{{ :nations:flags:ea_niefelheim.png?nolink|}} ======EA Niefelheim, Sons of Winter ====== ===== Lore ===== //These are all nations sprung from old Norse myth. The Poetic Edda and some later tales, combined with general conceptions of Iron Age Scandinavia, are the main sources. Vanir, Aesir and Giants are ancient antagonists in these myths. The Aesir, being perceived as gods, have been made pretenders in Dominions. Not that Vanir weren't, but they seem less so than the Aesir in most instances. As with most nations of supernatural origin, it seems fitting that their magic fades with each passing age as humans become more and more numerous. Niefelheim, Jotunheim, and Utgård are part of the history of a single nation through the ages. // -- Illwinter ===== General Overview ===== FIXME =====National Features===== ^ Races ^ Troops ^ Magic ^ Priests ^ Buildings ^ | Prefers {{:misc:scales:cold.png?14&nolink}}3\\ Shock Vulnerable, Ice Resistant Giants | Giant Infantry\\ Sacred Giants \\ Boulder-Throwing Siege Giants | {{path>W4}} (Rare 5)\\ {{path>D3}} (Rare 4)\\ {{path>B3}} (Rare 4)\\ {{path>N2}} (Uncommon 3, Rare 4)\\ {{path>S1}} (Uncommon 2, Rare 3)\\ {{path>A1}} (Rare 2) | {{path>H2}} in Forts | {{:misc:gui:fortress.png?30&nolink}} [[fort#giant-forts | Giant Fortresses]] | The Gygjor (plural for ??Gygja??s) get two 100% randoms and one 10% random, each with the same paths ({{:misc:magic:astral.png?14&nolink}}{{:misc:magic:death.png?14&nolink}}{{:misc:magic:nature.png?14&nolink}}{{:misc:magic:blood.png?14&nolink}}). Thus, each of those Mages has a 45.15625% chance of having {{path>N2}}, a 7.03135% chance of having {{path>N3}}, and a 0.15625% (1/640) chance of having {{path>N4}}. Gygjas can also get {{path>D3}} or {{path>B3}}, but the former is more common on Niefel Jarls (who have a 16/45 chance of {{path>D3}} and a 1/90 chance of {{path>D4}}), while the latter is more common on Skrattir (who have a 1/4 chance of {{path>B3}}). On the other hand, {{path>A1}} and {{path>S1}} are //not// guaranteed on any of your mages. === The Illwinter === Niefelheim's faith is still somewhat rooted in that of the Rimtursar, and in the hope of one day awakening them. The Rimtursar are glaciers, and so Niefelheim's [[Dominion]] naturally Spreads [[Cold]] in and around its borders, with a ~20% chance of lowering the Temperature by a [[Scales|Scale]] in each province within and **adjacent** to it. This ends at {{scales>C3}}, of course. === Nation of Giants === Being a nation primarily populated by Giants, your Longdead ??Reanimation?? will mix in ??Longdead Giant??s with normal undead humans. Why they can raise Longdead Humans in their own lands is a mystery, though they might all be Serfs from [[vanheim-ea|Niefelheim's enemy]]. The same might be true for ??Soulless Giant??s and normal Soulless. ==== Capitol Special Sites ==== ^ Niefelheim ^ | {{:sites:sites_0017.png?nolink }} Enables recruitment of ??Niefel Jarl#844?? and ??Niefel Giant??\\ Produces {{gems>4W2D}} per turn | ===== Units ===== The nation is dominated by true giants (size 4, lot of hitpoints, high strength, and maintains a decent mobility despite the armor they wear). They are very resistant to cold damage and all ignore penalty to movement form snow. Despite being able to one-shot most humans they hit regardless of protection, they have only average or slightly above chances to hit. Size 4s can only have one unit per square (can fit in an indie human) so they accumulate harassment penalties quickly, making them actually weak to a square of 3 humans especially if they have multi-attack. In a large Dominions 5 rework of this nation's line, Niefel and Jotun giants are now vulnerable to shock damage instead of fire. This is difficult to counter with Niefelheim's native magic access, and a straightforward way to deal with the costly units of Niefelheim's roster. **TL;DR:** Despite looking big and imposing, Niefelhiem is fragile when it comes to non-sacred infantry. For brevity, these are the traits that Jotuns and Niefel giants have unless otherwise stated: {{:nations:ea:niefelheim:jotun_hirdman.png?20&nolink}} **Jotuns