Dominions 3: The Awakening/Nations/Niefelheim: Difference between revisions

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==Inspiration==
==Inspiration==
Niefelheim is drawn from the Norse mythologies. While Midgard was the home of Man, and Muspelheim the realm of fire, Niefelheim is the land of ice and darkness, ruled by Hel.
Niefelheim is drawn from the Norse mythologies. While Midgard was the home of Man, and Muspelheim the realm of fire, Niefelheim is the land of ice and darkness, ruled by Hel.


==Overview==
==Overview==
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''Tjatse is an ancient Niefel Jarl and lord of the icy fortress of Trymheim. He is a powerful sorcerer and owns an eagle cloak that grants him the ability to change shape. In the war with the Aesir in ages past he used this used this power to capture Idun, gaurdian of the Apples of Immortality. Now he follows the awakeneing God, eagerly awaiting the Illwinter and the rise of the Rimtursar. When in eagle shape Tjatse's power in Air Magic is increased, but his other magic skills are lessened.''  
''Tjatse is an ancient Niefel Jarl and lord of the icy fortress of Trymheim. He is a powerful sorcerer and owns an eagle cloak that grants him the ability to change shape. In the war with the Aesir in ages past he used this used this power to capture Idun, gaurdian of the Apples of Immortality. Now he follows the awakeneing God, eagerly awaiting the Illwinter and the rise of the Rimtursar. When in eagle shape Tjatse's power in Air Magic is increased, but his other magic skills are lessened.''  


A3 W3 D3 H2 HP:58 Prot:17 Mor:15 MR:18 Enc:4 Str:26 Att:14 Def:22 Prec:16 Mov:3/15 Ldr:100 Sacred, Susceptible to Fire 50%, Cold Resistant 100%, Chill
A3 W3 D3 H2 HP:58 Prot:17 Mor:15 MR:18 Enc:4 Str:26 Att:14 Def:22 Prec:16 Mov:3/15 Ldr:100 Sacred, Susceptible to Fire 50%, Cold Resistant 100%, Chill


Tjatse is basically a Niefel Jarl chassis on steroids and is likewise considered sacred. He is your nation's best means to bootstrap into Air gems, and can cast both powerful rituals and combat magic in that path, so you might want to keep him out of combat till he has secured a steady Air gem economy plus forged some useful items. His eagle form is A4 W2 D2 H1 with slightly less combat stats, Flying, Mountain Survival, Patrol Bonus.
Tjatse is basically a Niefel Jarl chassis on steroids and is likewise considered sacred. He is your nation's best means to bootstrap into Air gems, and can cast both powerful rituals and combat magic in that path, so you might want to keep him out of combat till he has secured a steady Air gem economy plus forged some useful items. His eagle form is A4 W2 D2 H1 with slightly less combat stats, Flying, Mountain Survival, Patrol Bonus.
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''Angerboda, the Great Hag of the Iron Woods, is the oldest and most wicked of all giants. Her evil nature has turned her home into a forest of iron and ice. Her children are monsters born in the dark of the night. Angerboda has performed Blood magic and necromancy for centuries and has taught her evil ways to the Skratti of Jotunheim. The Gygjas are her servants, and they help her divine the past, the present, and the future. She has seen the impending arrival of the Illwinter and has come to aid the awakening God.''
''Angerboda, the Great Hag of the Iron Woods, is the oldest and most wicked of all giants. Her evil nature has turned her home into a forest of iron and ice. Her children are monsters born in the dark of the night. Angerboda has performed Blood magic and necromancy for centuries and has taught her evil ways to the Skratti of Jotunheim. The Gygjas are her servants, and they help her divine the past, the present, and the future. She has seen the impending arrival of the Illwinter and has come to aid the awakening God.''


