Blood altar

Starting The Mod

Starting Blood Magic requires several other mods to be progressed:

GTNH will need to be progressed through the MV tier. This is required to make an implosion compressor for the compressed cobblestone, access the precision laser engraver for the arcane stone, and access to HV circuits.

  • Thaumcraft will need to be progressed far enough to access the Arcane Workbench, and will require multiple low-tier Thaumcraft items as detailed in the crafting section. You will also need access to a wand that can hold 20 of each aspect.
  • Witchery will need to be progressed far enough to access the Attuned Stone.

Tier 6 Altar

This is the final tier of altar for Blood Magic in GTNH as of the time of writing. This also contains the largest jump required so far, requiring some fairly substantial upgrades. This will take quite a few more nether stars, and some dangerous infusions.

Requirements

  • Ichorium Ingots take nether stars + dangerous infusions. The recipe themselves is not that difficult, but requires a significantly upgraded wand. You will need a wand that can hold 100 Vis with significant vis% discounts, or you will need a wand or scepter that can hold 125 vis. In my opinion, this is not something that you will mess with until late EV or early IV, as you will need tungstensteel screws for most of the wands that can hold the amount of Vis that you require.
  • You will need to be sufficiently far into Twilight Forest to make one of the wands above.
  • You will need to have completed the ritual ‘Convocation of the Damned’ for the soul crystals required.

Building the Tier 6 Altar

The tier 6 altar once again skips 2 blocks, just like the Tier 5 altar. The final dimensions are 23x23x9(LxWxH). The final product is as follows:

Common Build[edit]

It is common to incorporate Well of Suffering, Ritual of the Feathered Knife and Ritual of Regeneration into an Altar as these are designed to fit into it. Common patterns with exact positioning are listed below. Master ritual stone is always placed directly above or below the altar, specified distance from the altar is minimal distance for an exact fit.

Ritual Above an Altaredit

Mob sacrifice build:

  • Leave out 2 blocks above the altar
  • Place Ritual of Regeneration
  • Place Well of Suffering

Self-sacrifice build:

  • Leave out 1 block above the altar
  • Place Ritual of the Feathered Knife
  • Place Ritual of Regeneration

Ritual Under an Altaredit

Mob sacrifice and Self-sacrifice build:

  • Leave out 2 blocks below the altar (1 empty block below 2nd tier runes)
  • Place the Master Ritual Stone for Ritual of the Feathered Knife or Well of Suffering
  • Place the Master Ritual Stone for Ritual of Regeneration directly beneath this (3 blocks below the altar)

Tier 1, Weak Blood Orb[edit]

The Diamond’s transmutation will be complete when it transforms into a Weak Blood Orb. Pull it out of the altar with a Right-click and again to bind it, this uses a heart and fills the Player’s Soul Network with 200 LP. Blood Orbs are the only way to fill up a Player’s soul network (either by Right-clicking with the orb or placing it in an altar that contains LP), and are an important part of crafting with Blood Magic. Never get rid of a Blood Orb, as it will always be of use. The Weak Blood Orb can craft a few basic type of Sigil, perform weak rituals, and make Runes. It also has a maximum LP storage capacity of 5,000 LP.

One of the first things to make with the Blood Orb is a Divination Sigil. It needs an item called a Blank Slate. Place a piece of stone in the Altar with 1,000 LP to make a Blank Slate. Right clicking with the sigil in hand will display how much LP is in the Soul Network, or display information about the Altar, such as the tier, the maximum LP capacity, and how much LP has been collected.

The other two type of Sigil that can be made with the Weak Blood Orb are the Lava Sigil and the Water Sigil. Right-clicking with those will spawn a source of its respective liquid on the ground. This action costs 100 LP for the Water and 1,000 LP for the Lava.

Another useful item is the Lava Crystal that allows a furnace to use LP from the Player’s Soul Network as fuel (25 LP per smelt). It doesn’t need to be a vanilla furnace; a Generator or Steam Dynamo will work as well, however, the Player should take caution so that their Soul Network does not run out of LP.

Related unique items

These unique items have the Blood Magic modifier, which provides the same effect as this keystone. Taking the keystone in addition to equipping one of these items will impart no additional benefit.

