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Monsters of Frosthaven – Meet the Vermlings

[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]
[h3]Meet the Vermlings[/h3]
Of all the peoples of the Empire, none are so widely hated or so loudly cursed as the Vermlings. And it’s not difficult to see why. Their primal ways - feasting on the flesh of the dead, scavenging, marauding, raiding their own kind as often as anyone else - repulse most civilized folk. Many would rather put an arrow in a Vermling on sight than risk discovering what’s on their mind.

Yet reputation only tells half the story. For all their wild, animalistic behavior, Vermlings are neither stupid nor dull. Desperation breeds cunning, and a Vermling life is a constant struggle to meet the most basic needs. That struggle twists into ruthlessness. It’s why trusting a Vermling is as wise as trusting a trap with a welcome sign nailed to it.

The cold North is no kind place for them. Their bodies are poorly made for snow and ice, but the ceaseless pressure from human settlers in the south has driven some clans to make a difficult choice: flee north or die where they stand. Many ended up near Frosthaven, taking refuge in the Radiant Forest - unnaturally warm, but far from safe. Even there, things hunt them, stalk them, and drive them into the trees like frightened animals. Survival is a thin line, constantly fraying.

Because of this, Vermlings are few in number so far north, and crossing paths with them is relatively rare. But if you do find yourself face-to-face with a Vermling war party, understand this: there will be almost no distance between you and losing everything you own -including your skin - before they scatter back into the dusk.


[h3]Vermling Priests[/h3]
Usually leading a Vermling war party are the so-called “Priests”. Strange fellows, they are. Squishier than your average Vermling, yet somehow harder to hit. You’ll find that landing a blow on one is as difficult as striking a fully plated Red Guard - despite the fact that the Priests appear to wear little more than half-rotted rags. Clearly, there is some manner of magic at work.

One useful trick against them is to push or pull them into traps. Whatever arcane protection shields them from blades and arrows does absolutely nothing to stop them from being hurled into something sharp and unfortunate. Wounding attacks can help as well - though not reliably, since the Priests have the irritating ability to heal themselves and their allies whenever your patience starts to fray.

And their bag of tricks doesn’t end there. A Priest can spit out a shrieking bolt of magic that can immobilize you - or worse, disarm you entirely, often before you can even get your thoughts straight. Add in the occasional curse that turns a sure hit into a humiliating miss, and you’ll quickly learn why underestimating these rag-clad rodents is often the last mistake you ever make.


[h3]Vermling Scout[/h3]
A Vermling Priest will usually be in charge of several Vermling Scouts, and in truth the name fits well enough - their original purpose is to search for anything worth scavenging, and they are thoroughly ill-suited for combat. On the battlefield, they’re pushovers at best, barely able to pass for adequate combatants.

Yes, they can wield shortbows and daggers. And yes, there is some tactical value in being unpredictable - one moment firing from afar, the next darting in to jab an ankle. But this unpredictability rarely matters for more than a heartbeat, as even the toughest Vermling Scout can seldom withstand more than one or two hits before collapsing into a limp, furry heap.

Even in the thick of battle, many seem far more interested in rifling through the pockets of their freshly fallen comrades than actually fighting. When they do engage you directly, their priority often seems to be stripping gear off your body rather than subduing you.

Their only real danger lies in their numbers… and in the one trick they all seem to know: coating their weapons with poison.
A lone poisoned dagger isn’t much. Half a dozen, however - that can turn into a problem rather quickly. Even rabbits can be dangerous in high numbers.

So when you run into a pack of Vermling Scouts, bring your area of effect attacks and treasure the experience. It’s not every day you get the chance to practice them, after all.

[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 0.11.1

[h2]Major issues[/h2][p][/p]
  • [p]Fixed a game crash when using the bottom action of the Deathwalker card "Strength of the Abyss”.[/p]
  • [p]Fixed more Multiplayer desyncs.[/p]
  • [p]Destroying the debris in Quest 35 “Scrap Pit” is no longer possible.[/p]
  • [p]The game no longer gets soft locked when using “Death on Arrival" perk in Quest 43 “Overrun Barricade”.[/p]
  • [p]Meteor card “Living Magma” bottom action is now correctly classified as a burn card.[/p]
  • [p]The game no longer soft locks in Multiplayer when a client leaves in the middle of burning cards from a short rest burn phase.[/p]
[h2]Minor issues[/h2][p][/p]
  • [p]The shield of the Vermling Warchief in Road to Frosthaven Quest 4 “Assault on the Warchief” is now getting correctly removed when all Vermling scouts are dead for the current round.[/p]
  • [p]Fixed inconsistencies between text and effect on some monster cards.[/p]
  • [p]The “Ice Shiv” item can now be obtained![/p]
  • [p]When traveling to quest, now correctly only the quest icon on this specific quest is shown.[/p]
  • [p]Inspecting the “Giant Piranha Pig” now properly displays the monster’s ability cards info.[/p]
  • [p]Fixed a bug where if Meteor was casting “Cloud of ash”, and did not perform an ability, he was still gaining XP.[/p]
  • [p]Traps now only show the icons of effects that they possess.[/p]
  • [p]Added a picture to Winter Road Event 44.[/p]
  • [p]The World Map now cannot be moved while you are in the process of travelling.[/p]
  • [p]Fixed an issue that was showing incorrect damage values after drawing a modifier.[/p]
  • [p]Added missing Quest effects from the special rules text in Quest 35 “Scrap Pit”.[/p]
  • [p]Fixed the event log, when Meteor uses “Hardened Spike”, to say +3 damage and not +1.[/p]
  • [p]You can now correctly skip the second part of the Meteor card “Rain of Fire”.[/p]
  • [p]All pushes drawn from the Meteor perk “Elbow” now get combined into a big push.[/p]
  • [p]Reduced the delay between all players being ready and the round starting.[/p]
  • [p]All negative conditions added to a summon of the Prism get transferred onto him correctly if he uses “Transfer”.[/p]
  • [p]Fixed a few issues with the Meteor card “Deep Fury”.[/p]
  • [p]Fixed the monster spawners round timing in Quest 82 “Expedition North”.[/p]
  • [p]You can now correctly only trap one bear per trap in Quest “A Waiting Game”.[/p]
  • [p]Prism is no longer untargetable for heals when he places “Plague Protocol” as a mode token at the start of a Quest.[/p]
  • [p]Updated the special rules in Quest 15 “Ancient Spire” to more clearly explain when and how much the Chaos Lieutenant will heal.[/p]
[p][/p]

