Kobalds: (12)

Kobald Tlamanih:
Desc: Fierce warriors who seem to prove themselves to their dragon gods.
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Kobald savage:
Desc: These warriors focus on quick frenzied assaults on their chosen query.
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Kobald slinger:
Desc: These fearless warriors focus their sights on much larger prey, slinging stones at remarkable speed.
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Kobald darter: (armed with a blow gun)
Desc: Kobalds that specialize in ambushing enemies with the use of darts, they make use of various poisons to weaken their prey.
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Monitor rider:
Desc: Kobald warriors atop fast monitor lizards, focus on quick assaults and scouting for new prey to hunt.
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Carnotaur rider:
Desc: Kobalds that have managed to tame mighty Carnotaurs, what once stalked the outer reaches of the Kobalds camps, preying on straggling hunters, now is being used to hunt down enemy cavalry.
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Kobald broodguard:
Desc: Kobalds who well trained in facing large beasts, they use their stone tipped spears to help protect their kin, from whatever monstrosity that may approach.
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Kobald 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.
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Kobald stalker:
Desc: Kobalds who use throwing sticks to slow enemy troops advancements into their territory.
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Kobald witchdoctor: (main healer)
Desc: Kobalds that have learned to channel the spirits of nature in order to aid their allies.
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Kobald Exuviaewalker:
Desc: Kobald 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.
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Velociraptor form:
Desc: A fast form that makes use of quick, vicious attacks on their prey. Often hunts in packs.
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Dilosaur form:
Desc: A form that is able to spit venom to blind and harm their toes at a considerable distance.
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![Image]()
Pterosaur form:
Desc: A large flying reptile form that is able to fly above all forms of terrain.
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Tyranosaur form:
Desc: A large reptilian form that can dispatch of enemy troops with great ease, a sight to behold.
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Kobald welp: (main builder)
Desc: Lowly Kobalds 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.
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Saurians: (3) (their was actually multiple types of lizardmen one of which was the saurians [not to be confused with the dinosaurs] who were similar but for AOF I'll simply make them flying lizardmen that could have stats similar to kobalds, maybe weaker).

Saurian skyhunter:
Desc: Winged reptilians who stalk the skies, looking for some hapless prey to spear.
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Saurian skyslasher:
Desc: Saurians who specialize in harassing enemy troops from the air, they're able to glide over any obstacle.
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Saurian ambusher:
Desc: Saurians who use stone bolas to entangle their prey, impeding it from going any further.
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Lizardmen:(11)

Lizardmen murauder:
Desc: A special breed of reptilian warriors who specialize in melee combat, they're able to leap over enemy defences with ease.
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Lizardmen darter:
Desc: A special breed that uses their keen eyesight and specialized toxins to better hinder their queries advances.
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Lizardmen Cuextecatl: (Shielder)
Desc: Specialy breed lizardmen with tough schutes, that aid in deflecting incoming projectiles with ease.
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Komodo rider:
Desc: Lizardmen who use Specialy breed komodo's to harass enemy infantry.
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Lizardmen Stalker:
Desc: Lizardmen who pelt their prey from afar the stone tipped javelins, whilst riding atop a Fierce komodo dragon.
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Lizardmen headhunter: (skirmisher)
Desc: Specialy breed lizardmen who are well equipt to take out archers. Their camelinic skin allows them to turn temporarily invisible.
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Lizardmen Savage: (mace men unit)
Desc: Lizardmen who use heavy wooden clubs to help dispatch of particularly armoured infantry.
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Lizardmen Hunter: (archer)
Desc: Lizardmen who have mastered the bow, they excel at shooting down Arial prey as well as infantry from a considerable distance.
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Lizardmen Huitznahuatl: (support)
Desc: Lizardmen who use a special kind of mojo to aid their allies in battle as well as keep fallen gods at Bay.
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Salamander Fireslinger:
Desc: Reptiles who've adapted to the flame and love setting things ablaze.
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Lizardmen tlahuiztli: (sergent like unit)
Desc: Those Lizardmen who own many slaves, as well as fought many battles. They are an inspiration to their lower kin.
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Turtlemen: (4)

