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dom6:generic-blood-magic-guide [2026/07/22 00:39]
wigglefig
dom6:generic-blood-magic-guide [2026/07/31 00:06] (current)
wigglefig
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   * 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]], [[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]], [[gath la|Gath]], [[Midgard la|Midgard]], [[pyrene la|Pyrène]], [[vaettiheim la|Vaettiheim]], and [[Xibalba la|Xibalba]].
  
 =====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.
 +
 +Note: Gath specifically may wish to patrol with ??Levite Zealot??s due to their patrol bonus and low upkeep.
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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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>Ma1}} 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. +===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 ??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.+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>Ma1}} 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 Slave??s. 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.
  
 ===Combat spells=== ===Combat spells===
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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 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 [[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 works, mages who are not leading troops are completely safe from the Devil assassination. ??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 [[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 works, mages who are not leading troops are completely safe from the Devil assassination.
dom6/generic-blood-magic-guide.1784680743.txt.gz · Last modified: 2026/07/22 00:39 by wigglefig