Blood Magic icon

mod overview

Blood Magic

v3.3.7-49 for Minecraft 1.20.1

Gruesome? Probably. Worth it? Definitely! Blood Magic is an arcane art that is practiced by mages who attempt to gather a vast amount of power through utilizing a forbidden material: blood. Even though it does grant a huge amount of power, every single action that is performed with this volatile magic can prove deadly. You have been warned.

Adds 439 items, 295 recipes, 1 dimension, 1 mixin modification, 189 guidebook entries, 1 sound event.

by WayofTime · CC BY 4.0
forge

Modifies (1)

This mod modifies 1 vanilla system.

bloodmagic.mixins.json

net.minecraft.world.entity.LivingEntity

Dimensions (1)

bloodmagic:dungeon minecraft:noise
  • Skylight
  • No Ceiling
  • No Ultrawarm
  • Natural portal spawn
  • Beds work
  • No Respawn anchors work
  • No Piglin-safe
  • No Raids

Guidebook

Guidebook: Guide

Rituals › Ritual List (32)
Mark of the Falling Tower 4 pages
Structure: Mark of the Falling Tower (structure preview not yet rendered)
Use a Ritual Diviner [Dusk] for easier construction.
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Using the vast powers at your disposal, the most conclusion is that it is a good idea to summon a meteor from outer space to crash upon the world.

By dropping an appropriate offering on top of the MRS, the ritual will consume the item (plus a large amount of LP, default of a million LP) and summon a meteor at the build height of the map. Once the meteor hits something, it will detonate and leave behind many resources to mine and process.
The size and resources gained vary based on the offering given. Normal offerings include: Diamond, Block of Iron, Glowstone Dust, and Stone.

Mod items include: Ice and Fire Dragon Bones, AE2 Certus Quartz, Create Andesite Alloy, IE Copper Wire Coil, Mystical Agriculture Prosperity Shard, Thermal RF Coil, and Mekanism Advanced Alloy.
Call of the Zephyr 4 pages
Structure: Call of the Zephyr (structure preview not yet rendered)
Use a Ritual Diviner for easier construction.
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Rhythm of the Beating Anvil 17 pages
Structure: Rhythm of the Beating Anvil (structure preview not yet rendered)
Use a Ritual Diviner [Dusk] for easier construction.
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The Rythm of the Beating Anvil is a powerful and versatile ritual, allowing you to autocraft standard crafting recipes alongside recipes using your Alchemy Table or Hellfire Forge (If properly augmented). However, it can be a little complex, so what follows is a tutorial for setting it up.

Each ritual can handle exactly one recipe.
First off, we need to specify the recipe that we want the ritual to craft. This is done using an Item Filter.

Multiple types of Item Filter can be used, however the ritual will only ever accept one filter at a time; any additional filters will be ignored.
The following filters are accepted: Standard Item Filter: specifies exactly which item to use in each slot. Tag Item Filter: Uses Tags to specify what items to use. E.G. If a recipe requires any kind of stone (but will work with andesite, granite, etc), you can use forge:stone in the filter. Mod Item Filter: This will try to use any item from the mod in this slot.
Image: bloodmagic:images/entries/ritual/autocraft/filter_pickaxe.png (not yet resolvable to a texture)
A Standard Item Filter configured to autocraft Stone Pickaxes.
Next, the Item Filter has to be placed on the ritual. In this image we've used an Item Frame, however a chest can be used instead. Note that if you put multiple filters in the chest, only the first one will be used.

By default, the Input chest and Output chest are in the same place; however, this can be changed with the Ritual Tinkerer. This can be useful for recipes that re-use some components, such as your Blood Orb.
Image: bloodmagic:images/entries/ritual/autocraft/default_placement.png, bloodmagic:images/entries/ritual/autocraft/optional_placement.png (not yet resolvable to a texture)
A filter and chest in normal locations, and a Tinkered ritual with in and out chests
If you supply the ritual with Steadfast or Corrosive Will, then the ritual will instead try to autocraft with a linked Hellfire Forge or Alchemy Table, respectively. These recipes are all shapeless, but if you need 2 of an item, you'll have to specify it twice in the filter.
Image: bloodmagic:images/entries/ritual/autocraft/catalyst_recipe.png (not yet resolvable to a texture)
A filter configured for the crafting of Simple Catalysts.
bloodmagic:ritual_data: Supports Standard, Tag, and Mod Item Filters.
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bloodmagic:ritual_data: Supports Standard, Tag, and Mod Item Filters.
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Ritual of the Full Spring 3 pages
Structure: Ritual of the Full Spring (structure preview not yet rendered)
Use a Ritual Diviner for easier construction.
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Ritual of Living Evolution 2 pages
Structure: Ritual of Living Evolution (structure preview not yet rendered)
Use a Ritual Diviner [Dusk] for easier construction.
bloodmagic:ritual_info: Stand on the Master Ritual Stone while wearing Living Armor to use this ritual.
… and 27 more
Ritual of the Satiated Stomach 4 pages
Structure: Ritual of the Satiated Stomach (structure preview not yet rendered)
Use a Ritual Diviner for easier construction.
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Ritual of the High Jump 4 pages
Structure: Ritual of the High Jump (structure preview not yet rendered)
Use a Ritual Diviner for easier construction.
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Domain of the Filler 4 pages
Structure: Domain of the Filler (structure preview not yet rendered)
Use a Ritual Diviner for easier construction.
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Ritual of the Crusher 9 pages
Structure: Ritual of the Crusher (structure preview not yet rendered)
Use a Ritual Diviner [Dusk] for easier construction.
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bloodmagic:ritual_data: For example, it will turn Coal into Blocks of Coal, Redstone Dust into Blocks of Redstone, etc.
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Ritual of the Feathered Knife 9 pages
Structure: Ritual of the Feathered Knife (structure preview not yet rendered)
Use a Ritual Diviner [Dusk] for easier construction.
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Ritual of Speed 8 pages
Structure: Ritual of Speed (structure preview not yet rendered)
Use a Ritual Diviner [Dusk] for easier construction.
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Well of Suffering 5 pages
Structure: Well Of Suffering (structure preview not yet rendered)
Use a Ritual Diviner [Dusk] for easier construction.
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This ritual attacks mobs within its damage zone and puts the harvested Blood into a nearby Blood Altar. Put a Blood Orb in the Altar, maybe add a few Runes of Sacrifice for good measure and you'll never have to worry about your LP supplies again... As long as you can supply enough mobs.
bloodmagic:ritual_data: The Ritual can only link to one altar at a time.
bloodmagic:ritual_data: Mobs will still drop non-Player Kill mob drops.
Crack of the Fractured Crystal 3 pages
Structure: Crack of the Fractured Crystal (structure preview not yet rendered)
Use a Ritual Diviner [Dusk] for easier construction.
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Pathway to the Endless Realm 2 pages
Structure: Endless Realm (structure preview not yet rendered)
Use a Ritual Diviner for easier construction.
bloodmagic:ritual_info: Beware, the Demon Realm is highly dangerous. Come prepared!
Reverence of the Condor 3 pages
Structure: Reverence of the Condor (structure preview not yet rendered)
Use a Ritual Diviner [Dusk] for easier construction.
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Ritual of the Geode's Bounty 11 pages
Structure: Ritual of the Geode's Bounty (structure preview not yet rendered)
Use a Ritual Diviner for easier construction.
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Dawn of the New Moon 4 pages
Structure: Dawn of the New Moon (structure preview not yet rendered)
Use a Ritual Diviner [Dusk] for easier construction.
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Image: bloodmagic:images/entries/ritual/sphere_above.png, bloodmagic:images/entries/ritual/sphere_below.png (not yet resolvable to a texture)
The result of using the ritual with the default settings.
Yawning of the Void 8 pages
Structure: Yawning of the Void (structure preview not yet rendered)
Use a Ritual Diviner [Dusk] for easier construction.
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bloodmagic:ritual_data: To set a filter, place any form of Item Filter into the linked Chest. The ritual will only use the first filter it finds, but will accept Standard, Tag, Mod, and Composite Item Filters. Blacklisting works too!
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Ritual of the Shepherd 8 pages
Structure: Ritual of the Shepherd (structure preview not yet rendered)
Use a Ritual Diviner [Dusk] for easier construction.
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bloodmagic:ritual_data: Requires Steadfast Will.
Gathering of the Forsaken Souls 4 pages
Structure: Gathering of the Forsaken Souls (structure preview not yet rendered)
Use a Ritual Diviner for easier construction.
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Crash of the Timberman 4 pages
Structure: Crash of the Timberman (structure preview not yet rendered)
Use a Ritual Diviner for easier construction.
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Reap of the Harvest Moon 3 pages
Structure: Reap of the Harvest Moon (structure preview not yet rendered)
Use a Ritual Diviner [Dusk] for easier construction.
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Resonance of the Faceted Crystal 4 pages
Structure: Resonance of the Faceted Crystal (structure preview not yet rendered)
Use a Ritual Diviner [Dusk] for easier construction.
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This ritual takes a well grown (at least 5 spires) Raw Crystal Cluster located 2 blocks above the Master Ritual Stone, and splits it into new single spires of each Aspected Will Crystal Clusters located directly above the 4 elemental Ritual Stones. This spacing is designed to accommodate a Demon Crystallizer on top of the Master Ritual Stone.

For information on growing Demon Will Crystals, please see Crystallized Will.
Image: bloodmagic:images/entries/demon_will/will_splitting.png (not yet resolvable to a texture)
Recommended setup for the Resonance of the Faceted Crystal ritual.
Sound of the Cleansing Soul 2 pages
Structure: Sound of the Cleansing Soul (structure preview not yet rendered)
Use a Ritual Diviner [Dusk] for easier construction.
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Focus of the Ellipsoid 5 pages
Structure: Focus of the Ellipsoid (structure preview not yet rendered)
Use a Ritual Diviner [Dusk] for easier construction.
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This ritual is purely aesthetic in nature, designed for the budding, yet lazy, builder that resides in all of us. It's particularly good for building complicated shapes, such as the mighty gold dome above your Evil Lair. ...You do have one of those, right?
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Ritual of the Green Grove 10 pages
Structure: Ritual of the Green Grove (structure preview not yet rendered)
Use a Ritual Diviner for easier construction.
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The Sinner's Burden 8 pages
Structure: The Sinner's Burden (structure preview not yet rendered)
Use a Ritual Diviner for easier construction.
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bloodmagic:ritual_data: Behaves similarly to the Suspended effect.
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Ritual of Magnetism 4 pages
Structure: Ritual of Magnetism (structure preview not yet rendered)
Use a Ritual Diviner for easier construction.
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By default, the Ritual of Magnetism searches down to bedrock in a radius of 3 blocks out from the Master Ritual Stone for ores to collect. This can be augmented by placing an expensive block directly underneath the MRS, as follows:

Block of Iron - 7 blocks. Block of Gold - 15 blocks. Block of Diamond - 31 blocks.
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Serenade of the Nether 12 pages
Structure: Serenade of the Nether (structure preview not yet rendered)
Use a Ritual Diviner for easier construction.
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bloodmagic:ritual_data: Particularly useful against denizens of The Nether.
bloodmagic:ritual_data: When the debuff ends, they will do a wonderful impression of a firework.
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Ritual of Regeneration 5 pages
Structure: Ritual of Regeneration (structure preview not yet rendered)
Use a Ritual Diviner [Dusk] for easier construction.
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bloodmagic:ritual_data: Requires Corrosive Will.
Penance of the Leaden Soul 8 pages
Structure: Penance of the Leaden Soul (structure preview not yet rendered)
Use a Ritual Diviner [Dusk] for easier construction.
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This ritual consumes excess Upgrade Points (in the form of Tomes, Scraps, and Synthetic Upgrade Points) alongside one Key Item per level, in order to apply Downgrades to your worn Living Armour. The key item is different for each downgrade, and is pictured in each Downgrade Entry. These downgrades will harshly limit your abilities, but will provide you with a wealth of additional Upgrade Points to play around with, allowing for much more specialisation than was previously available to you.
Crafting: bloodmagic:synthetic_point
If you do not have enough points avaliable to you, you can craft Synthetic Upgrade Points. Each one of these is worth a single Upgrade Point.
To use the ritual, simply place your tomes (or other sources of Upgrade Points) and the required Item(s) for the particular downgrade you have in mind into the attached chest (see the previous page), while wearing your Living Armour. The ritual will consume the points and apply the downgrade to your armour. The order of consumption is Living Armour Upgrade Scraps, then Living Armour Upgrade Tomes, and finally Synthetic Upgrade Points.
The downgrades applied to your armour depends on what Item(s) you place in the chest. Each item that matches a particular downgrade will increase the desired downgrade's level by one. In this manner, multiple downgrades can be applied at once with a single ritual activation. So if you wanted, say, Battle Hungry level 3, you'd put 3 Rotten Flesh and items worth 35 Upgrade Points into the chest, and activate the ritual whilst wearing a full set of Living Armour.
The ritual will respect any settings you have configured on your Living Armour Training Bracelet, so if you have it set to 'do not allow other upgrades' then the ritual will fail to apply the downgrades to you. If in doubt, put your Training Bracelet away!
Living Armour Upgrade Scraps Living Armour Upgrade Scraps
Excess points will be returned in the form of Living Armour Upgrade Scraps, which can be used in subsequent rituals.
Edge of the Hidden Realm 2 pages
Structure: Edge of the Hidden Realm (structure preview not yet rendered)
Use a Ritual Diviner for easier construction.
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Utility Blocks & Items (14)
Bloodstone Bricks 2 pages
Bloodstone Bricks are a decorative block, and used as the capstones for the Tier-4 Blood Altar. They require Weak Blood Shards, which can be made by putting a Saturated Tau into an Alchemical Reaction Chamber with a Sanguine Reverter in it.
Changelog 103 pages
All the changelogs of Blood Magic to date, from most recent to oldest.
Fixed: Recent changes to the Sigil of Holding's logic meant that it could sometimes turn into one of the sigils it was holding. The Sigil of Holding is now better at holding Sigils, particularly the Lava Sigil and Water Sigil.
Added:Upgrade Tomes holding the same Up- or Downgrade can now be combined in a crafting grid to add their points togetherCommands to manipulate a players Soul NetworkCurrently "bloodmagic network <username> <add/query/reset/set> [amount]" to read or write a player's LP.Add adds a given amount, Query returns the current value, Reset sets it to 0, Set sets it to a given amount
ARC input tank can be emptied by putting buckets or other fluid handler items into the input bucket slot. It will also try to transfer as much as possible instead of only ever 1 bucket at a timeARC tanks can be interacted with from in-world now. Order of operations tried is Fill input tank > Empty output tank > Empty input tank > Open GUISigil of the Frozen Lake is now craftableBy default, this tier-3
recipe takes packed ice, a snow block, a snowball, and water to make Frost Reagent, and an infused slate to make the Sigil itself.Acts as a Frostwalker enchantment when active.Weak and Saturated Tau now count towards tranquility when building the Incense AltarFroglight variants are now valid in place of glowstone for the altarconfiguration options in bloodmagic-common.toml for the LP cost of all sigils
Fan translations! Currently we've deployed Simplified Chinese (zh_CN), thanks to Rain-Flying. If you'd like to help contribute a language to the pack, or improve an existing language, come join our Discord!Block protection compatibility (i.e. ftbchunks et al). Mining charges, the Ritual of Magnetism, and other things that affect or modify blocks should now respect teams and claims. Server owners, rejoice!
Added waterlogging support to the Water Sigil, and prevented the Water and Lava Sigils from deleting blocks in certain corner cases
Fixed:fixed a world-breaking crash with the Reap of the Harvest Moon ritual if it found a TileEntity in its range when AgriCraft is *not* installedIf your world has been affected by this, go to 'forge-server.toml' and set 'removeErroringBlockEntities' to 'true'. Launch your world and confirm that it's running, then set this back to false. (see the warning in the .toml for more info)
The 'flight' potion effect now properly clears when players drink a bucket of milk (or otherwise end it prematurely)Rhythm of the Beating Anvil didn't check to see if the recipe was valid and just produced the result. Recipe checking has been added, so you do now actually need the correct inputsComposite Item Filters didn't work, now they do
Apparently Oculus takes _s to mean 'shader' and helpfully removes such instances from the texture map. Unfortunately all our Steadfast variant blocks ended in _s. We've renamed them to _steadfast as a resultBlood Orbs could be used without getting damaged while spawn protection lasts. It now does the same thing the rest of the sacrifice stuff does and first gets rid of invulnerability
improved item automation interactions for the Hellfire Forge. More on this hereMagiChem's fully grown clusters have been added to the geode_harvestable tag to work with the Ritual of the Geode's Bounty out of the box rather than requiring a datapack. The budding blocks are already in the forge:budding tag which is already part of geode_acceleratable
forge:storage_blocks/hellforged block and item tags have been added to the respective forge:storage_blocks tagprevent a crash when opening the Edit HUD position screen while looking at an entitySoft Coating no longer voids the contents of shulker boxes (or other tile-entities)
Teleposition Sigil now teleports you when clicking on a non-teleposer block as well. it also now checks itself for a destination when inside a Sigil of Holdingritual diviner and tinkerer can now be cycled even when looking at a (non master ritual stone) block
Added a check to prevent alchemy arrays from duplicating itemsbloodmagic:geode_harvestable now adds forge:clusters as a tag instead of a block, meaning that The Ritual of the Geode's Bounty will actually work with themThe ritual now uses a fake player so certus quartz now actually drops, instead of getting voided because there was no entity passed to the drop generation
Missing Recipe Serializer prevented people from joining servers. Its been found and put where it belongs
Buckle up, this one's a doozy...Added:A new ritual!The Ritual of the Geode's Bounty will accelerate the growth of nearby budding blocks and automatically harvest their crystals, dropping them on the ground.more configuration options!LP per heart from sacrifice / self-sacrifice can be tweaked
Specific mobs can also give more or less LP per heart of damageSpecific mobs can also be blacklisted from the Well of Suffering (if you want to allow for them to be manually sacrificed)Living armour's total upgrade points can now be configured (both standard and evolved)added configuration options for the new Geode Ritualexpect more of this in 1.21
Filters now have recipes for copying or clearing their settingsReap of the Harvest Moon now supports more things!Vanilla: bamboo, kelp, sugarcane, cactus, and vines (both normal, twisting, and weeping)Modded: Agricraft, Mystical AgricultureGreen Grove ritual and sigil now support Agricraft (and acts as a [highly un-]natural weed-killer!)
Improved recipes in JEI to better display requirements for the Alchemy Table, Hellfire Forge, and Blood Altar (with tooltips)Alchemy Table displays required LP for a given craft in a tooltipHellfire Forge displays required and consumed Will in a tooltipBlood Altar displays required tier and LPAll of them say 'info' under the arrow to tell people to mouse over
Hellfire Forge now has a little flag that pops out when you've not got enough will to craft a recipeAdded some error messages to the Penance of the Leadened Soul ritual to cover some common issuesDowngrade blocked by training bracelet, not enough of key item / upgrade points present in chest, no chest present
Added dispenser behaviour for Buckets of LifeNow you can Carrie people in Minecraft!Anointments can now be added in the smithing table, for 2-handed weapons and other circumstances where you're unable to apply the anointment in the intended way.Re-worked the AE2 Meteor within the Mark of the Falling Tower ritual to spawn budding quartz blocks (including flawless, if you're lucky!)
Added recipes for all of the dungeon blocks, plus recipes for their aspected counterparts. Now you too can utilize the fierce red dungeon asthetic!Added some functional dungeon blocks, including the dungeon eye, dungeon emitter, dungeon alternator, and MASHY SPIKE PLATE.Added speed upgrades for routing nodes. Now you can move more items AND move them faster!
Added more uses for the hydration cell, including making copper more nasty and concrete powder less powdery.Dispensers can now throw soul snaresSentient Tools now have 2 higher tiers, unlocked at 2k and 4k Will respectively, that further improve their stats, bringing them in line with the Sentient Sword.
Fixed:Mimic blocks now render properly when they've not been given a block to mimicAdded models for inversion pillar capsFixed an interaction with the dungeon rituals and certain optimisation mods (such as Better Chunk Loading) that prevented the dungeons from working.Fixed a crash with Domain of the FillerFixed a dupe glitch with the Blood Altar
Lava crystals no longer lose their binding when used in the ARC in furnace modeUnbound lava crystals are no longer a free fuel source for the ARC. Sorry!Also items won't end up with negative durability when being used in the ARC.Comparators no longer have a redstone value > 15 when measuring the fill-level of your soul network.
Fixes a crash when placing / looking at comparators next to Blood Altars with certain WALIA/TOP style mods.The Sigil of Suppression no longer leaves Spectral Blocks lying around the placeWas causing crashes and potentially world-corruptionCan be fixed by using 'setblock' to turn any lingering spectral blocks into airDummies from the dummmmmmy mod are blacklisted by default and give 0 LP when sacrificed.
Fixed a logspam issue / crash when dying while wearing Living Armour with Curios installedReinforced runes can now be properly mined.Fixed a crash when activating a teleposer with an unbound focus in it.The ARC now respects the 'unbreakable' tag when using items with durability. This includes the Eternal Stella!
Configuring the HUD with the Seer's Sigil / Divination Sigil / etc should now properly save your changesAdded some missing names for e.g. life essence bucketsTau Fruit / Saturated Tau now grows properly (rather than requiring bonemeal)Re-implemented the Spectral Sight potion effectThe Blood Altar structure is now more permissive about what constitutes a 'solid block'
for the purposes of supporting your glowstone/bloodstone blocks.Stairs, walls, fenceposts, even stacks of signs will all work for this now.LP wasn't saving consistently in singleplayer mode sometimesFortuna Extract / Soft Coating no longer voids Shulker BoxesFungal charges no longer use an empty tag in their crafting recipe
The Sentient Scythe is now officially 20% more Scythe-y. (and tagged as one, too!)Re-worked the Green Grove's Steadfast Will upgrade, it should now properly replant seeds on harvest.Fixed filters not saving item quantities properlyExplosive charges no longer lose their anointments if held in hand when breaking a blockWill stored within the chunk's Aura is no longer lost upon chunk unload.
Updated the description of the music disc to properly credit Firel.Added the Gilded Living Armour Upgrade, which pacifies Piglins when equiped. Trained by giving Gold Ingots directly to piglins.Updated the death messages for dying to the Well of Suffering or the Sacrificial Knife.
Deregistered the Spectral Block's item.Stop placing random things out of your test worlds! ;-;Modified some miscellaneous Curios stuff.Removed the fact that sacrificial damage would stop momentum.
Fixed Soft Coating and Fortuna Extract; voiding of drops is not part of the "ultimate price"!Fixed Routing Node text box so that it can be properly edited.Updated functionality; can now right-click the textbox when an item is selected in the filter to set the filter to "Everything".
Updated Curios implementation.Fixed the guidebook not showing up in the Creative Tab and JEI.Removed some useless log spam.
Fixed crash that prevented the mod from working on servers.
Initial update to MC 1.20.x! Expect some breakage. You can thank/blame chonky for the release!Curios/Elytra-render checks no longer specifically check for ItemLivingArmor.
Changed Sigil of Holding rendering so that it displays the selected Sigil in the hand.Added a new music disc, which is obtainable in the Mines!Modified several textures, and adjusted Reinforced Runes' recipes accordingly.Fixed the Harvest Moon ritual so that it works properly with Nether Wart.
Modified the recipe framework of the Mark of the Falling Tower to better facilitate creating custom recipes. Now includes fluid support!Added Patchouli documentation for The Rhythm of the Beating Anvil ritual (Autocrafting Ritual).Sorry it took a while. It was hard, okay? - Wrince
Fixed it so that the Fishing Rod actually works.Don't ask.
Implemented the Pathway to the Endless Realm ritual, which provides access to a larger version of the Demon Dungeons! The Endless Realm is a sprawling, procedurally generated dungeon, filled with chests bursting with loot and monsters that pack a serious punch! Those who successfully navigate its many chambers may find Demonite, an ore that
cannot be found anywhere else. The dungeons currently have two distinct regions: The "Entrance Zone", which contains a wide array of loot and monsters The "Hidden Mines", containing a bountiful reserve of Demonite, which is used for advanced alchemy and for empowering the Blood Altar to Tier 5. Accessible by finding the "Foreman's Key" in the Entrance Zone.
If you delve deep enough in the dungeon, a "Spatial Distortion" may occasionally form; this changes one of the doors within the room to one that leads to a rare dungeon room. More rooms, room types, and special rooms to come to the Dungeon (eventually (soon (tm)))! Added Demonite, which can be processed into Hellforged Sand and Hellforged Ingots.
Added more advanced anointments, which offer either increased duration (XL) or a stronger effect (III). Added the "Standard Lengthening Catalyst" and "Standard Power Catalyst", which further augment potion effects in the Alchemy Flask. Added stronger Alchemic Reaction Chamber tools, which are both faster and longer-lasting than previous tools. Hellforged Resonator Hellforged Explosive Cell Advanced Cutting Fluid
These tools also boost the chance for bonus outputs when used. For instance, an Intermediate Cutting Fluid will provide 1.5x Iron Sand per Raw Iron, whereas the Advanced Cutting Fluid provides 1.67x.