Turtlemen crusher:
Desc:
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Turtlemen murauder:
Desc:
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Spiked turtlemen:
Desc:
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Turtlemen breacher:
Desc:
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Snakemen:(9)

Snakemen blademaster:
Desc:
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Snakemen Axemen:
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Snakemen Spearmen:
Desc:
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Gorgon: (offensive caster)
Desc:
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Lamla: (not the spell happy one but one that just has an enchanted weapon with lifelik and made to fight mages like a hamletback sorta)
Desc:
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Naga reefhunter: (main sea unit)
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Naga shrieker: (has scream ability)
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Acid spitter (anti building unit)
Desc:
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Naga Reeflord:
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Gatormen: (3)

Gatormen harpoonist:
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Gatormen:
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Gatormen Grappler:
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Troglodytes: (2)

Troglodyte shield brute:
Desc:
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Troglodyte claw brute:
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Draconian:(8)

Draconian Dragon warrior: (shielder)
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Draconian darter:
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Draconian spearhunter:
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Draconian Papalotl: (spearmen)
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Draconian Cuachic:
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Draconian Savage:
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Dracotaur Murauder: (elite cavalry)
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Dracotaur lancer:
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Draconian Tlacochcalcatl:
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(All draconians but the dragonborn, can't fly. They can all enchant their weapons with fire. Have low armour. [similar to uruks somewhat] Have own techs, which do require some of the lizardmens and kobalds techs first. They have good health to compensate for lack of defence.)
Dragons:(7)

Firedrake: (red dragon)
Desc:
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Devourer:
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Skrill: (storm dragon)
Desc:
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Zmiji:
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Acid Dragon:
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Xiuhcoatl:
Desc:
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Quetzacoatl:
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Other reptiles:(6)
![Image]()
Coatl:
Desc:
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Komodo: (scout unit)
Desc:
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Wyrm: (battering ram style unit that can dig)
Desc:
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Basilisk: (special)
Desc:
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Hydra: (same as before)
Desc:
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Abilities:
Navy: (1)
Raft:
Desc:
Trains:
Hp:
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Cap:
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Leviathen:

Cost:
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Lurker:

Cost:
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Abilities:
Lurker egg:

Cost:
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Buildings: (17 in all)
Factories:(9)

Temple: (mega, trains draconians and special reptiles)
Desc:
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Cost:
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M.bonus:
Heal:
Arm:
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Cap:
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Swamp hut: (trains melee infantry and cavalry)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
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Snake pit: (trains snakemen)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
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Cap:

Warriors den: (trains lizardmen units)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:

Draconian dwellings: (trains draconians)
Desc:
Produces:
Cost:
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Heal:
Arm:
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Hunters hut: (trains kobald units)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
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Dragon temple:
Desc:
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Cost:
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Nagas temple: (trains nagas and reptilian sea monsters)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
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Cap:
Troglodyte warrens:
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
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Cap:
Fortifications:(8)

Poison tower:
Desc:
Cost:
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Fire tower:
Desc:
Cost:
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Fort:
Desc:
Cost:
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Heal:
Arm:
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Cap:
Bonuses:
Pallisades:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Arm:
P.arm:

Pallisades gate:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Arm:
P.arm:
Mantle:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Spd:
Arm:
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Cap:
Poison pit:
Desc:
Cost:
Atk:
Sight:
Arm:
P.arm:

Punji trap:
Desc:
Cost:
Atk:
Sight:
Arm:
P.arm:
Techs:(22 in all)
Kobalds:( 1)
Hunters instincts:
Grants: kobalds gain +10% to dodges.
Researched:
Cost:
Lizardmen: (1)
Reptilian senses: can now see invisible units in range of 2.
Cost:
Snakemen:(2)
Snakemen reflexes: 3 levels that just upgrade dodges.
Researched:

Snakemen reflexes 1:
Cost:
+5% to all dodges.

Snakemen reflexes 2:
Cost:
+5% to all dodges.

