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''Blood Sword'' is a series of [[Main/ChooseYourOwnAdventure gamebooks]] created by Oliver Johnson and Dave Morris and published by Knight Books in the late 1980s. It is set in the invented fantasy world of "Legend", the authors' own fantasy world, which was the setting for their ''Dragon Warriors'' role-playing game too. The storyline involves a group of [[AnAdventurerIsYou adventurers]] who, after emerging victorious from a grueling adventure in the Battlepits of Krarth, [[TheCallKnowsWhereYouLive stumble by pure chance]] upon the plot of the five True Magi, evil entities who were thought to have been destroyed during a catastrophic magic explosion centuries before, and are now trying to reincarnate on Earth and bring about eternal damnation. After surviving an attack from a couple of henchmen of Blue Moon (the eldest and most powerful of the Magi), the adventurers are given the scabbard of Blood Sword, the only weapon the True Magi actually fear, by an old man mortally wounded in the attack... and from thereon, begin their quest to reunite the pieces of the sacred sword and stop the True Magi before the end of the Millennium and the coming of [[TheEndOfTheWorldAsWeKnowIt Judgement Day]].

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''Blood Sword'' is a series of [[Main/ChooseYourOwnAdventure gamebooks]] {{Gamebooks}} created by Oliver Johnson and Dave Morris and published by Knight Books in the late 1980s. It is set in the invented fantasy world of "Legend", the authors' own fantasy world, which was the setting for their ''Dragon Warriors'' role-playing game too. The storyline involves a group of [[AnAdventurerIsYou adventurers]] who, after emerging victorious from a grueling adventure in the Battlepits of Krarth, [[TheCallKnowsWhereYouLive stumble by pure chance]] upon the plot of the five True Magi, evil entities who were thought to have been destroyed during a catastrophic magic explosion centuries before, and are now trying to reincarnate on Earth and bring about eternal damnation. After surviving an attack from a couple of henchmen of Blue Moon (the eldest and most powerful of the Magi), the adventurers are given the scabbard of Blood Sword, the only weapon the True Magi actually fear, by an old man mortally wounded in the attack... and from thereon, begin their quest to reunite the pieces of the sacred sword and stop the True Magi before the end of the Millennium and the coming of [[TheEndOfTheWorldAsWeKnowIt Judgement Day]].



!!''Blood Sword'' provides examples of the following tropes:

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!!''Blood Sword'' provides examples of the following tropes:
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UPDATE: There is currently a Kickstarter for the reprinting of the 5th book as of mid-February 2019. As of April 16th, 2019; it met its goal. Estimated printing will be roughly October 2019.

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UPDATE: There is currently a Kickstarter for the reprinting of the 5th book as of mid-February 2019. As of April March 16th, 2019; it met its goal. Estimated printing will be roughly October 2019.
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UPDATE: There is currently a Kickstarter for the reprinting of the 5th book as of mid-February 2019.

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UPDATE: There is currently a Kickstarter for the reprinting of the 5th book as of mid-February 2019. As of April 16th, 2019; it met its goal. Estimated printing will be roughly October 2019.

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* DarkIsNotEvil: The leader of the Crusader Principalities' Assassin sect (based quite blatantly on its real-life historical counterpart) is actually one of your main allies. [[spoiler: He is a a follower of God's will, after all.]]



* FakinMacGuffin: Necessary for the dubious honor of fighting Prince Susurrien's Avatars, as even if you somehow win; he'll have gotten away with no way to follow.

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* FakinMacGuffin: Necessary for the dubious honor of fighting Prince Susurrien's Avatars, as even if you somehow win; win, he'll have gotten away with no way to follow.



** The fact that some of your greatest allies are followers of the setting's Fantasy Islam and are clearly portrayed as equally in the right would push this more towards Fantastic Abrahamic Monotheism, though.



* AFateWorseThanDeath: In Sheol, you can encounter a village of souls who are pestered by undeads called "Dead Eaters" that come each day to drag them away, presumably to such a destiny.

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* AFateWorseThanDeath: In Sheol, you can encounter a village of souls who are pestered by undeads undead called "Dead Eaters" that come each day to drag them away, presumably to such a destiny.



