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| A Treatise on Inscription, by Danar Kane; Edited
by Xena Dragon |
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Growing up in Jhelom, my wise
mother Taira taught me how to turn a needle and thread into
a valuable trade. After I left Jhelom to explore the world
beyond, this skill served me well but as I became more accustomed
to the ways of magic an old scribe taught me how to weave
the flows of magic into a scrap of parchment. Long did I
toil at this skill until I had become an adept scribe. I
began my research into the regional pricing of certain scrolls
throughout the land and the feasibility of Inscription as
a trade. My conclusions are as follows:
How to Inscribe
There are a few requirements that one must have before attempting
to inscribe a spell. Firstly, ye must be able to cast the
spell without the aid of a scroll. This means that ye must
have the following: the appropriate level of proficiency
as a mage, the required mana and the required reagents.
Secondly, ye will need a blank scroll to write upon. Summoning
up all thy inscription skill, use it on the blank scroll.
Ye will then need to decide which circle you will attempt
and then which particular spell. I am sorely tempted to
say "It is as easy as that!" but it is not. Ye must be prepared
to spend time diligently practising lower level spells before
ye can attempt the more difficult ones.
I have yet to gather information on the level of skill
required to insribe a particular circle of spells and as
I am quite proficient myself I should perhaps ask an apprentice
scribe about the difficulty they have with various circles
at different stages of ability. However, I can suggest that
ye follow this general rule of thumb. Inscription will increase
incredibly quickly when ye are inscribing a circle that
you find difficult. The problem with this is deciding which
circles are just too difficult. If ye fail thy attempts
more than 3 to 5 times in a row consistently, drop back
to the circle below until you have raised your abilities
a bit.
Inscription As A Trade
Inscription is unlike most other trade skills in that ye
can make a living selling purely to the merchant mages that
do business in the magic shops around Britannia as well
as hawking your goods to the layman on the street. The mages
will usually pay you a lot less for a scroll than ye can
coerce from a man on the street but you can still earn a
tidy profit from them. It has been my fortune to discover
that merchant mages will very seldom not buy a scroll you
are offering for sale. I often spend hours in a magic shop
so it is good to choose one to thy liking, preferably with
many merchant mages within. I myself favor the Encyclopedia
Magicka in Moonglow and the Sorceror's Guild in Ocllo to
but name a few. Upon entering I will greet the shopkeepers
and ask them if they have and reagents or blank scrolls
for me. I will usually then take up a chair at a desk and
begin my laborious task. Presently, there seems to be high
demand for reveal scrolls in Britannia, a situation that
completely baffles me as I find it an unwieldly and ultimately
weak spell.
If you are a veteran scribe you will know that the most
important aspect of inscription is mana. Attempting to copy
a scroll will drain you magically and I have often expended
mine energies only to see that I have made a mistake further
up the page. How bothersome! When ye are inscribing 3rd
circle or lower spells this will not be much of a problem
as your mana recharges at a slightly slower rate than you
can spend it. However, I have found that when you are inscribing
6th circle one often feels too weak to go on and must take
a short rest before continuing. At this point I will often
call over a mage to evaluate the scrolls I have created
and I will sell them if he offers the right price.
Maximizing Profit
Taking this mana factor into account, how then do I make
the most money in the shortest possible time? Selling scrolls
to players (not through your own vendor) is a fickle business,
but I cannot stress how much more money you can make this
way. You may wander around yelling sale macros all you want
for hours with no success, then someone will approach you
and want you to inscribe 2 whole circles for them! NPCs
are a much more stable environment and all my calculations
have been done with NPCs in mind. (Please remember that
the following evaluated costs are approximates, since NPCs
charge for their products according to how many of a particular
item they have in stock. Estimates are accurate within 1
to 2 GP and, regardless, tables are 100% accurate for comparative
purposes.)
