
The Summoner's Compilation of Bloodpact Info
Last Updated: 3/29/10
Due to popular demand, here's a comprehensive thread concerning Bloodpacts, and more specifically, the individual aspect of each Bloodpact. Please feel free to comment, contribute, suggest, flame, whatever.
Types of Bloodpacts
• Physical Bloodpacts:
Normally used to deal non-elemental damage on a target. Many physical bloodpacts have skillchain properties that can be used in conjunction with weaponskills or other Bloodpacts. Physical bloodpacts are further divided into types that correspond with melee damage types.
Hand-to-Hand:
+12.5% damage to Skeletons
+25% damage to Corses & Magic Pots
Blunt:
+25% damage to Skeletons
+50% damage to Magic Pots
-50% damage to Ghosts
Slashing:
+12.5x damage to Hounds
-25% damage to Rocs, Ghosts, Slimes & Skeletons.
Piercing:
+25% damage to Birds, Rocs, Bees, Damselflies, Bat Triplets, Giant Bats & Mandragora
-25% damage to Ghosts, Corses & Slimes
-50% damage to Skeletons
For reference, an avatar's normal melee attacks are considered Hand-to-Hand physical attacks.
• Magical Bloodpacts:
Consumes avatar's TP to enhance the effect of the Bloodpact, and in the case of magical attack Bloodpacts, can be used as a Magicburst. Magical Bloodpacts also completely ignore shadow defenses (Blink and Utsusemi), even if they only affect single targets.
• Enhancing Bloodpacts:
Bloodpacts that provide benefical effects to the avatar and/or party members. Does not consume avatar TP, nor does avatar TP have any effect on the Bloodpact. The duration on many Enhancing Bloodpacts can be lengthened with the addition of summoning skill over the Summoner's current summoning skill cap for their level.
• Prime Bloodpacts:
These are Bloodpacts that are featured abilities of the avatars, but that Summoners do not normally have access to. You'll usually see these Bloodpacts used against you when fighting the Prime versions of avatars. As of the July 24th update, most of these Bloodpacts are now unlockable by Summoners through the use of merit points.
• Astral Flow Bloodpacts:
These Bloodpacts are only accessible when a Summoner has used their Two Hour Job Ability, Astral Flow. Using these Bloodpacts completely consumes the remainder of the Summoner's MP. A minimum of twice the Summoner's level in MP is required to execute these Bloodpacts.
• Rages and Wards
The Bloodpacts have been separated into Bloodpact: Rages and Bloodpact: Wards. This allows for a Summoner to have greater versatility with their Bloodpacts, as most damage Bloodpacts are considered Rages, and most defensive Bloodpacts are considered Wards, allowing for the use of both on separate recast timers. Both abilities have a recast timer of one minute. The Compilation has been updated to keep track of which category each Bloodpact falls under, in addition to their effects and properties.
<b>Healing Ruby - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1, <b>MP:</b> 6<!--colorc--></span><!--/colorc-->
Restores target party member's HP.
<i>Healing Calculation</i>: (Avatar Level x 2) + 8 HP.
<b>Poison Nails - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Piercing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 5, <b>MP:</b> 11<!--colorc--></span><!--/colorc-->
Deals damage and poisons target.
<b>Shining Ruby - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 24, <b>MP:</b> 44<!--colorc--></span><!--/colorc-->
Gives Carbuncle and party members within area of effect of "Shining Ruby", an effect similar to "Protect" and "Shell."
The "Shining Ruby" effect is considered its own status effect, and will stack with all levels of "Protect" and "Shell".
<i>Duration</i>: 3m00s.
<b>Glittering Ruby - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 44, <b>MP:</b> 62<!--colorc--></span><!--/colorc-->
Randomly enhances one attribute for Carbuncle and party members within area of effect.
<i>Duration</i>: 3m00s. The enhancement will slowly deteriorate over time.
<b>Meteorite - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 55, <b>MP:</b> 108<!--colorc--></span><!--/colorc-->
Deals light elemental damage.
<b>Healing Ruby II - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 65, <b>MP:</b> 124<!--colorc--></span><!--/colorc-->
Restores HP for Carbuncle and party members within area of effect.
<i>Healing Calculation</i>: (Avatar Level x 4) + 28 HP.
<b>Searing Light - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Delivers light elemental damage to enemies within area of effect.
<b>Moonlit Charge - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Blunt) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1, <b>MP:</b> 17<!--colorc--></span><!--/colorc-->
Deals damage and blinds target.
