Scroll Infusion (714): Difference between revisions

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* Infusing a scroll with near 0 value will almost certainly lock the scroll.
* Infusing a scroll with near 0 value will almost certainly lock the scroll.
* Scrolls with high cost spells start with a higher intrinsic value.
* Scrolls with high cost spells start with a higher intrinsic value.

* Infusing a scroll may reduce its intrinsic value (requires testing to verify)
* Infusing a scroll may reduce its intrinsic value (requires testing to verify)

From the '''Play.net Extended Documentation''' (see link below):
<div {{log}}>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.</div>

== Guides ==
== Guides ==



Revision as of 13:21, 24 June 2014

Scroll Infusion (714)
Mnemonic [SCROLLINFUSION]
Duration Instantaneous
Utility Magic  
Subtype {{{subtype}}} 
Components Special 
Availability Caster only 
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


This spell allows a sorcerer to charge scrolls by infusing additional mana into them. The scroll must be unlocked prior, using a runestone. An unlocked scroll will continue to accept mana infusions until it has been worn out or locked.

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

Mechanics

  • Scrolls have intrinsic silver value, as shown by appraising them at the pawnshop.
  • Invoking a scroll reduces the value, quick research shows approximately every 1 mana invoked, 10 silvers of value is lost.
  • 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 may reduce its intrinsic value (requires testing to verify)

From the Play.net Extended Documentation (see link below):

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.

Guides

External Links