Skills/Inscription
Inscription is the scribe's craft: copying spells from your spellbook onto blank scrolls, and binding runebooks. Scrolls let anyone cast a spell without a spellbook, and runebooks hold up to 16 recall runes in one book.
At a glance
| Skill cap | 100 (Grandmaster) |
|---|---|
| Tool | |
| Materials | |
| Main uses | Spell scrolls, necromancy scrolls, runebooks |
| Stats it trains | Intelligence and Dexterity |
How to inscribe
Double-click a scribe's pen to open the inscription menu, then choose a spell circle and the scroll you want. To write a spell scroll you need:
- the spell in a spellbook in your backpack (You don't have that spell! if not),
- enough mana for that spell's circle (You lack the mana required to inscribe that spell.),
- the spell's reagents, and one blank scroll.
Your chance starts at 0% at the bottom of the skill range and rises to 100% at the top. On success: You inscribe the spell and put the scroll in your backpack. On failure: You fail to inscribe the scroll, and the scroll is ruined.
Magery scrolls
Every Magery spell can be written. Each circle has its own skill range:
| Circle | Skill range | Mana used |
|---|---|---|
| First | 0–25 | 4 |
| Second | 0–39.2 | 6 |
| Third | 3.5–53.5 | 9 |
| Fourth | 17.8–67.8 | 11 |
| Fifth | 32.1–82.1 | 14 |
| Sixth | 46.4–96.4 | 20 |
| Seventh | 60.7–110.7 | 40 |
| Eighth | 75–125 | 50 |
| Scroll | Circle | Skill range | Mana | Materials | |
|---|---|---|---|---|---|
| Clumsy | First | 0–25 | 4 | ||
| Create Food | First | 0–25 | 4 | ||
| Feeblemind | First | 0–25 | 4 | ||
| Heal | First | 0–25 | 4 | ||
| Magic Arrow | First | 0–25 | 4 | ||
| Night Sight | First | 0–25 | 4 | ||
| Reactive Armor | First | 0–25 | 4 | ||
| Weaken | First | 0–25 | 4 | ||
| Agility | Second | 0–39.2 | 6 | ||
| Cunning | Second | 0–39.2 | 6 | ||
| Cure | Second | 0–39.2 | 6 | ||
| Harm | Second | 0–39.2 | 6 | ||
| Magic Trap | Second | 0–39.2 | 6 | ||
| Remove Trap | Second | 0–39.2 | 6 | ||
| Protection | Second | 0–39.2 | 6 | ||
| Strength | Second | 0–39.2 | 6 | ||
| Bless | Third | 3.5–53.5 | 9 | ||
| Fireball | Third | 3.5–53.5 | 9 | ||
| Magic Lock | Third | 3.5–53.5 | 9 | ||
| Poison | Third | 3.5–53.5 | 9 | ||
| Telekinesis | Third | 3.5–53.5 | 9 | ||
| Teleport | Third | 3.5–53.5 | 9 | ||
| Unlock | Third | 3.5–53.5 | 9 | ||
| Wall of Stone | Third | 3.5–53.5 | 9 | ||
| Arch Cure | Fourth | 17.8–67.8 | 11 | ||
| Arch Protection | Fourth | 17.8–67.8 | 11 | ||
| Curse | Fourth | 17.8–67.8 | 11 | ||
| Fire Field | Fourth | 17.8–67.8 | 11 | ||
| Greater Heal | Fourth | 17.8–67.8 | 11 | ||
| Lightning | Fourth | 17.8–67.8 | 11 | ||
| Mana Drain | Fourth | 17.8–67.8 | 11 | ||
| Recall | Fourth | 17.8–67.8 | 11 | ||
| Blade Spirits | Fifth | 32.1–82.1 | 14 | ||
| Dispel Field | Fifth | 32.1–82.1 | 14 | ||
| Incognito | Fifth | 32.1–82.1 | 14 | ||
| Magic Reflection | Fifth | 32.1–82.1 | 14 | ||
| Mind Blast | Fifth | 32.1–82.1 | 14 | ||
| Paralyze | Fifth | 32.1–82.1 | 14 | ||
| Poison Field | Fifth | 32.1–82.1 | 14 | ||
| Summon Creature | Fifth | 32.1–82.1 | 14 | ||
| Dispel | Sixth | 46.4–96.4 | 20 | ||
| Energy Bolt | Sixth | 46.4–96.4 | 20 | ||
| Explosion | Sixth | 46.4–96.4 | 20 | ||
| Invisibility | Sixth | 46.4–96.4 | 20 | ||
| Mark | Sixth | 46.4–96.4 | 20 | ||
| Mass Curse | Sixth | 46.4–96.4 | 20 | ||
| Paralyze Field | Sixth | 46.4–96.4 | 20 | ||
| Reveal | Sixth | 46.4–96.4 | 20 | ||
| Chain Lightning | Seventh | 60.7–110.7 | 40 | ||
| Energy Field | Seventh | 60.7–110.7 | 40 | ||
| Flame Strike | Seventh | 60.7–110.7 | 40 | ||
| Gate Travel | Seventh | 60.7–110.7 | 40 | ||
