recursal/Fanatic-Fandom huggingface dataset:
Null Conduit

* Act II
* Act III

Null Conduit (Act II)

Null Conduit (Act III)

The **Null Conduit** is a Technology card that appears in Act II and Act III of *Inscryption*. They can only be obtained and used by the player in Act II.

## Strategy

### Act II

Null Conduits are used as part of Conduit Decks to empower your other cards. Though they do nothing by themselves owing to their namesake Sigil, when combined with Buff and Energy Conduits to complete a circuit, they can create some powerful synergies. They are also the cheapest conduits, so having a few of them in your deck along with at least one of either other conduit type can almost ensure that a circuit is active at all times.

### Act III

Null Conduits can only be played by your opponent in Act III in the Resplendent Bastion area. Since they are usually played alongside Buff Conduits, they should be taken out as soon as possible. Anything with the Sentry Sigil is a good counter to them as they will defeat them once they are in play.
Starvation

* Act I
* Act II
* Act III

Starvation in Act I

### Traits

Gains +1/+1 each time it is summoned. 9th Starvation onward: adds one weight to the scale each time it is summoned.

Starvation in Act II

### Sigils

Repulsive. 5th Starvation onward: Airborne

### Traits

Gains +1/+1 each time it is summoned. 9th Starvation onward: adds one weight to the scale each time it is summoned.

Starvation in Act III

### Sigils

Repulsive. 5th Starvation onward: Airborne

### Traits

Gains +1/+1 each time it is summoned. 9th Starvation onward: adds one weight to the scale each time it is summoned.

> The battle had taken a toll on you. Your supply of new creatures was exhausted. **Starvation** began to set in...
>
> Leshy

**Starvation** is a card that appears in all Acts of *Inscryption*. Starvation cannot be normally obtained and is intended to be a countermeasure against soft-locking.

Starvation only appears when the Challenger has no more cards available to draw at the beginning of their turn. After starting a turn with no more cards to draw, a Starvation is placed on the middle row (the opponent's side), in the first unoccupied space from the Challenger's left, regardless of whether or not an Hourglass was used. If all spaces are occupied, it would replace a card on the middle row, not excluding other Starvations.

The first Starvation of each battle has 1 Health and 1 Power, and each subsequent Starvation has 1 more Health and Power than the previous. The fifth Starvation onward has the Airborne Sigil, and the ninth Starvation onward adds a single weight to the Challenger's side of the scale every time it is summoned.

Starvation is absent during the final boss fight of The Moon or The Limoncello, with the bosses themselves instead gaining power directly.

## Trivia

* Starvation appeared in *Sacrifices Must Be Made* as the Starving Man. It behaved as a normal card with no Sigils or Traits.
* It's possible to obtain **Starvation** without cheats, the requirement of the player to get a **Starvation** card is during Leshy's 1-2 phases where he switches to The Trader and where it can be "bought".
The Limoncello

> Yar, me crew be the finest on the seas!
>
> Royal Dominguez

The Limoncello

### Traits

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

**The Limoncello** is a Special Card in Kaycee's Mod of Inscryption. It is the sole card played during Royal's third phase, using the Final Boss Challenge and acts as the counterpart to Leshy's Moon. The Limoncello is not a valid target for the Fish Hook, Scissors, or Skinning Knife.

The Limoncello has double the stats of The Moon (2 Power & 80 Health) in exchange for losing the Tidal Lock sigil. As the Limoncello takes damage, the Skeleton Crew will mutiny and drop onto the Challenger's side of the table, up to 15 of them. A Skeleton Crew is defined as having 2 Power and 1 Health, along with the Brittle sigil. Skeleton Crew can help lower The Limoncello's health further or they can serve as marrow sacrifices for cards that cost blood.

If the card and Squirrel decks are used up, The Limoncello will gain 1 Power every turn.

## Trivia

* Limoncello is an alcoholic drink featuring lemons. The name is a reference to Royal’s death, as lemons contain vitamin C, which would have cured the Scurvy that killed him.
Kirara Hojo

**Kirara Hojo** (北条きらら, *Hōjō kirara*) is one of the main protagonists of *My Little Pony: Sunshine!*, She is the human partner of Butter Silva and a member of the Pony Café Sunshine.

She is voiced by Hiyori Kono.

## Appearance

Kirara has medium-long red hair worn in thin pigtails with a few, short loose strands. Her bangs and forelocks frame the face, She has teal eyes.

## Personality

Kirara is very cheerful and has an energetic and slightly eccentric personality. Though she might not be very smart, her kind heart drives her to help those in need, During the series, she often gets into arguments with her roommate Butter Silva due to their warped friendship, whether it's because Butter Silva has a crush on Rod or simply for causing so much trouble for her.

## History

In the beginning of the series, Kirara is having problems with herself after being chosen to give a speech to the new students, seeing that she could mess up. Her friend Aiko tries to cheer her upon that time and said everything will be ok. One day at the magical world of Magical Land entrusted Butter Silva the magical Pony Box with a mission to make Kirara and her friends and collect Magical Gems, At the same time, she needs to go to the Equestria Academy and open a shop called the "Pony Café Sunshine". However, with her friends, things didn't go well as planned with several failed mishaps happened to her and the students being scared, in the point of Butter Silva giving up.
Sparrow

Sparrow

> The Meek Sparrow. An inexpensive, if feeble, flying creature.
>
> Leshy

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

## Strategy

The Sparrow isn't very reliable, bearing the same stats as the Bullfrog and Stoat in Kaycee's Mod, but with the Airborne Sigil. It can be considered a weaker but cheaper version of the Raven, so any strategy applicable to the Raven can also be applied here.

