This race is exclusive to the Eternal Lords Expansion
Frostlings are a race of frigid humanoids that emerged from the frozen north in an age before recorded history. Pale and blue, like the ice they shape into dwellings, they can weather the most extreme cold.
When the Commonwealth came to power, the Frostlings had to retreat deep into the frozen north. They blamed the Elves for the loss of their goddess, Artica, and devoted themselves to the preservation of powerful female beings that could trap the power of ice and snow. Their Ice Queens and White Witches chose the heartiest Frostlings to be their mates, and a new matriarchal society was forged. Now, Frostlings are bold and barbaric, directed by their cold hearts. They embark on frequent raids to the warmer lands. Their seafaring skills, offensive fighting style and frost magic spread fear among the coastline villages they pillage. But Frostlings are even more deadly in their home arctic clime, where they build big cities carved into the very glaciers they hope will someday grow to cover the earth. |
- --The Tome of Wonders
See Frostlings/Announcement for this page as it was before release.
Summary[]
The Frostlings, master raiders and ice magic users, have a number of interesting units and abilities. Two of their low tier units have movement restricting abilities, something that keeps them useful even into the late game. Sieges are also less of a problem for them, as the Raider has both Demolisher and Improved Wall Climbing, while the Mammoth Rider has wall crushing. Lastly, the Frostling Ice Queen, their highest tier unit, is actually a support unit, even though its abilities suggest it should be in the thick of the fight, surrounded by enemies; this perhaps explains the Royal Guards ability to absorb damage for them. |
Class Synergies[]
One thing to note is that virtually all Frostling-variety unique units have Frost Weapons, which divides up unit damage between physical damage and ice damage, which helps when fighting enemies that are resistant to physical damage. Frostlings work very well with Warlords - Frostling Monster Hunters are quite powerful, and can immobilize enemies. They also can work quite well with Theocrats, which have a number of upgrades for their two support units; the Ice Queen, in particular, could use the buffs. The healing abilities of the Theocrat also help answer the issue of keeping the costly Royal Guards and Mammoths alive to do their part in battle. Frostling Martyrs can also take over damage-absorbing duty from the Royal Guard, freeing them up for other things. Frostling Sorcerers also benefit by gaining Stun and Teleport for the Ice Queen. Frostling Rogues can take advantage of race governance by getting frost aura for bards and succubi, allowing the player to slow and confound enemy forces. |
Tactics[]
Frostlings rely heavily on their support units, arguably more so than any other race save Halflings. The Frostling Royal Guard is built almost entirely around defending the valuable supports. While this can provide excellent synergy with the Theocrat, the heavy use of supports makes the Frostling more challenging to master than many of the other races. Come the final racial unit, another support, the more brute force-centered player may find themselves feeling rather let down instead of taking advantage of the Frostling Ice Queen's abilities. This leads some Frostling players to lean heavily on the Frostling Mammoth Rider for the main thrust of their military, unless the player picks a leader class that allows for the production or summoning of heavier combatants.
Inherent Traits[]
All Frostlings have:
- Frostling, Which gives:
- Likes Fertile Plains
- Dislikes Blighted and Subterranean
- Hates Tropical and Volcanic
- War Hall cost: -50 Gold
- Arctic Walking
- Fast Embark
- 60% Protection
- 40% Weakness
Units[]
Frostling Ice Scaper
'The ice city glittered in the dim sunlight. Along the walls, Frostling artisans called Ice Scapers used their picks to craft delicated filigrees covering the tops of the walls like the fingers of a snowflake. The ice pick looked more like a tool than a weapon and with no other guards for the city some in my company thought they could take advantage of the city's amenities without paying. That's when the Ice Scapers attacked. They pelted them with ice balls, freezing them where they stood; then struck with devastating effect.'
