By Wigglefig
Special thanks to monkeydew, Cybertron2, Naaira, and Blitzente for their feedback and suggestions.
Ordinary mages draw their strength from places of power hidden in the wild. A volcano brings bubbling magma from within the world's core and concentrates it into fire gems; a bountiful forest produces nature gems as its fruit; an ancient battlefield yields death gems for eager grave diggers; and within mind-bending labyrinths, astral pearls can be found. The enterprising mage sets out from the safety of their laboratory and travels the world in search of gems in much the same way a geologist prospects for oil in the modern day.
Yet, there are only so many sites to be found. There are only so many gems to be discovered before the only path to more magical resources is conquest.
What if you could find magical fuel closer to home? What if you didn't have to sweep through every nook and cranny for those precious gems? What if you could tap into the vitality running through the very veins of your people?
Welcome to Blood magic, initiate. We hope you enjoyed the complementary "wine".
Blood magic has a reputation for being a noob-unfriendly system to learn, owing to the blood hunting system and the fact that it is sort of sectioned off from the rest of the magic system in its own research school. In this guide, I'll give you a high-level overview of the quirks of Blood as a school of magic before diving into the blood hunting system and how to make the best use of it. I'll finish by discussing some of the most common ways to use Blood magic outside of nation-specific options. By the end, you'll (hopefully) be able to start up your first game with a serious blood nation with some ideas about how to set up a blood economy and how to actually use those slaves once you've captured them.
This guide assumes some basic knowledge of Dominions game mechanics, and focuses on the multiplayer Dominions 6 perspective.
Blood magic is a bit more complicated than the other magic paths due to its special method of gathering its "gems". Rather than using gems from magic sites like other paths, Blood magic is fueled with blood slaves captured from provinces (at the cost of some gold) by Blood mages using the "Blood Hunt" action. This quirk has a bunch of implications for the way Blood magic is used in Dominions 6.
Here is a non-exhaustive list of nations capable of significant blood economies:
For more details on the mechanics of blood hunting, see the main article here.
Blood hunting is how you acquire blood slaves, and is best accomplished with mages skilled in Blood magic.
For a 100% chance of actually finding blood slaves, blood hunt using a
3 mage (or
2 with a Sanguine Dowsing Rod) in a province with 0 unrest and over 7500 population - ideally a bit higher than 7500, so the popkill from hunting doesn't reduce it below that threshold, maintaining blood hunting success chance.
A successful blood economy might look like several 9000-10000ish population provinces set up with 3-4 blood hunters each, accompanied by a force of patrollers. A nation of moderate size can easily be producing hundreds of blood slaves a turn this way, once they have gotten their blood economy properly set up.
To start with, patrol with cheap units to get as much patrol strength for as little cost as possible, ideally recruited directly from independent provinces so your forts are free to produce higher-quality units for your armies. The various types of independent Militia are excellent for this purpose.
Once you've researched a bit more, you could consider summoning upkeep-free patrol chaff instead. At low research levels, Pack of Wolves, Call of the Winds and ordinary Reanimation are actually fairly efficient at turning gems into patrol strength. Later on, units summoned from spells like Watcher, Summon Great Eagles and Contact Draconians can provide a huge amount of patrol strength all at once. Carrion Reanimation gets a special mention here for synergising with the corpses generated from blood hunting, reviving dead population to serve a second purpose as patrollers.
If blood hunters find blood slaves, but there is no lab in the province, the blood slaves go directly into their inventory. To use these slaves for rituals, you will need to ferry them back to a lab and transfer them into your treasury using another commander. In many games you will see two indie Commanders going back and forth between a blood hunting province and a neighbouring forted lab. The hotkey Shift + V deposits blood slaves from all commanders in a province onto the selected commander - use it to save a lot of clicking while managing your blood economy.