***Good Upgrades***

* A single Campfire buff to either **Power** or **Health** can instantly turn it into a budget Raven.
	+ Fledgling essentially turns the card into a Raven Egg with 1 **Power**, and grows into a Raven with more **Health**.
* Sigils that allow for multiple attacks, such as Bifurcated and Double Strike.
* Stinky increases its survivability, particularly early on.

***Bad Upgrades***

* Waterborne negates the **Health** of the card.
* Guardian and Burrower put the card in danger.
Worker Ant

Worker Ant

> Ah, the diligent Ant. Its strength is proportionate to the size of its colony.
>
> Leshy

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

## Strategy

The Worker Ant is a card that works best in groups, mostly because of its unique trait: its Power is determined by the number of ants (Worker Ants, Ant Queens, Flying Ants, or Amalgams) on the field. If you want to have Worker Ants in your deck, you should try to get as much of them as possible.

***Good Upgrades***

* Fecundity and Ant Spawner multiplies the number of ants you can have at once.
* Unkillable returns the card to your hand.
* Offensive Sigils such as Bifurcated and Double Strike increase the cards offensive capabilities.
* Leader powers up nearby cards.
* Creating a copy of this card via Goobert (Kaycee's Mod only) can not only be powerful if this card is buffed, but it adds another Ant card to your deck.

***Bad Upgrades***

* Any Power buffs are entirely useless on the card, except through adjoining cards with the Leader Sigil.
* Combining at The Mycologists provides little benefit and otherwise removes another Worker Ant from your deck.
* Fledgling provides little benefit as it does not increase the Power of this card, and only increases its Health by one since it evolves into the Ant Queen.
* Dam Builder blocks spaces for other ants to be played.
* Burrower and Guardian move the card into danger, reducing the effectiveness of having multiple units.
* Waterborne protects the card, but only pays off when there are multiple ants in play.

## Trivia

* After evolving with the Fledgling Sigil, the Worker Ant becomes an Ant Queen.
* During Deck Trials, the Ant is considered to have 0 Power, regardless of how many Ants you draw.
Quest NPCs

Quest NPCs are Non Playable Characters that give the player quests to do. Each quest has it's own difficulty whether it's easy or hard. After you finish said quest, the person who gave you the quest will give you a reward.(You do not need to approach them to obtain the reward because you'll end up obtaining them right after you complete the quest itself.)

## List of Quest NPCs

### Unlockable AFTER the story ends

* Isaac(5 Quests Total)
* Jager(5 Quests Total)
* Xinious(5 Quests Total)
* Bacon(10 Quests Total)
* CyberFard(5 Quests Total)
Strange Frog

Strange Frog

**Strange Frog** is a card exclusive to the Trapper/Trader boss fight. Upon perishing, it summons a Leaping Trap in its place.

## Trivia

* Strange Frog has a Blood cost of 1 even though it can't normally be obtained by the player.
	+ This card can only be in the players hand if it is dragged to the players side of the board and killed while the player has a totem with Reptile head and Unkillable Sigil.
* Strange Frog is one of two cards that can't be sacrificed and can naturally attack, the other being Ruby Golem.
Sentry

Sentry, as seen in Act III.

> When a creature moves into the space opposing a card bearing this sigil, they are dealt 1 damage.
>
> Rule Book

**Sentry** is a sigil that causes a card to deal 1 damage to any creature that enters the space opposing it. This can include if the card is played in that space or moves to that space using a sigil such as Sprinter or Clinger. If a card bearing this sigil also possesses the Touch of Death sigil, this sigil's damage can also instantly defeat the opposing card if the attack is not blocked by Nano Armor.
Zombie Parrot

Zombie Parrot

**Zombie Parrot** is a card seen only in the Royal Dominguez boss fight and can't be obtained.

## Trivia

* Zombie Parrot's design and baseline are likely intended to make it an Undead version of the Raven
* Although the Zombie Parrot is a bird, it is not part of the Avian tribe and will gain nothing from Royal's Avian Boss Totem.
* Zombie Parrot is one of two cards within Kaycee's Mod that have the Brittle Sigil.
* It is impossible to obtain this card, even temporarily, in any way and thus is the only non-giant card in Kaycee's Mod with that distinction.
The Wetlands (Act I)

The Wetlands is one of the four locations traversed in Act I. It is the second of the four locations in the base game. Encounters in the Wetlands consist primarily of cards belonging to the Insect and Reptile Tribes.

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

## Leshy's Introductions

* The rank smell of rot and mold permeated the humid air. Every step forward was answered by some nearby slip or slither. You tread cautiously into... the Wetlands.
* A hideous swarm of insects gathered around you. Reptiles slipped and slithered around your feet. You were now engulfed by... the Wetlands.
* As the air grew humid your boots became harder to pull from the mud. The dank smell of tepid water invaded your nostrils. You had reached... the Wetlands.
* Tepid water flooded your boots. Flies swarmed around you. You had entered... the Wetlands.
* The air grew thick with moisture. The buzzing and chirping of insects drowned out the sound of your footfalls. You beheld... the Wetlands.
Skink

Skink

> The Tenacious Skink. It moves over when attacked, leaving its tail behind.
>
> Leshy

The **Skink** is a Beast card that appears in Act I of *Inscryption*. This card is obtained after solving the first cabinet puzzle in the Cabin.

