Kobolds are observed to have access to all metals, including steel (seemingly, a fallback triggered due to them not being given access to any metals at all). If the kobolds are successful in multiple thieving attempts, they will grow kobolder and send squads of armed kobolds to raid and pillage your apparently-defenseless fort. They can swim in from rivers, go boldly through sprint straight through locked doors, and are unaffected by traps. Spotting a sneaking creature is based on how high the spying creature's observer skill is the higher it is, the farther away the sneaking creature will be spotted, but if a kobold is passing next to a dwarf or animal it will be revealed, too. Kobolds arrive at your fortress in sneak mode, preventing you from seeing them. The more successful thieving sessions kobolds have with a particular fortress, the larger the next group of kobolds will appear the next time around. The stealthy nature of kobolds also allows them to easily slip by traps or get through most doors (even if locked). 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. They are very small and weak, and because of this, cannot wield large weapons, often using daggers and rudimentary armor to protect themselves. Kobolds will attack in self-defense, or when simply caught when sneaking around or cornered. 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. 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. Despite playing an evil role in the game, they do not need to spawn in evil biomes like goblins - they can appear in any morally aligned biome. They congregate in small groups and live in caves (though less often, in outdoor camps), surrounded by traps and guarded by any poisonous animals at their disposal. Kobolds are represented by a dark yellow "k" in gameplay. They do not, however, understand the concept of music, have very little empathy and are forgetful, probably due to death being commonplace in kobold society, so it is unwise to remember or care about loved ones for too long. Kobolds consider cunning to be incredibly important, and also value nature, cooperation and perseverance. 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 one of their own is forced into exile. The moral focus on loyalty makes treason unthinkable among kobolds. 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 ethics of kobolds can be considered the most primitive, besides those of goblins (which are basically non-existent). Kobolds speak in unintelligible utterances, being completely unable to communicate with anyone but each other. Kobolds are egg-layers, giving birth by laying 1-2 eggs at a time. Toady One has 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 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"
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