{{ :nations:flags:la_utgard.png?nolink|}} ======LA Utgård, Well of Urd ====== //Utgård is a land of bitter winters and cool summers. It was once Jotunheim, the home of giants. But with the coming of man, their population has dwindled. After man ventured to the icy lands of Jotunheim, the giants of Jotun discovered the humans to be resourceful allies. With the Awakening God, all grudges have been cast aside and men and giants fight side by side. The alliance with the humans has estranged the Gygjas and their Vaetti servants, who no longer aid the giants. Instead, human seeresses have become influential. In the heart of Utgård lies the magical Well of Urd where the Norns gather and divine the future of the world. The giants of Utgård are immensely strong and resilient. They are born in the cold and do not suffer from cold climates. The people of Utgård prefer to live in cool provinces.// ===== Lore ===== From Dominions 5 Manual note on the inspiration for [[Vanheim-ea|Vanheim]], [[Helheim-ea|Helheim]], [[Niefelheim-ea|Niefelheim]], [[Jotunheim-ma|Jotunheim]], [[Midgård-la|Midgård]], [[Vaettiheim (LA)|Vaettiheim]], and [[Utgård-la|Utgård]]: // 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. // ===== General Overview ===== The witches and wolf-sorcerors of Utgård province-wide access to {{:misc:magic:astral.png?20&nolink}} {{:misc:magic:nature.png?20&nolink}} {{:misc:magic:bood.png?20&nolink}} {{:misc:magic:water.png?20&nolink}} and {{:misc:magic:death.png?20&nolink}} Magic at every Laboratory Fort, although they have the low magic skills typical of the Late Age. Utgård has a high hit point, high damage, capital-only sacred, but no out-of-capital sacred troops. This gives some incentive to have a bless focused on the early game if any blessing is desired. Sacred ??Jotun Jarl?? leaders lead troops and can even be geared up, but unlike many nations **Utgård recruited mages are not sacred**. Instead, Utgård can win fights using their numerous mages. Utgård witches can mass ??Communion Slave?? to their ??Norna?? ??Communion Master?? to power combat magic, and Utgård can bring to bear powerful {{:misc:magic:blood.png?20&nolink}} spells fueled by excellent blood hunters like the ??Jotun Skratti??, which can transform into a blood sniffing werewolf (the werewolf loses one point of {{:misc:magic:blood.png?20&nolink}} but gains {{abilities:blood_searcher.png?nolink|}} [[blood searcher]]). On top of having good access to blood hunting, Utgård national spells include the ??Illwinter??, which causes {{cold}} to spread around the world, bringing unrest and a new Niefel Giant recruitment option. Their special {{:misc:magic:nature.png?20&nolink}} and {{:misc:magic:death.png?20&nolink}} [[Conjuration]] spells give their armies the flexibility to add animal and undead forces to shore up their numbers. If a Pretender can manage the giant-sized appetite and upkeep of their forces, Utgård will be a force for their lesser neighbors to fear. =====National Features===== Being the descendants of Frost Giants, Utgård has a national preference for +1 Cold. Their longdead ??reanimation?? will mix in ??longdead Giant?? with normal undead. ^ Races ^ Troops ^ **Magic** ^ **Priests** ^ **Buildings** ^ | **Frost Giants**:\\ {{:abilities:snow_move.png?20&nolink}}[[snow-move]] \\ {{:abilities:coldresistance.png?15&nolink}} Cold Resistance (15) \\ {{:abilities:vulnerability_shock.png?15&nolink}} Shock Vulnerable (5) \\ Unit Size 4\\ \\ **Humans** and **Hags**:\\ Normal Baseline Statistics | Giant Heavy Infantry\\ Sacred Giant Berserkers \\ Boulder-Throwing Siege Giants\\ Human Support/Chaff | {{:misc:magic:blood.png?20&nolink}} Blood 2 (uncommon 3)\\ {{:misc:magic:astral.png?20&nolink}} Astral 2 (uncommon 3, Rare 4)\\ {{:misc:magic:death.png?20&nolink}} Death 2 (uncommon 3, Rare 4)\\ {{:misc:magic:nature.png?20&nolink}} Nature 1 (uncommon 2, Rare 3)\\ {{:misc:magic:water.png?20&nolink}} Water 1 (uncommon 2)\\ \\ 25% chance to get level 3 for Death, Astral and Blood. 2.5% for 3 Nature. Water maxes at 2.