Fireblood
PASSIVEFire, lava and burning hurt you less.
- Tier 0-150% less fire damage
- Tier 2+Fire Resistance
EIGHT ELEMENTS
Every player carries one relic. Pick an element to see exactly what it does, then use the tier control to see how it grows.
Fire, lava and burning hurt you less.
Every melee hit with your infused weapon sets the target alight:
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.
Items you drop into lava or fire are smelted instead of destroyed.
Click to toggle.
OFFHANDCooldown 14s
One press: everyone in the ring is set ablaze, and anyone already burning detonates. Detonation damage grows +0.25 hearts per second they'd burned, up to 8s, and pierces 70% of armour and Fire Resistance.
A burning target loses half a heart a second until the burn runs out or water douses it.
Relit: any damage they take resets the burn to its full length.
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.
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.
When frozen you cannot move or teleport. Thawing out leaves you at 2 stacks.
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 1.5s 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, 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, taking any hit below 50% detonates a burst around you for 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 25% to 80% slower the longer they stand in it.
Sticks: the reduction follows them out, fading over 4-10s.
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; 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.
The Forge is the system that creates legendaries. Every one of the eight legendary items enters the season through it, and nowhere else.
A forged legendary is carried, not stored. The slots below track each one, showing whether it has been forged, who holds it, and whether it has been dropped back into the world.
Each legendary is revealed in its own time. Until then, its slot stays sealed.