Blood Focus

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SWLicon.png This article concerns content for Secret World Legends. For the TSW Classic version, click here.


Blood abilities grow in power the more they are used, and must be controlled with abilities that expel this power. Negligent use results in dire consequences..


Blood Magic Focus (or simple Blood Magic) are one of the primary weapon abilities. They are long-ranged weapons, with most abilities having a range of 15-meters.

Blood Magic is primarily associated with with abilities that focus on making enemies Impaired or Afflicted, attacking with Focus or Chain attacks, and landing Penetrating hits. They are also one of the primary Healing weapons in the game.

Abilities

Special Ability

The Special Ability for Blood Magic is called Blood Offering.

Whenever you use Blood Magic abilities that do damage, you gain points of Signet. Whenever you use Blood Magic abilities that do healing, you gain points of Martyrdom. Note that these two points are in opposition to each other, so if you have points in Signet and use a healing ability, your Martydom points would instead subtract from your Signet level, and vice-versa

While you have more than 25 points of Signet, your Blood Magic abilities do extra damage but you receive less healing from incoming heals. While you have more than 25 points of Martyrdom, your Blood Magic abilities will heal for an extra amount but you also receive less healing from incoming heals. If you have more than 10 points in either of them, your Blood Magic abilities cause you to take self-inflicted damage.

The breakdowns for self-inflicted damage is:

  • 0-9 points = 0% of damage or healing you do
  • 10-59 points = 1.5% of damage or healing you do
  • 60-89 points = 3.0% of damage or healing you do
  • 90-100 points = 6.0% of damage or healing you do
  • NOTE: If you use your Basic ability, you will only take 33% of the self-inflicted damage you should

The breakpoints for bonuses to doing damage/healing and penalty to receiving healing is:

  • 0-24 points = +0% to your Blood Magic abilities
  • 25-49 points = +15.6% to your Blood Magic ability damage or healing. Incoming heals are reduced by 20%.
  • 50-74 points = +32.7% to your Blood Magic ability damage or healing. Incoming heals are reduced by 50%.
  • 75-100 points = +53.5% to your Blood Magic ability damage or healing. Incoming heals are reduced by 95%.

Casting any Blood Magic ability will prevent Corruption or Martyrdom from decaying for 3 seconds. If a Blood Magic ability has not been cast for 3 seconds then Corruption or Martyrdom will decay by losing 4 points per second.

Active Abilities

Active abilities are broken down into three paths - Profane, Thaumaturgy, Sacred

See the individual ability pages for more details, or Blood Magic abilities/tsw for a consolidated list

Passive Abilities

There is one passive skill that feeds into all paths, and then 5 (unnamed) paths of passive abilities

See the individual ability pages for more details, or Blood Magic abilities/tsw for a consolidated list

Classes

Main article: Classes

The following starter Classes incorporate Blood Magic Weapons into their build, and the 'role' they serve.

Achievements

Media

Videos

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Weapons Deep Dive, Blood Magic - See also Weapons Deep Dive

Images

Blood Tutorial.jpg Blood Magic Tutorial

Skins

Generic Blades

Name Icon Worn Held Description
Unknown Icon.png Worn.png Held.png <<Description

Named Blades

Name Icon Worn Held Description
Unknown Icon.png Worn.png Held.png <<Description


Items
Weapons ▪ Assault Rifle ▪ Pistols ▪ Shotgun ▪ Blade ▪ Fists ▪ Hammer ▪ Blood Focus ▪ Chaos Focus ▪ Elemental Focus
Talismans ▪ Head ▪ Finger ▪ Neck ▪ Wrist ▪ Luck ▪ Waist ▪ Occult
Consumables ▪ Elixir ▪ Energy Drink ▪ Ambrosia ▪ Anima ▪ Food▪ Gadget ▪ Vanity
Assembly ▪ Glyph ▪ Signet
Other ▪  Bag ▪  Makeup ▪ Pet ▪ Mission ▪  Theatre ▪  Clothing
TSW-Only Items
Weapons ▪ Chainsaw ▪ Rocket Launcher ▪ Quantum ▪ Whip▪ Flamethrower
Assembly ▪ Toolkit ▪ Materials