\\ \\ **Heroes:** {{path>A4}}, {{path>W3}}, {{path>S4}}, {{path>D4}}, {{path>N4}}\\ \\ **Summoned Dwarf:** {{path>A4E3}}: {{path>F2}}, or {{path>W2}}, or {{path>D2}}, or {{path>N2}} | One {{path>H2}} Commander\\ Best Leadership Commander is {{path>H1}} | Giant Fortresses hold extra food | ==== Capital Special Sites ==== ^ Well of Urd ^ | {{:sites:sites_0035.png?nolink |}} Enables recruitment of **??Norna??** and **??Garmhirding??**\\ Produces {{gems>1D2S1N}} | ===== Units ===== Utgard's cold preference clearly shows in their giant troop lineup. Most recruitable big units come with a natural cold resistance and snow move, which gives a sizeable strategic advantage while fighting in cold. Worth noting is also the inherent weakness to shock for all giant troops. While utgard's mages and communions can mitigate this weakness with ??Elemental Fortitude??, the lack of significant {{misc:magic:earth.png?14&nolink}}earth and {{misc:magic:air.png?14&nolink}}air magic leaves troops vulnerable. Their troops break down into two branches. On one hand,Utgard has access to hard-hitting, durable size 4 giants. On the other hand, there are the humans, who offer a more attack density, though are not as good as the Vaetti in the past ages. Both branches complement each other and in general give the best result when combined, as the giants can deliver damage even through tough protection, while the humans protect their shins. However, humans lack snow move or cold protection. This means that humans can significantly slow down Utgard's armies, at least in friendly territory. The priests are only mediocre, as Utgard has no access to {{path>H3}} priests and, while not expensive they come without any special properties, although they are quite durable compared to human priests. Similarly, their commanders do not stand out, as the highest leadership commanders only have 80. Notable though is the ??Jotun Jarl?? and ??Gode?? for being an {{path>H1}} Priest as well as a decent leader, enabling him to lead smaller groups of sacred units early on. Utgard's mages are more focused on sorcery paths, gaining good access to Death, Nature and Blood Magic, and some Astral, while the ??Jotun Skratti#3432?? adds strong water magic. Skrattir is also the star unit when it comes to the commanders of Jotunheim, as they perform very well in different roles. They are shapeshifters and gain 10% regeneration in werewolf form, which makes them very good thugs with some equipment. This ability also enables turbo communions, which is one of the strong suits of Utgard, especially with how cheap ??Seithkona?? are. ==== Commanders ==== FIXME intro ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:la:utgard:scout.png?nolink}} | **??Scout??** \\ {{gold}} 25\\ {{:misc:gui:resources.png?15&nolink}} 4 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]](50)\\ {{:abilities:mountainsurvival.png?20&nolink}} [[Mountain Survival]]\\ {{:abilities:forestsurvival.png?20&nolink}} [[Forest Survival]] | Good for foreign recruitment and while you have palisades and are building up to forts, they have niche strategic uses for sieging vs assassins but normally they are only made in provinces that have them natively. | | {{:nations:la:utgard:herse.png?nolink}} | **??Herse#839??** \\ {{gold}} 40\\ {{:misc:gui:resources.png?15&nolink}} 22 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | | Cheap 60ld Commander | | {{:nations:la:utgard:gode.png?nolink}} | **??Gode??** \\ {{gold}} 45\\ {{:misc:gui:resources.png?15&nolink}} 11 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{path>H1}}\\ {{:abilities:sacred.png?20&nolink}} [[sacred]] \\ | Huamn priest in armour.\\ Can lead Garmhirding expantion parties. | | {{:nations:la:utgard: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?20&nolink}} [[sacred]] \\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]](40)\\ {{:abilities:mountain_survival.png?20&nolink}} [[mountain survival]] \\ {{:abilities:forest_survival.png?20&nolink}} [[forest survival]] \\ {{:abilities:snow_move.png?20&nolink}} [[snow-move]] \\ {{:abilities:resist_cold.png?20&nolink}} [[resist cold]](15) \\ {{:abilities:vulnerability_shock.png?20&nolink}} [[shock vulnerability]](5) | replaced by normal scout as the nation's scout.\\ What can't be taken away from him is that fact he is a stealthy Raider thug.