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.
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 :
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 :
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 :
You can now retrieve your item from the altar. Beware, it might be a tad
hot to the touch :
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...