One cool outcome of this process is that blood hunters will often have a lot of blood slaves with them if their province is ever attacked. This can be absolutely devastating to raiding parties if you have Leech researched, and is still a bit problematic even if you only have Summon Imps.
If you can't be bothered to set this up, you can just build a lab in the blood hunting province instead. Although it's much more expensive than just hiring two commanders (and also means your blood hunters won't have blood slaves on them to dissuade raiding parties), this could be a good option if there's an independent mage you want to recruit there, or you want to establish a forward supply base for your armies.
One of the more well-known facts about Blood magic is that it can be bootstrapped into relatively easily from scratch compared to other magic paths, as any commander can blood hunt. This usually looks like mass recruiting any cheap indie commander and having them blood hunt in a province with lots of patrollers. Each has only a 10% chance of success, but enough hunters will eventually find a few blood slaves. If you are able to save up 50
, you can empower a commander to
1, then make a Sanguine Dowsing Rod with 5
, allowing them to hunt with the effectiveness of a
2 mage. This is a lot easier if you luck into one of the few sites that are immediately visible and provide a passive blood slave income (e.g. the Slave Market). Zotz, a fairly common indie type underground, innately have a blood searcher bonus that only activates when they are empowered in blood, so you could use them to start a blood economy as well.
Alternatively, hire the mercenary Göte (
2
2) as soon as he appears and use him to blood hunt for you!
This is a fairly laborious but worthy pursuit when you expect to get to the late game and want a few more tools to play with. Non-blood nations will never have a very large blood economy, but a few Lifelong Protections can't hurt!
An example of a province set up for blood hunting, Gaieta, is shown in the accompanying image. Shemariah and Ehud are Kohens, who are only
1s (and therefore poor blood hunters) by default. They have been boosted with a Blood Thorn to
2, and their Sanguine Dowsing Rod raises them to an effective
3 for the purposes of blood hunting. Both blood hunters are also bodyguarded by Gittite Soldiers, who are well capable of dealing with blood hunting retaliation events.
Kaskater leads a patrolling force of 50 cheap troops: in this case, I used mostly Reubenite Archers recruited from forts just to easily set up the test, but you can recruit independent Militia and other troops for this as well.
Lastly, Pud has had all the blood slaves collected by Shemariah and Ehud assigned to him using Shift + V and is moving back to Gath to deposit them in the local laboratory. Notice how another commander is currently moving back to Gaieta to pick up next turn's lot of blood slaves.
There are a great many ways to use Blood magic once you've set up your blood economy. In this section, I'll point out some highlights from this path, though this is by no means a complete list. I'll also mostly be focusing on the generic options available to every nation, rather than nation-specific magic.
TLDR:
For nations without their own special Blood summons, a lot of their mid-game blood slaves will probably go to Blood's great items because they do not require you to spend time researching Blood magic specifically, which could delay your other important techs. Here are a few highlights from everything below Construction 9:
In general, Blood combat magic has very high fatigue costs - at least 100 for most spells. It is often a good idea to take
1 to reduce this fatigue slightly, allowing a low-level blood mage to get at least one more cast off before falling asleep for several rounds of combat. Another idiosyncrasy of blood magic is that basically every spell that does anything costs blood slaves to use, meaning Blood magic is heavily reliant on good logistics to be effective, especially on the offensive. Finally, rather than mages carrying abstract numbers of gems in their inventory, blood slaves are represented by actual, very fragile units: Blood Slaves. They are easily killed by random evocations, battlefield-wide spells like Earthquake, or even the heat auras of their own mages, so be careful with them! Note that Blood mages can use any blood slave near them, instead of only blood slaves in their "inventory"; this is pretty handy because you don't necessarily need to get a gem carrier to your army and then spend a turn transferring gems for your Blood mages to be able to cast. Just keep this in mind when positioning to avoid one off-script blood mage using the slaves you were trying to reserve for another.
