recursal/Fanatic-Fandom huggingface dataset:
Lonely Wizbot

*For their original self, see The Lonely Wizard.*

> Is this? STIMULATION.
>
> Lonely Wizbot upon being obtained.

**Lonely Wizbot** is a Talking Technology card in Act III of *Inscryption*.

### Obtaining the Lonely Wizbot

The Lonely Wizbot can be found after completing the second slider puzzle in P03's Factory.

## Strategy

Lonely Wizbot is a cheap glass cannon that should be used to push damage in empty lanes or remove threats. While seemingly being a hinderance and there to add flavor with the character, its Clinger Sigil can have some tactical use, such as moving it away from a card with the Detonator Sigil or moving it in front of an empty space to deal direct damage.

### Good Upgrades

* This card benefits greatly from every possible buff provided by Gemification.
* Bifurcated Strike and Sniper allow it to deal damage from behind cover.
	+ When both of these Sigils are paired together, it can be used to deal 4 damage in one turn or pick off most opposing cards.
* Nano Armor and Sentry increase its survivability in different ways.

### Situational Upgrades

* Overclocking this card will allow it to quickly close out fights due to its already high Power, but it remains very frail and another cannot be obtained if it perishes.

## Trivia

* While there is a reason given for why The Angler was transformed into Fishbot, it is unknown why The Lonely Wizard was transformed into Lonely Wizbot.

## Quotes

* Found in the container:
	+ "Ah! Is it- Who are- Is this? STIMULATION. Something other than darkness? Many thanks. Do with me what you will. Anything but that infinite darkness."
* Notable dialogue
	+ (when drawn after meeting the other Scrybes in Act III) "I detected something...a presence...I don't really - Magnificus? I am free of him now. I wish to be played, to be attacked, even killed. But never to be a pupil of that wizard ever again!"
* Drawn from deck:
	+ "Play me! Play me!"
	+ "So much to see!"
	+ "STIMULATION."
	+ "Out of the deck into the hand!"
	+ "Ahaha! Play me!
	+ (drawn during The Archivist's boss fight) "So many files! So much STIMULATION."
	+ (drawn during G0lly's boss fight) "What is this? The Web? Unlimited STIMULATION."
* Placed:
	+ "I am feeling stimulated!"
	+ "Ahaha! Yes."
	+ "Yes! Yes!"
	+ "Oh yes!"
	+ "So many sights!"
	+ "Yes! Attack!"
* When moving due to its Clingy Sigil:
	+ "A friend!"
	+ "Hello friend!"
	+ "Company!"
	+ "Hello comrade"
	+ "Friends!"
	+ "Ahaha!"
	+ "Hello!"
	+ "Hi! Hello!"
* Considered for an event:
	+ "A new experience!"
	+ "Yes, yes!"
	+ "Ahaha! Yes."
	+ "Choose me!"
	+ "Stimulate me!"
* When taking damage:
	+ "STIMULATION."
	+ "Ahaha!"
	+ "It is OK!"
	+ "Pain is a feeling!"
	+ "I am feeling!"

## References

1. ↑ "Robot Fish hide me. Revenge for last time." -Fishbot when found in Act III.
Healing Conduit

> Other creatures within a circuit completed by a card bearing this sigil are healed at the end of the owners turn.
>
> Rule Book

## Healing Conduit

### Acts

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

### Found on

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

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

Lionel Snill is a plot important character in Daniel Mullins' game *The Hex* who is mentioned infrequently by several easter eggs in *Inscryption*. For more information on the character, read Lionel Snill's page on The Hex Wiki.

## Mentions in *Inscryption*

* Inputting *'lionel.exe'* into the secret command prompt during the introduction to Act 2 will output the text; *'Go Fish.'*
* Inputting *'sarsaparilla'* into the secret command prompt during the introduction to Act 2 will output the text; *'Lionel wanted this.'*
* Selecting the exe file of *The Hex* (hex.exe) during the file selection sequence in The Archivist's bossfight will cause the Archivisit to say: *"Lionel wanted...**WHAT**?!"*

## Notes

* During the true ending of *The Hex,* Lionel Snill is seen played by Daniel Mullins, the developer of *The Hex* and *Inscryption.* This role is short-lived, however, as . . . (Spoilerama for The Hex).
GameFuna

**GameFuna** is a fictional company in *Inscryption* that plays a big role in the Inscryption ARG.

It is mentioned several times throughout the game, mostly by Luke Carder in his videos. Kaycee Hobbes worked for GameFuna and helped in the development of *Inscryption* before her death.

## Trivia

* Gamefuna was previously introduced in *The Hex* as a major part of the story.
Deck Trial

A **Deck Trial** is an event in Act I and Kaycee's Mod of *Inscryption*. The player arrives at the mouth of a cave, with a strange beast within who offers to join the player if they pass one of its trials.

The player then chooses one of 3 trials to attempt. Trials are carried out by drawing 3 random cards from the player's deck. If the cards drawn meet a given condition, the trial is passed; if they do not, the player fails and the event ends. Note that pelts may be drawn.

If the player succeeds, they are given a choice between 3 random creatures, each infused with a random additional Sigil. The randomly selected Sigil will never have a Sigil Power lower than 0 or greater than 5, to prevent negative Sigils from appearing. While there are no sigils with negative Sigil Power in Act I normally, Kaycee's mod introduces the Annoying Sigil with a power of -1, which is rendered incapable of appearing on rewards from the Deck Trial because of this check.

