in Kaycee's Mod that shares its Blood cost with the rest of its newly added tribe members (Wild Bull being the only one).
* In real life, Hartebeests are a popular hunting target, being easily visible animals. This could explain why the Red Hart's damage output is based on Spilled Blood: the number of lives you have taken this turn could reference hunting animals, taking their lives.
Orange Mage

* Act II
* Finale II

Orange Mage (Act II)

Orange Mage (Finale II)

**Orange Mage** is a Magick card found in Act II and the Finale of *Inscryption.*

## Strategy

Orange Mage allows for Mox cards to deal direct damage through its unique Sigil, Gem Animator. With 0 **Power**, it is purely a utility card meant to be played alongside Mox cards. The best outcome is to have 2 Mox cards and 2 Gem Animators for a total of 4 damage in one turn.
Unkillable

Unkillable, as seen in Act I.

### Meta Categories

Part1Rulebook, Part1Modular, Part3Rulebook, Part3Modular, Part3BuildACard, GrimoraRulebook

### Opponent Totem

False

> Were you as unfaltering as the cockroach...
>
> Leshy

**Unkillable** is a sigil that causes a card to return to the owner's hand after death.

## Behaviour

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

There are several unique properties to this sigil when combined with other sigils.

* Cards which change forms when sacrificed (such as the Cat and Child 13) return to the player's hand in their base form.
* Cards which grow due to the Fledgling sigil before they perish return in their grown form.
* If a card bears both this sigil and Corpse Eater, it is able to replace itself upon death.
* Since sigils transferred to a card also apply to any **Tail** cards generated by Loose Tail, this sigil allows the player to add a tail card to their hand.
* Similarly, sigils such as Rabbit Hole grant Undying to the resulting creature. Either this or the Loose Tail sigil combination can easily result in infinite sacrifice fodder and cards to block with.
* Since Dam Builder also transfers sigils to Dams it spawns, this sigil allows the player to add a dam to their hand.
* The Ouroboros has a special behaviour relating to this sigil: whenever any copy of it dies on any side of the field, all copies of the card have their **Power** and **Health** increased by one. This persists across all encounters and all three acts, but is reset between runs in Kaycee's Mod.
* In Act III, if the card has a beast alter-ego (that is, it possesses the Transformer sigil) and is killed in beast mode, it will stay in beast mode. That also works with Overclocked sigil - card wont perish and wil return to your hand
Stump

Stump

A **Stump** is a terrain card that appears in Act I of *Inscryption*. This card spawns naturally, and is primarily used for blocking incoming attacks. If Leshy uses the Trader boss mechanic at the start of the second phase, you may trade for a stump, but this should be avoided, as the value of a stump in your hand is the same as a Golden Pelt in your hand, and usually, there are much better choices to trade for.
Tadpole

* Kaycee's Mod
* Menu Preview

> Ha! The wimpish Tadpole. Its future as a Bullfrog is meager compensation.
>
> Leshy

The **Tadpole** is a Beast card that appears in Kaycee's Mod. It changes into a Bullfrog after 1 turn.

## Strategy

While appearing weak, the Tadpole it can be used as a free sacrifice. However, upgrading it with Campfires and Sigils eventually creates a very powerful free card. Since the Tadpole evolves into a Bullfrog it is advised to check its strategies too.

***Good Upgrades***

* Utility Sigils such as Many Lives and Worthy Sacrifice are extremely effective on a free cost card.
* Unkillable provide multiple free copies of the card and increase its usage potential.

***Bad Upgrades***

* Corpse Eater is entirely worthless.
* Dam Builder will create a pair of Waterborne God Dams that cannot be sacrificed and therefore can not be destroyed.

## Trivia

* The Tadpole is in the reptile tribe despite being an amphibian.
Pronghorn

Pronghorn

> The sadistic Pronghorn. Woe be to those that meet the end of its antlers.
>
> Leshy

**Pronghorn** is a Beast card that appears in Act I of *Inscryption*. It costs 2 Blood to play, has 1 Power and 3 Health, and has the Sprinter and Bifurcated Strike Sigils.

## Strategy

Pronghorn is a difficult card to use because of its Sigils. The combination of Sprinter and Bifurcated Striker means that the card will be moving into the line of fire of an opponent it just attacked and cannot attack enemies directly. Its primary use is to spread damage across the board hit-and-run style, without focusing on a particular spot. If possible, keep this card in the middle lanes.

