Sigils are additional effects that can be possessed by certain cards. A card can bear multiple Sigils. The effects from these Sigils can be found in the Rule Book, or by right-clicking on a card's Sigil. Most Sigil effects are always in effect or occur automatically under predetermined conditions, though certain cards in Act II possess Activated Sigils that can be triggered anytime during the player's turn, as long as they can pay the necessary cost.
Note that some cards have symbols in place of their Power, which represent a variable number. For instance, the Worker Ant and Ant Queen have Ants power, which changes depending on the number of ants in play. These symbols are defined as variable stats and not sigils.
Some cards bear Sigils naturally, though all cards can obtain new Sigils through certain events.
List of Sigils[]
# | Sigil | Name | Effect | Power Level |
---|---|---|---|---|
1 | ![]() |
Rabbit Hole | When this card is played, a Rabbit is created in your hand. | 3 |
2 | ![]() |
Bees Within | When this card is struck, a Bee is created in your hand. | 3 |
3 | ![]() |
Sprinter | At the end of the owner's turn, this card moves in the sigil's direction. | 1 |
4 | ![]() |
Touch of Death | This card instantly kills any card it damages. | 4 |
5 | ![]() |
Fledgling | After surviving for 1 turn, this card grows into a stronger form. | 2 |
6 | ![]() |
Dam Builder | When this card is played, Dams are created on adjacent empty spaces. | 3 |
7 | ![]() |
Hoarder | When this card is played, choose a card from your deck to be drawn immediately. | 4 |
8 | ![]() |
Burrower | This card will move to any empty space that is attacked by an enemy to block it. | 1 |
9 | ![]() |
Fecundity | When this card is played, a copy of it enters your hand. | 3 |
10 | ![]() |
Loose Tail | When this card would be struck, a tail is created in its place and this card moves to the right. | 2 |
11 | ![]() |
Corpse Eater | If a card that you own dies by combat, this card is played from your hand on its space. | 3 |
12 | ![]() |
Bone King | When this card dies, 4 Bones are awarded instead of 1. | 2 |
13 | ![]() |
Waterborne | On the opponent's turn, creatures attacking this card's space attack directly. | 1 |
14 | ![]() |
Unkillable | When this card perishes, a copy of it enters your hand. | 2 |
15 | ![]() |
Sharp Quills | Once this card is struck, the striker is dealt 1 damage. | 2 |
16 | ![]() |
Hefty | At the end of the owner's turn, this and adjacent cards move in the sigil's direction. | 1 |
17 | ![]() |
Ant Spawner | When this card is played, an Ant enters your hand. | 3 |
18 | ![]() |
Guardian | When an opposing card is played opposite an empty space, this card moves to that space. | 1 |
19 | ![]() |
Airborne | This card will ignore opposing cards and strike an opponent directly. | 0 |
20 | ![]() |
Many Lives | When this card is sacrificed, it does not perish. | 4 |
21 | ![]() |
Repulsive | If a creature would attack this card, it does not. | 4 |
22 | ![]() |
Worthy Sacrifice | This card counts as 3 Blood rather than 1 Blood when sacrificed. | 2 |
23 | ![]() |
Mighty Leap | This card blocks opposing Airborne creatures. | 1 |
24 | ![]() |
Bifurcated Strike | This card will strike each opposing space to the left and right of the spaces across it. | 4 |
25 | ![]() |
Trifurcated Strike | This card will deal damage to the opposing spaces left, right, and opposite of it. | 5 |
26 | ![]() |
Frozen Away | When this card perishes, the creature inside takes its place. | 3 |
27 | ![]() |
Trinket Bearer | When this card is played, you will receive an item if you have room. | 5 |
28 | ![]() |
Steel Trap | When this card dies, the card opposing it also dies. A Wolf Pelt is created in your hand. | 5 |
29 | ![]() |
Amorphous | When this card is drawn, this sigil is replaced by a random sigil. | 3 |
30 | ![]() |
Tidal Lock | At the beginning of its owner's turn, this card will remove all Squirrels and Rabbits from the board. | 5 |
31 | ![]() |
Omni Strike | This card will strike all opposing creatures, or attack directly if there are none. | 5 |
32 | ![]() |
Leader | Creatures adjacent to this card gain 1 Power. | 3 |
33 | ![]() |
Bellist | When this card is played, Chimes are created on adjacent empty spaces. | 4 |
34 | ![]() |
Stinky | The creature opposing this card loses 1 Power. | 2 |
