ACT 2 SIGILS
In Act 2 of Inscryption there are a total of 52 sigils, 21 of which were previously in Act 1, which include: Mighty Leap, Bifurcated Strike, Trifurcated Strike, Frozen Away, Steel Trap, Rabbit Hole, Sprinter, Touch of Death, Fledgling, Burrower, Fecundity, Bone King and Waterborne.

True Scholar: Activated by Blue Gem, a card bearing this sigil will be destroyed to draw 3 cards.

Stimulate: Activated by 3 Energy, pay 3 Energy to increase the Power and Health of this card by 1.

Squirrel Shedder: At the end of the owner’s turn, a card bearing this sigil will move in the direction of the sigil and play a Squirrel in the previous space.

Skeleton Crew: At the end of the owner’s turn, a card bearing this sigil will move in the direction of the sigil and play a Skeleton in the previous space.

Spawn Conduit: Empty spaces in a Circuit created with this card spawn L33pB0ts at the end of the owner’s turn.

Sentry: When a card moves into the space opposing a card with this sigil, they are dealt 1 damage.

Ruby Heart: When this card perishes, a Ruby Mox takes its place.

Orange Mox: This card provides an Orange Gem when played.

Power Dice: Activate by paying 1 Energy, pay 1 Energy to set the Power of this card between 1 and 6, can be repeated.

Null Conduit: This card completes a circuit.

Mental Gemnastics: When this card is played, you draw cards equal to the amount of your Mox cards played.

Looter: When this card deals damage directly to the opponent, draw a card for each damage.

Kraken Waterborne: This card is similar to Waterborne, however it becomes a random Tentacle card when it emerges.

Great Mox: This card provides all 3 Gems to its owner when played.

Gem Dependant: If the owner has no Mox cards, this card perishes.

Green Mox: This card provides a Green Gem to its owner when played.

Handy: When this card is played, discard your hand and draw 4 cards.

Gem Animator: Mox cards on the owner’s side of the board gain 1 Power.

Energy Gun: Activate with 1 Energy, pay 1 Energy to deal 1 damage to the space across this card.

Energy Conduit: If this card is part of a circuit, your Energy will not deplete.

Enlarge: Activate with 2 Bones, Pay 2 Bones to increase the Power and Health of this card by 1.

Disentomb: Activate with 1 Bone, pay 1 Bone to create a Skeleton in your hand.

Detonator: When this card dies adjacent and opposing cards are dealt 10 damage.

Double Death: When another creature you own dies, it resurrects and dies again afterwards.

Brittle: This card instantly perishes after attacking.

Bone Digger: At the end of the owners turn, this card generates 1 Bone.

Bomb Spewer: When this card is played, all empty spots are filled with Explode Bots, Explode Bots are defined as 1 Power and 1 Health and will detonate upon taking damage, doing 10 damage to adjacent sides and in front of the card.

Blue Mox: This card provides a Blue Gem to its owner when played.

Bonehorn: Activate with 1 energy, pay 1 energy to recieve 3 bones.

Attack Conduit: Other cards within a circuit created by this card gain 1 Power.

Battery Bearer: When this card is played, gain an eneregy cell.
