Blood Mage
Pays for spells with his own blood. The closer to death, the harder he hits.
Unlock the Blood Mage in the shop for 800 orbs.
Base stats
| Health | 120 |
|---|---|
| Armor | 0 |
| Move speed | 5.43 |
| Health regen / s | 0 |
| Mana | 100 |
| Mana regen / s | 1 |
| Critical chance | 8% |
| Pickup range | 3 |
| Damage multiplier | ×1.12 |
At a glance
- 120 health, no armor or regeneration
- Spells cost health, not mana
- Blood orbs from kills heal and grant Blood
- Less health = more damage (up to +50%)
- Below 25% health, spells are free
- Weapon: Blood Whip
- Ultimate: Blood Moon
Starting weapon:
Blood Whip
Ultimates
Pick one of the two before a run, on the class card.
Blood Moon
A wave of blood damages everything around and heals 20% health. For 6 s spells cost nothing, recharge 2× faster, healing is 50% stronger, and blood rain falls on enemies.
Available from the start.
Hemorrhage
Brands enemies in a large circle: for 4 s they bleed, and their blood heals you. Branded enemies that die explode; at the end, everyone explodes.
Unlock this ultimate with the achievement Blood Mage: Second Ultimate: Survive 8 minutes as Blood Mage on any map. Unlocks ultimate: Hemorrhage.
Class weapons and skills
Class passives
Blood Chalice (defense)
Clotting (defense)
Bat Cloak (defense)
Eye of the Moon (support)
Blood Tithe (support)
Book of Blood (support)
Evolutions for this class
| Weapon | Passive | Evolution | Super-evolution |
|---|---|---|---|
| Thorn Whip | – | ||
| Crown of Spikes | – | ||
| Leech Queen | – | ||
| Heart in Thorns | – | ||
| Hemokinesis | – | ||
| Eternal Brand | – | ||
| Tentacle Nest | – | ||
| Bloodshed | – | ||
| Comet Rain | – |
Talent tree
Talents are bought with points earned by playing the class. The trunk is open to every path; past the trunk you commit to one of the three paths.
Trunk
Open to every path.
| Tier | Talent | Effect | Ranks | Cost |
|---|---|---|---|---|
| 1 | +5% health per level. | 3 | 1 | |
| 1 | +4% damage per level. | 3 | 1 |
Sacrifice
Pay more blood: spells hit harder, and blood returns as Blood.
| Tier | Talent | Effect | Ranks | Cost |
|---|---|---|---|---|
| 1 | Spells cost 50% more health, but +12% damage and 2× more Blood from payment. | 1 | 1 | |
| 2 | Every payment in health: for 3 s +10% damage per level. | 2 | 1 | |
| 3 | Every 10 health paid: a blood burst around you that damages and returns 5 health. | 1 | 2 | |
| 4 | Every spell paid for in health drives blood spikes into a nearby enemy. At full Blood, double. | 1 | 3 |
Agony
A dance on the edge: the closer to death, the deadlier.
| Tier | Talent | Effect | Ranks | Cost |
|---|---|---|---|---|
| 1 | Berserk +25% (up to +85% damage at zero health), but −10% health. | 1 | 1 | |
| 2 | Spells are free already below 31% / 37% health (instead of 25%). | 2 | 1 | |
| 3 | When spells are free: −20% cooldown, +12% speed and +3 armor. | 1 | 2 | |
| 4 | A blow that would kill you leaves you at 1 health: 2 s of invulnerability and a blood wave. Once per 60 s. | 1 | 3 |
Lifeblood
Blood returns to you: from the whip, leeches and orbs.
| Tier | Talent | Effect | Ranks | Cost |
|---|---|---|---|---|
| 1 | +30% healing from blood (whip, leech, orbs), but −8% damage. | 1 | 1 | |
| 2 | +2% vampirism per level. | 2 | 1 | |
| 3 | Each slain enemy has a +8% chance to leave a blood orb. | 1 | 2 | |
| 4 | Healing beyond full health turns into Blood (2 per point), and blood heals 20% stronger. | 1 | 3 |