Added Upgraded Explosive Charges and tweaked the power of previous versions. Augmented Shaped Charge - breaks 7x7x7 cube of blocks.
Tunneling Shaped Charge - breaks 5x5x20 long set of blocks. Augmented Controlled Charge - breaks up to 8x64 blocks of the same type. Augmented Deforester Charge - breaks up to 8x64 logs, clearing away connecting leaves. Augmented Fungal Charge - breaks up to 8x64 blocks related to Overworld and Nether big mushrooms.
Added Hellforged Parts, which can only be found through loot within the Hidden Mines. Used to reinforce Blood Runes, doubling the effect of the given rune. Increased the rate of Tiny Corrupted Dust when using the Resonator in the Alchemical Reaction Chamber. Corrupted Dust can be used to increase the yield of the desired ore.
Added a new feature to the Divination and Seer's Sigil: when sneaking and activating the sigil, a GUI will open which will allow you to drag individual HUD elements and save their new locations. Added new anointments: Repairing Salve, which repairs a damaged tool slightly when the tool is used.Void Essence, which destroys mundane blocks that are mined.
Also tweaked Miner's Secrets to only work on exp-providing blocks, while also only being used up when additional exp is provided. Updated several textures related to vanilla ore processing. Fixed Blood Altar's delay after crafting. The delay between when an altar finishes a craft and attempts to start a new craft is now 30 ticks. Fixed Body Builder so that it is properly obtainable.
Fixed Nether Wart handling for the Harvest ritual. Fixed the Sentient Scythe so that it wasn't made out of paper. Also actually does damage now! Allowed the Sentient Scythe to receive the Sharpness enchantment while enchanting. Changed the Ritual of the Feathered Knife to interact with the Tough Palms Living Upgrade.
Added Amethyst Throwing Daggers, which do the same damage as Iron Throwing Daggers. Can be combined in an ARC with a Lingering Alchemy Flask to add potion effects to the thrown daggers. Added the reworked ritual Rhythm of the Beating Anvil, which can autocraft vanilla recipes. When augmented, can also simplify automation of Hellfire Forge and Alchemy Table recipes.
Changed the Penance of the Leadened Soul so that it respects any currently held Training Bracelets.Reimplemented recipe for Obsidian Paths.
Fixed Fortuna Extract so that it properly applied its additional Fortune under certain conditions.Fixed a crash with the Teleposer that prevented Tile Entities from moving.Added smelting recipe for copper sand > copper ingot, and blasting furnace recipes for all dusts.
Fixed in-game guide for real this time.
Fixed in-game guide so that recipes properly load.Fixed non-crafting Alchemy Arrays.Fixed the Mark of the Falling Tower and Ritual of Magnetism to respect the current world's build limit.Changed a few textures such as the ore fragments.
Initial release of 1.18.2.Changed the ARC so that the texture changes based on the tool used and when it is active.Rebalanced some recipes due to Raw Materials dropping from base ores.Added copper ore processing.Added Glowberries and Berry bush handling to the Reap of the Harvest Moon.
Known issues:In-game guide is broken in a few places, primarily when viewing mod recipes such as Blood Altar crafting.Life Essence blocks do not have the proper overlay when submersed in liquid.
Reworked and implemented the Potion Flask system! Quite a bit different than previous versions, so make sure to check the guide. New (and old) non-Vanilla potion effects include: BounceGravityGroundedHeavy HeartPassive
Spectral SightHard CloakObsidian CloakFlightFixed server crash for the Reverence of the Condor ritual. Reimplemented Teleposers. Hurray! Reimplemented the Teleposition Sigil. Reimplemented the Sigil of Suppression. Reimplemented the Demon Pylon.
Added Will Catalysts, which can be applied to Demon Will Clusters to dramatically increase their rate of growth. Changed the Hellfire Forge so that it can use Aspected Will in crafting operations. Modified the Ritual Diviner so that it can cycle through the ritual list backwards by left-clicking in the air. Added a new item, Basic Routing Logic Upgrade, which increases the total throughput of the Master Routing Node's system.
Reimplemented several rituals: Crash of the TimbermanDawn of the New MoonRitual of the Satiated StomachSpeed RitualRitual of the High JumpLaying of the FillerConvocation of the Damned (reworked) The Sinner's Burden (renamed from "Ritual of Grounding")
Mark of the Falling Tower (New meteor system! Oooh, sparkly~!) Added a new ritual, Yawning of the Void. Used to completely clear large areas of blocks. Tweaked recipe for Frame Parts to make them cheaper.
Fixed recipe for the Brilliance Living Upgrade.
Fixed server-sided issue that prevented recipes from loading for certain types.
Added the missing recipes for a couple of the Living Armour Downgrades. Yes, Way is indeed blind.
Made Patchouli a required library. Reimplemented the Penance of the Leadened Soul ritual. Operates slightly differently than before. Reimplemented the following Living Armour Downgrades: Storm Trooper Battle Hungry Quenched Dulled Blade Weakened Pick Diseased
Crippled ArmLimp Leg Reimplemented Repairing Added the following Living Armour Upgrades/Downgrades: Brilliance (Increases armour and toughness values of Living Armour) Concrete Shoes (Decreases swim speed) Decreased hardness of shaped charges.
Known issue: Desync between the server and client for the Living Armour chestpiece under certain conditions. Occurs when the item is shift-clicked out of the player's chestpiece slot. Does not occur when clicked without shift. Only causes a ghost item to appear in the client's inventory. Does not otherwise affect the performance of the armour.
Fixed another crash with the Living Armour. Maybe I got it this time!
Increased range of the Tau Plant to 3x1x3 centered on the plant, making it easier to farm the Saturated version. Fixed crash with the Living Armour under certain conditions.Fixed the Sacrificial Knife so it respects gravestone mods and other effects that occur on-death. Fixed the Dagger of sacrifice so that it similarly respects death events.
Fixes client-sided crash for the Alchemy Table when on servers. Made the Water Sigil not work in the nether (still drains LP on use).
Fixed a bug when removing max level upgrades from Living Armour. Fixed a client-server desync with the item filter count Added an audible and visual indication for when an anointment on a tool runs out. Included warning flags in the Alchemy Table GUI that will state if there is not enough LP or if the orb is unbound/the wrong tier.
Added the Elytra Living Armour upgrade! Elytra not included. Added the Training Bracelet for the Living Armour! Now you can train the upgrades you want to! Increased the durability of the Living Armour to diamond level, but allowed all non-chestpiece pieces to break.
The Alchemical Reaction Chamber now will consume less durability for tools with Unbreaking. Durability is consumed at

(1/(unbreakingLevel+1)) chance. Fixed fluid capabilities of the ARC. Made it so that the textbox of the Filters can only accept numbers. Also allowed the 'Delete' key to delete values from the text field.
Reimplemented Routing Nodes!Added Curios support for certain items Added recipes for water and lava buckets using their respective Sigils (as well as a few other uses of Sigils inside the Alchemy Table) Fixed Gift of Ignis not lowering its cooldown when not on fire.
Allowed the Divination Sigil and the Seer Sigil's HUD elements to work in both the offhand and in the Sigil of Holding. Also allows the Demon Aura Gauge to work in the offhand (why you'd have it in your offhand, I can't say). Added the configs! Yay! Added the Ritual 'Call of the Zephyr'.
Fixed the Throwing Daggers so that they act as the appropriate type. Fixed the Sigil of Magnetism's range so that it is centered on the player. Fixed the Living Armour upgrade 'Tough' so that it is now obtainable. Now you can get hurt for an actual cause! Fixed an NPE crash due to the Ritual of Living Evolution. Crash occurred if a player equipped a newly crafted


Living Armour set while on the activated ritual. Added the recipe for the Demon Will Aura Gauge. Changed the behaviour of the Living Upgrade Tomes: Tomes now will attempt to apply their contained EXP (not levels) regardless of current or Tome levels. If EXP from Tome would put you past the Living Armour's point cap, EXP is instead added up to the maximum possible for said Living Upgrade, minus one.
EXP applied to the Living Armour is syphoned from the Tome, and the remaining EXP is not lost. If the remaining EXP on the Living Upgrade Tome is below the amount required for at least one level of its respective upgrade, the Tome is destroyed. Waterlogged blocks now count as "water" for the Incense Altar. Runes of Augmented Capacity use their previous formula (Book is accurate again).
Fixed duplication glitch for the Alchemical Reaction Chamber.
Majorly refactored the progression of the mod. Instead of starting with a Snare, you instead start by crafting the Blood Altar. The changes are documented in the guide, and you can follow its Getting Started entry!Changed the tooltips so that they are gray, more easily differentiating them from the name of the item.
Added the Sigil of Holding.Changed the crafting of Tartaric Gems so that you no longer need to use the previous tier gem in the gem slot.The Hellfire Forge will now syphon from the gem in the crafting table first, and all unused will from the consumed gem will be placed in the crafted gem.
Changed the GUI for the Alchemy Table. See the updated section.Fixed Plunderer's Glint not properly applying the Looting level.Also fixed a NPE crash due to Iron Tip. Fixes some crashes due to mods using the ItemUsedFinish event.Fixed the Blood Altar not being able to input fluids. About time, Way!
Added new Explosive Charges.Fungal Charge, which is very useful for giant mushrooms and nether mushrooms.Controlled Charge, which will destroy only blocks that match the block it is placed on.Added the ability to apply a few select Anointments to the charges. Only one can be applied to a charge at a time.Soft CoatingFortuna Extract
Slow-burning OilFixed the Living Armour so that you cannot use an upgrade tome to usurp the point cap.Fixed Strong Legsso that it no longer runs the program "CrunchyLegs.exe" - as a result, you no longer suffer fall damage from jumping on the same level. Removed the direct fall damage mitigation from Strong Legs.
Added two types of Throwing Daggers to the Blood Mage's offensive kit.Iron Throwing DaggerSyringe Throwing DaggerRefactored the guide so that it provides +2 to awesomeness.
Reimplemented the Well of Suffering. Added several new items, called "Anointments"! These are items that provide temporary buffs to your tools and weapons, such as silk touch, higher damage, and more! Look them up in the Utility section of the book. These include: Honing Oil Soft Coating Fortuna Extract Holy Water
Miner's Secrets Dexterity Alkahest Iron Tip Plunderer's Glint Slow-burning Oil Made the Shaped Charge and Deforester Charge throwable.
Fixed a crash with the Blood Altar on unload and adjusted the recipe for the Day array to use Coal instead of Clocks.
Added two new explosives: The Shaped Charge, which will break a 5x5x5 volume when placed. The Deforester Charge, which can chop down a tree up to a maximum of 128 logs. (Both explosives drop all blocks affected, and do not cause further environmental nor entity damage.)
Added new alchemy arrays: Two arrays, which changes the current daylight cycle to day and night. Recipes are temp. Fixed the following Living Armour upgrades so that they are now obtainable: Experienced Body Builder
Updated the Sanguine Scientiem - it's very well written! Special thanks to both VT-14 and Wrincewind for their long hours of effort to make this book better than I could have done! Fixed a crash with the Living Armour when crafted and worn right after enchanting.
Readded the Living Armour. Currently only with a few upgrades, and no downgrades. Pin Cushion Soft Fall Tough Strong Legs (Now can be temporarily deactivated when jumping by sneaking) Healthy Experienced Charging Strike Tough Palms Quick Feet Poison Resistance
Gift of Ignis Dwarven Might Body Builder

Reimplemented the following rituals: Resonance of the Faceted Crystal Crack of the Fractured Crystal Reap of the Harvest Moon (Mainly vanilla crops) Ritual of the Shepherd Ritual of the Green Grove Focus of the Ellipsoid Sound of the Cleansing Soul
Ritual of Living Evolution
Reimplemented the Incense Altar with all appropriate blocks. Added guide entries for the Incense Altar and Blood Altar. Other misc entries added, too. Fixed a server-related crash on the client on the Sigil of the Green Grove. Added ore processing to Ancient Debris. Readded the other Sentient Tool types (with one more on the way).
Added a few WIP items that cannot be used yet - they're part of the D*$)@ D*#@(@* system that I'm adding for Tier 4. Added the API - It's still in flux, so expect it to change very soon! Probably forgot something important. Fixed a crash for the Lava Crystal that made it blow up the Client if used on a server. No, that was not the intended purpose!
Added the Ritual Tinkerer for Rituals. Added the "Tome of Peritia" again - stores EXP.
Fix for an issue with the Will Handler, which would cause massive lag. Reimplemented some recipes which... were not properly implemented. These include the Cutting Fluid recipes in the Alchemy Table. Whoops! Reduced the cost of the Blank Rune, swapping one of the Blank Slates for Smooth Stone.
First update for Minecraft 1.16.3! Supposedly it should also work for 1.16.4, however it was built for 1.16.3.

This release is what I can best describe as "early alpha" - a lot of the systems are in place and working, however a few things are notably absent. This can mean that the system will either be fully revamped, reimplemented from previous MC versions at a later date, or
will not be added to make room for another system.

Some of the things that are currently missing from this version of Blood Magic are: Living Armour, which will need to be completely rewritten to fix some client-server bugs. Several rituals. Rituals ARE in this release, but only a handful. Most of the rituals WILL be readded. The Incense Altar. Will be reimplemented soon.
The Item Routing System. Might need to be reimplemented? And it'll need a bunch of insecticide, since there's some bugs that I've heard about. Tier 5 - there's not currently much in T5 from previous versions, so it's temporarily disabled until I've fully decided the upgrade path towards it. Although I won't give much away, it will involve demons. And *^$%@)$#. Tier 6 - Why do people still ask about this?
And other systems and items that I have not specifically mentioned.

Notable new content that's currently being experimented with and/or tweaked: The Blood Magic Guide! It's being completely rewritten and is currently using the mod Patchouli! It's a pretty Neat mod by Vazkii It's in its early stages of writing, but for now the plan is to have it be purely informational - main reason I am temporarily ditching the narrative-based
guide is that I need some form of in-game guide that tells the user about all the new and improved systems in the mod. And building a comprehensive narrative makes such a thing slow moving. The Alchemical Reaction Chamber! It's a multiple-use block that can process ores and is integral for reaching Tier 4. It's still being balanced, so any feedback on this is greatly appreciated.

I hope you will enjoy the mod!

- WayofTime
Agricraft Integration 2 pages
Wooden Crop Sticks Wooden Crop Sticks
It seems that Sanguimancy can be of use, even when working with advanced agricultural techniques. Both the Ritual of the Green Grove and the Sigil of the Green Grove will speed up the growth of such plants (and inhibit the growth of weeds, should your world be unlucky enough to be blighted with such a thing).
Moreover, the Reap of the Harvest Moon will keep harvested plants safe, as if you had gathered their produce with your own tender hands.

If you think you see any weeds, no you didn't. (It's a minor visual bug. Don't worry about it.)
Commands 2 pages
Command Block
for server admins and those with cheat mode enabled, Blood Magic now has some useful commands: /bloodmagic network <username> add [amount] adds the given amount of LP to the listed player's Soul Network/bloodmagic network <username> query lists the current total for
that player's Soul Network (akin to using a Divination Sigil bound to them)/bloodmagic network <username> reset empties their Soul Network/bloodmagic network <username> set [amount] sets the total LP in their soul network to the given amount.
Bucket of Life 2 pages
Life Essence is all fine and good in the Blood Altar, where it can be used for crafting or funnelled into an Orb to power Rituals, but what if you want to build a moat of the stuff around your Incense Altar? Fortunately, extracting Life Essence is relatively trivial. Simply place a Bucket in the Blood Altar and wait a few seconds for it to fill up. 1 LP=1mb, so 1,000 LP should be plenty for your Bucket.
bloodmagic:crafting_altar: It's definitely not blood. Blood would have coagulated by now.

... Why are you looking at me like that?
… and 9 more
Alchemical Reaction Chamber 7 pages
The Alchemical Reaction Chamber, or ARC for short, can function as a Furnace, offers a form of Ore-Tripling, can revert Blood Orbs, Netherrite and Reinforced Runes, and is currently the only way to get Weak Blood Shards, specifically from a Saturated Tau.

Most tools used within the ARC degrade over time, but can be enchanted with unbreaking or mending to compensate.
Crafting: bloodmagic:arc
bloodmagic:crafting_soulforge: The Sanguine Reverter is used to create Weak Blood Shards, and revert Blood Orbs, Netherrite and Reinforced Runes to their input crafting item.
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bloodmagic:crafting_arc: All Reinforced Runes can be reverted in this way - this is just a demonstration.
Should you wish to automate the ARC, perhaps as part of an Ore-Tripling chain, you may want to know that it is sided, much like a furnace. Tools can only be inserted or extracted from the top, inputs from the sides, and outputs from the bottom. Keep this in mind when placing your Hoppers or Routing Nodes.
Tiers & Getting Started 18 pages
Blood Magic 3's progression is still being reworked, and the first few steps are significantly different from Blood Magic 2's.

We are still retooling our guidance, but we are waiting until the progression is locked down. In the meantime, here is a quick overview on how to progress in Blood Magic 3.
Blood Altar Blood Altar
The first step of Blood Magic is to build a Blood Altar and Sacrificial Knife. Use these to generate LP from Self-Sacrificing.

Use this LP to craft a Weak Blood Orb, several Blank Slates, and a few Soul Snares.
Alchemy Table Alchemy Table
The Alchemy Table uses LP from a player's Soul Network (drawn from the bound Blood Orb in it) to craft various different objects, such as:Arcane AshesReagents for SigilsAnointments2x Ore Processingand various other odds and ends.
Arcane Ashes Arcane Ashes
An Alchemy Array is made by placing some Arcane Ashes on the ground. The Alchemy Array can have 2 items inserted into it via [], and will either craft an item (such as a Divination Sigil) or perform some kind of function (such as turning day into night).
Hellfire Forge Hellfire Forge
The Hellfire Forge crafts using Demon Will. You get your first Will by using Soul Snares, though upgrading to a Sentient Sword is recommended. The Hellfire Forge is used for stuff directly related to Demon Will (like Tartaric Gems and Sentient Tools), and consumables (like Explosive Charges and Throwing Daggers).
Dagger of Sacrifice Dagger of Sacrifice
At this point, you will be able to craft a Dagger of Sacrifice in order to slaughter mobs for more LP. Various Upgrade Runes should be available for your Blood Altar, and some more Sigils will be available. As before, you should focus on further upgrading your Altar.
Alchemy Flask Alchemy Flask
If building your Altar is getting tiresome and you feel in need of a distraction, why not try out the newly available Potioncrafting system? you will be able to craft Alchemy Flasks or Tipped Amethyst Throwing Daggers and imbue them with literally dozens of effects.
Ritual Diviner Ritual Diviner
By this point, you will have the ability to create some basic Rituals and Living Armour as well. This armour is very versatile, though you'll have to work hard to unlock its full potential. At this point you should look into upgrading your Altar and your Ritual Diviner to unlock more powerful Rituals. How, you say?
Iron Key Iron Key
By performing the Edge of the Hidden Realm, that's how! This will allow you limited access to Demon Realm, and hopefully to Tau Fruit, which can be cultivated into Saturated Tau and then converted into Weak Blood Shards in the Alchemical Reaction Chamber. These can be used to make the Tier IV Altar, more powerful Anointments, and Potion Catalysts.
Inscription Tool: Dusk Inscription Tool: Dusk
at Tier 4, you will gain access to the Ritual Diviner [Dusk], and with it, a plethora of more advanced Rituals, allowing such feats as automating your LP supply, unlimited creative flight within your base, and even summoning a devastating meteor from the heavens, chock full of goodies!
Living Armour Upgrade Tome Living Armour Upgrade Tome
You may have tinkered around with Living Armour by this point, but the relatively low cap of points may have started to chafe. With the Ritual Diviner [Dusk], you are now free to augment your armour like never before. Firstly, The Ritual of Living Evolution will allow you to raise your points cap from 100 to 300.
If that's not enough, you can use the Sound of the Cleansing Soul to strip your armour of its upgrades. These tomes can be copied into a Training Bracelet, or re-applied to your armour to ensure you only train Upgrades that you actually want.

Any leftover Upgrade Tomes can be kept as fuel for the Penance of the Leaden Soul. This ritual allows you to apply Downgrades to your Armour.
While these are expensive (and each comes with a hefty penalty), their negative point-cost will give you more room to further improve your upgrades.

Want to be incredibly tough and healthy, and don't mind being slow? Try combining Body Builder V, Brilliance V, Healthy X, and Tough X with Leadened Pick X and Limp Leg X.
Feel more like exploring and going fast? Perhaps you don't care about your offhand? Maybe Strong Legs X, Quick Feet X, and Crippled Arm would be more your speed.

