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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 Skele-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
Prefer 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

Hellhalla Gnipahâlan
Enables recruitment of Valkyrie, Helhirding, Dis, and Hangadrott
Produces 1airgem per turn
Enables recruitment of Svartalf
Generates 4deathgem1earthgem per turn

Units

The roster is composed largely of elves, long-lived and glamoured units with high defense skill. The majority of Helheim's armies will be therefore be invisible to most other players on the map.

Commanders

Sprite Unit Name Special Attributes 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 - warrior sorceresses 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.
Useful as flying reinforcements and troop-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 chassis, Air mage, and your "cheapest" bloodhunter.
Air 2 makes them very hard to hit by normal units because of their illusionary decoys.
In late game, they can form Blood Sabbaths and Storm power to spam Thunder Strike
Hangadrott
Gold 410
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 can put up Storm and then cast Thunder Fend and Wrathful Skies for 6 Air gems.
Earth lets you stack more thug buffs and Bloods join Sabbaths to do the Death and Air spells mentioned above by using fewer gems and suffer less fatigued by the end.
Death randoms can elevate themselves to death 55 with a Skull Staff, letting you forge Skullfaces and summon Lichs, essentially to a Death based late game strategy.

Troops

Sprite Unit Name Special Attributes Comments
Serf Warrior
Gold 8
6
5
Generic human militia.
Lets you have cheap living units in addition to your expensive elfs and undead hordes.
Gold efficient siege chaff.
Huskarl
Gold 25
10
21
Stealthy (65)
Glamour
The mainline and line wall of the nation.
Hard to kill with its high defensive traits. Javelins help to kill dangerous indies.
Non-sacred expanders and useful in raiding parties.
Huskarl
Gold 25
13
21
Stealthy (65)
Glamour
Lower defense, higher protection. The axe makes this unit more a little bit more effective against armour.
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
Very high defense paired with a mount and glamour - 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
flying
female
Flying Elf ladies the rain down on their enemies hard with a flying lance charge.
Their high stats help them to hold their own when attacking rear.
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.

Heroes

Sprite Unit Name Special Attributes Comments
Sigrdriva - Hangadrottning
Minimum hero arrival turn: 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

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

helheim-ea.txt · Last modified: 2022/11/13 22:27 by wigglefig