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Geck Man edited this page Jul 2, 2023 · 63 revisions

Vanilla


Meta Categories

Value Description
ChoiceNode Defines the card to be a choice option
GBCPack Can be acquired by buying a card pack in act 2
GBCPlayable Can show up in the card catalogue in act 2
Part3Random Can show up as card from the Loot sigil
Rare Defines the card to be rare
TraderOffer Can show up at the trader in act 1
Part1Rulebook Adds the sigil to the act 1 rulebook.
Part1Modular Allows the sigil to appear on totems, Wolf Pelt trades and Cave Trial rewards.
Part3Rulebook Adds the sigil to the act 3 rulebook.
Part3Modular Allows the sigil to appear in the Upgrade node in act 3.
Part3BuildACard Allows the sigil to be chosen in the Build-A-Bot node in act 3.
BountyHunter Allows the sigil to appear on act 3 Bounty Hunter cards.
GrimoraRulebook Adds the sigil to the rulebook in Grimora’s part of Finale.
MagnificusRulebook Adds the sigil to the rulebook in Magnificus’ part of Finale.

Power Levels

Event Power Levels Info
Cave Trial 0-5 If you want your sigil to appear on the Cave Trial rewards
Totems 0-7 If you want your sigil to appear on totems
Prospector 0-5 If you want your sigil to appear on Insect cards from the Prospector node
Trader 0-5 If you want your sigil to appear on Wolf Pelt trades
Amorphous 0-5 If you want the Amorphous sigil to be able to pick your sigil as one of the options

Complexity

Value Description
Vanilla Will always be a learned card
Simple Will always be an unlocked card
Intermediate Will only be unlocked after tutorial
Advanced Will only be unlocked after tutorial

Temple

Value Description
Nature Will show up in act 1 and be in Beast card packs
Undead Will show up in Undead card packs
Tech Will show up in act 3 and Tech card packs
Wizard Will show up in Wizard card packs

GemType

Value
Blue
Green
Orange

SpecialIcon

Value Description
Ants Displays the Ants icon for the cards attack
Bell Displays the Bell icon for the cards attack
Bones Displays the Lammergeier's Bone icon for the cards attack and health
CardsInHand Displays the Hand Counter icon for the cards attack
GreenGems Displays the Green Mox icon for of cards attack
Mirror Displays the Mirror icon for the cards attack

Tribe

Value
Bird
Canine
Hooved
Insect
Reptile
Squirrel

Trait

Value Description
Ant Will increase the attack of cards with the Ant special ability
Bear Unused
Blind Unused
DeathcardCreationNonOption Cannot be used during creation of the Deathcard
EatsWarrens Unused
FeedsStoat Unused
Fused Will render the card as a stitched card in act 2
Gem Will prevent cards with the Gem Dependant sigil from perishing & will explode if ExplodeGems is on the board
Giant Only used for moon
Goat Will grant you the Boon of the Bone Lord, if sacrificed on the Bone Lord's Altar
Juvenile Unused
KillsSurvivors Kills Survivors if used on the campfire
LikesHoney Unused
Pelt Cannot be sacrificed, can be used to trade for cards during the Trapper/Trader fight & will give no reward at Bone Lord's Alter
ProtectsCub Unused
SatisfiesRingTrial Satisfies the ring trial before the moon fight
Structure Unused
Terrain Cannot be sacrificed
Uncuttable Immune to scissors and hook items
Undead Unused
Wolf Unused

SpecialAbilities

Value Description
Ant Increases cards attack by 1 for each card with ant trait on the board
BellProximity Damage is equal to 4 - the distance from the bell (adjacent is distance 0)
BountyHunter Functions like act 3 Bounty Hunters (only works for opponent)
BrokenCoinLeft Functions like Broken Obol (Left)
BrokenCoinRight Functions like Broken Obol (Right)
CagedWolf Functions like the Caged Wolf card
CardsInHand Damage is equal to the number of cards in player's hand
Cat Functions like the Cat card
Daus Functions like Daus
GiantCard Assigns to all slots on the board (only works for opponent)
GiantMoon Renders moon death animation
GiantShip Exclusive to the Limoncello
GreenMage Damage is equal to the number of Green Mox cards you control
JerseyDevil Functions like Child 13
Lammergeier The Attack and Health values of this card are equal to the amount of Bones you have, divided by 2
Mirror Damage equal to opposing creature
Ouroboros Increases ouroborosDeaths in the save file when it dies
PackMule Grants 4 random cards and a Squirrel when killed.
RandomCard Transforms into a random card when drawn
SacrificesThisTurn Grants attack power based on how many sacrifices were made this turn
ShapeShifter Exclusive to Ijiraq
SpawnLice Exclusive to Pelt Lice
TalkingCardChooser Exclusive to talking cards.
TrapSpawner Creates a Steel Trap in its place after it perishes.

Abilities

Value Description
ActivatedDealDamage When activated for 1 energy, deals 1 damage to opposing card
ActivatedDrawSkeleton When activated for 1 bone, draws a skeleton
ActivatedEnergyToBones Converts energy to bones
ActivatedHeal When activated for 2 bones, heals to full
ActivatedRandomPowerBone Unused
ActivatedRandomPowerEnergy When activated for 1 energy, gains a random attack boost between 1 and 6 (inclusive)
ActivatedSacrificeDrawCards When activated, draw 3 cards, then die
ActivatedStatsUp When activated for 2 bones, gain +1/+1
ActivatedStatsUpEnergy When activated for 3 energy, gains +1/+1
AllStrike If there are any opposing cards, it will attack all of them, otherwise it will attack directly
Apparition Unused
BeesOnHit When taking damage, will add a bee to your hand
BombSpawner Spawns bombs on every empty board slot
BoneDigger At end of turn, add 1 bone
Brittle After card attacks, it dies
BuffEnemy Increase opposing card's attack by 1
BuffGems Increases attack of all gems by 1
BuffNeighbours Increase attack of adjacent cards by 1
CellBuffSelf When within circuit, increase attack by 2
CellDrawRandomCardOnDeath When within circuit, will draw a random card on death
CellTriStrike When within circuit, gains trifurcated strike
ConduitBuffAttack When completing circuit, will increase attack of all cards in circuit by 1
ConduitEnergy When completing circuit, energy doesn't deplete
ConduitFactory When completing circuit, will spawn leepbots in all your available board slots at end of turn
ConduitHeal When completing circuit, will heal all cards in circuit at end of turn
ConduitNull Will complete a circuit
ConduitSpawnGems When completing circuit, will spawn random gems in all your available board slots at end of turn
CorpseEater When another card dies, this card will be played in its slot
CreateBells When played, will spawn bell cards in adjacent slots
CreateDams When played, will spawn dam cards in adjacent slots
CreateEgg When played, spawns a broken egg in the opposing slot, with a 10% chance to spawn a Raven Egg instead
DeathShield When this card would take damage for the first time, it does not
Deathtouch When card deals damage to a card, it dies
DebuffEnemy Decrease opposing card's attack by 1
DeleteFile Nothing unless in archivists boss battle
DoubleDeath When another card dies, it dies again
DoubleStrike Makes the card attack the slot across from it an additional time
DrawAnt When played, add an ant to your hand
DrawCopy When played, will add a copy to your hand
DrawCopyOnDeath When dies, will add a copy to your hand
DrawNewHand Discards your hand and draws 4 new cards
DrawRabbits When played, will add a rabbit to your hand
DrawRandomCardOnDeath Will draw a random card with the Par3Random meta category on death
DrawVesselOnHit When taking damage, will draw a card from side deck
DropRubyOnDeath When card dies, spawn a ruby mox in its place
EdaxioArms Unused
EdaxioHead Unused
EdaxioLegs Unused
EdaxioTorso Unused
Evolve After a number of turns based on evolveParams, will turn into a card based on evolveParams
ExplodeGems When a card with the Gem trait dies, will cause them to explode
ExplodeOnDeath When card dies, deals 10 damage to adjacent and opposing card
ExplodingCorpse Unused
FileSizeDamage Nothing unless in archivist boss battle
Flying When attacking, will attack directly
GainAttackOnKill Gets +1/+0 for the rest of the battle whenever it kills a creature
GainBattery When played, increases energy and max energy by 1
GainGemBlue Counts as Blue gem cost
GainGemGreen Counts as Green gem cost
GainGemOrange Counts as Orange gem cost
GainGemTriple Counts as all 3 gems when in play
GemDependant When played, and at start of turn, will die if you control no gems
GemsDraw Unused
GuardDog When a card is played opposite an empty slot, will move there
Haunter Unused
HydraEgg Bizarre ability that will cause the card to transform into a Hydra if the player's deck contains cards with 1-5 attack, 1-5 health, and one of each of the game's default tribes
IceCube When card dies, spawns card in slot based on IceCubeParams
LatchBrittle When card dies, you can choose another card to give Brittle
LatchDeathShield When card dies, you can choose another card to give DeathShield
LatchExplodeOnDeath When card dies, you can choose another card to give ExplodeOnDeath
Loot When dealing damage, will draw cards equal to amount
MadeOfStone Invulnerable to Stinky and Deathtouch
Morsel When sacrificed to summon another card, the card will add +1/+2 to the summoned card
MoveBeside Moves to closest space when a card is played
OpponentBones When any enemy card dies, gain 1 bone
PermaDeath When card dies, it is removed from the deck
PreventAttack Prevents opposing card from attacking it
QuadrupleBones When dies, gain 4 bones
RandomAbility When drawn, Sigil becomes a random sigil
RandomConsumable When played, will add a random consumable if you have less than 3
Reach Will block attacking flying card
Sacrificial Can be sacrificed an unlimited number of times
Sentry When a card is enters the slot in front of this card, it is dealt 1 damage
Sharp When attacked, will deal 1 damage to attacker
ShieldGems When played, will give cards with the Gem trait DeathShield
Sinkhole Unused
SkeletonStrafe Strafe but spawns skeleton in previous slot
Sniper When attacking, you can choose the target slots
SplitStrike When attacking, will attack slots adjacent to opposing slot
SquirrelOrbit No effect on player cards
SquirrelStrafe Strafe but spawns squirrel in previous slot
SteelTrap When card dies, it kills the opposing card, and adds a pelt to your hand
Strafe At end of turn, card moves
StrafePush Strafe but will move other cards with it
StrafeSwap Strafe but will forcibly swap the adjacent card with its current position
Submerge After attacking, will submerge, meaning it can't be attacked
SubmergeSquid Waterborne but becomes random tentacle card on resurface
SwapStats When taking damage, will swap attack and health
TailOnHit When attacked, will move and spawn a card in previous slot based on tailParams, then loses this ability.
Transformer Same as evolve with different sigil icon
TripleBlood Counts as 3 blood when sacrificed
TriStrike When attacking, will attack opposing slot, and slots adjacent to opposing slot
Tutor When played, you can choose a card in your deck to add to your hand
VirtualReality Unused
WhackAMole When an empty slot is attacked, will move to that slot

Vanilla Appearance Behaviour

Value Description
AddSnelkDecals Cycles through the Base Games Long Elk Decals.
AlternatingBloodDecal Renders card with blood decals
AnimatedPortrait Used for animated portraits
DynamicPortrait Renders the card's animated portrait (differently)
FullCardPortrait Renders the card with no stats
GiantAnimatedPortrait Used for animated portraits on giant cards
GoldEmission Renders the card with gold layout
HologramPortrait Renders portrait as hologram
RareCardBackground Renders card with rare background
RareCardColors Renders card with inverted colours
SexyGoat Renders alternate texture if you have the goat's eyeball
StaticGlitch Renders the card with the static animation
TerrainBackground Renders the card with terrain border
TerrainLayout Renders card with terrain card layout
RedEmission Does the Ijiraq emission effect
DefaultEmission Emissions are on cards by default.

