Tribes: Difference between revisions

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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.
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''' comes with a selection of [[Companions|Companion]], [[Clunkers|Clunker]] and [[Items|item]] cards 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).
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==

Revision as of 00:04, 27 May 2023

Wildfrost features 3 different Tribes that each have a distinctive style of play. 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 comes with a selection of Companions, Clunkers, 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

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 Snowdweller starting deck consists of 3 Scrappy Swords, 2 Snow Sticks, 1 Sun Rod, 1 Flamewater, 1 Woodhead, as well as the hero and their pet.

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 Shademancer starting deck consists of 5 Tar Blades, 1 Blizzard Bottle, 1 Sunburst Tootoo, 1 Berry Bell, 1 JunJun Mask, as well as the hero and their pet.

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 Clunkmaster starting deck consists of 4 Gearhammers, 1 Snowzooka, 1 Sunsong Box, 1 Flask of Ink, 1 Junkhead, 1 Junk, as well as the hero and their pet.