Bloodwarden

A blood mage who pays in flesh and heals through slaughter
"The blood god does not ask for prayer. He asks for payment. Every spell you cast is a tithe — and the battlefield is his altar."
Healer / DPS Blood (0–20) Max Level 80

Starting Stats

Health 90 +8/lvl
Intelligence 14 +2/lvl
Constitution 12 +1.5/lvl
Spirit 10 +1/lvl
Strength 8

Class Info

Primary Stats INT, CON
Resource Blood (max 20)
Blood Regen Auto-attack & kills
Global Cooldown 1.5s
Auto-Attack Bloodletting Strike
Base XP 1,000

☠ Blood Threshold

The Bloodwarden draws power from combat, accumulating Blood stacks through auto-attacks and kills. Blood does not decay — it is spent deliberately or banked for power.

When the Bloodwarden reaches 20 Blood (maximum), their next ability that would normally cost health is cast for free. All 20 stacks are consumed. The caster gains Blood Surge — a 3-second visual state granting a 3% maximum health self-heal on the free cast.

This threshold does not trigger automatically — the Bloodwarden must choose when to spend it. The brighter the pool, the more power the next cast carries.

Starting Equipment

  • Newbie Boots
  • Tattered Ritual Robes
  • Newbie Pants
  • Sacrificial Dagger

Ability Progression

Auto-Attack
Bloodletting Strike
Melee • Physical • Automatic • Lifesteal
Free Range: 3m
Strike your target for weapon damage, healing yourself for 15% of damage dealt and generating +1 Blood.
Effect 1 — Damage
Physical Damage — 100% weapon damage. Can crit. Can be avoided.
Effect 2 — Lifesteal
Self Heal15% of damage dealt. Fires a full heal event (shows in combat log and floating text).
Effect 3 — Blood Generation
Increase Stat+1 Blood per hit. Caps at 20.
Internal ID
1.core_foundation.ability.bw_bloodletting_strike
Passive (Auto-granted)
💀
Bloodletting
Passive • OnKill • Permanent Buff
Passive Self
When you kill an enemy, generate +3 Blood. The blood god demands tribute — you profit.
Effect — OnKill Proc
Permanent Buff (OnKill) — On kill, triggers:
+3 Blood granted to self.
Proc chance: 100%. No ICD.
Note
Hidden from spellbook. Always active. Does not appear in the buff bar.
Internal ID
1.core_foundation.ability.bw_bloodletting
Level 1 — Starting Ability
Essence Harvest
Spell • Shadow • Single Enemy • DoT + Self HoT
1.5% Max Health 7s Cooldown Range: 30m 1.5s Cast
Carve into your enemy's essence, inflicting a bleed for 200% of the life spent over 5 seconds. Heal yourself for 100% of the total damage dealt by the bleed.
Effect 1 — Bleed DoT
Shadow Damage over Time200% of health spent total, dealt over 5.0s (1 tick/sec, 5 ticks).
Applies Essence Bleed debuff. Can crit.
Effect 2 — Self Heal
Self Heal — Heals for 100% of total bleed damage dealt (addPercentOfDamageDone). Accumulates across all ticks.
Upgrade
Replaced by Essence Harvest II at level 6.
Internal ID
1.core_foundation.ability.bw_essence_harvest
Level 2
🛡
Hemosphere
Spell • Shield • Single Ally • AoE on Break
2.5% Max Health 10s Cooldown Range: 30m Instant
Encase an ally in a blood sphere, absorbing 300% of the life spent in damage. When the shield breaks, it detonates — dealing its remaining value to nearby enemies and healing the target and yourself.
Effect 1 — Absorb Shield
Shield — Absorbs 300% of health spent (addPercentOfResourceSpent).
Applied to target ally (or self if no target). Duration: 30s or until broken.
On Shatter — Effect 2
AoE Damage — Deals 100% of absorbed amount to nearby enemies (8m radius around target).
On Shatter — Effect 3
Heal Target — Heals the shielded target for 50% of shatter damage.
On Shatter — Effect 4
Heal Caster — Heals the Bloodwarden for 25% of shatter damage (fires only if cast on an ally).
Internal ID
1.core_foundation.ability.bw_hemosphere
Level 3
Blood Cleave
Attack • Shadow • Cone AoE • Dual-Target
