This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
|
dom6:generic-blood-magic-guide [2026/07/22 02:00] wigglefig |
dom6:generic-blood-magic-guide [2026/10/15 22:48] (current) wigglefig |
||
|---|---|---|---|
| Line 1: | Line 1: | ||
| ======Generic Blood Magic Guide====== | ======Generic Blood Magic Guide====== | ||
| + | {{: | ||
| //By Wigglefig// | //By Wigglefig// | ||
| Line 40: | Line 40: | ||
| * 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===== | ||
| Line 63: | Line 63: | ||
| * The more hunters you put in a province, the fewer slaves you get. This is because each successive hunter takes into account the unrest produced by the previous one in the same province, lowering their success rate. However, concentrating blood hunting in a few provinces also has a much smaller impact on your gold economy, so this is usually the better practice. | * The more hunters you put in a province, the fewer slaves you get. This is because each successive hunter takes into account the unrest produced by the previous one in the same province, lowering their success rate. However, concentrating blood hunting in a few provinces also has a much smaller impact on your gold economy, so this is usually the better practice. | ||
| - | 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 {{path> |
| ====What should I patrol with?==== | ====What should I patrol with?==== | ||
| Line 73: | Line 73: | ||
| ====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 ?? | + | 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 ?? |
| 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??. | ||
| Line 81: | Line 81: | ||
| ====" | ====" | ||
| - | 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 {{gems> | + | 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 {{gems> |
| Alternatively, | Alternatively, | ||
| Line 98: | Line 98: | ||
| 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. | ||
| </ | </ | ||
| </ | </ | ||
| Line 122: | Line 124: | ||
| ===Utility=== | ===Utility=== | ||
| - | * ??Lifelong Protection??: | + | * ??Lifelong Protection??: |
| * ??Sanguine Dowsing Rod??: essential for any established blood economy. Pays for itself quickly and greatly improves the blood hunting success of less-skilled hunters. | * ??Sanguine Dowsing Rod??: essential for any established blood economy. Pays for itself quickly and greatly improves the blood hunting success of less-skilled hunters. | ||
| * ??The Heart of Life??: cannot be removed from its bearer, but grants a net +5 reinvigoration. | * ??The Heart of Life??: cannot be removed from its bearer, but grants a net +5 reinvigoration. | ||
| Line 136: | Line 138: | ||
| ====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=== | ||
| Line 226: | Line 228: | ||
| ??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, | ||