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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 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 Skrattis 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 giant 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)
One holy 22 Commander
Best Leadership Commander is holy 11
Dominon Spreads Cold (Max 1)
Giant Forts(castle) hold extra food

Capital Special Sites

Well of Urd Thymsheim
* Enables recruitment of:
Jarnvidja
Ulfhedin
* Produce 1astralpearl2deathgem1naturegem
* Enables recruitment of:
Thrymsgode
Thrymshirding
* Produce 1watergem

Units

Jotunheim's cold preference clearly shows in their troop line up. All 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, which is hard to overcome, as you do not have any natural access to earth magic and very limited air access.

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's the vaetti, who offer a high attack density as they are only size one. 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.

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. Similar 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. Skratti are 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

FIXME intro

Img Unit Name Special Attributes Comments
Chief
Gold50
5
1
Forest Rec +
Stealthy(40)
Forest Survival
snow-move
resist cold(5)
pillager(2)
Mounted
Cheap and stealthy leader. A squad of wolf riders lead by a chief can take on smaller PD and makes a decent raiding force. It also enables some light "elfing".
Vaetti Hag
Gold40
2
2
Forest Rec +
random1100% 5
Stealthy(40)
Forest Survival
snow-move
resist cold(5)
female
A decently cost effective researcher with magic scales. Forest recruit potentially can save you some gold on infrastructure early on. Only limited combat uses. astral 11 can be used for point buffing with Luck and Ethereal, to a lesser extend the same goes for nature 11 with Protection, who is also capable of casting Swarm two times. blood 11 equipped with a sanguine dowsing rod can be a blood hunter, while the death 11 is fairly useless and mostly for research.
Jotun Scout
Gold55
7
1
sacred
Stealthy(40)
mountain survival
forest survival
snow-move
resist cold(15)
shock vulnerability(5)
The wolf riding chief makes a better scout.
This scout is useful as a stealthy raider thug. Give him some holy water to activate his blessings along with other gear, and he will be able to steal provinces from enemy PD.
Jotun Herse
Gold75
41
1
sacred
snow-move
resist cold(15)
shock vulnerability(5)
Basic commander, with relatively low upkeep due to being sacred. Can be used to lead patrolling forces when starting your blood economy.
Gygja
Gold165
3
2
death 11nature 11blood 11random1100% 13
snow-move
resist cold(15)
shock vulnerability(5)
supply bonus(10)
Fortune Teller(5%)
death-curse
forest survival
female
Your main combat mage as well as researcher when going with drain scales. Will mostly be used as Sabbath Master (or communion Master, when astral 11) to spam skeletons and cast other combat spells. The Fortune Teller ability is also noteworthy as it makes misfortune scales less punishing and a very viable choice for Jotunheim. On top of that they also offer a supply bonus, making it easier to move larger army stacks through low supply provinces.
Jotun Gode
Gold110
19
2
holy 22
sacred
snow-move
Forest Survival
resist cold(15)
shock vulnerability(5)
A fairly priced holy 22 priest with some leadership capabilities. Can be used to lead medium sized parties of sacred troops.
Jotun Jarl
Gold130
41
2
holy 11
sacred
snow-move
resist cold(15)
shock vulnerability(5)
Prophet Shape: Jotun Jarl
A decent Leader with holy 11.
Thrymsgode
Gold245
33
2
Capital Only
cold recruitment(1)
water 11holy 22random1100% 9
sacred
snow-move
Chill aura(6)
cold Power(1)
ice protection(1)
resist cold(25)
shock vulnerability(5)
Jack of all trades, master of none. Decent leader, holy 22, and thuggable. Jotunheim has better or more cost efficient options for all of these roles, however. He is notably your only way to gain some minor air access, as there is a 33% that he is a water 11air 11. If you are able to trade for some air boosters or empower him, he might break you just enough into air that you are able to take care of your shock vulnerability. Overall this unit has only very niche use cases.
Jotun Skratti
Gold255
3
4
water 22blood 22random1100% 15
snow-move
Forest Survival
resist cold(15)
shock vulnerability(5)
Shape Changer Jotun Werewolf and Jotun Wolf
The star of Jotunheim's commander line up. Skratti are shape shifters and gain 10% regeneration in werewolf form, which enables them to be good thugs with only minor investment on items. Also they give you reliable access to water 33 and blood 33 and a nature 11 Skratti can be equipped with a Thistle Mace to cast Foul Vapors once you have access to Serpents Blessing or Purifying Blood. On top of that they are extremely good communion slaves for turbo communions. With the baseline 10% in werewolf form and a master casting Personal Regeneration and a regen bless, you can easily bring a Skratti up to 30% regeneration. This way, 4 Skrattis can support an unholy amount of Gygjas spamming skeletons and casting other spells for an infinite amount of time. If you feel that's still not enough you can add in Soul Vortex and put some trolls, or sacred giants (if you have regen bless) on guard commander around the Skrattis.
Jarnvidja
Gold350
3
4
Capital Only
death 11nature 11blood 11random3100%+100%+100%+10% 17
snow-move
resist cold(15)
shock vulnerability(5)
supply bonus(10)
Fortune Teller(10%)
Adept Crossbreeder(6)
Old Age(660/525)
death-curse
forest survival
female
The cap only mage of Jotunheim is basically an improved version of the Gygja with the same baseline of magic paths, but three instead of one random paths (potentially even four with a 10% chance), giving you somewhat reliable access to astral 22, death 33, nature 33 and blood 33. The death 33 are prime targets for Twiceborn, as they can get you up to death 44 (death 55 with a skull staff). The astral 22 can forge Starshine Skullcaps. Beside the traits Gygjas gain, the Jarnvidjas also get the adept crossbreeder trait, making crossbreeding a viable option to generate siege and patrol chaff.

