Conquest of Elysium 5

Conquest of Elysium 5

Kobold King Improvements
After having messed around with numerous classes in CoE5, I found that most of them are quite well made and have tools to deal with most situations, except for one. The Kobold King. The kobolds just seem to be lacking some key features to really bring out their intended style of swarm combat.

The first issue I see is movement. While its true that you get free kobolds, and even warriors and ranged troops, these units will be scattered across the entire map and it can take a age to get them anywhere. You cant move them piece meal either as they are so weak that random attacks on groups of less than 20 units have a very good chance of just eradicating them outright. And even if they dont, each fight will probably take out at least a few. So you have to wait until you have a massive force to transfer them around at which point the map and conditions have probably changed.

The second issue is their almost total inability to get more powerful units reliably. While I get that they are the swarm faction and having lots of powerful units would defeat the aim, but even compared to things like the Priest King or Necromancer that rely on swarms, their options are limited, as the former has the blood rituals and the latter can raise dead after battle. The only option the kobolds have is random special recruitment, but this is rng dependent and can only be done in settlements. Their strongest regular units, dragonspawn, also cost gems, which are needed for all of the powerful rituals as well, and while they can get casters for very cheap their massive armies mean that they are out of range most of the time, or get over run to quickly if they are closer to the front. And while they do get to summon dragons hose have their own issues.

The alleged "top unit" of the kobolds, the summoned dragons and elder dragons while powerful are simply not up to par with the end game of other factions. First of all and biggest of all is that you cannot control them. Already this means that they are NOT a power unit to anchor your army around, but closer to a base defense that can occasionally capture nearby resource nodes and kill wandering units. But even THIS is a risk as neither regular or elder dragons have fear or confuse immunity. It has happened several times that a dragon attacks a castle with a dark wizard, gets instantly panicked by a fear spell, and flees costing me the unit. Even WORSE is if they run into a unit with confusion, get swayed in two turns, then come back and wipe out the 400 troops in their home citadel.

However this discussion is not just ♥♥♥♥♥♥♥♥ about a class I could just not play. Rather I want to suggest some improvements for the kobolds to make them feel less underwhelming, and gather opinions on it from the comunity.

My first suggestion is honestly the one I think would be the best in terms of balance, thematics, and uniqueness and it is this: Give the Shamans/Sorcerers a tier 2 ritual that lets them create a portal/tunnel between to hatcheries or strongholds. Units in one can then instantly move to the other. This would give them a way to bring the 400 troops sitting in a stronghold on the other end of the map to the front really fast and without attrition so if you ♥♥♥♥ up and lose a battle you can call in another horde before the enemy can fully rebuild. I feel that this would really give them the vibe of an endless swarm of trash units that just overwhelm the enemy.

My second suggestion is intended to be a resolution to their lack of power units. Instead of adding new units I propose two changes be made. First I think both dragons and ESPECIALLY elder dragons should gain immunity to confusion and fear, so that they no longer effectively suicide against units that give those effects. This alone I feel would massively empower them and by extent the kobolds. Second I once again propose a ritual be added, this time at tier 3 tbat lets a kobold king or prophet convince a dragon to follow their orders. This would remove the stupid tag from the dragon, letting it be an actual unit for you to use.

All of this is just my personal opinion and I will admit I am rather new to the game so maybe the kobolds have some hidden strats that over come these pitfalls. If you all have any comments or ideas I would love to hear them.
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Showing 1-15 of 32 comments
Draken Jan 21 @ 8:47am 
One quick point. Before we go into the big topics.

- Elder Dragons have a Magical Resistance of 10 as well as a Morale of 8. This is on par with most Gods or similar units. Would you say that Beholders are too easy to scare or confuse? :D If you got one that got confused, you were very unlucky as I am pretty sure all confusion effects roll against MR. That or you had a ton of confusing spells each turn. Normal Dragons have a MR of 9. Which is still very high as the normal MR negates only rolls 2d4.


First, yes, you get Kobolds all over the map. What I usually do is rotate armies around. Kobold armies always run a high attrition rate, so if one is getting depleted, I send it back to a same colored Stronghold to top of. On the way between the frontlines and the mines I will use that army to clear up indies and retake lost income tiles.
The second way is if I have a new caster recruitment and enough Kobolds in a mine to make at least half an army. Then that caster gets hired there, grabs the untis, and gets send to the front as reinforcement.
If I have two depleted armies of the same color, they get merged. That way my armies get more and more casters and get more and more dangerous.

