![]() It was a fun balancing act, deciding whether to use spells or keep the stat increase. But the more fire spells you use from your stockpile, the weaker these effects will be. Junction 100 fire magic to Squall's attack, for example, and you'll get a big melee boost, as well as causing additional fire damage. It lets you attach various types of magic to your characters to improve and alter their stats. Look, I'm not saying FF8's junction system is the best, but I've always found it interesting. Very little about Outward's magic system is simple, which is what makes it so great. Oh, and just standing inside the Sigil of Fire will raise your body temperature, which isn't great if you're already baking to death in the desert. To cast Sigil of Fire, you'll need a Fire Stone, which you'll find or craft first, meaning you're never going to be spamming magic like it's an inexhaustible resource. Casting Spark from inside the circle gives you a proper fireball, but step outside the circle and you're back to flinging lit matches again. Welcome to magic!įor Spark to be any good, you'll need to couple it with another spell, Sigil of Fire, which gives you a magic circle to stand in. Then, you're given a Spark spell, which is basically a weenie fireball-good for lighting campfires but nearly useless in combat. You then have to choose how much of your physical health and stamina to sacrifice to gain mana-investing in magic means diminishing yourself physically. ![]() ![]() There's a quest to reach the center of a mountain, which is nothing to sneeze at in Outward's dangerous world. A lot of fantasy games will simply give you a basic fireball spell for being a level one magic-user, but Outward is as much survival as it is fantasy, and just elevating yourself to 'basic' takes work. I've sung its praises a few times already, but I'm a big fan of Outward's magic system (and Outward in general (opens in new tab)). Skyrim dialled back the absurdity, and it's a poorer game for it. This fully ruins the game, as no enemies can attack you-but those games felt dedicated to emergent player behavior in a way few RPGs ever are. Get enough to hit 100% and you've got full, permanent invisibility on that armour. I spent a long time save scumming Oblivion Gates in search of Transcendent Sigil Stones with the 30% Chameleon effect. Oblivion's enchantment system is absurd in the best way. I will always appreciate how Elder Scrolls games like Morrowind and Oblivion allowed-even encouraged-you to use the flexibility of magic to essentially break the game. Every level is like the scene in a Discworld book where the wizards remember they can do magic then march off to sort things out, and pretty soon the Archchancellor's hat is on fire and the Bursar's been turned to stone. You go to cast an ice spell on a troll and freeze your ally as well, you bring down chain lightning and it routes through that one wizard who just had to be standing in the water, you bring up a shield bubble as someone else is firing off an arcane bolt that will now rebound and kill them. ![]() It's deliberately overcomplicated, the elements spread over your keyboard, because Magicka is a game of co-op chaos where the friendly-fireball option is always on. Magicka lets you combine eight elements (like fire, earth, lightning, and shield) as well as designate a target (yourself, somebody else, your sword) and then cast. ![]()
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