Outward

Outward

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Cockroach Mar 31, 2019 @ 8:28am
Fire + Ice + Wind Sigil + Rune magic. Totally a pure mage... (video link)
https://www.youtube.com/watch?v=vT78sXprE60

Hello, Everyone. I am a player from Taiwan.
Outward is very cool game but need time to get used it.
I restarted 4 times and finally have my path to here.

I am totally a pure mage. Using Runes and elemental Sigil.
Almost never used weapon.This video shows how I do the combination.

Here is what I usually do all the time to keep my buff. These buff don't need to be put in the slots. Just press K and right click and choose "use".

Warm = 30% fire damage
Mist = 30% Ethereal damage
Cool =30% Frost damage
Bless =30% Lightening damage
Dez+ Egoth = Runic Protection Amplified

When I see something "strong" and wish to deal a huge damage, I will do this.
1. Buffs
2. Fire + Ice + Wind sigil at the same position.
3. Place Magic Mine (Egoth + Fal) between me and enemy.
4. Shooting Lightening Bolt (Fal + Shim) to enemy.
5. Using Mana Ward when enemy close you. This will make ICE AOE damge and gain Immolate buff.
6. Use Spark to have make explosion from Fire Sigil and AOE Lighting damage from Wind Sigil.

Then....Spark, spark...spark...spark...
Immolate + warm give huge fire damage buff and Bless also buff Lightening AEO from Wind Sigil.

You can choose to use Mana Push instead of Lighting Bolt. If you stand in the Sigils by three elements, Ice bolt and Wind bolt will hit enemy and then use Spark. Good is, ice bolt will slow enemy so you can more easily dodge or give it other Runic Mine.

Not every time uas to use Fire or Ice sigils. Too waste.
Usually, Magic Mine and Lightening Bolt + Wind Sigil (and use Spark to deal AOE) is enough.

Don't worry about Immolate.
Warm also give fire resistance of fire and Rune magic can heal yourself easily later.

if you find any other combination by pure mage, welcome to share. Thanks.
*So shame that Outward is not an on-line game.
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Showing 1-12 of 12 comments
Error Mar 31, 2019 @ 9:19am 
How did you activate your wind sigal?
Cockroach Mar 31, 2019 @ 8:43pm 
Originally posted by Error:
How did you activate your wind sigal?

Each region has a Wind Altar has to be activated first. Then we can use Wind Sigil in that region.
Beginning region = Just right side of the Wind tower where we learn wind magic.
Serg = In Serg. On the upper level. Close to the south gate.
Monsoon = Western-south of the map. It is on the Sun path.
Levant aera = Slightly East-North next to Wind tower in the North of map.

The Wind Altar looks like a bird on huge ward. Very easy can be recognized.
Press F to interact in front of it. Simple :)
Avitus Apr 1, 2019 @ 8:10am 
damit Fal + Shim doesnt make a lighning bolt for me, it do nothing!
what i do wrong?

egon + fal also dont make a magic mine
Last edited by Avitus; Apr 1, 2019 @ 8:10am
There is an advanced skills option to the rune magic tree that unlocks more combinations.

Will someone tell me what the Sigil of WInd actually does? I don't want to waste an entire save game to "experiment" with its effects like the devs would suggest
L Apr 3, 2019 @ 8:27am 
Originally posted by LittleBuddha:
There is an advanced skills option to the rune magic tree that unlocks more combinations.

Will someone tell me what the Sigil of WInd actually does? I don't want to waste an entire save game to "experiment" with its effects like the devs would suggest

did you even read what it said on nr 6? that is one thing you can use sigil of wind for. Personally I find it very usefull since the aoe dmg does pretty good dmg actually... best used for close combat obviously (same with fireball since it burns enemies that are inside the circle), and for distance the best is obviously the lightning ball...


Originally posted by Ryzom:
damit Fal + Shim doesnt make a lighning bolt for me, it do nothing!
what i do wrong?

egon + fal also dont make a magic mine

and yes you need the advance skills passives to gain access to make more advanced rune combinations (this includes the lightning bolt) (it should be able to be learned through the same trainer that learns you runes if I'm right)
Masada Apr 3, 2019 @ 8:39am 
Can attest to the strength of shaman & rune buffs not only for damage (+60% fire / 30% everything else) but also the defense it gives is really nice. In fact melee with the 1 handed fire axe backed by +70% fire damage + fire rag/varnish feels amazing ^^
Elysion Apr 10, 2019 @ 7:15am 
the problem with the games magic system is sigils are not really worth it when rune magic exists. between rune traps and rune lightning you have all the magic attacks you need. Sigils are rooted in place, have cooldowns, either require reagents or unlocking each map. This itself is not a bad thing, but what is bad is that what you are rewarded with for the extra hassle of both using the stationary sigil as a squishy mage while things want to kill you, and spending time and effort on the reagents/unlocking, is really no more effective than just casting runic lightning or trap.

