Upon dealing damage to an opponent, increases CRIT Rate by 816%. A CRIT hit removes all existing stacks. Rainslasher: 42 (510) Elemental Mastery 36 (165) Bane of Storm and Tide Increases DMG against opponents affected by Hydro or Electro by 2036%. Prototype Archaic: 44 (565) ATK 6% (27.6%) Crush. Tides of Blood can be recast at any time within its duration. If Vladimir finishes charging or is interrupted, he automatically initiates the recast. Recast: Vladimir unleashes a nova of 15 blood bolts, each of which collide with the first enemy they hit, dealing them magic damage that is increased based on how long Tides of Blood was charged.
Blood | |
---|---|
General | |
Group | Character Stats > Critical |
Impacted By | Injury, Regeneration Medical Treatment |
Modified By | Energy, Water, Medical Treatment |
Affects | Health Regeneration, Shock |
Indicated By | HUD, Animations, Visual Effects |
Stat Range | |
Maximum Value | 5,000 |
Minimum Value | 0 |
Starting Value | 5,000 |
Effects | |
Unconsciousness | 2,500 - 3,000 |
Death | Less than 2,500 |
Recovery | |
High | ~60 per min. |
Normal | ~30 per min. |
Low | ~15 per min. |
Saline Bag IV | +2 per sec. |
Blood Bag IV | +500 (Instant) |
In DayZ Standalone the Blood stat is a representation of the amount of Blood in your character's body. The amount of Blood a character has is approximately the same as a person in real life with an average adult having between 4,500 mL - 5,500 mL of blood in their body. And, like in life, lose enough of it and your character will die. Along with Health, this is a critical stat to manage.
While loss of Blood from injury isn't quite as frequent as Health and the amount of Blood that can be lost is higher, blood loss overtime from bleeding can quickly stack up. Losing enough Blood can also cause a character to fall unconscious until their wounds are treated.
Blood will naturally regenerate over time, but requires the player to be fed and hydrated. There are also medical treatments that can be performed to recover Blood, but even those aren't without risk.
- 2Blood Type
- 3Losing Blood
Overview[edit | edit source]
Blood | ||||
---|---|---|---|---|
Range | UI Indicator | Blood Amount | Effects | |
Maximum | 5,000 | 4,501 - 5,000 | None | |
4,001 - 4,500 | slightly gray | |||
Minimum | 0 | 3,501 - 4,000 | even more gray | |
3,001 - 3,500 | very gray | |||
Starting | 5,000 | 2,501 - 3,000 | ~5.9 Shock Damage/second Until Unconscious | |
0 - 2,500 | Death |
Blood, a core stat in DayZ Standalone, is second only to Health in terms of importance. Representing the amount of blood in a character's body, losing too much Blood can result in unconsciousness or even death.
All Survivors start with 5000 Blood, the maximum that can be had, and lose Blood from injury. While a small amount of Blood is initially lost when a character suffers certain injuries, the primary method of blood loss is bleeding from wounds sustained when a character is injured. Although individual wounds typically do not result in much blood loss, multiple wounds, with varying degrees of severity, can occur in moderate to severe injuries resulting in a high amount of blood loss very quickly.
Blood is a unique stat in a few of ways. First, the effects of blood loss don't happen when it gets close or drops to its minimum value of 0. Instead, the serious effects of blood loss begin to occur around 3,000 Blood, wherein a survivor will begin to take Shock damage until they either fall unconscious or regain enough Blood. Second, Blood is one of only two stats, the other being Health, that cause death to occur when it falls below a specific value. With Blood, a character only needs to lose ~2,500 Blood for death to occur. Finally, Blood is unique in that every character has a blood type, which is randomly determined when the character is first spawned. A character's blood type is unique to that character and does not transfer when a new character is spawned.
As long as a Survivor remains moderately fed and hydrated, they will regenerate lost Blood automatically. While the natural recovery process is faster than it is with Health, the larger amount of Blood a character has makes the recovery time approximately the same. Unlike Health, there are medical treatments a character can receive to increase recovery speed, via Saline Bag IV, or even instant restore lost Blood, via Blood Bag IV. Caution is advised, however, as an improper Blood Transfusion can result in the Hemolytic Reaction.
Blood Type[edit | edit source]
A blood type is a classification of blood, based on the presence and absence of antibodies and inherited antigenic substances on the surface of red blood cells. In DayZ Standalone every character is randomly given a specific blood type on character creation. This blood type is unique to that character, does not transfer when a new character is spawned and is not carried over to other characters created on separate hives. A character's blood type affects their ability to donate or receive blood transfusions.
Getting Blood Type[edit | edit source]
A character's blood type can be determined by using a Blood Testing Kit. The kit can be used either on yourself or another Survivor. Once complete, the character's blood type will be permanently displayed in the HUD along the upper-right corner of the Blood icon.
