Kobold

ROCKY HIGHLANDSCREATURENIGHT

Kobolds are cheeky little lizard-dog miners in dented tin helmets, each with a candle stub on top that glows after dark. They come in bands of three, each with its own tool and job: the Pick fights up close, the Shovel flings gravel from a little way off, and the Keg lobs a fizzing keg from further off still. They travel under the ground as mounds of earth and pop up to attack.

Kobolds are cheeky little lizard-dog miners in dented tin helmets, each with a candle stub on top that glows after dark. They come in bands of three, each with its own tool and job: the Pick fights up close, the Shovel flings gravel from a little way off, and the Keg lobs a fizzing keg from further off still. They travel under the ground as mounds of earth and pop up to attack.

CONTENTS
  1. Where and when
  2. Health and damage
  3. Under the ground
  4. Attacks
  5. Behaviour
  6. How to fight them
  7. Drops
  8. Spirits and experience

Where and when

  • In the highlands and the woods, at night. They always come as a band of three.
  • In the highlands' and the woods' dungeons of the Mild tier and harder. See Dungeons.

Like the other night creatures, they leave at dawn (Day and Night).

Health and damage

Out in the world, their health and damage grow with the number of Jewels you hold (Jewels): each Jewel adds 70% of their base health and 40% of their base damage. Health is rounded; damage is before your defence lowers it.

Jewels heldHealth (each)Keg damage
01821
13129
24337
35646
46854
58162

In a dungeon, their health and damage follow the dungeon's tier and the Jewels you hold instead.

Under the ground

A band starts out resting as three mounds of fresh earth. The tell: now and then a mound wiggles. Once one of them is after you, the whole band digs toward you: each mound runs under the ground to its own spot (the Pick right next to you, the Shovel about 76 px off, the Keg about 112 px off), stops, shakes, and pops up.

  • An ordinary blow can't reach a kobold under the ground.
  • A plunge or a heavy blow (a heavy or critical blow, or any blow of the greatsword or war hammer) onto a mound pops the kobold out, dizzy for 2 seconds. That blow does half its damage, but while it is dizzy, your blows do 50% more.

Attacks

Damage below is with no Jewels.

The Pick: pick swing

Up close (within 24 px, in front of it), it holds its pick high for a moment (the tell), then brings it down for 15 damage. If the blow lands, it cheers.

  • Parry: press right-click or R as the pick comes down. The kobold flinches.

The Shovel: gravel

From 34 to 130 px away, it scoops up gravel and flings three stones in a spread at where you are heading. Each stone does 6 damage where it lands. A shadow on the ground grows under each stone, so you can see where they will fall. You can't jump over them: step out of the shadows.

The Keg: fizzing keg

From 54 to 170 px away, it lights the fuse from its candle and lobs a keg at where you are heading. The keg lands, rolls a little, and fizzes for 1.5 seconds, then pops: 21 damage to everyone within 26 px of it, and it hurts any kobold standing there too. You can't jump over the pop.

  • Strike the keg while it fizzes (swing within 22 px of it) and it flies back at the kobold that threw it and pops there.
  • Only one keg from a band is out at a time. After throwing, the Keg kobold digs back down for another (2.2 to 3.2 seconds later).

Behaviour

  • Struck hard (a heavy blow, or a third of its health in one blow), a kobold dives back into the ground and comes up somewhere else, at most once every 3 seconds.
  • Other blows make it flinch, except while it is popping up, dizzy, throwing its keg, or digging for another.
  • Above the ground, a kobold that has nothing to chase digs back down after 6 seconds.

How to fight them

  • Take out the Pick first: it is the one next to you.
  • Watch the ground for the Shovel's stone shadows, and step away from a fizzing keg, or swing at it to send it back.
  • A heavy weapon or a plunge is the way to deal with mounds: pop them out and hit them while they are dizzy.
In online play, each kobold's health grows with the number of players within 400 px of it (checked once a second): 30% more with two players, 60% with three, 90% with four and 120% with five. In a dungeon, each other player adds 60% to 80%, by the dungeon's tier. One game runs the band and everyone sees the same kobolds. Each pick swing, stone and keg strikes every Wanderer in reach, each in their own game; a keg can be struck back by any player's swing, and any player's plunge or heavy blow pops a mound. See Online Play.

Drops

Each one you defeat leaves:

Spirits and experience

When it falls it lets go of 3 Earth and 3 Fire spirits. You gain experience in:

Attack20
Speed15

See also