recursal/Fanatic-Fandom huggingface dataset:
Bell Tentacle

* Act I
* Act II

Bell Tentacle in Act I

Bell Tentacle in Act II

> Hm. I don’t recall making that one...
>
> Leshy

The **Bell Tentacle** is one of three tentacle cards in Act I and Act II of *Inscryption*. The Bell Tentacle has a unique property in that its Power stat is dependent on how close it is to the bell: 1 at the far right space to 4 at the far left. In-game, the Bell Tentacle's name is not displayed on the card, a trait shared by all three tentacle cards. However, its in-game name can still be gleaned by warming it at a Campfire or by drawing it at a Deck Trial.

## Strategy

In almost all scenarios, you want to place the Bell Tentacle in the far-left lane for the most damage. Very rarely will you want to place it further away from the bell and make it weaker, but depending on how it is used it may be advantageous to do so.

***Synergies***

* The Daus is the best friend of the Bell Tentacle. When played together, The Daus will see the Bell Tentacle as a Chime card and therefore will attack creature that harms it. In addition to this, the Chimes also give additional **Power** to the Bell Tentacle, allowing for more versatility and use in where you play it. It may be wise also to transfer Bellist from The Daus onto the Bell Tentacle.

## Trivia

Like the other tentacle cards, this was made by the Great Kraken, who also appears as a card (originally from The Hex, where she evidently did not get her wish of being in the Fantasy Island dating sim).
Melania Trump

Jon Wascher as Melania Trump

**Melania Trump** (born **Melanija Knavs**; April 26, 1970) is a Slovene-American former model and businesswoman who served as the first lady of the United States from 2017 to 2021, as the wife of President Donald Trump. She has been impersonated by Jon Wascher.

### Impersonated

* Jon Wascher
	+ S.1 Ep.8
		- Donald Trump Don't Stop Me Now
	+ S.1 Ep.9
		- Politicians Sing Silver Bells
	+ S.2 Ep.2
		- Joe Biden Inauguration
Barack Obama

Jack Kelley as Barack Obama

**Barack Hussein Obama II** (born August 4, 1961) is an American politician who served as the 44th president of the United States from 2009 to 2017. A member of the Democratic Party, Obama was the first African-American president of the United States. He previously served as a U.S. senator from Illinois from 2005 to 2008 and as an Illinois state senator from 1997 to 2004. He has been impersonated by Jack Kelley.

### Impersonated

* Jack Kelley
	+ S.1 Ep.8
		- Political Jeopardy
	+ S.1 Ep.9
		- Politicians Sing Silver Bells
	+ S.2 Ep.2
		- Joe Biden Inauguration
	+ S.2 Ep.6
		- 2008 Democratic Debate
	+ S.2 Ep.7
		- A Joe Biden Carol
	+ S.4 Ep.1
		- Barack Obama On Classified Documents
Exeskeleton

*This page refers to the robotic skeleton from Act III, for its Undead counterpart from Act II, see; Skeleton*

The **Exeskeleton** is a tech-card in Act III of Inscryption. It is the Act III equivalent of the Skeleton from Act II, but with doubled stats and an Energy cost. The Exeskeleton can be obtained in the Filthy Corpse World, in the southeast of Botopia (the area formerly controlled by Grimora).

## Strategy

Exeskeletons are incredibly basic attack units. However because they have the Brittle Sigil, they perish after use. Though this might seem like a detriment, their sole purpose is to quickly deal damage and free up space on the board, as well as killing weaker opposing cards.

Because of this, Overclocking them is not a good idea and Beast Forms are useless. Exeskeletons work best when given Gemification and then either made more powerful or cheaper with Ruby Vessels or Sapphire Vessels respectively, or by using Orlu’s Vessel to achieve both for further benefit. The Unkillable sigil makes them a cheap, reusable, 2 damage card, but do be aware that they will leave a hole in your defenses at the end of your turn. Adding Gift Bearer will allow you to generate cards every time Exeskeleton perishes.

## Trivia

* The name *Exeskeleton* is a pun on the term 'Exoskeleton' (a skeletal structure that forms an external shell rather than internal support) and .exe (executable) files.
Banshee

* Act II
* Finale I

Banshee (Act II)

Banshee (Finale I)

The **Banshee** is an Undead card in Act II and Finale I of *Inscryption*.

## Strategy

The Banshee is an Airborne version of the Zombie. It's low cost means that it can be used to deal damage directly and then block an attack. This ease of use means it fit into any deck as a cheap attacking unit.
Bernie Sanders

**Bernard Sanders** (born September 8, 1941) is an American politician serving as the senior United States senator from Vermont, a seat he has held since 2007. He was the U.S. representative for the state's at-large congressional district from 1991 to 2007. Sanders is the longest-serving independent in U.S. congressional history. He has a close relationship with the Democratic Party, having caucused with House and Senate Democrats for most of his congressional career. A self-described democratic socialist, he is often seen as a leader of the progressive movement in the United States. Sanders unsuccessfully sought the Democratic Party nomination for president of the United States in 2016 and 2020, finishing in second place in both campaigns. Before his election to Congress, he was mayor of Burlington, Vermont. He has been impersonated by Jack Kelley.

### Impersonated

* Jack Kelley
	+ S.3 Ep.4
		- Colonel Bernie Sanders Ad
Empty Vessel

Empty Vessel

The **Empty Vessel** is a Technology card that appears in Act III of *Inscryption*. They form the side-deck of Act III and are available to draw and play as the player chooses.