\\ Give him some blessed water to activate his blessings along with other gear, and he will steal provinces from enemy PD. | | {{:nations:la:utgard:jotun_herse.png?nolink}} | **??Jotun Herse??** \\ {{gold}} 75\\ {{:misc:gui:resources.png?15&nolink}} 41 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:sacred.png?20&nolink}} [[sacred]] \\ {{:abilities:snow_move.png?20&nolink}} [[snow-move]] \\ {{:abilities:resist_cold.png?20&nolink}} [[resist cold]](15) \\ {{:abilities:vulnerability_shock.png?20&nolink}} [[shock vulnerability]](5) \\ | The giant version of the Herse.\\ Less likely to die from ranged attacks and can benefit from always active blesses like Inspirational. | | {{:nations:la:utgard:seithkona.png?nolink}} | **??Seithkona??** \\ {{gold}} 85\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>S1D1N1}} {{:misc:gui:research.png?20&nolink}} 11\\ {{:abilities:supply_bonus.png?20&nolink}} [[supply bonus]](10) \\ {{:abilities:fortune_teller.png?20&nolink}} [[Fortune Teller]](5%)\\ [[female]] | Your research monkeys and make up most of your communions.\\ Don’t cast high-level rituals but Astral, Death, and Nature are Strong when in a communion.\\ Your going to have a lot of Seithkona, so dumping {{misfortune}} is extra bless points.\\ Once you get enough Skratti, you can have Seithkona be empowered by the turbo communion. | | {{:nations:la:utgard:jotun_gode.png?nolink}} | **??Jotun Gode??** \\ {{gold}} 110\\ {{:misc:gui:resources.png?15&nolink}} 19 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>H2}}\\ {{:abilities:sacred.png?20&nolink}} [[sacred]] \\ {{:abilities:snow_move.png?20&nolink}}[[snow-move]] \\ {{:abilities:forestsurvival.png?20&nolink}} [[Forest Survival]] \\ {{:abilities:resist_cold.png?20&nolink}} [[resist cold]](15) \\ {{:abilities:vulnerability_shock.png?20&nolink}} [[shock vulnerability]](5) \\ | Simple, fairly priced H2 priest, some leadership capabilities. \\ Can be used to lead medium sized parties of Sacreds or blast-up undead spam | | {{:nations:la:utgard:jotun_jarl.png?nolink}} | **??Jotun Jarl??** \\ {{gold}} 130\\ {{:misc:gui:resources.png?15&nolink}} 41 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>H1}}\\ {{:abilities:sacred.png?20&nolink}} [[sacred]] \\ {{:abilities:snow_move.png?20&nolink}}[[snow-move]] \\ {{:abilities:resist_cold.png?20&nolink}} [[resist cold]](15) \\ {{:abilities:vulnerability_shock.png?20&nolink}} [[shock vulnerability]](5) \\ | Decent Priest commander with 80ld. | | {{:nations:la:utgard:norna.png?nolink}} | **??Norna??**\\ {{gold}} 210\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>S2D2N1,100%SDNB,10%SDNB}}{{:misc:gui:research.png?20&nolink}} 11 \\ {{:abilities:supply_bonus.png?20&nolink}} [[supply bonus]](10) \\ {{:abilities:death_curse.png?20&nolink}} [[Death Curse]] \\ {{:abilities:spirit_sight.png?20&nolink}} [[spirit sight]] \\ {{:abilities:fortune_teller.png?20&nolink}} [[Fortune Teller]](20%)\\ [[female]] | She is one of your ritual and communion masters.\\ Can be a {{path>S3,D3,N2}} or get 1 in blood.\\ They bring in big astral, Death, and nature to the battlefield.\\ the 1 in Blood is useful as she has crosspath spells with the other magics she knows. | | {{:nations:la:utgard:jotun_skratti.png?nolink}} | **??Jotun Skratti#3432??** \\ {{gold}} 220\\ {{:misc:gui:resources.png?15&nolink}} 3 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 | {{path>W1B2,100%WDNB}}\\ {{:abilities:snow_move.png?20&nolink}}[[snow-move]] \\ {{:abilities:forestsurvival.png?20&nolink}} [[Forest Survival]] \\ {{:abilities:resist_cold.png?20&nolink}} [[resist cold]](15) \\ {{:abilities:vulnerability_shock.png?20&nolink}} [[shock vulnerability]](5) \\ {{:abilities:shapechanger.png?20&nolink}} [[Shapechanger]] (??Jotun Werewolf#3430?? and ??Jotun Wolf#3431??) | The Star of Utgård commander lineup. Skratti are shapeshifters and gain 10% [[regeneration]] in werewolf form, which enables them to be good thugs with only minor investment on items. Also, they give you reliable access to {{path>W2}} and {{path>B3}} and the {{path>N1}} randoms can be equipped with a ??Thistle Mace?? to cast ??Foul Vapors?? once you have access to ??Serpents Blessing?? or ??Purifying blood??.