Full scaledfolk race remade suggestion — ARCHIVED
Posted: Fri Sep 14, 2018 10:54 am
makazuwr32 wrote: ↑Mon Jul 30, 2018 10:52 am @General Brave
General change for all Skirmisher-type units: They MUST deal only 100% bonus damage to archers and dragons ONLY (no bonus damage to other flying units!). Includes Troll headhunters. Headhunters will have just more than 1 action/turn compared to regular skirmisher.
Reasons: it is ridicilous to see when basic troll headhunter kills 3 archers and especially elite ones in one turn. Also this will increase value of human skirmishers (right now they deal 50% bonus damage) and other upcoming skirmisher type units.
Highborn Presence aura (Changed from Highborn Training):
1. Possible targets:2. Range - 1 for most Highborn, 2 for Kobold lady (in both forms)Warrior
Armored warrior
Shaman
Rider
Elite Rider
Archer
Armored archer
Fire archer
Slinger
Armored slinger
Spearman
Armored spearman
Skirmisher
Armored skirmisher
Komodo knight
Armored komodo knight
3. Effect:
gives +3 attack, +1/+1 armors to nearby kobolds who can be affected by this aura.
If not specified, unit has 0% spell resist.
Basic kobolds:
Kobold Laborer:
Cost - 3 turns, trainable at TC
Hp - 10
Attack - 3
Range - 1
Armor - 0/0
Speed - 3
Sight - 4
Mend rate - 6
No bonuses
Counts for new classification as workerArmored kobold laborer:
Cost - 3, trainable at TC
Hp - 12
Attack - 5
Range - 1
Armor - 0/1
Speed - 3
Sight - 5
Mend rate - 8
No bonuses
Counts as workerKobold Warrior:
Cost - 2 turns, trainable at TC, Swamp Barracks
Hp - 17
Attack - 7
Range - 1
Armor - 0/0
Speed - 3
Sight - 4
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts as infantryArmored kobold warrior:
Cost - 2 turns, trainable at TC, Swamp Barracks
Hp - 22
Attack - 10
Range - 1
Armor - 1/1
Speed - 3
Sight - 5
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts as infantryKobold Archer:
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 12
Attack - 4
Range - 5
Armor - 0/0
Speed - 3
Sight - 6
Has 50% bonus against infantries
Counts as archerArmored kobold archer:
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 16
Attack - 6
Range - 6
Armor - 0/1
Speed - 3
Sight - 7
Has 50% bonus against infantries
Counts as archerKobold Spearman:
Cost - 2 turns, trainable at TC, Swamp barracks
Hp - 12
Attack - 4
Range - 1
Armor - 0/0
Speed - 3
Sight - 4
Has 450% bonus against cavalry
Counts as PikemanArmored kobold spearman:
Cost - 2 turns, trainable at TC, Swamp barracks
Hp - 15
Attack - 6
Range - 2
Armor - 0/1
Speed - 3
Sight - 5
Has 450% bonus against cavalry
Counts as PikemanKobold Slinger:
Cost - 3 turns, trainable at Hunter's hut only
Hp - 16
Attack - 6
Range - 3
Actions/turn - 2
Armor - 0/1
Speed - 3
Sight - 5
Spell resist - 20%
Has 100% bonus against Giants, Dragons
Counts as Archer
Removed power range.Armored kobold slinger:
Cost - 3 turns, trainable at Hunter's hut only
Hp - 19
Attack - 6
Range - 4
Power range - 1
Actions/turn - 3
Armor - 1/1
Speed - 3
Sight - 6
Spell resist - 30%
Has 100% bonus against Giants, Dragons
Counts as ArcherKobold Skirmisher (new unit!):
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 11
Attack - 5
Range - 4
Armor - 0/5
Speed - 3
Sight - 5
Has 100% bonus against archers, dragons
Counts as ThrowerArmored kobold skirmisher (new unit!):
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 14
Attack - 6
Range - 5
Armor - 1/6
Speed - 3
Sight - 6
Has 100% bonus against archers, dragons
Counts as Thrower(name changed from Calvary) Kobold Rider:
Cost - 3 turns, Trainable at TC, Swamp Barracks
Hp - 20
Attack - 5
Range - 1
Actions/turn - 2
Armor - 0/1
Speed - 6
Sight - 7
Has 50% bonus against infanties, archers (non mounted), throwers, siege units, giants
Counts as Cavalry(name changed from heavy Calvary) Elite Kobold Rider:
Cost - 3 turns, Trainable at TC, Swamp Barracks. Affected by Armored kobolds upgrade, not for Heavy kobold Warden Upgrade.
