Tales of Maj'Eyal

Tales of Maj'Eyal

45 ratings
Inscription Guide - Version 1.4.8
By DFuxa
Inscriptions, the resource used in Tales of Maj'Eyal that mirrors the use of Potions or Scrolls from other games. The following guide will list the various Inscriptions available for a player to use and what they all entail. Some additional comments are also at the bottom on some strategies in picking Inscriptions for use on ones character as well.
Inscriptions are Tales of Maj'Eyal's version of potions or scrolls. Unlike most other Roguelikes, they are a reusable resource for healing your character or providing utility in a fight. Inscriptions come in primarily two types: Infusions and Runes. With the addition of the Embers of Rage DLC, Steamtech Implants may also be available for use. There are also technically Taints as well, but only one is currently available for use - However, more then one Taint exists, check out the Wierdling Beast next time you meander over to the Sher'Tul Fortress to see some of the other Taints.

The Inscription section consists of four sub-sections - the first three being Infusions, Runes, and Unique Inscriptions. A 1-5 Star rating system will be used to show how I rate each individual Inscription in value, usefulness, and worth. Finally, where Undeads can use Inscriptions I will include a second Rating concerning them.

The forth sub-section corresponds to Steamtech Implants, which were introduced with the Embers of Rage DLC. Featuring Steam Generator Implants and Medical Injection Implants, I incorporate the same 1-5 Star rating system and Undead rating above - but unlike above I need to make a note about the Medical Salves that players can use since they a rather important to note.

Additionally, after the Inscription section I include a Character Inscription Setup section, detailing some thoughts on setting up Inscriptions for use on a character. Here I breakdown some thoughts on building a setup and provide some samples of setups they might use. It is broken up between playing the game vanilla and playing it with the Embers of Rage DLC.

Note that this guide is mostly intended for newer players on Normal, as that is primarily the gameplay experience for my games. As a note of reference for opinions on inscriptions from other players who play on other difficulties you might want to check out bpat's New Inscription Guide for Version 1.4.9[forums.te4.org] or Cathbald's Cath's Big F-ing Guide series - Part 1 : Inscriptions[forums.te4.org] for a different perspective.
Infusion Inscriptions
Almost all races except the Shalore Elves, Ogres, and the Undead Races start out with a couple of Infusions when beginning the Tales of Maj'Eyal Campaign. Generally Infusions are very important for less Arcane centred characters; though this doesn't mean that Arcane users won't find some use from using them as well.

Early in game one will likely find they will be using Infusions primarily as good Runes to use are difficult to find early on; some of which are very unlikely to appear early in the game. They will retain a lot of their use later and up to the end of the game as well.

I've categorizing Infusions into three general areas - Restorative, Tactical, and Augmentation.
Restorative Infusions are commonly the most important Inscription type that players will make use on their characters. Their primary use corresponds to restoring the characters health and removing harmful status effects. Wild Infusions also have a secondary use in damage reduction.

Wild – Rating (****)
Instant Use. Cures one random detrimental effect from; type varies depending on what the description states will be cured. Reduces X Damage for N Turns.

General Usage: The Wild Infusion is typically used to strip detrimental effects that may hinder a characters ability to survive in a fight. They may also be used to reduce incoming damage in larger engagements.

One of the starting Infusions for Non-Undead/Shaloran races, the Wild Infusion is a powerful defensive buff and status cure all rolled into one. Removed detrimental effect types that could be listed on the Infusion may vary between just removing just Physical, Mental, and Magical detrimental effects; but it is possible to find Wild Infusion that specify removal for two types of detrimental effects.

To elaborate, you could find a Wild Infusion that will remove both Physical and Mental detrimental effects; thus letting you cover removal from both those types. Keep in mind however, that you don’t choose what detrimental effect gets removed with this Infusions outside of what effects the Infusions specify – having a Wild Infusion that cures two different types of detrimental effects could lead a weaker detrimental effect being removed rather then a more powerful one. Also note that where two of the same type of effects exist, such as from curing Blind or Luminous from a Sun Infusion, even just a Wild Infusion that removes just Physical detrimental effects may still remove the weaker of the effects.

The initial Wild Infusion available has the lowest cooldown possible and removes physical detrimental effects. This Infusion by itself is extremely valuable for removing early Stuns, Freezes, Pins, etc; along with providing a little damage reduction in tight situations that might pop up. However, a player may wish upgrade his Wild Infusion with a better one, or use a Heat Beam Rune should a suitably powerful one with low enough cooldown be found if the player doesn’t care about the damage reduction benefits.

Keep in mind as well that Wild Infusions will also remove cross-tier effects that are present along with the associated detrimental effect that they came with. For example if you got Off Balance when a Skeleton Warrior Stunned you, the Wild Infusion you start with will remove both the Stunned effect and the cross-tier Off Balance effect. For Mental and Magical detrimental effects, Wild Infusions that remove those types of effects will remove the Brainlocked and Spellshocked cross-tier effects if they are present when removing associated detrimental effects with them.

Regeneration – Rating (****)
1 Turn Usage Speed. Increases Health Regeneration by X for N Turns.

General Usage: The Regeneration Infusion provides a temporary buff that greatly increases a characters hit points regenerated. In contrast to Healing Infusions, the Regeneration Infusion is used to restore a greater deal of health for a character over a long period.

The other starting Infusion initially available, the Regeneration Infusion will restore a portion of the characters hit points gradually turn after turn. The beneficial regeneration effect doesn’t turn off either if you reach full hit points or use it at full hit points either; meaning you can use it before beginning a fight where you haven't even lost any health or only having sustained minor damage.

Now, as a note, Regeneration Infusions will display how much total hit points will be restored for the full duration that it will last. Should the beneficial regeneration effect be stripped from your character or should you suffer from status effects like Curse of Death or Insidious Poison, you will likely noticed reduced or no healing effect as a result.

Additionally, the Fungus Category, available to the Wyrmic Class or those who join the Anti-Magic faction, can greatly improve the value of Regeneration Infusions over that which is stated. Those with the Fungus Category can extend the duration that Regeneration Infusions last, thus receiving more healing; also, they can reduce the duration it takes to use them as well.

You’ll likely want to replace your initial Regeneration Infusion with something else as soon as possible. A better Regeneration Infusion could replace it, but notable substitutes include the Healing Infusion or Shielding Rune. As to what to replace it may vary depending on the benefits you receive from the different types of Inscriptions. In the long run though, look for a good Regeneration Infusion to add to your Inscription line up, the Regeneration Infusion is your best Inscription when it comes to restoring lost hit points overall.

Healing – Rating (***)
Instant Use. Restores X Hit Points immediately and removes one random Wound or Poison type effect.

General Usage: The Healing Infusions provides an emergency heal that restores a great portion of a characters health. In Contrast to the Regeneration Infusion, Healing Infusions typically heal less but work instantly. It may also be used to remove harmful Wound or Poison type effects to preserve other Inscriptions that remove detrimental Physical effects.

Notably, this infusion has received constant improvements, and some players may pass over this Infusion as weak from past versions of the game. However, updates have elevated the Healing Infusion to being comparable to both the Shielding Rune and Regeneration Infusion; to the point it is possible to find decent Healing Infusions for use in game play over the other two. It also now removes harmful poison and wound effects, greatly improving its overall use.

In many ways the use of the Healing Infusion comes down to getting a direct healing instantly. While a Regeneration Infusion generally restores more health, there may not be time to survive an engagement where incoming damage is too great; a Healing Infusion therefore will restore more health when it is needed. However, as your character progresses it will likely give way to a Regeneration Infusion in the long run as your character has more hit points or defenses to better manage incoming attacks and thus survive longer.

As a mention as well, the Fungus Category not only benefits Regeneration Infusions, but also Healing Infusions as well. The Fungus Category, available to Wyrmics and any character who joins the Anti-Magic faction, can award characters Regeneration effect when they receiving a Healing effect. Alternatively, Archmages and Arcane Blades can make use of a talent in the Aegis category which grands a Damage Shield when healing effects are used on their characters.