- --Mercenary Mishaps, by Mistress Millicent
Unit: Frostling Ice Scaper Origin: Frostlings
Tier I: 30 28 9 8 Cost: 40 Upkeep: 4 /
Abilities:
- Melee Strike (3 5 )
- Throw Ice Ball (3 5 )
- Shatter Strike
- Frost Weapons
- Walking
- Irregular
- Frostling
- Fast Embark
- Arctic Walking
- 60% Protection
- 40% Weakness
Experience Ranks:
- +1 Melee +2
- +1 Ranged +2 +1 , Arctic Concealment
- +1 Melee +2 +1
- +1 Ranged +4 +1 , Inflict Frostbite
Frostling Harpoon Thrower
'My friend, a huntsman named Nuptuck, sneaked up on the vicious Dire Penguin. Its glowing red eyes focused on me. I should not have worn my bright green parka onto the ice shelf. Unlike my Frostling friend, I stood out like a piece of broccoli on iced cream. The creature charged, but Nuptuck launched his harpoon. The penguin squawked with ferocity, pinned to an ice column, it thrashed about unable to attack. Nuptuck wasted no time. He impaled the creature. We ate well that night. Penguin is better on iced cream than broccoli.'
- --Legends of Nuptuck, by Ranged Ricker
Unit: Frostling Harpoon Thrower Origin: Frostlings Requires: Barracks
Tier I: 34 28 8 8 Cost: 70 Upkeep: 4 /
Abilities:
- Melee Strike (2 5 )
- Throw Harpoon (7 7 )
- Polearm
- Fishing
- Arctic Concealment
- Frost Weapons
- Walking
- Archer
- Frostling
- Fast Embark
- Arctic Walking
- 60% Protection
- 40% Weakness
Experience Ranks:
- +1 Ranged +2
- +1 Ranged +2 +1
- +1 Ranged +2 +1
- +1 Ranged +4 +1 , Throw Net
Frostling Raider
'The Ice Queens are driving their followers our of the ice floes. The ice and snow follows them. We need help. Walls. Barricades. Timbers. Every obstacle that normally slows other footmen, the Frostling Raiders can break through or pass over with ease and the expert use of their axes. The Ice Queens cover the lands with frost and the Raiders are invisible to our scout patrols. They fall upon us before we know they are there. We require immediate reinforcements.'
- --Troop Report 9-19-67, by Sentinel Sherwood
Unit: Frostling Raider Origin: Frostlings Requires: Barracks
Tier I: 47 32 10 8 Cost: 50 Upkeep: 4 /
Abilities:
- Melee Strike (6 5 )
- Demolisher
- Arctic Concealment
- Shield
- Frost Weapons
- Walking
- Infantry
- Improved Wall Climbing
- Frostling
- Fast Embark
- Arctic Walking
- 60% Protection
- 40% Weakness
Experience Ranks:
- +1 Melee +2
- +1 Melee +2 +1 , Shatter Strike
- +1 Melee +2 +1
- +1 Melee +4 +1 , Backstab
Frostling Royal Guard
'Royal Guards surrounded the fugitive White Witch. They were clad in icicles. We warned the guards that they were interfering with Commonwealth justice, but they stood emotionless, frozen like snowmen. Only the witch cackled. 'My children share my frigid blood. Leave now, and I will let you live.' I ordered my men to focus on the witch, but every strike was met by her guardians. Their wounds healed with every successful blow against my company. Each fallen guard exploded in a shower of icy shards. We took many casualties to catch the icy hag.'
- --Hunting Stixenvitch, by Borraxis, Bounty Hunter
Unit: Frostling Royal Guard Origin: Frostlings Requires: War Hall
Tier II: 55 28 9 9 Cost: 75 10 Upkeep: 8 /
Abilities:
- Melee Strike (7 5 )
- Pledge of Protection
- Arctic Concealment
- Inflict Frostbite
- Explosive Ice Death
- Walking
- Pikeman
- Polearm
- First Strike
- Pike Square
- Frostling
- Fast Embark
- Arctic Walking
- 60% Protection
- 60% Weakness
Experience Ranks:
- +1 Melee +4
- +1 Melee +4 +1 , Armor Piercing
- +1 Melee +4 +1
- +1 Melee +8 +1 , Tireless
Frostling White Witch
'As Keeper, I've spent my life studying Frostlings in books. When I heard of Frostling encroachments into the Elven Court territories, I sought an opportunity to pursue my studies. I surrendered, volunteering my freedom for the hope of learning. The first real discovery is that Frostling society is matriarchal. Frostling males labor for Ice Queens and their White Witch daughters. I watched a White Witch blast her opponents with ice of such intensity that it burns when it strikes. She is the frozen north. They command perfect respect from Frostlings. They embody the frozen lands.'