All The Sigils


Voids "Good" Sigils

GUID IS extraVoid.inscryption.voidSigils

Name Description
Abundance [creature] will grant one tooth per instance of Abundance when killed
Acidic Trail At the end of the towner's turn, [creature] will move in the direction inscribed in the sigil, and deal 1 opposing creature if it is able to move
Agile When a [creature] would be struck, it will move out of the way
Antler Bearer When [creature] is killed, gain three random hooved tribe cards
Blinding Strike When [creature] attacks a card, that card gains the random strike sigil
Blood Growth When [creature] attacks, the amount of blood it is counted as when sacrificed will increase
BloodGuzzler [creature] deals damage, it gains 1 Health for each damage dealt
Bodyguard [creature] will redirect the initial attack of a card to it, if the attack was targeting an adjacent space
Box [creature] will get removed from your deck on death, and a new creature contained within will be added to it
Bone Picker [creature] kills a creature, it will generate 1 Bone
Bone Shard [creature] will generate 1 bone when hit, if it lives through the attack
Caustic At the end of the towner's turn, [creature] will move in the direction inscribed in the sigil, and drop an acid puddle in their old space. An acid puddle is defined as: 0 power, 2 health, sharp sigil
Coin Finder At the end of the owner's turn, [creature] will grant the owner 1 foil
Consumer When [creature] kills another creature, it gains 2 health
Deadly Waters [creature] will kill cards that attacked over it while it was face
Deathburst [creature] will deal 1 damage to each oppsing space to the left, right, and center of it
Desperation [creature] is damaged to 1 health, it will gain 3 power
Disease Absorbtion When played, [creature] will take all negative sigils from the player's side onto itself
Dive (Bones) Pay 2 bones to cause this card to flip face down at the end of the owner's turn
Dive (Energy) Pay 2 energy to cause this card to flip face down at the end of the owner's turn
Draw Blood [creature] is played, a card costing blood is created in your hand
Draw Bone [creature] is played, a card costing bone is created in your hand
Draw Card [creature] is played, a card relating to it's ice cube parameter (default Opossum) is created in your hand
Draw Jackalope [creature] is played, a Jackalope is created in your hand
Draw Strafe When [creature] moves, a card with a movement sigil is created in your hand
Dwarf When [creature] is drawn, it will loose one unit of cost, as well as 1 power and 2 health (can't go below 1 health). A unit is defined as: 1 blood, 3 bones, 3 energy, or all mox
Electric [creature] attacks a creature, they will deal half the damage to creatures adjacent to the target
Enforcer At the start of the owner's turn, [creature] will cause adjacent creatures to attack
Enrage [creature] will empower adjacent allies, increasing their strenght by 2. However, if they perish while empowered, they are permamently removed from your deck
Entomophage [creature] will deal 2 additional damage to cards of the insect tribe
Familiar A familiar will help with attacking when it's adjacent allies attack a card
Firestarter When [creature] damages another creature, that creature will gain the Burning Sigil
Fish Hook When [creature], a targeted card is moved to your side of the board
Frightful [creature] will cause opposing creatures to move out of the way when it attacks
Giant When [creature] is drawn, it will gain one unit blood of cost, as well as one attack and two health
Grazing At the end of the owner's turn, [creature] will regen 1 health if there is no opposing creature
Gripper At the end of the owner's turn, [creature] will move in the direction inscribed in the sigil, and try to move the opposing creature with it if it can
Haste [creature] will attack as soon as it gets played on the board
Hasteful [creature] will attack as soon as it gets played on the board. It will not attack during normal combat. It will attack at the start of the owner's turn
Herd [creature] will summon a copy of itself each upkeep, up to three times
High Tide While [creature] is on the board, it will grant creatures that are played on the owner's side the waterborne sigil. Does not affect cards that are Airborne
Hourglass [creature] will cause the opponant to skip their turn when played
Lead (Bones) Pay 2 bones to move this card one slot in the direction inscribed on the sigil
Lead (Energy) Pay 2 energy to move this card one slot in the direction inscribed on the sigil
Leech When [creature] deals damage, it will heal 1 Health for each damage dealt to a card
Life Gambler At the end of the owner's turn, [creature] will deal 2 damage to the owner in exchange for a 0 to 6 increase in stats. Failing to pay this cost will result in death
Low Tide While [creature] is on the board, it will negate the waterborne sigil of creatures on that are played on the board on the owner's side
Lure [creature] will cause facedown cards to become face up when attacking
Maneuver At the start of the owner's turn, [creature] will strafe in the direction inscribed on the sigil if there is a creature in the opposing slot from it. Else it will strafe in the opposite direction inscribed on the sigil
Medic At the start of the owner's turn, [creature] will try heal 1 damage to a friendly card for each instance of Medic
Midas [creature] kills a creature, it will generate 1 Foil for each instance of Midas the card has
Multi Strike
Nutritious When [creature] is sacrificed, it adds 1 power and 2 health to the card it was sacrificed for
Opportunist [creature] will gain 1 power for each instance of Opportunist, when the opposing slot is empty
Pierce [creature] attacks the card in queue behind it's initial target first when declaring an attack
Poisonous When [creature] perishes, the creature that killed it perishes as well
Possessor When [creature] perishes, it will grant a random friendly card it's base power and health
Powerful Possessor When [creature] perishes, it will grant a random friendly card that is on the board it's base plus modified power and base plus modified health
Power from Movement At the start of the owner's turn, [creature] will gain 1 power and 1 health if it moved last round
Predator [creature] will gain 1 power for each instance of Predator, when the opposing slot has a card
Protector [creature] will attacks on adjacent allies to hit directly
Ram [creature] will try to ram the card infront of it when played, or every upkeep till it succeeds once. It will send the rammed target to the queue if on my side, or back to the hand if on your side
Random Strafe [creature] is drawn, it will gain a random strafe sigil
Regen 1 At the end of the owner's turn, [creature] will regen 1 health
Regen 2 At the end of the owner's turn, [creature] will regen 2 health
Regen 3 At the end of the owner's turn, [creature] will regen 3 health
Regen At the end of the owner's turn, [creature] will regen all health
Repellant When [creature] perishes, the creature that killed it gets pushed into the back row
Resistant [creature] will only ever take 1 damage from most things
Retaliate [creature] will strike those who strike their adjacent allies
Schooling [creature] will grant creatures with the waterborn sigil to gain 1 power
Stampede The creature bearing this sigil will cause adjacent creatures to attack when it is played
Scissors When [creature] is played, a targeted card cut in two
Submerged Ambush [creature] will deal 1 damage to cards that attacked over it while it was face
Take Off (Bones)
Take Off (Energy)
Thick Shell When attacked, [creature] takes 1 less damage
Thief [creature] will try to steal a random default sigil from an opposing creature when played, or at the start of the owner's turn until it does
Toothpuller At the end of the owner's turn, [creature] will add one point of damage to the opponent's scale
Tooth Shard [creature] will generate 1 foil when hit, if it lives through the attack
Toxin When [creature] damages another creature, that creature looses 1 power and 1 health
Toxin (Deadly) When [creature] damages another creature, that creature gains the Dying Sigil. The Dying Sigil is defined as
Toxin (Sickening) When [creature] damages another creature, that creature gains the Sickness Sigil
Toxin (Strength) When [creature] damages another creature, that creature looses 1 power
Toxin (Vigor) When [creature] damages another creature, that creature looses 1 health
Trample When [creature] deals overkill damage to a card, the overkill damage will be sent to the owner
Tribal Ally When [creature] is played, A card of the same tribe is created in your hand. No tribe counts as a tribe of tribeless
Tribal Tutor When [creature] is played, you may search your deck for a card of the same tribe and take it into your hand. No tribe counts as a tribe of tribeless
Turbulent Waters [creature] will force other creatures with waterborne to resurface and take 1 damage at the start of the owner's turn
Velocity At the end of the owner's turn, [creature] will move in the direction inscribed in the sigil. If it is able to move, it will gain 1 power and 1 health
Vicious When [creature] is attacked, it gains 1 power
Zapper When [creature] damages another creature, that creature will gain the Paralysis Sigil. The Paralysis sigil is defined as: A card bearing this sigil only attack every other turn

Memes "Good" Sigils

GUID IS org.memez4life.inscryption.customsigils

Name Description
Bond When a creature bearing this sigil has a adjacent creature it will gain +1 attack/health dependent on which side the adjacent creature is
Short A card bearing this sigil will not be blocked by an opposing creature bearing the airborn sigil
Tribe Attack While a card bearing this sigil is on the board, all other cards of the same tribe will gain +1 attack
Tribe Health While a card bearing this sigil is on the board, all other cards of the same tribe will gain +1 health
Noble Sacrifice A card bearing this sigil is counted as 2 blood rather than 1 blood when sacrificed
Imbuing A card bearing this sigil will get specific buffs depending on which tribe is most promenent in the sacrifices that were used to summon the card
Charge Pay 3 bones to choose a enemy creature that a card bearing this sigil will strike
Superior Sacrifice A card bearing this sigil is counted as 4 blood rather than 1 blood when sacrificed
Bone hoarder 1, 2 and 3 When a card bearing this sigil is played, x bones are rewarded
Bone prince 2 and 3 When a card bearing this sigil dies, x bones are rewarded instead of 1
Bone lord 5 and 6 When a card bearing this sigil dies, x bones are rewarded instead of 1
Support call When a card bearing this sigil is played, a card from your sidedeck is created in your hand
Host A card bearing this sigil is the host of other creatures
Bait When an opposing creature is played and there is no card opposite of the card bearing this sigil, the opposing creature will move to that spot
Spawner At the end of the owners turn, a card bearing this sigil will move in the direction inscribed in the sigil and create another creature in its old space. (default: Squirrel)
Launcher At the end of the owner's turn, a card bearing this sigil will create another creature on a random empty space on the owner's side of the table. (default: Squirrel)
Shapeshifter A card bearing this sigil is ever changing
Linguist While a card bearing this sigil is on the board, all other talking cards on your side of the board get +1 attack
All seeing While a card bearing this sigil is on the board, all other talking cards on your side of the board get +2 health
Asleep A card bearing this sigil has 0 attack for as long as it has this sigil, and this sigil will be removed after 1 turn
Song of sleep If a creature moves into the space opposing a card bearing this sigil, that creature will obtain the asleep sigil
Blood shifter When a card bearing this sigils kills another card, it will turn into that card
Warper At the end of the owner's turn, the creature bearing this sigil will move to the right, it will jump over any creatures in its path, if it encounters the edge of the board, it will loop over to the other side
Wild hunger At the end of the owner's turn, the card bearing this sigil will move in the direction inscrybed in the sigil, but if it hits a card whilst moving, that card perishes and the card bearing this sigil gains 1+/1+
Right scratch When a card bearing this sigil attacks it also attacks the space on the right of the attacked slot
Left scratch When a card bearing this sigil attacks it also attacks the space on the left of the attacked slot
Double scratch When a card bearing this sigil attacks it attacks twice and the space right and left of the attacked slot
Puppets gift As long as a card bearing this sigil is on the board any cards with brittle won't die because of brittle
Instant A card bearing this sigil will perish immediately after its played