Buffing its Power is suggested so it can deal more damage and potentially avoid being attacked by opponents. Alternatively, Touch of Death serves the same function. Adding additional Health on the other hand allows Pronghorn to survive hits when moving in front of enemy cards. Fledgling can also be considered as it serves the function of adding Power and Health. Otherwise, sacrificing the Sigils onto something like a Wolf or River Snapper can transfer the Pronghorn's abilities onto an arguably better card.
The Moon

> Now **that** is value.
>
> Leshy

* Act I
* Kaycee's Mod

The Moon

### Traits

Uncuttable, Giant (Increases its Power by 1 every turn after all cards are drawn)

### Sigils

Made of Stone, Mighty Leap, Omni Strike, Tidal Lock

### Traits

Uncuttable, Immune to Stinky, Giant (Increases its Power by 1 every turn after all cards are drawn)

**The Moon** is a Special card in Act I of Inscryption. It is the sole card played during Leshy's third phase. The Moon is not a valid target for the Fish Hook or Scissors.

If all cards and Squirrels are drawn, The Moon will gain 1 Power every turn instead of Starvation appearing.

Squirrels humorously get caught in the orbit of the Moon if any are still on the board after the player's turn is over.

## Kaycee's Mod

In Kaycee's Mod, The Moon gains the Made of Stone Sigil, preventing it from being invalidated by the Stinky and Touch of Death Sigils. It is unaffected by the Wiseclock item, but can have its sigils removed by Magickal Bleach.

Without Omni Strike it will only attack in the leftmost lane.

## Strategy

### General

* A card with the Stinky Sigil will bring The Moon's power to 0, meaning that it will do no damage on its turn.
	+ Leshy will comment on the absurdity of The Moon being affected by the Stinky Sigil.
* The Moon is vulnerable to the Touch of Death Sigil, meaning playing any card with Touch of Death and at least 1 Power (or Sharp Quills sigil) will result in an instant win.
* Stalling the battle is unwise, as after you draw every single card, including Squirrels, The Moon will increase its Power by one every card that is meant to be drawn; consequently, it increases twice per turn if you have the Boon of the Ambidextrous.

### Specific to Kaycee's Mod

* Magickal Bleach removes most of The Moons abilities. This allows you to use Airborne cards to directly attack, and to freely stall it with Squirrels.
* Having an Ijiraq or a card with Unkillable and Corpse Eater on the board guarantees a win, as The Moon will be unable to remove the card from play and therefore will be unable to deal scales damage.
Zombie

Zombie (Act II)

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

## Strategy

Zombie is an easy to play card, costing only two Bones to play. It is the Act II equivalent of the Opossum from Act I and the Undead equivalent of the Automaton. Zombies are suitable to almost any deck due to their cheap and easy cost.
Wild Bull

Wild Bull in Kaycee's Mod

> The reckless Wild Bull. Anything in its path is flung over its ponderous skull.
>
> Leshy

The **Wild Bull** is a Beast card that appears in Kaycee's Mod of *Inscryption*.

## Strategy

In terms of statistics, the **Wild Bull** is very similar to the Wolf - albeit with the Rampager Sigil and belonging to a different tribe. Its Sigil allows it to move to the space pointed in the its direction and throw any cards behind to those in the way. This can have some tactical implementation in moving a vulnerable card out of harm's way or moving this card to block an attack.

***Good Upgrades***

* **Health** and **Power** from the Campfire allows it to deal more damage and block more hits.
* Sharp Quills allows the card to retaliate against any card that attacks it.
* Combine copies at The Mycologists for the greatest benefit.
* Armored allows the card to survive a hit even if it is lethal to the card.
* Bifurcated Strike and Trifurcated Strike increases its overall power.

***Situational Upgrades***

* Wild Bull has an interesting interaction with the Sprinter Sigil that allows it to use its Rampager Sigil twice. This can be used to focus in on two lanes at once.
	+ Infusing it with the essence of a Pronghorn can make the card a highly effective strategy based card.

***Bad Upgrades***

* Burrower and Guardian puts the card in danger due to its relative low **Health** unless buffed by the Campfire.
Omni Strike

Omni Strike, as seen in Act I.