- --My Life as a Frostling Slave, by Keeper Norkinnion
Unit: Frostling White Witch Origin: Frostlings Requires: Temple
Tier II: 35 28 9 11 Cost: 70 20 Upkeep: 8 /
Abilities:
- Melee Strike (4 4 )
- Castigate (4 4 )
- Grant Frozen Flames
- Arctic Concealment
- Inflict Chilling
- Swimming
- Walking
- Night Vision
- Support
- Frostling
- Fast Embark
- Arctic Walking
- 100% Protection
- 40% Weakness
- +1 Melee +4
- +1 Ranged +4 +1 , Dispel Magic, Inflict Scorching Heat
- +1 Melee +4 +1 , Inflict Frostbite
- +1 Ranged +8 +1 , Freezing Touch
Frostling Mammoth Rider
'There's a lesson in the ancient stories. I always assumed the Commonwealth drove them away because of weakness. The stories' warnings sounded like prattling children, and I thought the stories of the Mammoth Riders to be exaggerations of some bored keeper. Then I saw one. With devastating force it charged through my militia. This mountain of shaggy fur and muscle battered our city wall. Now I scrawl this warning from a slave pit to our neighboring settlers. The might of the Frostling nation is far greater than we anticipated.'
- --Northern Warning, by Mayor Holden Strong
Unit: Frostling Mammoth Rider Origin: Frostlings Requires: War Hall
Tier II: 80 32 9 9 Cost: 110 Upkeep: 8 /
Abilities:
- Melee Strike (15 )
- Wall Crushing
- Walking
- Cavalry
- Charge
- Devastating Charge
- Mounted
- Frostling
- Fast Embark
- Arctic Walking
- 100% Protection
- 40% Weakness
Experience Ranks:
- +1 Melee +4
- +1 Melee +4 +1 , Inflict Crippling Wounds
- +1 Melee +4 +1
- +1 Melee +8 +1 , Killing Momentum
Frostling Ice Queen
'Our forces felt her chilled wind before we could strike her. She ruled the battlefield with the slightest gesture. There was grace in her heartlessness, as though she could see into our souls. No secret could be hidden from her soulless eyes. I ordered my orcs to charge her, determined to break her control over the other Frostlings. A star of deadly ice cascaded from the Ice Queen. My troops were immobilized, encrusted in crystalline cold. Her Frostlings shattered my frozen hordes, leaving me to walk back to the garrison without an army. I only survived because she said I reminded the queen of her White Witch daughters.'
- --Crushed Ice, by Lady Loki
Unit: Frostling Ice Queen Origin: Frostlings Requires: Frost Castle
Tier III: 65 32 12 11 Cost: 150 20 Upkeep: 16 /
Abilities:
- Melee Strike (6 6 )
- Ice Nova
- Last Rite of Winter
- Dome of Frost
- Night Vision
- Walking
- Support
- True Sight
- Mounted
- Frostling
- Fast Embark
- Arctic Walking
- 100% Protection
- 40% Weakness
Experience Ranks:
- +1 Melee +6
- +1 Melee +6 +1 , Inflict Chilling
- +1 Melee +6 +1
- +1 Melee +12 +1 , Inflict Freezing Cold
Racial Governance[]
Racial Governance is part of the expansion.
Note that only Frostling units and cities are affected
Racial Governance | Military | Economic |
---|---|---|
Patron | Frostling Harpoon Thrower gets +10 Health | Barracks generate +50 Happiness+30 Undead Population |
Protector | Frostling Royal Guard gains Life Stealing and +1 Defense | All Walls and the Glacial totem are 50 Gold cheaper. |
Champion | Frostling Mammoth Riders are 15% cheaper and deal +2 Physical melee damage. | Temples generate +10 Mana |
Prophet | Frost Weapons now Inflict Frostbite | The Frost Castle:
Frostling Ice queen is 2530% Cheaper to build. |
Deity | Support units gain +2 damage and Frost Aura | Grand Palace provide +15 Gold, +15 Mana, +15 Knowledge and +15 Production.Palace of the Perished provide +10 Gold, +10 Mana, +10 Knowledge and +10 Production. |