Fireblood
Fire, lava and burning hurt you less.
Reference · 01
Actives unlock at tier 3.
2 slots left · switch in for 1 shard
Fire, lava and burning hurt you less.
Every melee hit with your infused weapon sets the target alight:
Loses half a heart a second until the burn ends or water puts it out.
Items you drop into lava or fire are smelted instead of destroyed.
Click to toggle.
While a target you set burning is alight, any damage they take relights the burn to its full length. The burn's own ticks don't count.
OFFHANDCooldown 14s
Sets everyone in the ring on fire. Anyone already burning detonates: +0.25 hearts per second burned, max 8s. Pierces 70% of armour. Ignores Fire Resistance. Line of sight only.
Full-charge hits with your infused weapon can apply a stack:
Freeze: 1.5s, or 2s from a tier-5 attacker. Thawing always leaves 2 stacks. Stacks decay if you stop landing hits.
Stacks on a target
When frozen you cannot move or teleport. Thawing out leaves you at 2 stacks.
OFFHANDCooldown 18s
Ring: press to aim, up to 6 blocks out, and press again to place; the cooldown runs from the aim.
Cancel: CROUCH + OFFHAND, cutting the cooldown to 3s.
Inside: enemies get Slowness IV and +1 Frostbite stack per second.
Full-charge hits with your infused weapon hit harder the lower the target's health:
OFFHANDCooldown 20s
Window: opens on cast.
Stacks: every full-charge hit with your infused weapon adds a stack against that player and deals +20% damage for every stack you already hold on them.
Wipe: a player's melee hit clears your stacks on every target.
A burst of Speed for 1.75s whenever you deal or take player damage. Every hit refreshes it.
OFFHAND
Hook: grapples whatever it hits, up to 15 blocks away.
Zip: on hit you are pulled toward the hook, then released with the momentum.
Charges: 2 / 3 / 3, no cooldown. Melee hits on players earn them back; kills refill.
Impact: bonus damage on your first melee hit within 1s of release.
A metal layer that absorbs damage from other players before your hearts.
Refill: the timer starts when your plating first takes damage, runs even in combat, and restores all of it at once.
OFFHANDCooldown 18s
Leash: throw a chain. On hit the anchor holds them: free inside the radius, reeled back when they cross it.
Exposed: leashed enemies take extra damage from every player, and cannot pearl or fly out.
Break: they break out by hitting the anchor.
Wounded: melee hits below 50% health deal bonus damage, from zero at 50% to the maximum at 1 HP:
Burst: from tier 4, a player or mob hit while below 50% bursts 3 hearts in 4 blocks, once every 180s.
OFFHANDCooldown 20s
Zone: decay spreads outward from your feet along the ground, then lingers where it spread.
Inside: enemies take 3 damage a second, ignoring armour, and heal 60% slower.
Sticks: leaving keeps a 25-60% heal cut, deeper the longer they stood in it, for 3-7.5s.
Gain: melee hits with your infused weapon on a player bank blood, as do hits you take from one.
Bank: holds 100, empties on death.
Mark: past 40 you are marked, and the mark grows with the bank. At full you glow dark red through walls.
OFFHANDCooldown 16s
Blast: an instant burst around you that pierces 70% of armour and empties the Blood Meter.
Damage: grows with the blood banked; it needs 10 blood to fire, hits lightly at a low bank, and peaks at 100.
Reach: grows with blood too, from 3.2 to 5 blocks.
CROUCH + OFFHANDCooldown 20s
Channel: turn blood into hearts, 1.2 hearts per 10 blood, draining 20 blood/s.
Rooted: hits never interrupt, but each skips a tick of healing.
Stop: press again, or OFFHAND to burst what's left. Always stops at 1 blood.
Bleed, wither, poison and Rot stop at half a heart instead of killing you.
Your footsteps and landings make no sound to anyone, at any range. Breaking and placing blocks can be heard only within 4 blocks.
OFFHANDCooldown 16s
Beam: press to charge, press again to fire a sonic beam where you look. It goes through walls. The longer the charge, the bigger the hit.
Hit: pierces 45% of armour and deafens for 3s. Cancel with CROUCH + OFFHAND for a 3s cooldown.
CROUCH + OFFHANDCooldown 20s
Reveals enemies through walls. They glow, with their health shown to you and your allies for 4s. Their sounds are dampened while lit. You glow too.
Static: every 4th full swing discharges.
Discharge: adds time to their running relic cooldowns, max half of each.
Grapple: loses 12.5% of a charge, never below a whole one. Static fades after 5s without a hit.
Inside your own storm you move and attack faster.
OFFHANDCooldown 20s
Storm: calls a storm where you look, up to 16 blocks away.
Rumble: enemies under it are slowed, and the slow lasts through the Downpour.
Downpour: strikes land more and more often.
Crash: one big bolt in the centre.
Size and timing
Damage in hearts
In water: Dolphin's Grace, Water Breathing, extra Depth Strider and harder hits. Your own Maelstrom counts.
Store: part of the damage players deal you goes into a pool.
Reclaim: full swings on a player turn some of it back into health.
Drain: the pool ebbs away after 3s without a hit taken or landed.
Reclaim
OFFHANDCooldown 18s
Whirlpool: opens around you and stays where it opened. It closes in slowly. The cooldown starts once it closes.
Pull: tugs enemies toward the centre, harder the closer in they are. They can still walk out.
Air: drains faster the longer they stay and the closer in they are. Out of air, they start to drown.
Spin: enemies within 2.5 blocks of you take extra damage.
Size and time
Damage every 0.5s
Pocket: a few slots kept in the void, open anywhere.
Open: right-click your relic, in your inventory or in hand. Infused: CROUCH + OFFHAND. Or click this tile. Click an item to move it in or out. Works in combat too. It spills with your items on death. Never your relic or a legendary.
Unseen: hostile mobs notice you from only 50% of the usual distance. Mobs already after you keep on. Players are not affected.
Vanish: killing a player hides you from everyone else. You stay on the tab list. Attacking, casting or taking damage ends it.
OFFHANDCooldown 16s
Throw: a void mass drifts forward. Press again to collapse it. At full range it collapses itself.
Field: it opens on the ground below and strikes 3 times. Enemies can walk out between strikes.
Alone: one enemy inside takes the most. The more inside, the less each takes. Allies never count. The cooldown starts when it ends.
Range and field size
Hearts per strike
Ability sandbox

01 · FireFlashover
0.00 s