Hp - 25
Attack - 6
Range - 1
Actions/turn - 2
Armor - 1/1
Speed - 6
Sight - 8
Has 50% bonus against infanties, archers (non mounted), throwers, siege units, giants
Counts as Cavalry(changed from Komodo rider) Komodo knight:
Cost - 4 turns, trainable at Swamp barracks, Stronghold
Hp - 30
Attack - 10
Range - 1
Armor - 2/2
Speed - 5 (no speed in water! they can't move through water.)
Sight - 6
Has 50% bonus against infanties, archers (non mounted), throwers, siege units, giants
Counts as Cavalry
Removed poison weapon passive(changed from Komodo rider) Heavy Komodo knight:
Cost - 4 turns, trainable at Swamp barracks, Stronghold
Hp - 36
Attack - 12
Range - 1
Armor - 3/3
Speed - 5 (no speed in water! they can't move through water.)
Sight - 6
Has 50% bonus against infanties, archers (non mounted), throwers, siege units, giants
Counts as Cavalry
Removed poison weapon passiveKobold shaman:
Cost - 3 turns, trainable at TC, hunter's hut, Stronghold
Hp - 12
Attack - 4
Range - 1
Armor - 0/0
Speed - 3
Sight - 6
Heal rate - 10
Has no bonuses
Counts as Caster
Abilities:
Heal, range 4, no cooldown. Can't affect buildings, siege units, mechanical units.
Poison Breath, range 6 (lowered), cooldown - 3 turns
Fear, range 4, lasts 3 turns, no cooldown. Can't affect buildings, siege units, mechanical units.
Dragonrend, range - 2, chance 50%, cooldown - 1 turns (if you couldn't kill dragon in this turn you will have to wait a bit, no "spam until success"), affects only DragonsKobold Merchant
Cost - 2 turns, trainable at TC
Hp - 9
Attack - 1
Range - 1
Armor - 0/0
Speed - 4
Sight - 5
Spell resist - 100%
Has no bonuses
Counts as Worker
Can't capture TC's
Is a money courier (can speed up production)Komodo Dragon:
Cost - 2 turns, trainable at TC
Hp - 15
Attack - 5
Range - 1
Armor - 0/0
Speed - 5 (2 in water)
Sight - 6
Spell resist - 100%
Has no bonuses
Counts as InfantryWagon:
Cost - 4 turns, trainable at TC, can be constructed by laborers.
Hp - 25
Attack - 1
Range - 1
Armor - 0/3 (-1 normal armor so it will be completely same as other wagons)
Speed - 5
Sight - 5
Carry capacity - 3
Spell resist - 100%
Construction bonus: -67%
Has no bonuses
Counts as TransportAdvanced units:Siege mantlet:
Is constructed by Laborers.
Hp - 30
Attack - 0
Armor - 0/8
Speed - 1
Sight - 3
Carry capacity - 1, units can't use abilities and attack inside.
Spell resist - 100%
Construction bonus: 0%
Mend bonus: 50%
Counts as Transport, Siege unit.
Kobold warden:
Cost - 4 turns, trainable at Fort, Stronghold
Hp - 30
Attack - 10
Range - 1
Actions/turn - 1 (removed second action)
Armor - 2/3
Speed - 3
Sight - 4
Has 300% bonus against Cavalry
Counts as Pikeman
Removed bonus to archers.Heavy Kobold warden:
Cost - 4 turns, trainable at Fort, Stronghold
Hp - 36
Attack - 12
Range - 2
Actions/turn - 1 (removed second action)
Armor - 3/4
Speed - 3
Sight - 5
Has 300% bonus against Cavalry
Counts as Pikeman
Removed Power range, bonus to archers.Kobold lord:
Cost - 5, Trainable at Stronghold.
