Guides for this nation:
Sleeper Helheim Build by 7thPath
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.
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.
Race | Military | Magic Access | Priests | Buildings |
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Prefer 1 Elves Stealthy(65) Glamour High Defence and MR | Elf Vikings Strong Thugs NO cheap Mages | 4(Rare 5) 3(Rare 4) 3 1(Rare 2) 1 Summonable: 2*, 4*, 3*, 2* , 2* , 2* *Can't be summoned natively. | Average (max 2) Can perform Blood Sacrifices. | Standard Fort(Fortress) |
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.
Sprite | Unit Name | Special Attributes | Comments |
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Van Scout 40 15 1 | Stealthy (75) Glamour Mountain Survival Forest Survival | Very stealthy scout Need Spirit Sight and a high patrol to catch him. |
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Vanherse 120 13 2 | 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. |
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Helkarl 160 12 2 | 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. |
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Svartalf 195 2 4 Capital Only | 221100% 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. |
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Dis 200 18 2 Capital Only | 111 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. |
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Vanjarl 260 15 2 | 212 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 |
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Hangadrott 410 18 4 Capital Only | 2321100% 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 5 with a Skull Staff, letting you forge Skullfaces and summon Lichs, essentially to a Death based late game strategy. |
Sprite | Unit Name | Special Attributes | Comments |
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Serf Warrior 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. |
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Huskarl 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. |
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Huskarl 25 13 21 | Stealthy (65) Glamour | Lower defense, higher protection. The axe makes this unit more a little bit more effective against armour. | |
Hirdman 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. |
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Mounted Hirdman 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. |
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Valkyrie 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. |
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Helhirding 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. |
Sprite | Unit Name | Special Attributes | Comments |
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Sigrdriva - Hangadrottning Minimum hero arrival turn: 10 | 342 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. |
Fire is partially week, being requiring a random and a Skull of Fire to be 2 and 3 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 4, 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 3, then with luck or empowerment will get you into 4 to make the needed booster, go Air queens, then have a 7. With Death Randoms, they will beak you into the booster for 6
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?
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?
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)?
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.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
Nations | |
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Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |