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dom6:generic-blood-magic-guide [2026/07/04 11:07]
wigglefig
dom6:generic-blood-magic-guide [2026/07/05 11:24] (current)
wigglefig
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 //By Wigglefig// //By Wigglefig//
 +
 +//Special thanks to monkeydew and Cybertron2 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. 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.
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 ====What are the downsides of Blood magic?==== ====What are the downsides of Blood magic?====
-  * Blood hunting causes unrest and kills population, reducing gold income. Recruiting patrollers to keep the unrest down is a further cost. +  * Blood hunting causes [[unrest]] and kills population, reducing gold income. Recruiting patrollers to keep the unrest down is a further cost. 
   * Mages that are blood hunting (or casting Blood summon spells) are not researching, meaning blood nations sometimes struggle to keep up in research compared to non-blood nations of the same size. Exacerbating this is the fact that Blood spells are unlocked through their own research school (also called Blood), which takes more research to get through and doesn't unlock anything for other paths of magic.   * Mages that are blood hunting (or casting Blood summon spells) are not researching, meaning blood nations sometimes struggle to keep up in research compared to non-blood nations of the same size. Exacerbating this is the fact that Blood spells are unlocked through their own research school (also called Blood), which takes more research to get through and doesn't unlock anything for other paths of magic.
   * Blood logistics is often quite complicated - both the actual blood hunting, and keeping armies supplied with blood slaves so they can actually cast anything - and can take a lot of real-life mental energy to keep up with.   * Blood logistics is often quite complicated - both the actual blood hunting, and keeping armies supplied with blood slaves so they can actually cast anything - and can take a lot of real-life mental energy to keep up with.
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 Here is a non-exhaustive list of nations capable of significant blood economies: Here is a non-exhaustive list of nations capable of significant blood economies:
   * EA: [[berytos ea|Berytos]], [[lanka ea|Lanka]], [[mictlan ea|Mictlan]], and [[Xibalba ea|Xibalba]]   * EA: [[berytos ea|Berytos]], [[lanka ea|Lanka]], [[mictlan ea|Mictlan]], and [[Xibalba ea|Xibalba]]
-  * MA: [[abysia ma|Abysia]], [[ind ma|Ind]], [[jotunheim ma|Jotunheim]], [[pyrene ma|Pyrène]], and [[xibalba ma|Xibalba]]+  * MA: [[abysia ma|Abysia]], [[jotunheim ma|Jotunheim]], [[pyrene ma|Pyrène]], and [[xibalba ma|Xibalba]]
   * LA: Lots! But particularly [[ulm la|Ulm]], [[marignon la|Marignon]], [[Midgard la|Midgard]], [[pyrene la|Pyrène]], [[vaettiheim la|Vaettiheim]], and [[Xibalba la|Xibalba]].   * LA: Lots! But particularly [[ulm la|Ulm]], [[marignon la|Marignon]], [[Midgard la|Midgard]], [[pyrene la|Pyrène]], [[vaettiheim la|Vaettiheim]], and [[Xibalba la|Xibalba]].
  