Donating Blood[edit | edit source]
Survivors can donate their Blood to be used in Transfusions for other injured Survivors. Using a Blood Bag Kit on yourself or another Survivor will, by default, fill the Blood Bag Kit with 500 mL of that character's Blood. The donor will immediately lose 500 Blood, so caution is advised. As of 1.0, the action of collecting Blood with a Blood Bag Kit is continuous. Meaning, the action will continue until you stop or move, the donor moves or the blood bag fills up. Stopping before it completely fills will result in a partially filled blood bag (with the amount dependent on how long the action was performed). Additionally, collecting Blood is affected by the Soft Skills system. Survivors with a high level of Precision are able to collect more without the donor losing as much (e.g. a Survivor with a high level of Precision is able to fill up the 500 mL blood bag with the donator only losing 450 Blood instead of the normal 500 Blood).
Transfusions[edit | edit source]
Once a Blood Bag Kit has been filled, it will need to be combined with an IV Start Kit to make a Blood Bag IV. The Blood Bag IV can then be used to perform a blood transfusion on an injured Survivor, instantly restoring '500 Blood. In order to perform a successful blood transfusion, the donor's blood type must be compatible with the recipient's. It's imperative to check blood type compatibility before performing a blood transfusion, as transfusion with incompatible blood type will result in the often fatal Hemolytic Reaction.
As with collecting blood, performing a transfusion is a continuous action. Meaning, the action will continue until you stop or move, the recipient moves or the blood bag is emptied. Transfusions are also subject to the Soft Skills system. Survivors with a high level of Precision are able to transfuse the recipient with more blood per mL from a Blood Bag IV. (e.g. a Survivor with a high level of Precision is able to transfuse 550 Blood from a 500 mL blood bag instead of the normal 500 Blood).
Blood Compatibility[edit | edit source]
Possible blood types and their associated compatibility can be found on the table below.
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Example 1:
There are THREE people in the group.
The blood types are as follows .. O- A+ and B-
The people with A+ and B- where beaten up by zombies and require blood (Recipients).
The O- person is healthy and willing to donate blood (Donor).
He is compatible with both A+ and B- people (Recipients).
Example 2:
There are THREE people in the group.
The blood types are as follows .. O+ A+ and B-
Max Tides Of Blood Dmg Ep
The people with A+ and B- where beaten up by zombies and require blood (Recipients).
The O+ person is healthy and willing to donate blood (Donor).
He is compatible A+ person ONLY (Recipient).
The B- will require a B- or O- person to donate blood to them.
Losing Blood[edit | edit source]
In most situations where a Survivor has been injured Health tends to be the immediate concern as the instant damage received is much greater. Loss of blood not forgotten bleeding multiple wounds quickly add up, etc.
Bleeding[edit | edit source]
See Also: Bleeding
The most common method of losing Blood is Bleeding from wounds received during an injury. While a character is bleeding, they lose a certain amount of Blood per second until the wound is bandaged or clots on its own. How much Blood is lost depends on the severity and location of the wound. Characters can also sustain multiple wounds with each wound causing additional blood loss. In the event a Survivor receives multiple wounds, each one will have to be bandaged to completely stop the bleeding.
Characters can be wounded anywhere on their body with the location of the wound largely affecting the amount of Blood lost from bleeding. Typically, wounds to the hands or feet will cause less blood loss than wounds to the arms and legs, which themselves cause less blood loss than wounds to the head and torso.
Wound Severity | Locations | Blood Loss* per minute | Total Blood Loss |
---|---|---|---|
Minor | Hands, Feet | 36 | 180 |
Moderate | Arms, Legs | 216 | 1080 |
Severe | Torso, Head | 360 | 1800 |
Clot Time: ~5 minutes |
*Values are approximate averages and depend on several other factors
Injury[edit | edit source]
Occasionally Blood can be lost from an Injury itself. Though not nearly as common as bleeding and often in small amounts, Blood loss from injury occurs instantly as it does with Health. It should be noted that Blood damage is seperate from bleeding and injuries that cause Blood damage can also cause a Survivor to begin bleeding as well. Below are the two most common injuries that cause Blood damage and their associated average damage.
Injury | Blood Loss* |
---|---|
Stab Wound | 100 |
Gunshot Wound | 100 |
*Values are approximate averages and depend on several other factors
Chemical Poisoning[edit | edit source]
Main Article: Chemical Poisoning
Chemical Poisoning | |
---|---|
Stat | Loss |
Water | 50 |
Blood | 5 |
Max Tides Of Blood Dmg Build
*Values are approximate averages and depend on several other factors
Chemical Poisoning is caused from the consumption or forced consumption of Disinfectant, Gasoline or Alcohol Tincture.