# | Sigil | Name | Effect | Power Level |
---|---|---|---|---|
1 | Mighty Leap | This card blocks opposing Airborne creatures. | 1 | |
2 | Bifurcated Strike | This card will strike each opposing space to the left and right of the spaces across it. | 4 | |
3 | Trifurcated Strike | This card will deal damage to the opposing spaces left, right, and opposite of it. | 5 | |
4 | Frozen Away | When this card perishes, the creature inside takes its place. | 3 | |
5 | Steel Trap | When this card dies, the card opposing it also dies. A Wolf Pelt is created in your hand. | 5 | |
6 | Rabbit Hole | When this card is played, a Rabbit is created in your hand. | 3 | |
7 | Sprinter | At the end of the owner's turn, this card moves in the sigil's direction. | 1 | |
8 | Touch of Death | This card instantly kills any card it damages. | 4 | |
9 | Fledgling | After surviving for 1 turn, this card grows into a stronger form. | 2 | |
10 | Burrower | This card will move to any empty space that is attacked by an enemy to block it. | 1 | |
11 | Fecundity | When this card is played, a copy of it enters your hand. | 3 | |
12 | Bone King | When this card dies, 4 Bones are awarded instead of 1. | 2 | |
13 | Unkillable | When this card perishes, a copy of it enters your hand. | 2 | |
14 | Sharp Quills | Once this card is struck, the striker is dealt 1 damage. | 2 | |
15 | Hefty | At the end of the owner's turn, this and adjacent cards move in the sigil's direction. | 1 | |
16 | Guardian | When an opposing card is played opposite an empty space, this card moves to that space. | 1 | |
17 | Airborne | This card will ignore opposing cards and strike an opponent directly. | 0 | |
18 | Many Lives | When this card is sacrificed, it does not perish. | 4 | |
19 | Repulsive | If a creature would attack this card, it does not. | 4 | |
20 | Worthy Sacrifice | This card counts as 3 Blood rather than 1 Blood when sacrificed. | 2 | |
21 | Bone Digger | At the end of the owner's turn, this card generates 1 Bone. | 2 | |
22 | Brittle | After attacking, this card perishes. | -2 | |
23 | Skeleton Crew | At the end of the owner's turn, this card moves in the sigil's direction and plays a Skeleton in the space behind it. | 3 | |
24 | Green Mox | While this card is on the board, it provides a Green Gem. | 2 | |
25 | Orange Mox | While this card is on the board, it provides an Orange Gem. | 2 | |
26 | Blue Mox | While this card is on the board, it provides a Blue Gem. | 2 | |
27 | Gem Animator | Mox cards on the owner's side of the board gain 1 Power. | 3 | |
28 | Ruby Heart | When this card perishes, a Ruby Mox replaces it. | 3 | |
29 | Mental Gemnastics | When this card is played, you draw cards equal to the amount of your Mox cards played. | 3 | |
30 | Gem Dependant | If this card's owner controls no Mox cards, this card perishes. | -3 | |
31 | Great Mox | While this card is on the board, it provides all 3 Gems to its owner. | 4 | |
32 | Handy | When this card is played, discard your hand then draw 4 cards. | 4 | |
33 | Squirrel Shedder | At the end of the owner's turn, this card moves in the sigil's direction and plays a Squirrel in the space behind it. | 3 | |
34 | Attack Conduit | Other creatures within a circuit completed by this card gain 1 Power. | 3 | |
35 | Spawn Conduit | Empty spaces in a circuit created by this card play L33pB0ts at the end of the owner's turn. | 3 | |
36 | Null Conduit | This card may complete a circuit, but provides no effect. | 1 | |
37 | Battery Bearer | When this card is played, you gain an Energy Cell. | 2 | |
38 | Detonator | When this card dies, adjacent and opposing cards are dealt 10 damage. | 0 | |
39 | Sentry | When a card moves into the space opposing this card, they are dealt 1 damage. | 3 | |
40 | Energy Conduit | If this card is part of a completed circuit, your Energy never depletes. | 2 | |
41 | Bomb Spewer | When this card is played, fill all empty spaces with Explode Bots. | 4 | |
42 | Double Death | When another creature you own dies, it dies again. | 3 | |
43 | Power Dice | Activate: Pay 1 Energy to set the Power of this card randomly between 1 and 6. | 5 | |
44 | Enlarge | Activate: Pay 2 Bones to increase the Power and Health of this card by 1. | 4 | |
45 | Disentomb | Activate: Pay 1 Bone to create a Skeleton in your hand. | 3 | |