S3 D3 N2 B3 Cold Resistant 100%, Poison Resistant 100%, Mountain Survival, Supply Bonus 20
S3 D3 N2 B3 Cold Resistant 100%, Poison Resistant 100%, Mountain Survival, Supply Bonus 20


Angerboda is a souped-up Gygja mage. She has great paths for rituals and forging. As your nation's only Astral mage, you will want to keep her out of trouble till she has secured a steady supply of Astral pearls. If you are using a bless strategy, Empowerment into E1 allows her to forge Crystal Shields so your H2 priests can cast Divine Bless.
Angerboda is a souped-up Gygja mage. She has great paths for rituals and forging. As your nation's only Astral mage, you will want to keep her out of trouble till she has secured a steady supply of Astral pearls. If you are using a bless strategy, Empowerment into E1 allows her to forge Crystal Shields so your H2 priests can cast Divine Bless.
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So all told, recommended scales could be:
So all told, recommended scales could be:
*'''Growth Strategy''': Order 2 Sloth 3 Cold 3 Growth 2 Luck 1 Drain 3  
*'''Growth Strategy''': Order 2 Sloth 3 Cold 3 Growth 2 Luck 1 Drain 3  
*'''Death Strategy''': Order 3 Sloth 3 Cold 3 Death 3 Misfortune 3 Drain 3
*'''Death Strategy''': Order 3 Sloth 3 Cold 3 Death 3 Misfortune 3 Drain 3


====Pretender Design====
====Pretender Design====
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*'''Growth Strategy'''- Monolith F4 W4 E4 S4 N4, Dominion 6
*'''Growth Strategy'''- Monolith F4 W4 E4 S4 N4, Dominion 6
*'''Death Strategy'''- Monolith F4 W4 E4 S4 N6 B4 Dominion 10
*'''Death Strategy'''- Monolith F4 W4 E4 S4 N6 B4 Dominion 10


The Monolith comes with some disadvantages: it can forge a Dwarven Hammer, but won't be able to wield it, and you won't be able to site search till you have researched Thaumaturgy 3 (Teleport) and Construction 2 (Astral Clam). But it gives you a powerful rainbow pretender you won't be afraid to take into battle with a minor bless in 5 paths, 20 research and a respectable dominion 6. You can get this same level of bless stats on a smaller more mobile rainbow pretender with full slots (ie. Great Sage, Frost Father) if you are willing to take Dominion 5.
The Monolith comes with some disadvantages: it can forge a Dwarven Hammer, but won't be able to wield it, and you won't be able to site search till you have researched Thaumaturgy 3 (Teleport) and Construction 2 (Astral Clam). But it gives you a powerful rainbow pretender you won't be afraid to take into battle with a minor bless in 5 paths, 20 research and a respectable dominion 6. You can get this same level of bless stats on a smaller more mobile rainbow pretender with full slots (ie. Great Sage, Frost Father) if you are willing to take Dominion 5.
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You can get a dual-bless E9N9W4 imprisoned Cyclops with Dominion 4 and nearly balanced scales (Order-3 Sloth-3 Cold-3 Drain-3). What this gets you are giant berserking Niefel Jarls who rarely take damage (Defense 14, Prot 17-20) and, even if they do, just go berserk (Prot +2) and regenerate the damage back. Attack 12 isn't stellar against cavalry but as you keep fighting, your opponent's fatigue keeps rising at about 20 points per round because of your chill aura--and every 20 points of fatigue is like -2 to defense, -1 to attack. And the Niefel Jarl is tough enough to survive the pounding until the aura kicks in. This might work with only E9N4 for half the price if you need good scales or an awake pretender.
You can get a dual-bless E9N9W4 imprisoned Cyclops with Dominion 4 and nearly balanced scales (Order-3 Sloth-3 Cold-3 Drain-3). What this gets you are giant berserking Niefel Jarls who rarely take damage (Defense 14, Prot 17-20) and, even if they do, just go berserk (Prot +2) and regenerate the damage back. Attack 12 isn't stellar against cavalry but as you keep fighting, your opponent's fatigue keeps rising at about 20 points per round because of your chill aura--and every 20 points of fatigue is like -2 to defense, -1 to attack. And the Niefel Jarl is tough enough to survive the pounding until the aura kicks in. This might work with only E9N4 for half the price if you need good scales or an awake pretender.