\\ On top of that they are extremely good communion slaves for turbo communions. with the baseline 10% in ww form + a master casting ??Personal Regeneration?? + potentially a shroud (if you happen to have a regen bless) can easily bring the skratti up to 30% regeneration. This way 4 Skratti can support an unholy amount of Seithkona spamming skeletons and casting other spells for an infinite amount of time. \\ If you feel that´s still not enough you can add in ??Soul Vortex?? and put some trolls, or sacred giants(if you have regen bless) on guard commander around the skratti. | ==== Troops ==== Utgård is a [[giant nation]] which fields giants with extreme [[cold resistance]] at the price of suffering [[susceptible to shock]]. The sole recruitable Sacred Troop, ??Garmhirding?? is a [[Berserker]] with high damage that can be the platform for a variety of combat blessings. These sacred troops can be supported by ??Jotun Javelinist?? and other excellent, if expensive, fortress recruited troops to expand with minimal losses against independent provinces. As size 4 giants, getting surrounded by high damage troops or hit by ??Lightning Bolt?? are the main dangers to early expansion forces, and like any [[giant nation]] the supply needs and growing upkeep of expansion armies can slow down what would otherwise be an unstoppable early advantage. The addition to Humans in the LA, let you build cheaper, more reliable army chaff, and if mixed with giants, reduce the penalty that enemy harassment inflicts. ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:la:utgard:huskarl.png?nolink}} | **??Huskarl#837??** \\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 12 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | light Human chaff that pepper the rare lightly armour enemy with javelins.\\ Axes deal more damages while Spears repel and ignore the repel of shorter weapons.\\ Get better on mass if you add fire to your communions. \\ Overall has a poor match-up with most other late-age units and indies, the best use is being the cheapest shinguards for your giants. | | {{:nations:la:utgard:huskarl_2.png?nolink}} | **??Huskarl#838??** \\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 12 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | ::: | | {{:nations:la:utgard:human_godihuskarl.png?nolink}} | **??Human Godihuskarl#3436??** \\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 20 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | Medium Human Chaff.\\ Wear more armour than Huskarls for 10 more {{:misc:gui:resources.png?15&nolink}} but have no javelins.\\ Better at line holding and do slightly better against crossbows. | | {{:nations:la:utgard:human_godihuskarl_2.png?nolink}} | **??Human Godihuskarl#3437??** \\ {{gold}} 10\\ {{:misc:gui:resources.png?15&nolink}} 20 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | ::: | | {{:nations:la:utgard:human_hirdman.png?nolink}} | **??Human Hirdman#3438??** \\ {{gold}} 13\\ {{:misc:gui:resources.png?15&nolink}} 22 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 16 | | More elite version of the Human Godihuskarl.\\ Holds the line better with their higher defense Skill.\\ Make for better giant shin guards | | {{:nations:la:utgard:jotun_bondi.png?nolink}} | **??Jotun Bondi??** \\ {{gold}} 20\\ {{:misc:gui:resources.png?15&nolink}} 15 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 11 | {{:abilities:snow_move.png?20&nolink}} [[snow-move]] \\ {{:abilities:resist_cold.png?20&nolink}} [[resist cold]](15) \\ {{:abilities:vulnerability_shock.png?20&nolink}} [[shock vulnerability]](5) | Cheap hard-hitting frontline option, with mediocre protection and combat skills | | {{:nations:la:utgard:jotun_javelinist.png?nolink}} | **??Jotun Javelinist??** \\ {{gold}} 30\\ {{:misc:gui:resources.png?15&nolink}} 17 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 17 | {{:abilities:snow_move.png?20&nolink}} [[snow-move]] \\ {{:abilities:resist_cold.png?20&nolink}} [[resist cold]](15) \\ {{:abilities:vulnerability_shock.png?20&nolink}} [[shock vulnerability]](5) | Good unit for early expansion and decent throughout the game. \\ Their high damage Javelins are capable of thinning out the enemy frontline before the melee engagement.