Patch Notes 0.11 Hotfix

Patch Notes 0.11 hotfix
[p][/p][p][/p][h2]Known issues[/h2][p][/p][p]• When using the bottom action of the Deathwalker's "Strength of the Abyss" ability card an error occurs. The team has identified the culprit and a fix is coming with the next game update. Currently expected to be released next week.[/p][p][/p][p][/p][h2]Major fixes[/h2][p][/p][p]• Fixed damage reduction for the Boneshaper's "Bone Dagger" and "Soul Claim" ability cards to properly apply when any of the these cards are used.[/p][p][/p][p][/p][h2]Minor fixes[/h2][p][/p][p]• Added missing voice overs to some Job Posting quests.[/p][p]• Disabled the "Fateful Charm" and "Expertise Potion" items due to an inconsistency in their expected behavior. We expect to re-enable them with the next update[/p]

Monsters of Frosthaven – Meet the Abael

[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]
[h3]Meet the Abael[/h3]
The Abael are one of the many peoples inhabiting the fringes of the Empire. They have so far managed to avoid the bureaucratic grasp of Imperial authority, primarily because they live underwater. Tax collection from the depths of the Biting Sea is still a bit beyond the Empire’s capabilities, and the Abael so far have been capable of exploit that gap to maintain their autonomy.

Dubbed the 'Fishmen' by the Frosthaven folk, these amphibious beings are believed to originate from the waters of the Biting Sea. While they can survive on land for extended periods, their skin must remain constantly hydrated. Abael achieve this through internal reservoirs of water, which they release through specialized glands to keep their skin moist and their bodies vital. How long they can sustain themselves on land remains unknown - but whether due to physical limitation or by choice, sightings of Abael on land are rare. This limited presence in Frosthaven is probably fortunate, given that the locals’ favorite pastime seems to be violent conflict.

Life in the Biting Sea brings the Abael into frequent contact with the Lurkers, the massive crustaceans that dominate these waters. Unsurprisingly, most recorded witness accounts of the Abael, alongside the fishermen’s tales spread at the “Pit”, describe violent clashes between the two. For mercenary parties venturing into these waters, it is almost inevitable that they will cross paths with the Abael, even if only briefly.

Little is known about their military tactics, but the Abael are enigmatic, resourceful, and more than capable of holding their own against the Lurkers - a testament to their skill. Familiarity with Abael behavior, even if limited, is essential for anyone hoping to survive encounters in the northern seas.


[h3]Abael Scout[/h3]
The backbone of any Abael war party seems to be the Abael Scout. To be clear, the name is somewhat misleading - they’re not “scouts” in the sense of serving strictly reconnaissance duties. Rather, the title comes from their behavior in combat, which closely mirrors that of the more familiar (and equally troublesome) Algox Scout.

Like their Algox counterparts, Abael Scouts are frighteningly quick to close the distance, darting across the battlefield with unnerving agility. Also much like them, you’ll never know whether the next strike will come from an arm’s length or halfway across the field, as their weapon of choice - a finely crafted spear - serves equally well for melee or ranged attacks.

They share another, somewhat more fortunate trait with the Algox: an odd tendency to idle mid-battle, so long as you’re not directly in their face, that is. You’d be wise to take advantage of those rare moments - they don’t last long.

Far more important, however, is what sets them apart from the Algox. The Abael truly distinguish themselves through precision and lethality. Their fine motor control and quick reflexes make every strike count. Though their frames are slimmer, they somehow hit even harder than the bulky Algox. Worse still, their spears are almost always tipped with poison, turning even a glancing blow into a lingering hazard.

