Blood Mages: Difference between revisions

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::''-If one has just barely enough balance to swing their bloodblade, it will take 1 ranks worth of training in Balthus per 5 ranks of training in bloodblade to maintain that 'just barely being able to swing'.   
::''-If one has just barely enough balance to swing their bloodblade, it will take 1 ranks worth of training in Balthus per 5 ranks of training in bloodblade to maintain that 'just barely being able to swing'.   
::''-If someone trains no regia and a lot of bloodblade they will end up swinging about once every 4 seconds.
::''-If someone trains no regia and a lot of bloodblade they will end up swinging about once every 4 seconds.
::''-Rough math has put the bloodblade, while at 20% health, at 4-5 ranks worth of stats gained per rank in bloodblade.  This increases to 6-7.5 ranks worth of stats per rank while at a single point of health.  Also, at a single point of health, it is likely that the blade gives 3.5-4 darkus worth of damage a rank <small>(which is roughly 2-2.5 ranks worth of stats.  When training darkus as a trainer, only 60% of the training goes to increasing damage, the rest is balance and balance regeneration).</small>
::''-Rough math has put the bloodblade, while at 20% health, at 4-5 ranks worth of stats gained per rank in bloodblade.  This increases to 6-7.5 ranks worth of stats per rank while at a 1% health.  Also, at a 1% health, it is likely that the blade gives 3.5-4 darkus worth of damage a rank <small>(which is roughly 2-2.5 ranks worth of stats.  When training darkus as a trainer, only 60% of the training goes to increasing damage, the rest is balance and balance regeneration).</small>
::''-Each time the bloodblade drains health, the wielder loses balance equal to a small percentage of their max balance.  This can have a noticeable impact on bloodmage builds that train a lot of bloodblade and/or balance.  A build with 1000 bloodblade and 850 trained balance will effectively lose a mysterious 150-200 regia from this quirk.
::''-Each time the bloodblade drains health, the wielder loses balance equal to a small percentage of their max balance.  This can have a noticeable impact on bloodmage builds that train a lot of bloodblade and/or balance.  A build with 1000 bloodblade and 850 trained balance will effectively lose a mysterious 150-200 regia from this quirk.
::''-As a rough benchmark, including racial troilus, it requires about 50% of a mage's histia in troilus to have the bloodblade health drain peter off at around 20% health; it requires about 10% of a mage's histia in troilus to have the bloodblade health drain peter off around 10%.  A mage can train away most their 16-50 racial troilus by training anemia to end up with the health drain petering off around 1-2%.
::''-As a rough benchmark, including racial troilus, it requires about 50% of a mage's histia in troilus to have the bloodblade health drain peter off at around 20% health; it requires about 10% of a mage's histia in troilus to have the bloodblade health drain peter off around 10%.  A mage can train away most their 16-50 racial troilus by training anemia to end up with the health drain petering off around 1-2%.

Revision as of 12:16, 1 October 2024

A small word of advice

Bloodmage in an incredibly fun and powerful subclass. However clicking a bloodmage is entirely different from clicking a regular fighter or lesser subclass. It is advised to first click another subclass, or learn the ropes as a fighter and then consider the class. It is an undoubtedly great class as an alt, but, without due consideration, it can be dicey as a primary character.

To become a bloodmage means one gains access to many dark and immensely strong powers, ones that become even stronger as the mage becomes even weaker. But, there is a cost, one loses the ability to generate spirit well on their own. A bloodmage will be dependent on the blood of fallen creatures in order to recover the ability to use their powers.

How to become a Bloodmage

  1. Become a third circle Fighter
  2. Qualify for the Bloodlade
  3. Become proficient with the Bloodblade
  4. Gain insight into blood magic

Qualifying for the Bloodblade

In order to qualify for the bloodblade, you must practice fighting on low health. You should occasionally get the following message:

• You experiment with a new fighting style.


When you’ve qualified for the bloodblade (or Gossamer, or Fell blade) you will get the following message:

• You discover an important combat technique.


When you’ve qualified for the bloodblade you can acquire one from Nacerus (located in the savannah maha den) in exchange for a moonstone and a dagger.

