About: Blood Pact   Sponge Permalink

An Entity of Type : dbkwik:resource/V6GxZvE33zmLR-A4uftPYw==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

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  • Blood Pact
  • Blood pact
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  • |}
  • The Blood Pact, also commonly known as the "Blood Contract" is a contract made between the leaders of two respective countries in the Fire Emblem universe. Often, it is used by one country to manipulate another and force the other to do their own bidding. If one leader breaks the contract, he lays a curse on his country until the pact is destroyed. The curse kills one person the first day, two people the second day, four the third, eight the fourth, sixteen the fifth, etc. The effect of the blood pact can only be reversed one way- The leaders are killed and the contract itself is destroyed.
  • For the chapter of the same name, see Blood Contract. The Blood Pact (血の誓約, Chi no Seiyaku lit. Blood Oath), also known as a Blood Contract, is a device that exists in Fire Emblem: Radiant Dawn, (and thus is considered to also exist in Fire Emblem: Path of Radiance, the prequel.). The signing of such a pact binds one party into absolute obedience to another, with a lethal curse being the punishment for failure to obey the command of their master. The Begnion Senate often use these in forms of trickery, greed, and other skulduggery.
  • Blood Pact was an aura, cast by the Warlock's Imp pet, which increases the Stamina of your party.
  • |-|KMS 1.2.256= File:Skill Blood Pact.png 블러드 컨트랙트 * Class: Demon Avenger * Type: Passive * Maximum Level: 1
  • Reports of their presence first became widespread around the time of the battle for Phantine, with rumours of scarred men in blood dyed uniforms wearing iron grotesques with ferocious fighting ability. They were encountered first hand by the Tanith 1st, Phatine Skyborne and Urdeshi during the assault on Cirenholm, and would earn a reputation as a well drilled but fanatic unit. They consider the Tanith, whom they have fought on numerous occasions, to be their nemesis.
  • In 755.M41, the High Lords of Terra granted the Lord Militant Slaydo the rank of Warmaster and ordered him to raise an army of the Imperial Guard to undertake a new Imperial Crusade to liberate the Sabbat Worlds Sector from the control of Chaos. Slaydo went about the task diligently and eventually his massive and well-equipped Imperial army faced the Forces of Chaos on the world of Balhaut. Though the battle cost Slaydo his life, he went to meet the Emperor with the knowledge that the Chaotic troops had been routed from the field and Archon Nadzybar had been slain. After protracted and bloody infighting among the surviving Chaotic Magisters, a new Archon emerged from the ranks of the various warlords to lead the Forces of Chaos in the Sabbat Worlds, Urlock Gaur of the Blood Pact. As the ne
  • Blood Pacts are powers used by Summoners' Avatars in Final Fantasy XI. They perform a range of functions from immolating monsters to increasing a party's movement speed. Blood Pacts are divided into the command categories Blood Pact: Rage and Blood Pact: Ward. Each presents a number of abilities, depending on the Summoner's level, that the currently summoned avatar may perform. Employing an ability from either category starts a recast timer that prevents other commands from that category of Blood Pacts from being issued for any avatar. For example, a Summoner using Ifrit's Burning Strike would be unable to choose another Blood Pact: Rage for any avatar for one minute. This delay can be reduced to a minimum of 45 seconds with appropriate gear, however.
  • 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.
  • It began with the call no daughter ever wants to get, the call that told private investigator Vicki Nelson her mother had died. Mrs. Nelson's coworker at the Queen's University Life Science Department told Vicki that the cause of death was a heart attack, and that they'd be waiting for her to arrive in Kingston to make the funeral arrangements. But what started as an all too normal personal tragedy soon became the most terrifying case of Vicki's career. For when Marjory Nelson's body mysteriously disappeared from the funeral home, Vicki, her sometime lover and fellow investigator, vampire Henry Fitzroy, and her former homicide squad partner, Detective-Sergeant Mike Celluci, realized that there was something unnatural about her mother's demise. Vicki swore she'd find the culprit, and see th
sameAs
Level
  • 4(xsd:integer)
dcterms:subject
Cast Time
  • Instant
buff desc
  • Increases Stamina by 10%.
Require
  • 20(xsd:integer)
Passive
  • yes
  • *HP boost for the Sacrier: **120% of Level per ally *+20% Coagulation gains *+10 Block *-1 Range
  • *HP boost for the Sacrier: **80% of Level per ally *+10% Coagulation gains *+6 Block *-1 Range
recast
  • 10.0
Unlock
  • 50(xsd:integer)
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Element
  • Support
Pet
Name
  • Blood Pact
Type
DESC
  • Your pet becomes immune to non-direct area effects in exchange for sacrificing your health and power.
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Line
  • Pacts
Duration
  • Until Canceled
Icon
Class
Description
  • Always keep this effect active.
  • The goddess Sacrier gives the Sacrier additional Health Points and increases the Sacrier's Coagulation ability to help with protecting allies.
  • Increases party and raid members' Stamina by 10%.
Subclass
  • Necromancer
Cost
  • 1(xsd:integer)
School
Casting
  • 1.0
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