and Gygjas** * Size 4 * +23-25 HP vs. Humans * +11 STR vs. Humans * +2 [[Magic Resistance|MR]] & [[Morale|MOR]] vs. Humans * +3 CS vs. Humans * +6-8 [[Map Movement|MM]] vs. Humans * {{:abilities:snow_move.png?15&nolink}} [[Snow Move]] * {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistant]] (15) * {{:abilities:vulnerability_shock.png?15&nolink}} [[Shock Vulnerability]] (5) \\ {{:nations:ea:niefelheim:niefel_jarl.png?20&nolink}} **Niefel Giants** * Size 6 * +59 HP vs. Humans * +15 STR vs. Humans * +5 MR vs. Humans * +4 MOR vs. Humans * {{:abilities:cold_power.png?15&nolink}} [[Cold Power]] (1) * {{:abilities:chill_aura.png?15&nolink}} [[Chill Aura]] * {{:abilities:ice_protection.png?15&nolink}} [[Ice Protection]] * {{:abilities:coldresistance.png?15&nolink}} [[Cold Resistant]] (25) * {{:abilities:vulnerability_shock.png?15&nolink}} [[Shock Vulnerability]] (5) * {{:misc:scales:cold.png?15&nolink}} [[Cold Recruitment]] (1) ==== Commanders ==== Has a solid but expensive lineup of commanders. They are all sacred thugs and/or strong mages with high hp and strength to shrug off most assassination attempts. ^ Image ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ea:niefelheim:jotun_scout.png?nolink}} | **??Jotun Scout??** \\ {{gold}} 55\\ {{:misc:gui:resources.png?15&nolink}} 7 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:stealth.png?15&nolink}} [[Stealthy]] (40)\\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]] \\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] | A very expensive scout, but sacred and giant. Much memed for being a potential thug chassis, if not necessarily a cost-effective one. | | {{:nations:ea:niefelheim:jotun_herse.png?nolink}} | **??Jotun Herse#1301??** \\ {{gold}} 75\\ {{:misc:gui:resources.png?15&nolink}} 35 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:sacred.png?15&nolink}} [[Sacred]] | 60 leadership sacred commander. | | {{:nations:ea:niefelheim:jotun_gode.png?nolink}} | **??Jotun Gode#1300??** \\ {{gold}} 110\\ {{:misc:gui:resources.png?15&nolink}} 19 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>H2}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:forestsurvival.png?15&nolink}} [[Forest Survival]] | 40 leadership priest. | | {{:nations:ea:niefelheim:jotun_jarl.png?nolink}} | **??Jotun Jarl#1299??** \\ {{gold}} 130\\ {{:misc:gui:resources.png?15&nolink}} 35 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>H1}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] | 80 leadership lesser priest. | | {{:nations:ea:niefelheim:gygja.png?nolink}} | **??Gygja#785??** \\ {{gold}} 225\\ {{:misc:gui:resources.png?15&nolink}} 3 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>D1N1B1R15,100%SDNB,100%SDNB,10%SDNB}} \\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (10) \\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (10%)\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] (300/330) \\ {{:abilities:death_curse.png?15&nolink}} [[Death Curse]] \\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] \\ [[Female]] | Gygjas are powerful mages, their wide spread of paths being perfectly suited to (ab)using the durability of Skrattir [[communions#turbo-communions|turbocommunions]] to dump a variety of magic onto the battlefield. They are also fast researchers; it is uncommon to be able to buy {{:misc:gui:research.png?15&nolink}}15 for 2 CP. Fortune Teller is a nice side-bonus for protecting research resorts from bad events. However, they are fairly expensive and not sacred, meaning their upkeep adds up rapidly. | | {{:nations:ea:niefelheim:jotun_skratti.png?nolink}} | **??Jotun Skratti#553??** \\ {{gold}} 345\\ {{:misc:gui:resources.png?15&nolink}} 3 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 | {{path>W2B2H1R15,100%WDNB}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:shapechanger.png?15&nolink}} [[Shapechanger]] ⇒ ??Jotun Werewolf#1652?? ⇒ ??Jotun Wolf#1653?? | Skrattir are a powerful and versatile highlight in Niefelheim's lineup. Once shapeshifted, Skrattir gain 10% regeneration and are able to act as extremely durable communion batteries to support practically unlimited spell casting, allowing Niefelheim's mages to outlast other mage corps in the mid-to-late game. They are powerful thugs with minimal investment, and additionally bring the {{misc:magic:water.png?14&nolink}}{{misc:magic:nature.png?14&nolink}} crosspath to battle. Their ??Jotun Wolf#1653?? form is stealthy, allowing them to escape from otherwise impossible situations.