Feel like having both at different times? Make multiple chestplates and swap between them! There are dozens of upgrades and downgrades, so mix and match to find your favourite combinations.
Vengeful Will Crystal Vengeful Will Crystal
You may want to look into the Ritual Tinkerer and the various kinds of Will Aspects available to you, and consider how they may be used to refine your existing rituals and alter how your Sentient Tools and Weapons work. To progress beyond this point, however, a delve into the Demon Realm will be needed...
Foreman's Key Foreman's Key
By performing the Pathway to the Endless Realm, you can gain access to the Demon Realm proper, along with all of its treasures and terrors. Come equipped for a fight! Delve deep, and you may find a rich source of Demonite Ore, which can be combined into block form and used for the capstones on your altar, along with the Archmage's Blood Orb.
Hellforged Ingot Hellforged Ingot
This is the top tier. At this point you have access to everything that Blood Magic has to offer. Continue to delve into the Demon Realm to hunt for rare treasures, and you may be lucky enough to find Intricate Hellforged Parts, which can be used alongside some Netherite Scrap to double the power of each of your altar's Runes!
Barrier Barrier
What? No. Look, even in 1.12, this only existed as a favor to pack makers and was otherwise unimplemented. You've come too far. Go back a page.
Tome of Peritia 3 pages
The Tome of Peritia allows you to safely store your experience.

pressing [] and [] with the Tome in hand stores one level of XP. Pressing [] retrieves a level. Hold [] to store/retrieve multiple levels.
Crafting: bloodmagic:experience_tome
As you have the Curios API installed, you can equip the Tome of Peritia as a charm. If you want to wear more curios at once, consider using a Sigil of Holding, or the Socketed Upgrade for your Living Armour.
Incense Altar 19 pages
The Incense Altar is a multiblock structure that can be used to boost your self-sacrificing at a Blood Altar. By standing near your setup, the Incense Altar will calm your soul based on the area's total Tranquility, allowing you to significantly increase your LP gains.
Crafting: bloodmagic:incense_altar
The basic Tier 1 setup of an Incense Altar is the Altar itself; place it down anywhere (You may want to set up a 3x3 block platform, this will be helpful later) and stay within a 5 block radius of the Altar.

While the Altar is working, it will emit flame particles from its top and transform your Sacrificial Knife. Once your knife starts to shine, holding and releasing right click near a Blood Altar. will sacrifice 90% of your health all at once.
Image: bloodmagic:images/entries/utility/incense_altar1.png (not yet resolvable to a texture)
Basic setup showing the 3x3 square of blocks before the path blocks.
What's more, based on the total Tranquility of the area, you will receive a bonus to the LP added to the Blood Altar. Hovering over the Incense Altar with either a Divination Sigil or Seer's Sigil will display the total Tranquility of the setup (top number) and the percentage bonus received when sacrificing (bottom number). When you sacrifice, it will take the LP that you would normally get and multiply it by (1 + bonus/100).
Image: bloodmagic:images/entries/utility/incense_altar2.png (not yet resolvable to a texture)
Incense HUD, default in top left corner, showing a self-sacrifice bonus of +20%.
"But Way, how can I increase this bonus?" Why, by increasing the Tranquility of the surrounding area! ...That may be a bit ambiguous.

To increase the Tranquility of the area, you must place paths leading out from your Incense Altar. These paths need to be constructed from a three wide set of Path blocks, such as the Wooden Path, that extend from the 3x3 set of solid reference blocks in all four cardinal directions.
Crafting: bloodmagic:path/path_wood, bloodmagic:path/path_woodtile
Crafting: bloodmagic:path/path_stone, bloodmagic:path/path_stonetile
Crafting: bloodmagic:path/path_wornstone, bloodmagic:path/path_wornstonetile
Crafting: bloodmagic:path/path_obsidian, bloodmagic:path/path_obsidiantile
Each new "ring" of path blocks follow a set of rules: All path blocks on the same ring have to be on the same y-level.The next ring of path blocks may not be more than 5 blocks higher/lower than the previous ring.The blocks that are the same level or up to two blocks above the path blocks' ring count towards the total Tranquility - these are indicated by the glass blocks in the picture.
Image: bloodmagic:images/entries/utility/incense_altar.png (not yet resolvable to a texture)
Incense Altar with different Path orientations.
Furthermore:The efficacy of each type of path block only lasts a certain distance: wooden paths can only go three rings out from the centre, stone paths for up to five rings, worn stone paths for seven rings, and obsidian paths for nine rings. Now obviously, not every type of block will count towards your Tranquility. Not just any ol' cobble will do, no! We need crops, dirt, and even... lava?
There are multiple block categories that count towards the total Tranquility. In no particular order, they are: Plants, Crops, Trees, Earthen, Water, Fire, and Lava. The Incense Altar will look at all of the blocks that are within its range (set by the path blocks) and tabulate how much total Tranquility of each Type there is. Once done, it will calculate the total Tranquility by square-rooting the Tranquility of each type and then adding them together.
This means that for later-game setups, it is best to have many different types of Tranquility. Although other mods may add their own, and more will be added later, the blocks that contribute to Tranquility are: Lava, Water (including most Waterlogged blocks), Life Essence, Netherrack, Dirt, Farmland, Potatoes, Carrots, Wheat, Nether Wart, Beetroots, Leaves, Logs, Fire, and Grass.
Image: bloodmagic:images/entries/utility/incense_altar3.png (not yet resolvable to a texture)
Late-game Incense Altar setup with many different levels.
Of course, your setup can be as steep or as shallow as you want (Within reason, as defined earlier in this entry).

It is important to note that the Tranquility bonus is capped by the size of your Altar (and thus, the tier of path you are using). The caps are as follows: No Path: 20%. Wooden Path: 60%. Stone Path: 120%. Worn Stone Path: 200%. Obsidian Path: 300%.
Image: bloodmagic:images/entries/utility/incense_altar4.png (not yet resolvable to a texture)
A very simple Incense Altar setup. Note the (optional) mixing of different path blocks.
ARC Hydration 18 pages
with a Primitive Hydration Cell, the ARC can aggressively hydrate and moisteurize all sorts of substances. Don't forget to supply it with Water!

As with most tools used within the ARC, Hydration Cells degrade over time, but can be enchanted with unbreaking or mending to compensate.
Crafting: Primitive Hydration Cell Primitive Hydration Cell
Among other things, the Hydration Cell can be used to make Clay, the Cornerstone of Balance.
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Unrecognized page type: bloodmagic:3x_crafting_arc
Lava Crystal 2 pages
The Lava Crystal is a source of great heat. Between the lava used in its creation and the power of your Soul Network, you feel confident that it will never cool.

Pressing [] while looking at any block in the world will ignite it, at a cost of 100 LP.
Crafting: bloodmagic:lava_crystal


Furthermore, if placed in the fuel slot of a Furnace, it will act as a never-ending fuel source, consuming 50LP to burn for 10 seconds, or long enough to cook one item.
NOT YET IMPLEMENTED 6 pages
OK. Breaking the fourth wall here. Blood Magic is not entirely feature complete, and some things you may recall from earlier versions are Not Yet Implemented. Some of these things may come back in the future, others are done and dusted. (Looking at you, Bound Armour and Weapons...)
Arcane Ash Rituals. Some of these are coming back soon(tm),for now wait and see. Ritual of Binding. This went out with 1.7.10, stop asking. Imperfect Rituals (Lapis etc) - some of these have been implemented as Arcane Ash Arrays. Sigil of Elasticity. Sigil of Elemental Affinity. Sigil of the Claw. Interdiction Ritual. Ritual of Containment. Le Vulcano Frigius.
Ritual of Suppression. Ritual Dismantler. Ritual Diviner (Dawn). Grand Tartaric Gem. Spectral Weapons and Tools. Transposition Sigil. Sigil of Ender Severance. Sigil of Compression. Sigil of the Phantom Bridge. Assembly of the High Altar. Cry of the Eternal Soul. Hymn of Syphoning.
The Gate of the Fold. Ritual of the Feathered Earth. Ritual of Expulsion. Awakened Activation Crystal.
Other things may appear or disappear as the mod marches onwards.

For more information, check out the following: Blood Magic Github, the Blood Magic Curseforge Page, and the Blood Magic Discord.
This manual was put together by Wrincewind and VT-14, building on Way's original manual, with some help from Patchouli and MinecraftGuides.net. Thank you for playing! :)
Ore Processing 17 pages
The Alchemy Table can be used, amongst other things, for ore doubling, whilst the Alchemical Reaction Chamber can give you 2.5 ingots per piece of Raw Ore, or 4.5 ingots per Ore Block. Get more ore out of your mining expeditions with the power of blood!
bloodmagic:crafting_alchemy_table: Cutting Fluid is the penultimate step in all forms of Ore Processing. It can be used in the Alchemical Reaction Chamber to get 3 Ore Sand from one Ore Block, or 1.5 Ore Sand from one Raw Ore (on average). While a Water Sigil is used in this demonstration, a simple Bottle of Water may be used.
bloodmagic:crafting_alchemy_table: Intermediate Cutting Fluid is an improved version that lasts eight times as long and increases crafting speed by 50%. You'll have to go Dungeon Delving for the Tau Oil, though.
bloodmagic:crafting_alchemy_table: Advanced Cutting Fluid lasts sixteen times as long, doubles crafting speed, and doubles the chance of getting bonus outputs from any recipes it's used in. You'll have to do some deep Dungeon Delving for the Hellforged Sand it needs.
Unrecognized page type: bloodmagic:2x_crafting_alchemy_table
bloodmagic:crafting_arc: Once you have access to the Alchemical Reaction Chamber, you can get 3 sand from every ore you mine.
Smelting: bloodmagic:smelting/ingot_iron
bloodmagic:crafting_alchemy_table: Explosive Powder in the ARC is used to turn Ores into 4.5 Ore Fragments on average, or Raw Ores into 2.25 ores on average, or turn Ingots into their Sand variant. It can also turn Netherrack into Sulfur and 50mb of Lava. It has 2 improved variants, overleaf.
bloodmagic:2x_crafting_alchemy_table: the Reinforced and Hellforged Explosive Cells last longer and craft faster than the basic variant.
Unrecognized page type: bloodmagic:3x_crafting_arc
bloodmagic:crafting_soulforge: The Resonator is used to turn Ore Fragments into the relevant Gravel for continued ore processing, and creates Tiny Corrupted Dust. The Reinforced Resonator has 4x durability, and the Hellforged resonator has 16x durability and doubles any bonus outputs.
Unrecognized page type: bloodmagic:2x_crafting_soulforge
Unrecognized page type: bloodmagic:2x_crafting_arc
Crafting: Corrupted Dust Corrupted Dust
Tiny Corrupted dust can be combined into Corrupted Dust, which can be used to further boost the yield of other ores. See overleaf for some examples.
Unrecognized page type: bloodmagic:3x_crafting_alchemy_table
Crafting: bloodmagic:primitive_furnace_cell
The ARC also functions as a Furnace, but the only fuel sources it accepts is the Primitive Fuel Cell or a Lava Crystal.
The Primitive Fuel Cell is good for 128 individual uses. That's more than the Block of Coal used to craft it (60 items), and since it only loses durability when the crafting is finished it will not waste fuel.
Teleposers 7 pages
Teleposers allow for a form of Redstone Controlled teleportation. Simply craft a Teleposition Focus (overleaf), bind it to your target teleposer, place it in another teleposer, and apply a redstone signal to the teleposer with a focus in it. Anything - blocks, items, entities, players - in a defined area above the two teleposers will be swapped.
Crafting: Teleposer
Nothing comes for free, however; transporting blocks or entities via the teleposer will cost 1 LP each for every two blocks traversed, to a maximum of 1,000 LP per block/entity, or 10,000 LP total.
bloodmagic:crafting_altar: The basic Teleposer Focus will swap anything in a 1x1x1 block area above the two teleposers.
bloodmagic:crafting_altar: The Enhanced Teleposer Focus will swap anything in a 3x3x3 block area centred directly above the two teleposers.
Crafting: bloodmagic:enhanced_teleposer_focus
The Reinforced Teleposer Focus will swap anything in a 5x5x5 block area centred directly above the two teleposers.
Teleposers can be linked one-way (such that a redstone signal to the exiting Teleposer does nothing), two-way (such that each Teleposer has a Focus in it linking to the other teleposer, making you teleport back and forth at a redstone signal from either end), or they can even be chained - A to B to C and back to A. From base-traversing elevator systems to complex underground labrynths, go nuts!
If you're having difficulty getting your Teleposer to work, make sure that it is being strongly redstone powered. This means that placing a redstone block next to the block won't power it - you'll need redstone dust or a repeater pointing into the side of the Teleposer, or a lever or button directly on it. Life Essense isn't free after all, so the Teleposer is designed to minimize accidental misfires. For more information on strong vs weak redstone power, please consult the Minecraft Wiki.
Rituals (5)
Ritual Tinkerer 4 pages
The Ritual Tinkerer is an essential tool for the advanced sanguimancer who is looking for all they can get out of their Rituals. It has three main modes, as described overleaf. You can cycle between them by pressing [] and [].
Crafting: bloodmagic:ritual_reader
Information: Describes the function of the Ritual, similar to the Ritual Diviner. Set Will Consumed: Tells the Ritual which kinds of Demon Will (if any) to consume from the Aura. Specify this by carrying Demon Will Crystals in your hotbar, one for each type of will you wish the Ritual to consume. Further information about the effects of Demon Will upon Rituals can be found on each Ritual's respective page in this book.
Define Area: Specifies the zone that the Ritual should work in, and displays the current zone. If multiple zones can be specified, pressing [] and [] on the Master Ritual Stone will cycle through them. Some Rituals can be expanded far beyond their default areas, but keep in mind that this will increase the LP cost to match...
The Ritual Diviner 10 pages
Crafting rituals is an intricate business; Even if you have the correct Inscription Tools, you can't just slap runic inscriptions down any old how and expect things to happen. Luckily, the Ritual Diviner is here to help.

Hold [] and press [] or [] to cycle through the avaliable rituals in either direction.
you can also change the direction that the completed ritual will face by pressing []. This will only affect a small number of rituals, such as the Ritual of Speed, as most rituals are symmetrical.
Crafting: bloodmagic:ritual_diviner_0
simply tap [] while looking at a Master Ritual Stone to make the Diviner build the currently selected ritual out of any Ritual Stones you may be carrying. It's almost like magic!
The Ritual Diviner can break replaceable blocks (like tall grass, snow, etc), but not solid ones such as stone or dirt, so make sure the area is clear before you commence construction, or the Activation Crystal will be unable to do its job.

It's also worth noting that the base ritual diviner can only create some of the more basic rituals. If you want the most out of your diviner, you'll have to upgrade it with Dusk Inscription Tools.
Crafting: bloodmagic:ritual_diviner_1
Unlike the Elemental Inscription Tools, the Ritual Diviner and Ritual Diviner [Dusk] will never run out.
The base Ritual Diviner requires one of each Elemental Inscription Tool for its construction, and thus a tier 3 Blood Altar.

The four base Elemental Inscription Tools can be crafted in your Altar for 1,000 LP
each, as defined on the following pages. The Ritual Diviner [Dusk] similarly requires a Tier 4 Altar to make two Dusk Elemental Inscription Tools, at a cost of 2,000 LP each.
You can also use these tools to inscribe runes by hand, but this should only seriously be used for decorative purposes, as it is both slow and inaccurate.
Unrecognized page type: bloodmagic:2x_crafting_altar
Unrecognized page type: bloodmagic:2x_crafting_altar
Unrecognized page type: bloodmagic:crafting_altar
Activation Crystals 2 pages
Your rituals require more than simply the correct arrangement of blocks and Sigils. An effort of will is required to open a channel from your Soul Network to the ritual, and The Activation Crystal will allow you to focus yourself enough to activate your rituals.
bloodmagic:crafting_altar: Simply press [] with a bound Activation Crystal on a Master Ritual Stone to activate the ritual it's part of - assuming it's suitably assembled, that is.
Rituals - Getting Started 6 pages
Once you have gotten your Blood Altar to Tier 3, you can delve into the wonderful world of Rituals.

For working with rituals, you will require the following: An Activation Crystal
. At tier 3 only the Weak Crystal is available. A Master Ritual Stone. Every ritual requires exactly one of these at its centre.
Enough Ritual Stones to build the Ritual. (Recommended) A Ritual Diviner. Although not required, it will make ritual construction significantly easier.

Building a ritual is relatively straightforward. Simply press [] + [] with the Ritual Diviner in hand until it displays the name of the desired ritual. Check the number of runes required by mousing over it in your
inventory and holding [].

Place down a Master Ritual Stone, and hold [] until all the stones have been placed and painted with the correct element. Finally, press [] on the Master Ritual Stone with your Activation Crystal in hand. If you've done everything right, you should get a message saying 'A rush of energy flows through the ritual!'. The ritual is now active.
If this does not occur, a few things may have gone wrong. If you instead get text saying 'You feel a push, but are too weak to complete this ritual', then you do not have enough LP in your Soul Network to activate the ritual.

If the message reads 'You feel that these runes are not configured correctly...', then something has gone wrong in the placement of the runes. Check the area for any blockages and try assembling the ritual again.
Remember that some rituals extend several blocks above and below the Master Ritual Stone. If you get no error, ensure that the activation crystal is bound to your soul network - this can be accomplished by pressing [] while holding it.

It is important to note that the crystal does not have to be bound to YOUR network - if you can get a hold of another player's crystal, you can activate rituals using their LP. Guard yours well!
one last note; all rituals respond to a redstone signal, so sticking a lever on the side of the Master Ritual Stone is a good way to deactivate it. You can combine this knowledge with some of the information in Redstone and Automation to ensure your rituals shut down automatically long before your Soul Network runs dry.
Ritual Stones 2 pages
Ritual Stones are the canvas upon which you will draw your Rituals. They also look quite nifty, and can be manually painted with the various Elemental Inscription Tools.

Note that the Inscription Tools used to have durability, but now they last forever! Rejoice, you can decorate your base with Fire Ritual Stones to your heart's content.
Crafting: bloodmagic:ritual_stone_blank, bloodmagic:ritual_stone_master
Alchemy Array › Functional Array (5)
Alchemy Array Basics 6 pages
Arcane Ashes are an item that is pivotal in the creation of Alchemy Arrays. Arcane Ashes can be crafted in the Alchemy Table using some early game items.
Unrecognized page type: bloodmagic:crafting_alchemy_table
In order to create an Alchemy Array, press [] while looking at a block with the Arcane Ashes in hand. This will consume 1 durability out of 20 from the Arcane Ashes and draw a simple Alchemy Array, that by itself has no effects.

When you click on the Alchemy Array, it will consume a single item from the stack in your hand and hold it in the array. These items are then used to determine the Alchemy Array's effect.
Image: bloodmagic:images/entries/alchemy_array/simple_array.png, bloodmagic:images/entries/alchemy_array/divination_array_1.png, bloodmagic:images/entries/alchemy_array/divination_array_2.png (not yet resolvable to a texture)
Alchemy Array showing the array with: no inputs; only the base item; both base and catalyst.
Each effect requires two items: a base and a catalyst. The base is the first item that you click the array with after it is drawn, and the catalyst is the second item. When you apply the base item, the design of the array will change if it is valid, and the array will activate once you apply the catalyst.
Although only a few arrays are currently implemented, eventually you will have arrays that range from simple crafting arrays to even teleportation arrays.
Crafting with Arrays 2 pages
Alchemy Arrays of Crafting are one of the simplest forms of array. These arrays inscribe the base item onto the catalyst, transforming them both into a useful item (after a small, pretty animation).
While some of these resulting items can be crafted using very simple ingredients, others require additional steps to create useful items.
Movement Array 2 pages
The Movement Arrays are a pair of arrays that throws players, mobs, items, etc in a specific direction. One will throw the items horizontally, while the other will throw them vertically.
Unrecognized page type: bloodmagic:2x_functional_array
Spike Array 2 pages
The Spike Array is a rather simple array with a single purpose. When a living entity steps into the array, they are hit with a full heart of damage. This is good for mob traps, or for making your base a bit spikier for players.
Unrecognized page type: bloodmagic:functional_array
Day › Night Arrays 2 pages
Time-based arrays are straight-forward arrays that control the time of day. The items will be consumed once the array starts changing the time. These recipes are temporary and will change in the future.

The Day array will change the time of day to the next sunrise. The Night array will change the time of day to the next sunset.
Unrecognized page type: bloodmagic:2x_functional_array
Alchemy Array › Living Equipment › Armor Upgrades (19)
Body Builder 2 pages
Effect: Grants Knockback Resistance and bonus Health. Caps out at 100% Resistance and 10 half-hearts of health.

Trained by: Eating food.

Maximum level: 5
Unrecognized page type: bloodmagic:living_armour_upgrade_table
Strong Legs 2 pages
Effect: Increases jump height and reduces fall damage, up to a maximum of an additional 7.5 blocks and 83% fall resistance. Can be negated by holding [] while jumping.

Trained by: Jumping around.

Maximum level: 10
Unrecognized page type: bloodmagic:living_armour_upgrade_table
Brilliance 2 pages
bloodmagic:crafting_alchemy_table: Effect: Improves your armour defence. Caps out at +5 Armour and +8 Toughness.

Trained by: crafting a living tome in the Alchemy Table. Each tome adds 1 level of Brilliance.

Maximum level: 5
Unrecognized page type: bloodmagic:living_armour_upgrade_table
Poison Resistance 2 pages
Effect: Cures Poison. Has a cooldown which shortens with additional levels.

Trained by: Being Poisoned.

Maximum level: 5
Unrecognized page type: bloodmagic:living_armour_upgrade_table
Tough 2 pages
Effect: Protects you from non-projectile harm.

Trained by: Taking damage from anything but projectiles.

Maximum level: 10
Unrecognized page type: bloodmagic:living_armour_upgrade_table
… and 14 more
Charging Strike 2 pages
Effect: Increases damage and knockback from sprinting attacks, up to +50%.

Trained by: Dealing damage while sprinting.

Maximum level: 5
Unrecognized page type: bloodmagic:living_armour_upgrade_table
Quick Feet 2 pages
Effect: Increases player movement speed up to 150%.

Trained by: Running around.

Maximum level: 10
Unrecognized page type: bloodmagic:living_armour_upgrade_table
Socketed 2 pages
Adds Living Armour Socket Curios Slots to the player that are able to hold compatible Blood Magic items.

This upgrade can't be trained, only crafted. By default, each Upgrade Tome adds one additional slot.
Unrecognized page type: bloodmagic:crafting_upgrade_alchemy_table
Repair 2 pages
Effect: Repairs a random piece of worn armour every 100 ticks

Trained by: repairing your chestplate (in an anvil, with the Mending enchantment, etc).

Maximum level: 1
Unrecognized page type: bloodmagic:living_armour_upgrade_table
Soft Fall 2 pages
Effect: Reduces fall damage, up to complete immunity.

Trained by: Getting hurt from falls.

Maximum level: 5
Unrecognized page type: bloodmagic:living_armour_upgrade_table
Dwarven Might 2 pages
Effect: Increases mining speed while mining identical blocks. After a certain level, gives a Haste buff after breaking blocks.

Trained by: Mining.

Maximum level: 10
Unrecognized page type: bloodmagic:living_armour_upgrade_table
Gilded 2 pages
Effect: Passivises Piglins as if you were wearing Golden Armor.

Trained by: Giving a Piglin a Gold Ingot. You must give it to them directly, it cannot be dropped on the ground.

Maximum level: 1
Unrecognized page type: bloodmagic:living_armour_upgrade_table
Elytra 2 pages
Adds an Elytra to your Living Armor. Rather than being trained, the Upgrade Tome must be crafted.