## Strategy

Empty Vessels start the game largely useless, functioning solely as a cheap defense unit. However, upon beating an Uberbot, they can be upgraded with additional Sigils that increase their usefulness. The Sigil that is the best fit mostly depends on your deck, but some useful ones include Sentry and Battery Bearer, turning them into cheaper and bulkier versions of similar cards.

Upon reaching the northwest corner of the map, Empty Vessels are converted into Conduits, and can be used to complete circuits with other Conduit cards. They can also be used to activate powerful Sigils that require being within a completed circuit to use.

The exact strategy to using Vessels is largely dependent on the player's cognition and what they believe is best for their deck.

### Offered Sigils

* Mighty Leap (defeat 1 Uberbot)
* Nano Armor (defeat 1 Uberbot)
* Sharp Quills (defeat 1 Uberbot)
* Battery Bearer (defeat 2 Uberbots)
* Sentry (defeat 3 Uberbots)
* Trifurcated Strike (defeat all Uberbots)

## Trivia

* By default, Empty Vessels are the only side-deck cards that serve no direct purpose to the Scrybe's core gameplay.
* Empty Vessels are also the only side-deck cards that have more than 1 Health.
* Empty Vessels can be found around P03's Factory in Act II.

## Gem Vessels

* Emerald
* Ruby
* Sapphire

Emerald Vessel

### Traits

Mox Card

Ruby Vessel

### Traits

Mox Card

Sapphire Vessel

## Gem Vessels

Upon reaching Gaudy Gem Land and after bringing P03 the Mox attachment, Empty Vessels are automatically upgraded into Mox Vessels, allowing them to empower gemified cards based on the crystal they bear. Emerald Vessels increase **Health**, Ruby Vessels increase **Power** and Sapphire Vessels decrease Energy Cost. Although individual effects don't stack on themselves, you can have multiple different effects active on the same card at once.
Hand Tentacle

* Act I
* Act II

Hand Tentacle in Act I

Hand Tentacle in Act II

> Did I do that?
>
> Leshy

The **Hand Tentacle** is one of three tentacle cards in Act I and Act II of *Inscryption*. The Hand Tentacle has a unique property in that its Power stat is dependent on the number of cards you have in your hand.

During Act I, the Hand Tentacle's name is not displayed on the card, a trait shared by all three tentacle cards. However, its in-game name can still be gleaned by warming it at a Campfire, by drawing it at a Deck Trial, or by merging duplicates at The Mycologists. In Act II, it can only appear as part of the Great Kraken card.

## Strategy

The Hand Tentacle becomes more powerful the more cards you have in your hand. This consequently means that the card is only as powerful as your deck. If possible, use a totem bearing one of the card-summoning Sigils to keep your hand as full as possible while carrying low cost units of the same tribe. In addition to this, consider the following upgrades:

***Good Upgrades***

* Airborne allows the card to attack directly.
* Waterborne and Unkillable allow the card to survive long-term.
* Sigils that allow for multiple attacks, such as Bifurcated Strike and Double Strike, can make this card incredibly powerful.
* Card-summoning Sigils such as Fecundity, Ant Spawner, Rabbit Hole or Hoarder will replace the card in your hand when it is played.

***Bad Upgrades***

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

Mighty Leap, as seen in Act I.

### Found on

Bullfrog, Mole Man, Strange Frog, Leaping Trap, Grand Fir, Snowy Fir, The Moon, L33pB0t, Good Fish, Librarian, Ancient Fir, Dead Tree, Mole Seaman, The Limoncello

> A card bearing this sigil will block an opposing creature bearing the Airborne sigil.
>
> Rule Book

**Mighty Leap** is a sigil that allows a card to block Airborne attacks: if an **Airborne** creature attempts to attack over a card with this sigil, this card will take the damage instead and no direct damage will be dealt.

This sigil is also notable for being automatically flipped to when the **Rule Book** is opened, as its page contains the code necessary for opening the safe in Act I.

## Strategy

Given the situational nature of this sigil, it can often be difficult to justify adding to a deck, given that other defensive sigils (Guardian, Burrower, Nano Armor) can be used to defend against any creature. Although it can save a player on occasion, it's generally only worth considering how to use if a card bearing this sigil is already a part of your deck and cannot be removed.

### In Battle

Cards bearing this sigil are, unsurprisingly, best used to block **Airborne** creatures. If used to block high-damage flying targets, they can allow for a few more turns to survive and save up for more powerful cards. However, since cards with this sigil by default are generally more defensive, it may be more beneficial to play higher damage cards to simply defeat the threatening **Airborne** creature, both negating its future damage and opening up a lane for direct attack. While playing a card with **Mighty Leap** in a lane that is about to have a flying creature occupy it will stop the opponent from landing a direct attack, this damage can be balanced out by dealing direct damage the turn before.

### Deckbuilding

This sigil pairs well with other defensive sigils, such as Sharp Quills and Nano Armor, since both allow the creature to do more damage to the opposing card (in the case of the latter, by surviving longer). Though this sigil is useful on cards with high health, such as the River Snapper, it finds more utility on cheap, easily accessible cards like Squirrels and Empty Vessels, as by the time you can afford a card with high health, cards capable of killing flying creatures in a single turn or ignoring the flying creature in favor of direct damage generally become affordable and have application in scenarios outside of those with flying creatures.