## Strategy

The Skink is a cheap card and the only one with the Loose Tail Sigil by default. Wriggling Tails generated upon being struck can have other Sigils if the Skink has additional Sigils on it. This can create a powerful tail with strong Sigils or be used to transfer onto other cards to give them a method of avoiding death.

***Good Upgrades***

* Any Campfire buffs applied to Skink are transferred onto the Wriggling Tail when it is created.
* Leader increases damage of both the Skink and Wriggling Tail when it is created.
* Stinky can be spread across the board to decrease incoming damage.
* Sharp Quills returns damage to the attacking card while the Skink is protected.
* Hoarder is triggered again upon the Skink being struck, when the Wriggling Tail is created.
* Bone King can be effective when used in a Bone deck.
* Morsel makes playing 2 Blood cost cards incredibly beneficial.
* Sigils such as Many Lives and Unkillable have infinite sacrifice usage.

***Bad Upgrades***

* Unless **Power** has been increased, most offensive Sigils such as Bifurcated Strike and Blood Lust do not have any benefit on the Wriggling Tail.
* Waterborne defeats the purpose of the card and Sigil.
* Annoying can be spread across the board to *increase* incoming damage.

## Trivia

* Using Scissors on a Skink will create a Wriggling Tail in its place. This will happen even if the Skink has already lost its tail.
Plasma Jimmy

Plasma Jimmy

**Plasma Jimmy** is a Rare Technology card in Act II of *Inscryption*.

## Strategy

Plasma Jimmy is unable to do direct damage without being buffed, but its Sigil makes it very valuable for taking out high Health cards, especially late-game when you have Energy to spare. If inside an Energy Conduit, you can use Plasma Jimmy infinitely, being able to kill any card in front of it, even cards with Repulsive sigil.

## Trivia

* Through the console exclusive part of the Inscryption ARG, it was revealed that Plasma Jimmy was created when P03 put a gun on the decapitated body of James Cobb.
Power

**Power** is the amount of damage a card does per strike, indicated by the number in the bottom left of any given card.

### Modifiers

Power can be increased during a fight by adjacency to a Leader or by an opposing Annoying creature, or weakened by opposition to a Stinky creature.

For most creatures, it can also be increased for the duration of a run by Campfire or Mycologist Events. However, some creatures, such as Ants and Tentacles, have Power defined by Special Behaviours rather than a static number, and thus cannot receive such buffs. They also count as 0 in the Deck Trial.

While the Ouroboros does have a numerical Power, its Special Behaviour allows this to increase by 1 each time it perishes, and the buff is permanent across runs as long as save data is not erased.

See Game Limitations for the max Power stat.
Side Deck

The **Side Deck** is a mechanic present in Act I, Act III, and the Finale sections of the game. When the player draws a  card at the start of their turn, they have a choice between their main deck or their side deck. The side deck typically provides lower-cost, albeit less effective, cards compared to the main deck.

### Act I

In Act I, the player starts out with a side deck of Squirrels. They are guaranteed to start every combat with one additional squirrel in their hand, totaling ten costless cards available without using items. The squirrels can also be replaced by bees after solving the third painting puzzle.

### Act III

In Act III, the side deck consists of Empty Vessels. They later get upgraded to Gem vessels, which provide Mox as well. This side deck is the only one not to contribute directly to the cost system of the segment, namely Energy, although the Empty Vessels can be upgraded to have Battery Bearer.

### Finale (Grimora)

In this segment of the Finale, the side deck consists of Skeletons, the only side deck cards who cannot block incoming damage, apart from the optional Kaycee's Mod Aquasquirrels. They cannot defend attacks, because the moment they attack they perish due to their Brittle Sigil. This does, however, mean that they generate Bones, which can then be used to play stronger cards. Skeletons are also the only side deck cards that can *innately* deal damage, excluding Bees.

### Finale (Magnificus)

In this segment of the Finale, the side deck consists of Mox cards, Emerald, Sapphire, and Ruby. These are the only side deck cards that have 3 variants, excluding the Gem Vessels, but those are just upgrades to Empty Vessels.
Setting: Jarlang

## Map Notes

* Jarlang has a population of about 245.
* The lower village has a city wall on each side, with a gate to the south and north.
* The upper village is walled off separately from the lower village.
* There are several rock-climbing routes between the lower and upper villages, and two leading down to the Whimsical Cave.

## Important Citizens

### Services

* Jenna [Explorer, Scout]: Youthful, popular with men, gathers unusual items and supplies (often in the Whimsical Cave), a village scout.
* Father Nobelus [Church]: Leads the local church (Marus), stern, a bit zealous, a bit grumpy in his ways.

### Notable Families

* The Farlangs: family of eight, wealthiest family in the village, rent out land and offer protection, mercenary family.
	+ Mr. Farlang: Father, cold, overly brazen, thinks of himself as proper nobility.

### Trade

* Alissa [Caravan]: Operates a food and supply caravan between local villages. Has a handful of goblin slaves.
* Mr. & Mrs. Marigold [Docks]: Run the docks, own a trade boat.

### Production

* Darla [Seamstress]: A master seamstress, silly, a little cooped up, likes to make small talk, close circle of female friends.
* Opus [Mill]: Dwarf, runs the mill, good friends with Garret, thick beard.
* Arwin [Smith]: Loves to belch in public, belches quite loudly and frequently, good smith, popular, often seen at the pub.
* Garret [Carpenter]: Expert craftsman, major influence in the city, rugged appearance, works hard, works closely with Arwin.

