Powerful and a bit wild dwarves who live on isolated icy island (3i)... until now.
"Chilling weapon" - on hit applies for 3 turns "chilling" effect which slows unit (-1 speed, -4 attack) and damages it for 4 damage/turn. Doesn't stack with itself. Can be applied only to living units, can't affect mechanical units, undeads, demons, elementals and buildings.
Procs (+):
Powerful cavalry.
Many units will have either "Burning weapon" or "Chilling weapon" passive effect.
Offensive magic
Summons
Giants
Elementals
Cons (--):
High cost
Some units are unaffected by dwarven blacksmith upgrades
All units are unaffected by rune and glyph upgrades.
Needs to be researched first
Need separate buildings
Low armor on some units
Most units are melee and few ranged ones have low range.
Units:
1. Frostfire Battlemonk, tier 2
Cost - 8 turns, trainable in both ice sanctum and hall of flames.
Hp - 50
Attack - 20
Range - 1
Actions/turn - 1
Armor - 1/1
Speed - 3
Sight - 6
Spell resist - 100%
Bonus to Living infantries (50%)/Undeads and demons (50%)
Abilities:
Transform - Change Passive effect from Chilling weapon to Burning weapon and wise versa.
Fireball - Range 6, Cooldown 3.
Frost Nova - Same as fireball but applies "Chilling" effect to possible targets, deals to all units 6 damage. Range - 6, Cooldown - 4
Inner fire (Self) - Increases armor by +2/+2 and adds 20% hp regen/turn. Lasts 3 turns, Cooldown - 3 turns, Possible targets - self only.
Ice armor (Self) - Increases armor by +4/+4, lowers speed of all units (allied and enemy, also unit itself) by -1 in range 1 (melee). Lasts 2 turns, Cooldown - 4 turns.
Burning weapon/Chilling weapon (Passive)
2. White bear rider (uses big metallic club), tier 2
Cost - 7 turns, trainable at bear arena.
Hp - 60
Attack - 22
Range - 1
Actions/turn - 1
Armor - 2/2
Speed - 5 (+1 speed on snow)
Sight - 7
Bonus to infantries (50%)
Affected by blacksmith upgrades.
Spell resist - 30%
Abilities:
Chilling weapon (Activable) - similar to burning weapon active ability, 3 turns lasts, 8 turns cooldown.
Bear's Roar - applies to all enemies in range 1 (melee) Fear effect if possible. Cooldown - 3 turns.
3. Frostfire Berserker, tier 1
Cost - 6 turns, trainable at hall of warriors.
Hp - 52
Attack - 16
Range - 1
Actions/turn - 1
Armor - 0/0
Speed - 4
Sight - 6
Spell resist - 100%
50% bonus to infantries, giants, throwers
Affected by Blacksmith upgrades.
Abilities:
Burning weapon (passive)
Berserker's rage - Adds for this turn +5 actions, +1 power range and +1 speed to berserker but lowers armor by -10/-10. Cooldown - 4 turns.
1 variant:
Berserker's will - veteraning effect that adds damage only to unit for each kill.
2 variant:
Counter madness: deals double (x2) damage on counter, counters all attacks in range 3. (Normal unit deals x0.5 damage on counter) (passive).
4. Ice shaman, tier 2
Cost - 5 turns, trainable at ice sanctum.
Hp - 22
Attack - 3
Range - 1
Actions/turn - 1
Armor - 0/0
Speed - 3
Sight - 6
Spell resist - 50%
Abilities:
Chilling weapon (passive)
Frost nova - Range - 6, Cooldown - 4
Ice armor - Same as Battlemonk's but can be applied to others. Range - 4, no cooldown.
Chilling wind - Affects enemy living archers (single target, can't affect undeads or demons), lowers their damage and range by -2, speed by -1. Range - 6, no cooldown.
Summon Ice drake - range - 1, cooldown - 3 turns. has vanishing 3.
5. Fire shaman, tier 2
Cost - 5 turns, trainable at hall of flames.
Hp - 27
Attack - 5
Range - 1
Actions/turn - 1
Armor - 0/0
Speed - 3
Sight - 6
Abilities:
Burning weapon (passive)
Fireball - Range - 6, Cooldown - 3
Inner fire - Same as Battlemonk's but can be applied to others. Range - 4, 1 turn cooldown.
Lava chasm - summons lava chasm at target tile. Can't be destroyed, vanishing 2.
Summon Magma drake - range - 1, cooldown - 3 turns. has vanishing 3.
6. Magma Dragon, tier 3
Cost - 9 turns. Counts as Giant. Doesn't fly. Trainable at hall of flames and frostfire forge.
