|
Minimum Requirements and Success Rates for Inscription |
|
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 |
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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