Gale
Galebreathe can be trained by using a combination of Gale Kata and Galebreathe Mantras.
Like all other elements, users can see their Mantras become stronger with training:
At Galebreathe level 1, Galebreathers receive the Galebreather Talent. This allows players to use 0-star Galebreathe mantras. At Galebreathe level 20, players receive the Adept Galebreather Talent. This allows players to use 1-star Galebreathe mantras. At Galebreathe level 30, players receive the Expert Galebreather Talent. This allows players to use 2-star Galebreathe mantras. Finally, at Galebreathe 50, players receive the Master Galebreather Talent. This finally allows Galebreathe users to unlock the last category, 3-star Mantras. This talent also grants +5 HP.
The Attunement can be unlocked by using a Skyblood potion obtained at the Isle of Vigils, just outside the Temple of the Blade, using five Gale Stones, and can upgrade spells for 100 Notes each. Each upgrade purchased will make the next upgrade for the same mantra 100 notes more expensive.
To upgrade a Galebreathe Mantra from level 1 to level 2 costs 100 Notes2. To upgrade a Galebreathe Mantra from level 2 to level 3 costs 200 Notes2. To upgrade a Galebreathe Mantra from level 3 to level 4 costs 300 Notes2. To upgrade a Galebreathe Mantra from level 4 to level 5 costs 400 Notes2. Mantras Combat Mantras Media Name Card Description Ether Cost Effect WindBlade1Gif Wind Blade (☆☆☆) Slicing blades of wind. 40 Ether Launch a wind projectile at cursor's position. Deals light damage. Can be improved with the "Tempest Wind" Talent, a learnable talent. Shoots where cursor is unless you have shift lock activated which in this case shoots in the direction your character is facing. AirForceGif Air Force (☆☆☆) Shoots out an air blast. 20 Ether Conjure a strong blast of air from the your hands in the direction of your mouse that staggers your target. Deals high damage. Pushes people back and dazes them if they collide with something Does not apply hitstun from the blast. Deals immense posture damage. Can break objects. Can be upgraded with Cloudstones, Stratus stones, Perfect lenses and Crystal Lenses to make it bigger and longer. Can be modified with a Reversal Spark to make it pull your opponents instead of blasting them away. Shoots where cursor is unless you have shift lock activated which in this case shoots in the direction your character is facing. Tornado Kick Tornado Kick (☆☆☆) Slicing blades of wind. 50 Ether Perform a kick that sends out a surging projectile of wind, leap up and send out 3 more AoE projectiles if the mantra hits a registered target. Deals moderate-high damage (If both the initial and follow-up projectiles hit). Projectile is medium-ranged and explodes on impact. Initial hit doesn't apply hit stun but pushes people away. GaleLungeGif Gale Lunge (★☆☆) A rush of piercing wind. 40 Ether Lunge forward with your weapon coated in wind. Deals moderate damage. Can be used as mobility to push the user forward. Has a relatively large hitbox. GaleTornadoNewGif Tornado (★☆☆) A rushing current of wind. 15 Ether Conjure a small vortex around yourself, M1 to cast it forward. Can be modified with logstones to increase duration, but caps at 1 or 2. Moves forward on its own after 2 seconds. Deals high damage but over multiple hits. Projectile is short-ranged. Has a special interaction with Haunted Gale. Haunted gale caps at 2 strikes per mantra, but when Tornado moves, the cap resets, allowing another 2 strikes. Pulls people in if close to it (kinda buggy) HeavenlyWindGif Heavenly Wind (★☆☆) A strike from the heavens. 50 Ether Leap high into the air before diving down, striking any targeted opponent. Deals moderate damage. User moves towards the cursor. Highly recommended to turn off Shift-Lock to do this. Good mobility. Feinting it leaves the user unable to use gale lunge and heavenly wind. (Needs testing with more mantras to see interaction, it seems like specific mantras only gets this behavior.) Can be used as sort of a double jump, though you need to grab onto a ledge with it. If missed, it results in endlag. GaleTrap Galetrap (★☆☆) Toss a wind landmine. 40 Ether Deploy a small green landmine at your cursor's location. Stepping on it creates a tornado that deals light damage over a few seconds. The trap can stick to players when thrown, having the tornado follow them for the full duration. Applies the "Suffocate" status effect. Shoots where cursor is unless you have shift lock activated which in this case shoots in the direction your character is facing. Gale Punch Gale Punch (★☆☆) Form a punch of wind in your fist and release it. 60 Ether Conjure a wind AoE punch that deals damage and knocks targets away. Can be modified with Cloudstones, Stratus stones, Perfect Lenses and Crystal lenses to increase size. Can break objects. Can be upgraded with the "Vacuum Punch" Talent. Wind Forge Wind Forge (★☆☆) "Encircle your foes with blades of wind that halt their escape until they respond". 