In Kaycee's Mod, the cards rewarded will have 2 random Sigils infused instead of 1.

## Notes

* The deck trial cannot grant the Glitched Card as a reward.

## Trivia

* This event causes Leshy's eyes to revert to normal after the "Too fast, too soon." Grizzly fights present either in Act I if the player progresses too fast, or the Grizzly Bosses challenge in Kaycee's Mod.

## References

1. ↑ Changelog for Kaycee's Mod v0.24, from Steam: https://store.steampowered.com/news/app/1092790/view/3141822316963107067?l=english
Looter

Looter, as seen in Act II.

> When a card bearing this sigil deals damage directly, draw a card for each damage dealt.
>
> Rule Book

**Looter** is a sigil that allows the player to draw an extra card for every point of damage a card bearing this sigil inflicts directly on their opponent.

## Strategy

While this sigil already has potential for drawing twice as many cards per turn, thereby giving the player more options, this sigil can be combined with Attack Conduit to potentially draw even more cards per turn.
Bone King

Bone King, as seen in Act I.

> When a card bearing this sigil dies, 4 Bones are awarded instead of 1.
>
> Rule Book

> So many Bones...
>
> Leshy

**Bone King** is a Sigil that provides the owner with 4 Bones instead of 1 when the card perishes. This applies when dying under any circumstance: through sacrifice, combat or by more specific forms of death such as The Prospector's pickaxe and the effects of Steel Trap.

## Strategy

### In Battle

Due to the bonus given on death, it may be wise to play cards bearing this Sigil in dangerous positions or simply use them as sacrifice fodder, although the latter is only recommended if they have no attack or doing so would allow the player to play an expensive Bone card.

### Deckbuilding

This Sigil is best placed on weak, cheap cards that are expected to die such as the Beehive, or meant to be sacrificed such as the Black Goat. If put on a Cockroach, you will be able to play it again immediately when it dies. The best way to use Bone King is to combine it with Sigils that can multiple the number of instances in which it can appear, such as Dam Builder and Loose Tail. This is an effective strategy when using Bone Decks as it multiplies the number of Bones you can quickly obtain.

Giving this Sigil to cards with high Health, high Cost or the Waterborne Sigil is counterintuitive and should be avoided.
Battery Bearer

Battery Bearer, as seen in Act III.

> When a card bearing this sigil is played, it provides an Energy Cell to its owner.
>
> Rule Book

**Battery Bearer** is a sigil that causes a card bearing it to grant the player one Energy Cell when played. This increases the player's maximum energy by one, and immediately grants them one energy to spend.

## Strategy

### In Battle

Though this sigil has no bearing on combat ability, it should still be factored in when deciding the order to play cards. For instance, if the player has three energy and two cards that cost two energy, one of which possesses this sigil, playing the card with this sigil first is the only way to play both in the same turn, since the player will immediately receive one energy back.

### Deckbuilding

This sigil, in isolation, has great utility on cards with low costs, as they can be played earlier in the game and allow cards with high energy costs to be played faster. Additionally, in Act III, this sigil is incredibly powerful when combined with Unkillable: a card with both these sigils can be destroyed with the hammer, then replayed to gain another Energy Cell, then destroyed again.

If such a card has an energy cost of one or zero (achievable either with Card Creation, Sapphire Vessels, or multiple modifications to Bomb Latcher, L33pB0t, or Sentry Drone), then the player can replay the card as many times as they want during their turn, allowing them to achieve maximum energy on the same turn this card is drawn.
Moose Buck

>
> The regal moose buck. Creatures of the wild make way for it.
>
> Leshy

Moose Buck

The **Moose Buck** is a Beast card that appears in Act I of *Inscryption*. In Kaycee's Mod, it is a part of the High Cost starter deck.

## Strategy

The Moose Buck has very strong stats, and can be used as a great defense and offense. It has the highest base **Health** stat of any card in the game (tied with the Urayuli) making it very bulky. Its Hefty Sigil makes it tricky to position, but with strategic placement it can allow Moose Buck to attack one card and absorb the damage from another, or it can be used to push a creature with low health, such as the Adder, out of the way of an attack.

***Good Upgrades***

* Defensive Sigils such as Burrower and Guardian allow it to use its high **Health** to full effect.
* Sigils that rely on the card being attacked, such as Bees Within and Sharp Quills, have great long term use.
* Combine with other Moose Bucks to drastically increase its effect.

***Situational Upgrades***

* Sprinter doubles the effect of Hefty, but is difficult to use and somewhat impractical.

***Bad Upgrades***

* Waterborne completely negates the defensive nature of the card.
Mental Gemnastics

Mental Gemnastics, as seen in the Finale

Mental Gemnastics is a Sigil in Act II and the Finale of Inscryption. The Blue Mage and Blue Sporemage naturally bear this sigil.
When a card bearing the Mental Gemnastics sigil is played, the player will draw cards equal to the number of Mox Cards on their side of the game board.

## Trivia

* The name of this sigil is a pun on the turn of phrase 'Mental Gymnastics'.