## Trivia

* In game files, **Mighty Leap's** icon file is called "ability\_reach". Reach is an ability from Magic: The Gathering, used for blocking flying creatures.
* If you defeat The Angler on your first run or The Trapper before the third run, Leshy will say "Too fast. Too soon," and then play 8 Grizzly cards bearing this sigil.
Annoy FM

Annoy FM

**Annoy FM** 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

Annoy FMs are bulky but generally untroublesome terrain cards. If anything, they are actually beneficial to the player since they will grant any opposing card +1 **Power** due to their Annoying Sigil. It is recommended that you place any card that can attack around the card in front of it - anything with Airborne, Bifurcated Strike or Sniper is recommended for this purpose.
Kaycee Hobbes

**Kaycee Hobbes** is a notable character in *Inscryption*.

Kaycee was a former GameFuna employee who previously owned the floppy disk that contains the *Inscryption* game and OLD\_DATA. The Entries in Kaycee's Mod reveal that Kaycee was a lonely person with few close connections, evidenced by her own words as well as how her relationship with Leshy was a key point as to why she did not destroy the disk after learning about the Karnoffel code, instead choosing to bury it and write the coordinates down on one of the physical *Inscryption* cards which were then sold to Luke Carder.

She apparently died due to a fire at her workplace. The exact circumstances of her death are unknown.

## Appearances

* In Act I, Kaycee can be encountered as a deathcard.
	+ The card is a 1 Power 2 Health card that costs 1 Blood, with the Bifurcated Strike and Sharp Quills sigils.
	+ The combination of the card's stats and sigils spells ‘1212’ (Bifurcated Strike makes attacks go 2 ways and the symbol for Sharp quills contains the number 1), this number is known as the angel number and is often associated with many positive things.
* In Act II, Kaycee is a skeleton opponent in the tomb of the Scrybe of the Dead. Her death is depicted by a skeleton with a large chunk of ice embedded in its skull.
	+ Her completed epitaph reads: *"Kaycee Hobbes, 1970 - Winter 1992. Hit by a falling piece of ice. The defibrillator failed."*
	+ Kaycee is the ghoul tasked with bringing OLD\_DATA from the well behind her by Grimora.
	+ As revealed through Kaycee's Mod, the skull on the back wall of Leshy's cabin in Act I is the Kaycee Hobbes ghoul's skull.
	+ She is possibly also depicted in the secret image above the lake near Leshy's Cabin.
* In Act III, 'Kaycee' and 'Hobbes' occasionally appear as names for Bounty Hunters. It is also possible for a Bounty Hunter to be named Kaycee Hobbes.
	+ Kaycee is also referenced by the Trader during a holo pelt trade dialogue when The Empress (III | 3) is selected.
	+ Kaycee's Ghoul form is also tasked with melting the ice when you meet it.
* Kaycee's Entries appear throughout Kaycee's Mod after certain Challenge Point requirements have been met.
First Run Win

A **first run win** is when you beat The Moon on your first run (the tutorial run). This run is very difficult because not only do you not have Bone Cards, a couple events will not happen, and you also need to get past 2 Forced Deaths (Grizzly Rush).

## Strategies

* The Scissors will allow you to cut up a card on the field, allowing you to remove at least one grizzly for a turn.
* The Pliers can be used to tip the scales to reduce the amount of damage needed to win.
Melter

The **Melter** is a Technology card in Act II of *Inscryption*. When perishing, it spawns a M3atB0t in its place. The Melter cannot be obtained by the player, only appearing in the battle against P03.

## Strategy

While the Melter cannot be normally obtained, it can end up on the player's side of the board after enough turns. A potential strategy is to destroy it, but leave the M3atB0t it spawns alive. This way it can end up on your side of the board, allowing you to sacrifice it to play powerful Blood cards.

## Trivia

* This card is the character of the same name.
	+ The M3atB0t it spawns on death is James Cobb's head, which was trapped inside the Melter.
Gems Conduit

Gems Conduit

**Gems Conduit** is a Technology card in Act III of *Inscryption*.

## Strategy

Gems Conduit is largely a defensive card. When it completes a circuit, it generates a random Gem Vessel in all empty spaces within the circuit at the end of your turn. This can be also used to passively provide multiple buff effects to a single card that has been gemified.

***Good Upgrades***

* Gemification will likely provide buffs to all aspects of this card when it is played.
* Unkillable returns the card to your hand when it is defeated.
* Stinky, Nano Armor and Sentry protect the card from attackers.

***Bad Upgrades'***

* Overclocking runs the risk of losing the card from your deck.
* Transformer temporarily negates the card's Sigil and breaks the circuit.
* Gem Guardian is useless since it cannot protect Vessels that are placed after it.
* Sigils that move the card around, such as Sprinter or Guardian.

## Trivia

The Gems Conduit appears to be a modified version of the Factory Conduit.
James Cobb

**James Cobb** is a secret character in Inscryption and the primary focus of the Inscryption Console ARG.

## Backstory

James Cobb, similarly to The Pike Mage, was a ruby graduate of Magnificus. However, he actually enjoyed the torturous trial that Magnificus put him through, so Magnificus wanted to get rid of him. However, Irving told Magnificus that if he wanted a new ruby graduate, he had to find someone with a use for James first.

