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darcek Sep 30, 2019 @ 7:37am
Magic guide
So I finally got me some mana..

Now, I have no idea how to progress, did some YouTube searching..
All I found is Rune mage guide and one Sigil guide and another dude did a philosopher guide...

It’s just way too information, non which is helpful for a beginner, it’s more suitable for advanced players.

Looking for some guidance. I know people love to use labels like a monk build, or a sage build.

I just made a 2h sword dude, which have 2 hp buff skill you get from a vendor.. I also have full bluesand armor on.

Now after exit the mountain I have some fire spells I can’t use? (It say something like fire stone needed) some frost boon and a spark which makes a cool spark!
That’s about it.

What now?

Is there any way you can use magic to help my melee combat? Like buffs or a small fireball instead of arrow?

I am clueless, and I’m afraid of making mistakes ill find out I need to restart from the beginning which will now be cool...?(Thou did learn how to save game didn’t use that doh)

Any guidance appreciated.
Originally posted by Aegix Drakan:
Ok, so you seem to have picked Fire Sigil as your starter spell under the mountain. That's good.

So, now, you need to either buy or make some Fire Stones and have them in your inventory in order to cast Fire Sigil (Some spells require a physical item or catalyst, like D&D)

If you want the recipe instead of looking around for one it's Put a Mana Stone and one Thick Oil into an alchemy kit.

Once you have a few Fire Stones, try casting Fire Sigil. It'll make a neat magic circle appear. From there, try casting Spark while you're standing inside it and your Spark will turn into a Fireball. You can keep casting spark to chuck fireballs as long as you have mana and the magic circle remains active.

That should be enough for you to get some mileage out of basic magic. From there, you'll need to buy more spells from trainers and try to combine them with other sigils or Boons to discover new spell combo opportunities.

If you want more Melee-helpful magic, some trainers can teach you to put an element onto your weapon that's considerably stronger than using Rags or Varnishes. Although most of them require you to have a specific Boon buff on you in order to cast it.

Happy mage-ery!
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Aegix Drakan Sep 30, 2019 @ 11:20am 
Ok, so you seem to have picked Fire Sigil as your starter spell under the mountain. That's good.

So, now, you need to either buy or make some Fire Stones and have them in your inventory in order to cast Fire Sigil (Some spells require a physical item or catalyst, like D&D)

If you want the recipe instead of looking around for one it's Put a Mana Stone and one Thick Oil into an alchemy kit.

Once you have a few Fire Stones, try casting Fire Sigil. It'll make a neat magic circle appear. From there, try casting Spark while you're standing inside it and your Spark will turn into a Fireball. You can keep casting spark to chuck fireballs as long as you have mana and the magic circle remains active.

That should be enough for you to get some mileage out of basic magic. From there, you'll need to buy more spells from trainers and try to combine them with other sigils or Boons to discover new spell combo opportunities.

If you want more Melee-helpful magic, some trainers can teach you to put an element onto your weapon that's considerably stronger than using Rags or Varnishes. Although most of them require you to have a specific Boon buff on you in order to cast it.

Happy mage-ery!
Last edited by Aegix Drakan; Sep 30, 2019 @ 11:23am
Originally posted by darcek:
What now?
Well, you don't need to use the Fire Sigil at all. It's up to you.

You may choose to learn different magic skills, which may be more suitable to your "2h sword dude". First keep in mind that you have only three skill points for access to the breakthrough skills of at most three different classes.

Perhaps you want to learn Spellblade skills from Eto Akiyuki in Cierzo, such as "Infuse Fire" or "Infuse Frost" to add fire/frost damage to your weapon. Or the Spellblade's "Elemental Discharge", which shoots an elemental projectile from your infused weapon.

Also interesting is the Philosopher class teacher in the village of Monsoon. Philosophers can learn mana regeneration, for example. I also found their Chakrams very entertaining, provided that one buys/finds the better ones in the game.

Other classes with magic skills: Shaman and Rune Sage. Rune Sages use four different runes (= abilities one can add to the ability quick bar) for their magic. They can spam magical traps, make light, summon magic blades, shoot lightning bolts or cast protection spells, for example. Some of the rune combinations you may need to figure out yourself, if you don't search the Internet.

