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Properties

Property Value
Combat Properties
Health 700
Experience 750
Armor 48
Est. Max Dmg 160?
Summon (not possible)
Convince (not possible)
General Properties
Name Blood Hand
Classification Necromancers
Spawn Type Regular
Illusionable
Pushable
Pushes
Elemental Properties
Physical 100%
Holy 101% or more
Death 99% or less
Fire 110%
Energy 99% or less
Ice 99% or less
Earth 0%
Drown 0%
Life Drain 100%
Immunity Properties
Paralysable ?
Senses Invis.
Behavioural Properties
Runs at (does not run)
Walks around Energy
Fire
Walks through Poison
Other Properties
Version 10.1
July 17, 2013
Status Active
Help
Blood Hand
You see a blood hand.
  • Blood for the dark god!
  • Die, filth!
  • For the Blood God!

Notes

Nobody is quite sure how the blood priest cult recruits its pupils, the blood hands, and if they join of their own free will. Rumours have it that blood hands have artificially enhanced blood in their veins, making them ruthless tools that do the bidding of their masters.
Blood hands are named after the red gloves they wear, but the name is not merely a metaphor: blood hands have to pass several years of training and killing in the field to prove worthy of ascending into the ranks of the priests. Though the initiation takes place behind securely closed doors, there are hints of blood rage visions, brain washing, grotesque rituals and blood transfusions during the final trial, and only those who live through these ordeals are entitled to call themselves blood priests, and receive a new name. Blood hands are often sent abroad to fulfil a mission of their master's or assisting him, and may return with strange devices, samples and stains. On the upside, blood hands are also skilled surgeons, and many an unhappy necromancer has relied on their skill to prolong his life or sew a limb back on, even if he had to pledge his services to theirs in return.
In combat, blood hands use what their masters have taught them, and summon minions they managed to pressure into a blood bond, which usually means fellow necromancers who owed them a favour or two.

Abilities

Melee (0-100?, poisons you, starting from up to 4), Self-Healing (fast, 0-70+), Paralyze Ball (close range only), Life Drain Ball on self (20-60?).

Damage Taken From Elements

  • Physical
    +0%
  • Holy
    +1%
  • Death
    -1%
  • Fire
    +10%
  • Energy
    -1%
  • Ice
    -1%
  • Earth
    -100%

Location

Drefia.

Behaviour

They fight in close range. A blood hand never retreats.

Strategy

Knights: Alternate between Brutal Strike and Whirlwind Throw, as they heal quite fast. If surrounded, use Berserk.

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