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Monsters of Frosthaven – Meet the Savvas

[p]In Frosthaven, you’ll be testing your skills against an array of menacing enemies. It’s time to shine the spotlight on them, so you can learn more about them and increase your chances of survival out there in the cold!

Learn all about the Algox here: [dynamiclink][/dynamiclink]
Missed our series about the Unfettered? Here it is: [dynamiclink][/dynamiclink]
Take a peek across the planes and read about the Demons: [dynamiclink][/dynamiclink]
Prepare to face off against the Lurkers: [dynamiclink][/dynamiclink]
Don't be scared of the Undead: [dynamiclink][/dynamiclink]
Get to know the Abael: [dynamiclink][/dynamiclink]
Don't underestimate the Vermlings: [dynamiclink][/dynamiclink]
[h3]Meet the Savvas[/h3]
The Savvas dwell deep beneath the Copperneck Mountains, where they guard the very source of their existence - a mysterious force capable of awakening consciousness within otherwise lifeless stone. Their needs are few, their ambitions focused inward, and they generally consider themselves above the squabbles of surface-dwellers. What matters most to them is status within their own rigid society.

A Savvas’ place is determined entirely by the elemental power they command. From childhood, they train relentlessly to master one of the four elements - wind, earth, ice, or fire - often devoting two full decades of study before achieving true control. Upon mastering an element, a Savvas fashions a power core of that essence and stores it beneath the smooth, transparent glass of their chest. The most gifted may master multiple elements and carry up to four separate cores. Such individuals are revered above all others and rise to the highest ranks within Savvas culture.

Their intense focus on internal hierarchy leaves them largely isolated. While individual Savvas sometimes wander the surface and live among other peoples - offering their elemental talents in one form or another - this is typically viewed as crude and unbecoming by their kin. As a result, organized Savvas war parties are exceedingly rare.
Still, provoking even a single Savvas can be dangerous, and it is wise to be wary of the tactics their elemental mastery allows.

And now, with whatever strange and unsettling force has stirred the normally harsh but quiet lands around Frosthaven, rumors whisper that even the Savvas are not untouched - that the very same disturbance grips their society as well.


[h3]Savvas Icestorm[/h3]
The type of Savvas you are most likely to encounter around Frosthaven are those attuned to the elements most abundant in these lands - and well practiced in turning them to deadly use. The caste of Savvas who wield Ice and Wind in battle are known as the Icestorm.

If you ever find yourself facing one, expect a relentless barrage of razor-sharp icicles carried on unnaturally cold gusts. And if you think extra armor will help, think again - metal exposed to the elements shatters as easily as bone in the hands of an Icestorm.

At the same time, they can shape these very elements into potent defenses: a hard-to-penetrate shell of frozen crystal, or swirling gales that lash at anything foolish enough to stand near them. Your instincts might urge you to close the distance and put an end to the bombardment, but take care - within arm’s reach, their winds can grow so violent that holding onto your weapon becomes impossible. Many would-be heroes have found themselves disarmed and helpless in a blink.

As if that weren’t enough, Icestorms can rapidly erupt jagged ice spikes in a wide area around themselves, turning the very ground into a weapon. At times, you may wonder whether any tactic is truly safe against them.

But the true terror lies in this, their mastery over Ice and Wind is so complete that they can conjure these elements in their purest, most destructive forms - Ice Demons and Wind Demons - to fight at their side.

If you must battle an Icestorm, strike fast, strike hard, throw every trick you have at them - and pray that whatever powers watch over fools and heroes alike stand by your blade when the winds rise.


[h3]Savvas Lavaflow[/h3]
The caste of Savvas who wield Fire and Earth in battle are known as the Lavaflow. One might expect them to be the polar opposite of the Icestorm, but the truth is far less comforting - they are the exact same type of pain in your gut.

To even earn the title of Lavaflow, they too must command their elements with such mastery that they can conjure their essences in demon form - Flame Demons and Earth Demons ready to fight at their side.

Just like the Icestorms, they can mend their allies, which makes it even more important to bring down a Lavaflow with utmost haste. The last thing you need is someone undoing your hard-earned progress in banishing those pesky flame demons. And like their icy cousins, Lavaflows love throwing things at you. In their case, those “things” tend to be searing bolts of fire or massive, explosive rocks that injure not only their target but anyone unfortunate enough to stand nearby.

