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{{Quality|Exceptional|02:01, 11 January 2015 (UTC)}}
 
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[[File:Kobold KQ.png|thumb|A kobold drawn by Toady One, from the game ''Kobold Quest''. This was considered their ''DF'' look before the Premium update.]]
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[[File:Kobold KQ.png|thumb|A kobold drawn by Toady One, from ''Kobold Quest'', which also serves as their DF look.]]
 
[[File:kobolds_preview.jpg|thumb|200px|Slightly DnD-based kobolds.]]
 
[[File:kobolds_preview.jpg|thumb|200px|Slightly DnD-based kobolds.]]
  
 
'''Kobolds''' are small [[creatures]] adept at stealthy [[Thief|thieving]]. In [[fortress mode]], they are one of the antagonistic [[race]]s, trying to infiltrate your fortress and steal valuable items, running away once discovered. Their threat may vary depending on where the player chooses to embark their settlement.
 
'''Kobolds''' are small [[creatures]] adept at stealthy [[Thief|thieving]]. In [[fortress mode]], they are one of the antagonistic [[race]]s, trying to infiltrate your fortress and steal valuable items, running away once discovered. Their threat may vary depending on where the player chooses to embark their settlement.
  
In direct contrast to [[goblin]]s, that resort to gruesome violence and other heinous acts, the nature of kobolds is that of stealth and thievery, and not immediately resorting to violence - they will only fight when cornered or provoked.
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In a sizeable contrast to [[goblin]]s, that resort to gruesome violence and other heinous acts, the nature of kobolds is that of stealth and thievery, and not immediately resorting to violence - they will only fight when cornered or provoked.
  
 
Some dwarves [[Preferences|like]] kobolds for their ''mischief''.
 
Some dwarves [[Preferences|like]] kobolds for their ''mischief''.
  
 
==Description==
 
==Description==
Kobolds are officially described as "small mammaloreptilian humanoids with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, [[:Category:Syndrome|poisonous]] critter collection, traps and kleptomaniacal hoarding"{{cite|old-consolidated-dev|http://www.bay12games.com/dwarves/dev_single.html}}. They are also [[egg]]-layers, giving birth by laying 1-2 eggs at a time.
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Kobolds are officially described as "small mammaloreptilian humanoids with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding"{{cite|old-consolidated-dev|http://www.bay12games.com/dwarves/dev_single.html}}. [[Main:Toady One|Toady One]] has [http://www.bay12forums.com/smf//index.php?topic=159164.msg7246240#msg7246240 explained] the game's kobolds were primarily inspired by ''Dungeons & Dragons'', which portrays kobolds as reptillian, though DF's own kobolds are more akin to tiny brown-skinned goblins who can lay eggs. Kobolds are [[egg]]-layers, giving birth by laying 1-2 eggs at a time.  
 
 
[[Main:Toady One|Toady One]] has [http://www.bay12forums.com/smf//index.php?topic=159164.msg7246240#msg7246240 explained] the game's kobolds were primarily inspired by ''Dungeons & Dragons'', with varying, typically reptilian, kobold imagery, though DF's own kobolds were originally described as more akin to tiny brown-skinned goblins. With the release of v50 of the game, their sprites now incorporate a distinct rounded snout on their face, a change from the flat face of the initial ''Kobold Quest'' sketch. Graphically, kobolds can appear with different shades of brown skin, as well as having ears that point up, down, or anywhere in between.
 
  
 
Kobolds speak in [[Main:Kobold language|unintelligible utterances]], being completely unable to communicate with anyone but each other.
 