Given how good those two things are i would expect something requiring you to stand on a sigil to be truly devastating.

Shaman passive is good however. I do rune+shaman+mercenary wearing bird mask, rune armor, master trader boots with the mana reduction sword and book. This gives me around 40% movespeed and 40% sprint stamina reduction keeping me mobile. I then just kite around casting trap/lightning depending on weaknesses.
Aieonae Apr 10, 2019 @ 8:06am 
Cool!
Chillum Apr 10, 2019 @ 12:07pm 
If you also grabbed conjure with the wind sigil, conjure makes a much bigger and more damaging lightning explosion than spark will.
Sotanaht Apr 13, 2019 @ 6:29pm 
All you really need for a magic build is Runic Trap with Runic Prefix. Just spam trap and run away, or if you are feeling confident drop the traps directly on the enemy. Cast Shim at a distance, then close in and cast Fal. Bombing the enemy like that is especially effective against groups compared to letting them walk into the traps, since an enemy walking into the trap will trigger it at the exact maximum distance, preventing any damage from hitting other nearby enemies. If you just run into the group and cast you hit them all and usually stagger them enough that you can run back out again.

All that mess with sigils is too slow, (sigils and most non-rune spells are very slow cast), too costly (fire/ice sigils cost items every time), and not really any more damage than spamming runic traps. Against the rare enemy that is resistant to whatever kind of damage runic trap does you might consider a sigil combo, but the only time's I've encountered enemies I can't (or don't want to) just spam traps on they tend to be in tight spaces where I don't have any prep time.
Originally posted by Elysion:
the problem with the games magic system is sigils are not really worth it when rune magic exists. between rune traps and rune lightning you have all the magic attacks you need. Sigils are rooted in place, have cooldowns, either require reagents or unlocking each map. This itself is not a bad thing, but what is bad is that what you are rewarded with for the extra hassle of both using the stationary sigil as a squishy mage while things want to kill you, and spending time and effort on the reagents/unlocking, is really no more effective than just casting runic lightning or trap.

Given how good those two things are i would expect something requiring you to stand on a sigil to be truly devastating.

Shaman passive is good however. I do rune+shaman+mercenary wearing bird mask, rune armor, master trader boots with the mana reduction sword and book. This gives me around 40% movespeed and 40% sprint stamina reduction keeping me mobile. I then just kite around casting trap/lightning depending on weaknesses.
That's exactly what I have. I'm using Gold Lich chest armor though. I like using guns with frost bullets against tougher enemies to slow them down for easier trap-kiting, or against things that like to run away so they burn while trying to run (obsidian pistol, yes I'm shooting ice bullets with a fire gun).

Shaman passives are only OK, I don't use boons as much as I should. Conjure (undead) is really nice to have when it works, but it's not really reliable. There's nothing I'd really consider dropping shaman for though, so it's fine.
Last edited by Sotanaht; Apr 13, 2019 @ 6:41pm
gillotte Apr 13, 2019 @ 8:41pm 
I'm sorry but you DO NOT need advanced runes to do the standard lightning ball. You need to have the light magic ball up then do red + green or is it green + red? It's just the opposite of the mine but you have to have the light magic ball up for it to work. Advanced runes gives you the ability to manually detonate your mine, to consume your magic protection to heal you, makes the light ball last about 50% longer, and turns the 1 handed magic sword into a 2 handed magic sword. Oh, I think it makes your mine more powerful but not 100% sure.
Sotanaht Apr 13, 2019 @ 9:04pm 
Originally posted by gillotte:
I'm sorry but you DO NOT need advanced runes to do the standard lightning ball. You need to have the light magic ball up then do red + green or is it green + red? It's just the opposite of the mine but you have to have the light magic ball up for it to work. Advanced runes gives you the ability to manually detonate your mine, to consume your magic protection to heal you, makes the light ball last about 50% longer, and turns the 1 handed magic sword into a 2 handed magic sword. Oh, I think it makes your mine more powerful but not 100% sure.
No, it's Runic Prefix that makes the light ball last longer. Lightning from the light ball is supposed to be an advanced spell requiring Arcane Syntax. All advanced spells require casting a basic spell first (heal requires armor, great sword requires sword, detonation requires mine, lightning requires lantern).

Lightning kind of sucks though, Mine is much better. More damage and easier to cast. Runic Prefix is worth getting solely because it boosts damage on the mine which is the best damage ability in the game.
Last edited by Sotanaht; Apr 13, 2019 @ 9:06pm
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Date Posted: Mar 31, 2019 @ 8:28am
Posts: 12