Nacerus says, “I see you have mastered the skill needed to perform elementary bloodmagic.”

Nacerus says, “I can fashion you a weapon which will allow you to use bloodmagic in combat.”

Nacerus asks, “<name>, will you provide me a moonstone and a dagger?”

Becoming proficient with the Bloodblade

Once you have qualified for and purchased a bloodblade, you can begin training by using the /use /practice command. You will gain ranks in it whether you have it equipped or not. You can use the /use /reflect to see how proficient you are with the bloodblade. When you equip your bloodblade it will drain your health and you will gain Atkus/Darkus according to the amount of trained bloodmage ranks and the level of your health.

Gaining Insight into Bloodmagic

The most common way to gain insight is to use your Bloodblade, fight on low health and kill undine. Undine hut in NE field is a perfect location to gain insight.

When you have trained a significant amount of bloodblade ranks (around 60–80) you gain entry to the Nacerean Order (located in the Savannah Maha Den) and the ability absorb creatures for the bloodpool. The bloodpool is located in w town under the cemetery and in the Savannah cave. The bloodpool will hunger for a certain creature, if you absorb it and bring it to the bloodpool you will gain insight into the bloodpool.

• You learn from your brief foray into butchery. <Completing the drag-a-creature quest for Vaun Gutturt (needs confirmation)>

• You gain insight into the nature of your bloodblade. <Using you bloodblade>

• You learn about the nature of life and death from the passing of the <undine monster>. <Killing undine>

• You gain insight from fighting on the edge of death. <Fighting on low health>

• You learn from working with the blood of the <blood dropping monster such as a T’rool>. <Collecting blood>

• You gain insight into the nature of the bloodpool. <Feeding the bloodpool>

You will need at least 80 bloodblade ranks to become a Bloodmage.

Becoming a Bloodmage

Once you meet all the requirements Haima Myrtillus will officially indulge you into the order.

