Kobolds

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User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Kobolds

Post by Savra »

Kobolds: (12)
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Kobold Tlamanih:
Desc: Fierce warriors who wish to prove themselves to their dragon gods.
Trains: Kobold hut, tc
Cost:2
Hp:68
Atk:21
Rng:1
Sight:4
Spd:3
Arm:0
P.arm:2
Res:10%
Bonuses:
100% buildings, throwers

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Kobold savage:
Desc: These warriors focus on quick frenzied assaults on their chosen query.
Trains: Kobold hut, tc
Cost:3
Hp:98
Atk:21
Act:2
Rng:1
Sight:4
Spd:3
Arm:0
P.arm:0
Res:10%
Bonuses:
100% buildings, throwers

Image
Kobold slinger:
Desc: These fearless warriors focus their sights on much larger prey, slinging stones at remarkable speed.
Trains: Kobold hut, tc
Cost:3
Hp:46
Atk:6
Act:2
Rng:3
Sight:4
Spd:3
Arm:0
P.arm:0
Res:10%
Bonuses:
300% giants

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Kobold darter: (armed with a blow gun)
Desc: Kobolds that specialize in ambushing enemies with the use of darts, they make use of various poisons to weaken their prey.
Trains: Kobold hut, tc
Cost:2
Hp:45
Atk:12
Rng:2-5
Sight:6
Spd:3
Arm:0
P.arm:0
Res:10%
Bonuses:
+50% flyers
20% non shielded infantry
Abilities:
Poison weapon: requires research.

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Monitor rider:
Desc: Kobold warriors atop fast monitor lizards, focus on quick assaults and scouting for new prey to hunt.
Trains: Kobold hut, tc
Cost:3
Hp:70
Atk:12
Rng:1
Sight:7
Spd:6
Arm:0
P.arm:0
Res:30%
Bonuses:
150% cavalry

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Carnotaur rider:
Desc: Kobolds that have managed to tame mighty Carnotaurs, what once stalked the outer reaches of the Koboldd camps, preying on straggling hunters, now is being used to hunt down enemy cavalry.
Trains: Kobold hut
Cost:5
Hp:120
Atk:24
Rng:1
Sight:5
Spd:4
Arm:3
P.arm:3
Res:30%
Bonuses:
150% cavalry

Image
Kobold broodguard:
Desc: Kobolds who well trained in facing large beasts, they use their stone tipped spears to help protect their kin, from whatever monstrosity that may approach.
Trains: Kobold hut, tc
Cost:2
Hp:48
Atk:12
Rng:1
Sight:4
Spd:3
Arm:0
P.arm:0
Res:10%
Bonuses:
450% cavalry

Image
Kobold ghost warrior:
Desc: Warriors who were promised that their death would allow them to hunt alongside their dragon gods and ancestors in th afterlife, they focus on quick assaults at the cost of their own lives even.
Trains: Kobold hut, tc
Cost:1
Hp:28
Atk:8
Rng:1
Sight:4
Spd:3
Arm:0
P.arm:0
Res:10%
Bonuses:

Image
Kobold stalker:
Desc: Kobolds who use throwing sticks to slow enemy troops advancements into their territory.
Trains: Kobold hut, tc
Cost:3
Hp:48
Atk:16 slowing weapon
Act:2
Rng:2-3
Sight:4
Spd:3
Arm:0
P.arm:2
Res:10%
Bonuses:
20% infantry

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Kobold witchdoctor: (main healer)
Desc: Kobolds that have learned to channel the spirits of nature in order to aid their allies.
Trains: Kobold hut, dragons temple, tc
Cost:3
Hp:40
Atk:9
Rng:1
S.rng:4
Sight:5
Spd:3
Arm:0
P.arm:0
Res:40%
Bonuses:
Abilities:
Dragons blessings: +4 attack
Disenchant:
Dragon rend: -20% to target dragon, cool:4, requires research
Draconic armour: +4/+4 to armour
Rejuvenation: 10% regeneration to unit for 3 turns.