Item Base Item Stats
Skin of the LordsSkin of the LordsSimple RobeQuality: +20%Movement Speed: -3%Item has no level requirement and Energy Shield (Hidden)Sockets cannot be modified+1 to Level of Socketed Gems100% increased Global DefencesYou can only Socket Corrupted Gems in this itemItem has 6 Sockets and is fully linked (Hidden)<Random Keystone>CorruptedThe Lords are chosen so carefully.Only they may grace His flesh. Simple Robe 1 Item has no level requirement and Energy Shield (Hidden)Sockets cannot be modified+1 to Level of Socketed Gems100% increased Global DefencesYou can only Socket Corrupted Gems in this itemItem has 6 Sockets and is fully linked (Hidden)

<Random Keystone>
AcrobaticsAncestral BondArrow DancingAvatar of FireBlood MagicCall to ArmsConduitCorrupted SoulCrimson DanceDoomsdayEldritch BatteryElemental EquilibriumElemental EquilibriumElemental OverloadElemental OverloadEternal YouthGhost ReaverGlancing BlowsHollow Palm TechniqueIron GripIron ReflexesMind Over MatterMinion InstabilityMortal ConvictionPain AttunementPerfect AgonyPhase AcrobaticsPoint BlankResolute TechniqueRunebinderImbalanced GuardSupreme EgoThe AgnosticThe ImpalerUnwavering StanceVaal PactWicked WardWind DancerZealot’s Oath

Corrupted

Malachai’s SimulaMalachai’s SimulaIron MaskQuality: +20%Evasion: 57Energy Shield: 12Requires Level 17, 21 Dex, 21 Int+20 to Strength(15-30)% increased Spell Damage(20-30)% increased Lightning Damage+10% to Lightning ResistanceBlood MagicMortal ConvictionIt was a sliver of Malachai’s soulthat animated the first Eternal Guardian. Iron Mask 17 +20 to Strength(15-30)% increased Spell Damage(20-30)% increased Lightning Damage+10% to Lightning ResistanceBlood MagicMortal Conviction
Malachai’s AwakeningMalachai’s AwakeningIron MaskQuality: +20%Evasion: 57Energy Shield: 12Requires Level 60, 21 Dex, 21 Int+20 to Strength(15-30)% increased Spell Damage+10% to all Elemental ResistancesAdds (42-54) to (78-88) Cold Damage to Spells while no Life is ReservedAdds (54-64) to (96-107) Fire Damage to Spells while no Life is ReservedAdds (5-14) to (160-173) Lightning Damage to Spells while no Life is ReservedBlood MagicMortal ConvictionThere is no cost too great to pay for power.Merely men who lack the conviction to pay it. Iron Mask 60 +20 to Strength(15-30)% increased Spell Damage+10% to all Elemental ResistancesAdds (42-54) to (78-88) Cold Damage to Spells while no Life is ReservedAdds (54-64) to (96-107) Fire Damage to Spells while no Life is ReservedAdds (5-14) to (160-173) Lightning Damage to Spells while no Life is ReservedBlood MagicMortal Conviction
Replica Tukohama’s FortressReplica Tukohama’s FortressEbony Tower ShieldQuality: +20%Chance to Block: 25%Armour: 494Movement Speed: -3%Requires Level 61, 159 Str+(20-30) to maximum Life+(80-100) to maximum LifeYou can Cast an additional Brand20% increased Critical Strike Chance per Brand40% increased Brand DamageBlood MagicMortal Conviction»As one of our few creations that did not cost any fatalities,Prototype #10 bore unexpectedly positive results.» Ebony Tower Shield 61 +(20-30) to maximum Life+(80-100) to maximum LifeYou can Cast an additional Brand20% increased Critical Strike Chance per Brand40% increased Brand DamageBlood MagicMortal Conviction
Tukohama’s FortressTukohama’s FortressEbony Tower ShieldQuality: +20%Chance to Block: 25%Armour: 494Movement Speed: -3%Requires Level 61, 159 Str+(20-30) to maximum Life40% increased Totem Damage+(80-100) to maximum Life+1 to maximum number of Summoned Totems+300 Armour per Summoned TotemBlood MagicMortal ConvictionTukohama knew that he could not lose a fight in his fortress.So he carried his fortress to the fight. Ebony Tower Shield 61 +(20-30) to maximum Life40% increased Totem Damage+(80-100) to maximum Life+1 to maximum number of Summoned Totems+300 Armour per Summoned TotemBlood MagicMortal Conviction

Tier 3, Magician[edit]


The tier 3 upgrade structure.

