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BATTLE V: MAGIC




[The tutorial begins on a mock battlefield. A wizard faces off against a knight.]

INSTRUCTOR DARAVON: May I begin? The topic is 'How to Cast Spells'. Like units, spells have a Charge Time from the casting to their actual execution. Speed also exists in spells. It'll work only after the charge has been completed. Spell charges begin after the units casts it. If the unit reaches AT again while the spell it cast is still charging, the unit can't make a new Act. If the unit Acts, the spell will be cancelled. It will continue to cast if you Wait. However, you will be able to Move. Let's see how it works. Select 'Act' from the Menu of the AT unit.

[The player has the opportunity to do so.]

Select 'Black Magic'.

[The player has the opportunity to do so. The menu for Black Magic opens.]

These are the black magic available. The spells with the ↶ mark under 'Ref' can be reflected with Reflect. 'MP' is the MP amount necessary to cast it. 'Turn' is the execution timing. Spells requires time from the casting to the execution. Watch the execution timing by checking 'Turn'. For the details, use the Left-Right Directional buttons. Line the cursor to the spell you want to check the timing on, press the Directional buttons.

[The player has the opportunity to do so. The spell is shown in the AT order.]

There's the AT order. The spell name and the unit's name is flashing in order. This is the same chart you'll find under 'Active Turn' in the Environment Menu by pressing the △ button. Return to spell selection with the × button.

[The player has the opportunity to do so.]

Cast the spell on the very top.

[The player has the oppotunity to select the spell. They are invited to select a target.]

The panels in red are the 'Firing Range'. You can select the target within the Firing Range. Target means the target of the Ability. They're units or panels that will either be attacked or recovered. Right now, it's the target of a spell. Select a place with a unit as the target.

[The player has the opportunity to do so. The range of the spell appears on the map.]

The panels in yellow-green around the target are the 'Effect Area'. This is the area where the spell happens. Units in this area absorb the effects of Abilities. So, it's an area where you'll do damage with spells. Here, enemies and allies flash in different colors. Allies also incur damage if they're in the effect area of the spell. Be sure that your allies aren't in the area by checking the flashing colors. You can set this flashing option ON or OFF at Option '10 Target flashing'. Confirm the effect area by pressing the ○ button again.

[The player has the opportunity to do so. Text asking the player to target the tile or the unit appears.]

We need to set the target on either a unit or panel. If you choose 'Unit' as the target, the effect area will move along with the unit if it moves during the spell charge. If you choose 'Panel', the spell will be executed even if there's nobody in the effect area. It'll show the expected effect like with 'Unit'. Know the situation before using it. Let's choose 'Unit' for now.

[The player has the opportunity to do so. The unit waits and the spell discharges.]

You can only cast one spell at a time. If you Act while casting, the spell will be canceled. That's all for 'How to Cast Spells'. In summary, spells have CT and Speed, just like units. It's best to check the execution timing of the spell and its effectiveness before casting a spell. Select a target within the Firing Range and the spell effect will extend throughout the Effect Area. Select either a unit or panel as the target. If you select a unit, the Effect Area will move along with the unit. It'll cast the spell even if there are no units in the Effect Area. But the spell will not show any effects. Keep these things in mind and use the spells effectively. That's all.




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