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niefelheim-ea

EA Niefelheim, Sons of Winter

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

National Features

Races Troops Magic Priests Buildings
Prefer Cold scales +3
Frost Giants:
Cold Resistance (15)
Shock Vulnerable (5)
Unit Size 4
Giant Infantry
Sacred Giants
Boulder-Throwing Siege Giants
water 44 (Rare 5)
blood 33 (Rare 4)
nature 22(Uncommon 3, Rare 4)
death 22(Uncommon 3, Rare 4)
astral 11(Uncommon 2, Rare 3)
air 11(Uncommon) (Rare 2)
25% chance to get level 3 for Death, Astral and Blood. 2.5% for 3 Nature. Water maxes at 2.
Dominion Spread Cold(max 3) Cold scales
One holy 22 Commander
Best Leadership Commander is holy 11
Giant Fortresses hold extra food

Their longdead Reanimation will mix in Longdead Giant with normal undead.

Capital Special Sites

Niefelheim
* Enables recruitment of:
Niefel Jarl
Niefel Giant

* Produce 4watergem2deathgem per turn

Units

The nation is dominated by True giants (Size 4, Lot of HP, High Strength, and maintains a decent mobility despite the armour they wear). They are very resistant to cold damage and all ignore penalty to movement form snow.

Despite being able to one-shot most humans they hit, They have only average or slightly above chances to hit. Size 4s can only have one unit per square (can fit in an indie human) so they accumulate harassment penalties quickly, making them actually weak to a square of 3 humans especially if they have multi-attack.

In a large rework of this nation's line, Your giants are now vulnerable to shock damage instead of fire. A harder to counter magic (need to find high air or earth mages) and is the easiest means of dealing with powerful expensive units like your entire giant line up.

TL;DR: Despite looking big and imposing, Niefelhiem is fragile when it comes to infantry.

Commanders

Has a Solid but expensive lineup of commanders. They are all Sacred thugs and/or strong mages with high Hp and Strength to shrug off most assassination attempts.

Img Unit Name —-SpecialAttributes—- Comments
Jotun Scout
Gold55
7
1
sacred
Stealthy(40)
mountain survival
forest survival
snow-move
resist cold(15)
shock vulnerability(5)
He is a scout, but the really fun thing is they he is a sneaky giant that can take a bless.
Give gear like Flask of Holy Water and now you have a Raider.
Jotun Herse
Gold75
35
1
sacred
snow-move
resist cold(15)
shock vulnerability(5)
Your cheapest leader.
Not stealthy like the scout, but saves you on gems for counter-thugging needs.
Jotun Gode
Gold110
19
2
holy 22
sacred
snow-move
Forest Survival
resist cold(15)
shock vulnerability(5)
Your primary priest, basically a Herse with Holy 2.
Cost a lot for him to only site around, but effective at leading Sacreds.
Jotun Jarl
Gold130
35
2
holy 11
sacred
snow-move
resist cold(15)
shock vulnerability(5)
Your best any-fort leader with 80ld.
Niefelheim doesn't have that big of armies, but better when heavily using Indies and put giants into formations.
Gygja
Gold225
3
2
death 11nature 11blood 11random2100%+100%+10% 15
snow-move
resist cold(15)
shock vulnerability(5)
supply bonus(10)
Fortune Teller(10%)
Old Age(300/330)
death-curse
forest survival
female
Your main combat mage as well as researcher (will hold you over until you find cheaper indie Researchers). Despite how the price looks, 5 Soresory paths is a steal. Will often be used as Sabbath Master (or Communion Master, when S1) 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 as Niefelheim. On top of that, they also offer a supply bonus, making it easier to move larger army stacks through low supply provinces.
Jotun Skratti
Gold345
3
4
water 22blood 22random1100% 15
sacred
snow-move
Forest Survival
resist cold(15)
shock vulnerability(5)
Shapechanger Jotun Werewolf and Jotun Wolf
The Star of Jotunheims comander 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 acces to W3 and B3 and the N1 randoms can be equipped with a Thistle Mace to cast Foul Vapors once you have access to Serpent's Blessing or Purify Blood. Ontop of that they are extremly good communion slaves for turbo communions. with the baseline 10% in ww form + a master casting Personal Regeneration + having a regen bless, can easily bring the Skratti up to 30% regeneration. This way 4 Skratti can support an unholy amount of Gygja spamming skelletons and casting other spell 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 Nieflel giants(if you have regen bless) on guard comander around the skrattis.
Niefel Jarl
Gold510
49
2
Capital Only
water 33death 22holy 22random1100%+10% 17
sacred
snow-move
Chill aura(18)
cold Power(1)
ice protection(3)
resist cold(30)
shock vulnerability(5)
cold recruitment(1)
Your national Supercombatent. Athough he needs to be geared, he can roll over most unpreperpared defenses. Athough He is expensive he is also your only national acces to minor air magic, with him being a Wailing Winds and Wind of Death caster.

Troops

On paper, they look big and can one shoot most troops but they're actually really fragile, with mediocre attack skill making that one hit per square miss most of the time. While their Prot and defense skill don't properly protect them from humans ganging up on them.