Both Lavaflow and Icestorm can weaponize the very ground beneath your feet, and with both you may be tempted to rush in close to stop the onslaught. But if you think cornering a Lavaflow will make them panic, consider this: with a snap of their fingers, everything within arm’s reach can ignite. Add a bit of extra earth-born power, and the fire twists into such writhing agony that everyone in their sight loses the strength, and the will, to even hold onto their weapons.

Forget what was said earlier - Lavaflows may actually be nastier than Icestorms.

And yet even they are not the pinnacle of their kind. Some Savvas command Fire and Earth so completely that they make Lavaflows look like inattentive schoolchildren, Savvas who hurl themselves into active volcanoes to refine their mastery. If you ever cross paths with one of these living cataclysms, you’d best drop your weapons, make the most irresistible offer you can muster, and pray it’s enough.
Because nothing else will save you from a Pyroclast.

[h3]FOLLOW FROSTHAVEN’S SOCIAL MEDIA CHANNELS[/h3][p]YouTube: [dynamiclink][/dynamiclink]
X: https://x.com/PlayFrosthaven
Facebook: https://www.facebook.com/FrosthavenGame
Discord: https://discord.gg/FUNmzWVfz2

Patch Notes 0.11.2.28335 Hotfix

[h3]Fixes[/h3]
  • In Quest 94 “А Grand View” the game no longer gets stuck when an enemy starts to take its turn, after an ally character has escaped.
  • Using the Boneshaper bottom action of the card "Angry Spirits" no longer ends up in the game getting stuck.
  • Having a Snowflake with the perk "Blinding Flurries" in your party, does not make the game stuck anymore when a new room is revealed while playing a quest.
  • In Quest 109 "Furious Factory" no errors occur when monsters draw cards at the start of their turn.

Patch Notes 0.11.2.28335

[h2]New Features[/h2]
  • [p]The following quests are now available to play - Quest 94 “A Grand View”, and Quest 95 “To Bury the Dead”.[/p]
  • [p]The following Quest has been reworked - Quest 82 “Expedition North”. If you have reached that quest and you are progressing it at the moment it will require a restart. There is a visual only bug where on some hexes the path looks under the ground, we will fix this issue in a later patch.[/p]
  • [p]Rebuilding Buildings is now instant.
    [/p]
[h2]Major fixes[/h2]
  • [p]The Rapid Fire and Aimed Assault Modes now correctly work together when both are selected with the top action of the card “Code Geminate”.[/p]
  • [p]Fixed a major crash with the Snowflake hazardous terrain.[/p]
  • [p]Push and Pull abilities now calculate the added effects before casting the ability and lets the user select all available targets.[/p]
  • [p]In Quest 4 “Heart of Ice” game no longer gets stuck if the door is opened while the Blinkblade has a cloned ally Monster through the top action of “Fractured Timeline”.[/p]
  • [p]The Trap card “Lure of the Snare” bottom action now doesn't get the game stuck when used on a multi-hex objective.[/p]
  • [p]The game no longer gets stuck when Boneshaper attacks the Lady in White and a Black Imp with “Meat Grinder” and takes retaliate damage.[/p]
  • [p]Stun no longer prevents the shadow creation from “Call to the Abyss”.[/p]
  • [p]The Bone orb in Quest 21 “A Realm of Endless Frost” now correctly does damage to the Living Bones, and once destroyed the door is opened.[/p]
[h2]Minor fixes[/h2]
  • [p]“All heroes must escape without becoming exhausted” objective is now correctly marked as failed if one of the characters becomes exhausted.[/p]
  • [p]The Prism card “Plague Protocol” now lets you use heal to remove negative conditions.[/p]
  • [p]You are now able to remove a mode if you already have two and you used the “Code Geminate”card with the Prism.[/p]
  • [p]No errors occur anymore when trying to play “Polar Vortex” Top action.[/p]
  • [p]The Meteor perk “Measured” keeps on working even if another character moves your hazardous terrain.[/p]
  • [p]Fixed the localization of Boneshaper card “Unearthed Horror”.[/p]
  • [p]You can no longer reset your move ability using undo with the Deathwalker.[/p]
  • [p]Regenerate now heals you when you are stunned.[/p]
  • [p]Living Bones Monsters no longer spawn after the Orb of Bones is destroyed in Quest 21 “A Realm of Endless Frost”.[/p]
  • [p]Made UI improvements in the Outpost phase.[/p]
  • [p]Thief’s Hood now works correctly.[/p]
  • [p]The prism cards “Hijack” and “Long-Range missile” bottom actions now work as intended.[/p]
[p]

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Frosthaven is 20% off now!