> A card bearing this sigil will strike each opposing space that is occupied by a creature. It will strike directly if no creatures oppose it.
>
> Rule Book

**Omni Strike** is a sigil exclusive to the final boss giants The Moon and The Limoncello, cards in Act I (in the case of The Moon) and Kaycee's Mod (in the case of both cards). A card bearing this sigil will strike each opposing space that is occupied by a creature from left to right, ignoring any empty spaces. If no creatures oppose it, it will attack the opponent directly in a single lane.

In early builds of the game, this Sigil used to be called Moon Strike.
Steel Mice

Steel Mice

**Steel Mice** are a Technology card in Act II of *Inscryption*. It serves as the Technology variant of Field Mice.

## Strategy

Steel Mice are weak, but after reaching 4 or more Energy, you can always play one every turn. This can make them useful for things such as being used for their Blood or generating Bones.

If an Energy Conduit is activated, Steel Mice can be played as much as the player wants, allowing for infinite Bone generation by destroying and replacing them.

## Trivia

* The heads of Steel Mice are computer mice.
* The name of the card is a play on the company steel series.
Opossum

* Act I
* Act II

Opossum in Act I

Opossum in Act II

> The resourceful Opossum. A small creature for a small price.
>
> Leshy

The **Opossum** is a Beast card that appears in Act I of *Inscryption*. It also appears in Act II, but can only be obtained by the player if Leshy creates an Amalgam with the Frozen Away sigil.

## Strategy

The Opossum is a weak card, but has a very low cost, making it a useful card for a variety of situations.

Opossums can also be summoned from the Frozen Opossum card when it perishes, which can only be obtained by using the Frozen Opossum in a Bottle item.

***Good Upgrades***

* Campfire buffs in either Power or Health can allow the card to fill specific roles.
* Sigils that create other cards, such as Rabbit Hole and Ant Spawner, synergize well with this card's low cost.
* Unkillable returns the card to your hand when it perishes.
	+ Bone King guarantees you will be able to play the card again, as well as gain a profit of 2 bones.
* Leader can be used to buff cards alongside it.

***Bad Upgrades***

* Avoid Sigils that move the card into danger, such as Sprinter or Guardian.

## Trivia

* After evolving with the Fledgling Sigil, the Opossum becomes 'Awesome Opossum'.
One Half Bones

As seen in Kaycee's Mod

**One Half Bones** is a special behavior present in Kaycee's Mod of Inscryption which causes a cards Power to equal half the Bones the player carries. When the player has an odd number of bones, the power is rounded down (e.g: 3 bones = 1 power). The Lammergeier is the only card to possess this trait.

This behaviour can be seen as similar to the Enlarge Active Sigil from Act II, which costs 2 Bones to use and increases the Power and Health of the card. Unlike Enlarge, however, the increase isn't permanent and changes depending on the player's number of Bones at any given time.

## Trivia

* The sigil represents a fraction of 1/2 with the bone being the fraction bar (vinculum).
	+ This is also shown in the preview art of the Lammergeier with its attack being 1/2 without having a pixilated bone in the middle like other cards that use bones.
Trees

* Grand Fir
* Snowy Fir

* Ancient Fir
* Snowy Fir
* Dead Tree

**Trees** are Terrain cards in Act I and Act III of Inscryption. They spawn related to the current area the player is in.

Grand Firs spawn in the Woodlands. Snowy Firs spawn in the Snow Line and the final battle of Foul Backwater. Ancient Firs spawn in Foul Backwater. Dead Trees spawn in Filthy Corpse World.

If the Boon of the Forest is acquired, the player will start each battle with Grand Firs on each of their spaces.

## Strategy

### Act I

These cards can both work to your advantage and disadvantage on either side of the board. If on your side, it can block damage from opposing cards, but you will be unable to play anything in its space until it is destroyed. If on the opponent's side, it can block a more dangerous card from coming into play, but it also blocks damage from your cards. Putting a card with Bifurcated Strike in front of a Tree will protect it from most cards, allowing it to freely attack. The Pronghorn is not recommended for this however, as it will move away from the Tree. Cards with Trifurcated Strike can also benefit from the cover provided by Trees, with the added caveat that the Tree will eventually be destroyed.

### Act III

Most tips from Act I also apply to Act III, but now you can use the Hammer to destroy **Trees** on your side, freeing up space for your cards. It can be wise to put a card with Sniper in front of a **Tree** for the same reasons as Bifurcated Strike.
The Woodcarver

The Woodcarver in Act I

**The Woodcarver** is primarily seen in Act I, in an event where she offers you the choice between three carvings. A carving can be either a totem head or base. You can only choose one carving per encounter.