<b>Crescent Fang - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Piercing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 10, <b>MP:</b> 19<!--colorc--></span><!--/colorc-->
Deals damage and paralyzes target.
<b>Lunar Cry - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Unknown) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 21, <b>MP:</b> 41<!--colorc--></span><!--/colorc-->
Lowers target's Accuracy and Evasion. Amount of Accuracy and Evasion reduced is based on the current Moon Phase:
[colleft]<b>New Moon <-------</b>
-1 Accuracy
-31 Evasion[/colleft][colleft]<b>Quarter Moon -------></b>
-16 Accuracy
-16 Evasion[/colleft]<b>Full Moon</b>
-31 Accuracy
-1 Evasion
<b>Lunar Roar - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 32, <b>MP:</b> 27<!--colorc--></span><!--/colorc-->
Removes two beneficial magic effects from enemies within area of effect.
The FFXI chatlog will not tell the Summoner which beneficial effects have been removed.
<b>Ecliptic Growl - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 43, <b>MP:</b> 46<!--colorc--></span><!--/colorc-->
Enhances all attributes of Fenrir and party members within area of effect. The amount by which each attribute is enhanced is based on the current Moon Phase.
<i>Duration</i>: 3m00s.
<i>Fighter Stats</i> refers to STR, DEX and VIT. <i>Magey Stats</i> refers to AGI, INT, MND and CHR.
[colleft]<b>New Moon <-------</b>
Fighter Stats +1
Magey Stats +7[/colleft][colleft]<b>Quarter Moon -------></b>
Fighter Stats +4
Magey Stats +4[/colleft]<b>Full Moon</b>
Fighter Stats +7
Magey Stats +1
<b>Ecliptic Howl - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 54, <b>MP:</b> 57<!--colorc--></span><!--/colorc-->
Enhances accuracy and evasion of Fenrir and party members within area of effect. Amount of Accuracy and Evasion increased is based on the current Moon Phase.
<i>Duration</i>: 3m00s.
[colleft]<b>New Moon <-------</b>
Accuracy +1
Evasion +25[/colleft][colleft]<b>Quarter Moon -------></b>
Accuracy +13
Evasion +13[/colleft]<b>Full Moon</b>
Accuracy +25
Evasion +1
<b>Eclipse Bite - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Slashing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 65, <b>MP:</b> 109<!--colorc--></span><!--/colorc-->
Delivers a threefold attack. Cannot skillchain.
<b>Howling Moon - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Delivers darkness elemental damage and applies STR Down to enemies within area of effect.
The STR Down effect slowly deteriorates over time.
<b>Punch - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Hand-to-Hand) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1, <b>MP:</b> 9<!--colorc--></span><!--/colorc-->
Deals damage.
<b>Fire II - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 10, <b>MP:</b> 24<!--colorc--></span><!--/colorc-->
Deals fire elemental damage.
<b>Burning Strike - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Hand-to-Hand) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 23, <b>MP:</b> 48<!--colorc--></span><!--/colorc-->
Deals fire elemental damage.
<b>Double Punch - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Hand-to-Hand) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 30, <b>MP:</b> 56<!--colorc--></span><!--/colorc-->
Delivers a twofold attack.
<b>Crimson Howl - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 38, <b>MP:</b> 84<!--colorc--></span><!--/colorc-->
Gives Ifrit and party members within area of effect the effect of "Warcry".
Crimson Howl's "Warcry" effect adds approximately 9% Attack, and will overwrite the job ability "Warcry".
<i>Duration</i>: 0m30s.
<b>Fire IV - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 60, <b>MP:</b> 118<!--colorc--></span><!--/colorc-->
Deals fire elemental damage.
<b>Flaming Crush - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Hand-to-Hand) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 70, <b>MP:</b> 164<!--colorc--></span><!--/colorc-->
Delivers a threefold attack: Two physical hits, followed by a magical attack that deals fire elemental damage. TP is not consumed by the magical aspect of this Bloodpact, but the third and final hit will not generate TP. Cannot skillchain.
<b>Meteor Strike - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 75, <b>MP:</b> 182<!--colorc--></span><!--/colorc-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Prime Bloodpact<!--colorc--></span><!--/colorc-->
Deals fire elemental damage.
Additional merit upgrades increase Meteor Strike's TP bonus by 40 per upgrade.
