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jotunheim-ma

MA Jotunheim, Iron Woods

Lore

From Dominions 5 Manual note on the inspiration for Vanheim, Helheim, Niefelheim, Jotunheim, Midgård, Vaettiheim, and Utgård:

These are all nations 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, Jotunheim, and Utgård are part of the history of a single nation through the ages.

General Overview

Jotunheim is a nation of Jotun giants and Vaetti goblins. Their troops are all resistant to cold, but giant troops suffer from lightning vulnerability.

Jotunheim excels at thugging with their excellent Skrattir and they have a lot of sorcery access. Vaetti researchers and troops are recruitable in any forest. Setting up a blood economy with Jotunheim is relatively easy.

Jotunheim's expensive giant lineup may seem intimidating but the low attack density of giants is actually a liability. Combining Jotun and Vaetti troops can help improve on this weakness. Jotunheim doesn't have much access to elemental magic paths other than water and a tiny bit of air.

National Features

Being the descendants of Frost Giants, Jotunheim has a national preference for +2 cold. Their longdead Reanimation will mix in Longdead Giants with normal undead.

Races Troops Magic Priests Buildings
Frost Giants:
Cold Resistance (15)
Shock Vulnerable (5)
Snow Move
Unit Size 4

Vaetti
Cold Resistance (5)
Stealthy (40)
Unit Size 1
Recruited
Giant Heavy Infantry
Sacred Giants
Giant Werewolves
Boulder-Throwing Siege Giants
Vaetti Troops
blood 33 (Uncommon 4, Rare 5)
astral 22 (Uncommon 3, Rare 4)
death 33 (Uncommon 4, Rare 5)
nature 33 (Uncommon 4, Rare 5)
water 33
National Summon
water 44 (Rare 5) (Requires blood 33water 22 + blood 55water 33)
holy 22 Priests
Dominion Spreads Cold (Max 1)
Giant Forts (castle) hold extra food

Capital Special Sites

Iron Woods Thrymsheim
Enables recruitment of Jarnvidja and Ulfhedin
Produces 2deathgem1astralpearl1naturegem per turn
Enables recruitment of Thrymsgode and Thrymshirding
Produces 1watergem per turn

Units

Jotunheim's cold preference clearly shows in their troop lineup. Most recruitable units come with a natural cold resistance and snow move, which gives a sizeable strategic advantage while fighting in cold. Worth noting is also the inherent weakness to shock for all giant troops. While Jotunheim's mages and communions can mitigate this weakness with Elemental Fortitude, the lack of significant earth and air magic leaves troops vulnerable.

Their troops break down into two branches. On one hand, Jotunheim has access to hard-hitting, durable size 4 giants. On the other hand, there are the Vaetti, who offer a high attack density as they are only size 1. Both branches complement each other and in general give the best result when combined, as the giants can deliver damage even through tough protection, while the Vaetti increase the overall attack density. However, the non-wolf riding Vaetti lack snow move and are only map move 10, whereas even the most heavily-armored Jotuns are map move 12 and have snow move. This means that Vaetti (on foot) can significantly slow down Jotunheim's armies, at least in friendly territory.

The priests are only mediocre, as Jotunheim has no access to holy 33 priests and, while not expensive they come without any special properties, although they are quite durable compared to human priests. Similarly, their commanders do not stand out, as the highest leadership commanders only have 80. Notable though is the Jotun Jarl for being an holy 11 Priest as well as a decent leader, enabling him to lead smaller groups of sacred units early on.

Jotunheim's mages are more focused on sorcery paths, gaining good access to Death, Nature and Blood Magic, and some Astral, while the Jotun Skratti adds strong water magic. Skrattir is also the star unit when it comes to the commanders of Jotunheim, as they perform very well in different roles. They are shapeshifters and gain 10% regeneration in werewolf form, which makes them very good thugs with some equipment. This ability also enables turbo communions, which is one of the strong suits of Jotunheim.

