Fallen
07-18-2008, 06:59 PM
Typed this up for Fornoxxx, but it was too long to PM him so I am just posting this here. It is by no means a complete guide to scroll infusion, but it is enough info to get you started.
----
I don't script the process but I can tell ya how it works, scroll or no scroll. There is a guide on the official website you can read which is fairly well explained.
You need a fresh scroll. Only scrolls which have NEVER been used are considered fresh. Scrolls bought off the pawnshop table CAN be fresh, but you never know if someone used them before selling them. Once you use a scroll without first unlocking the spells on it, it is locked forever.
Other crap you will need for Scroll Infusion: A cup of water(from the alchemist), a brush(from the alchemist), some ink(from the alchemist), and either a runestone from the alchemist, OR a smooth stone(landing general store backroom), or a stone from the treasure system(such as a turqoise stone) which has had the Aish'vrak potion poured on it, which is bought from the alchemist.
Runes are made by taking either a runestone or a treated stone, taking a brush and DIP MY BRUSH IN MY INK, then Draw (Runetype) rune. So to make a Quiss'fyn rune you would have the treated stone/runestone in one hand, a brush with ink on it in another, and type draw quiss'fyn rune.
After two uses of the brush, you will need to DIP BRUSH IN WATER, then DIP BRUSH in INK again.
There are 4 unlocking ruins, each will have 5 uses before crumbling:
Beiron'fyn - unlocks spells level 5 through level 1 for 5 charges. Anything above level 5 (like Mind Jolt(706)), would be left locked if you waved this rune at the scroll.
Erikar'fyn - unlocks spells level 10 through level 1 for 10 charges.
Ikar'fyn - unlocks spells level 15 through level 1 for 15 charges.
Quiss'fyn - unlocks spells level 20 through level 1 for 20 charges.
So, lets say you had this Scroll:
It takes you a moment to focus upon the old scroll.
Reading the old scroll you see the following spells:
Spirit Warding(101)
Light (205)
Unstun(108)
Heroism(215)
Frenzy(216)
To unlock this scroll to get the most charges out of Heroism, you would unlock all of the minor spells first with minor runes. You would WAVE MY STONE (which would have Beiron'fyn drawn on it) AT MY SCROLL twice, which would unlock 101 and 105 for 5 charges. Pay attention to the messaging to ensure the spells actually unlock. If it seems like nothing is happening, unless your sorcerer REALLY sucks, you are using the wrong runestone, or the scroll is already locked.
You are doing this because even though you don't care about those spells, you are removing the chance that you unlock those spells for a higher amount of charges, which would waste the mana that the scroll holds.
Then you would wave a stone/runestone drawn with Erikar'fyn ONCE at the scroll to unlock Unstun(108). With this scroll, as you have already unlocked 101 and 105 with a lesser runestone, all you would do if you waved Erikar'fyn at the scroll again is waste the runestone's charges.
NOW: You have a choice. You can either try to unlock Heroism(215) for 15 charges using Ikar'fyn, and ensure that Frenzy(216) remains locked and doesn't waste mana by being unlocked and charged, OR you could try to unlock Heroism using heroism with Quiss'fyn for 20 charges, and give yourself the 50/50 chance that you might accidently unlock Frenzy as well.
Lets say you went with Quiss'fyn. You would wave a Quiss'fyn runestone at the scroll once, then you would wave a runestone with Odeir'cos drawn on it, which would show you which spells you have already unlocked on the scroll.
You see by the messaging that you accidently unlocked Frenzy(216), and Heroism remains locked. Luck of the draw, i'm afraid, there is no way to control which spell is unlocked besides choosing what type of runestone to use. SO, you would have to get the Quiss'fyn runestone back out and wave it at the scroll again. Now you know Heroism is unlocked because it is the only spell left locked on the scroll.