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   * You'll need patrollers to keep unrest down so blood hunt success chance remains high.    * You'll need patrollers to keep unrest down so blood hunt success chance remains high. 
      * These will usually be random independent troops recruited in the province itself and led by an independent commander using the "Patrol" command. Later on, you can quickly summon patrol chaff using spells like ??Call of the Wild?? and ??Carrion Reanimation??.      * These will usually be random independent troops recruited in the province itself and led by an independent commander using the "Patrol" command. Later on, you can quickly summon patrol chaff using spells like ??Call of the Wild?? and ??Carrion Reanimation??.
-     * A good rule of thumb is about 25 patrol strength per {{path>B3}}-equivalent blood hunter to keep unrest at 0. Make a copy of the [[https://docs.google.com/spreadsheets/d/1zMGHWTKg6deY1gKLWCfT6K5pUseWpYuA52wZB9quFIA/edit?pli=1&gid=368329917#gid=368329917|Blood Hunting Analysis Dominions 6]] spreadsheet and play around with the numbers to find the best patrol strength for your situation. +     * A good rule of thumb is about 25 patrol strength per {{path>B3}}-equivalent blood hunter to keep unrest at 0. Make a copy of the [[https://docs.google.com/spreadsheets/d/1zMGHWTKg6deY1gKLWCfT6K5pUseWpYuA52wZB9quFIA/edit?pli=1&gid=368329917#gid=368329917|Blood Hunting Analysis Dominions 6]] spreadsheet and play around with the numbers to find the best patrol strength for your situation. You can check the patrol strength of individual units by clicking on their 'Precision' stat.
   * {{path>B1}}s are really bad at hunting, with a max success rate of 40%. {{path>B2}}s are a bit better at 70%. Use ??Sanguine Dowsing Rod??s to improve their odds, and add ??Blood Thorn??s later on if needed to reach {{path>B3}}-equivalent hunting skill. These items pay for themselves quickly when you factor in the massive increase to success rate they provide to less skilled blood mages. Additionally, higher Blood paths or a [[:blood searcher]] bonus increases the number of slaves found with every successful hunt.   * {{path>B1}}s are really bad at hunting, with a max success rate of 40%. {{path>B2}}s are a bit better at 70%. Use ??Sanguine Dowsing Rod??s to improve their odds, and add ??Blood Thorn??s later on if needed to reach {{path>B3}}-equivalent hunting skill. These items pay for themselves quickly when you factor in the massive increase to success rate they provide to less skilled blood mages. Additionally, higher Blood paths or a [[:blood searcher]] bonus increases the number of slaves found with every successful hunt.
     * Generally you will want to start your blood economy by hunting primarily with {{path>B3}} or above mages. Less skilled Blood mages can then be brought in once you have researched ??Sanguine Dowsing Rod??s and have a few blood slaves stockpiled to make them.     * Generally you will want to start your blood economy by hunting primarily with {{path>B3}} or above mages. Less skilled Blood mages can then be brought in once you have researched ??Sanguine Dowsing Rod??s and have a few blood slaves stockpiled to make them.
-  * Accompany your blood hunters with bodyguards to protect them from the occasional [[blood hunting#blood hunting retaliation]] event.+  * Accompany your blood hunters with bodyguards to protect them from the occasional [[blood hunting#blood hunting retaliation]] event. Additionally, higher friendly dominion decreases the chance of blood hunting retaliations, so it try to spread your dominion effectively using temples and preachers to keep your blood hunters safe.
  
   * Avoid hunting in really high population provinces as unrest impacts gold income proportionally and higher population than 7500 does not increase the chance of a successful blood hunt. Especially try to avoid hunting your capital unless you really need the blood slaves - it reduces your gold income by a ton!   * Avoid hunting in really high population provinces as unrest impacts gold income proportionally and higher population than 7500 does not increase the chance of a successful blood hunt. Especially try to avoid hunting your capital unless you really need the blood slaves - it reduces your gold income by a ton!
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 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. 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.
 +
 +====What should I patrol with?====
 +
 +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.
  
 ====Transporting blood slaves==== ====Transporting blood slaves====
  
-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.+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 ??Commander??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??. 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??.
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 TLDR: TLDR:
   * Blood items are really good and probably the majority of your midgame spending if you don't have national summons.   * Blood items are really good and probably the majority of your midgame spending if you don't have national summons.
-  * Combat Blood magic requires a lot of blood slaves to sustain but can do really well into living units.+  * Combat Blood magic requires a lot of blood slaves to sustain but can do really well into non-inanimate units.
   * Generic Blood summons are hard to get into early and often not that useful until later in the game.   * Generic Blood summons are hard to get into early and often not that useful until later in the game.
   * There are several great utility Blood rituals for a variety of tasks.   * There are several great utility Blood rituals for a variety of tasks.
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 ====Items==== ====Items====
  
-For nations without their own unique 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:+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:
  
   * ??Ring of the Warrior??: a straightforward attack skill and morale bonus. Great for thugs.   * ??Ring of the Warrior??: a straightforward attack skill and morale bonus. Great for thugs.
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 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. 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 entire mid-sized armies supported by mages!+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!
  
