Information Tables

Information Tables There is a lot of information with Blood Magic and flicking through the guide to find details you need is cumbersome, below are tables with all the information in regards to Runes, Tranquility and much more:

Tartaric Gems

Petty Lesser Common Greater Grand
Amount of Will 64 256 1,024 4,096 16,384

Arrays

The Arrays listed here grant static and permanent effects. The Arrays involved in crafting recipe don’t take part of this list.

Name Reagent Catalyst Effect
Burning Furnace Array Coal Redstone Give fuel to surrounding Furnaces to cook 2 Items at the cost of a ½ heart
Movement Array Feather Redstone Propel you in the direction of the Array (with a little step up)
Updraft Array Feather Glowstone Dust Propel you 5 blocks upward
Skeleton Turret Array Arrow Feather Trap the first Skeleton who walk through it and turn it into a friendly sentry
Bouncing Array Slime Ball Redstone Act as a Slime Block
Teleportation Array Ender Pearl Redstone Teleport you to the pointed Teleportation Array (no matter if it’s active or not)
Turret Array Bow Arrow If supplied with Arrows, shoot on hostile mobs in a radius of 31 blocks
Shard of Laputa Redstone Block of Lapis-lazuli Allow you to create floating islands
Fast Miner Array Mining Reagent Iron Pickaxe Gant you Haste III for 30 seconds in exchange of a ½ heart
Attractor Array Rotten Flesh Rotten Flesh Attract both passive and hostile mobs in a range of 10 blocks on both axis

Sigils

Sigils which have brief and spontaneous effects (like teleportation) are activated with Right-click and have an LP cost peruse. Those which grant a continuous effect (like a Buff) are activated/deactivated with Shift + Right-click and have an LP cost every 5 seconds (marked *).

Name Tier Effect LP Cost
Divination Sigil 1 Display Current Essence in Soul Network when right-clicked, Tier and Capacity of Blood Altars and Tranquility and Bonus% of Incense Altars by looking at them 0
Water Sigil 1 Create a Water source Block 100
Lava Sigil 1 Create a Lava source Block 1000
Air Sigil 2 Propel you forward. Maintaining the right click allow you to “fly” while draining LP 50
Void Sigil 2 Void the Liquid source Block you’re currently looking 50
Sigil of the Green Grove 2 Act like Bone Meal: send additional grow ticks to nearby plants 150
Sigil of Elasticity 2 Give you a Bounce Buff: negate all fall damage by making every Block you fall onto act like Slime 100 *
Sigil of Winter’s Breath 2 Grant you Frost Walking: turn any water you walk on into Frosted Ice 100 *
Seer’s Sigil 2 Same as Divination Sigil. When looking at a Blood Altar, show also the progress of the current transmutation, the LP Consumption rate (Speed) of the Altar and its current Charge 0
Sigil of the Fast Miner 2 Give you a Haste II Buff: increase Mining Speed. 100 *
Sigil of the Blood Lamp 3 Throw an orb of blood in a straight line that can be used as a light source if it hits a Block 10
Sigil of Holding 3 Store 5 Sigils within it. N/A
Sigil of Magnetism 3 Attracts items in a 5 block radius 50 *
Sigil of Elemental Affinity 3 Give Water Breathing and Fire Resistance II Buffs: protect you from Drowning, Fire and Fall damages 200 *
Sigil of the Claw 3 Grants the Cling Buff: sneaking against a Block while falling will stop you like if there was a Ladder or a Vine but, unlike them, without taking damage 100 *
Teleposition Sigil 4 Once linked to a Teleposer (Shift + Right-click on it), allow a one way trip to the Teleposer. These Sigils can only be linked to one Teleposer. 1000
Sigil of Haste 4 Give a Boost Buff: a mix between Speed II, Jump Boost II and Step Assist 250 *
Sigil of Suppression 4 Remove all liquids within a 5 block radius around you. Once moving away from the liquid or deactivating the Sigil, the liquid will return after a short delay. 400 *
Transposition Sigil 4 Store the targeted Block by Shift + Right-clicking it. Right-click will re-summon the Block. There is a cost only to pick up a Block, neither to keep it stored nor to re-summon it. 5000
Sigil of Ender Severance 4 Prevent Endermen from teleporting in an area of 11x11x11 centred on you. 200 *
Sigil of Compression 4 Compress 9 Items of a kind into their Block form until it remains less than 64 of them in your whole inventory. 200 *
Sigil of the Phantom Bridge 4 Create a 7x7 platform on which you can walk and build. The platform will follow your horizontal movements. Jumping won’t raise the level of the platform, walking on a Block above it will. Sneaking for 1 second will make the current platform vanish and a new one appears 1 Block below (in mid-air, sneaking creates also a platform right below you) 100 *