46 | Energy Gun | Activate: Pay 1 Energy to deal 1 damage to the space across from this card. | 4 | |
47 | Looter | When this card deals damage directly, draw a card for each damage dealt. | 4 | |
48 | True Scholar | Activate: If you have a Blue Gem, destroy this card to draw 3 cards. | 3 | |
49 | Stimulate | Activate: Pay 3 Energy to increase the Power and Health of this card by 1. | 4 | |
50 | Bonehorn | Activate: Pay 1 Energy to gain 3 Bones. | 4 | |
51 | Waterborne | On the opponent's turn, creatures attacking this card's space attack directly. | 1 | |
52 | Kraken Waterborne | Same as Waterborne, except that this card becomes a Tentacle card when it emerges. | 2 |
# | Sigil | Name | Effect | Power Level |
---|---|---|---|---|
1 | ![]() |
Sprinter | At the end of the owner's turn, this card will move in the sigil's direction. | 1 |
2 | ![]() |
Touch of Death | This card instantly kills any card it damages. | 4 |
3 | ![]() |
Burrower | This card will move to any empty space that is attacked by an enemy to block it. | 1 |
4 | ![]() |
Unkillable | When this card perishes, a copy of it enters your hand. | 2 |
5 | ![]() |
Sharp Quills | Once this card is struck, the striker is dealt 1 damage. | 2 |
6 | ![]() |
Hefty | At the end of the owner's turn, this and adjacent cards move in the sigil's direction. | 1 |
7 | ![]() |
Guardian | When an opposing card is played opposite an empty space, this card moves to that space. | 1 |
8 | ![]() |
Airborne | This card will ignore opposing cards and strike an opponent directly. | 0 |
9 | ![]() |
Repulsive | If a creature would attack this card, it does not. | 4 |
10 | ![]() |
Mighty Leap | This card blocks opposing Airborne creatures. | 1 |
11 | ![]() |
Bifurcated Strike | This card will strike each opposing space to the left and right of the spaces across it. | 4 |
12 | ![]() |
Trifurcated Strike | This card will deal damage to the opposing spaces left, right, and opposite of it. | 5 |
13 | ![]() |
Amorphous | When this card is drawn, this sigil is replaced by a random sigil. | 3 |
14 | ![]() |
Brittle | After attacking, this card perishes. | -2 |
15 | ![]() |
Green Mox | While this card is on the board, it provides a Green Gem. | 2 |
16 | ![]() |
Orange Mox | While this card is on the board, it provides an Orange Gem. | 2 |
17 | ![]() |
Blue Mox | While this card is on the board, it provides a Blue Gem. | 2 |
18 | ![]() |
Attack Conduit | Other creatures within a circuit completed by this card gain 1 Power. | 3 |
19 | ![]() |
Null Conduit | This card may complete a circuit, but provides no effect. | 1 |
20 | ![]() |
Battery Bearer | When this card is played, you gain an Energy Cell. | 2 |
21 | ![]() |
Detonator | When this card dies, adjacent and opposing cards are dealt 10 damage. | 0 |
22 | ![]() |
Sniper | You may choose which opposing spaces this card strikes. | 3 |
23 | ![]() |
Nano Armor | The first time this card would take damage, prevent it. | 4 |
24 | ![]() |
Overclocked | This card has 1 additional Power, but its removed from your deck if it dies. | -1 |
25 | ![]() |
Bomb Latch | When this card perishes, give a card the Detonator sigil. | 2 |
26 | ![]() |
Brittle Latch | When this card perishes, give a card the Brittle sigil. | 3 |
27 | ![]() |
Shield Latch | When this card perishes, give a card the Nano Armor sigil. | 1 |
28 | ![]() |
Dead Byte | When this card perishes, select a file and deal damage proportional to its size. | 5 |
29 | ![]() |
Hostage File | When this card perishes, the file used to create it is deleted. | 0 |
30 | ![]() |
Transformer | At the start of your turn, this card toggles its Beast mode. | 1 |
31 | ![]() |
Sentry | When a creature moves into the space opposite this card, they take 1 damage. | 3 |
32 | ![]() |
Gem Detonator | Gem Vessels now Detonate. | 1 |
33 | ![]() |
Gem Guardian | When this card is played, all Gem Vessels on the owner's side gain Nano Armor. | 2 |
34 | ![]() |
Vessel Printer | When this card is struck, draw an Empty Vessel. | 2 |
35 | ![]() |
Swapper | After this card is dealt damage, swap its Power and Health. | 0 |
36 | ![]() |
Annoying | The creature opposing this card gains 1 Power. | -1 |
37 | ![]() |
Gem Spawn Conduit | Empty spaces in a circuit created by this card play Gem Vessels at the end of the owner's turn. | 3 |