Early in the game, the premiere Blood combat spell is Summon Imps. For a relatively cheap price, this spell creates flying chaff that can disrupt unguarded mages and break up formations. It is very fatiguing to cast, though. Bleed can come in really handy against a single durable creature, such as an enemy pretender. Also relatively early in research is Blood Lust, a battlefield-wide +4 strength but for demons only, useful for nations such as Lanka and LA Pyrène.
Blood 1 also has the spell Reinvigoration, which clears all of the caster's fatigue for the cost of 1
. This is really useful for basically any mage, and especially important for sabbaths - since it targets the mage itself, when cast by a sabbath master the fatigue clearing effect also propagates to all of the slaves of the sabbath.
At Blood 5, Hellbind Heart is sort of like a lower research level Charm that costs blood slaves to use. Potentially useful, though expensive to cast repeatedly.
Blood 6 brings Blood Rain, a morale-debuff spell that synergises with high-morale troops. Undead and demons, which a lot of blood nations have access to, tend to have really high morale.
At Blood 7, Leech is a high-damage, armour-negating, un-resistable spell that affects anything that isn't inanimate and restores fatigue to its caster, allowing it to cast even more Leech - a potent spell if you have enough blood slaves. Also at Blood 7 is Purify Blood, a Blood version of Serpent's Blessing.
At Blood 8, Damage Reversal is a nice (but very late) thug spell that reduces incoming damage by reflecting it back onto enemies, while Rush of Strength is a battlefield-wide +4 strength for all creatures, not just demons. Life for a Life is like Leech, but single-target, massive range, and even higher damage - perfect for taking care of enemy thugs. Finally, Infernal Prison and Claws of Kokytos are hard spells to cast, but literally send an enemy to hell with no chance to resist.
In the Blood/Astral crosspath, the spells Call Lesser Horror (Blood 4) and Call Horror (Blood 6) can be found. These spells summon in dangerous neutral monsters that will happily attack both you and your enemy. The tactic with these is to cast them quickly and then immediately run away, leaving your hapless opponent to face the Horrors on their own. Call Horror especially sometimes summons Horrors that can be frighteningly difficult to deal with, capable of taking out some mid-sized armies even if they are supported by mages! These spells are made especially easy to cast by the fact that Blood/Astral mages can be linked into communions with Communion Master and Communion Slave, making potentially any B/S mage a Horror summoner!
Of course, no discussion of combat Blood magic is complete without touching on sabbaths.
Sabbaths are a type of communion with a few key differences:
Niefelheim and Jotunheim are famous for their turbo-sabbaths, which load a bunch of Gygjas into a sabbath with Skrattir as slaves. The natural regeneration of the Skratti slaves, plus a quick cast of Personal Regeneration by one master, allows the Gygja masters to cast essentially forever, allowing them to flood the battlefield with skeletons from Horde of Skeletons. This gives time for the actual killing mechanism of the army (e.g. Rigor Mortis, wading army thugs) to take effect, and is really hard for some nations to deal with, at the cost of requiring a lot of expensive mages.
Otherwise, sabbaths are fairly similar to other communions in that they allow you to cast higher levels of magic than would otherwise be available to you, or cast more sustainably throughout a battle if you don't overload the sabbath - a very useful tool, but one that relies on a steady supply of blood slaves.
One general note I should make about blood rituals is the existence of "Blood bonus" sites, which discount the cost of Blood rituals cast in that province. You can find them by searching for the property "blood" using the 'Site' section of the Mod Inspector. Almost all of these can only be found by site searching with Blood mages, and almost all of them are unique. Finding one can make a huge difference if you plan to cast a lot of Blood rituals!
Cross Breeding and Improved Cross Breeding mostly summons a pile of junk. There are some interesting results but not enough to make this militarily useful. Crossbred units are usable as patrol chaff, though.
Dark Vines are enormous blocks of hitpoints that aren't terribly expensive and come with three armour-piercing attacks. Could be used to stand in the way of the enemy, bodyguard a Soul Vortex-ed mage to restore their fatigue, or buffed up a little to do some actually fairly serious damage to enemies in melee.
