Hey guys, my name is Hermaeus Mora and today I’m covering my Complete Intro to Spellbreak, where I’ll give you everything about the new game Spellbreak as fast as possible. I’ll cover every item with in-depth stats, game mechanics, classes, hidden stats and everything you need to know to get started, as well as some tips and tricks along the way. In later videos we’ll build on this to find the best classes for different situations and runes, talents and gauntlet combos. So welcome, and let’s get into it.
If you want to skip to a certain section, here’s a table of contents to guide you. I’m gonna skip the basic movement controls since the tutorial covers them when you launch the game, and controls vary depending on the platform you’re playing on, but basically you can move forward, back, left and right, crouch, jump, and holding the jump button will cause you to levitate in the air like so. This consumes your mana, which is a shared pool used by both your levitate and your basic attacks. Similar to other Battle Royales, there are items you can scoop up around the map to increase your odds of winning. The items are categorized into boots, amulets, belts, runes, gauntlets, scrolls, potions and shards. Potions and Shards come in small and large sizes, the small ones taking 3 seconds to use and restoring 20 health or armor, respectively, over 10 seconds.
The large Potions and Shards take 6 seconds to use and restore 50 health or armor over 10 seconds. They can be consumed rapidly to stack the healing over time effect. All the other items are equippable, rather than consumable and drop in 5 rarities: Common, Uncommon, Rare, Epic, and Legendary. Each rarity of boot will increase your run speed by 1, up to a max of 5 at Legendary. Your base movement speed is 25, meaning each rarity level of boot will boost your run speed by 4%, maxing out at 20% with Legendary Boots. There are other ways to boost your movement speed further using class skills, runes and talents. Belts will give you armor, which is an extra health bar on top of 100 health you start the game with. Common belts give twenty armor, scaling by twenty per belt rarity, meaning the Legendary Belt caps you at 100 armor, effectively doubling your health pool before you go down. Amulets give you a larger mana pool, which is used for casting your regular spells and for levitating in the air.
Since this is a shared mana bar, you need to choose between dealing more damage or dodging, depending on the situation. Common amulets give an additional 10 mana, maxing out at 50 mana for a Legendary Amulet. After some testing, I found that the base mana is 50, so the Legendary Amulet doubles your mana. It’s really important to note that levitating drains your entire mana bar at the same rate, regardless of the size of your mana pool, so having a better amulet will not allow you to levitate longer.
This will be important in later videos as we delve into advanced tactics and builds for the Tempest class. Runes are another equippable item you can find around the map. Increased rarity on runes reduces their cooldown only. There are 7 different Runes, all of which affect your movement speed in some way: The Invisibility Rune makes you invisible for 8.5 seconds and increases your Run Speed by 3; that is, 12%. Dash has a very short cooldown and allows you to dash a short distance in the direction you are looking. If you jump right at the end of the dash you will keep your extra momentum for 1 second. Looking up while dashing will cause you to dash into the air.
Featherfall launches you straight up into the air, letting you fall slowly. While this makes it easy to aim from height, it also makes you an easy target. You can use any attack to fall to the ground more quickly, canceling the effect early. Springstep lets you quickly leap into the air a moderate distance, then come back down at a faster speed than normal. It can be useful for scaling walls and terrain with its short cooldown, but you can also jump at the top of the Springstep to prevent you from falling back to the ground so fast.
Flight allows you to fly a huge distance after a short wind-up. It blasts you in the direction you’re looking, so you can use it to go straight up to the top of the map if you want. You can cancel it early by jumping or running into things. The Wolf’s Blood rune will allow you to see enemies through walls and terrain, and increases your run speed by 4, which is 16%. Teleportation is the last rune, allowing you to teleport a vast distance. Basically any surface you can see, you can teleport to.
It has a brief delay before it goes off, but since it places you at your destination without travel time, it is faster for covering distance than Flight is. The advantage of Flight is its ability to get you in the air, since Teleportation will only land you on horizontal surfaces. You can also hold down the rune cast button while in the air with teleportation and you will hover in the air for as much as 10 seconds. Gauntlets come with a Spell and a Sorcery and show up in 6 different elements: Shock, Toxic, Wind, Stone, Ice, and Fire. Equipping a higher rarity gauntlet will marginally decrease your spell mana cost and increase the damage you deal per hit with diminishing returns.
For example, the Stone Gauntlet damage from Common rarity to Legendary rarity scales at 30, 39, 42, 44, and 45, respectively. Percent scaling by element from Common to Legendary is 71.4% more damage for Wind, 52% for Fire, 60% for Ice, 50% for Stone and Shock, and 53.3% for Toxic. Damage over time for Toxic does not scale with gauntlet rarity. When you click the play button in the lobby, you’re asked to choose from one of six classes. The classes are Conduit, Toxicologist, Tempest, Stoneshaper, Frostborn, and Pyromancer. The one you choose will start the match with the related elemental gauntlet equipped. You cannot take it off during the match, but you can pick up a second gauntlet and put it on your other hand.
