Dominions 3: The Awakening/Nations/Utgard

Utgard is the land previously ruled by the giants of Jotunheim. In the Late Era, the Norns have the most magical power by controlling the Well of Urd.

Units

 * Unit: Gold x, Resources y
 * Description

Commanders

 * Unit: Gold x, Resources y
 * Description

National Spells
Illwinter. B5W3 Only requires research of blood 6, and 120 blood slaves.

It will lower the temperature of provinces over time, and cause random attacks on your enemies. It's not nearly as useful for Utgard as for Jotunheim in it's other forms, as you no longer have units with Cold Power, and you are down to only being a cold+1 nation. If you're considering to cast this spell, know your enemies. It will be worthless against anyone who has a cold scale and decent militia in their PD, but still very effective against nations with a heat scale, and preferably weak militia. Abyssia will suffer from this spell, and Mictlan will need well over 20 PD to be sure they're safe from the random giant attacks, which btw, absolutely slaughter them until they have those blessed Jaguar Warriors to swarm them with, due to all of their militia having slings. (They'll never figure out that they can simply swarm the giant and kill him. Apparently they took the Bibles those missionaries sent (before they sacrificed them to their pretender) literally, and think that hurling pebbles at the giant will kill him. Nope, this guy wears a helmet!)

So, I would suggest not wasting your time on researching this spell, unless you have a blood strategy already in the works, or you're up against nations which have a noted weakness to cold. It's really not a case of the spell being weak or a waste of resources, rather, it's a case of Utgard no longer being optimized to take advantage of it. Still though, if you have the slaves to spare, and are going to research the blood tree anyhow, don't ignore it, it just might be that one thing that... pushes everyone to decide to kill you first.

National Summons

 * Unit: Gems z
 * Description