Goblins squirmed forth from the bowels of the earth, far before they were supposed to, so says a myth. Goblins are filthy sadistic creatures, which delights in destruction and chaos. They bubble from the earth as a filthy mass. They desire to reclaim all dark caves from any other living thing. Goblins are short and skinny, hunched over with lengthy arms that dangle near to the ground. Their skins are typically faded orange and brown, matching the earth. They have considerable eyesight underground, and are seldom taken by suprise.
GoblinIcon.png








--The Tome of Wonders

Summary[edit | edit source]

Centuries of oppression, combined with their small size, has made them masters of otherwise uninviting blighted wetlands and underground terrain. Goblins can heal themselves by living off the land (so to speak) in swamps, and both are resistant to and make use of poisons frequently found therein – as well as their unique units, goblin crossbow-using class units frequently poison their bolts for increased potency. This is augmented further by the ability of Untouchables and Blight Doctors to sap the Resistance Resistance of their foes before delivering the lethal dose. They are particularly known for the ability of their Swarm Darters to strike enemies from afar regardless of obstacles in their path, and their Big Beetles give them a fast cavalry force capable of digging through underground barriers and enemy walls alike. Goblin cities grow faster than those of other races, and their troops fight for less gold (if only out of desperation).

Class Synergies[edit | edit source]

Goblins synergize well with classes that can provide durable, front line troops to protect their ranged units, or those that build on their Blight Damage poison specialty.

They make surprisingly effective Dreadnoughts, despite their lack of Armored.png armored troops – Goblin Musketeers are cheap to train in dangerous numbers, and Dreadnought machines reduce their reliance on poison and their own relatively fragile melee troops.

Sorcerer summons can also provide them with a durable melee screen that can match their mobility in swampy terrain.

Goblin Rogues and Arch Druids can further capitalize on the Goblin affinity with Blight Damage poisons, although this risks leaving them with few options against foes that are immune to Blight Damage blight.

Arch Druid can also capitalize on Goblin +20% Population Population Growth.

Necromancer can get Life Drain.png Life Drain on Goblin Butcher: more on the synergies and weaknesses of Goblin Necromancer can be found on that page.

Tactics[edit | edit source]

Goblins are a very different race than the others, they rely more on numbers and rapid expansion than the other races and can be highly dangerous foes underground. They are less effective in the overworld but they cannot be allowed to expand unfettered as they are the strongest race in the early game. They fall off in power as the game progresses unless they have made strong land grabs and good production and troop numbers.

Playing as the goblins is a careful task of finding the most suitable terrain and quickly infesting the area before using any advantage you can pull off to gain more ground. The lower troop costs and weaker health means that the swarming tactics you rely on are most useful against foes who are not yet ready to face you. A strong end game for a goblin commander is using goblins as their scouts and primary forces, while using bigger more expensive dwelling units to defend your various battlefronts and cities.

Goblin Inherent Traits[edit | edit source]

Units[edit | edit source]

'They limped towards our company like crippled beggers, but these were no downtrodden. Before we raised our bows to warn them off, these Untouchables dashed through the perimeter set by our swordsmen. These goblins were infected with every imaginable malady, and they were happy about it. They rubbed their rusty blades against their pus-oozing skin, and, though their attacks were feeble compared with trained soldiers, my men fell ill with every touch. Had there been no eagles nearby to handily whisk me away, I would've succumbed to the disease-ridden mob.'

--Journey to the Sunken City, by Ham the Wanderer
Goblin Untouchable.png
  

Unit: Goblin UntouchableRecruitOrigin: Goblins
Tier I: 30 Hit Points 28 Movement 8 Defense 8 Resistance Cost: 40 Gold Upkeep: 4 Gold/Turn
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
Experience Ranks:

'The Commonwealth will no longer tolerate raids on our holdings, so the goblins of the Obsidian Cliffs must go. We know they hide in the caves. Sure, with their hand-axes and their shields, marauders can be dangerous, but we will take precautions and mantain a defensive path out of the tunnels should we need it. Our spies keep losing track of their numbers, but our mission remains the same. Still, I am confident our forces are sufficient. How many goblins can hide in a cavern?'

--Last entry of the Journal of Colonel Percival Pickman
Goblin Marauder.png
  

Unit: Goblin MarauderRecruitOrigin: Goblins Requires: Barracks
Tier I: 40 Hit Points 28 Movement 10 Defense 8 Resistance Cost: 40 Gold Upkeep: 4 Gold/Turn
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
Experience Ranks:

'We expected bugs in the blighted swamp. What we didn't expect were goblins using them as weapons. They swarmed us, carrying hives of blightstingers on their backs. We tried to take cover, but somehow these Swarm Darters have discovered how to shoot their barbed insects around any obstacle. Sting by sting, they sapped our strength, the venom from the bugs making our fighters ill. Our only choice was to chop them down with the sword or flee.'

--Journey to the Sunken City, by Ham the Wanderer
Goblin Swarm Darter.png
  

Unit: Goblin Swarm DarterRecruitOrigin: Goblins Requires: Barracks
Tier I: 27 Hit Points 28 Movement 7 Defense 8 Resistance Cost: 63 Gold Upkeep: 4 Gold/Turn
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
Experience Ranks:

[edit | edit source]

'Tired of being ridiculed by the so-called stronger races and being bested in battle, the Skewers of Merrow pit revolted against their leaders and plundred the old armory. Sealed off since the days of Mab, it contained an endless supply of powerful lifestealing halberds, once wielded by the legendary Butchers. The Skewers have taken up these halberds and are now training hard. Soon they will be ready, and will unleash a whole new terror on the battlefield.'

