Tribes: Difference between revisions

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Wildfrost features 3 different '''Tribes''', each of which has their own unique mechanics and playstyle. Varying from a focus on elements like [[Snow]] or [[Spice]], to summoning versatile [[Shades]], to reliance on [[Junk]], the style of each Tribe must be mastered separately. Players start with the Snowdwellers Tribe, while the rest are unlocked through playing the game.


Wildfrost features 3 different '''Tribes''' that each have a distinctive style of play. Varying from a focus on elements like [[Stats#Buffs|snow]] or [[Stats#Buffs|spice]], to summoning versatile [[Shades]], to reliance on [[junk]], the style of each tribe must be mastered separately. Players start with the Snowdwellers tribe while the rest are unlocked through playing the game.
Each Tribe has their own pool of [[Companions|Companions]], [[Clunkers|Clunkers]], [[Items|Items]], and [[Charms]] that can appear in a run, along with a number of cards that are shared across all Tribes. When beginning a run, the player chooses a Tribe and then picks one of three [[Leaders]] from that Tribe. This determines the available cards in the run, as well as the starting deck. (The very first run has its own unique starting deck, however.)
 
Each '''Tribe''' comes with a selection of [[Companions|Companions]], [[Clunkers|Clunkers]], [[Items|Items]] and [[Charms]] unique to their style of play in addition to a number of cards common across the tribes. When starting a run, the player must choose a leader from one of the 3 tribes which determines the cards found in the run and Starting Deck(With the exception of the 1st run being a different Starting Deck).


==Snowdwellers==
==Snowdwellers==
A collection of clans who banded together in the town of [[Snowdwell]] to lead the battle against the Wildfrost.
''A collection of clans who banded together in the town of [[Snowdwell]] to lead the battle against the Wildfrost. Mastering the elements is key to their strategy in battle, using [[Stats#Debuffs|snow]] and [[Stats#Debuffs|shrooms]] to hinder enemies, [[Stats#Buffs|shells]] to protect themselves, and flaming hot [[Stats#Buffs|spice]] to gain more power.''


Mastering the elements is key to their strategy in battle, using [[Stats#Debuffs|snow]] and [[Stats#Debuffs|shrooms]] to hinder enemies, [[Stats#Buffs|shells]] to protect themselves, and flaming hot [[Stats#Buffs|spice]] to gain more power.
The Snowdwellers are the first playable Tribe. They utilize relatively straightforward mechanics, although they are still very powerful in their own right. Their unique mechanics are healing, [[Snow]], [[Shroom]], [[Shell]], and [[Spice]].


The Snowdweller starting deck consists of 3 [[Scrappy Sword|Scrappy Swords]], 2 [[Snow Stick|Snow Sticks]], 1 [[Sun Rod]], 1 [[Flamewater]], 1 [[Woodhead]], as well as the hero and their pet.
{{#invoke:Cards|Table|Scrappy Sword|Scrappy Sword|Scrappy Sword|Snow Stick|Snow Stick|Sun Rod|Flamewater|Woodhead|*|Image|Name|Health|Attack|Desc}}


==Shademancers==
==Shademancers==
These skilled warriors unleash the power of darkness by summoning spirits known as [[Shades]] to aid them in battle.
''These skilled warriors unleash the power of darkness by summoning spirits known as [[Shades]] to aid them in battle. Shades can absorb enemy attacks, be powered up to create devastating opponents, or strategically sacrificed to gain various boons.''


Shades can absorb enemy attacks, be powered up to create devastating opponents, or strategically sacrificed to gain various boons.
The Shademancers are the second playable Tribe, unlocked by killing 100 enemies. Their cards can summon a multitude of different Shades, each with their own roles and abilities. Their unique mechanics are Shades, [[Category:Sacrifice_Cards|sacrifice-related cards]], [[Teeth]], and [[Overburn]].  


The Shademancer starting deck consists of 5 [[Tar Blade|Tar Blades]], 1 [[Blizzard Bottle]], 1 [[Sunburst Tootoo]], 1 [[Berry Bell]], 1 [[JunJun Mask]], as well as the hero and their pet.
{{#invoke:Cards|Table|Tar Blade|Tar Blade|Tar Blade|Tar Blade|Tar Blade|Blizzard Bottle|Sunburst Tootoo|Berry Bell|JunJun Mask|*|Image|Name|Attack|Desc}}


==Clunkmasters==
==Clunkmasters==
The lost tribe of the Gnomes! These master tinkerers use junk and scrap to fuel powerful [[Clunkers]] and weapons.
''The lost tribe of the Gnomes! These master tinkerers use junk and scrap to fuel powerful [[Clunkers]] and weapons. Striking a balance between creating and recycling [[junk]] to power machinery and [[Items|weaponry]] is fundamental to the Clunkmaster strategy.''


Striking a balance between creating and recycling [[junk]] to power machinery and [[Items|weaponry]] is fundamental to the Clunkmaster strategy.
The Clunkmasters are the third playable Tribe, unlocked by dealing 1000 total damage. Many of their cards have extremely powerful effects, but are balanced by the [[Stats#Keywords|Recycle]] ability that requires them to destroy [[Junk]] to play them. Their unique mechanics are [[Scrap]], [[Bom]], [[Ink]], [[Haze]], and Junk.


