Lantern Call
Call the school's lantern, and the school comes looking for you.
- Kind
- Utility, channel
- Mana
- 200
- Cooldown
- 600s
- Price
- 15,000 gold
- Needs first
- Soar, Wayfarer's Gate
- Deed
- A task from the teacher. Whoever can run a wisp down in that dark has earned the right to call one.
What it does
Hold 3 s on the overworld, outdoors, with no hit taken in the last 10 s. A will-o'-the-wisp of the school answers: it appears 6 tiles away and leads you to Lanternhold, which rises on a site 40-70 tiles off (the academy part's own site test, much nearer than a chance guide's 150-220 tiles). You and your party move +20% while within 8 tiles of it. If the castle already stands for you, the wisp leads you to it instead. The call resets the chance guide's timer. The castle's usual vanishing rules then apply.