** It's mentioned in the last book that killing a demon sends it to Hell for 100 years... however, if you succeed in your quest; no demon will ever enter the physical plane again.

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** It's mentioned in the last book that killing a demon sends it to Hell for 100 years... however, if you succeed in your quest; quest, no demon will ever enter the physical plane again.



* GenreShift: The series starts as a typical SwordAndSorcery, moves into AllMythsAreTrue, and then MessiahCreep has the last book somewhat remniscient of ''[[Literature/TheChroniclesOfNarnia The Last Battle]]''.

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* GenreShift: The series starts as a typical SwordAndSorcery, moves into AllMythsAreTrue, and then MessiahCreep has the last book somewhat remniscient reminiscent of ''[[Literature/TheChroniclesOfNarnia The Last Battle]]''.



* HighlyVisibleNinja: The assassins from Book 1 are all black body suits, throwing stars and, according to a victorious barbarian, jump kicks. Of interest is that they are likely NOT from Yamoto. In the Dragon Warriors rpg (which Bloodsword evolved out of), yes Yamoto has the assassin class, but they stay in Yamoto. Assassins encountered are either locals or from the world's expy of India or Arabia.

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* HighlyVisibleNinja: The assassins from Book 1 are all black body suits, throwing stars and, according to a victorious barbarian, jump kicks. Of interest is that they are likely NOT from Yamoto. Yamato. In the Dragon Warriors rpg (which Bloodsword evolved out of), yes Yamoto has the assassin class, but they stay in Yamoto.Yamato. Assassins encountered are either locals or from the world's expy of India or Arabia.



* InfinityPlusOneSword: The Blood Sword, the sword created by the Archangels to destroy the living dead. It starts off as the SwordOfPlotAdvancement; (and just losing the pieces gives a NonStandardGameOver) but once you complete it; the game admits you are now strong enough to challenge the True Magi without it. Indeed, it is possible to beat the final book without ever using it; but only if you do everything perfectly. That said, you want to have the Blood Sword. It has the greatest bonuses out of any weapon you can find and better yet, if you are a Warrior you can have it and its twin for double the effects.

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* InfinityPlusOneSword: The Blood Sword, the sword created by the Archangels to destroy the living dead. It starts off as the SwordOfPlotAdvancement; (and just losing the pieces gives a NonStandardGameOver) but once you complete it; it, the game admits you are now strong enough to challenge the True Magi without it. Indeed, it is possible to beat the final book without ever using it; but only if you do everything perfectly. That said, you want to have the Blood Sword. It has the greatest bonuses out of any weapon you can find and better yet, if you are a Warrior you can have it [[DualWielding and its twin twin]] for double the effects.



* LightIsNotGood: One of the true Magi, White Light. Underlinded by the guardian of his sanctuary, a life-consuming HumanoidAbomination.

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* LightIsNotGood: One of the true Magi, White Light. Underlinded Underlined by the guardian of his sanctuary, a life-consuming HumanoidAbomination.



* OneHitKill: If you can get the CharmPerson spell; Servile Enthralment; to work; unless you command that character to attack its friends (which requires another roll), it will not attack you anymore and you can kill it at your leisure. Latter book "boss" enemies are explicitly immune.
** One should note; the fight against three avatars of evil gods summoned by Susurrien is possible when you consider two of them are not immune; but it would take rolls higher than 9 or 10 to succeed.
** Some enemies can do the same on you, including Nasu an avatar of a disease god. His touch can instantly kill you by infecting you with an insta-kill disease, unless you resist it.

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* OneHitKill: If you can get the CharmPerson spell; spell, Servile Enthralment; Enthrallment, to work; unless you command that character to attack its friends (which requires another roll), it will not attack you anymore and you can kill it at your leisure. Latter book "boss" enemies are explicitly immune.
** One should note; note, the fight against three avatars of evil gods summoned by Susurrien is possible when you consider two of them are not immune; but it would take rolls higher than 9 or 10 to succeed.
** Some enemies can do the same on you, including Nasu Nasu, an avatar of a disease god. His touch can instantly kill you by infecting you with an insta-kill disease, unless you resist it.