Now, you would cast Scroll Infusion(714) at the scroll, and get out a runestone drawn with Ag'loenar. Scroll in one hand, Ag'loenar in the other, you would type INFUSE MY SCROLL. Now, if you have a ton of Arcane Symbols training(1x -2x) and are near cap, just keep typing INFUSE MY SCROLL until the mana starts to dissipate. That means assuming you didn't lock the scroll, you filled it up to capacity.
Lets say you're not so high level, and your guy is not so well trained. You are going to want to watch the messaging for signs that you're pushing close to your limits, such as "You struggle to infuse mana into the scroll, but fail." If you see that, stop. If you fuck up you will lock the scroll, which will be seen by a white aura surrounding it.
Typically, to be a decent infusor you need to have atleast 50 ranks of Magical Item Training, and have like 75 - 100 ranks of Arcane Symbols. You can of course use the spell with less than this, but you are going to have to be REALLY careful about which spells you try to unlock, and how much mana you try to put into the scroll. The closer a spell comes to having its maximum amount of charges, the easier it is to ruin by failing the skill check.
Relevant skills for Scroll infusion are:
Level - I'm pretty sure there is a flat level modifier for the spell, which also likely takes into account Spell Ranks. No Sorcerer should be stupid enough to go below 1x in Sorcerer circle spells anyway.
MIU - Determines whether or not you unlock a spell when using a runestone. Failures are evident by the scroll/runestone shuddering and nothing happening (minor failure, nothing is locked unless you already locked it. You can try again but likely shouldn't), or a white aura around the stone/scroll (you just ruined the scroll/stone).
Arcane Symbols - Determines how much mana you can put into the spells you have already unlocked. Failure look like those for unlocking scrolls. Once you see yourself struggling, stop. It isn't worth it.
Spirit/Elemental Mana Controls - Not all that important, just be sure to atleast .5x train both of them. They determine how much mana is sent into the scroll with every INFUSE attempt. It is possible to have more than 1 charge per attempt be given to the scroll. Elemental mana controls for elemental spells (400's, 500's 900's, etc), Spiritual mana control for spiritual spells (100's, 200's, 300's, etc)
That's about it. If you have any other questions, let me know.
----
I don't script the process but I can tell ya how it works, scroll or no scroll. There is a guide on the official website you can read which is fairly well explained.
You need a fresh scroll. Only scrolls which have NEVER been used are considered fresh. Scrolls bought off the pawnshop table CAN be fresh, but you never know if someone used them before selling them. Once you use a scroll without first unlocking the spells on it, it is locked forever.
Other crap you will need for Scroll Infusion: A cup of water(from the alchemist), a brush(from the alchemist), some ink(from the alchemist), and either a runestone from the alchemist, OR a smooth stone(landing general store backroom), or a stone from the treasure system(such as a turqoise stone) which has had the Aish'vrak potion poured on it, which is bought from the alchemist.
Runes are made by taking either a runestone or a treated stone, taking a brush and DIP MY BRUSH IN MY INK, then Draw (Runetype) rune. So to make a Quiss'fyn rune you would have the treated stone/runestone in one hand, a brush with ink on it in another, and type draw quiss'fyn rune.
After two uses of the brush, you will need to DIP BRUSH IN WATER, then DIP BRUSH in INK again.
There are 4 unlocking ruins, each will have 5 uses before crumbling:
Beiron'fyn - unlocks spells level 5 through level 1 for 5 charges. Anything above level 5 (like Mind Jolt(706)), would be left locked if you waved this rune at the scroll.
Erikar'fyn - unlocks spells level 10 through level 1 for 10 charges.
Ikar'fyn - unlocks spells level 15 through level 1 for 15 charges.
Quiss'fyn - unlocks spells level 20 through level 1 for 20 charges.
So, lets say you had this Scroll:
It takes you a moment to focus upon the old scroll.