The Clunkmaster starting deck consists of 4 [[Gearhammer| Gearhammers]], 1 [[Snowzooka]], 1 [[Sunsong Box]], 1 [[Flask of Ink]], 1 [[Junkhead]], 1 [[Junk]], as well as the hero and their pet.
{{#invoke:Cards|Table|Gearhammer|Gearhammer|Gearhammer|Gearhammer|Snowzooka|Sunsong Box|Flask of Ink|Junk|Junkhead|*|Image|Name|Health|Attack|Desc}}

Revision as of 01:09, 28 January 2024

Wildfrost features 3 different Tribes, each of which has their own unique mechanics and playstyle. Varying from a focus on elements like Snow or Spice, to summoning versatile Shades, to reliance on Junk, the style of each Tribe must be mastered separately. Players start with the Snowdwellers Tribe, while the rest are unlocked through playing the game.

Each Tribe has their own pool of Companions, Clunkers, Items, and Charms that can appear in a run, along with a number of cards that are shared across all Tribes. When beginning a run, the player chooses a Tribe and then picks one of three Leaders from that Tribe. This determines the available cards in the run, as well as the starting deck. (The very first run has its own unique starting deck, however.)

Snowdwellers

A collection of clans who banded together in the town of Snowdwell to lead the battle against the Wildfrost. Mastering the elements is key to their strategy in battle, using snow and shrooms to hinder enemies, shells to protect themselves, and flaming hot spice to gain more power.

The Snowdwellers are the first playable Tribe. They utilize relatively straightforward mechanics, although they are still very powerful in their own right. Their unique mechanics are healing, Snow, Shroom, Shell, and Spice.

Image Card Name Health.png Health Attack.png Attack Description
Scrappy Sword.png
Scrappy Sword 2 A traditional trusty weapon
Scrappy Sword.png
Scrappy Sword 2 A traditional trusty weapon
Scrappy Sword.png
Scrappy Sword 2 A traditional trusty weapon
Snow Stick.png
Snow Stick 1 Apply 2 Snow.png Snow
Snow Stick.png
Snow Stick 1 Apply 2 Snow.png Snow
Sun Rod.png
Sun Rod Count down Counter.png Counter by 2
Flamewater.png
Flamewater Increase Attack.png Attack by 1
Woodhead.png
Woodhead 1 Scrap.png Scrap Does nothing, but will take a hit for you :)

Shademancers

These skilled warriors unleash the power of darkness by summoning spirits known as Shades to aid them in battle. Shades can absorb enemy attacks, be powered up to create devastating opponents, or strategically sacrificed to gain various boons.

The Shademancers are the second playable Tribe, unlocked by killing 100 enemies. Their cards can summon a multitude of different Shades, each with their own roles and abilities. Their unique mechanics are Shades,, Teeth, and Overburn.

Image Card Name Attack.png Attack Description
Tar Blade.png
Tar Blade 0 Deal additional damage equal to Tar Blades in hand
Tar Blade.png
Tar Blade 0 Deal additional damage equal to Tar Blades in hand
Tar Blade.png
Tar Blade 0 Deal additional damage equal to Tar Blades in hand
Tar Blade.png
Tar Blade 0 Deal additional damage equal to Tar Blades in hand
Tar Blade.png
Tar Blade 0 Deal additional damage equal to Tar Blades in hand
Blizzard Bottle.png
Blizzard Bottle 0 Apply 3 Snow.png Snow
Sunburst Tootoo.png
Sunburst Tootoo 1 Count down Counter.png Counter by 2
Berry Bell.png
Berry Bell Increase Health.png Health by 1
Barrage
JunJun Mask.png
Junjun Mask Summon Junjun

Clunkmasters

The lost tribe of the Gnomes! These master tinkerers use junk and scrap to fuel powerful Clunkers and weapons. Striking a balance between creating and recycling junk to power machinery and weaponry is fundamental to the Clunkmaster strategy.

The Clunkmasters are the third playable Tribe, unlocked by dealing 1000 total damage. Many of their cards have extremely powerful effects, but are balanced by the Recycle ability that requires them to destroy Junk to play them. Their unique mechanics are Scrap, Bom, Ink, Haze, and Junk.

Image Card Name Health.png Health Attack.png Attack Description
Gearhammer.png
Gearhammer 2 Gain +1 Attack.png Attack
Gearhammer.png
Gearhammer 2 Gain +1 Attack.png Attack
Gearhammer.png
Gearhammer 2 Gain +1 Attack.png Attack
Gearhammer.png
Gearhammer 2 Gain +1 Attack.png Attack
Snowzooka.png
Snowzooka 0 Apply 2 Snow.png Snow
Critical
Sunsong Box.png
Sunsong Box Increase Attack.png Attack by 1
Count down Counter.png Counter by 1
Recycle 1
Flask of Ink.png
Flask of Ink 0 Apply 4 Ink.png Ink
Junk.png
Junk 0 Does absolutely nothing...
Junkhead.png
Junkhead 3 Scrap.png Scrap Trash 1 when hit