Incense Altar

Here is al the Modifiers and Bonuses you can get with the Incense Altar:

Tranquillity Types and Values

Tranquillity Type Block Value
Crop Potatoes 1
Crop Carrots 1
Crop Wheat  1
Crop Nether Wart 1
Earthen Dirt 0.25
Earthen Grass 0.5
Earthen Farmland 1
Fire Fire 1
Fire Netherrack 0.5
Lava Lava 1.2
Plants Leaves 1
Tree Logs 1
Water Water 1
Water Flowing Water 1
Water Life Essence 1.5

Tranquillity Bonus

Each Tier of Incense Altar has a maximum tranquillity Bonus

Altar Level Max Bonus
No Paths 20%
Wooden Paths 60%
Stone Brick Path 120%
Worn Brick Path 200%
Obsidian Path 300%

Altar Sizes

Path Tier Size Blocks New
Wooden 2 9x9 108
Stone 3 13x13 300 192
Worn Stone 4 17x17 588 288
Obsidian 5 21x21 972 384

Blood Altar

Tier New Runes Total Runes Description
1 0 0 Just the Blood Altar itself, with no runes
2 8 8 8 Runes surrounding the block directly below the altar. The four corner runes have no effect until you upgrade to tier 3 or higher.
3 20 28 5 more Runes per side, 2 blocks out and 1 block down from the previous tier. On the corners of this tier, a pillar of any material 2 blocks higher than the runes is necessary, with a Glowstone block on top of it.
4 28 56 7 more Runes per side, 2 blocks out and 1 block down from the previous tier. On the corners of this tier, one block away from the runes, a pillar of any material 4 blocks higher than the runes is necessary, with a Large Bloodstone Brick block on top of it.
5 52 108 13 more Runes per side, 3 blocks out and 1 block down from the previous tier. On the corners of this tier, one block away from the runes, a beacon is necessary.

Blood Orbs

Orb Tier Capacity
Weak Blood Orb 1 5000
Apprentice Blood Orb 2 25,000
Magician's Blood Orb 3 150,000
Master Blood Orb 4 1,000,000
Archmage's Blood Orb 5 10,000,000

Runes

Rune Tier Description
Blank Rune 1 Does Nothing
Speed Rune 1 Increases transmutation speed by 20% per Rune
Rune of Self Sacrifice 2 Gives the Altar more LP for self-sacrificing by +10% per rune
Rune of Sacrifice 2 Gives the Altar more LP for sacrificing creatures by 10% per rune
Rune of Capacity 3 Increases capacity of the altar by 2,000 LP per rune
Displacement Rune 3 Increases how much LP is pumped out of the altar by 1.2x per rune
Rune of the Orb 4 Increases by 2% per rune the maximum capacity of your Blood Orbs (and by extension your Soul Network)
Rune of Augmented Capacity 4 Increases capacity of the altar by 10% per rune, does not stack with the rune of Capacity
Charging Rune 4 Enables the Altar to syphon LP and store it, when an item needs to be crafted the process is sped up as it uses the charge of the rune. Further increased by Speed rune and Runes of (Augmented) Capacity
Acceleration Rune 4 Speeds up how fast LP can be pumped out of the altar due to a Displacement or a Charging Rune

Living Armor

Upgrades

Quick Feet

Increases player movement speed and bonus health are listed in 1/2 hearts. There are additional bonuses to sprinting at higher levels not listed below. Trained by movement.

Level 1 2 3 4 5 6 7 8 9 10
Bonus Speed 10% 20% 30% 40% 50% 70% 90% 110% 130% 150%
Upgrade Points 3 7 12 26 42 60 90 130 180 250

Dwarven Might

Increases mining speed while mining consecutive identical blocks. The table does not show an increase of how quickly it kicks in. Also gives a speed buff after breaking a block, lasting longer (around 7 seconds at level 9) per level. Trained by mining.

Level 1 2 3 4 5 6 7 8 9
Bonus Speed 20% 40% 60% 100% 100% 100% 100% 100% 100%
Speed Buff ? ? ? ? ? Speed 2 Speed 2 Speed 2 Speed 3
Upgrade Points 5 10 18 35 65 100 160 180 240

Poison Resistance

Will cure maximum allowed poisons and needs to cool down before curing again. Trained by being inflicted by poison.