Reading the old scroll you see the following spells:
Spirit Warding(101)
Light (205)
Unstun(108)
Heroism(215)
Frenzy(216)
To unlock this scroll to get the most charges out of Heroism, you would unlock all of the minor spells first with minor runes. You would WAVE MY STONE (which would have Beiron'fyn drawn on it) AT MY SCROLL twice, which would unlock 101 and 105 for 5 charges. Pay attention to the messaging to ensure the spells actually unlock. If it seems like nothing is happening, unless your sorcerer REALLY sucks, you are using the wrong runestone, or the scroll is already locked.
You are doing this because even though you don't care about those spells, you are removing the chance that you unlock those spells for a higher amount of charges, which would waste the mana that the scroll holds.
Then you would wave a stone/runestone drawn with Erikar'fyn ONCE at the scroll to unlock Unstun(108). With this scroll, as you have already unlocked 101 and 105 with a lesser runestone, all you would do if you waved Erikar'fyn at the scroll again is waste the runestone's charges.
NOW: You have a choice. You can either try to unlock Heroism(215) for 15 charges using Ikar'fyn, and ensure that Frenzy(216) remains locked and doesn't waste mana by being unlocked and charged, OR you could try to unlock Heroism using heroism with Quiss'fyn for 20 charges, and give yourself the 50/50 chance that you might accidently unlock Frenzy as well.
Lets say you went with Quiss'fyn. You would wave a Quiss'fyn runestone at the scroll once, then you would wave a runestone with Odeir'cos drawn on it, which would show you which spells you have already unlocked on the scroll.
You see by the messaging that you accidently unlocked Frenzy(216), and Heroism remains locked. Luck of the draw, i'm afraid, there is no way to control which spell is unlocked besides choosing what type of runestone to use. SO, you would have to get the Quiss'fyn runestone back out and wave it at the scroll again. Now you know Heroism is unlocked because it is the only spell left locked on the scroll.
Now, you would cast Scroll Infusion(714) at the scroll, and get out a runestone drawn with Ag'loenar. Scroll in one hand, Ag'loenar in the other, you would type INFUSE MY SCROLL. Now, if you have a ton of Arcane Symbols training(1x -2x) and are near cap, just keep typing INFUSE MY SCROLL until the mana starts to dissipate. That means assuming you didn't lock the scroll, you filled it up to capacity.
Lets say you're not so high level, and your guy is not so well trained. You are going to want to watch the messaging for signs that you're pushing close to your limits, such as "You struggle to infuse mana into the scroll, but fail." If you see that, stop. If you fuck up you will lock the scroll, which will be seen by a white aura surrounding it.
Typically, to be a decent infusor you need to have atleast 50 ranks of Magical Item Training, and have like 75 - 100 ranks of Arcane Symbols. You can of course use the spell with less than this, but you are going to have to be REALLY careful about which spells you try to unlock, and how much mana you try to put into the scroll. The closer a spell comes to having its maximum amount of charges, the easier it is to ruin by failing the skill check.
Relevant skills for Scroll infusion are:
Level - I'm pretty sure there is a flat level modifier for the spell, which also likely takes into account Spell Ranks. No Sorcerer should be stupid enough to go below 1x in Sorcerer circle spells anyway.
MIU - Determines whether or not you unlock a spell when using a runestone. Failures are evident by the scroll/runestone shuddering and nothing happening (minor failure, nothing is locked unless you already locked it. You can try again but likely shouldn't), or a white aura around the stone/scroll (you just ruined the scroll/stone).
Arcane Symbols - Determines how much mana you can put into the spells you have already unlocked. Failure look like those for unlocking scrolls. Once you see yourself struggling, stop. It isn't worth it.
Spirit/Elemental Mana Controls - Not all that important, just be sure to atleast .5x train both of them. They determine how much mana is sent into the scroll with every INFUSE attempt. It is possible to have more than 1 charge per attempt be given to the scroll. Elemental mana controls for elemental spells (400's, 500's 900's, etc), Spiritual mana control for spiritual spells (100's, 200's, 300's, etc)
That's about it. If you have any other questions, let me know.