The second issue, Kobolds do not really get incredible powerful endgame units. They share that trait with the Baron and the Dwarf Queen. They make up with it with a high number of elite units and the highest amount of casters a class can get via recruitment.

Let's break down the good stuff:
- White Dragon Spawn. They are probably the best recruitable ranged unit in the game. They have a range 7 magical bow on a flying, shielded, 2 armor unit.
The only other unit I can see close is the Dwarf Queens Arbalests enchanted by a Rune Smith.
Second, not only are the White Dragon Spawn good, but they are also very cheap. You get 10 for 25 Gold and 10 Diamonds. That's 1 Diamond per unit. Which is incredible cheap.
I am pretty sure that if you put 100 Gems worth of White Dragon Spawn against 100 Gems worth of any other gem cost unit, they will win. The enchanted Arbalests for example? They cost 4 gems per unit.

- Blizzard Casters. Blizzard is a level 2 Frost Magic spell. All your Sorcerers can come with it. And all your Prophets that you promote for 200 Gems can get it. If you find a Library it's incredible easy for the Kobold King to get half a dozen Blizzard caster in an army. At this point, any human hp enemies without cold immunity are just dead. You can run into a Baron army with 200 Spearmen and 400 Longbowmen, and after turn 2 90% of that army is dead. Even high HP units will succumb to enough Blizzard casts. It's also a battlefield wide spell, so you can cram as many blue kobold meatshields into that army as you want.

- Red Dragon Spawn are quite a bit weaker than the White Dragon Spawn, but they are still pretty good. They have two high initiative melee attacks and can quickly surround and dispose of small groups of enemies. If you give them a flying commander they are very good at raiding.
Red Kobold Sorcerers can get the Meteor spell, which is range 15 and does 1-50 damage. Great to deal with big threats.
So while not as strong as white or blue, red is solid.

The Dragons are really only there for one thing in my opinion: Boosting Recruitment.
They are also incredible cheap. Dragons are just 25 Gems. Elder Dragons, which as mentioned are comparable to other classes god units, are only 50.
Each normal Dragon will boost caster and drake recruitment chances of the same color by 2% and 3% respectively. An Elder Dragon will boost all caster recruitment chances by 2%.
This applies to both Shamans and Sorcerers, and for all colors.
So with just 5 Stronghold with 1 Elder Dragon each, you have a 17% chance of getting each of the Shamans a turn or a 13% chance for each of the Sorcerers.
If my math is right that means you have a 72% chance of getting a caster a turn with just that setup. Not counting any normal dragons running around or temples and libraries.

My general way of playing the Kobolds:
- Go for Strongholds as soon as feasible.
- Save your Gold for Drakes and Casters unless you really need some extra ranged units.
- Put a dragon into every save mines.
- Use Diamonds for White Dragon Spawn.
- Use Sapphires to promote Shamans.
- Use Rubies for Red Dragon Spawn, Shaman promotion or Sorcerer promotion. Depending on what you need.
- Use Emeralds for Elder Dragons.

Generally, swarm the enemy. Yes, you will lose dozens or hundreds of Kobolds. Doesn't matter. You should be spawning hundreds as well. A 2 gem Stronghold will output around 8 Kobolds a turn. (The amount seem to scale with gems, 7 for 1 gem mines, 9 for 3 gem mines.) So 5 of those produce around 480 Kobolds in a year. Other classes that have to buy their units with resources can't keep up with that. You can instead use your own resources to get elites and casters. You have hireable level 2 casters at a rate that, again, no other class can really match.

Hope that helps and good luck with the Kobolds.

I do agree that a few more rituals would be appreciated. I actually made a thread about that as well, though there wasn't much response.
Though I don't think the portal idea is that enticing to me. The Dwarf Queen already has that capacity and I think it would make the Kobold King too defensive and similar to her.
I think kobold king mainly needs an intermediate unit of every color.

White will always be a massive powerspike compared to the other colors because they get access to the fledgling winged archer that has a global recruitment limit of 1 purchase and have regular archer damage but half cost compared to human archers with lower health and 1 point of armor.

This is without a doubt one of the best recruitable archers in the game that does not cost a special resource like gems, buy a white flying commander and with a few purchases of these archers you have an army that can take every hamlet on the map without taking much attrition if at all, snowballing your gold income and paying for themselves and every sorcerer you will ever need.

This is because that 1 point of armor more than pays for the less health when fighting other archers which you will be doing alot of when clearing hamlets and your kobolds are flying so they can ZOOM across the map taking gold income tiles.