Bloodmage items

Bloodblade

The bloodblade is known for its ability to give an increasing amount of raw power as its wielder becomes increasingly damaged. These fluidly accessible stats can allow a person to tag and deal useful amounts of damage even in areas that are normally well beyond an exile of their rank count. One does not have to be a bloodmage to use a bloodblade, a few crafty rangers are known to train in it. But, to be a bloodmage means that one must be committed to fighting with the bloodblade.
Acquisition: Anyone who has qualified for the bloodblade can speak to Naserus (in the central portion of the bloodmage sanctuary, accessible by going through the Savannah) to create their very own bloodblade. The crafting requires a dagger and a moonstone.
Effect: The bloodblade is a mainhand weapon that, without any training, gives a fair amount of atkus and darkus. Anyone wielding a bloodblade will suffer constant wounds and pains, their health will quickly drain. The blade will damage the wielder drastically more the higher their percent health is. The blade will damage the wielder mildly more the higher their total health is. With an infused bloodblade (and 500+ histia and no trained troilus) this damage will peter off leaving the wielder around 5-10% health, never, on its own, killing the user. The bloodblade is also the focus for most of a bloodmage's secret arts.
Training: Training in bloodblade causes wielding a bloodblade to grant a plethora of additional stats. Each rank gives a lot of atkus, a huge amount of darkus, a moderate amount of balance, and a moderate amount of regia. The weaker in health a bloodblade user is, the more effective ones training in bloodblade is. If a bloodblade wielder is severely wounded, if they are at, say, 1% health instead 25% health, the gained stats from training in the blade are roughly doubled. Each attack with a bloodblade consumes a small amount of spirit per rank in bloodblade, if one does not have the required spirit, the attack receives no benefit from bloodblade training.
Infused Bloodblade: When becoming a bloodmage the exile's bloodblade becomes infused, an infused blade is required for a bloodmage to use all of the weapon's secret abilities. The change will also cause the blade to drain notably less health and allow its wielder to absorb up to 6 creatures to feed to the bloodpool. Anyone can wield an infused bloodblade. A bloodmage should always wield an infused bloodblade. All references to a bloodblade in this document will be referring to an infused bloodblade unless specifically stated otherwise.
Non-Infused Bloodblade: When questing to become a bloodmage or if dabbling with the arts of bloodmagic as a hobby, at some point one will be able to make their own bloodblade. This is a non-infused bloodblade. It will drain enough health to eventually likely kill you, each swing will also consume a sizeable amount of spirit. When you die you will quickly lose all spirit. A non-bloodmage bloodblader may get more use out of a non-infused bloodblade since it gives a different combination of atkus/darkus/balthus/regia and a different percent increase in stats when weak (most notably, it gives more regia when low on health).
Spoilers of nitty gritty:
-If one has just barely enough balance to swing their bloodblade, it will take 1 ranks worth of training in Balthus per 5 ranks of training in bloodblade to maintain that 'just barely being able to swing'.
-If someone trains no regia and a lot of bloodblade they will end up swinging about once every 4 seconds.
-Rough math has put the bloodblade, while at 20% health, at 4-5 ranks worth of stats gained per rank in bloodblade. This increases to 6-7.5 ranks worth of stats per rank while at a 1% health. Also, at a 1% health, it is likely that the blade gives 3.5-4 darkus worth of damage a rank (which is roughly 2-2.5 ranks worth of stats. When training darkus as a trainer, only 60% of the training goes to increasing damage, the rest is balance and balance regeneration).
-Each time the bloodblade drains health, the wielder loses balance equal to a small percentage of their max balance. This can have a noticeable impact on bloodmage builds that train a lot of bloodblade and/or balance. A build with 1000 bloodblade and 850 trained balance will effectively lose a mysterious 150-200 regia from this quirk.
-As a rough benchmark, including racial troilus, it requires about 50% of a mage's histia in troilus to have the bloodblade health drain peter off at around 20% health; it requires about 10% of a mage's histia in troilus to have the bloodblade health drain peter off around 10%. A mage can train away most their 16-50 racial troilus by training anemia to end up with the health drain petering off around 1-2%.
-While a bloodblade wielder has less than roughly 2 bloodblade attacks worth of spirit remaining, they will receive bonus spirit regeneration based on the amount of health they bleed from the bloodblade. At 5% health their bleeding will regenerate about 1 crato worth of spirit every 100 seconds. At 50% health they will regenerate about 1 crato worth of spirit every 2 seconds.
-You do not gain any defense by training in bloodblade. Having more current balance gives an exile more defense, but the bloodblade subtracts defense from its user equal to the defense the balance its training gives. This means while at 100% balance with a bloodblade equipped, no matter your ranks in bloodblade, your defense will be the same as if you were wielding no weapon. But while at 0% balance with a bloodblade equipped you will be at less defense than if you had 0 balance with no weapon equipped; with a fair amount of training in the bloodblade this will likely result in reducing your total defense below 0. Source

Bloodstone Ring

A shining red ring that grants only a slight effect to those not committed to the dark arts, attaining and wearing one is key for those committed to the path of bloodmagic.
Acquisition: The Bloodstone Ring can be bought for 3000c from Sargasti Avantis in the southern portion of the bloodmage sanctuary.
Effect: Everyone, regardless of profession and training can use the bloodstone ring to block healing at desired health. Anyone wearing a bloodstone ring can gain a small benifit from Unrastin training. A bloodmage wearing the ring can use Poshum training to feign dead. All 3 abilities are explained more in full in the Bloodstone Ring Abilities section.

Bloodshroud

Acquisition: The Bloodshroud can be purchased by bloodmages from Bl'kouk in the northern portion of the bloodmage sanctuary for 6,660c.
Effect: Style. And easy cleaning.

