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helheim-ea

EA Helheim, Dusk and Death

Guides for this nation:
Sleeper Helheim Build by 7thPath

Lore

Helheim is a land of shadows, windswept moors and silent mountains. Here lies Gnipahålan, the Stone Cave, where the dead pass through on their way to Hel. The Hanged Kings, ancient Vanir who have hanged themselves to learn the secrets of Death, rule the land from their thrones in Helhalla. Helheim is inhabited by Vanir, a race of tall and innately magical beings who are able to trick mortals with their glamour. The Vanir of Helheim have sequestered themselves from the Vanir of Vanheim and have not been part of the great war with the giants. For ages they have been guiding the dead on their way to Hel in service of a dead god. Now a new God is arising and the old ways are changing. The Valkyries, guides of the dead, have become messengers of death and sacred warriors of the new God. Valkyries, the female Vanir of Helheim, are able to fly, a gift from the dead god they once served. Lesser beings are not held in high regard and their blood is sacrificed to sate the Awakening God. Unlike their cousins in Vanheim, the Vanir of Helheim are not shipwrights and sailors.

General Overview

Helheim is an alternate version of Vanir, with a Focus on Death magic over blood. Helheim is an elf nation that can Skelli-spam. Defiantly not as Aggressively overpowered as its parent nation but possesses a Wider diversity in mage with its mastery of Death.

National Features

Race Military Magic Access Priests Buildings
Perfer Cold scales +1
Elves
Stealthy(65)
Glamour
High Defence and MR
Elf Vikings
Strong Thugs
NO cheap Mages
death 44(Rare 5)
air 33(Rare 4)
earth 33
blood 11(Rare 2)
fire 11

Summonable: water 22*, air 44*, earth 33*, fire 22* , nature 22* , death 22*

*Can't be summoned natively.
Average (max holy 22)
Can perform Blood Sacrifices.
Standard Fort(Fortress)

Capital Special Sites

FIXME add the site pics

Gnipahâlan Hellhalla
Enables recruitment of Svartalf.
Generates 1earthgem4deathgem per turn.
Enables recruitment of Dis, Hangadrott, Valkyrie, and Helhirding.

Units

The nation is made up of mostly Elves, Longlived Glamoured units with high defense skill. The majority of your armies will be invisible on most player's tactile maps of other players, making you an ever-elusive threat that can steal land at any moment.

Commanders

Img Unit Name —-SpecialAttributes—- Comments
Van Scout
Gold 40
15
1
Stealthy(75)
Glamour
Mountain Survival
Forest Survival
Very stealthy Scout
need Spirit Sight and a high patrol to catch him.
Vanherse
Gold 120
13
2
air 11holy 11 7
Sacred
Stealthy(65)
Glamour
mounted
Army Leader, Light Thug, and your "Cheapest" Mage.
They can become pinch "Mass" lighting casters if Storm is up, Even making the most use of Shock Wave because of their high defense.
Helkarl
Gold 160
12
2
death 11holy 11 7
Sacred
Stealthy(65)
Glamour
Spirit Sight
mounted
More expensive than a Vanherse, Helkarl are reserved solely to be leaders of mixed armies of Living and dead as Death 1 is not a good thug path.
If they have death gems or a Skull Staff that can cast supportive spells like Shadow Blast or Horde of Skeletons.
Svartalf
Gold 195
2
4
Capital Only
earth 22death 22random1100% 15
Darkvision(50%)
Mountain Survival
The primary Master of Earth and Death magic of the nation.
They will be summoning your undead minions, and buffing your armies' protected and hinder the enemy with Iron Bane and Maws of the Earth.
Dis
Gold 200
18
2
Capital Only
air 11death 11holy 11 9
Sacred
Stealthy(65)
Glamour
flying
Spirit Sight
Combat Caster
Female
mounted
Priced between a Helkarl and a Vanjarl, are Warriors Sorsresses on a Flying horse.
They are a situational pick.
Combat Caster helps when thugging as they don't care about Encumbrance or being in melee when casting, and already flying Saves you on few air gems and requires fewer combat rounds to fully buffed.
A defined role they would have is a flying reinforcers and carriers, Leading forces of Valkyries and Storm Demons or transport Gems and gear to other your commanders.
Vanjarl
Gold 260
15
2
air 22blood 11holy 22 11
Sacred
Stealthy(65)
Glamour
mounted
Better Thug chasse, Air mage, And your "Cheapest" Bloodhunter.
Air two makes them nearly impossible to hit by normal units.
in a later game, they can form Blood Sabboths and Storm power to Spam Thunder Strike
Hangadrott
Gold 415
18
4
Capital Only
air 22death 33holy 22random1100%+10% 17
Sacred
Stealthy(65)
Glamour
Spirit Sight
mounted
Vanjarl that masters Air and Death magic.
As an Elf thug with Mistform, Soul Vortex, and Invulnerability can be a daunting proposition.
In combat they cast Wind of Death and Wailing Winds.
Air randoms but up Storm then cast Thunder Fend, then Wrathful Skies for 6 Air gems.
Earth let you stack more thug buffs and Bloods join Sabboths to do the death and air spell mentioned above by using fewer gems and suffer less fatigued by the end.
Death Randomes can elevate themselfs to death 55 with a Skull Staff, letting you forge Skullfaces and summon Lichs, essentially to a Death based late game Strategy.