### Mercenary Work

* Terry & Samuel Farlang: Brothers, cold and stuck-up like their father, excellent mercenaries, protect the city, quite wealthy, popular with women.
* Beolin Farlang: Talented mercenary, the black sheep of the family, friendly, desperate to prove himself as a soldier to his family.
* Simi [Watchtower]: Lizardfolk female, oversees the watchtower and docks, straightforward, down to business, likes to drink, fishes in her free time.
Pharaoh's Pets

**Pharaoh's Pets** is an Undead card in Act II of *Inscryption*.

## Strategies

This card, although expensive, is recommended card to have if you have a deck that relies on Beast cards, especially those with a higher blood cost deck, as its sigils make it easy to play strong cards such as the Grizzly or Urayuli. However, its 1 Health makes it fragile.

## Trivia

* The Pharaoh's Pets appears to be a Black Goat and a Cat, and combines both their sigils.
* The Pharaoh's Pets is the only card with many lives that doesn't have a second form after being sacrificed a certain number of times.
Skeleton Crew

Skeleton Crew, as it appears in Act II.

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

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

**Skeleton Crew** is a sigil that causes the card bearing it to move in the direction of the sigil (in the same way as the Sprinter sigil), creating a Skeleton in its previous position. If the card is unable to move, then no **Skeleton** will spawn. This sigil shares similarities with the Squirrel Shedder sigil.
Sentry Drone

* Act II
* Sentry Spore
* Act III

Sentry Drone (Act II)

Sentry Spore (Act II)

Sentry Drone (Act III)

The **Sentry Drone** is a Technology card that appears in Act II and Act III of *Inscryption*. In Act II, two copies of it can be combined at The Mycologists for a **Sentry Spore**.

## Strategy

The Sentry Drone is a passive offensive card. Though it has 0 Power, it is still capable of dealing damage by attacking cards that appear in front of it. This allows it to defeat an incoming card before it has a chance to attack, or even break the Nano Armor on a Shield Bot preemptively. Its frail Health, however, leaves it susceptible to defeat from opposing cards that are not defeated by it. The Sentry Spore is simply a better version of the Sentry Drone, so whenever possible, you should combine two Sentry Drones at the Mycologists.

***Good Upgrades***

* The Sentry Drone benefits greatly from buffs provided by Gemification. A Green Gem improves its surviveability, a Orange Gem allows it to deal direct damage, and a Blue Gem allows it to be played for free.
* If going for a more offensive use for Sentry Drone, the Guardian sigil makes it instantly attack any enemy cards the moment they are played, so long as the space opposing them is empty.
	+ It should be noted that this can leave an enemy Swapbot to deal 4 damage directly on the same turn it is played if the Sentry Drone hits it and moves away afterwards.
* The Touch of Death sigil allows the Sentry Drone to instantly eliminate almost any enemy card that moves to oppose it before they are allowed to attack, though this still leaves it susceptible to cards bearing the Nano Armor, Detonator or Sharp Quills sigils.
	+ Combining Guardian and Touch of Death makes Sentry Drone a very powerful card for 1 Energy.
* The Unkillable sigil returns Sentry Drone to your hand after death, providing a cheap, resuable defense.

***Bad Upgrades***

* Burrower moves Sentry Drone into danger, which is not recommended due to its low health.
* Overclocking Sentry Drone provides little benefit and is not recommended due to Sentry Drone's low health. However, it is an easy way to remove Sentry Drone from your deck if necessary.
Salmon

Salmon (Act II)

The **Salmon** is a Beast card that appears in Act II of *Inscryption*.

## Strategies

This card is basically a weaker but cheaper version of Great White and the equivalent of an Elk with Waterborne. As it has 2 Health and the Sprinter sigil, one card with Sharp Quills is not enough to defeat it. Pairing up with the Waterborne sigil, this card can be even harder to take down than the Great White itself. Using this card early on can help the player deal a considerable amount of damage, maybe killing defensive cards and early attacking cards, such as Wolf and Bullfrog.

When facing this card, you should use cards with Sharp Quills or Detonator alongside high Health cards or else it can damage your defensive lines considerably. This card is nigh invincible without Sharp Quills and Detonator, though overkill damage can also help.
Wolverine

* Kaycee's Mod
* Menu Preview

> The relentless Wolverine. Its hunger only grows greater as it kills.
>
> Leshy

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

## Strategy

Powering up this card's health at a campfire could be wise, ⁣as it could last longer to make its Sigil more effective. Power is less needed on this card, as it will gain power anyway. Transferring Bifurcated Strike or Trifurcated Strike onto this could make its damage amp up faster, and Double Strike could make its stat boosts twice as effective.
Third Party Mods

This is a Page dedicated to linking Fan expansions of the game under the Guise of Third party and not under the Guise of Official Content of the game

Wiki dedicated to P03 In Kaycees Mod

Wiki dedicated to Grimora Mod

Wiki dedicated to The Many Many PVP Formats

Wiki Dedicated to General Inscryption Modding Enums

The content Pool of The Modding Scene all mods can be found here
Wiseclock

> To the user: All creatures on the board will rotate one space clockwise.
>
> Rule Book

> I borrowed this idea from an old rival.
>
> Leshy

The **Wiseclock** is an item in Kaycee's Mod of *Inscryption*. When used, all cards rotate one space clockwise.

## Unlocking the Wiseclock

To be able to find and use the Wiseclock, you must complete a painting puzzle in Leshy's Cabin by placing the proper cards on your side of the board. Once done, the Cabin will shake and the Wiseclock can be taken from the painting. Picking it up and bringing it to the table will add it to your current items, and make it possible to obtain in the future from item sources.

