Prerequisite: Have access to Frigost 3 by defeating the Celestial Bearbarian.
Monsters
Revish
Frimar
Lvl 200 to 212
Spells
| Name | Description | Range |
|---|---|---|
| Blademate Lame soeur | A short-range damage spell that hits in a cross with two damage lines: around 500 Earth damage, then Air damage based on its remaining vitality. The more wounded the Revish is, the higher the damage. The spell also applies a 100 Dodge penalty for 1 turn. | β Β· croix |
| Breath of Ice Soupirsute | A ranged damage spell, up to 3 range, that deals around 400 Fire damage as lifesteal in an area. | 0 Γ 3 Β· zone |
| Shudder Glacerbe | A boost spell that grants it 1 MP for 2 turns and triggers the GlacΓ©rΓ© effect. If the Revish is moved, it and its allies within a 3-cell area gain 500 damage and 4 MP for 1 turn. | β Β· cercle de 3 PO |
Karkanik
Lvl 200 to 212
Spells
| Name | Description | Range |
|---|---|---|
| Bluebolt Caroturier | A ranged damage spell with a 2-cell area, dealing around 500 Air damage as lifesteal. It removes 5 range for 1 turn, or 6 range on a critical hit. | β Β· zone de 2 PO |
| Karskade Karkanciel | A powerful damage spell cast in a line with no line of sight required. It has two damage lines: the first, fixed, deals around 250 damage; the second depends on the Karkanik's remaining vitality and can reach around 1,000 damage when it is close to death. The spell also removes 4 dodgeable MP. | β Β· ligne |
| Dart Onion Dard Tagnan | A boost spell that triggers the Vocal Cord effect. If the Karkanik is hit, characters within a 6- to 7-cell area receive a 100 Dodge penalty for 1 turn along with the Gravity and Heavy states. | β Β· cercle de 6 Γ 7 PO |
Stalak
Lvl 200 to 212
Spells
| Name | Description | Range |
|---|---|---|
| Siegfreeze Brise-larmes | A damage spell cast in a line over 2 cells with two damage lines: a first Fire line of around 350 damage, then an Air line whose damage increases as the Stalak's HP drops, up to around 1,200 damage when it is close to death. | β Β· ligne de 2 cases |
| Guard Impact LΓ©goglace | A damage spell cast in a line with long, modifiable range. The Stalak moves toward its target, swaps places with it, and deals Neutral damage equal to 15% of the character's vitality. | β Β· ligne |
| Bleakspin Eculbute | A boost spell that grants the Stalak and its allies within a 2-cell area a 50 Dodge bonus for 2 turns. It also triggers the Tranchainement effect: when the Stalak takes damage, it reflects Water damage in a 2-cell area around it and applies 20% erosion for 1 turn. This passive effect also hits its enemies. | β Β· cercle de 2 PO |
Potbellion
Ventrublion
Lvl 200 to 212
Spells
| Name | Description | Range |
|---|---|---|
| Abdomination | A damage spell cast in a line that pulls the character from up to 5 range, deals around 450 Earth damage and applies a 50 Dodge penalty for 1 turn. | 0 Γ 5 Β· ligne |
| Dire Beaties Ventromatisme | A damage spell at 2 range, no line of sight required, that swaps the Potbellion's position with the character's, steals around 400 HP in the Water element and applies the Gravity state for 1 turn. | 2 Β· cible unique |
| Bellyache Bidiotisme | A boost spell that grants the Potbellion the Heavy state for 2 turns and triggers the Bydillique effect. When it takes damage, its adjacent allies gain 5 MP, 500 damage and 100 Lock for 1 turn. The effect also reflects Air damage: a character in melee takes Air damage based on the damage the Potbellion suffered. | β Β· contact |
Skateman
Verglasseur
Lvl 200 to 212
Spells
| Name | Description | Range |
|---|---|---|
| Armadillo Braconnage | A boost spell that gives 2 MP for 1 turn to the Skateman and its adjacent allies. It triggers the Braquage effect: when the Skateman takes ranged damage, all monsters and characters within a 5-cell area around it suffer a vitality penalty. | β Β· contact et cercle de 5 PO |
| Armada Bralong | A damage spell cast in a line up to 4 range. It pulls the target into melee, then pushes it back 3 cells. It deals around 700 Air damage and removes 4 dodgeable MP. | 0 Γ 4 Β· ligne |
| Armlock Braguette | A melee damage spell that pushes the target back 5 cells, deals around 500 damage and removes 6 dodgeable AP. | 1 Β· cible unique |
Rooms
Room 1
Room 2
Room 3
Boss
Missiz Freezz β
Missiz Frizz
Lvl 220
Spells
| Name | Description | Range |
|---|---|---|
| Cold Blood Sang froid | A damage spell up to 4 range that deals around 700 Fire damage. When Missiz Freezz is vulnerable and the target is in the Deep-Frozen state, it adds a second line of around 700 Water damage as lifesteal. | 0 Γ 4 Β· cible unique |
| Icetrophysics Glace trop physique | A damage spell up to 8 range that applies 20% erosion for 1 turn. It has two lines: around 450 Fire damage, then additional damage based on the target's lost maximum vitality. It also applies the Unlockable state for 1 turn. | 0 Γ 8 Β· cible unique |
| Crystallisation Cristallisation | For 1 turn, any attempt at MP removal on a monster gives it 3 MP for 1 turn. In exchange, the monsters enter the Unlocking state for 1 turn. The spell can be cast every 3 turns starting from turn 2. | β Β· tous les monstres |
Dungeon mechanics
Boost
All monsters receive a 100 damage boost for 1 turn when hit (does not stack).