In general I would probably recommend looking into Regeneration Infusions for use on a character as you will restore more hit points and that is generally what you are getting a Healing Infusion for. But the ability to remove harmful Wound and Poison effects that may hinder the amount you get healed and the fact that it is instant can sometimes be more useful. Plus one has to also note that characters will lower hit points are likely going to benefit more from Healing Infusions, and if you are playing one of them then the Healing Infusion is likely going to be a better pick.
Tactical Infusions are probably the weakest of the available Infusions available to players to use. Their primary use corresponds to the making the situation more advantageous to the player. Technically, Tactical Infusions can also be called Offensive Infusions as in many ways they are similar to Offensive Runes in providing an attack on an enemy; the Insidious Poison also doing damage. The Insidious Poison Infusion also have a secondary use in removal of a random detrimental Magical effect.

Sun – Rating (**)
Instant Use, Lights up tiles and stealthy enemies within an X tile radius of the player. Reduces Stealth power of opponents by Y and attempts to blind opponents by Z for N turns.

General Usage: The Sun Infusion lights up unlit tiles, and reduces the ability of stealthy opponents to stay hidden. They also have an additional use of providing a light chance to blind enemies.

Fairly weak and probably not worth using over other inscriptions present, a Sun Infusion will allow players to light up their surroundings and thus see movement around them. This will notably remove darkness from unlit tiles permanently so you can see enemies on those tiles; though the real use of the Infusion is from revealing stealthy opponents or blinding a group of enemies.

Notably, you’ll probably find that the Sun Infusion is something to be concerned about regardless of how weak it is. Many enemies sport the use of Sun Infusions, so getting Blinded comes up a lot as a result. At the very least, it will force you to have to consider Blindness Immunity gear or dealing with the Blind effect.

Early in the game where the players lack the gear to provide light in areas around their character, a Sun Infusion can let them reveal enemies in the darkness. Additionally the use of revealing enemies in stealth before equipment or talents are brought up can also be useful. As the game progresses however, it should probably be replaced as the player can handle those aspects.

Keep in mind that Sun Infusions will blind both enemies and allies of users using the Inscription. This can be both a blessing an a curse - a blessing when enemies blind their friends, but a curse when your friends blind you.

Insidious Poison – Rating (*)
Instant Use. Inflict X Nature Damage against a target per turn for N turns. Reduces the targets Healing Modifier by Y while active. Also removes one random detrimental Magical effect if present on a character.

General Usage:General Usage: The Insidious Poison reduces the amount of healing an enemy will benefit from when using healing effects, thus hindering their ability to restore their health in an engagement. They may also be used to remove detrimental Magical effects to preserve other Inscriptions that remove detrimental Magical effects.

And… a Dud.

There isn’t a whole lot more to say then the above sentence on the Insidious Poison Infusion. You can use it to remove detrimenetal effects but you have other Inscriptions that do that - AND provide another meaningful use.

Really, that is something to get across, reducing an enemies ability to heal doesn't really help a lot since enemies don't really know how to heal themseves properly most of the time. Plus, they may get lucky and use a Healing or Wild Infusion to remove the effect.

Simply put, you shouldn’t use the Insidious Poison Infusion over other Inscriptions.
Much more useful later on, these are Infusions that notably the most powerful Infusions available to the player. These are considered to be top-tier Inscriptions that will be tremendously useful in play. Their use provides a great enhancement to a players abilities. One can usually find an early Augmentation Infusion in their run, but notably these lesser Infusions will be less useful and not really worth consideration for use; decent Augmentation Infusions don't really start to appear until much later for most characters.

Movement - Rating (****)
Instant Use. Increases Movement Speed for the character by X for one turn; though any other action besides Moving will cancel the effect prematurely. Also prevents Stun, Daze, and Pin Effects for Z turns from being put on the player.

General Usage: Provides enhanced mobility which can let a player reposition their character against enemies. Notably it also helps prevents common effects that hinder or prevent mobility on a character from being applied on them.

Considering the reigning king as far as Inscriptions go, Movement Infusions were so powerful that they actually received a nerf while other Inscriptions received buffs. Regardless of the nerf though, it is still awesomely powerful for its ability to approach enemies, move to a more tactical position, or for retreating from them due to prevention of Stun, Daze, and Pin effects (or for attacking them for that matter), and the ability to move several tiles in a brief moment.

Likely, you probably won’t find a good Movement Infusion for a long time in a run. The nerf in question above reduced the movement speed that it gave to players, so it can take a long time to find a notably good Movement Infusion. Generally I would recommend only picking up a Movement Infusion of at least 500% or more, as that guarantees you can move 5 tiles or more quickly within one game turn. You could just use it for the Stun, Daze, and Pinning prevention but those can be removed in a lot of situations.

While Movement Infusions can increase your speed for a turn, enemies can still act while you are moving about with it; there is a reason it states on the Infusion that game turns will pass very slowly – time is still progressing and you aren’t guaranteed not to have an enemy do some action while you move. Additionally, Movement Infusions are worthless for retreating if you get surrounded - if you have nowhere to move, then additional Movement Speed isn't going to help you.

Also of note, is that if you have an effect that prevents you from moving, you can’t use the Movement Infusion - sort of a catch 22 since it prevents you from being stopped when active, but really the key thing here to note is that you might want to use the Movement Infusion if you can predict a detrimental effect locking down your movement coming at you.

One last thing to also mention is the fact that Movement Infusions aren’t exactly alone in their effects. A Controlled Phase Door to some extent mirrors the use found in Movement Infusions in going from A to B and will generally move you farther in a turn. Teleport Runes can notably be certain to make sure you escape your current engagement (at least the current situation) if that is what you plan to use them for. Other talents like a Wyrmic Lightning Speed may also come into play in comparison to Movement Infusions. Playing a Halfling can allow you to make use of their Indomitable talent to prevent Stuns, Dazes, and Pins (while removing them too).

Heroism – Rating (*****)
Instant Use. Increases a characters three highest stats by X for N Turns. While Heroism is ongoing, you will only die once reaching Y health. At the end of the Heroism effect you will have your hit points restored to 1 if they are below 0.

General Usage: Extends a players lifebar by means of preventing them from dying until reaching a certain variable of hit points below 0. Additionally improve stats which can improve a players overall capabilities; notably their offensive capabilities.

The only Infusion that I rate as 5/5, and the Heroism Infusion deserves that rating for sure. The benefits of buffing up your three highest stats can lead to heavy jump in power for some classes while the increases hit point buffer can make a player much more durable in questionable instances. It also pairs up well with Regeneration, Shielding Runes, and a variety of talents in some classes to add up to a really tanky character.

Just keep in mind that should your hit points fall below 0, you can’t see how many hit points your character currently has and you won’t know if you are close to hitting the stated variable where you will die. Additionally, while it is good that you heal up to a single hit point after Heroism runs its course, you will be extremely fragile and can still die to damage of time effects still active on your character; or just from any further incoming damage after.

Probably all classes should run with a Heroism Infusion; notably, classes that run with multiple stats should look to use even weaker ones immediately. This is the only Inscription that would recommend all characters make use of, there is no substitutes.
Runic Inscriptions
Starting Undead, Ogre, and Shaloran characters will start with Runes in place of the typical starting Infusions. Arcane Classes that use the Mana Resource will start with a Manasurge Rune loaded and available to them. Generally, more Arcane centered characters will lean towards Runes over Infusions; but much like with Infusions, anyone can find some use in them.

Early in the game, players will be hard pressed to find good Runes to make use of on their characters. Those initially available are also usually the weaker or more situational based Runes such as Vision, Phase Door, and Manasurge; though others can also appear and unlike the Augmentation Infusions they may at least be of some use on the players character. Runes generally can be good regardless of the point where they might be found in game.

Since Undead can’t use Infusions, they are limited pretty well to using Runes as a resource. Anti-Magic characters are barred from the use of anything Arcane, which includes Runes. Characters equipping Runes should note that Zigur patrols will become hostile to them if they weren't before, and they will also lose the option of sacrificing Arcane Escorts to Zigur.

I've categorized Runes into four general areas - Relocation, Utility, Defensive, and Status Cure.
Providing the ability to instantly move your character to another position, relocation Runes can be useful for escaping tricky engagements or moving past obstacles to a specific destination. Phase Door Runes also come with an additional defensive effect when used.

Phase Door - Rating (**), Undead Rating (**)
1 Turn to use. Teleports the character randomly to a tile within X tiles from the character. Negative Status Effect duration reduced by X, Defense stat boosted by Y, and Resistances boosted by Z.