## Strategy

The Wiseclock is a useful item, able to steal a card from your opponent's side of the board. However, be sure not to place a powerful or useful card on the far left side of your space when using the item, or it will be given to the opponent. Conversely, playing a weak or detrimental card can hinder your opponent.

## Trivia

* The Wiseclock is clearly inspired by P03's boss fight mechanics.
* Attepting to use the Wiseclock on The Moon will fail but will not consume the item.
River Otter

River Otter

> Ah, the Elusive Otter. It submerges itself during my turn.
>
> Leshy

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

## Strategy

The River Otter is a weak card, but its Sigil prevents it from taking direct damage. However, this means that this card will not act as a shield and take damage in your stead. This can make using this card incredibly difficult.

Increasing its Power at a Campfire is recommended, as it can then turn it into a cheaper version of the Great White if powered up enough. Combine this with the Guardian Sigil and it can move in front of an incoming unit and damage it the following turn - possibly enough to defeat it. Alternatively, giving it the Touch of Death Sigil allows it to lock down a lane on the board and defeat any opponent opposite it. For more strategic purposes, Leader can also be considered.

## Trivia

* In early builds of Kaycee's Mod, the River Otter used to be a part of the Waterborne Starter Deck, but was later replaced by the Great Kraken.

## Gallery

River Otter's menu preview artwork from early versions of Kaycee's Mod
Porcupine

Porcupine

> The ornery Porcupine. Sharp quills await those who dare attack it.
>
> Leshy

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

## Strategy

The Porcupine's sigil makes its attackers take damage. Upgrading a Porcupine's Health via a Campfire can allow it to do more damage by blocking more attacks.

***Good Upgrades***

* Any Sigil that increases Power, such as Fledgling or Blood Lust, to boost the card's already high damage output.
* Mighty Leap, to block and kill Airborne creatures.
* Touch of Death will turn the Porcupine into a living landmine that will instantly kill any card that strikes it.

***Bad Upgrades***

* Armored. Takes a hit without dealing damage in return.
* The only creature that can damage a Porcupine while Waterborne is another creature with the Sharp Quills sigil, deflating the value of a Porcupine.
Steambot

The Steambot in Act II

> The dependable Steambot. Its six inch thick hull is difficult to breach.
>
> Official card flavour text

**Steambot** is a Technology card present in Act II of *Inscryption*.

Steambot is a technology equivalent of Frank & Stein.

## Trivia

* This card is a reference to Steambot Willy from *The Hex*, another game from Daniel Mullins.
* The boat that Steambot Willy holds is on the is on its right when in the hex but holds it in his left in the card.
* Its head can be found in Beneth the Surface, another game from Daniel Mullins.
* Steambot is available in the physical card pack available on the Devolver Digital store page.
	+ The background of the physical version is the stage you fight Steambot Willy in The Hex.
	+ Steambot is the only card in Act II to have flavour text on its physical card.
Shieldbot

Shieldbot in Act III

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

## Strategy

Thanks to the durability granted by the Armored Sigil, this card is extremely useful defensively, able to tank even the highest amounts of damage. This makes it a poignant selection for dealing with enemy Explode Bots.
The Bone Lord

**Under Construction**

This article is under construction, which means information may change rapidly as it updated or that the page is awaiting updates.

The **Bone Lord** is a character that can be met in Act II and Act III. He also has a minor presence in Act I, but it is not possible to speak with him.

## Act I

It is possible to find an event on the map which allows the player to sacrifice a card.

Depending on the card, it is possible to obtain a Minor Boon (any card), a Boon of the Bone Lord (Black Goat) or no Boon at all (Pelt card).

* The Minor Boon gives one bone at the start of each battle during the current run.
* The Boon of the Bone Lord gives eight bones at the start of each battle during the current run (this Boon can also be obtained during Leshy's Trials).

After the first sacrifice, a goat skull appears in Leshy's Cabin. It is a cosmetic item, and repeated clicking on the skull makes the skull glow red.

## Act II

The Bone Lord can be found on Grimora's island. Follow the steps below for full access to his interactions and reward.

1. Obtain the two different Broken Obol cards. One has the Sharp Quills sigil and the other the Bone King sigil. Each is one half of a whole Ancient Obol, which can be obtained by placing the two halves next to each other in a card battle.
2. Head to Grimora's island, enter her crypt and defeat the ghoul blocking the stairs leading to the basement in a card battle. Head down and inspect the sarcophagus. He will allow you to pass into the inner sanctum with the Ancient Obol as an offering.
3. Talk with the Bone Lord twice to receive 3 items. A holo key, that can be used in Act III, the Bone Lord's horn, which will become a card usable in combat (The card has both an attack power and health value of 1, costs 3 bones, and can be activated to trade 1 energy for 3 bones), and the femur of the Bone Lord, which is a boon that provides you with 3 additional bones at the start of each battle.

## Act III

In Act 3, in The Archivist's area, you can use the holo key (that the Bone Lord gave you in Act II) to unlock a special encounter with the Bone Lord where he will impart his knowledge onto you. He asks that you do not record it, and as the entire game is a recording of Luke's game, it does not actually give you information unless some special circumstances are fulfilled, in which case a little snippet of information regarding the Inscryption ARG is shown for a tiny bit before the game crashes.

