Inscriptions
Inscriptions take the place of enchanting in Valor: the Scribe and chests, how the Smith writes them onto gear, slots and levels, and every role's set.
There is no enchanting in Valor. An inscription carries one enchantment at one level, such as an Inscription of Sharpness II. The Smith writes it onto your gear, where it works as that enchantment. Its tooltip says what it does and which roles it is for.
No Enchanting
- The enchanting table has no recipe and can't be used.
- Anvils can't add enchantments, and grindstones can't take them off.
- No chest, fishing catch, trade or creature gives enchanted books or enchanted gear. Loot comes without its enchantments, and a monster's own gear drops plain.
- Mending and the curses have no inscription, so you can't get them.
Where to Get Them
The Scribe
The Scribe sits at a desk in the Keep's library and sells the inscriptions for every role and those for your own role, at every level.
- 10 are on offer at a time, picked for you, with a new pick each day. Your role's inscriptions are twice as likely to show as the ones for every role.
- Before you have a role, the Scribe offers only the ones for every role.
- You can buy one of each. It comes back 2 days after you buy it.
| Inscription | I | II | III |
|---|---|---|---|
| Feather Falling, Depth Strider, Respiration, Aqua Affinity, Ice Speed, Leaf Walker, Rehydration, Luck of the Sea, Lure | 8 silver | 20 silver | 48 silver |
| Protection, Fire Protection, Blast Protection, Projectile Protection, Unbreaking, Efficiency, Fortune, Silk Touch | 12 silver | 30 silver | 72 silver |
| A role's own inscriptions | 15 silver | 37 silver 50 bronze | 90 silver |
An inscription with only level I costs the level II price. These are the lowest prices. Each drifts a little above that from day to day.
Chests
A chest, barrel or other container of 9 or more slots that fills with loot has a 2 in 100 chance to hold one inscription, from the ones for every role or your own role's. It is level I 70 times in 100, level II 25 times and level III 5 times. Dungeon chests count too.
Inscribing
Open the Smith's Inscribe tab. Right-click the Smith in the Keep. See The Smith.
Put the item in the top slot and the inscription in the slot below.
Press Inscribe. The inscription is used up. Inscribing costs no coins.
- It must suit the item, such as Sharpness on a blade or Protection on armour, and must not clash with one already on it, such as Sharpness with Smite.
- A role's inscription goes only on gear of that role. A Warrior's Sharpness goes on a sword, which Warriors use. On gear none of its roles can use, the Smith refuses and says why, such as Warrior inscription, Guardian gear.
- Inscriptions for every role go on anything they suit. Gear open to every role, such as leather armour and tools, takes any inscription it suits.
- A higher level replaces a lower one. Sharpness II on a sword with Sharpness I takes its place. The same level or a lower one is refused.
- To replace one on a full item, click it in the list, then press Replace.
- To remove one, click it and press Remove twice.
Replacing destroys
An inscription you replace or remove is destroyed. It doesn't come back as an item.
Slots
| Item | Inscriptions it holds |
|---|---|
| Weapons and armour, +0 to +2 | 1 |
| Weapons and armour, +3 and +4 | 2 |
| Weapons and armour, +5 | 3 |
| Everything else: tools, axes, the flint sword, leather and fur armour | 2 |
The Smith upgrades weapons and armour. See Upgrades.
Levels
Inscriptions go up to level III, or lower where the enchantment has fewer levels. Knockback, Fire Aspect and Punch go to II. Aqua Affinity, Leaf Walker, Rehydration, Silk Touch, Flame, Infinity, Multishot and Channeling have only I.