((Note that the Jotun Wolf form also lacks most equipment slots, which may cause items to be destroyed if transformation occurs during combat or in the absence of a lab)) Their only downside is their extreme cost, which in EA is exacerbated by their priestly status. This is especially painful given the general gold-scarcity of the era. | | {{:nations:ea:niefelheim:niefel_jarl.png?nolink}} | **??Niefel Jarl#844??** \\ {{gold}} 510\\ {{:misc:gui:resources.png?15&nolink}} 49 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capitol Only | {{path>W3D2H2R17,100%AWD,10%AWD}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:chill_aura.png?15&nolink}} [[Chill Aura]] (18) \\ {{:abilities:cold_power.png?15&nolink}} [[Cold Power]] (1) \\ {{:abilities:ice_protection.png?15&nolink}} [[Ice Protection]] (3) \\ {{:abilities:resist_cold.png?15&nolink}} [[Resist Cold]] (30)\\ {{:misc:scales:cold.png?15&nolink}} [[Cold Recruitment]] (1) | One of the most expensive commanders in the game for gold. Niefel Jarls provide access to the powerful {{misc:magic:air.png?14&nolink}}{{misc:magic:death.png?14&nolink}} crosspath as well as high water magic. Their enormous chill aura allows them to be strong thugs or light supercombatants against unprepared armies, but they lack some traits which make other supercombatant candidates truly scary and are especially vulnerable if caught in the heat. | ==== Troops ==== While Jotun troops are big and strong, their low unit density and somewhat mediocre melee stats and protection make them less effective in melee than one might expect. Still, their strength allows them to bash through high protection when defence is not an issue, and they are quite mobile even in the cold. ^ Image ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ea:niefelheim:jotun_bondi.png?nolink}} | **??Jotun Bondi#1302??** \\ {{gold}} 20\\ {{:misc:gui:resources.png?15&nolink}} 15 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 11 | | Giant light infantry with poor melee skills. | | {{:nations:ea:niefelheim:jotun_warrior.png?nolink}} | **??Jotun Warrior#1303??** \\ {{gold}} 30\\ {{:misc:gui:resources.png?15&nolink}} 15 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 17 | | Light infantry with slightly better stats than the Bondi. The javelins of the axe version deal a huge amount of damage compared to human equivalents, while the spear versions circumvent repel with their longer weapons. | | {{:nations:ea:niefelheim:jotun_warrior_2.png?nolink}} | **??Jotun Warrior#1304??** \\ {{gold}} 30\\ {{:misc:gui:resources.png?15&nolink}} 17 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 17 | ::: | ::: | | {{:nations:ea:niefelheim:jotun_hurler.png?nolink}} | **??Jotun Hurler#1305??** \\ {{gold}} 30\\ {{:misc:gui:resources.png?15&nolink}} 11 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 17 | [[Siege Bonus]] (5) | Very gold-efficient siege chaff. A potential elf-killing tool due to their high-damage ranged attack. | | {{:nations:ea:niefelheim:jotun_huskarl.png?nolink}} | **??Jotun Huskarl#1306??** \\ {{gold}} 35\\ {{:misc:gui:resources.png?15&nolink}} 21 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 20 | {{:abilities:bodyguard.png?15&nolink}} [[Bodyguard]] (1) | The cheapest of the giant body guards. Slightly better stats than the linemen but no better equipment. | | {{:nations:ea:niefelheim:godihuskarl.png?nolink}} | **??Godihuskarl#1307??** \\ {{gold}} 40\\ {{:misc:gui:resources.png?15&nolink}} 25 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 24 | {{:abilities:bodyguard.png?15&nolink}} [[Bodyguard]] (1) | A good deal more expensive than Jotun Warriors, but has better equipment and slightly better stats. | | {{:nations:ea:niefelheim:jotun_hirdman.png?nolink}} | **??Jotun Hirdman#1308??