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Mage's Blood: The Moontide Quartet Book 1

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Changelings: Excessive consumption of changeling blood may cause altered states of consciousness and the perceived ability to communicate and bargain with abstract concepts. Flavour Text: You seek the power of my strongest potions, but the price will be far higher that you can imagine. Drop Location

Sin-Eaters: their blood is fused with lots of Plasm, which might let vampires heal wounds faster at the cost of Ghost vision that can't be turned off for a while. Alternatively, since Plasm is kinda like a conduit for a "Vinculum" between Sin-Eater and Geist, a vampire with Plasm in her blood might get unwanted attention from the Geist which shares that Plasm. The Apothecary The Apothecary 5 Mageblood "You seek the power of my strongest potions, but the price will be far higher than you can imagine." Due to its powerful effects and extremely low drop rate as a tier 0 unique, it is typically one of the most expensive items in each league, traded amongst players for several Divine Orbs. It is also commonly used as a status symbol. ModifiersLeftmost (2-4) Magic Utility Flasks constantly apply their Flask Effects to you causes the effect of Magic Utility Flasks to continually apply to the character, including suffixes that provide effects during Flask Effect. Drop Level: 75. It is recommend that the player runs a t8+ version of the relevant maps to not lose out on chances to drop this card. This does not count as using a Flask, and thus effects that proc on Flask Use do not apply (e.g. Sulphur Flask creating Consecrated Ground). Because it does not consume charges, using Flasks with the Alchemist's prefix and up to 70% increased effect from Enchantments using the Enkindling Orb greatly improves the effects without the downside. Magic Utility Flasks cannot be Used prevents the player from activating Magic Utility Flasks equipped on their character. This prevents effects such as replenishing Ward with an Iron Flask or taunting enemies with a Basalt Flask.

Sin-Eaters: You may function as an Anchor for certain ghosts whose attentions you will likely not appreciate. Somehow, in some way, this includes the Sin-Eater's geist, even when the Sin-Eater is still alive and active elsewhere; ambient haunting effects occur, colored by the nature of the geist.

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Mummies: I know very little about this game line, but my hunch is that it tastes horrendous and gives less Vitae. Mummies being time defying corpse-sorcerers and all. It might even leave some vampires very uneasy by giving them small glimpses of Duat when they go into torpor. The new Mageblood belt is one of the most powerful unique items to ever exist in Path of Exile. It permanently enables a number of your utility flasks, providing their benefits constantly with no work required on your part. This belt means that regardless of what your build is, you’ll sustain your utility flasks during 100% of gameplay, even long boss fights. Werewolves: I think it was mentioned somewhere in 1st edition of Requiem that each success on a feeding roll vs a werewolf gives 2 Vitae, but the werewolf might go into Death Rage. Maybe werewolf blood can also grant temporary Spirit vision if consumed in large quantities or from a powerful werewolf.

The Magic Utility Flasks cannot be Used modifier prevents the player from activating Magic Utility Flasks equipped on their character. Normal or Unique Flasks can be used as normal. It is unknown if this prevents Magic Utility Flasks from being able to be triggered with Enchantments. Similarly, the Harvest craft that increases flask effect does not deplete because the flasks are not actively used. The Harvest enchantment Enchant a Flask with a modifier that grants 50% increased Effect. The magnitude of this effect decreases with each use can be used if the player does not have enough Enkindling Orbs. It can be chanced. Orb of Chance + Heavy Belt. Then, using Orb of Scouring to get a white Heavy Belt. Next, do it again and again.

Magic Utility Flask Effects cannot be removed Rivers of power course through your veins. could sometimes fail to apply flask effects to you, for example, when swapping out an equipped flask for another. Prometheans: might infuse the vampire with a bit of the humor associated with the promethean's Lineage, leading to mood swings. While the Divine Fire is not literal fire, it can still command its physical version. The Divine Fire might not like the feeling of powering an undead that isn't "meant" to become human. What dangers that might pose to the vampire, I am not sure. Maybe something kinda like a Pandoran happens if said vampire Embraces someone shortly after feeding on a promethean. If the vampire keeps getting in the way of Pilgrimages, the Divine Fire might even send Qashmallim to manipulate events so that said vampire Embraces someone. (The Divine Fire being what it is, another possible scenario is that the vampire might be coerced into messing with Pilgrimages more actively) Double-Influenced Item "So desperate was I for control, I turned my entire world into a prison. Now you will share in my agony." The Magic Utility Flask Effects cannot be removed modifier prevents effects such as Nullifer from removing flask effects on you from Magic Utility Flasks. Magic Utility Flask Effects cannot be removed prevents effects such as Drought Bringer from removing flask effects on you from Magic Utility Flasks.

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