60 Ether Perform a quick gesture with your hands, conjuring up a line of 4 wind projectiles before sending them towards your target. Projectiles are homing. Medium-far range. Forces you to stand still when casted Can be modified with Perfect Lenses and Crystal Lenses to increase the range. ZW4g IWWJys41-Q4KfelLg-ezgif.com-crop Twister Kicks (★☆☆) "Go forth with spinning kicks infused with the wind" 40 Ether Dash forwards kicking with a rush of winds dealing damage. Champion Twister Champion's Whirlthrow (★★☆) Grab your target and toss them with the power of gale. 60 Ether Grab your target before spinning them in 360 degrees and then tossing them. Deals good-high damage. Forcible Block Break (Only When Upgraded To Level 5). The second hit (The throw) ragdolls the opponent and the ragdoll is cancellable. Procs "Breathing Impact" if thrown at a wall. Applies knockback. Requires more testing. The "Skull Crusher" talent is now innate with this mantra. Rising Windo Rising Wind (★★☆) Use wind to uppercut and propel yourself into the air. 60 Ether Ascend while uppercutting your target, rapidly damaging them. Blocking it sends only the user into the air but cancels it after a small bit if it doesn't hit anyone after. Rapidly deals light damage to the opponent while rising. Missing will not send the user into the air. Pressing F during the animation lets you kick them down into the ground which applies daze. Applies Knockdown frames on proc. Gives I-Frames throughout the duration of the mantra. Can be vented to cancel it early Windgun Wind Gun (★★☆) A powerful wind blast. 40 Ether Fire a penetrating bullet of wind. Deals heavy damage, pushes and ragdolls opponen; however applies no hit stun. Applies the "Suffocate" status effect. Can be modified with a Multiplying Spark in order to shoot multiple bullets at once. Can be modified with a Blast Spark to shoot a round of short ranged bullets. Both Sparks can be combined, making three consecutive short-range bullet rounds. Additionally you can apply two of one spark. Wind Carve Wind Carve (★★☆) A quick swirl of sharp winds. 40 Ether Empower your weapon before elegantly releasing a cut that forms a small controllable tempest. Rapidly damages the opponent. Deals light damage over multiple slashes. Can be modified with Cloudstones and Stratus Stones to increase it's size. Puts the Carve ball further away with Perfect Lenses and Crystal Lenses. Pushes opponents hit by the final slash away. Cannot be canceled once the mantra initiates. So it's advised to avoid it being parried by turning away since it'll result in free hits for your opponent. Astralwind Astral Wind (★★★) A rapid delivery of consecutive attacks. 50 Ether Cast several fast, wind-enhanced slashes that form a star. Deals possibly moderate-heavy damage. Can be modified with Cloudstones and Stratus Stones to decrease the speed of the slashes but increase the AoE of the slashes slightly. Can be modified with rush and drift shards to increase the speed of the slashes. Last hit of the mantra sends the opponent upwards, sometimes even when parried. (Only at Mantra Lv: 2+) PoE Pillars of Erisia (★★★) "Gaining inspiration from the Duke of Erisia, call forth a malicious gale from your stomp." 70 Ether Raise your left leg and stomp the ground, conjuring up a huge volley of wind. Requires having beaten Duke Erisia. Requires 20 Strength Gives hyperarmor when casting Deals possibly moderate-heavy Can be modified with Perfect Lenses and Crystal Lenses. Applies Ragdoll Can be modified with Perfect Lenses and Crystal Lenses to make it reach further. Mobility Mantras Image Spell Card Description Ether Cost Effect Wind Passage Wind Passage (★★★) A rush of wind 50 Ether Rush forward towards the direction you're facing in a blink of an eye, leaving much wind after cuts for the distance you travelled. Does heavy damage Can be modified with Crystal/Perfect Lenses to increase the distance travelled. Uses the Shadow Assault startup sound. It's also compatible with Logstones, but the effect is minimal. Requires more testing. Support Mantras Image Spell Card Description Ether Cost Effect Galewispgif Gale Wisp (★★☆) A servant of wind. 60 Ether Spawns a spherical wisp of wind. Requires ritual casting. Grant 30% fall damage resist. Haunted Gale requires one less perfect cast to activate (3 to 2). Can be modified with logstones to extend it's usage. Note using logstones will force you to cast more signs. Talents Aeromancer Galebreather Gale Duelist Galeforce Legion Shock Trooper Silencer Whisper Vigil of Winds Scholar of the Cloud Specter These talents are found in the Aeromancer category.
