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.
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.
In addition, they also have a hotbar with 4 inventory slots available to carry consumables in.
Equipment comes in 5 different tiers of rarity; Common, Uncommon, Rare, Epic and Legendary.
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
These max values may be increased through a variety of equipment listed below. Belts dropped from Chests refill the player's armor when equipped.
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.
|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 and 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 50%.
Is interrupted by collision or jumping. You must be grounded to use multiple charges.
|Teleport to target location after a short channel duration. (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 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. All consumables take up an inventory slot, but some of them can be stacked.
|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 5 seconds, gives you 25 health and armor over 10 seconds.|
|Large Safeguard Potion||Legendary||1||After drinking for 8 seconds, gives you 50 health and armor over 10 seconds.|
|Knowledge Potion||Epic||1||After drinking for 1 second, gives you 2 bonus charges to your Rune and your Sorceries.|
3.1 • 2.1 • 1.0 • .38 • .30 • .28
.20 • .19 • .17 • .16 • .14 • Pre-.14
3.1 • 2.1 • 1.2 • 1.0 • .38 • .35
.28 • .25 • .24 • .20 • .17 • .14
Spells & Sorceries
3.1 • 2.1 • 1.2 • .38 • .28 • .19
3.1 • 2.1 • 1.2 • 1.0 • .38
.41 • .36 • .28