Niefelheim, the Land of Eternal Frost, was once the home of the frost giants. The Rimtursar, primordial giants of godlike powers, were the undisputed rulers of the world until a God of Thunder hunted and slew them. The giants of Jotunheim are the descendants of the Rimtursar. From the cold glaciers in Niefelheim, frost giants have emerged anew. These Niefel Giants are not nearly as powerful as their ancestors, but they are stronger by far than the giants of later ages. Giants are immensely strong and resilient, and the Jotuns are even stronger and tougher than other giant races. They are almost impervious to the cold of winter, but thunder and lightning still recognize their old quarry and the giants of the land greatly fear the wielders of lightning bolts. Niefelheim is ruled by several Jarls who rarely join forces. Gygjas, old and wicked hags, serve the Niefel giants with sorcerous advice. The people of Niefelheim prefer to live in very cold provinces. The icy winds of Niefelheim cause the cold climate to expand beyond the Dominion of the Pretender God.
"[Niefelheim] 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, Muspelheim, Jotunheim, and Utgård are part of the history of a single nation through the ages. Vanheim, Helheim and Midgård also share a common ancestry and development. In the middle era Helheim merges with Vanheim and disappears as an independent nation. Only the valkyries remain as reminders of the legacy of Helheim." -Illwinter
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Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
4 (Rare 5) 3 (Rare 4) 3 2 (Rare 3) 1 (Rare 2) 1 (Rare 2) 2 | Hero 33233 3332 Summons 423 243 432 432 (req. 43) | Giant Infantry and Skinshifters Niefel Giants | Cold Resistance Shock Vulnerability Snow Move | Giant Forts Forts reduce cold scale deaths by 2 steps |
Capitol Gems: 42
Cold Limit + 2
Prefers Cold Scale + 3
Most residents of Niefelheim are Jotunar, snow Giants of Size 6. To give a sense of how mighty the Jotunar are, untrained Jotun men still have 31 HP, 5 Natural Protection, 19 Strength, 9 Attack Skill, 9 Defence Skill, 12 Magic Resistance, and 11 Morale. These stats (other than MR) each vary for Jotun troops, but all have 16 Map Movement and 15 Combat Speed while naked. As snow Giants, the Jotunar are totally fine walking through Snow and have 15 Cold Resistance, but they also have -5 Shock Resistance due to the eternal grudge of an absent Thor.
The Niefel (frost) Giants are Size 9 beings, similar to titans but not quite as resilient. They cannot be hired where it's not Cold, and they're far more capable in heavy Cold scales due to their Ice Protection and Cold Power. Such is their affinity for ice that they're surrounded by a Chill Aura. Lastly, they have 25 Cold Resistance and ignore Snow. However, the Jotunar's unfortunate -5 Shock Resistance applies to the frost Giants too, since the two families share a common ancestor.