FOR IMBUING

Squirrel, Marginally Better Sacrifice

Bird, Flying and +1/0

Canine, Bloodhound and +1/+1

Hooved, Bifurcated strike

Insect, Tribe attack

Reptile, Tail and +0/1


Anthonys "Good" Sigils

GUID is "AnthonyPython.inscryption.AnthonysSigils"

Name Description
Activated Latch Nano Shield When activated for a cost of 1 energy / 2 bones will allow the owner to give a creature Nano Shield
Activated Latch Brittle When activated for a cost of 1 energy, allows the owner to give a creature Brittle
Activated Latch Explode On Death When activated for a cost of 1 energy, will allow the owner to give a creature Explode On Death
Activated Latch Reach When activated for a cost of 2 energy, allows the owner to give a creature Reach
Docile At the start of the owner's turn, a creature bearing this sigil will lose 1 Power to gain 1 Health
To The Slaughter At the end of every turn, will eat a random Chicken, gaining X Attack for Targets X Health and X Health for Targets X Attack
Chicken A card with this sigil counts as a Chicken
Transform Chicken (Loose Cannon) A Creature bearing this sigil will transform a random creature on the board into a Chicken. A Chicken is defined as 1 Attack, 1 Health
Transform Chicken (Enemy Only) A Creature bearing this sigil will transform a random creature on the board only on the enemies side into a Chicken. A Chicken is defined as 1 Attack, 1 Health

Voids "Bad" Sigils

GUID IS extraVoid.inscryption.voidSigils

Name Description
Blight When [creature] is sacrificed, it subtracts its stat values to the card it was sacrificed for
Random Strike [creature] will strike at opponent slots randomly when it attacks
Bombardier [creature] will deal 10 damage to a random creature during the end phase of the owner's turn
Boneless [creature] gives no bones! Any bones gained from sigils or death will be negated
Burning [creature] is on fire, and will gain 1 power and loose 1 health each upkeep
Cowardly [creature] will not attack a card with a power 2 higher than its own
Dying [creature] will die after X number of turns
Injured [creature] is hurt and will lose 1 health each time it declares an attack due to the strain of the injuries
Paralysis [creature] will only attack every other turn
Pathetic Sacrifice [creature] is so pathetic, it is not a worthy or noble sacrifice. A card with this sigil is meant to stay on the board, and thus can't be targeted by the hammer
Prideful [creature] will not attack a card with a power 2 lower than its own
Recoil [creature] will take 1 damage each time they attack
Sickness [creature] will lose 1 attack each time it declares an attack
Sluggish [creature] will not attack during normal combat. It will instead attack after the Opponent's cards attack
Tooth bargain When [creature] is played, it will put 1 point of damage to its opponent's side of the scale. When it perishes, it will put 2 damage on the owner's side of the scale
Transient At the end of the owner's turn, [creature] will return to your hand
Withering [creature] will perish at the end of the opponent's turn

For Dying:

You can control how long a creature takes to die by setting the custom Property “void_dying_count”


Memes "Bad" Sigils

GUID IS org.memez4life.inscryption.customsigils

Name Description
Exhaustion The attack of a card bearing this sigil will be decreased by the same amount as its lost health
Picky A Card bearing this sigil cannnot be summoned using any free cards as sacrifice
Fearful When a card bearing this sigil is struck without it resulting in death, it will be returned to the owner's hand
Rushing march At the end of the owner's turn, a card bearing this sigil will move to the direction inscrybed to the sigil, if it hits a card however whilst moving, the card bearing this sigil stops and the card it hits perishes

"Vanilla Tweaks"

The GUID Is extraVoid.inscryption.voidSigils

Name Description
Ambush (a port of Sentry from act 3, but more theme'd to act 1) A creature with this sigil will strike at a card that comes infront of it
Broken (a port of Overclock from act 3, but more theme'd to act 1) [creature] is permanently removed from your deck if it dies

Life Cost API


Teeth sigils

GUID IS extraVoid.inscryption.LifeCost

Name Description
“Max Energy Gamble” Pay 6 energy to put 0 to 3 damage on someone's side of the scale
“Cash Converter” Pay 4 foils to put 1 damage on the opponent's side of the scale
“Life Converter” Pay 2 life to gain 1 foils
“Cash Converter” Pay 3 life to increase power and health by 1
“Greedy Strength” Pay 5 currency to increase power and health by 1
“Die Roll” Pay 3 life for the card bearing this sigil to gain between 0 and 6 increased in stats, distributed randomly

Bittys Sigils


Bitty's Sigils

bitty45.inscryption.sigils

Name Description
Restriction Sigils ---
Repulsion A card bearing this sigil may not attack.
Nonexistent Soul A card bearing this sigil may not have sigils transferred to, or from this card.
Weak Soul A card bearing this sigil may not have its sigils transferred to another card.
Strong Soul A card bearing this sigil may not recieve sigils from another card.
Pyrophobia A card bearing this sigil may not be buffed at campsites.
Pyrophobia (Power) A card bearing this sigil may not recieve Power buffs from campsites.
Pyrophobia (Health) A card bearing this sigil may not recieve Health buffs from campsites.
Foolhardy A card bearing this sigil may not recieve modifications from any source.
Mox Phobic If a card bearing this sigil's owner controls a Mox card, a card bearing this sigil perishes.
Strafe Sigils ---
Sticky At the end of the owner's turn, a card bearing this sigil will move the opposing card and itself in the direction inscribed in the sigil.
Hauler At the end of the owner's turn, a card bearing this sigil will move in the direction inscribed in the sigil. Adjacent friendly creatures will be pulled in the same direction.
Jumper At the end of the owner's turn, a card bearing this sigil will move itself to the first empty space in the direction inscribed in the sigil.
Super Sprinter At the end of the owner's turn, a card bearing this sigil will move itself as far as possible in the direction inscribed in the sigil.
Board Shifter At the end of the owner's turn, a card bearing this sigil will move in the direction inscribed in the sigil. All cards will shift in the same direction, looping to the other edge of the board.
Board Shifter (Opposing) At the end of the owner's turn, a card bearing this sigil will move in the direction inscribed in the sigil. The opponent's cards will shift in the same direction, looping to the other edge of the board.
Board Shifter (Owner) At the end of the owner's turn, a card bearing this sigil will move in the direction inscribed in the sigil. Friendly cards will shift in the same direction, looping to the other edge of the board.
Swap Sigils ---
Heart Swap When a card bearing this sigil is played, all cards on the board swap their power and health.
Stubborn A card bearing this sigil may not have its stats swapped.
Flipper At the end of the owner's turn, a card bearing this sigil swaps its stats.
Hand/Deck Sigils ---
Replenish When a card bearing this sigil is drawn, draw a card.
Fleeting A card bearing this sigil will be discarded at the end of the turn.
Fleeting Draw When a card bearing this sigil is played, draw 1 card with Fleeting.
Outcast At the end of the turn, a card bearing this sigil is shuffled into the deck.
Explosive Squirrel Reproduction When a card bearing this sigil is played, fill your side deck with squirrels.
Misc Sigils ---
Dusty Quill Whenever a creature dies while a card bearing this sigil is on the board, a corpse is raised in it's place. Corpses are defined as: 0/1.
Wildlife Camera When a card bearing this sigil kills another card, a copy of the killed card is created in your hand.
Bleached Brush When a card bearing this sigil is played, the opposing card will lose all its sigils.
Soul Link When a card bearing this sigil perishes, all other allied cards bearing this sigil perish as well.
Hollow Draw When a card bearing this sigil is played, discard the oldest card in your hand, draw a card.
Hollow Barrage When a card bearing this sigil is played, all cards take 1 damage.
Hollow Repeater When a card bearing this sigil perishes, all On Play sigils on that card are activated.
Champion A card bearing this sigil will not take damage from other cards except from combat.
Clockwise When a card bearing this sigil is played, all cards are moved clockwise.
Twister At the end of each turn a card bearing this sigil is on the board, move all cards on the board clockwise.
Counter Attack Once a card bearing this sigil is struck, the striker is then dealt damage equal to this card's attack.
Mirror Counter Once a card bearing this sigil is struck, the striker is then dealt damage equal to the striker's attack.
Deathbell At the start of each turn, a card bearing this sigil perishes.
Mutual Hire When a card bearing this sigil is played, a copy of it is created in the opposing space.
Mysterious Mushrooms At the end of the turn, if there is a card on either side of a card bearing this sigil, they are fused together.
Eggist When a card bearing this sigil is played, an Egg is created on each empty adjacent space.
Fir Caller When a card bearing this sigil is played, a Fir is created in each of the player's spaces.
Activated Sigils ---
Charged Barrage Activate: Pay 4 life to increase the power of all cards on your side of the board by 1.
Sigil Roll Activate: Pay 4 Life to add a random sigil to a card bearing this sigil.
Health Roll Activate: Pay 1 Energy to set the health of a card bearing this sigil randomly between 1 and 3.