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| Danar Kane's Profit Rates |
| Spell |
Mana |
Sale |
GP/Sec |
Profit |
GP/Sec |
| Water Elemental |
250 sec |
49gp(?) |
.2(?) |
33gp(?) |
.13(?) |
| Flamestrike |
200 sec |
39gp(?) |
.15(?) |
28gp(?) |
.14(?) |
| Reveal |
100 sec |
37gp |
.37 |
24gp |
.24 |
| Paralyze |
70 sec |
30gp |
.43 |
16gp |
.23 |
| Lightning |
55 sec |
24gp |
.44 |
8gp |
.15 |
| Poison |
45 sec |
16gp |
.36 |
8gp |
.2 |
| Inscribing Scrolls By Circle |
| Eighth Circle - 50 Mana |
| Spell |
Reagents |
Cost |
Sell |
Profit |
| Earthquake |
BM, GI, MR, SA |
19gp |
43gp(?) |
24gp(?) |
| Energy Vortex |
BP, BM, MR, NS |
21gp |
45gp(?) |
24gp(?) |
| Resurrect |
BP, GA, GI |
16gp |
45gp(?) |
29gp(?) |
| Summon Air |
BM, MR, SS |
16gp |
46gp(?) |
30gp(?) |
| Summon Daemon |
BM, MR, SS, SA |
19gp |
46gp(?) |
27gp(?) |
| Summon Earth |
BM, MR, SS |
16gp |
48gp(?) |
32gp(?) |
| Summon Fire |
BM, MR, SS, SA |
19gp |
48gp(?) |
29gp(?) |
| Summon Water |
BM, MR, SS |
16gp |
49gp(?) |
33gp(?) |
| Seventh Circle - 40 Mana |
| Spell |
Reagents |
Cost |
Sell |
Profit |
| Chain Lightning |
BP, BM, MR, SA |
21gp |
37gp(?) |
16gp(?) |
| Energy Field |
BP, MR, SS, SA |
19gp |
39gp(?) |
20gp(?) |
| Flamestrike |
SS, SA |
11gp |
39gp(?) |
28gp(?) |
| Gate Travel |
BP, MR, SA |
16gp |
40gp(?) |
24gp(?) |
| Mana Vampire |
BP, BM, MR, SS |
21gp |
40gp(?) |
19gp(?) |
| Mass Dispel |
BP, GA, MR, SA |
19gp |
42gp(?) |
23gp(?) |
| Meteor Swarm |
BM, MR, SS, SA |
19gp |
42gp(?) |
23gp(?) |
| Polymorph |
BM, MR, SS |
16gp |
43gp(?) |
27gp(?) |
| Sixth Circle - 20 Mana |
| Spell |
Reagents |
Cost |
Sell |
Profit |
| Dispel |
GA, MR, SA |
14gp |
31gp |
17gp |
| Energy Bolt |
BP, NS |
13gp |
33gp |
20gp |
| Explosion |
BP, MR, SA |
16gp |
33gp |
17gp |
| Invisibility |
BM, NS |
13gp |
34gp |
21gp |
| Mark |
BP, BM, MR |
18gp |
34gp |
16gp |
| Mass Curse |
GA, MR, NS, SA |
17gp |
36gp |
19gp |
| Paralyze Field |
BP, GI, SS |
16gp |
36gp |
20gp |
| Reveal |
BM, SA |
13gp |
37gp |
24gp |
| Fifth Circle - 14 Mana |
| Spell |
Reagents |
Cost |
Sell |
Profit |
| Blade Spirits |
BP, MR, NS |
16gp |
25gp |
9gp |
| Dispel Field |
BP, GA, SS, SA |
19gp |
27gp |
8gp |
| Incognito |
BM, GA, NS |
16gp |
27gp |
11gp |
| Magic Reflection |
GA, MR, SS |
14gp |
28gp |
14gp |
| Mind Blast |
BP, MR, NS, SA |
19gp |
28gp |
9gp |
| Paralyze |
GA, MR, SS |
14gp |
30gp |
16gp |
| Poison Field |
BP, NS, SS |
16gp |
30gp |
14gp |
| Summon Creature |
BM, MR, SS |
16gp |
31gp |
15gp |
| Fourth Circle - 11 Mana |
| Spell |
Reagents |
Cost |
Sell |
Profit |
| Arch Cure |
GA, GI, MR |
14gp |
19gp |
5gp |
| Arch Protection |
GA, GI, MR, SA |