Bloodmagic

Blood

Spirit is a very touchy element of being a bloodmage. Considering your spirit usage and recovery is a very important part of most every bloodmage build.
Spirit Regen: All of the bloodmage's special abilities, and even bloodblade attacks, consume spirit. But Bloodmages do not regenerate spirit on their own very well, nor do they have any trainer that can aide them in this. To recover, the bloodmage's unique spiritual resource is, well, blood. All critter that have been hit by a bloodblade or inferno explosion will drop blood droplets when they die. These blood droplets are the primary way a bloodmage recovers their spirit.
What this means is that all bloodmages on a hunt share their spirit regeneration. It contributes to 3 main things
1. A lot manners around blood droplets
2. A vague limit on how many ranks in bloodmagic a mage can get
3. Not a lot of bloodmages
Spiritual limitations: When it comes to ranks in blood magic, gaining 100 ranks in any (or all) bloodmagic skills is extremely practical and sustainable. Getting 250 ranks in any specific skill will likely cause a bit of restraint when grouping with other bloodmages, and restraint if you are hunting creatures you only dispatch. Getting 400 ranks in any specific skill will require strong rationing of your own skills when hunting with other mages, potentially a bit of rationing even as the only bloodmage in a hunt, and large amounts of rationing when hunting in areas where you do not routinely vanquish/kill foes. Some mages have been known to train as much as 500 or 750 ranks in a single blood magic, but, they are weirdos and oddballs.
Note: When a creature dies, the total amount of spirit in its blood droplets is equal to the amount of blood in Bloodblade swings to kill it plus a complex formula that incorporates how much of a vanquish the critter was and how strong it was in general. Generally creatures that are slaughters net very little blood.

Bloodblade Abilities

Debuffs

All of the bloodmage debuffs have their strength improved by training in either Disabla or Cryptus. Both trainers currently do the same thing and pool their ranks.

Disable
A bit of a niche ability, but sometimes worth using even with only 50-100 ranks.
Effect: Activating this causes the next attack to consume spirit in order to cause a disabling wound that will lower the target's defense.
Training: Each rank in Disabla/Cryptus increases the reduction to defense and the spirit cost of the skill.
Note: not only can this help exiles hit evasive targets, but Rangers and Champions both may have atkus conservation on their swings (they only use as much atkus as it takes to hit) so they can swing more frequently against disabled critters.
Cripple
A bit of a niche ability only really useful with 200+ ranks.
Effect: Activating this causes the next attack to consume spirit in order to cause a crippling wound that will lower the target's ability to hit and its balance regeneration.
Training: Each rank in Disabla/Cryptus increases the reduction to atkus, reduction to balance regeneration, and the spirit cost of the skill.
Note: with enough training this balance regeneration reduction can be greater than many creature's balance regeneration. Being stuck without any balance means a creature cannot attack. They also will be notably easier to hit.
Hamstring
A bloodmage staple. Reducing movespeed is strong.
Effect: Activating this causes the next attack to consume spirit in order to cause a mobility-related wound that will lower the target's ability to move around and mildly effect its balance regeneration.
Training: Each rank in Disabla/Cryptus increases the reduction to movement speed, reduction to balance regeneration, and the spirit cost of the skill.
Note: the movement speed debuff stops getting much of any benefit somewhere between 100 to 150 ranks.

