Inscription
Minimum Requirements and Success Rates for Inscription
- To scribe a scroll, you need a scribe's pen (may be bought from NPC scribes or made by players with sufficient tinkering skill) and a blank scroll in your backpack. Doubleclick the pen to open the crafting menu for scribes.
- When scribing scrolls you need to have the spell you want to scribe in your spellbook, your spellbook must be in your hands or in your backpack and you must have the necessary reagents on you.
A more detailed breakdown of the requirement for crafting items other than spells can be found on the Inscription Items page.
Your Inscription Skill:
Talisman Bonus:
Talisman Exceptional Bonus:
Magery Spells
Item INT/Mana* Required Skill Success Chance
First Circle 4 0 50.0%
Second Circle 6 0 21.8%
Third Circle 9 3.5 0%
Fourth Circle 11 17.8 0%
Fifth Circle 14 32.1 0%
Sixth Circle 20 46.4 0%
Seventh Circle 40 60.7 0%
Eighth Circle 50 75 0%
Necromancy Scrolls
Item INT/Mana* Required Skill Success Chance
Animate Dead 23 39.6 0%
Blood Oath 13 19.6 0%
Corpse Skin 11 19.6 0%
Curse Weapon 7 19.6 0%
Evil Omen 11 19.6 0%
Horrific Beast 11 39.6 0%
Lich Form 23 69.6 0%
Mind Rot 17 29.6 0%
Pain Spike 5 19.6 0%
Poison Strike 17 49.6 0%
Strangle 29 64.6 0%
Summon Familiar 17 29.6 0%
Vampiric Embrace 23 98.6 0%
Vengeful Spirit 41 79.6 0%
Wither 23 59.6 0%
Wraith Form 17 19.6 0%
Exorcism 40 79.6 0%
Mysticism Scrolls
Item INT/Mana* Required Skill Success Chance
Nether Bolt 4 0 0%
Healing Stone 4 0 0%
Purge Magic 6 0 0%
Enchant 6 0 0%
Sleep 9 3.5 0%
Eagle Strike 9 3.5 0%
Animated Weapon 11 17.8 0%
Stone Form 11 17.8 0%
Spell Trigger 14 32.1 0%
Mass Sleep 14 32.1 0%
Cleansing Winds 20 46.4 0%
Bombard 20 46.4 0%
Spell Plague 40 60.7 0%
Hail Storm 40 60.7 0%
Nether Cyclone 50 75 0%
Rising Colossus 50 75 0%
Other Items
Item Required Skill Success Chance Exceptional Chance
Enchanted Switch 45 0% N/A
Runed Prism 45 0% N/A
Rune Book 45 0% 0%
Bulk Order Book 65 0% N/A
Spellbook** 50 0% 0%
Necromancer Spellbook 50 0% 0%
Mysticism Spellbook 50 0% 0%
Scrapper's Compendium 85 0% N/A
Spellbook Engraving Tool 75 0% N/A
Scroll Binder 75 0% N/A
Book 50 0% N/A

* Regardless of failure or success when scribing an inscription attempt will always use up reagents and the blank scroll. On a successful attempt, the mana is also consumed.

** When crafting a spellbook there is a chance it will get up to 3 magical properties. These properties can be Faster Casting, Faster Cast Recovery, Lower Mana Cost, Lower Reagent Cost, Mana Increase, Mana Regeneration, Spell Damage Increase, Intelligence Bonus and a few mage related Skills(Magery, Eval. Int., Meditation and Resist). All the properties can be up to 80% of the intensity range they normally spawn in.
The amount and intensity of the properties on a spellbook depends on your Magery skill. At 80 Magery you can get 1 property, at 90 Magery you can get 2 properties and at 100 Magery you can get 3 properties. At 110 and 120 Magery you can still only get 3 properties, but you will have a higher chance of getting them.

Casting Spells from Scrolls

  • When casting a scroll, the game treats that scroll as if it were 2 spell Circles lower in order to determine chance of failure. (For example, if a player were to cast the 8th Circle spell Resurrection from a scroll in order to restore a fallen comrade to life, that player would have to be able to cast 6th Circle spells and would have a chance to cast that scroll equal to his success rate of castng spells of the 6th Circle.) See Magery for spellcasting requirements.
  • If the casting is successful, the amount of Mana normally required for spells of the same Circle of the scroll is consumed.

Copying Books
The Inscription skill can also be used to copy books. Unlike scribing scrolls, where you have to use a scribe's pen, with copying books you have to use the Inscription skill through the skill gump. First target the "full" book and then the "empty" book you want to copy to.
  • Copying books is an excellent method for low-level scribes to get their skill up to between 40 and 50.

Spell Bonuses

Inscription adds 10% bonus damage to the following spells at Grandmaster level:
  • Magic Arrow
  • Harm
  • Fireball
  • Lightning
  • Energy Bolt
  • Explosion
  • Chain Lightning
  • Flamestrike
  • Meteor Swarm
Inscription adds Casting Focus - from Apprentice to Grand Master a 1% increase to base casting focus per 10 points of Inscribe. (5% at Grand Master)

The potency of the following spells mainly depends on the caster's inscription skill:

  • Reactive Armor: Increases caster's Physical Resistance by ((Inscription / 20) + 15) points, decreases caster's Fire, Cold, Energy and Poison Resistance by 5 points each.
    Lasts until cast again.
  • Protection: Allows you to cast spells without being interrupted. Lowers physical resistance and resist magic skill, increases spell casting delay. Excellent for mages that like to use Harm or Poison since those spells are more potent if you stand next to your victim. Also allows you to cast Greater Heals without the need to run away first.
    Lasts until cast again.
  • Magic Reflect: Decreases caster's Physical Resistance by (25 - (Inscription / 20)) points, increases caster's Fire, Cold, Energy and Poison Resistance by 10 points each. Almost opposite of Reactive Armor spell.
    Lasts until cast again.

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