Forge SMP

EIGHT ELEMENTS

Relics

Every player carries one relic. Pick an element to see exactly what it does, then use the tier control to see how it grows.

Blood

Tier

Blood Meter

RESOURCE

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.

  • Tier 3+2 blood per hit
  • Tier 4++3 blood per hit

Blood Surge

ACTIVE

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.

  • Tier 30.9-4 hearts
  • Tier 41.1-4.5 hearts
  • Tier 51.2-5 hearts

Heal Channel

ACTIVE

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.

Clotting

PASSIVE

Bleed, wither, poison and Rot stop at half a heart instead of killing you.

The Forge

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.

The Legendaries

  • 01Sealed
  • 02Sealed
  • 03Sealed
  • 04Sealed
  • 05Sealed
  • 06Sealed
  • 07Sealed
  • 08Sealed