games-microsoft-xbox nightcaster-defeat the darkness Manual Do Utilizador

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Ch anging the Readied Spells
To change spells in the Readied Spell queue, select a spell on the left
page, pull the left trigger to cycle the spells in the Readied Spell
queue until the spell you want to replace appears in the Active Spell
Sphere, and then tap the right trigger to insert the new spell.
Runes Page
When Arran discovers a rune, it is automatically placed in its proper
slot on the Runes page.
To equip Arran with a rune, select it, and then press the A button.
To remove a rune, press the A button again. To turn a rune on or
off during gameplay, press the B button.
The Spell B ook
Arran carries an ancient Spell Book given to him by the Orb.
The Spell Book contains several different types of pages that let
you manage the items Arran collects, select and control game
options, or view a summary of Arran’s accomplishments.
To open the Spell Book, press START. The game pauses when the
Spell Book is open. To turn the pages, use the left thumbstick.
To close the Spell Book and return to the game, press START again.
Spell S chool Pages
The Spell School pages store the spell spheres that Arran finds.
For each school of magic—Fire, Water, Light, and Dark—there
are four spell types. Each spell type can have up to three levels
of ever-increasing power.
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Stor ing Spell Spheres
When Arran picks up a spell sphere, it is automatically stored in its
proper Spell School page. Spell types appear on the left page and
the levels gathered for each spell are on the right page. Each spell
type has three levels, each with increased ability to do more damage
and strike more enemies. But be prudent—the greater the spell, the
longer it takes to conjure and the more mana it takes to cast.