Another alternative is taking N8W8 imprisoned Son of Fenrer with dominion 4, Order 3, Productivity 1 (giants are expensive!). Make one Niefel Jarl your prophet, and recruit about 4-6 Niefel Giants. The key is in their high Hit points, this means they will regenerate at least 10 Hit points per turn, plus the water bless means their defense is in the high 20s (varies due to domain for prophet but normal Niefel Jarl -defense =24), so they hardly get hit anyway. This should be capable of handling most indies level 5. Research construction 2 as soon as possible and equip your Niefel Jarls with luck pedants (50% of attacks that cause damage are negated), and they will even be harder to kill. Construction 4 gets you ring of regeneration (10% regeneration) which gives you a total of 25% regeneration (18 hit points per turn). Want more? Forge a Hydra Skin (construction 6) and you get another +10% and regenerate a incredible 25 hit points per turn. But even better is if you are lucky enough to get a Gygja with S2 (about 7% chance),you can forge a Robe of shadows (construction 4) that gives etherealness and ignores 75% of non-magical attacks.
Another alternative is taking N8W8 imprisoned Son of Fenrer with dominion 4, Order 3, Productivity 1 (giants are expensive!). Make one Niefel Jarl your prophet, and recruit about 4-6 Niefel Giants. The key is in their high Hit points, this means they will regenerate at least 10 Hit points per turn, plus the water bless means their defense is in the high 20s (varies due to domain for prophet but normal Niefel Jarl -defense =24), so they hardly get hit anyway. This should be capable of handling most indies level 5. Research construction 2 as soon as possible and equip your Niefel Jarls with luck pedants (50% of attacks that cause damage are negated), and they will even be harder to kill. Construction 4 gets you ring of regeneration (10% regeneration) which gives you a total of 25% regeneration (18 hit points per turn). Want more? Forge a Hydra Skin (construction 6) and you get another +10% and regenerate a incredible 25 hit points per turn. But even better is if you are lucky enough to get a Gygja with S2 (about 7% chance),you can forge a Robe of shadows (construction 4) that gives etherealness and ignores 75% of non-magical attacks.


====Expansion====
====Expansion====
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Niefel giants seem to do well in small, tight groups. "Guard commander" on a squad of 3-4 works to keep them in contiguous blocks that stop them from getting surrounded and lets the cold auras stack.
Niefel giants seem to do well in small, tight groups. "Guard commander" on a squad of 3-4 works to keep them in contiguous blocks that stop them from getting surrounded and lets the cold auras stack.


Some Niefel Jarls have a path in air (very rare ones have 2) as well, so you can script them to cast Bless (or divine bless), Air shield (add mirror image and even mist form for tough battles) and attack. Set Niefel Giants to guard commander. This works well in small to medium maps.
Some Niefel Jarls have a path in air (very rare ones have 2) as well, so you can script them to cast Bless (or divine bless), Air shield (add mirror image and even mist form for tough battles) and attack. Set Niefel Giants to guard commander. This works well in small to medium maps.


Later on, try to forge Bone Armor (40 death gems, Construction-6) with a Death-3 Niefel Jarl, although you'll need to make a Skull Staff and a Skullface first to boost him to Death-5. Bone Armor gives you continuous Soul Vortex, which lets you leach life and fatigue off of adjacent enemy units (as much as 20 hp per turn and 80 fatigue, although if you're surrounded by enemy units and at 80 fatigue you're as good as dead since each one has about a 50% chance of crit-hitting you). Combine this with a cheap Pendant of Luck to effectively double your hit points. Bone Armor certainly doesn't make you invincible, but it suits the Niefel Jarl better than just about any other SC, and it does add a lot to his survivability of he manages to lose his guards. Meanwhile, pelt everybody with Falling Frost.
Later on, try to forge Bone Armor (40 death gems, Construction-6) with a Death-3 Niefel Jarl, although you'll need to make a Skull Staff and a Skullface first to boost him to Death-5. Bone Armor gives you continuous Soul Vortex, which lets you leach life and fatigue off of adjacent enemy units (as much as 20 hp per turn and 80 fatigue, although if you're surrounded by enemy units and at 80 fatigue you're as good as dead since each one has about a 50% chance of crit-hitting you). Combine this with a cheap Pendant of Luck to effectively double your hit points. Bone Armor certainly doesn't make you invincible, but it suits the Niefel Jarl better than just about any other SC, and it does add a lot to his survivability of he manages to lose his guards. Meanwhile, pelt everybody with Falling Frost.