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utgard-la

LA Utgård, Well of Urd

Utgård is a land of bitter winters and cool summers. It was once Jotunheim, the home of giants. But with the coming of man, their population has dwindled. After man ventured to the icy lands of Jotunheim, the giants of Jotun discovered the humans to be resourceful allies. With the Awakening God, all grudges have been cast aside and men and giants fight side by side. The alliance with the humans has estranged the Gygjas and their Vaetti servants, who no longer aid the giants. Instead, human seeresses have become influential. In the heart of Utgård lies the magical Well of Urd where the Norns gather and divine the future of the world. The giants of Utgård are immensely strong and resilient. They are born in the cold and do not suffer from cold climates. The people of Utgård prefer to live in cool provinces.

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

The witches and wolf-sorcerors of Utgård province-wide access to and Magic at every Laboratory Fort, although they have the low magic skills typical of the Late Age.

Utgård has a high hit point, high damage, capital-only sacred, but no out-of-capital sacred troops. This gives some incentive to have a bless focused on the early game if any blessing is desired. Sacred Jotun Jarl leaders lead troops and can even be geared up, but unlike many nations Utgård recruited mages are not sacred. Instead, Utgård can win fights using their numerous mages. Utgård witches can mass Communion Slave to their Norna Communion Master to power combat magic, and Utgård can bring to bear powerful spells fueled by excellent blood hunters like the Jotun Skratti, which can transform into a blood sniffing werewolf (the werewolf loses one point of but gains blood searcher).

On top of having good access to blood hunting, Utgård national spells include the Illwinter, which causes Cold scales to spread around the world, bringing unrest and a new Niefel Giant recruitment option. Their special and Conjuration spells give their armies the flexibility to add animal and undead forces to shore up their numbers.

If a Pretender can manage the giant-sized appetite and upkeep of their forces, Utgård will be a force for their lesser neighbors to fear.

National Features

Being the descendants of Frost Giants, Utgård has a national preference for +1 Cold. Their longdead reanimation will mix in longdead Giant with normal undead.

Races Troops Magic Priests Buildings
Frost Giants:
snow-move
Cold Resistance (15)
Shock Vulnerable (5)
Unit Size 4

Humans and Hags:
Normal Baseline Statistics
Giant Heavy Infantry
Sacred Giant Berserkers
Boulder-Throwing Siege Giants
Human Support/Chaff
Blood 2 (uncommon 3)
Astral 2 (uncommon 3, Rare 4)
Death 2 (uncommon 3, Rare 4)
Nature 1 (uncommon 2, Rare 3)
Water 1 (uncommon 2)

25% chance to get level 3 for Death, Astral and Blood. 2.5% for 3 Nature. Water maxes at 2.

Heroes: air 44, water 33, astral 44, death 44, nature 44

Summoned Dwarf: air 44earth 33: fire 22, or water 22, or death 22, or nature 22
One holy 22 Commander
Best Leadership Commander is holy 11
Giant Fortresses hold extra food

Capital Special Sites

Well of Urd
Enables recruitment of Norna and Garmhirding
Produces 1deathgem2astralpearl1naturegem

Units

Utgard's cold preference clearly shows in their giant troop lineup. Most recruitable big 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 utgard'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,Utgard has access to hard-hitting, durable size 4 giants. On the other hand, there are the humans, who offer a more attack density, though are not as good as the Vaetti in the past ages. 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 humans protect their shins. However, humans lack snow move or cold protection. This means that humans can significantly slow down Utgard's armies, at least in friendly territory.

The priests are only mediocre, as Utgard 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 and Gode for being an holy 11 Priest as well as a decent leader, enabling him to lead smaller groups of sacred units early on.

Utgard'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 Utgard, especially with how cheap Seithkona are.