And if you get a death ball of them they can even take mines without too much loss (dwarven ones are still scary due to armor + shield countering archer spam)

Its not even a dragon spawn and it completely carries kobolds.

Not to mention having a white kobold hatchery gives you access to flying commanders which can ferry troops around from your mines.

green and red and blue kobolds NEED a unique once per turn (global cooldown) recruitable each, then every unique color kobold hatchery you get would be a powerspike, this is what i feel needs to be implemented.

Green for example;

On paper green kobolds having poison on their bows sounds nice but then you realize as kobolds you do not have frontline units that are capable of tanking long enough for poison to do its thing so ideally green kobolds should have some sort of net throwing kobold that slows down enemies or even a new bile spell that converts poison stacks into instant damage. Or just a tanky lizard...
Last edited by Underscorecow; Jan 21 @ 12:31pm
Kobold Kings needing 100 gems to upgrade is a steep cost.
Last edited by Undying is F U N; Jan 21 @ 3:09pm
Draken Jan 21 @ 3:38pm 
Originally posted by Undying is F U N:
Kobold Kings needing 100 gems to upgrade is a steep cost.

Um, it's 300 Gems for a King. 200 for a Prophet. Only the Black Kobold Slayer Prophet costs 100 Gems.

Are you playing with mods?

@Underscorecow
I think that's what the Drakes are suppose to be. It's really a bit weird that they did add the Winged Kobolds as special unit.
Last edited by Draken; Jan 21 @ 3:43pm
I wish drakes were more reliable to recruit, 10% base chance of each color + only a 3% boost from their colored dragon (elder dragons dont boost drake recruitment) + the fact that you literally need to mass them for them to not take attrition because they are going to be the front-most thing

That being said you really are forced to pick between dragons because of this, elder for sorcerers and shamans (which can help with the black slayer shaman if you cant find temples)

black for actually defending your mines since elder dragons being a big scary super combatant is actually really weak since it just sits there and takes hits doing buffs and debuffs while the black one can summon shade assassins and kill enemy casters.

and colored dragons for that colored drake + sorcerer recruitment

having to decide is a plus for replayability and player agency, but really bad for the strength of the faction.
Last edited by Underscorecow; Jan 21 @ 5:53pm
Draken Jan 21 @ 6:07pm 
You can kind of double dip with the dragons. First summon a normal one, then an elder. It doesn't matter where the dragons are, they will still provide the boost.
Sure, the Elder Dragons will push the normal ones out. But if there isn't any other big mine or enemies around, they tend to just wander in the area and stay around. They do like to settle in Coal Mines as new home. If you do that in a safe part of your territory, they should stay around for the rest of the game.

In one of my older Kobold King games I have 9 Elder Dragons and 5 normal ones around.

I tend to not use Dragons as defense as they are unreliable and can just fly off instead of defending. So I strictly get them for boosting. And in this instance the Black ones are kind of the worst as they only give a 1% boost to Slayer Shamans and none to any drakes.
I bring up the black one not as a boost (elder is a better boost because it gives slayer shamans ontop of the other shamans and sorcerers) but as the spells they cast in combat, i literally won a game against a very competitive player (who people rarely beat) because i was using a black dragon to defend with shade assassin spam and that was the only way I was gonna keep that mine to begin with.

He was playing illusionist and I specifically went for dark magic for shade assassins to kill the mirrors.

Anything that stands back and casts spells or shoots something is really detrimental for kobolds defending mines because kobolds are out ranged and dont have siege equipment, just mages with rare expensive access to tier 3 magic and white dragon spawn (but only the row on the walls really have the range to compete)

Thats where edge and assassin spells (this case shade assassin) comes in.

Dark slayer shaman can cast the spell too but being able to instantly plop down a dark dragon in a frontline mine and roll the dice for an extra shade assassin caster is amazing.
Last edited by Underscorecow; Jan 21 @ 8:20pm
MLGDerp989 Jan 22 @ 12:49am 
Originally posted by Draken:
One quick point. Before we go into the big topics.

- Elder Dragons have a Magical Resistance of 10 as well as a Morale of 8. This is on par with most Gods or similar units. Would you say that Beholders are too easy to scare or confuse? :D If you got one that got confused, you were very unlucky as I am pretty sure all confusion effects roll against MR. That or you had a ton of confusing spells each turn. Normal Dragons have a MR of 9. Which is still very high as the normal MR negates only rolls 2d4.


