Hemomancer Sigil

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The Hemomancer Sigil is a relic in Schism. The associated god for this relic is Magic, and it may be granted as a relic reward every 3 favor levels.

This relic triggers its own REGEN whenever the player takes take 10 damage total. This regen is based on the player's own regen, but much weaker, granting 5 MP after enough damage has been taken. However, each point in WIS will increase this regen by 1. After triggering, the Hemomancer Sigil has a cooldown of 1 second before it can activate again. This can greatly increase the amount of MP available to the player during the run, as taking damage is a very common occurence.

Synergies & Interactions

+ Positive, = Neutral, - Negative
! Game Break

Relics

  • ! Guard Psy: Hemomancer Sigil will trigger after Guard Psy's temp shield blocks damage. Requires a minimum of 4 INT, 5 WIS or a combination of both to reach pseudo-immortality. If the player takes more than 10 damage at a time and/or in quick succesion, more INT and WIS will be required to generate enough temp shield to offset this damage.
  • ! Healer Sigil: The restored MP can be used to recover HP regardless of the active relic being used. With high enough INT and WIS, this can create an infinite loop of damage and healing, potentially granting pseudo-immortality.
  • ! Hydra Scale: The regen triggered by Hemomancer Sigil will also trigger the HP recovery from Hydra Scale. Obtaining multiple copies of Hydra Scale can grant pseudo-immortality, as long as the player does not take more than 10 damage at a time, and there is at least a 1 second delay between instances of damage.
  • ! Mutate Psy + Hydra Scale / Healer Sigil: When combined with passive relics that provide pseudo-immortality with Hemomancer Sigil, the player can repeatedly take self-damage in rooms to use Mutate Psy, which can provide extra VIT, INT and WIS, which in turn dynamically raise HP, max MP and REGEN as combat continues. This can cause an infinite loop where the player can increase their FAI and LCK forever and gain comical amounts of faith and drops after the combat room is cleared. This is easier to accomplish with relics such as Chaos Sigil and Invoker Sigil, but these are not necessary to complete the loop.
  • ! Mutate Psy + Hydra Scale / Healer Sigil + 'Bright Side of the Sun' Record / Explosive weapons: Same as above, but the temporary stats can now be scaled upwards outside of combat with explosive self-damage. These infinite stats can be used to freely farm blood donation machines, blood sacrifices machines and more for incredible amounts of resources.
  • + Blood Ritual: MP is restored as the player takes self-damage from Blood Ritual, partially or even fully circumventing the MP cost with enough WIS. Make sure you are activating Blood Ritual in 1 second intervals or more, or Hemomancer Sigil will not activate.
  • + 'Bright Side of the Sun' Record: Self-damage from explosions will trigger Hemomancer Sigil's regen, even outside of combat. The player can freely take self-damage at any time to regenerate MP when needed.
  • + Crowley Kris: Damage taken from missing shots will contribute to the Hemomancer Sigil counter.
  • + Dark Pact: MP is restored as the player rolls for self-damage from Dark Pact, partially or even fully circumventing the MP cost with enough WIS. Make sure you are activating Dark Pact in 1 second intervals or more, or Hemomancer Sigil will not activate.
  • + Dissociation: Attempts to spread out damage taken over time, and as such, going over the Hemomancer Sigil's 10 damage limit becomes increasingly less likely as INT and WIS go up.
  • + Drain Psy: The restored MP can be used to fire additional health draining projectiles, increasing returns on HP gained back.
  • + Equivalent Exchange: The damage taken from converting HP to MP will contribute to the Hemomancer Sigil counter. This recurring loop can easily overflow past your max MP cap, so make sure to invest in extra INT to store all of it.
  • + Eternalism Scripture: The restored MP can be used to reach the requirement to revive a lot faster.
  • + Invoker Wand: The restored MP will give the Invoker Wand more ammunition to buff attacks with.
  • + Life Psy: Significantly easier to heal back lost life. Requires a minimum of 13 INT, 15 WIS, or a combination of both to reach pseudo-immortality. If the player takes more than 10 damage at a time and/or in quick succession, more INT and WIS will be required to heal back the damage fully.
  • + Mutate Psy: The Mutate Psy and Hemomancer Sigil relics alone can provide extra HP, MP and REGEN on demand as the player takes damage, as long as the Mutate Psy selects these stats to receive temporary points.
  • + Scholar's Mask: Lost HP will provide both MP and bonus INT, powering up most active relics and enabling their usage more frequently.
  • + Shield Psy: Easier to restore lost shield as MP is regenerated. Requires a minimum of 25 INT, 10 WIS, or a combination of both to reach pseudo-immortality. If the player takes more than 10 damage at a time and/or in quick succession, more INT and WIS will be required to recover shield fully.
  • = Hypochondria Psy: No effect. Technically, no damage is being taken, which means that the Hemomancer Sigil will never have its 10 damage requirement satisfied.
  • = Occult Wand: The restored MP will prevent the Occult Wand from granting extra ATK more frequently.

