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dom6:generic-blood-magic-guide [2026/07/22 00:03] wigglefig |
dom6:generic-blood-magic-guide [2026/07/31 00:06] (current) wigglefig |
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| //By Wigglefig// | //By Wigglefig// | ||
| - | //Special thanks to monkeydew | + | //Special thanks to monkeydew, Cybertron2, Naaira, and Blitzente |
| 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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| * EA: [[berytos ea|Berytos]], | * EA: [[berytos ea|Berytos]], | ||
| * MA: [[abysia ma|Abysia]], | * MA: [[abysia ma|Abysia]], | ||
| - | * LA: Lots! But particularly [[ulm la|Ulm]], [[marignon la|Marignon]], | + | * LA: Lots! But particularly [[ulm la|Ulm]], [[marignon la|Marignon]], [[gath la|Gath]], [[Midgard la|Midgard]], |
| =====Blood hunting===== | =====Blood hunting===== | ||
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| 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. | 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. | ||
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| + | Note: Gath specifically may wish to patrol with ??Levite Zealot??s due to their patrol bonus and low upkeep. | ||
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| ===Thug items=== | ===Thug items=== | ||
| - | * ??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. |
| * ??Heart Finder Sword??: instakills non-inanimate enemies if they fail an MR check. Really good for army thugs. | * ??Heart Finder Sword??: instakills non-inanimate enemies if they fail an MR check. Really good for army thugs. | ||
| - | * ??Flesh Eater??: makes its bearer berserk when wounded, preventing it from running away. A useful item for some types of thugs. Also creates chest wounds. | + | * ??Flesh Eater??: makes its bearer berserk when wounded, preventing it from running away. Also creates chest wounds. |
| ===Utility=== | ===Utility=== | ||
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| ====Combat==== | ====Combat==== | ||
| - | In general, Blood combat magic has very high fatigue costs - at least 100 for most spells. It is often a good idea to take {{scales> | + | ===General notes=== |
| - | Finally, rather than mages carrying abstract numbers of gems in their inventory, blood slaves are represented by actual, very fragile units: ??Blood Slave??s. They are easily killed by random evocations, battlefield-wide spells like ?? | + | In general, Blood combat magic has very high fatigue costs - at least 100 for most spells. It is often a good idea to take {{scales> |
| ===Combat spells=== | ===Combat spells=== | ||
| 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. | 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 ?? | ||
| 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. | 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. | ||
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| Sabbaths are a type of communion with a few key differences: | Sabbaths are a type of communion with a few key differences: | ||
| * Sabbath masters have a normal cast time compared to 25% longer cast time of regular communions. | * Sabbath masters have a normal cast time compared to 25% longer cast time of regular communions. | ||
| - | * The ??Sabbath Master?? and ??Sabbath Slave?? spells are very high-fatigue and take a bit longer to cast than ??Communion Master?? and ??Communion Slave??; without intervention, | + | * The ??Sabbath Master?? and ??Sabbath Slave?? spells are very high-fatigue and take a bit longer to cast than ??Communion Master?? and ??Communion Slave??; without intervention, |
| * Sabbath masters gain 50% less fatigue from casting while slaves gain 25% more. | * Sabbath masters gain 50% less fatigue from casting while slaves gain 25% more. | ||
| * Obviously you need blood slaves to cast the spells needed to enter a sabbath, meaning that any army relying on sabbaths will need a lot of reserve blood slaves to maintain its effectiveness. | * Obviously you need blood slaves to cast the spells needed to enter a sabbath, meaning that any army relying on sabbaths will need a lot of reserve blood slaves to maintain its effectiveness. | ||
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| ===Commander summons=== | ===Commander summons=== | ||
| - | Probably the most notable | + | Probably the most infamous |
| 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> | ||
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| ??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 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. 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?? (Blood 8) is a fairly basic gem-generator |
| ??The Looming Hell?? (Blood 9) is an odd defensive global that, according to its description, | ??The Looming Hell?? (Blood 9) is an odd defensive global that, according to its description, | ||
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| ====Citadel march==== | ====Citadel march==== | ||
| - | While ??Three Red Seconds?? is expensive, it is much more affordable compared to the other major fort-generation spell, ??Wizard 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. | + | While ??Three Red Seconds?? is expensive, it is much more affordable compared to the other major fort-generation spell, ??Wizard' |
| ====Massing demons without going to Blood 9==== | ====Massing demons without going to Blood 9==== | ||