Media Talent Card Description Effects Aerogliding Aerogliding (GALE 35, AGILITY 30) When falling from a high place, hold spacebar to generate wind currents until you hit the floor +2 Passive Agility +5 Elemental Intensity (The Old Wind has been merged into Aerogliding) Galebreathe Aeronade (GALE 40, Gale Trap) Your trap automatically detonates on contact with an object +2 Passive Agility +5 Elemental Intensity Galebreathe Stifled Jump (GALE 35, STR 30, Suffocating Impact) Enemies who jump while suffocated by you are dazed. +2 Passive Agility +5 Elemental Intensity Galebreathe Suffocating Impact (GALE 35, STR 30, Drifting Winds) When flourishing enemies into walls they are suffocated and winded for a short duration. +2 Passive Agility +5 Elemental Intensity Galebreathe Gale Coil (GALE 35, Suffocating Impact) Your suffocates last twice as long. +4 Elemental Intensity Galebreathe Gale Trap (GALE 40) Knocking a player tags them with a wind trap, causing anyone to pick up that body to get sent flying. However, if you pick up the body you gain a speed boost for 20 seconds. +4 Elemental Intensity Galebreathe Vacuum Punch (GALE 20, Gale Punch) Your Gale Punch pulls enemies in before you hit them. N/A Gallery Gale Kick concept art Gale Kick concept art Trivia The Windwaker talent is a direct reference to the Legend of Zelda main series game "The Wind Waker," both in name and function, as there is a special song you can play to cause the winds to propel your boat. After expressing a desire to make a new 0 Star Mantra for Galebreathe, developer ragoozer was presented with an image created by discord user Necros75, which he promptly added to the game as Gale Kick.[1] Primadon is completely immune to suffocation. Light Green Mudskippers are able to use a buffed version of the Air Force mantra, with greater knockback. Arch_mage stated that Galebreathe is "least me" out of all the elements. Arch no like wind Look it's garry the wind spark To cast the "Gale Wisp" mantra, the user must press the key corresponding to what letter appears on the GUI. Like any other wisp in the game. The "Wind Step" talent can be used by other players for a short period after being placed. The "Gale Leap" talent requires cliffs of certain height. Strangely, the talent will not proc if used too close to the edge, requiring the user to jump earlier than expected. The [Q] key activates Gale Dash. For some bizarre reason, Heavenly Wind has been referred to as Heavenly Strike multiple times in the update logs. Jumping before activating the "Tempest Wind" talent will propel the user forward by a few studs while releasing a sound cue. A few Talents require to Inhale mantras, which acts like a cancel but are performed differently: Cast the mantra then press M1 and M2 together to Inhale, you know you're doing it right when you hear an inhale sound. Galebreathe can apply 2 status effects: "Winded" & "Suffocate". "Winded" reduces your opponent's attack speed. "Suffocate" prevents the opponent from using mantras; the opponent will also have a resonance-like effect circling their neck when applied. The duration can be extended with the "Gale Coil" talent. It is the only Attunement to be able to do this without any evolution paths. Allows for the most agile and swift mobility in Deepwoken. Heavenly Wind may also double as a mobility mantra as you can take advantage of its upward boost by cancelling the mantra. Wind Blade with its talent can double as a very decent ranged/melee attack and an upgraded version of uppercut. The "Gale Leap" talent can prove volatile unless managed with care. You may potentially rocket off a slope or cliff unfavorably which makes your practice with quick reactions and mobility very important. The majority of Galebreath mantras have potentially high range, allowing you to pose an imminent threat to players without often being within their effective range. The wind phantom visual from the "Haunted Gale" talent appears to wield a Whaling Knife with a thick green outline around it.