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< Dominions 3: The Awakening‎ | Nations
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Skin Shifters change to a ferocious werewolf form when injured.

Niefelheim is the realm of great ice giants. They are enemies of the Vanir. The frost giants are huge and strong and they are surrounded by a great aura of coldness. They also have lesser Jotun giants in their service. The mages of Niefelheim wield powers over Water and Death magic. The Jotun sorcerors know Blood and Water magic and other sorceries.

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.

Overview

National Features

Niefelheim gets a "free" 120 points by taking a Cold 3 scale. In fact, some units' (like Niefel Jarls) actually get stronger in cold provinces (+1 Prot/+1 AP per cold tick), so Cold 3 is actually an advantage that ALSO gives you points. Conversely, these units have more trouble in hot provinces.

Units

Unit
Gold x, Resources y
Description

Commanders

Unit
Gold x, Resources y
Description

Heroes

Starting Sites

National Spells

National Summons

Unit
Gems z
Description

Strategies

Strategy A

Scale Design

Pretender Design

You can get a dual-bless E9N9W4 imprisoned Cyclops with Dominion 4 and nearly balanced scales (I think I traded Order-3 for Misfortune-3 and took Sloth-3, with Cold-3 of course). What this gets you is 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.

Expansion

Tricks

One really interesting thing about Niefelheim is that most of the commanders are sacred. Even the scouts. One thing that might be interesting to try is to make a Scout prophet and a bunch of dual-blessed Niefel Scouts (50 gold each, non-capital-only) and go raiding behind enemy lines like Pangaea and Vanheim do. Note that a javelin from a Scout will kill most humans in one hit. Of course, you wouldn't want to do this until you'd reached a point where the capital-only limitation was hurting you more than the one-commander-per-fortress limitation.

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 (I think) lets the cold auras stack.

Research Order