Hp - 40
Attack - 12
Range - 1
Actions/turn - 1
Armor - 2/3
Speed - 5
Sight - 6
Spell resist - 100%
Has 50% bonus against infanties, archers (non mounted), throwers, siege units, giants
Counts as Cavalry
Abilities:
Group attack 2 (affects ALL units, as usual. Including dragons, passive), range - 4 tiles.Kobold Priestess:
Cost - 5, Trainable at: Temple
Hp - 18
Attack - 5
Range - 1
Armor - 0/2
Speed - 3
Sight - 6
Heal rate - 15
Has no bonuses
Counts as Caster
Abilities:
Dragon's might: gives target unit in range 3 +3 attack for 3 turns. Can't affect buildings, siege units, flying units, dragons, transport units, mechanical units.
Rest - Deals 30 damage to target Undead unit. Affects Undead units only. Range - 4, cooldown - 4 turns.
Heal, range 4, no cooldown. Can't affect buildings, siege units, mechanical units.
Slowing, range 4, no cooldown. Can't affect buildings, siege units, transport units.Kobold Conjurer (changed first letter in his name):
Cost - 10 turns, trainable at Temple. Don't need any techs for training. Can be trained only one under control of each scaledfolk player.
Hp - 30
Attack - 3
Range - 1
Armor - 2/2
Speed - 3
Sight - 8
Spell resist - 100%
Has no bonuses
Counts as Unique unit, Caster
Abilities:Removed ALL passive abilities, auras, etc...makazuwr32 wrote: ↑Fri Jul 27, 2018 7:32 pm 1. Summon Dragon - summons near Conjurer RANDOMLY one dragon of 4 he can summon now. Cooldown - 5 turns, dragon is permanent.
2. Fire missle - like magic missle spell with same damage, range 4, applies burning stack on hit, no cooldown.
3. Dragon blood - gives target non-dragon non-mechanical non-buildining non-ship unit additional 15% hp regen per turn for 3 turns. doesn't remove any status effects like burning, poison, etc... Can be extremly useful on Hydras.
4. Dragon skin - self-castable ability, adds +5/+5 armor for 2 turns, no cooldown.
5. Dragon's blessing - target non-dragon non-elite non-unique unit gains randomly +1 attack, +1 normal armor, +1 piercing armor, +5% regeneration/turn. Stackable, chances are: 30%, 25%, 25%, 20%, range - 1, cooldown 3 turns, effect is permanent.
Comment: he will become more useful support caster who can also once in 6 turns summon random dragon. Increased Hp and turn cost for compencation of ability to be trained a bit earlier and loss of armor and summons.Kobold Drummer (removed "Highborn"):
Cost - 6 turns, trainable at Swamp barracks, Stronghold. Don't need any upgrades for training.
Hp - 15
Attack - 1
Range - 1
Armor - 1/1
Speed - 4
Sight - 5
Has no bonuses
Counts as Worker
Abilities:
Drum beat (passive aura): All basic non-cavalry Kobolds (listed above at the beginning) gain +1 speed. Range - 4 tiles.
Group attack 1, as usual, affects all exept himself units (another drummer can affect him), Range - 4 tiles.
Comment: this way basic kobolds will become even more useful for scaledfolks because they gain +1 speed.Highborn (all these need armored kobolds upgrade, have Highborn Presence aura):Kobold Fire archer:
Cost - 4 turns, Trainable at hunter's hut, Stronghold. Doesn't need any upgrades for training.
Hp - 12
Attack - 8
Range - 6
Armor - 1/1
Speed - 3
Sight - 7
Has 50% bonus against infantries, siege units, 100% bonus against ships, mechanical units, 200% bonus against Trolls (for now, maybe i will lower it later), standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts as Archer
Comment: for ability of training earlier, better stats when compared to normal archer and lots of bonuses increased his cost to 4 turns.
Comment: Highborn now have 2 buildings where they can be trained: Fort and Keep. They will become more easily accessable. Change stats so that they will be semi-elite units, more powerful than normal kobolds but less powerful than lizardmen.
Highborn kobold Maceman:
Cost - 3 turns, Trainable at: Fort, Keep
Hp - 26
Attack - 16
Range - 1
Armor - 2/2
Speed - 3
Sight - 5
Spell resist - 0%
Has 50% bonus against infantries, archers, siege, giants, halved standart bonuses to buildings: 50% to regular buildings, towers, 100% to walls, 350% to Castle-type.