This Elytra does drain durability from the Chestplate, but at half the speed of a normal Elytra.

It also looks pretty neat.
Unrecognized page type: bloodmagic:crafting_upgrade_array
Experienced 2 pages
Effect: Increases XP drops from killing mobs, up to 150%.

Trained by: Collecting XP.

Maximum level: 10
Unrecognized page type: bloodmagic:living_armour_upgrade_table
Fierce Strike 2 pages
Effect: Melee attacks do additional damage

Trained by: Performing Melee attacks.

Maximum level: 10
Unrecognized page type: bloodmagic:living_armour_upgrade_table
Gift of Ignis 2 pages
Effect: Provides Fire Resistance. Higher levels last longer and recharge faster.

Trained by: Being on Fire. (Potions of Fire Resistance may be your friend here.)

Maximum level: 5
Unrecognized page type: bloodmagic:living_armour_upgrade_table
Healthy 2 pages
Effect: Grants additional health, up to 50 half-hearts.

Trained by: Restoring health (Ordinary healing, or via Potions of Healing or Potions of Regeneration.)

Maximum level: 10
Unrecognized page type: bloodmagic:living_armour_upgrade_table
Pin Cushion 2 pages
Effect: Offers protection from arrows.

Trained by: Being shot.

Maximum level: 10
Unrecognized page type: bloodmagic:living_armour_upgrade_table
Tough Palms 2 pages
Effect: Grants a bonus to Self Sacrifice, up to an additional 150%.

Trained by: Sacrificing Blood with the Sacrificial Knife.

Maximum level: 10
Unrecognized page type: bloodmagic:living_armour_upgrade_table
Alchemy Array › Living Equipment › Armor Downgrades (9)
Leadened Pick 2 pages
Effect: Reduces your dig speed. Caps out at an 80% reduction.
Unrecognized page type: bloodmagic:living_armour_downgrade
Storm Trooper 2 pages
Makes you wildly inaccurate when shooting bows and crossbows.
Unrecognized page type: bloodmagic:living_armour_downgrade
Crippled Arm 2 pages
Effect: Prevents you from using your offhand item. This includes placing torches, raising your shield, etc.
Unrecognized page type: bloodmagic:living_armour_downgrade
Quenched 2 pages
Prevents you from drinking any potions whilst wearing the armour.
Unrecognized page type: bloodmagic:living_armour_downgrade
Battle Hungry 2 pages
Gives you hunger if you haven't attacked something recently. Higher levels give you a shorter cooldown window and make the hunger worse.
Unrecognized page type: bloodmagic:living_armour_downgrade
… and 4 more
Diseased 2 pages
Reduces the effectiveness of all healing sources. Caps out at 80%, so a source that would normally heal 10 hearts will only heal 2.
Unrecognized page type: bloodmagic:living_armour_downgrade
Dulled Blade 2 pages
Reduces your melee damage. Caps out at an 80% reduction.
Unrecognized page type: bloodmagic:living_armour_downgrade
Concrete Shoes 2 pages
Reduces your swim speed significantly. Caps out at an 80% reduction.
Unrecognized page type: bloodmagic:living_armour_downgrade
Limp Leg 2 pages
Effect: Reduces your movement speed significantly. Caps out at a 70% reduction.

Maximum level: 10
Unrecognized page type: bloodmagic:living_armour_downgrade
Alchemy Array › Living Equipment (4)
Training Bracelet 4 pages
This new equipment is an incredible help, but its undirected growth can sometimes be... frustrating. To this end, you have devised a form of Training Bracelet to assist you in your endeavours. Once crafted, a simple press of the [] will activate its menu and allow you to specify which abilities to focus your attention on... or which ones to avoid.
bloodmagic:crafting_array: *Insert Rocky Training Montage here*

Only one of these bracelets will work at a time. Off-hand > Curios (if available) > Main Inventory (including main hand) > add-on inventories.
Image: bloodmagic:images/entries/alchemy_array/living_equipment/training_bracelet.png (not yet resolvable to a texture)
The Training Bracelet's Menu - it can keep track of up to 16 different upgrades at once.
The bracelet can specify a limit for any given upgrade (assuming you have a copy of the Tome to hand). For example, you could tell it to limit Strong Legs to level 3 - once you reach this level, Strong Legs will no longer gain experience. It can also prevent or allow the training of all other skills that you haven't otherwise specified. If you want to allow all upgrades except one, you can add that one to the bracelet in 'allow others' mode and set its level cap to 0.
Living Equipment Basics 4 pages
To create Living Equipment, you will first need Iron Armor (or Iron Armour, if you prefer), some Arcane Ash, and some Binding Reagent. You'll also need at least a

Common Tartaric Gem in order to hold the Demon Will required.
bloodmagic:crafting_alchemy_table: It clings to me tightly...



Living Equipment is equivalent in durability to Diamond Armour, and can be repaired in an Anvil with more Binding Reagent.
as with any other Alchemy Array, press [] while looking at a block with the Arcane Ashes in hand, then apply the Binding Reagent. Then place in your Iron Helmet, Iron Chestplate, Iron Leggings or Iron Boots, stand back, and watch the show.

Living Equipment starts off equivalent to Iron, but it has Upgrade Points that can, with care, be spent to train it in specific ways. It starts with 100, but there may be ways to surpass this limitation...
bloodmagic:crafting_array: It's alive, all right... and it's learning from you. You'd best be careful what you teach it.

You can keep a closer eye on what it's learned so far by holding [] when you look at it.
Upgrade Tomes 4 pages
Upon activating the Sound of the Cleansing Soul, a series of magical Tomes will manifest around you.

By pressing [] whilst holding one of these, you can 'teach' your chestplate one level of this skill (Assuming it has enough spare points to learn it). Holding [] and [] will instead consume as much XP from the tome as possible.
Doing so will consume the Tome and apply all EXP from it to your chestplate - unless there are not enough Upgrade Points available.

In this case, the Tome will apply as much EXP as it can and store the remainder - unless there's less than 1 level's worth left, in which case the tome will be destroyed.
This is an excellent way to focus training on abilities you wish to see more of, whilst conveniently forgetting ones you find less useful.

Alternately, you can teach different chestplates different skills, so you can have one chestplate for mining, one for combat, and yet another for exploration.
To better manage these Tomes you can put two or more of the same up- or downgrade in a crafting grid to combine the EXP they store
Living Equipment Upgrades 2 pages
While wearing this new armour, you have felt it growing, trying to assist you with various tasks it has seen you perform.

It seems to be able to perform in a number of areas, but its growth is limited, and trying to do everything at once is quite fruitless.
Perhaps multiple specialised sets may be a good idea? Of course, you'll have to train it carefully if you want more than a smattering of poorly-directed benefits.

Fortunately, you have devised a Ritual that will assist with training, and another one that will imbue your armour with a greater ability to grow.
Alchemy Table › Anointments (12)
Miner's Secrets 5 pages
bloodmagic:crafting_alchemy_table: Exp-dropping blocks drop extra exp on successful harvest. Drops +2exp per block. Consumed when extra exp dropped.

Valid items: Tools, Swords.

Applies: Miner's Secrets I (256 exp-dropping blocks)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts four times longer.

Applies: Miner's Secrets I (1024 exp-dropping blocks)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment increases the yield to +4exp per block.

Applies: Miner's Secrets II (256 exp-dropping blocks)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts sixteen times longer.

Applies: Miner's Secrets I (4096 exp-dropping blocks)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment increases the yield to +6exp per block.

Applies: Miner's Secrets III (256 exp-dropping blocks)
Honing Oil 5 pages
bloodmagic:crafting_alchemy_table: Temporarily increases the melee damage dealt by +3.

Valid items: Tools, Swords.

Applies: Whetstone I (256 hits)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts four times longer.

Applies: Whetstone I (1024 hits)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment increases melee damage dealt by +6.

Applies: Whetstone II (256 hits)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts sixteen times longer.

Applies: Whetstone I (4096 hits)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment increases melee damage dealt by +9.

Applies: Whetstone III (256 hits)
Iron Tip 5 pages
bloodmagic:crafting_alchemy_table: Increases the damage of fired arrows by 25%. Also stacks with Vanilla enchantments.

Valid items: Bows, Crossbows.

Applies: Heavy Shot I (256 shots)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts four times longer.

Applies: Heavy Shot I (1024 shots)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment increases the damage by 50% instead.

Applies: Heavy Shot II (256 shots)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts sixteen times longer.

Applies: Heavy Shot I (4096 shots)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment increases the damage by 75% instead.

Applies: Heavy Shot III (256 shots)
Fortuna Extract 5 pages
bloodmagic:crafting_alchemy_table: Increases the yield of some harvested blocks. Also stacks with the Fortune enchantment.

Valid items: Tools, Swords, Charges.

Applies: Fortunate I (256 blocks)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts four times longer.

Applies: Fortunate I (1024 blocks)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment increases the yield.

Applies: Fortunate II (256 blocks)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts sixteen times longer.

Applies: Fortunate I (4096 blocks)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment increases the yield.

Applies: Fortunate III (256 blocks)
Soft Coating 3 pages
bloodmagic:crafting_alchemy_table: Applies Silk Touch to blocks harvested. Does not stack with the vanilla enchantment.

Valid items: Tools, Swords, Charges.

Applies: Soft Touch I (256 blocks)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts four times longer.

Applies: Soft Touch I (1024 blocks)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts sixteen times longer.

Applies: Soft Touch I (4096 blocks)
… and 7 more
Slow-burning Oil 3 pages
bloodmagic:crafting_alchemy_table: Uses heat to smelt harvested blocks.

Valid items: Tools, Swords, Charges.

Applies: Heated Tool I (256 blocks)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts four times longer.

Applies: Heated Tool I (1024 blocks)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts sixteen times longer.

Applies: Heated Tool I (4096 blocks)
Dexterity Alkahest 5 pages
bloodmagic:crafting_alchemy_table: Lowers the draw time of bows and crossbows by 33%.

Valid items: Bows, Crossbows.

Applies: Deft Hands I (256 shots)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts four times longer.

Applies: Deft Hands I (1024 shots)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lowers the draw time of bows and crossbows by 50%.

Applies: Deft Hands II (256 shots)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts sixteen times longer.

Applies: Deft Hands I (4096 shots)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lowers the draw time of bows and crossbows by 67%.

Applies: Deft Hands III (256 shots)
Archer's Polish 5 pages
bloodmagic:crafting_alchemy_table: Increases the velocity of fired arrows by 50%. This also increases the damage dealt by your arrows proportionally. Also stacks with Vanilla enchantments.

Valid items: Bows, Crossbows.

Applies: Sniping I (256 shots)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts four times longer.

Applies: Sniping I (1024 shots)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment increases the velocity by 100% instead.

Applies: Sniping II (256 shots)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts sixteen times longer.

Applies: Sniping I (4096 shots)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment increases the velocity by 150% instead.

Applies: Sniping III (256 shots)
Holy Water 5 pages
bloodmagic:crafting_alchemy_table: Temporarily increases the melee damage dealt to undead mobs by +5.

Valid items: Tools, Swords.

Applies: Holy Light I (256 hits)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts four times longer.

Applies: Holy Light I (1024 hits)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment increases melee damage dealt to undead mobs by +10.

Applies: Holy Light II (256 hits)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts sixteen times longer.

Applies: Holy Light I (4096 hits)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment increases melee damage dealt to undead mobs by +15.

Applies: Holy Light III (256 hits)
Plunderer's Glint 5 pages
bloodmagic:crafting_alchemy_table: Increases the drops from killed mobs. Also stacks with the Looting enchantment.

Valid items: Tools, Swords.

Applies: Plundering I (256 hits)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts four times longer.

Applies: Plundering I (1024 hits)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment further increases the drops from killed mobs.

Applies: Plundering II (256 hits)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts sixteen times longer.

Applies: Plundering I (4096 hits)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment further increases the drops from killed mobs.

Applies: Plundering III (256 hits)
Void Essence 3 pages
bloodmagic:crafting_alchemy_table: Deletes simple blocks on mining, such as stone, dirt, and netherrack.

Valid items: Tools, Swords, Charges.

Applies: Voiding I (256 blocks)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts four times longer.

Applies: Voiding I (1024 blocks)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts sixteen times longer.

Applies: Voiding I (4096 blocks)
Repairing Salve 5 pages
bloodmagic:crafting_alchemy_table: Repairs damaged tools by 1 point when tool is used.

Valid items: Tools, Swords.

Applies: Regular Maintenance I (256 blocks)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts four times longer.

Applies: Regular Maintenance I (1024 blocks)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment repairs the tool by 2 points for every point of damage taken. Does not activate if doing so would waste some of the repair bonus.

Applies: Regular Maintenance II (256 blocks)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment lasts sixteen times longer.

Applies: Regular Maintenance I (4096 blocks)
bloodmagic:crafting_alchemy_table: This upgraded version of the anointment repairs the tool by 3 points for every point of damage taken. Does not activate if doing so would waste some of the repair bonus.

Applies: Regular Maintenance III (256 blocks)
Alchemy Array › Sigil (14)
Sigil of Magnetism 3 pages
Increases the player's item pickup range to 7 blocks when active. Toggle on/off by holding the Sigil in your hand, and then holding [] and pressing [].

Consumes 50 LP every 5 seconds while active.
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As you have the Curios API installed, you can equip this Sigil as a charm. If you want to wear more curios at once, consider using a Sigil of Holding, or the Socketed Upgrade for your Living Armour.
Lava Sigil 4 pages
The sister sigil to the Water Sigil. Press [] when holding the Lava Sigil to create a source block of lava on the ground, for the cost of 1000 LP. Crafted in an Alchemy Array using a Lava Reagent and a Blank Slate, it'll drain 5 hearts from you if you don't have enough LP in your Soul Network.
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Image: bloodmagic:images/entries/sigil/lava_sigil1.png, bloodmagic:images/entries/sigil/lava_sigil2.png (not yet resolvable to a texture)
The Lava Sigil, next to its crafting array, plus its primary use.
bloodmagic:crafting_alchemy_table: What's more, it can be used in the Alchemy Table to automate the production of Lava Buckets. The Sigil is not consumed in this recipe.
Sigil of the Fast Miner 4 pages
The Sigil of the Fast Miner is a Sigil that, when activated using [] and [], will consume 100 LP every 5 seconds and apply the Haste potion effect. Thus, it increases your mining, digging, and cutting speeds. Crafted using the Mining Reagent and Reinforced Slate in an alchemy array.
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Image: bloodmagic:images/entries/sigil/mining_sigil1.png, bloodmagic:images/entries/sigil/mining_sigil2.png (not yet resolvable to a texture)
The Sigil of the Fast Miner's array, plus its primary uses.
As you have the Curios API installed, you can equip this Sigil as a charm. If you want to wear more curios at once, consider using a Sigil of Holding, or the Socketed Upgrade for your Living Armour.
Sigil of the Blood Lamp 2 pages
The Sigil of the Blood Lamp is a handy tool for any miner, dungeon delver, or simply any Sanguimancer that doesn't like dark patches and feels that torches and glowstone blocks get in the way. When used, this sigil launches a Blood Light in the direction you are facing. When it hits a block, it spawns a nearly-invisible light source at a cost of 10 LP.
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Divination Sigil 8 pages
The Divination Sigil is probably the first of many sigils that you would like to craft in Blood Magic. In order to craft the sigil, you need to create an Alchemy Array and use Redstone Dust and a Blank Slate as the base and catalyst items, respectively.
bloodmagic:crafting_array: Peer into the soul.
Image: bloodmagic:images/entries/sigil/divination_sigil.png (not yet resolvable to a texture)
The Divination Sigil, next to its crafting array.
The Divination Sigil has two primary uses:

When any player presses [] while aiming at the air with a bound sigil, it will display the amount of LP that is in the owner's Soul Network.When pressing [] on a Blood Altar, it will tell the player the altar's current Tier, the amount of Life Essence stored in the altar, as well as its current max capacity. Having a Divination Sigil on hand can also be helpful for the Incense Altar.
Image: bloodmagic:images/entries/sigil/divination_sigil_info.png (not yet resolvable to a texture)
The Divination Sigil displays this HUD when you are looking at a Blood Altar.
Finally, when holding down the sneak key and pressing [], a new interface opens displaying all available HUD elements from Blood Magic. An element can be selected and moved by clicking and dragging the element. Releasing the element and clicking "Save" will save the element's new location.

Selecting "Default" returns the elements to their default positions.
Image: bloodmagic:images/entries/sigil/gui_editing.png (not yet resolvable to a texture)
the various GUI elements of Blood Magic.
The elements, going top to bottom, then left to right, are as follows: The Incense Altar (light grey)The Seer's Sigil (purple)the Divination Sigil (lavender)The Demon Will Aura Gauge (orange) The Sigil of Holding (green)
… and 9 more
Teleposition Sigil 2 pages
Teleports the user to a linked Teleposer at a cost of 1000 LP per use. By shift-clicking on a Teleposer with the sigil in hand, the location and dimension of the Teleposer can be recorded, allowing for a quick escape back home.

Just don't move the Teleposer by accident...
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Air Sigil 2 pages
Throws you in the direction you're facing, at a cost of 50 LP per use. Note that this does not provide any sort of Feather Falling effect, so be careful when landing! A good way to get around quickly, albeit with some risk. Many an unwary mage has met their end by running out of LP in their Soul Network while flying miles above the countryside.
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Sigil of the Green Grove 5 pages
The Sigil of the Green Grove is an item that has multiple uses. Crafted in an array with a Growth Reagent and a Reinforced Slate, the sigil can use your Soul Network's LP to nourish and grow nearby plants.
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Image: bloodmagic:images/entries/sigil/grove_sigil1.png, bloodmagic:images/entries/sigil/grove_sigil2.png, bloodmagic:images/entries/sigil/grove_sigil3.png (not yet resolvable to a texture)
The Sigil of the Green Grove's array, plus its primary uses.
If you press [] on a block that is IGrowable, it will apply the bonemeal effect while consuming 150 LP.

However, if you hold [] and [] while aiming at the air, it will light up to indicate that it is activated, and will consume 150 LP every 5 seconds until deactivated. Every block in a 7x7x5 high volume centered on the player will have a growth tick applied to it. Good for farming those taters!
As you have the Curios API installed, you can equip this Sigil as a charm. If you want to wear more curios at once, consider using a Sigil of Holding, or the Socketed Upgrade for your Living Armour.
Void Sigil 2 pages
The Void sigil, when you press [] while looking at any fluid, will destroy it at a cost of 50LP per block. Good for clearing out irksome lava flows without all that tedious placing and breaking of individual blocks.
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Sigil of Holding 3 pages
This Sigil can hold up to 5 other Sigils at a time, providing you with their passive effects and allowing you to activate them on a whim.

Press [] while holding the Sigil to open its inventory.

Press [] to cycle forward, or [] to cycle backwards. holding [] and using your mousewheel also works.
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As you have the Curios API installed, you can equip this Sigil as a charm. If you want to wear more curios at once, consider using the Socketed Upgrade for your Living Armour.
Seer's Sigil 4 pages
The Seer's Sigil is a more advanced form of the Divination Sigil. Alongside showing the amount of LP in the bound player's Soul Network, it also shows more information when looking at a Blood Altar.

Like the Divination Sigil
, it can also be used to edit your GUI. (See the Divination Sigil's entry for more info)
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From top to bottom, we have: The current Tier of the Blood Altar. The amount of blood currently inside the Altar, and the current total capacity of the Altar. (This defaults to 10,000mb, but may be increased with Runes of Capacity and Runes of Augmented Capacity. The current crafting progress, if any. LP Consumption/Tick - how much LP the Altar will use per tick when crafting. Current LP Storage of any Charging Runes you may have.
Image: bloodmagic:images/entries/sigil/seer_sigil_info.png (not yet resolvable to a texture)
The Seer's Sigil displays this HUD when you are looking at a Blood Altar.
Sigil of the Frozen Lake 2 pages
you've heard tell of ancient boots enchanted with Frost-walking, freezing the ground and water beneath the wearer's feet. That sounds like fine inspiration for a sigil! It's even able to be toggled, so you're not in danger of freezing over your farmlands every time you get close.
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Sigil of Suppression 2 pages
The Sigil of Suppression, when activated via pressing [], will temporarily obliviate all fluids in a roughly 6-block radius of its holder. A short while after moving away from the liquid in question, it will return as though it never left. While this will make exploring the lava oceans of the Nether much easier, beware of jumping into any deep pools of water with this active!
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Water Sigil 4 pages
The Water Sigil is a rather simple sigil. When you press [] while looking at a block, you can drain 100LP from your Soul Network to place a source block of water in the world. If there's not enough LP, it will instead drain the toll from your health. Crafted using a Water Reagent and a Blank Slate.
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Image: bloodmagic:images/entries/sigil/water_sigil1.png, bloodmagic:images/entries/sigil/water_sigil2.png (not yet resolvable to a texture)
The Water Sigil, next to its crafting array, plus its primary use.
bloodmagic:crafting_alchemy_table: What's more, it can be used in the Alchemy Table to automate the production of Water Buckets. The Sigil is not consumed in this recipe.
Alchemy Table (3)
Alchemy Table 14 pages
The Alchemy Table crafts items using LP from a Soul Network. The Soul Network used and Tier of recipes available are determined by the Blood Orb inserted on the right side of the GUI.

The Alchemy Table is used to craft a handful of Blood Magic components, and provides alternate recipes for some vanilla items as well.
Crafting: bloodmagic:alchemy_table
When looking at Alchemy Table recipes in this book (or in JEI), please hover over the arrow with an "LP" label to view Time, LP drain, and Tier information.
Image: bloodmagic:images/entries/alchemy_table/alchemy_table_gui.png (not yet resolvable to a texture)
The Alchemy Table can be inserted into or extracted from using these buttons.
The Alchemy Table has a number of buttons on its right hand side. These are, in order, Down, Up, North, South, West, and East. To use them, first click on any slot in the Alchemy Table. (Here, we have selected the central 'finished item' slot, for demonstration.) Next, click on one of these six buttons to toggle whether or not the Alchemy Table should allow Hoppers, pipes, or other such external interference from this face. To return to the table's normal function,
simply click the slot again to deselect it. The icon displayed in the slot shows whether it is accepting inputs or providing outputs. In the example picture, we are allowing pipes to take from our central slot only on the Down slot, and any attempts to extract items from other sides will not succeed.
Image: bloodmagic:images/entries/alchemy_table/alchemy_table_orb_error.png, bloodmagic:images/entries/alchemy_table/alchemy_table_soul_error.png (not yet resolvable to a texture)
The Alchemy Table will tell you when something is wrong.
The two most common reasons for a recipe to not work in the Alchemy Table are as follows: Orb Error: Either there is no Blood Orb present in the relevant slot, or the Orb you are trying to use is not a high enough level for this recipe. Soul Network Error: The orb is of a valid level, but either you have not bound it to yourself (right click while holding it), or your Soul Network does not have enough LP in it.