Troops

Jotunheim has a lot of choice when it comes to their giant units, and some interesting smaller vaetti troops.

Img Unit Name —-SpecialAttributes—- Comments
Vaetti Archer
Gold6
3
8
Forest Rec +
Stealthy(40)
Forest Survival
snow-move
resist cold(5)
A rather cheap archer equipped with a short bow. As Jotunheim doesn't have any magic access for buffing ranged troops, these troops are rarely used. When fighting badly protected chaff, you can churn out these archers in large quantities and as they are forest recruits you don't necessarily have to use resources and recruitment points from your forts.
Vaetti
Gold7
3
9
Forest Rec +
Stealthy(40)
Forest Survival
snow-move
resist cold(5)
A complementary unit to support you giant frontline. As they are size one, two of them can fit into a square with one Jotun giant significantly increasing the attack density. As with other Vaetti troops, they are forest recruitable, freeing up rec points and resources from your cap.
Wolf Rider
Gold15
3
18
Forest Rec +
Stealthy(40)
Forest Survival
snow-move
resist cold(5)
pillager(1)
Mounted
dying Shape(Wolf)
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
Moose Riders
Gold25
5
29
Forest Rec +
Stealthy(40)
Forest Survival
snow-move
resist cold(5)
Mounted
dying Shape(Vaetti Archer)
Beefy archer units. Somewhat inefficient. Jotunheim isn't able to buff their archers reliably so this unit isn't especially important.
Jotun Bondi
Gold20
15
11
snow-move
resist cold(15)
shock vulnerability(5)
A cheap, hard hitting frontline option with mediocre protection and combat skills.
Jotun Javelinist
Gold30
17
17
snow-move
resist cold(15)
shock vulnerability(5)
A good unit for early expansion and decent throughout the game. Their high damage Javelins are capable of thinning out the enemy frontline before the melee engagement. Otherwise, they are basically a Jotun Bondi with slightly better stats.
Jotun Spearman
Gold30
39
17
snow-move
resist cold(15)
shock vulnerability(5)
Good line holders with decently high protection and repel chance due to their spear. The downside is their fairly high resource costs and mediocre combat skills.
Jotun Axeman
Gold30
39
17
snow-move
resist cold(15)
shock vulnerability(5)
Similar to the Jotun Spearman but trades repelling with a spear for high damage axe chops.
Jotun Hurler
Gold30
11
17
snow-move
resist cold(15)
shock vulnerability(5)
siege bonus(5)
If they hit with their stones, they are likely get a kill. Their range is fairly low and they only have two shots. After throwing their stones they can somewhat hold their own in melee, but are strictly worse than other options for this purpose. Hurlers have only 6 defence and no shield, which also makes them vulnerable to opposing missile fire. Mainly useful as siege chaff.
Jotun Huskarl
Gold35
21
20
snow-move
resist cold(15)
shock vulnerability(5)
bodyguard(1)
The cheapest of the giant bodyguards, with slightly better stats than the linemen. They are somewhat spammable but their light armour makes them more suitable for protecting mages.
Godihuskarl
Gold40
31
24
snow-move
resist cold(15)
shock vulnerability(5)
bodyguard(1)
A more expensive Huskarl with a spear for repelling and a javelin.
Better at bodyguard work since assassins don't expect ranged attacks.
Jotun Hirdman
Gold50
41
31
snow-move
resist cold(15)
shock vulnerability(5)
bodyguard(1)
Expensive, but has good stats. If you have the gold you can make a small and elite giant army that likes point buffs.
Ulfhedin
Gold70
5
38
Capital Only
regeneration(10%)
snow-move
Forest Survival
resist cold(15)
shock vulnerability(5)
dying shape(Jotun Werewolf)
A high strength warrior that uses his 10% regeneration combined with his giant and werewolf HP pool as his defence.
This unit is quite good as an expander as they turn into their werewolf form when killed (they revert to human form after the battle).
They are even harder to kill if you can buff their protection, and their werewolf forms can chew through human chaff better than most other giants.
They cost you low resources but require more rec points than other units. You only need to focus on one scale for your cap to mass produce them compared to Thrymshirdings.