38 | ![]() |
Gift Bearer | When this card perishes, gain a random card. | 3 |
39 | ![]() |
Stinky | The creature opposing this card loses 1 Power. | 2 |
40 | ![]() |
Buff When Powered | If this card is inside a circuit, it gains 2 Power. | 2 |
41 | ![]() |
Gift When Powered | If this card is inside a circuit when it perishes, gain a random card. | 1 |
42 | ![]() |
Trifurcated When Powered | If this card is within a circuit, it will deal damage to the opposing spaces left, right, and opposite of it. | 3 |
43 | ![]() |
Clinger | When you play another card, this card moves as close as possible to it. | 0 |
Sigil | Name | Effect | Cards bearing the sigil naturally | Notes | Power Level |
---|---|---|---|---|---|
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Touch of Death | This card instantly kills any card it damages. | Only listed in the rulebook. | 4 | |
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Corpse Eater | If a card that you own dies by combat, this card is played from your hand on its space. | Only listed in the rulebook. | 3 | |
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Bone King | When this card dies, 4 Bones are awarded instead of 1. | Only listed in the rulebook. | 2 | |
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Unkillable | When a card bearing this sigil perishes, a copy of it is created in your hand. | Only listed in the rulebook. | 2 | |
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Guardian | When an opposing card is played opposite an empty space, this card moves to that space. | Bonehound | 1 | |
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Airborne | This card will ignore opposing cards and strike an opponent directly. | Banshee | 0 | |
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Repulsive | If a creature would attack a card bearing this sigil, it does not. | Starvation | 4 | |
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Bone Digger | At the end of the owner's turn, this card generates 1 Bone | Gravedigger | 2 | |
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Brittle | After attacking, a card bearing this sigil perishes. | Skeleton | -2 | |
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Bomb Latch | When this card perishes, give a card the Detonator sigil. | Only listed in the rulebook. | 2 | |
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Brittle Latch | When this card perishes, give a card the Brittle sigil. | Only listed in the rulebook. | 3 | |
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Shield Latch | When this card perishes, give a card the Nano Armor sigil. | Only listed in the rulebook. | 1 | |
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Stinky | The creature opposing this card loses 1 Power. | Only listed in the rulebook. | 2 | |
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Clinger | When you play another card, this card moves as close as possible to it. | Only listed in the rulebook. | 0 | |
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Blood Guzzler | When this card deals damage, it gains 1 Health for each damage dealt. | Only listed in the rulebook. | 0 | |
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Haunter | When this card dies, a card played in its previous space gains this card's sigils. | Only listed in the rulebook. | 0 | |
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Exploding Corpse | When this card dies, all empty spaces play Guts Cards. | Only listed in the rulebook. | 0 | |
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Apparition | This card gains 1 Power when you speak 'Bloody Mary' into your microphone up to a total of 13 times. | Only listed in the rulebook. | 0 |
Sigil | Name | Effect | Cards bearing the sigil naturally | Notes | Power Level |
---|---|---|---|---|---|
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Rabbit Hole | When a card bearing this sigil is played, a Rabbit is created in your hand. | Only listed in the rulebook. | 3 | |
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Hoarder | When this card is played, choose a card from your deck to be drawn immediately. | Only listed in the rulebook. | 4 | |
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Amorphous | When this card is drawn, this sigil is replaced by a random sigil. | Only listed in the rulebook. | 3 | |