General Usage: Defensive action to reposition of a character within an engagement, reduce Negative Status Effect duration, and give increased Defense, Resistance.

One of the starting Runes for Shaloran Elves, Ogres, and Undead Races. Phase Door is a notably weak and worthless Rune that should be immediately replaced by starting classes and avoided by those who don't start with them. At its best, Phase Door is useful for giving players a boost to their characters defense and resistances. However, at it's worst it can end up throwing a character further into harms way or not really moving them away from it when they are looking to retreat.

Arguably, someone might think that the Phase Door Rune could be useful if they are stacking the Defense stat for shoring up defensives on their character, or for Undead Races who can't really use a Wild Infusion it can be potentially helpful for reducing status ailment duration and shoring up Resistance and Defense. However, it is likely that that the lack of control and better alternatives for Inscriptions to use will far outclass any benefit from the Phase Door Rune.

I recommend ditching this Rune if you start with it, and staying away from it if you come across them. While this isn't to say it is entirely useless, it is more of a double edged sword then not. It may be more useful on characters who deal damage at range when the Defense and Resistance bonuses start to get much higher toward later parts of the game; those bonuses can give a player quite a lot of durability in the short term after.

Teleport - Rating (***), Undead Rating (***)
1 Turn to use. Teleports the character randomly within X tiles from the character. Always moves the character a minimum of 15 tiles when used.

General usage: Immediately moves a character away from their current situation.

An extremely powerful escape option, Teleport Runes can almost without fail ensure that your character will escape your current encounter - bar a situation like the Final Boss Fight where the small area you fight in can very likely lead you to still be within 10 tiles from the Boss you were teleporting away from. This is probably the first Inscription available as well that can be thought of as a means for escaping encounters.

Unfortunately, one major drawback that comes from Teleport Runes is the random nature - similar to that featured on Phase Door Runes. If using the Teleport Rune to escape a dicey situation (like say getting crushed by a Sandwall in Sandworm Tunnel...) you may find yourself ending up in another dicey situation (....and teleporting to another tunnel with Sandwalls caving in). However, unlike other Relocation Runes or the Movement Infusion, you can be sure the Teleport Rune has a very high chance of removing you from your current engagement.

Notably though, while I note the Lightning Rune or Phase Door Rune lower because of their random nature you can arguably mitigate this somewhat with Teleport Runes. For example, you can clear the entire level of Dreadfell 9 before confronting The Master; then when you confront him you can use the Teleport Rune to escape from him if need be, and since you cleared the level there won't be any riff raff to annoy you. There are also some niche uses for it as well, such as when entering an Orc Pride you can use it to avoid the door guards.

While you may use a Teleport Rune for sometime, even late into the game, it may be worth considering the use of another Inscription for relocation purposes. The Controlled Phase Door or Movement Infusion make more controllable substitutes.

Controlled Phase Door - Rating (***), Undead Rating (****)
1 Turn to use. Teleport to within a 2 tile radius of a targeted tile within X tiles of the character. Tiles targeted not within your line of sight may cause the Controlled Phase Door to work like a regular Phase Door and teleport you randomly instead to within X tiles.

General Usage: Instant repositioning of a character against enemies. Can also be used to get to less accessible areas or for direct movement towards a specific destination.

The Controlled Phase Door Rune comes off as a subpar Movement Infusion and a far better Phase Door. While excellent for removing your from engagements most of the time, that's about all it does - it doesn't offer any out of phase benefits or guaranteed movement. Care needs to be taken when walls may come into play as well.

The Controlled Phase Door Rune is a little bit clunky compared to Movement Infusions in regards to how they work. Movement Infusions can let you physically move your character, which means you can still navigate around enemies or walls that may be in the way - assuming that their is way to path through them. Controlled Phase Doors require line of sight on the target area you want to relocate too to ensure they work correctly; if picking an area you don't have Line of Sight too, it can lead to the Controlled Phase Door fizzling and working randomly like a regular Phase Door.

A player should likely use a Controlled Phase Door or a Movement Infusion eventually on their character for the benefits of moving their character around quickly. The benefits of instant relocation means you won't be hit while in transit such as with a Movement Infusion, and it will usually also move you farther - plus unlike the Movement Infusion, they work when you are boxed in. Those looking for more control in their movement however will likely find more use from Movement Infusions.
Utility Runes as one can guess, provide some utility to the player. They usually provide a tactical benefit that provides a positive advantage to the player. Manasurge Runes also provide a tactical benefit in the form of Mana regeneration when equipped.

Manasurge - Rating (***), Undead Rating (***)
Instant Use. Increases Mana Regeneration by X for N Turns. Replenishes Y Mana Immediately. Increases Mana Regeneration by 0.5 while resting.

General Usage: As a players Mana runs low, the Manasurge Rune can be used to give a boost to the Mana Resource with some temporary Mana regeneration following a bit after. For characters without natural Mana regeneration, the Rune provides a passive ability to regenerate Mana.

Arcane users who start with the Mana Resource will start with a Manasurge Rune available to them at the start of play. A unique sort of rune that replenish a resource, Manasurge Runes are useful by arcane users to restore their Mana Resource. In many ways its use is somewhat restricted only to Alchemists, Archmage, Necromancers, Arcane Blades, and Shadowblades; as those are the only classes that naturally make use of Mana. However, technically any character that gets a Mana bar can make use a Manasurge Rune to replenish their Mana.

Notably, the main use of the Manasurge Rune is to quickly replenish your Mana. This can be just to restore mana where you heavily used it due to talents, but also in instances where your character suffers a Mana Clash; Mana Clash being an effect that directly attacks your Mana (and other Arcane Resources). All in all, it's handy if you are playing a Mana using class.

Unless you are relying on the Mana Resource in fights, I don't think that is is necessarily an inscription you need to make use of. Shadowblades or Arcane Blades for example can rely more on their Stamina resource or bump attacks to see them through the day and may opt to replace their initial Manasurge Rune with something else. Still, you would be hardpressed to do without this Rune on a Necromancer or an Archmage where you are heavily reliant on Mana for attacks; those classes should seek to upgrade their Manasurge Rune with better ones and keep one around for when they run low on their Mana resource.

Vision - Rating (*), Undead Rating (*)
1 Turn to use. Reveal knowledge of the terrain to the player within X tiles of the character. Increase detection of Stealth or Invisible enemies by Y power. For N turns you sense a creature type as specified on the rune within the X tiles of your character.

General Usage: Gives the player tactical knowledge of the layout around the character and improves their detection of stealthy or invisible enemies. Additionally provides telepathy to one enemy type.

While clairvoyance sounds like it would be powerful, in general this Rune simply is not. Generally, all of the effects present on the Vision Rune are weak and subpar. Other abilities to reveal the terrain or detect enemies in your immediate area exist and should be sought after instead of using this Rune.

It is worth mentioning however that before a player picks up alternative abilities to scout, that the common availability of Vision Runes can lead to act as a crude source of divination where a player sorely feels they need it. An example that could be presented is using Vision Runes that detect specific enemy types that the player might be concerned about.

Avoid using this Rune and look for better inscriptions to use in place of it if you can help it. If you need help with stealthy foes when you lack equipment then use a Sun Infusion. Prepare for Invisible foes with talents or equipment and use a better Inscription to help yourself out. Where scouting the area is concerned, hopefully you can find an Escort that can give an appropriate talent or an item that can give a divination ability; or just pick up Track.
Runes that are geared to be more Defensive in nature, these Runes increase a players ability to survive by absorbing or reducing attacks against them. The Lightning Rune also shares properties with the Heat Beam, Biting Gale, and Acid Wave Runes as one of the 'Offensive Runes'; a term made to refer to Runes that can be used to make an attack on an enemy. I've seprated from the others though due to the lack of a Status Cure option on the Lightning Rune as well as the fact that they don't apply a detrimental effect on enemies.

Shielding - Rating (****), Undead Rating (*****)
Instant Use. Places a Damage Shield that will absorb up to X Damage before collapsing. The Damage shield will last N Turns or up to the maximum damage the Damage Shield can absorb.

General Usage: Prevents damage from effecting the player until the Damage Shield put up by a Shielding Rune expires or absorbs up to its specified amount.