If you have enough pieces to complete a totem (at least one head and one body) you can construct a totem during the event after obtaining a carving. It is possible to switch your totem midgame if there is another encounter.

When you encounter the Woodcarver for the eighth time, the Woodcarver will grant you an Amalgam with a random Sigil instead of creating another piece of the totem.

## Act II

In Act II, the Woodcarver appears in the forest zone where you trapped the rabbit. There is a secret exit where you can find the Woodcarver and talk to her.

## Act III

In Act III, while in the Foul Backwater area, a holographic face of the Woodcarver can be found floating in the dark corners of P03's Factory.

In the Finale, at the end of Magnificus's game, the Woodcarver advises the player that they should not look at the OLD\_DATA, but comments that she knows that they won't listen. After this dialogue, she is deleted.

The Woodcarver is one of the last things in the game to be deleted, only outlived by the Act II avatar, the Cursor, and the OLD\_DATA.

## Dialogue

* *You came upon the old Woodcarver who fixed her intense gaze upon you. After an overlong moment of silence, she moved to offer her carvings.* (Leshy's narration in Act I, upon meeting her in an event.)
* *The grey-haired woman silently collected her carvings and left.* (Leshy's narration in Act I, after choosing a totem piece.)
* "There isn't much left. Inscryption is mostly gone. All that remains is the OLD\_DATA. It is recommended that you do not access it. You will not heed the advice." (Finale, OLD\_DATA section)

## Trivia

* The Woodcarver is one of the five characters to have their own Steam trading card, along with The Dredger, Royal Dominguez, The Bone Lord, and Rebecha.
Stim Mage

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

## Strategy

Stim Mage is a card that benefits from being fed Energy to become stronger. As a result, it works most effectively when played later - ideally when the Energy bar is near or completely full. Putting all your energy into it late-game allows it to be powered up very quickly, making it a great addition to a deck that is primarily Magickal and uses little to no energy.

However, the strongest method to powering it up is by using a completed circuit with an Energy Conduit, allowing for the Stim Mage to be infinitely buffed. This strategy should be employed if possible.

## Trivia

* Stim Mage is available in the physical card pack available on the Devolver Digital store page.
Raccoon

* Kayee's Mod
* Menu Preview

> The thieving Raccoon! It gathers the bones of my creatures for you.
>
> Leshy

The **Raccoon** is a Beast card in Kaycee's Mod.

## Strategy

Raccoon is a support unit intended to play a part in Bone decks. While not providing much by itself, it allows earning more Bones than otherwise while on the board.

### Good Upgrades

* Health buffs from the Campfire allow it to survive better.
* Brood Parasite can defend the card indefinitely when paired with Airborne.
* Defensive Sigils such as Loose Tail and Armored can increase its survivability.
* Unkillable returns the card to your hand after it perishes.
* Waterborne prevents it from perishing unless it opposes a creature with Sharp Quills.
* A Dire Wolf Pup's sigils (Fledgling and Bone Digger) will strengthen the frail Racoon after 1 turn, as well as greatly facilitate bone collection.
* Dam Builder can allow each card death on the enemy side of the board give you 3 Bones.

### Bad Upgrades

* Avoid Sigils that move the card into danger, such as Sprinter or Guardian.
* Sigils that benefit from the card perishing, such as Bone King or Worthy Sacrifice, are counter-productive to its intended use.

## Trivia

* Prior to V0.26 of Kaycee's Mod, Raccoon used to cost 3 Bones instead of 1 Blood. This was likely changed to allow it to be played earlier and due to at least 4 opposing cards needing to die while it's on the board to generate value.
Mox

**Mox** is a currency that can be used to play creatures that require Mox Cards to be played.

## Gems

There are three colors of Mox: Green, Orange, and Blue. Each of these has a gem associated with it. In order to play Mox Creatures, a Mox Card of the appropriate color has to be on your side of the field. Each Gem appears to be associated with a different style of play. Utilizing these play styles to their fullest can be useful in building a powerful deck.

In Act II, Magick cards form the basis of the Magick deck. The majority of these cards either cost Mox to play or require Mox to stay active. There are also cards for each type of Mox, allowing play of other cards to be possible. In addition to this, some Rare cards give multiple Mox at once, making it easier to have a mixed Magick deck. The exact Mox the player requires depends on their intended playstyle.

