

Cheap wall creation is also great for coping with mobs. 1 point in tome2 thaumaturgy nets you a couple of cheap but weak offensive spells that can let you whittle down a monster's hitpoints by shooting around a corner.1 point in tome2 mimicry is enough to restore yourself to normal form, after being turned into an Abomination.1 point in ] allows you to tear down granite walls without fail rate and without mana costs.1 point in tome2 antimagic will ruin your spellcasting ability, but with sufficient preparation it may make you magic proof.1 point in tome2 runecrafting gets you a 1 mana ID spell, as well as a 95% fail-rate attack that uses all your mana at once (good for zapping super powerful enemies you sneak on).Dwarven warriors (from the tome2 floor inscriptions) are a good choice. Any level-0 true-totem will never fail and can be spammed. 1 point in tome2 summoning allows you to make pets.You'll keep Udun skill and its spells intact if you abandon Melkor. 1 point in tome2 udun is all you need if you're a Sorcerer.This will gain you extra effective hitpoints and may gain you other powers, as well. 1 point in tome2 symbiosis is enough to let you acquire and wear a symbiote.1 point in tome2 possession is enough to possess a corpse.Italics denote the 11 primary magic schools. We take the list of skills from the 'SKILL TREE' (the 'T:' lines) in lib/edit/s_info.txt Combat If a skill has no page here, then you might start by copying (and porting) the page from the old wiki but some skills never had a page in the old wiki. The old wiki suggested to 'separate general info, strategic recommendations, and code-related information'. \These are the spoilers for skills in ToME 2.3.x. Skills are the primary means to develop a character in ToME.
