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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.