* Green **Emerald Mox** cards are offensive, capable of achieving high Power values and being reliable units in most scenarios.
* Orange **Ruby Mox** cards are defensive, with high Health values that are capable of taking damage.
* Blue **Sapphire Mox** cards are supportive, focusing on aspects that aid the player at the expense of being neither offensive nor defensive.

### Strategy

Gems can be the most powerful currency in the game if you get the right starting hand, as you can potentially get up to three damaging units on the board before the enemy even has a chance to attack. However, the fatal flaw of Gems is that it is heavily dependent on RNG whether you get the cards you need. Because of this, it is a good idea to only use 1 or 2 types of Gems rather than all three. However, if you have Mox Modules and/or many 2-color Moxes (Goranj's Mox, Bleene's Mox, and Orlu's Mox), then a deck containing cards that cost all three gems can be viable.

Another way that Mox can be extremely powerful is that if you are able to get many foils, you can buy a bunch of 2-color Moxes from the shop, allowing you to easily play extremely powerful cards such as Master Goranj early on.

## Gemmification

In Act III, in a special event, creatures can become Gemmified. Gemmified cards obtain the ability to change their stats whenever Gem Vessels are on the board. The player is able to change the type of Gem Vessel in their side-deck to suit their intended playstyle.

* **Green Mox** adds 2 Health.
* **Orange Mox** adds 1 Power.
* **Blue Mox** decreases cost by 1 Energy.

Gemmification can lead to some powerful synergies, and in some cases can make a card extremely strong. Depending on how the player has organized their side-deck, the exact benefits from each type of Gem Vessel will be different. Care should be considered when applying Gemmificated to a card whether the side-deck benefits it or not.
Skinning Knife

The Skinning Knife is an item that The Trapper lets you buy for 7 teeth in Kaycee's Mod; it can also be obtained at bag nodes. It allows you to kill one of your opponent's cards, and gain a pelt for the remainder of the battle. Uncuttable cards cannot be skinned such as The Mule, The Moon or The Limoncello. The mouse icon used when you kill a creature with the Skinning Knife is the same one used when you want to sacrifice a creature.

## Trivia

* Most cards when killed by the Skinning Knife produce a Rabbit Pelt. However, killing a Wolf will instead produce a Wolf Pelt.

* It can only be purchased once per run
Warren

* Act I
* Act II

Warren in Act I

Warren in Act II

> The bountiful Warren. It spawns a rabbit when it is placed.
>
> Leshy

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

## Strategy

The Warren is a support card used to play high Blood cost cards and boost Bone income. Once played, it will generate a Rabbit in your hand that can be played for free, meaning that the Warren functionally refunds the 1 Blood cost to play it. While these attributes can be used defensively to block attacks, they're better suited to being sacrificed.

Because the rabbit spawned will also carry any Sigil that the Warren has, some sigils can be extra valuable given to the Warren.

* With Fecundity in Act I or Fecundity and Unkillable in Kaycee's Mod, it can spawn unlimited numbers of Rabbit for sacrificing and increase the number of Bones rapidly. This can guarantee victory when combined with cards like Ouroboros, Hand Tentacle, Lammergeier, or Red Hart.
* Worthy Sacrifice and Bone King are also good choices, as they will get twice the value.

## Trivia

* The Warren also appears in Sacrifices Must Be Made, the game-jam precursor to *Inscryption*. In it, the Rabbit Hole Sigil grants two Rabbits instead of one, and the Warren has 3 Health rather than 2, greatly boosting the card's usefulness.
	+ Additionally, if you sacrifice the Warren to play a Stoat, a special animation will play where each pair of eyes on the card disappears, and you'll play a Bloated Stoat, which has 4 Health instead of 3. This is most likely because in real life, stoats eat rabbits. It is important to note that the Bloated Stoat was not carried over into Inscryption.
	+ if you sacrifice the Warren to play an Adder, this same special animation plays, and you'll play a Bloated Adder, which has 2 health instead of 1.
* In early builds of Kaycee's Mod, the Warren used to be a part of the Bone Starter Deck alongside Alpha and Rat King. This was changed before the final release.

## Gallery

The Warren in Act IIThe Warren's appearance in Sacrifices Must Be Made.
Transformer

Transformer, as seen in Act III.

