Blood Pact

Category:Guides
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:
***+12.5% Hounds, Doomed
***-25% Rocs, Ghosts, Skeletons, Slimes
**P = Piercing: 
***+25% Birds, Rocs, Bees, Bat Trios, Flies, Giant Bats, Mandragora, Puk, Colibri
***-25% Corses, Ghosts, Slimes
***-50% Skeletons
==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 	 	Carbuncle initiates a massive area damage attack.
Howling Moon 	1 	 	Fenrir initiates a massive area damage attack.
Inferno 	1 	 	Ifrit initiates a massive area damage attack.
Earthen Fury 	1 	 	Titan initiates a massive area damage attack.
Tidal Wave 	1 	 	Leviathan initiates a massive area damage attack.
Aerial Blast 	1 	 	Garuda initiates a massive area damage attack.
Diamond Dust 	1 	 	Shiva initiates a massive area damage attack.
Judgment Bolt 	1 	 	Ramuh initiates a massive area damage attack.
Ruinous Omen 	1 	 	Diabolos reduces the HP of enemies within an area of effect by a random percentage.
Zantetsuken (ability)	75 	 	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 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 	 	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 .
{| width="100%" cellpadding="1" border="0"	 	 	 	 	
Blood Pact	Level	MP 	Attribute 	Type 	Description
Healing Ruby 	1 	6 	Magic 	Restoring	Restores target party member's HP by (8 + Level x 2).
Poison Nails 	5 	11 	Transfixion	Piercing 	Performs a melee attack and poisons target.
Shining Ruby 	24 	44 	None 	Enhancing	Boosts party's Defense and Magic Defense by 10% for three minutes.
Glittering Ruby	44 	62 	None 	Enhancing	Carbuncle raises the party's stats randomly for a short duration.
Meteorite 	55 	108	Magic 	 	Carbuncle drops a meteorite onto a foe.
Healing Ruby II	65 	124	Magic 	Restoring	Carbuncle heals some of the party members' hit points by [(Level x 4) + 28].
Holy Mist 	76 	152	Magic 	 	Deals light damage to an enemy.
Soothing Ruby 	94 	74 	Magic 	Restoring	Removes multiple negative status effects from party members within the area of effect.
==Fenrir Blood Pacts==
Fenrir's Blood Pacts are .
{| width="100%" cellpadding="1" border="0"	 	 	 	 	
Blood Pact	Level	MP 	Attribute 	Type 	Description
Moonlit Charge 	5 	17 	Compression	Blunt 	Delivers an attack that Blinds target.
Crescent Fang 	10 	19 	Transfixion	Piercing 	Delivers an attack that Paralyzes target.
Lunar Cry 	21 	41 	None 	Enfeebling	Lowers target's accuracy and evasion. The amounts vary based on the phase of the moon, but the penalty always add up to 32.Accuracy lowered more ← 100% « moon phase » 0% → Evasion lowered more.
Lunar Roar 	32 	27 	None 	Enfeebling	Removes two beneficial magic effects from enemies within an area of effect.
Ecliptic Growl 	43 	46 	None 	Enhancing 	Fenrir buffs party members' abilities for three minutes. The amounts vary based on the phase of the moon, but the two categories always add up to 8. STR/DEX/VIT boost higher ← 100% « moon phase » 0% → AGI/INT/MND/CHR boost higher.
Ecliptic Howl 	54 	57 	None 	Enhancing 	Fenrir buffs party members' accuracy and evasion for three minutes. The amounts vary based on the phase of the moon, but always add up to 26.Accuracy boost higher ← 100% « moon phase » 0% → Evasion boost higher.
Eclipse Bite 	65 	109	 	Slashing 	Fenrir inflicts three melee attacks on the target.
Lunar Bay 	78 	174	Magic 	 	Deals darkness damage to an enemy.
Heavenward Howl	96 	96 	None 	Enhancing 	Grants party members within area of effect Enaspir (New Moon) or EnDrain (Full Moon) depending on phases of the moon.
==Ifrit Blood Pacts==
All of Ifrit's Blood Pacts are .
{| width="100%" cellpadding="1" border="0"	 	 	 	 	
Blood Pact	Level	MP 	Attribute 	Type 	Description
Punch 	1 	9 	Liquefaction	Hand-to-Hand	Deals physical damage to the target.
