Kobold

Skill level: Intermediate | Attacking: | Converting: | Exploring:

Units

Unit OP / DP Special Abilities Attributes Cost
Grunt 2 / 0
  • OP: 2.00 / DP: 0.00 / T: 9
  • Offense increased by 0.5 when paired with 1 Overlords on attack.
  • Plunders up to 0.1 Gold on attack.
  • Plunders up to 0.01 Gems on attack.
  • Living
  • Sentient
  • 200 gold, 20 ore
    Underling 0 / 2
    • OP: 0.00 / DP: 2.00 / T: 9
    • Defense increased by 1 when paired with 1 Beasts at home.
  • Living
  • Sentient
  • 200 gold, 20 ore
    Beast 0 / 5
    • OP: 0.00 / DP: 5.00 / T: 12
    • Defense increased by +1 if your troops at home (including units with no defensive power) outnumber the invading units.
  • Intelligent
  • Living
  • Sentient
  • 600 gold, 80 ore
    Overlord 5 / 2
    • OP: 5.00 / DP: 2.00 / T: 12
    • Offense increased by +1 if the troops you send outnumber the target's entire military at home (including units with no defensive power).
    • Defense increased by +1 if your troops at home (including units with no defensive power) outnumber the invading units.
  • Intelligent
  • Living
  • Sentient
  • 800 gold, 100 ore

    Perks

    Max population +50%
    Population growth rate +20%
    Spy strength -10%
    Wizard strength -10%
    Food consumption -25%
    Increased boat capacity +10 units/boat
    Reduced conversions +25%
    Salvages resources 10%

    Lands

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

    Buildings

    Building Land Type Perks
    Barracks Hill
    • Houses 36 military units.
    • Provides 0 jobs.
    Dock Water
    • Produces 0.05 boats per tick.
    • Protects 2.5 boats from sabotage.
    • Produces 40 food per tick.
    Dwelling Hill
    • Houses 30 people.
    • Provides 0 jobs.
    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)
    Ore Mine Mountain
    • Produces 60 ore per tick.
    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).
    Tavern Plain
    • Base morale increased by 4% for every 1% (max +30%)
    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.
    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.