Bitty's Triggers

  • IOnStatSwap
  • IOnOtherStatSwap
  • IOnGemChange
  • IOnGemLoss
  • IOnGemGain
  • IOnThisDiscard
  • IOnOtherDiscard

Bitty's Appearences

  • Undead "UndeadAppearance"

Tribal Libary


Tribal Libary

GUID is "tribes.libary"

GUID Name Cards
tribes.libary abomination 0
tribes.libary amalgram 0
tribes.libary amphibian 0
tribes.libary android 0
tribes.libary aqua 0
tribes.libary beast 0
tribes.libary beastwarrior 0
tribes.libary blaster 0
tribes.libary block 0
tribes.libary blooper 0
tribes.libary bomb-omb 0
tribes.libary boneless 0
tribes.libary boo 0
tribes.libary cells 0
tribes.libary ceromorph 0
tribes.libary cheep_cheep 0
tribes.libary chess 0
tribes.libary cloud 0
tribes.libary conduits 0
tribes.libary construct 0
tribes.libary corpse 0
tribes.libary crusher 0
tribes.libary cryptid 0
tribes.libary cyberse 0
tribes.libary dinosaur 0
tribes.libary divinebeast 0
tribes.libary dragon 0
tribes.libary ebird 0
tribes.libary ecanine 0
tribes.libary egg 0
tribes.libary ehooved 0
tribes.libary einsect 0
tribes.libary electricity 0
tribes.libary ereptile 0
tribes.libary esquirrel 0
tribes.libary everything 0
tribes.libary fairy 0
tribes.libary feline 0
tribes.libary fiend 0
tribes.libary fish 0
tribes.libary fleshy 0
tribes.libary foe 0
tribes.libary friend 0
tribes.libary frozen 0
tribes.libary fungus 0
tribes.libary gamer 0
tribes.libary gargoyle 0
tribes.libary gems 0
tribes.libary ghoul 0
tribes.libary giant 0
tribes.libary goo 0
tribes.libary goomba 0
tribes.libary guardian 0
tribes.libary hand 0
tribes.libary haunted 0
tribes.libary hellion 0
tribes.libary horror 0
tribes.libary hound 0
tribes.libary humanoid 0
tribes.libary ice 0
tribes.libary instrument 0
tribes.libary itembox 0
tribes.libary kithkin 0
tribes.libary koopa 0
tribes.libary lich 0
tribes.libary machine 0
tribes.libary malware 0
tribes.libary mbird 0
tribes.libary mcanine 0
tribes.libary mhooved 0
tribes.libary minsect 0
tribes.libary moon 0
tribes.libary mox 0
tribes.libary mreptile 0
tribes.libary mskeleton 0
tribes.libary msquirrel 0
tribes.libary mullusk 0
tribes.libary nature 0
tribes.libary necron 0
tribes.libary nightmare 0
tribes.libary noble 0
tribes.libary occultist 0
tribes.libary ooze 0
tribes.libary organ 0
tribes.libary piranha_plant 0
tribes.libary planet 0
tribes.libary plant 0
tribes.libary platform 0
tribes.libary pokemon 0
tribes.libary pokey 0
tribes.libary possessed 0
tribes.libary power_up 0
tribes.libary psychic 0
tribes.libary pyro 0
tribes.libary robot 0
tribes.libary rock 0
tribes.libary rodent 0
tribes.libary scarecrow 0
tribes.libary scholar 0
tribes.libary seaserpent 0
tribes.libary security 0
tribes.libary shade 0
tribes.libary shapeless 0
tribes.libary shapeshifter 0
tribes.libary shroob 0
tribes.libary shy_guy 0
tribes.libary skeletal 0
tribes.libary slasher 0
tribes.libary snake 0
tribes.libary specter 0
tribes.libary spectral 0
tribes.libary spellcaster 0
tribes.libary spike 0
tribes.libary spirit 0
tribes.libary star 0
tribes.libary stone 0
tribes.libary tentacle 0
tribes.libary thrull 0
tribes.libary thunder 0
tribes.libary tiny 0
tribes.libary treasure 0
tribes.libary trees 0
tribes.libary unicellular 0
tribes.libary utillity 0
tribes.libary vampire 0
tribes.libary vessel 0
tribes.libary virus 0
tribes.libary warrior 0
tribes.libary werewolf 0
tribes.libary wingedbeast 0
tribes.libary wurm 0
tribes.libary wyrm 0
tribes.libary zombie 0

Nevernamed's Sigilarium

Adds a wide collection of sigils across all acts of Inscryption, with a focus on Act 1 / Kaycee's Mod. Also includes variable stats and tribes! For those looking to use my sigils in their own mods, the mod GUID is nevernamed.inscryption.sigils

"Made By Amy"


Nevernameds Sigils

If a sigil from the mod is not in this list, ASSUME THAT IT IS BROKEN OR UNFINISHED, AND DO NOT USE IT.