0.5% Max Health 4s Cooldown Range: 5m • Cone: 55° Instant
Sweep a cone of bloody force, damaging all enemies in front of you. Allies caught in the same swing are healed for 100% of damage dealt. Each enemy hit grants +1 Blood.
Effect 1 — Enemy Damage (Cone)
Shadow Damage (EnemiesInArea)Base value + STR/INT scaling to all enemies in 55° cone. Can crit. Can be avoided.
Effect 2 — Ally Heal (Cone)
Heal (AlliesInArea) — Heals all allies in the same cone for 100% of total damage dealt (addPercentOfDamageDone).
Effect 3 — Blood per Hit
Increase Stat+1 Blood per enemy struck. Fires once per EnemiesInArea target.
Internal ID
1.core_foundation.ability.bw_blood_cleave
Level 5
Sanguination
Spell • Shadow • Ground Target • Persistent Zone
Free 15s Cooldown Range: 30m • Radius: 10m Instant
Consecrate a patch of ground as a Blood Sigil. The sigil damages enemies within it every 3 seconds. When an enemy dies inside the sigil, you gain +5 Blood and allies receive a pulse of healing.
Zone — Tick Damage (every 3s)
Shadow Damage (EnemiesInArea) — Damages all enemies inside the sigil radius. Duration: 8s. Tick interval: 3s.
Zone — OnKill
Blood & Ally Heal — When an enemy dies in the zone: grants +5 Blood to caster + heal pulse to all allies in zone.
Upgrade
Replaced by Sanguination II at level 8.
Internal ID
1.core_foundation.ability.bw_sanguination
Level 6
Upgrades Essence Harvest
Essence Harvest II
Spell • Shadow • Single Enemy • DoT + Self HoT + OnKill
1.5% Max Health 7s Cooldown Range: 30m 1.5s Cast
Your Essence Harvest deepens. The bleed still deals 200% of life spent over 5 seconds and heals you for 100% of damage dealt — but now, if the target dies while bleeding, you gain +5 Blood.
All Base Effects
Identical to Essence Harvest (bleed DoT + self HoT). Replaces Essence Harvest in the spellbook at level 6.
New — OnKill Proc
Blood Grant (OnKill) — If the bleeding target dies, grant +5 Blood to the caster. Proc chance: 100%. No ICD.
Internal ID
1.core_foundation.ability.bw_essence_harvest_ii
Level 8
Upgrades Sanguination
Sanguination II
Spell • Shadow • Ground Target • Persistent Zone • Ally Regen
Free 15s Cooldown Range: 30m • Radius: 10m Instant
The Blood Sigil now nurtures as well as destroys. Allies standing within the sigil regenerate 1% maximum health every 3 seconds in addition to all previous effects.
All Base Effects
Identical to Sanguination (enemy tick damage, OnKill Blood + ally heal pulse). Replaces Sanguination at level 8.
New — Ally Tick Heal
Ally Heal (every 3s) — All allies inside the zone regen 1% max HP per tick (zoneAllyTickEffects, isPercentage: true, value: 1).
Internal ID
1.core_foundation.ability.bw_sanguination_ii
Level 10
💀
Bloodright Devotion
Spell • Self-Buff • Long Duration • OnHeal Echo
4% Max Health No Cooldown (1 charge) Self 1.5s Cast
Bind yourself in devotion to the blood god. For 60 minutes, every time you heal another, there is a 20% chance to echo that healing — sending 50% of the amount healed to the closest wounded ally.
Effect — Long Buff
Self Buff — Applies Bloodright Devotion for 3600s.
Stack behavior: RefreshOnly.
Proc — OnHeal Echo
Heal (ClosestFriendly) — Trigger: OnHeal. Chance: 20%. ICD: 2.0s.
Sends 50% of amount healed to the closest injured ally (players prioritized over pets).
Text reads: "50% of amount healed" (not "damage dealt").
Note
Casting costs 4% of your own maximum health. The 60-minute duration means one cast per session is the intent. No cooldown — re-cast to refresh if you die.
Internal ID
1.core_foundation.ability.bw_bloodright_devotion

They do not heal from a place of mercy. They heal because the blood god requires sacrifice,
and a dead ally spills less blood than a living enemy.

Stand in the red. Let them come. The sigil will feed.