<b>Inferno - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact.<!--colorc--></span><!--/colorc-->
Delivers fire elemental damage to enemies within area of effect.
<b>Axe Kick - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Hand-to-Hand) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1, <b>MP:</b> 10<!--colorc--></span><!--/colorc-->
Deals damage.
<b>Blizzard II - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 10, <b>MP:</b> 24<!--colorc--></span><!--/colorc-->
Deals ice elemental damage.
<b>Frost Armor - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 28, <b>MP:</b> 68<!--colorc--></span><!--/colorc-->
Gives Shiva and party members within area of effect the effect of "Ice Spikes".
<i>Duration</i>: 1m30s.
<b>Sleepga - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 39, <b>MP:</b> 68<!--colorc--></span><!--/colorc-->
Puts all enemies within area of effect to sleep. Considered an ice-elemental Bloodpact, Sleepga will magicburst on Induration, Distortion and Darkness skillchains.
<b>Double Slap - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Hand-to-Hand) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 50, <b>MP:</b> 82<!--colorc--></span><!--/colorc-->
Delivers a twofold attack.
<b>Blizzard IV - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 60, <b>MP:</b> 118<!--colorc--></span><!--/colorc-->
Deals ice elemental damage.
<b>Rush - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Hand-to-Hand) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 70, <b>MP:</b> 164<!--colorc--></span><!--/colorc-->
Delivers a fivefold attack. Cannot skillchain.
<b>Heavenly Strike - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 75, <b>MP:</b> 182<!--colorc--></span><!--/colorc-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Prime Bloodpact<!--colorc--></span><!--/colorc-->
Deals ice elemental damage.
Additional merit upgrades increase Heavenly Strike's TP bonus by 40 per upgrade.
<b>Diamond Dust - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Delivers ice elemental damage to enemies within area of effect.
<b>Claw - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Piercing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1, <b>MP:</b> 7<!--colorc--></span><!--/colorc-->
Deals damage.
<b>Aero II - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 10, <b>MP:</b> 24<!--colorc--></span><!--/colorc-->
Deals wind elemental damage.
<b>Whispering Wind - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 36, <b>MP:</b> 92<!--colorc--></span><!--/colorc-->
Restores HP for Garuda and party members within area of effect.
<i>Healing Calculation</i>: (Avatar lvl X 2.5) + 16.
<b>Hastega - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 48, <b>MP:</b> 112<!--colorc--></span><!--/colorc-->
Gives Garuda and party members within area of effect the effect of "Haste".
Hastega will overwrite the effect of the white magic spell Haste, as well as all forms of Slow that Haste may overwrite.
<i>Duration</i>: 1m30s. Gives +15% Haste effect (same Haste+% as the white magic spell Haste).
<b>Aerial Armor - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 25, <b>MP:</b> 92<!--colorc--></span><!--/colorc-->
Gives Garuda and party members within area of effect the effect of "Blink" (3 Shadows).
Aerial Armor will not overwrite the white magic "Blink". The "Blink" effect will not stack with "Copy Image".
<i>Duration</i>: 15m00s.
<b>Aero IV - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 60, <b>MP:</b> 118<!--colorc--></span><!--/colorc-->
Deals elemental damage.
<b>Predator Claws - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Slashing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 70, <b>MP:</b> 164<!--colorc--></span><!--/colorc-->
Delivers a threefold attack. Cannot skillchain.
<b>Wind Blade - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 75, <b>MP:</b> 182<!--colorc--></span><!--/colorc-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Prime Bloodpact<!--colorc--></span><!--/colorc-->
Deals wind elemental damage.
Additional merit upgrades increase Wind Blade's TP bonus by 40 per upgrade.
<b>Aerial Blast - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Delivers wind elemental damage to enemies within area of effect.
<b>Rock Throw - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Blunt) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1, <b>MP:</b> 10<!--colorc--></span><!--/colorc-->
Delievers a ranged attack and slows target.
<b>Stone II - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 10, <b>MP:</b> 24<!--colorc--></span><!--/colorc-->
Deals earth elemental damage.
<b>Rock Buster - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Blunt) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 21, <b>MP:</b> 39<!--colorc--></span><!--/colorc-->
Deals damage and binds target.
<b>Megalith Throw - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Blunt) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 35, <b>MP:</b> 62<!--colorc--></span><!--/colorc-->
Delivers a ranged attack and slows target.