One of the starting Runes for Undead Races, Shaloran Elves, and Ogres; Shielding Runes are a powerful defensive option, and practically the only reliable one available for Undead Races. Shielding Runes place a Damage Shield buff over a characters hit points, resulting in damage going to the Damage Shield instead of the players hit points. It can be used at the start of the fight or before a player suffers a big damage spike to survive in an engagement.

In comparison to other defensive options, the only real shortcoming is that Shielding Runes is that they don't restore any lost hit points suffered. Additionally, some special utilities technically exist for the purpose of bypassing or shattering Damage Shields - though notably this likely won't come up in a typical playthrough where one uses a Shielding Rune. One also has to understand a good time to make use of Shielding Runes as well - knowing how to get the most damage absorbed by the shield before it collapses or putting it off to rely on other defenses.

As a note, much like how the Fungus category can improve Healing and Regeneration Infusions, there is a category which improves Shielding Runes. The Aegis Category, available to the Arcane Blade and Archmage Class can be used both to improve the value found from Shielding Runes and also recharge current ones in use.

Undead Races, Ogres, and Shalore start with a fairly decent but medicore Shielding Rune. Shalore Elves and Ogres can likely replace it with a Regeneration or Healing Infusions if they so choose, but Undead races will definitely want to upgrade their Shielding Rune with a better one; specifically one that scales with a stat they are leveling up. The Shielding Rune couples well with Regeneration Infusions or Heroism Infusions to absorb damage where the character is particular fragile.

Invisibility - Rating (**), Undead Rating (**)
1 Turn to Use. Become Invisible with X Power for N Turns. Reduces damage you inflict by 40%.

General Usage: Turns the player Invisible and prevents enemies more like to miss the player or completely fail to target them properly.

A fairly weak defensive inscription, being invisible can reduce the likelihood that enemies will be able to hit you in melee or effectively target you with ranged attacks. This can be used to attempt to escape from enemies or offensively if you wish to attempt to harry foes while they are unable to effectively target you.

Unfortunately, more often then not you'll still get hit by enemies in melee or with blanket spells fired in the vicinity of where your character is. You'll also suffer damage reduction on your attacks; though this can be mitigated with the help of the Tricks of the Trade Prodigy.

You should probably shy away from using this Rune, unless you are an Undead player where you don't have much better in the ways of defensive Runes to begin with. That isn't to say that it can't be made to be useful to certain builds though, but in all likelihood there are more Inscriptions you could be using.

Lightning - Rating (**), Undead Rating (**)
Instant Use. Fires a beam that will do X Lightning Damage. Will also apply the Elemental Surge: Lightning buff, which will cause the player to take no damage from the first attack received between actions and move then randomly to an adjacent tile.

General Usage: Provides the player with the ability to negate the first attack that hits them between actions. Additionally can be used to provide some extra offensive damage.

A bit of a sketchy rune to use by many, Lightning Runes do have a bit of use for defensive purposes where a player character can use ranged attacks briefly or constantly. Lightning Damage is also not resisted too much by enemies in game, bar the few sparse Lightning Themed enemies that crop up now and again.

I'm not really too keen on the use of Lightning Runes myself, as much like Phase Door or Teleport, they have a random nature to them. Avoiding damage outright is great, but it is entirely possible to get moved directly into a bad position with them as well. This can be bad if you are a Melee character and you promptly get thrown out of Melee Range or if you are in an engagement where moving to the wrong tile can really bring on some hurt. Unlike other offensive Inscriptions, Lightnings Runes don't remove any detrimental effects either.

Some players may still opt to use Lightning Runes though. Assuming the player can manage the randomly movement and can manage other aspects with their other Inscriptions, the Lightning Rune can be a powerful defensive option in some instances.
--Status Cure
Along with the Lightning Rune noted in the Defensive Runes category, the Runes depicted here are all commonly referred to as Offensive Runes. This may be primarily how the player might use them, but all the Runes listed here commonly have the ability to also remove detrimental effects. The offensive nature doesn't necessarily come from the attacks done themselves either, but rather from the detrimental effects that are applied as part of them.

Heat Beam - Rating (**), Undead Rating (****)
Instant Use. Fires a beam that does X Fire Damage per turn for 5 Turns. Removes one random detrimental Physical effect.

General Usage: Removes a detrimental Physical effect afflicting the character. Additionally can be used to provide some weak damage on an enemy with a Burning effect.

Typically, Heat Beam Runes are considered the weakest of the offensive Inscriptions. Most players will generally not use them for removing detrimental physical effects due to preference for Wild Infusions and the damage reduction they give in addition; bar those playing Undead characters which really don't have a choice when looking to remove such effects.

The reason Heat Beam Runes tend to be weak is a combination of three factors - their damage is turn based and not instant, Fire Damage is one of the more resisted damage types in game, and unlike other Offensive Runes the Heat Beam fails to provide any meaningful debuff on top of its damage to hinder foes and give an advantage to the player.

Still, Heat Beam Runes aren't entirely useless. It is possible to find Heat Beam Runes with a cooldown as low what you can find on Wild Infusions; something notably different from other Offensive Runes is the much lower cooldowns. Where players don't care about the damage reduction from a Wild Infusion, or find a decent Heat Beam Rune, they might opt for one. Undead characters will usually make the most use of Heat Beam Runes over Biting Gale or Acid Wave Runes as well until such a time that they can regulate the impact of detrimental Physical effects.

Biting Gale - Rating (***), Undead Rating (****)
Instant Use. Fires a 3 column beam that will do X Cold Damage. Targets hit by the beam will also have the Wet effect applied to them. After the initial Wet effect is applied, the talent also has a chance to Freeze the target on top of the Wet effect. Removes one random detrimental Mental effect.

General Usage: Used to apply a Wet effect on enemies, making them more susceptible to Stun/Freeze type effects. Additionally used to remove detrimental Mental effects.

A recently added Rune as of the last update, Biting Gale Runes join the line of offensive Inscriptions. They replace the old Frozen Spear Runes of the past and also double as a means of removing detrimental mental effects afflicting the players character. Many consider it to be a welcome improvement and a decent candidate for use due to its ability to apply the Wet effect to enemies, which not only applies to its following Freezing effect, but other effects the player may use from other following actions afterwards while the Wet effect applies.

The Biting Gale Rune does carry its own set of weaknesses to go along with its advantages. Cold Damage is easily the most resisted damage type in game and the Rune doesn't do very much of it. Curing detrimental Mental effects is nice but there are sparse few of them and they can be handled by resistances or immunity gear; plus Silence shuts down the use of Runes. The Freeze effect it applies will barely stop enemies more then a turn.

Typically, Biting Gale Runes aren't worth using over a Wild Infusion that handles detrimental Mental effects, but it does pair up well with one that doesn't remove detrimental Mental effects. The best use of a Biting Gale Rune is on players that intend to make heavy use of Stun/Freeze effects following its use; or for those who don't have any real defensive against detrimental Mental effects. Players should probably only use one type of Offensive Inscription as well.

Acid Wave - Rating (****), Undead Rating (****)
Instant Use. Fires a 3 column beam that will do X Acid Damage. When hit by the beam, targets have a chance to be Disarmed. Removes one random Magical effect.

General Usage: Hits enemies with a damage type not commonly resisted by many enemies. Enemies hit by the attack may also be Disarmed, which can render Weapon Talents unusable. Can additionally be used to remove detrimental Magical effects afflicting the character.

Typically what I consider the most powerful of the offensive Inscriptions as they currently exist in game. Acid Waves were recently updated to be much more powerful with a built in Disarm effect and remove detrimental Magical effects from the user. They were also initially a little bugged and slightly overpowered as well, but are now doing as they are suppose too. Acid is also one of the least resisted damage types in game, effectively making this Inscription stand out as the most damaging ones available.

This is really one Rune that doesn't have any real considerations against its use. Some might say that detrimental Magical effects are the weakest type and are rarely applied meaningfully against the player, but this ignores those instances where they can truly wreck havoc. Disarm can prevent enemies from using weapon based talents against the player's character, which mean less chance of them applying harmful stuns and dazes or whatever; assuming a player understands when enemies might be capable of using Weapon Talents.