This means you can play each match using two elements at a time, and can always swap out the second element during the match. As you can see on the right, each class has four skills. You begin the match with the first one, and each time you enter the next ring you level up and gain access to the next skill. You can enter rings as soon as the previous one starts closing, so a common tactic is to push inside the next ring, get that level up and then use the power spike to gate-keep other teams trying to get in.
Keep an eye out for this, as large fights often break out where rings close. Looking at the skills for Conduit, the first skill is Potential Energy, causing your Lightning Bolt Spell to deal 1 extra damage each shot while you hold down the attack button. This bonus maxes out at 5 extra damage per shot. The second Conduit skill is Overload, giving you one extra Rune Charge when you cast your Lightning Strike Sorcery.
This bonus will not stack, so you can only get up to one extra charge from it until you use a charge. Your level 3 skill is Power Surge, which reduces your spell cost by 100% for 4 seconds after casting Lightning Strike. Your level 4 skill is Secondary Strikes. This makes your Lightning Strike hit 4 additional times for a total of 100 damage. The first Toxicologist skill is Viscosity. It causes your Spell, Toxic Spray, to leave Toxic Puddles on the ground, dealing 6 damage per tick.
This is roughly 18 damage per second. The second Toxicologist skill is Vanishing Mist. It makes you immune to damage from your Sorcery, Toxic Cloud, and causes you to dash and go invisible for 3 seconds when entering your own cloud. The level three Toxicologist skill is Outbreak, causing your Toxic Spray spell to deal 75% more damage when attacking from stealth. This does not increase the damage over time from the Toxic Puddles. The level four Toxicologist skill is Spreading Sickness. This gives you an additional 2 Toxic Clouds when you use your Sorcery.
At level 1 the Tempest gets Wind Surge, causing your Wind Shear Spell to knock you back when you aim it at the ground or toward an object. The level 2 Tempest skill is Updraft. It makes you immune to pull from your Tornado Sorcery and launches you high into the air when you walk into the Tornado. At level 3 Tempest unlocks Squall, increasing Spell Damage by 20% and reducing damage taken by 10% after you have been airborne for at least 1 second. Finally, the level 4 Tempest skill is Sudden Gust. This reduces your Sorcery cooldown speed by 100% after being airborne for at least 1 second.
Stoneshaper begins the game with the Stoneskin Skill. It increases your maximum armor by 20, and if you have less than 20 armor you will gain 5 armor when you cast your Shockwave spell, whether it hits a target or not. At level 2 the Stoneshaper unlocks Bedrock. This causes you to fall to the ground faster when casting Shockwave. The level 3 skill is Accretion, causing your Boulderfall Sorcery to increase in size the longer it travels through the air. At level 4 Stoneshaper unlocks Avalanche, giving you another Boulderfall charge. For the Frostborn class, the level 1 skill is Frozen Alacrity. This causes your Ice Lance Spell to leave behind Ice Trails, increasing your movement speed by 150%. The level 2 skill is Icicle, allowing you to hover in mid-air and highlighting targets in red for 5 seconds while aiming Ice Lance. Tundra is the level 3 skill for Frostborn, making you immune to all damage while casting your Flash Freeze Sorcery, and increasing the Sorcery duration from 3 seconds to 6 seconds. At level 4, Frostborn unlocks Ice Prism, which causes your Ice Lance spell to gain 35% more damage after charging it up for at least half a second.
The Pyromancer class starts with the Combust skill at level 1. Combust causes your Fireball spell to ignite targets for 2 seconds on direct hit, and increases the Fireball splash damage radius by 200%. At level 2 the Pyromancer unlocks Firefly, allowing you to fly after entering your Flamewall Sorcery, and making you immune to damage from your Flamewall. You will only fly for 2 seconds, so it doesn’t go as far as the flight rune. The level 3 Pyromancer skill is Pyrolysis, causing your Flamewall to deal 100% more damage for the first 2 seconds. Conflagration is the level 4 skill, causing your Fireballs to spawn 4 smaller fireballs on impact with an object. These smaller fireballs deal between 5 and 10 damage, depending on how close they are to the target. Before beginning a match, you can also select 3 Talents to give you passive bonuses during the match. Mixing and matching Talents with different Classes and play styles can be the difference between winning or losing a fight.
