![]() You wouldn't want a unit to appear in some remote location, especially if your towns are not yet connected by a network of Roads. ![]() It can be employed to quickly (though expensively) move units to a certain area of the map (assuming you have towns there).Īlways remember to return the Summoning Circle to the right place before casting any Summoning Spells or Word of Recall. With the Word of Recall spell, the Summoning Circle also designates the destination for the teleportation. ![]() The Summoning Circle can also be placed in a town on the other Plane to start bolstering your presence there by summoning new units. It's also a good idea to move the Summoning Circle to a town close to a Node before summoning a Magic Spirit or Guardian Spirit to take control of it, shortening the time it would take to start benefiting from that node. The Winds of Magic, sometimes called the Aethyr in Eltharin, or simply just magic in everyday usage, is the name given by magic-users to the invisible currents of magical energy which flow across the mortal world from the Realm of Chaos. You could move it to a town that requires an immediate boost to its garrison forces. Its Research Cost is 150.įor most Wizards, moving the Summoning Circle has one important purpose: to minimize travel times for newly-created Fantastic Units.įor example, you can move the Summoning Circle to a town on the front lines of a war, so that new units can engage the enemy quickly and by surprise. However, the spell does require Research before it can be used. The effect of moving the Summoning Circle will only be felt when the next Summoning Spell or Word of Recall is cast.Īs an Arcane spell, Summoning Circle will eventually become available to any wizard, regardless of how many Spellbooks he or she might possess. The spell disappears after being cast, and neither it nor the Summoning Circle itself can be dispelled or removed in any way. Since Summoning Circle is an Instant Spell, it has no Upkeep Costs whatsoever. The circle will remain in this town until moved to another, or until the town is captured (in which case the circle will move to the town containing its previous owner's Fortress). A few moments later, a glowing blue pentagram will appear among the town's buildings, indicating that the Summoning Circle is now here. When the spell is cast, the game automatically opens a town-information window showing the contents of the target town. It may be targeted at any friendly Town which does not already contain the wizard's Summoning Circle. The Summoning Circle spell may only be cast on the overland map, for a basic Casting Cost of 50. There really isn't anything else to it - though the strategic implications of moving the Summoning Circle far outweigh this simple explanation of its effect. Subsequently, Summoning Spells will create their new units in this town, and Word of Recall spells will move units to this town as well. The Summoning Circle is a permanent fixture similar to a Town Building, with a few key differences: it has no Upkeep Costs, it cannot be sold, and cannot be destroyed unless the wizard himself is defeated.Ĭasting the Summoning Circle spell on a town will simply move the location of the caster's Summoning Circle to that town. The same holds true when the Word of Recall spell is cast: the targeted unit will instantly teleport to the current location of the Summoning Circle. Through the Summoning Circle, creatures can be pulled in from a different Realm and bound to the wizard's control.Īny time an overland Summoning Spell is cast, the newly-created Fantastic Unit or Hero will appear in the Town currently containing the Summoning Circle. The Summoning Circle Main article: Summoning CircleĪ wizard's Summoning Circle is a ritualistic focal point that acts as a gate between the game world and the Realms that exist outside it. The move is permanent, unless another Summoning Circle spell is cast at a later time. Spells can be used as standalone abilities, however planning and combinations are required for the full potential of these abilities to be unleashed.The Summoning Circle spell will simply move the wizard's Summoning Circle - a focal point for all summoning magic - to a different town. Most magical skills require mana to be cast, however there are a few exceptions (such as Frost Bullet and Gong Strike). In Outward, Magic is not designed to be simple, it is ritualistic and deliberate.
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