[2] "Tempest Wind" can be deceptively useful by slide jumping and immediately M1 which will keep it active long enough for you to cast it after the M1. Alternatively, you could cast it early to feint the M1 but due to its low windup, it's very difficult to parry or punish unless it's used by itself. However, letting the aerial M1 hit before casting it is very powerful because it leaves no room for a counterattack after blocking or rolling the M1, but this is negated by parries. Pairing this attunement along the Jetstriker Oath can ultimately make it one of the best mobility builds, given Galebreathe's wide variety of mobility moves and Jetstriker's mobility-based kit. The Gale Step and Aerogliding talents, along with all of the Jetstriker talents makes it nearly impossible to catch if you plan on running from an unwinnable fight. Can sometimes even be used to escape Monsters such as the Megalodaunt. One great weapon paring with this attunement is the Curved Blade of Winds, this legendary weapon has 2 forms that compliment both styles of Galebreathe. Galebreathe is also good for pressuring because of its high speed
The examples and perspective in this article deal primarily with the United States and do not represent a worldwide view of the subject. (May 2020) |
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A gale is a strong wind; the word is typically used as a descriptor in nautical contexts. The U.S. National Weather Service defines a gale as sustained surface winds moving at a speed of between 34 and 47 knots (63–87 km/h, 17.5–24.2 m/s or 39–54 miles/hour).[1] Forecasters typically issue gale warnings when winds of this strength are expected. In the United States, a gale warning is specifically a maritime warning; the land-based equivalent in National Weather Service warning products is a wind advisory.
Other sources use minima as low as 28 knots (52 km/h; 14 m/s; 32 mph), and maxima as high as 90 knots (170 km/h; 46 m/s; 100 mph). Through 1986, the National Hurricane Center used the term “gale” to refer to winds of tropical force[clarify] for coastal areas, between 33 knots (61 km/h; 17 m/s; 38 mph) and 63 knots (117 km/h; 32 m/s; 72 mph). The 90 knots (170 km/h; 46 m/s; 100 mph) definition is very non-standard. A common alternative definition of the maximum is 55 knots (102 km/h; 63 mph; 28 m/s).[2]
The most common way of describing wind force is with the Beaufort scale[3] which defines a gale as wind from 50 kilometres per hour (14 m/s) to 102 kilometres per hour (28 m/s). It is an empirical measure for describing wind speed based mainly on observed sea conditions. On the original 1810 Beaufort wind force scale, there were four different "gale" designations whereas generally today there are two gale forces, 8 and 9, and a near gale 7:
Wind force | Original name | Current name | km/h | m/s | mph | knots | Mean knots | Sea state |
---|---|---|---|---|---|---|---|---|
7 | Moderate gale | Near gale | 50–61 | 14–17 | 32–38 | 28–33 | 30 | Rough |
8 | Fresh gale | Gale | 62–74 | 17–20 | 39–46 | 34–40 | 37 | Very Rough |
9 | Strong gale | Severe Gale/ Strong Gale (UK) | 75–88 | 21–24 | 47–54 | 41–47 | 44 | High |
10 | Whole gale | Storm | 89–102 | 25–28 | 55–63 | 48–55 | 52 | Very High |
Etymology
The word gale is derived from the Middle English gale, a general word for wind of any strength, even a breeze. This word is probably of North Germanic origin, related to Icelandic gola (breeze) and Danish gal (furious, mad),[4] which are both from Old Norse gala (to sing), from Proto-Germanic *galaną (to roop, sing, charm), from Proto-Indo-European *gʰel- (to shout, scream, charm away).
References
- ^ National Weather Service Glossary, s.v. "gale".
- ^ "Glossary of Meteorological Terms". NovaLynx Corporation. Archived from the original on 2008-12-11.
- ^ "Beaufort wind force scale". Met Officewebsite.
- ^ Etymology of gale