Hemolytic Reaction[edit | edit source]
Main Article: Hemolytic Reaction
See Also: Blood Type
Hemolytic Reaction | ||
---|---|---|
Stat | Loss | Total |
Blood | 8 | 1000 |
*Values are approximate averages and depend on several other factors
Survivors suffer from a Hemolytic Reaction if they are given a blood transfusion with an incompatible blood type.
Treatment & Recovery[edit | edit source]
Blood Regen* per second | Water | Energy |
---|---|---|
N/A | < 300 | Any |
0.075 | 300 - 599 | 200 - 399 |
0.150 | 300 - 599 | 600+ |
0.150 | 600+ | 200-399 |
0.300 | 600+ | 600+ |
*Values are approximate and depend on several factors
Sentient Sword | |
---|---|
Mod | Blood Magic |
Type | Weapon |
Properties | |
Damage | Varies |
Speed | 1.6 |
The Sentient Sword is a weapon added by Blood Magic for Minecraft 1.8.9 and above. It is used to collect Raw Will. This Raw Will is automatically added to the top left most Raw Will Tartaric Gem in the player's inventory. If all available Raw Will Gems are full, mobs will drop Demonic Will. It is capable of being enchanted. It can also be repaired by using a Demon Will Crystal in the Anvil.
Statistics[edit | edit source]
Its attributes change depending on Will amount and type stored in all Tartaric Gems in a player's inventory with the highest amount of one type taking precedence. If the highest will amount is tied, the priority is (in descending order): Default, Steadfast, Vengeful, Destructive, Corrosive. The Sentient Sword upon crafting it deals 4 () points of damage and has 1.6 attack speed, changing to at least 6 () points of damage after first use. The properties are based on tiers of will, which also increase Raw Will drop on kill and drain per swing.
Will required for each Tier
Tier 0 | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 | Tier 7 |
0 | 16 | 60 | 200 | 400 | 1000 | 2000 | 4000 |
At tier 5, dropping the sword on the ground will consume 100 will and spawn a Sentient Specter. This specter is an animated version of the Sentient Sword and it will follow you around. It can be picked up by shift right clicking or killing it. If wounded, it will spend some time to heal outside of battle. The specter will attack anything you fight - whether you attack or are attacked - except for creepers. Note this also applies to players. Enchantments are retained through this method, and the sword will not lose durability in battle this way.
Sentient Sword(Raw Will) Dna and reproductive technologiesmr. macs page.
Tier 0 | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 | Tier 7 | |
Damage | 6 | 7 | 7.5 | 8 | 8.5 | 9 | 9.5 | 10 |
Attack Speed | 1.6 | 1.6 | 1.6 | 1.6 | 1.6 | 1.6 | 1.6 | 1.6 |
Steadfast Sentient Sword
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 | Tier 7 | |
Damage | 6 | 6.5 | 7 | 7.5 | 8 | 8.25 | 8.5 |
Attack Speed | 1.6 | 1.6 | 1.6 | 1.6 | 1.6 | 1.6 | 1.6 |
Absorption Time(sec) | 10 | 15 | 20 | 25 | 30 | 35 | 40 |
Note: Each trigger of absorption grants a temporary half heart, stacking to 5 temporary hearts. Time is renewed for each trigger, and at expiration of absorption up to two temporary hearts will be removed. The remaining temporary hearts will persist until damaged, but will still only stack to 5 temporary hearts with additional triggers.
Vengeful Sentient Sword
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 | Tier 7 | |
Damage | 6 | 6.5 | 7 | 7.5 | 8 | 8.25 | 8.5 |
Attack Speed | 1.9 | 2 | 2.2 | 2.3 | 2.4 | 2.4 | 2.5 |
Movement Speed | +5% | +10% | +15% | +20% | +25% | +30% | +40% |
Destructive Sentient Sword
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 | Tier 7 | |
Damage | 7.5 | 8.25 | 9 | 9.75 | 10.5 | 11.25 | 12 |
Attack Speed | 1.4 | 1.3 | 1.2 | 1.1 | 1 | 1 | 1 |
Corrosive Sentient Sword
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 | Tier 7 | |
Damage | 7 | 7.5 | 8 | 8.5 | 9 | 9.5 | 10 |
Attack Speed | 1.6 | 1.6 | 1.6 | 1.6 | 1.6 | 1.6 | 1.6 |
Poison level | 1 | 1 | 1 | 2 | 2 | 2 | 2 |
Poison Time(sec) | 1.25 | 2.5 | 3 | 4 | 5 | 6 | 7.5 |
Recipe[edit | edit source]
v·d·eBlood Magic |
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