Scroll Infusion (714): Difference between revisions

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{{spell |
{{spell
| name = Scroll Infusion
| number = 714
| mnemonic = SCROLLINFUSION
| mnemonic = SCROLLINFUSION
| duration = Instantaneous
| duration = Several minutes
| type = Utility
| type = Utility
| subtype = None
| skill = None
| skill = None
| components = Special
| components = Special
| availability = Caster only
| availability = Fresh/unlocked scrolls
| navigation = {{Sorcerer base navigation}}
| navigation = {{Sorcerer base navigation}}
}}
}}
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A scroll must be unlocked prior to charging, and scrolls that have been used even once cannot be unlocked (i.e., scrolls must be [[fresh]]). An unlocked scroll will continue to accept mana infusions until it has been worn out or locked (from failure). [[Experience]] is gained at 10 xp per charge infused, with a 500 xp cap per hour.
A scroll must be unlocked prior to charging, and scrolls that have been used even once cannot be unlocked (i.e., scrolls must be [[fresh]]). An unlocked scroll will continue to accept mana infusions until it has been worn out or locked (from failure). [[Experience]] is gained at 10 xp per charge infused, with a 500 xp cap per hour.


Success in '''unlocking''' a spell is dependent on training in [[Magic Item Use]] and [[Arcane Symbols]], [[Aura]] and [[Wisdom]] bonuses, knowledge of the spell or sphere, spell level, and rune difficulty. Magic Item Use is more important than Arcane Symbols for purposes of unlocking.
Success in '''unlocking''' a spell is dependent on training in [[Magic Item Use]] and [[Arcane Symbols]], [[Aura]] and [[Wisdom]] bonuses, knowledge of the spell or sphere, spell level, and rune difficulty. Magic Item Use is more important than Arcane Symbols for purposes of unlocking. Unlocking is also used to increase the base window on a [[self knowledge scroll]] to around 60 minutes maximum for buffs, and 120 minutes for offensive spells.


Success in '''charging''' is dependent on Arcane Symbols skill, knowledge of the spell or spell sphere being charged, training in the relevant spell spheres (i.e. Minor Elemental for elemental sphere spells, and Minor Spirit for spirit sphere spells), sorcerer spell ranks, quality of the unlocking rune used, and the number of charges the attempted spell already has.
Success in '''charging''' is dependent on Arcane Symbols skill, knowledge of the spell or spell sphere being charged, training in the relevant spell spheres (i.e. Minor Elemental for elemental sphere spells, and Minor Spirit for spirit sphere spells), sorcerer spell ranks, quality of the unlocking rune used, and the number of charges the attempted spell already has.
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Mana Control training does not help infusion succeed, but does reduce the mana cost necessary for a given spell (see below). Infusing in a [[magical workshop]] garners a bonus to success.
Mana Control training does not help infusion succeed, but does reduce the mana cost necessary for a given spell (see below). Infusing in a [[magical workshop]] garners a bonus to success.


<big>'''A player should not attempt Scroll Infusion without first reading the [[Scroll Infusion Extended Documentation]].'''</big> This document remains separate from the spell description because it was written by GM Mekthros as Official Simutronics Documentation. Otherwise this page would be similar in length to [[Ensorcell (735)]].
<big>'''A player should not attempt Scroll Infusion without first reading the [[Scroll Infusion Extended Documentation]].'''</big> This document remains separate from the spell description because it was written by Mekthros as Official Simutronics Documentation. Otherwise this page would be similar in length to [[Ensorcell (735)]].