## Gallery

Mental Gemnastics' appearance in the FinaleMental Gemnastics' appearance in Act II
Bees Within

Bees Within, as seen in Act I.

> Once a card bearing this sigil is struck, a Bee is created in your hand. A **Bee** is defined as: 1 Power, 1 Health, Airborne.
>
> Rule Book

**Bees Within** is a sigil which creates a Bee in your hand when a card bearing the sigil takes damage. This card will always create a **Bee** in the player's hand, regardless of whether the card is on the player's side of the field or their opponent's.

## Strategy

### In Battle

A card with this sigil should be placed opposite a card with low Power (ideally, a **Power** of one) to maximise the amount of bees acquired. As for the bees that are created, they can be used in several ways: sacrificed to play more powerful cards, played to block direct damage or played to attack the opponent directly in order to finish an encounter quickly. If blocking damage is not a concern, then this card is best played in a lane threatened by multiple enemies to acquire bees more quickly, which is possible if adjacent enemies possess Bifurcated or Trifurcated Strike. Avoid placing this card in harm's way of a card with Touch of Death.

### Deckbuilding

In order to maximise the amount of bees acquired, this sigil is best on a card with high Health, which can be achieved either through Campfires or by transferring this sigil to a card that already possesses high **Health** (such as a River Snapper). That being said, if a card bearing this sigil has any **Power**, then it may end up defeating its opponent, thereby stopping the creation of bees.

The Stinky sigil can be used to make the opponent less threatening and thereby increase the amount of bees created, though bees will stop being created entirely if this card is played opposite a 1 **Power** card. The Unkillable and Fecundity sigils allow for replaying a creature to create even more bees, especially if the card bearing this sigil has a low Cost.

As for the bees that are created, since they belong to the Insect tribe, they can benefit from insect totems. This can make them incredibly useful if sigils such as Sharp Quills, Many Lives, Trinket Bearer or Worthy Sacrifice are applied.

### Trivia

* In the game files, Bees Within's id number is 2.
Bolthound

* Act II
* Act III

The Bolthound in Act II

The Bolthound in Act III

The **Bolthound** is a Technology card that appears in Act II and Act III of *Inscryption*.

## Variants

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

Bolthound itself is a variant of the Beast card Bloodhound, which appears in Act I and Act II.

## Strategy

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

Almost any buff from Act III works well on Bolthound and should be considered. If possible, give it Sigils such as Nano Armor or Stinky to improve its survivability. Applying a Transformation improves the card when it retaliates an opponent. Given the cards expensive cost, you might be able to get away with Overclocking it, but do consider if it is worthwhile against the risk of losing it. Gemmification, along with Blue and/or Green Mox buffing, is ideal to making the card easier to play while also performing its intended role better.

## Trivia

* Bolthound is the only Bloodhound variant (including Bloodhound itself) to have 2 health instead of 3.
Burrower

Burrower, as seen in Act I.

> When an empty space would be struck, a card bearing this sigil will move to that space to receive the strike instead.
>
> Rule Book

**Burrower** is a sigil which causes a card bearing it to automatically move to block incoming direct damage in the vulnerable space.

## Behaviour

When an empty space would be struck, a card bearing this sigil will instead move to that space and take the full damage. Unlike the Sprinter sigil, cards bearing this sigil can move from their current position to a new position regardless of any cards in between. This effect can trigger multiple times in a single turn, and if a card with this sigil is killed after moving to a new space, overkill damage can immediately be dealt to the card behind. If an opposing card with the Airborne sigil attacks, a card with this sigil will not move to block the attack unless it has Mighty Leap.

## Strategy

### In Battle

Cards bearing this sigil rarely stay in the space they are played, so it's generally beneficial to place them in front of cards that need defeating, or to place them in front of empty spaces to land a direct hit before they move. Take extreme care when dealing with Touch of Death, as it counters this sigil well: if the card with **Touch of Death** isn't being blocked, it's often worth waiting until said card is defeated to play **Burrower** cards.

### Deckbuilding

This sigil is entirely defensive, so it's recommended to give this to a high Health card that doesn't have it, such as River Snapper, or to increase the **Health** of a card bearing this sigil at a Campfire. This sigil can be paired with Detonator or Sharp Quills to make it highly dangerous to deal with, or combined with Nano Armor or Mighty Leap to increase its defensive capabilities.

## Trivia

* Burrower is internally referred to as 'WhackAMole'.
Card Choice

A **Card Choice** is an event in Act I, Kaycee's Mod and Act III of *Inscryption*. The player is given a choice of three Cards and must select one of them. In Act I and Kaycee's Mod, there are multiple variants that have specific purposes. If the player has a Clover, they can swap out the cards offered for a new selection.
Foul Backwater

The **Foul Backwater** is an area of Botopia in Act III. It is in the northeast corner of the map, and it corresponds to Leshy's area from Act II.

The cards Son1a, Qu177, and Gr1zz can be found in this area, as well as the Beast Form event. The boss of this area is The Photographer.

## NPCs

This area contains The Prospector, who unlocks a shortcut back to the start of the area after interacting with him.
Amoeba

> The amorphous Amoeba. Its sigils are ever changing.
>
> Leshy

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

## Variants

The Amoebot tech-card in Act III is the robotic equivalent to the Amoeba.

