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Structures: Workshop  

Coobico: Guildhall

Introducing the workshop, industrial hub of almost each settlement. Even though a workshop increases the level of pollution of its city, it is nonetheless indispensable, because an upgraded workshop (called a “guildhall”) acts as a prerequisite for certain other important structures, like the healer. Also, a guildhall is the place where you can pick up temp-jobs.


Healer  

Coobico: Healer

Healers resides at a (big surprise) healer’s home or at a hospital. Their main duty is to raise the level of medical supply for the according settlement, but they will occasionally ask adventurers to accomplish quests (like fetching medicinal herbs). 


Structures: Healer  

Coobico: Healer

Community is one of the peculiar needs of settlers, which requires settlements to be build compact and tight-fitting to avoid urban sprawl. But a densely growing population ultimately also leads to a higher level of pollution and diseases among settlers. To counter this effect, you can build a healer as your settlement grows (you will first need to build a guild-workshop as a prerequisite though). To further raise the medical supply, a healer can be upgraded to a hospital (see image, to the right).


Sergeant  

Coobico: Sergeant

Sergeants can be found at guardtowers and garrisons and raise the public order of a village. 


Structures: Guardtower  

Coobico:Garrison

Cities need public order to keep their settlers happy, especially when they grow larger or when a corrupting influence (like a den of thieves) is located close by. A settlement’s public order is increased by building a guardtower—the score can even be raised further by upgrading a guardtower to a garrison (see above, to the right).


Bandit Chief  

Coobico: Bandit Chief

A bandit chief is the head honcho of a den of thieves or thieves’ guild. He exerts the main corrupting influence on surrounding villages and oversees all shady activities of his lot: hiring players as temp-bandits, mini-games, contracting the building of additional hangouts and occasionally sending adventurers to the subterranean stashes beneath the den of thieves.


Structures: Den of Thieves  

Coobico: Thieves' Guild

Another constant source of annoyance to settlers on Qubus’ Island are bandits, who occasionally ambush travelers and build their den of thieves widely spread over the whole island. A den of thieves (to the left) is another hazard-spot which may have a negative impact on any settlement close by, as it raises a village’s corruption-score. These hideouts also form entrances to subterranean tunnels and stashes. A den can be upgraded to a Thieves’ Guild (to the right).


Tomb-Guard  

Coobico:Tomb-guard

Tomb-guards are nasty fellows who are often cold and cagey to travelers. They are met at the graveyards they watch over and keep in good (which here means spooky) condition. A tomb-guard’s everyday hustle and bustle is mostly unknown, yet it is rumored that they are the literal cats among the pigeons, since tomb-guards often send adventurers on dubious quests, like scrounging for ingredients of obscure magic spells.


Structures: Graveyards  

Coobico: Graveyard

Have we introduced you to graveyards yet? Here we go, a graveyard (to the left) is a hazard-spot which can interfere with your settlement general wellbeing if being build close-by, as it has the nasty capacity to act as a monster-magnet.
Graveyards at the same time serve as entrances to dungeons. You can visit them to do some spelunking, collect items and to kick a few coffin-geeks‘ bums. A graveyard can be upgraded to a necropolis (to the right).


Cursed & Co: Dungeonkeepers  

Coobico: Dungeonkeeper

Ragged, hairy and horribly mutated—dungeonkeepers are another unpleasant but frequent sight in Coobico’s dungeons, especially in eerie places like graveyards and the Count’s haunted mansion.

They are rumored to be responsible for incessantly knocking together caskets for coffin-geeks, which would be an explanation for their ill-tempered demeanor. They will attack anybody unfortunately enough to get into their way. 


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