Magnificus gave James to P03, and Irving gave Magnificus the Pike Mage as his new graduate in return. P03 then attempted to scan James using its particle scanner, but the scanner wouldn't recognize James due to James being human. Because of this, P03 had The Mycologists experiment on James, turning him slowly into a robot.

James was rejected by the particle scanner even after becoming 75% robot, so P03 in frustration tore James's head off and put it inside The Melter. They fused together, making the character with two personalities seen in the game. P03 then needed to find a use for James's robot body, so he put a gun on top of it. He then asked the new robot what his name was, and it responded by shooting a pattern on the floor that spelled Plasma Jimmy.

## References

1. ↑ "His trial? Quite unusual. Parts of his body... Morphed! Transformed! Even stranger? He enjoyed it! But The Master could not allow that..." -Goobert in Act I during the console-exclusive ARG.
2. ↑ "But Magnificus got rid of him. He even got The Blue Man involved. The deal was that The Master had to find someone with a use for the poor sap. Making NPCs isn’t cheap and all that." -The Pike Mage in Act II during the console-exclusive ARG.
3. ↑ **Big Head:** J-James Cobb? We... we... **Little Head:** We operated on him. **Big Head:** Oh... oh no... **Little Head:** The Scanner doesn’t do flesh so we worked on him. **Big Head:** B- but... he volunteered? **Little Head:** 25% bot, 54% bot, 75%... Mm. That’s when he started to get crazy. -The Mycologists talking about experimenting on James Cobb in the Act II during the console-exclusive ARG.
4. ↑ https://youtu.be/Hahivh4Myek.
Detonator

Detonator as seen in Act III.

**Detonator** is a Sigil that appears in Act II and Act III. When a Card bearing this Sigil dies, all adjacent cards (those to the left, right and front of the card) are dealt 10 damage. This effect doesn't apply for sacrificing a card bearing this Sigil, but destroying it with the hammer does activate the Sigil.

This sigil can be naturally found on the Explode Bot. In Act III, it can be given to a card of the players choice with the Bomb Latch Sigil.

## Strategy

Playing a card with this Sigil is a big risk, as it has the potential to defeat neighboring friendly cards. However, it does have some effective uses that can make it worth using. A card bearing this Sigil can be hit with the hammer to destroy it instantly, activating its effect and wiping out opposing cards and freeing up space - including those with the Repulsive Sigil. It can also be used against Waterborne cards such as Salmon to defeat them.

When playing against or alongside a card with Detonator, ensure that it is capable of surviving the 10 damage blast; a card with Nano Armor is usually the best option.
Gem Guardian

*Not to be confused with the Sigil of the same name*

The Gem Guardian is a tech-card present in Act III of Inscryption. It can be obtained from the Gaudy Gem Land in the southwest of Botopia. While the Gem Guardian is not always a  Gemmed Card when played by the opponent, most opportunities through which the player can obtain the Gem Guardian present it as a Gemmed Card.

## Strategy

Gem Guardian is a support card intended to be used alongside Gem Vessels, granting them Nano Armor when it is played. However, it is still a very effective card if you used in combination with Bleene's, Goranj's and Orlu's Vessels. Since it is usually offered Gemified standard, this allows it to synergise with those cards. The ideal Vessel to combo with will vary depending on your deck and playstyle, so choose carefully.
Gamblobot

Gamblobot

**Gamblobot** is a Technology card in Act II of *Inscryption*.

## Strategy

Gamblobot serves as a riskier Automaton, requiring additional Energy to attack with no guarantee for a worthwhile Power. However, considering how few Technology cards have 2 Power or higher, it can be a worthwhile investment to gamble your Energy on this card. Effective synergies include:

* Energy Conduit allows for using Power Dice until it reaches the desirable Power of 6.
* Hrokkall can be used to immediately gain another Energy to spend on Power Dice, as well as increasing your total amount earlier on.
* Energy Bot curves well into Gamblobot, as playing it on turn 2 will give you 4 Energy on turn 3, allowing you to play Gamblobot with an immediate roll of Power Dice.
Ant Queen

Ant Queen

> The Regal Ant Queen. She births a new  Ant once played.
>
> Leshy

The **Ant Queen** is a Beast Card that appears in Act I of *Inscryption*. This card is obtained after solving the second cabinet puzzle in the Cabin.

## Strategy

The Ant Queen is useful when relying on Ants. With the ability to spawn an Ant, and its contribution to Ants power, it can allow for a strong offense.

***Good Upgrades***

* Rabbit Hole and Many Lives allows you to instantly play the Worker Ant you created.
* Hoarder allows you to search your deck for a card to benefit your playstyle.
* Loose Tail can generate a Wriggling Leg that can be sacrificed to play the Worker Ant.
* Corpse Eater can play the card for free without sacrifices.
* Unkillable returns the card to your hand, allowing for multiple summons.
* Offensive Sigils such as Bifurcated and Double Strike increase the card's offensive capabilities.
* Leader powers up nearby cards.

***Bad Upgrades***

* Combining at The Mycologists only increases this card's health and not power.
* Dam Builder blocks spaces for other ants to be played.
* Waterborne is less useful due to the high Health of this card compared to the Worker and Flying Ant.
Blood

**Blood** is a unit of Currency that can be used to play Beast cards, which are cards created by Leshy.

## In Game

Almost any card can be sacrificed to obtain 1 Blood. If a creature is not a possible sacrifice, they will usually differ in appearance - such as having a dotted outline and a symbol with an X over a dagger in Act I or a darker background in Act II. Creatures with the Worthy Sacrifice Sigil are worth 3 Blood instead and can be used as sacrifices even when they ordinarily wouldn't.