## Trivia

* The Bone Lord is one of the five characters to have their own Steam trading card, along with The Dredger, The Woodcarver, Royal Dominguez, and Rebecha.
* The ribcage in the Bone Lord's room, appears to be, from the standpoint of the ARG, Adolf Hitler's ribcage, evidenced by the cards in the left pocket of the shirt.
RPG: O mais querido do Norte

**O mais querido do Norte** foi a segunda campanha de RPG do universo Fut, realizada entre 28/11/2020 e 01/05/2021. A trama da campanha foi focada no Clube do Remo, de Belém do Pará, e as competições disputadas no primeiro semestre como o Paraense, a Copa Verde e as vidas pessoais dos personagens de seu elenco.

## Sinopse

O Norte do Brasil. Região mais esquecida pelo futebol brasileiro, mas que abriga um Gigante. O clube mais querido do Norte é a principal potência desta região, disputando com seu grande rival o Paysandu, que formam uma das rivalidades mais ferrenhas do Brasil. Um clube que se destaca mais pelo esporte que leva seu nome do que pelo desempenho nas 4 linhas do gramado. Mas na temporada de 2021, a diretoria fez um planejamento para que o desempenho esportivo deste clube no futebol seja de acordo com o tamanho da sua história e da sua torcida, que sempre foi um dos motivos de maior orgulho do Clube do Remo.

           O primeiro objetivo é retomar o domínio do esporte no Pará, já que o clube não vence um campeonato paraense desde 2018 e no século 21 foi ultrapassado pelo rival em número de títulos, 48 a 46. O segundo objetivo é buscar o título da Copa Verde, competição da qual o clube não possui nenhuma taça em sua sala de troféus e sua conquista seria primordial para o clube voltar a ser o maior time do Norte do Brasil, já que seu rival Paysandu possui 2 títulos desta competição, sendo o único campeão do Norte e maior campeão da competição ao lado do Cuiabá. O terceiro e mais sonhado objetivo é o acesso para a Série B, competição que o clube não disputa desde 2007, quando caiu em 19º.

           Os últimos anos foram duros para este clube, mas um clube da grandeza do Remo saberá se reerguer, afinal, sua história já foi marcada por uma extinção logo em seu início e mesmo assim o clube se tornou um dos maiores clube poliesportivos do Brasil.

No futebol, o novo presidente Waldemar Carabina, filho do técnico Valdemar Carabina (falecido em 2010) que comandou o clube na Era de Ouro do futebol do Remo nos anos 90, decidiu fazer uma grande mudança no clube, dispensando o técnico Paulo Bonamigo e alguns jogadores, para trazer importantes reforços e utilizar mais a base, a comando do técnico Clemer, votado pela torcida como o maior goleiro de todos os tempos do clube, desta vez trazido para fazer história também como técnico. Será que estas mudanças trarão a Glória e o Triunfo para o clube que é seu Filho? Conseguirão os jogadores colocar seu nome na história do clube? Descobriremos as respostas para estas perguntas ao longo da temporada de 2021.
Mothman

* Larva
* Pupa
* Mothman

Strange Larva

Strange Pupa

Mothman

> A largely unimpressive specimen.
>
> Leshy

The **Mothman** is a Rare Beast card in Act I of *Inscryption*. It is the grown version of the **Strange Larva** and the **Strange Pupa**.

## Variants

At the end of the turn, the Strange Larva grows into the Strange Pupa, which grows into the Mothman at the end of the next turn.

## Strategy

Given the incredibly powerful state of its final evolution, care should be taken to ensure that the Strange Larva eventually grows into Mothman. It is best to place it behind a Boulder, Stump, or other defensive card so it can evolve safely. If the opponent plays any cards with no Power or with the Airborne Sigil, the space opposite is generally a safe place to put the card down. It is also able to be placed opposing 1 power cards and still evolve, but keep in mind that this will likely mean it will only hit the opponent a single time before dying.

The weakness to the Strange Larva is that since it takes two turns to evolve, in later games you may end up being defeated in those two turns due to losing the sacrifice you used to summon it. Because of this, you should play it early in the game when the other side of the board isn't crowded, making sure you are able to survive enemy attacks for the next two turns.

### Good Upgrades

* Health from the Campfire allows it to survive better. Power allows it to attack while in its Larva and Pupa stages.
* Waterborne guarantees the card survives until it fully evolves.
* Loose Tail and Armored allow the card to survive at least one turn of its evolution in most cases.
* Unkillable returns the card to your hand when it perishes; it will retain its current form upon death.
* Stinky can be used to reduce damage taken from enemies, allowing it to be placed opposite 1 Power cards and still land multiple hits on the enemy.
* Brood Parasite provides protection for the card.
* Many Lives, paired with a cheap deck, assists you to stall until the Mothman fully grows.

### Bad Upgrades

* Mighty Leap, Burrower, and Guardian drags it into the line of fire which may kill it before it evolves.
* Touch of Death serves no purpose unless it acquires at least 1 Power during the Larva or Pupa stages.

## Trivia

* Mothman is a cryptid from West Virginian folklore.
* When evolved using Fledgling, Mothman gains the name "Final Form."[[File:Screenshot 2023-12-09 072204.png|thumb|Final Form as it appears in-game.
	+ This appears to only be possible using an Insect Totem with Fledgling, and an Unkillable Mothman being destroyed in its fully grown state.
Squirrel

* Act I
* Act II
* Aquasquirrel

Squirrel

Squirrel

Aquasquirrel

The **Squirrel** is a basic card. Its only intended function is to be sacrificed for Blood. Unlike most other cards, Squirrels are not added to your deck, but rather drawn from a separate card pile. Therefore, they can not be upgraded via the Campfire, or fused with others. Ten Squirrels are initially present, and the player will start every battle with one Squirrel drawn.