Counts as Infantry.Highborn kobold spearman:
Cost - 3 turns, Trainable at: Fort, Keep
Hp - 23
Attack - 12
Range - 2
Actions/turn - 1
Armor - 2/2
Speed - 3
Sight - 5
Spell resist - 0%
Has 300% bonus against cavalry
Counts as Pikeman
Abilities:
Throw spear: deals 10 damage to target unit in range 4. Can't affect buildings, siege units, mechanical units. Cooldown - 1 turn.Highborn kobold archer:
Cost - 3 turns, Trainable at: Fort, Keep
Hp - 20
Attack - 8
Range - 7
Armor - 1/1
Speed - 3
Sight - 8
Spell resist - 0%
Has 50% bonus against infantries
Counts as ArcherHighborn Kobold Swordman:
Cost - 3 turns, trainable at: Fort, Keep
Hp - 32
Attack - 15
Range - 1
Armor - 3/3
Speed - 3
Sight - 5
Spell resist - 0%
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts as Infantry.Kobold lady (Mounted):
Cost - 7, trainable at: Keep, Can be trained only 1 under control of each player.
Hp - 40
Attack - 16
Range - 1
Armor - 3/4
Speed - 6
Sight - 8
Spell resist - 100%
Has 50% bonus against infanties, archers (non mounted), throwers, siege units, giants
Counts for new classification as Cavalry, Unique unit
Abilities:
Self Strenghten: as usual, 2 turns length.
Double strike: range - 3, no cooldown, can't affect herself, affects: Infantries, Cavalry, Pikemen. She can be affected by double strike spell from other scource still.
Clear vision, range 3, everything else as usual.
Disenchant Weapon (passive)
Triple group attack (passive aura)
After death becomes Kobold Lady (unmounted)
Removed Carry capacity, 2nd action/turn, dodges.Lizardmen:Kobold Lady (unmounted):
Can't be trained; restricts training of Kobold Lady (Mounted)
Hp - 30
Attack - 16
Range - 1
Armor - 3/4
Speed - 3
Sight - 6
Spell resist - 100%
Has 50% bonus to infantries, giants, standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Unique unit, Infantry
Abilities:
Self Strenghten: as usual, 2 turns length.
Double strike: range - 3, no cooldown, can't affect herself, affects: infantries, Cavalry, Heavy infantries, Pikemen, Heavy Pikemen. She can be affected by double strike spell from other scource still.
Clear vision, range 3, everything else as usual.
Disenchant Weapon (passive)
(She keeps all abilities exept of Triple Group Attack aura)
Lizardman Shielder (changed from Lizard Blademan):
Cost - 5 turns, Trainable at Fort, Keep
Hp - 46
Attack - 17
Range - 1
Armor - 2/4
Speed - 3 (1 in water)
Sight - 5
Spell resist - 20%
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts as Infantry, Amphibious unitElite Lizardman Shielder (changed from "Armored Lizard Blademan"):
Cost - 5 turns, Trainable at Fort, Keep
Hp - 54
Attack - 21
Range - 1
Armor - 3/6
Speed - 3 (2 in water)
Sight - 5
Spell Resist - 30%
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts as Infantry, Amphibious unitLizardman archer:
Cost - 4 turns, Trainable at Fort, Keep
Hp - 29
Attack - 9
Range - 6
Armor - 1/1
Speed - 3 (1 in water)
Sight - 7
Spell Resist - 20%
Has 50% bonus to infantries, giants, Heavy pikemen
Counts as Archer, Amphibious unitElite Lizardman Archer (Changed from "Armored"):
Cost - 4 turns, Trainable at Fort, Keep
Hp - 34
Attack - 11
Range - 7
Armor - 2/2
Speed - 3 (2 in water)
Sight - 8
Spell Resist - 30%
Has 50% bonus to infantries, giants, Heavy pikemen
Counts as Archer, Amphibious unitLizardman Headhunter (new unit!):
Cost - 5 turns, Trainable at Fort, Keep
Hp - 34
Attack - 6
Range - 5
Actions/turn - 2
Armor - 1/4
Dodge Arrows - 15%
Speed - 3 (1 in water)
Sight - 6
Spell resist - 20%
Has 100% bonus to archers, dragons