17gp |
21gp |
4gp |
| Curse |
GA, NS, SA |
14gp |
21gp |
7gp |
| Fire Field |
BP, SS, SA |
16gp |
22gp |
6gp |
| Greater Heal |
GA, GI, MR, SS |
17gp |
22gp |
5gp |
| Lightning |
BP, MR, SA |
16gp |
24gp |
8gp |
| Mana Drain |
BP, MR, SS |
16gp |
24gp |
8gp |
| Recall |
BP, BM, MR |
18gp |
25gp |
7gp |
| Third Circle - 9 Mana |
| Spell |
Reagents |
Cost |
Sell |
Profit |
| Bless |
MR, GA |
11gp |
13gp |
2gp |
| Fireball |
BP, SA |
13gp |
15gp |
2gp |
| Magic Lock |
BM, GA, SA |
16gp |
15gp |
-1gp(?) |
| Poison |
NS |
8gp |
16gp |
8gp |
| Telekinesis |
BM, MR |
13gp |
16gp |
3gp |
| Teleport |
BM, MR |
13gp |
18gp |
5gp |
| Unlock |
BM, SA |
13gp |
18gp |
5gp |
| Wall of Stone |
BM, GA |
13gp |
19gp |
6gp |
| Second Circle - 6 Mana |
| Spell |
Reagents |
Cost |
Sell |
Profit |
| Agility |
BM, MR |
13gp |
7gp(?) |
-6gp(?) |
| Cunning |
NS, MR |
11gp |
9gp(?) |
-2gp(?) |
| Cure |
GA, GI |
11gp |
9gp(?) |
-2gp(?) |
| Harm |
NS, SS |
11gp |
10gp(?) |
-1gp(?) |
| Magic Trap |
GA, GI, NS |
14gp |
10gp(?) |
-4gp(?) |
| Magic Untrap |
BM, SA |
13gp |
12gp(?) |
-1gp(?) |
| Protection |
GA, GI, SA |
14gp |
12gp(?) |
-2gp(?) |
| Strength |
MR, NS |
11gp |
13gp(?) |
2gp(?) |
| First Circle - 4 Mana |
| Spell |
Reagents |
Cost |
Sell |
Profit |
| Clumsy |
BM, NS |
13gp |
1gp(?) |
-12gp(?) |
| Create Food |
GA, GI, MR |
14gp |
3gp(?) |
-11gp(?) |
| Feeblemind |
NS, GI |
11gp |
3gp(?) |
-8gp(?) |
| Heal |
GA, GI, SS |
14gp |
4gp(?) |
-10gp(?) |
| Magic Arrow |
BP, NS |
13gp |
4gp(?) |
-9gp(?) |
| Nightsight |
SS, SA |
11gp |
6gp(?) |
-5gp(?) |
| Reactive Armor |
GA, SS, SA |
14gp |
6gp(?) |
-8gp(?) |
| Weaken |
GA, NS |
11gp |
7gp(?) |
-4gp(?) |
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- Danar Kane, The Black Scribe
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| Some Hints for Inscription, by Artemus & Rehan;
Edited by Xena Dragon |
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One of the most recieved complaints
about inscription is the fact that it takes a while for mana
to regenerate, especially when scribing the higher level scrolls.
There are several ways a good Scribe can get around this.
First and foremost, use the meditation
skill. The difference between having and using this skill
has a major impact on the Scribe's way of life.
Most people play in the Dungeons at some point. Many people
have a favorite section to hang out in, like a Bone Knight
Room in Deceit or the Harpy room in Covetous. Now while the
spawn rate has increased, most of your time is still spent
getting flurries of action with long waits until the next
respawn. During these long waits your mana is recharging.