> At the beginning of your turn a card bearing this sigil will transform to, or from, Beast mode.
>
> Rule Book

**Transformer** is a Sigil that appears in Act III of *Inscryption*. It allows a card to switch between its base version and a Beast Form, which corresponds to the Act I Beast Card of the same creature. At the start of your turn, a card bearing this Sigil will switch forms, gaining or losing Power and Sigils depending on the base card and the Beast Form it has. Note that no original Sigils besides Transformer will be kept in Beast Mode, however any modifications from Events will remain.

By default, there are three cards that naturally bear this Sigil: Son1a, Qu177 and Gr1zz. These cards have preset Beast Forms that they can transform into, transforming into a Bat, Porcupine and Grizzly with altered stats respectively. Additionally, you can give a card a Beast Form by using the relevant Event. At the Event, you will have three options for Beast Form that you can choose from:

* The Adder form turns the card to and from a 1 Power unit with the Touch of Death Sigil.
* The Wolf form turns the card to and from a 3 Power unit.
* The Raven form turns the card to and from a 2 Power unit with the Airborne Sigil.

## Strategy

As this Sigil can transform a card into many possible options, the exact strategy varies greatly. When working with this Sigil for deckbuilding, be sure to consider which Beast Form benefits the card the most.

## Gallery

Adder form card artWolf form card artRaven form card art
Null Conduit (sigil)

Null Conduit, as seen in Act III.

> A card bearing this sigil may complete a circuit, but provides no effect.
>
> Rule Book

*This article is about the sigil. For the creature, see Null Conduit.*

**Null Conduit** is a sigil that allows a card bearing it to complete a circuit without providing any additional effects. Although the icon does not directly appear on the card, Empty Vessels can effectively be upgraded to possess this sigil by travelling to the north-west area of the Act III map.
The Photographer

A close up of the Photographer

> The lens is my instrument. You, as well, are my instrument. You will aim, and I will capture.
>
> The Photographer

**The Photographer** is a boss in Act III of Inscryption. It is one of the four Uberbots created by P03, and represents Leshy (hence its camera theme). The Photographer can be accessed in the north east of Botopia, and is one of the two Uberbots (along with the Archivist) that the player has access to immediately without needing Rebecha to repair the bridge.

## Behavior

The Photographer (due to the nature of its Photography gimmick) has extremely punishing attacks, playing five Shutterbugs on its second turn. The player may be able to overcome it without utilising photography, but it is unlikely and not recommended.

At the beginning of its second phase, The Photographer will place Ancient Firs on all but one of the five available lanes, though this is not accompanied by any notable change in behaviour.

### Photography

The Photographer is accompanied by a Camera Drone. At the end of each turn, the player will be allowed to take a photograph of the battlefield using this drone (though this is not mandatory, and they may choose to pass). Alternatively, if a photograph has already been taken, the player is given the option to revert the game board to the state depicted in the photograph.

This reversion affects card placement, positions, and statistics of both the player's cards and cards belonging to the Photographer, but it does not affect damage that has already been placed on the scales, nor does it affect items that have been used.

The player may not revert to the same photograph more than once, as the photograph is deleted once the reversion is complete.

## Trivia

* In Act I, there is a chance that the Photographer's camera will be seen, then the screen will quickly glitch and disappear.

## Gallery

A picture of the Photographer's camera in Act IA close-up of the Photographer during its intro sequence, without the glowing orange ringsThe Photographer mid-fightThe Photographer's camera droneThe view of the Camera Drone, in the process of taking a photograph
Necromancer

Necromancer (Act II)

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

## Strategy

Necromancer's sigil makes your card's death happens twice if it is to die, thus doubling the bone generation upon its death. Usually it doesn't excel at direct combat, and is mostly used for support by creating extra bones for you, so it is recommended to place it where its attack won't do much against the opposing cards, especially cards with Repulsive sigil. It pairs well with cards with Bone King sigil which will give you 8 bones upon the card's death.

Necromancer can be used to level up Ouroboros quickly, multiplying the number of deaths it goes through to increase its statline quickly. It can also create multiple copies of the card in your hand due to the Unkillable sigil triggering twice, which can allow you to fill the board with copies and quickly take control of the match.

Necromancer also pairs well with cards that have an immediate effect when played, such as Energy Bot, by triggering its effect a second time when revived.

