User Manual - Inscriptions Guide

The Inscriptions are the final step of the whole Enchantment process. By combining crystals and - sometimes - other reagents and even essences, the players can imbue any piece of equipment with the magical property of their choice.
Assuming they are following the right formula to the letter. Which is what we'll do in this guide.

Enchanting Wares

In order to differentiate them from the crystals recipes, the Inscriptions are described in formulae scrolls you'll be able to purchase from various stores. As with recipes, you will be able to read formulae either from your in-game Codex, under the Magic & Religion section, or from this website own codex.
So, basically, what are those inscriptions formulae ? Well, that the part where players actually determine which magical property will be added to the item of their choice. Each formula is internally linked to a specific property, and most of the time to a range of possible bonuses in that property. For example, the Skilful Inscription of the Champion grant a "+6 to Attack" property to the enchanted item.

During this guide, we will follow the Pristine Inscription of the Adept formula. Why this one ? Well, because as I write the guide, the end-player package is bundled with the wrong formula inside the codex, and that's an indirect way of showing the proper reagents assortment to you folks...
Note I won't show how to prepare and split reagents here ; if those terms don't jumpstart your brain, please read the relevant guides from the reagents manual section. I won't describe how to create crystals either, so consult the crystals guide if you feel a bit lost.

That's about it. Let us start, now.
Before everything else, let's have a look at the formula in the in-game codex :
Screen capture Despite what you can see here, the reagents are not alays directly named and sometimes are only described. Have a look at the in-game descriptions of your reagents if you can't figure what reagent the descriptions refer to. Or simply follow the more practical website version of the recipes.
Either way, after a while, you should have your reagents ready. Now, just place those on the Altar. More importantly, also place on the altar the item you wish to enchant :
Screen capture The only thing remaining to do is the easiest part: using the Enchantment skill. The scripts will understand you're trying to enchant the item, and hopefully recognise our formula because we got it right. Otherwise, we would get a message explaining the reagents selected didn't match with any known formula. Here, we got the success message :
Screen capture You can now retrieve your item from the altar. Beware, it might be a tad hot to the touch :
Screen capture

Apart from the restrictions sometimes specified directly in the formulae, the Enchantment skill knows two limits.
The first one comes directly from the Dragon Age engine : one item can't have more than five properties. However, it's a bit tricky because some properties aren't counted towards that limit, mainly weapon onHit properties and the "no attribute requirement" property. Rest assured, you won't have to worry about this. The Enchantment skill will check that for you, and fail - without consuming your hard gained resources - if it does happen.
The other limit is my own : players can't imbue an item with the same property more than once. The idea being to prevent the creation of 5x "+7 to all Attributes" items...