It's a vast collection of all sorts of things, so if you want to find something in particular, you can feel free to assume it's got lots of information about how to solidify foundations in different kinds of magic so that you can start working on intermediate and advanced spells. Characters won't be there for an extended period of time and the archivist will kick people out come nighttime (he has to sleep, you know) but as long as they are polite and find a place to stay when they come back, they can hang out in the archives to read more. He doesn't mind sharing information, but he certainly doesn't want to risk it being damaged.
For the sake of not micromanaging players, we're leaving generals up to you. But if you want to have your character find some good info to get better at their magic, that's a good idea, or to find new ways of casting. For example, the same magic type could be cast differently for different people, so someone may find they can do magic well with hand gestures, whereas others might find their powers work well by singing or when channeled through a staff or a good wiggle of the nose. Some will find their magic is affected by emotions, others will find it's more tied to their self-esteem or energy or something else. How magic presents itself is often personal and some people will find some methods work much better for them than others. One interesting thing to note is that outside of the core magics that players have access to right now, there are a number of other magics mentioned in the books, including but not limited to biowhisperers (plant magic), necromancers, magic drawn from the stars, technomages, and seers. There may be some information about some creative uses of combination magic, as two people can combine different magic types to have different effects. We don't like to specify too much how this can work out as we want to encourage people to be creative and have fun with it, but that's some of the stuff they would be able to find!
All of the truly dangerous volumes are protected, so they won't be able to get to anything massively destructive.
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For the sake of not micromanaging players, we're leaving generals up to you. But if you want to have your character find some good info to get better at their magic, that's a good idea, or to find new ways of casting. For example, the same magic type could be cast differently for different people, so someone may find they can do magic well with hand gestures, whereas others might find their powers work well by singing or when channeled through a staff or a good wiggle of the nose. Some will find their magic is affected by emotions, others will find it's more tied to their self-esteem or energy or something else. How magic presents itself is often personal and some people will find some methods work much better for them than others. One interesting thing to note is that outside of the core magics that players have access to right now, there are a number of other magics mentioned in the books, including but not limited to biowhisperers (plant magic), necromancers, magic drawn from the stars, technomages, and seers. There may be some information about some creative uses of combination magic, as two people can combine different magic types to have different effects. We don't like to specify too much how this can work out as we want to encourage people to be creative and have fun with it, but that's some of the stuff they would be able to find!
All of the truly dangerous volumes are protected, so they won't be able to get to anything massively destructive.