: Cold Resistance (15), Shock Vulnerability (5), Snow Move
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
Jotun Scout 60 7 1 | Stealthy (40) Mountain Survival Forest Survival | Commentary here. | |
Jotun Herse 105 35 1 | Sacred | Commentary here. | |
Jotun Gode 150 19 2 | 2 Sacred Forest Survival | Commentary here. | |
Jotun Jarl 180 35 1 | 1 Sacred | Commentary here. | |
Gygja 300 3 2 | 1112100% 100% 10%15 Fortune Teller (10%) Old Age (330/200) Death Curse Forest Survival Female Lich Shape (Lich Hag) | Commentary here. | |
Jotun Skratti 485 3 4 | 2211100%15 Sacred Forest Survival Shape Changer (Jotun Werewolf) | Commentary here. | |
Jotun Werewolf | 1111100%11 Sacred Regeneration (10%) Blood Searcher (+1) Forest Survival Shape Changer (Jotun Wolf) | Skrattier with 3 in a path will have 2 as a werewolf. | |
Jotun Wolf | Sacred Regeneration (10%) Stealthy (40) Animal Forest Survival Shape Changer (Jotun Skratti) | Skrattir with 3 in a path will have 1 as a wolf. | |
Niefel Jarl 715 49 4 Capital Only Holy Points x 2 | 3221100% 10%17 Sacred Cold Resistance (30) Shock Vulnerability (5) Cold Recruit (1) Chill Aura (18) Ice Protection (3) Cold Power (1) Snow Move | Commentary here. |
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
Jotun Bondi 20 15 11 | Commentary here. | ||
Jotun Warrior 30 15 17 | Commentary here. | ||
Jotun Warrior 30 17 17 | Commentary here. | ||
Jotun Hurler 30 11 17 | Siege Bonus (+5) | Commentary here. | |
Jotun Huskarl 35 21 20 | Bodyguard (1) | Commentary here. | |
Godihuskarl 40 25 24 | Bodyguard (1) | Commentary here. | |
Jotun Hirdman 50 33 31 | Commentary here. | ||
Niefel Giant 140 22 4 Capital Only Holy Points x 2 | Sacred Cold Resistance (25) Shock Vulnerability (5) Cold Recruit (1) Chill Aura (10) Ice Protection (2) Cold Power (1) Snow Move | Commentary here. |
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
Angerboda - Great Hag Earliest Arrival Turn (20) | 3323333 Poison Resistance (15) Supply Bonus (+20) Fortune Teller (15%) Crossbreeder (8) Old Age (350/200) Death Curse Forest Survival Female | Commentary here. | |
Tjatse - Abductor Earliest Arrival Turn (20) | 333223 Sacred Cold Resistance (30) Chill Aura (21) Ice Protection (3) Cold Power (1) Snow Move Shape Changer (Great Eagle) | Commentary here. | |
Great Eagle | 422121 Sacred Cold Resistance (20) Storm Power (1) Cold Power (1) Siege Bonus (+10) Patrol Bonus (+10) Flying Storm Immunity Mountain Survival Shape Changer (Abductor) | Commentary here. |
Sloth of Bears (Conjuration 3) 2 and 6 | Great Bear x 15+ | Undisciplined Animal Mountain Survival Forest Survival | Summons high strength blobs of hitpoints. Can work as evocation bait, as the bears have more HP than your troops and even lower MR, but otherwise unremarkable. |
Awaken Jotun Draugar (Conjuration 4) 2 and 15 | Jotun Draug x 3 | Cold Resistance (25) Poison Resistance (25) Chill Aura (3) Fear (+5) Undead Amphibious Need Not Eat Spirit Sight Shapechange Below HP (40) (Jotun Draug) | Commentary here. |
Brood of Garm (Conjuration 4) 2 and 10 | Jotun Wolf x 5 | Sacred Cold Resistance (15) Fear (+5) Berserker (+3) Animal Forest Survival Snow Move Wolf | Commentary here. |
Summon Rimvaettir (Conjuration 5) 2 and 5 | Rimvaetti x 5+ | Cold Resistance (25) Stealthy (+40) Chill Aura (2) Cold Power (1) Forest Survival Snow Move | Commentary here. |
Summon Dwarf of the Four Directions (Conjuration 8) 43 and 62 | Dwarf of the North or Dwarf of the South or Dwarf of the East or Dwarf of the West | 42323 or 24323 or 43223 or 43223 Common Attributes: Unique Shock Resistance (22) Darkvision (50%) Master Smith (1) Mountain Survival Dwarf of the South has: Master Smith (2) Dwarf of the East has: Supply Bonus (+20) Master Smith (2) | Summons one of the four Dwarves of the Four Directions, powerful mages who have significant combat, ritual-casting and forging capabilities (432200% and Master Smith 1-2 (1: Water, Death. 2: Fire, Nature). Also increases the likelihood of Hurricanes ravaging the world for each dwarf summoned. If all four dwarves are alive at once, the world is plunged into a Perpetual Storm and all battles will have Darkness over them; this is a somewhat roundabout manner to apply what amounts to two Global Enchantments at once, but the only way to dispel them is to kill one of the dwarves. |
See Magic Access. These guides supplement the summaries at the top.
