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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dasqoot</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-07-15T11:12:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Kobold&amp;diff=18040</id>
		<title>40d:Kobold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Kobold&amp;diff=18040"/>
		<updated>2008-08-12T04:23:56Z</updated>

		<summary type="html">&lt;p&gt;Dasqoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Kobold|symbol=k|color={{COLOR:6:0:0}}|butcher=no|&lt;br /&gt;
bones=5|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* [[Cave]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Kobolds''' are small [[humanoid]]s, slightly smaller than [[dwarves]].  They are technologically backward and use [[copper]] [[weapon]]s.&lt;br /&gt;
&lt;br /&gt;
Once your fortress has accumulated a certain amount of wealth, kobold [[thief|thieves]] will raid you in [[fortress mode]], generally, but not always, timing their attacks to coincide with the arrival of [[caravan]]s. Kobold thieves can even show up in [[calendar|winter]]. They are able to bypass any and all [[trap]]s, and are an excellent reason to channel all traffic in and out of your fortress through a single location which should be guarded at all times.  Once discovered and caught, a kobold can generally be killed by any armed [[dwarf]] and most unarmed civilians. Be warned though that even the lowliest kobold thief will carry a copper [[dagger]], which can lead into severe injuries if you order an unarmed recruit to attack it.&lt;br /&gt;
&lt;br /&gt;
Kobold raiding parties may occasionally show up to ambush your dwarves outside once kobold thieves have successfully stolen some items. The kobolds will hold back and fire their [[bow]]s at all dwarves who venture near. This is not a [[siege]]. The kobolds will leave when they have no more [[arrow]]s or when they experience minor casualties. Due to the archers, these raiding parties can be quite dangerous to an unprepared fortress, especially one reliant on resources such as [[tree]]s and surface [[water]].  The parties can also consist of other kobolds, such as kobold spearmen.&lt;br /&gt;
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== Kobold Caves in Fortress Mode ==&lt;br /&gt;
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Occasionally, on maps that have [[cave]]s present in them, you'll find a kobold cave. These pose a possible hazard to your dwarven settlers, as -- should they discover you and become irritated at your presence -- they will attack your settlement and any wandering dwarves they come across. As mentioned previously, kobolds aren't very tough, but when they gather in large numbers (with more than a few armed kobold guards and other nasty variations of the common kobold thrown in) they can pose a significant threat to your young, underprepared fortress. On the upside, in the vicinity of the kobold cave and inside the cave itself, you'll find all kinds of random trinkets and other items, with the possibility of valuable goodies being tossed in. If you manage to clear the kobold cave on your map, any potentially valuable junk that they've accumulated is yours for the taking.&lt;br /&gt;
&lt;br /&gt;
===Living Among Them===&lt;br /&gt;
&lt;br /&gt;
It is also possible to settle on a kobold cave that is not hostile to your fortress. This is most-likely unintentional, but could prove to be permanent depending on how kobold diplomacy is handled in the [[Development arc|future]]. In the 'u'nits menu, the kobold inhabitants will be listed as &amp;quot;Friendly&amp;quot;. Settling on a  friendly kobold cave will be roughly equivalent to settling next to (or on top of) a [[human]] town, the main differences being that there will be no food stores or wooden furniture and no wooden housing to commandeer. The caves are useful, like any other cave, in exposing minerals, gems, rocks and ore veins from the outset of your fortress. This is the most common type of kobold cave you are likely to find{{version|0.28.181.39e}}. &lt;br /&gt;
&lt;br /&gt;
Friendly kobold caves boast an assortment of animal and plant specialists, [[guard]]s and the occasional weapon-master and will work with the dwarves in repelling sieges, kobold and goblin [[thief|thieves]], and ambushes. They will not be hostile to dwarven traders, but may attack [[trading|traders]] from a civilization they are at war with{{verify}}. Friendly kobolds will meander little, often staying in the same spot for years and they will not set off [[trap|traps]] unless rendered unconscious by wounds on top of them, nor be targeted or hurt by ''catapult'' fire. Kobolds in fortress mode do not sleep or eat currently, and their created wealth is added to your own at embarkation.&lt;br /&gt;
&lt;br /&gt;
It is also possible to find named hostile ''animals'' and other beasts living in the same cave as the kobolds. These will attack any kobold or dwarf that comes in contact with them.&lt;br /&gt;
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== Kobold Caves in Adventure Mode ==&lt;br /&gt;
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In adventure mode kobolds live in caves.  They will have guards, soldiers, civilians, [[child]]ren, and the occasional quite dangerous weaponmaster.  Kobolds are deadly with a bow but generally an easy match in melee, even for a novice adventurer.  Kobold caves are full of trinkets, and they often wear [[cloth]]ing, weapons, and small-sized [[armor]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:KOBOLD]&lt;br /&gt;
	[NAME:kobold:kobolds:kobold]&lt;br /&gt;
	[TILE:'k'][COLOR:6:0:0]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;'][GLOWCOLOR:6:0:1]&lt;br /&gt;
	[LOCKPICKER][FLEEQUICK]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[CAN_CIV][CAN_LEARN][LIKES_FIGHTING][EVIL]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:mischief]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:3TOES:MOUTH]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:150:170]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[UTTERANCES]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY:50:75:100]&lt;br /&gt;
	[PERSONALITY:TRUST:0:25:50]&lt;br /&gt;
	[PERSONALITY:ACTIVITY_LEVEL:50:75:100]&lt;br /&gt;
}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Dasqoot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:List_of_mods&amp;diff=35048</id>
		<title>40d Talk:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:List_of_mods&amp;diff=35048"/>
		<updated>2008-01-16T21:58:29Z</updated>

		<summary type="html">&lt;p&gt;Dasqoot: /* Dwarvus Romanus: Rome Fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
edit: we need more information here about what is removed. Good mod, but more specifics would be nice. It will also help us make more informed suggestions. I chose a roman principe as my adventurer class and started with only a single pilum (a throwing weapon) and no spatha/gladius. Maybe change the description or name of the principe.&lt;/div&gt;</summary>
		<author><name>Dasqoot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:List_of_mods&amp;diff=35047</id>
		<title>40d Talk:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:List_of_mods&amp;diff=35047"/>
		<updated>2008-01-16T19:12:11Z</updated>

		<summary type="html">&lt;p&gt;Dasqoot: New page: == Dwarvus Romanus: Rome Fortress == Minor problem, no custom seeds at world gen (33g). They just revert to 0. Very nice mod so far, I've been using David Macaulay's 'City' to properly lay...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
Minor problem, no custom seeds at world gen (33g). They just revert to 0. Very nice mod so far, I've been using David Macaulay's 'City' to properly lay out and store everything as the romans would have done c. AD 20.&lt;/div&gt;</summary>
		<author><name>Dasqoot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Demon&amp;diff=31379</id>
		<title>40d Talk:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Demon&amp;diff=31379"/>
		<updated>2008-01-16T04:10:05Z</updated>

		<summary type="html">&lt;p&gt;Dasqoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Additions ==&lt;br /&gt;
&lt;br /&gt;
If anyone has tried other defenses against Demons and they either failed or they worked then please add it to the article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Demons ==&lt;br /&gt;
&lt;br /&gt;
(from the raws) It seems that all demons can swim... except for spirits of fire (the only ones without lungs, heart, brain exc)... i see spirits of fire as the most dangerous for this reason... perhaps water puts them out?  tentacal and frog demons seem a bit less of a threat, due to their lack of fire breath.  Also, none of the Demons are fireImmune_super... which means dragonbreath hurts them... so... demons vs dragons anyone?--[[User:Pbhead|Pbhead]] 02:04, 13 December 2007 (EST)&lt;br /&gt;
:I agree on spirits of fire being the most dangerous. From my experience with them they are quite vulnerable to crossbow bolts (killed a total of 16 exclusively this way). As giant cave spiders don't even try to shoot web trough fortifications I think that fortifications and marksdwarves are the way to deal with the demons. Melee champions in steel are way superior to any demons but the problem is that they are very vulnerable to fire (&amp;quot;bug 000001&amp;quot; in reported bugs) and are frequently not able to get close (even worse if there is at least 1 z-level up as spirits of fire WILL fly up). Piling spirits of fire with lots of wardogs or anything else is useless due to their firebreath attack. Don't even try to counter demons with less then 6-8 elite marksdwarves or 50-60 novice ones or an extremely long 1 tile wide corridor with a masterpiece ballista + 2 legendary siege operators + a ballista arrows stockpile. Crushing them with bridges could also work if you don't consider it a cheat and are sure that the demons won't have time to destroy the bridges as IMHO they will actively try to.--[[User:Another|Another]] 15:42, 13 December 2007 (EST)&lt;br /&gt;
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== Possible defences? ==&lt;br /&gt;
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&lt;br /&gt;
when i breach my pit, (eventually) i hope to be able to A: seal it off quickly without losing too much admantine. B if that fails, have a large &amp;quot;dwarven toliet&amp;quot; (a artificial river with a large water fall...)  if i am lucky, the water will be fast enough to sweep even the non-spirits of fire down the waterfall... where they will hopefully go *splat*. IF that fails... i plan to have a LOONG corridor, with fortifications on either side, and leet archers behind the fortifications and at the end of the tunnel, seige weapons, and spear masters hidden behind blind spots. and if that fails, hopefully by then i will have sealed my mines off from the main fortress.  --[[User:Pbhead|Pbhead]] 02:04, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Spoiler warning? ==&lt;br /&gt;
We should probably have a spoiler warning for this page, especially for the picture of the pits. --[[User:Valdemar|Valdemar]] 10:05, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Upright spear repeating traps ==&lt;br /&gt;
I assume these work and are effective, I was wondering if this was considered too cheap to use or was known to be ineffectual (maybe they destroy them before they walk into them, as they are buildings). &lt;br /&gt;
&lt;br /&gt;
This is my first demon attack since df-23a, and I've been preparing multiple types of active defense in different layers, (ballistas on z-8, spears on z-7, pit with fortifications and 18 elite/champion marks-dwarves on z-5/6/4 [with 3 open z-levels to see how they deal with spirits of fire], 7 mace dwarves and 7 sword-dwarves with 62 war dogs for lulz if they get to z-3 and re-walling at z-2) so it'll be a learning experience. My last successful demon defense hinged on a drawbridge...wasn't as fun as this should be.&lt;br /&gt;
&lt;br /&gt;
The spoiler is there for the eerily glowing pits, so I think once more people post success/defeats on the demon page, or specific demon information, such as the different types and abilities, the spoiler should be here as well.&lt;/div&gt;</summary>
		<author><name>Dasqoot</name></author>
	</entry>
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