## Strategy

The Amoeba is a cheap card with average stats, with the additional benefit of the Amorphous Sigil, and is essentially a direct upgrade to the Opossum. If it generates a useful Sigil such as Many Lives or Bifurcated Strike, it can be a very effective cheap unit to play, but even if the sigil is less desirable such as Waterborne, Amoeba can be used as a cheap sacrifice due to its low cost.

## Trivia

* In the real world, an amoeba is a single-celled organism capable of altering its shape. It is likely the inspiration for the card bearing the Amorphous Sigil.
* Its face is similar to the entity from another one of Mullin's games, The Ooze, as well as the doppelganger miniboss from The Hex.

1. ↑ https://dmullinsgames.itch.io/the-ooze
Bell Ringer

The Bell Ringer symbol.
**Bell Ringer** is a special behavior which causes a card's attack stat to increase the closer it is to the combat bell, the value equal to the space number, plus 1 more for each Chime adjacent to it. The Bell Tentacle is the only card to possess this trait.

## Trivia

* Like the Long-Elk, this Sigil's name may be a reference to Trevor Henderson, with the Bellringer and Long Horse being two of his creations.
Apparition

Apparition, as seen in the Finale

> A creature bearing this sigil gains one power when you speak **'Bloody Mary'** into a connected microphone up to a total of 13 times.
>
> Rule Book

The **Apparition** sigil card gains 1 Power when you speak 'Bloody Mary' into your microphone up to a total of 13 times. This could get you out of a lot of tricky situations... if you own a microphone, of course.

## Strategy

### In Battle

While this sigil doesn't actually exist on any cards, it is mentioned in Grimora's Rule Book in the Finale. We will be using hypothetical situations where this could be used so take everything on this page with a grain of salt.

First, this would probably be extremely expensive because it can get up to 13 Power which will overpower any card. Sadly, though, you need a microphone to properly use this sigil, which not everyone has. Playing this card would almost certainly guarantee your success.

Although you would have to be careful about how you use it as it is implied to have one Health and will die upon being struck once. This is a scenario that will most likely never occur though.

### Deck Building

First of all, this would be beyond expensive, at least 10+ Bones. Though other sigils could be added to it to increase its usefulness, such as Airborne or Corpse Eater. Airborne would instantly defeat your opponent by attacking directly, while Corpse Eater would play it instantly as one of your skeletons would die, ignoring the cost entirely. Although this will never be added to the game, it's a fun idea to speculate with and think of interesting ways to use it.
Act III

> You done gawking? We can start? Good.
>
> P03

**Act III** begins after P03 takes control of the game during Act II's finale.

## Gameplay

Act III primarily takes place in a 3-dimensional P03's Factory. The player is, at first, restricted to P03's game board (Botopia, his own version of the world of *Inscryption*), but is later able to explore the factory and solve puzzles similarly to Leshy's Cabin in Act I.

Act III uses Robobucks as its primary currency. Holo-pelts are also available for the player to collect, but they are optional and not required for the game's progression.

Act III primarily uses the Energy mechanic, eventually introducing Mox. There are five card lanes instead of four during this act, and a Hammer which allows the player to destroy cards, much like its function in Act II.

The act ends after the player successfully defeats all four Uberbots and returns to the starting point of Botopia, before moving onto the Finale.
Hefty

Hefty, as seen in Act I.

### Meta Categories

Part1Rulebook, Part1Modular, Part3Rulebook, Part3Modular, BountyHunter, Part3BuildACard

### Opponent Totem

True

>
> The might of the moose cannot be halted.
>
> Leshy

**Hefty** is a Sigil which allows a card to move in the direction inscribed in the sigil at the end of the owner's turn, pushing any cards in the way in the same direction.

## Behavior

> At the end of the owner's turn, a card bearing this sigil will move in the direction inscribed in the sigil. Creatures that are in the way will be pushed in the same direction.
>
> Rule Book

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 points in a direction which has no empty space, the sigil will change direction before the card moves. If the card is obstructed on both the left and right (only possible if all lanes on the card's side of the board are occupied), 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 **Hefty** 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 **Hefty** cards bear sigils pointing left and exist in the first and second lanes, then the creature in the first lane will turn around and push the other creature to the right, with the creature in the third lane (originally in the second lane) moving left into the first creature, meaning that both creatures move back to their original positions.
Amalgam

Amalgam

> Canine. Hooved. Reptilian. Feathered. Insectoid. The Amalgam is all.
>
> Leshy

*This page refers to the Beast Card in Act I. For the compound card created during Leshy's bossfight in Act II, see Amalgam (Act II).*

The **Amalgam** is a Rare Beast card from Act I of *Inscryption*. The Amalgam has every Tribe, making it always affected by the player's Totem.

## Strategy

The Amalgam is an upgrade to the Wolf; therefore, any strategies used for it also apply to the Amalgam. If you have a deck revolving around one main Tribe such as Insect or Reptile, the Amalgam can be a nice addition to it, although it fits less into a Canine deck due to the overlap with the easier to obtain Wolf.

If you instead use your Totem to buff your Squirrels, the Amalgam will still benefit, especially with sigils such as Unkillable or Many Lives.

Ants will also benefit from the presence of an Amalgam the same as any of their kin, though the Amalgam itself will not.

