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{{Header Nav|game=Dominions 3: The Awakening}}
{{Header Nav|game=Dominions 3: The Awakening}}
[[File:Dom3 Helheim Hangadrott.png|right|thumb|Hangadrotts use human slaves for blood sacrifice and dark rituals.]]
[[Image:Dom3 Helheim Hangadrott.gif|right|thumb|Hangadrotts use human slaves for blood sacrifice and dark rituals.]]
===History===
===History===
Helheim exists as an Early Age nation alongside Vanheim in the Age of Vanir, but later joins with them as Midgard in the Late Age.
Helheim exists as an Early Age nation alongside Vanheim in the Age of Vanir, but later joins with them as Midgard in the Late Age.
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All Helheim units but the Serf Warrior and the Svartalf come with the "glamour" ability, which makes them fairly safe from close combat attacks, but doesn't provide protection against ranged attacks and spells (Since patch 3.08).
All Helheim units but the Serf Warrior and the Svartalf come with the "glamour" ability, which makes them fairly safe from close combat attacks, but doesn't provide protection against ranged attacks and spells (Since patch 3.08).


Note that the Helhirding is listed twice: once as a capital-only unit and once as a nation-specific unit that can be recruited anywhere. There is no difference between the two. This is likely an error in the game code, but what it means is that you can recruit the sacred Helhirding from any castle with a temple, leading to the potential for a massive block of sacred cavalry by mid-game. [This is fixed in the 3.01 patch]
Note that the Helhirding is listed twice: once as a capital-only unit and once as a nation-specific unit that can be recruited anywhere. There is no difference between the two. This is likely an error in the game code, but what it means is that you can recruit the sacred Helhirding from any castle with a temple, leading to the potential for a massive block of sacred cavalry by mid-game. [This is fixed in the 3.01 patch]


Helheim is very strong in death magic (commanders up to Death-4, and nearly all commanders have at least Death-1) and Earth magic (up to Earth-3). Since you'll be buying lots of Svartalfs (up to Earth-3 or Death-3) to do research anyway, you may as well take advantage of spells like Blade Wind and Curse of Stones. This makes Evocation-4 a priority, as well as Conjuration-3 (for Summon Earthpower) and Enchantment-3 (for Raise Dead/Skeleton). Alteration (Soul Vortex, Drain Life, eventually Disintegrate), Enchantment, and Conjuration are strong schools for Helheim.
Helheim is very strong in death magic (commanders up to Death-4, and nearly all commanders have at least Death-1) and Earth magic (up to Earth-3). Since you'll be buying lots of Svartalfs (up to Earth-3 or Death-3) to do research anyway, you may as well take advantage of spells like Blade Wind and Curse of Stones. This makes Evocation-4 a priority, as well as Conjuration-3 (for Summon Earthpower) and Enchantment-3 (for Raise Dead/Skeleton). Alteration (Soul Vortex, Drain Life, eventually Disintegrate), Enchantment, and Conjuration are strong schools for Helheim.
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==Starting Sites==
==Starting Sites==
Helheim comes with two starting sites, Helhalla and Gnipahala. Helhalla provides one air gem per turn and allows recruitment of the capital-only Helheim units. Gnipahala provides four death gems and one earth gem per turn.
Helheim comes with two starting sites, Helhalla and Gnipahala. Helhalla provides one air gem per turn and allows recruitment of the capital-only Helheim units. Gnipahala provides four death gems and one earth gem per turn.


==National Heroes==
==National Heroes==
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==Commentary==
==Commentary==
Helheim has some of the best cavalry in the Early Era. Masses of light horse with the glamour ability means that you can whip across the field without any real fear or arrows or artillery. The fact that one of these cavarly units is both sacred and (pre-3.01 patch) available for purchase at any of your castles (with a temple) means that you could theoretically pull off some really wicked bless strategies that will serve you well into the late game and only adds to the potential for mayhem.
Helheim has some of the best cavalry in the Early Era. Masses of light horse with the glamour ability means that you can whip across the field without any real fear or arrows or artillery. The fact that one of these cavarly units is both sacred and (pre-3.01 patch) available for purchase at any of your castles (with a temple) means that you could theoretically pull off some really wicked bless strategies that will serve you well into the late game and only adds to the potential for mayhem.


There are several things that differentiate Helheim from Early-Era Vanheim:
There are several things that differentiate Helheim from Early-Era Vanheim:
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If you were playing against high-defense units like other Vanir, and having trouble hitting, you could try Earth Meld (Alt-2, E2, fatigue 80) which, when it hits, cuts their defense down to 5 or so until they break free.
If you were playing against high-defense units like other Vanir, and having trouble hitting, you could try Earth Meld (Alt-2, E2, fatigue 80) which, when it hits, cuts their defense down to 5 or so until they break free.
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