Blood Pact: Difference between revisions
(Created page with "Category:Guides {{tocright}} Each Avatar has a set of ''Blood Pacts'' exclusive to that Avatar while summoned. They are triggered by the Summoner at the cost of his or her MP. These include damaging and/or debilitating physical abilities (a few of which may be Skillchained), Elemental Magic (which may be Magic Bursted), or valuable support abilities not found elsewhere. The Blood Pact ability has a 60 sec. recast timer which can be shortened...") |
m (fixed status effect links) |
||
Line 494: | Line 494: | ||
| bgcolor="#e3e6ff" align="center" |Restoring | | bgcolor="#e3e6ff" align="center" |Restoring | ||
| bgcolor="#e3e6ff" align="left" |<!-- Description -->Leviathan heals some of the party members' hit points by (47 + level x 3) and cures them of status ailments.<br> | | bgcolor="#e3e6ff" align="left" |<!-- Description -->Leviathan heals some of the party members' hit points by (47 + level x 3) and cures them of status ailments.<br> | ||
Removed: [[ | Removed: [[Slow (Status Effect)|Slow]] (some), [[Blind (Status Effect)|Blind]], [[Silence (Status Effect)|Silence]], [[Sleep (Status Effect)|Sleep]], [[Petrification]], [[Paralyze (Status effect)|Paralysis]], [[Disease]], [[Poison (Status Effect)|Poison]]<br> | ||
Not removed: [[ | Not removed: [[Curse]], some [[Slow (Status Effect)|Slow]] and all other debuffs that need [[Erase]]. | ||
|- | |- | ||
| bgcolor="#FFAEAE" align="left" |<!-- Name -->[[Water IV (Blood Pact)|Water IV]] | | bgcolor="#FFAEAE" align="left" |<!-- Name -->[[Water IV (Blood Pact)|Water IV]] |
Revision as of 16:03, 18 October 2023
Each Avatar has a set of Blood Pacts exclusive to that Avatar while summoned. They are triggered by the Summoner at the cost of his or her MP. These include damaging and/or debilitating physical abilities (a few of which may be Skillchained), Elemental Magic (which may be Magic Bursted), or valuable support abilities not found elsewhere. The Blood Pact ability has a 60 sec. recast timer which can be shortened or lengthened by equipping certain weapons and armor.
When Summoners use the ability Astral Flow, an additional class of Blood Pact abilities become available for the duration of its effect. These abilities will consume all of the Summoner's remaining MP in order to inflict massive AOE damage.
- Blood Pact Delay - equipment has a hard cap of -15 seconds, for a minimum blood pact timer of 45 seconds.
- See Calculating Blood Pact Damage for more information on how Blood Pact damage is calculated.
- Blood Pact will receive different effects when the value added by equipment or merit points exceeds the skill cap for that level.
- Players can experience increased accuracy when using Blood Pact: Rage or lengthened effect durations when using Blood Pact: Ward. The length of the duration increased varies depending on which Blood Pact is used.
- A player whose summoning magic skill is lower than the skill cap will not experience any penalties, such as a decrease in accuracy or shortened effect durations.
- Players will also experience increases in summoning skill when using the Blood Pact: Rage and Blood Pact: Ward pet commands.
- CTR+B or ALT+B is the shortcut to the pet command window. (Only if you have a pet out.)
- /pet "blood pact" <target/me>
In the tables below:
- Attribute column indicates the attribute associated with that blood pact. It can have an elemental attribute that can be used in a skillchain. It can have a magic attribute, which uses up your avatar's TP when used, and can be used in a Magic Burst. Or It can have none at all.
- Type column indicates the melee damage type type of damage bonus the Blood Pact delivers (blank is a magical effect). The normal attacks are all Hand-to-Hand.
- H = Hand-to-Hand:
- +25% Magic Pots, Corses
- +12.5% Skeletons
- B = Blunt:
- +50% Magic Pots
- +25% Skeletons
- -50% Ghosts
- S = Slashing:
- P = Piercing:
- H = Hand-to-Hand:
Astral Flow Blood Pacts
- These Blood Pacts may only be used when the two-hour ability Astral Flow is active.
- All Astral Flow Blood Pacts will consume all of the Summoner's MP when used.
- All Astral Flow Blood Pacts require a minimum of an MP amount equal to twice the Summoner's level in order to use them.
- (Example: A Level 20 Summoner requires a minimum of 40 MP to use an Astral Flow Blood Pact.)
- Contrary to popular belief, the power of Astral Flow Blood Pacts are not altered by the amount of MP they consume.
- All Astral Flow Blood Pacts can be Magic Bursted, but do not use TP.
- All Astral Flow Blood Pacts are Rage commands.
Blood Pact | Level of Summoner | Base Element | Description |
---|---|---|---|
Searing Light | 1 | Light | Carbuncle initiates a massive Light-based area damage attack. |
Howling Moon | 1 | Darkness | Fenrir initiates a massive dark-based area damage attack. |
Inferno | 1 | Fire | Ifrit initiates a massive fire-based area damage attack. |
Earthen Fury | 1 | Earth | Titan initiates a massive earth-based area damage attack. |
Tidal Wave | 1 | Water | Leviathan initiates a massive water-based area damage attack. |
Aerial Blast | 1 | Wind | Garuda initiates a massive wind-based area damage attack. |
Diamond Dust | 1 | Ice | Shiva initiates a massive ice-based area damage attack. |
Judgment Bolt | 1 | Lightning | Ramuh initiates a massive lightning-based area damage attack. |
Ruinous Omen | 1 | Darkness | Diabolos reduces the HP of enemies within an area of effect by a random percentage. |
Zantetsuken (ability) | 75 | Darkness | Normal effect: Odin instantly defeats enemies within a fan-shaped area of effect. Accuracy varies by MP and number of targets. Effect on NMs: deals dark-based damage to NMs within a fan-shaped area of effect. Amount of damage depends on the target's current HP, the summoner's MP, the enemy's resistances, and luck. |
Perfect Defense | 75 | Light | Alexander reduces damage taken and greatly increases resistance to most status effects for players within area of effect. |
Blood Pact Color Codes:
Blood Pact: Ward | Macro Example: | /pet "Healing Ruby" <stpc> |
Blood Pact: Rage | Macro Example: | /pet "Poison Nails" <t> |
Carbuncle Blood Pacts
All of Carbuncle's Blood Pacts are Light-based.
|
Fenrir Blood Pacts
Fenrir's Blood Pacts are Dark-based.
|
Ifrit Blood Pacts
All of Ifrit's Blood Pacts are Fire-based.
|
Titan Blood Pacts
All of Titan's Blood Pacts are Earth-based.
|
Leviathan Blood Pacts
All of Leviathan's Blood Pacts are Water-based.
|
Garuda Blood Pacts
All of Garuda's Blood Pacts are Wind-based.
|
Shiva Blood Pacts
All of Shiva's Blood Pacts are Ice-based.
|
Ramuh Blood Pacts
All of Ramuh's Blood Pacts are Lightning-based.
|
Diabolos Blood Pacts
Diabolos's Blood Pacts are Dark-based.
|
External links
- The Summoner's Compilation of Blood Pact Info (KillingIfrit)