Bloodsmith (1135): Difference between revisions

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(Populated tier info from design proposal document.)
(more spell details including creation process, attunement, charging, activating nouns)
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{{spell
{{spell
| name = Bloodsmith
| name = Bloodsmith
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==== Usage ====
==== Usage ====
:{{boldmono|[[BESEECH]] <NOUN> (HEALTH/STAMINA/MANA)}}
''TBA


=== Tier 4: Sanguine Swap ===
=== Tier 4: Sanguine Swap ===
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==== Usage ====
==== Usage ====
:{{boldmono|[[SPIN]] <NOUN>}} will initiate the transfer of wounds to the bloodstone of your jewelry. {{boldmono|SPIN}} again within 10 minutes to transfer those wounds back to you early.
''TBA

:<span style="color:red">Warning:</span> These wounds will stack with whatever new wounds you may have acquired, and this CAN kill you.


=== Tier 5: Sanguine Sacrifice ===
=== Tier 5: Sanguine Sacrifice ===
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This effect is stronger when triggered by an Empath.
This effect is stronger when triggered by an Empath.

*{{boldmono|[[PROD]] <NOUN>}} to toggle the additional messaging for concussion damage.
*{{boldmono|[[PINCH]] <NOUN>}} to toggle the overflow capability.


== Skill Formula ==
== Skill Formula ==
* [[Level]]: +1 per level
''TBA
* [[Empath Base | Empath Spell Ranks]]: +2 per rank up to level, +1 per rank above level ("up to level" is based on 1x spell training and thus a level 50 empath with 100 ranks will have 52 ranks at +2 and 48 ranks at +1)
* [[Constitution]]: +1 per stat bonus
* [[Influence]]: +1 per stat bonus
* [[Spiritual Mana Control]] & [[Mental Mana Control]]: +0.5 per rank for the higher of SMC/MMC, +0.25 per rank for the lower of SMC/MMC.
** Example: If you have 25 ranks of SMC and 20 ranks of MMC, you'll receive +12 from SMC and +5 from MMC.
* [[Magic Item Use]]: +0.1 per rank (MIU ranks / 10)
* [[Arcane Symbols]]: +0.1 per rank (AS ranks / 10)
* [[Physical Fitness]]: +0.05 per rank (PF ranks / 20)
* [[First Aid]]: +0.05 per rank (FA ranks / 20)
* Being wounded does NOT hinder attempts.
* Being under maximum spirit will hinder attempts. (-10 per missing spirit point)



== Vitality Costs ==
Tier difficulty is calculated at 75 + (tier * 75).
''TBA
{| class="wikitable"
|-
! scope="col" style="background:lightgrey" | Tier
! scope="col" style="background:lightgrey" | Difficulty
! scope="col" style="background:lightgrey" | Bonus Needed for 100%
! scope="col" style="background:lightgrey" | Vitality Required
|- align="center"
| scope="row" role="rowheader"| 1
| 150
| 250
| 50,000
|-
|- align="center"
| scope="row" role="rowheader"| 2
| 225
| 325
| 75,000
|-
|- align="center"
| scope="row" role="rowheader"| 3
| 300
| 400
| 100,000
|-
|- align="center"
| scope="row" role="rowheader"| 4
| 375
| 475
| 125,000
|-
|- align="center"
| scope="row" role="rowheader"| 5
| 450
| 550
| 150,000
|}


== Creation and Upgrade Process ==
== Creation and Upgrade Process ==
The Empath must have a minimum of 50,000 vitality, be able to cast 1135, and be holding '''a mottled chunk of raw bloodstone''' in the right hand and '''a blood-flecked botanical tincture''' in the left hand. Both of these items can be purchased at [[Empath Guild | empath guild alchemy shops]] located in various towns. Note: You MUST be a member of the Empath guild to even see what's for sale, ORDER will not work unless you are an active guild member.
''TBA

#{{boldmono|PREP 1135}} and {{boldmono|CAST}} at the bloodstone to start. This will also give you a sense of how successful you will be.
#{{boldmono|PREP 1135}} and {{boldmono|CHANNEL}} at the bloodstone to make an attempt at creating a piece of Bloodstone Jewelry.

