Spellbreak

Spellbreak Classes – All Scroll upgrades and Skill Points [Guide]

Our guide will cover all possible scroll upgrade for all Spellbreak Classes

Spellbreak is an RPG Battle Royale that’s currently still in its Alpha stage. Introducing a new perspective to the genre, Spellbreak enables players to assemble an arsenal of magic spells and combos to use in a quest for victory. Defeating your enemies you’ll need to loot, upgrade and most importantly select the right Spellbreak Class for you.

At this time there are a total of 11 classes for you to choose from and each game you will need to select two different classes. Selecting a class is a difficult choice but an important one. Not only will you have to find two classes that suit your playstyle but you will also need to understand your class scroll upgrades. Before we get ahead of ourselves lets go over what scrolls are in Spellbreak.

Spellbreak Class Selection
Spellbreak Class Selection

Spellbreak Scrolls

Scrolls in Spellbreak are essentially abilities that you can unlock throughout the game that will further enhance your character. Each Class has four scrolls, with the first being a passive and is available the moment you select a certain class.

In order to unlock the other three scrolls, you will need to use skill points. You can find skill points around the map and every time you enter a new circle you’ll gain a skill point. Other elements can help you acquire skill points and scrolls for example Zealot’s Vivisection scroll grants you a chance to gain a skill point after killing an enemy.

Every time you gain a skill point you will be given a choice as to what scroll you would like to upgrade. You will be given two random choices between the two chosen classes, meaning each game will be slightly different than the last, no matter if you select the same two classes.

Below you will find all Spellbreak classes, every Scroll ability, and each upgrade.

Spellbreak Classes

Bulwark Class Abilities

Strength: Extremely durable.
Specialization: None.
Time to Master: Low
Starting Skill: Fortify

Fortify [Passive]
If you have any armor, regenerate 5 armor every 10 seconds.


Inner Peace I
After taking damage, regenerate 40% of that damage over 20 seconds but further damage stops the regeneration.

Inner Peace II
After taking damage, regenerate 55% of that damage over 20 seconds but further damage stops the regeneration.

Inner Peace III
After taking damage, regenerate 70% of that damage over 20 seconds but further damage stops the regeneration.


Manavor I
30% of damage done to health is taken from mana instead

Manavor II
40% of damage done to health is taken from mana instead

Manavor III
50%
of damage done to health is taken from mana instead


Transference I
Gain armor equal to 20% of damage done to target’s armor.

Transference II
Gain armor equal to 30% of damage done to target’s armor.

Transference III
Gain armor equal to 40% of damage done to target’s armor.


Conduit Class Abilities

Strengths: Sprint speed, Indirect and passive damage.
Specialization: Lightning.
Time to Master: Medium.
Starting Skill: Lightning Fast.

Lightning Fast [Passive]
Increases your sprint speed by 20%, but breaks briefly when you attack or take damage.


Arc Flash I
Your Lightning Bolts have a 25% chance to leave behind a ball of lightning that strikes nearby players

Arc Flash II
Your Lightning Bolts have a 50% chance to leave behind a ball of lightning that strikes nearby players

Arc Flash III
Your Lightning Bolts have a 75% chance to leave behind a ball of lightning that strikes nearby players


Charged Rune I
After using your rune, fire arcs of lightning towards nearby target for 20 damage ( has 5 second cooldown)

Charged Rune II
After using your rune, fire arcs of lightning towards nearby target for 30 damage ( has 5 second cooldown)

Charged Rune III
After using your rune, fire arcs of lightning towards nearby target for 40 damage ( has 5 second cooldown)


Lightning Rod I
Become immune to all Lightning Strikes and gain 15 mana every time you are struck by one.

Lightning Rod II
Become immune to all Lightning Strikes and gain 30 mana every time you are struck by one.

Lightning Rod III
Become immune to all Lightning Strikes and gain 45 mana every time you are struck by one.


Crack Shot

Strengths: High damage precision casting.
Specialization: None.
Time to Master: High.
Starting Skill: Empower.

Empower [Passive]Deal 30% more spell damage with a single spell. After casting it takes 10 seconds to become Empowered again.


Armor Piercing I
20% of damage ignores target’s armor.

Armor Piercing II
30%
of damage ignores target’s armor.

Armor Piercing III
40%
of damage ignores target’s armor.


High Velocity I
Increases your projectile speed by 30%

High Velocity II
Increases your projectile speed by 60%

High Velocity III
Increases your projectile speed by 90%


Steady Aim I
After standing still for 4 seconds, increases your spell damage by 20%

Steady Aim II
After standing still for 4 seconds, increases your spell damage by 30%

Steady Aim III
After standing still for 4 seconds, increases your spell damage by 40%


Frostborn

Strengths: Mobility, Utility.
Specialization: Frost.
Time to Master: High.
Starting Skill: Cold Snap.

Cold Snap [Passive]Every 30 seconds, set your overarmor to 50. It shatters after taking damage.