** \\ {{gold}} 50\\ {{:misc:gui:resources.png?15&nolink}} 33 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 31 | {{:abilities:bodyguard.png?15&nolink}} [[Bodyguard]] (1) | Almost twice as expensive as Jotun Warriors, but with much better melee skills. | | {{:nations:ea:niefelheim:niefel_giant.png?nolink}} | **??Niefel Giant??** \\ {{gold}} 140\\ {{:misc:gui:resources.png?15&nolink}} 22 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 39\\ {{:misc:gui:fortress.png?20&nolink}} Capitol Only\\ | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:chill_aura.png?15&nolink}} [[Chill Aura]] (10) \\ {{:abilities:cold_power.png?15&nolink}} [[Cold Power]] (1) \\ {{:abilities:ice_protection.png?15&nolink}} [[Ice Protection]] (2) \\ {{:abilities:resist_cold.png?15&nolink}} [[Resist Cold]] (25)\\ {{:misc:scales:cold.png?15&nolink}} [[Cold Recruitment]] (1) | An extremely expensive sacred unit who provides an excellent support tool in the form of its immense chill aura. Their single attack makes them less killy than their size would suggest, however, compared to other sacred giants like the Anakim of [[ashdod ma | Ashdod]]. They are also heavily reliant on the cold for survivability due to their cold power, chill aura and ice protection.\\ \\ Ordinarily they are only recruitable in the capitol, but one Niefel Giant may be recruited from each non-capitol fort while ??Illwinter?? is active. | ====Heroes==== While Niefelheim's heroes are both powerful, they also have a fairly late minimum arrival turn, making them much less likely to appear in a given game. ^ Image ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:ea:niefelheim:great_hag.png?nolink}} | **??Angerboda - Great Hag??** \\ Minimum hero arrival turn: 20 | {{path>S3D3N2B3R17}} \\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]] \\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistant]] (15) \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistant]] (15) \\ {{:abilities:vulnerability_shock.png?15&nolink}} [[Shock Vulnerability]] (5) \\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (20) \\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (15%)\\ {{:abilities:adept_crossbreeder.png?15&nolink}} [[Adept Crossbreader]] (8)\\ {{:abilities:death_curse.png?15&nolink}} [[Death Curse]] \\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] \\ [[Female]] | An improved Gygja who provides especially deep access in astral compared to normal Gygjas. She is also one booster away from {{path>D4}} which is need to break into ??Vampire Lord??s with minimum effort. | | {{:nations:ea:niefelheim:abductor.png?nolink}} | **??Tjatse - Abductor??** \\ Minimum hero arrival turn: 20 | {{path>A3W3D3H2R23}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]] \\ {{:abilities:chill_aura.png?15&nolink}} [[Chill Aura]] (6) \\ {{:abilities:cold_power.png?15&nolink}} [[Cold Power]] (1) \\ {{:abilities:ice_protection.png?15&nolink}} [[Ice Protection]] (3) \\ {{:abilities:resist_cold.png?15&nolink}} [[Resist Cold]] (30) \\ {{:abilities:shape_changer.png?15&nolink}} [[Shape Changer]] ⇔ ??Great Eagle#1383?? | A Niefel Jarl that can become an {{path>A4}} Eagle. Opens up major air access, which provides access to excellent combat spells in addition to ritual magic. | ===== Magic ===== ==== Magic Access ==== In combat, Niefelheim has easy access to arbitrarily high path magic through hardy Skratti communions. Niefelheim has access to the following paths for the purposes of rituals and forging: **Elemental** * No {{misc:magic:fire.png?14&nolink}}fire magic * {{path>A1}} on Niefel Jarls. {{path>A3}} can eventually be reached through ??Faerie Court?? * {{path>W4}} on Niefel Jarls, {{path>W7}} via a ??Water Bracelet??, ??Robe of the Sea?? and ??Queen of Elemental Water?? * No {{misc:magic:earth.png?14&nolink}}earth magic **Sorceries** * {{path>S2}} on Gygjas, {{path>S3}} via a ??Starshine Skullcap?? * {{path>D3}} on Gygjas and Niefel Jarls, {{path>D4}} via a ??Skull Staff?? * {{path>N3}} on Gygjas, {{path>N6}} via ??Thistle Mace??, ??Moonvine Bracelet??, ??Armor of Twisting Thorns?? * {{path>B3}} on Gygjas, more through empowerment and various boosters. ==== National spells==== **Combat** Niefelheim does not have any national combat spells. **Rituals** * Conjuration 3 {{path>N2}} for {{gems>8N}}: **??Sloth of Bears??