You will only be prompted to sacrifice creatures when you attempt to play a card with a Blood cost of 1 or more. If there are not enough worthy cards to sacrifice to play a card, the game will prevent you being able to play it. Sacrificing removes a card from play, killing it and giving you 1 Bone. Creatures with the Many Lives Sigil, such as the Cat, will not die when sacrificed but will still give their Blood.
S.3 Ep.1

The seventeenth episode of the JackWK Gaming Show was uploaded on March 20, 2022. This was Jacob Guel's first episode as a cast member.

## S.3 Ep.1

### Cast Members

Will Baxa, Bryson Buschmeyer, Jacob Guel, Allen Heldt, Jack Kelley, Gabe Read, Jon Wascher

## Cast

* Will Baxa
* Bryson Buschmeyer
* Jacob Guel
* Allen Heldt
* Jack Kelley
* Gabe Read
* Jon Wascher

## Sketches

 2022 Hall of Shame Awards
 CannibalsOnly.net Ad
 Celebrity Jeopardy | Game Show Sketch
Fishbot

*For their original self, see "The Angler".*

> Bad fish.
>
> Fishbot

The **Fishbot** is a talking card in Act III of *Inscryption*. Instead of a random card, Fishbot chooses from a pool of 3 cards when destroyed, Good Fish, Bad Fish, and More Fish.

## Obtaining the Fishbot

Fishbot can be found in a container in the Inspection Room of P03's Factory, to the left of the door to the Melting Room.

## Strategy

Fishbot has high Health for its cost and gives you an extra card on death. This makes Fishbot best suited for tanking attacks from strong cards. Keep in mind that its Sigil is unreliable, often giving you Bad Fish. You should avoid overcharging Fishbot, as that goes against its ability. Giving Fishbot the Unkillable Sigil can help to generate several fish, thus giving a higher chance of obtaining Good Fish.

## Trivia

* Fishbot attacks using a fish instead of a gun like other Technology cards.
* The Angler was transformed into Fishbot due to his direct role in starting Act I.

## References

1. ↑ "I caught OLD\_FISH last time. Good Fish." -The Angler when spoken to at The Docks in Act II.
2. ↑ "Robot Fish hide me. Revenge for last time." -Fishbot when found in Act III.
Bleene's Mox

**Bleene's Mox** is a Rare Magick card in Act II of *Inscryption*. It can be bought at The Trader in Magnificus's Tower. As a **Mox Card**, it cannot be sacrificed while on the board.

Although not directly, this card also appears in Act III as Bleene’s Vessel, where the Gems it activates are used to boost the stats of your cards.

## Strategy

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

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

## Trivia

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

The Armored sigil, as it appears in Act III.

> The first time a card bearing this sigil would take damage, prevent that damage.
>
> Rule Book

**Armored**, known as **Nano Armor** in Act III, is a Sigil that is present in Act III and Kaycee's Mod. It allows a card bearing it to negate the first instance of taking damage. This includes direct damage dealt by opposing attackers, as well as damage from Sigils such as Detonator, Sharp Quills, and Sentry. Armored also prevents the effects of the Touch of Death Sigil from occurring, but cannot block the effects of Steel Trap and Brittle.

## Trivia

* In early versions of the game, the Sigil was referred to as *Nano Armor* in the Act III rulebook. However, after Kaycee's Mod was officially added, it was changed to refer to it the Sigil as *Armored* instead.
	+ P03, however, continues to refer to the Sigil as *Nano Armor*. In-game, this is probably due to P03 wanting to enhance the gameplay by giving everything a specific and immersed terminology (or it just doesn't care about the sigil being renamed). In reality, it is probably because it would be far too tedious to go through and painstakingly rewrite every line of dialogue to reflect the renamed sigil.
Annoying

Annoying, as seen in Act III.

> The creature opposing a card bearing this sigil gains 1 Power.
>
> Rule Book

**Annoying** is a sigil that causes the card in the lane opposing the sigil to gain 1 Power.

**Annoying** appears in Kaycee's mod in the Annoying Starters challenge, which adds the **Annoying** sigil to all starting cards not including pelts. This can result in cards having 3 natural sigils present.

## Trivia

* The arrow will point downward when on the opponents side of the board and will point up when on the owners side of the board.
Energy Gun

Energy Gun, as seen in Act II.

> Activate: Pay 1 Energy to deal 1 damage to the creature across from a card bearing this sigil.
>
> Rule Book

**Energy Gun** is a sigil that, when activated for 1 Energy, deals 1 damage to the creature across from the card bearing this sigil. This sigil's effect cannot be used to deal damage to the opponent directly but can be used to damage cards with the repulsive sigil.

It is exclusive to Plasma Jimmy.
Events

**Under Construction**

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

**Events** are certain occurrences and situations encountered throughout Act I, Act III, and Kaycee's Mod of *Inscryption*. They typically have interesting, unique, and permanent effects on the current run, be they positive or negative.

## Act I Events

*Note that all events listed are also available in Kaycee's Mod unless otherwise specified.*

## Kaycee's Mod

*Note that this list only contains events that are unique to Kaycee's Mod, as aside from the Deathcard Choice event, Kaycee's Mod includes all the events from Act I.*
Energy Conduit (sigil)

Energy Conduit, as seen in Act II.