Keep upgrading the Altar. The next orb is significantly more complex, yet the attentive Apprentice should be getting the hang of it by now.

The Magician’s Blood Orb requires 25,000 LP, and a Block of Gold to be made. At this point the Altar can only hold 10,000 LP, so the Altar will need to be filled as the Orb is being made. If choosing self sacrifice, potions of regeneration and instant health will be needed to keep the Player alive and going. On a server, a PLayer may want to ask for friends to help, although, sacrificing passive mobs is most likely an easier way to accomplish the task at hand. such as Rune of Augmented Capacity and Rune of Sacrifice could be used.

The Blood Altar needs to be upgraded to to make the orb. This requires more Runes and some Glowstone to build.

With the Magician’s Blood Orb in hand, Blood Magic really opens up. Alchemy, Rituals, Bound Armor, Automation, and many other things become available. Feel free to browse this Wiki for more information.

Сингулярности[]

Своеобразная вершина возможностей тауматургии в области атаки — набалдашник сингулярности. При активации данного набалдашника из жезла вырывается сфера разрушительной энергии, перемещающаяся со средней скоростью и по очень пологой траектории вперед. При попадании в цель сфера взрывается с большой силой (без улучшений жезла и набалдашника на урон эффект подобен взрыву крипера).

Для изготовления данного набалдашника сначала потребуется изготовить амулет сингулярности. Для изготовления этих вещей потребуются все виды аспектов из жезла по 25. При активации данного набалдашника потребляются все аспекты, но количество расходуемых аспектов определяется случайным образом в указанном интервале.

Также при взрыве от набалдашника сингулярности может появится узел ауры с теми или иными основными аспектами (в основном в таком узле количество одного аспекта равно 5).[уточнить]

Рецепт Расход аспектов
для создания при активации
25 Нет
25 0,5 — 2,5

Auras and will

Once you have sufficiently advanced in your path, you will unlock the ability to manipulate the aura, which is to say, the wills infused in the very air around you. There are two important blocks involved in this process, the Demon Crucible and the Demon Crystallizer, both of which are made in the Hellfire Forge.

As you start crystallizing will, you may also discover that there are different types of will in the world. About 90% of the ambient will is the raw will you have been working with. But every so often, you’ll crystallize something different. There’s four other types of wills: Corrosive, Destructive, Steadfast, and Vengeful.

You can also combine one of these types of will crystals with a tartaric gem to store that type of will. Using different types of will may affect your Sentient gear.

Магические палочки

Магические палочки делятся на три типа:

  • Жезл — самое простое хранилище вис-энергии.
  • Скипетр — имеет больший запас хранения вис-энергии, на скипетры невозможно надеть набалдашник. Его единственное применение это использование для крафта на магическом верстаке или активация магических структур.
  • Посох — имеет размер больше, чем жезлы и скипетры, не пригоден для крафта в магическом верстаке. Хранит больше вис-энергии, чем другие, поэтому идеально подходит в боевых целях.

Для магических палочек характерны два параметра:

  • Ёмкость — на этот параметр влияет то, из какого материала состоит стержень.
  • Затраты — на этот параметр влияет то, из какого материала состоят наконечники.

Runes[edit]

Runes are used in the construction of higher tiered Blood Altars structure and to customize the Altar’s behaviour. There is no limit on how many of a Rune type an Altar can have, however, an Altar can only have a maximum of 184 Runes in the structure. A tier 2 Altar only receives bonuses from the four Runes on the sides, not the four in the corners. At tier 3 and up, all Runes provide bonuses.

Rune Effect
 Rune of Augmented Capacity

increases capacity by 2,000 LP

 Rune of Dislocation

increase speed at which liquid Life Essence can be transferred by 20%

 Rune of Sacrifice

increase LP gained from sacrificing mobs by 10%

 Rune of Self-Sacrifice

increase LP gained from sacrificing own health by 10%

 Rune of Superior Capacity

increases capacity by 10% LP

 Rune of the Orb

increases amount of LP that can be stored in Soul Network by 2%

 Speed Rune

increases transmutation speed by 20%

Mechanics[edit]

The Blood Altar has no GUI. Items can be placed in the altar by Right-clicking it. It can be filled with life essence several ways, the most basic of which is the Sacrificial Orb .

