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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.
InscriptionIIIIII
Feather Falling, Depth Strider, Respiration, Aqua Affinity, Ice Speed, Leaf Walker, Rehydration, Luck of the Sea, Lure8 silver20 silver48 silver
Protection, Fire Protection, Blast Protection, Projectile Protection, Unbreaking, Efficiency, Fortune, Silk Touch12 silver30 silver72 silver
A role's own inscriptions15 silver37 silver 50 bronze90 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

ItemInscriptions it holds
Weapons and armour, +0 to +21
Weapons and armour, +3 and +42
Weapons and armour, +53
Everything else: tools, axes, the flint sword, leather and fur armour2

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

InscriptionLevelsWhat it does
ProtectionI to IIILess damage from most sources, 4% per level. Armour
Fire ProtectionI to IIILess fire damage, 8% per level, and burning ends sooner. Armour
Blast ProtectionI to IIILess explosion damage, 8% per level, and less knockback from it. Armour
Projectile ProtectionI to IIILess damage from arrows and other projectiles, 8% per level. Armour
UnbreakingI to IIIWears out more slowly. Anything with durability
Feather FallingI to IIILess fall damage, 12% per level. Boots
Depth StriderI to IIIFaster in water. Boots
RespirationI to IIIBreathe longer underwater. Helmets
Aqua AffinityIMine at full speed underwater. Helmets
Ice SpeedI to IIIFaster on ice. Ice skates
Leaf WalkerIWalk on top of leaves instead of through them. Boots
RehydrationIGet back some of the water you sweat out. Armour
EfficiencyI to IIIMine faster. Tools
FortuneI to IIIMore drops from ores and crops. Pickaxes, axes, shovels and hoes
Silk TouchIMined blocks drop themselves. Pickaxes, axes, shovels and hoes
Luck of the SeaI to IIIBetter catches. Fishing rods
LureI to IIIFish bite sooner. Fishing rods

Guardian

InscriptionLevelsWhat it does
ThornsI to IIIHurts melee attackers: 15% chance per level to deal 1 to 4 damage. Armour
KnockbackI and IIKnocks enemies farther. Swords
Bane of ArthropodsI to III2.5 more damage per level to spiders, bees and other arthropods, and slows them. Melee weapons
DensityI to IIISmash attacks deal 0.5 more damage per level for each block fallen. Maces
BreachI to IIIHits ignore 15% of the target's armour per level. Maces

Cleric

InscriptionLevelsWhat it does
SmiteI to III2.5 more damage per level to undead. Melee weapons
EnergizeI to III3% more healing and lightning spell power per level. Armour
Magic ProtectionI to IIILess damage from magic, 8% per level. Armour
Spell PowerI to III5% more spell power per level. Wands and staves. Also the Warlock's
Spell HasteI to IIICast 4% faster per level. Wands and staves. Also the Warlock's

Warrior

InscriptionLevelsWhat it does
SharpnessI to III8% more melee damage per level. Swords, axes and other blades
Sweeping EdgeI to IIISweeping attacks deal more damage. Swords
Fire AspectI and IISets the target on fire. Swords and maces
LootingI to IIIMore drops from mobs. Swords
LifestealI to IIIKills drop life orbs that heal 10% more of the mob's health per level. Melee weapons
ImpalingI to III2.5 more damage per level to sea creatures. Tridents. Also the Hunter's
LoyaltyI to IIIA thrown trident comes back, faster at higher levels. Tridents. Also the Hunter's
RiptideI to IIIThrowing the trident in water or rain carries you with it. Tridents. Also the Hunter's
ChannelingIA trident thrown in a thunderstorm calls lightning on its target. Tridents. Also the Hunter's

Hunter

InscriptionLevelsWhat it does
PowerI to III8% more ranged damage per level. Bows
PunchI and IIArrows knock targets farther. Bows
FlameIArrows set targets on fire. Bows
InfinityIShooting uses no arrows while you carry one. Bows
MultishotIShoots three arrows for one. Crossbows
PiercingI to IIIArrows pass through one more target per level. Crossbows
Quick ChargeI to IIILoads 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

InscriptionLevelsWhat it does
Spell PowerI to III5% more spell power per level. Wands and staves. Also the Cleric's
Spell HasteI to IIICast 4% faster per level. Wands and staves. Also the Cleric's
Spell VolatilityI to IIISpell critical hits more often. Wands and staves
Amplify SpellI to IIISpell critical hits deal more damage. Wands and staves
SunfireI to III3% more arcane and fire spell power per level. Armour
SoulfrostI to III3% more soul and frost spell power per level. Armour
EnervationI to IIIHits draw heat out of the target and warm you. Melee weapons and the frost wand
Ice BreakerI to IIIHits on a frozen target deal 1 more damage per level and slow it. The frost wand

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