Inscription

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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.

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.

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.

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.

Inscription Training

Skill Range What To Make
0.0 - 30 Buy from NPC
30 - 50 Copy a book
50 - 53 Poison scrolls
57.1 - 71.4 Paralyze scrolls
53 - 96 Reveal scrolls
96 - 110 Flamestrike scrolls
110 - 120 Resurrection Scrolls
  • From 0-50 skill for no blank scrolls/reagents and almost no money you can simply copy one book to another! Simply click on the blue gem next to inscription on your skills list and click on a book with anything written in it and onto a second one! (This can be done over and over with only two books!) Empty books can be purchased from scribes or provisioners in many towns! The one in Britain is just to the bottom left of the bank and the tailor shop.
  • From 90-104 you can also make Resurrection scrolls.