To transmute an item in the Altar, it must contain the right item, be of the correct tier or greater and have some life essence in its buffer. While it is operating, the Altar emits red particles (if particles effect option is on). If there is not enough essence in the buffer, the particles turn greyish and the item starts losing progress slowly. Adding essence to the Altar will resume the transmutation. When the process is complete, a puff of red particles is emitted.

A player near a Blood Altar while under the effects of Regeneration will suffer hunger at an accelerated rate.

Создание зелий[]

При размещении связующего зелья, и активных ингредиентов в алхимической стойке, они начнут смешиваться вместе, и их эффект будет добавлен к зелью.Также можно добавить дополнительные эффекты для зелий, которые уже имеют один эффект поставив бутылку обратно с другим связующим зельем и активными ингредиентами.
К сожалению, различные связующие зелья имеют разные показатели успеха. Например, стандартный связующий агент работает 100% для первого эффекта, и только 40%, если вы попытаетесь добавить второй эффект, 16% для 3-го и т.д. Если добавить эффект не удаётся … колба взрывается.

Создание предметов на кровавом алтаре.

На кровавом алтаре создаётся множество предметов из этого мода. Делается всё это очень просто. Для создания предметов нужна кровь, которая будет в алтаре. Предметы не могут делаться на алтаре, уровень которого слишком мал для создания этого предмета. Когда алтарь заполнен достаточным количеством крови, можно начинать создавать предметы. На алтарь кладётся предмет, из которого делается то, что нам нужно, пока предмет на алтаре, кровь из алтаря пропадает. Как только достаточное количество крови уйдёт из алтаря, создастся предмет.

Рассмотрим на примере слабого кровавого шара:

Он может делаться на алтаре 1 уровня и выше. Для его создания нужно 2000 LP в алтаре и алмаз.

Наполнение алтаря кровью.

Существуют несколько способов наполнения алтаря кровью.

Самопожертвование — с помощью жертвенного кинжала, нужно стоять возле кровавого алтаря и использовать этот кинжал, у игрока будет забираться здоровье, но таким образом будет идти кровь в алтарь.

Жертвоприношение — с помощью кинжала жертвоприношения, нужно убивать существ рядом с алтарём, таким образом кровь за убийство существ будет идти в алтарь. Есть ещё один способ жертвоприношения — ритуалы, существуют некоторые ритуалы, убивающие существ, за счёт убийства существ будет идти кровь в алтарь.

Setting[]

The in-game map, where battle-maps may be selected in the Legendary Campaign.

Blood & Magic uses the Dungeons & Dragons license and is set in the Forgotten Realms campaign setting, in a heretofore unknown region that would become known as the Utter East. Despite this, it has few connections to either D&D or the Realms, instead using largely generic fantasy elements with many deviations from conventional D&D, such as its medusa-like gorgons and goblin-like gnomes. In common with core D&D are its green regenerating trolls, the use of an alignment system in character creation for the Legendary Campaign (albeit restricted to lawful good), and a mind flayer face in character creation and randomized opponents. It seems likely the D&D license was only a late-stage or desultory introduction during development

An Arbor Lodge (top right) in the Hall of Wonder map with Gondar tiles.

It has a few more connections with the Realms beyond using the map, with references to the Great Sea and being set «before the Time of Troubles«. Most explicit are the names and holy symbols of the gods Chauntea (though closer in concept to Silvanus), Lathander, Mystra, Myrkul, and Tempus for its sacred shrines and Well of Immortals in the Hall of Legends map, as well as a strong suggestion of Gond at the Hall of Wonder. Most obvious is the cover art: the painting «Deadlock» by Larry Elmore, which also graces The Bloodstone Lands and several other Realms works. However, even the generic European-style fantasy setting of Blood & Magic is quite out-of-place in a land tucked between the Shining Lands and Zakhara, where an Asian- or Arabian-style setting might be expected to better fit with the surrounding cultures and history.

Instead, Blood & Magic hinges on some quite novel concepts of faithful golems that meditate to produce mana and that can transform into structures and advanced creatures, and on mysterious bloodforges that create them from, as the name and advertising material suggest, fire, blood, and magic, utterly unlike the stock fantasy concepts used in Warcraft at the time. The final campaign pits the player against mysterious Immortals, who may or may not be the above-named gods. But these interesting ideas are barely hinted at in game materials.