As for actual demons, there are basically five kinds that are actually interesting to summon: the Fiend of Darkness, Devils, Frost Fiends, Storm Demons, and Demon Knights.
Before Blood 9, all of these are available only through spells that summon one unit per cast - a woefully slow rate that makes massing them rather tricky - or the Ritual of the Five Gates spell at Blood 6, which is much faster but takes a
5 mage to cast. Most of the single unit summon spells also require crosspaths that make them available only to certain nations.
At Blood 9, you can choose to research one of the "Forces of x" spells that mass summons these demons. At that point, it becomes much easier to summon these units in large quantities, and you can use them to try close out the game if it has somehow dragged on long enough for you to have already researched the other level 9 spells you wanted.
Probably the most infamous commanders summoned through Blood are Vampire Lords. Although they come out late at Blood 8 (Curse of Blood), they are immortal, not unique, stealthy, and highly mobile with flying. They are skilled in Death magic, which is a decent path for thugs and a great one for combat magic. In theory, they can also blood hunt and summon more of themselves if boosted with a Skull Staff, though in practice your Vampire Lords can probably be put to better use in other ways. An excellent way to produce raiders that are harder to make go away, and high Death mages for your big armies.
Succubi (Summon Succubus, Blood 5) and Incubi (Summon Incubus, Blood 5) are
2 mages and dream seducers that are become available at a midgame level of magic. Potentially useful to provide extra glamour mages and a way target enemy commanders. Since Blood 5 isn't that late, you could also consider using these to seduce independent mages from tough thrones for some extra magic diversity.
There are several unique commanders that can be summoned through Blood magic, all of whom are powerful mages with durable chassis:
Blood rituals are excellent at disrupting the enemy. At Blood 5, there are two distinct Blood rituals which raise unrest: Wrath of Pazuzu and Rain of Toads. Casting both at an enemy's capital is enough to almost completely shut down its recruitment in a single turn, and chain-casting them will have the enemy scrambling to patrol down the unrest while your own armies march in.
Infernal Disease is a very cheap assassination ritual, although it requires a
5 to cast. The Disease Demon it summons is quite deadly on its own, and if it manages to deal any damage against a non-inanimate commander, it will immediately disease its victim. An excellent way to harass enemy commanders and mages.
A special mention goes out to Send Lesser Horror at Blood 5. These Lesser Horrors are capable of dealing with a modest amount of province defence, and also go away after they attack. This is important because they are treated as a neutral force, meaning that if they have killed all of the province defence, you can easily ping that province with a commander on the same turn (normal attacks always take place after magic-phase ones) and take the province that way. Their being neutral also means the victim technically doesn't know who sent the Lesser Horrors, though in practice only a few nations are actually capable of casting this spell easily.
Blood gives you the ability to increase Growth scales in a province using the spell Blood Fecundity. Worthwhile in certain high-value provinces like capitals.
Afflicted mages can use the spell Blood Feast to heal their afflictions, while old ones can reduce their age using Rejuvenate.
3 mages who are size 3 or lower can teleport up to 3 provinces away with Hell Ride.
Like other paths, Blood has a protective dome spell that blocks remote rituals targeting that province, though it requires the Astral/Blood crosspath: Dome of Corruption. One neat side effect of this dome is that it raises the Magic scales in its province, boosting research for the mages within.
Blood is also famous for its instant fort-building spell, Three Red Seconds (Blood 8). This can be critical for a throne rush, as it prevents enemies from taking the throne province, making claiming the throne virtually uninterruptible. Three Red Seconds is also unique for producing a fort with a +2 CP bonus (equivalent to a citadel); though it comes late in the game, nations that cannot natively construct this level of fort may wish to demolish their capital fort and replace it with Three Red Seconds, enabling them to recruit even more of the cap-only commanders.