\\ Besides that, they are similar to the Jotun Bondi with slightly better stats | | {{:nations:la:utgard:jotun_spearman.png?nolink}} | **??Jotun Spearman??** \\ {{gold}} 30\\ {{:misc:gui:resources.png?15&nolink}} 39 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 17 | {{:abilities:snow_move.png?20&nolink}} [[snow-move]] \\ {{:abilities:resist_cold.png?20&nolink}} [[resist cold]](15) \\ {{:abilities:vulnerability_shock.png?20&nolink}} [[shock vulnerability]](5) | good line holders with decently high protection, Often enough to only take a minor chips or no damage from most human chaff of the age. but with fairly high resource costs and mediocre combat skills \\ Spearmen better [[repel]] chance due to their length, who can still put out some damage.\\ Axeman is similar to the spearman but sacrificing the spear repel for higher damage with their axe, with human armor being usually high enough in the late age for this to not be overkill. | | {{:nations:la:utgard:jotun_axeman.png?nolink}} | **??Jotun Axeman??** \\ {{gold}} 30\\ {{:misc:gui:resources.png?15&nolink}} 39 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 17 | {{:abilities:snow_move.png?20&nolink}} [[snow-move]] \\ {{:abilities:resist_cold.png?20&nolink}} [[resist cold]](15) \\ {{:abilities:vulnerability_shock.png?20&nolink}} [[shock vulnerability]](5) | ::: | | {{:nations:la:utgard:jotun_hurler.png?nolink}} | **??Jotun Hurler??** \\ {{gold}} 30\\ {{:misc:gui:resources.png?15&nolink}} 11 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 17 | {{:abilities:snow_move.png?20&nolink}} [[snow-move]] \\ {{:abilities:resist_cold.png?20&nolink}} [[resist cold]](15) \\ {{:abilities:vulnerability_shock.png?20&nolink}} [[shock vulnerability]](5) \\ {{:abilities:siege_bonus.png?20&nolink}} [[siege bonus]](5) | If they hit with their stones they likely get a kill, but the range is fairly low and they only have two shots. After this, they can somewhat hold their own in melee but are strictly worse than other options for this purpose with only 6 Defence Skill and no shield, which also makes them vulnerable to opposing missile fire. The main use is as siege chaff, where they truly shine. | | {{:nations:la:utgard:jotun_huskarl.png?nolink}} | **??Jotun Huskarl??** \\ {{gold}} 35\\ {{:misc:gui:resources.png?15&nolink}} 21 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 20 | {{:abilities:snow_move.png?20&nolink}} [[snow-move]] \\ {{:abilities:resist_cold.png?20&nolink}} [[resist cold]](15) \\ {{:abilities:vulnerability_shock.png?20&nolink}} [[shock vulnerability]](5) \\ {{:abilities:bodyguard.png?20&nolink}} [[bodyguard]](1) | The cheapest of the Giant bodyguards, with slightly better stats than the linemen. They are sum-what spamable but their light armour resigned them to protecting mages. | | {{:nations:la:utgard:godihuskarl.png?nolink}} | **??Godihuskarl??** \\ {{gold}} 40\\ {{:misc:gui:resources.png?15&nolink}} 31 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 24 | {{:abilities:snow_move.png?20&nolink}} [[snow-move]] \\ {{:abilities:resist_cold.png?20&nolink}} [[resist cold]](15) \\ {{:abilities:vulnerability_shock.png?20&nolink}} [[shock vulnerability]](5) \\ {{:abilities:bodyguard.png?20&nolink}} [[bodyguard]](1) | The more expensive Huskarl has a Spear for Repels and a javelin.\\ Better at bodyguard work since assassins don't expect ranged attacks. | | {{:nations:la:utgard:jotun_hirdman.png?nolink}} | **??Jotun Hirdman??** \\ {{gold}} 50\\ {{:misc:gui:resources.png?15&nolink}} 41 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 31 | {{:abilities:snow_move.png?20&nolink}} [[snow-move]] \\ {{:abilities:resist_cold.png?20&nolink}} [[resist cold]](15) \\ {{:abilities:vulnerability_shock.png?20&nolink}} [[shock vulnerability]](5) \\ {{:abilities:bodyguard.png?20&nolink}} [[bodyguard]](1) | Expensive, but have good stats. \\ If you have the gold you can make a small and elite giant army that is easy to point buff. | | {{:nations:la:utgard:garmhirding.png?nolink}} | **??Garmhirding??