Fire II 	10 	24 	Magic 	 	Deals elemental damage to the target.
Burning Strike 	23 	48 	Impaction 	Hand-to-Hand	Delivers an attack that deals elemental damage to the target.
Double Punch 	30 	56 	Compression 	Hand-to-Hand	Delivers a twofold attack to the target.
Crimson Howl 	38 	84 	None 	Enhancing 	Ifrit enhances party's attack power by 15% for 30 seconds. Each summoning magic skill level over the current skill level cap will add one second to the duration.
Fire IV 	60 	118	Magic 	 	Ifrit deals elemental damage to the target.
Flaming Crush 	70 	164	 	Hand-to-Hand	Three fold attack that deal elemental damage to the target.
Meteor Strike 	75 	182	Magic 	 	Deals elemental damage to the target. (Merit only.)
Inferno Howl 	88 	72 	None 	Enhancing 	Grants enfire to party members within area of effect.
==Titan Blood Pacts==
All of Titan's Blood Pacts are .
{| width="100%" cellpadding="1" border="0"	 	 	 	 	
Blood Pact	Level	MP 	Attribute 	Type 	Description
Rock Throw 	1 	10 	Scission 	Blunt 	Delivers a ranged attack that slows target.
Stone II 	10 	24 	Magic 	 	Deals elemental damage to the target.
Rock Buster 	21 	39 	Reverberation	Blunt 	Delivers an attack that Binds target.
Megalith Throw 	35 	62 	Induration 	Blunt 	Delivers a ranged attack that slows target.
Earthen Ward 	46 	92 	None 	Enhancing	Titan casts Stoneskin on the party (absorbs 50+Levelx2 damage)
Stone IV 	60 	118	Magic 	 	Titan deals elemental damage to the target.
Mountain Buster	70 	164	 	Blunt 	Titan initiates an attack causing physical damage and Bind.
Geocrush 	75 	182	Magic 	 	Deals elemental damage and stuns target. (Merit only.)
Earthen Armor 	82 	156	None 	Enhancing	Mitigates the impact of severely damaging attacks for party members within area of effect.
==Leviathan Blood Pacts==
All of Leviathan's Blood Pacts are .
{| width="100%" cellpadding="1" border="0"	 	 	 	 	
Blood Pact	Level	MP 	Attribute 	Type 	Description
Barracuda Dive 	1 	8 	Reverberation	Slashing 	Deals physical damage to target.
Water II 	10 	24 	Magic 	 	Deals elemental damage to the target.
Tail Whip 	26 	49 	Detonation 	Blunt 	Delivers an attack that Weighs target down.
Slowga 	33 	48 	None 	Enfeebling	Slows enemies within an area of effect.
Spring Water 	47 	99 	Magic 	Restoring 	Leviathan heals some of the party members' hit points by (47 + level x 3) and cures them of status ailments.
Removed: Slowed (some), Blinded, Silenced, Asleep, Petrified, Paralyzed, Diseased, Poisoned
Not removed: Cursed, some Slowed and all other debuffs that need Erase.
Water IV 	60 	118	Magic 	 	Leviathan deals elemental damage to the target.
Spinning Dive 	70 	164	 	Slashing 	Leviathan initiates a melee attack.
Grand Fall 	75 	182	Magic 	 	Deals elemental damage to the target. (Merit only.)
Tidal Roar 	84 	138	None 	Enfeebling	Lowers attack for enemies within area of effect.
==Garuda Blood Pacts==
All of Garuda's Blood Pacts are .
{| width="100%" cellpadding="1" border="0"	 	 	 	 	
Blood Pact	Level	MP 	Attribute 	Type 	Description
Claw 	1 	7 	Detonation	Piercing 	Deals physical damage to target.
Aero II 	10 	24 	Magic 	 	Deals elemental damage to the target.
Aerial Armor 	25 	92 	None 	Enhancing	Gives party members within an area of effect the effect of Blink.
Whispering Wind	36 	119	Magic 	Restoring	Restores (Level*2.5 + 16, rounded down.) hit points for party members within an area of effect.
Hastega 	48 	112	None 	Enhancing	Garuda casts Haste on the party which lasts for 90 seconds. Each summoning magic skill level over the current skill level cap will add three seconds to the duration.