First, yes, you get Kobolds all over the map. What I usually do is rotate armies around. Kobold armies always run a high attrition rate, so if one is getting depleted, I send it back to a same colored Stronghold to top of. On the way between the frontlines and the mines I will use that army to clear up indies and retake lost income tiles.
The second way is if I have a new caster recruitment and enough Kobolds in a mine to make at least half an army. Then that caster gets hired there, grabs the untis, and gets send to the front as reinforcement.
If I have two depleted armies of the same color, they get merged. That way my armies get more and more casters and get more and more dangerous.

The second issue, Kobolds do not really get incredible powerful endgame units. They share that trait with the Baron and the Dwarf Queen. They make up with it with a high number of elite units and the highest amount of casters a class can get via recruitment.

Let's break down the good stuff:
- White Dragon Spawn. They are probably the best recruitable ranged unit in the game. They have a range 7 magical bow on a flying, shielded, 2 armor unit.
The only other unit I can see close is the Dwarf Queens Arbalests enchanted by a Rune Smith.
Second, not only are the White Dragon Spawn good, but they are also very cheap. You get 10 for 25 Gold and 10 Diamonds. That's 1 Diamond per unit. Which is incredible cheap.
I am pretty sure that if you put 100 Gems worth of White Dragon Spawn against 100 Gems worth of any other gem cost unit, they will win. The enchanted Arbalests for example? They cost 4 gems per unit.

- Blizzard Casters. Blizzard is a level 2 Frost Magic spell. All your Sorcerers can come with it. And all your Prophets that you promote for 200 Gems can get it. If you find a Library it's incredible easy for the Kobold King to get half a dozen Blizzard caster in an army. At this point, any human hp enemies without cold immunity are just dead. You can run into a Baron army with 200 Spearmen and 400 Longbowmen, and after turn 2 90% of that army is dead. Even high HP units will succumb to enough Blizzard casts. It's also a battlefield wide spell, so you can cram as many blue kobold meatshields into that army as you want.

- Red Dragon Spawn are quite a bit weaker than the White Dragon Spawn, but they are still pretty good. They have two high initiative melee attacks and can quickly surround and dispose of small groups of enemies. If you give them a flying commander they are very good at raiding.
Red Kobold Sorcerers can get the Meteor spell, which is range 15 and does 1-50 damage. Great to deal with big threats.
So while not as strong as white or blue, red is solid.

The Dragons are really only there for one thing in my opinion: Boosting Recruitment.
They are also incredible cheap. Dragons are just 25 Gems. Elder Dragons, which as mentioned are comparable to other classes god units, are only 50.
Each normal Dragon will boost caster and drake recruitment chances of the same color by 2% and 3% respectively. An Elder Dragon will boost all caster recruitment chances by 2%.
This applies to both Shamans and Sorcerers, and for all colors.
So with just 5 Stronghold with 1 Elder Dragon each, you have a 17% chance of getting each of the Shamans a turn or a 13% chance for each of the Sorcerers.
If my math is right that means you have a 72% chance of getting a caster a turn with just that setup. Not counting any normal dragons running around or temples and libraries.

My general way of playing the Kobolds:
- Go for Strongholds as soon as feasible.
- Save your Gold for Drakes and Casters unless you really need some extra ranged units.
- Put a dragon into every save mines.
- Use Diamonds for White Dragon Spawn.
- Use Sapphires to promote Shamans.
- Use Rubies for Red Dragon Spawn, Shaman promotion or Sorcerer promotion. Depending on what you need.
- Use Emeralds for Elder Dragons.

Generally, swarm the enemy. Yes, you will lose dozens or hundreds of Kobolds. Doesn't matter. You should be spawning hundreds as well. A 2 gem Stronghold will output around 8 Kobolds a turn. (The amount seem to scale with gems, 7 for 1 gem mines, 9 for 3 gem mines.) So 5 of those produce around 480 Kobolds in a year. Other classes that have to buy their units with resources can't keep up with that. You can instead use your own resources to get elites and casters. You have hireable level 2 casters at a rate that, again, no other class can really match.

Hope that helps and good luck with the Kobolds.

I do agree that a few more rituals would be appreciated. I actually made a thread about that as well, though there wasn't much response.
Though I don't think the portal idea is that enticing to me. The Dwarf Queen already has that capacity and I think it would make the Kobold King too defensive and similar to her.

I guess I must be really unlucky then because the regular dragons always seem to end up suiciding to a castle ruin with a fear causing wizard inside. Either way thanks for the tips/advice on how to run the kobolds.

