User Tools

Site Tools


blood

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
blood [2022/07/27 04:25]
wigglefig rewording slightly
blood [2024/02/29 16:12] (current)
joste [National Blood Magic]
Line 27: Line 27:
   * {{:misc:magic:nature.png?15&nolink}}**Nature** lets you use Blood to facilitate unholy unions of the different species of the world (??Cross Breeding??). It can also feed and/or taint Nature directly, and can be used to ??Purify Blood?? in battle.   * {{:misc:magic:nature.png?15&nolink}}**Nature** lets you use Blood to facilitate unholy unions of the different species of the world (??Cross Breeding??). It can also feed and/or taint Nature directly, and can be used to ??Purify Blood?? in battle.
  
 +=====Combat Magic===== 
 +===Blood 0===
 +^ Spell  ^ Paths        ^ Description  ^ Effect  ^
 +| ??Bleed??        | {{path>B1}}\\ {{gems>1B}}             | //The Bleed spell causes blood to pour out of the victim's nose, ears, and mouth. The effect is a prolonged and painful death. [[Magic resistance]] can negate the effect.//             | Instantly applies the "[[Bleeding]]" effect to a single target (but isn't super accurate). MR negates. This doesn't work on the [[Undead]] or [[Inanimate|Inanimates]].        |
  
-=====Notable Blood Magic=====+===Blood 1=== 
 +FIXME 
 +^ Spell  ^ Paths        ^ Description  ^ Effect 
 +| ??Blood Burst??       | {{path>B1}}\\ {{gems>2B}}             | ////                     | 
 +| ??Blood Heal??        | {{path>B1}}\\ {{gems>1B}}             | ////                     | 
 +| ??Sabbath Master??    | {{path>B1}}\\ {{gems>1B}}             | ////                     | 
 +| ??Sabbath Slave??     | {{path>B1}}\\ {{gems>1B}}             | ////                     | 
 +| ??Reinvigoration??    | {{path>B1}}\\ {{gems>1B}}             | ////                     | 
 +| ??Summon Imps??       | {{path>B1}}\\ {{gems>1B}}             | ////                     | 
 +| ??Blood Boil??        | {{path>B1F1}}                         | ////                     |
  
-====Generic====+===Blood 2=== 
 +^ Spell  ^ Paths        ^ Description  ^ Effect 
 +| ??Banish Demon??       | {{path>B1}}\\ {{gems>1B}}             | //The caster banishes one [[demon]] back to Hell.//             | Instantly & magically instakills a single demon, at medium range. MR negates.        | 
 +| ??Agony??       | {{path>B2}}\\ {{gems>1B}}             | //The mage kills one or more [[blood slaves]] in an extremely painful way and transfers their pain onto a large number of enemies. Being struck by this pain is unbearable and has a truly devastating effect on morale. [[Undead]] units are not affected by this spell.//             | Instantly deals 1 AN DMG at long range, with an AOE of 4, and also deals 4 "[[Fear]] DMG" with the same AOE. MR negates the actual damage. The [[Mindless]] and [[Inanimate|Inanimates]] are also unaffected.  \\ +1 AOE per extra {{:misc:magic:blood.png?15&nolink}}.        | 
 +| ??Hell Power??       | {{path>B3}}\\ {{gems>3B}}             | //By sacrificing a large number of blood slaves, the caster attracts attention from the Netherworld. Fiends from beyond grant the caster tremendous physical and magical power for one battle. The price for this power is unwanted attention from other [[Horrors]]. For every minute the battle lasts, there is a chance that a Horror will materialize in the vicinity of the caster.//\\ **Grants [[magic]] boost +2, [[attack skill|Att]] +4, [[defence skill|Def]] +4, [[strength|Str]] +4, [[precision|Prec]] +4, [[Morale]] +4, [[Magic Resistance|MR]] +2, [[Protection]] +4**              | Applies the listed benefits to the caster, along with one [[Horror Mark]] (if the caster isn't Mindless). \\ **Independent** Horrors have a 20% chance to appear within a 5x5 area of the caster each round, +2% for each Horror Mark. \\ [[Hell Power|It has a page!]]       |
  
-While generally not as thematic as national blood magic, generic blood magic still offers variety of powerful tools to the enterprising blood nation.+===Blood 3=== 
 +^ Spell  ^ Paths        ^ Description  ^ Effect 
 +| ??Leeching Touch??       | {{path>B1}}             | //The mage tries to touch target and will drain some of the target's life force if successful. The life force drained will be used to heal and reinvigorate the mage.//             | A fast melee spell (**defense negates**) that does 15 AN [[Life Drain]] DMG to a single target, scaling with {{:misc:magic:blood.png?14&nolink}} (+1 Dmg). Inanimates are immune.        | 
 +| ??Pain Transfer??       | {{path>B2}}             | //Wounds taken by the mage will be transferred to blood slaves in the vicinity.//             | Applies the listed buff to the caster. The range is slightly wider than the range the caster can use blood slaves for casting with       |
  
-FIXME Add combat, ritual spells+===Blood 4=== 
 +^ Spell  ^ Paths        ^ Description  ^ Effect 
 +| ??Hellfire??               | {{path>B1F2}}\\ {{gems>1B}}             | ////                     | 
 +| ??Blood Lust??             | {{path>B2}}\\ {{gems>1B}}               | ////                     | 
 +| ??Call Lesser Horror??     | {{path>B2S2}}\\ {{gems>2B}}             | ////                     |
  
-Many blood items are also very usefulAlthough they are unlocked by researching Construction rather than Blood magicthey are still relevant for blood nations.+===Blood 5=== 
 +FIXME 
 +^ Spell  ^ Paths        ^ Description  ^ Effect 
 +| ??Hellbind Heart??         | {{path>B2}}\\ {{gems>1B}}               | //The caster binds an enemy soul to his service.//             | Instantly switches a single target's allegiance, at medium range. MR negates. The [[Mindless]] are immuneas are [[Pretenders]] and [[Prophet|Prophets]].        | 
 +| ??Summon Illearth??        | {{path>B2E2}}\\ {{gems>2B}}             | ////                     | 
 +| ??Bloodletting??           | {{path>B4}}\\ {{gems>4B}}               | //With this arduous spell, the mage tries to drain blood from everyone in the vicinity. All drained blood will be added to the mage's life force.//             | Instantly deals 1 AN Life Drain DMG to **everyone**, including the caster. MR negates. The [[Undead]] and [[Inanimate|Inanimates]] are immune      |
  
-  * Construction 4 {{path>B1}} for {{gems>5B}}: **??Flesh Eater??**\\ Aside from its high damage attack and chest-wounding ability, the Flesh Eater is also notable for making the wielder berserk when damaged. This allows thugs to follow scripts at the start of battle and then take advantage of berserk later on. +===Blood 6=== 
-  * Construction 4 {{path>B2}} for {{gems>40B}}: **??Lifelong Protection??**\\ Lifelong Protections are useful in almost any context. The ??Imp??s can protect mages from assassins, swamp counterthugs, disrupt enemy lines in combat, and more.  +^ Spell  ^ Paths        ^ Description  ^ Effect 
-  * Construction 4 {{path>B1}} for {{gems>5B}}: **??Sanguine Dowsing Rod??**\\ Greatly improves the blood hunting abilities of {{path>B1}} mages, less efficient for more skilled blood mages.+??Harm??               | {{path>B2}}\\ {{gems>1B}}             | ////                     | 
 +??Call Horror??        {{path>B3S3}}\\ {{gems>3B}}           | ////                     |
  
-====Nation-specific====+===Blood 7=== 
 +^ Spell  ^ Paths        ^ Description  ^ Effect 
 +| ??Leech??               | {{path>B1}}\\ {{gems>1B}}             | ////                     | 
 +| ??Blood Rain??          | {{path>B3}}\\ {{gems>3B}}             | ////                     | 
 +| ??Purify Blood??        | {{path>B4N1}}\\ {{gems>3B}}           | ////                     |
  
-In addition to the blood magic available to all nations, several nations have unique blood spells which often overshadow the generic options+===Blood 8=== 
 +^ Spell  ^ Paths        ^ Description  ^ Effect 
 +| ??Rush of Strength??         | {{path>B3}}\\ {{gems>1B}}             | ////                     | 
 +| ??Life for a Life??          | {{path>B3}}\\ {{gems>1B}}             | ////                     | 
 + 
 +===Blood 9=== 
 +^ Spell  ^ Paths        ^ Description  ^ Effect 
 +| ??Damage Reversal??         | {{path>B1}}\\ {{gems>1B}}             | ////                     | 
 +| ??Infernal Prison??         | {{path>B3F1}}\\ {{gems>2B}}           | ////                     | 
 +| ??Claws of Kokytos??        | {{path>B3W1}}\\ {{gems>2B}}           | ////                     | 
 + 
 +=====National Blood Magic===== 
 + 
 +In addition to the blood magic available to all nations, several nations have special access to unique blood spells.
  