The following pages document a number of recipes currently available for the Alchemy Table.
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The Lava and Water Sigils are not consumed in either of these recipes. What's more, the Water Sigil can be used in place of a Water Bucket in any Alchemy Table Recipe.
Potion Crafting 19 pages
The basics of Potion Crafting are known to all and sundry throughout the land. Even common Clerics and Witches have a firm grasp of the basics of brewing - take a handful of semi-rare ingredients, mix them together in the correct proportions, and consume the result (while holding your nose, if needed), or throw it at your foes.
The addition of Life Essence and some frankly ingenious Sanguimancy has allowed you to turbocharge the practice, however.

By imbuing ordinary Glass Bottles with your powers, you are able to hold far more than a single swig of liquid, and with the use of various Catalysts you have figured out how to combine multiple effects in one flask without them muddying together and cancelling out.
bloodmagic:crafting_altar: A sturdy Flask that is far more capacious than any measly bottle!
Of course, a bottle, no matter how advanced, is all but useless without something to fill it.

Alongside all the usual well known Effects such as Water Breathing, Regeneration, or Night Vision, we have also perfected a variety of other, more specialised recipes, such as Flight, Obsidian Cloak, or even Passive. These potions and many more are documented further on in the book.
Crafting: Alchemy Flask Alchemy Flask
Once you have used up any kind of alchemy flask, simply wash out and refill it with water, to get a fresh new flask ready for use.
Flasks also have their equivalent to Splash and Lingering Potions, see overleaf.

Lingering Potions can be combined with 8 Amethyst Throwing Daggers in the Alchemical Reaction Chamber to create Tipped Amethyst Throwing Daggers. Any entity hit by one of these daggers will have the potion's effects transferred to it.
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You may recall me mentioning the ability to make multiple effects in a single Flask. Luckily, this process couldn't be easier. Simply brew up a potion, and use the resulting Flask in place of your empty Flask in the second brewing. For example, if you made a Flask of Bounce, then took that flask and used it as an ingredient in a flask of Night Vision, you'd end up with an 8-dose Flask that gives you Bounce and Night Vision with every swig!
Next up, we have Catalysts. There are a few kinds of catalyst, with a few different effects, so let's start off with the simplest three - Simple Catalyst, Small Power Catalyst, and Small Lengthening Catalyst. Of these, the first is the most straightforward - it provides a base to almost every Alchemical Potion, much as Nether Wart does for standard Potions.
bloodmagic:crafting_alchemy_table: A good base for nearly any effect. Stock up, you'll want a lot of these.
bloodmagic:crafting_alchemy_table: Power Catalysts increase the potency of the topmost effect inside the Flask, while decreasing the duration of the effect. It is roughly analogous to Glowstone in more standard potions. If the most recently applied effect cannot accept the catalyst, it will attempt to boost the second topmost, and so on.
bloodmagic:crafting_alchemy_table: Lengthening Catalysts increase the duration of the topmost effect inside the Flask. It is roughly analogous to Redstone in more standard potions. If the most recently applied effect cannot accept the catalyst, it will attempt to boost the second topmost, and so on.
bloodmagic:crafting_alchemy_table: Combinational Catalysts are a little more niche - they take two defined effects and synthesise a third, related effect from them. For example, a Flask with Suspended and Levitation would, when brewed with this catalyst, produce a Flask of Flight.
bloodmagic:crafting_alchemy_table: Filling Agents can be used to refresh the contents of a Flask, at the cost of losing some of the effects - the Weak Filling Agent can only preserve the topmost effect on the Flask. If you wish to preserve a different effect, consider using the Simple Cycling Catalyst.
bloodmagic:crafting_alchemy_table: The Cycling Catalyst can be used to alter the order of effects inside the Flask, and thus change which effect is altered by another Catalyst or Agent.
If the potions you've crafted so far just aren't enough for you, then perhaps you need to do a little exploring? With some Glow berries, some Cobbled Deepslate and a sprinkling of Hellforged Sand, you can boost the duration and power of your flasks significantly.
bloodmagic:crafting_alchemy_table: A more potent base for more potent catalysts.
bloodmagic:crafting_alchemy_table: The Standard Lengthening Catalyst will increase the duration of the topmost effect from 3:00 to 21:20. Multiply that by the 8 doses each flask provides, and that's a heck of a long time!
bloodmagic:crafting_alchemy_table: The Standard Power Catalyst is a souped-up version of the Small Power Catalyst, allowing you to get up to level III potion effects in your flask, while reducing the duration to just 45 seconds per dose.
Anointments 3 pages
Anointments are essentially potions for your tools, weapons, and even your Charges. By Pressing [] with the anointment in one hand, it will be applied to the item in your other hand, if possible. Not all anointments work on all equipment!

Unlike potions, anointments aren't timed; rather, they wear off a bit at a time as your tool or weapon is used.
bloodmagic:crafting_alchemy_table: A sturdy Vial that can contain otherwise uncontainable mixtures.
Its also possible to apply an anointment to an applicable item using a smithing table. This is particularly useful for two-handed weapons or other situations where you might find yourself not having enough hands. The anointment takes the role of a smithing template in this process.
Alchemy Table › Potion Flasks › Blood Magic (10)
Grounded 2 pages
Grounded prevents the target from jumping. Swimming is unaffected, however.

It's made from a potion of Jump Boost.
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Bounce 2 pages
If the target would take fall damage, Bounce will instead cause them to spring harmlessly off the ground. Whee!

Crouching before impact will prevent you from bouncing.
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Suspended 2 pages
Suspended prevents the target from jumping, falling, or being affected by gravity in any way whatsoever. They can still move, however, sliding about as though on a flat, never-ending plane of ice.

It's made from a potion of Gravity.
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Flight 4 pages
Flight gives the target a temporary dose of creative-style Flight, similar to if they were within the range of the Reverence of the Condor ritual. Higher levels increase flight speed.

It's created from a flask containing both the Suspended and Levitation effects.
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adding Standard Catalysts can further boost your potions.
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Heavy Heart 4 pages
Heavy Heart drags the target steadily downwards, making flying and swimming significantly more difficult.

It's created from a flask containing both the Gravity and Instant Health effects.
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adding Standard Catalysts can further boost your potions.
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… and 5 more
Passive 2 pages
Passive prevents the affected target from attacking. Players are unaffected, however.
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Spectral Sight 4 pages
Spectral Sight illuminates nearby creatures as though they had the Glowing buff. The base range is 24 blocks, and higher levels increase the range by an additional 32 blocks per level.

It's made from a potion of Night Vision.
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adding Standard Catalysts can further boost your potions.
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Gravity 4 pages
Gravity cause the target to fall faster and take more damage on landing. It does not reduce jump height, however.

It's created from a flask containing both the Grounded and Slow Falling effects.
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adding Standard Catalysts can further boost your potions.
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Hard Cloak 4 pages
Hard Cloak provides 3 points of Armour Toughness per level when used.
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adding Standard Catalysts can further boost your potions.
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Obsidian Cloak 4 pages
Obsidian Cloak reduces all damage taken from non-magical sources by 20% per level.

It's created from a flask of Hard Cloak, not an Empty Flask like most other potions.
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adding Standard Catalysts can further boost your potions.
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Alchemy Table › Potion Flasks › Vanilla (15)
Speed 4 pages
Speed increases the target's movement speed by 20% per level.
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adding Standard Catalysts can further boost your potions.
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Instant Health 2 pages
Instant Health heals the target for 4 points per level. If the target is Undead, they will be harmed for 4 points per level instead.
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Instant Damage 4 pages
Instant Damage inflicts 6 points of Magic Damage to the target per level. If the target is Undead, they will be healed for 6 points per level instead.

It's made from a potion of either Instant Health or Poison.
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adding Standard Catalysts can further boost your potions.
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Poison 4 pages
Poison deals damage over time to the target, but cannot kill them on its own. Higher levels deal faster damage.
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adding Standard Catalysts can further boost your potions.
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Strength 4 pages
Strength increases the target's attack damage by 3 points per level.
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adding Standard Catalysts can further boost your potions.
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… and 10 more
Jump Boost 4 pages
Jump Boost increases the target's jump height by 50% per level. It also reduces fall damage by 1 point per level.
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adding Standard Catalysts can further boost your potions.
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Invisibility 2 pages
Invisibility causes the target to disappear from view, making it harder for them to be spotted. This effect does not extend to any Armour or held items, any of which may be a give-away as to the target's location.

It's made from a potion of Night Vision.
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Slowness 4 pages
Slowness decreases the target's movement speed by 15% per level.

It's made from a potion of either Speed or Jump Boost.

See overleaf for Catalyst Combinations.
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Weakness 4 pages
Weakness decreases the target's attack damage by 4 points per level.
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adding Standard Catalysts can further boost your potions.
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Fire Resistance 2 pages
Fire Resistance makes the target immune to most fire-based damage.
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Night Vision 2 pages
Night Vision increases the target's ability to see in darkness and underwater.
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Levitation 4 pages
Levitation causes the target to float up into the air. Higher levels will make the target levitate faster.

It's made from a potion of Slow Falling.
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adding Standard Catalysts can further boost your potions.
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Regeneration 4 pages
Regeneration heals the target over time. Higher levels increase the rate of healing.
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adding Standard Catalysts can further boost your potions.
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Water Breathing 2 pages
Water Breathing allows the target to breathe underwater.
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Slow Falling 2 pages
Slow Falling causes the target to fall slowly and take no fall damage, akin to a chicken.
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Altar › Blood Rune (9)
Rune of Sacrifice 4 pages
The Rune of Sacrifice increases the amount of Life Essence gained in the Blood Altar through means that take health from non-player entities. Each rune gives a bonus of +10% additively per rune.
Crafting: bloodmagic:blood_rune_sacrifice
Crafting: bloodmagic:blood_rune_sac_2
With some Netherite Scrap and some Intricate Hellforged Parts looted from the Demon Realm, you can double the power of your Rune of Sacrifice, increasing the bonus to an additive +20% per rune.
bloodmagic:crafting_arc: If you change your mind, you can undo the recipe in the ARC.
Charging Rune 5 pages
The Charging Rune is a unique Rune upgrade. When the Blood Altar is not crafting nor filling a Blood Orb, it will syphon LP from the Altar to charge an internal buffer. When an item is next placed inside of the Altar, it will instantaneously consume the stored charge and apply it to the crafting of the item at a 1:1 ratio.
The Blood Altar does a charging tick once per 20 in-game ticks, which is reduced by 1 per Acceleration Rune.

The speed that the Blood Altar charges at per charging tick is: [10LP
x Charging Runes x (1 + Speed Runes/10)]

The maximum charge that a Blood Altar can hold is 1000 LP per Charging Rune, which is then multiplied by: [(capacity of the main Blood Altar tank)/20000] if that value is above 1.
Crafting: bloodmagic:blood_rune_charging
Crafting: bloodmagic:blood_rune_charging_2
With some Netherite Scrap and some Intricate Hellforged Parts looted from the Demon Realm, you can double the power of your Charging Rune, both in terms of capacity and speed.
bloodmagic:crafting_arc: If you change your mind, you can undo the recipe in the ARC.
Speed Rune 4 pages
The Speed Rune increases all of the crafting operations of the Blood Altar. The crafting speed (and speed that the progress is lost when empty) increases by an additive +20% per rune.
Crafting: bloodmagic:blood_rune_speed
Crafting: bloodmagic:blood_rune_speed_2
With some Netherite Scrap and some Intricate Hellforged Parts looted from the Demon Realm, you can double the power of your Speed Rune, increasing the crafting rate by an additive +40% per rune.
bloodmagic:crafting_arc: If you change your mind, you can undo the recipe in the ARC.
Capacity 4 pages
The Rune of Augmented Capacity increases the capacity of the Blood Altar by a multiplicative +7.5% per rune. The Augmented Capacity runes apply after the regular Capacity runes.
Crafting: bloodmagic:blood_rune_aug_capacity
Crafting: bloodmagic:blood_rune_aug_capacity_2
With some Netherite Scrap and some Intricate Hellforged Parts looted from the Demon Realm, you can double the power of your Rune of Augmented Capacity, increasing the capacity of the Blood Altar by a multiplicative +15% per rune.
bloodmagic:crafting_arc: If you change your mind, you can undo the recipe in the ARC.
Rune of Capacity 4 pages
The Rune of Capacity increases the capacity of the Blood Altar by an additive +20% per rune.
Crafting: bloodmagic:blood_rune_capacity
Crafting: bloodmagic:blood_rune_capacity_2
With some Netherite Scrap and some Intricate Hellforged Parts looted from the Demon Realm, you can double the power of your Rune of Capacity, increasing the capacity of the Blood Altar by an additive +40% per rune.
bloodmagic:crafting_arc: If you change your mind, you can undo the recipe in the ARC.
… and 4 more
Acceleration Rune 4 pages
The Acceleration Rune increases the rate of a couple operations. While normally the operations of the Charging Rune and Displacement Rune occur every 20 ticks, one tick of the delay is removed per rune, down to a minimum of 1 operation per tick.
Crafting: bloodmagic:blood_rune_acceleration
Crafting: bloodmagic:blood_rune_acceleration_2
With some Netherite Scrap and some Intricate Hellforged Parts looted from the Demon Realm, you can double the power of your Acceleration Rune, removing two ticks per rune instead of one, freeing up other slots around your altar.
bloodmagic:crafting_arc: If you change your mind, you can undo the recipe in the ARC.
Rune of Self Sacrifice 4 pages
The Rune of Self Sacrifice increases the amount of Life Essence gained in the Blood Altar through means that use a player's health. Each rune gives a bonus of +10% additively per rune.
Crafting: bloodmagic:blood_rune_self_sacrifice
Crafting: bloodmagic:blood_rune_self_sac_2
With some Netherite Scrap and some Intricate Hellforged Parts looted from the Demon Realm, you can double the power of your Rune of Self Sacrifice, increasing bonus to an additive +20% per rune.
bloodmagic:crafting_arc: If you change your mind, you can undo the recipe in the ARC.
Displacement Rune 4 pages
The Displacement Rune increases the flow rate of Life Essence into and out of the altar when pumping to and from an external Tank multiplicatively by +20%
Crafting: bloodmagic:blood_rune_displacement
Crafting: bloodmagic:blood_rune_displacement_2
With some Netherite Scrap and some Intricate Hellforged Parts looted from the Demon Realm, you can double the power of your Displacement Rune, increasing the flow rate by a multiplicative +40% per rune.
bloodmagic:crafting_arc: If you change your mind, you can undo the recipe in the ARC.
Rune of The Orb 4 pages
The Rune of The Orb increases the capacity of the Blood Orb that is inside of the Altar by +2% additively per rune while it is inside of the Altar.
Crafting: bloodmagic:blood_rune_orb
Crafting: bloodmagic:blood_rune_orb_2
With some Netherite Scrap and some Intricate Hellforged Parts looted from the Demon Realm, you can double the power of your Rune of the Orb, increasing the orb's capacity by an additive +4% per rune.
bloodmagic:crafting_arc: If you change your mind, you can undo the recipe in the ARC.
Demon Will › Demonic Items (4)
Sentient Sword 2 pages
The Sentient Sword is a much more effective tool for collecting Demon Will than Soul Snares could ever hope to be. It may seem weak at first, but it is powered by the Wills you carry, so crafting a Tartaric Gem is a must.

Note that the sword, as with all Sentient Tools, can be repaired with Crystallized Will in an Anvil.
bloodmagic:crafting_soulforge: This sword will serve you well.

Note that you can update the sword's stats by pressing [] when you have it equipped - if you have recently acquired a large amount of Will, or perhaps are trying out a new Aspect of Will for the first time, then this may be a good idea.
Explosive Charges 29 pages
Mining and foresting is all well and good for those who refuse to dream big, but what self-respecting sanguimancer would ever stoop to that?

With this in mind, you have devised some devious little devices. Simply throw them at some pesky trees, rocks, or whatever else you wish to cease to be and wait for them to self-ignite.
Not only that, you can improve their functionality by Anointing them with certain ingredients and a little Will, as described after each entry.

The currently available anointments are as follows: Fortunate - broken blocks are affected by Fortune. Heated Tool - Broken blocks are Smelted. Soft Touch - Broken blocks are affected by Silk Touch. Voiding - 'Junk' blocks are voided rather than dropping as items.
bloodmagic:crafting_soulforge: The Shaped Charge will destroy a 5x5x5 cube facing whichever side of a block it lands on, dropping all blocks as though mined with a pickaxe. It even works on Obsidian, and provides a most satisfying KABOOM whilst doing so.
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bloodmagic:crafting_soulforge: The Augmented Shaped Charge is a direct upgrade from the standard Shaped Charge. It will destroy a 7x7x7 cube facing whichever side of a block it lands on, dropping all blocks as though mined with a pickaxe. It can also be anointed with Fortune II.
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bloodmagic:crafting_soulforge: The Tunnelling Shaped Charge will destroy a 5x5x20 tunnel facing whichever side of a block it lands on, dropping all blocks as though mined with a pickaxe. Good for mining.
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bloodmagic:crafting_soulforge: The Deforester Charge is for felling trees. It can be used on logs or leaves, and will fell all but the mightiest of trees, breaking up to two stacks of logs at a time (and neatly stripping away any leaves it encounters in the process!) Even the giant trees of the Jungle will fall in a matter of seconds.
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bloodmagic:crafting_soulforge: The Deforester Charge II, much like the standard Deforester Charge, is for breaking wood and trees. It can break up to 8x64 logs, clearing away any connecting leaves. Excellent for making yourself a nice clearing in any Dark Oak Forest or Jungle you might happen to like the look of.
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bloodmagic:crafting_soulforge: The Controlled Charge only destroys blocks identical to the block it lands on. It will destroy up to 3 stacks of blocks, seeking out from the original point. As with other charges, all mined blocks will be dropped.
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bloodmagic:crafting_soulforge: The Controlled Charge II behaves identically to the Controlled Charge, however It will destroy up to 8 stacks of blocks at a time.
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bloodmagic:crafting_soulforge: The Fungal Charge is for felling giant mushrooms, both in the Overworld and the Nether. Although doubtful that you will ever reach this in a single charge, it can break up to three stacks of blocks.
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bloodmagic:crafting_soulforge: The Fungal Charge II is for felling giant mushrooms, both in the Overworld and the Nether. It can destroy up to 8 stacks of mushroomy goodness per charge.

Why would you ever need this?
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Throwing Daggers 6 pages
Bows and Crossbows are fine enough in their way, but sifting through Gravel for Flint and plucking chickens for their Feathers is, frankly, beneath you. These shiny (and extremely sharp) Throwing Daggers also have some quite devious effects, if you do say so yourself.
bloodmagic:crafting_soulforge: The Iron Throwing Dagger is a fast-hitting attack, dealing 10 damage with a decent cooldown. Not only that, but if you have some Demon Will on you (be it in its raw form, or stored within a Tartaric Gem, it will drop Will as a Sentient Sword would.
bloodmagic:crafting_soulforge: The Syringe Throwing Dagger is for the Sanguimancer more interested of the acquisition of Life Essence than Will. While it deals slightly less damage, it is noticeably cheaper, and enemies killed by this weapon have a chance of dropping a Slate Ampoule - or more, if they're hearty enough.
Slate Ampoule Slate Ampoule
These delightful little vials can be crushed when near a Blood Altar in order to transfer 500 LP into it, destroying the Ampoule in the process. These gains are unaffected by any Runes you may have.
bloodmagic:crafting_soulforge: The Amethyst Throwing Dagger does as much damage as an Iron Throwing Dagger, but mobs do not drop Will when killed. Instead, eight of them can be crafted with a Lingering Alchemy Flask in the Alchemical Reaction Chamber to create Tipped Amethyst Throwing Daggers.
bloodmagic:crafting_arc: These will transmit their effect to any mob they hit, the same as if they'd walked into the cloud left by a Lingering Alchemy Flask. Experiment with combined effects to find the most debilitating, diabolical daggers you can make!
Sentient Tools 8 pages
The Sentient Sword has proven to be a resounding success. You find yourself wondering how other tools may react to a similar treatment...

Note that these tools, as with the Sentient sword, can be repaired with Crystallized Will in an Anvil.

Did we mention that Sentient Tools and Weapons are all highly enchantable?
bloodmagic:crafting_soulforge: This pickaxe improves with Will, cutting through stone with ease. With no Will to power it, it is only slightly better than the Iron Pickaxe it was crafted from; However, with a full enough Tartaric Gem, you foresee it surpassing even a Netherite Pickaxe.
The Sentient Scythe is a slightly different tool to its iron counterpart. Infusing it with will has transmuted it into a fearsome weapon. While slow and not as powerful as the other weapons, its great swings will deal full damage all enemies in its range, making it an excellent choice for crowd control.
bloodmagic:crafting_soulforge: As with the pickaxe, with no Will to power your scythe, it is comparatively blunt and unwieldy; However, with a full enough Tartaric Gem, you foresee it becoming a devastating tool.

Did we mention that it still functions as a hoe?
Much like the Sentient Pickaxe, the Sentient Axe is a noticeable improvement over its Iron counterpart. Additionally, it gets a significant buff in its damage output, making it a fearsome weapon for those who don't mind its unwieldy nature.
bloodmagic:crafting_soulforge: As with the pickaxe, with no Will to power your axe, it is only slightly better than the Iron Axe it was crafted from; However, with a full enough Tartaric Gem, you foresee it surpassing even a Netherite Axe.
Much like the Sentient Pickaxe, the Sentient Shovel is a noticeable improvement over its Iron counterpart, even without additional Demon Will to power it.
bloodmagic:crafting_soulforge: As with the pickaxe, with no Will to power your shovel, it is only slightly better than the Iron shovel it was crafted from; However, with a full enough Tartaric Gem, you foresee it surpassing even a Netherite Shovel.
Demon Will › Item Routing (10)
Mod Item Filter 2 pages
The Mod Item Filter lets you select up to 9 items from different mods. Similarly to the Standard Item Filter, it has a quantity selector and an allow/deny function. Leaving the quantity blank defaults to 'all'.

For each item that you put into this filter, any item from the same mod will be matched.
bloodmagic:crafting_alchemy_table: This allows you to deny/permit entire swathes of items. Handy for sorting all of your Blood Magic items into their own super-special chest, to name an example at random.
Upgrades 4 pages
there are two upgrades currently available for the Routing Network.

Firstly, the Basic Routing Logic Upgrade increases the total amount of items transferred per operation. (once per second, but see overleaf). By default, the network will transfer 16 items at a time, but each of these will raise that cap by 8.
bloodmagic:crafting_soulforge: These upgrades stack to 16, allowing for a sum total of 144 items to be transferred per second. Note that this can be split over multiple stacks, if many different items need to be transferred at once.
The second upgrade is the Basic Routing Speed Upgrade, which increases the rate at which items are transferred. The default rate is one operation every 20 ticks (1 second), but each speed upgrade will bring this down by 1 tick, to a maximum of every tick with 19 upgrades.
bloodmagic:crafting_soulforge: they stack to 19? that feels ... wrong, somehow, but it was this or alter the universe such that everything ticks 65 times a second, and that would have made people even more upset.
Editing Filters 4 pages
If you are configuring a large number of filters, or want to expand your existing filter setups, simply place between two and 9 filters into a crafting table to copy the filter in slot one onto all the other filters.
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Similarly, if you want to clear a filter, place it in the crafting table on its own, like so.
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Routing Nodes 14 pages
Hauling items around by hand may be all right for some people, but we are a Sanguimancer. What's more, we have access to Demon Will! Surely there's a better way to go about things.