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Green Mox | While this card is on the board, it provides a Green Gem. | Emerald Mox | 2 | |
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Orange Mox | While this card is on the board, it provides an Orange Gem. | Ruby Mox | 2 | |
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Blue Mox | While this card is on the board, it provides a Blue Gem. | Sapphire Mox | 2 | |
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Gem Animator | Mox cards on the owner's side of the board gain 1 Power. | Orange Mage | 3 | |
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Ruby Heart | When a card bearing this sigil perishes, a Ruby Mox is created in its place. | Ruby Golem | 3 | |
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Mental Gemnastics | When this card is played, you draw cards equal to the amount of your Mox cards played. | Blue Mage | 3 | |
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Gem Dependant | If this card's owner controls no Mox cards, this card perishes. | Gem Fiend | -3 | |
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Gem Detonator | Gem Vessels now Detonate. | Only listed in the rulebook. | 1 | |
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Bellist | When this card is played, Chimes are created on adjacent empty spaces. | Only listed in the rulebook. | 4 | |
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Clinger | When you play another card, this card moves as close as possible to it. | Only listed in the rulebook. | 0 | |
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Virtual Realist | If a VR Headset is connected, This card may be played without paying its cost. | Only listed in the rulebook. | 0 | |
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Head of Edaxio | Edaxio is played if you play cards the Head, Arms, Legs and Torso of Edaxio sigils. | Only listed in the rulebook. | 0 | |
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Arms of Edaxio | Edaxio is played if you play cards the Head, Arms, Legs and Torso of Edaxio sigils. | Only listed in the rulebook. | 0 | |
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Legs of Edaxio | Edaxio is played if you play cards the Head, Arms, Legs and Torso of Edaxio sigils. | Only listed in the rulebook. | 0 | |
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Torso of Edaxio | Edaxio is played if you play cards the Head, Arms, Legs and Torso of Edaxio sigils. | Only listed in the rulebook. | 0 |
Sigil | Name | Effect | Cards bearing the sigil naturally | Notes | Power Level |
---|---|---|---|---|---|
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Brood Parasite | When a card bearing this sigil is played, an egg is created on the opposing space. | Cuckoo | 4 | |
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Rampager | At the end of the owner's turn, this card will move in the direction on the sigil. Cards in the way will replace where it was previously | Wild Bull | 1 | |
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Made of Stone | A card bearing this sigil is immune to the effects of Touch of Death and Stinky. | Boulder | 2 | |
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Double Strike | A card bearing this sigil will strike the opposing space an extra time when attacking. | Dire Wolf Pelt Lice | 4 | |
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Blood Lust | When this card kills an opposing card, it gains 1 Power. | Wolverine Hodag | 3 | |
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Morsel | When this card is sacrificed, it transfers its stats onto the card it was sacrificed for. | Mealworm | 3 | |
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Armored | The first time a card bearing this sigil would take damage, prevent that damage. | Mud Turtle | 4 | |
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Bone Digger | At the end of the owner's turn, this card generates 1 Bone. | Dire Wolf Pup | 2 | |
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Annoying | The creature opposing this card gains 1 Power. | Annoying Starter Deck | -1 | |
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Scavenger | While this card is played, opposing cards also grant Bones upon death. | Raccoon | 2 | |