Img Unit Name —-SpecialAttributes—- Comments
Jotun Bondi
Gold20
15
11
snow-move
resist cold(15)
shock vulnerability(5)
cheap hard-hitting frontline option, with mediocre protection and combat skills
Jotun Warrior
Gold30
15
17
snow-move
resist cold(15)
shock vulnerability(5)
good line holders with decently high protection and repel chance due to their spear, who can still put out some damage with stats better than a Bondi
Jotun Warrior
Gold30
17
17
snow-move
resist cold(15)
shock vulnerability(5)
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. Besides that, they are similar to the Jotun Warriors.
Jotun Hurler
Gold30
11
17
snow-move
resist cold(15)
shock vulnerability(5)
siege bonus(5)
They throw Super heavy rocks over allies' heads, likely to kill most monsters.
Their main purpose is cost-efficient Siege chaff.
You may be giants but you can still save more on gold.
Jotun Huskarl
Gold35
21
20
snow-move
resist cold(15)
shock vulnerability(5)
bodyguard(1)
The cheapest of the Giant body guards, with slightly better stats than the linemen. They are sum-what spamable.
Godihuskarl
Gold40
25
24
snow-move
resist cold(15)
shock vulnerability(5)
bodyguard(1)
more expensive Huskarl has a Spear for Repels and a javelin.
Batter at bodyguard work since assassins don't expect ranged attacks.
Jotun Hirdman
Gold50
33
31
snow-move
resist cold(15)
shock vulnerability(5)
bodyguard(1)
Expensive, but have good stats. If you have the gold you can make a small and elite giant army that is easy to point buff.
Niefel Giant
Gold140
22
39
Capital Only
Limited?
sacred
snow-move
Chill aura(10)
cold Power(1)
ice protection(2)
resist cold(25)
shock vulnerability(5)
cold recruitment(1)
Acts More as a support piece for your giant lines than a proper independent expander unit because of how expensive they are. A Niefel in Cold scales+3 and a regen bless is hard to deal with, not to mention how much Cold Fatigue Damage 2 would passively inflict.
Works best in expansion by having a small group hold the enemy with cheaper giants give you numbers.

Heros

Both can only very late in minimum of when the earliest a hero can arrive, so very unlikely to see them unless a long game.

Img Unit Name —-SpecialAttributes—- Comments
Angerboda - Great Hag
Hero Arival turn Limiet(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
improved Gygja, maxing out most of the path they can random.
Very good at Crossbreading.
Is your Highest national source of Astral.
She is also one booster away from death 44 which is need to break into Vampire Lords with minimum effort.
Tjatse - Abductor
Hero Arival turn Limiet(20)
air 33water 33death 33holy 22 23
sacred
snow-move
Chill aura(6)
cold Power(1)
ice protection(3)
resist cold(30)
shape changer(Great Eagle)
Niefel giant that can become a 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.
Even if you can't get better air mages, he is still an important resource providing high-level air combat magic like Thunder Fend to fix Lighting weakness, Mass Flight, and Fog Warriors.

Magic

Reaserch Goals

  • Enchantment 5: Horde of Skeletons, Personal Regeneration, Regeneration, Antimagic
  • Thaumaturgy:
  • Blood 6:
  • Conj 5:(if you need more troops)

National spells and Summons

Sloth of Bears: Conj3 8naturegem nature 22 ( Great Bearx10+). Large balls of HP for nature gems and you already have plenty of that.

Awaken Jotun Draugar: Conj4 15deathgem death 22 ( Jotun Draugx3). summon uneaded giants with fear and chill aura and hit harder when at half heath. Suiational pick over summoning 5 Wigths, with Jotun Draug better at the grind game.

Brood of Garm: Conj4 10naturegem nature 22 ( Jotun Wolfx5). Giant Sacred Stealthy Damage Dealing Wolfs with Fear. Useful to suplement your numbers during a early war.

Summon Rimvaettir: Conj5 5watergem water 22 ( Rimvaettix5+). Neflel giants but goblin size. They are a must-have for a frontline, as you get 3 chill auras and 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. Your unlikely to summon all four, but having them all missing benefits only the Vanir line 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 affliction.

Illwinter: Blood6 120bloodslave blood 55water 33. Cheap for what a blood global. Something to end a game with. Cause the world grows colder, increases unrest slowly, and enemies get raided by Neifle Giants and Jotun Wolfes. Extra useful if you have a giant bless as you can recruit Niefel Giants from any fort while up.

Magic Access

You can be high in paths but a lot of power comes from communions. Niefel Jarl is constantly the strongest Water and Death Mage but expensive, with Skratti and Gygja being cost-efficient. Skratti constantly have water 33, blood 33. Gygja Often gets 2s in Sorcerery paths.

with boosters you can consistently get water 55, astral 33, death 44, nature 66, blood 66 out side commions.

Naiads gives you strong Water Nature cross paths.

Although Niefel Jarl can get air, Faery Queens gives you constant air 33.

Although it's more expensive than finding an Indie shaman but Troll Shaman and Spectral Mage has the chance to give some earth.

Combat Magic

Although your troops are week in concentration against other players, much of Niefelheim's power comes from its turbo communions. Hord of Skeletons is your go-to spell.

Fovroate spells are things to help their lines hold while they withstand their own army wipe spells. Battle Fortune, Mass Regeneration, Will of the Fates, Relief, Mass Protection, and Stygian Rains.

Can kill single targets with Soul Slay and Bone Melter

As army wipes you have Howl, Syllable of Sleep, Falling Frost, Rigor Mortis, and Foul Vapors.

If you using a Jarl as a caster, He can cast Freezing Mist and also Wailing Winds and Wind of Death with extra gems.

Ritual Magic

You are a blood nation and should be summoning minions to replace your giant troops. Blood Fercundity improves your economy.

you are strong skelli-spammers but there are other good summonses in blood and Conjuration. Conj has Jotun Draug and Rimvaetti. Blood has Frost Fiends and Cross Breeding. With little empowerment and boosting You have Vampire Lords as immortal thugs.

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 Dicount Items

  • Rime Hammer: Constr 6. water 22air 11, 8watergem4airgem.

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

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

niefelheim-ea.txt · Last modified: 2020/12/14 14:48 by joste