Marshling

Skill level: Advanced | Attacking: | Converting: | Exploring:

Units

Unit OP / DP Special Abilities Attributes Cost
Spawn 2 / 2
  • OP: 2.00 / DP: 2.00 / T: 6
  • Must have at least 0.5 Wizard Ratio (on offense) to train.
  • Upon successul invasion, returns as Slime.
  • Cannot be released
  • Living
  • Mindless
  • 0 gold, 60 lumber, 100 food, 15 mana
    Slime 3 / 3
    • OP: 3.00 / DP: 3.00 / T: 0
    • Cannot be trained.
    • Upon successul invasion, returns as Goo.
    • Upon death, returns as Spawn.
    • Cannot be released
  • Living
  • 0 gold
    Goo 4 / 5
    • OP: 4.00 / DP: 5.00 / T: 0
    • Cannot be trained.
    • Upon successul invasion, returns as Ooze.
    • Upon death, returns as Slime.
    • Cannot be released
  • Living
  • Sentient
  • 0 gold
    Ooze 6 / 3
    • OP: 6.00 / DP: 3.00 / T: 0
    • Cannot be trained.
    • Cannot be released
    • Upon death in succesful combat, returns as 2 1. If unsuccessful, returns as 1 1.
  • Intelligent
  • Living
  • Sentient
  • 0 gold

    Perks

    Max population +25%
    Gold production -50%

    Lands

    Home land type: Swamp
    Construction Materials
    Primary: Gold
    Secondary: Lumber

    Buildings

    Building Land Type Perks
    Aqueduct Water
    • Food production increased by 8% for every 1% (max +40%).
    Dock Water
    • Produces 40 food per tick.
    • XP generation increased by 5% for every 1% (max +25%).
    • Resource exchange rates improved by 4% for every 1% (max +20%).
    Factory Hill
    • Construction costs decreased by 4% for every 1% (max 80% reduction).
    • Rezoning costs decreased by 2% for every 1% (max 40% reduction).
    Farm Plain
    • Produces 80 food per tick.
    Forest Haven Forest
    • Spy losses decreased by 3% for every 1% (max 30% reduction).
    • Damage from fireballs reduced by 8% for every 1%.
    • Gold stolen from you reduced by 8% for every 1%.
    • Houses 40 spies and units that count as spies.
    • Houses 0 people.
    Gem Mine Mountain
    • Produces 15 gems per tick.
    Gold Mine Plain
    • Produces 50 gold per tick.
    Guard Tower Hill
    • Defensive power increased by 1.8% for every 1% (max +36% DP).
    Lumberyard Forest
    • Produces 50 lumber per tick.
    Masonry Plain
    • Improvements increased by 2.75% for every 1%.
    • Damage from lightning bolts reduced by 0.75% for every 1%.
    Military Academy Hill
    • Offensive power increased by 1.8% for every 1% (max +36% OP)
    Shrine Forest
    • Defensive casualties decreased by 5% for every 1% (max 50% reduction).
    • Offensive casualties decreased by 5% for every 1% (max 50% reduction).
    Smithy Plain
    • Unit gold costs 2% for every 1% (max 40% reduction).
    • Unit ore costs 2% for every 1% (max 40% reduction).
    Spawning Pool Swamp
    • 1% additional units trained for free for every 1% (max 100% extra units).
    Temple Swamp
    • Reduces target's defensive modifiers by by 1.8% for every 1% (max 36% reduction or 0% defensive modifiers).
    • Population growth rate increased by 6% for every 1%.
    Tower Swamp
    • Produces 25 mana per tick.
    Watermill Water
    • Gem production increased by 4% for every 1% (max +20%).
    • Ore production increased by 4% for every 1% (max +20%).
    Wizard Guild Swamp
    • Wizard and arch mage training costs decreased by 2% for every 1% (max 40% reduction).
    • Spell mana costs decreased by 2% for every 1% (max 40% reduction).
    • Houses 40 wizards and units that count as wizards.
    • Houses 0 people.