As such, you've managed to come up with Routing Nodes. These offer a powerful way to transport, sort, and filter items, sending them magically through the air as you decree.
Routing Node Networks have 3 main components: Input Nodes, Output Nodes, and the Master Routing Node.

Every network requires exactly 1 Master Routing Node, and every other Node in the network must be able to trace a route back to the Master, whether directly, or via other Nodes.

Input and Output nodes can withdraw or insert items from any block with an accessible inventory, respectively.
bloodmagic:crafting_soulforge: The Master Node will be able to accept upgrades in the future, but for now it only serves to control and direct the network, acting as its 'Brain'.
A Master Routing Node is all well and good, but without the other two node types, it's not particularly useful on its own, so let's get on to those next.

Input Routing Nodes draw items in to the network, Output Routing Nodes export them out again, and plain old Routing Nodes serve to extend the reach of your network. As Input and Output nodes are currently otherwise identical, we will be focusing on the Input Routing Node unless otherwise specified.
bloodmagic:crafting_soulforge: Doesn't do a whole lot on its own, but can be used to extend Routing Networks beyond the 16-block reach of a single connection.
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When you place an Input or Output Node down, it will automatically connect to all adjacent inventories, but it won't do anything without a Filter of some kind in at least one of its side's slots. For example, you could use a Standard Item Filter set to Iron Ore on top of a Furnace, a second filter set to coal on the side of the furnace, and an Input Node underneath set to Iron Ingots.
Image: bloodmagic:images/entries/routing/node_demo.png (not yet resolvable to a texture)
An Output Node in-world.
Image: bloodmagic:images/entries/routing/node_gui_right.png (not yet resolvable to a texture)
Once we've got our nodes set up, let's open up the Node GUI.
Over on the right, we have our cardinal directions - Down, Up, North, South, West, and East. You'll notice that a little picture of a block appears on some buttons, representing what's on that side of the node. The GUI will open up on the side facing an attached inventory, or Down if no inventory is present. The buttons themselves follow the direction the player is facing, so the top button is 'forwards', the left button is 'left', etcetera.
Image: bloodmagic:images/entries/routing/node_gui_left.png (not yet resolvable to a texture)
Over on the left, you'll see a space for us to insert a Filter for the selected side, and a Priority. bigger numbers = more important.

Nodes can have one filter per side - so we'll select the side we want, and put our filter in it. (For more information on Filters, see 'A Primer On Filters')
Once your Input and Output Nodes have been set up, have been linked together with the help of a Node Router in a network that includes exactly one a Master Routing Node, and both have item filters inserted to the correct sides, you should be good to go! Items will be routed according to the priorities and the rules contained within your filters.
Image: bloodmagic:images/entries/routing/network_demo.png (not yet resolvable to a texture)
Nodes do not have to be linked directly to the Master Routing Node, merely to any node on the network.
Enchantments Item Filter 4 pages
The Enchantments Item Filter lets you sort items via any Enchantments that they may (or may not) have. It operates similarly to the Standard Item Filter, particularly with regards to the quantity and allow/deny functions, but with a few extra buttons.
bloodmagic:crafting_alchemy_table: Any enchanted book will work for this recipe.
Image: bloodmagic:images/entries/routing/enchant_item_filter_gui.png (not yet resolvable to a texture)
Note the two new buttons to the right of the 'Allow' button.
The first button allows you to select whether to match Every Enchantment on an enchanted item, Any Enchantment, or one particular enchantment. The second button allows you to specify whether to pay attention to the level or not. (E.G. 'Protection III' versus 'Protection').

If you insert an unenchanted item into the filter, you can effectively Allow or Deny any sort of enchantment to be inserted into or removed from the specified inventory.
… and 5 more
Filter Parts 1 page
bloodmagic:crafting_alchemy_table: Filter Parts are an integral component in all Filters. They have no use on their own.
Tag Item Filter 3 pages
The Tag Item Filter lets you select up to 9 items and filter by their associated Tags. Similarly to the Standard Item Filter, it has a quantity selector and an allow/deny function. Leaving the quantity blank defaults to 'all'.

For each item that you put into this filter, you can select whether to match items based on one specific tag, or any of its tags.
bloodmagic:crafting_alchemy_table: This allows you to deny/permit categories of items, so you can specify that all items with the tag forge:ores get sent to your furnace, for example.
Image: bloodmagic:images/entries/routing/tag_item_filter_gui.png, bloodmagic:images/entries/routing/tag_item_filter_mouseover.png (not yet resolvable to a texture)
The GUI and the mouseover text of a configured filter.
Composite Item Filter 4 pages
The Composite Item Filter does nothing on its own, but when combined with another type of Filter, it allows you to apply that filter's rules to it.

This means you can, for example, use the Enchantment Filter's 'Any Enchantments' and the Tag Filter's 'forge:swords' to only allow enchanted swords to pass through.
Similarly to the Standard Item Filter, it has a quantity selector and an allow/deny function. Leaving the quantity blank defaults to 'all'. Other buttons will appear on the GUI as you combine it with other filters.
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Node Router 2 pages
The Node Router is used to link Nodes together into a Network. Its functionality is straightforward - Simply hold [] and [] while aiming at a node, then do the same to another node within 16 blocks. These two nodes are now linked. If you want to de-select a node, [] on any other block. See the entry on Routing Nodes for more information.
bloodmagic:crafting_soulforge: A slightly magical stick.
Standard Item Filter 4 pages
The Standard Item Filter lets you select up to 9 items to withdraw from, or insert into, the adjacent inventory when inserted into a Routing Node.

Each item has a quantity - leaving this blank will default to 'all'.

The Filter also has an Allow and Deny function. In Deny mode, quantities are ignored.
bloodmagic:crafting_alchemy_table:

When used in an Input Routing Node, the quantity tells the node how many of that item to leave in the selected inventory. Anything above this amount will be imported into the network.
When used in an Output Routing Node, the quantity tells the node how many of that item to fill in the selected inventory with. Anything above this amount will be left in the network - either passed into another valid inventory, or left where it is.
Image: bloodmagic:images/entries/routing/standard_item_filter_gui.png, bloodmagic:images/entries/routing/standard_item_filter_mouseover.png (not yet resolvable to a texture)
The GUI and the mouseover text of a configured filter.
Blood Altars (4)
Soul Network 7 pages
The Soul Network is the network that connects your Soul to all of your bound items, rituals and blocks. Functionally, it is a global storage of LP unique to each player that can be added to and extracted from, using the player's bound items as an intermediary. When you first press [] with an item that can be bound to a Soul Network, it will bind to you and will be labeled as
being "owned" by you. As such, any action that the item does that has an LP cost will drain from your Soul Network. In some cases, if the item cannot get its LP from the Soul Network, it will instead directly take the LP cost from your health.

in other cases (such as when an ongoing Ritual drains your network completely), they will merely cause unceasing nausea until either the Ritual is deactivated or your Soul Network is re-filled.
In order to fill your Soul Network, you will need to construct a Blood Orb.

Blood Orbs can be charged with LP in one of two ways. A player can sacrifice 1 heart of health by pressing [] with the Blood Orb, providing the bound Soul Network with 200 LP. The Blood Orb can be placed inside a Blood Altar with some Life Essence in it. The Orb will absorb it as fast as it can, limited by your Altar's Speed Runes.
There is a separate Blood Orb that can be created for each Tier of the Blood Altar. Their recipes are documented overleaf. Weak Blood Orb - Max capacity: 5k LP. Apprentice Blood Orb - Max capacity: 25k LP. Magician Blood Orb - Max capacity: 150k LP. Master Blood Orb - Max capacity: 1M LP. Archmage Blood Orb - Max capacity: 10M LP.
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bloodmagic:crafting_altar: If that's still not enough LP storage for you, consider using Runes of the Orb.
Tiers of Slates 4 pages
The Blood Altar's main use is the production of Slates. Each tier of slate requires the previous tier and a more powerful altar than the last.
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The Blood Altar 20 pages
The Blood Altar is the central block of the mod, able to convert raw blood into pure Life Essence. While it may start off small and insignificant, its strength and size grows throughout the mod, acting as a cornerstone for most of your power.
Crafting: bloodmagic:blood_altar
When placed into the world, the Blood Altar converts blood into Life Essence, which it then uses to transfigure items placed into it. By pressing [] while looking at the Altar, you may insert one item from your hand into the Altar's internal inventory. pressing [] with an empty hand will extract the item.
Structure: Tier 1 Blood Altar (structure preview not yet rendered)
The Tier 1 Blood Altar, which has no runes.
In order for you to add Life Essence, measured as "LP", you first have to craft a Sacrificial Knife. By pressing [] while aiming at air with the knife, you can "extract" 200 LP for the cost of one heart, placing it into a nearby Altar. The Altar starts with a maximum capacity of 10,000LP, and the blood level in the basin indicates the percentage filled. The Divination Sigil allows more detailed information about the Altar.
Crafting: bloodmagic:sacrificial_dagger
Keep in mind that 10% of the total LP the altar can hold will be absorbed into an invisible internal 'tank' used for extracting and inserting Life Essence into the Altar.
The Blood Altar will attempt to start to craft as soon as an item is placed inside by a player (or after a periodic 5 seconds). The LP inside of the Altar will slowly drain (indicated by red particles), transforming the item. If there is no LP in the Altar, gray smoke will appear to indicate that the Altar is losing progress instead. Once enough LP is consumed (cost multiplied by number in the item stack), the full stack will be transformed into a new item.
The first item that you will want to craft is a Weak Blood Orb, which by default is a diamond plus 2000 LP inside of a Tier 1 Blood Altar. All items that can be crafted by the Blood Altar can be found using Just Enough Items (JEI).
To upgrade the Blood Altar, you need to craft Blood Runes and place them around the Altar. Blood Runes act as upgrades to the Altar, and by using more advanced versions of the Blood Runes you can confer different effects on the Altar. The basic version, the Blank Rune, does not give any upgrades - it's only use is to upgrade the Tier of the Altar.
Crafting: bloodmagic:blood_rune_blank
In order to upgrade the Blood Altar to Tier 2, you must place 8 Blood Runes around the Altar. The runes in the cardinals can be upgraded, but the corner runes cannot act as upgrade runes until Tier 3.
Structure: Tier 2 Blood Altar (structure preview not yet rendered)
The Tier 2 Blood Altar, which has 8 total runes.
Now that you have a Tier 2 Altar, you can look into getting Life Essence from somewhere other than yourself. The Dagger of Sacrifice will allow you to sacrifice any mob (monster or passive) that stands within 2 blocks of your Altar, instantly killing them and granting you a decent sum of LP. You can increase the amount you get per kill with Runes of Sacrifice. Different entities give different amounts of LP. Check your configs for more info.
bloodmagic:crafting_altar: Slaughtering villagers for fun and profit!
To upgrade the Blood Altar to Tier 3, place 5 Blood Runes one block down and two blocks away from the previous set of runes along each edge. Then place two blocks (indicated by the Stone Bricks) in each corner, starting above the new ring of runes, and then cap each pillar with Glowstone Blocks.

To check that it is successfully upgraded, use a Divination Sigil to check the tier. Note that any non-air block can be used for the pillars below the Glowstone.
Structure: Tier 3 Blood Altar (structure preview not yet rendered)
The Tier 3 Blood Altar, which has 28 total runes, 20 more than a Tier 2, 5 on each side.
To upgrade the Blood Altar to Tier 4, place 7 Blood Runes one block down and two blocks away from the previous set of runes along each edge. Then place four solid blocks in each corner, starting above the new ring of runes, and then cap each pillar with Bloodstone Bricks and/or Large Bloodstone Bricks. For these, you'll need Tau Fruit, found via the Edge of the Hidden Realm ritual.
Structure: Tier 4 Blood Altar (structure preview not yet rendered)
The Tier 4 Blood Altar, which has 56 total runes, 28 more than a Tier 3, 7 on each side.
To upgrade the Blood Altar to Tier 5, place 13 Blood Runes one block down and three blocks away from the previous set of runes along each edge. Leave a one-block gap on either end, then place a Hellforged Block at each corner. You'll have to go delving deep into the Demon Realm for this rare and exotic metal.
Structure: Tier 5 Blood Altar (structure preview not yet rendered)
The Tier 5 Blood Altar, which has 108 total runes, 52 more than a Tier 4, 13 on each side.
Redstone and Automation 6 pages
The Blood Altar is a fantastic tool, but standing around and waiting for slates to craft is not your idea of a good time. Luckily, items and LP can be automatically piped in and out of the altar, albeit with a few caveats.

While a simple Hopper lets you pipe items in, the Altar won't stop it from inputting more than 1 at a time. It will happily craft 64 slates in one
go, consuming 64 times as much LP as usual to do so - but if you can't supply said LP fast enough, you're going to run into trouble.

Additionally, the altar makes no distinction between input and output, so without some sort of filter, items will be pulled in and out as fast as your item transfer system can handle. Perhaps a look at the Routing Nodes will be helpful...
The altar also supports the transfer of Life Essence, both to and from an external tank. Simply hook up your fluid pipe of choice and you can store excess Life Essence for later crafts.

Note that the transfer speed is very slow by default. If you want to speed it up, you'd best look into Acceleration Runes and Displacement Runes.
Don't forget that this Life Essence isn't taken directly from the altar itself, but rather from a second, secret internal tank. This tank can hold up to 10% of the Life Essence that the altar itself can, so if the numbers don't appear to be adding up exactly right, or if Life Essence appears to be vanishing from your altar, this is probably where it's going. The same limitations apply to Life Essence being piped in.
The amount of Life Essence in the Blood Altar can be read via a comparator on the side, similarly to a vanilla chest.

If you place a Bloodstone Brick underneath the altar, the comparator will instead read the value of the Soul Network of the owner of any orb that is placed into the Altar.

The signal strength depends on the size of the orb in the altar, not the maximum LP
of the network.
For example, if you have 500,000 LP, a Weak Blood Orb would show as completely full, but a Master Blood Orb would show as only half full. This can be used to, for example, deactivate certain rituals when you are running low on LP, to ensure you don't run out.

Lastly, placing a Redstone Lamp underneath the altar will make it output a redstone signal upon finishing a crafting operation.
Demon Will › Will Manipulation (9)
Demon Will Aura 8 pages
As we have established, Demonic Will coalesces around certain creatures and propels them with malevonent force. However, this is not the only place that Will can exist. By burning Will in a Demon Crucible, it is possible to unleash the will into the Aura, to great and fascinating effect.
bloodmagic:crafting_soulforge: Put a charged Tartaric Gem or any aspect of Demon Will or Demon Crystal into it and let it run. Crystals will be consumed once the chunk's Will dips below 50, wheras Demon Will (in item form or from the Tartaric Gem) will be consumed a bit at a time, as needed.
Image: bloodmagic:images/entries/demon_will/demon_crucible.png (not yet resolvable to a texture)
The Demon Crucible, with a Tartaric Gem inside it.
Now we have Raw Will in the atmosphere. Great, now what?

Some Rituals benefit from Raw Will, but the main benefit from this is the ability to create refined Demon Will Crystals and from there, split them into their Aspects.

Once you have some of these Aspected Will Crystals, you can burn them once more in the Crucible to unleash them into the Aura for your rituals to benefit from.
It's important to mention that the Aura is chunk-based. That is, any Will you burn will fill up the chunk that you burn it in, up to a total cap of 100 for each type. You can measure this using a Demon Will Aura Gauge.

To move Demon Will around, simply place a Demon Pylon in any adjacent chunk, and Will will be drawn towards it.
bloodmagic:crafting_soulforge: The Pylon will draw in all kinds of will from all adjacent chunks (not including diagnonals). Multiple Pylons can be chained in order to transfer Will over larger distances.
If you place a Tartaric Gem, inside a Hellfire Forge will cause it to rapidly absorb Will from the chunk it's in.

With an Aspect of Will in the chunk, such as Raw or Corrosive, and an empty Tartaric Gem, it's possible to fill the Gem with that Aspect.

This lets you modify your Sentient Tools and Sword accordingly. The effects are defined here.
patchouli:relations: There's more I can do, I can feel it...
Tartaric Gems 9 pages
Demon Will is a very useful resource, but the fragments you have been getting so far are decidedly lacking in power. What you need is a storage item; A Tartaric Gem seems just the thing. What's more, it can absorb any leftover Demon Will you might have lying around. Just drop them onto the floor and your shiny new gem will absorb them.
bloodmagic:crafting_soulforge: Your first gem will hold a maximum of 64 Will. Much more compact than before!

If you ever want to transfer Will from one gem to another, simply hold [] while holding the gem you want to empty, and it will transfer its will into the first valid gem it finds in your inventory.
Your Petty Tartaric Gem is a useful tool, but it's clearly lacking in power. By carefully working it with Diamond, Lapis, and Redstone, you have found a way to quadruple its storage capabilities.
bloodmagic:crafting_soulforge: This reinforced gem can hold up to 256 Will.

Note: You only need one gem when upgrading - the Hellfire Forge will draw Will from the gem it's crafting before trying to use will from the gem in its Gem Slot. Don't worry, the newly crafted gem will hold any leftover Will from the process.
Your Lesser Tartaric Gem is a noted improvement, but once more you chafe under its limitations. To progress further will involve focusing on your Blood Altar, as you require the powers of an Imbued Slate. Combining this slate with your gem and further refining it with another Diamond and a Block of Gold, you have found a way to once again quadruple its storage capabilities.
bloodmagic:crafting_soulforge: This intricate gem can hold an impressive 1,024 Will.
You have clearly outdone yourself with the creation of the Common Tartaric Gem, but you feel there is still more you can do. However, getting more out of your gem will involve the culmination of all your work so far. Not only do you need a Demonic Slate, you also require a Weak Blood Shard and a Demon Will Crystal. Of course, it will come with rewards to match, powering your Sentient Tools like nothing you have seen before...
bloodmagic:crafting_soulforge: This masterpiece of artifice can hold an astounding 4,096 Will.
As you have the Curios API installed, you can equip Tartaric Gems as a necklace. If you want to wear more curios at once, consider using a Sigil of Holding, or the Socketed Upgrade for your Living Armour.
Crystallized Will 4 pages
Now that you have plenty of Demon Will in your Tartaric Gem, it's time to explore what happens when you unleash it upon the world.

First off, you'll need to get Will into the Aura. Next, you'll need to make a Demon Crystallizer.
bloodmagic:crafting_soulforge: This will slowly consume Demon Will from the Aura to produce Will Crystals. The first spire costs 100 Will to form, and all subsequent spires cost 45 each, but can be burned for 50 in the Demon Crucible, for a net gain of 5. The largest Crystal Cluster can be up to 7 spires.
If you have more than 512 total Will in your inventory (Across any number of Tartaric Gems and of any one type), you can harvest these crystals by right-clicking the spire with an empty hand. This will remove all but the central spire.

However, if you do not have enough will, really need that central spire's Crystal, or are just in a hurry, you can harvest the whole lot with a pickaxe.
patchouli:relations: 5 will per harvested crystal isn't a particularly impressive haul, but the above rituals (alongside Will Catalysts) should allow you to boost and automate their production for some impressive gains.
Will Catalysts 11 pages
if Demon Will has one drawback, it's that collecting it is a slow, tedious process. Even with an almost full Tartaric Gem and a Sentient Sword enchanted with Looting III and further buffed with Plunderer's Glint II, it's still a manual process, and you have better things to do with your genius than scramble about splatting spiders and slaying skeletons.
Fortunately, it's possible to completely automate this procedure, leaving you with more time on your hands to expand your evil empire. (Or go back to farming beets, if you prefer.)

The first step is to get some Will Crystals. We can use any kind - Raw, Steadfast, Destructive, Vengeful or Corrosive Will, as long as we have 4 of the same kind of crystal.
Unrecognized page type: bloodmagic:3x_crafting_soulforge
Unrecognized page type: bloodmagic:2x_crafting_soulforge
once you have this cluster, simply place it down in any chunk, supply the chunk with will of the matching type, and wait. Eventually, new spires will grow, just like clusters growing atop a Demon Crystallizer.

You can even automate the breaking of these additional spires with the Crack of the fractured Crystal ritual, and the collection of the resulting crystals with the Call of the Zephyr.
With a basic Routing Node system, you can even feed these excess crystals back into a Demon Crucible for a totally automatic, net-positive loop.

You may have noticed a bit of a problem, however - this setup is slow. Very, very slow. Each crystal only sprouts a new spire once every few minutes, and takes almost as much will to spawn as you gain from burning it - on average, it comes out to about 1 will / minute / spire.
Unrecognized page type: bloodmagic:3x_crafting_soulforge
Unrecognized page type: bloodmagic:2x_crafting_soulforge
Fortunately, this is where our new friends, Will Catalysts step in. While holding one of these Catalysts, simply press [] on a Crystal Cluster of the same type to turbocharge its growth! Each catalyst reduces the amount of will required to grow a spire from 45 to just 25, and it speeds the growth up tenfold. Every dose is good for ten spires worth of growth, which makes for a net bonus of 200 will per Catalyst.
You can even double-dose your clusters - though this only makes the effect last for 20 growths instead of 10 and has no other benefit.

Of course, the canny Sanguimancer will have realised that this has replaced one manual problem - running around and bopping monsters with a sword - with another one - running around and bopping crystals with a catalyst.
Fortunately, there's a ritual for that too! the Gathering of the Forsaken Souls will automatically apply catalysts to any crystals in its area of effect. With a few farms and a very, very clever Routing Node setup, you can automate the whole thing, top to bottom... But as they say, that's left as an exercise for the reader.
Demon Will Aspects 7 pages
Unleashing Demon Will into the atmosphere was definitely an excellent idea. Not only has it proven most useful in empowering Rituals, you have also successfully condensed it into a Crystal Cluster, and are wondering what to turn your eye to next.

These Crystals feel somehow... conflicted, to you. A certain Ritual may help coax them out into purer forms...
Image: bloodmagic:images/entries/demon_will/will_splitting.png (not yet resolvable to a texture)
The Resonance of the Faceted Crystal ritual in action.
Now we have Crystallized Will in four spicy new flavours! on the Water Rune we have Steadfast Will, on the Air Rune we get Destructive Will, on the Fire Rune comes Vengeful Will and on the Earth Rune we find Corrosive Will.

These various new types of Will can be burned in the Demon Crucible just like Raw Will, and from there can be fed into various Rituals to great and fascinating effect.
However, they also change how your Sentient Tools behave, making them more powerful.

Raw Will: Increases damage. Corrosive Will: Attacks have a chance to apply poison or wither to your foes, otherwise same as Raw. Vengeful Will: increases damage, but not as much as Raw. Increases attack speed. Gives a movement speed buff that increases with higher amounts of Will.
Steadfast Will: Increases damage (but not as much as Raw) and grants Absorption after a kill. Destructive Will: Increases damage more than any other will type, but decreases attack speed.
You may be wondering: "How on earth do I get this will into a usable form?" Well, the answer is simple. Just place an EMPTY Tartaric Gem into a Hellfire Forge in the same chunk as a Demon Crucible, then feed the Demon Crucible with Will Crystals of the desired aspect. Your Tartaric Gem will fill with that aspect of will. You can change which kind of will your Sentient Tools use by pressing [] while holding them.
Note that your Sentient Tools will take on the aspect of the largest amount of Will in your inventory. If you're carrying 10 Corrosive Will in one Tartaric Gem, and 1,000 Raw Will in another, then your sword will remain Raw.

