Bloodmage

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Bloodmage
Bloodmage male female.png
Male skin Female skin

Master of Blood Healing

of the Support Path

Bloodmages are healers that have taken a different perspective on their profession. They feel that a soul should not be healed simply because it is needed; an equal and opposite sacrifice should be made. These are souls devoted to balance, giving their blood as a catalyst for the regeneration of others. This close connection with the body's fluids allows them to alter the lifeblood of others, if needed, cursing their enemy and forcing their body to expel enchantments. Bloodmages fear not the red of blood, because to them it is a symbol of a noble sacrifice, not of impending death.


NOTE: Values marked with * in this table are shown as if Attribute points were set to zero.

Health
Base Health Points 780*
Increase per level 1.75*
Health Points @ 60 1059
Regen by Foods
Mana
Base Mana Points 900*
Increase per level 1.5*
Mana Points @ 60 1131*
Regen amt per 5 sec 42
Stamina
Base Stamina Points 1000
Increase per level n/a
Stamina Points @ 60 1000
Regen amt per 1 sec 42

The following values are modified by Attribute allocations as follows:

Health Points: Constitution
8 HP per CON point
Mana Points: Intellect
5.5 per INT point
Mana Regen: Wisdom
1 per WIS point
Stamina Regen: Endurance
1 per END point

Bloodmage: Base Attribute Allocations+
Strength 5 Constitution 22 Endurance 12 Dexterity 6 Intellect 26 Wisdom 24 Charisma 5

+Non legendary classes have the base attribute allocations from start to mastery.


Bloodmage: Skills
Skill Level Mana cost Stamina cost Cool down Reagents Effect Calculations
Tumble 1 passive You are able to fall 3.6* blocks without taking damage.
Calculations
Blocks = 3 + (0.1 * 6)
Base MC fall dist + (0.1 * Dex)
BloodUnion 1 passive Your damaging abilities form a BloodUnion with your opponents. BloodUnion allows you to use certain abilities, and also increases the effectiveness of others. Maximum BloodUnion is 4. BloodUnion resets upon switching from monsters to players. If you do not increase your BloodUnion once every 15 seconds, it will drain away.
SiphonBlood 1 100 6 sec You siphon blood from your target within 11* blocks, dealing 79* dark damage and restoring your health for 70% of the damage dealt. Life stolen is increased by 6% per level of BloodUnion. Increases BloodUnion by 1. Takes 1.5 seconds to warm up. Does not consume any Blood Union, Only abilities which state consumption of Blood Union will consume it, those which state they will stack the Blood Union stack it, Just like this ability.
Calculations
Range = 9 + (0.1 * 26)
Base Range + (0.1 * INT)
Damage = 40 + (1.5 * 26)
Base Damage + (1.5 * INT)
Infusion 5 65 8 sec You infuse your target within 8 blocks with life, restoring 108* to their health and negating their bleeding, at the cost of 20 of your own health. Healing is improved by 3% per level of Blood Union. Takes 1 second to warm up. Can be used on yourself.
Calculations
Heal = 75 + (1.375 * 24)}}
Base Heal + (1.375 * WIS)
Transfuse 10 0.5 sec You convert 100 of your health to 150 mana.
BloodBond 15 35 every 4 secs 4 sec You form a BloodBond with your party. While bound, you convert 10% of your magic damage into health for yourself and all party members within a 12 block radius.
CombustBlood 20 140 6 sec You boil the blood of your target within 11* blocks, dealing 92* dark damage. If you have BloodUnion 3 or greater, the target will bleed, taking an additional 15* damage every 2 seconds over 8 seconds. Increases BloodUnion by 1. Takes 1.5 seconds to warm up.
Calculations
Range = 9 + (0.1 * 26)
Base Range + (0.1 * INT)
Damage = 50 + (1.625 * 26)
Base Damage + (1.625 * INT)
Bleed = 8.75 + (0.25 * 26)
Base Bleed + (0.25 * INT)
BoilBlood 25 80 10 sec If you have a BloodUnion of at least 3, you boil the blood of up to 6 enemies within 5 blocks, dealing 109* instant damage and an additional 20* damage every 2 seconds over 12 seconds.
Calculations
Damage = 100 + (0.375 * 26)
Base Damage + (0.375 * INT)
Damage over Time = 18 + (0.1 * 26)
Base DoT + (0.1 * INT)
BloodGift 30 110 15 sec You gift an ally (within 10 blocks) with your own blood, restoring 193* to their health at the cost of 85 of your own health. Healing is increased by 4% per level of BloodUnion. This ability cannot be cast on yourself. Takes 1.5 seconds to warm up.
Calculations
Heal = 145 + (2 * 24)
Base Heal + (2 * WIS)
ThickenBlood 35 135 25 sec 60 hp At the cost of 60 of your own health, you thicken the blood of your target (within 7 blocks), draining them of all their stamina for 2* seconds.
Calculations
Duration = 1.75 + (0.032 * 26)
Base Duration + (0.032 * INT)
BloodRitual 40 240 20 sec You perform a Ritual of Blood with your target within 8 blocks, restoring (6.25 per blood union + 0.18 per wisdom point per blood union) percent of your target’s health. Drains all your BloodUnion on use.
StealEssence 45 180 60 sec You steal a beneficial effect from your target within 15 blocks.
Awaken 50 250 3 min 125 hp At the cost of 125 of your own health, you awaken your target from their deathly sleep to the place where they died most recently (if you are within 50 blocks of that place). Takes 7.5 seconds to warm up. Cannot use in combat.
Enlightenment 55 300 10 sec 1 Emerald.png You enlighten your target within 10 blocks, increasing their Wisdom attribute by 15 points for 37.5 minutes (Increases by 30 seconds per level after 55). Takes 7 seconds to warm up.
BloodBeam 60 125 15 sec Surging with blood, you fire off a beam that deals 106 damage to everything in its path.
Calculations
Damage = 80 + (1 * 26)
Base Damage + (1 * INT)