> If a card bearing this sigil is part of a completed circuit, your Energy never depletes.
>
> Rule Book

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

**Energy Conduit** is a sigil that causes the owner's Energy to stop depleting as long as a card bearing it is used to create a circuit. This does not increase the owner's maximum energy, but instead causes their energy to always be full regardless of any costs of playing cards or using Activated Sigils. This applies to all energy costs, regardless of whether they occur inside the circuit or not.
Automaton

* Act II
* Act III

Automaton in Act II

Automaton in Act III

The **Automaton** is a Technology card present in Act II and Act III of *Inscryption*.

## Strategy

### Act II

Given its middling stats and cost, the Automaton is generally suited to both attack and defense while excelling at neither. It is easily outclassed by other cards for similar costs, and is generally suited to being an early-game filler card - used early on until better ones are available later. If these are in your deck, they should be the first ones replaced at earliest convenience.

Automaton is the Technological equivalent of the Zombie.

### Act III

Automatons cannot be offered in Act III and only ever appear as cards played by P03 or spawned via the Gift Bearer Sigil. They continue to fill the same purpose as they did in Act II, being neither good nor bad at offense and defense. Given that they are fairly common, if multiple appear, care must be taken to ensure they don't overwhelm you. Caution must be taken when an Overclocked one is played, as a 2 **Power** card is usually quite dangerous.
Caratic's Mouth

Caratic's Mouth, named after Caratic was the place he was found by the monks of Hearth Tower, where they found out he was an Old God.

Imperitus City buried Caratic in this same cave, where necromancer's attempted to raise him from the dead, but the only thing that came from it was the Avolire, created from the rotting flesh of the Old God king.

It is now fobbiden to enter the cave, as it is a breeding place for the avolire.
Bounty Hunter

**Bounty Hunters** are enemies that appear during Act III of Inscryption. Their exact name and appearance are completely randomized.

As the game progresses, a 'bounty' will be acquired, indicated by the number of stars above the character's head. At a random time during non-boss encounters, a Bounty Hunter will appear on the opposite side of the board to challenge the player. Bounty Hunters are more powerful and randomized opponents that are designed to make the fights more difficult. Depending on the player's bounty level, the Bounty Hunters will be tougher.

## Card

The Power, Health and Sigils of Bounty Hunter's vary with the player's bounty level. The card power of a Bounty Hunter is calculated as anywhere in the range of 6 and 10 multiplied by the bounty level. There will never be more than 3 stars above the character's head, but bounty level does not stop increasing once a 3-star bounty is achieved; Bounty Hunters continue to get stronger as they are defeated with no apparent cap.

Stars are gained through the amount of battles the player clears in succession without defeat. Stars are only reset once the player is defeated and returned to a Waypoint. Bounty Hunters previously encountered will reappear upon a defeat.

## Name

The name of the card also varies, being randomly chosen between 19 possible first and last, 7 possible suffixes, and 4 possible prefixes.

### First And Last Names

* Barry
* Bolt
* Gear
* Zap
* Rust
* Clain
* Clank
* Tank
* Gun
* Shoot
* Maksim
* Wilkin
* Kaycee
* Hobbes
* Grind
* Blast
* Crash
* Moon
* Zip

### Prefixes

* Mac
* Mc
* Von
* Van

### Suffixes

* son
* stein
* dottir
* vic
* berg
* sky
* ski

## Strategy

Dealing with Bounty Hunters can prove difficult most of the time. It is often best to clear a battle before they spawn so that you do not need to deal with them. If they do arrive, however, you must be prepared for them if you cannot win before they are played. 1 star Bounty Hunters will generally be easier to defeat and can be challenged directly with little change in strategy, but higher level Bounty Hunters will require specific or advanced techniques to defeat.

In all cases, any card with the Touch of Death Sigil will suffice, as will applying Brittle through Brittle Latch. Damaging with the Detonator Sigil is also viable, but be aware that they only deal 10 damage and may not completely defeat a Bounty Hunter if it has more than that. This does, however, mean that they are susceptible to the Mrs. Bomb's Remote item since the damage will stack.
Health

**Health** is one of the two main stats in Inscryption. When being attacked, a Card's health drops equal to the Power of its attacker. When Health reaches 0, a creature dies and is removed from the match, going back to your deck if you were its original owner. When killed, creatures give you Bones.

Health will also drop to 0 instantly if the card is sacrificed, unless it has the Many Lives  sigil.

Some Sigils also interact with death, such has the Unkillable (which adds the card back to your hand when it dies) and the Bone King (which adds 4 bones to your Bone pile, instead of 1).
Bat

Bat

> The meddlesome Bat. A minor terror.
>
> Leshy

The **Bat** is one of the cards that appears in Act I of *Inscryption*.

## Strategies

It mostly functions as a good way to deal direct damage to your opponent. However, cards with the Mighty Leap Sigil can very easily counter the Bat's Airborne Sigil, since it allows them to block attacks of cards with Airborne.
Prince Harry

**Prince Harry, Duke of Sussex**, KCVO (Henry Charles Albert David; born 15 September 1984) is a member of the British royal family. He is the younger son of King Charles III and his first wife Diana, Princess of Wales. He is fifth in the line of succession to the British throne. He has been impersonated by Gabe Read

### Impersonated

* Gabe Read
	+ S.3 Ep.3
		- The Queen's FUNeral
Caged Wolf

Caged Wolf

> Curious...
>
> Leshy

The **Caged Wolf** is a Beast card in Act I of Inscryption.