In 1998, the Utter East was developed further, with the novels of the Double Diamond Triangle Saga and Faces of Deception and the Realms of Mystery short story «Darkly, Through a Glass of Ale» all published in that year and set in and around the Utter East. These all made efforts to adapt details from the Blood & Magic game and to incorporate South Asian and more fantastical elements so it better suited the area. Copies of parts of the Double Diamond Triangle Saga were even included in later releases of Blood & Magic to provide background material. In the years after, the area would be forgotten and then perennially recalled by fans, who’d speculate on its concepts and develop various fanon theories.

Curiously, the Eberron Campaign Setting, debuted in 2004, is based on five kingdoms that fought a long and devastating war, with one side fielding armies of undead and all sides using manufactured armies of warforged, golem warriors made using legendary creation forges. There are also artificers and a goblin kingdom. It all sounds a bit familiar.

Summoning[edit]

Summoning a Demon requires that the Player place a particular set of items up on the Pedestals surrounding the Arcane Plinth.

In addition to the required ingredients, each Demon requires that a Blood Orb be placed atop the Arcane Plinth. The Blood Orb can be placed at any time during the summoning process, or simply left atop the Arcane Plinth between summons.

If the items were placed correctly lightning will strike each Pedestal in turn, consuming the placed items as it strikes. When all items are consumed, the Arcane Plinth will be struck with lightning and the Demon will be summoned.

Elementaledit

To summon an Elemental of a particular type, place six of the same alchemical ingredient type upon the six inner pedestals. These Elementals are the only Demon type to drop Demon Blood Shards, required to make an Archmage’s Blood Orb. All Elementals are capable of flight, and each has a combat ability unique to its elemental type. Being a Lesser Demon, Elementals have 100 HP.

Elemental Ingredient Effect
Air  Aether Launches the Player and inhibits armor.
Fire  Incendium Sets the Player on fire and inflicts Inhibit.
Water  Aquasalus Inflicts Drowning and Inhibit on the Player.
Earth  Terrae Inflicts Slowness and Inhibit on the Player.
Shade  Tenebrae Inflicts Blindness and Inhibit on the Player.
Holy  Sanctus Inflicts Poison and Inhibit on the Player.

Lesser Demonedit

The following summons only require a 6 Pedestal summoning structure and a Master Blood Orb. Lesser Demons have up to 100 HP.

Summon Ingredients
Fallen Angel  Sanctus (3) •  Aether •  Terrae •  Tenebrae
Lower Guardian  Cobblestone (2) •  Terrae •  Tenebrae •  Iron Ingot •  Gold Nugget
Small Earth Golem  Terrae (2) •  Clay
Ice Demon  Crystallos (3) •  Aquasalus •  Sanctus •  Terrae
Boulder Fist  Steak (2) •  Bone •  Terrae •  Sanctus •  Tenebrae
Shade  Tenebrae (3) •  Aether •  Glass Bottle •  Glass

Greater Demonedit

The following summons require at least a 12 Pedestal summoning structure and an Archmage’s Blood Orb. Greater Demons have 200 HP.

Summon Ring Ingredients
Bile Demon Inner  Poisonous Potato •  Raw Porkchop •  Raw Beef •  Egg •  Tenebrae •  Terrae
Outer  Block of Iron (2) •  Crepitous (2) •  Diamond •  Terrae
Winged Fire Demon Inner  Incendium (3) •  Aether •  Tenebrae •  Netherrack
Outer  Magicales (2) •  Diamond •  Block of Gold •  Fire Charge •  Block of Coal

Demon Crystaledit

Upon defeating a summoned Demon, it will drop a Demon Crystal, which can be used by right-clicking to summon that same Demon again. When summoned this way, the Player may sacrifice a Weak Blood Orb to the Demon in order to tame it. Once tamed, the Demon can be commanded to follow or stay, much like any other pet. Some Demons are willing to fight for the Player once tamed. When the Demon is tamed it will gain 5 hearts and if named with a name tag it will gain another 5 hearts.

