Who Inscription is Best For
Inscription is a GREAT new alternative for those new players or people who want to have the latest and greatest edge over others. Not only will you be able to create items every single class in the game will want, you will get, as a perk, an extra Glyph for your character once you reach Northrend! Currently, it is optimal in the hands of Caster-types, though, since you will be given the ability to make Off-hands and Melee classes can't wield them.
Upon reaching Northrend, you will need to activate your Inscriber-only Glyph, which should be in your spellbook. Some will require materials, some will not. It will give you unique abilities not found on any other Glyphs! Cool, huh?
As a Bonus, high-level inscribers also get the ability to inscribe their shoulderpads with Inscriber-only enchants. These are the usual attack power, dodge rating, spell power types and will only be available to Inscribers.
Finally, Inscribers are able to make several Off-hands to use for themselves and others - while Melee classes won't really need them, Spellcasters sure can benefit from them!
The Lexicon of Power
You will find this mysterious floating book next to the inscription trainers. You can also ask the guards in any major city where to find the nearest Lexicon of Power. Whenever a character wants to inscribe a glyph onto his glyph sheet, whether it is one he bought from a scribe or made himself, he will need to be next to the Lexicon of Power in order to inscribe the glyph onto the glyph sheet of his spellbook. Inscribing the glyph works in much the same manner as adding a weapon coating, weightstone, or sharpening stone to a weapon in the character menu. But let’s learn a little more about glyphs.
Lastly, just as for enchanting or for gems, once a glyph is inscribe to the glyph sheet, it cannot be removed. However it can be overwritten with another glyph should the character wish to change his glyphs at a later date.
Glyphs: Major And Minor
Once a scribe has gathered his pigments, created his inks, and purchased his parchments, he can begin practicing his skill in scribing scrolls and glyphs. However, before a scribe can place a glyph on his spellbook or that of one of his friends, he should learn a little about the glyphs and the levels required to unlock them.
At level 15, a character's first Major and Minor glyphs are unlocked, allowing him to be enhanced by one Major Glyph and one Minor Glyph. At level 30, the character unlocks a second Major Glyph. Levels 50 and 70 bring him the last two Minor Glyphs and, at level 80*, he will unlock the final Major Glyph in his glyphs sheet.
Level 80 will be attainable only after the release of Wrath of the Lich King.
Major Glyphs
Major Glyphs are glyphs which modify the mana cost, the cooldown, the duration of effect, or add an effect to a spell or ability. These glyphs, depending on the level, can require rare inks or expensive parchments, in addition to a higher level of Inscription.
If you want to see a complete list of the available glyphs, you can check them all in the Armory or go directly to this link.
Minor Glyphs
Inscription trainers will teach a promising scribe the skill "Minor Inscription Research." This skill can be used once per day to discover a Minor Glyph. Much as alchemists create potions, elixirs, or perform transmutes in order to discover new aspects of their profession, scribes will discover Minor Glyphs using this Research skill. Minor Glyphs can be used to enhance or modify a spell's effect or cost, but at a much lower degree than Major Glyphs. For example, one Minor Glyph for mages, Glyph of the Penguin, changes the effect of their Polymorph: Sheep spell to turn the target into a penguin.
As for Major Glyphs you can browse all available glyphs in the Armory.
Use of the Minor Inscription Research skill is currently the only method by which scribes can learn Minor Glyphs.
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