* OurOrcsAreDifferent: The first fight of the final book is with a small patrol of classic, ordinary Tolkienan orcs... But with the amusing twist that, although they're meant to be {{mooks}}, since they've been scaled to still be a bit of a challenge at this point, they would wipe the floor with any character or group from the beginning of the series.

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* OurOrcsAreDifferent: The first fight of the final book is with a small patrol of classic, ordinary Tolkienan Tolkienian orcs... But with the amusing twist that, although they're meant to be {{mooks}}, since they've been scaled to still be a bit of a challenge at this point, they would wipe the floor with any character or group from the beginning of the series.



* TheUndead: Blood Sword is particularly effective against them... and the True Magi are among their number!

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* TheUndead: The Blood Sword is particularly effective against them... and the True Magi are among their number!



* DiscOneNuke: Multiple Adjust scrolls, (found early in the first dungeon), can make the Enchanter able to keep in mind and cast the best spell in the game in both the first 2 rounds of a combat with negligle chance of failure. One shot will kill almost anything, 2 will kill everything except Angvar.

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* DiscOneNuke: Multiple Adjust scrolls, scrolls (found early in the first dungeon), dungeon) can make the Enchanter able to keep in mind and cast the best spell in the game in both the first 2 rounds of a combat with negligle negligible chance of failure. One shot will kill almost anything, 2 will kill everything except Angvar.

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''Blood Sword'' is a series of gamebooks created by Oliver Johnson and Dave Morris and published by Knight Books in the late 1980s. It is set in the invented fantasy world of "Legend", the authors' own fantasy world, which was the setting for their ''Dragon Warriors'' role-playing game too. The storyline involves a group of [[AnAdventurerIsYou adventurers]] who, after emerging victorious from a grueling adventure in the Battlepits of Krarth, [[TheCallKnowsWhereYouLive stumble by pure chance]] upon the plot of the five True Magi, evil entities who were thought to have been destroyed during a catastrophic magic explosion centuries before, and are now trying to reincarnate on Earth and bring about eternal damnation. After surviving an attack from a couple of henchmen of Blue Moon (the eldest and most powerful of the Magi), the adventurers are given the scabbard of Blood Sword, the only weapon the True Magi actually fear, by an old man mortally wounded in the attack... and from thereon, begin their quest to reunite the pieces of the sacred sword and stop the True Magi before the end of the Millennium and the coming of [[TheEndOfTheWorldAsWeKnowIt Judgement Day]].

to:

''Blood Sword'' is a series of gamebooks [[Main/ChooseYourOwnAdventure gamebooks]] created by Oliver Johnson and Dave Morris and published by Knight Books in the late 1980s. It is set in the invented fantasy world of "Legend", the authors' own fantasy world, which was the setting for their ''Dragon Warriors'' role-playing game too. The storyline involves a group of [[AnAdventurerIsYou adventurers]] who, after emerging victorious from a grueling adventure in the Battlepits of Krarth, [[TheCallKnowsWhereYouLive stumble by pure chance]] upon the plot of the five True Magi, evil entities who were thought to have been destroyed during a catastrophic magic explosion centuries before, and are now trying to reincarnate on Earth and bring about eternal damnation. After surviving an attack from a couple of henchmen of Blue Moon (the eldest and most powerful of the Magi), the adventurers are given the scabbard of Blood Sword, the only weapon the True Magi actually fear, by an old man mortally wounded in the attack... and from thereon, begin their quest to reunite the pieces of the sacred sword and stop the True Magi before the end of the Millennium and the coming of [[TheEndOfTheWorldAsWeKnowIt Judgement Day]].


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UPDATE: There is currently a Kickstarter for the reprinting of the 5th book as of mid-February 2019.

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* FantasticCatholicism: Unlike the ''FightingFantasy'' series, this setting shows heavy traces of this at work. For example, in book 2 you can repeal some [[TheFairFolk Elves]] with a silver crucifix, as they are soulless, while a later book allows you to dissolve some ogres with holy water, and you're frequently pitted against entities that could be described as heathen deities and win.