While this is a level 14 spell, sorcerers should not expect to be proficient at all with Scroll Infusion at level 14. This is an advanced utility spell and attempting to work on high level spells from Mental and Arcane circles before being properly trained will lead to expensive scroll losses and sorcerer death. When a character has about 30 ranks each of Arcane Symbols and Magic Item Use, he/she should be effective with low level out of circle and Sorcerer Base spells.
While this is a level 14 spell, sorcerers should not expect to be proficient at all with Scroll Infusion at level 14. This is an advanced utility spell and attempting to work on high level spells from Mental and Arcane circles before being properly trained will lead to expensive scroll losses and sorcerer death. When a character has about 30 ranks each of Arcane Symbols and Magic Item Use, he/she should be effective with low level out of circle and Sorcerer Base spells.
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== Infuse Costs ==
== Infuse Costs ==
The following shows the reduction to '''pawn value''' of a scroll for a character with 0 trading/influence bonus and 0 racial modifier. It assumes a 2.83 silver per mana invoked reduction, which is an approximation but pretty close. To approximate the number of charges of a single spell a scroll will accept, divide its pawn value by the infuse+invoke cost in the table below. If you have any trading modifiers affecting the pawn shop's offer, you will have to account for them before using this chart.
The following player research shows the reduction to '''pawn value''' of a scroll for a character with 0 trading/influence bonus and 0 racial modifier. It assumes a 2.83 silver per mana invoked reduction, which is an approximation but pretty close. To approximate the number of charges of a single spell a scroll will accept, divide its pawn value by the infuse+invoke cost in the table below. If you have any trading modifiers affecting the pawn shop's offer, you will have to account for them before using this chart.


There remains some disagreement/skepticism about the universal validity of these numbers, but no known counter-examples exist.
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== Resources ==
== Resources ==
*[[Scroll Infusion Extended Documentation]]
*[[Scroll Infusion Extended Documentation]]
*[[Scroll Infusion for normal folk]]
*[[Spell Collection Guide (scroll infusion)|Evarin's Spell Collection Guide]]
*[[Spell Collection Guide (scroll infusion)|Evarin's Spell Collection Guide]]
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#714 Sorcerer Base Spell Circle: Scroll Infusion], on Play.net

Latest revision as of 13:29, 30 November 2020

Scroll Infusion (714)
Mnemonic [SCROLLINFUSION]
Duration Several minutes
Utility Magic  
Components Special 
Availability Fresh/unlocked scrolls 
Sorcerer Base Spells
Blood Burst (701) Attack
Mana Disruption (702) Attack
Corrupt Essence (703) Attack
Phase (704) Utility
Disintegrate (705) Attack
Mind Jolt (706) Attack
Eye Spy (707) Utility
Limb Disruption (708) Attack
Grasp of the Grave (709) Attack
Energy Maelstrom (710) Attack
Pain (711) Attack
Cloak of Shadows (712) Defensive
Balefire (713) Attack
Scroll Infusion (714) Utility
Curse (715) Attack
Pestilence (716) Attack
Evil Eye (717) Attack
Torment (718) Attack
Dark Catalyst (719) Attack
Implosion (720) Attack
Minor Summoning (725) Utility
Animate Dead (730) Utility
Ensorcell (735) Utility
Planar Shift (740) Utility

Scroll Infusion allows a sorcerer to utilize magical runestones to fully harness the magic found within scrolls. Sorcerers able to successfully utilize this spell will be able to increase the incantations found on a scroll many times over, granting the scrolls a much longer life than is normally expected. There are two aspects of scroll infusion: the unlocking of a scroll using unlocking runestones, and the charging of the scroll using both the spell, a charging runestone, and the INFUSE verb.

A scroll must be unlocked prior to charging, and scrolls that have been used even once cannot be unlocked (i.e., scrolls must be fresh). An unlocked scroll will continue to accept mana infusions until it has been worn out or locked (from failure). Experience is gained at 10 xp per charge infused, with a 500 xp cap per hour.

Success in unlocking a spell is dependent on training in Magic Item Use and Arcane Symbols, Aura and Wisdom bonuses, knowledge of the spell or sphere, spell level, and rune difficulty. Magic Item Use is more important than Arcane Symbols for purposes of unlocking. Unlocking is also used to increase the base window on a self knowledge scroll to around 60 minutes maximum for buffs, and 120 minutes for offensive spells.

Success in charging is dependent on Arcane Symbols skill, knowledge of the spell or spell sphere being charged, training in the relevant spell spheres (i.e. Minor Elemental for elemental sphere spells, and Minor Spirit for spirit sphere spells), sorcerer spell ranks, quality of the unlocking rune used, and the number of charges the attempted spell already has.