Acid Wave Runes can do a lot of damage against enemies, prevent warrior types from effectively pummeling you to death, and it has a bonus of removing detrimental Magical effects from annoying spellcasters as well. One might opt to use a Biting Gale Rune or Lightning Runes instead of this one where they may see more benefit from their respective uses, but the Acid Wave Rune is certainly the most powerful on its own before other considerations.
Artefact Inscriptions
Some Inscriptions can only appear once per game. Much like how weapons and armor and all that can have artefacts, these are much the same in being Unique Inscriptions.

Artefact Inscriptions can be a special reward, given to a player as part of the completion of a quest and not obtained by any other means. Other's may be dropped, with a high chance of being generated from certain elements; but can appear at anytime in ones run.

Upon completing the last Elixir, they give you the Rewarded Inscription - a Wild Growth Infusion from Agrimley or a Taint of Telepathy from Ungrol. Clearing the Temporal Rift will result in the Rune of the Rift being rewarded to the player. There are no other ways for these Inscriptions to spawn in a run of a game for a character.

Wild Growth - Rating (**)
Instant Use. Pin Enemies within 5 tiles from your character and deal X Physical and Nature damage per turn for 5 turns. Increases Armor by 50 and Armor Hardiness by 30.

General Usage: Disable movement of enemies near the character. Also provides increases Armor and Armor Hardiness which will negate physical damage attacks made against the player.

An interesting Offensive Infusion, Wild Growth is an interesting option to help defend the character by means of locking them down while the player's character can freely move around.

This is an odd Inscription which is sort of hard to make use of effectively for any given character. It sort of gravitates its use towards Warrior types with increased Armor and Pin to hold down enemies that might flee. However, it can also be useful for ranged characters trying to keep enemies at bay.

Most likely this Inscription shouldn't replace others you might pick up, unless you have a spare slot and don't have anything you feel you need to fill it with. It is unquestionably going to be capable of letting you reduce a lot of damage where Armor and Armor Hardiness comes into play; though likely such encounters aren't what you need Inscriptions for. Really, you want this for the Pin it inflicts.

Taint of Telepathy - Rating (*), Undead Rating (*)
Instant Use. Grants telepathy, revealing presence of all enemies within a radius of 10 for 5 turns. Reduces Mind Save by 10 and increases Mindpower by 35 for 10 turns.

General Usage: Divines the presence of enemies within a limited radius. Additionally used to increase Mindpower on the character.

This is the only Taint available to players in game; in many ways it is very similar to Runes in that it is Arcane in nature. Primarily the use of the Taint of Telepathy is best used for the extra Mindpower, though any character can make use of it for the purposes of sensing enemies.

In many ways, this is a very weak Inscription as there are other ways of divining the presence of enemies and use of the Taint has the negative result of lowering the players Mental Save. Primarily it might be useful for increasing Mindpower, but Anti-magic characters can't use Taints which eliminates a lot of characters from using it anyway.

Of what few characters can use it, you probably shouldn't use it over other Inscriptions you might be able to use.

Rune of the Rift - Rating (**), Undead Rating (**)
Instant Use. Inflicts 150 + Willpower*4) Temporal Damage on a targeted enemy. If the target survives, it will be sent 4 turns into the future. This effect can be resisted, and if resisted will result in no damage and effect. Reduces Paradox by 60 (if you have any to reduce). Power scales with Magic.

General Usage: Removes an enemy from a fight for 4 turns. Additionally can be used to cause damage to an enemy. Also used to reduce Paradox on players using the Paradox Resource.

A very interesting Rune that unlike other Runes that can be used offensively will make a save check against an opponent, the Rune of the Rift is a rather perplexing Rune to use. Found as a reward upon entering the Temporal Portal in Daikaira and surviving the Temporal Rift, this is a Rune that may find some use with spellcasters who train the Magic stat.

Those without any investment in the Magic stat will find little use from the Rune of the Rift, but Arcane users can potentially make use of this Rune to throw an unwanted enemy 4 turns into the future to deal with later while dealing with remaining enemies in the here and now. The Rune is also very useful for reducing Paradox if playing on a Chronomancer class character.

Less magically inclined characters should probably just pass over using the Rune of the Rift of the immediately. Magically inclined characters might use it where they are able to successively port away enemies, but should probably replace it eventually with more dependable Inscriptions.
Some of the Unique Inscriptions aren't found as a specific quest reward, but a typical drop in game. The Reflection Rune can drop from a unique troll enemy known as the Forest Troll Hedge-Wizard at 50% chance in a run where he is found. However, these Inscriptions can be found as just regular normal drops or even generate in stores for the player to buy in a run of the game - The Primal Infusion for example sometimes spawns in Zigur's Infusion Shop.

Primal - Rating (**)
Instant Use. Randomly removes one detrimental effect of any type. Grants X Damage Affinity.

General Usage: Provides Damage Affinity which causes attacks to partially heal the player with some of the damage inflicted. Use is generally paired up with other Inscriptions or Talents the player may make use of on their character. Also used to cure a single random detrimental effect.

The Primal Infusion is an evolved Wild Infusion that covers all detrimental effect types and gives a Damage Affinity instead of reducing damage. This is potentially what will be the first randart Inscription that will appear for players as it can randomly appear in stores or just as a drop from enemies.

Unfortunately as far as removing detrimental effects go, the Primal Infusion suffers from being unable to focus on any specific type of detrimental effect - which means it can't effectively be relied on to remove such effects unless you are only afflicted by one at any given moment. The Damage Affinity is nice as attacks will partially heal you for a small duration, which means it can couple up with a regular Wild Infusion and not replace its damage reduction effect; but by itself is notably quite weak.

Generally I would suggest against using the Primal Infusion against a much more focused Wild, but it does pair up with a supporting Wild quite well for an added defensive benefit - especially on a class with heavy damage resistance to begin with. Other more ideal Inscriptions might be opted for though where Inscription selection is tight.

Rune of Reflection - Rating (****), Undead Rating (****)
Instant Use. Places a Damage Shield that will absorb up to X Damage before collapsing. The Damage shield will last N Turns or up to the maximum damage the Damage Shield can absorb. Any Damage inflicted on the shield will be reflected back to an enemy as Damage. Damage Absorbed scales with Magic.

General Usage: Prevents damage from effecting the player until the Damage Shield put up by a Shielding Rune expires or absorbs up to its specified amount. Additionally used to damage enemies by ways of their own attacks damaging themselves.

This is easily considered to be a favored Rune by many players. Effectively, the Rune of Reflection is an upgraded Shielding Rune that will cause retaliation damage against enemies that damage your character. Those training the Magic stat can push the value absorbed and reflected even higher.

The key thing to note though is that this Rune while powerful, won't be as effective unless you pour stat points into the Magic stat. Untrained, a player likely won't see more then 150 damage absorbed and reflected with a limited Magic stat; typically Shielding Runes of an appropriate stat will block two to three times that amount. As a note, Runes of Reflection act the same as regular Shielding Runes for purposes of use with the Aegis Category on Arcane Blades and Archmages.

If the players character is training their Magic stat, the Reflection Shield Rune will likely outclass any Shielding Rune you plan to use in the game. Of course, found earlier enough where the player really hasn't trained up much in the ways of stats to begin with, it will still be fairly powerful for a good deal of the game.
EoR: Steamtech Inscriptions
With the inclusion of the Embers of Rage DLC and the Orc Campaign came Steamtech Inscriptions called Implants. Usable by both Undead and Non-Undead races and immediately employed by Tinker classes, these are perhaps the strongest inscriptions in game. They come in two Implant flavors called Steam Generator Implants and Medical Injection Implants.

If one can perhaps shed a few generic points it is well worth picking up Steamtech/Chemisty category and dropping points into Therapeutics. With that skill you can create Medical Salves for use with a Medical Injection Implant - some of which outclasses many Rune or Infusion counterparts.

Make a note that the Steamtech Implants are only available to those who own the Embers of Rage DLC.

There only being two Implants at this time, they are described in the following section. However, the Medical Injector is very special in that it allows the use of crafted Medical Salves - explained in the follow sections after.
--Steamtech Implants
Steam Generator - Rating (***), Undead Rating (***)
1 Turn Usage Speed. Increases Steam Regeneration by X permanently. Replenishes Y Steam Immediately.

General Usage: On Tinker Classes, Steam Generator Implants allow you to replenish your Steam Resource so you can keep using your Steamtech Talents. Without Steam Generator Implants, you have no way of regaining any Steam - thus these are extremely important for your Steam Weaponry. They can be used to provide a burst replenishment to the Steam resource similar to Manasurge Runes, but also permanently restore a fixed amount of the Steam resource per turn as well.