Fortunately, they lack the sheer durability of their northern counterparts. Their blows may sting like a scorpion, but their defenses are paper-thin in comparison. Even a mediocre mercenary can bring one down in a strike or two - if they’re quick about it.

TL;DR: treat them as a priority, but not a panic. Dispatch them early - it’s always nice not to have to worry about a poisoned spearhead aimed between your eyes - and, for the love of all that’s sane, bring a means to heal.


[h3]Abael Herder[/h3]
The Abael Herders, on the other hand, are unlike anything you’ve likely faced before. Their name might conjure peaceful, pastoral images - but don’t let it fool you. The “flock” these Herders tend are Piranha Pigs, and wherever the Herders go, they bring that snapping, squealing nightmare with them.

Now, a lone Piranha Pig isn’t the worst thing you’ll meet around Frosthaven. In fact, running into one might even be a cause for celebration - they’re delightfully tasty, after all. But when you face them in a pack under the direction of a Herder, well… suddenly, you’re the one on the menu.

On the battlefield, the Herder spends most of its time directing its flock, granting the pigs greater mobility and even additional attacks. If it were just one Herder to one pig, that’d be manageable - but it never is. A single Herder can often command every Piranha Pig within range, and when multiple Herders work together, their coordination somehow makes the pigs even deadlier. Before long, the math of your predicament starts to spiral out of control.

To make matters worse, Herders don’t rely solely on the pigs they bring with them. They can call to the wild ones nearby, summoning even more Piranha Pigs into the fray. The sooner you thin their ranks, the better.

Isolated from their flock, an Abael Herder is manageable - though not harmless. They’re tougher than they look and can take a few solid hits before going down. Armed with daggers, they’ll fight both up close and at range, and they won’t hesitate to toss their fishing nets to immobilize you and drag you into striking distance.

Their most dangerous trick, however, is a devastating strike whose range and power scale with the number of Piranha Pigs on the field. The more pigs remain, the harder and farther the Herder can hit, and if left unchecked, this can reach truly catastrophic and inescapable proportions.

So when you spot one, think carefully. Sometimes you’ll want to bring down the Herder first. Other times, it’s wiser to thin the swarm. And if you ever find one alone - well, you might just have the rare luxury of waiting for it to bring dinner to your table before striking it down.

[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

Frosthaven: Awakening Protocol is now available!

[p]Frosthaven’s first-ever Early Access update, Awakening Protocol, is available now for all players! Awakening Protocol introduces a brand-new storyline, featuring: [/p]
  • [p]The mysterious Unfettered machine civilization  [/p]
  • [p]Three highly-anticipated playable heroes [/p]
  • [p]Additional bosses and quests [/p]
  • [p]Major quality-of-life gameplay enhancements [/p]
  • [p]And more! [/p]
[p] [/p][p]Warning: Spoilers ahead! [/p][p] [/p][p]DEFEAT THE UNFETTERED MACHINE UPRISING [/p][p]Explore the great facility of an ancient civilization that fell into ruin millennia ago. Forged for service and abandoned to rust, the Unfettered now rise with vengeance, driven by an enigmatic leader and a relentless plan. The fate of Frosthaven hangs on the choices you make in the Awakening Protocol.  [/p][p] [/p][p][/p][previewyoutube][/previewyoutube][p] [/p][p]Check out the official patch notes below: [/p][p]Features [/p]
  • [p]Added The Unfettered storyline. [/p]
  • [p]Added three new playable characters. [/p]
  • [p]Updated the Main Menu with a Halloween theme. [/p]
[p] [/p][p]Major fixes  [/p]
  • [p]Fixed a number of desyncs connected to the “Undo” feature. [/p]
  • [p]Fixed more Multiplayer desyncs. [/p]
  • [p]Door tiles no longer block any movement. [/p]
  • [p]Fixed an issue causing an endless loading screen when loading in Tutorial quest 2 after beating the first Tutorial quest. [/p]
  • [p]Updated the colors of the Geminate cards. [/p]
  • [p]Fixed a number of stucks that were occurring. [/p]
[p] [/p][p]Minor fixes [/p]
  • [p]Teleporting a second character on the platform in Quest 15 “Ancient Spire” with “Magnetic Cape” is no longer possible. [/p]
  • [p]Fixed a tooltip within the Bannerspear perks. [/p]
  • [p]In Tutorial quest 7 “Assault on the Warchief”, Brittle is now applied to all monsters/characters simultaneously. [/p]
  • [p]The reward screen can now only occur if a quest was successfully completed. [/p]
  • [p]Fixed a number of issues connected to the “Snowdrifts” in Quest 6 “Avalanche”. [/p]
  • [p]Added additional contextual tutorial images. [/p]
  • [p]Summons no longer take damage from damaging the orb in quest 21 “Realm of endless frost”. [/p]
  • [p]The game now correctly shows the right amount of damage dealt to a target if they have a shield. [/p]
  • [p]Fixed a visual hex issue in Quest 16 “Derelict Elevator”. [/p]
  • [p]“Guardian of the flag” mastery no longer fails on Quest 21 “A realm of endless frost”, after passing through the first door. [/p]
[p] [/p][p] [/p]