Weapons

  • + Heartbreak: Damage taken from missing shots will contribute to the Hemomancer Sigil counter.

Gods

  • ! Pain God + Guard Psy / Healer Sigil / Hydra Scale / Life Psy / Shield Psy: As long as the relics listed are scaled enough such that infinite damage can be taken without dying, the player can farm for infinite faith and XP by taking self-damage. This can grant all Pain God relics, including many copies of Armor Plating, and many level ups, although this method can be very time consuming.
  • + Pain God: The Pain God and Hemomancer Sigil by themselves can provide extra benefit apart from faith and XP, by also restoring MP simultaneously whenever the player takes damage.
  • + Steel God: The armor can be used to freely regenerate MP every room without reducing HP, as long as the player does not accidentally destroy all of their armor in the process.
  • = Magic God: The Magic God's bonus max MP and regen can help with Hemomancer Sigil by allowing the player to store more MP, and also increasing the MP restored whenever the relic takes effect. Additionally, the Magic God's associated relics can synergize further with the Hemomancer Sigil, potentially leading to game breaks. However, max HP is also reduced, so the player must be careful and make sure that they do not take too much damage per room.
  • = Suffering God: Regenerated MP can decrease faith gain after clearing rooms, but this is somewhat offset as the relic encourages the player to lose HP to restore MP anyways.
  • - Time God: Taking self-damage to deliberately activate Hemomancer Sigil in combat rooms can consume some time to do. The Time God gains less faith as the Reward Timer ticks down, so this discourages self-damage strategies. Additionally, enemies become much more dangerous after time runs out, which is also detrimental to the Hemomancer Sigil.

Misc

  • + Armor: Things that grant armor, such as Shield Chunk or worshipping the Shield God, can allow the player to regen MP for armor damage every room. Since armor typically regenerates after room clear, this effectively grants free regen rounds with careful planning.
  • + Explosive weapons: Self-damage from explosions will trigger Hemomancer Sigil's regen, even outside of combat. The player can freely take self-damage at any time to regenerate MP when needed.

Tips

  • The Hemomancer Sigil is the one of the best relics in Schism to break the game with, only beaten by Base Reality. It is extremely likely that the player will achieve pseudo-immortality when healing items such as Life Psy or Hydra Scale are found.
  • Furthermore, pseudo-immortality itself can be used to gain extra resources, such as faith from Dark Pact, and bonus ATK from Blood Ritual.
  • You can try to purposefully take damage in combat rooms to activate the Hemomancer Sigil. Similarly, you can take self-damage from explosive weapons to trigger regen as well.
  • The amount of regen you receive when enough damage has been taken is directly correlated to your WIS stat. Try to raise your WIS to increase the amount of MP you get per trigger.
  • Hemomancer Sigil's regen also affects diseases that have a set amount of regen rounds before they disappear. Each instance of regen due to damage received will also reduce the lifetime of inflicted diseases.

Notes

  • The Hemomancer Sigil always triggers when enough damage has been taken, regardless of whether the damage has reduced the player's actual health, shields, temp shields etc.
  • Damage taken is stored as a value and is erased when the total damage reaches 10. This means that any damage over 10 at once will not contribute to the next instance of Hemomancer Sigil triggering.
  • Hemomancer Sigil also cannot trigger more than once per second. There is a minimum amount of time of 1 second to wait between activations.
  • The Life Psy and Shield Psy synergies listed above are not marked as 'game breaks' because of their very high stat requirements for reaching pseudo-immortality. With such high stats, a victory is near guaranteed regardless.

Trivia

  • The name 'Hemomancer Sigil' is a reference to a type of magic called hemomancy, which can be described as the act of manipulating blood and using it to perform blood magic, or simply using blood to fuel any kind of magic instead. The Hemomancer Sigil's effects resemble that of the latter.

Gallery

Update history

December 18th, 2023 (Update 0.1.1):

-fixed freeze with hemomancer sigil and bad blood debuff (thanks pnok)

January 29th, 2024 (Update 0.1.6):

-Hemomancer Sigil now only procs after taking 10 damage

February 5th, 2024 (Update 0.1.7):

-fixed crash with Bad Blood status effect and Hemomancer Sigil (thanks rayna)

February 19th, 2024 (Update 0.1.9):

-relic Hemomancer Sigil regen reduced