<b>Earthen Ward - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 46, <b>MP:</b> 92<!--colorc--></span><!--/colorc-->
Gives Titan and party members within area of effect the effect of "Stoneskin".
Earthen Ward will not overwrite the white magic "Stoneskin", regardless of strength.
<i>Damage Absorption Calculation</i>: (Avatar Level x 2) + 50 HP.
<i>Duration</i>: 15m00s.
<b>Stone IV - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 60, <b>MP:</b> 118<!--colorc--></span><!--/colorc-->
Deals earth elemental damage.
<b>Mountain Buster - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Blunt) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 70, <b>MP:</b> 164<!--colorc--></span><!--/colorc-->
Deals damage and binds target. Cannot skillchain.
<b>Geocrush - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 75, <b>MP:</b> 182<!--colorc--></span><!--/colorc-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Prime Bloodpact<!--colorc--></span><!--/colorc-->
Deals earth elemental damage and stuns target.
Additional merit upgrades increase Geocrush's TP bonus by 40 per upgrade.
<b>Earthen Fury - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Delivers earth elemental damage to enemies within area of effect.
<b>Shock Strike - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Blunt) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1, <b>MP:</b> 6<!--colorc--></span><!--/colorc-->
Deals damage and stuns target.
<b>Thunder II - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 10, <b>MP:</b> 24<!--colorc--></span><!--/colorc-->
Deals lightning elemental damage.
<b>Rolling Thunder - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 31, <b>MP:</b> 52<!--colorc--></span><!--/colorc-->
Gives Ramuh and party members within area of effect the effect of "Enthunder."
<i>Duration</i>: 1m00s.
<b>Thunderspark - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 19, <b>MP:</b> 38<!--colorc--></span><!--/colorc-->
Deals lightning elemental damage and paralyzes enemies within area of effect.
<b>Lightning Armor - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 42, <b>MP:</b> 91<!--colorc--></span><!--/colorc-->
Gives Ramuh and party members within area of effect the effect of "Shock Spikes."
<i>Duration</i>: 1m30s.
<b>Thunder IV - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 60, <b>MP:</b> 118<!--colorc--></span><!--/colorc-->
Deals lightning elemental damage.
<b>Chaotic Strike - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Blunt) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 70, <b>MP:</b> 164<!--colorc--></span><!--/colorc-->
Delivers a threefold attack and stuns target. Cannot skillchain.
<b>Thunderstorm - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 75, <b>MP:</b> 182<!--colorc--></span><!--/colorc-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Prime Bloodpact<!--colorc--></span><!--/colorc-->
Deals lightning elemental damage.
Additional merit upgrades increase Thunderstorm's TP bonus by 40 per upgrade.
<b>Judgment Bolt - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Delivers lightning elemental damage to enemies within area of effect.
<b>Barracuda Dive - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Slashing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1, <b>MP:</b> 8<!--colorc--></span><!--/colorc-->
Deals damage.
<b>Water II - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 10, <b>MP:</b> 24<!--colorc--></span><!--/colorc-->
Deals water elemental damage.
<b>Tail Whip - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Blunt) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 26, <b>MP:</b> 49<!--colorc--></span><!--/colorc-->
Deals damage and weighs target down.
<b>Spring Water - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 47, <b>MP:</b> 99<!--colorc--></span><!--/colorc-->
Restores HP for Leviathan and party members within area of effect.
Will remove one status ailment (only certain ailments apply).
<i>Healing Calculation</i>: (Avatar Level x 3) + 47 HP.
<b>Slowga - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 33, <b>MP:</b> 48<!--colorc--></span><!--/colorc-->
Slows enemies within area of effect. Considered a water-elemental Bloodpact, Slowga will magicburst on Reverberation, Distortion and Darkness skillchains.
<b>Water IV - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 60, <b>MP:</b> 118<!--colorc--></span><!--/colorc-->
Deals water elemental damage.
<b>Spinning Dive - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Slashing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 70, <b>MP:</b> 164<!--colorc--></span><!--/colorc-->
Deals damage. Cannot skillchain.
<b>Grand Fall - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 75, <b>MP:</b> 182<!--colorc--></span><!--/colorc-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Prime Bloodpact<!--colorc--></span><!--/colorc-->
Deals water elemental damage.
Additional merit upgrades increase Grand Fall's TP bonus by 40 per upgrade.
<b>Tidal Wave - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Delivers water elemental damage to enemies within area of effect.