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Finical Hatchling | This card hatches when drawn if all lights on the egg are lit up. These correspond to the Power, Health, and Tribe of your deck. | Hydra | 4 |
Sigil | Name | Effect | Notes | Power Level
(Where Applicable) |
---|---|---|---|---|
Sinkhole | Drag nearby creatures into the card bearing this sigil and kill them. | If you make your extra sigil 27 by modifying your save file, your extra sigil will be the Sinkhole sigil. | 5 | |
Marrow Sucker | Activate: Pay 2 Bones to heal this card. | 1 | ||
Bone Dice | Activate: Pay 1 Bone to set the Power of this card randomly between 1 and 6. | 3 | ||
Healing Conduit | Other creatures within a circuit completed by this card are healed at the end of the owner's turn. | 5 |
Sigil Power Level[]
Power Level is a hidden game mechanic present throughout the entirety of Inscryption. Every Sigil has its own Power Level, which can in theory be any integer, but in practice is never set lower than -3 or higher than 5. Power Level is used to inform other mechanics about the general quality of a sigil.
It is worth noting that while many of the following effects from Act I use Power Level to exclude sigils with less than 0 power, there are no sigils with less than 0 power present in Act I. In Kaycee's Mod of Act I however, the Annoying Sigil is introduced, which has a power level of -1, which these checks serve to prevent its appearance on things such as totems.
Card Power[]
Card Power is a number the game uses to determine various effects. It is largely informed by the sigil power. The Card Power of a given card is equal to the combined Power Level of all its Sigils, plus the value of its maximum health and the value of its power multiplied by 2 (e.g. 1 attack power adds 2 to the total card power).
Sigils with negative power, namely Brittle, Annoying, Gem Dependent, and Overclocked each lower the total power level of a card by their given negative values.
Effects[]
- Deck Trial - Rewards granted by completing the Deck Trial are inscribed with a random additional sigil. This sigil is never of a power less than 0 or greater than 5.
- Totems - Totem bottoms will select a random player obtainable sigil between the power levels of 0 and 7.
- This is done by picking a random number between 0 and 7. Any sigils with a power level equal to or less than the random number are considered valid. The specific sigil is then chosen completely at random from the remaining candidates.
- In simpler terms, the totem will need to randomly select a number of 5 or higher to pick a level 5 sigil, and if the randomly selected number is 0, only 0 power sigils may be selected.
- The Prospector - The Prospector's Boulder Selection event has a 66% chance to provide the player with an Insect card bearing a random sigil. This sigil is never of a power less than 0 or greater than 5.
- The Trader - The Trader will reward you of a selection of 8 cards with one extra sigil if the player has a wolf pelt, and can take as many as they have wolf pelts.
- Bomb Latch / Brittle Latch / Shield Latch - Latch Sigils controlled by the opponent rather than the player will select the target of their latch via the Card Power of available cards.
- Skel-e-Latchers prioritise selecting the highest Card Power card the player has, while the others will target the highest Card Power card that the opponent has.
- Amorphous - The Amorphous sigil will not randomly transform into a sigil with less than 0 power or more than 5 power.
- Build-a-Card - The SP costs of various sigils during the Act III Build-A-Card event is equal to their Sigil Power.
- Bounty Hunters / Friends - Bounty Hunters are randomly generated using 'stat points' based on your current bounty level among other factors (see Bounty Hunter for more info). These Stat Points are then spent on sigils and stats for the hunter, with each sigil costing points equal to its power level. Friends use the same system of point spending, except the amount of points they have available to spend is based on the amount of turns that have passed in the fight against G0lly.
- Automatic Drafting - The Automatic Deckbuilding feature in Act II incorporates Card Power in its decision making process.