Icon Sigil Name Power Level Description Notes
Copier 4 When the sigil bearer is killed by another card, a copy of the card that killed it is created in the player's hand. Has unique interactions when killed by certain boss effects.
Flighty 0 At the end of the turn, the sigil bearer will move to a random open space on the same side of the board.
Harbinger 1 While the sigil bearer is on the board, when another card on the player's side of the board dies, the sigil bearer will move to their empty spot.
Gut Spewer 2 When played, creates a Guts in your hand (See Cards section). Guts adopts all the sigils of the original bearer.
Exploding Corpse 4 When the sigil bearer dies, a Guts is created in every empty space. Guts adopt one of the sigils of the original bearer, chosen at random.
Doomed -3 At the end of the turn, the sigil bearer dies.
Unfocused Strike 1 The sigil bearer will attack a random opponent space when it attacks. With multiple strikes, each strike will be random.
Commander 4 When the sigil bearer is struck by another creature, the cards to it's left and right will attack that creature.
Bandage Weaver 3 At the end of the turn, cards to the left and right of the sigil bearer are healed 1 health. Cannot overheal.
Endangered -2 At the end of the turn, the sigil bearer has a 25% chance to die.
Tooth Puller 3 At the end of the turn, a point of damage is added to the opponent's scale.
Trophy Hunter 2 The sigil bearer will strike the most powerful opponent card when it attacks. See Card Power Level on the Inscryption Wiki for more details on card power.
Fearsome 2 When a card bearing this sigil attacks a space containing another creature, that creature will move out of the way if there is room.
Trio 5 When the sigil bearer is played, a copy of the sigil bearer is created to it's left and right.
Hypermorphic 0 At the end of the turn, the sigil bearer will transform into a random card.The new creature will also have the Hypermorphic sigil. Rare cards will always transform into rare cards, and commons will always transform into commons.Cards will only turn into cards of the same Temple.In Act 1, if the card is common and has a tribe, it will only transform into cards of the same tribe.
Enraged 4 When the sigil bearer is struck, it gains 1 Power.
Medicinal 3 When the sigil bearer is played, all friendly cards on the board are healed for 2 HP, and lose all sigils with negative Sigil Power.
Burning -1 At the end of the term, the sigil bearer takes 1 damage.Any creatures which strike the sigil bearer also gain the Burning sigil.
Fire Resistant 0 The sigil bearer will not take damage from the Burning sigil.
Ignition 4 Creatures struck by the sigil bearer gain the Burning sigil. Cannot ignite creatures with the Made Of Stone sigil.
Savage Ritual 3 When the sigil bearer is sacrificed, it will attack once before perishing.
Trapjaw 4 The sigil bearer will attack twice.If there is a card to the left of the opposing space, it will strike that card. If not, it will strike straight forward.If there is a card to the right of the opposing space, it will attack that space. If not, it will attack straight forward.
Skin Animator 3 While the sigil bearer is on the board, any pelt cards on the same side of the board gain the sigil bearer's attack power.
Organ Thief 2 When the sigil bearer kills another creature, a Guts is created in the player's hand.
Snapshot 4 When the sigil bearer is played, it records the state of the board.When the sigil bearer dies, it resets the board to this state, minus itself.
Energy Dependent -2 If the player has no energy, the sigil bearer dies.
Crooked Strike Left 0 The sigil bearer's attacks will always be one space to the left of where they would be normally. If the sigil bearer also has Crooked Strike Right, it will behave as if it has Bifurcated Strike.
Crooked Strike Right 0 The sigil bearer's attacks will always be one space to the right of where they would be normally.
Lonesome 4 The sigil bearer gains +1 power for each empty adjacent space, up to a max of +2.
Deus Hoof 4 While the sigil bearer is on the board, all Hooved tribe cards on the same side of the board gain +1 power and health.When the sigil bearer is struck, all Hooved tribe cards on the same side of the board will attack the striker.
Ripper 3 When a non-terrain card with no cost and 1 health is played on the same side of the board as the sigil bearer, it will die.The sigil bearer will move to the position in which it was placed, and gain +1 power and health. Will also trigger on the Black Goat, regardless of it's health.Consuming the Black Goat grants +3 Power and Health.
Haunter 2 When the sigil bearer dies, it's sigils (except for Haunter) will linger in the space it died in. The next card to enter that space will gain those sigils. Only works in Act 1.
Frail Sacrifice -2 When the sigil bearer is sacrificed, the creature it was sacrificed for gains the Frail sigil.
Mockery 3 If the sigil bearer is played opposite an opponent's creature, it will adjust it's stats to match that creature's stats for the remainder of the fight.
Immortal Coil 5 If a card belonging to the player dies while the sigil bearer is on the board, the perished card will return to the player's hand with one less health. Cannot make a card's health less than one.Cannot resurrect itself.
Clawed 4 When the sigil bearer is played, a Claw (Left) is created to it's left, and a Claw (Right) is created to it's right.If those spaces are occupied, any creatures in them will die to make room for the claws.
Claw -3 The sigil bearer will lose all attack power if it is not adjacent to a card with the Clawed sigil.
Running Strike 3 At the end of the turn, the sigil bearer will move in the direction the sigil is pointing.Before moving, the sigil bearer will attack the space opposite of the space it is moving to.
Abstain -2 The sigil bearer will not attack during the normal turn order, but may still be prompted to attack by other sigil effects.
Cute 4 When the sigil bearer is struck, the card that struck it will be rendered unable to attack next turn.
Web 2 If a creature in the Insect tribe would strike the sigil bearer, it does not.
Trampler 1 At the end of the turn, the sigil bearer will move in the direction the sigil is pointing. If there is a card in the space that is being moved to, that card will die. When killing a card via moving over it, the sigil bearer will gain +1 Power.
Sharper Quills 2 When the sigil bearer is struck, the striker will take 2 damage.
Clawing Hand 3 When the sigil bearer is struck, the striker will take damage equal to the number of cards in the player's hand.
Weaver 2 At the end of the turn, the sigil bearer will move in the direction the sigil is pointing, and leave a Web in it's place. (See Cards section)
Return Strike 4 When the sigil bearer is struck, it will attack the striker once in retaliation.
Inspiring Sacrifice 4 When the sigil bearer is sacrificed, the creature it was sacrificed for gains all of it's sigils.
Decked Out 3 When the sigil bearer is struck, a Squirrel, Empty Vessel, Skeleton, or random Mox Gem is created in the player's hand.
Bone Dependent -2 If the player has no bones, the sigil bearer dies.
Other Side 3 While the sigil bearer is on the board, a Skeleton will be created in the player's hand whenever a player creature perishes. Cannot create Skeletons from Skeletons, or itself.
Exceptional Sacrifice 4 Increases the sigil bearer's blood worth for sacrifice by 5.
Trifling Sacrifice 1 Increases the sigil bearer's blood worth for sacrifice by 1.
Visceral 1 When the sigil bearer is sacrificed, the player gains bones equal to the amount of blood which was wasted in the sacrifice.
Tuck And Roll 3 At the beginning of the owner's turn, the sigil bearer will move to the leftmost unnoccupied slot which is opposed by the least attack power. If there is no card in an opposing space and the sigil bearer belongs to the player, it will consider the opponent's queued card instead.Creatures with Touch of Death are considered 999 attack power unless the sigil bearer has the Made of Stone sigil.Creatures with Airborne are considered 0 attack power unless the sigil bearer has Mighty Leap.
Bone Spurs 2 When the sigil bearer is struck, the player gains 1 bone.
Crossbones 1 When the sigil bearer is played, the player gains 2 bones.
Home Run 0 The sigil bearer will always attack the slot opposite the slot it was placed in, even if it moves.
Squirrel Dependent -3 If there are no cards in the Squirrel Tribe on the same side of the board as the sigil bearer, the sigil bearer will die. If the sigil bearer itself is in the Squirrel tribe, it cannot keep itself alive.
Vampiric 3 When the sigil bearer kills another creature, it gains +1 Health.
Allure 2 At the start of the owner's turn, if the slot opposite the sigil bearer is empty, creatures to the left or right of the empty slot will be moved into it.
Traitor -3 When the sigil bearer is played, if the slot opposite it is empty, it will move into that slot.
Termite King 1 If the sigil bearer is on the same side of the board as a card with the Termatriarch Sigil, the Termatriarch sigil will be allowed to activate.
Termatriarch 1 At the start of the owner's turn, if there is also a card with the Termite King sigil on the same side of the board, a Termite will be created in the player's hand. (See Cards section) Created Termite will adopt any modifiers given to both parents.
Parthenogenesis 4 When the sigil bearer dies, it will leave a Clone Grub in it's place. The Clone Grub will evolve back into a copy of the original sigil bearer. Does not trigger on Sacrifice.
Landscaper 2 When the sigil bearer is played, all Terrain cards are removed from the board and added to the player's hand.
Diver 0 When the sigil bearer attacks a slot containing a submerged card, it will force the card to re-emerge in order to be attacked.
Fan Tailed 2 When the sigil bearer is played, all cards on the same side of the board gain the effect of the Airborne sigil until the end of the turn.
Transformer (Custom) 3 At the end of the turn, the sigil bearer will transform to a set alternate form. If the sigil bearer does not have a set alternate form, it will instead alternate between having and not having a +2 power buff each turn.
Twister 3 When the sigil bearer is struck, it transforms to a sert alternate form. If the sigil bearer does not have a set alternate form, it will instead alternate between having and not having a +2 power buff each time it is struck.
Twin Bond 4 When the sigil bearer is played, an identical copy is created to the left or right, even killing adjacent cards to make space if necessary.The original and it's copy share the same health, and if one dies, the other will as well.
Subaquatic Spines 3 The sigil bearer will submerge itself during the opponent's turn. Creatures which attack the space the sigil bearer is in will take 1 damage.
Frail -2 If the sigil bearer takes any damage, it will die.
Caustic 3 When the sigil bearer perishes, the creature that killed it will also die.
Unlucky 3 While the sigil bearer is alive on the board, cards played by the opponent have a chance to have debuffed stats, or lose a random sigil.
Amorphous (Act 2) 3 A special version of the Amorphous sigil which functions in Act 2, and can take on Act 2 sigils.
Ant Guardian 3 When any card with the Ant trait on the same side of the board as the sigil bearer is struck, the sigil bearer will attack the striker in retaliation. If the sigil bearer has the Ant trait, it will not avenge itself.
Drop 2 If the sigil bearer is drawn as part of your opening hand, it will be automatically played on a random board space for free.
Moxcraft 3 When the sigil bearer is struck, a random mox gem is created in the owner's hand.
Woodsie Lord 3 When the sigil bearer is played, an Enchanted Pine is created in every empty space on the board.
Fringe Strike 4 The sigil bearer will always strike the leftmost and rightmost opponent spaces when it attacks.
Dupeglitch 5 When the sigil bearer is played, the player may search their deck for any card, and create an identical copy of it in their hand.
Downdraft 3 At the start of the owner's turn, creatures to the left and right of the sigil bearer gain the effect of the Airborne sigil until the end of the turn.Cards played adjacent to the sigil bearer also gain the effect of the Airborne sigil until the end of the turn.
Vessel Printer (Act 2) 2 A version of the Vessel Printer sigil which functions in Act 2.
Recharge 1 When the sigil bearer is played, the player gains 1 energy. Does not affect energy maximum.
Vessel Shedder 4 At the end of the turn, the sigil bearer will move in the direction the sigil is pointing, and leave an Empty Vessel in their place.
Gift Bearer 3 When the sigil bearer perishes, a random common card from the same Temple will be created in the player's hand.A modified version of the Gift Bearer sigil which works in all acts. Created card gains all mods given to the original.
Kin Bearer 3 When the sigil bearer perishes, a random card from the same Temple and Tribe will be created in the player's hand.If the bearer has no tribe, the created card is completely random. Created card gains all mods given to the original.
Harts Within 3 When the sigil bearer is struck, a random card from the Hooved tribe is created in the player's hand.
Artistic License 2 If the sigil bearer is played opposite an opponent's creature, that creature loses all sigils.
Chaos Strike 3 When the sigil bearer is drawn, this sigil is replaced by a random strike modifier sigil.
Blood Dependent -3 If the sigil bearer does not strike a creature during it's turn, it will die at the beginning of the owner's next turn.
Death Snatch 2 When the sigil bearer perishes, a card is automatically drawn from the player's deck.
Aculeate Grip 1 If a card is placed on the same side of the board as the sigil bearer, the sigil bearer will move towards them as far as possible, dealing 1 damage to whatever they collide with (be it the placed card, or an obstacle) and increasing it's own Health by 1.
Motivator -2 When the sigil bearer strikes a creature, that creature gains 1 power.
Paralytic 1 When the sigil bearer strikes a creature, that creature loses 1 power. Does not affect cards with the Giant trait.
Buzz Off 3 At the end of the turn, the sigil bearer will move in the direction the sigil is pointing, leaving a Mayfly in it's place. (See Cards section)
Coastguard 1 The sigil bearer during the opponent's turn. When an opposing creature is placed opposite to an empty space, the sigil bearer will move to that empty space, while remaining submerged.
Spiders Web 4 If the sigil bearer is on the board, any time an opponent's creature moves (with the exception of entering the board for the first time) the sigil bearer will strike them for one damage.
Triple Strike 5 The sigil bearer will strike the opposing space two extra times when attacking.
Bonelust 4 When the sigil bearer kills another creature, the player is granted 3 bones.
Moxwarp 3 While the sigil bearer is on the board, any damage dealt to a Sapphire Mox will cause all Ruby Mox on the board to attack for the amount dealt.Any damage dealt to a Ruby Mox will also cause all Sapphire Mox on the board to attack for the amount dealt.
Tempting Target 2 If an opponent creature would strike a space adjacent to the sigil bearer, it will instead strike the sigil bearer.
Swooping Strike 4 The sigil bearer will strike the opposing space an extra time when attacking.The sigil bearer will gain the effect of the Airborne sigil at the beginning of each turn, but lose it after striking for the first time on that turn.
Graveyard Shift 3 When the sigil bearer dies, a specified card is left in it's place. Unlike Frozen Away, this card will gain any modifiers applied to the original.
Incontinent 4 When the sigil bearer would be struck, a Mess is created in it's place (see Cards Section) and the sigil bearer moves to the right.
Blood From Stone 2 The player may sacrifice Terrain cards in order to play the sigil bearer.
Tug 1 When the sigil bearer is played opposing an empty space with an opponent creature queued to come in on the opponent's turn, that creature will instead be pulled into the opposing space during the current turn.
Point Nemo 2 When the sigil bearer is played, all cards on the board gain the Waterborne Sigil. Does not affect cards with the Uncuttable trait.
Gooey 3 When the sigil bearer is struck, the striker loses 1 power. Does not affect cards with the Giant trait.
Immaterial 1 When the sigil bearer is attacked during normal combat action, any damage will pass straight through to the bearer's owner.
Stalwart 1 Any movement by the sigil bearer will be cancelled, and return the sigil bearer to it's original space.
Gold Rush 5 When the sigil bearer is played, all opponent cards on the board perish, and are replaced by Gold Nuggets.
Fire In The Hole 4 When the sigil bearer perishes, it's owner may choose an opponent slot. The creature in that slot takes 10 damage.
Erratic 0 After attacking, the sigil bearer will move in the direction the sigil is pointing. Cannot move if obstructed. 50% chance to flip the sigil direction each turn.
Soak 5 Any damage taken by the sigil bearer is reduced by 1. After being struck the number of times rendered on the sigil, the bearer will attack with power equal to it's current health, then perish. Times required to be struck is configurable via Extended Properties.
Dog Gone 2 The sigil bearer gains +2 power if opposed by a creature in the Canine tribe.
Snakebite 2 The sigil bearer gains +2 power if opposed by a creature in the Reptile tribe.
Fowl Play 2 The sigil bearer gains +2 power if opposed by a creature in the Avian tribe.
Deerly Departed 2 The sigil bearer gains +2 power if opposed by a creature in the Hooved tribe.
Insectivore 2 The sigil bearer gains +2 power if opposed by a creature in the Insect tribe.
Crusher 1 The sigil bearer gains +2 power if opposed by a Terrain card.
Rock Eater 0 Any terrain cards played while the sigil bearer is on the board will be removed, and their stats and sigils will be added to the sigil bearer.
Fatal Flank 3 When the sigil bearer perishes, it creates an Unnatural Creature to it's left and right. Exact card created is configurable.
Eager 3 The sigil bearer gains +2 power for one turn after being played.
Lurk 4 The sigil bearer will submerge during the opponent's turn. When an enemy card enters the space directly opposing the sigil bearer, the sigil bearer will strike it for 1 damage.
Lash Out 3 At the end of the owner's turn, the sigil bearer will attack a random opponent space.
Ravenous 5 The sigil bearer will strike the opposing space an additional time when attacking for every creature it has killed since the beginning of combat.
Esprit De Corps 3 While the sigil bearer is on the board, cards in the leftmost and rightmost slots on the same side of the board gain 1 power.
Sanguine 4 While the sigil bearer is on the board, it will gain +1 power when the player sacrifices a creature. These buffs last for the remainder of the battle.
Unbalanced Leadership 3 The creature to the left of the sigil bearer gains 2 power.
Bone Duke 1 When the sigil bearer dies, it's owner gains 2 additional bones for a total of 3.
Sturdy 3 Any damage taken by the sigil bearer is reduced by 1.
Resilient 4 Any damage taken by the sigil bearer is reduced to 1.
Mauler 4 When the sigil bearer kills a creature, any overkill damage is dealt directly to that creature's owner, rather than the queued card.
Fossil Record 1 While the sigil bearer is on the board, any terrain cards which perish grant an additional 3 bones to the player.
Call To Arms 4 When the sigil bearer is played, the creatures to it's left and right will immediately attack.
Splash Damage 4 When the sigil bearer strikes a slot, creatures to the left and right of that slot also take 1 damage.
Phantasmic 1 At the end of the owner's turn, the sigil bearer will move in the direction the sigil is pointing. It will pass through obstructions, and wrap around to the other side of the board if it hits the edge.
Filter Feeder 4 When a creature adjacent to the sigil bearer dies, the sigil bearer gains 1 power or 1 health.
Wavering Strike 0 At the end of each turn, the sigil bearer will alternate between attacking one slot to the left of it's normal targets, or one slot to the right of it's normal targets.
Pinnacle Strike 5 The sigil bearer will strike all opponent slots when it attacks.
Odd Strike 4 The sigil bearer will strike all odd indexed opponent slots.
Even Strike 4 The sigil bearer will strike all even indexed opponent slots.
Valuable 2 When the sigil bearer dies, it's owner gains an amount of currency. Gives 2 teeth in act 1, 3 foils in act 2, and 3 robobucks in act 3.
Thief 2 When the sigil bearer kills a creature, the player gains 1 currency.
Center Strike 4 The sigil bearer will strike all opponent slots except for those in the leftmost and rightmost lanes.
Herald 4 When the sigil bearer kills a creature, creatures to the left and right of the bearer gain 1 power.
Revolve 3 When the sigil bearer is played, all creatures on the board move one space clockwise.
Divisibility Strike 4 The sigil bearer alternates between the effects of Odd Strike and Even Strike at the end of each turn.
Venator 3 When the sigil bearer kills a creature, it will transform to or from an alternate form. If the sigil bearer does not have a set alternate form, it will instead alternate between having and not having a +2 power buff upon scoring a kill.
Summoner 3 When the sigil bearer is played, the player is presented a selection of three random creatures. They may choose one to be created in their hand.
Sharpest Quills 3 When the sigil bearer is struck, the striker takes 3 damage.
Sinister Strike 4 The sigil bearer will also strike the space to the left of the opposing space when it attacks.
Dexter Strike 4 The sigil bearer will also strike the space to the right of the opposing space when it attacks.
Remote Controlled 3 When the sigil bearer is played, a Remote Controller is created in the player's hand. When the remote controller is struck, the sigil bearer will attack the striker.
Pushover -1 The sigil bearer will perish if it is opposed by a creature.
Healshield 2 If the sigil bearer does not take damage or lose the armored sigil for a turn, it will gain the Armored sigil at the start of the next turn.
Sentriple 4 When a creature moves in front of the sigil bearer, that creature, as well as any adjacent creatures to it, are dealt 1 damage.
Bloodrunner 1 When the sigil bearer strikes a creature it will move in the direction the sigil is pointing.
Surging Quills 2 When the sigil bearer is struck, it deals damage to the striker equal to how many times it has taken damage in the battle.
Split Sentry 3 When a creature moves in front of the sigil bearer, cards adjacent to that creature are dealt 1 damage.
Snare 3 When the sigil bearer is played, it consumes the opposing creature. The opposing creature will be released back into the opposing space when the sigil bearer perishes.
Bully 1 The sigil bearer will strike the least powerful opponent card when it attacks.
Legion 4 When struck, the sigil bearer will create a number of Spirit Beasts in the owner's hand equal to how much health the sigil bearer has remining. After this, the sigil bearer will perish. Configurable.
Trajectile Quills 2 When the sigil bearer is struck, it's owner chooses an opponent card to be dealt 1 damage.
Blood Gusher 4 When the sigil bearer kills a creature, itself as well as creatures to it's left and right gain +1 health.
Propagation 2 When the sigil bearer kills a creature, a set card is created on the board to the bearer's left or right. Configurable.
Eye for Battle -2 The sigil bearer will lose all attack power if it is not directly opposing an enemy creature.
Wingrider 1 If a friendly creature with the airborne sigil is played while the sigil bearer is in the owner's hand, the sigil bearer will be played for free adjacent to the airborne card.
Bisection 3 When the sigil bearer kills a creature, two free copies of the slain creature are created in the hand. These copies have zero power, and halved health.
Emancipation 3 When the sigil bearer is played, copies of any cards which the player has in bottle items are created in the owner's hand without expending the bottle.
Cheater 2 When the sigil bearer kills a creature, one direct damage is dealt to the opponent.
Collector 1 At the end of the turn, the sigil bearer will strafe. Cards which are in the way of the sigil bearer are returned to the owner's hand.
Collateral Damage 3 At the end of the turn, the card which is physically closest to the sigil bearer on the board will be dealt ten damage.
Siphon 2 Creatures to the left of the sigil bearer lose all power. The sigil bearer gains power equal to the stats lost by the adjacent card.
Hook Line and Sinker 4 When the sigil bearer perishes by combat, the enemy creature opposing it will be pulled across the board and into the bearers old space.
Squirrel King 3 When the sigil bearer deals damage to a creature, a squirrel is created in the owner's hand.
Spurred 2 The sigil bearer gains +1 power when the slot directly opposing it is occupied. Configurable.
Sharp Shot 4 When the sigil bearer takes fatal damage, it gains +2 power and attacks once before perishing.
Enemy Lines 5 The sigil bearer will strike all lanes that it is not directly opposing when it attacks.
Painful Presence 2 At the end of the turn, all creatures adjacent to the sigil bearer horizontally, vertically, or diagonally take 1 damage.
Bloodborn 1 When the sigil bearer is sacrificed, it will transform to or from it's alternate form instead of perishing. Configurable.
Armortify 4 When the sigil bearer kills a creature, it gains the Armored Sigil.
Distraction 2 When the sigil bearer would be struck, it moves to the right or left and leaves a set card behind. Configurable. Uses the same card spawn parameters as Loose Tail.
Flank Blast -2 When the sigil bearer perishes, adjacent friendly creatures are dealt 10 damage.
Split Detonation 5 When the sigil bearer perishes, creatures which are diagonally adjacent to it are dealt 10 damage.
Card Shedder 3 After attacking, the sigil bearer strafes, and leaves a set card behind. Configurable.
Sapphire Heart 3 When the sigil bearer perishes, a Sapphire Mox is created in it's place.
Emerald Heart 3 When the sigil bearer perishes, an Emerald Mox is created in it's place.
Ruby Core 3 When the sigil bearer perishes, a Ruby Vessel is created in it's place.
Emerald Core 3 When the sigil bearer perishes, a Emerald Vessel is created in it's place.
Sapphire Core 3 When the sigil bearer perishes, a Sapphire Vessel is created in it's place.
Docile -2 The sigil bearer will wait a set number of turns between attacking. Configurable.
Reroute 0 At the end of the turn, the sigil bearer will swap places with a random creature on the same side of the board.
Globetrotter -1 After attacking, the sigil bearer will strafe. If met with an obstruction, it will attempt to move to the other side of the board and circle around.
Expulsion 2 When the sigil bearer takes damage, it regurgitates it's contents into the adjacent space to the right. Configurable.
Crunchy 0 When the sigil bearer is sacrificed, it generates one bone for its owner.
Instant Effect -3 After resolving on the board, the sigil bearer will immediately perish.
Wimpy -1 When [creature] deals damage to a creature, it will always deal 1 less damage than it should.
Osteoklepty 4 When the sigil bearer is played, it steals all of the opponents bones for it's owner.
Waterborne Latch 1 When the sigil bearer dies, it's owner chooses a card to gain the Waterborne sigil.
Sprinter Latch 0 When the sigil bearer dies, it's owner chooses a card to gain the Sprinter sigil.
Burning Latch 1 When the sigil bearer dies, it's owner chooses a card to gain the Burning sigil.
Burrower Latch 1 When the sigil bearer dies, it's owner chooses a card to gain the Burrower sigil.
Weird Latch 1 When the sigil bearer is drawn, this sigil is replaced by a random latch sigil.
Null Latch 1 When the sigil bearer dies, it's owner chooses a card to gain the Null Conduit sigil.
Frail Latch 2 When the sigil bearer dies, it's owner chooses a card to gain the Frail sigil.
Haunter Latch 4 When the sigil bearer dies, it's owner chooses a card to gain the Haunter sigil.
Overclocked Latch 3 When the sigil bearer dies, it's owner chooses a card to gain +1 power and the Overclocked sigil.
Gem Latch 3 When the sigil bearer dies, it's owner chooses a card to become gemified.
Repulsive When Powered 4 While the sigil bearer is within a conduit, if another creature would strike the sigil bearer, it does not.

