Grandmaster scribes are able to craft several magical books that provide traits to further enhance skills. There is a magical book for each playstyle and in some cases more than one can be used at the same time.
To use a magic book you need to have it in your bag and then right click it. Select the option ‘Set Active’ to activate the book. This will replace any currently active book of the same type. To view which books you have active currently, open the paperdoll and click the red book at the character's feet to open the Magic Books status window. From this window you can see your active books and hover your mouse over the book to see it's traits. To deactivate a book right click it and select the option ‘Set Inactive’.
Shard Essence is a resource that is obtained by the disassembly of magic equipment using the Item Identification skill. Shard essence is a precious resource that will be used for crafting high level items. The amount of shard essence that is gained during disassembly is based on Item Identification skill and the magical tier of the item being disassembled.
Magic Prefix / Suffix | Shard Essence |
Tier 1 | 1 |
Tier 2 | 2 |
Tier 3 | 4 |
Tier 4 | 6 |
Tier 5 | 8 |
A radiant shard can be used to increase the luck of rolling traits on magical books. Radiant Shards are a resource obtained from difficult encounters throughout Britannia and in rare crystal formations in dungeons. The more difficult a boss is, the greater reward in Radiant Shards.
The Mystic Spellbook is an advanced spellbook which can be used instead of a regular spellbook to provide additional bonuses. These bonuses can change the way your character plays and enhance certain playstyles given the right combination. A mage can only gain bonuses from one spellbook at a time.
Mystic Spellbooks are blessed.
Requires at least 90 Magery to use.
This spellbook is created by combining rare resources with a Full Spellbook.
The Mystic Spellbook is blessed. When successfully crafted the Mystic Spellbook will randomly gain 2 - 3 bonuses from a pool of possible bonuses. Furthermore the bonuses gained will have a random magnitude within a certain range.
Bonus Pool |
8- 15% (PvP 5 - 10%) Chance on spell cast to not consume reagents. |
10 - 20% (PvP 5 - 10%) Increased spell cast success chance. |
8 - 15% (PvP 5 - 10%) Meditation bonus. |
10 - 20% Decreased spell threat generation. |
15 - 25% Increased summon duration. |
5 - 10% Increased Spell Vulnerability effectiveness. |
10 - 25% (PvP 8 - 15%) Increased AoE damage. |
5 - 10% (PvP 4 - 8%) Increased spell healing effectiveness. |
8 - 15% (PvP 5 - 10%) Increased spell cure chance. |
Crafting this spellbook will require help from many types of crafters and adventures. There are a few things that make crafting the Mystic Spellbook unique. It requires a Full Spellbook as one of it's resources and on failure this Full Spellbook is not consumed. Only on success will the Full Spellbook be transformed into a Mystic Spellbook. In addition to this the crafter may optionally decide to use a Radiant Shard in an attempt to get higher bonuses. The Radiant Shard will also not be consumed on failures.
The Volatile Spellbook is an advanced spellbook which can be used instead of a regular spellbook to provide additional bonuses. These bonuses can change the way your character plays and enhance certain playstyles given the right combination. The difference between the Mystic Spellbook and the Volatile Spellbook is that the Volatile Spellbook provides offensive traits along with negative traits. It is also not blessed. A player can only gain bonuses from one spellbook at a time.
A Volatile Spellbook is NOT blessed.
Requires at least 90 Magery to use.
This spellbook is created by combining rare resources with a Full Spellbook.
When successfully crafted the Volatile Spellbook will randomly gain 1 - 2 bonuses from a pool of possible bonuses. Furthermore the bonuses gained will have a random magnitude within a certain range.
Bonus Pool |
7 - 15% Bonus towards Evaluating Intelligence. |
An additional 1 - 3 circles of Magic Reflection penetration. |
8 - 15% Increased stamina damage from spells. |
In addition to bonuses the Volatile Spellbook will also have some drawbacks.
Debuffs |
20 - 40% Chance for spells to cost an additional reagent. |
7 - 15% Decreased spell healing effectiveness. |
Crafting this spellbook will require help from many types of crafters and adventures. There are a few things that make crafting the Volatile Spellbook unique. It requires a Full Spellbook as one of it's resources and on failure this Full Spellbook is not consumed. Only on success will the Full Spellbook be transformed into a Volatile Spellbook. In addition to this the crafter may optionally decide to use a Radiant Shard in an attempt to get higher bonuses. The Radiant Shard will also not be consumed on failures.
The Sacred Runebook is a new advanced runebook that is especially useful for characters that do not use Magery in their templates. It is recharged via gold coins.
Sacred Runebooks are blessed.
This runebook is created by combining rare resources with an empty runebook.
These bonuses will be gained and will have a random magnitude within a certain range along with a random max charges based on crafter skill.
Bonus Pool |
20 - 50 % Bonus to recall success. |
Consume 2 - 5 charges to Mark a rune. |
Consume 5 - 8 charges to use Gate Travel. |
Crafting this runebook will require help from many types of crafters and adventures. There are a few things that make crafting the Sacred Runebook unique. It requires an empty runebook as one of it's resources and on failure this empty runebook is not consumed. Only on success will the empty runebook be transformed into a Sacred Runebook. In addition to this the crafter may optionally decide to use a Radiant Shard in an attempt to get higher bonuses. The Radiant Shard will also not be consumed on failures.
