Spells & Sorceries (Patch 1.2)

 Notable changes from previous patch One of the core aspects of combat in Spellbreak is the ability to cast Spells & Sorceries.
 * Lightning Gauntlet reworked
 * Old Potential Energy Skill is now built in.
 * Now has a 0.4s wind up
 * fire rate slowed from 4 bolts per second to 3.
 * Damage changed from 7-9 / 7-11 / 8-12 / 8-12 / 8-13 to 6-8 / 6-10 / 7-11 / 8-11 / 9-12
 * All fires now apply Ignite
 * Ignite DPS decresed from 5 to 4.
 * Ignite duration decreased from 3s to 2s.
 * Tornado cast time reduced by 33%.
 * Electrifying a Toxic Cloud no longer extends its duration by 5s.

Gauntlets of different elements may be equipped in both the left (primary) and right (secondary) hand respectively.

The Gauntlets' imbued elements dictate which Spells & Sorceries the player has access to.

Without a Gauntlet equipped, they can only fire a weak arcane spell which deals 10 damage. Players start the match with a Gauntlet in their primary hand, whose element will correspond to their chosen Class.

This primary Gauntlet can only be upgraded in rarity, unlike the offhand one which may be swapped out freely.

Spells have no cooldown, but require mana to be cast. The more powerful Sorceries do have a cooldown, but don't require mana to cast.

Elements combine with each other in various unique ways, for more info see Elemental Interactions.

Gauntlet Mechanics
There are a number of mechanics tied to specific Gauntlets and their corresponding Classes, but this section will only cover the universal ones.

Gauntlets along with other equipment are found throughout the Hollow Lands.

However, higher rarity loot is only found in Chests, with  rarity being limited to  Mana Vaults.

The Spellslinger Talent unlocks the ability to store and swap Gauntlets through the hotbar. Gauntlet swapping resets Sorcery cooldowns. Players start out with a base max mana of 50, which may be increased by equipping an Amulet.

This will limit the amount of Spells they can cast in quick succession. They also cannot cast Spells while levitating.

Once a player has depleted all their mana, they are locked out from casting Spells and levitating until they fully recharge it over 1 second.

However, they're free to perform actions which don't require mana, such as using Runes or casting Sorceries.

Aiming a Sorcery while airborne will cause a player to hover, greatly reducing the effect of gravity. May be cancelled with a Spell-input. Each Gauntlet's main Spell has a different Cast Speed, which determines both the the cast time and recovery time.

The recovery time dictates how quickly they can cast another spell or start mana recharging after firing.

The  Frost Gauntlet  and  Lightning Gauntlet each have an additional mana recharging delay of 1 s & 0.57 s respectively.

Using also increases the mana recharge delay to 1.25 s. For more info check out the DPS Spreadsheet.

Casting Spells while in the air prevents acceleration and applies a small amount of friction.

Spell Damage modifiers, as the name suggests, amplifies the damage of Spells. Stacks additively. (Base * Total Spell Damage %) Projectiles can collide with both opponents and squadmates alike.

However, only damage and Status Effects the caster is capable of self-inflicting, can afflict their squadmates.

Finally, there is a special rule in place for very fast projectiles due to how the game calculates their trajectories:

"For targets closer than 10 meters, the Ice Lance and Lightning Bolt projectiles will only hit if the player's crosshair was aimed directly at their hitbox upon firing."

The rule doesn't apply for distances above 10 meters, nor for other Spells.

Elemental Interactions
The following table lists all elemental interactions between Spells & Sorceries.

Mouseover to read their effects.

All the elemental interactions listed are universal. This means that anyone can affect and interact with the elements the same regardless of who they originated from.