Kobold Statistics Tables
Lowmort-Tier Kobold Statistics by Class
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bzk, bod, pal, war
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asn, mag, mnd, psi, sor, wzd
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cle, dru, prs
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arc, bci, fus, mon, rog, shf
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ran
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Str
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11–18 (21)
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10–15 (18)
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10–15 (18)
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10–15 (18)
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10–15 (18)
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Int
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12–17 (20)
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13–20 (23)
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12–17 (20)
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12–17 (20)
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12–17 (20)
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Wis
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08–13 (16)
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08–13 (16)
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09–16 (19)
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08–13 (16)
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08–13 (16)
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Dex
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13–18 (21)
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13–18 (21)
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13–18 (21)
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14–21 (24)
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13–18 (21)
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Con
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11–16 (19)
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11–16 (19)
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11–16 (19)
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11–16 (19)
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12–19 (22)
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Hero-Tier Kobold Statistics by Class
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bzk, bod, pal, war
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asn, mag, mnd, psi, sor, wzd
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cle, dru, prs
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arc, bci, fus, mon, rog, shf
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ran
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Str
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18–23 (26)
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15–17 (20)
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15–17 (20)
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15–17 (20)
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15–17 (20)
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Int
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17–19 (22)
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20–25 (28)
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17–19 (22)
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17–19 (22)
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17–19 (22)
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Wis
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13–15 (18)
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13–15 (18)
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16–21 (24)
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13–15 (18)
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13–15 (18)
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Dex
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18–21 (23)
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18–21 (23)
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18–21 (23)
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21–24 (26)
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18–23 (23)
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Con
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16–18 (21)
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16–18 (21)
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16–18 (21)
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16–18 (21)
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19–24 (27)
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NOTES: numbers in each cell above are initial trained value – maximum trainable value (maximum allowable value for non-devotees); class prime requisites are green.
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"Vermin" is the word most other races use to describe the scheming Kobolds, and not just because of their rat-like faces. Conniving and opportunistic, Kobolds can be surprisingly intelligent, but possess the wisdom of an anthill; many of them are convinced magic simply does not exist. Kobolds can only remort into Goblins, and should only be selected by players who are REALLY looking for a challenge.
- Well-Suited to Be: nothing.
- Ill-Suited to Be: everything.
Kobolds are coded for much slower regeneration of hp/mana/moves when sleeping. They are also coded for much lower gains in spite of relatively normal statistics for dex and int. Like the helpfile suggests, only choose them if you want a challenging race.