Commanders

Sprite Unit Name Special Attributes Description
Jotun Scout
Gold 55
7
1
Sacred
Cold Resistant (15)
Shock Vulnerability (5)
Stealthy (40)
Mountain Survival
Forest Survival
Snow Move
An expensive, but sacred, scout.
Chief
Gold 50
5
1
Forest Rec +
Cold Resistant (5)
Stealthy (40)
Pillager (2)
Mounted
Forest Survival
Snow Move
Stealthy, 40 leadership commander.
Jotun Herse
Gold 75
41
1
Sacred
Cold Resistant (15)
Shock Vulnerability (5)
Snow Move
60 leadership sacred commander.
Jotun Gode
Gold 110
19
2
holy 22
Sacred
Cold Resistant (15)
Shock Vulnerability (5)
Forest Survival
Snow Move
holy 22 priest with 40 leadership.
Jotun Jarl
Gold 130
41
2
holy 11
Sacred
Cold Resistant (15)
Shock Vulnerability (5)
Prophet Shape (Jotun Jarl)
Snow Move
Lesser priest with 80 leadership.
Vaetti Hag
Gold 40
2
2
Forest Rec +
random1100% 5
Cold Resistant (5)
Stealthy (40)
Inept Researcher (2)
Forest Survival
Female
A very cheap mage, made extra massable by being recruitable in unforted forests. A potent researcher option purely due to ease of recruitment, with most randoms providing some utility.
Gygja
Gold 165
3
2
death 11nature 11blood 11random1100% 13
Cold Resistant (15)
Shock Vulnerability (5)
Supply Bonus (10)
Fortune Teller (5%)
Forest Survival
Snow Move
Female
A mage with shallow but broad paths. In practice the low path level can be boosted with sabbaths/communions, making the Gygja a respectable combat mage with some support, and most randoms can find useful things to do even outside of communions. Also a fortune teller, which can mitigate the impact of Misfortune scales.
Jotun Skratti
Gold 255
3
4
water 22blood 22random1100% 15
Cold Resistant (15)
Shock Vulnerability (5)
Shape Changer (Jotun WerewolfJotun Wolf)
Forest Survival
Snow Move
An expensive mage made extremely durable by their multiple forms, innate regeneration and high hitpoint pool. They are very versatile, serving both as strong heavy thugs and the preeminent turbo communion slave.

Incidentally, they are Jotunheim's only access to Foul Vapors.
Thrymsgode
Gold 245
33
4
Capital Only
water 11holy 22random1100% 9
Sacred
Cold Resistant (25)
Shock Vulnerability (5)
Cold Recruitment (1)
Chill Aura (6)
Ice Protection (1)
Cold Power (1)
Snow Move
The descendants of the Neifal Jarls, An extremely expensive Warrior Mage. The low paths largely lack combat utility, and Jotunheim has other, more specialized options for thugging, combat casting or priestly duties. Notably, Jotunheim's only access to minor air magic.
Jarnvidja
Gold 350
3
4
Capital Only
death 11nature 11blood 11random3100%
100%
100%
10%
17
Cold Resistant (15)
Shock Vulnerability (5)
Supply Bonus (10)
Fortune Teller (10%)
Adept Cross Breeder (6)
Old Age (660/525)
Death Curse
Forest Survival
Snow Move
Female
Over twice the price of the Gygja for two more guaranteed randoms. While Gygjas can take on most combat roles while being path-boosted by a communion, the Jarnvidjur provide potentially greater path depth for higher path combat spells, or rituals/forging outside of combat.