** ( {{:nations:ea:niefelheim:great_bear.png?nolink}} ??Great Bear??×10+)\\ HP-dense summons with high strength. Not particularly deadly or survivable on their own. * Conjuration 4 {{path>D2}} for {{gems>15D}}: **??Awaken Jotun Draugar??** ( {{:nations:ea:niefelheim:jotun_draug.png?nolink}} ??Jotun Draug??×3)\\ Very expensive summons, notable mostly for their HP and fear aura. Shapeshifts into a bigger, stronger ??Jotun Draug#3194?? below 40 HP. * Conjuration 4 {{path>N2}} for {{gems>10N}}: **??Brood of Garm??** ( {{:nations:ea:niefelheim:jotun_wolf.png?nolink}} ??Jotun Wolf??×5)\\ Giant [[sacred]] [[stealthy]] wolves that go [[berserker|berserk]] and have a [[fear]] aura. * Conjuration 5 {{path>W2}} for {{gems>5W}}: **??Summon Rimvaettir??** ( {{:nations:ea:niefelheim:Rimvaetti.png?nolink}} ??Rimvaetti#3420??×5+)\\ Cheap, massable sources of chill aura. Like Niefel Giants, they can quickly put non-cold resistant enemies to sleep. However, they are much less mobile than Jotuns and Niefels both in combat and on the strategic map. * Conjuration 8 {{path>A4E3}} for {{gems>62A}}: **??Summon Dwarf of the Four Directions??**\\ Shared between the Jotun and Vanir nations. Summons one of the four cardinal Dwarfs, with paths {{path>A4E3,200%FWDE}} and causes hurricanes to ravage the world. A guaranteed way to summon high-air casters for late game combat, rituals and forging, although a pretender is usually the only way to access this spell. * Thaumaturgy 5 {{path>D1S1}} for {{gems>3D}}: **??Seith Curse??**\\ Inflicts a [[curse]] on a random enemy commander in the target province as well as the caster. A situational way to debilitate a high-value target by increasing its chances to pile up [[affliction|afflictions]]. * Blood 6 {{path>B5W3}} for {{gems>120B}}: **??Illwinter??**\\ Causes the world to progressively grow colder, unrest to slowly increase and enemies to occasionally be raided by Niefel Giants and Jotun Wolves. Additionally allows the limited recruitment of Niefel Giants from any fort. Also allows Niefel Jarls to be used offensively. ====Notable Generic Magic==== **Combat** Although Niefelheim's troops are weak in concentration against other players, much of Niefelheim's power comes from its turbo communions. ??Horde of Skeletons?? is a go-to spell. Here are some spells to help lines hold through army wipe spells: ??Battle Fortune??, ??Mass Regeneration??, ??Will of the Fates??, ??Relief??, ??Mass Protection??, and ??Stygian Rains??. Can kill single targets with ??Soul Slay?? and ??Bone Melter?? If using a Jarl as a caster, he can cast ??Freezing Mist?? and also ??Wailing Winds?? and ??Wind of Death?? with extra gems. **Ritual Magic** You are a blood nation and should be summoning minions to replace your giant troops. ??Blood Fecundity?? improves your economy. you are strong skelli-spammers but there are other good summonses in blood and Conjuration. Conj has ??Jotun Draug?? and ??Rimvaetti??. Blood has ??Frost Fiend??s and [[Cross Breeding]]. With little empowerment and boosting You have ??Vampire Lord??s as immortal thugs. ====Magic Items==== FIXME Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)? ===National Dicount Items=== ***??Rime Hammer??**: Constr 6. {{path>W2A1}}, {{gems>8W4A}}. =====Strategy===== ====Power Curve==== //This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.// ====Expansion Strategies==== //List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.// ====Example Pretender Builds==== //List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.// =====See More===== [[https://www.youtube.com/watch?v=jUt1lQkSAQk|Dominions 5 Basic Nation Analysis - EA Niefelheim]] by GeneralConfusionPlays(2019) [[https://www.youtube.com/watch?v=HeLsrnGDoQ4|Dominions 5 Nation Introduction - EA Niefelheim]] by Perun(2021) {{template>nationindex}} {{tag>nation stubs ea-nation}}