Tomes

From MI2wiki
Jump to: navigation, search

Who can use Tomes?

Certain Guild Soul Stones are attuned to using Tomes, for example Mage and Tactician. Exalted in different guilds (still have to have soul stones) can become somewhat attuned to the Tomes by the time they learn their third ability. This allows a guild member from a different guild to use a Tome once for a spell before the Tome is no longer useable. Mages/Tacticians who have the attunement can use the Tomes 3 times (unless noted differently) before the Tome falls apart and is useless.
People can carry a max of three tomes at a time into battle. The magical energies around the tomes might cause spells to not work if a person is carrying more than three books.

Ylisstol Tomes

Ylisstol holds the Mage's Guild and has a variety of Tomes available for access to those who can use them. The lower level tomes are relatively cheap and only cost a few gold.

Current Available

  • Flux (3 charges for Mage/Tactician, 1 charge for any other class) - This spell will summon an orb of darkness that will creep upon a selected enemy unit before pounding/attacking it. This spell works as a single target spell with splash damage if other enemies are melee range nearby.
  • Fire (3 charges for Mage/Tactician, 1 charge for any other class) - This spell summons a large fireball and fires it at an enemy foe. This spell works on a single target with splash damage if other enemies are melee range nearby.
  • Thunder (3 charges for Mage/Tactician, 1 charge for any other class) - This spell summons a large building charge of lightning which then fires at an enemy foe. This spell works on a single target. There is no splash damage but any other enemies melee range around the targetted enemy have a 25 percent change of getting stunned for a round.
  • Wind (3 charges for Mage/Tactician, 1 charge for any other class) - This spell summons a vortex of wind and then fires it at an enemy foe. This spell works on a single target. There is no splash damage but there is a 25 percent chance of knocking the enemy itself prone for a round.