Troops

Sprite Unit Name Special Attributes Description
Vaetti Archer
Gold 6
3
8
Forest Rec +
Cold Resistant (5)
Stealthy (40)
Forest Survival
Cheap shortbow archers. Jotunheim lacks the classic archer support spells (Flaming Arrows and Wind Guide), but shortbows can still be useful against low-protection targets.
Vaetti
Gold 7
4
9
Forest Rec +
Cold Resistant (5)
Stealthy (40)
Forest Survival
Size 1 militia. Complements Jotunheim's giant troops by filling in extra space and absorbing attacks.
Wolf Rider
Gold 15
4
18
Forest Rec +
Cold Resistant (5)
Stealthy (40)
Pillager (1)
Dying Shape (Wolf)
Mounted
Forest Survival
Snow Move
A stealthy size 2 cavalry unit with two attacks. Can be used to flank and attack rear in fights and are also capable of taking on smaller PD, making for decent raiding units led by a chief and adding some light "elfing" capabilities to Jotunheim's options. Also make for decent patrol units early, when you are starting your blood economy
Jotun Bondi
Gold 20
15
11
Cold Resistant (15)
Shock Vulnerability (5)
Snow Move
Giant light infantry with a high-damage axe.
Moose Riders
Gold 25
5
29
Forest Rec +
Cold Resistant (5)
Stealthy (40)
Dying Shape (Vaetti Archer)
Forest Survival
Snow Move
Very expensive for the ranged attacks compared with the Vaetti Archer. Will often be preferentially targeted by spells due to high hitpoints and low protection/MR.
Jotun Javelinist
Gold 30
17
17
Cold Resistant (15)
Shock Vulnerability (5)
Snow Move
A more skilled Bondi with a high damage javelin.
Jotun Spearman
Gold 30
39
17
Cold Resistant (15)
Shock Vulnerability (5)
Snow Move
Giant heavy infantry with mediocre Attack and Defense skills. The Spearman has some repel capability while the Axeman deals more slashing damage.
Jotun Axeman
Gold 30
39
17
Jotun Hurler
Gold 30
11
17
Cold Resistant (15)
Shock Vulnerability (5)
Snow Move
Siege Bonus (5)
Extremely high damage ranged attack with limited range and ammunition. In addition to being a situational counter to glamoured elves, the Hurler makes decent siege chaff, providing over twice as much siege strength as the other Jotuns.
Jotun Huskarl
Gold 35
21
20
Cold Resistant (15)
Shock Vulnerability (5)
Bodyguard (1)
Snow Move
Giant bodyguards. Each version is more heavily armored and skilled, with the Huskarl being the budget option, the Godihuskarl gaining a javelin and the Hirdman being the expensive heavy infantry option.
Godihuskarl
Gold 40
31
24
Jotun Hirdman
Gold 50
41
31
Ulfhedin
Gold 70
5
38
Capital Only
Regeneration (10%)
Cold Resistant (15)
Shock Vulnerability (5)
Wounded Shape (Jotun Werewolf)
Forest Survival
Snow Move
Giant, shapechanging light infantry with regeneration. Low resource cost but also extremely gold-expensive, costing almost as much as two Vaetti Hags.
Thrymshirding
Gold 100
43
40
Capital Only
Sacred
Cold Resistant (25)
Shock Vulnerability (5)
Cold Recruitment (1)
Chill Aura (3)
Ice Protection (1)
Cold Power (1)
Snow Move
Giant, sacred heavy infantry with a chill aura and cold protection. Quite durable but, similar to Jotunheim's other giant troops, provides low attack density on its own. Also incredibly gold-expensive compared to the alternative heavy infantry options.
Niefel Giant
Gold 140
22
39
Can recruit only if Illwinter is active.
Sacred
Cold Resistant (25)
Shock Vulnerability (5)
Cold Recruitment (1)
Chill Aura (10)
Ice Protection (2)
Cold Power (1)
Snow Move
Size 6 sacred giants with ice protection, cold power and chill auras. Heavy infantry equivalents in cold, but very lightly armored in the heat. Their strong chill aura will fatigue out opponents (and non-cold resistant friendlies) even over medium distances. If many overlap, most units will just Freeze over.

Heroes

Sprite Unit Name Special Attributes Description
Sporsnjall - Wolf Lord Cold Resistant (5)
Stealthy (40)
Pillager (10)
Dying Shape (White Wolf)
Summon Allies (Wolf×3)
Mounted
Forest Survival
Stealthy 80 leadership commander.
Angerboda - Great Hag
Minimum hero arrival turn: 20
astral 33death 33nature 22blood 33 27
Cold Resistant (15)
Poison Resistant (15)
Shock Vulnerability (5)
Supply Bonus (20)
Fortune Teller (15%)
Adept Cross Breeder (8)
Death Curse
Forest Survival
Snow Move
Female
An improved Gygja, maxing out most of the paths they can random.
Very good at crossbreeding.
This hero is your Highest national source of Astral magic. She is also one booster away from death 44 which is needed to break into Vampire Lords with minimum effort.
Tjatse - Abductor
Minimum hero arrival turn: 20
air 33water 33death 33holy 22 23
Sacred
Cold Resistant (30)
Chill Aura (6)
Ice Protection (3)
Cold Power (1)
Shape Changer (Great Eagle)
Snow Move
Niefel giant that can become an air 44 Eagle. Your gateway to forge Winged Helmets, and even Bag of Winds and Air Queens if you have the gems to boost him.
An important unit providing high-level air combat magic like Thunder Fend to fix your lighting weakness, as well as other useful spells like Mass Flight, and Fog Warriors.
Gullveig - Undying
Minimum hero arrival turn: 20
water 22astral 22death 22nature 33blood 11 25
Fire Resistant (15)
Cold Resistant (15)
Poison Resistant (5)
Stealthy (65)
Supply Bonus (30)
Fortune Teller (10%)
Immortal
Glamour
Forest Survival
Snow Move
Female
A nice mage with 5 magic paths. Water crosspaths can be helpful for some things. Immortality makes her useful as a combat mage, since she will respawn at your cap if she is somehow killed in combat.

Magic

Magic Access

You get a large spread of Sorcery and Water paths.

Jotun Skratti and your Neifl Giants is your water access. The two main boosters grants water 55/ water 66 before communions.

Jarnvidja is your master Sorceror. She gets a wide random spread so uncommon paths, not about 3.

Astral is more common as astral 33 with Skullcap. or uncommonly astral 44. With Ether Lords being a more reliable.

Jarnvidja can make death 33 / death 44 with Skull Staff, and some rare crucomstance like often by Twiceborning, they can reach death 66 with a Skullface

Get access to a lot of nature booster, starting with a nature 22 / nature 33. Can make Thistle Mace/Treelord's Staff, Moonvine Bracelet, and Armor of Twisting Thorns for a nature 66 / nature 77 Jarnvidja.

again Jarnvidja can be naturally blood 33 / blood 44, and get access to 4 different boosters.