Your first successful {{boldmono|CHANNEL}} will create a tier 1 bloodstone pendant. At this point, before the pendant is worn, it can be {{boldmono|FLIP}}ped to change the worn location. Changing the worn location also changes the base description to something suitable for that location. The jewelry cannot be altered by a merchant before it has had its worn location locked in, which happens when it is worn.

Upon first {{boldmono|WEAR}}, the worn location is locked in and can no longer be changed. At this point, the jewelry can be altered by a merchant.

Subsequent successful service applications to a battle standard will upgrade the tier, up to a maximum of 5, and require botanical tincture charges equal to the tier being attempted. Botanical tinctures can be bundled beforehand for more charges/doses.

You can utilize the {{boldmono|[[RESOURCE]]}} verb for a numerical readout of your weekly and total vitality, as well as how much you have {{boldmono|SUFFUSE}}d.


== Attunement ==
== Attunement ==
When '''worn''' or '''used''', Bloodstone Jewelry becomes attuned for 30 days. It will renew its bond when used, or when worn again after the bond has expired.
''TBA


== Charges ==
== Charges ==
Fresh Bloodstone Jewelry has 100 of 100 charges. If all charges are drained, it will stop working. Charges are drained in a somewhat random manner similar to [[Enhancive item]]s.
''TBA

Charges will not drain from an empath's bloodstone jewelry if they were the last one to upgrade it.

Bloodstone Jewelry can be recharged by an empath at a cost of 1000 vitality per missing charge, and they must have enough vitality available to fully charge the jewelry in order to be successful. To recharge, the empath must {{boldmono|PREPARE 1135}} and {{boldmono|EVOKE}} at the jewelry with it in their right hand.


== Analyze ==
== Analyze ==

Revision as of 15:45, 5 July 2025

Bloodsmith (1135)
Mnemonic [BLOODSMITH]
Duration Permanent
Utility Magic - Skill Enhancement  
Subtype Enhancement 
Skill Enhancement Health/Mana/Stamina & Special 
Components Sold at the Empath Guild 
Availability Created Jewelry 
Empath Base Spells
Harm (1101) Attack
Heal (1101) Healing
Limb Repair (1102) Healing
System Repair (1103) Healing
Head Repair (1104) Healing
Organ Repair (1105) Healing
Bone Shatter (1106) Attack
Adrenal Surge (1107) Utility
Empathy (1108) Attack
Empathic Focus (1109) Defensive
Empathic Assault (1110) Attack
Limb Scar Repair (1111) Healing
System Scar Repair (1112) Healing
Head Scar Repair (1113) Healing
Organ Scar Repair (1114) Healing
Wither (1115) Attack
Rapid Healing (1116) Healing
Empathic Link (1117) Attack
Herb Production (1118) Utility
Strength of Will (1119) Defensive
Sympathy (1120) Attack
Troll's Blood (1125) Healing
Intensity (1130) Defensive
Bloodsmith (1135) Utility
Solace (1140) Healing
Regeneration (1150) Healing

Bloodsmith allows an Empath to create and recharge Bloodstone Jewelry using their vitality as a resource. This jewelry has tiered benefits that can be further unlocked, including enhancing maximums and recovery rates of health, mana, and stamina, temporarily 'storing' wounds to relieve the wearer of their penalties, and applying additional damage and Major Bleed to enemies in combat.

Bloodstone Jewelry

Tier 1: Altered State

Passive, grants enhancive attributes of +20 max health, +10 max mana, and +5 max stamina per tier. Maximum benefit of +100 max health, +50 max mana, and +25 max stamina at T5.

Tier 2: Augmented Recovery

Passive, grants enhancive attributes of +4 health, +2 mana, and +1 stamina recovery per tier. Maximum benefit of +20 health recovery, +10 mana recovery, and +5 stamina recovery at T5.

Tier 3: Vivacity

Activated ability to regain 20% of health, 10% of stamina, or 5% of mana every 2 seconds for 10 seconds. This equates to regaining 100% of health, 50% of stamina and 25% of mana over 10 seconds. Each resource has a separate 60 minute cooldown and can be activated while incapacitated (except roundtime or unconscious). Cooldown is reduced by 15 minutes at T4 and 30 minutes at T5 (making the final cooldown 30 minutes).