## Trivia

* If the player goes to the Woodcarver Event with 7 totem pieces, they will be given an Amalgam with a random Sigil already infused on it.
Great Kraken

* Act II
* Kaycee's Mod

Great Kraken

Great Kraken

The **Great Kraken** is a Rare Beast card in Act II and Kaycee's Mod. After emerging from the water, it becomes a random Tentacle Card.

### Obtaining the Great Kraken

The Great Kraken is a one-of-a-kind card and cannot be bought or found in Card Packs during Act II. To get it, one must go to both the docks near Leshy's Cabin and the bathroom on the top floor of Magnificus's Tower. After staying in these areas for long enough, a tentacle will rise out of the water. The player must click both of these tentacles after they appear. After they are both clicked, the last tentacle clicked will reemerge with the card.

### Kaycee's Mod

In Kaycee's Mod, this card is part of the Waterborne Starter Deck.

## Strategy

The Great Kraken is the only way to use Tentacle Cards in Act II; however, it is highly unreliable, with only one possible copy of it in your deck and the Tentacle it turns into being random. As there isn't much strategy about the card itself, it is advised one checks the strategies for the three cards it can become: the Bell Tentacle, Hand Tentacle, and Mirror Tentacle.

When applying direct upgrades to the Great Kraken in Kaycee's Mod, keep in mind that the Tentacle Card it becomes is random.

***Good Upgrades***

* Power from the Campfire event to deal extra damage.
* Sigils that spawn cards for free such as Rabbit Hole and Fecundity.
* Unkillable can return the card as any one of the Tentacle Cards.
* Hoarder allows you to search your deck for the card of your choice.
* Trinket Bearer will summon an item if space is available.
* Dam Builder or Bellist will make other tentacle cards (note however that the dams/chimes will go underwater for one turn, so don't use them as cover from attacks).

***Bad Upgrades***

* Health from the Campfire event is completely redundant.
* Brood Parasite is counterproductive to the cards intended use.

## Trivia

* The Great Kraken is a character from *The Hex*, another game by Daniel Mullins.
	+ It appears the Kraken itself created this card alongside the Tentacle Cards, as it gives you this one directly, and Leshy didn't make them.
	+ Obtaining the Great Kraken in Act II is the same way to find it in The Hex.
* In Kaycee's Mod, the tentacles in the picture are pointing to the left, but in Act II, they are pointing to the right.
* The Great Kraken is the only card to appear in both Act II and Kaycee's Mod, but not in Act I.
* The Great Kraken is one of the only five cards in Act II to have an ability not stated in the card's description, the others being Ouroboros, Cat, and the Broken Obols.

## References

1. ↑ "Hm. I don’t recall making that one..." -Leshy introducing the Bell Tentacle in Act I.
2. ↑ "Did I do that?" -Leshy introducing the Hand Tentacle in Act I.
Ants

As seen in Act I

*This article is about the special behaviour. For the trait which assigns a card as an ant, see Ant. For the creature, see Worker Ant.*

**Ants** is a Special Behaviour, representing the **Power** of certain cards. A card bearing this sigil has Power equal to the number of ants on their side of the board. The Worker Ant, Ant Queen, Flying Ant, Elder Ant Queen, and Amalgam all qualify as ants, as they possess the Ant trait.

Deathcards with this special behaviour can also be created if a card with the special behaviour is selected for its **Power** and **Health** stats. (Note that such a Deathcard does not contribute to the number of Ants, as it lacks the Ant trait.)

In the Trial of Power, Ants contributes 0 **Power**.

## List of Ants

Note that all Ants have the *Ants* Sigil representing their attack.

* Worker Ant
* Ant Queen
* Flying Ant (Kaycee's Mod)

## Strategy

### In Battle

Ants work as strength in numbers. The player should aim to play as many Ants as possible and build up their numbers, increasing their overall **Power**. Care should be taken that any Ants played are not defeated unless they can be easily replaced.

### Deckbuilding

The ideal method to building a deck around this Variable Stat is to acquire as many Ants as possible. Collecting Pelts from The Trapper and exchanging them with The Trader gives the player the best chance of finding an Ant card, as they will be offered 8 cards instead of 3 at a normal Card Choice event.

When attempting to build an Ant deck, the Amalgam is a good choice for a Rare card, as it will increase the power of your ants when on the board. Note, however, that the Amalgam itself will not increase in power when Ants are on the board.

If possible, the player should also consider building an Insect totem with the Ant Spawner Sigil, as this will directly multiply the number of Ants the player can obtain without having to find any more. In addition, every Worker Ant spawned with this sigil will also possess the sigil, allowing for infinite bone collection. Given the specific requirements, however, it should not be relied upon dependently until it is created.

A good assistance item the player can obtain to help with playing Ants is the Squirrel in a Bottle, which allows the player to play multiple Ants in a single turn more easily.
Gramophone

> That one... brings back memories.
>
> Leshy when 'The Temple of Beasts' is played

The **Gramophone** is an interactable object found in Leshy's Cabin in Kaycee's Mod, and was introduced in Version 0.24 (V0.24).

Interacting with the Gramophone causes it to cycle to the next track, allowing players to change the music heard while playing. This has no effect on scripted music such as boss themes.