Nevernameds Activated Sigils

Icon Sigil Name Power Level Cost Description Notes
Fetch 1 1 When activated, the sigil bearer will move in the direction the sigil is pointing.
Remove 0 Free When activated, the sigil bearer will die.
Eternal Gallop 5 Free When activated, the sigil bearer will move in the direction the sigil is pointing.
Flip 0 Free When activated, the sigil bearer has a 50/50 chance to either gain +1 power and health, or die.
Dredge 4 4 When activated, the player may search their deck for any card and add it to their hand.
Bonefed 2 2 When activated, the sigil bearer is healed for 3 health. Cannot overheal.
Bone Strike 4 2 When activated, the sigil bearer will strike the creature opposing it for 1 damage.
Upgrade Subroutine 3 Complex When the sigil bearer kills another creature, this sigil gains a point. When activated, the sigil bearer's owner is presented with a coice of three sigils with which to permanently upgrade the sigil bearer, spending some points. The more points accumulated before activation, the higher quality the presented options can be.
Causality 2 1 When activated, picks one of the following effects to trigger: Nothing, Deal 1 damage directly to the opponent, Increase the power of one of your cards by 1, or increase the health of one of your cards by 1.
Carnivore 2 2 When activated, the sigil bearer gains 3 power.
Deadbeat 1 Free When activated, the owner may pick another creature on their side of the board, and kill it.
Bloodbait 1 1 When activated, the sigil bearer will return to the owner's hand.
Trained Flier 1 Free When activated, the sigil bearer will gain flight until next upkeep. If the sigil bearer already had flight, it will lose flight until next upkeep.
Trained Swimmer 1 Free When activated, the sigil bearer will gain the effect of the Waterborne sigil until next upkeep.

Nevernameds Variable Stats

Special power or health stat icons which change in response to stimuli.

Icon Name Type Description Notes
Ant Plus Two Power Value represented is equal to the number of Ants on the same side of the board, plus two.
Health Damage Power Value represented is equal to the bearer's current Health.
Blood And Bone Power Value represented is equal to the opposing card's blood cost plus half the opposing card's bone cost.
Director Of The Board Power Value represented is equal to the number of cards on the board, including opponent cards.
Damage Dice Power Value represented starts at 3, and at the beginning of all subsequent turns will change to a random number between 1 and 6.
Birds of a Feather Power Value represented is equal to the number of Avian tribe creatures on the board, including Opponent creatures.
Pack Hunter Power Value represented is equal to the number of Canine tribe creatures on the board, including Opponent creatures.
Herding Beast Power Value represented is equal to the number of Hooved tribe creatures on the board, including Opponent creatures.
World Wide Web Power Value represented is equal to the number of Arachnid tribe creatures on the board, including Opponent creatures.
Boned Health Value represented is equal to the number of bones the player had when the card was played. Does not fluctuate with future bone changes.
One Half Squirrels Power Value represented is equal to half the number of Squirrels remaining in the player's side deck.
Sin Eater Power Value represented is equal to the number of sigils which were present on the cards sacrificed to play the bearer.
Ambitious Power Value represented is equal to the highest damage number present on the board. Recalculates at the start of each turn.
Strength In Numbers Power Value represented is equal to the number of creatures with the Strength in Numbers ability on the board, including opponent creatures.
Pack Power Power Value represented is equal to the number of items the player holds.
Pack Power Plus Power Value represented is equal to twice the number of items the player holds.
Trinket Vitality Health Value represented is equal to twice the number of items the player holds.
Half Charged Power Value represented is equal to half the player's Energy, rounded up.
Greenhorn Health Value represented is equal to twice the number of green gems that were on the board when the bearer was played.
Fabled Power Value represented is equal to twice the number of rare cards on the board.

Nevernameds Special Abilities

Special powers which behave like sigils, but do not appear on the card and are not transferrable.