# In addition to the vanilla Minecraft safe fall distance of 3 blocks.


Bloodmage: Armor
Head Grid Leather Cap.png Chain Helmet.png
Chest Grid Leather Tunic.png
Leggings Grid Leather Pants.png
Boots Grid Leather Boots.png
Bloodmage: Weapons (damage in hp)
Item Name Damage* Attack Speed Health Knockback Resistance Luck
Spiked Leather Whip
Leash.png
23 100%
Spiked Leather Whip +1
Leash.png
25 100% 2 1% 1
Spiked Leather Whip +2
Leash.png
27 100% 4 2% 2
Spiked Leather Whip +3
Leash.png
29 100% 6 3% 3
Spiked Leather Whip +4
Leash.png
31 100% 8 4% 4
Spiked Leather Whip +5
Leash.png
33 100% 10 5% 5
Offhand Items
Book Book.png
Paper Paper.png
NOTE on Weapon Damage:
  • The numbers in this table show:
    • Base Damage + Strength modifiers for Melee Weapons
    • Base Damage + Dexterity modifiers for Bows
  • Strength damage modifier is (0.4*STR)
  • Dexterity damage modifier is (0.6*DEX)
  • Weapon damage is also multiplied by (0.035 * Level) against PvE targets. (not shown in this table)
  • More information here on calculating weapon damage.


HEROES Combat Classes
LOST SOUL
WARRIORS Paladin ShadowKnight Dragoon Samurai
ROGUES Ninja Ranger Runeblade Bard
CASTERS Pyromancer Wizard Necromancer Beguiler
SUPPORT Cleric Druid Bloodmage Monk
HEROES Professions
CRAFTER
Alchemist Blacksmith Enchanter Engineer Farmer Merchant Miner Runesmith