Out of curiosity, and because that was kinda the point of this thread, what sorts of rituals do you think would work? I suggested the TP thing because my issue was not so much when I need to reinforce my existing armies, but rather when something shows up unexpectedly and kills one of them entirely then starts to march on my citadels and my other armies are out of position. That or failing to beat a city garisson, and then not being able to get another army out in time before they rebuild.

If making the kobolds more agrro is the aim, then perhaps a ritual to let them draw units to their cause while on the march? Something to slightly offset attrition when moving long distances.
MLGDerp989 Jan 22 @ 12:53am 
Originally posted by Draken:
You can kind of double dip with the dragons. First summon a normal one, then an elder. It doesn't matter where the dragons are, they will still provide the boost.
Sure, the Elder Dragons will push the normal ones out. But if there isn't any other big mine or enemies around, they tend to just wander in the area and stay around. They do like to settle in Coal Mines as new home. If you do that in a safe part of your territory, they should stay around for the rest of the game.

In one of my older Kobold King games I have 9 Elder Dragons and 5 normal ones around.

I tend to not use Dragons as defense as they are unreliable and can just fly off instead of defending. So I strictly get them for boosting. And in this instance the Black ones are kind of the worst as they only give a 1% boost to Slayer Shamans and none to any drakes.

I found that you can litterally double dip with them too. If you wait for the OG dragon to leave, THEN summon the elder, the og will come back and share the space with the elder dragon no problem. Idk if this is a bug or feature tho.
Draken Jan 22 @ 1:23am 
Originally posted by MLGDerp989:
I guess I must be really unlucky then because the regular dragons always seem to end up suiciding to a castle ruin with a fear causing wizard inside. Either way thanks for the tips/advice on how to run the kobolds.

Out of curiosity, and because that was kinda the point of this thread, what sorts of rituals do you think would work? I suggested the TP thing because my issue was not so much when I need to reinforce my existing armies, but rather when something shows up unexpectedly and kills one of them entirely then starts to march on my citadels and my other armies are out of position. That or failing to beat a city garisson, and then not being able to get another army out in time before they rebuild.

If making the kobolds more agrro is the aim, then perhaps a ritual to let them draw units to their cause while on the march? Something to slightly offset attrition when moving long distances.

Yeah, their morale is a bit lower, though still not that low. But multiple fear spells will eventually succeed against a single target like a dragon.
A good precaution is clearing everything that could beat a dragon in their activity radius.
Which is 5 tiles for a normal dragon and 7 for an elder one.

As for your big issues about the Strongholds being vulnerable. That's an intended feature of the class. The Dwarf Queen and Dryad Queen have the same issue. All three classes invest resources into the location and have to defend those locations because of that. You can't just run away and take the Groves, Strongholds or Dvala's with you. So you have to be a bit more proactive with defending your important locations. It definitely requires playing a bit different strategically.
The Kobold King does have the advantage of the Stronghold producing combat ready units, so unless you constantly empty out all your mines, which I would not advice, you should have some reserve defence form in all of them. Plus a Dragon.

As for the attrition, again, this is something that is pretty clearly purposfully build into the class. Kobolds are fragile and you have to plan around that. It's also an experience thing. The more you play them, the better you can judge how much attrition a fight will cost. Or how army composition can make it better or worse. For examle if you put 5 rows of melee units in an army with slingers, the slingers will be unable to do anything as they only have a range of 4. This can be ok against stronger enemy armies where your slingers can engage after a good portion of the frontline has fallen. But against smaller indies or animals that will just increase your attrition rate on your melee units.
I also just leave all the basic kobolds at the mines and don't take them into combat once I have Strongholds producing warriors. That way I have some units I don't mind sacrificing to Drakes and Dragons and in a pinch a few hundred of them can help with defenses.

As for ritual suggestions:
https://steamcommunity.com/app/1606340/discussions/0/3037104113131689979/
Mine were rituals to interact more with dragons:
1. Removing afflictions.
2. Sending them on missions.
3. Adding them temporary to an army.

Some other people had more ideas, but nothing really came of it.
Originally posted by Draken:
Originally posted by MLGDerp989:
I guess I must be really unlucky then because the regular dragons always seem to end up suiciding to a castle ruin with a fear causing wizard inside. Either way thanks for the tips/advice on how to run the kobolds.

Out of curiosity, and because that was kinda the point of this thread, what sorts of rituals do you think would work? I suggested the TP thing because my issue was not so much when I need to reinforce my existing armies, but rather when something shows up unexpectedly and kills one of them entirely then starts to march on my citadels and my other armies are out of position. That or failing to beat a city garisson, and then not being able to get another army out in time before they rebuild.