The frozen North is unforgiving – and it’s calling your name. Frosthaven, the digital adaptation of the highly acclaimed board game, is now 20% off for a limited time!

Join us on our Early Access journey as we expand the game’s storyline and add a ton of new features in major updates. We’ve recently released our free “Awakening Protocol” update, which introduced a brand-new storyline, new playable heroes, and more, so this sale marks the perfect time to assemble your group of heroes for an unforgettable adventure in Frosthaven!

[h3]FOLLOW FROSTHAVEN’S SOCIAL MEDIA CHANNELS[/h3][p]YouTube: [dynamiclink][/dynamiclink]
X: https://x.com/PlayFrosthaven
Facebook: https://www.facebook.com/FrosthavenGame
Discord: https://discord.gg/FUNmzWVfz2

Patch Notes 0.11.2

[h2]New Features[/h2]
  • [p]Added a character unlock window for new characters.[/p]
[h2]Major fixes[/h2]
  • [p]Fixed more Multiplayer desyncs.[/p]
  • [p]Fixed a desync that happens with the Bannerspear perk “Tireless Leadership”.[/p]
  • [p]Hazardous terrain created by Meteor is no longer considered a negative hex by allies, if you possess the perk “Measured”.[/p]
  • [p]Heroes who ignore quest effects no longer gain curse from Quest effects.[/p]
  • [p]Fixed a number of bugs and errors with the Boneshaper.[/p]
  • [p]When Fist uses the ruined Machine pet it no longer leads to an error screen.[/p]
  • [p]Fixed a critical error screen in Quest 24 “Upper spire” that occurred when enemies tried to push heroes in the last room.[/p]
  • [p]Ruined Machines now strictly follow the special rule in Quest 26 “Quatryl Library” to prioritize the Pressure Plate.[/p]
  • [p]Created a series of icicles as obstacles in Quest 82 “Expedition North”.[/p]
  • [p]You can now walk on all hexes in Quest 82 “Expedition North”.[/p]
  • [p]The interaction between the bottom action of “Metamorphic Rock” and the Bottom action of “Quenched Rage” no longer end up in an error when playing with the Meteor.[/p]
[h2]Minor fixes[/h2]
  • [p]Made some UI improvements to the menu screen.[/p]
  • [p]Fixed some minor inconsistencies with event resolutions.[/p]
  • [p]Fixed an issue with distributing potions to your party.[/p]
  • [p]Potion items are now marked as used and can be recovered, even if they have an ongoing effect during the whole turn or round.[/p]
  • [p]The Prism can no longer receive wound when having the perk “Overcome”.[/p]
  • [p]Fixed a bug where “Hobnail Boots” were giving their bonus not on the turn of the user.[/p]
  • [p]Both sides of “Converging Lenses” now correctly give +1 damage.[/p]
  • [p]You can no longer use “Parrying Gauntlet” when disarmed.[/p]
  • [p]"Living Magma" now correctly infuses Fire at the end of the turn and not immediately.[/p]
  • [p]When reloading a save in Quest 95 “To Bury the Dead” the sarcophagus no longer resets and keeps the position in which it was pushed.[/p]
  • [p]You can now end your turn on the second door hex in Quest 21 “A Realm Of Endless Frost”.[/p]
  • [p]When using “Slippery Sword”, disarm applies after the first attack that you perform.[/p]
  • [p]Fixed a bug with the effect of “Star Earring".[/p]
  • [p]Fixed the initiative of the Chaos demon card “Arcane Explosion”.[/p]
  • [p]Fixed an issue with how the Drifter mastery “Move Fast Hit Hard” works.[/p]
  • [p]The Prism perk “Regroup” now correctly costs 2 perk points instead of 1.[/p]
  • [p]Fixed “Sturdy Boots” to only work on your turn.[/p]
  • [p]Fixed an issue with Undo and “Cleaving Axe”.[/p]
  • [p]The Prism card “Launch Pod” top action is no longer being skipped if the modifier you draw is obtained from his perk “Mobilize”.[/p]
  • [p]Biting Gauntlet gives retaliate even if you already have retaliate from another source.[/p]
  • [p]The prism can successfully select his summons if they are in the snow in Quest 82 “Expedition North”.[/p]
  • [p]Fixed an issue with “Rejuvenating Charm”.[/p]
  • [p]Post-Quest auto saves now first play the outro narration and do not skip it.[/p]
[p] [/p][p] [/p]