Commanders

FIXME intro

Sprite Unit Name Special Attributes Comments
Scout
Gold 25
4
1
Stealthy(50)
Mountain Survival
Forest Survival
Good for foreign recruitment and while you have palisades and are building up to forts, they have niche strategic uses for sieging vs assassins but normally they are only made in provinces that have them natively.
Herse
Gold 40
22
1
Cheap 60ld Commander
Gode
Gold 45
11
1
holy 11
sacred
Huamn priest in armour.
Can lead Garmhirding expantion parties.
Jotun Scout
Gold 55
7
1
sacred
Stealthy(40)
mountain survival
forest survival
snow-move
resist cold(15)
shock vulnerability(5)
replaced by normal scout as the nation's scout.
What can't be taken away from him is that fact he is a stealthy Raider thug.
Give him some blessed water to activate his blessings along with other gear, and he will steal provinces from enemy PD.
Jotun Herse
Gold 75
41
1
sacred
snow-move
resist cold(15)
shock vulnerability(5)
The giant version of the Herse.
Less likely to die from ranged attacks and can benefit from always active blesses like Inspirational.
Seithkona
Gold 85
1
2
astral 11death 11nature 11 11
supply bonus(10)
Fortune Teller(5%)
female
Your research monkeys and make up most of your communions.
Don’t cast high-level rituals but Astral, Death, and Nature are Strong when in a communion.
Your going to have a lot of Seithkona, so dumping Misfortune scales is extra bless points.
Once you get enough Skratti, you can have Seithkona be empowered by the turbo communion.
Jotun Gode
Gold 110
19
2
holy 22
sacred
snow-move
Forest Survival
resist cold(15)
shock vulnerability(5)
Simple, fairly priced H2 priest, some leadership capabilities.
Can be used to lead medium sized parties of Sacreds or blast-up undead spam
Jotun Jarl
Gold 130
41
2
holy 11
sacred
snow-move
resist cold(15)
shock vulnerability(5)
Decent Priest commander with 80ld.
Norna
Gold 210
1
4
Capital Only
astral 22death 22nature 11random1100%
10%
11
supply bonus(10)
Death Curse
spirit sight
Fortune Teller(20%)
female
She is one of your ritual and communion masters.
Can be a astral 33death 33nature 22 or get 1 in blood.
They bring in big astral, Death, and nature to the battlefield.
the 1 in Blood is useful as she has crosspath spells with the other magics she knows.
Jotun Skratti
Gold 220
3
4
water 11blood 22random1100%
snow-move
Forest Survival
resist cold(15)
shock vulnerability(5)
Shapechanger (Jotun Werewolf and Jotun Wolf)
The Star of Utgård commander lineup. Skratti are shapeshifters 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 22 and blood 33 and the nature 11 randoms 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 ww form + a master casting Personal Regeneration + potentially a shroud (if you happen to have a regen bless) can easily bring the skratti up to 30% regeneration. This way 4 Skratti can support an unholy amount of Seithkona 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 skratti.

Troops

Utgård is a giant nation which fields giants with extreme cold resistance at the price of suffering susceptible to shock. The sole recruitable Sacred Troop, Garmhirding is a Berserker with high damage that can be the platform for a variety of combat blessings. These sacred troops can be supported by Jotun Javelinist and other excellent, if expensive, fortress recruited troops to expand with minimal losses against independent provinces. As size 4 giants, getting surrounded by high damage troops or hit by Lightning Bolt are the main dangers to early expansion forces, and like any giant nation the supply needs and growing upkeep of expansion armies can slow down what would otherwise be an unstoppable early advantage.

The addition to Humans in the LA, let you build cheaper, more reliable army chaff, and if mixed with giants, reduce the penalty that enemy harassment inflicts.

Sprite Unit Name Special Attributes Comments
Huskarl
Gold 10
12
9
light Human chaff that pepper the rare lightly armour enemy with javelins.
Axes deal more damages while Spears repel and ignore the repel of shorter weapons.
Get better on mass if you add fire to your communions.
Overall has a poor match-up with most other late-age units and indies, the best use is being the cheapest shinguards for your giants.
Huskarl
Gold 10
12
9
Human Godihuskarl
Gold 10
20
9
Medium Human Chaff.
Wear more armour than Huskarls for 10 more but have no javelins.
Better at line holding and do slightly better against crossbows.
Human Godihuskarl
Gold 10
20
9
Human Hirdman
Gold 13
22
16
More elite version of the Human Godihuskarl.
Holds the line better with their higher defense Skill.
Make for better giant shin guards
Jotun Bondi
Gold 20
15
11
snow-move
resist cold(15)
shock vulnerability(5)
Cheap hard-hitting frontline option, with mediocre protection and combat skills
Jotun Javelinist
Gold 30
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 Bondi with slightly better stats
Jotun Spearman
Gold 30
39
17
snow-move
resist cold(15)
shock vulnerability(5)
good line holders with decently high protection, Often enough to only take a minor chips or no damage from most human chaff of the age. but with fairly high resource costs and mediocre combat skills
Spearmen better repel chance due to their length, who can still put out some damage.
Axeman is similar to the spearman but sacrificing the spear repel for higher damage with their axe, with human armor being usually high enough in the late age for this to not be overkill.
Jotun Axeman
Gold 30
39
17
snow-move
resist cold(15)
shock vulnerability(5)
Jotun Hurler
Gold 30
11
17
snow-move
resist cold(15)
shock vulnerability(5)
siege bonus(5)
If they hit with their stones they likely get a kill, but the range is fairly low and they only have two shots. After this, they can somewhat hold their own in melee but are strictly worse than other options for this purpose with only 6 Defence Skill and no shield, which also makes them vulnerable to opposing missile fire. The main use is as siege chaff, where they truly shine.
Jotun Huskarl
Gold 35
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 sum-what spamable but their light armour resigned them to protecting mages.
Godihuskarl
Gold 40
31
24
snow-move
resist cold(15)
shock vulnerability(5)
bodyguard(1)
The more expensive Huskarl has a Spear for Repels and a javelin.
Better at bodyguard work since assassins don't expect ranged attacks.
Jotun Hirdman
Gold 50
41
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.
Garmhirding
Gold 55
9
28
Capital Only
sacred
snow-move
Forest Survival
resist cold(15)
shock vulnerability(5)
berserker(2)
The werewolf finally drained out of them leaving them an angry giant with big axes.
In the Crossbow age, they serve the role of armor destroyers in addition to gaining a blessing.
Relatively Cheap giving its HP and single model killing power.
Need to be used as specialists as they don't do well against high defense skills or with good attack density enemies that can hit hard back.