Kobolds speak in [[Main:Kobold language|unintelligible utterances]], being completely unable to communicate with anyone but each other.
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==Gameplay==
 
==Gameplay==
Kobolds are represented by a dark yellow "k" in gameplay. They congregate in small groups and live in [[cave]]s (though less often, in outdoor camps), surrounded by traps and guarded by any poisonous animals at their disposal. Despite playing an evil role in the game, they do not need to spawn in evil biomes like [[goblin]]s - they can appear in any morally aligned biome. Kobolds start harassing a player's fortress as early as they can, and will always attempt to stealthily sneak into a fortress over using violent brute force. Because of their stealthy nature, they appear invisible to players unless they are right next to a dwarf, or a dwarf has a high enough [[observer]] skill, the higher said skill is, the farther away they can be spotted. Being reptilian, they can lay eggs.
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Kobolds are represented by a dark yellow "k" in gameplay. They congregate in small groups and live in [[cave]]s (though less often, in outdoor camps), surrounded by traps and guarded by any poisonous animals at their disposal. Despite playing an evil role in the game, they do not need to spawn in evil biomes like [[goblin]]s - they can appear in any morally aligned biome. Kobolds start harassing a player's fortress as early as they can, and will always attempt to stealthily sneak into a fortress over using violent brute force. Because of their stealthy nature, they appear invisible to players unless they are right next to a dwarf, or a dwarf has a high enough [[observer]] skill, with the higher said skill, the farther away they can spotted. Being reptiles, they can lay eggs.
  
 
Kobolds will attack in self-defense, or when simply caught when sneaking around or cornered. They are very small and weak, and because of this, cannot wield large weapons, often using [[dagger]]s and rudimentary [[armor]] to protect themselves. Dwarves easily overpower kobolds in battle, but this doesn't stop kobolds from posing a threat, as their stealth and ambushing tactics can still provide trouble for dwarves, as well as traveling traders. The stealthy nature of kobolds also allows them to easily slip by traps or get through most doors (even if locked). The more successful thieving sessions kobolds have with a particular fortress, the larger the next group of kobolds will appear the next time around.
 
Kobolds will attack in self-defense, or when simply caught when sneaking around or cornered. They are very small and weak, and because of this, cannot wield large weapons, often using [[dagger]]s and rudimentary [[armor]] to protect themselves. Dwarves easily overpower kobolds in battle, but this doesn't stop kobolds from posing a threat, as their stealth and ambushing tactics can still provide trouble for dwarves, as well as traveling traders. The stealthy nature of kobolds also allows them to easily slip by traps or get through most doors (even if locked). The more successful thieving sessions kobolds have with a particular fortress, the larger the next group of kobolds will appear the next time around.
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Kobolds are commonly known to congregate primarily inside [[cave]]s in small to medium-sized groups. The site layouts are a little more involved than the up-down natural caves, spreading out over a few z-levels with some traps, guard posts, living chambers, animals, eggs and stolen objects. Kobolds use a specific entity animal definition to keep as pets any creatures in the surrounding environment that are in the poisonous class which do not have the mammal class - in practice, this leads to scary pit rooms filled with [[giant cave spider]]s and [[rattlesnake]]s. Kobolds always store items they have stolen in a trophy room.
 
Kobolds are commonly known to congregate primarily inside [[cave]]s in small to medium-sized groups. The site layouts are a little more involved than the up-down natural caves, spreading out over a few z-levels with some traps, guard posts, living chambers, animals, eggs and stolen objects. Kobolds use a specific entity animal definition to keep as pets any creatures in the surrounding environment that are in the poisonous class which do not have the mammal class - in practice, this leads to scary pit rooms filled with [[giant cave spider]]s and [[rattlesnake]]s. Kobolds always store items they have stolen in a trophy room.
  