So, here are some ideas to find a use for that mana...
1. Never let your mana reach totally "full". If you reach
full mana, DO something with it. Once your mana reaches full,
you are WASTING any mana that could have been regenerated
if it wasn't full. As soon as you hit full mana, Inscribe
something to practice inscription, or cast a spell to practice
your magery.
2. Take a few scrolls with you into the Dungeons. If there
are no monsters to be seen, and you have full mana, Inscribe
a scroll. After you inscribe, just wait until your mana regens
to full again before you inscribe another. You don't want
to be caught without mana in a hostile dungeon. ;-)
3. If you DO inscribe scrolls in the dungeon, but don't
really plan on selling them, then Inscribe Attack spells and
use the scrolls you inscribe. If my vendor is fully stocked
on scrolls to sell, I will inscribe Corp Por (Energy Bolt)
scrolls, then when a monster comes, I will use the scroll.
I was going to use the reagents to cast it anyway, I might
as well get a few hundredths of a point of Inscription for
my troubles. PLUS I won't fizzle as much. ;-) There is a trade
off here, you will not get as much Magery practice since you
are casting from a scroll, but if getting your inscription
up is your top priority, this will help a lot.
4. If you don't have to Inscribe 7th Circle, don't. Quantity
will make up for Quality. 6th circle takes 20 mana to cast,
while 7th takes 40. It will raise your Inscription faster
to inscribe Lots of 6th Circle scrolls, rather than a few
7th Circle, since the delay(for mana regen) for 6th Circle
is half 7th circle. This isn't true for most skills, but it
holds true for Inscription and Magery both. If you inscribe
a 7th Circle spell, it doesn't give you 2 times the Inscription
points. And if you mess up, your wait is a lot longer. So
scribe 6th circle as long as it still decently raises your
skill, THEN move on to 7th.
5. Just as a general hint, find a skill that doesn't have
a skill delay, like alchemy. When I am inscribing scrolls,
I will Grind potions the whole time to break up the boredom.
Heck I grind potions in battle. ;-)
- Artemus
the Scribe/Alchemist/Mage.
For the beginning mage inscription
can be a very profitable profession if you use your money
wisely. When you start out put 50/50 into magery/inscription.
This should allow you to scribe 3rd circle scrolls with little
failure, and 5th circle scrolls with moderate failure. Upon
creating your character you will find three random scrolls
in your inventory, some reagents, and some blank scrolls.
The first thing to do is to get a poison scroll and put it
in your spellbook. If your local magic shop doesn't have one
ask arround to find out if anyone is inscribing and buy one
from that person. Currently the average price for a posion
scroll on Atlantic is 30gp. The real key to making a living
at inscription is obtaining your raw ingredients at the right
price. The pricing that I look for is 6gp for blank scrolls,
black pearl, and bloodmoss. For all other reagents I only
buy them for 3gp. I have found that poison scrolls very rarely
sell for less than 16gp. And since you can make them for 9gp
a piece they will net you a 78% profit on your gold. It is
tedious to get started in this profession. As you make money
fill up your spell book and train up your magery and inscription.
Inscription is fairly easy to work up if you push yourself
with the harder scrolls. Magery is more difficult and will
take a lot of money to get to the point where you can scribe
8th circle. When you can sucessfully scribe 5th circle scrolls
with some consistency I reccomend that you stop selling to
vendors and start selling to other players. The profit margin
is much higher here. I reccomend that you look to other scribes
to get an idea of how pricing is done on your shard. It is
a good idea to stick to what is being done lest you annoy
the other scribes. I have heard stories of discount scribes
being found in pieces because they undercut the more experienced
and powerful scribes.
If you follow this plan in time you can become a rich and
powerful mage. Just remember that in this line of work patience
is the ninth virtue!
- Rehan
the Scribe of Britan (Atlantic)
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