Icekin

Difficulty: Challenging

Units

Unit OP / DP Special Abilities Attributes Cost
Ice Beast 4 / 0
  • OP: 4 / DP: 0 / T: 6
  • -50% fewer casualties if ruled by a Conjurer.
  • No draftee required to train.
  • Offense increased by 1 if ruled by a Commander.
Living and Sentient 60 mana,
200 food
Snow Witch 0 / 6
  • OP: 0 / DP: 6 / T: 6
  • -75% fewer casualties if ruled by a Conjurer.
  • Counts as 0.5 of a wizard on offense.
  • Defense increased by 1.5 if ruled by a Commander.
  • Immortal wizard (cannot be killed when casting spells).
  • No draftee required to train.
  • Produces 0.5 Mana per tick if ruled by a Conjurer.
Intelligent, Living, Sentient, and Wise 250 gold,
1 Wizard
Frost Mage 0 / 8
  • OP: 0 / DP: 8 / T: 6
  • -75% fewer casualties if ruled by a Conjurer.
  • Counts as 0.5 of a wizard on defense.
  • Counts as 0.167 of a wizard on offense.
  • Defense increased by 1.5 if ruled by a Commander.
  • Immortal wizard (cannot be killed when casting spells).
  • No draftee required to train.
  • Counts as additional 0.125 of a wizard (offense and defense) if ruled by a Conjurer.
Intelligent, Living, Sentient, and Wise 350 gold,
1 Wizard
Ice Drake 6 / 6
  • OP: 6 / DP: 6 / T: 12
  • -50% fewer casualties if ruled by a Conjurer.
  • Defense increased by 0.85 * Wizard Ratio (defensive).
  • No draftee required to train.
  • Offense increased by 2 if ruled by a Commander.
  • Offense increased by 2 * Wizard Ratio (offensive).
  • Plunders up to 20 Mana on attack.
Intelligent, Living, and Sentient 500 gold,
200 gems,
100 mana

Traits

Workers: Peasant
Draftees: Draftee (DP: 1)
Peasant production: 2.70 Gold
Food consumption -50%
Ruler Title bonus +50%
Wizards training time: 6 ticks
Round modes
 Standard (land target)
 Standard (fixed duration)
 Deathmatch (land target)
 Deathmatch (fixed duration)

Resources

Resource Construction Buy Sell Improvement Points
Gold Yes 1.00 0.50 1.00
Food N/A N/A N/A
Mana Yes N/A N/A N/A
Gems N/A 2.00 12.00

Buildings

Building Land Type Perks
Farm Plain
  • Produces 50 food per tick.
  • Provides 0 jobs.
  • Houses 0 people.
Wall Hill
  • Defensive power increased by 1% for every 1% (max +100% DP).
  • Provides 6 raw defensive power.
  • Provides 0 jobs.
  • Houses 0 people.

Improvements

Building Perks

Spells

Friendly Passive Spells

Spell Deity Cost Duration Cooldown Effect

Hostile Passive Spells

Spell Deity Cost Duration Cooldown Effect

Passive Self Spells

Spell Deity Cost Duration Cooldown Effect

Friendly Active Spells

Spell Deity Cost Cooldown Effect

Hostile Active Spells

Spell Deity Cost Cooldown Effect

Active Self Spells

Spell Deity Cost Cooldown Effect

Invasion Spells

Spell Deity Effect

Sabotage

Operation Effect