<b>Camisado - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Physical: Blunt) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1, <b>MP:</b> 20<!--colorc--></span><!--/colorc-->
Deals damage.
<b>Somnolence - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 20, <b>MP:</b> 30<!--colorc--></span><!--/colorc-->
Deals darkness elemental damage and weighs target down.
<b>Nightmare - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 29, <b>MP:</b> 42<!--colorc--></span><!--/colorc-->
Puts all enemies within the area of effect to sleep and inflicts a "Bio" effect. While Nightmare is in effect, the target will continue to take any DoT damage without waking up.
The "Sleep" and "Bio" effects of Nightmare can be overwritten by Sleepga II.
<b>Ultimate Terror - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 37, <b>MP:</b> 27<!--colorc--></span><!--/colorc-->
Drains attributes of enemies within area of effect, and applies them to Diabolos.
Attributes drained by Diabolos slowly deteriorate over time.
<i>Duration</i>: Needs confirmation.
<b>Noctoshield - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 49, <b>MP:</b> 92<!--colorc--></span><!--/colorc-->
Gives Diabolos and party members within area of effect the effect of "Phalanx."
<i>Damage Absorption Calculation</i>: Needs confirmation.
<i>Duration</i>: 3m00s.
<b>Dream Shroud - <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Enhancing) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 56, <b>MP:</b> 121<!--colorc--></span><!--/colorc-->
Enhances magic attack and magic defense of Diabolos and party members within area of effect.
Enhancements are based upon the current hour of the Vana'diel day, adding more MAB and MDB towards midnight, and less towards midday.
<i>Duration</i>: 3m00s.
<b>Nether Blast - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 65, <b>MP:</b> 109<!--colorc--></span><!--/colorc-->
Delivers a ranged attack that deals darkness elemental damage. Diabolos' TP does not effect damage.
Deals a fixed amount of damage, but can be effected by day/weather effects, as well as changing Diabolos' magical attack rating.
<b>Cacodemonia - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Unknown)
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Prime Bloodpact<!--colorc--></span><!--/colorc-->
Curses enemies within area of effect. Need confirmation on whether or not this Bloodpact deals damage.
This is the only Prime Bloodpact that cannot currently be unlocked through the use of merit points.
<b>Ruinous Omen - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Rage<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Reduces the HP of enemies within area of effect by a random percentage.
Unknown at this time how the random percentage is determined due to lack of testing.
Alexander
Perfect Defense - <!--coloro:#FF0000--><span style="color:#00FF00"><!--/coloro-->Ward<!--colorc--></span><!--/colorc--></b> (Magical) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Gives party members within area of effect the status effect "Perfect Defense", an effect which reduces damage sustained by party members and prevents status ailments.
Damage reduction and resistance rate will vary with the summoner’s remaining MP.
Unknown at this time if Alexander is affected, or the extent at which Perfect Defense provides protection.
Odin
Zantetsuken - Rage (Unknown) <!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro--><b>LV:</b> 1<!--colorc--></span><!--/colorc-->
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Astral Flow Bloodpact<!--colorc--></span><!--/colorc-->
Inflicts KO to enemies within area of effect. When used against NMs, will instead deal damage.
Amount of damage dealt and accuracy will vary with the summoner’s remaining MP.
An increasing number of monsters within Zantetsuken's area of effect will reduce accuracy.
Rules of Bloodpacts
• Summoning skill now effects Bloodpacts, when the Summoner's skill level is higher than the cap for their level. This means that Summoners will only see an improvement to their Bloodpacts through the use of equipment or merits, and not their natural skill. A Summoner who's skill exceeds the current cap for their level will experience gains in the accuracy of both their physical and magical attack Bloodpacts, by a commonly-accepted value of +1 accuracy per point of extra summoning skill. Summoning skill will also effect the casting speed of Spirits, and lower your interruption rate while casting a summoning spell.
• Summoning skill will never allow an Enhancing Bloodpact to exceed a three-minute duration effect. This includes Enhancing Bloodpacts that already have natural three-minute duration effects. Summoning skill will not enhance the effects themselves. Obvious exceptions to this rule are Aerial Armor and Earthen Ward, which both have natural 15-minute durations. As of the 4/9/09 Update, enhancing Bloodpacts now have the same effect radius as most area of effect buffs.