You begin each match with your Talents at level 1, but can get them to level 4 during the match by picking up Scrolls of the respective type. You can find scrolls in lootable containers around the map. They upgrade your talents for the duration of the match by giving you a passive skill boost. The Talents are split up into 3 categories; Mind, Body, and Spirit. You can have a total of 6 Talent Points allocated between the categories, and at game release each category has 5 talents to choose from. If you want to unlock them all, you need to level up each Class to Mastery level 6 by playing matches with that Class. At Mastery level 3 and 6 of each Class you will unlock a unique Talent that can be used with any Class once it’s unlocked. I’d recommend focusing on this first when you start playing the game since it also gives you a great opportunity to try out all the classes. Taking a closer look at the Talents, you’ll see that you begin the game with access to one from each category.
While the levels are only shown after you pick up scrolls in a match, the boosts can be pretty significant, so let’s go through them. Under Mind Talents, we have Focused Mana, which is unlocked by default and gives 15% spell damage when your mana is at least 80% full. This bonus increases to 18, 20, and then 30% more damage as you pick up scrolls during a match. Next is Spellslinger, which allows you to store gauntlets and runes in any of your four inventory slots. This is the hardest Talent to play with because Runes and Sorceries on the Gauntlets are on cooldown when you equip them, and you have to micro manage this in combat at the expense of healing items. Spellslinger also reduces your Sorcery cooldowns by 5, 8, 10, and 15% at level 4.
Runic Fluency is the next Talent and grants one extra Rune charge while reducing rune cooldowns by 5, 7, 10, and then 15%. When the cooldown is finished for your rune, it simply begins cycling again, showing a number on the side to indicate the charges you have available. It’s important to keep in mind that using the first charge while the second is still coming back will reset the cooldown, so if you want to get the most use out of it, you’ll need to micro-manage this. Tracking works great as a substitute for the Wolf’s Blood Rune, highlighting targets for you and your squad when you land a spell or sorcery. Lasts for 3, 3.5, 4, and 6 seconds at max level. Harmony is the last Mind Talent. It grants immunity to slows, freezes, and shock effect, which prevents you from attacking. It also grants percent damage reduction scaling in at 5, 7, 10, and 15%.
Next up are the Body Talents. Dexterity increases Jump Height by 25% and reduces Levitation mana cost by 15, 18, 20, and finally 30%. You can’t quite hover in the air forever with it at max level, but it’s pretty close. Scavenging restores 25,30, 35, and then 50 Health AND Armor at level 4 when exiling an opponent. Fervor increases Spell Cast Speed by 15% at level 1, 18% at level 2, 20% at 3, and 25% at level 4. Finders Keepers gives increased chance of finding Scrolls to level up the other two Talents you have equipped, leveling from 50, 75, 100, and 150% extra chance. Fortitude gives you a passive barrier that absorbs one attack with a cooldown ranging from 60, 50, 45, and 30 seconds at level 4. Escapist is the first of the Spirit Talents, granting Run Speed for 5 seconds when you take damage.
This run speed is shown in game units in the tooltip, but it amounts to 12% at level 1, then 16, 20, and 28% at level 4. Recklessness grants Spell Damage and Reduced Mana Cost (for spells, not for levitate) in the amount of 15, 18, 20, and then 25%. Recovery heals 50% of health damage taken over 12 seconds, then 10 seconds at level 2, 8 at level 3, and 6 seconds at level 4. Thirsty increases the speed at which you can consume Potions and Shards.
At level 4 it reduces the speed for small Potions and Shards from 3 seconds to 1.5 seconds and Large ones from 5 seconds to 2.5 seconds. It also heals teammates for half the amount if they are within 15 meters when you finish using the Potion, so they gain 1 health or armor per second for smalls, and 2.5 per second for Large. The final Talent is Vital Stone. It resurrects you when you would otherwise die, and makes you immune to damage for 4 seconds, but unable to attack or use items.
At level 1 it revives you with 10 health, then 25, 35, and 50 at level 4. It only works once each time you find and read a Scroll. It does however keep your cooldown progress on Runes and Sorceries, so when you come back you have a chance to use your movement Rune to escape. Unlike other Battle Royales, Spellbreak does not allow you to feather your descent to land before other players. Every player will land at the same time, unless you land on a higher altitude spot. When you spawn into a match, you will be able to choose from several randomly generated drop points, called Portals. The blue indicators on the map are Mana Vaults, which always contain Epic and Legendary items, and are currently the only way to get Legendary items in a match.
As you can imagine, they will be hotly contested, and it’s generally a good idea to drop nearby on a regular chest to grab a few items and give you an edge before fighting over them. So that’s it for this tutorial guys. In the next video I’m going to be diving into Class Combos, complete with their strengths and weaknesses, runes, talents, variations for classes to fit different playstyles, and all that. So if you found the video helpful then hit the like button and subscribe to be notified when the next video drops. Check the description below for info on my Twitch stream if you wanna drop in and chat or find me on social media.
I’m Hermaeus Mora and I will see you in Spellbreak!.