Name Description Notes
InherentFecundity When the bearer is played, an exact copy of the bearer will be created in the player's hand. Does not decay like standard Kaycees Mod Fecundity.
ContinualEvolution At the beginning of each turn, the bearer will gain +1 power and health.
AbsorbOtherCards While the bearer is on the board, any non-side-deck cards played on the same side of the board will be 'absorbed' into the bearer.The bearer will add the stats and sigils of any absorbed cards onto it's own.
SigilShedder When the bearer is played, any sigils the bearer has will be removed, and the player will gain an Unnatural Creature(see Cards section) in their hand for each sigil lost.These creatures will have one added sigil each, corresponding to the lost sigil.If the bearer had no sigils to lose, it will create a single, blank creature in the player's hand.
InherentUndying When the bearer perishes, an exact copy of the bearer will be created in the player's hand.
InherentCardOnHit When the bearer is struck, a set creature is created in the player's hand.

Nevernameds Tribes

Special traits that determine the card interacting with specific totems or other effects.

Icon Name General concept
Arachnid Spiders, Scorpions, Ticks, and many other eight-legged arthropods fall into the category of Arachnids.
Crustaceans Crabs, lobsters, isopods, even barnacles! At the end of the day, we all return to crab.
Rodent Mice, rats, beavers, and even squirrels. All of these peculiar little mammals fall under the order of Rodentia.

Nevernameds Extended Properties

A list of properties which modders using this sigil pack may apply to their cards to grant them various special properties.

Name Effect
CustomDamDefinition If set to a valid card ID, will override the definition of the Dams the card will spawn with the Dam Bearer sigil.
CustomFactoryConduitDefinition If set to a valid card ID, will override the definition of the L33pbots the card will spawn with the Factory Conduit sigil.
CustomRabbitHoleDefinition If set to a valid card ID, will override the definition of the Rabbits the card will spawn with the Rabbit Hole sigil.
CustomAntSpawnerDefinition If set to a valid card ID, will override the definition of the Ant the card will spawn with the Ant Spawner sigil.
CustomSquirrelShedderDefinition If set to a valid card ID, will override the definition of the Squirrels the card will spawn with the Squirrel Shedder sigil.
CustomSkeletonCrewDefinition If set to a valid card ID, will override the definition of the Skeletons the card will spawn with the Skeleton Crew sigil.
CustomBeesWithinDefinition If set to a valid card ID, will override the definition of the Bees the card will spawn with the Bees Within sigil.
CustomBellDefinition If set to a valid card ID, will override the definition of the Chimes the card will spawn with the Bellist sigil.
ClawedLeftClawOverride If set to a valid card ID, will override the definition of the left claw the card will spawn with the Clawed sigil.
ClawedRightClawOverride If set to a valid card ID, will override the definition of the right claw the card will spawn with the Clawed sigil.
CustomTransformerTransformation If set to a valid card ID, will determine what the card transforms into with the custom Transformer sigil.
WaitsForOneTurnOnCustomTransform If set to any value, will cause the card to wait one full turn before transforming via the Transformer sigil. This is useful for when the card is created mid-combat as normally it would immediately transform right after being created.
TwisterTransformation If set to a valid card ID, will determine what the card transforms into with the Twister sigil.
GutSpewerGutOverride If set to a valid card ID, will override the definition of the Guts the card will spawn with the Gut Spewer sigil.
ExplodingCorpseGutOverride If set to a valid card ID, will override the definition of the Guts the card will spawn with the Exploding Corpse sigil.
OrganThiefGutOverride If set to a valid card ID, will override the definition of the Guts the card will spawn with the Organ Thief sigil.
ParthenogenesisOverride If set to a valid card ID, will override the definition of the Clone Grub the card will leave begind with the Parthenogenesis sigil.
FatalFlankOverride If set to a valid card ID, will override the definition of the Unnatural Creatures the card will leave begind with the Fatal Flank sigil.
OverrideSigilShedderDefinition If set to a valid card ID, will override the definition of the Unnatural Creatures the card will give with the Sigil Shedder ability.
HarbingerLeaveBehind If set to a valid card ID, the bearer will leave that card behind in it's old space when it moves via the Harbinger Sigil.
TramplerLeaveBehind If set to a valid card ID, the bearer will leave that card behind in it's old space when it moves via the Trampler Sigil.
FlightyLeaveBehind If set to a valid card ID, the bearer will leave that card behind in it's old space when it moves via the Flighty Sigil.
ErraticLeaveBehind If set to a valid card ID, the bearer will leave that card behind in it's old space when it moves via the Erratic Sigil.
PhantasmicLeaveBehind If set to a valid card ID, the bearer will leave that card behind in it's old space when it moves via the Phantasmic Sigil.
CustomDoomedDuration If set to a number, and the card has the Doomed sigil, it will wait for that number of turns before perishing, rather than perishing immediately.
CustomSoakCounter If set to a number, determines how many times the card must be struck before the Soak sigil triggers.
PreventBones If set to any value, the card will not grant bones when it perishes.
BannedFromCampfire If set to any value, the card will not appear as an option to be buffed at campfires.
BannedFromCampfireDamage If set to any value, the card will not appear as an option to be buffed specifically at Damage campfires.
BannedFromCampfireHealth If set to any value, the card will not appear as an option to be buffed specifically at Health campfires.
BannedSigilTransferVictim If set to any value, the card will not appear as an option to be sacrificed at the Sacrifice Stones.
BannedSigilTransferTarget If set to any value, the card will not appear as an option to be given sigils at the Sacrifice Stones.
BannedFromBoneLord If set to any value, the card will not appear as an option to be sacrificed at the Bone Lord Node.
CustomGiftBearerSpawnsRare If set to any value, the card will give rare cards with the custom Gift Bearer sigil.
PreventPlay If set to any value, the card will be unable to be played during combat.
AllStrikesDoubled If set to any value, the card will strike all spaces which it would normally strike an additional time when attacking.
InherentCardOnHitDef If set to a valid card ID, will determine what creature the card gives with the InherentCardOnHit special ability.
LegionCardOverride If set to a valid card ID, will determine what creatures the card gives with the Legion sigil.
SummonerGivesRareCards If set to any value, the card will give a selection of Rare cards with the Summoner sigil.
SummonerAdoptsMods If set to any value, options given by the summoner sigil when applied to the card will adopt the card's modifications.
NumberOfSummonerAddedSigils If set to a number, card options given by the summoner sigil will have that number of randomly chosen added sigils.
NumberOfSummonerOptions If set to a number, the summoner sigil will give that number of options instead of the default 3.
VenatorTransformation If set to a valid card ID, will determine what the card transforms into with the Venator sigil.
BloodrunnerLeaveBehind If set to a valid card ID, the bearer will leave that card behind in it's old space when it moves via the Bloodrunner sigil.
PropagationOverride If set to a valid card ID, will determine what creatures the card gives with the Propagation sigil.
CustomSpurredBuff If set to a number, controls how much damage the bearer gains from the Spurred Sigil. Spurred has inherent icon support for up to +3 damage.
BloodBornTransformation If set to a valid card ID, will determine what the card transforms into with the Bloodborn sigil.
CustomDistractionMax If set to a number, controls how many times the Distraction sigil can activate before being depleted.
CardShedderLeaveBehind If set to a valid card ID, the bearer will leave that card behind in it's old space when it moves via the Card Shedder sigil.
CustomDocileCounter If set to a number, controls how many turns the bearer waits between attacking with the Docile sigil.
CustomValuablePayoutAmount If set to a number, controls how many units of the respective act's currency the bearer will give upon death.
ExpulsionOverride If set to a valid card ID, will determine what creatures the card gives with the Expulsion sigil.

Nevernameds Appearance Behaviors

A list of appearance behaviors which modders using this sigil pack may apply to their cards to grant them different backgrounds or appearances.

Name Appearance Notes
GreyCardBackground
GrueBackground
InstantEffectCardBackground Will take a different appearance depending if the card is a common or a rare.
RareTerrainBackground
TechPaperCardBackground
PixelBloodDecal Act 2

Max Mod


Max Mod

GUID NAME DESCRIPTION
creator.max Gain Five Batteries When a card bearing this sigil is played, the owner gains five Max Energy.
creator.max Gain Four Batteries When a card bearing this sigil is played, the owner gains four Max Energy.
creator.max Gain One Battery When a card bearing this sigil is played, the owner gains one Max Energy.
creator.max Gain Six Batteries When a card bearing this sigil is played, the owner gains six Max Energy.
creator.max Gain Three Batteries When a card bearing this sigil is played, the owner gains three Max Energy.
creator.max Gain Two Batteries When a card bearing this sigil is played, the owner gains two Max Energy.
creator.max Lose Five Batteries When a card bearing this sigil is played, the owner loses five Max Energy.
creator.max Lose Four Batteries When a card bearing this sigil is played, the owner loses four Max Energy.
creator.max Lose One Battery When a card bearing this sigil is played, the owner loses one Max Energy.
creator.max Lose Six Batteries When a card bearing this sigil is played, the owner loses six Max Energy.
creator.max Lose Three Batteries When a card bearing this sigil is played, the owner loses three Max Energy.
creator.max Lose Two Batteries When a card bearing this sigil is played, the owner loses two Max Energy.

Too Many Sigils


Too Many Sigils Sigils

GUID NAME DESCRIPTION
GUID Name Description
:-: :- :-
creator.TooManySigils Bastion When this card is damaged, It takes half the Damage it would normally.
creator.TooManySigils Covalesce If a card bearing this sigil is alive during your endstep, This card gains 1 health.
creator.TooManySigils Dead Pack When a card bearing this sigil perishes, it provides 1 Item to its owner.
creator.TooManySigils Gain Five Batteries When a card bearing this sigil is played, the owner gains five Max Energy.
creator.TooManySigils Gain Four Batteries When a card bearing this sigil is played, the owner gains four Max Energy.
creator.TooManySigils Gain One Battery When a card bearing this sigil is played, the owner gains one Max Energy.
creator.TooManySigils Gain Six Batteries When a card bearing this sigil is played, the owner gains six Max Energy.
creator.TooManySigils Gain Three Batteries When a card bearing this sigil is played, the owner gains three Max Energy.
creator.TooManySigils Gain Two Batteries When a card bearing this sigil is played, the owner gains two Max Energy.
creator.TooManySigils Heart Locked When a card bearing this sigil is damaged, It only takes 1 Damage.
creator.TooManySigils Host When a card bearing this sigil is damaged, a card is added to your hand.
creator.TooManySigils Launcher If a card bearing this sigil is on the field during your endstep, a card is launched to one of your empty spaces.
creator.TooManySigils Lose Five Batteries When a card bearing this sigil is played, the owner loses five Max Energy.
creator.TooManySigils Lose Four Batteries When a card bearing this sigil is played, the owner loses four Max Energy.
creator.TooManySigils Lose One Battery When a card bearing this sigil is played, the owner loses one Max Energy.
creator.TooManySigils Lose Six Batteries When a card bearing this sigil is played, the owner loses six Max Energy.
creator.TooManySigils Lose Three Batteries When a card bearing this sigil is played, the owner loses three Max Energy.
creator.TooManySigils Lose Two Batteries When a card bearing this sigil is played, the owner loses two Max Energy.
creator.TooManySigils Rotting If a card bearing this sigil is alive during your endstep, this card loses 1 power and 1 health.
creator.TooManySigils Spawner If a card bearing this sigil is on field during your endstep, this card moves in the direction inscribed in the sigil, and a card is played in its previous space.
creator.TooManySigils Thick Shell When a card bearing this sigil is damaged, It takes 1 less Damage.