Usage

BESEECH <NOUN> (HEALTH/STAMINA/MANA)

Tier 4: Sanguine Swap

Activated ability to store all existing wounds into the bloodstone for 10 minutes, after which, the wounds automatically reappear (even persisting through death). Can be activated again to end the effect early. 30 minute cooldown.

Usage

SPIN <NOUN> will initiate the transfer of wounds to the bloodstone of your jewelry. SPIN again within 10 minutes to transfer those wounds back to you early.
Warning: These wounds will stack with whatever new wounds you may have acquired, and this CAN kill you.

Tier 5: Sanguine Sacrifice

Passive, the wearer's attacks deal an additional amount of concussion damage (~2d5 / 2). After storing 50 health from targets that can bleed, the next attack overflows into the target and causes Major Bleed.

This effect is stronger when triggered by an Empath.

  • PROD <NOUN> to toggle the additional messaging for concussion damage.
  • PINCH <NOUN> to toggle the overflow capability.

Skill Formula

  • Level: +1 per level
  • Empath Spell Ranks: +2 per rank up to level, +1 per rank above level ("up to level" is based on 1x spell training and thus a level 50 empath with 100 ranks will have 52 ranks at +2 and 48 ranks at +1)
  • Constitution: +1 per stat bonus
  • Influence: +1 per stat bonus
  • Spiritual Mana Control & Mental Mana Control: +0.5 per rank for the higher of SMC/MMC, +0.25 per rank for the lower of SMC/MMC.
    • Example: If you have 25 ranks of SMC and 20 ranks of MMC, you'll receive +12 from SMC and +5 from MMC.
  • Magic Item Use: +0.1 per rank (MIU ranks / 10)
  • Arcane Symbols: +0.1 per rank (AS ranks / 10)
  • Physical Fitness: +0.05 per rank (PF ranks / 20)
  • First Aid: +0.05 per rank (FA ranks / 20)
  • Being wounded does NOT hinder attempts.
  • Being under maximum spirit will hinder attempts. (-10 per missing spirit point)


Tier difficulty is calculated at 75 + (tier * 75).

Tier Difficulty Bonus Needed for 100% Vitality Required
1 150 250 50,000
2 225 325 75,000
3 300 400 100,000
4 375 475 125,000
5 450 550 150,000

Creation and Upgrade Process

The Empath must have a minimum of 50,000 vitality, be able to cast 1135, and be holding a mottled chunk of raw bloodstone in the right hand and a blood-flecked botanical tincture in the left hand. Both of these items can be purchased at empath guild alchemy shops located in various towns. Note: You MUST be a member of the Empath guild to even see what's for sale, ORDER will not work unless you are an active guild member.

  1. PREP 1135 and CAST at the bloodstone to start. This will also give you a sense of how successful you will be.
  2. PREP 1135 and CHANNEL at the bloodstone to make an attempt at creating a piece of Bloodstone Jewelry.

Your first successful CHANNEL will create a tier 1 bloodstone pendant. At this point, before the pendant is worn, it can be FLIPped to change the worn location. Changing the worn location also changes the base description to something suitable for that location. The jewelry cannot be altered by a merchant before it has had its worn location locked in, which happens when it is worn.

Upon first WEAR, the worn location is locked in and can no longer be changed. At this point, the jewelry can be altered by a merchant.

Subsequent successful service applications to a battle standard will upgrade the tier, up to a maximum of 5, and require botanical tincture charges equal to the tier being attempted. Botanical tinctures can be bundled beforehand for more charges/doses.

You can utilize the RESOURCE verb for a numerical readout of your weekly and total vitality, as well as how much you have SUFFUSEd.

Attunement

When worn or used, Bloodstone Jewelry becomes attuned for 30 days. It will renew its bond when used, or when worn again after the bond has expired.

Charges

Fresh Bloodstone Jewelry has 100 of 100 charges. If all charges are drained, it will stop working. Charges are drained in a somewhat random manner similar to Enhancive items.

Charges will not drain from an empath's bloodstone jewelry if they were the last one to upgrade it.

Bloodstone Jewelry can be recharged by an empath at a cost of 1000 vitality per missing charge, and they must have enough vitality available to fully charge the jewelry in order to be successful. To recharge, the empath must PREPARE 1135 and EVOKE at the jewelry with it in their right hand.

Analyze

TBA

Messaging

TBA

Resources