However, they may also camp outdoors, (Example: http://www.bay12forums.com/smf/index.php?topic=74802.0) living exactly as they do in caves, in a large group with piles of random [[jewelry]] and [[gem]]s all around them. Assuming you can get past the kobolds, this wealth is all for the taking. It has been reported that it is possible to embark within these encampments, resulting in remarkably quick [[fun]]. Amusingly, they can and will attack kobold thieves that wander onto the map, which instantly triggers a [[loyalty cascade]] amongst every member of the camp, sparking a brutal and bloody civil war in which both sides try their level best to kill the other, often with their bare hands. Interestingly enough, one of the sides on the loyalty cascade will appear as hostile to your dwarves, while the other will appear as friendly. If the friendly kobolds win this civil war of sorts, you will be able to wander into their camp and take all their stuff, or, if you are feeling particularly generous, build a little something for them. Sadly, this above-ground camp will almost certainly be exterminated by the first goblin siege.
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However, they may also camp outdoors, (EX: http://www.bay12forums.com/smf/index.php?topic=74802.0) living exactly as they do in caves, in a large group with piles of random [[jewelry]] and [[gem]]s all around them. Assuming you can get past the kobolds, this wealth is all for the taking. It has been reported that it is possible to embark within these encampments, resulting in remarkably quick [[fun]]. Amusingly, they can and will attack kobold thieves that wander onto the map, which instantly triggers a [[loyalty cascade]] amongst every member of the camp, sparking a brutal and bloody civil war in which both sides try their level best to kill the other, often with their bare hands. Interestingly enough, one of the sides on the loyalty cascade will appear as hostile to your dwarves, while the other will appear as friendly. If the friendly kobolds win this civil war of sorts, you will be able to wander into their camp and take all their stuff, or, if you are feeling particularly generous, build a little something for them. Sadly, this above-ground camp will almost certainly be exterminated by the first goblin siege.
  
 
The fact that kobolds are unable to communicate with other races makes them hostile to anyone in either mode, including a kobold adventurer. Despite being a major race in the game, they do not conduct [[siege]]s.
 
The fact that kobolds are unable to communicate with other races makes them hostile to anyone in either mode, including a kobold adventurer. Despite being a major race in the game, they do not conduct [[siege]]s.
  
 
==Community outlook==
 
==Community outlook==
Unlike other races, there are two large stereotypes associated with the kobolds by players: some see them as little more than (semi-intelligent) vermin who only exist to annoy, and as such they go to great lengths for the chance to catch and kill kobold thieves.  The other, arguably more prominent stereotype, however, treats kobolds as small, cutesy creatures who are endearingly stupid in their attempts to steal your trinkets, and as such generate great amounts of sympathy. These are typically given the name of "cutebold" (with the ''DF'' community possibly being responsible for creating the term) and are depicted as small, flappy-eared dog or lizard people rather than their canon "smaller brown goblin" look, who like rubbing their noses to display affection and are about as smart as an actual dog or lizard. Cutebolds are typically treated as being incredibly innocent, childish and ineffectual, which brings up interesting connotations when they interact with the gruff, hardy and [[fun]] dwarves. Whether they fall into "too cute to kill" or "just the right amount of cute that makes them VERY killable" is another matter entirely.
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Unlike other races, there are two large stereotypes associated with the kobolds by players: some see them as little more than vermin who only exist to annoy, and as such they go to great lengths for the chance to catch and kill kobold thieves.  The other, arguably more prominent stereotype, however, treats kobolds as small, cutesy creatures who are endearingly stupid in their attempts to steal your trinkets, and as such generate great amounts of sympathy. These are typically given the name of "cutebold" (with the ''DF'' community possibly being responsible for creating the term) and are depicted as small, flappy-eared dog or lizard people rather than their canon "smaller brown goblin" look, who like rubbing their noses to display affection and are about as smart as an actual dog or lizard. Cutebolds are typically treated as being incredibly innocent, childish and ineffectual, which brings up interesting connotations when they interact with the gruff, hardy and [[fun]] dwarves. Whether they fall into "too cute to kill" or "just the right amount of cute that makes them VERY killable" is another matter entirely.
  
