Don’t let the gorgeous art in Wildfrost lure you into a false sense of security. Behind that cutesy charm is a rich tactical core that is unforgivingly brutal. You let your guard down for even a single turn, and it’s probably lights out. We would rank Wildfrost as one of the harder Roguelike Deckbuilder’s to come out in quite some time.
There are a lot of ways Wildfrost can mess with your plans, but the earliest you are likely going to encounter is the Injury system. It just so happens to be of the most debilitating systems in the game if you get a bit too careless in battle. Let’s dive in and see what this interesting system is all about.
More Wildfrost content:
Woolly Snail | What Is Wildfrost | Naked Gnome | Sacrifice Guide
Injuries are potentially permanent debuffs to your units (at least permanent in relation to a single run, they don’t carry over if you lose). They occur when a Companion dies in combat. Note, this is specifically for Companions and not Clunkers or Summons. Not only that, Injuries will occur from any form of death – including Sacrifice. If your Companion dies, they are Injured.
The negatives of being Injured are pretty substantial and immediately apparent. Whilst Injured, your Companions have their Attack and HP halved. This makes them far weaker in combat and also makes them far more susceptible to dying in future encounters. This can be brutal if you have a minion who is designed to tank or has abilities that trigger after being hit. Naturally, Injury would make these companions worthless.
Injuries do not stack, and taking multiple injuries will not result in your Companion being removed from your deck.
Since this is Wildfrost, there are some benefits to Injuries, although these are in
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