Chilling Effect I
While on ice, mana cost are reduced by 50%

Chilling Effect II
While on ice, mana cost are reduced by 70%

Chilling Effect III
While on ice, mana cost are reduced by 90%


Frozen Alacrity I
Increases your sprint speed on ice by 100% and no longer slip on ice.

Frozen Alacrity II
Increases your sprint speed on ice by 125% and no longer slip on ice.

Frozen Alacrity III
Increases your sprint speed on ice by 150% and no longer slip on ice.


Tundra I
Increases your Flash Freeze’s size and duration by 50%

Tundra II
Increases your Flash Freeze’s size and duration by 75%

Tundra III
Increases your Flash Freeze’s size and duration by 100%


Pyromancer

Strengths: Healing and damage over time.
Specialization: Fire.
Time to Master: Low.
Starting Skill: Phoenix’s Rebirth.

Pheonix’s Rebirth [Passive]Resurrect when you’re exiled with 50% health, but only once.


Born of Fire I
Become immune to your Fireball explosions and heal 4 health every 2 seconds while standing in fire.

Born of Fire II
Become immune to your Fireball explosions and heal 8 health every 2 seconds while standing in fire.

Born of Fire III
Become immune to your Fireball explosions and heal 12 health every 2 seconds while standing in fire.


Ignite I
Players can be set on fire, dealing 3 damage per second for 3 seconds.

Ignite II
Players can be set on fire, dealing 6 damage per second for 3 seconds.

Ignite III
Players can be set on fire, dealing 9 damage per second for 3 seconds.


Lasting Burn I
Your Fireballs leave puddles of fire that last for 5 seconds.

Lasting Burn II
Your Fireballs leave puddles of fire that last for 10 seconds.

Lasting Burn III
Your Fireballs leave puddles of fire that last for 15 seconds.


Scavenger

Strength: Finding items.
Specialization: None.
Time to Master: Low.
Starting Skill: Finders Keepers.

Finders Keepers [Passive]Chests you open contain 1 additional item.


Appraise I
Items within 50 meter are highlighted.

Appraise II
Items within 100 meter are highlighted.

Appraise III
Items within 150 meter are highlighted.


Finest Wares I
When your inventory and equipment slots are full, decreases your rune cooldown by 5%, decreases your cast time by 5%, and reduce all damage done to you by 5%.

Finest Wares II
When your inventory and equipment slots are full, decreases your rune cooldown by 10%, decreases your cast time by 10%, and reduce all damage done to you by 10%.

Finest Wares III
When your inventory and equipment slots are full, decreases your rune cooldown by 15%, decreases your cast time by 15%, and reduce all damage done to you by 15%.


Thirst Quencher I
Picking up a new potion gives you an extra of that type. You consume potions 15% faster.

Thirst Quencher II
Picking up a new potion gives you 2 extra of that type. You consume potions 25% faster.

Thirst Quencher III
Picking up a new potion gives you 3 extra of that type. You consume potions 35% faster.


Scholar

Strengths: Rune usage, Target tracking.
Specialization: None.
Time to Master: Medium.
Starting Skill: Updated Translations.

Updated Translations [Passive]Decreases rune cooldown by 30%


Careful Study I
Targets you hit are outlined for 5 seconds.

Careful Study II
Targets you hit are outlined for 7 seconds.

Careful Study III
Targets you hit are outlined for 10 seconds.


Runic Inspiration I
After using a rune, decreases your and your teammates’ rune cooldown by 25% for 5 seconds.

Runic Inspiration II
After using a rune, decreases your and your teammates’ rune cooldown by 30% for 5 seconds.

Runic Inspiration III
After using a rune, decreases your and your teammates’ rune cooldown by 35% for 5 seconds.


Intense Learning I
Instantly refill a rune charge upon taking 40 total damage.

Intense Learning II
Instantly refill a rune charge upon taking 30 total damage.

Intense Learning III
Instantly refill a rune charge upon taking 20 total damage.


Scout

Strengths: Map knowledge, Team support.
Specialization: None.
Time to Master: Medium.
Starting Skill: Foresight.

Foresight [Passive]See upcoming shrine locations


Invigorate I
Every 3 seconds, increases your and your nearby teammates’ sprint speed by 15% for 4 seconds

Invigorate II
Every 3 seconds, increases your and your nearby teammates’ sprint speed by 20% for 4 seconds

Invigorate III
Every 3 seconds, increases your and your nearby teammates’ sprint speed by 25% for 4 seconds


Shot Caller I
Decreases your spell damage by 30% but increases damage done to targets from any source by 15% for 3 seconds.

Shot Caller II
Decreases your spell damage by 30% but increases damage done to targets from any source by 20% for 3 seconds.

Shot Caller III
Decreases your spell damage by 30% but increases damage done to targets from any source by 25% for 3 seconds.


Tracking I
Targets you hit are outlined for you and your team for 2 seconds.

Tracking II
Targets you hit are outlined for you and your team for 4 seconds.

Tracking III
Targets you hit are outlined for you and your team for 6 seconds.