 
== Playing as kobolds ==
 
== Playing as kobolds ==
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There are two methods for allowing kobolds to be playable as adventurers. By adding {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} to {{tt|[ENTITY:SKULKING]}} in {{tt|entity_default.txt}}, kobold adventurers can start from a kobold site. This method also has the side-effects of allowing any {{token|LOCAL_POPS_CONTROLLABLE|c}} creatures to join a kobold civ, and allowing {{token|OUTSIDER_CONTROLLABLE|c}} creatures to start from a kobold site as well. The other method is by adding the previous tag to {{tt|[CREATURE:KOBOLD]}} in {{tt|creature_standard.txt}}, which allows them to be played as outsiders from any site.
 
There are two methods for allowing kobolds to be playable as adventurers. By adding {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} to {{tt|[ENTITY:SKULKING]}} in {{tt|entity_default.txt}}, kobold adventurers can start from a kobold site. This method also has the side-effects of allowing any {{token|LOCAL_POPS_CONTROLLABLE|c}} creatures to join a kobold civ, and allowing {{token|OUTSIDER_CONTROLLABLE|c}} creatures to start from a kobold site as well. The other method is by adding the previous tag to {{tt|[CREATURE:KOBOLD]}} in {{tt|creature_standard.txt}}, which allows them to be played as outsiders from any site.
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Kobolds start off with less-than-standard equipment (backpack, loincloth, weapon).
  
 
Kobolds only ever speak in {{token|UTTERANCES|c}}, which means no one can understand them. As such, they will be hostile to everyone else, including other kobolds. ('''If you wish to change this behaviour, you will have to remove that tag.''')
 
Kobolds only ever speak in {{token|UTTERANCES|c}}, which means no one can understand them. As such, they will be hostile to everyone else, including other kobolds. ('''If you wish to change this behaviour, you will have to remove that tag.''')
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==== Mods ====
 
==== Mods ====
  
Multiple examples of Kobold Camp mods exist, generally descended from or influenced by [http://dffd.bay12games.com/file.php?id=1975 this version] or [http://dffd.bay12games.com/file.php?id=2071 its successor]. A more recent version for 47.1-47.4 can be found [http://dffd.bay12games.com/file.php?id=14755 here]. [[Masterwork:Main Page|Masterwork]] also contains an (out-of-date) version of the latter. The original is the closest to a vanilla kobold experience, while the other two restrict kobolds to wooden weapons and digging in soil only. There is also [[User:Valos/Kobold_Kamp|Kobold Kamp]] that settles on a stone-age flavor with some expansions, and remains actively updated. Shortly after the Steam release, [https://steamcommunity.com/sharedfiles/filedetails/?id=2902807802 another kobold mod] got released to the Steam workshop, with custom sprites .
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Multiple examples of Kobold Camp mods exist, generally descended from or influenced by [http://dffd.bay12games.com/file.php?id=1975 this version] or [http://dffd.bay12games.com/file.php?id=2071 its successor]. A more recent version for 47.1-47.4 can be found [http://dffd.bay12games.com/file.php?id=14755 here]. [[Masterwork:Main Page|Masterwork]] also contains an (out-of-date) version of the latter. The original is the closest to a vanilla kobold experience, while the other two restrict kobolds to wooden weapons and digging in soil only. There is also [[User:Valos/Kobold_Kamp|Kobold Kamp]] that settles on a stone-age flavor with some expansions, and remains actively updated.
 
 
== See Also ==
 
* [[Kobold language]]
 
* [[Cave]]
 
  
 
{{gamedata}}
 
{{gamedata}}
{{gamedata|title=Entity ([[civilization]]) raws|{{raw|v50:entity_default.txt|ENTITY|SKULKING}}}}
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{{gamedata|title=Entity ([[civilization]]) raws|{{raw|DF2014:entity_default.txt|ENTITY|SKULKING}}}}
 
{{Creatures}}
 
{{Creatures}}
 
{{Category|Humanoids}}
 
{{Category|Humanoids}}
 
{{Category|Races}}
 
{{Category|Races}}

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