** \\ {{gold}} 55\\ {{:misc:gui:resources.png?15&nolink}} 9 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 28\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?20&nolink}} [[sacred]] \\ {{:abilities:snow_move.png?20&nolink}}[[snow-move]] \\ {{:abilities:forestsurvival.png?20&nolink}} [[Forest Survival]] \\ {{:abilities:resist_cold.png?20&nolink}} [[resist cold]](15) \\ {{:abilities:vulnerability_shock.png?20&nolink}} [[shock vulnerability]](5) \\ {{:abilities:berserker.png?20&nolink}} [[berserker]](2) | The werewolf finally drained out of them leaving them an angry giant with big axes. \\ In the Crossbow age, they serve the role of armor destroyers in addition to gaining a blessing.\\ Relatively Cheap giving its HP and single model killing power.\\ Need to be used as specialists as they don't do well against high defense skills or with good attack density enemies that can hit hard back. | ==== Heroes ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^ | {{:nations:la:utgard:Norna_hero.png?nolink}} | **??Urd - Norna of the Past??**\\ Minimum hero arrival turn: 10 | {{path>S3D4N2}} {{:misc:gui:research.png?15&nolink}} 23\\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (20) \\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (30%)\\ {{:abilities:death_curse.png?15&nolink}} [[Death Curse]] \\ [[Female]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | The three Norns provide high path access to three different paths: {{misc:magic:death.png?14&nolink}}death, {{misc:magic:nature.png?14&nolink}}nature, and {{misc:magic:astral.png?14&nolink}}astral. Skuld is perhaps the most significant as she can be boosted to {{path>S6}} for the ??Ring of Sorcery?? booster (and even the ??Ring of Wizardry??, though the limited gem income of the Late Ages may make this difficult to afford), provided you have access to the {{misc:magic:earth.png?14&nolink}}{{misc:magic:astral.png?14&nolink}} crosspath from some other source. | | {{:nations:la:utgard:Norna_hero.png?nolink}} | **??Verdandi - Norna of the Present??**\\ Minimum hero arrival turn: 10 | {{path>S3D2N4}} {{:misc:gui:research.png?15&nolink}} 23\\ {{:abilities:resist_poison.png?15&nolink}} [[Resist Poison]] (7) \\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (40) \\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (30%)\\ {{:abilities:death_curse.png?15&nolink}} [[Death Curse]] \\ [[Female]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | ::: | | {{:nations:la:utgard:Norna_hero.png?nolink}} | **??Skuld - Norna of the Future??**\\ Minimum hero arrival turn: 10 | {{path>S4D3N2}} {{:misc:gui:research.png?15&nolink}} 23\\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (20) \\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (30%)\\ {{:abilities:death_curse.png?15&nolink}} [[Death Curse]] \\ [[Female]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | ::: | | {{:nations:ma:jotunheim:abductor.png?nolink}} | **??Tjatse - Abductor??**\\ Minimum hero arrival turn: 20 | {{path>A3W3D3H2}} {{:misc:gui:research.png?15&nolink}} 23\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:resist_cold.png?15&nolink}} [[Resist Cold]] (30) \\ {{:abilities:chill_aura.png?15&nolink}} [[Chill Aura]] (6) \\ {{:abilities:ice_protection.png?15&nolink}} [[Ice Protection]] (3) \\ {{:abilities:cold_power.png?15&nolink}} [[Cold Power]] (1) \\ {{:abilities:shapechanger.png?15&nolink}} [[Shape Changer]] (??Great Eagle#1383??)\\ {{:abilities:snow_move.png?15&nolink}} [[Snow Move]] \\ | Niefel giant that can become a {{path>A4}} Eagle. Your Gateway to forge ??Winged Helmet??s, and even ??Bag of Winds?? and [[Elemental Royalty|Air Queens]] if you have the gems to boost him.\\ Even if you can't get better air mages, he is still an important resource providing high-level air combat magic like ??Thunder Fend?? to fix Lighting weakness, ??Mass Flight??, and ??Fog Warriors??. | ===== Magic ===== ==== Magic Access ==== //This section is the longer version of the 'Magic Access' column in National Features. List which paths the nation has access to, what level in each path and the maximum level attainable with common boosters. Avoid discussing in too much depth as much of the information is already covered in [[melfice-belmont-boosting-and-access | MelficeBelmont's Boosting and Access Guide]]. The length of this section will vary greatly depending on the nation, and does not have to be formatted in the same way as the example below. Some explanation may be required for more complicated boosting methods (e.g. commanderifying a unit with hidden paths). What exactly these paths can be used for can largely be explained in later sections, but pointing out good crosspaths works well in this section too. Mention communion access if applicable.