• The Summoner's stats and attributes do not effect Bloodpacts. As much as everyone loves a great conspiracy theory, no amount of pumping STR will get your avatars to hit harder. The only known ways to enhance your avatars' abilities are through the use of equipment and merits, or certain enhancing effects applied to the Summoner, such as Beast's Roll. Note: There is a slight exception to this rule. The Debilitation effect from the Pathos of Alzadaal will also effect a Summoner's avatar, and will be unlocked according to the cells that the Summoner uses. For example, if the Summoner unlocks their STR stat, their avatar's STR will also be unlocked. While in this way, the stats of Summoner and avatar are connected, they still remain separate entities.
• The Bloodpact command is a job ability of the Summoner, and a Weaponskill of the avatar. What does this mean? Basically, certain status effects that prevent the use of JAs, like paralysis, can prevent a Summoner from executing a Bloodpact, but a paralyzed avatar will still execute a Bloodpact when successfully ordered by its Summoner. Moreover, Magical Bloodpacts will also be unaffected by silence. However, status effects that prevent the use of JAs and WS, like amnesia, will not allow the Summoner to command Bloodpacts and will not allow the avatar to execute them. As of the 4/9/09 Update, the Summoner will no longer be able to command an avatar to execute a Bloodpact if either the Summoner or their summoned avatar are under the status of Amnesia.
• Most Bloodpacts are much like weaponskills in that the avatar needs to be within a very short range of the target. Bloodpacts that "fire" when the selected target is not in range causes the Bloodpact to have no effect, and the Summoner's MP to be wasted. Avatars will also not naturally move on their own when a Bloodpact is executed. However, the ability of the avatar to move while "charging" a Bloodpact can be manipulated through the use of the Assault and Retreat commands, or by commanding an avatar to use a Bloodpact on a mob while the avatar is following a moving summoner (known as a drive-by bloodpact for all you GTA fans out there).
• Availability of Bloodpacts is based upon the level of the Summoner, not the level of their avatar. First, yes it is possible for a Summoner to have a summoned avatar for a different level than theirs. An avatar's level, it's stats, and its effectiveness with Bloodpacts, is determined at the point of summoning. This is most easily tested using a level capped area, such as one of the Crag Promyvions. A level 75 summoner can walk in, get capped at level 30, summon an avatar, walk out and lose the level cap, and the avatar will continue to have the HP and strength of a level 30 avatar, along with reduced perpetuation costs, but the Summoner will still have access to the all of their Bloodpacts.
• Executing an offensive Bloodpact command adds enmity to the Summoner. There is a small amount of hate gain when you tell your avatar to use a Bloodpact on a mob. Mobs that are not selected as the central target of an area of effect Bloodpact but are hit by the effect will retaliate against the offending avatar, not the Summoner who initiated the Bloodpact, in most cases.
• Magical Bloodpacts do not follow the Elemental Tiering system found in Black Magic. In short, Titan's Stone II Bloodpact is just as strong as Ramuh's Thunder II, and vice versa, the only difference between them is the type of elemental damage they inflict on your enemy.
• Magical Bloodpacts are effected by the current Vana'diel day. This is seen most commonly in association with Astral Flow Bloodpacts, when using an avatar matching the current day will consistantly deal more damage.
• All Bloodpacts, when successfully executed, do not cause mobs to gain TP. This applies to physical Bloodpacts, magical Bloodpacts, and multihit Bloodpacts. However, avatars will still generate mob TP through auto-attacking.
• The TP Bonus on upgraded Prime Bloodpacts is additive. For each upgrade a Summoner puts into an unlocked Prime Bloodpact, the damage rating on the Bloodpact will act as if the avatar has 40 more TP when executing it, providing a small damage increase. However, the TP Bonus on Magical Bloodpacts caps out at 300 total TP, regardless of the avatar's current TP. This means that an upgraded Prime Bloodpact will not do more damage at 300 TP than an unlocked, but not upgraded, Prime Bloodpact at 300 TP.
• MP is no longer consumed and a recast no longer triggered when a Bloodpact is executed, but the avatar is out of range of its target. This was patched in the 4/9/09 version update.
• There is a cap on reducing the Bloodpact timer through gear. The cap is -15, equivalent to the 25% Haste gear cap. Equipping Bloodpact timer gear that exceeds -15 will result in the timer being reset to 45 seconds when a Bloodpact is activated.
Things to consider adding to this thread:
• Currently taking other suggestions.
This post has been edited by Jeryhn: 29 March 2010 - 07:05 PM
Sign In »
Register Now!
Help




Back to top