Hp - 90.
Attack - 30, 500% bonus to Mega Buildings, 150% to towers and walls
Range - 1.
Armor - 2/7
Speed - 4 (2 on mountains)
Sight - 6.
Spell Resist - 50%
Abilities:
Elemental - It can't be affected by any buffs/debuffs (spells, auras...), can't be healed in buildings (only via spells!), can't be poisoned. Can be slowed. Dispel spell deals 10 magic damage to it (allied one as well!).
Burning weapon (passive)
Lava shield - deals additional 10 magic type damage on counter.
Fire Breath - fireball at range 3 and cooldown 3.
Aura of Burning - All burnable enemy units next to this unit automatically get a stack of burning effect at the beginning of their owner turn.
Can't be transported by Zeppelins or wagons.
6.1. Magma Drake, summonable only.
Counts as Giant. Doesn't fly.
Hp - 30.
Attack - 10, 500% bonus to Mega Buildings, 150% to towers and walls
Range - 1.
Armor - 1/4
Speed - 4 (2 on mountains)
Sight - 6.
Spell Resist - 50%
Abilities:
Elemental - It can't be affected by any buffs/debuffs (spells, auras...), can't be healed in buildings (only via spells!), can't be poisoned. Can be slowed. Dispel spell deals 10 magic damage to it (allied one as well!).
Burning weapon (passive)
Can't be transported by zeppelins or wagons.
6.2. Lava chasm
Neutral indestructible building.
Has vanishing 2.
7. Ice Dragon, tier 3
Cost - 9 turns. Counts as Giant. Doesn't fly. Trainable at ice sanctum and frostfire forge.
Hp - 120.
Attack - 20, 400% bonus to Mega Buildings, 1% bonus to ALL non-flying units (so 100% damage on counter).
Range - 1.
Armor - 5/10
Speed - 3 (1 on mountains)
Sight - 5.
Spell Resist - 50%
Abilities:
Elemental - It can't be affected by any buffs/debuffs (auras, spells...), can't be healed in buildings (only via spells!), can't be poisoned. Can be slowed. Dispel spell deals 10 magic damage to it (allied one as well!).
Chilling weapon.
Chilling breath - Deals 30 magic damage to target adjust unit. Puts Chilling effect on it if possible. 3 turns cooldown.
Iceberg Shield - Transform ability, Dragon gets +3 melee armor, +10 damage, looses attack range and all speed.
Chilling breath can be still used.
Can't be transported by Zeppelins or wagons.
7.1. Ice Drake, summonable only.
Hp - 40.
Attack - 8, 400% bonus to Mega Buildings, 1% bonus to ALL non-flying units (so 100% damage on counter).
Range - 1.
Armor - 2/5
Speed - 3 (1 on mountains)
Sight - 5.
Spell Resist - 50%
Abilities:
Elemental - It can't be affected by any buffs/debuffs (auras, spells...), can't be healed in buildings (only via spells!), can't be poisoned. Can be slowed. Dispel spell deals 10 magic damage to it (allied one as well!).
Chilling weapon.
Can't be transported by Zeppelins or wagons
8. Harpoon thrower, tier 1
Cost - 6 turns, trainable at hall of warriors.
Hp - 29
Attack - 9
Actions/turn - 2
Range - 4
Armor - 1/4
No dodges
Speed - 4
Sight - 8
Spell resist - 50%
50% bonus to archers and 100% to dragons
Affected by blacksmith upgrades, counts as melee unit for them (no range increase).
Abilities:
Cripping shot - deals 10 piercing damage and applies "crippling wound" effect: -5 damage and -1 action/turn for target for 2 turns, can target only living units. Range - 3, cooldown - 7 turns.
9. Thane, tier 3 - mighty infantry unit with several (2-3) fire based spells. Trainable at hall of flames and frostfire forge.
10. Jarl, tier 3 - mighty infantry unit with several (2-3) chilling based spells. Trainable at ice sanctum and frostfire forge.
11. Grizzly bear rider, tier 2
Cost - 8 turns, trainable at bear arena.
Hp - 65
Attack - 25
Range - 1
Actions/turn - 1
Armor - 4/4
Speed - 6
Sight - 9
Bonus to infantries and giants (50%)
Affected by blacksmith upgrades.
Spell resist - 50%
Abilities:
Bear charge - +2 speed, +1action (compensates usage of ability) and fear weapon passive for 1 turn. Cooldown - 6 turns.
Paw strike - bear strikes nearby unit with his paw, dealing 18 melee damage and applying stun (curse-like effect) to unit for 1 turn. Stun can't be disenchanted but can be healed. Cooldown - 4 turns.