## Unlocking Alternate Record

After entering 11:00 into the Cuckoo Clock, it will display the code **116**. If this is entered into the Safe, a vinyl record is revealed, which can be picked up and unlocked. After this, the record will accompany the Gramophone by its side.

This unlocks the ability to play songs from Daniel Mullins Games previous title *The Hex*. You may switch records by cycling through each song, with the record being swapped out after a full cycle.

So far there has only been one record discovered, and it is unknown if there are any more, or if there will be any added in future updates.

## Track List

First record:

* Deathcard Cabin (default)
* Grimora's Crypt
* The Temple of Beasts
* Botopia
* The Temple of Magicks

Second record:

* The Six Pint Inn
* Walk
* Cooking Granny
Cuckoo clock in Kaycee's Mod

In Kaycee's Mod, if you enter 273 on the safe, there will be a pile of meat.

But if you enter 116 on the safe, there will be a record, and Leshy will say "An unusual hexagon..." and you can put it in the turntable.

To find out the code to the safe, you need to set the hands on the clock in the following order: big hand to 12, middle hand to 1, little hand to 11. Then a piece of paper with the number 116 will pop up from the cuckoo, and you will enter it into the safe.

The record is a reference to the Hex another game by Daniel Mullins
!CORRUPTED

**!CORRUPTED** is a boss-exclusive card which appears during the final battle sequence of Act 2 against P03. It serves as a representation of P03's copy of the OLD\_DATA, and directly enables the transition from Act 2 into Act 3 as P03 takes control of Inscryption. !CORRUPTED has a unique glitchy appearance formed of flickering black squares. If !CORRUPTED is hovered over, the card display panel will show a messy overlapping collection of letters and symbols, with the card's actual name barely visible underneath.

## Notes

* There is no strategy to combatting !CORRUPTED, as it serves solely to facilitate a story sequence. Killing !CORRUPTED or ending the boss phase while !CORRUPTED is on the board will cause the transition to Act 3.
* !CORRUPTED is internally a part of the Technology Temple, though this has no effect in-game as it is not an obtainable card.

## Gallery

!CORRUPTEDs special card view panel!CORRUPTED on the Act 2 finale board.P03 taking control over Inscryption
Boon of the Ambidextrous

The **Boon of the Ambidextrous** is a Boon given to the player during Leshy's Trials in Act I of Inscryption. This boon allows you to draw twice at the beginning of your turn, from either deck. This helps heighten your chances of getting good cards from your normal deck, or can draw twice from your Side Deck to get more sacrifice outlets. However, this also helps drain cards, causing Starvation to come in quicker.
Dam

Dam

The **Dam** is a terrain Card that can only be found in Act I of *Inscryption*. This card is summoned by the Dam Builder Sigil from Beaver. The Dam is a 0 **Power** 2 **Health** Card that has no special abilities and merely serves as a blocker. When they come into play, the Dams inherit the other Sigils from the card that created them (whether or not it was a Beaver).

## Trivia

* When evolved using Fledgling, Dam becomes a 1 **Power** 4 **Health** Card and gains the name "God Dam".
Grimora's Crypt

The **Temple of the Dead** is an area in Act II of Inscryption. This is where the Scrybe of the Dead, Grimora resides.

## Act II

The Temple of the Dead is one of the first two Temples that are available, along with the Temple of Beasts. Grimora is in the center of the room, with three gravestones in front of her. The three pieces of each gravestone must be found and put in their proper places in order to access her. In the west side of the room is the skeleton NPC named after Kaycee Hobbes. They stand in front of a well, which can be interacted with to receive the Drowned Soul. The west side of the room also has a path to the Trader. On the east side of the room is the stairs to the basement, guarded by Sawyer Patel, and the northern path to the mirror room, blocked by Royal Dominguez. The mirror room contains a mirror the player can walk through to randomly change their avatar, and the basement contains the Bone Lord. Giving the Bone Lord the Ancient Obol allows the player to head down further to a mysterious giant corpse, where the Bone Lord will give them the Bone Lord's Horn, a key for use in Act III, and the Femur of the Bone Lord.

## Act III

Botopia has an area inspired by Grimora's domain in the southeast area, referred to as Filthy Corpse World. The Uberbot of the area is The Archivist. The interior of the building is laid out similarly, with an interactable well to the west and a locked door to the east. If the key was received from the Bone Lord in Act II, this door is unlocked for an easter egg.

## Finale

The fight against Grimora during the Finale takes place in the Temple of the Dead as it is being deleted.
Ant

*This article is about the trait. For the power stat, see Ants. For the creature, see Worker Ant.*

**Ant** is a trait possessed by the Worker Ant, Ant Queen, and Amalgam, as well as Flying Ant in Kaycee's Mod. Cards bearing this trait are counted for the Ants Power stat; the number of cards with the Ant trait determines the Power of cards with the Ants Power stat. The distinction between the Power stat and the trait is necessary, as Deathcards may possess the Power stat, but do not contribute to the count themselves, and the Amalgam contributes to the counts but does not have the power stat.
Double Death

Double Death, as seen in Act II.