// ==== National Spells ==== **Combat** Niefelheim does not have any national combat spells. **Rituals** **??Sloth of Bears??**: Conj3 {{gems>8N}} {{path>N2}} ({{:nations:ea:niefelheim:great_bear.png?20&nolink}} ??Great Bear??x10+) Large balls of HP for nature gems and you already have plenty of that.\\ **??Summon Glosos??** Conj 3 {{gems>13D}} {{path>D2}} ({{:nations:la:vaettiheim:gloso.png?20&nolink}} ??Gloso??x9). [[trample|Trampling]] [[sacred]] poisonous [[stealthy]] boars with a [[heat aura]]. Trampling can circumvent some very high prot values like from [[Ulm(LA)|Ulm]], plus heat aura can help expand into Hot nations that thought they could counter {{cold}} with {{heat}} scales. \\ A Skratti can lead some in a small stealth raider squad. **??Awaken Jotun Draugar??:** Conj4 {{gems>15D}} {{path>D2}} ( {{:nations:ea:niefelheim:jotun_Draug.png?20&nolink}} ??Jotun Draug??x3) summon undead giants with [[fear]] and [[chill aura]] and hit harder when at half heath. Situational pick over summoning 5 ??Wight??s, with Jotun Draug better at the grind game.\\ **??Brood of Garm??**: Conj4 {{gems>10N}} {{path>N2}} ({{:nations:ea:niefelheim:jotun_wolf.png?20&nolink}} ??Jotun Wolf??x5) Damage Dealing Wolfs with [[fear]]. Useful to supplement your numbers during an early war. \\ **??Summon Dwarf of the Four Directions??:** Conj8 {{gems>62A}} {{path>A4E3}}. [[Summon Dwarf of the Four Directions]]. Shared between the Jotun and Vanir nations. Summon one of the four Dwarf smiths. You would have to get a pretender to cast it, but you get a strong {{path>A4E3,200%FWDE}} caster and forger for your troubles at the cost (or benefit) of some ??hurricane??s ravaging the world. You’re unlikely to summon all four, but having them all missing benefits only the Vanir line the most. \\ **??Seith Curse??**: Thaum5 {{gems>3D}} {{path>D1S1}}.Inflict a [[Curse]] on a target and the caster. Situational but is a way to better deal with a thug by increasing its chances to pile up [[affliction]]. \\ **??Illwinter??**: Blood6 {{gems>120B}} {{path>B5W3}}. Cheap for what a blood global. Something to end a game with. Cause the world grows colder, increases unrest slowly, and enemies get raided by Niefel Giants and Jotun Wolfes. \\ ====Notable Generic Magic==== //Discuss the top few generic spells that most increase a nation's combat power or synergize with national strategies. These will generally be early-to-mid game spells since individual spells matter much more during those periods of the game. Some examples are ??Foul Vapors?? for [[c-tis-ma | MA C'tis]], ??Horde of Skeletons?? + ??Sabbath Master??/??Sabbath Slave?? for the [[niefelheim-ea | Niefelheim]] line of nations, ??Mother Oak?? for the [[pangaea | Pangaeas]], ??Wailing Winds?? access, etc. For broader advice on magic use, link to [[https://steamcommunity.com/sharedfiles/filedetails/?id=2023973143 | Not-Lola's Basic Magic Use Guide]].// //This is also a good place to point out notable magic weaknesses, such as a lack of nature access making a nation vulnerable to Foul Vapors.// **Combat** ??Shadow Blast?? **Ritual Magic** ====Magic Items==== //List and describe any unique national items or discounts in this section, discuss and compare with similar generic items. Also discuss generic items that are useful and accessible for the nation. These may include:// * //Thug gear (if the nation has good thugs)// * //Research boosters (particularly if the nation needs help researching or is already very good at researching)// * //Other items that synergize with the nation (e.g. ??Dwarven Hammer??s for [[ulm-ma | MA Ulm]])// =====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=E-aMjMRtwA8&list=WL&index=10&t=1650s|Dominions 5 Nation Intro - LA Utgard]] by Perun (2021) {{template>nationindex}} {{tag>nation stubs}}