Snakemen reflexes 3:
Cost:
+5% to all dodges.
Counterstrike: snakemen do full damage on counter.
Cost:
Techs for all:(9)
Hardened scales:3 +1 levels. Works similar to even craftsmen upgrades.
Researched:

Hardened Scales 1:
Cost:
+1 to melee armour.

Hardened Scales 2:
Cost:
+1 to pierce armour.

Hardened Scales 3:
Cost:
+1/+1 to both armours.

Draconian scales:
Cost:
+1/+1 to draconian armours.
Hardened schutes: 3 +1 levels. Increases armoured units like turtlemen, armoured draconians, and armoured lizardmens armour.
Researched:

Hardened schutes 1:
Cost:
+1 to armour.

Hardened schutes 2:
Cost:
+1 to p.armour.

Hardened schutes 3:
Cost:
+1/+1 to both armours.

Draconian schutes:
Cost:
+1/+1 to both armours for Draconian Dragon warrior.
Savage weaponry: 3 levels. Increases attack.
Researched:

Savage weaponry 1:
Cost:
+1 attack to units with weapons.

Savage weaponry 2:
Cost:
+1 attack to units with weapons.

Savage weaponry 3:
Cost:
+1 attack to units with weapons.
Fierce hunters: 3 levels. Effects ranged units.
Researched:

Fierce hunters 1:
Cost:
+1 range, +1 attack for ranged units.

Fierce hunters 2:
Cost:
+1 range, +1 attack for ranged units.

Fierce hunters 3:
Cost:
Gives ranged units +1 range, +1 attack.
Primal savagery: 3 +1 levels increase attack.
Researched:

Primal savagery 1:
Grants +1 to attack.
Cost:

Primal savagery 2:
Grants +1 to attack.
Cost:

Primal savagerery 3:
Grants +1 to attack.
Cost:

Draconian savagery:
Grants +1 to draconians attack.
Cost:
Reptilian resilience: 3 +1 levels. Increases health of units.
Researched:

Reptilian resilience 1:
Grants +2 hp.
Cost:

Reptilian resilience 2:
Grants +2 to hp.
Cost:

Reptilian resilience 3:
Grants +2 to hp.
Cost:

Draconian resilience:
Grants +2 hp to draconians.
Cost:
Warriors Spirit: 3 levels
Researched:
Warriors spirit 1:

Grants +5% to resistance.
Cost:
Warriors spirit 2:

Grants +5% to resistance.
Cost:
Warriors spirit 3:

Grants +5% to resistance.
Cost:
Natural swimmers: +1 speed in water for both lizardmen and Nagas.
Researched:
Cost:
Throw spear: gives spearmen the ability to throw their spears at 3 rng, with a 2 turn cool, bonuses applied, deals same damage as units attack, effected by p.armour though. Requires savage weapons 3.
Researched:
Cost:
Casters:(2)
Seers stone: 3 levels
Seers stone 1:

Grants:+1 ability range
Cost:
Seers stone 2:

Grants: +1 ability range
Cost:
Seers stone 3:

Grants: +1 ability range
Cost:
Draconic runes: 3 levels
Draconic runes 1:

Grants:
Cost:
Draconic runes 2:

Grants:
Cost:
Draconic runes 3:

Grants:
Cost:
Dragons rage: 3 levels
Dragons rage 1:

Grants:
Cost:
Dragons rage 2:

Grants:
Cost:
Dragons rage 3:

Grants:
Cost:
Dragons reach: 3 levels
Dragons reach 1:

Grants: +1 ability range
Cost:
Dragons reach 2:

Grants: +1 ability range
Cost:
Dragons reach 3:

Grants: +1 ability range
Cost:
Petrify: (for gorgon, unlocks basilisk)
Researched:
Cost:
Poison mist: (for lizardmen Huitznahuatl)
Researched:
Cost:
Sub races: (3)

Dragons guard:
Researched:
Cost:
Unlocks draconians

Serpentine guard:
Researched:
Cost:
Unlocks snakemen
Troglodyte warband:
Researched:
Cost:
Unlocks troglodytes