In either case, there are multiple plausible and interesting class combinations, with or without magic. No need to use any of the sigils, but you may want to look into sigil magic eventually - for some fun.
Last edited by D'amarr from Darshiva; Sep 30, 2019 @ 12:19pm
darcek Sep 30, 2019 @ 12:25pm 
Originally posted by Aegix Drakan:
Ok, so you seem to have picked Fire Sigil as your starter spell under the mountain. That's good.

So, now, you need to either buy or make some Fire Stones and have them in your inventory in order to cast Fire Sigil (Some spells require a physical item or catalyst, like D&D)

Ok so If i get this right each time you want to cast a fireball I need to spend a fire stone?
Thats seem extreemly exssive as combat is planty but mana stones arent..
What am I missing here??
Do you get more mana stones as you advance? (up till now only place with a few was the magic mountain in the begining)
Aegix Drakan Sep 30, 2019 @ 12:53pm 
Originally posted by darcek:
Originally posted by Aegix Drakan:
Ok, so you seem to have picked Fire Sigil as your starter spell under the mountain. That's good.

So, now, you need to either buy or make some Fire Stones and have them in your inventory in order to cast Fire Sigil (Some spells require a physical item or catalyst, like D&D)

Ok so If i get this right each time you want to cast a fireball I need to spend a fire stone?
Thats seem extreemly exssive as combat is planty but mana stones arent..

One fire Sigil will let you cast multiple fireballs before they fade away. So, it's more like one Fire Stone per combat where you want to use fireballs.

So save them for trickier fights. You definitely don't need them to take on a basic hyena for example.

And there are Mana stone mining spots all over Aurai. They're most plentiful under that mountain, but there are plenty more elsewhere too.
darcek Sep 30, 2019 @ 1:13pm 
Still seem a bit harsh to me.for something you should be able to use like arrows..I get one item to use to conjure magic with,and mana as the deplayble fuel.thats always the concept.
Not that im saying trying new things is bad,just dont see the point here,it just makes the game harder then it needs to be.. and thank god for my trusty sword or after one fire stone ill be dead,not to mention that your stuck inside that circle or no fire love for you... way way too harsh..
What do pure mag do without weapons? firestone wasted,good bye cruel world?
No I cant belive that.. Im missing the whole picture here..
Do runes and other schools also deplate after a single cast?
Last edited by darcek; Sep 30, 2019 @ 1:15pm
Originally posted by darcek:
Do runes and other schools also deplate after a single cast?
No.

Each rune is a character ability (you can place on the quick ability bar). There are four runes of different color. Activating two runes as a simple combination creates a magic effect. If learning advance rune magic, you may activate four runes for advanced effects. Such as healing yourself, a lightning bolt, a runic twohanded blade, ...

Some of the other magic skills, such as the Spellblade's, simply use up some mana. That's why learning mana regeneration is fun and highly recommended.
Black Captain Oct 3, 2019 @ 11:00am 
Originally posted by darcek:
Still seem a bit harsh to me.for something you should be able to use like arrows..I get one item to use to conjure magic with,and mana as the deplayble fuel.thats always the concept.
Not that im saying trying new things is bad,just dont see the point here,it just makes the game harder then it needs to be.. and thank god for my trusty sword or after one fire stone ill be dead,not to mention that your stuck inside that circle or no fire love for you... way way too harsh..
What do pure mag do without weapons? firestone wasted,good bye cruel world?

Magic is OP. You are definitely talking as one who hasn't experienced this yet. One fire sigil is usually all you need to dispense a room full of enemies. It's not likely going to take more than 2 shots with a fireball to kill most mobs in this game. Anything that survives will be quickly ended with any form of attack. Mind you, there is other rune magic you can cast that forgoes reagents. The lightning attack is just broken and advance magic rune attacks give you even stronger magicks like a heal. A freak'n heal.... The magic trap pretty much one shots everything and can be exploited to hit twice.

You've much to learn. Everything in this game is viable. Magic and traps are the most OP things to use in this game.
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Date Posted: Sep 30, 2019 @ 7:37am
Posts: 7