Blood Moon (Blood 7) increases Misfortune scales by +2 worldwide but provides a +1 boost to all Blood magic for the purposes of rituals or blood hunting. The Misfortune will mildly annoy people but probably not that much, and a straightforward +1 buff to blood hunting is obviously a huge boon for any significant blood economy.
Blood Vortex (Blood 8) is a fairly basic gem-generator for blood slaves. It scales based on the population of the province it was cast in and also benefits from increased Turmoil scales, but also raises unrest and kills population, so you could cast it in a captured enemy capital to gain maximum value while protecting your own capital.
The Looming Hell (Blood 9) is an odd defensive global that, according to its description, appears to only target up to 5 enemy units within your dominion to seduce them to your side. According to Loggy's misc notes, there is a 5% chance per point of your dominion that one of these 5 "charges" is not used up, allowing it to target more enemy units. This global is more powerful than it seems, however; each of these seductions also triggers an assassination battle against the commander leading the seduced unit by a Devil and that unit. This is great at stalling army movement into your territory - mundane commanders often don't hold up that well against a Devil assassination - and taking out weaker mages who happen to be leading troops. However, due to the way this global works, mages who are not leading troops are completely safe from the Devil assassination.
Astral Corruption (Blood 9) makes it so that each time a non-Blood ritual is cast, a magic item is forged, or a mage tries to empower themselves, they have a chance to be attacked by a Horror. The chance scales with the number of gems spent. Obviously everybody will hate you for this, and this spell should really only be cast when trying to close out a game.
So, now that you know your options, how do you actually use Blood magic to win games? In this section, I'll present a few strategies you can use to Blood magic your way to godhood.
Firstly, most nations that have some degree of Blood magic access have national Blood summons unique to them. Check the nation pages, Mod Inspector or the Nation Overview mod to check if your nation has these. If it does, your Blood strategy is likely to focus on these summons to a significant degree. For example, spells like Lanka's Summon Rakshasa Warriors and Xibalba/Mictlan's Bind Jaguar Fiends allow these nations to summon sacred demon troops at a far greater rate than available through generic demon summoning spells, making a bit of early Blood research more powerful.
While detailed advice on nation-specific Blood magic is outside the scope of this guide, the strategies below will hopefully still be useful to you!
The Looming Hell and Infernal Disease spam work super well together to make you really hard to invade. The Devils from the former and Disease Demons from the latter are really hard for unprepared mages to deal with, forcing your opponents to spend time and resources equipping their commanders, or bring a ton of spare commanders to bait out the demon assassinations.
Lifelong Protections are already excellent, but what if you had one defending every province on your war border? What about having an LLP carrier accompanying your raiding parties? Where LLPs truly shine is that they can be produced en masse (due to being a Blood item). An effectively infinite source of flying chaff available in many different provinces at once can be very hard to answer for the casual and even intermediate opponent.
While Three Red Seconds is expensive, it is much more affordable compared to the other major fort-generation spell, Wizard's Tower. You can make use of this to spam magic-phase citadels on top of your armies as you march into enemy territory, making it incredibly difficult for your opponent to take back the land. Of course, it goes without saying that this is also an excellent spell for defending a throne rush.
If your nation is capable of getting
5 mages without too much trouble, Ritual of the Five Gates at Blood 6 can be an excellent way to mass demons without spending a horrendous amount of mage turns. However, if your mages aren't fairly high Blood already it can be really expensive to reach
5, making this spell less efficient than it might look on the surface.
Okay, practically speaking you are probably not going to have enough blood slaves to truly have huge numbers of Vampire Lords running around. Still, they are relatively cheap for what they are: immortal, flying, powerful Death/Blood mages. Their immortal trait makes them hard to get rid of without spells like Mind Hunt, and their mobility allows them to be where you need them when you need it, meaning you can send them on high-risk adventures like raiding or army thugging without worrying too much.