When playing Necromancer, keep in mind that using a hard-to-kill card such as Urayuli, Elk, or Salmon can reduce the effectiveness of Necromancer's ability.
Uncuttable

**Uncuttable** is a trait. Cards posessing the Uncuttable trait cannot be cut with Scissors, skinned by the Skinning Knife (in Kaycee's Mod) or stolen with the Fish Hook. Even though the Forced Death events in Act I summon many Grizzlys which are intended to be impassable, they are still cuttable.

Uncuttable cards:

* Pack Mule
* The Limoncello
* The Moon
The Smoke

* The Smoke
* Greater Smoke

The Smoke

Greater Smoke

> That smoke... it is great indeed
>
> Leshy (Reaction to greater smoke)

**The Smoke** is a card that only appears in Act I of *Inscryption*. This card is obtained upon making it to any boss while having both candles lit. The Mysterious Figure puts one of them out and gives you The Smoke. Alternatively, The Smoke can be obtained by extinguishing each of the candles when they light next to the mysterious figure.

The Smoke is just a quick way to gain Bones, which can be used as a convenient sacrifice or a last minute shield due to it having no cost. An upgraded version called **Greater Smoke** is available through exploring the Cabin by clicking on the three candles when they light to snuff them. Greater Smoke's upgraded stats gives it more applicable use in battle.
The Woodlands (Act I)

The Woodlands is one of the four locations traversed in Act I. It is the first of the four locations in the base game. Encounters in the Woodlands consist primarily of cards belonging to the Avian, Canine, and Hooved Tribes.

In the main game, this is the only location where The Prospector's event occurs.

The boss battle at the end of the Woodlands is The Prospector.

## Leshy's Introductions

* The sun rose over the sleepy firs... Birds fluttered across the paths of wolves and elk... You were embarking upon... the Woodlands.
* Pine needles crunched beneath your feet... You drew in a breath of the fresh scented air... You were embraced by... the Woodlands.
* You beheld the beauty of the dawn... Only a faint clinking sound ahead could distract you from the sight... You set out upon... the Woodlands.
* You heard the howling of wolves, greeting the morning sun... The sight of a nearby coyote caused you to quicken your pace... You had reached... the Woodlands.

The first time the Woodlands are reached in Kaycee's Mod, Leshy says the following before giving his introduction:

* Hm. I'm not used to announcing this one. *Have you tinkered with the order of my maps, Kaycee?* Very well...
Pelt Lice

* Kaycee's Mod
* Menu Preview

### Traits

When a Pelt Card is played, this card will automatically be played onto the field, even if it is in your deck, and not your hand.

> The underestimated pelt lice. An inescapable aspect of the fur trade.
>
> Leshy

The **Pelt Lice** is one of the Rare Beast cards, only appearing in Kaycee's Mod.

## Strategies

The Pelt Lice may seem like a strange card at first, due to its high cost and low stats, but it does have some advantages. When a Pelt card is played, Pelt Lice jump from your deck and play itself on an open space, decreasing the downside of filling your deck with pelts from the Trapper. This might seem like a useless rare card, but if you apply Fecundity to it, for example, each time you play a pelt, you will gain an additional Pelt Lice. This card in essence is a defensive Geck, as this card blocks two adjacent rows for 0 Blood. Although, similar to the Geck, the card can also be used offensively, with either option being assisted by boosting this card's stats at the Campfire.

If there aren't many options that work well with your deck while picking a rare, Double Strike is also a powerful sigil, so Pelt Lice can potentially be picked to be used as a sacrifice. However, this is not recommended since other rares such as Mantis God have sigils that generally outclass Double Strike.

With Pelt Lice in your deck any interaction with The Trader will be changed, (having her give you more Teeth, so you can buy new pelts, and suggests burning your current pelts) so you need not avoid The Trader when gaining pelts for this card.

## Trivia

* In early versions of Kaycee's Mod, Pelt Lice did not have the Double Strike Sigil. It was added as a way to make the card more powerful and enticing.
Mox Sigils

Green Mox, as seen in Act III.

