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Siege tomes

Mechanic

Siege tomes

Long-range tomes on cooldown; enemies can’t move and cast.

Siege tomes have a two-turn cooldown; while one is cooling down the unit can’t use other siege tomes either. Enemies with siege tomes or long-range staves can’t move and act in the same turn — stay out of range or bait them.

From the game — 3

Siege tomes

Tutorial

Siege tomes are incredibly useful weapons that can allow mages to deal damage to foes from a long distance away.

However, when they're cast, they operate on a cooldown system that prevents usage on consecutive turns.

If a unit is holding a tome that is on cooldown, they'll be unable to use other siege tomes until it's avaliable once again.

While powerful, you may want want to conserve their usage with that in mind.

Siege and long-range enemies

Tutorial

Enemies that have siege tomes and long ranged staves cannot move and take their action at the same time.

Take advantage of this by staying outside of their range and forcing them to move.

Alternatively; being in range of them to prevent movement, allowing you to easily dispatch them on the following turn!

Enemy Siege Tomes

Helpful Tip

Enemy siege tomes have a cooldown of two turns by default. They'll auto-equip other weapons the turn after usage, meaning they're vulnerable during the next player phase.