Stoneshaper

Strengths: Armor-based attacks and defense.
Specialization: Stone.
Time to Master: Medium.
Starting Skill: Sunder.

Sunder [Passive]Targets lose an additional 20% armor when damaged.


Earth’s Mantle I
If damage would exile you, set your health to 1 instead. Cannot occur more than once every 90 seconds.

Earth’s Mantle II
If damage would exile you, set your health to 1 instead. Cannot occur more than once every 75 seconds.

Earth’s Mantle III
If damage would exile you, set your health to 1 instead. Cannot occur more than once every 60 seconds.


Flesh to Stone I
Sets your armor and max armor to 200, but max health to 10.

Flesh to Stone II
Sets your armor and max armor to 250, but max health to 10.

Flesh to Stone III
Sets your armor and max armor to 300, but max health to 10.


Rockslide I
Increases the length of your shockwave by 15%, but decreases its damage by 30% and makes it bounce off obstacles instead of colliding.

Rockslide II
Increases the length of your shockwave by 30%, but decreases its damage by 25% and makes it bounce off obstacles instead of colliding.

Rockslide III
Increases the length of your shockwave by 45%, but decreases its damage by 20% and makes it bounce off obstacles instead of colliding.


Tempest

Strength: Aerial combat.
Specialization: Wind.
Time to Master: High.
Starting Skill: Updraft.

Updraft [Passive]Become immune to all Tornados and launch skywards when entering them.


Slipstream I
Gain 10 mana and max mana every second while in the air. 3 seconds after touching the ground, max mana resets to normal.

Slipstream II
Gain 20 mana and max mana every second while in the air. 3 seconds after touching the ground, max mana resets to normal.

Slipstream III
Gain 30 mana and max mana every second while in the air. 3 seconds after touching the ground, max mana resets to normal.


Squall I
For every spell cast in the air, increases your spell damage by 6% up to a max of 30%. After touching the ground, all stacks are lost.

Squall II
For every spell cast in the air, increases your spell damage by 8% up to a max of 50%. After touching the ground, all stacks are lost.

Squall III
For every spell cast in the air, increases your spell damage by 10% up to a max of 50%. After touching the ground, all stacks are lost.


Sudden Gust I
After being in the air for 1 second, your sorceries cooldown 100% faster while in the air.

Sudden Gust II
After being in the air for 1 second, your sorceries cooldown 150% faster while in the air.

Sudden Gust III
After being in the air for 1 second, your sorceries cooldown 200% faster while in the air.


Toxicologist

Strengths: Zone control, Damage over time.
Specialization: Toxic.
Time to Master: Medium.
Starting Skill: Corrosion.

Corrosion [Passive]Targets you hit lose 5 armor every 5 seconds for 15 seconds


Bubonic Bounce I
Your Toxic Cloud bounces 1 time and leaves behind an extra cloud.

Bubonic Bounce II
Your Toxic Cloud bounces 2 times and leaves behind 2 extra clouds.

Bubonic Bounce III
Your Toxic Cloud bounces 3 times and leaves behind 3 extra clouds.


Spreading Sickness I
Targets take an additional 20% damage from your attacks over the next 10 seconds if they have no armor.

Spreading Sickness II
Targets take an additional 30% damage from your attacks over the next 10 seconds if they have no armor.

Spreading Sickness III
Targets take an additional 40% damage from your attacks over the next 10 seconds if they have no armor.


Vanishing Mist I
Become immune to all Toxic Clouds and become invisible for 3 seconds when entering one.

Vanishing Mist II
Become immune to all Toxic Clouds and become invisible for 6 seconds when entering one.

Vanishing Mist III
Become immune to all Toxic Clouds and become invisible for 9 seconds when entering one.


Zealot

Strength: High risk, high reard aggression.
Specialization: None.
Time to Master: High.
Starting Skill: Frenzy.

Frenzy [Passive]When you’re at or below 35 health, increases your spell damage by 25% and sprint speed by 20%.


Blood Armor I
Every 3 seconds, gain 3 armor, but lose 2 health (Stops at max armor or 5 or less health).

Blood Armor II
Every 3 seconds, gain 5 armor, but lose 3 health (Stops at max armor or 5 or less health).

Blood Armor III
Every 3 seconds, gain 7 armor, but lose 4 health (Stops at max armor or 5 or less health).


Penitence I
If you take more than 40 damage to health in 2 seconds, reduce all damage done to you by 30% for 2 seconds.

Penitence II
If you take more than 40 damage to health in 2 seconds, reduce all damage done to you by 50% for 2 seconds.

Penitence III
If you take more than 40 damage to health in 2 seconds, reduce all damage done to you by 70% for 2 seconds.


Vivisection I
Upon exiling an enemy, they have a 80% chance to drop a skill point.

Vivisection II
Upon exiling an enemy, they have a 90% chance to drop a skill point.

Vivisection III
Upon exiling an enemy, they have a 100% chance to drop a skill point.


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