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* FantasticCatholicism: Unlike the ''FightingFantasy'' ''Literature/FightingFantasy'' series, this setting shows heavy traces of this at work. For example, in book 2 you can repeal some [[TheFairFolk Elves]] with a silver crucifix, as they are soulless, while a later book allows you to dissolve some ogres with holy water, and you're frequently pitted against entities that could be described as heathen deities and win.



* FightingAShadow: It's mentioned in the last book that killing a demon sends it to Hell for 100 years. ...however, if you succeed in your quest; no demon will ever enter the physical plane again.

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* FightingAShadow: FightingAShadow:
**
It's mentioned in the last book that killing a demon sends it to Hell for 100 years. ...years... however, if you succeed in your quest; no demon will ever enter the physical plane again.
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[[quoteright:224:https://static.tvtropes.org/pmwiki/pub/images/bsword1_back.jpg]]
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* NighInvulnerability: In Book 4, your characters can imitate Achilles and take a dip in the river Styx. This has a chance of killing you instantly, but if you are lucky (roll a 5 or a 6 on one die, otherwise you're dead.) then you have a 1 in 6 chance of taking no damage from an attack when you are hit in battle. You then have the option of bathing in the Styx again. Your chance of dying goes up (you must roll a 6 one one die), but if you succeed then you get a 2 in 6 chance of being immune to a strike. If you are still greedy for more invulnerability, well 3rd time in the Styx is automatic death.

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* NighInvulnerability: In Book 4, your characters can imitate Achilles and take a dip in the river Styx. This has a chance of killing you instantly, but if you are lucky (roll a 5 or a 6 on one die, otherwise you're dead.) then you have a 1 in 6 chance of taking no damage from an attack when you are hit in battle. You then have the option of bathing in the Styx again. Your chance of dying goes up (you must roll a 6 one on one die), but if you succeed then you get a 2 in 6 chance of being immune to a strike. If you are still greedy for more invulnerability, well 3rd time in the Styx is automatic death.
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** Snorrid will istantly squash the player who walked on his body with the shiny new boots, and likely will do the same in the following combat to the rest of the party.

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** Snorrid will istantly instantly squash the player who walked on his body with the shiny new boots, and likely will do the same in the following combat to the rest of the party.
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** It SAYS you can turn to the "beat him" page; but the Demon-Lord Tirikelu in Book 5 is stronger than the Avatars in book 3, immune to magic, you can only fight him one-on-one, he's immune to magic, and he hits you 5 times per round. Number-wise, that's not happening.
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* FakinMacGuffin: Necessary for the dubious honor of fighting Prince Surrien's Avatars, as even if you somehow win; he'll have gotten away with no way to follow.

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* FakinMacGuffin: Necessary for the dubious honor of fighting Prince Surrien's Susurrien's Avatars, as even if you somehow win; he'll have gotten away with no way to follow.

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* AscendToAHigherPlaneOfExistence: The True Magi; the "real" wizards who practiced a form of magic [[LostTechnology lost]] to the present; escaped from a botched SummoningRitual to become [[CelestialBody Celestial Bodies]], stars/comets in the sky that affect the word. [[spoiler: They actually did it on purpose to learn [[TheseAreThingsManWasNotMeantToKnow The Music Of The Spheres]]]]

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* AscendToAHigherPlaneOfExistence: The True Magi; the "real" wizards who practiced a form of magic [[LostTechnology lost]] to the present; escaped from a botched SummoningRitual to become [[CelestialBody Celestial Bodies]], stars/comets in the sky that affect the word.world. [[spoiler: They actually did it on purpose to learn [[TheseAreThingsManWasNotMeantToKnow The Music Of The Spheres]]]]


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* FakinMacGuffin: Necessary for the dubious honor of fighting Prince Surrien's Avatars, as even if you somehow win; he'll have gotten away with no way to follow.

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* AttackOfThe50FootWhatever: The cover for each book features one or more heroes faced by huge, towering monsters. Some of them do actually appear in game. The cake goes to Snorrid from Book 5, a giant the size of a valley.