If making the kobolds more agrro is the aim, then perhaps a ritual to let them draw units to their cause while on the march? Something to slightly offset attrition when moving long distances.

Yeah, their morale is a bit lower, though still not that low. But multiple fear spells will eventually succeed against a single target like a dragon.
A good precaution is clearing everything that could beat a dragon in their activity radius.
Which is 5 tiles for a normal dragon and 7 for an elder one.

As for your big issues about the Strongholds being vulnerable. That's an intended feature of the class. The Dwarf Queen and Dryad Queen have the same issue. All three classes invest resources into the location and have to defend those locations because of that. You can't just run away and take the Groves, Strongholds or Dvala's with you. So you have to be a bit more proactive with defending your important locations. It definitely requires playing a bit different strategically.
The Kobold King does have the advantage of the Stronghold producing combat ready units, so unless you constantly empty out all your mines, which I would not advice, you should have some reserve defence form in all of them. Plus a Dragon.

As for the attrition, again, this is something that is pretty clearly purposfully build into the class. Kobolds are fragile and you have to plan around that. It's also an experience thing. The more you play them, the better you can judge how much attrition a fight will cost. Or how army composition can make it better or worse. For examle if you put 5 rows of melee units in an army with slingers, the slingers will be unable to do anything as they only have a range of 4. This can be ok against stronger enemy armies where your slingers can engage after a good portion of the frontline has fallen. But against smaller indies or animals that will just increase your attrition rate on your melee units.
I also just leave all the basic kobolds at the mines and don't take them into combat once I have Strongholds producing warriors. That way I have some units I don't mind sacrificing to Drakes and Dragons and in a pinch a few hundred of them can help with defenses.

As for ritual suggestions:
https://steamcommunity.com/app/1606340/discussions/0/3037104113131689979/
Mine were rituals to interact more with dragons:
1. Removing afflictions.
2. Sending them on missions.
3. Adding them temporary to an army.

Some other people had more ideas, but nothing really came of it.

Interesting. You know, what about a different direction entirely for their rituals? Instead of giving them units or such what about rituals that buff them slightly for a time. For instance, a ritual to give them a morale boost for a few turns so that you can go and engage that fear causing unit more easily. Something that they need to use reactively to counter threats.
funfact, basic spear wielding melee kobolds are better than warriors and slingers for dealing specifically with independent dwarf mines that dont have fortifications (and likely cavern guard too but itl take alot of rows)

This is because their higher initiative means they are allowed to consistently get a melee attack off

The javelin throwing warrior kobolds will almost always do half their listed damage since they only get 1 shot and they throw at max range making them easily ignored by dwarves and their armor + shield.

Meanwhile yes they can do more damage many of them will die before much can be done

and slingers + archers are still slingers + archers vs dwarven armor, yes you can get lucky with exploding dice and mass amounts of them but the chance is much much lower than the spear kobolds which you really dont have any other use for anyway

Now whenever i find a dwarven mine I just throw basic kobolds at them and its a decent sink for their otherwise weakest type.

warriors mainly shine at just taking ports and even cities, that wooden gate is easy and most of the archers can be ignored due to your 2 armor + shield.
Last edited by Underscorecow; Jan 22 @ 4:32am
Draken Jan 22 @ 4:31am 
Originally posted by Underscorecow:
than the spear kobolds which you really dont have any other use for anyway

What do you mean? Someone has to feed the dragons! That's an important job!
Gotta get 200 of those buggers from somewhere.
XD
Last edited by Draken; Jan 22 @ 4:32am
Originally posted by Draken:
Originally posted by Underscorecow:
than the spear kobolds which you really dont have any other use for anyway

What do you mean? Someone has to feed the dragons! That's an important job!
Gotta get 200 of those buggers from somewhere.
XD

well its a use for basic kobold recruit near a dwarven mine if you did get a citadel while traveling to one.
Draken Jan 22 @ 4:41am 
Originally posted by Underscorecow:
Originally posted by Draken:

What do you mean? Someone has to feed the dragons! That's an important job!
Gotta get 200 of those buggers from somewhere.
XD

well its a use for basic kobold recruit near a dwarven mine if you did get a citadel while traveling to one.

To be honest, I would never spend gold on that. Gold is reserved for casters and drakes to me. Maybe some leader or winged kobolds. Also Dragon Spawn.
But basic Kobolds? I think I never recruited those or warriors.
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