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
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() | Hero ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summons ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() ![]() | Giant Infantry and Skinshifters Niefel Giants | ![]() ![]() ![]() | ![]() Forts reduce ![]() |
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 ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Jotun Herse ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Jotun Gode ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Jotun Jarl ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Gygja ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 100% ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female Lich Shape (Lich Hag) | Commentary here. |
![]() | Jotun Skratti ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Jotun Werewolf | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Skrattier with 3 in a path will have 2 as a werewolf. |
![]() | Jotun Wolf | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Skrattir with 3 in a path will have 1 as a wolf. |
![]() | Niefel Jarl ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() Cold Recruit (1) ![]() ![]() ![]() ![]() | Commentary here. |
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Jotun Bondi ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Jotun Warrior ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Jotun Warrior ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Jotun Hurler ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Jotun Huskarl ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Godihuskarl ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Jotun Hirdman ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Niefel Giant ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() Cold Recruit (1) ![]() ![]() ![]() ![]() | Commentary here. |
Image | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Angerboda - Great Hag Earliest Arrival Turn (20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Tjatse - Abductor Earliest Arrival Turn (20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Great Eagle | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Sloth of Bears (Conjuration 3) ![]() ![]() | ![]() Great Bear x 15+ | ![]() ![]() ![]() ![]() | 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) ![]() ![]() | ![]() Jotun Draug x 3 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Brood of Garm (Conjuration 4) ![]() ![]() | ![]() Jotun Wolf x 5 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() Wolf | Commentary here. |
Summon Rimvaettir (Conjuration 5) ![]() ![]() | ![]() Rimvaetti x 5+ | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Dwarf of the Four Directions (Conjuration 8) ![]() ![]() ![]() | ![]() Dwarf of the North or Dwarf of the South or Dwarf of the East or Dwarf of the West | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Common Attributes: ![]() ![]() ![]() ![]() ![]() Dwarf of the South has: ![]() Dwarf of the East has: ![]() ![]() | Summons one of the four Dwarves of the Four Directions, powerful mages who have significant combat, ritual-casting and forging capabilities (![]() ![]() ![]() ![]() ![]() ![]() ![]() 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.
5
3 can cast Ghost Ship Armada for a 1 in 3 chance of
2.
4
1 can cast Ether Gate for a 1 in 4 chance of
1.
1
4 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. 3
1 can cast Hidden in the Snow for a ~7 in 8 chance of
1.
1
4 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
2
2 (~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
1
1 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
2
1 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: 4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6
2
0
3
1
2
3
What are the nation's weaknesses?
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