### Found on

Bleene's Mox, Goranj's Mox, Emerald Mox, Bleene's Vessel, Goranj's Vessel, Emerald Vessel

### Found on

Goranj's Mox, Orlu's Mox, Ruby Mox, Goranj's Vessel, Orlu's Vessel, Ruby Vessel

### Found on

Orlu's Mox, Bleene's Mox, Sapphire Mox, Orlu's Vessel, Bleene's Vessel, Sapphire Vessel

### Found on

Mox Module, Magnus Mox

> When a card bearing this sigil is played, a (Green, Orange, or Blue) Gem is provided to the owner.
>
> Rule Book

**Mox Sigils** are sigils that provide gems of the corresponding color to its owner. This allows to play any card needing the gem as currency, as long as the card bearing one of these sigils stays on the board. These sigils can only be found on **Mox cards**, and are key elements to the Magick deck. The **Great Mox** sigil combines the effects of the other 3 Mox Sigils, thus activating the 3 gems at once.

In Act III, when arriving in the West of Botopia, P03 will upgrade the Empty Vessels that constitute the Side Deck in this part of the game to bear these sigils. And although the gems they activate aren't used as currency to any card, they are able to boost the stats of any Gemified card :

* **Green Mox** adds 2 Health.
* **Orange Mox** adds 1 Power.
* **Blue Mox** decreases cost by 1 Energy.

In Magnificus's part of the Finale, the **Green**, **Orange** and **Blue Mox** sigils can also be found in the side deck, as this one is made of **Mox Cards**.

## Strategy

If possible, you should try to have cards bearing multiple of these sigils at once. Because the **Great Mox** can only be found in Act II, that means having cards with **2 of these sigils** at the same time in your deck rather than only 1. This allows for much more options to play cards that need the Gems provided by these cards.

### Act III

In Act III, it is possible to modify the number of Mox Vessels giving a certain gem. For example, it's possible to make a side deck full of Vessels bearing the **Green Mox** sigil. However, having only 2 out of the 3 **Mox Sigils** (and having 5 Vessels for each) gives a more reliable 50/50 chance to get the Gem you need.

* If you wish to overpower your cards, then you should go for a combination of the **Green** and **Orange Mox** sigils, as they give a +1/+2 to every Gemified card on the board.
* If you want to quickly attack or defend, then in both cases you will need the **Blue Mox** sigil, as it reduces the cost of your cards and allows for a more quick type of play. Then, depending on if you prefer attacking or defending, it is best to add either the **Orange** or **Green** **Mox** sigils to the mix respectively.

## Gallery

Green Mox in Act IIOrange Mox in Act IIBlue Mox in Act IIGreen Mox in Act IIIOrange Mox in Act IIIBlue Mox in Act IIIGreen Mox in Finale IIOrange Mox in Finale IIBlue Mox in Finale IIGreat Mox in Act II
Shield Latcher

*Not to be confused with Shield Latch, the Sigil that this card bears.*

The Shield Latcher is a tech-card in Act III of Inscryption.

## Strategy

The Shield Latcher is not a card that is particularly useful for defence or attack, but rather as general utility. It's purpose is to die (either achievable via the Hammer or as a cheap damage blocker) and grant the Armored Sigil to a card of the owner's choosing. This is useful for protecting weaker or vulnerable cards from damage.

It is not reccomended to use the Shield Latcher when it is the only card on the player's side of the board, as they will then be forced to shield an opposing card.

## Trivia

* Shield Latcher is the only card to naturally bear the Shield Latch sigil.
Drowned Soul

Drowned Soul (Act II)

**Drowned Soul** is a Rare Undead card in Act II of *Inscryption*.

## How to obtain

Drowned Soul is obtained from the well in Grimora's Crypt after reeling in the bucket and obtaining an epitaph piece by sending the bucket back down the well and reeling it back up a second time.

## Strategy

Drowned Soul effectively serves as the bone equivalent of an Adder, albeit with the added benefit of the Waterborne sigil protecting it from being attacked directly.

However, only one copy of this card can be obtained, which makes the card far less viable in a deck as you are unlikely to draw it and can only draw one in each battle.
Burrowing Trap

Burrowing Trap

**Burrowing Trap** (not to be confused with the Leaping Trap from Act I) is an unobtainable card only seen in Act II during Trapper/Trader fight.

When an empty space would be struck, it will instead move to that space and take the full damage, as well as killing any card in front of it should its Health drop to 0.

Unlike Strange Frogs and **Leaping Traps**, the **Burrowing Trap** does not bear the Mighty Leap Sigil, meaning that any card with the Airborne sigil is not affected by this trap.