If desired, one can inscribe two Steam Generator Implants to their character to increase their Steam resource replenishment per turn. This can be important for Steamtech Sustain Talents that draw heavily from the Steam Resource or for those players who make heavy use of Steamtech Talents that require the Steam resource.

If one isn't using Steamtech Talents that Steam Generator Implants are of no use and can be ignored.

Medical Injector - Rating (*****), Undead Rating (*****)
Allows use of therapeutics with X% efficiency and cooldown mod of Y%.

General Usage: Medical Injector Implants allow the player to use Medical Salves on their characters. Better Medical Injector Implants will allow for the player to gain better effects from their Medical Salves and allow for them to cooldown faster. Better Medical Salves will also produce better effects.

If one finds themselves with access to Steamtech/Chemistry and can spare a few generic talent points for Therapeutics - one is going to be having a 'GOOD' time. Medical Injector Implants allow you to use Medical Salves that you have created - which I'll go into detail in the following section after this one.

What sets Medical Injector Implants apart from other Inscriptions is just how versatile they are. Need to heal up a little? You can use a Medical Injection Implant to quickly replenish your hitpoints with a Healing Salve. Got hit with a Physical Detrimental Effect? You can use that same Medical Injection Implant to remove it with a Frost Salve - and gain a Cold, Darkness, and Nature Affinity on top of it.

One can't understate just how powerful Medical Injector Implants are when you have Medical Salves to use - especially some of the higher tier Medical Salves. Medical Salves of Tier 3 for example that remove a detrimental effect will remove 'two' detrimental effects instead of the one at Tier 1 or 2; Tier 5 Medical Salves being able to remove three detrimental effects.

Due to how diverse Medical Salves are, they are explained in the follow sections.

The only real downside is that you 'NEED' the Therapeutics to craft the Medical Salves that Medical Injector Implants use. Without Medical Salves, Medical Injector Implants are useless.
--Medical Salves
Medical Salves must be crafted via the Create Tinker skill. Too craft Medical Salves you need to invest the needed generic points in Therapeutics along with the required ingredients and herbs for the corresponding Medical Salve tier level you are trying to create. Higher tier Medical Salves will require higher tier herbs to produce. The Therapeutics Talent can be found within the Steamtech/Chemisty category and can be acquired from Tinker Shops.

Depending on the Medical Salve in question, some Medical Salves aren't available at lower tier levels and can only start to be crafted at tier 2 or tier 3. The Unstoppable Force Salve is also constructed from Frost, Fiery, and Water Salves - all of the same tier.

The effectiveness of using Medical Salves is highly dependent on the Medical Injector used. Using a Medical Salve with a Medical injector with a high efficiency will result in much greater benefits from the Medical Salves. Additionally, using a Medical Injector with a low cooldown modifier will result in the Medical Salves coming off cooldown faster.

As a note, one can also make use of a special talent from the Psyshot class called Mind Injection. Inside the Steamtech/Thoughts of Iron category, this capstone talent will allow Psyshot characters to employ and additional Medical Salve for there use.

In total, one can find six different Medical Salves for use with Medical Injectors. I categorize the Medical Salves into two general sections that follow after this one - Status Cure and Life Management.

--Status Cure
The Status Cure Medical Salves correspond to those Medical Salves that remove detrimental effects from your character while also give you an Aura that grants you a temporary Damage Affinity to certain damage types coming against you as well - healing you a bit in relation to the damage you will receive.

For the purpose of this section, 'X' is used to represent Medical Injector Efficiency, 'Y' is used to represent Medical Injector Cooldown Modifier, and 'N' is used to represent Medical Salve Tier.

Frost Salve - Rating (****), Undead Rating (****)
Instant Usage Speed. Removes (1 + 1/2 * (N-1) Detrimental Physical Effects. Grants Frost Aura that gives X*(A*N) Cold, Darkness, and Nature Affinity. Puts Medical Injector on Cooldown for Y*25 turns.

General Usage: Use it to remove detrimental physical effects from your character. Frost Salves or tier 3 and 4 will remove two detrimental physical effects as opposed to just 1, while tier 5 Frost Salves will remove up to three detrimental physical effects. Also gives Frost Aura which gives affinity to Cold, Darkness, and Nature; allowing for some corresponding incoming damage to be converted to health for the player.

Along with Healing Salves, Tinker Classes will start with Frost Salves. Unlike the Healing Salve that the Tinker Classes start with, the Frost Salve is definitely weaker then the Wild Infusion or even Heat Beam Rune that other starting characters begin with. It won't be until tier 3 Frost Salve come around that this will change.

Arguable the Frost Salve will initially seem weaker then Wild Infusions and even Heat Beam Runes as they have a stupidly long cooldown of 25 turns and will only remove one detrimental physical effect at tier 1 and 2. But the Frost Salve shall soon show its dominance as better Frost Salves are crafted by the player, allowing them to remove more then the one detrimental physical effect.

This is likely going to be your strongest salve in a run, compared to all the salves available to you. Being able to remove multiple detrimental physical effects at once means you'll be able to possible remove that detrimental physical effect you REALLY want gone.

Water Salve - Rating (***), Undead Rating (***)
Instant Usage Speed. Removes (1 + 1/2 * (N-1) Detrimental Mental Effects. Grants a Water Aura that gives X*(A*N) Blight, Mind, and Acid Affinity. Puts Medical Injector on Cooldown for Y*25 turns.

General Usage: Use it to remove detrimental mental effects from your character. Water Salves or tier 3 and 4 will remove two detrimental mental effects as opposed to just one, while tier 5 Water Salves will remove up to three detrimental physical effects. Also gives Water Aura which gives affinity to Blight, Mind, and Acid Affinity; allowing for some corresponding incoming damage to be converted to health for the player.

Much like Frost Salves, Water Salves will also seem initially weak for use due to the cooldown of 25 turns and only removing one detrimental mental effect; this in comparison to Biting Gale Runes and Wild Infusions. However, just like Frost Salves, the Water Salves dominance will begin to show as you get it to tier 3 and eventually tier 5.

While Frost Salves are likely going to be your strongest salve for the main duration of the game, Water Salves will likely be the more important when detrimental mental effects get used frequently or abruptly. You'll likely find that the enemies in towards the end of the Orc Campaign or against the Undead in Dredfall, detrimental mental effects are quite common. You'll be happy to have Water Salves around for those instances.

Additionally, because you don't need to employ an entire inscription slot for when you need to worry about Mental Effects afflicting your character, you can keep these in your inventory and them fire them off whenever you find yourself in a situation where they are desired.

Fiery Salve - Rating (***), Undead Rating (***)
Instant Usage Speed. Removes (1 + 1/2 * (N-1) Detrimental Magical Effects. Grants a Fiery Aura that gives X*(A*N) Fire, Light, and Lightning Affinity. Puts Medical Injector on Cooldown for Y*25 turns.

General Usage: Use it to remove detrimental magical effects from your character. Fiery Salves or tier 3 and 4 will remove two detrimental magical effects as opposed to just one, while tier 5 Fiery Salves will remove up to three detrimental magical effects. Also gives Fiery Aura which gives affinity to Fire, Light, and Lightning Affinity; allowing for some corresponding incoming damage to be converted to health for the player.

Pretty well you can probably guess what I'm going to say here. Weak early on for removing magical effects - though on top of being weaker then Acid Wave Runes and Wild Infusions, even Insidious Poison Infusions are going to likely be better initially. But, much like Frost and Water Salves, this is going to shine through in the end.

I can't really say you'll be using the Fiery Salve much though - maybe against the Necromatic Rare, against the specific enemy that likes to place Hurricane on you, against the very final boss in either Vanilla or Orc campaign, or somewhere else that a detrimental magical effect comes into play. However, there is no denying how problematic detrimental magical effects are when they do come into play.

It also should be noted that when you can remove multiple magical effects at once, that can mean removing a volley of corrupter curses or whatever slew of harmful magical effects are afflicting your character. While there may be a specific magical effect you want gone, being able to remove it along with some other annoying ones is always good.

