Everwinter Glacier Guide


Getting Ready

At level 25 you can enter another Kingdom, called Everwinter Glacier or “ICE”. Just because you can enter Ice, doesn’t mean you are ready to. Before entering Ice, it’s good to have already:
  1. Occupied 3 outposts.
  2. Have your main and outposts all upgraded to what your level can do.
  3. Have at least 10k in coins in reserve.
Tip: Norsemen which are the troops that are native to this kingdom are about equal to level 4 and 5 troops in Evergreen. Only they are both attackers and defenders. Being up there with level 3 barracks will be a struggle. Wait until you have reached the level that you can have barrack 5 before you head up. Or have some special troops you have acquired through Events (Traveling Knights, Marauders, Horror Troops, etc. )

These are suggestions that might make your experience better but certainly not a rule for the alliance. Setting up a new kingdom will take lots of resources. You need to have them coming in as your nearest alliance mate could be 300 miles away and without a marketplace. In a nutshell you should have your main and outposts in green flowing resources and well defended.

When you enter “Ice” chose the direction of SOUTH. Many of us have gone that way. There is no way to move your castle once you are in Ice, Sands, and Fire. It can be lonely up here. Even if you’ve gone south you can be many miles away from an alliance mate.

When you arrive all the resources you donated to go there are used on the 2 hour trip so expect that you will have to send more. Transport to other kingdoms takes 2 hours without “research”.

You have 48 hours of protection and when that is used up you will be hit by a Barbarian Tower. Do not worry, this is like a robber baron attack and it’s kind of wimpy but you need to have some defense troops by then or you will catch fire.

Castle Set-Up

Build storage and barracks first. It is better to have barracks upgraded so you can recruit in Ice, rather than to have to pay to send them over all the time. Sending over resources in the beginning is going to be necessary to stretch out your camp’s walls but note that every time you send over resources you lose about 1/3 of it – it is like a tax.

You don’t need to have a marketplace in Ice. It is actually a waste of time, space and resources unless you find that you have friends you can trade with up there. You are not sending your resources from Green to Ice via the marketplace or with wheel barrels. Make this something you only build if you see someone pop up next to you.

Continue building as you did in Green. Follow the quests as a guide. There are a few differences:

Inventory warehouse replaces the estate. You need to build an inventory warehouse to capture Resources Villages.

You should build an Loot Warehouse soon, after you have built storage and a few farms, it along with stables are a priority. Do not wait until rvs pop up to start building or for quests to tell you so.

There are no outposts, but Resource Villages “RV” in the other Kingdoms.
There are Food RVs, stone RVs, and wood RVs. In Ice you are allowed to have 5 of each type. You do not build in an RV, just occupy it as it provides resources to your Main castle in that Kingdom.

Food = 50% increase in production
Stone = 25% increase in production
Wood = 25% increase in production

There are many more Food RVs in this world then Stone and Wood. Every now and then new RVs will pop up at the edge of the world and you will have to race with other players to capture them. Defending RVs would require too many troops than anyone could ever feed. There is an unwritten rule by many of the alliances not to steal RVs. Stealing an RV can result in a war. RVs are very hard to find, but it is still in yours and our alliance’s best interest that you find your own. Many players defend with just one troop. Use your best judgment when you defend yours.

Note: Not all alliances follow the no RV theft rule, so if someone steals your RV, you take it back if you think you can. Obviously, if someone in a larger alliance steals your RV and it is 5 miles away from them and it is 125 miles away from you, it might not be in your best interest to fight them for it as you may not be able to hold it. However, if it’s a castle you think you can defeat, it’s suggested that you go get your RV back. Most alliances won’t unload on you for taking back what property was rightfully yours.

Capturing RVs

Once you have built your inventory warehouse, you are ready to capture an RV that shows up.

The best way to have success chasing RVs is:
1.      Check the edges whenever you log on and then again when you log off.
2.      Create a few speedy commanders whose only purpose is to move fast.
3.      Use faster troops.  Hounds are ideal but if you are just starting out, level 1 and 2 troops are the fastest troops. Remember your army is as fast as its slowest member.
4.      Use Ruby horses, if you are a ruby player.
5.      Send out a lot of commanders. You cannot expect to send out one capture attack and always get it. Up your odds by sending multiple capture attacks at once time.
6.      Tools are not necessary. They are just farmers. Attackers should win.
7.      If you see that the RV you are going after has been occupied by someone else, call back your attack. There is no battle that will be had if you arrive, your troops will simply turn back and come home. Save some time and call them back. So you can send the back out again.
8.      Do not do an espionage report. The time your spies take to get there will leave you too behind in the race. It is a waste of time. Here is the report. They are all the same.

Lt: 38 farmers
Ct: 75 farmers
Rt: 37 farmers

I have successfully captured by just sending 40 troops.

20-0-20 maceman or crossbows will work. The level 3 troops have enough travel speed and attack power to do the job.

With wolfhounds I just send 20-0-20, and have been successful. The more you send the less you will lose.

Defeating the Barbarian Towers and The Fortress

Hitting towers and fortresses are the easiest way to make coins and rubies. One hit on the fortress is 50 rubies and 10,000 coins. Towers are just like as RBC in Evergreen but they are filled with Norseman. I think one should always try and do their own spy reports as it gives valuable insight with commanders and equipment but if money and time are tight, and you can't get the full report, here is a link to all of them.


The Barbarian Fortress has just one defense set up all the time. Only one person can attack one over a period of time. Like a RB has a cooling off period so do these but for everyone. So you will have to wait if one has just been attacked.


Tip: Only hit the Left and Front flanks. Leave the Right alone it is too well defended. Always use suicide waves to knock out tools.

Upgrading your Village


Off to the side of your castle you will be asked to upgrade the native village. There are 4 levels to building your village. In each level  you can purchase things with the coal that you produce.

The dry storage and the charcoal burners are two new buildings that you will have access to in Evergreen Winter. The burners produce the coal and the dry storage speeds up production, much like the saw and flower mills do for wood and food respectively.


Levels 1-3 (from top to bottom)

You may purchase the troops and coins repeatedly but the equipment is a one time purchase. It's imperative to purchase the wolfhounds from level 3 if you want to be competitive in the hunt for RVs.

Each level cost resources to be donated that gets more sizable as the levels rise.

Level 4 is costly. 

250,000 wood, stone and food 
75,000 coins.

It is your choice if you would like to unlock this level. The items to be purchased are unique equipment.

 and




Renegade Spy Event

This is an event similar to the Traveling Knights in Evergreen. You get piece to the relic by hitting the barbarian towers (NPC that are like Robber Baron Castles). 

You receive the Renegade Troops and armor tools as well as achievement points.