Heroes

Sprite Unit Name Special Attributes Comments
Urd - Norna of the Past
Minimum hero arrival turn: 10
astral 33death 44nature 22 23
Supply Bonus (20)
Fortune Teller (30%)
Death Curse
Female
Spirit Sight
The three Norns provide high path access to three different paths: death, nature, and astral. Skuld is perhaps the most significant as she can be boosted to astral 66 for the Ring of Sorcery booster (and even the Ring of Wizardry, though the limited gem income of the Late Ages may make this difficult to afford), provided you have access to the crosspath from some other source.
Verdandi - Norna of the Present
Minimum hero arrival turn: 10
astral 33death 22nature 44 23
Resist Poison (7)
Supply Bonus (40)
Fortune Teller (30%)
Death Curse
Female
Spirit Sight
Skuld - Norna of the Future
Minimum hero arrival turn: 10
astral 44death 33nature 22 23
Supply Bonus (20)
Fortune Teller (30%)
Death Curse
Female
Spirit Sight
Tjatse - Abductor
Minimum hero arrival turn: 20
air 33water 33death 33holy 22 23
Sacred
Resist Cold (30)
Chill Aura (6)
Ice Protection (3)
Cold Power (1)
Shape Changer (Great Eagle)
Snow Move
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

Magic Access

This section is the longer version of the 'Magic Access' column in National Features. List which paths the nation has access to, what level in each path and the maximum level attainable with common boosters. Avoid discussing in too much depth as much of the information is already covered in MelficeBelmont's Boosting and Access Guide. The length of this section will vary greatly depending on the nation, and does not have to be formatted in the same way as the example below. Some explanation may be required for more complicated boosting methods (e.g. commanderifying a unit with hidden paths). What exactly these paths can be used for can largely be explained in later sections, but pointing out good crosspaths works well in this section too. Mention communion access if applicable.

National Spells

Combat

Niefelheim does not have any national combat spells.

Rituals

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

Summon Glosos Conj 3 13deathgem death 22 ( Glosox9). Trampling sacred poisonous stealthy boars with a heat aura. Trampling can circumvent some very high prot values like from Ulm, plus heat aura can help expand into Hot nations that thought they could counter Cold scales with Heat scales scales.
A Skratti can lead some in a small stealth raider squad.

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

Brood of Garm: Conj4 10naturegem nature 22 ( Jotun Wolfx5) Damage Dealing Wolfs with fear. Useful to supplement your numbers during an early war.

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, 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 a 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 Niefel Giants and Jotun Wolfes.

Notable Generic Magic

Discuss the top few generic spells that most increase a nation's combat power or synergize with national strategies. These will generally be early-to-mid game spells since individual spells matter much more during those periods of the game. Some examples are Foul Vapors for MA C'tis, Horde of Skeletons + Sabbath Master/Sabbath Slave for the Niefelheim line of nations, Mother Oak for the Pangaeas, Wailing Winds access, etc. For broader advice on magic use, link to Not-Lola's Basic Magic Use Guide.

This is also a good place to point out notable magic weaknesses, such as a lack of nature access making a nation vulnerable to Foul Vapors.

Combat

Shadow Blast

Ritual Magic

Magic Items

List and describe any unique national items or discounts in this section, discuss and compare with similar generic items. Also discuss generic items that are useful and accessible for the nation. These may include:

  • Thug gear (if the nation has good thugs)
  • Research boosters (particularly if the nation needs help researching or is already very good at researching)
  • Other items that synergize with the nation (e.g. Dwarven Hammers for MA Ulm)

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

utgard-la.txt · Last modified: 2022/11/12 15:11 by joste