Scroll Infusion (714)

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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. Experience is gained at 10 xp per charge infused, with a 500 xp cap per hour.

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, 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 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.

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.

There remains some disagreement/skepticism about the universal validity of these numbers, but no known counter-examples exist.

Spell Infuse Cost Infuse+Invoke Cost
202 8.25 13.91
207 14.3 34.11
211 38 30.8
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

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