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dom6:generic-blood-magic-guide [2026/07/04 21:29] 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 for their feedback and suggestions.// | + | //Special thanks to monkeydew |
| Ordinary mages draw their strength from places of power hidden in the wild. A volcano brings bubbling magma from within the world' | Ordinary mages draw their strength from places of power hidden in the wild. A volcano brings bubbling magma from within the world' | ||
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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 |
| * Mages that are blood hunting (or casting Blood summon spells) are not researching, | * Mages that are blood hunting (or casting Blood summon spells) are not researching, | ||
| * 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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| * 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 " | * These will usually be random independent troops recruited in the province itself and led by an independent commander using the " | ||
| - | * A good rule of thumb is about 25 patrol strength per {{path> | + | * A good rule of thumb is about 25 patrol strength per {{path> |
| * {{path> | * {{path> | ||
| * Generally you will want to start your blood economy by hunting primarily with {{path> | * Generally you will want to start your blood economy by hunting primarily with {{path> | ||
| - | * Accompany your blood hunters with bodyguards to protect them from the occasional [[blood hunting# | + | * Accompany your blood hunters with bodyguards to protect them from the occasional [[blood hunting# |
| * 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 ?? | ||
| ====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??s 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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| ====Items==== | ====Items==== | ||
| - | For nations without their own unique | + | For nations without their own special |
| * ??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, | 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, | ||
| - | In the Blood/ | + | In the Blood/ |
| ===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, | + | ??Dark Vines?? are enormous blocks of hitpoints that aren't terribly expensive |
| - | As for actual demons, there are basically five kinds that are actually interesting to summon: the ??Fiend of Darkness??, ??Devil??s, ??Frost Fiend??s, ?? | + | As for actual demons, there are basically five kinds that are actually interesting to summon: the ??Fiend of Darkness??, ??Devil??s, ??Frost Fiend??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 ?? | * 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 ?? | ||
| - | * 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 |
| * 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' | * Storm Demons are really cool: they have a ranged, armour-negating lightning attack whose damage can be improved with strength buffs. They' | ||
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| Succubi (??Summon Succubus??, Blood 5) and Incubi (??Summon Incubus??, Blood 5) are {{path> | Succubi (??Summon Succubus??, Blood 5) and Incubi (??Summon Incubus??, Blood 5) are {{path> | ||
| - | There are several unique commanders that can be summoned through Blood magic, all of which are powerful mages with durable chassis: | + | There are several |
| * 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. | * 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??, 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. |
| ===Remote attacks=== | ===Remote attacks=== | ||
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| ??Infernal Disease?? is a very cheap assassination ritual, although it requires a {{path> | ??Infernal Disease?? is a very cheap assassination ritual, although it requires a {{path> | ||
| - | 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 | + | 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' |
| - | ===Defensive/ | + | ===Defensive/ |
| Blood gives you the ability to increase Growth scales in a province using the spell ??Blood Fecundity?? | Blood gives you the ability to increase Growth scales in a province using the spell ??Blood Fecundity?? | ||
| Afflicted mages can use the spell ??Blood Feast?? to heal their afflictions, | Afflicted mages can use the spell ??Blood Feast?? to heal their afflictions, | ||
| + | |||
| + | Human-sized {{path> | ||
| Like other paths, Blood has a protective dome spell that blocks remote rituals targeting that province, though it requires the Astral/ | Like other paths, Blood has a protective dome spell that blocks remote rituals targeting that province, though it requires the Astral/ | ||
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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, according to its description, | + | ??The Looming Hell?? is an odd defensive global that, according to its description, |
| ??Astral Corruption?? | ??Astral Corruption?? | ||
| + | |||
| + | =====Strategy===== | ||
| + | |||
| + | So, now that you know your options, how do you actually use Blood magic to win games? | ||