Snowdrift ("Antifreeze" effect)
At the start of their turn, players place a glyph called a "snowdrift" around themselves.
- If a character steps on one of the 4 snowdrifts, they are moved one cell outward from the snowdrift. The other 3 snowdrifts of the glyph disappear. It is therefore important to always plan your movements well in advance.
- If you stay put, snowdrifts stack up to twice and so do their effects: a movement of 1 cell twice (not 2 cells at once) instead of 1 cell.
Illustration of how snowdrifts work:
None
Pushback effect
- Direct pushback damage instantly kills players.
- Direct pushes (using a snowdrift, a repelling trap, etc.) heal you for 10% of your vitality and grant you a 200 pushback damage bonus for 1 turn.
- Applying a direct push to monsters heals them for a large percentage of their HP (20%, to be confirmed).
"Chain push"
Any movement caused by a push β whether from snowdrifts, a release, a repelling trap, the Skateman's spells, etc. β triggers a one-cell movement of all characters and enemies in line and diagonally within a 6-cell area.
Be extremely careful not to kill your allies with this second passive push. Note that there is no snowball effect: this second passive push will not trigger a 3rd passive push, and so on.
Invulnerability
Unlike the other Frigost 3 dungeons, here all the monsters are in the Invulnerable state.
To remove a monster's invulnerability for 1 turn, it must be moved by the "chain push" effect described above.
The real difficulty is getting used to how the snowdrifts work. It is advisable to get rid of the Skateman quickly to prevent it from killing you with its pushback damage. The Sram is the class to have for this dungeon, as it can easily make the monsters vulnerable every turn with its repelling trap. On top of that, its double can lock the boss while you clear the room.
Tips:
- You can place summons on the snowdrifts. A static summon removes all the snowdrifts of the associated glyph without causing any movement. A mobile summon (Chafer, Arachnee type) will be moved like a normal character.
- The Pandawa's Stabilization lets you ignore the snowdrift movement.
Achievements
Nomad
A fairly simple achievement β just be careful not to get locked.
Sticky
This achievement is difficult because of the snowdrifts, which you will need to master: starting adjacent to an ally and moving triggers chain pushes (you, the ally, then you again, or even other nearby entities...)
Tips:
- Focus the Skateman first (its pushes are very dangerous with allies adjacent/nearby)
- It's a deliberate choice, but a player who can handle Sticky on their own (Cra, Sadida...) can be "sacrificed" to keep Missiz Freezz busy at the top of the map while the other 3 kill the monsters.
- Summons are your friends here β they let you stay adjacent easily without bothering another player, and they limit chain reactions:
- Useful classes: Cra, Sadida, Osamodas, Foggernaut, Sram, Pandawa, Eniripsa...
- But every class can benefit: with the Cawwot (also handy for triggering snowdrifts more safely), plus the Arachnee and the Chaferfu (all at level 6 to reduce their cooldown).
Duo
Once again the Sram is your friend. The Kanniboul incarnation, available with the Laikteur Bow, lets any class complete this duo achievement as long as you have some Chance on your gear. The strategy is to stay invisible (thanks to the Sram's Invisibility of Others and the bow's invisibility spell) while using the incarnation's poisons.
End of the dungeon
Talk to Missiz to leave the dungeon.