Counts as Thrower, Amphibious unitSnakemen:Elite Lizardman Headhunter (new unit!):
Cost - 5 turns, Trainable at Fort, Keep
Hp - 38
Attack - 7
Range - 6
Actions/turn - 2
Armor - 2/6
Dodge Arrows - 30%
Speed - 3 (2 in water)
Sight - 6
Spell resist - 30%
Has 100% bonus to archers, dragons
Counts as Thrower, Amphibious unit
Snakeman Duel Swordsman (fix name!):
Cost - 5
Hp - 40
Attack - 16
Range - 1
Actions/turn - 2
Armor - 2/2
Speed - 4 (2 in water)
Sight - 6
Dodge Melee - 30%
Dodge Ranged - 30%
Dodge Counter - 60%
Has 50% bonus to infantries, giants
Counts as Infantry, Amphibious unitGiants of Scaledfolk:Snakeman Spearman:
Cost - 5
Hp - 33
Attack - 12
Range - 1
Armor - 2/2
Speed - 4 (2 in water)
Sight - 6
Dodge Melee - 30%
Dodge Ranged - 30%
Dodge Counter - 60%
Has 300% bonus against cavalry
Counts as Pikeman
Turtleman:
Cost - 7 turns, Trainable at Temple
Hp - 60
Attack - 20
Range - 2
Armor - 5/7
Speed - 3 (4 in water)
Sight - 5
Spell resist - 70%
Carry capacity - 1 (units inside can act as in tower, can't transport Wagons, Mantlets); can't transport Dragons.
Has 50% bonus to Naval units, Amphibious units, standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Giant, Amphibious, Water transport unit, Heavy infantryDragons:Hydra:
Cost - 10 Turns, Trainable at Temple
Hp - 112
Attack - 14
Range - 2
Actions/turn - 4
Armor - 2/2
Speed - 3 (2 in water)
Sight - 6
Spell resist - 80%
Has 25% bonus to giants
Counts for new classification as Giant, Troll (for now), Amphibious
Abilities:
Hydra's Venom (passive): deals 8 damage/turn for 4 turns, non-stackable, doesn't affected by bonuses, can't affect undeads, demons, mechanical units, ships, buildings, Trolls (their regeneration surpasses effect of venom applies to hydra itself)
Eat corpse: eats nearby corpse for healing 10 hp. Does nothing if there is no corpse nearby.
Troll regeneration (as usual)
Devourer:
Cost - 4 turns, Trainable at Dragon temple
Hp - 40
Attack - 10
Range - 1
Armor - 4/2
Speed - 4 (land unit)
Sight - 5
Spell resist - 0%
Has 50% bonus to infantries
Counts as Dragon
Abilities:
Lifelink (passive, self only)
Eat Corpse - eats nearby corpse for healing 10 hp. Does nothing if there is no corpse nearby.
Devourer's strength (passive) - for each eaten corpse gains +4 hp, +1 damage. (added) OR Regular Veteran power that increases hp on kill and attack (no armor increase)White dragon:
Cost - 6, Trainable at Dragon temple
Hp - 30
Attack - 10
Range - 1
Actions/turn - 1
Armor - 1/1
Speed - 3 (land unit)
Sight - 6
Spell resist - 20%
Heal rate - 10
Has no bonuses
Counts as Dragon, Caster
Abilities:
White breath - heals all non-mechanical, non-building units affected by spell for 15 hp, range - 3, cooldown - 4 turns.
Heal - range 4, no cooldown. Can't affect buildings, mechanical units.
Healing aura: same as elf wizard
Removed all his other spells: he is only healer right now.Acid Dragon (Changed name from Green dragon):
Cost - 6 turns, Trainable at Dragon temple
Hp - 38
Attack - 12
Range - 5
Armor - 2/2
Speed - 5
Sight - 6
Spell resist - 40%
Has 50% bonus to mechanical units, ships, standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts as Dragon, Flying
Abilites:
Acid breath (passive): applies "Acid" effect on hit to mechanical units, ships, buildings. Is stackable, deals on affected unit per turneach effect lasts for 6 turns. Mending of unit removes 3 stacks of effect only.Code: Select all
1*(amount of "Acid" effect stacks)*(bonus to unit)
Slowness: range - 3 tiles, no cooldown.