> When another creature you own dies, it is returned to life and dies again immediately.
>
> Rule Book

**Double Death** is a sigil that causes all other cards that perish on the owner's side of the field to perish again.

## Behaviour

When another friendly card dies by any means (including sacrificing it or using the Hammer on it) while an instance of this sigil is on the player's side of the field, the dead card will be immediately resurrected and then die again. Each copy of **Double Death** on the board will add an additional resurrection, up to a maximum of 3 resurrections (4 deaths) if each other lane contains a creature with this sigil. If a card bearing this sigil dies, it does not resurrect itself, but it may be resurrected by other cards with this sigil.

Resurrecting a card counts as playing it again, triggering any on-play effects such as Rabbit Hole (an additional Rabbit will be added to the player's hand) or Battery Bearer (the player will gain an additional Energy Cell); Similarly, each death will grant additional Bones, along with triggering any on-death effects an additional time (An Unkillable card will grant another copy for each resurrection).

The dying card's sigils take priority before the effects of this sigil. If the dying card has a sigil which plays another card in its space when it dies, such as Frozen Away or Ruby Heart, the new card will be played in its place and the original will not be resurrected. If the death of a friendly card causes a card with this sigil to perish (such as if it is within range of a Detonator), then the card will be killed before the **Double Death** sigil can activate.

Each resurrection and subsequent death will increase the power and health of Ouroboros by 1, as well as adding more copies of the card into the player's hand, making this sigil an effective tool to quickly raise the card's stats if needed.
Gemification

> You'll pick a card now, and I'll gemify it.
>
> P03

**Gemification** is an event in Act III of Inscryption that is first encountered in Gaudy Gem Land. The player will be prompted to choose a card, which will then become Gemified.

Unlike other upgrade events in Act III, Gemified cards do not gain a sigil. Instead, they gain symbols by their Health, Cost, and Power that each light up when a particular Gem is in play. A Gemified card will receive buffs depending on what Gems the owner has.

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

## Strategy

Gemification is one of the most powerful events in Act III. It has no downside like some other events do, and it can change the game if preformed on enough cards. It is important to keep Gem Vessels in play when using Gemified cards, as the vessels will provide buffs to these cards.

If your deck primarily consists of Gemified cards, it can be helpful to get Goranj's Vessel, Orlu's Vessel, or Bleene's Vessel. These cards will give you multiple gems at once, making your Gemified cards especially effective.
Cockroach

Cockroach

> The unkillable Cockroach. It returns to your hand after dying.
>
> Leshy

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

## Strategy

This card can be a weak meat-shield, because every time this dies, it'll stand on the field in just a few moments. If the card is upgraded with a Campfire, it can be even harder to kill.

The Cockroach is one of the only two sources of the Unkillable sigil (along with the Ouroboros), and is thus an extremely valuable card in Act I or Kaycee's Mod to pick up for adding onto other cards; for instance, the Unkillable sigil placed upon the Geck, Skink, and Warren can easily result in infinite sacrifice fodder and defensive options. This is particularly useful in Kaycee's Mod, as the similar Fecundity sigil was nerfed, and the sheer power offered by Unkillable is a great boon on higher difficulty runs.

### Good Upgrades

* Bone King can allow the player to immediately play it again upon its death, and do this an indefinite number of times as long as the player doesn't drop below 4 bones while the cockroach is in their hand.
* Corpse Eater will infinitely respawn the Cockroach as soon as it's killed, giving the player partial protection from attacks.

## Trivia

* The Cockroach having the Unkillable Sigil is a reference to the fact that in real life cockroaches are very hard to kill. For example, a cockroach can live without its head for a week and instead breathe through other body parts.

## References

1. ↑ https://en.wikipedia.org/wiki/Cockroach
Dire Wolf

* Dire Wolf
* Dire Wolf Pup

* Kaycee's Mod
* Menu Preview

* Kaycee's Mod
* Menu Preview

> (Dire Wolf)
> The unrelenting Dire wolf. Those lucky enough to survive its first attack may expect another…
> (Dire Wolf Pup)
> The loyal Dire Wolf Pup. The bone it digs up will be the first of many to meet its teeth.
>
> Leshy

The **Dire Wolf** and **Dire Wolf Pup** are Canine cards from Kaycee's Mod in *Inscryption*. They are unlocked after the second challenge level. The Dire Wolf Pup evolves into Dire Wolf after 1 turn.

## Strategy

### Dire Wolf

Excluding when opposing a card with Stinky or Sharp Quills, the Dire Wolf is an alternative version of the Grizzly with slightly less Health. It can be placed opposite low Health cards and defeat them, before following through to attack directly.

The Dire Wolf also has a situational benefit regarding The Angler's Bait Buckets. The Double Strike Sigil allows the Dire Wolf to attack the Bait Bucket and release the Great White, then attack the Great White before it can submerge. This nullifies almost all the danger from Angler's phase 2 fight.

**Good Upgrades**

* Power from the Campfire event to deal extra damage.
* Corpse Eater allows it to be played for free.
* Airborne allows the card to attack directly both times, and its Health pool can make it difficult for Leshy to dislodge.
* Touch of Death defeats the opposing card and then attacks directly.
* Most defensive Sigils, such as Burrower and Guardian, work well.
	+ Do not apply these to the Dire Wolf Pup, however.
* If not using the card, sacrifice it onto a cheaper unit of either equal or greater power such as the Wolf.
* Combine two copies together at The Mycologists for a greater buff.