* BalefulPolymorph: Most notably Circe, especially if you challenge her to a magic duel: since she gave her word to not cast lethal spells she'll just turn your sorcerer into a cockroach and step on him.



* ColorCodedForYourConvenience: The Five Magi, whose colors are Blue, Red, Green, White and Gold. This is most prevalent in the final book, where you storm their stronghold to prevent their resurrection.



* EnemyCivilWar: In Book 4, the best way to obtain the treasure of the two monsters near Euryale's tower consist in having the Trickster use his words to put them against each other. Quite a dick move, since they were buddies.



* EvilSorcerer: The True Magi and the various lesser Magi, including the ones you face in the second book. Evil Sorceresses include [[SummonMagic Psyche]] (who's actually Icon's sister Saiki) and Circe.



* TheFairFolk: You can encounter Elves in the second book. You can resolve the situation by challenging them to a boardgame or you can fight them. If you have a Silver Crucifix you're advantaged, as they do not have souls and are easily repelled by it.
* FantasticCatholicism: Unlike the ''FightingFantasy'' series, this setting shows heavy traces of this at work. For example, in book 2 you can repeal some [[TheFairFolk Elves]] with a silver crucifix, as they are soulless, while a later book allows you to dissolve some ogres with holy water, and you're frequently pitted against entities that could be described as heathen deities and win.



* AFateWorseThanDeath: In Sheol, you can encounter a village of souls who are pestered by undeads called "Dead Eaters" that come each day to drag them away, presumably to such a destiny.



* FoodAsBribe: You can get past the fearsome giant Garm by offering him a honey cake.



* GhostShip: You encounter one in book 3 and later in book 4.



* IgnoredEnemy. Sadly enough, it is possible to give the cold shoulder to both Skymir (by neglecting to pick up his body parts, though they can make the endgame safer)and even the True Magi themselves (by defending from their cultists until the time runs out and thus leaving them without the necessary mana), which sadly turns both of them into AntiClimaxBoss enemies. (Though in the latter case, Blue Moon will still try something).



* IncendiaryExponent: Icon and his ever-annoying Fire Armor that damages whoever hits him.



* MasterOfIllusion: Blue Moon.
* MatryoshkaObject: The final boss of the 3rd book, is a semi-divine statue called the Seven-in-One. It lives up to its name as each time you kill it, it breaks apart to reveal a smaller but much quicker statue inside.

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* JerkWithAHeartOfGold: The Djinn from the third book. If you help him have his revenge and then waste your wish half-way through to help an imprisoned scholar, he'll still decide to stick around and bring you back to the city on his own.
* KeystoneArmy: The Gray Lady in Book 2 is protected by a small group of knights. If you manage to kill her with magic, the knights cease to move and are defeated.
* KickTheDog: In Book 4 the Trickster can, at one point, leave his companions to die on a hostile island and save himself, all without the smallest sliver of remorse, nor some sort of karmic retribution.
* KillItWithFire: An item you can find in the first book allows you to shoot a deadly fireball at the enemy. It's perfect for dispatching the Seven-In-One.
* LightIsNotGood: One of the true Magi, White Light. Underlinded by the guardian of his sanctuary, a life-consuming HumanoidAbomination.
* MacGuffinGuardian: The massive, self-reviving Gristun guards the access to the castle of the BigBad in Book 2. In Book 5 the sanctuary of the True Magi, safe for two of them, are guarded by some monsters to protect the MacGuffin inside.
* MasterOfIllusion: Blue Moon.
Moon. Also Circe, from the 4rth book.
* MatryoshkaObject: The final boss of the 3rd book, is a semi-divine statue called the Seven-in-One. It lives up to its name as each time you kill it, it breaks apart to reveal a smaller but much quicker statue inside. [[spoiler: If you still have the fire-throwing item though you can kill it before it can split apart]].
* MultiMookMelee: The finale of Book 2 pits you against the horde of servants of the BigBad. If you don't have a series of ([[GuideDangIt missable]]) items that allows you to summon warriors to your aid, you and your party will die in the ensuing battle.



** Snorrid will istantly squash the player who walked on his body with the shiny new boots, and likely will do the same in the following combat to the rest of the party.