Too Many Sigils Stats

GUID Name Description
creator.TooManySigils Ants Minus This cards power is equal to the amount of Ant's on field, minus this one.

Custom Currency


Custom Currency Costs

NAME INFO EXTENSION PROPERTY
SKULLS You start a run with Skulls equal to your challenge points. You can't get them back, so spend them wisely. "SkullsCost": "2"
BELLS You gain a Bell every time you pass your turn. "BellsCost": "4"
OLD_BITS You get 1 OLD_BITS every time you visit the Woodcarver or the Bone Lord. OLD_BITS aren't reset after a battle. "OldBitsCost": "1"
MANA Works like Mana from Magic: the Gathering. You get mana from activating the Tap For Mana sigils. Mana is reset when you pass your turn. "ManaCost": "1ub"
GENERIC MOX Like Mox, except that any color pays for it. "GenericMoxCost": "true"

Note that Skulls, Bells, and OLD_BITS each support a cost of up to 13, and Mana supports a cost of up to 3 total.


Custom Currency Sigils

GUID NAME INFO
tvflabs.inscryption.CustomCurrency Tap For White Mana Activate: If this card does not have the Tapped sigil, you gain 1 white mana and this card gains the Tapped sigil.
tvflabs.inscryption.CustomCurrency Tap For Blue Mana Activate: If this card does not have the Tapped sigil, you gain 1 blue mana and this card gains the Tapped sigil.
tvflabs.inscryption.CustomCurrency Tap For Black Mana Activate: If this card does not have the Tapped sigil, you gain 1 black mana and this card gains the Tapped sigil.
tvflabs.inscryption.CustomCurrency Tap For Green Mana Activate: If this card does not have the Tapped sigil, you gain 1 green mana and this card gains the Tapped sigil.
tvflabs.inscryption.CustomCurrency Tap For Red Mana Activate: If this card does not have the Tapped sigil, you gain 1 red mana and this card gains the Tapped sigil.

Star Craft Core


Star Craft Sigils

Name Description
Abduct Whenever a card bearing this sigil is played, you may move any enemy creature to the nearest empty space.
Armored All attacks this creature receives are reduced by 1 damage.
Assimilate When a card bearing this Sigil kills another card it, the killer will Evolve.
Blink At the end of your turn, a card bearing this sigil can move to a targeted empty slot.
Blood Bank Whenever a card bearing this sigil is sacrificed to summon another card, the cost is reduced from this creature’s current health.
Detector As long as a card bearing this sigil is on the board, all Waterborne creatures are revealed and can be attacked as normal.
Explode When a card bearing this sigil attacks, the damage is also applied to the creatures adjacent to the target. This creature then perishes.
Fish Hook Whenever a card bearing this sigil is played, you may hook an opposing creature to your side of the board, if there is room.
Healing At the start of your turn the card bearing this sigil will heal adjacent cards by one health.
Mend When a card bearing this sigil is played, a targeted card can restore 1 health.
Mineral Mining When a card being this sigil is attacked, the attacker generates 1 bone.
Regenerate At the start of your turn, a creature bearing this sigil will heal one health.
Ricochet When a card bearing this sigil deals damage to a creature, it will also deal 1 flying damage.
Splash Damage Whenever a card bearing this sigil attacks, the damage will also apply to the creatures adjacent to the target.
Stimpack Activate this sigil to deal 1 damage to the card but gain 2 damage for a single turn
Swarm When an card adjacent to a card bearing this sigil attacks another card and survives, this card will also attack the same card.
Trinket Within When a card bearing this sigil perishes, a random item is given to you.

Star Craft Core Regions

Name Tier Main Tribes Opponents Encounters
Auir 0 Bird ProspectorBoss,AnglerBoss,TrapperTraderBoss,Abathur BirdFlock,CoyotePack,WolfPack,PronghornJuggernaut,DireWolfJuggernaut,Protoss Dark Templar,Protoss Zealot Rush
Char 1 Insect ProspectorBoss,AnglerBoss,TrapperTraderBoss,Abathur Skinks,AntSwarm,Submerge,Bees,Reptiles,AntsAndTurtles,Zerg Air,Drone Rush,Swarm Host snipe,Ultralisk Rush,Zergling Swarm
MarSara 2 Canine ProspectorBoss,AnglerBoss,TrapperTraderBoss,Abathur Skinks,AntSwarm,Submerge,Bees,Reptiles,AntsAndTurtles,Terran Air,Terran Marine Drop,Terran Mech,Terran Reaper Rush,Terran Widow Mines

Sigil A Day Julienperge


Sigils

GUID NAME DESCRIPTION
julianperge.inscryption.sigiladay Excavator When played, remove all Terrain cards on your side of the field. For each card removed, place a Squirrel in your hand.
julianperge.inscryption.sigiladay Nest When [creature] is struck, you may select a card from a specific draw pile.
julianperge.inscryption.sigiladay Split When [creature] is played, create a copy an open space on your side of the field.
julianperge.inscryption.sigiladay Flight Of The Valkyrie When [creature] is played, fill all open slots on your side of the field with 1/1 Norse Warriors.
julianperge.inscryption.sigiladay Miasma When [creature] dies, spawn a Greater Smoke in its place.
julianperge.inscryption.sigiladay Prospect When [creature] damages another creature, that creature turns into a Golden Nugget. Gain 1 gold tooth upon destroying a Golden Nugget.
julianperge.inscryption.sigiladay Golden Nugget When [creature] dies, gain 1 gold tooth.
julianperge.inscryption.sigiladay Belligerent When [creature] dies, create a copy of itself with a cumulative -1 to Power and Health. Has no effect on cards with 1 Health.
julianperge.inscryption.sigiladay Evolve Randomly A card bearing this sigil will grow into a random form after 1 turn on the board.
julianperge.inscryption.sigiladay Hermit Similar to Submerge ability, but instead can only be played on Terrain/Pelt cards and hides under them.

Notes: In path_to_your_bepinex_install\BepInEx\config, there will be a file called julianperge.inscryption.sigiladay.cfg. If you don't see this, run the game for the first time and it should create the default .cfg file.

If no list is provided, a card at pure random is chosen.

Please see this example .cfg file for setting up random evolutions.

In path_to_your_bepinex_install\BepInEx\config, there will be a file called julianperge.inscryption.sigiladay.cfg. If you don't see this, run the game for the first time and it should create the default .cfg file.

Please see this example .cfg file for setting up the cards to tutor for.


Bitty's Reigions


Bitty's Sigils

Name Description
Inflamed When A card bearing this sigil is struck, discard the oldest card in your hand.
Bellows When A card bearing this sigil is struck, draw 1 card from your side deck with Fleeting.
Hand Limit At the end of each turn A card bearing this sigil is in your hand or on the board, discard your oldest card until you have 4 or less cards in your hand.
Discard Shield When A card bearing this sigil is played, all cards in your hand have Fleeting removed from them. When a card is drawn, Fleeting is removed from it.
Blazing Deck At the start of the owner's turn, A card bearing this sigil will draw 1 card from your deck with Fleeting.
Anthill When a card is discarded while A card bearing this sigil is on the board, create a Fire Ant in your hand.
Egg Sacks When A card bearing this sigil perishes by battle, Spiderlings are created on the owner's empty spaces.
Many Legs When A card bearing this sigil is struck, a Leg is created in its place and a card bearing this sigil moves to the right.
Scuttler At the start of battle, A card bearing this sigil will move in the direction inscribed in the sigil.
Dark Growth When A card bearing this sigil perishes, adjacent and opposing cards gain 1 power and lose 1 health.
Doom Clock At the end of each turn A card bearing this sigil counts down. If this sigil reaches 0, you lose.
Create Terrain When A card bearing this sigil is played, a random terrain is created on the opposing space.
Muscle Milk A card bearing this sigil may be played on other cards. When A card bearing this sigil is played on another card, it gains 1 power and loses 1 health.
Summoning When A card bearing this sigil is played, a random card of the same cost tier is summoned to the right.

Bitty's Special Abilities / Stats

GUID Name Description
Insect Swarm The value represented with this sigil will be equal to the number of insects that the owner has on their side of the table.

Bitty's Card Appearences

Name Description
MagmaAppearance Gives cards an orange, burnt look. Also makes the emission glow in a gradient between orange and yellow.
MagmaGlowAppearance Gives cards the emission glow of MagmaAppearance without the burnt card background. Used for terrain cards and such.

Bitty's Reigions

Name Tier Main Tribes Encounters
Magma_bitty 2 Reptile Reptiles, Skinks, bit_TurtleRockJuggernaut, bit_FireSalmonRun, bit_DragonNest

Bitty's Extended Property's

Region Number Extended Property Example Card Appearance Example
Magma 1 .SetExtendedProperty("bitty_region", 1) .AddAppearances(MagmaAppearance)

Notes: You can add your own region specific cards by adding the extended property "bitty_region" and setting it to the corresponding number. If you want it to look like the other region cards then you can also add the apperance.


Shatteredscryption


Shatteredscryption Sigils

Name Description
Bonesplosion A card bearing this sigil will explode on death, dealing 1 Damage to all adjacent Cards.
Caustic Any attack A card bearing this sigil performs will apply a Damage over time effect to the Card hit.
Chain Pull A card bearing this sigil will pull the closest oppenent Card in front of itself and cripple that card upon attacking.
Crippled A card bearing this sigil will only attack every second turn after it is played. If buffed, it will not skip turns, but is significantly weaker on the turn it would normally skip.
Damage over time A card bearing this sigil will take 1 Damage per turn until A card bearing this sigil perishes.
Evasion A card bearing this sigil will only take Damage 25 percent of the time.
Exhaust Activate:Pay 3 Energy for A card bearing this sigil to attack a card of your choosing, this only works if this Card is unopposed.
Fly Swarm Upon being attacked, A card bearing this sigil will create a Fly Swarm on an open adjacent Slot.
Goo-ey A card bearing this sigil will only ever take 1 Damage.
Necromancers Bond A card bearing this sigil will die if there is no Necromancer on the Board.
Necromancers Touch A card bearing this sigil will upon being played summon 1 ShackleBones in your Hand.
Shockwave Every other turn while on the Board, A card bearing this sigil will cause a Shockwave, dealing 1 Damage to the opposing Card and any Cards adjacent to it.
Spectral Touch A card bearing this sigil will summon a Wraith in your Hand every second turn when it is on the Board.
Thief A card bearing this sigil will steal a Sigil from the opposing Card when attacking and run away after.
Trap Setter A card bearing this sigil will place 2 Poison Dart Traps on either side of itself upon being placed, it will also give you 1 Shocker or Smoke Bomb every turn, alternating.
Vampiric Strike A card bearing this sigil will gain 1 Health after dealing damage to any other Card.
Vicious Thief A card bearing this sigil will steal a Sigil from the opposing Card when attacking and Cripple that Card

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