Mana Control training does not help infusion succeed, but does reduce the mana cost necessary for a given spell (see below). Infusing in a magical workshop garners a bonus to success.

A player should not attempt Scroll Infusion without first reading the Scroll Infusion Extended Documentation. This document remains separate from the spell description because it was written by Mekthros as Official Simutronics Documentation. Otherwise this page would be similar in length to Ensorcell (735).

While this is a level 14 spell, sorcerers should not expect to be proficient at all with Scroll Infusion at level 14. This is an advanced utility spell and attempting to work on high level spells from Mental and Arcane circles before being properly trained will lead to expensive scroll losses and sorcerer death. When a character has about 30 ranks each of Arcane Symbols and Magic Item Use, he/she should be effective with low level out of circle and Sorcerer Base spells.

Scroll Mechanics

In order to understand how Scroll Infusion works, one must understand how a scroll works, and how the spell affects a scroll:

  • Scrolls have intrinsic silver value, as roughly shown by appraising them at the pawnshop.
  • Invoking a scroll reduces the value, for every 1 mana invoked, about 10 silvers of bard-sung value is lost, which is about 2.9 silver of pawn value for a character with no trading/influence/racial modifier.
    • Invocations of the last remaining charge of a spell appear not to reduce scroll value
  • Infusing a scroll with near 0 value will almost certainly lock the scroll.
  • Scrolls with high cost spells start with a higher intrinsic value.
  • Infusing a scroll reduces its intrinsic value.

From the Extended Documentation:

Every scroll suffers wear and tear during the infusion process. Any charges added to that scroll will decrease its infusion capacity until it reaches 0, at which point the scroll will "wear out" and lock permanently. The maximum infusion capacity of a scroll is a function of its value, and that value is commonly based on the level of the spells on the scroll (more higher level spells = more infusion capacity). Merchant-sold scrolls may have higher innate values. The amount of wear and tear that a scroll suffers depends on the spell being infused. More sought after spells will generally drain value quicker than more common ones. Those higher level spells that add infusion capacity also drain that capacity faster.

Mana Control Benefit

The amount of mana drained for a given spell on an infusion attempt is largely based on the spell's level and sphere. Magic that sorcerers do not have knowledge of, such as mental magic, require more mana to charge. High levels of Mana Control training (Spiritual and Elemental) will reduce the mana required.

Scroll Infusion Runes

Rune Name Purpose Level/Charges
beiron'fyn Unlocking 5
erikar'fyn Unlocking 10
ikar'fyn Unlocking 15
quiss'fyn Unlocking 20
dikar'fyn Unlocking 25
odeir'cos Detection n/a
ag'loenar Charging n/a

Infuse Costs

The following player research shows the reduction to pawn value of a scroll for a character with 0 trading/influence bonus and 0 racial modifier. It assumes a 2.83 silver per mana invoked reduction, which is an approximation but pretty close. To approximate the number of charges of a single spell a scroll will accept, divide its pawn value by the infuse+invoke cost in the table below. If you have any trading modifiers affecting the pawn shop's offer, you will have to account for them before using this chart.

Spell Infuse Cost Infuse+Invoke Cost
202 8.25 13.91
207 14.3 34.11
211 38 69.13
215 114 156.45
219 57 110.77
303 14.75 23.24
307 17.14 36.95
310 32.35 60.55
315 22.66 65.11
318 236 286.94
503 9 17.49
507 14.14 33.95
508 38.33 60.97
509 24.6 50.07
511 18.5 49.63
513 21.25 58.04
601 3.85 6.68
602 9.8 15.46
606 31.28 48.26
613 26 62.79
618 39 89.94
905 14.25 28.4
913 34.14 70.93
1119 34.2 87.97
1204 8.5 19.82
1601 8.5 11.33
1605 14.2 28.35
1617 52.58 100.39
1701 3.75 6.58
1708 11 33.64
1711 34.33 65.46
1712 14.8 48.76

Resources