When it perishes, it spawns and is permanently replaced by a Wolf, and the wolf statue in Leshy's Cabin is freed. Dying before the Caged Wolf has perished in-game will cause it to appear instead of a wolf in the player's next run.

The Caged Wolf can be obtained from the bottom left cabinet of the puzzle cabinet in Leshy's Cabin.

## Strategy

It is advised to get rid of the Caged Wolf as soon as possible by letting it perish, as it is simply a worse River Snapper that can replace a powerful attacker. Good ways to kill it are to put it in front of a card bearing the Touch of Death Sigil, or any card with at least 3 Power.

It is possible to sacrifice the Caged Wolf to the Bone Lord to instantly free it.

## Trivia

* The wolf depicted in the card is the Stunted Wolf. This is in reference to how the Caged Wolf is needed to unlock the Stunted Wolf
	+ This could also reference how the Stunted Wolf is trapped in the The Cuckoo Clock.
* If this card is given the Unkillable Sigil you can farm Wolf cards that will all be added to your deck, although the Caged Wolf will still be removed after the fight.
Handy

Handy, as seen in Act II.

> When a card bearing this sigil is played, discard your hand then draw a new hand of 4 cards.
>
> Rule Book

Handy is a sigil present in Act II of Inscryption. When a card bearing this sigil is played, the player discards their entire hand and draws four new cards to replace it. If the player has less than four cards remaining in their deck, then the remainder of the deck is drawn. Note that in such a case, Starvation will only appear when the player attempts to draw at the start of the following turn.

## Strategy

While this sigil's use case is niche, it can be extremely useful as a form of 'reroll' in situations where the user's hand is made up of weak cards, or cards that the user cannot afford.
Goranj's Mox

**Goranj's Mox** is a Rare Magick card in Act II of *Inscryption*. It can be bought to The Trader in Magnificus's Tower. As a **Mox Card**, it cannot be sacrificed while on the board.

Although not directly, this card also appears in Act III as Goranj’s Vessel, where the Gems it activates are used to boost the stats of your cards.

## Strategy

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

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

## Trivia

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

Ant Spawner, as seen in Act I.

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

> "Power in numbers" - the ant's creed.
>
> Leshy

**Ant Spawner** is a sigil which creates a Worker Ant in your hand when a card bearing the sigil is played. If a card bearing this sigil is placed onto the board by Corpse Eater, its effect still activates.

## Strategy

This sigil is useful in an Ant deck, where playing an Ant Queen with this sigil will give you an Ant in your hand, which you can then use to increase the power of the Ant Queen by 1, due to the nature of ant power. If you create a Totem which affects insects and gives them this sigil, then you can use it to create an infinite cycle, as the Ants spawned from the sigil will have the sigil,, which can spawn more ants and can create infinite bones. Due to the fact that ants are stronger the more there are, this can be quite rewarding.

A Squirrel/Ant Spawner Totem is also powerful, since it allows you to play a Worker Ant on every turn.
Enlarge

Enlarge, as seen in Act II.

> Activate: Pay 2 Bones to increase the Power and Health of a card bearing this sigil by 1.
>
> Rule Book

Enlarge is a Sigil that, when activated for two Bones, will increase the **Power** and **Health** of the card bearing this sigil by 1 each.

## Strategy

Since there is no limit to how many times Enlarge may boost the stats of its bearer, when used correctly in tandem with Bone generating cards such as Sporediggers or the Bone Lord's Horn, Enlarge can allow for ridiculously high amounts of damage. If the player has created a Bone farm, then it is possible to boost the card infinitely - allowing it to unlock the Devil's Play achievement.

## Trivia

* The cost requirement of this Sigil is equal to playing a Zombie every time.
Bomb Latcher

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

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

## Strategy

The Bomb Latcher is a cheap but relatively weak tactical support card. The purpose of this card is to be destroyed so that it can trigger its Bomb Latcher Sigil, which allows it to apply Detonator to another card. This means that there is no right or wrong way to use this card; only what you give the Sigil to. As a result, how the card is used and upgraded depends on the player, their deck and the field of play.
Black Goat

Black Goat

> The apotheosized Goat. The truest offering. Sacrificing it grants three blood.
>
> Leshy

The **Black Goat** is one of the Beast cards from Act I of *Inscryption*. If offered to the Bone Lord as a sacrifice, it will reward the player with the Boon of the Bone Lord. It is also one of the few cards that can be obtained temporarily from an item or by having the Boon of Goat's Blood.

## Strategy

The main purpose of the Black Goat is to be sacrificed for Blood. It allows the player to instantly play a card that costs 3 Blood, such as the Grizzly or Moose Buck. It also makes it easier to play the Urayuli.

If sacrificed to the Bone Lord, the player will gain the Boon of the Bone Lord, starting each game for the rest of the run with 8 Bones, allowing them to immediately play *any* card that costs Bones. Note that sacrificing multiple goats does not give you multiple boons.