Level 1 2 3 4 5
Poisons Cured 1 2 3 3 4
Seconds to reset 1200 800 600 300 100
Upgrade Points 2 6 14 25 40

Tough Palms

Provide a bonus to self-sacrifices. Trained by sacrifices.

Level 1 2 3 4 5 6 7 8 9 10
Bonus Speed 15% 30% 45% 60% 75% 90% 105% 120% 135% 150%
Upgrade Points 7 13 22 40 65 90 130 180 250 350

Body Builder

Provides knockback resistance and bonus health is listed in 1/2 hearts. Trained by consuming food.

Level 1 2 3 4 5
Knockback Resistance 20% 40% 60% 80% 100%
Bonus Health 0 0 0 4 10
Upgrade Points 3 7 13 26 42

Tough Skin

Provides protection. Trained by taking damage.

Level 1 2 3 4 5 6 7 8 9 10
Protection 10% 30% 40% 50% 60% 70% 75% 77% 80% 83%
Upgrade Points 5 10 18 35 65 100 140 190 250 300

Healthy

Provides increased health, listed in half hearts. Trained by restoring health.

Level 1 2 3 4 5 6 7 8 9 10
Bonus Heal 4 8 12 16 20 26 32 38 44 50
Upgrade Points 5 12 20 35 49 78 110 160 215 320

Fierce Strike

Provides additional attack damage for melee attacks. Trained by dealing damage with Melee strikes.

Level 1 2 3 4 5 6 7 8 9 10
Bonus Damage 0.5 1 1.5 2 2.5 3 4 5 6 7
Upgrade Points 5 12 20 35 49 78 110 160 215 320

Trick Shot

Provides additional arrows while shooting with a Bow. These arrows are always standard arrows and cannot be picked up. Does not use additional ammunition. The main arrow will land as expected, and additional arrows will spray randomly. Trained by using bows.

Level 1 2 3 4 5
Bonus Arrows 1 2 3 4 5
Upgrade Points 20 50 90 160 290

Grim Reaper's Sprint

Provides rebirth on death. Displays "A shadowy force pulls you from the brink of death!" and heals completely when faced by death if not on delay. Trained by dying.

Level 1 2 3 4 5 6 7 8 9 10
Rebirth Delay in Minutes 60 50 45 4 30 25 15 1 5 1
Upgrade Points 20 50 130 270 450 580 700 800 900 1000

Solar Powered

Provides healing and protection while in the sun. Also provides fire resistance on a cooldown. Trained by healing.

Level 1 2 3 4 5 6 7 8 9 10
Seconds elapsed per regen 10 9 8 6 5 4 2 1 1 0.5
Protection under the Sun 2% 4% 6% 8% 10% 13% 16% 19% 22% 25%
Seconds between Fire Resist 180 150 120 105 90 75 60 30
Seconds of Fire Resist 45 60 90 105 120 150 180 300
Upgrade Points 5 12 20 35 49 78 110 160 215 320

Experienced

Provides increased experience rewarded and is trained by gaining experience.

Level 1 2 3 4 5 6 7 8 9 10
Bonus Experience 15% 30% 45% 60% 75% 90% 105% 120% 135% 150%
Upgrade Points 7 13 22 40 65 90 130 180 250 350

Strong Legs

Provide increased jump height and reduced fall damage. Values provided in additional height in blocks. Trained by jumping.

Level 1 2 3 4 5 6 7 8 9 10
Jump Increase 0.5 1 1.5 2 2.5 3.5 4.5 5.5 6.5 7.5
Fall Damage Protection 10% 20% 30% 40% 50% 60% 70% 75 % 80 % 85%
Upgrade Points 3 6 11 23 37 50 70 100 140 200

Soft Fall

Reduced fall damage. It is trained by taking fall damage.

Level 1 2 3 4 5
Fall Damage Protection 20% 40% 60% 80% 100%
Upgrade Points 2 5 9 15 25

Charging Strike

Boosts hit damage and provides additional knockback while sprinting. Trained by dealing damage done from sprinting attacks.

Level 1 2 3 4 5
Bonus Sprinting Hit Damage .50 .75 1 1.25 1.5
Bonus Sprinting Hit Knockback 1 2 3 4 5
Upgrade Points 3 7 15 25 40

True Strike

Boosts critical hit damage. Trained by damage done while critical hitting.