You do have some summon to break into paths. Spectral Mage and Troll Shamans can get your foot wet in the earth for at lest the minimum purposes of forging.

Faery Queen Grants you Access to air 33.

At the lategame one in 4 of the Heliophagus can get you to fire 44. and Tartarians Do Gain large access to paths.

National spells

Combat

  • MA Jotunheim does not have any national combat spells.

Ritual

  • Conjuration 3 death 22 for 13deathgem: Summon Glosos ( Gloso×9)
    Trampling, sacred, poisonous, stealthy boars with a heat aura. Trampling can counter some very high protection values like those of Ulm.
  • Conjuration 3 nature 22 for 8naturegem: Sloth of Bears ( Great Bear×7)
    Undisciplined animals with low attack density but a lot of strength. Makes decent siege chaff.
  • Conjuration 4 death 22 for 15deathgem: Awaken Jotun Draugar ( Jotun Draug×3)
    Undead medium-heavy infantry with fear, very high hitpoints and a cold aura. Transforms into a size 5 Jotun Draug under 40 HP. Comparable to Wights; a bit more expensive, but the fear aura gives the Jotun Draugar significant utility when mixed into front lines.
  • Conjuration 4 nature 22 for 10naturegem: Brood of Garm ( Jotun Wolf×5)
    Giant, sacred, stealthy wolves with fear. Useful to supplement numbers during a early war, though Jotunheim has many other uses for nature gems.
  • Conjuration 5 water 22 for 5watergem: Summon Rimvaettir ( Rimvaetti×5+)
    Size 1 light infantry with a cold aura. Fairly gem and mage turn-efficient, can add extra fatigue threat to front lines.
  • Conjuration 8 air 44earth 33 for 62airgem: Summon Dwarf of the Four Directions
    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, then every battle takes place in darkness and under perpetual storm.
  • Thaumaturgy 5 death 11astral 11 for 3deathgem: Seith Curse
    Inflicts curse on the target and the caster, countered by high magic resistance. Very expensive, but can cripple thugs/supercombatants.
  • Blood 6 blood 55water 33 for 120bloodslave : Illwinter
    Cause the world to grow colder, increases unrest slowly, and enemies get raided by Niefel Giants and Jotun wolves. Allows Niefel Giants to be recruited from forts; 2 from the capital and 1 from any other fort.
  • Blood 6 blood 33water 22 for 86bloodslave: Winter's Call ( Niefel Jarl×1). Can only be cast if Illwinter is active.
    Summons a water 33death 22holy 22random1100%
    10%
    Niefel Jarl. A good supercombatant chassis and eminently affordable with a decent blood economy.

Notable Generic Magic

Like EA Niefelheim and LA Utgård, MA Jotunheim can also make use of powerful Skratti turbo communions. Two Skratti Sabbath Slaves (maybe four or more for critical battles) can support several Gygja Sabbath Masters chain-casting Horde of Skeletons for near-infinite amounts of chaff. Skellyspam combined with Foul Vapors, Rigor Mortis and Relief (also in the Enchantment school!) make midgame Jotunheim communions difficult to fight without battlefield wipes (e.g. Fire Storm) or well-placed evocations. Have a master cast Elemental Fortitude and Personal Regeneration, and hit the Skrattir with Enlarge for extra durability, and use evocation bait to protect communion mages from being sniped.

Nature Skratti are particularly important for their ability to cast Foul Vapors (with a Thistle Mace), as well as providing access to the dreaded physmoss combo (Liquid Body + Mossbody). They can be made very difficult to kill with minimal gear, and can even wipe entire armies if they are unprepared for a mini Foul Vapors supercombatant.

Magic Items

National Discount Items

  • Construction 2 death 11astral 11 for 4astralpearl4deathgem instead of 5astralpearl5deathgem: Duskdagger
    A strong counter-thug weapon due to its armor-negating properties and ability to cause Profuse Bleeding.

Generic Items

  • Jotunheim natively has the ability to construct some useful gear for its Skratti thugs, though the lack of earth is somewhat limiting. Example gear might include: Vine Shield, Horror Helmet, Ranger's Boots/Boots of the Messenger, etc.

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.

One obvious build for Jotunheim is an awake Irminsul with a regeneration bless. Your sacred units have big HP pools so regeneration works well on them.

Jotunheim has a pricey troop lineup so a good scales build can help you afford more. An obvious option would be some kind of imprisoned immobile which would allow you to take whatever kind of utility bless you need and have plenty left over for scales.

See More

jotunheim-ma.txt · Last modified: 2022/12/05 15:40 by saiden