v0.31:Kobold

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Kobold

k

Biome

Any location

Cannot be tamed 
Size
Birth: 1,000 cm3
Mid: 5,000 cm3
Max: 20,000 cm3
This creature cannot be butchered

Wikipedia article

This article is about an older version of DF.
A small, squat humanoid with large pointy ears and yellow glowing eyes.

Kobolds are small creatures adept at thieving that try to infiltrate your fortress and try to steal valuable items. They will run away once discovered. Kobolds arrive at your fortress in sneak mode, meaning you and your Dwarfs cannot see them. Previously in 40d, a creature had to be right next to a Kobold to spot them, this is not the case anymore; it is now based on how high a dwarf's observer skill is, the higher it is, the farther away it will be spotted. They can go through locked doors and they are not affected by traps.

If the kobolds are successful in multiple thieving attempts, they will grow bolder and send squads of armed kobolds to attack your apparently defenseless fort. These squads also arrive in sneak mode and will ambush any dwarves and traders on the map. In the past, kobold weapons were made of inferior metals (generally copper); however, kobolds in version 0.31 are observed to have access to all metals, including steel (seemingly due to a fallback which triggers due to them not being given access to any metals at all).

Kobolds are commonly known to congregate in small to medium sized groups, primarily inside caves, though recent studies [1] have shown they may also camp outdoors, living exactly as they do in caves, in a large group with piles of random jewelry and gems around them. Assuming you can get past the Kobolds, their wealth is all for the taking. It has been reported that it is possible to embark within these encampments, resulting in remarkably quick fun. They can and will attack kobold thieves that wander onto the map, sparking a civil war between themselves.

The ethics of kobolds can be considered the most primitive besides those of goblins (which are basically non-existent). Generally, kobold morals are based on a tribal system of loyalty with some exceptions such as an opposition to the devouring, butchering or consuming of intelligent beings, slavery, possession of trophies and to most forms of torture (except torture for sport). The moral focus on loyalty makes treason unthinkable among kobolds. Kobolds do not offer much in the form of punishment for crimes: assault is considered a personal matter, while a kobold found to have killed another of their own is forced into exile. Not so often, Kobolds can get lucky enough to survive into year 1050, keen on killing adventurers. Joining camps, and laughing at goblins.