The Sets
Every Role
| Inscription | Levels | What it does |
|---|---|---|
| Protection | I to III | Less damage from most sources, 4% per level. Armour |
| Fire Protection | I to III | Less fire damage, 8% per level, and burning ends sooner. Armour |
| Blast Protection | I to III | Less explosion damage, 8% per level, and less knockback from it. Armour |
| Projectile Protection | I to III | Less damage from arrows and other projectiles, 8% per level. Armour |
| Unbreaking | I to III | Wears out more slowly. Anything with durability |
| Feather Falling | I to III | Less fall damage, 12% per level. Boots |
| Depth Strider | I to III | Faster in water. Boots |
| Respiration | I to III | Breathe longer underwater. Helmets |
| Aqua Affinity | I | Mine at full speed underwater. Helmets |
| Ice Speed | I to III | Faster on ice. Ice skates |
| Leaf Walker | I | Walk on top of leaves instead of through them. Boots |
| Rehydration | I | Get back some of the water you sweat out. Armour |
| Efficiency | I to III | Mine faster. Tools |
| Fortune | I to III | More drops from ores and crops. Pickaxes, axes, shovels and hoes |
| Silk Touch | I | Mined blocks drop themselves. Pickaxes, axes, shovels and hoes |
| Luck of the Sea | I to III | Better catches. Fishing rods |
| Lure | I to III | Fish bite sooner. Fishing rods |
Guardian
| Inscription | Levels | What it does |
|---|---|---|
| Thorns | I to III | Hurts melee attackers: 15% chance per level to deal 1 to 4 damage. Armour |
| Knockback | I and II | Knocks enemies farther. Swords |
| Bane of Arthropods | I to III | 2.5 more damage per level to spiders, bees and other arthropods, and slows them. Melee weapons |
| Density | I to III | Smash attacks deal 0.5 more damage per level for each block fallen. Maces |
| Breach | I to III | Hits ignore 15% of the target's armour per level. Maces |
Cleric
| Inscription | Levels | What it does |
|---|---|---|
| Smite | I to III | 2.5 more damage per level to undead. Melee weapons |
| Energize | I to III | 3% more healing and lightning spell power per level. Armour |
| Magic Protection | I to III | Less damage from magic, 8% per level. Armour |
| Spell Power | I to III | 5% more spell power per level. Wands and staves. Also the Warlock's |
| Spell Haste | I to III | Cast 4% faster per level. Wands and staves. Also the Warlock's |
Warrior
| Inscription | Levels | What it does |
|---|---|---|
| Sharpness | I to III | 8% more melee damage per level. Swords, axes and other blades |
| Sweeping Edge | I to III | Sweeping attacks deal more damage. Swords |
| Fire Aspect | I and II | Sets the target on fire. Swords and maces |
| Looting | I to III | More drops from mobs. Swords |
| Lifesteal | I to III | Kills drop life orbs that heal 10% more of the mob's health per level. Melee weapons |
| Impaling | I to III | 2.5 more damage per level to sea creatures. Tridents. Also the Hunter's |
| Loyalty | I to III | A thrown trident comes back, faster at higher levels. Tridents. Also the Hunter's |
| Riptide | I to III | Throwing the trident in water or rain carries you with it. Tridents. Also the Hunter's |
| Channeling | I | A trident thrown in a thunderstorm calls lightning on its target. Tridents. Also the Hunter's |
Hunter
| Inscription | Levels | What it does |
|---|---|---|
| Power | I to III | 8% more ranged damage per level. Bows |
| Punch | I and II | Arrows knock targets farther. Bows |
| Flame | I | Arrows set targets on fire. Bows |
| Infinity | I | Shooting uses no arrows while you carry one. Bows |
| Multishot | I | Shoots three arrows for one. Crossbows |
| Piercing | I to III | Arrows pass through one more target per level. Crossbows |
| Quick Charge | I to III | Loads faster: 10% more ranged attack speed per level. Crossbows |
Hunters also get the trident's four: Impaling, Loyalty, Riptide and Channeling, listed under the Warrior.
Warlock
| Inscription | Levels | What it does |
|---|---|---|
| Spell Power | I to III | 5% more spell power per level. Wands and staves. Also the Cleric's |
| Spell Haste | I to III | Cast 4% faster per level. Wands and staves. Also the Cleric's |
| Spell Volatility | I to III | Spell critical hits more often. Wands and staves |
| Amplify Spell | I to III | Spell critical hits deal more damage. Wands and staves |
| Sunfire | I to III | 3% more arcane and fire spell power per level. Armour |
| Soulfrost | I to III | 3% more soul and frost spell power per level. Armour |
| Enervation | I to III | Hits draw heat out of the target and warm you. Melee weapons and the frost wand |
| Ice Breaker | I to III | Hits on a frozen target deal 1 more damage per level and slow it. The frost wand |
The Smith
The Smith in the Keep: upgrading weapons and armour from +1 to +5, what each step gives and costs, and repairs, which only he does.
Dungeons
Valor's dungeons: finding a gate, earning the Kokkalon Key, opening the door for your party, shared XP, falling and Raise, and clearing Danse Macabre for coins and its soul.