The Squirrel can be used to block an enemy creature's attack. Searching through the Cabin may yield a Squirrel Totem Head, which, when combined with a Totem Base from the Woodcarver, will either let the player's Squirrels more powerful or make for better sacrifices. Almost any non-offensive Sigil will work on Squirrels, turning them into powerful cards with effective utility.

With the exception of the Amalgam, they are the only cards in the main game belonging to the Squirrel tribe.

Once you solve the final painting puzzle in the Cabin, all Squirrel cards in the side deck are transformed into Bees. In Kaycee's Mod, Squirrels are transformed into Aquasquirrels if the *Squirrel Fish* Challenge is selected. Squirrels obtained from the Squirrel in a Bottle are, however, normal Squirrels.

## Achievement

This achievement can be unlocked using 3 methods:

* Using the Amalgam, which is part of every tribe, Squirrel included.
* Using a totem to give your Squirrels the Fledgling Sigil.
* Using the Leader Sigil on another creature to give Power to your Squirrels.
Power Dice

Power Dice, as seen in Act II.

> Activate: Pay 1 Energy to set the power of a card bearing this sigil randomly between 1 and 6.
>
> Rule Book

**Power Dice** is a sigil that, when activated for 1 Energy, sets the Power value of the card bearing it to a random whole number from 1 to 6.

## Trivia

* Bone Dice in an unused sigil that has a similar effect but requires 1 Bone instead on 1 Energy.
Rattler

Rattler

The Rattler is a Beast card from Act I of *Inscryption*.

The Rattler is a glass cannon card. Paired with its high cost of 6 bones, it should be used carefully as a quick damage dealer/ tank killer. However, it probably won't survive more than 2 turns due to its low Health. If you upgrade its Health with a Campfire, this card can become quite a strong opponent.
The Daus

* Act I
* Act III

The Daus in Act I

The Daus during a brief cameo in Act III

> That filthy feral hog... it becomes incensed when its chimes are struck.
>
> Leshy

**The Daus** is a rare Beast card that appears in Act I and (briefly) Act III of *Inscryption*. When The Daus is played, two Chimes are spawned on the spaces adjacent to The Daus if there is no card already occupying that space. A chime is defined as 0 Power, 1 Health.

When a chime takes damage from a card, The Daus attacks the card that struck the chime. This effect is unique to the Daus itself and cannot be transferred via the Altar Event. If The Daus possesses the Airborne sigil, this attack will follow the rules of the sigil and attack the opponent directly.

## Notes

* The Bell Tentacle counts as a chime, meaning The Daus will attack any creature that harms the Bell Tentacle as well.
	+ If by chance a Bell Tentacle is stolen from the player by the Angler and a player card attacks it, The Daus will still strike the attacker despite being on the same side.

## Trivia

* The Daus is one of three types of cards required to find a part of a encryption key to access an easter egg.
* 'The Daus' (or *Deuce*) is the name of the playing card with the value of 2 in German suited playing card decks. In many games which use German suited decks, the Daus is the highest value card, equivalent to the Ace in other systems.
	+ Traditionally, the Daus card in these games bears a picture of a wild boar, which is where the Daus in Inscryption attains its appearance. This tradition has persisted with the Daus of Bells (Bells being one of the German card suits), the card which seems to have directly inspired Inscryption's version.
* The Daus seems to have much deeper lore implications, appearing in both Act III and the Finale in reference to the OLD\_DATA.
	+ During the Act III fight with the Mycologists, the fight ends with the Mycologists combining The Daus with a Gem Detonator to create a fragment of the OLD\_DATA, which they take for study. For a fraction of a second, a long string of numbers appears at the top of the card, also relevant to the ARG.
	+ When Luke Carder disregards the Woodcarver's advice and opens the OLD\_DATA at the zenith of Inscryption's finale, the image of a real Daus playing card appears on screen before being redacted.
	+ The Daus card in German playing card decks takes the role of the Karnoffel in the traditional Germanic card game of the same name. This may mean that the Daus has a connection to the Karnoffel Code.

## Gallery

A real Daus card, as seen during the Finale of Inscryption.
Skel-E-Latcher

Skel-E-Latcher

**Skel-E-Latcher** is a Technology card in Act III of *Inscryption*.

## Strategy

The Skel-E-Latcher's Brittle Latch sigil allows it to attach the Brittle sigil to any card upon death. This makes it useful as a fodder card to prevent damage and allow Brittle to be attached to any of the opponents cards, automatically defeating that card on the next turn.

## Trivia

* Of the three Latcher cards, Skel-E-Latcher is the only one which naturally has an attack power above 0.
* Skel-E-Latcher is the only card to naturally bear the Brittle Latch sigil.
* Skel-E-Latcher is the only card that has hyphens in its name.
Son1a

* Base Form
* Beast Form

Son1a by default

Son1a in Beast Mode

**Son1a** is a Technology card in Act III of *Inscryption*. It can only be found in the Foul Backwater.

Upon transforming into its Beast Form, it gains 1 Power and the Airborne Sigil.

## Strategy

Son1a is a potentially heavy hitting card if allowed to transform, however it is very frail. Son1a is best placed opposing 0 Power or 1 Health cards so it may be allowed to transform without interruption.

