Players have access to a variety of equipment during a match.
Equipment augments a player's offense, defense and movement via Amulets, Belts and Boots respectively. (Or their Blessings counterpart)
Runes however, grant access to a third activated ability which primarily provides high mobility on a cooldown.
A player can only equip one of each type of equipment, but may use the ping system to alert their squad of any excess loot they find.
Equipment comes in 5 different tiers of rarity; Common, Uncommon, Rare, Epic and Legendary.
Mana Vaults spawn randomly across the map at match start and are indicated by the following icon:
Additional Mana Vaults will spawn within a safe zone each time the Spellstorm fully encloses it.
Once activated, the vault will begin assembling over 20 seconds before opening. The assembly is audible to nearby players.
Amulets, Belts & Boots
Baseline stat values are largely identical between Game Modes (Battle Royale / Dominion):
These max values may be increased through Blessings or a variety of equipment listed below.
Belts dropped from Chests or upgraded through Gilded refill the player's armor.
Players start with and can store up to 3 Boon Gem charges. Charges fill up slowly over time, and faster as players exile or deal damage to enemy Breakers & Vowguards.
Boon Gems can be exchanged at the merchant for a Boon offer after recalling or getting exiled. Being exiled grants the player a Boon Gem charge if they don't have any.
At the beginning of a match, the merchant offers two rounds of three boon choices, consisting of random Common offhand Gauntlets & Runes respectively.
The merchant will then cycle through three different sets of boon choices between each purchase.
These Boon choices include Gauntlets, Runes and Blessings. All Boons offered are guaranteed to be one rarity level higher than what is equipped.
Boon Set 1:
- Option 1: Offhand Gauntlet Upgrade of a random element
- Option 2: Equipped Rune Upgrade
- Option 3: Class Gauntlet Upgrade OR a random Blessing
Boon Set 2:
- Option 1: Equipped Offhand Gauntlet Upgrade
- Option 2: Rune Upgrade of a random type
- Option 3: Class Gauntlet Upgrade OR a random Blessing
Boon Set 3:
- Option 1: Mana Blessing: +20 Max Mana
- Option 2: Armor Blessing: +20 Max Armor
- Option 3: Speed Blessing: +3 Run Speed
Blessings max out at +100 Max Armor, +100 Max Mana, and +9 Run Speed.
Players have access to three rerolls per match. Rerolling cycles to the next Boon Set, with no repeats of prior choices.
Note: If a boon option is maxed out (Either equipment rarity or a Blessing) you will be offered a different option.
If you've maxed out all Blessings, Minor Mana Blessings & Armor Blessings (+5 Mana / Armor) will be offered in their place indefinitely.
Runes grant access to a third activated ability which provides non-damaging utility, primarily mobility.
Players have a max rune charge of 1 by default, and will refill a charge once the cooldown timer completes. The cooldown timer is paused while hovering.
Additionally, rune charges can only refill after use once the player has touched the ground or used Wind Surge, Firefly or Vanishing Mists.
|Icon||Icon||Name||Description||Duration||Cooldown Based On Rarity|
|Leap into the air in the direction you're moving.|
|Quickly dash in the direction you're moving.|
|Become Invisible for a duration and increase your Run Speed by 3.|
|Become Invisible for a duration and quickly dash in the direction you're moving.|
|Following a loud howl, increase your Run Speed by 4 and Outline your opponents.
Reveals them through walls, terrain & Invisibility for the duration. (100 m)
|Launch high up into the air, then slowly descend down for a duration.
Casting ends the descent. You must be grounded to use multiple charges.
|Take flight for a duration. Vertical flight speed is reduced by 40%.
Is interrupted by collision or jumping. You must be grounded to use multiple charges.
|Teleport to target location after a short channel duration. Can move during channel. (60 m)|
|Upon activation, place a ghost of your former self at your position.
4 seconds after activation, quickly rewind back in time to the ghost's position.
Your health & armor are returned to the highest value recorded in the time frame.
You will not rewind if you become disrupted / exiled during activation.
During the rewind you are immune, truly invisible and cleansed of all Status Effects.
You must be grounded to use multiple charges.
Consumables grant the user a temporary regenerative buff or power-up after a short channel. Most consumables can be stacked in the same inventory slot.
|Small Health Potion||Common||6||After drinking for 2 seconds, heals you for 15 health over 5 seconds. Drops in stacks of 2.|
|Health Potion||Uncommon||2||After drinking for 3 seconds, heals you for 25 health over 10 seconds.|
|Large Health Potion||Rare||2||After drinking for 6 seconds, heals you for 50 health over 10 seconds.|
|Small Armor Shard||Common||6||After consuming for 2 seconds, gives you 15 armor over 5 seconds.|
|Armor Shard||Uncommon||2||After consuming for 3 seconds, gives you 25 armor over 10 seconds.|
|Large Armor Shard||Rare||2||After consuming for 6 seconds, gives you 50 armor over 10 seconds.|
|Safeguard Potion||Epic||2||After drinking for 4 seconds, gives you 25 health and armor over 10 seconds.|
|Large Safeguard Potion||Legendary||1||After drinking for 6 seconds, gives you 50 health and armor over 10 seconds.|
|Knowledge Potion||Epic||1||After drinking for 3 seconds, gives you 2 bonus charges to your Rune and your Sorceries.|