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.
The Astral Flow abilities of Alexander and Odin are used automatically when they are summoned. As a result, they do not require a Blood Pact command and do not initiate the waiting period that normally exists between pacts.
Also, summoned elemental spirits choose spells autonomously and do not have any Blood Pact abilities.
Blood Pact: Rage[]
All abilities in the Blood Pact: Rage category deal damage. Many also inflict additional effects, such as Chaotic Strike's Stun effect and Tail Whip's Weight effect.
Each standard avatar possesses a powerful Blood Pact: Rage that is only available while Astral Flow, the Summoner special job ability, is in effect. These Blood Pacts deal devastating damage to all enemies within a large area, centered around the target. The Summoner's MP is completely consumed by these mighty abilities.
Blood Pact: Ward[]
Abilities in the Blood Pact: Ward category enfeeble enemies, heal allies, or grant enhancing statuses to allies. Blood Pact: Wards never deal damage, with the exception of the gradual HP reduction experienced by targets of Diabolos's Nightmare ability, and the direct damage of Diabolos's Somnolence ability.
List of All Blood Pacts[]
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- * - These commands are only available when Astral Flow is active.