 {{:nations:flags:ea_lanka.png?30&nolink}} [[lanka ea | EA Lanka]] {{:nations:flags:ea_lanka.png?30&nolink}}\\ Lanka has a large roster of demon-ogre summons, as well as an efficient blood hunter (the ??Raktapata??) to run the blood economy needed to summon them. Summons run the gamut from hard-hitting frontline troops (??Rakshasa Warrior??), to a heavy thug (??Dakini??) and even a potential supercombatant chassis (??Mandeha??). Monkey nations in later ages ([[bandar log ma |MA Bandar Log]], [[patala la | LA Patala]]) retain these summons, although they lack native ways to blood hunt. {{:nations:flags:ea_lanka.png?30&nolink}} [[lanka ea | EA Lanka]] {{:nations:flags:ea_lanka.png?30&nolink}}\\ Lanka has a large roster of demon-ogre summons, as well as an efficient blood hunter (the ??Raktapata??) to run the blood economy needed to summon them. Summons run the gamut from hard-hitting frontline troops (??Rakshasa Warrior??), to a heavy thug (??Dakini??) and even a potential supercombatant chassis (??Mandeha??). Monkey nations in later ages ([[bandar log ma |MA Bandar Log]], [[patala la | LA Patala]]) retain these summons, although they lack native ways to blood hunt.
Line 52: Line 99:
 {{:nations:flags:ea_hinnom.png?30&nolink}} [[hinnom ea | EA Hinnom]] {{:nations:flags:ea_hinnom.png?30&nolink}} and [[ashdod ma | later]] [[gath la | incarnations]]\\ The Old Testament-inspired nations have a small but potent roster of blood summons, though MA Ashdod has no blood hunters and EA Hinnom's are extremely expensive. The excellent ??Se'ir??im are a cheaper version of the Ozelotl, losing flying but retaining the sacred tag and killing power. Also of note is ??Release Lord of Civilization??, a Blood 9 spell that summons one of several extraordinarily powerful mages (although Blood 9 is often too late to be relevant in multiplayer games).  {{:nations:flags:ea_hinnom.png?30&nolink}} [[hinnom ea | EA Hinnom]] {{:nations:flags:ea_hinnom.png?30&nolink}} and [[ashdod ma | later]] [[gath la | incarnations]]\\ The Old Testament-inspired nations have a small but potent roster of blood summons, though MA Ashdod has no blood hunters and EA Hinnom's are extremely expensive. The excellent ??Se'ir??im are a cheaper version of the Ozelotl, losing flying but retaining the sacred tag and killing power. Also of note is ??Release Lord of Civilization??, a Blood 9 spell that summons one of several extraordinarily powerful mages (although Blood 9 is often too late to be relevant in multiplayer games). 
  
-Due to its Hinnomite influences, [[berytos ea | EA Berytos]] can also call the Se'irim. Furthermore, it is able to use blood magic to summon its own ??Melqart#2267?? heavy thugs!+Due to its Hinnomite influences, [[berytos ea | EA Berytos]] can also call the Se'irim. Furthermore, it is able to use blood magic to summon its own ??Melqart#2267??s!
  
 [[ind ma | MA Ind]] is possibly the most bloody nation of the Middle Ages, but its only national blood spell is ??Release Lord of Civilization??. [[ind ma | MA Ind]] is possibly the most bloody nation of the Middle Ages, but its only national blood spell is ??Release Lord of Civilization??.
Line 79: Line 126:
 {{template>magicindex}} {{template>magicindex}}
  
-{{tag>spell Magic-School }}+{{tag>spell Magic-Path }}
blood.1658895947.txt.gz · Last modified: 2022/07/27 04:25 by wigglefig