Level 1 2 3 4 5
Bonus Critical Strike Damage 50% 75% 100% 125% 150%
Upgrade Points 5 12 22 35 49

Gift of Ignis

Provides Fire Resist when taking fire damage. Trained by taking fire damage.

Level 1 2 3 4 5
Seconds of Fire Resist 30 30 40 50 60
Seconds between Fire Resist 300 300 240 180 120
Upgrade Points 2 6 14 25 40

Step Assist

Allows you to walk up 1 block without jumping.

Level 1
Upgrade Points 20

Elytra

An Elytra Living Armor Upgrade Tome is created by combining a book with an Elytra in an anvil (with the book in the first slot and the Elytra in the second) for 30 levels. The upgrade provides Elytra flight while holding down the jump key.

Level 1
Upgrade Points 20

Repairing

Trained by taking 500 durability damage on the Living Chestplate. Restores 1 durability on a random piece of equipped Living Armor every 200 ticks.

Level 1
Upgrade Points 15

Nocturnal Prowess

Trained by doing melee damage. Initial activation requires at least 3 minutes of Night Vision while in light level below 10. Gives Night vision and bonus damage while light level is below 10.

Level 1 2 3 4 5 6 7 8 9 10
Bonus Damage 0 0.5 1 1.5 2 2.5 3 4 5 6
Night Vision Level 1 1 1 1 1 1 1 1 1 1
Upgrade Points 5 8 15 20 34 45 70 100 150 200

Battle Hungry

Gives the player exhaustion every 20 ticks.

Level  1 2 3  4 5
Delay (Ticks) 600 600 600 500 400
Exhaustion Removed 0.02 0.04 0.06 0.08 0.1
Upgrade Points -10 -20 -35 -50 -75

Crippled Arm

Stops the player's from using their offhand.

Level 1
Upgrade Points -150

 Weakened Pick

Slows the player's mining speed.

Level 1 2 3 4 5 6 7 8 9 10
Dig speed modifier 0.9 0.8 0.7 0.6 0.55 0.5 0.4 0.35 0.3 0.2
Upgrade Points -10 -17 -28 -42 -60 -80 -100 -125 -160 -200

Disoriented

Gives the player a chance every 20 ticks to change the direction they are looking in.

Level 1 2 3 4 5 6 7 8 9 10
Chance 0.001 0.002 0.003 0.004 0.005 0.006 0.008 0.010 0.012 0.014
Upgrade Points -10 -20 -30 -40 -70 -80 -100 -140 -180 -220

Dulled Blade

Reduces the melee damage inflicted.

Level 1 2 3 4 5 6 7 8 9 10
Damage Dealt 90% 80% 75% 70% 65% 60% 50% 40% 30% 20%
Upgrade Points -10 -17 -28 -42 -60 -80 -100 -125 -160 -200

Quenched

Stops the player from drinking potions.

Level 1
Upgrade Points -100

Loose Traction

Makes the player slide as if they were on ice.

Level 1
Upgrade Points -50

Diseased

Reduces health regeneration.

Level 1 2 3 4 5 6 7 8 9 10
Health Regeneration 90% 80% 70% 60% 55% 50% 40% 35% 30% 20%
Upgrade Points -10 -17 -28 -42 -60 -80 -100 -125 -160 -200

Limp Leg

Reduces the player's movement speed on land.

Level 1 2 3 4 5 6 7 8 9 10
Movement Speed 90% 80% 70% 60% 55% 50% 45% 40% 35% 30%
Upgrade Points -10 -17 -28 -42 -60 -80 -100 -125 -160 -200

Storm Trooper

Reduces arrow accuracy. Percentages describe the amount of deviation, where 100% is directly behind the player.

Level 1 2 3 4 5
Delay (Ticks) 600 600 600 500 400
Accuracy 4% 8% 12% 16% 20%
Upgrade Points -10 -20 -40 -65 -90

Rituals

Basic

These Rituals require an imperfect Ritual Stone at the bottom of them and can be activated with a right click:

Top Block Effect
Lapis Turns Day to night
Bedrock Fire Resistance 2
Coal Summons a Strong Zombie
Water Block Makes it rain

Standard

These rituals require a weak activation crystal to activate, a Master Ritual Stone or Inverted Master Ritual Stone. These rituals can be built with the Ritual Diviner:

Name Effect Activation Cost
Ritual of the Full Spring Spawns water source on Master Ritual Stone 500 LP
Serenade of the Nether Spawns lava source block on Master Ritual Stone 20,000 LP
Ritual of the Green Grove Acts as bone meal in a 3x3 area 2 blocks above the Master Ritual Stone 1,000 LP
Interdiction Ritual Repels mobs away from the master Ritual Stone 1,000 LP
Ritual of Containment Pulls in and contains mobs above the Master Ritual Stone 2,000 LP
Ritual of High Jump Mobs and players who step on the Master Ritual Stone are propelled upwards 1,000 LP
Ritual of Magnetism​ Pulls ore blocks from below the Master Ritual Stone, area and type of ore is dependant on the activator block below the Master Ritual Stone. 5,000 LP
Ritual of the Satiated Stomach Keeps players fed within its range (33x33x33), must be supplied with food. 100,000 LP
Call of the Zephyr Sucks in items within its area and places them within a chest on the Master Ritual Stone. 1,000 LP
Le Vulcano Frigius Summons 5 blocks of cobblestone above the Master Ritual Stone 500 LP
Crash of the Timberman Cuts down trees within range of the Master Ritual Stone. 20,000 LP
Laying of the Filler Places blocks that are placed in a chest (placed on top of the Master Ritual Stone) within the ritual 5,000 LP
Ritual of Suppression When activated will drain liquids in a 10 block radius, when turned off the liquids are replaced 5,000 LP

Weak Dusk

These rituals require a weak activation crystal to activate, a Master Ritual Stone or Inverted Master Ritual Stone. These rituals can be built with the Ritual Diviner (Dusk):

Name Effect Activation Cost
Cry of the Eternal Soul Transfer LP from your personal network back into the blood Altar 2,000,000 LP
Reverence of the Condor Gives players within its range flight 1,000,000 LP
Assembly of the High Altar Creates a Blood Altar with blocks within a chest that is on the Master Ritual Stone 500 LP
Mark of the Falling Tower Summons a meteor full of ore onto the ritual, size and ore types depending on the activator. Depending on Activator
Hymn of Syphoning Pulls fluids within a 16 block radius and puts them into a connected tank. Fluids are replaced with stone 500 LP
Ritual of Speed Launches entities 30-40 blocks in the direction of the ritual. 1,000 LP
Ritual of Grounding Forces mobs to the ground and prevents jumping near the ritual 5,000 LP
The Gate of the Fold Portal gates that work cross dimension, can be customised with blocks around the Ritual Stones 50,000 LP
Ritual of the Sheppard Matures baby animals at an accelerated rate 10,000 LP
Ritual of the Crusher Mines out a 3x3x3 area below the Master Ritual Stone 2,500 LP
Resonance of the Faceted Crystal Grows will crystals (within a Crystalizer on top of the Master Ritual Stone) after 5 shards the Crystal splits and has a chance to grow different types of will Crystals. 20,000 LP
Reap of the Harvest Moon Harvest mature plants within a range around the Master Ritual Stone 20,000 LP
Focus of the Ellipsoid Builds a Sphere around the ritual with any blocks that the chest is supplied with 20,000 LP
Well of Suffering Damages Mobs within range of the ritual and fills up a nearby Blood Altar with LP 40,000 LP
Ritual of the Feathered Earth Reduced fall damage down to 0 within the rituals range 5,000 LP
Ritual of the Feathered Knife Will damage players within a 31x31x41 range and fill the Blood Altar with LP, Never kills players 50,000 LP
Crack of the Fractured Crystal Breaks off Demon Will crystals but will always leave 1 spire 40,000 LP
Gathering of the Forsaken Souls Damages Mobs with its range and speeds up will crystal growth. This will drain 2LP/s when active. 40,000 LP
Ritual of Regeneration Cast regeneration within a 10 block range of the Master Ritual Stone 40,000 LP
Ritual of Expulsion Teleports non-whitelisted plays 100 blocks away from the ritual. 40,000 LP

Advanced Dusk

These rituals require an awakened activation crystal to activate, a Master Ritual Stone or Inverted Master Ritual Stone. These rituals can be built with the Ritual Diviner (Dusk):

Name Effect Activation Cost
Ritual of Living Evolution Upgrades the living armor to have 300 upgrade points 50,000 LP Per Armor set upgraded
Penance of the Leadened Soul Adds downgrades to Living Armor depending on supplied ingredients 10,000 LP per downgrade
Sound of the Cleansing Soul Clears all upgrades and downgrades from Living Armor 25,000 LP Each time you downgrade your armor