Something to note is that unlike the Frost or Water Salves, that Fiery Aura you get from using the Fiery Salve might actually be a bit more useful when wandering around in the Orc Campaign - since, you know, 'Sun Paladins and Anorithils' are running amok. There are also quite a few other users of Fire, Light, and Lightning as well to watch out for too.
--Life Management
The Life Management Medical Salves correspond to those Medical Salves that deal with maximizing the use of your hit points in combat - through restoring lost hit points, reducing hit points lost in combat, or giving you a larger hit point buffer. The Unstoppable Force Salve does a bit more in that it grants a big temporary boost to saves.

For the purpose of this section, 'X' is used to represent Medical Injector Efficiency, 'Y' is used to represent Medical Injector Cooldown Modifier, and 'N' is used to represent Medical Salve Tier.

Healing Salve - Rating (***), Undead Rating (****)
1 Turn Usage Speed. Used to heal X*(A*N) lost hit points. Puts Medical Injector on Cooldown for Y*15 turns.

General Usage: You use it to heal lost hitpoints. It is weaker then Regeneration or Healing Infusions in its effect and takes a turn to use.

Tinker Classes will start with a Tier 1 Healing Salve for use on their characters. While Healing Salves aren't generally as strong as Healing and Regeneration Infusions, one thing to say about the Tier 1 Healing Salve is that it is stronger then what other Races initial starting Healing and Regeneration Infusions are capable of.

Likely not the greatest use for your Medical Injector Implant, a Healing Salve is generally something you should only use if you don't have another means of protecting your hit points handy. Use Shielding Runes or Regeneration and Healing Infusions if you can. If nothing else is left though, that is likely the time you'll want to use it

On Undead Races that can use Medical Injector Implants, this is obviously an extremely valuable talent to use as it will literally be the only inscription available to you that can replenish your lost hit points. Keep this in mind since you may be 'very' inclined to fire off your Medical Injector Implants for removing detrimental effects that you should have removed from your Status Cure Runes.

There isn't a lot more to say here other then to craft the best Healing Salve you can create. It isn't like the Healing Salve is taking up a valuable Inscription slot so it doesn't hurt to have one handy. Just keep in mind that there are other Salves that you may be more inclined to use.

Pain Suppressor Salve - Raiting (***), Undead Rating (***)
Instant Usage Speed. Allows you to fight up to -X*(A*N) hit points and reduces all damage by X(A*N)% for (4 + 1/2 * (N-1) turns. Puts Medical Injector on Cooldown for Y*10 turns.

General Usage: Use it to help reduce incoming damage and allow you to survive harsher situations where your health gets really low.

I can't say I think much of the Pain Suppressor Salve. It is essentially a Heroism and Wild Infusion rolled into one with a rapid cooldown - but likely detrimental effects are more concerning to the player then incoming damage in most situations.

This isn't to say it isn't without its use if you KNOW that an enemy is going to flatten you with loads of damage or if you are just surrounded by enemies, and in such situations you'll receive great benefit from this salve. However, I like to avoid getting into such situations where that will occur. Even with a short cooldown duration too, 10 turns is a lot of time and it leaves you more open when detrimental status effects land on you.

But, it isn't always an ideal world and sometimes that extra bit of survivability will help. Maybe an enemy is using high powered attacks that will rip you to pieces or you get surrounded by enemies for some reason. When that happens, it is time to pop this salve and try to hold out.

Unstoppable Force Salve - Rating (**), Undead Rating (**)
Instant Usage Speed. Increases Saves by X*(A*N) and sets Healing Modifier to 250% for 5 turns. Puts Medical Injector on Cooldown for N+1 turns.

General Usage: Use it when you need to restore a massive amount of lost hitpoints or when you come up against harsh save checks.

I won't say that this is a Salve without a use, but it is a Salve that is with very niche use. Much like the Pain Suppressor Salve above, this is one that will require you to have some forethought on when and how to use it. You'll likely need to know when you are in a tight position and may need the extra healing modifier for your Healing Salve to ensure you live through the next turn, or to ensure you get enough healing from other types of sources.

Outside of healing, it can be useful to use it if you know that enemies are going to be making heavy use of detrimental effects on you that you have no real means of saving against without the use of the salve - though with the ability to rapidly remove lots of detrimental effects with the Frost, Fiery, and Water Salves; that would likely only be the case if they aren't all the same type of detrimental effect - or exceed what one of the Status Cure Salves can remove.

Likely this is more of a Salve that you'll make for other tinkers you are creating; not much for using it as a Salve with your Medical Injector. This isn't to say there isn't some good places to use it - but it is kind of hard to figure out when and where that place is.
Character Inscription Setup
Due to the variety of Inscriptions present in the game, it can be rather hard to draw up any real suggestion on what sort of setup a player should aim for on their character. Additionally, the use of Inscriptions can vary in value between different classes and even races.

Where possible though, there are some considerations that can be made to form some guidelines when picking Inscriptions for use on their character. I will ignore inclusion of Unique Artefact Inscriptions for this list, but where mentioned a player may opt to use the Rune of Reflection over a Shielding Rune on their character where they might find use from it.

Following that I will include some examples on some setups I might use (and I say 'might' as in if ideal Inscriptions of the type drop and are available for use) for character combinations in game.
--Picking Inscriptions
Picking Inscriptions can vary quite a bit depending on what drops and is available to the player. However, generally there are four different aspects players should look for in their Inscriptions to handle - after considerations are made regarding the class or race they are playing, their current gear, and what works with their playstyle.

Handling Detrimental Effects - Players should always be wary of effects that enemies apply to their characters. Primarily and early on, detrimental physical effects deserve the most attention; so players should usually have a Wild Infusion that removes detrimental physical effects or a Heat Beam Rune handy. Players may opt to use other types of Inscriptions to remove bothersome detrimental Mental or Magical effects as well.

A player may opt to ignore using such Inscriptions where they feel their Immunities or Saves are high enough to warrant passing over specific types of detrimental effects; or they may opt for Inscriptions such as Movement Infusion which grant immunity to specific effects. However, more then likely they should have one dedicated Inscription available for removing detrimental effects in a pinch; though they probably shouldn't have more then two due to limited resources elsewhere.

Preserving Your Characters Health - Sort of a given, but dying is something you want to avoid. Healing and Regeneration Infusions can allow players to restore lost hit points in a fight, while Shielding Runes can prevent the character from losing health when they receive damage. Other 'Secondary' Inscriptions such as Lightning, Phase Door, and Invisibility Runes and Wild and Heroism Infusions can also be repurposed to the task as well if desired.

Usually at least one dedicated Inscription, being a Healing Infusion, Regeneration Infusion, or Shielding Rune should be handy to directly replenish or prevent hit point loss on a character. Depending on what other Inscriptions a player plans to incorporate on their character, a player may opt only for the one dedicated Inscription.

I recommend that a player potentially includes at least two Inscriptions that are Healing Infusions, Regeneration Infusions, or Shielding Runes unless they have two Inscriptions available from the Secondary Inscription sources ready to use in a pinch. Generally no more then four Inscriptions - two dedicated and two secondary - should be included in regards to preserving hit points.

Tactically Repositioning in Engagements - Commonly sometimes called Escape buttons, a player should have at least one dedicated Inscription to move their character around. This can include the Movement Infusion or any of the Relocation Runes; ignoring Phase Door. While of course useful for escape, one should also note that these Inscriptions can also be used offensively as well - getting a player directly into an engagement rather then getting them out of it. They may also be used to get to a specific destination in some instances as well.

At least one Inscription for movement purposes should be looked into for a player. Sometimes a player may opt to include a second where moving around is specifically important for the class being played or in regards to the players playstyle.

Gameplay Inscriptions - Certain Inscriptions like the Heroism, Sun, or Insidious Poison Infusions or the Manasurge, Vision, Invisibility, Acid Wave, and Biting Gale Runes can hold their own importance in gameplay. As to where to note the use and value of these Inscriptions really depends on the player's playstyle, the class they are playing, and what dungeon they are delving into at any given moment.

Of those listed, I give high ratings to the Heroism Infusion. Arcane Users may want to make use of a Manasurge Rune in regards to managing their Mana resource. Other Inscriptions listed such as Biting Gale Runes can work well with characters that have actions focusing on Stunning or Freezing Opponents, or the Invisibility Rune can synergize with those characters picking up Tricks of the Trade.