Damaging Abilities

Control Mode
This tends to be the more group friendly way of attacking. It gives time for others to tag (and so gain xp) even if the wielder has a lot of training in bloodblade. Keep in mind that the bleed will still end up doing, potentially, a lot of darkus worth of damage.
Effect: Toggling this will cause all damage from the bloodblade to be dealt instead as damage-over-time (DoT), similar to hemo. The attacks will consume less blood than a normal bloodblade attack will.
Training: The damage is based off of Bloodblade damage. Aneurus will further increase the damage done by this DoT.
Hemo
A bloodmage staple. The highest raw damage ability a bloodmage can train.
Effect: Activating this will cause the next successful bloodblade attack to deal an additional hemorrhagic wound. The creature unfortunate enough to be hit by the attack will suffer an extra large amount of damage over time (DoT).
Training: Each rank in Aneurus increases the spirit cost of the ability and adds a large amount of damage to the DoT. The damage of the hemorrhagic wound is further increased by how low your current health is when you make the attack, much like the bloodblade itself.
Inferno
A bit of a nuanced art. The skill has high potential against grouped creatures and in bursting low/medium health creatures, but if not used intelligently it will consume a lot of spirit for very little gains.
Effect: Activating this will cause the next successful bloodblade attack to deal a non-varying amount of damage. The attack will deal an average of your usual damage, plus a moderate amount extra based on training in Dantus. If the attack kills the target, extra spirit will be consumed to cause the target to explode in a rain of blood which damages any nearby enemies. If an enemy exploding kills another enemy, that newly killed enemy will also explode damaging enemies around it. This chaining of explosions can get silly in certain situations.
Note: If an inferno attack causes a creature to explode, the amount of damage done to the surrounding creatures is equal to roughly half of the health the creature had left plus roughly half of the bonus damage Dantus training added to the attack (i.e. killing a creature that had 10 histia left will do 5 histia worth of damage to the surrounding creatures plus an additional amount based on Dantus training).
Training: Each rank in Dantus increases the spirit cost of the ability, adds a moderate amount of damage to the inferno-enhanced bloodblade attack, and roughly half that damage to any resulting explosion(s). The bonus damage Dantus adds to the attack is further increased by how low your current health is when you make the attack, much like the bloodblade itself. If the bloodmage has only trained a little Dantus, the explosion will not deal that 'half of the health' in aoe damage. It is currently assumed the first 50?-150? ranks increase the % explosion damage as well, culminating in that 'half of the health' in aoe damage.
Note: If you have completed training with Unrastin, preparing the inferno will also indicate any nearby creatures you are sure to slay with the inferno blow.

Bloodstone Ring Abilities

Healing Blocking
In order to maintain an ideal ratio of durability to murder ability, bloodblade wielders commonly use this ring to limit how high their health can get. The bloodblade gives an immense amount of stats while at as low a percent of health as feasible to fight with, this ring is key in making that possible. It allows a mage to start a fight and remain during a fight at a threateningly low amount of health.
Effect: When setup the bloodstone ring will prevent its wearer from receiving healing when the wearer is at or above a defined percent health.
Commands:
* To set the max health percent at 40% use the command: /useitem bloodstonering /set 40%
* To turn the heal blocking off/on use the command: /useitem bloodstonering /off or /useitem bloodstonering /on
Note: Natural troilus and large bursts of healing may still take an exile past the set amount.
Feigning
A bloodmage's bread and butter when it comes to survivability. A lot of impossible to survive situations can be, well, survived, through this secret art.
Effect: When you feign you will appear fallen to the enemies around you so they won’t attack you, even if they run into your body. There will be a short delay between pressing the command though and actually feigning. During this delay you will lie down and most of your balance will be gone, leaving you vulnerable to being attacked. Also if you attempt to maintain the feign too long you will start to lose control over your life-force causing your spirit to quickly drain from your body. If this happens and you run out of spirit, you will be dead, for realsies.
Beware, although feigning causes creatures to not attack you, stray rocks and lighting can still hurt you. If you sustain enough damage from these sources in order to have killed you if you didn’t feign, you will be dead, for realsies.
Training: Each rank in Posuhm will at first decrease the time it takes to feign, then, after 50~ ranks, it will only increase how long you can feign.
Commands:
* To feign dead use the command: /useitem bloodstonering /dead
* To get up from a feign one must either say their magic word (default is "Nacreus") or unequip their Bloodstone Ring.
Spoilers
As you feign, right as you transition to playing dead there will be a single frame where you are invulnerable to damage. If timed correctly you can feign, a creature will swing at you, this invulnerability will block the attack.
In the past it was possible for a creature swinging at you as you feigned to hit your body after you successfully feigned dead. This caused you to not only die, but be very hard to resurrect. The window for creatures to hit your feigned body in that situation does not seem to exist anymore.
Feigning dead while not at full balance will cause the users balance to drain. This can be troublesome for low regia bloodmages and so for those mages it is extra worth considering getting a shieldstone. It can provide survivability while also allowing balance to regenerate.
Feign cost does not seem to increase with rank, or, if it does increase, the increase is so little it is hard to mathematically take note of.
Unrastin
Unrastin teaches a mage how to unlock the true potential of the bloodstone ring.
Effect: When fully trained the exile will begin to see a marker around the highest health nearby enemy. Also if the exile is a bloodmage and has trained a handful of Dantus, whenever they prepare an inferno attack a marker will appear over any nearby enemy that the inferno-swing will kill.
Training: Caps at 12 ranks. No effect until all 12 ranks are trained.