The Hellfire Forge can accept any kind of will for crafting with, so don't worry about having to juggle multiple types of will across different Tartaric Gems.
… and 4 more
Hellfire Forge 3 pages
The Hellfire Forge is one of the core crafting mechanics of Blood Magic, alongside the Blood Altar itself. Here, you can work with the Demon Will you have harvested from mobs, to allow you to create Sentient Tools, including the Sentient Sword, Tartaric Gems, various reagents, Arcane Ash, and many things besides.
Crafting: bloodmagic:soul_forge
All of the Hellfire Forges slots are accessible from any side, but it will prioritise certain slots over others when accepting items from different sides. Each of the four cardinal directions for example will prioritise its own input slot while pushing in items from the top will try to place it into the gem slot first. Items will never be placed into the output slot and extracting from the bottom will only try to take from the output slot
Demon Will Aura Gauge 4 pages
While in the player's inventory, the Demon Will Aura Gauge will display a HUD element to show how much Demon Will is in the local Aura.

From top to bottom, the measured Will aspects are: Raw Corrosive Steadfast Destructive Vengeful
bloodmagic:crafting_soulforge: See overleaf for an image of the Gauge's HUD Element.
Image: bloodmagic:images/entries/demon_will/demon_will_aura_gauge.png (not yet resolvable to a texture)
This gauge will appear in the top left of your screen. The coloured bars will give you a good estimate of how much of each Will Aspect is in the current chunk.

You can hold [] to get a numerical value for each Aspect, between 1 and 100 Will for each. 100 is the maximum amount of any one aspect of Will that a chunk can have in it.
Your First Will 3 pages
bloodmagic:crafting_altar: Soul Snares are your gateway into the Demon Will portion of Blood Magic.
Using the Snare is simple enough - craft a good quantity of them and throw them at hostile mobs. White particle effects will appear around them; then it's time to go in for the kill. On death, they will drop a Demon Will. Before you ask, yes, the Looting enchantment will increase the amount of Will dropped. Once you've gathered a couple, you can get to work on crafting yourself a Sentient Sword and a Tartaric Gem - these will make collecting Demon Will much easier.
Image: bloodmagic:images/entries/demon_will/snare_particles.png (not yet resolvable to a texture)
A skeleton with white particles after hit by a snare.
Demon Will 4 pages
Once you have a Blood Altar, you'll need to gather a few Demon Wills. There are two ways to get Demon Will:

Killing a mob that has been hit with a Soul Snare and is killed when white particle effects appear.By killing a hostile mob with a Sentient Sword.

Since you are just beginning to use the mod, you will not yet have a Sentient Sword,
and thus will need to use a Soul Snare.

Demon Will is a recurring resource in Blood Magic, and is used to power the Hellfire Forge.

In the lore of Blood Magic, Demon Will is the residual effect of when a demon imbues its will into the bodies of the dead or other monsters.
Image: bloodmagic:images/entries/demon_will/demon_will.png (not yet resolvable to a texture)
Once you have some Will, you can use it to craft useful tools in the Hellfire Forge. If you find them cluttering up your inventory, perhaps a Tartaric Gem may help.
Dungeon Delving (11)
Dungeon Emitter 1 page
Crafting: Demon Emitter
The Dungeon Emitter emits a constant redstone signal, similar to a Redstone Block. Unlike a Dungeon Alternator, the signal is steady and unchanging.
Ethereal Mimics 2 pages
Ethereal Mimics are a block that can easily take on the appearance of any other, while being completely intangible. These can make them quite handy for concealing pitfall traps and secret entrances. Keep your eye out and you may find these in the Endless Realm.
Crafting: Ethereal Mimic
Simply right-click the placed mimic with any other block to encourage it to take on its form.
Demonite 7 pages
Demonite Ore can only be found within Dungeons, specifically in The Mines, accessed by finding a Foreman's Key somewhere within the mazelike structure and using it to unlock a Spatial Distortion. It can be used to make Hellforged Ingots or Hellforged Sand.

When mined with Silk Touch, the ore can be harvested directly, but otherwise, it will drop clumps of Raw Demonite.
Smelting: bloodmagic:smelting/ingot_from_demonite
Smelting: bloodmagic:smelting/ingot_hellforged
Unrecognized page type: bloodmagic:3x_crafting_arc
Unrecognized page type: bloodmagic:2x_crafting_arc
Crafting: bloodmagic:hellforged_block, bloodmagic:raw_hellforged_block
several decorative variants of this block exist, being faintly tainted with Corrosive, Destructive, Steadfast, or Vengeful Will in a stonecutter.

They can each be directly crafted back into 9 Hellforged Ingots.
The Endless Realm 7 pages
Much as with its little brother, the Edge of the Hidden Realm ritual, you can access the Demon Realm proper with the Pathway to the Endless Realm. you will once again find yourself looking at an Inversion Pillar. As with the Antechamber, you'll find a simple loot chest left by a careless demon (or perhaps a less-lucky sanguimancer) and a number of doorways, alongside
another Inversion Pillar to return you home.

These dungeon rooms will be filled with more fearsome foes than you found in the antechamber, and will have loot to match. Be sure to keep your eyes peeled for any Spatial Distortions, as well as rare keys such as the Foreman's Key.
Spatial Distortions will announce themselves with a chat message - if you see one of these messages, it means the room you're in has a very special lock. Currently, it will be either the entrance to The Mines, or the entrance to a small room containing The Foreman's Key, which can be opened with an Iron Key. The Mine entrance will always spawn before the key, so some backtracking might be needed.
Image: bloodmagic:images/entries/dungeon/mine_key.png (not yet resolvable to a texture)
This door can be opened with an Iron Key, and hides the Foreman's Key behind it.
Image: bloodmagic:images/entries/dungeon/mine_entrance.png (not yet resolvable to a texture)
This door can only be opened with the Foreman's Key. You may need to backtrack!
The Foreman's Key will allow entrance into The Mines, which is another step up in both difficulty and rewards. Along with Demonite Ore, which is essential for high tier potioncrafting and the Tier-5 Blood Altar and its accompanying Orb, you'll find scads of more mundane loot, enchanted weapons and tools, anointments, potions, and more.
Intricate Hellforged Parts Intricate Hellforged Parts
Explore enough, and you may be lucky enough to find Intricate Hellforged Parts, which can be used to double the power of your existing Runes. It's like having two Blood Altars in one!
Dungeon Alternator 1 page
Crafting: Demon Alternator
The Dungeon Alternator emits a constantly changing redstone signal, alternating between powered and unpowered at set intervals, similar to a Redstone Clock. Compare to the a Dungeon Emitter, who's signal is steady and unchanging.
… and 6 more
The Antechamber 4 pages
Upon performing the Edge of the Hidden Realm ritual, you will find yourself looking at an Inversion Pillar. Right click this pillar to be transported to the Antechamber, your first foray into the Demon Realm.

There are a few things of note in this first room: A single treasure chest containing some basic loot and, if you are lucky, a few Iron Keys.
Secondly, a number of Doorways, each locked with a Dungeon Seal. Use a Key on these seals to unlock the next room. Thirdly, an Inversion Pillar, a mirror of the one you summoned previously. [] this to return to your world.

There's also a large number of decorative blocks here, should you feel your home base needs some pizazz.
Any additional rooms you open from this antechamber will contain some combination of loot, monsters, traps and possibly some unactivated rituals. Keep your eyes peeled!

A few examples of loot that you might find: Enchanted Books Enchanted Weapons and Armour Various Anointments Demon Will Potion Ingredients
Tau Fruit Saturated Tau Tau Oil

So get hunting and keep an eye out for treasure and traps alike!
Demon Eyes 3 pages
Crafting: Demon Eye
A Demon Eye is a light-emitting block often found within the depths of the Endless Realm.
Spike Trap 1 page
Crafting: Demon Spike Trap
Spike traps look only mildly suspicious until they recieve a redstone signal, whereupon vicious blades jam out into whatever is in their way. Whoever (or perhaps whatever) designed these clearly wanted to keep out intruders.
Demon Stone 8 pages
The Demon Realm are primarily built of an odd pale-blue material unknown in the rest of reality, aptly dubbed "Demon Stone" for what one would hope are self-evident reasons. Its construction seems quite simple, being an infusion of stone with a small amount of Will.
Crafting: Demon Stone
Crafting: bloodmagic:dungeon_stone_spread
This stone appears uniquely aggressive to material from our world; any attempt to mix Demon Stone and regular stone simply results in more Demon Stone.
Various coloured variants of this stone can be created by introducing stone to Corrosive, Destructive, Steadfast, or Vengeful Will, as one may expect. As with Raw will, they can be crafted in a stone cutter to all varieties of pattern.
Crafting: bloodmagic:dungeon_stone_corrosive_spread, bloodmagic:dungeon_stone_destructive_spread
Crafting: bloodmagic:dungeon_stone_steadfast_spread, bloodmagic:dungeon_stone_vengeful_spread
Dungeon Keys 5 pages
Keys are the initial way of navigating Dungeons. They can be found inside Dungeon chests within the Demon Realm, or they can be crafted. The most basic kind are Iron Keys, which spawn inside The Antechamber as well as within the closest levels of the Demon Realm proper.
Eventually, you may come across a Spatial Distortion when searching through a Dungeon. These will either lead you to a unique, uncraftable key, or to a door that only said key can open. Spatial Distortions only form within the Demon Realm proper, and you will never find them within an Antechamber.
Foreman's Key Foreman's Key
The entrance to The Mines can only be opened with the uncraftable Foreman's Key, while all other doors beyond that can be opened with Miner's Keys. The mines will grant you access to Demonite ore alongside some rarer loot, but comes with challenges to match.
bloodmagic:crafting_soulforge: If it's so simple, why can't we just pick the lock?
bloodmagic:crafting_soulforge: It's off to work we go..!
Tau Fruit 4 pages
Tau Fruit can be found within Simple Dungeons, after which it can be farmed. Being a native denizen of the Demon Realm, its lifecycle is unfortunately a tad more complex than that of the humble Potato.

The Tau Fruit will mature into one of two varieties, depending on the conditions in which it was raised. By default, it will grow into Tau Fruit, which can be converted into Tau Oil.
bloodmagic:crafting_alchemy_table: Tastes like a Blood Orange, except different.
Tau Oil currently has two main uses. It can extend the duration of any anointment by a factor of four, or it can be used to craft Intermediate Cutting Fluid, which functions similarly to Basic Cutting Fluid, but lasts eight times longer and provides a 25% speed boost.
Saturated Tau Saturated Tau
However, Tau Fuit has an alternate, more challenging route of growth. If the plant matures while a Mob (a cow, for example) is standing atop it, it will leach health from the entity to satiate its dark hungers. In this way, Saturated Tau can be grown.

Audio & Visual

1 sound event
bloodmagic:bleedingedge

Ores (1)

Ingots & Materials (16)

Tools (4)

Weapons (2)

Armor (4)

Stairs (3)

Walls (4)

Slabs (4)

Machines & Other Blocks (196)

Acceleration Rune bloodmagic:accelerationrune
Accented Demon Stone Pillar bloodmagic:dungeon_pillar_special
Accented Demon Stone Tiles bloodmagic:dungeon_tilespecial
Air Ritual Stone bloodmagic:airritualstone
Alchemical Reaction Chamber bloodmagic:alchemicalreactionchamber
Alchemy Table
Alchemy Table bloodmagic:alchemytable
Assorted Demon Bricks bloodmagic:dungeon_brick_assorted
Augmented Shaped Charge
Augmented Shaped Charge bloodmagic:aug_shaped_charge
Blank Rune bloodmagic:blankrune
Block of Raw Demonite bloodmagic:rawdemoniteblock
Blood Altar
Blood Altar bloodmagic:altar
Bloodstone Brick bloodmagic:bloodstonebrick
Charging Rune bloodmagic:chargingrune
Controlled Charge
Controlled Charge bloodmagic:veinmine_charge
Controlled Charge II
Controlled Charge II bloodmagic:veinmine_charge_2
Corrosive Accented Demon Stone Pillar bloodmagic:dungeon_pillar_special_corrosive
Corrosive Accented Demon Stone Tiles bloodmagic:dungeon_tilespecial_corrosive
Corrosive Crystal Cluster
Corrosive Crystal Cluster bloodmagic:corrosivedemoncrystal
Corrosive Demon Brick Gate
Corrosive Demon Brick Gate bloodmagic:dungeon_brick1_gate_corrosive
Corrosive Demon Brick Slab
Corrosive Demon Brick Slab bloodmagic:dungeon_brick1_slab_corrosive
Corrosive Demon Brick Stairs
Corrosive Demon Brick Stairs bloodmagic:dungeon_brick1_stairs_corrosive
Corrosive Demon Brick Wall
Corrosive Demon Brick Wall bloodmagic:dungeon_brick1_wall_corrosive
Corrosive Demon Bricks bloodmagic:dungeon_brick1_corrosive
Corrosive Demon Eye bloodmagic:dungeon_eye_corrosive
Corrosive Demon Polished Stone Slab
Corrosive Demon Polished Stone Slab bloodmagic:dungeon_polished_slab_corrosive
Corrosive Demon Polished Stone Stairs
Corrosive Demon Polished Stone Stairs bloodmagic:dungeon_polished_stairs_corrosive
Corrosive Demon Polished Stone Wall
Corrosive Demon Polished Stone Wall bloodmagic:dungeon_polished_wall_corrosive
Corrosive Demon Stone bloodmagic:dungeon_stone_corrosive
Corrosive Demon Stone Gate
Corrosive Demon Stone Gate bloodmagic:dungeon_polished_gate_corrosive
Corrosive Demon Stone Pillar bloodmagic:dungeon_pillar_center_corrosive
Corrosive Demon Stone Pillar Cap bloodmagic:dungeon_pillar_cap_corrosive
Corrosive Demon Stone Slab
Corrosive Demon Stone Slab bloodmagic:dungeon_stone_slab_corrosive
Corrosive Demon Stone Stairs
Corrosive Demon Stone Stairs bloodmagic:dungeon_stone_stairs_corrosive
Corrosive Demon Stone Tile Slab
Corrosive Demon Stone Tile Slab bloodmagic:dungeon_tile_slab_corrosive
Corrosive Demon Stone Tiles bloodmagic:dungeon_tile_corrosive
Corrosive Demon Stone Wall
Corrosive Demon Stone Wall bloodmagic:dungeon_stone_wall_corrosive
Corrosive Demon Tile Wall
Corrosive Demon Tile Wall bloodmagic:dungeon_tile_wall_corrosive
Corrosive Long Demon Bricks bloodmagic:dungeon_brick3_corrosive
Corrosive Offset Demon Bricks bloodmagic:dungeon_brick2_corrosive
Corrosive Polished Demon Stone bloodmagic:dungeon_polished_corrosive
Corrosive Small Demon Bricks bloodmagic:dungeon_smallbrick_corrosive
Cracked Brick bloodmagic:dungeon_regular_cracked_brick1
Dawn Ritual Stone bloodmagic:lightritualstone
Deforester Charge
Deforester Charge bloodmagic:deforester_charge
Deforester Charge II
Deforester Charge II bloodmagic:deforester_charge_2
Demon Alternator bloodmagic:dungeon_alternator
Demon Brick Gate
Demon Brick Gate bloodmagic:dungeon_brick1_gate
Demon Bricks bloodmagic:dungeon_brick1
Demon Crucible
Demon Crucible bloodmagic:demoncrucible
Demon Crystallizer
Demon Crystallizer bloodmagic:demoncrystallizer
Demon Emitter bloodmagic:dungeon_emitter
Demon Eye bloodmagic:dungeon_eye
Demon Inversion Pillar
Demon Inversion Pillar bloodmagic:inversion_pillar
Demon Inversion Pillar Cap
Demon Inversion Pillar Cap bloodmagic:inversion_pillar_cap
Demon Pylon
Demon Pylon bloodmagic:demonpylon
Demon Spike Trap bloodmagic:dungeon_spike_trap
Demon Stone bloodmagic:dungeon_stone
Demon Stone Gate
Demon Stone Gate bloodmagic:dungeon_polished_gate
Demon Stone Pillar bloodmagic:dungeon_pillar_center
Demon Stone Pillar Cap bloodmagic:dungeon_pillar_cap
Demon Stone Tiles bloodmagic:dungeon_tile
Destructive Accented Demon Stone Pillar bloodmagic:dungeon_pillar_special_destructive
Destructive Accented Demon Stone Tiles bloodmagic:dungeon_tilespecial_destructive
Destructive Crystal Cluster
Destructive Crystal Cluster bloodmagic:destructivedemoncrystal
Destructive Demon Brick Gate
Destructive Demon Brick Gate bloodmagic:dungeon_brick1_gate_destructive
Destructive Demon Brick Slab
Destructive Demon Brick Slab bloodmagic:dungeon_brick1_slab_destructive
Destructive Demon Brick Stairs
Destructive Demon Brick Stairs bloodmagic:dungeon_brick1_stairs_destructive
Destructive Demon Brick Wall
Destructive Demon Brick Wall bloodmagic:dungeon_brick1_wall_destructive
Destructive Demon Bricks bloodmagic:dungeon_brick1_destructive
Destructive Demon Eye bloodmagic:dungeon_eye_destructive
Destructive Demon Polished Stone Slab
Destructive Demon Polished Stone Slab bloodmagic:dungeon_polished_slab_destructive
Destructive Demon Polished Stone Stairs
Destructive Demon Polished Stone Stairs bloodmagic:dungeon_polished_stairs_destructive
Destructive Demon Polished Stone Wall
Destructive Demon Polished Stone Wall bloodmagic:dungeon_polished_wall_destructive
Destructive Demon Stone bloodmagic:dungeon_stone_destructive
Destructive Demon Stone Gate
Destructive Demon Stone Gate bloodmagic:dungeon_polished_gate_destructive
Destructive Demon Stone Pillar bloodmagic:dungeon_pillar_center_destructive
Destructive Demon Stone Pillar Cap bloodmagic:dungeon_pillar_cap_destructive
Destructive Demon Stone Slab
Destructive Demon Stone Slab bloodmagic:dungeon_stone_slab_destructive
Destructive Demon Stone Stairs
Destructive Demon Stone Stairs bloodmagic:dungeon_stone_stairs_destructive
Destructive Demon Stone Tile Slab
Destructive Demon Stone Tile Slab bloodmagic:dungeon_tile_slab_destructive
Destructive Demon Stone Tiles bloodmagic:dungeon_tile_destructive
Destructive Demon Stone Wall
Destructive Demon Stone Wall bloodmagic:dungeon_stone_wall_destructive
Destructive Demon Tile Wall
Destructive Demon Tile Wall bloodmagic:dungeon_tile_wall_destructive
Destructive Long Demon Bricks bloodmagic:dungeon_brick3_destructive
Destructive Offset Demon Bricks bloodmagic:dungeon_brick2_destructive
Destructive Polished Demon Stone bloodmagic:dungeon_polished_destructive
Destructive Small Demon Bricks bloodmagic:dungeon_smallbrick_destructive
Displacement Rune bloodmagic:dislocationrune
Dungeon Master bloodmagic:dungeon_controller
Dusk Ritual Stone bloodmagic:duskritualstone
Earth Ritual Stone bloodmagic:earthritualstone
Ethereal Mimic bloodmagic:ethereal_mimic
Fire Ritual Stone bloodmagic:fireritualstone
Fungal Charge
Fungal Charge bloodmagic:fungal_charge
Fungal Charge II
Fungal Charge II bloodmagic:fungal_charge_2
Glowing Cracked Brick bloodmagic:dungeon_cracked_brick1
Hellfire Forge
Hellfire Forge bloodmagic:soulforge
Incense Altar
Incense Altar bloodmagic:incensealtar
Input Routing Node
Input Routing Node bloodmagic:inputroutingnode
Large Bloodstone Brick bloodmagic:largebloodstonebrick
Lock bloodmagic:dungeon_seal
Long Demon Bricks bloodmagic:dungeon_brick3
Master Ritual Stone bloodmagic:masterritualstone
Master Routing Node
Master Routing Node bloodmagic:masterroutingnode
Nether Soil (NYI)
Nether Soil (NYI) bloodmagic:nether_soil
Obsidian Path bloodmagic:obsidianbrickpath
Offset Demon Bricks bloodmagic:dungeon_brick2
Opaque Mimic bloodmagic:mimic
Output Routing Node
Output Routing Node bloodmagic:outputroutingnode
Polished Demon Stone bloodmagic:dungeon_polished
Raw Crystal Cluster
Raw Crystal Cluster bloodmagic:rawdemoncrystal
Reinforced Acceleration Rune bloodmagic:accelerationrune2
Reinforced Charging Rune bloodmagic:chargingrune2
Reinforced Displacement Rune bloodmagic:dislocationrune2
Reinforced Rune of Augmented Capacity bloodmagic:bettercapacityrune2
Reinforced Rune of Capacity bloodmagic:altarcapacityrune2
Reinforced Rune of Sacrifice bloodmagic:sacrificerune2
Reinforced Rune of Self Sacrifice bloodmagic:selfsacrificerune2
Reinforced Rune of the Orb bloodmagic:orbcapacityrune2
Reinforced Speed Rune bloodmagic:speedrune2
Ritual Stone bloodmagic:ritualstone
Routing Node
Routing Node bloodmagic:itemroutingnode
Rune of Augmented Capacity bloodmagic:bettercapacityrune
Rune of Capacity bloodmagic:altarcapacityrune
Rune of Sacrifice bloodmagic:sacrificerune
Rune of Self Sacrifice bloodmagic:selfsacrificerune
Rune of the Orb bloodmagic:orbcapacityrune
Saturated Tau
Saturated Tau bloodmagic:strong_tau
Shaped Charge
Shaped Charge bloodmagic:shaped_charge
Small Demon Bricks bloodmagic:dungeon_smallbrick
Special Lock bloodmagic:special_dungeon_seal
Speed Rune bloodmagic:speedrune
Spikes
Spikes bloodmagic:spikes
Steadfast Accented Demon Stone Pillar bloodmagic:dungeon_pillar_special_steadfast
Steadfast Accented Demon Stone Tiles bloodmagic:dungeon_tilespecial_steadfast
Steadfast Crystal Cluster
Steadfast Crystal Cluster bloodmagic:steadfastdemoncrystal
Steadfast Demon Brick Gate
Steadfast Demon Brick Gate bloodmagic:dungeon_brick1_gate_steadfast
Steadfast Demon Brick Slab
Steadfast Demon Brick Slab bloodmagic:dungeon_brick1_slab_steadfast
Steadfast Demon Brick Stairs
Steadfast Demon Brick Stairs bloodmagic:dungeon_brick1_stairs_steadfast
Steadfast Demon Brick Wall
Steadfast Demon Brick Wall bloodmagic:dungeon_brick1_wall_steadfast
Steadfast Demon Bricks bloodmagic:dungeon_brick1_steadfast
Steadfast Demon Eye bloodmagic:dungeon_eye_steadfast
Steadfast Demon Polished Stone Slab
Steadfast Demon Polished Stone Slab bloodmagic:dungeon_polished_slab_steadfast
Steadfast Demon Polished Stone Stairs
Steadfast Demon Polished Stone Stairs bloodmagic:dungeon_polished_stairs_steadfast
Steadfast Demon Polished Stone Wall
Steadfast Demon Polished Stone Wall bloodmagic:dungeon_polished_wall_steadfast
Steadfast Demon Stone bloodmagic:dungeon_stone_steadfast
Steadfast Demon Stone Gate
Steadfast Demon Stone Gate bloodmagic:dungeon_polished_gate_steadfast
Steadfast Demon Stone Pillar bloodmagic:dungeon_pillar_center_steadfast
Steadfast Demon Stone Pillar Cap bloodmagic:dungeon_pillar_cap_steadfast
Steadfast Demon Stone Slab
Steadfast Demon Stone Slab bloodmagic:dungeon_stone_slab_steadfast
Steadfast Demon Stone Stairs
Steadfast Demon Stone Stairs bloodmagic:dungeon_stone_stairs_steadfast
Steadfast Demon Stone Tile Slab
Steadfast Demon Stone Tile Slab bloodmagic:dungeon_tile_slab_steadfast
Steadfast Demon Stone Tiles bloodmagic:dungeon_tile_steadfast
Steadfast Demon Stone Wall
Steadfast Demon Stone Wall bloodmagic:dungeon_stone_wall_steadfast
Steadfast Demon Tile Wall
Steadfast Demon Tile Wall bloodmagic:dungeon_tile_wall_steadfast
Steadfast Long Demon Bricks bloodmagic:dungeon_brick3_steadfast
Steadfast Offset Demon Bricks bloodmagic:dungeon_brick2_steadfast
Steadfast Polished Demon Stone bloodmagic:dungeon_polished_steadfast
Steadfast Small Demon Bricks bloodmagic:dungeon_smallbrick_steadfast
Stone Path bloodmagic:stonebrickpath
Tau Fruit
Tau Fruit bloodmagic:weak_tau
Teleposer bloodmagic:teleposer
Tiled Obsidian Path bloodmagic:obsidiantilepath
Tiled Stone Path bloodmagic:stonetilepath
Tiled Wooden Path bloodmagic:woodtilepath
Tiled Worn Stone Path bloodmagic:wornstonetilepath
Tunneling Shaped Charge
Tunneling Shaped Charge bloodmagic:shaped_charge_deep
Vengeful Accented Demon Stone Pillar bloodmagic:dungeon_pillar_special_vengeful
Vengeful Accented Demon Stone Tiles bloodmagic:dungeon_tilespecial_vengeful
Vengeful Crystal Cluster
Vengeful Crystal Cluster bloodmagic:vengefuldemoncrystal
Vengeful Demon Brick Gate
Vengeful Demon Brick Gate bloodmagic:dungeon_brick1_gate_vengeful
Vengeful Demon Brick Slab
Vengeful Demon Brick Slab bloodmagic:dungeon_brick1_slab_vengeful
Vengeful Demon Brick Stairs
Vengeful Demon Brick Stairs bloodmagic:dungeon_brick1_stairs_vengeful
Vengeful Demon Brick Wall
Vengeful Demon Brick Wall bloodmagic:dungeon_brick1_wall_vengeful
Vengeful Demon Bricks bloodmagic:dungeon_brick1_vengeful
Vengeful Demon Eye bloodmagic:dungeon_eye_vengeful
Vengeful Demon Polished Stone Slab
Vengeful Demon Polished Stone Slab bloodmagic:dungeon_polished_slab_vengeful
Vengeful Demon Polished Stone Stairs
Vengeful Demon Polished Stone Stairs bloodmagic:dungeon_polished_stairs_vengeful
Vengeful Demon Polished Stone Wall
Vengeful Demon Polished Stone Wall bloodmagic:dungeon_polished_wall_vengeful
Vengeful Demon Stone bloodmagic:dungeon_stone_vengeful
Vengeful Demon Stone Gate
Vengeful Demon Stone Gate bloodmagic:dungeon_polished_gate_vengeful
Vengeful Demon Stone Pillar bloodmagic:dungeon_pillar_center_vengeful
Vengeful Demon Stone Pillar Cap bloodmagic:dungeon_pillar_cap_vengeful
Vengeful Demon Stone Slab
Vengeful Demon Stone Slab bloodmagic:dungeon_stone_slab_vengeful
Vengeful Demon Stone Stairs
Vengeful Demon Stone Stairs bloodmagic:dungeon_stone_stairs_vengeful
Vengeful Demon Stone Tile Slab
Vengeful Demon Stone Tile Slab bloodmagic:dungeon_tile_slab_vengeful
Vengeful Demon Stone Tiles bloodmagic:dungeon_tile_vengeful
Vengeful Demon Stone Wall
Vengeful Demon Stone Wall bloodmagic:dungeon_stone_wall_vengeful
Vengeful Demon Tile Wall
Vengeful Demon Tile Wall bloodmagic:dungeon_tile_wall_vengeful
Vengeful Long Demon Bricks bloodmagic:dungeon_brick3_vengeful
Vengeful Offset Demon Bricks bloodmagic:dungeon_brick2_vengeful
Vengeful Polished Demon Stone bloodmagic:dungeon_polished_vengeful
Vengeful Small Demon Bricks bloodmagic:dungeon_smallbrick_vengeful
Water Ritual Stone bloodmagic:waterritualstone
Wooden Path bloodmagic:woodbrickpath
Worn Stone Path bloodmagic:wornstonebrickpath