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Kobold Exuviaewalker:
Desc: Kobold shamans who have dabbled to much into the dark arts, now they are known as Exuviaewalkers, shamans who are able to transform at will to various Fierce beasts of their choosing.
Trains: Kobold hut, dragons temple
Cost:5
Hp:48
Atk:12
Rng:1
S.rng:0
Sight:4
Spd:3
Arm:0
P.arm:0
Res:40%
Bonuses:
Abilities:
Transform Velociraptor: delay:3
Transform Tyranosaur: delay:3
Transform Pterosaur: delay:3
Transform Dilosaur: delay:3

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Velociraptor form:
Desc: A fast form that makes use of quick, vicious attacks on their prey. Often hunts in packs.
Hp:70
Atk:20
Rng:1
S.rng:0
Sight:6
Spd:5
Arm:2
P.arm:2
Res:40%
Bonuses:
Abilities:
Transform Kobold Exuviaewalker: delay:3

Image
Dilosaur form:
Desc: A form that is able to spit venom to blind and harm their toes at a considerable distance.
Hp:55
Atk:18 acid weapon
Rng:3
S.rng:0
Sight:5
Spd:4
Arm:0
P.arm:2
Res:40%
Bonuses:
50% buildings
150% fortifications
200% megas
Abilities:
Transform Kobold Exuviaewalker: delay:3

Image
Pterosaur form:
Desc: A large flying reptile form that is able to fly above all forms of terrain.
Hp:80
Atk:24
Rng:1
S.rng:0
Sight:5
Spd:4
Arm:0
P.arm:0
Res:40%
Bonuses:
Abilities:
Transform Kobold Exuviaewalker: delay:3

Image
Tyranosaur form:
Desc: A large reptilian form that can dispatch of enemy troops with great ease, a sight to behold.
Hp:200
Atk:45
Rng:1
S.rng:0
Sight:4
Spd:3
Arm:4
P.arm:4
Res:40%
Bonuses:
Abilities:
Transform Kobold Exuviaewalker: delay:3

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Kobold welp: (main builder)
Desc: Lowly Kobolds often laboring away at their masters will. Often times they are either the runts of a brood or disgraced warriors who've lost their honour.
Trains: Kobold hut, tc
Cost:2
Hp:35
Atk:9
Rng:1
Sight:4
Spd:3
Mend:24
Arm:0
P.arm:0
Res:10%
Bonuses:
Last edited by Savra on Wed Jan 13, 2021 1:53 pm, edited 8 times in total.
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Kobalds

Post by makazuwr32 »

1. Proper name for them is not "kobAld" but "kobOld" i think. "Kobalt" accociates for me with this: Image

2. Now to units:
2.1. Kobold darter - use as base for them bonuses of normal archers for now, later i will update them so they will be better against unshielded units
2.2. Stalker i think can have range 3 but minimal range 2. Alas i do not like slowing weapon for it coupled with aoe.
Also question - how many damage it deals in aoe 1? 0.000001% of its main damage? 20%? 90%? 3975%?
2.3. witchdoctor: Dragon rend i think is too powerful even if it can target only dragons. Maybe give it some cooldown (i'd say 4 turns or 3 turns + initial cooldown) or lower % to 20.
Rejuvelation can be a bit stronger maybe - i'd say SP (spell power) x2.
Spell power for it at base must be 3, can be increased via techs (i'd say 3 levels).
Dragon blessing also i'd say must depend on spell power - SP x1 if affects all units (melee and ranged) or SP +3 if affects melee only.
Dragon skin either must have fixed value (+4-5 is fine, +3 is weaker than barkskin of elves btw) or can also get SP x1 formula.
Disenchant: we wanted with alex to separate disenchant into 2 spells - disenchant that will remove buffs from enemy and cleanese that will remove debuffs from allies (only from those!). Please specify this moment.
2.4. all 4 forms must have starting cooldown (btw you can't specify length of cooldown - it uses value of normal cooldown and just sets ability on cd when units spawns).
I think some forms are too powerful but not sure here, need to check later.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader
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User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Kobolds

Post by Savra »

Updated.
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