* OrcusOnHisThrone: The True Magi, being Celestial Bodies and all. In fact, the main objective of the final book is preventing them from leaving said throne. The most direct action they ever took was to send a powerful thrall to recover the Blood Sword fragment from you in Book 2.



* OurGiantsAreBigger: There's at least one opponent of this type in every book: Skrymir in Book 1, Thanatos in 2, the female cyclops in 3, Typhon and Garm in 4, Snorrid in 5.

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* OurGiantsAreBigger: There's at least one opponent of this type in every book: Skrymir in Book 1, Thanatos in 2, the female cyclops in 3, Typhon and Garm in 4, Snorrid in 5. The latter greatly outsizes the former giants mentioned, being the size of a valley.


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* SaltSolution: The purifying powers of salt are mentioned. In the final book, you can partly disrupt the ritual to summon the Magi by spilling holy salt on the circle.


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* SchmuckBait: Subverted in the final book: while you're riding a boat down an underground river you stumble into an island, containing the altar of the Sea God [[EldritchAbomination Kraken]] with some loot. GenreSavvy players would expect a swift, tentacley retribution if they serve themselves, but it turns out that pillaging the altar is the right choice, as you show no fear for a long-forgotten heathen god. If you leave the altar untouched, Kraken will show up in the following segment.


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* SimpleStaff: The Sage has a staff as his weapon of choice. Apparently you can use it to paralyze your opponent for a turn. All the other characters are armed with swords instead.
* SinisterScimitar: Averted, the Death's Claw is described and illustrated as a scimitar but is one of the weapons capable of saving the world. According to the mention that it's the twin of the Blood Sword, that'll mean that the Blood Sword as well is a scimitar.


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* TakingYouWithMe: In the 2nd book, your party may find itself at the mercy of a powerful wizard on a flying carpet who's delivering them to his fortress. If a Warrior is present he can threaten to cut the carpet with his sword, which scares the Magi into carrying them where they want to.
* ThreateningShark: In Book 4 you can encounter a great white shark while at sea, and each character has a different way to get rid of him.


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* TrollBridge: One of the trials of the first game forces you to choose between two bridges: the shortest one pits you against an easier guardian but will remove all your items, while the longer bridge forces you to duel a more dangerous guardian, but won't touch your stuff.


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* TheUnderworld: Sheol, the setting of half of the fourth book. It is surprisingly safe if you know what to do, featuring at most a couple of battles (one of which against the FinalBoss) if you know what to do.
* UngratefulBastard: In Book 5, there's a winged monster that can take you to the city of the Magi, but tries to attack you first. If you choose to spare him upon landing, the bastard will attack you when you're trying to cross a narrow bridge.


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* WeaponOfXSlaying: The Blood Sword and Demon's Claw can both destroy an undead with a single blow if you're lucky. Is the only way to put down the continuously-regenerating True Magi in the final battle.
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The series has been reprinted by Fabled Lands publishing, with the first 4 having been done so far.

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The series has been reprinted by Fabled Lands publishing, with the first 4 having been done so far.
far. The 5th is in DevelopmentHell; WordOfGod giving permission to read pirated versions; not a good sign.



* UpdatedRerelease: The Fabled Lands Publishing reprint has a few corrections made. One of the reasons the 5th book is taking longer is that it will have the most updates, according to WordOfGod.

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* UpdatedRerelease: The Fabled Lands Publishing reprint has a few corrections made. One of the reasons the 5th book is taking longer is that it will have the most updates, according to WordOfGod.WordOfGod; but that was in 2014...
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* OneHitKill: If you can get the CharmPerson spell; Servile Enthralment; to work; unless you command that character to attack it's friends, it will not attack you anymore and you can kill it at your leisure. Latter book "boss" enemies are explicitly immune.