Bloodmage trainers

Core trainers

These trainers give raw stats to a bloodmage.

Anemia
Extremely efficient if you don't care for troilus. If a bloodmage trains too much of this they can end up with negative health regeneration, which can be fatal.
Effect: trains a mix of Histia, Regia, and negative Troilus.
Stedfustus
Mildly high slaughter so debatable if worth using this trainer over a combination of histia/angilsa/troilus.
Effect: trains a mix of Histia, Regia, and Troilus.
Spoiler: If one wishes to train troilus, as a benchmark, it takes roughly half a mage's histia in troilus for the bloodblade self harm to peters off at 20% health. Few mages go so far though.
Crato
A necessary trainer. It is common for mages to have 50-200
Effect: Increases the amount of blood you can store (spirit pool). Identical to Spleisha and Splash.

Ability trainers

These trainers increase the power of the abilities of a bloodmage.

For more info about the effects of the abilities, go to the Bloodmagic section.

Aneurus
Effect: Increases the cost of hemo and adds a large amount of damage to hemo.
Cryptus and Disabla
Effect: Increases the cost and effect of all 3 debuffs.
Note: The reason there are two separate trainers is that there used to be only 2 debuffs; cripple and disable. Those were trained individually. When hamstring was added they were grouped up.
Dantus
Effect: Increases the cost of inferno, adds a moderate amount of damage to the inferno-enhanced bloodblade attack, and a moderate amount of damage to any resulting explosion(s).
Posuhm
Effect: At first decreases the time it takes to feign, then, after 50~ ranks, it will only increase how long you can feign.
Unrastin
Effect: A capped trainer that unlocks additional effects for the bloodstone ring. No effect until maxed. Upon reaching 12 ranks, it will show sparkles over the highest health nearby foe. If the mage has trained a handful of Dantus and has inferno toggled, it also will show a marker over any creature the inferno-swing will kill.

Other Bloodmage Related NPCs and Features

The central cloister of the bloodmage sanctuary and all of its NPCs/features are accessible by any fighter.

The southern portion of the bloodmage sanctuary and all of its NPCs/features are accessible by any fighter who has qualified for the bloodblade.

The northern portion of the bloodmage sanctuary and all of its NPCs/features are accessible by only bloodmages.

Nacerus

The guardian of the secrets of the bloodblade
Location: in the central cloister of the bloodmage sanctuary. Reachable through the sanctuary or through Savannah.
Conversing will... Upon qualifying for the bloodblade, Nacerus will be willing to craft a bloodblade for anyone who talks to him. He will allow anyone qualified in the blade to go into the southern portion of the bloodmage sanctuary.

Haima Myrtillus

The guardian of the secrets of blood magic
Location: in the southern portion of the bloodmage sanctuary.
Conversing will... Haima will let anyone aspiring to become a bloodmage know just how close they are. She will do this through a set of very cryptic messages.

Sargasti Avantis

A fen who sells rings
Location: in the southern portion of the bloodmage sanctuary.
Conversing will... would you like to buy a bloodstone ring for 3000 coins?":

I'olatron

A very helpful Zo who does a very helpful service.
Location: in the southern portion of the bloodmage sanctuary.
Conversing will... "I can help you re-apply your training in the bloodblade to another discipline".
Anybody who can train the bloodblade, bloodmage or not, can talk to him to untrain 10 ranks of bloodblade training. The ranks will slowly trickle back into who or whatever you are currently training under so it is adviced to speak to who you wish to re-apply your ranks to before speaking to I'olatron.

Bl'kouk

A single minded but stylish disciple of the bloodpool.
Location: Northern portion of the bloodmage sanctuary, to the left of the Blood Altar.
Conversing will... "do you want to buy a bloodshroud shirt for 6660 coins?"