FIXME How good are they at expansion compared to Thrymshirdings?
Thrymshirding
Gold100
43
40
Capital Only
cold recruitment(1)
sacred
snow-move
Chill aura(3)
cold Power(1)
ice protection(1)
resist cold(25)
shock vulnerability(5)
Sacred giant troops that have ice protection and chill auras. Basically a smaller version of the Niefel Giant.
They are hard to kill, especially in the cold with high protection compared to your other giants.
Their chill aura is useful for fatiguing enemies in drawn out fights.
Niefel Giant
Gold140
22
39
Can recruit only if Illwinter is active.
cold recruitment(1)
sacred
snow-move
Chill aura(10)
cold Power(1)
ice protection(2)
resist cold(25)
shock vulnerability(5)
Size 6 tanky sacred giants with ice protection, cold power and chill auras. Don't send them to fight in hot provinces. A regeneration bless will make these units more useful.
The best thing about them is their strong chill aura, forcing many enemy troops up to 10 squares away to take Fatigue Cold Damage. If many overlap, most units will just Freeze over.

Heros

Img Unit Name —-SpecialAttributes—- Comments
Sporsnjall - Wolf Lord Stealthy(40)
Forest Survival
snow-move
pillager(10)
dying shape(White Wolf)
Summon Allies(Wolfx3)
Mounted
A decent stealthy raid party leader.
Gullveig - Undying
Hero arrival turn limit (20)
water 22astral 22death 22nature 33blood 11 25
snow-move
resist cold(15)
resist Poison(5)
resist Fire(15)
Stealthy(65)
supply bonus(30)
Fortune Teller(10%)
death-curse
forest survival
immortal
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.
Angerboda - Great Hag
Hero arrival turn limit (20)
astral 33death 33nature 22blood 33 27
snow-move
resist cold(15)
resist Poison(15)
shock vulnerability(5)
supply bonus(20)
Fortune Teller(15%)
adept crossbreader(8)
death-curse
forest survival
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
Hero arrival turn limit (20)
air 33water 33death 33holy 22 23
sacred
snow-move
Chill aura(6)
cold Power(1)
ice protection(3)
resist cold(30)
shapechanger(Great Eagle)
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.

Magic

National spells

Sloth of Bears: Conj3 8naturegem nature 22 ( Great Bear x10+). Beefy bears for nature gems, but you already have plenty of high HP units.

Summon Glosos: Conj3 13deathgem death 22 ( Gloso x9). Trampling sacred poisonous stealthy boars with a heat aura. Trampling can counter some very high protection values like from Ulm.

Awaken Jotun Draugar: Conj4 15deathgem death 22 ( Jotun Draug x3). Summon undead giants with fear and chill aura that hit harder when at half heath. Situational pick over summoning 5 Wigths, with Jotun Draug better at the grind game.

Brood of Garm: Conj4 10naturegem nature 22 ( Jotun Wolf x5). Giant Sacred Stealthy damage dealing wolves with fear. Useful to supplement your numbers during a early war.

Summon Rimvaettir: Conj5 5watergem water 22 ( Rimvaetti x5+). Nieflel Giants but goblin size. They are a must-have for a frontline, as you get 2 chill auras and 3 attacks per square by mixing them with your giants, fixing their outnumbered problem.

Summon Dwarf of the Four Directions: Conj8 62airgem air 44earth 33. Summon Dwarf of the Four Directions. Shared between the Jotun and Vanir nations. Summon one of the four Dwarf smiths. You would have to get a pretender to cast it, but you get a strong air 44earth 33random2200% caster and forger for your troubles at the cost (or benefit) of some hurricanes ravaging the world. You're unlikely to summon all four, and having them all missing benefits the Vanir nations the most.

Seith Curse: Thaum5 3deathgem death 11astral 11. Inflict a curse on a target and the caster. Situational but is way to better deal with a thug by increasing its chances to pile up afflictions.

Illwinter: Blood6 120bloodslave blood 55water 33. A cheap and useful blood global. Something to end a game with. Cause the world to grow colder, increases unrest slowly, and enemies get raided by Neifel giants and Jotun wolves. Extra useful if you have a giant-friendly bless as you can recruit Niefel Giants from any fort with a temple while up. 2 from your cap and 1 from any other fort

Winter's Call: Blood6 86bloodslave blood 33water 22. Can only be cast if Illwinter is active. Summons a Niefel Jarl frost giant commander.

Magic Access

FIXME What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable

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.

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)?

National Items

FIXME nation exclusive items

National Dicount Items

FIXME items you get national Discounted on (Reduced Price and required Paths). Any Reasons your nation may want to forge it?

Strategy

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

Pretender

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.

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

youtube of someone discussing the nation
guide page on steam??
forum thread or AAR

jotunheim-ma.txt · Last modified: 2021/04/19 15:54 by joste