Other (205)

Advanced Cutting Fluid
Advanced Cutting Fluid bloodmagic:advancedcuttingfluid
Air Reagent
Air Reagent bloodmagic:reagentair
Air Sigil
Air Sigil bloodmagic:airsigil
Alchemy Flask
Alchemy Flask bloodmagic:alchemy_flask
Amethyst Throwing Dagger
Amethyst Throwing Dagger bloodmagic:amethystthrowingdagger
Ancient Debris Fragment
Ancient Debris Fragment bloodmagic:fragment_netherite_scrap
Ancient Debris Gravel
Ancient Debris Gravel bloodmagic:gravel_netherite_scrap
Apprentice Blood Orb
Apprentice Blood Orb bloodmagic:apprenticebloodorb
Arcane Ashes
Arcane Ashes bloodmagic:arcaneashes
Archer's Polish
Archer's Polish bloodmagic:bow_velocity_anointment
Archer's Polish II
Archer's Polish II bloodmagic:bow_velocity_anointment_2
Archer's Polish III
Archer's Polish III bloodmagic:bow_velocity_anointment_3
Archer's Polish L
Archer's Polish L bloodmagic:bow_velocity_anointment_l
Archer's Polish XL
Archer's Polish XL bloodmagic:bow_velocity_anointment_xl
Archmage's Blood Orb
Archmage's Blood Orb bloodmagic:archmagebloodorb
Awakened Activation Crystal
Awakened Activation Crystal bloodmagic:activationcrystalawakened
Basic Cutting Fluid
Basic Cutting Fluid bloodmagic:basiccuttingfluid
Basic Routing Logic Upgrade
Basic Routing Logic Upgrade bloodmagic:mastercore
Basic Routing Speed Upgrade
Basic Routing Speed Upgrade bloodmagic:mastercorespeed
Binding Reagent
Binding Reagent bloodmagic:reagentbinding
Blank Slate
Blank Slate bloodmagic:blankslate
Blood Lamp Reagent
Blood Lamp Reagent bloodmagic:reagentbloodlight
Book
Book bloodmagic:book
Bucket of Doubt
Bucket of Doubt bloodmagic:doubt_bucket
Bucket of Life
Bucket of Life bloodmagic:life_essence_bucket
Combinational Catalyst
Combinational Catalyst bloodmagic:combinationalcatalyst
Common Tartaric Gem
Common Tartaric Gem bloodmagic:soulgemcommon
Composite Item Filter
Composite Item Filter bloodmagic:itemrouterfiltercomposite
Copper Fragment
Copper Fragment bloodmagic:copperfragment
Copper Gravel
Copper Gravel bloodmagic:coppergravel
Corrosive Will Catalyst
Corrosive Will Catalyst bloodmagic:corrosivecatalyst
Corrosive Will Crystal
Corrosive Will Crystal bloodmagic:corrosivecrystal
Creative Activation Crystal
Creative Activation Crystal bloodmagic:activationcrystalcreative
Crystal Resonator
Crystal Resonator bloodmagic:resonator
Dagger of Sacrifice
Dagger of Sacrifice bloodmagic:daggerofsacrifice
Demon Will
Demon Will bloodmagic:basemonstersoul
Demon Will
Demon Will bloodmagic:basemonstersoul_vengeful
Demon Will
Demon Will bloodmagic:basemonstersoul_destructive
Demon Will
Demon Will bloodmagic:basemonstersoul_corrosive
Demon Will
Demon Will bloodmagic:basemonstersoul_steadfast
Demon Will Aura Gauge
Demon Will Aura Gauge bloodmagic:demonwillgauge
Demon Will Crystal
Demon Will Crystal bloodmagic:defaultcrystal
Demonic Slate
Demonic Slate bloodmagic:demonslate
Demonite Fragment
Demonite Fragment bloodmagic:demonitefragment
Demonite Gravel
Demonite Gravel bloodmagic:demonitegravel
Destructive Will Catalyst
Destructive Will Catalyst bloodmagic:destructivecatalyst
Destructive Will Crystal
Destructive Will Crystal bloodmagic:destructivecrystal
Dexterity Alkahest
Dexterity Alkahest bloodmagic:quick_draw_anointment
Dexterity Alkahest II
Dexterity Alkahest II bloodmagic:quick_draw_anointment_2
Dexterity Alkahest III
Dexterity Alkahest III bloodmagic:quick_draw_anointment_3
Dexterity Alkahest L
Dexterity Alkahest L bloodmagic:quick_draw_anointment_l
Dexterity Alkahest XL
Dexterity Alkahest XL bloodmagic:quick_draw_anointment_xl
Divination Sigil
Divination Sigil bloodmagic:divinationsigil
Dungeon Tester
Dungeon Tester bloodmagic:dungeon_tester
Enchantments Item Filter
Enchantments Item Filter bloodmagic:itemrouterfilterenchant
Enhanced Teleposition Focus
Enhanced Teleposition Focus bloodmagic:enhancedteleposerfocus
Ethereal Slate
Ethereal Slate bloodmagic:etherealslate
Explosive Powder
Explosive Powder bloodmagic:explosivepowder
Filter Parts
Filter Parts bloodmagic:componentframeparts
Foreman's Key
Foreman's Key bloodmagic:mineentrancekey
Fortuna Extract
Fortuna Extract bloodmagic:fortune_anointment
Fortuna Extract II
Fortuna Extract II bloodmagic:fortune_anointment_2
Fortuna Extract III
Fortuna Extract III bloodmagic:fortune_anointment_3
Fortuna Extract L
Fortuna Extract L bloodmagic:fortune_anointment_l
Fortuna Extract XL
Fortuna Extract XL bloodmagic:fortune_anointment_xl
Frost Reagent
Frost Reagent bloodmagic:reagentfrost
Gold Fragment
Gold Fragment bloodmagic:goldfragment
Gold Gravel
Gold Gravel bloodmagic:goldgravel
Greater Tartaric Gem
Greater Tartaric Gem bloodmagic:soulgemgreater
Growing Doubt
Growing Doubt bloodmagic:growing_doubt
Growth Reagent
Growth Reagent bloodmagic:reagentgrowth
Hellforged Explosive Cell
Hellforged Explosive Cell bloodmagic:hellforged_explosive_cell
Hellforged Record
Hellforged Record bloodmagic:bleedingedge
Hellforged Resonator
Hellforged Resonator bloodmagic:hellforged_resonator
Holding Reagent
Holding Reagent bloodmagic:reagentholding
Holy Water
Holy Water bloodmagic:holy_water_anointment
Holy Water II
Holy Water II bloodmagic:holy_water_anointment_2
Holy Water III
Holy Water III bloodmagic:holy_water_anointment_3
Holy Water L
Holy Water L bloodmagic:holy_water_anointment_l
Holy Water XL
Holy Water XL bloodmagic:holy_water_anointment_xl
Honing Oil
Honing Oil bloodmagic:melee_anointment
Honing Oil II
Honing Oil II bloodmagic:melee_anointment_2
Honing Oil III
Honing Oil III bloodmagic:melee_anointment_3
Honing Oil L
Honing Oil L bloodmagic:melee_anointment_l
Honing Oil XL
Honing Oil XL bloodmagic:melee_anointment_xl
Imbued Slate
Imbued Slate bloodmagic:infusedslate
Inscription Tool: Air
Inscription Tool: Air bloodmagic:airscribetool
Inscription Tool: Dusk
Inscription Tool: Dusk bloodmagic:duskscribetool
Inscription Tool: Earth
Inscription Tool: Earth bloodmagic:earthscribetool
Inscription Tool: Fire
Inscription Tool: Fire bloodmagic:firescribetool
Inscription Tool: Water
Inscription Tool: Water bloodmagic:waterscribetool
Intermediate Cutting Fluid
Intermediate Cutting Fluid bloodmagic:intermediatecuttingfluid
Intricate Hellforged Parts
Intricate Hellforged Parts bloodmagic:hellforgedparts
Iron Fragment
Iron Fragment bloodmagic:ironfragment
Iron Gravel
Iron Gravel bloodmagic:irongravel
Iron Key
Iron Key bloodmagic:simplekey
Iron Throwing Dagger
Iron Throwing Dagger bloodmagic:throwing_dagger
Iron Tip
Iron Tip bloodmagic:bow_power_anointment
Iron Tip II
Iron Tip II bloodmagic:bow_power_anointment_strong
Iron Tip II
Iron Tip II bloodmagic:bow_power_anointment_2
Iron Tip III
Iron Tip III bloodmagic:bow_power_anointment_3
Iron Tip L
Iron Tip L bloodmagic:bow_power_anointment_l
Iron Tip XL
Iron Tip XL bloodmagic:bow_power_anointment_xl
Lava Crystal
Lava Crystal bloodmagic:lavacrystal
Lava Reagent
Lava Reagent bloodmagic:reagentlava
Lava Sigil
Lava Sigil bloodmagic:lavasigil
Lesser Tartaric Gem
Lesser Tartaric Gem bloodmagic:soulgemlesser
Lingering Alchemy Flask
Lingering Alchemy Flask bloodmagic:alchemy_flask_lingering
Living Armour Training Bracelet
Living Armour Training Bracelet bloodmagic:upgradetrainer
Living Armour Upgrade Scraps
Living Armour Upgrade Scraps bloodmagic:upgradescraps
Living Armour Upgrade Tome
Living Armour Upgrade Tome bloodmagic:upgradetome
Magician's Blood Orb
Magician's Blood Orb bloodmagic:magicianbloodorb
Magnetism Reagent
Magnetism Reagent bloodmagic:reagentmagnetism
Master Blood Orb
Master Blood Orb bloodmagic:masterbloodorb
Miner's Key
Miner's Key bloodmagic:minekey
Miner's Secrets
Miner's Secrets bloodmagic:hidden_knowledge_anointment
Miner's Secrets II
Miner's Secrets II bloodmagic:hidden_knowledge_anointment_2
Miner's Secrets III
Miner's Secrets III bloodmagic:hidden_knowledge_anointment_3
Miner's Secrets L
Miner's Secrets L bloodmagic:hidden_knowledge_anointment_l
Miner's Secrets XL
Miner's Secrets XL bloodmagic:hidden_knowledge_anointment_xl
Mining Reagent
Mining Reagent bloodmagic:reagentfastminer
Mod Item Filter
Mod Item Filter bloodmagic:itemrouterfiltermoditems
Node Router
Node Router bloodmagic:noderouter
Petty Tartaric Gem
Petty Tartaric Gem bloodmagic:soulgempetty
Plant Oil
Plant Oil bloodmagic:plantoil
Plunderer's Glint
Plunderer's Glint bloodmagic:looting_anointment
Plunderer's Glint II
Plunderer's Glint II bloodmagic:looting_anointment_2
Plunderer's Glint III
Plunderer's Glint III bloodmagic:looting_anointment_3
Plunderer's Glint L
Plunderer's Glint L bloodmagic:looting_anointment_l
Plunderer's Glint XL
Plunderer's Glint XL bloodmagic:looting_anointment_xl
Primitive Fuel Cell
Primitive Fuel Cell bloodmagic:furnacecell_primitive
Primitive Hydration Cell
Primitive Hydration Cell bloodmagic:primitive_hydration_cell
Raw Will Catalyst
Raw Will Catalyst bloodmagic:rawcatalyst
Reinforced Explosive Cell
Reinforced Explosive Cell bloodmagic:primitive_explosive_cell
Reinforced Resonator
Reinforced Resonator bloodmagic:primitive_crystalline_resonator
Reinforced Slate
Reinforced Slate bloodmagic:reinforcedslate
Reinforced Teleposition Focus
Reinforced Teleposition Focus bloodmagic:reinforcedteleposerfocus
Repairing Salve
Repairing Salve bloodmagic:weapon_repair_anointment
Repairing Salve II
Repairing Salve II bloodmagic:weapon_repair_anointment_2
Repairing Salve III
Repairing Salve III bloodmagic:weapon_repair_anointment_3
Repairing Salve L
Repairing Salve L bloodmagic:weapon_repair_anointment_l
Repairing Salve XL
Repairing Salve XL bloodmagic:weapon_repair_anointment_xl
Ritual Dismantler
Ritual Dismantler bloodmagic:ritual_dismantler
Ritual Diviner
Ritual Diviner bloodmagic:ritualdiviner
Ritual Diviner [Dusk]
Ritual Diviner [Dusk] bloodmagic:ritualdivinerdusk
Ritual Tinkerer
Ritual Tinkerer bloodmagic:ritualtinkerer
Sacrificial Knife
Sacrificial Knife bloodmagic:sacrificialdagger
Sanguine Reverter
Sanguine Reverter bloodmagic:sanguinereverter
Seer's Sigil
Seer's Sigil bloodmagic:seersigil
Sight Reagent
Sight Reagent bloodmagic:reagentsight
Sigil of Holding
Sigil of Holding bloodmagic:sigilofholding
Sigil of Magnetism
Sigil of Magnetism bloodmagic:sigilofmagnetism
Sigil of Suppression
Sigil of Suppression bloodmagic:sigilofsuppression
Sigil of the Blood Lamp
Sigil of the Blood Lamp bloodmagic:bloodlightsigil
Sigil of the Fast Miner
Sigil of the Fast Miner bloodmagic:miningsigil
Sigil of the Frozen Lake
Sigil of the Frozen Lake bloodmagic:icesigil
Sigil of the Green Grove
Sigil of the Green Grove bloodmagic:growthsigil
Sigilofholding Base
Sigilofholding Base bloodmagic:sigilofholding_base
Simple Catalyst
Simple Catalyst bloodmagic:simplecatalyst
Simple Cycling Catalyst
Simple Cycling Catalyst bloodmagic:cyclingcatalyst
Slate Ampoule
Slate Ampoule bloodmagic:slate_ampoule
Slate-infused Vial
Slate-infused Vial bloodmagic:slate_vial
Slow-burning Oil
Slow-burning Oil bloodmagic:smelting_anointment
Slow-burning Oil L
Slow-burning Oil L bloodmagic:smelting_anointment_l
Slow-burning Oil XL
Slow-burning Oil XL bloodmagic:smelting_anointment_xl
Small Lengthening Catalyst
Small Lengthening Catalyst bloodmagic:mundanelengtheningcatalyst
Small Power Catalyst
Small Power Catalyst bloodmagic:mundanepowercatalyst
Soft Coating
Soft Coating bloodmagic:silk_touch_anointment
Soft Coating L
Soft Coating L bloodmagic:silk_touch_anointment_l
Soft Coating XL
Soft Coating XL bloodmagic:silk_touch_anointment_xl
Soul Snare
Soul Snare bloodmagic:soulsnare
Spectral
Spectral bloodmagic:spectral
Splash Alchemy Flask
Splash Alchemy Flask bloodmagic:alchemy_flask_throwable
Standard Filling Agent
Standard Filling Agent bloodmagic:standardfillingagent
Standard Item Filter
Standard Item Filter bloodmagic:itemrouterfilterexact
Standard Lengthening Catalyst
Standard Lengthening Catalyst bloodmagic:averagelengtheningcatalyst
Standard Power Catalyst
Standard Power Catalyst bloodmagic:averagepowercatalyst
Steadfast Will Catalyst
Steadfast Will Catalyst bloodmagic:steadfastcatalyst
Steadfast Will Crystal
Steadfast Will Crystal bloodmagic:steadfastcrystal
Strengthened Catalyst
Strengthened Catalyst bloodmagic:strengthenedcatalyst
Suppression Reagent
Suppression Reagent bloodmagic:reagentsuppression
Synthetic Upgrade Point
Synthetic Upgrade Point bloodmagic:syntheticpoint
Syringe Throwing Dagger
Syringe Throwing Dagger bloodmagic:throwing_dagger_syringe
Tag Item Filter
Tag Item Filter bloodmagic:itemrouterfilteroredict
Tau Oil
Tau Oil bloodmagic:tauoil
Teleposition Focus
Teleposition Focus bloodmagic:teleposerfocus
Teleposition Reagent
Teleposition Reagent bloodmagic:reagentteleposition
Teleposition Sigil
Teleposition Sigil bloodmagic:telepositionsigil
Tiny Corrupted Dust
Tiny Corrupted Dust bloodmagic:corrupted_tinydust
Tipped Amethyst Throwing Dagger
Tipped Amethyst Throwing Dagger bloodmagic:tippedamethystthrowingdagger
Tome of Peritia
Tome of Peritia bloodmagic:experiencebook
Vengeful Will Catalyst
Vengeful Will Catalyst bloodmagic:vengefulcatalyst
Vengeful Will Crystal
Vengeful Will Crystal bloodmagic:vengefulcrystal
Void Essence
Void Essence bloodmagic:voiding_anointment
Void Essence L
Void Essence L bloodmagic:voiding_anointment_l
Void Essence XL
Void Essence XL bloodmagic:voiding_anointment_xl
Void Reagent
Void Reagent bloodmagic:reagentvoid
Void Sigil
Void Sigil bloodmagic:voidsigil
Water Reagent
Water Reagent bloodmagic:reagentwater
Water Sigil
Water Sigil bloodmagic:watersigil
Weak Activation Crystal
Weak Activation Crystal bloodmagic:activationcrystalweak
Weak Blood Orb
Weak Blood Orb bloodmagic:weakbloodorb
Weak Blood Shard
Weak Blood Shard bloodmagic:weakbloodshard
Weak Filling Agent
Weak Filling Agent bloodmagic:weakfillingagent
Will Power Anointment
Will Power Anointment bloodmagic:will_power_anointment