Durin Bloodrunner / Robby Cund / Mourangus Aldim

Caretakers of the bloodpool
Location: (Durin)in the secret bloodmage area in puddleby. (Robby) in the southern portion of the bloodmage sanctuary. (Mourangus) in the northern portion of the bloodmage sanctuary.
Conversing will... Either will gladly tell you just how ajitated the bloodpool currently is. They will also, pluck from your blade all of the creatures you have absorbed and toss them into the bloodpool. The bloodmage will be rewarded with a fair bit of spirit. More spirit if any of the creatures are related to what the bloodpool hungers for, more spirit the beefier the absorbed creatures were.
Note: Talking to either of them will snatch the creatures out of your blade even if you do not wish it, for some strange reason.

The Bloodpool

THE BLOODPOOL
Location: the northernmost part of the northern portion of the bloodmage sanctuary
What is it? Why is it? How is it? Stare into The Bloodpool and its ever shifting crimson tides and you may find answers.... or they may find you........
One of the less tightly held secrets of the blood mage order is that The Bloodpool is the source of the blood based mystical arts. Feeding The Bloodpool is a rather sacred duty of the bloodmage. A duty that no one truly understands the purpose for. Or do we? Nevertheless, the duty will be done. As you shall do it if you become a bloodmage.
Feeding The Bloodpool has the immediate benefit of recovering some of the mage's spirit. More spirit if the creatures fed to the pool are of the species the pool desires, more spirit if the creatures are big and strong. The more spirit a bloodmage recieves, the more satisfied The Bloodpool is with their offering.
The longterm benifit of feeding The Bloodpool are... ... ... .. I'd have to kill you if you I told you.
The pool shows the degree of its displeasure through the following statements.
1. The bloodpool hungers, we must work to fill it.
2. The bloodpool quivers in agitation.
3. The bloodpool feels restless.
4. The bloodpool feels slightly restless, but could use some more life force.

Fast traveling to/from the sanctuary

Location: the secret bloodmage area in Puddleby/northernmost part of the northern portion of the bloodmage sanctuary
To do so...: From within the secret area in Puddleby, walk to the left; from the sanctuary, go as far north as possible. You will be transported to a mystical, ethereal, realm. If you have your bloodblade equipped traveling in any direction will eventually take you to the sanctuary. If you have no bloodblade equipped it will take you to Puddleby.

Bloodmage Altar

Location: that slab of rock in the middle of the northernmost part of the northern portion of the bloodmage sanctuary.
BEWARE It is an altar that binds your soul, much like the one in Puddleby does. If you touch it, you will 'respawn' if you depart at its location. One can touch the altar in Puddleby to reset the location to the altar in Puddleby.

Tips

Combat tips

  1. Unequipping your bloodblade when out of combat can help make even a bloodmage with no troilus start fights around 20-25% health. Unequipping the blade also is less of a drain on healers' radius healing.
  2. Hemo/Inferno deal a lot of damage for the ranks put into them. If a hunt looks like it may wipe, having some spare blood in the tank and ranks in the spank can really turn things around.
  3. Its better to be safe than sorry. When things get messy it is almost always better to be patient and wait for the safe attack than dive in and die for a greedy one. Finding a safe spot near the healers and picking off any problems that jump on them or bounce off the tank is a simple, reliable strategy.
  4. Know your enemies. Keep an eye out which creature has high Histia/Troilus, runs fast, is problematic for allies to hit, throws rocks, etc. so you can stay safe and know which skills are worth using. Hamstring is great for managing problematic creatures. With enough training, cripple can render some low regia creatures unable to attack. Hemo is great for bleeding out durable creatures or destroying annoying ferals. Inferno is great for bursting down weakened problematic creatures or damaging large groups of creatures.
  5. In particular, keep an eye out for ferals. Killing them asap or keeping well away from them is extremely important when it comes to not getting hit.
  6. Get used to how long it takes to feign. Knowing how fast you can feign means you can feel out how far away a creature can be without being a threat to you. As long as there is enough initial distance, feign is very useful for avoiding a critter that suddenly decides to run at you.
  7. Don't stay too close to snell borders, if something you didn't expect crosses the snell you're toast.
  8. Time your swings so you're not close to the creature when it's about to swing next, it might turn your way.
  9. If possible, always move back after you've swung.