The Songbook grants bonuses that enhance bard playstyles with the right combination. This item is like a spellbook in that you need only have it in your backpack and activated to gain it's bonuses. A bard can only gain bonuses from one Songbook at a time.
Songbooks are blessed..
Requires at least 80 Music skill to use.
The Songbook is created by combining rare resources with a crafted drum
When successfully crafted the Songbook will randomly gain 2 - 3 bonuses from a pool of possible bonuses. Furthermore the bonuses gained will have a random magnitude within a certain range.
Bonus Pool |
5 - 10 % Increased effective Music skill. |
5 - 10% Increased effective Provocation skill. |
5 - 10% Increased effective Discordance skill. |
5 - 10% Increased effective Peacemaking skill. |
10 - 20% Increased Peacemaking duration. |
10 - 20% Increased Discordance duration. |
10 - 20% Increased Provocation duration. |
5 - 10% Decreased chance to wake peacemaking on damage. |
5 - 10% Increased Discordance effect bonus. |
Crafting the Songbook will require help from many types of crafters and adventures. It requires a crafted drum as one of its resources. In addition to this, the crafter may optionally decide to use a Radiant Shard in an attempt to get higher bonuses. The Radiant Shard will not be consumed on failures.
The Combat Manual grants bonuses that enhance melee playstyles with the right combination. This item is like a spellbook in that you need only have it in your backpack and activate it to gain its use. A warrior can only gain bonuses from one Combat Manual at a time.
Combat Manuals are blessed.
Requires at least 80 Tactics skill to use.
The Combat Manual is created by combining rare resources with a Strategic Map crafted by Cartographers.
When successfully crafted the Combat Manual will randomly gain 2 - 3 bonuses from a pool of possible bonuses. Furthermore the bonuses gained will have a random magnitude within a certain range.
Bonus Pool |
5 - 10% Increased Healing effectiveness. |
8 - 15% (PvP 5-10%) Chance to ignore a bandage slip. |
10-20% (PvP 8-15%) Increased cure chance. |
10 - 20% (PvP 8-15%) Increased reactive armor penetration. |
10 - 20% (PvP 8-15%) Increased protection penetration. |
8 - 15% (PvP 5-10%) Increased sunder blow effectiveness. |
1 second increased paralyzing blow duration. |
5 - 10% (PvP 5-8%) Increased crushing blow damage. |
10 - 20% (PvP 8-15%) Increased staggering shot slow. |
10 - 20% (PvP 8-15%) Chance to receive a lesser poison when poisoned. |
5 - 10% Increased block chance. |
Crafting the Combat Manual will require help from many types of crafters and adventures. It requires a Strategic Map as one of its resources which is crafted by Cartographers. In addition to this, the crafter may optionally decide to use a Radiant Shard in an attempt to get higher bonuses. The Radiant Shard will also not be consumed on failures.
The Veterinary Manual grants bonuses that enhance animal taming skills. This item is like a spellbook in that you need only have it in your backpack to gain its use. A tamer can only gain bonuses from one Veterinary Manual at a time.
Veterinary Manuals are blessed.
Requires at least 80 Veterinary skill to use.
The Veterinary Manual is created by combining rare resources.
When successfully crafted the Veterinary Manual will randomly gain 2 - 3 bonuses from a pool of possible bonuses. Furthermore the bonuses gained will have a random magnitude within a certain range.
Bonus Pool |
5 - 10% Increased Veterinary effective skill. |
5 - 10% Increased Animal Lore effective skill. |
5 - 10% Increased Veterinary healing bonus. |
8 - 15% Increased Veterinary cure chance. |
5 - 10% Increased pet movement speed. |
5 - 10% Increased Aggression damage bonus. |
10 - 20% Increased Aggression duration bonus. |
Crafting the Veterinary Manual will require help from many types of crafters and adventures. It requires a Draconic Meat for study as one of it's resources which is obtained from Dragons across Britannia's dungeons. In addition to this the crafter may optionally decide to use a Radiant Shard in an attempt to get higher bonuses. The Radiant Shard will also not be consumed on failures.
In the same way that weapons and armor degrade, so too will the new Spellbooks and Manuals. When a magic book is active and a trait is used there is a chance it will lose some durability. To repair a magic book a scribe can craft a Shimmering Essence jewel. A shimmering essence is a powerful jewel that can be adorned on a worn book to rejuvenate it. To repair it, simply drop the shimmering essence onto the book needing repair. This has diminishing returns and eventually a book will no longer be able to withstand the process.
Resource | Amount |
---|---|
Citrine | 1 |
Shard Essence | 16 |
Essence Conduit | 1 |
Sacred Runebooks will not lose durability but will require recharging by consuming gold coins.
Essences (made with Alchemy)
Bindings (made with Inscription, mostly)
Drops