No native access. 5 can Bind Heliophagus for 1 in 4 4.
8 can Bind Demon Lord for 2 in 6 of at least 4.
No native access except for the hero, Tjatse - Abductor, who, in his Great Eagle form, has 4.
53 can cast Ghost Ship Armada for a 1 in 3 chance of 2.
41 can cast Ether Gate for a 1 in 4 chance of 1.
14 can cast Faerie Court not in Cold for a 1 in 3 1 and in Cold for a 1 in 2 1.
8 can Bind Demon Lord for 1 in 6 of 5.
4 Niefel Jarl (1 in 3) is the strongest recruitable Water mage available.
No native access. 31 can cast Hidden in the Snow for a ~7 in 8 chance of 1.
14 can cast Faerie Court not in Cold for a 1 in 3 1 and in Cold for a 1 in 2 1.
3 can cast Forest Troll Tribe for a 1 in 4 1.
5 can cast Awaken Treelord for a 1 in 3 stationary 1.
8 can Bind Demon Lord for 1 in 6 of 4.
Gygja 2 has ~1 in 25 chance, 1 has ~9 in 25 chance. The 2 Gygja can create a Starshine Skullcap, and, with Blood boosters may be able to forge the unique The Oath Rod of Kurgi, and then the unique The Trapped Dreams of Hruvur. Missing any of the unique boosters or starting with an 1 Gygja will necessitate empowering.
The hero, Angerboda - Great Hag, has 3, can natively forge the unique The Oath Rod of Kurgi. With a Starshine Skullcap and a Gossamer Veil, both of which it can create itself, it can create the unique The Trapped Dreams of Hruvur.
8 can Bind Demon Lord for 1 in 6 4.
Increasing Death requires luck when it comes to Gygjas. Although, a 3 Niefel Jarl (1 in 3) is much more likely to occur than a 3 Gygja (~1 in 25), and so is the one to use to actually climb the path, the Gygja has useful crosspaths while the Niefel Jarl doesn't. The Gygja only requires 22 (~2 in 25) for the unique The Black Book of Secrets. A Death booster is easier to get than a Blood booster.
The hero, Angerboda - Great Hag, removes the luck and empowerments required to climb Death.
2 Gygja (~1 in 25) or 1 (~9 in 25) is the only Nature recruitable. With Blood boosters, it can create an Armor of Twisting Thorns. With a 11 Gygja (1 in 25) and two Nature boosters, (Thistle Mace and another Armor of Twisting Thorns), it can create a Moonvine Bracelet. Nature is a difficult climb.
The hero, Angerboda - Great Hag, can forge many of the Nature boosters natively. They aren't even unique.
8 can Bind Demon Lord for 1 in 6 of 4.
3 Gygja (~1 in 25) can start the climb, but still needs a level of empowerment to get the unique Tome of Legends. Getting the unique The Trapped Dreams of Hruvur, a 21 Gygja (~1 in 25) will need both a Gossamer Veil, The Trapped Dreams of Hruvur, and three Astral boosters.
The hero, Angerboda - Great Hag, can forge both a Gossamer Veil and a Starshine Skullcap, which allows it to possibly create the unique The Trapped Dreams of Hruvur. This gets it to 5 and creating the unique Tome of Legends.
8 can Bind Demon Lord for 3 in 6 of at least 4.
3 Jotun Skratti (1 in 4) starts at the key level, which makes the climb easy. A Gygja with the right crosspaths can help make the other Blood boosters.
The hero, Angerboda - Great Hag, also starts at 3 and also has the crosspaths to make the other Blood boosters.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
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