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* OneHitKill: If you can get the CharmPerson spell; Servile Enthralment; to work; unless you command that character to attack it's friends, its friends (which requires another roll), it will not attack you anymore and you can kill it at your leisure. Latter book "boss" enemies are explicitly immune.
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** Technically, the only thing "preventing" you from beating him is his high Endurance; 950. Using the returning throwing Axe of Heraklos from the second book combined with the enchanted mask that gives you two moves per round; you could step away from Angvar and throw the axe indefinitely, [[LoopholeAbuse per the rules of combat.]] This is not considered.
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* OurOrcsAreDifferent: The first fight of the final book is with a small patrol of classic, ordinary Tolkienan orcs... But with the amusing twist that, although they're meant to be {{mooks}}, since they've been scaled to still be a bit of a challenge at this point, they would wipe the floor with any character or group from the beginning of the series.
Is there an issue? Send a MessageReason:
None


* NighInvulnerability: In Book 4, your characters can imitate Achilles and take a dip in the river Styx. This has a chance of killing you instantly, but if you are lucky then you have a 1 in 6 chance of taking no damage from an attack when you are hit in battle. You then have the option of bathing in the Styx again. Your chance of dying goes up, but if you succeed then you get a 2 in 6 chance of being immune to a strike. If you are still greedy for more invulnerability, well 3rd time in the Styx is automatic death.

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* NighInvulnerability: In Book 4, your characters can imitate Achilles and take a dip in the river Styx. This has a chance of killing you instantly, but if you are lucky (roll a 5 or a 6 on one die, otherwise you're dead.) then you have a 1 in 6 chance of taking no damage from an attack when you are hit in battle. You then have the option of bathing in the Styx again. Your chance of dying goes up, up (you must roll a 6 one one die), but if you succeed then you get a 2 in 6 chance of being immune to a strike. If you are still greedy for more invulnerability, well 3rd time in the Styx is automatic death.
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That's enemies only.


*** The rules do state though that you can only move to either engage someone or flee.
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* ShoutOut: In the first book; you encounter a group of Barbarians who comment that the Battlepits aren't as hard as Deathtrap..., he doesn't finish; but it's likely ''[[Literature/FightingFantasy Deathtrap Dungeon]]''.

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* ShoutOut: In the first book; you encounter a group of Barbarians who comment that the Battlepits aren't as hard as Deathtrap...Deathtr..., he doesn't finish; but it's likely ''[[Literature/FightingFantasy Deathtrap Dungeon]]''.

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* ArrogantKungFuGuy: In this case, it's an arrogant samurai-wizard. Icon the Ungodly is from Yamoto, the expy Japan and he's about as arrogant as he is vengeful - which is really saying something. Your characters are astonished at the heights of his arrogance, when he pronounces that for your last duel it is appropriate that someone with the pedigree of the Angel of Death bears witness.



* HighlyVisibleNinja: The assassins from Book 1 are all black body suits, throwing stars and, according to a victorious barbarian, jump kicks. Of interest is that they are likely NOT from Yamoto. In the Dragon Warriors rpg (which Bloodsword evolved out of), yes Yamoto has the assassin class, but they stay in Yamoto. Assassins encountered are either locals or from the world's expy of India or Arabia.



* InfinityPlusOneSword: The Blood Sword, the sword created by the Archangels to destroy the living dead. It starts off as the SwordOfPlotAdvancement; (and just losing the pieces gives a NonStandardGameOver) but once you complete it; the game admits you are now strong enough to challenge the True Magi without it. Indeed, it is possible to beat the final book without ever using it; but only if you do everything perfectly.

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* InfinityPlusOneSword: The Blood Sword, the sword created by the Archangels to destroy the living dead. It starts off as the SwordOfPlotAdvancement; (and just losing the pieces gives a NonStandardGameOver) but once you complete it; the game admits you are now strong enough to challenge the True Magi without it. Indeed, it is possible to beat the final book without ever using it; but only if you do everything perfectly. That said, you want to have the Blood Sword. It has the greatest bonuses out of any weapon you can find and better yet, if you are a Warrior you can have it and its twin for double the effects.