| Mana Vampire | Seventh | 60.7–110.7 | 40 | ||
| Mass Dispel | Seventh | 60.7–110.7 | 40 | ||
| Meteor Swarm | Seventh | 60.7–110.7 | 40 | ||
| Polymorph | Seventh | 60.7–110.7 | 40 | ||
| Earthquake | Eighth | 75–125 | 50 | ||
| Energy Vortex | Eighth | 75–125 | 50 | ||
| Resurrection | Eighth | 75–125 | 50 | ||
| Air Elemental | Eighth | 75–125 | 50 | ||
| Summon Daemon | Eighth | 75–125 | 50 | ||
| Earth Elemental | Eighth | 75–125 | 50 | ||
| Fire Elemental | Eighth | 75–125 | 50 | ||
| Water Elemental | Eighth | 75–125 | 50 |
Necromancy scrolls
With a
necromancer spellbook you can also copy Necromancy spells. Each needs the spell in your book, its mana, its necromantic reagents and one blank scroll. Once you have the listed Inscription, the scroll always succeeds a point later.
| Scroll | Inscription needed | Mana | Materials | |
|---|---|---|---|---|
| Animate Dead | 39.6 | 23 | ||
| Blood Oath | 19.6 | 13 | ||
| Corpse Skin | 19.6 | 11 | ||
| Curse Weapon | 19.6 | 7 | ||
| Evil Omen | 19.6 | 11 | ||
| Horrific Beast | 39.6 | 11 | ||
| Lich Form | 69.6 | 23 | ||
| Mind Rot | 29.6 | 17 | ||
| Pain Spike | 19.6 | 5 | ||
| Poison Strike | 49.6 | 17 | ||
| Strangle | 64.6 | 29 | ||
| Summon Familiar | 29.6 | 17 | ||
| Vampiric Embrace | 98.6 | 23 | ||
| Vengeful Spirit | 79.6 | 41 | ||
| Wither | 59.6 | 23 | ||
| Wraith Form | 79.6 | 17 |
Runebooks
A runebook (45 to 95 skill) takes 8 blank scrolls, a recall scroll and a gate travel scroll. Drop recall runes on it to store them, then recall or gate from the book directly. It holds up to 16 runes.
Training Inscription
- Every scroll you attempt inside its skill range is a chance to gain. Pick the circle whose range you're nearest the bottom of.
- Cheap first and second circle scrolls take you a long way; the later circles cost more mana and reagents.
- Sell your scrolls to mages and scribes to recover some of the cost.
- Below 10.0 you gain on every attempt, sometimes several tenths at once. Above that, each attempt has a chance to gain 0.1.
- The harder the attempt is for your skill level, the better your chance to gain. Your chance also drops as you get closer to your Inscription cap and to your total skill cap of 700.
- If you've set Inscription to go down (the arrow in your skills list), gains elsewhere can lower it to make room under your total cap. Lock skills you want to keep.
- Reaching 100.0 adds Inscription to the Skills Mastered count on your achievements.
- Scribes, mages, holy mages and mage guildmasters will train you for gold: up to a third of their own skill, at most 42.0, for 1 gold per 0.1 points. Ask them (or use their context menu) to train the skill, then drop the gold on them.
Stats: each successful use has a smaller chance (under 1%) to raise Dexterity and about a 2% chance to raise Intelligence by 1 point. Each stat can rise at most once every 10 minutes, and only if it's set to rise.
Suggested path
| Inscription | How to train |
|---|---|
| 0 to about 33 | Buy it from a scribe or mage. |
| 33 to 45 | Third circle scrolls, such as Bless or Magic Lock. |
| 45 to 60 | Fourth circle scrolls (Arch Protection, Recall). |
| 60 to 75 | Fifth circle scrolls (Blade Spirits, Magic Reflection). |
| 75 to 90 | Sixth circle scrolls (Invisibility, Mark). |
| 90 to 100 | Seventh circle scrolls (Flame Strike, Gate Travel). |
Tips
- Meditate while you write. Mana is usually the slowest part; Meditation speeds it up.
- Keep a full spellbook. You can only copy spells you know.
- Scrolls cast more easily than spellbook spells, so they make good backups for mages.
See also
- Magery · Necromancy · Meditation · Tinkering