Courtesy tips

  1. Sharing [blood] is caring. If there are multiple bloodmages, have manners when taking droplets. If you unsure how another mage is doing on blood, feel free to ask. If you aren't much for verbal communication... each critter drops 3 bits of blood, so if there are 2 mages, take 1 droplets and see how needy the other mage is. If they take both, conserve your blood a bit. If they take 0-1, you can be a bit more free with it. But, if there are 3 mages, each of you gets 1 droplet. Connie will applaud your manners.
  2. Be conscientious about your damage. With how convenient it is to train Bloodblade it is really easy to wake up one day and realize you do preposterous amounts of damage in one swing. BUT other people like to tag creatures as well, so if you kill things too fast they are missing out on xp. Control mode can be your friend. So can be dumping ranks into balance regeneration or Hemo/Inferno. Those things give DPS without necessarily losing friends.
  3. Be kind to healers, even if you are nearly dead and they forget to top you off. Be like a cat staring at its bowl of food. Walk up to them. Stare. Politely meow, err, talk at them till they top you off.
  4. If you train much Disabla, be aware if anyone seems to be struggling to hit. Cripple can really make the difference for fighters that are on the cusp.

Training Tips

  1. Train Rodnus, everyone gets 50 of it. You should too. It increases the effectiveness of healing you receive. Being a bloodmage means you really love the wubs.
  2. Invest in Posuhm early on to get rid of the feign delay.
  3. Train Disabla. 50-100 of it goes a long way. Regularly hamstringing foes keeps fights from getting too chaotic and prevents critters from swinging back at you as often.
  4. Train enough Bloodblade that you can survive a couple swings from local critters while being able to reliably hit them back. Most problems can be solved by training more Bloodblade. The ones that can't can be solved by it can usually be solved by...
  5. Train Hemo or Inferno. It is damage you can toggle on. Large amounts of damage.
  6. Become the local healer's fav. Kill stuff that goes for them, tell them jokes. SCHMOOZE.
  7. Train more Histia. You will be able to take larger bursts of damage before dying.
  8. Convince someone to play a healer and that you are their #1.
  9. Train Regia. You will get some more DPS. You will swing faster, thus increasing the amount of tags you get, thus increasing experience gain. Angilsa is a really, really good trainer for bloodmage.
  10. Indecisively train more BB because it can be freely untrained into other things without any losses.
  11. Make more friends in real life so you can convince them to play Clan Lord so you can convince them to be healers so you can convince them to be your bff.
  12. Train Spirtus, this will moderately increase the effectiveness of all heals on you. It is somewhat common to get 50~ of it, and a bit more as it becomes convenient. ONLY TRAIN IT AFTER RODNUS. ONLY TRAIN IT AFTER YOU ARE SURE YOU LOVE YOUR BUILD. ONLY TRAIN IT AFTER YOU ARE SURE YOU WILL NEVER NEED UNTRAINUS.
  13. Train some Troilus? Some people do it. It's like Spirtus, but is less needy about healers and messy if you decide to untrainus.
  14. Invest in a shieldstone and some Heen. Shieldstoning is much more efficient for bloodmage than for the other sub classes. It can be awkward though because you have to swap rings to use it and it takes like 25-50k coins to get going with them.
  15. Don't be afraid of training mistakes, Untrainus is your friend. Each time you agree to Untrainus he removes 10~% of your existing ranks, bloodmages uniquely don't mind that happening as much as other classes do. You are encouraged to try out weird things to see if they fit you, your playstyle, and your regular hunting groups.

Blood Mage Macros

Blood Mage Macros

Known bugs

  1. DO NOT feign while in the library and then log out. It causes a bug where you will log back in, dead, but not be able to receive healing. You will have to have someone feed you health potions to get revived, or, if that fails, get GM intervention. Either way, unequip and reequip your ring afterwards.
  2. DO NOT feign and then disconnect in general. If you are disconnected for so long that you poof, the same bug as above will happen.