***Good Upgrades***

* Many Lives: Can be sacrificed many times to summon expensive cards. In some cases, it may be wise to give it extra Health so that it doesn't perish from an enemy attack.
* Unkillable or Fecundity: These combinations have a lot of potential. For one, this can be used to level up Ouroboros infinitely by sacrificing Black Goat for Ouroboros and then Ouroboros for Black Goat. More generally, it can make a high cost deck extremely viable, as it allows any sacrifice to be turned into a Black Goat.
* Hoarder: Allows you to search your deck for a high cost card to immediately summon using the placed goat. Can be gained by sacrificing a Magpie.
* Dam Builder or Bellist: Spawns 2 more Worthy Sacrifice cards on the board, allowing the player to play many more high cost cards for only 1 Blood.

***Bad Upgrades***

* Guardian or Burrower: Wastes its use as a wall instead of as a sacrifice.

## Trivia

* The card's portrait changes if the player selects the goat's eye (horizontal pupil) as a replacement after using the Special Dagger. The new portrait will then have puppy eyes, a heart on its forehead, and what seems to be a lace bra or dress. This has no major significance however and is purely cosmetic.
* Though the Black Goat doesn't appear as a unique card in Act II, it is a part of the Pharaoh's Pets card along with the Cat.

## Gallery

Captivated Black Goat from selecting the goat's eyeKaycee's Mod menu preview artwork
Bee

Bee

The **Bee** is one of the Beast cards from Act I of *Inscryption*. It will also replace the Squirrels from your Side Deck when the final painting puzzle in  the Cabin has been completed. Bees can also rarely be found in Act III using the Gift Bearer Sigil, where it has the same stats and costs 0 Energy.

## Strategies

The Bee is a free unit, so it can be easily played at any time if it is in your possession and act as a free sacrifice. The Airborne Sigil allows it to damage the opponent directly, making it an upgrade from the Squirrel if they are replaced. The only downside to this is the Leaping Trap in The Trapper boss fight which will kill its attackers, but this can be considered a good thing, because it will give you a pelt which can be used in the second phase. Bees can also be summoned from the Beehive when it is damaged.

## Gallery

Bee in Act III from a card with the gift bearer sigil.
Gift Bot

The **Gift Bot** is one of the Technology cards from Act III of *Inscryption*.

## Strategy

Gift Bot is designed to give the player a random card whenever it perishes through its Gift Bearer Sigil. This makes it work well as a defense-support card, able to block attacks and reward the player with something useful. As the card has 2 **Health**, in most cases it won't perish in a single hit. However, it can still be destroyed with the Hammer to receive the bonus card, which may be useful if you have leftover Energy to burn and/or no ideal places to use the card.

***Good Upgrades***

* Defensive Sigils such as Burrower and Guardian place the card in danger, allowing it to be destroyed more easily and obtain its benefit.
* Unkillable returns the card to your hand when it is destroyed, allowing to gain more cards.
* Sharp Quills allows the card to deal damage back when it is attacked.
* Vessel Printer draws a Vessel alongside adding a bonus card, increasing your draw potential significantly.

***Bad Upgrades'***

* Beast Forms can temporarily negate the Gift Bearer Sigil.
* Overclocking is advised against as it reduces the card to a single use.
* Since the card is designed to be defeated, Sigils that make it *harder* to defeat such as Nano Armor and Stinky are not advised.
Green Mage

**Green Mage** is a Magick card in Act II of *Inscryption*. It bears a unique power indicator that is equal to the number of Green Gems its owner has on their side of the field.

## Strategy

To maximize Green Mage's damage place down 3 Emerald Mox cards (or cards that contain a Green Mox Sigil) to raise its Power to 3. Alternatively, placing down one Emerald Mox and multiple Green Mages will result in a more broad attack. The best outcome is to have 2 Emerald Mox's and 2 Green Mage's for a total of 4 damage in one turn.
Corpse Maggots

Corpse Maggots

> The inevitable maggot. They will lurch forth from your hand when your creatures are killed.
>
> Leshy

**Corpse Maggots** is a Beast card in Act I of *Inscryption*.

## Strategy

For the stats it has, the Corpse Maggots is very expensive. This is because it is not designed to be played using Bones. The sigil it bears, Corpse Eater, allows it to be played for free if one of the players creatures on the field dies.

***Good Upgrades***

* As it spawns opposing another creature when its sigil is activated, it is advisable to buff the Power of the Corpse Maggots at a campfire, so it can kill the card opposing it.
* Worthy Sacrifice is useful, as it is played for free, and will lead to a net gain of 3 Blood.
* Unkillable is useful, as it allows it to passively play itself for no additional cost throughout the battle.
* Fecundity (the version not in Kaycee's Mod) is useful for the same reason as Unkillable, but it is more powerful, allowing it to play itself upon the death of every card throughout the battle.

***Bad Upgrades***

* Airborne will cause the Corpse Maggots to not attack the creature it spawns opposed to. This will cause it to likely die the next turn.
Frozen Away

Frozen Away, as it appears in Act I.

> When a card bearing this sigil perishes, the creature inside is released in its place.
>
> Rule Book

**Frozen Away** is a sigil which causes a new card to replace this card when it perishes. The card that spawns is unique, and depends on the card that originally bore the sigil. If a card that doesn't naturally have Frozen Away somehow gains it, an Opossum is created by default.

## Strategies

As this card can be replaced by a new card when it perishes, it is most useful as an early defense, though its use only appears when the opposite cards strike it. However, apart from it, there is no more main strategy for this sigil and further strategies depend on the card replaces it.