Aero IV 	60 	118	Magic 	 	Garuda deals elemental damage to the target.
Predator Claws 	70 	164	 	Slashing 	Garuda inflicts three melee attacks on the target.
Wind Blade 	75 	182	Magic 	 	Deals elemental damage to the target. (Merit only.)
Fleet Wind 	86 	114	None 	Enhancing	Gives party members within an area of effect the effect of Quickening.
==Shiva Blood Pacts==
All of Shiva's Blood Pacts are .
{| width="100%" cellpadding="1" border="0"	 	 	 	 	
Blood Pact	Level	MP 	Attribute 	Type 	Description
Axe Kick 	1 	10 	Induration	Hand-to-Hand	Deals physical damage to the target.
Blizzard II 	10 	24 	Magic 	 	Deals elemental damage to the target.
Frost Armor 	28 	63 	None 	Enhancing 	Gives party members within an area of effect the effect of Ice Spikes which lasts for 90 seconds. Each summoning magic skill level over the current skill level cap will add three seconds to the duration.
Sleepga 	39 	56 	None 	Enfeebling 	Shiva casts Sleepga.
Double Slap 	50 	96 	Scission 	Hand-to-Hand	Shiva inflicts two melee attacks on the target.
Blizzard IV 	60 	118	Magic 	 	Shiva deals elemental damage to the target.
Rush 	70 	164	 	Hand-to-Hand	Shiva inflicts five melee attacks on the target.
Heavenly Strike	75 	182	Magic 	 	Deals elemental damage to the target. (Merit only.)
Diamond Storm 	90 	138	None 	Enfeebling 	AoE evasion down.
==Ramuh Blood Pacts==
All of Ramuh's Blood Pacts are .
{| width="100%" cellpadding="1" border="0"	 	 	 	 	
Blood Pact	Level	MP 	Attribute	Type 	Description
Shock Strike 	1 	6 	Impaction	Blunt 	Delivers an attack that Stuns target.
Thunder II 	10 	24 	Magic 	 	Deals elemental damage to the target.
Thunderspark 	19 	38 	Magic 	 	Deals damage and paralyzes enemies within an area of effect.
Rolling Thunder	31 	52 	None 	Enhancing	Gives party members within an area of effect the effect of Enthunder that lasts 60 seconds. Each summoning magic skill level over the current skill level cap will add two seconds to the duration.
Lightning Armor	42 	91 	None 	Enhancing	Ramuh casts Shock Spikes on the party which lasts for 90 seconds. Each summoning magic skill level over the current skill level cap will add three seconds to the duration.
Thunder IV 	60 	118	Magic 	 	Ramuh deals damage to the target.
Chaotic Strike 	70 	164	 	Blunt 	Ramuh inflicts three melee attacks on the target and stuns the target.
Thunderstorm 	75 	182	Magic 	 	Deals elemental damage to the target. (Merit only.)
Shock Squall 	92 	67 	Magic 	 	AoE Stun.)
==Diabolos Blood Pacts==
Diabolos's Blood Pacts are .
{| width="100%" cellpadding="1" border="0"	 	 	 	 	
Blood Pact	Level	MP 	Attribute 	Type 	Description
Camisado 	1 	20 	Compression	Blunt 	Deals physical damage to the target.
Somnolence 	20 	30 	Compression	 	Physical damage and Gravity.
Nightmare 	29 	42 	Magic 	 	Deals elemental damage that puts all enemies within an area of effect to sleep and gradually reduces their HP.
Ultimate Terror	37 	27 	Magic 	Enfeebling	Decreases attributes of enemies within an area of effect.
Noctoshield 	49 	92 	None 	Enhancing 	Gives party members within an area of effect the effect of Phalanx that lasts three minutes.
Dream Shroud 	56 	121	None 	Enhancing 	Enhances magic attack and magic defense of party members within an area of effect for three minutes.
Nether Blast 	65 	109	Magic 	 	Delivers a ranged attack that deals elemental damage.
Night Terror 	80 	177	Magic 	 	Deals darkness damage to an enemy.
Pavor Nocturnus	98 	246	Magic 	 	Attempts to inflict Death on the enemy.
==External links==
* The Summoner's Compilation of Blood Pact Info (KillingIfrit)