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Spellbreak Wiki
1,252
pages
Explore
Main Page
All Pages
Interactive Maps
Articles
General
About the Game
General Gameplay
Game Modes
Leagues
Progression
Build Library
Gameplay
Spells & Sorceries
Classes
Class Strategies
Equipment
Talents
Status Effects
Cosmetics
Outfits
Badges
Cards
Artifacts
Afterglows
Cloudbursts
Emotes
Titles
Bundles
Chapters
Prologue
Chapter 1
Chapter 2
Chapter 3
Lore
Spellbreak Lore
Garrick's Journal
Characters
Other
Concept Art
Founder Packs
Patch Notes
Archives
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==Gauntlet Mechanics== There are a number of mechanics tied to specific Gauntlets and their corresponding [[Classes/Strategies|Classes]], but this section will only cover the universal ones. ===Equipping Gauntlets=== Gauntlets along with other [[equipment]] is dispersed across the [[Spellbreak Lore|Hollow Lands]] in [[Game Modes#Battle Royale|BR]], or looted from [[Game Modes#The Vowguard|Vowguards]] / [[Game Modes#The Merchant|The Merchant]] in [[Game Modes#Dominion|Dominion]]. <br> However, higher rarity loot is only found at [[Elemental Shrines]] or in [[File:Gauntlet_Chest_New.png|25x25px|link=Equipment#Chests]] [[Equipment#Chests|Chests]], with {{TextColor|Color=#FFA500|Text='''Legendary'''}} rarity being limited to [[File:Mana_Vault_New.png|25x25px|link=Equipment#Chests]] [[Equipment#Chests|Mana Vaults]]. <br> The [[File:Spellslinger.png|24x24px|link=Spellslinger]] [[Spellslinger|Spellslinger]] Talent unlocks the ability to store and swap Gauntlets through the hotbar. <br> Gauntlet swapping resets Sorcery cooldowns. Gauntlets may be empowered with a 30 s Spell Damage & Sorcery Cooldown buff by activating [[Brilstones]].<br>Stat modifiers like these stack additively with other buffs. ''(Ie. Base * Total Modifier %)'' ===Mana Recharge & Hover Mechanics=== Players start out with a base max [[mana]] of 50 / 70 (BR / Dominion), which may be increased through [[Equipment#Amulets, Belts & Boots|Amulets]] or [[Equipment#The Merchant|Mana Blessings]]. <br> This will limit the amount of Spells cast in quick succession. They also cannot cast Spells while [[Levitate|levitating]]. <br> Once a player has depleted all their [[mana]], they are locked out from casting Spells and [[Levitate|levitating]] until they fully [[Mana Recharge|recharge]] it over 1 second. But they're free to perform other actions, such as using [[Runes]], Sorceries or [[Dodge|Dodging]]. <br> [[Levitate|Levitating]] adds a 1.5s delay to the [[Mana Recharge|mana recharge]], but only while in the air. Each Gauntlet's main Spell has a different cast time and recovery time, both collectively referred to as ''Cast Speed''. These saw a substantial increase in [[Chapters/Chapter 2: The Fracture|Chapter 2]]. <br> Cast time denotes the duration of the cast animation, whilst recovery time denotes the time delay before casting the next spell or [[Mana Recharge|mana recharging]] after firing. <br> Some gauntlets have an additional [[Mana Recharge|mana recharging]] delay added on top of their recovery time: *The [[File:Frost Gauntlet 3.1.png|25x25px]] <span style="color:#7af1f1"><span style="text-shadow: 0.06em 0.06em 0.15em black">'''Frost Gauntlet'''</span></span> and [[File:Lightning Gauntlet 3.1.png|25x25px]] <span style="color:#4169E1">'''Lightning Gauntlet'''</span> each have an additional [[Mana Recharge|mana recharging]] delay of 0.5 s & 0.57 s respectively. *Using {{TextLink|Icon=Tempest Skill1.png|Color=#e6deb2|Shadow=0.20em|Text=Wind Surge}} adds a [[Mana Recharge|mana recharge]] delay of 0.95 s. Aiming a Sorcery or [[File:Ice Lance.png|25x25px]] [[Spells & Sorceries#Gauntlets|Ice Lance]] while airborne will cause a player to [[hover]], greatly reducing the effect of gravity. May be cancelled with a Spell-input. ===Projectile & Crosshair Mechanics=== Projectiles can collide with both opponents and squadmates alike. <br> However, only damage and [[Status Effects#Crowd Control|Crowd Control]] the caster is capable of self-inflicting, can afflict their squadmates. [[Spellbreak]]'s crosshair is attached to a third person camera that's separate from the character firing the spells. <br> The legacy camera is slightly to the right of the character, which causes a discrepancy between their positions. <br> When aiming at far away targets, this doesn't impact the player's aiming experience much compared to a traditional FPS. But when aiming at nearby targets, players may feel their shots straying off to the right. <br> [[Chapter 3]]'s new centered camera largely avoids the above mentioned issue.
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