Removed all other abilities, auras and passives.Fire dragon:
Cost - 6 turns, Trainable at Dragon temple
Hp - 30
Attack - 14
Range - 1
Armor - 1/1
Speed - 4
Sight - 5
Spell resist - 30%
Has 25% bonus to mechanical units, ships, halved standart bonuses to buildings: 50% to regular buildings, towers, 100% to walls, 350% to Castle-type.
Counts as Dragon, Flying
Abilities:
Fire breath - range 3, cooldown 4 turns.
Lesser fire breath - Magic missle-like ability, deals 7 (half of his basic damage) damage and applies if possible burning effect to target. Range - 4, no cooldown
Burning weapon (Passive)
Removed second fireball.Gold Dragon:
Cost - 5 turns, Trainable at Dragon temple
Hp - 20
Attack - 6
Range - 1
Actions/turn - 2
Armor - 0/0
Speed - 5
Sight - 6
Mend rate - 12
Has no bonuses
Can't start any buildings.
Counts as Dragon, Flying, Worker
Removed all his spells and passive abilities: now he is a support worker unit (and great one i must say!)Dark Dragon:
Cost - 6 turns, Trainable at Dragon temple
Hp - 44
Attack - 14
Range - 1
Armor - 2/2
Speed - 4
Sight - 6
Spell resist - 50%
Has no bonuses
Counts as Dragon, Flying
Abilities:
Slow weapon (passive)
Dark Presence (aura): range - 3 tiles, affects non-flying, non-mechanical units. affected units loose -5 damage, -1/-1 armor. Doesn't stack from multiple scources.
Eat Corpse - eats nearby corpse for healing 10 hp. Does nothing if there is no corpse nearby.
Changed passive on-hit effect, changed aura, removed dark breath spell, added attack range.
Lowered stats to 6 turn unit, removed convert spell, changed effect of aura.Naval units:Dragon Lord (Changed from Gray Dragon):
Cost - 8 turns, Trainable at Temple
Hp - 80 (still highest among all dragons!)
Attack - 24
Range - 2
Armor - 4/4
Speed - 3 (1 in water)
Sight - 8
Spell resist - 100%
Has 50% bonus to giants, dragons, 1% to flying units, standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts as Giant, Dragon, Amphibious unit
Abilities:
Fear Weapon (Passive)
Dragon lord presence (passive aura): All other allied dragons in range 4 gain +1/+1 armors, +5 damage. Affects Dragons only, doesn't affect himself (alas other dragon lord can affect him)
Fire breath: range - 5, cooldown 3 turns.
Fear: range - 4 tiles, no cooldown.
Dragon's might: gives target unit in range 3 +3 attack for 3 turns. Can't affect buildings, siege units, flying units, dragons, transport units, mechanical units.
Changed his skills, aura, passive on-hit effect.
Raft
Cost - 3 turns, trainable at TC near water, can be built by laborers
Hp - 15
Attack - 1
Range - 1
Armor - 0/1
Speed - 3
Sight - 4
Spell resist - 100%
Construction bonus: -83%
Carry capacity - 1, units incide can act as in tower.
Has no bonuses
Counts for new classification as Ship, Naval unit, Water transport unitUpgrades:Small ship
Cost - 4 turns, trainable at TC near water, can be built by laborers.
Hp - 24
Attack - 0
Range - 1
Armor - 0/3
Speed - 4
Sight - 5
Spell resist - 100%
Construction bonus: -83%
Carry capacity - 2
Has no bonuses
Counts for new classification as Ship, Naval unit, Water transport unit
Abilities:
Throw.
Armored kobolds upgrade:
Can be researched at: Swamp barracks, Stronghold.
Cost 9 turns (increased by 1 because this upgrade affects most units in the game!)Heavy kobold warden upgrade:
Can be researched at: Fort, Stronghold.
Cost 5 turns, affects Kobold warden ONLY.Armored Lizardmen upgrade:
Can be researched at: Fort, Keep.
Cost 8 turns.Tough scales upgrade:
Can be researched at: Temple.
Cost - 5 turns.
ALL Non-dragon non-mechanical units of Scaledfolks gain +1 damage, +1/+1 armor, +10% hp regen per turn
Upd.1: Added dragons to unit list whom Turtleman can't transport.
Upd.2: Increased a bit Damage and range of Fire dragon's lesser fire breath ability and added giants to bonus list of units for kobold maceman.