I would recommend most players pick up a Heroism Infusion for use on their characters where they can, but outside of that it is hard to say what a player should aim for in regards to such Inscriptions and their use. A character likely shouldn't sport more then two Inscriptions that correspond to this sort of use, and likely any chosen Inscriptions should help out in the above three areas of Detrimental Effects, Preserving Health, or Repositioning where possible.
--Sample Setups
The following them is a breakdown of some of the Inscription setups I might suggest for general use in game. Note that I don't mention examples on specific classes as I just don't have enough experience (if any) with all of them.

Players shouldn't necessarily think these will be the optimal Inscription for their own characters either when they play them - everyone plays the game differently, different classes will certainly make better use of certain Inscriptions, and different approaches can be followed with every game played. Different classes may also benefit more from different Inscriptions as well.

These Inscriptions are generally what I prefer to take on Non-Undead characters that will Ignore Anti-Magic:

  • -Wild Infusion
    Preferably with a Cooldown of 12, even at the cost of Damage Reduction. Needs to remove detrimental Physical effects regardless of whether it removes Mental or Magical.

  • -Shielding Rune
    Alternatively this can be replaced with the Rune of Reflection when playing on Magic based classes. I look for high value for Damage Shield.

  • -Healing Infusion
    I prefer the highest heal value I can find on Healing Infusions, Cooldown is secondary.

  • -Heroism Infusion
    I don't use these until they have generally around 'Won't Die Until' -500 or less.

  • -Teleport Rune
    This is one of the odd times I actually look for lower power - means less distance traveled.

These Inscriptions are generally what I prefer to take on characters that will Pursue Anti-Magic:

  • -Wild Infusion
    Preferably with a Cooldown of 12, even at the cost of Damage Reduction. Needs to remove detrimental Physical effects regardless of whether it removes Mental or Magical.

  • -Healing Infusion
    I prefer the highest heal value I can find on Healing Infusions, Cooldown is secondary.

  • -Regeneration Infusion
    Use the best one available, preferably with a low Cooldown if it at least restores 400 hit points.

  • -Heroism Infusion
    I don't use these until they have generally around 'Won't Die Until' -500 or less.

  • -Movement Infusion
    I won't bother touching these unless they feature at least 500% movement on them.

These Inscriptions are generally what I prefer to take on characters that are Undead:

  • -Heat Beam Rune
    Preferably with a Cooldown of 12, even at the cost of Damage.

  • -Shielding Rune
    Alternatively this can be replaced with the Rune of Reflection when playing on Magic based classes. I look for high value for Damage Shield.

  • -Shielding Rune
    This isn't a typo, I do indeed take two Shielding Runes when playing Undead characters.

  • -Acid Wave Rune
    I look for the highest damage possible over cooldown.

  • -Teleport Rune
    This is one of the odd times I actually look for lower power - means less distance traveled.
--EoR: Sample Setups
With the addition of Steamtech Inscriptions via the Embers of Rage DLC, one will likely find a lot of use from Medical Injector Implants and Steam Generator Implants for those using a Tinker Class. Whether it is worth it or not depends on if you want to spend the category point to get Steamtech/Chemisty and the 5 Generic Points to max out Therapeutics on non-Tinker classes; though Tinker Classes will obviously use them.

Just like above, here are a couple Inscription setups. Much like above as well, they may not be the optimal Inscription setups to use; this is just an idea to get you going.

For Non-Undead Tinker Classes, here is a sample setup for what you likely want:

  • -Steam Generator Implant
    Preferably with the highest Steam resource replenishment you can find.

  • -Steam Generator Implant
    Tinker Classes tend to use the Steam Resource a lot, so you likely want the second generator.

  • -Medical Injector Implant
    Preferably with the highest Efficiency and lowest Cooldown Modifier that you can find.

  • -Medical Injector Implant
    Medical Injectors are just crazy good an ever so versatile so it makes sense to have two on.

  • -Movement Infusion
    I won't bother touching these unless they feature at least 500% movement on them.

For Undead Tinker Classes, here is a sample setup for what you likely want:

  • -Steam Generator Implant
    Preferably with the highest Steam resource replenishment you can find.

  • -Steam Generator Implant
    Tinker Classes tend to use the Steam Resource a lot, so you likely want the second generator.

  • -Medical Injector Implant
    Preferably with the highest Efficiency and lowest Cooldown Modifier that you can find.

  • -Medical Injector Implant
    Medical Injectors are just crazy good an ever so versatile so it makes sense to have two on.

  • -Controlled Phase Door Rune
    Having the ability to relocate your position to more favorable ones is really useful.

For Non-Undead Non-Tinker Classes, here is a sample setup if you are going to use Medical Injectors:

  • -Heroism Infusion
    I don't use these until they have generally around 'Won't Die Until' -500 or less.

  • -Movement Infusion
    I won't bother touching these unless they feature at least 500% movement on them.

  • -Medical Injector Implant
    Preferably with the highest Efficiency and lowest Cooldown Modifier that you can find.

  • -Medical Injector Implant
    Medical Injectors are just crazy good an ever so versatile so it makes sense to have two on.

  • -Regeneration Infusion
    Use the best one available, preferably with a low Cooldown if it at least restores 400 hit points.

For Undead Non-Tinker Classes, here is a sample setup if you are going to use Medical Injectors:

  • -Shielding Rune
    Alternatively this can be replaced with the Rune of Reflection when playing on Magic based classes. I look for high value for Damage Shield.

  • -Biting Gale Rune
    Look for the highest power so you get the best chance of applying Wet and Freeze.

  • -Medical Injector Implant
    Preferably with the highest Efficiency and lowest Cooldown Modifier that you can find.

  • -Medical Injector Implant
    Medical Injectors are just crazy good an ever so versatile so it makes sense to have two on.

  • -Controlled Phase Door Rune
    Having the ability to relocate your position to more favorable ones is really useful.
< >
DFuxa  [author] Mar 4, 2018 @ 5:49pm 
I haven't updated this guide to reflect version 1.5, but I'm not sure much changed in 1.5 regarding inscriptions - and I won't be bothering to update the guide now that version 1.6 is on the horizon.
zion6 Mar 4, 2018 @ 3:34pm 
Has this been updated to reflect current 1.5 version?
zion6 Mar 4, 2018 @ 3:19pm 
@blank user name with photo
What exactly is wrong with this? Besides a nasty rant an opinion on what ones are better/worse would help. Anonymous is fine but I need a guide
errantstar Mar 2, 2017 @ 12:47pm 
You're wrong about: movement, healing/regen infusions vs shielding, offensive runes, PD rune, unstoppable force salve.... I could go on but how you manage to put so much misinformation in is astounding. Maybe it's because your posts are 100x longer than they need to be.
errantstar Mar 2, 2017 @ 12:44pm 
What the fuck this is awful. Why is this on bpat's good guide list?
Kazeck Oct 6, 2015 @ 12:04pm 
As some one who has played tome for years I wholely recommend this guide to anyone, as a good repository of information in an easy to understand format and style. Excellent work Davion, and thank you for posting such an informative and well put together guide.
Evershifting Nov 10, 2014 @ 8:39am 
Really nice and helpful guide
DFuxa  [author] Sep 9, 2014 @ 4:57am 
I reworded the Lightning Rune section somewhat to hopefully emphasis 'position' a bit more then just being a Melee character.
DFuxa  [author] Sep 9, 2014 @ 4:52am 
Lightning Runes can indeed be useful but it doesn't really help if you are in an engagement where Tactical Positioning is important to land in less desirable locations. That of course hurts the Melee classes most but that doesn't mean that casters and ranged characters aren't also put off by it. On my current Dwarven Skirmisher run for example I used the Lightning Rune quite a bit but eventually ditched it due to how sensitive positioning can sometimes be.
glass zebra Sep 9, 2014 @ 4:44am 
You make it sound like the lighting infusions are only counting for melee and that they are ok to move away from the enemy, if still random. What about the fact that you can be fully immune to damage for 5 rounds against a signle burst "caster" boss? Because thats what they are able to do. The only downside is, that they aren't really working for enemeis that use dots or mutli attacks. As a ranged character facing a boss, this rune can be extremly powerful and even way more useful than a shielding rune against single enemies.
And they are espeically usefull on alchemist golems, since the shielding runes don't really help much when tanking bosses.