12. Frostfire warrior, tier 1, bridge unit (will be trainable later for elves in new sub as well).
Cost - 3 turns, trainable at hall of warriors.
Hp - 26
Attack - 10
Actions/turn - 1
Range - 1
Armor - 1/0
Speed - 3 (+1 speed on snow)
Sight - 4
Spell resist - 0%
Abilities:
Chilling weapon (active ability) - 3 turns lasts, 8 turns cooldown. Requires tier 2 to unlock.
13. Frostfire archer, tier 1
Cost - 3 turns, trainable at hall of warriors.
Hp - 20
Attack - 7
Range - 5
Armor - 0/0
Speed - 3 (+1 speed on snow)
Sight - 8
Spell resist - 0%
Affected by blacksmith upgrades (archer ones).
50% bonus to infantries.
Abilities:
Burning weapon (active ability) - 3 turns lasts, 8 turns cooldown. Requires tier 2 to unlock.
14. Mountain defender, tier 1
Cost - 4 turns, trainable at hall of warriors.
Hp - 38
Attack - 8
Armor - 5/8
Speed - 2
Sight - 4
Spell resist - 35%
Affected by blacksmith upgrades.
No bonuses.
Abilities:
None.
15. White Bear (animal), tier 1, bridge unit (will be trainable later for elves in new sub as well), easter egg unit.
Cost - 3 turns, trainable at bear arena
Hp - 24, counts as infantry.
Attack - 12
Range - 1
Armor - 1/1
Speed - 5 (+1 on snow, 3 speed in water)
Sight - 6
Spell resist - 50%
50% bonus to infantries.
Can't capture buildings.
Abilities:
Bear's Roar - applies to all enemies in range 1 (melee) Fear effect if possible (depends on spell resist of affectable units). Cooldown - 3 turns.
15.1. Grizzly bear (animal), tier 1, bridge unit (will be trainable later for elves in new sub as well), easter egg unit.
Cost - 4 turns, trainable at bear arena
Hp - 32, counts as infantry.
Attack - 15
Range - 1
Armor - 1/1
Speed - 6 (2 speed in water)
Sight - 7
Spell resist - 50%
50% bonus to infantries.
Can't capture buildings.
Abilities:
Bear charge - +2 speed, +1action (compensates usage of ability) and fear weapon passive for 1 turn. Cooldown - 6 turns.
16. Mammonth rider, tier 3
Cost - 10 turns, trainable at frostfire city only.
Hp - 150
Attack - 30
Range - 1
Power range - 1
Armor - 2/2
Speed - 2 (+1 speed on snow)
Sight - 4
Spell resist - 80%
Affected by blacksmith upgrades.
150% bonus to towers and walls, 50% bonus to giants. No bonus to mega buildings!
Abilities:
None.
16.1. Mammonth archer, tier 3
Cost - 10 turns, trainable at frostfire city only.
Hp - 150
Attack - 8
Range - 5
Armor - 2/2
Speed - 2 (+1 speed on snow)
Sight - 8
Spell resist - 80%
50% bonus to giants.
Affected by blacksmith upgrades (archer ones).
Abilities:
None.
17. Frostfire longbowman, tier 2.
Cost - 4 turns, trainable at hall of warriors.
Hp - 23
Attack - 7
Range - 6
Armor - 0/1
Speed - 3
Sight - 9
Spell resist - 0%
Affected by blacksmith upgrades (archer ones).
50% bonus to infantries.
Abilities:
None.
Buildings:18. Snow elf archer, tier 1, easter egg unit, bridge unit (will be trainable later for elves in new sub as well).
Snow elves are allies of frostfire clan and some of them help dwarves with hunting.
Cost - 3 turns, trainable at hall of warriors.
Hp - 12
Attack - 6
Range - 6
Armor - 0/0
Speed - 4
Sight - 10
Spell resist - 30%
Affected by blacksmith upgrades (archer ones).
50% bonus to infantries, dragons.
Abilities:
Freezing weapon (active ability) - for 3 turns gives "Freezing weapon" passive on-hit effect: hitted unit looses -1 action/turn and -1 speed for 2 turns. Cooldown - 8 turns.
1. Ice Sanctum, Tier 2
2. Hall of Flames, Tier 2
3. Frostfire Forge (Mini Mega - 2x2), Tier 3
4. Frostfire City (Big Mega - 2x3), trains all units of subrace which are not in the frostfire forge. Tier 3
5. Hall of warriors (main production building), Tier 1
More stats will be later.6. Bear arena - trains bears and bear-based cavalry, Tier 1