**Bad Upgrades**

* Unless carried over from the Dire Wolf Pup, Waterborne is to be avoided as it negates the card's **Health**.
* Unkillable and Fecundity are difficult to use because of its high cost.

### Dire Wolf Pup

The Dire Wolf Pup should be placed with its evolution in mind, but also somewhere where it cannot risk being defeated. Take care to ensure that it evolves, especially given its relatively high Blood cost.

Alternatively, it can be used as a Sigil sacrifice for use in a Bone deck. Once evolved, another creature with the Dire Wolf Pup's sigils will generate two bones instead of one.

**Good Upgrades**

* Power from the Campfire event transfers onto its evolution.
* Waterborne and Armored allow the card to survive until it evolves.
* Fecundity allows for multiple copies to be played.
* If going for a Bone deck, sacrifice this card onto a cheaper unit to act as a Gravedigger, such as the Stoat.
* Dam Builder can allow for the dams to act as Gravediggers.
* Corpse Eater allow it to evolve after the opponent"s turn.

**Bad Upgrades**

* Burrower and Guardian drag the card into line of fire, preventing it from evolving.

## Trivia

* The Dire wolf is a now extinct predator that lived in North America, being much larger than any current wolves.
Inscryption

> *Inscryption is an inky black card-based odyssey that blends the deckbuilding roguelike, escape-room style puzzles, and psychological horror into a blood-laced smoothie. Darker still are the secrets inscrybed upon the cards...* - Inscryption Description on Steam
>
>

***Inscryption*** is a horror deck-building video game developed by Daniel Mullins Games and published by Devolver Digital, released for Microsoft Windows on October 19, 2021 and both the PlayStation 4 & PlayStation 5 on August 30, 2022. The game is set in a cabin where the player tries to escape by beating a demonic force in a card game.  The game can be divided into three distinct acts, with occasional interruptions by recordings of Luke Carder, the person playing the game in-universe.

## Trivia

* The official Inscryption website has several easter eggs hidden throughout the site; many involve Luke Carder's correspondence with GameFuna, but there are other miscellaneous details that can be found.
* The game was originally released as "Sacrifices Must Be Made" for Ludum Dare 43 before it was expanded upon to become Inscryption.

1. ↑ https://store.steampowered.com/app/1092790/Inscryption/
2. ↑ https://en.wikipedia.org/wiki/Inscryption
Cuckoo

* Kaycee's Mod
* Menu Preview

> That infanticidal Cuckoo... It chokes up the board with the broken eggs of its victims.
>
> Leshy

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

## Strategy

The Broken Egg summoned by a Cuckoo can be used to block an incoming card on Leshy's side of the board. Since Cuckoo bears the Airborne Sigil, the Broken Egg will remain on the field and prevent incoming cards from entering the playing field (until another one of your creatures destroys it).

This means that the Cuckoo is almost never in danger from being attacked by enemies, and can continuously deal 1 damage to the opponent directly every turn while locking down an entire lane (similar to a Kingfisher). As such, the Cuckoo benefits greatly from having increased Power (e.g from the Campfire event or the Leader Sigil). Additionally, the Cuckoo can be sacrificed to play another card with more Power (bearing either the Airborne Sigil or the Bifurcated Strike to prevent the Broken Egg from being destroyed) and allows the played card to be protected from incoming enemies.

The Cuckoo has a 10% chance to spawn a Raven Egg instead of a Broken Egg. Increasing Power at the Campfire should be considered to cancel out the effects of the possible Raven Egg created.

The Cuckoo can be sacrificed to cards with the Fledgling Sigil, since the Broken Egg will protect the card from incoming enemies and will ensure the card will evolve at the start of your next turn.
Curve Hopper

Curve Hopper in Act II

**Curve Hopper** is a Rare Technology card in Act II of *Inscryption*.

## Strategy

Curve Hopper has the highest base stats out of all Technology cards in Act II. This along with its low cost makes it a very powerful card. Curve Hopper entirely outclasses both Thick Droid and Steambot, meaning it should be used over those if available.

## Trivia

* Curve Hopper's name and stats are a reference to 'curve', a term used in card games to describe the general distribution of cards in a deck based on cost, and how many stats a card of a certain cost should have.
	+ Due to Curve Hopper's very high stats for its cost, it would be classified as 'above curve' and thus 'hopping' it.

## References

1. ↑ https://mtg.fandom.com/wiki/Mana\_curve
2. ↑ https://hearthstone.fandom.com/wiki/Mana\_curve
3. ↑ https://plantsvszombies.fandom.com/wiki/Plants\_vs.\_Zombies\_Heroes/General\_terminology
Haunter

Haunter, as seen in the Finale

> When a creature bearing this sigil dies, it haunts the space it died in. Creatures played in this space gain its old sigils.
>
> Rule Book

Haunter is a Sigil present in the Finale of Inscryption. No cards bear this sigil, with it only appearing in the Rulebook during the fight with Grimora.
Haunter supposedly would cause cards bearing it to 'haunt' spaces in which they died, transferring their sigils to any card placed into that slot. However, due to this sigil only existing to add flavour to the rulebook in Grimora's segment of the Finale, no code for this effect actually exists, and it will do nothing even when forcefully applied to a card.

## Trivia

* The appearance of the Haunter Sigil references the ghosts from the 1980 arcade game Pac-Man.