### Good upgrades

* Son1a is a good pick for Bomb Latch, Brittle Latch and Shield Latch due to its frailty.
* All buffs from Gemification will help it, especially Green Mox.
* Nano Armor will allow it to survive a single hit, effectively doubling its longevity.
* Sentry will allow it to protect itself from attackers entering its lane.
* Stinky can make 1 Power cards unable to destroy it, thus allowing it to safely deal direct damage every other turn.

### Situational upgrades

* Hefty and Sprinter can both move it into and out of safety, with its usefulness increasing in battles with cover such as Trees or Tombstones.
* Overclocking Son1a can be tempting, however its very low Health must be considered.

### Bad upgrades

* Airborne is redundant.
* Burrower, Guardian and Mighty Leap will lead to it being killed.
Variable Stats

**Variable Stats** are special types of Power that cards can have. While appearing similar to Sigils, they cannot be transferred to any other cards, excluding Deathcards during their creation.

All Variable Stats are considered to be worth 0 Power during Deck Trials, regardless of if their conditions are met.

## List of Variable Stats

### Act I Variable Stats

1. ↑ Only appears on preview cards in Kaycee's Mod.
2. ↑ Only appears in Kaycee's Mod.
Swapbot

* Defence
* Attack

Swapbot in a defensive stance

Swapbot in an offensive stance

**Swapbot** is a Technology Card that appears in Act III of *Inscryption*.

## Strategy

Swapbot is a difficult card to use because of its Sigil. Upon taking any damage, it switches its **Power** and **Health** around, turning it from a defensive unit into an offensive unit with varying power. Making use of this can be particularly difficult given its high Energy cost, but if done right can make this card incredibly powerful. If possible, play it in front of a low-damage opponent that will attack it before being killed, such as Sentry Drone or Shieldbot. This will give it the most power that it can have. This strategy also works with low health cards such as Automaton, as long as they are on the top lane so the Swapbot won't hit them before taking damage.

***Good Upgrades***

* Gemification increases Swapbot's survivability after swapping.
* Overclocking is risky, but it can pay off by allowing Swapbot to change back into its defensive form instead of dying when attacked a second time.
* Sharp Quills can cause a card that triggers it to swap to immediately die, meaning that Swapbot can attack directly with high damage next turn.
* Bifurcated Strike can allow it to be hit and deal 8 damage the next turn with careful placement. Even though it would die next turn in such a case, 8 damage is almost always enough to win the game anyway.
* Sniper allows Swapbot to target any lane, meaning it can use its high attack mode damage to win the game without having to kill the card in front of it first.

***Bad Upgrades***

* Since Swapbot costs 6 Energy but can only take 2 hits by default, defensive sigils such as Burrower or Guardian are not advised.

## Notes

* If a Swapbot swaps with an attack power of 0 (for example, if the Swapbot opposes a card bearing the Stinky sigil) it will immediately die, as its health will become 0.
Pack Mule

The **Pack Mule** is a card in Act I of *Inscryption*. It is not obtainable in your deck, and only played during The Prospector's first phase.

When this card is defeated, the player gains a Squirrel, a Card that costs 1 Blood, a Card that costs 2 Blood, and a Card that costs Bones‏‎. If Bones have not been unlocked, another card that costs 1 Blood will be given.

## Strategy

Keep an eye on the Pack Mule, as its Sprinter Sigil and high Health make it difficult to kill without high Power or the Touch of Death Sigil. The extra cards it provides can be crucial for the fight due to the board wipe The Prospector does at the start of his second phase.

## Trivia

* This card's name and mechanics reference the act of opening an actual booster pack, with the player gaining one guaranteed card alongside an otherwise random assortment.
* In Kaycee's Mod, the Pack Mule can be moved to the player's side of the board with the Wiseclock item. This has little practicality, and it still behaves as normal. Sacrificing the pack mule, however, does not grant you the cards.
* This is one of the few cards that can't be destroyed by scissors or the Trapper's knife, Leshy points out the card "is too thick to cut", in reference to its cargo below it.
Tombstone

Tombstone

**Tombstone** is a terrain card found in Act III of *Inscryption*. This card cannot be obtained by the player, and can only spawn naturally during the start of certain battles.

## Strategy

Tombstones are probably the most difficult terrain cards to deal with, since they have the Repulsive Sigil. In effect, this means they cannot be destroyed directly and only serve to make card placement more difficult to work with. The best way to deal with them is with the Detonator Sigil, whether it be through Explode Bot or the Bomb Latch Sigil. Alternatively, you can place a card with either Bifurcated Strike or Sniper in front of them and use them as a permanent blocker.
Training Dummy

The Training Dummy

> The dummy stares lifelessly back at you. Then, it springs into motion!
>
> Training Dummy

The **Training Dummy** is an opponent encountered in Magnificus's Tower in Act II. It is fought on the second floor, before The Pike Mage.

In its battle, it will always spawn with one Practice Wizard on the very left, a Force Mage next to it, and Practice Wizards behind both of them. With Magnificus's monocle, the Practice Wizard at the back left will have the Ruby Heart sigil, and the Ruby Mox it summons will have the Hefty sigil, and finally, the final Practice Wizard will have the Airborne Sigil. These sigils entered in this order into the Ruby totem puzzle will unlock the Pike Mage battle.

You can continue to infinitely use the Training Dummy after this for various purposes which include farming foils or upgrading Ouroboros.

## Cards

* Practice Wizard | 3
* Force Mage | 1

## Trivia

* This the same training dummy that Bryce practices on in The Hex another game by Danial Mullins.