 ===Sabbaths=== ===Sabbaths===
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 ??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. ??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, but also don't do much else. Could be used to stand in the way of the enemy, or bodyguard a ??Soul Vortex??-ed mage to restore their fatigue.+??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??, ??Devil??s, ??Frost Fiend??s, ??Storm Demons??, and ??Demon Knights??.+As for actual demons, there are basically five kinds that are actually interesting to summon: the ??Fiend of Darkness??, ??Devil??s, ??Frost Fiend??s, ??Storm Demon??s, and ??Demon Knight??s.
   * Fiends of Darkness have great combat stats but their actual attacks (2 Claws) don't deal that much damage, although they are magical. They are powered up under ??Darkness??.   * Fiends of Darkness have great combat stats but their actual attacks (2 Claws) don't deal that much damage, although they are magical. They are powered up under ??Darkness??.
-  * Devils have a heat aura, a strong Trident and a weaker (but magical) Barbed Tail attack.+  * Devils have a heat aura, a strong Trident and a weaker (but magical) Barbed Tail attack that deals massive fatigue poison damage if it damages the enemy.
   * Frost Fiends have excellent defence skill, but are notable mostly for their AOE ranged Frost Blast attack.   * Frost Fiends have excellent defence skill, but are notable mostly for their AOE ranged Frost Blast attack.
   * Storm Demons are really cool: they have a ranged, armour-negating lightning attack whose damage can be improved with strength buffs. They're sort of like mini air mages, and they are great at countering a variety of elite threats such as sacreds and thugs.   * Storm Demons are really cool: they have a ranged, armour-negating lightning attack whose damage can be improved with strength buffs. They're sort of like mini air mages, and they are great at countering a variety of elite threats such as sacreds and thugs.
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 Succubi (??Summon Succubus??, Blood 5) and Incubi (??Summon Incubus??, Blood 5) are {{path>G2}} 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. Succubi (??Summon Succubus??, Blood 5) and Incubi (??Summon Incubus??, Blood 5) are {{path>G2}} 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.
  
-Ice Devils (Blood 6) and Arch Devils (Blood 7) are basically chunky commander versions of Frost Fiends and Devils respectively. They mostly have the same paths that are used to summon them, meaning they don't provide much additional magic diversity. The Heliophagi (Blood 8) have slightly more interesting paths but take a lot of research to get to. +There are several [[:unique]] commanders that can be summoned through Blood magic, all of whom are powerful mages with durable chassis: 
- +  * Ice Devils (Blood 6) and Arch Devils (Blood 7) are basically chunky commander versions of Frost Fiends and Devils respectively. They mostly have the same paths that are used to summon them, meaning they don't provide much additional magic diversity, but they are powerful mages in their respective paths. The Heliophagi (Blood 8) have slightly more interesting crosspaths but take a lot of research to get to. 
-??Pedoseion - Father Illearth?? (Blood 7) is a really cool summon with a huge hitpoint pool and 15% regeneration on top of great magic paths - essentially an Earth King that is a bit easier to summon. +  ??Pedoseion - Father Illearth?? (Blood 7) is a really cool summon with a huge hitpoint pool and 15% regeneration on top of great magic paths - essentially an Earth King that is a bit easier to summon. 
- +  The Demon Lords (??Bind Demon Lord??Blood 9) have great paths on scary bodies, but are difficult to research up to. Still, a great investment if you have gotten to this stage of the game.
-The Demon Lords (??Bind Demon Lord?? at Blood 9) have some funky paths but are not practical to research for most multiplayer games.+
  
 ===Remote attacks=== ===Remote attacks===
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 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. 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.
  
-??Plague of Locusts?? summons 8 ??Demonic Locust??s in a distant province. They are fairly dangerous and will kill lot of thingsbut the ritual is pretty expensive.+??Infernal Disease?? is a very cheap assassination ritual, although it requires a {{path>B5}} to cast. The ??Disease Demon?? it summons is quite deadly on its own, and if it manages to deal any damage against non-inanimate commanderit 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 also technically doesn't know who sent the Lesser Horrors, though in practice only a few nations are actually capable of casting this spell easily.+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.
  
-===Defensive/economic rituals===+===Defensive/other utility rituals===
  
 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. 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??. Afflicted mages can use the spell ??Blood Feast?? to heal their afflictions, while old ones can reduce their age using ??Rejuvenate??.
 +
 +Human-sized {{path>B3}} mages 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. 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.
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 ??Blood Vortex?? is a fairly basic gem-generator. 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. ??Blood Vortex?? is a fairly basic gem-generator. 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?? is an odd defensive global that appears to only target up to 5 enemy units within your dominion to seduce them to your side. According to [[https://illwiki.com/dom5/user/loggy/misc|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. Stillprobably not worth casting.+??The Looming Hell?? 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 [[https://illwiki.com/dom5/user/loggy/misc|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 worksmages who are not leading troops are completely safe from the Devil assassination.
  
 ??Astral Corruption?? 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. ??Astral Corruption?? 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.
 +
 +=====Strategy=====
 +
 +So, now that you know your options, how do you actually use Blood magic to win games? 
dom6/generic-blood-magic-guide.1783163233.txt.gz · Last modified: 2026/07/04 11:07 by wigglefig