Потребление[]

Любой предмет, который использует энергию жизни будет брать её от сети игрока, к которой он привязан. Этот процесс работает на любом расстоянии

Также важно отметить, что энергия всегда потребляется из сети к которой привязана, даже если предмет используется другим игроком.
Если не хватает энергии жизни, чтобы питать какой то из предметов, например, водной печати , это заставит игрока отдать свою энергию, жертвуя своим здоровьем. Если количество необходимо достаточно много энергии, этот процесс может убить игрока.
Пассивные элементы, такие как ритуалы или кристалл лавы, при недостатке энергии, будут вызвать у мага с которым они связаны тошноту, в результате чего экран начнет деформироваться и раскачиваться вокруг дезориентирующим образом

Этот эффект длится до тех пор, пока энергия жизни не добавится в сеть или ритуал окончится.

Tiers

The Blood Altar is used to transmute various items using Life Essence. The transmuted items can then be used in the creation of much of Blood Magic’s content. A non-upgraded Altar can store a maximum of 10,000 Life Essence (LP). The maximum storage per tier for an altar crafted with only Runes of Augmented Capacity is listed below for each tier.

Much like a Beacon, the Blood Altar increases in tier in a pyramid-like fashion; each successive new tier is added by building downward and out from the previous layer. Unlike the Beacon, the inside of the layers and any gaps in the structure can be left empty. The only required blocks are the Blood Altar, the various types of Blood Runes, and any other block specifically designated in the construction of each tier.

Tier 1

The Tier 1 Altar only consists of the Altar itself. It is capable of storing 10,000 LP.

A Tier 1 Blood Magic Altar

Additional Blood Runes
Total Blood Runes
Additional Structure(s) None
Maximum LP Storage 10,000
Dimensions 1x1x1

Tier 2

An Altar can be upgraded to a Tier 2 Altar by placing 8 of any type of Blood Rune around the base of the altar.

A Tier 2 Blood Magic Altar

Additional Blood Runes 8
Total Blood Runes 8
Additional Structure(s) None
Maximum LP Storage 10,000
Dimensions 3x3x2

Tier 3

The Tier 3 altar requires a new and larger ring of Blood Runes beneath the initial eight runes of a Tier 2 altar. Additionally, 2-block tall pillars on each of the four corners of the new outer ring must be constructed, capped with a Glowstone block or sea lantern.

A Tier 3 Blood Magic Altar

Additional Blood Runes 20
Total Blood Runes 28
Additional Structure(s) 4x two-block pillars capped with Glowstone
Maximum LP Storage 66,000
Dimensions 7x7x4

Tier 4

Upgrading an altar to its fourth tier will require an additional 28 Blood Runes and introduces a new block, Large Bloodstone Brick. 4 four block-tall pillars must be built on the corners of the new outer ring, each capped with a Large Bloodstone Brick.

A Tier 4 Blood Magic Altar

Additional Blood Runes 28
Total Blood Runes 56
Additional Structure(s) 4x four-block pillars capped with Large Bloodstone Brick
Maximum LP Storage 122,000
Dimensions 11x11x6

Tier 5

A Tier 5 Blood Magic Altar

A Tier 5 Blood Magic Altar stripped of any extraneous blocks

The fifth tier of your Blood Magic altar requires 52 additional Blood Runes and 4 beacons. Only the beacon block is required for the Altar to correctly form; the base for each beacon is not required at all, and does not need to be made of any particular block. The Tier 5 Altar allows the player to unlock the full potential of their Blood Magic endeavors by way of unlocking even more and more powerful transfusion recipes.

Unlike previous tiers, the fourth ring of runes requires a two-block gap outward from the previous ring.

Additional Blood Runes 52
Total Blood Runes 108
Additional Structure(s) 4 Beacons
Maximum LP Storage 226,000
Dimensions 19x19x7

Tier 6

A Tier 6 Blood Magic Altar

A Tier 6 Blood Magic Altar stripped of any extraneous blocks

The sixth tier of the altar can only be built on the 1.7.10 version of the mod without creative mode since there is no way to craft the Crystal Clusters needed for it. The previously final tier of the Blood Magic altar will require 76 additional Blood Runes, and 4 seven block pillars capped with Crystal Clusters. The Tier 6 Altar would allow the player to unlock the full potential of their Blood Magic endeavors by way of unlocking even more and more powerful transfusion recipes.

Like the previous tier, the fifth ring of runes requires a two-block gap outward from the previous ring.

Additional Blood Runes 76
Total Blood Runes 184
Additional Structure(s) 4x seven-block pillars capped with Crystal Cluster
Maximum LP Storage 378,000
Dimensions 23x23x9
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