Troops

Img Unit Name —-SpecialAttributes—- Comments
Serf Warrior
Gold 8
6
5
generic human militia.
Let you have cheap living numbers in addition to your expensive elfs and Undead spam.
Spend money for more gold effcent siege chaff.
Huskarl
Gold 25
10
21
Stealthy(65)
Glamour
The mainline and line wall of the nation.
Hard to kill with its high Defenceive traits and having javelins makes killing dangerous indies safer.
non-sacred expanders and makes up the majority of raining parties.
Huskarl
Gold 25
10
21
Stealthy(65)
Glamour
Trade some defense skill for better prot and a higher damage axe which is more effective against Player armies as the tend to have higher prot then indies.
Hirdman
Gold 30
17
25
Stealthy(65)
Glamour
Improved armor and Defence skill over Huskarls.
Form the elite line of the later game when you have the income.
Mounted Hirdman
Gold 50
13
48
Stealthy(65)
Glamour
mounted
Have very high defense parred with being mounted and Glamored, make them extremely hard to hit.
They can be used as front attacking PD raiders that can traverse a massive distance on the game map or used as conventional rear attackers in mixed armies.
Valkyrie
Gold 45
18
29
Capital Only
sacred
Stealthy(65)
Glamour
Spirit Sight
female
Flying Elf ladies the rain down on their enemyes hard with a flying lance charge.
Have stats as elite as Hirdman, they can hold their own after impaling enemy mages.
Helhirding
Gold 65
12
48
Capital Only
sacred
Stealthy(65)
Glamour
Spirit Sight
mounted
Similar to Mounted Hirdman but don't suffer sight penalties and takes a blessing.
Buying them over Mounted Hirdman is a question of spending less money in the short or long run and how good a blessing you made for them.

Heros

Img Unit Name —-SpecialAttributes—- Comments
Sigrdriva - Hangadrottning
Hero Turn arrival Limit: 10
air 33death 44holy 22 19
Sacred
Resist Shock(5)
Stealthy(65)
Glamour
spirit-sight
Flying
mounted
Female
Dis becomes Hangadrott.
Her Flying Trait and High Air and Death magic can make her a very mobile artillery, brining down map wipes and army wide buffs at a moments notice.

Magic

National spells and Summons

  • Sloth of Bears: Conj 3 6naturegem nature 22 ( Great Bearx10+) Need indes to cast. Sacks of HP with high lot of strength.
  • Awaken Draugar: Conj 4 12deathgem death 22 ( Draugx3) They are undead with a chill aura and fear and hit harder when on their last legs. They are comparable to Wights, with Draugar being better equipped to win the grind game.
  • Brood of Garm: Conj 4 10naturegem nature 22 ( Jotun Wolfx5) Get Sacred Berserking Fear Wolves to acompany your Stealth raids. You can get Nature 2 from indes, so a decent addion to your armys if being pressured early game.
  • Summon Valkyries: Conj 4 1airgem air 33death 11 ( Valkyriex7) In combat, Summon Sacred flying ladies to Divebomb the enemy with a high damage lance charge. Nearly Identical to the ones you recruit from the cap. They will be unscripted will prioritize the squishy mages in the back but will be hard to bless,
  • Summon Dwarf of the Four Directions: Conj 4 62airgem air 44earth 33. Shared between the Jotun and Vanir nations. Summon one of the four Dwarf smiths. Get a strong air 44earth 33random2200% caster and a forger for your troubles at the cost (or benefit) of some hurricanes ravaging the world. Your unlikely to summon all four, but having them all missing benefits you the most, as you can see in the dark.

Magic Access

Fire is partially week, being requiring a random and a Skull of Fire to be fire 22 and fire 33 during combat, which can be serviceable in combat.

You do still have a blood game with Vanjarls but it is the easiest magic to empowering, and can boost up one of your Dwarfs for the blood boosters and summons.

Even before you empower for a Blood Stone, you can boost to a earth 44, but with the stone, you have enough for Earth Kings.

Air and Death are your bread and butter, and the Hangadrott are the best at it. Air randoms will get you to air 33, then with luck or empowerment will get you into air 44 to make the needed booster, go Air queens, then have a air 77. With Death Randoms, they will beak you into the booster for death 66

Combat Magic

FIXME What is the best spell you can use in combat. What spells the best support your national lineup, Is their weakness that you need to fix? Any tricks you should be aware you have?

Ritual Magic

FIXME What is the best ritual you could cast. Are their any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?

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)?

Strategy

FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?

Pretender

FIXME What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

Early Game

FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

Mid Game

FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

Late Game

FIXME How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

Greedy and Powerful "sleeper" strategy

helheim-ea.txt · Last modified: 2021/03/23 09:03 by naaira