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* SpinOff: The Bloodsword series is a spinoff of Morris and Johnson's Dragon Warriors rpg books, with a few changes and more fleshing out.
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* {{Curse}}: Curses show up fairly frequently in the series. Examples include, Hungkuk the Pirate King who is doomed to forever sail across the dimensions (and you could end up sharing his fate...) and you can find a sacrificial knife on the altar of an evil god. If you decide to pick it up, then the curse on this knife will destroy all your current and future possessions except the Blood Sword parts (you can eat food and drink a potion on the spot though). To slightly make up for this major curse, the knife does give a small bonus to hit and damage.
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* NighInvulnerability: In Book 4, your characters can imitate Achilles and take a dip in the river Styx. This has a chance of killing you instantly, but if you are lucky then you have a 1 in 6 chance of taking no damage from an attack when you are hit in battle. You then have the option of bathing in the Styx again. Your chance of dying goes up, but if you succeed then you get a 2 in 6 chance of being immune to a strike. If you are still greedy for more invulnerability, well 3rd time in the Styx is automatic death.
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* CoolSword: Most of the magic weapons you can find are a CoolSword of some kind with a legendary background. There's an invisible, crystal sword used by Loge Skyrunner (Loki), Blutgetranker - a sword made from a sliver of the divine sword of the god Frey, a non-magical sword with a specially forged blade that's so flexible it can be worn as a belt, some generic magic swords that give decent damage bonuses and of course the Blood Sword and its twin, the Death's Claw.

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* ScarsAreForever: In the 3rd book, if you are still on the djinn when the cult casts a powerful fire-based spell on it, your party will be badly burnt and scarred leading to a permanent reduction in your hit points. [[spoiler: Permanent until you are brought back from the land of the dead with completely new bodies.]]

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* ScarsAreForever: In the 3rd book, if you are still on the djinn when the cult casts a uses powerful fire-based spell magic on it, your party will be badly burnt and scarred leading to a permanent reduction in your hit points. [[spoiler: Permanent until you are brought back from the land of the dead with completely new bodies.]]


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* TakeAThirdOption: Every book has a final boss (1 - Skyrmir (though he's an optional opponent), 2 - Witch King, 3 - Seven-in-One, 4 - Icon the Ungodly, and 5 - The True Magi). With the exception of Icon the Ungodly, every final boss can be instantly defeated without swinging a sword at them. The True Magi and Skyrmir can even defeated without entering combat at all.
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* {{Immortality}}: The books have almost every version, including an unkillable (but defeatable) pirate called Hungkuk the Pirate King.


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* MatryoshkaObject: The final boss of the 3rd book, is a semi-divine statue called the Seven-in-One. It lives up to its name as each time you kill it, it breaks apart to reveal a smaller but much quicker statue inside.
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* FantasyMetals: In Book 5, your party can find mithril armour. This gives the best armour rating in the game. For the Enchanter, they can get a suit of electrum alloy which has an enchantment to recover some hit point after each battle.
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* AlwaysAccurateAttack: Because the combat rules have your characters roll against their skill in attacking (a roll of equal or lower than your skill means a success), your characters (except the Sorcerer) can reach a high enough experience level that they will NEVER miss their attacks even without a magic weapon. Unfortunately there are quite a few enemies who are equally skilled and your character will be taking damage each round, unless you elect to dodge that turn.


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* TookALevelInBadass: At the end of Book 4, your characters have been changed by their return from the Land of the Dead. Each one of them gets a new ability. The Sage has improved skill in healing, the Trickster gets a greatly improved dodge, the Enchanter has an easier chance of casting a spell, and the Warrior gets a major upgrade. He no longer gets a skill penalty when unarmed and can use a weapon in each hand for dual attacks (including having 2 of the InfinityPlusOneSword).
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* AnAxeToGrind: In the 2nd book, if your party goes through the gate of carnage and has a Sage and a Warrior, they can find and make the most use of the legendary Axe of Heraklos. This is a magical golden axe that gives a bonus to aim in most character's hands. However if the Sage is present, he realizes that it's no standard magic axe and in the hands of a Warrior, the axe can be thrown up to 2 squares away and return to his hand.


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* HonorBeforeReason: The Warrior class is essentially a questing knight and should act accordingly. If he does something cowardly or dishonourable, then there's a chance he'll get an experience point deduction penalty.
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** Some enemies can do the same on you, including Nasu an avatar of a disease god. His touch can instantly kill you by infecting you with an insta-kill disease, unless you resist it.

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