The Spell Brigade – Things You Should to Know

Helpful Things

Cooldown Calculation Method (with Examples)

The cooldown system in the Spell Brigade is based on dynamic cooldown calculation, meaning that each reduction is a reduction of the remaining amount of cooldown after a reduction. However, Veil of haste is a static reduction.

Example

  • Astral orbs (100% base cooldown – 6% veil of haste)=94% base cooldown.

Example

  • Astral orbs (100% base cooldown – 6% veil of haste) – 10% cooldown reduction = 90% of 94.

This can be calculated using the formula (100-10)% of previous cooldown. For stacked reductions (let’s say it gets reduced by 10% and then reduced by 10%), you would use this calculation:

  • (previous cooldown – SKILL cooldown % of 100)-100•(-1).

In this example, you would do 100-10=90. Then you would do 90% of 90 -100•(-1) to get the remaining amount of cooldown.

Elemental Upgrades, Fusions and What They Do

Fire / Damage Over Time

  • & Fire – Wildfire – Increased DoT
  • & Lightning – Plasma – Chained DoT
  • & Acid – Pyrotoxin – Vulnerability DoT
  • & Ice – Cold Fire – Slowing DoT

Lightning / Chain Damage

  • & Fire – Plasma – Chained DoT
  • & Lightning – Thunder – Increased Chain Damage
  • & Acid – Sulfurstorm – Chain Vulnerability
  • & Ice – White Lightning – Chain Damage And Slow

Acid / Vulnerability

  • & Fire – Pyrotoxin – Vulnerability DoT
  • & Lightning – Sulfurstorm – Chained Vulnerability
  • & Acid – Venom – Increased Vulnerability
  • & Ice – Slow – Vulenarbility

Ice / Slow Effect

  • & Fire – Cold Fire – Slowing DoT
  • & Lightning – White Lightning – Chain Damage and Slow
  • & Acid – Slow – Vulenarbility
  • & Ice – Frost – Increased Slow

Fire never stops. If you burn the boss, it will take DoT until it dies. Wildfire increases the amount of damage the fire burn does.

Lightning Chain has a certain number of enemies it trails to. Thunder adds i believe 3-4 enemies into the chain.

Ice slows, a %. This slow is temporary, imagine a debuff. If you hit them again, the debuff time range is extended, and they are slowed again. There is a cap, and this cap is extended if you double enchant with ice, the % slow is also increased per hit.

Acid is vulnerability, a debuff like ice. It does not stack, I believe it is either a shorter debuff than ice, or it is based on “the next few hits” rather than a timeframe.

How Endless Runs Should Go

Stat priority

  • Luck to gain better value out of level upts.
  • Xp gain to keep up with the xp requirement scaling.
  • Dodge to become unable to die with 100% dodge.

Weapons to pick

  • Solar pulse
  • Orb
  • Sword
  • Thing that shoots 3 projectiles

Reason for only those

  • You can control well what you want and what you do not want to hit .
  • The rest might aim for th eboss and kill it without you being able to do anything about it.

Upgrades that you will never pick

  • Lightning related ones.
  • Might kill the boss on acident.

Main objectives

  • 100% dodge.
  • Above 50 luck.
  • Decent xp gain.

Base Damage

It works the exact same way spell damage increases do, but affects all spells. All spell damage and base damage increases are additive

For example, let’s take Phantom Daggers with its base damage of 300 for easy math:

  • The enchantment when maxed out gives +20% base damage, so the damage with only that would be 300 * (100 + 20)% = 300 * 120% = 360
  • If you add a 10% spell damage upgrade to it, the total would be 300 * (100 + 20 + 10)% = 300 * 130% = 390
  • For a final example, let’s assume 20% base damage from the enchantment, another 10% base damage from upgrades, and 35% spell damage from upgrades. The total would be 300 * (100 + 20 + 10 + 35)% = 300 * 165% = 495

Methods of Revival

There are currently two methods of revival:

  • A nearby wizard can revive you. This consumes one of your “lives,” which are limited and depend on the number of wizards participating. This method restores you to full health.
  • Leveling up also revives downed players, even if no “lives” are left. However, you will only regain a small portion of your health, not a full recovery.

Starting Spell for Each Wizard

  • Reginald – Astral Orbs
  • Moon Mage – Moonrang
  • Kavin – Rocky Road
  • Sun Mage – Solar Pulse
  • Ludwig – Arcane Broadsword
  • Capanelli – Phantom Blades
  • Hatti – Rune Burst
  • Wizard King – Magic Missile

Beginners FAQ

When do the Relics/Chests spawn?

  • With the 2nd Objective
  • With the 4th Objective
  • With the Boss Objective

How do I get 4 augments for the same spell?

  • Add points into the spell you want augmented.
  • Have enough HP to spend on rerolling augments when yours don’t hit.

What are the strongest spells?

Currently, the consensus is Rune Burst and Falling Stars. Rune Burst from the start, Falling Stars once you’ve augmented and upgraded it.

What does Luck do?

Luck improves the rarity of the card selection you get each level up.

Do enemies get stronger over time?

Yes

Does enemy movement speed increase over time?

Yes

What do Armor and Dodge do?

Armor decreases the damage you take by that amount. If it fully negates the damage, you will see a 0 where the damage would be. Dodge increases your chance of dodging by that %. You will see a “Dodge” text where damage would be when it happens.

What does “Sacrifice” mean on the Ludwig quest?

Sacrifice means the Objective where you stand in a circle and sacrifice bugs in the circle. It will take several runs of this objective to be able to complete the quest.

Which mages start with which spells?

  • Reginald: Astral Orbs
  • Moon Mage: Moonerang
  • Kavin: Rocky Road
  • Sun Mage: Solar Pulse
  • Ludwig: Arcane Broadsword
  • Campanelli: Phantom Blades
  • Hatti: Rune Burst
  • Wizard King: Magic Missile

Do any stats have hard caps?

  • Armor is caped around 130
  • Dodge is caped around 75%
  • crit chance is caped around 90-95%
  • Luck is caped around 25-30

You can still get a little higher with relics but game wont give you another cards to up those stats if you hit the cap. No cap on other stats.

Armor Penetration?

Armor is flat damage reduction and monsters gradually gain health and damage (and speed) after the boss spawns. After a certain point, you will get hit hard unless you have insane levels of armor. And no, they don’t have armor penetration according to my testing.

Egor Opleuha
About Egor Opleuha 502 Articles
Egor Opleuha is a professional copywriter with more than 12 years of experience, who eventually became fully immersed in the gaming industry. The legendary Heroes of Might and Magic saga was and continues to be his favorite video game franchise. In his free time he likes to fish and play guitar.

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