--Update XI - The Goblin Threat, author unknown
Goblin Butcher.png
  

Unit: Goblin ButcherRecruitOrigin: Goblins Requires: War Hall
Tier II: 55 Hit Points 28 Movement 11 Defense 9 Resistance Cost: 81 Gold Upkeep: 8 Gold/Turn
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
Experience Ranks:

'Soon all of our diplomats were nauseous. Our negotiators knew goblins to be grimy creatures, and why not? They live in the blighted lands, in a cliff side riddled with filthy holes. But we were carefull only to shake hands with their revered doctors. After a week, our whole envoy developed boils. I couldn't move without excruciating pain, despite many visits by goblin doctors. After a month of torture, we abandoned hope of a profitable treaty, and surrendered garbage rights to all neighboring cities. Only as we were leaving, did a laughing goblin divulge that goblin doctors are not revered for healing, but because they inflict disease.'

--Diplomatic Mishaps, by Lady Flora Sweets
Goblin Blight Doctor.png
  

Unit: Goblin Blight DoctorRecruitOrigin: Goblins Requires: Temple
Tier II: 31 Hit Points 28 Movement 9 Defense 11 Resistance Cost: 63 Gold 18 Mana Upkeep: 8 Gold/Turn
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
Experience Ranks:

'We fled into the forest thinking it would slow the goblins. Then we heard the howling. The goblins cackled with glee. They knew we were trapped. Their massive wolves darted through the undergrowth as if it were fog. One by one, I watched the others disappear, thickets shaking violently. Finally we faced the goblins astride their wargs. They had simple axes, but the wargs were fiercely protective of them. Before we could strike, the wolves hit us with their teeth. Had I not been swept down the river ravine, I'd be nothing but a snack for their bone-crunching wargs.'

--The Fall of Authumn Glade, by Ham the Wanderer
Goblin Warg Rider.png
  

Unit: Goblin Warg RiderRecruitOrigin: Goblins Requires: War Hall
Tier II: 50 Hit Points 36 Movement 11 Defense 10 Resistance Cost: 81 Gold Upkeep: 8 Gold/Turn
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
Experience Ranks:

'The nightly beatings stopped when my mother was eaten by a 'Big Beetle' pupa that I caught and named Mirky. Now that it's grown, there's nothing my Mirky won't eat. I never loved another soul like my Big Beetle. Who needs a girlfriend, when you can have the love of a giant poisonous bug? I feed it a steady diet of garbage so that its bite stays toxic to weak-blooded fools. Its strong mandibles can tunnel deep into the earth, break down walls, and cut people in two before slurping out their tasty innards. Honestly, I hope Mirky eats me when I die. I've never had a truer friend.'

--The Love Bug, by Gary the Goblin
Goblin Big Beetle.png
  

Unit: Goblin Big BeetleRecruitOrigin: Goblins Requires: Beetle Command
Tier III: 65 Hit Points 36 Movement 12 Defense 11 Resistance Cost: 135 Gold 18 Mana Upkeep: 16 Gold/Turn
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
Experience Ranks:

'A savage troll lived under Deepwood Bridge, getting hungrier and hungrier, when along came a few goat-footed Satyrs. The first was scrawny and bleated to go across the bridge, promising his two older, fatter brothers would come and be easier to catch. So the greedy troll let the first go, licking his chops. The second satyr came. It told the hungry troll that his fatter brother would be tastier and even easier to catch. So it let him pass. Of course, you know how this story ends. No third brother came, because there were only two satyrs. So the troll ate the poisonous mushrooms that always grew there in abundance because no one else can eat them without dying. Moral of the story: Don't be a stupid troll.'

--Fables that Mock Evil, Chastity Flowers, Storyteller
Troll.png
  
Unit: Tame Troll RecruitOrigin: Goblins Requires: Beetle Command
Tier III: 68 Hit Points 30 Movement 12 Defense 10 Resistance Cost: 150 Gold Upkeep: 16 Gold/Turn
Requires the Goblin Military Prophet Racial Governance Upgrade
Abilities:


  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
Experience Ranks:

Other Goblins[edit | edit source]

'Goblins poured from Boktok Cavern brandishing their sticks. On the end of each pole were the skulls of innocent villagers. Incensed, I ordered my men to fall upon the brutal beasts. They trembled. We had superior number, weapons, training and the righteous will of Justice. We would avenge the fallen. My fine warriors clad in armor, astride their mounts, roared with indignant fury. The goblins quivered as if to scared to flee. Just as the horses caught them, the Goblins twisted their staves about, revealing a vicious metal blade on the end of each shaft. My horsemen were skewered. I have done a year's penance for every man I lost. All for the sin of pride.'

--Penance at Pelican Rock, by Sir Randall the Severely Chastened.
Goblin Skewer.png
  

Unit: Goblin SkewerRecruitOrigin: Goblins
Tier I: 40 Hit Points 28 Movement 9 Defense 8 Resistance Cost: 36 Gold Upkeep: 4 Gold/Turn
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
Experience Ranks:
  • Note:Goblins Skewers are no longer producible from cities, and have been replaced by the Butcher but they are still in the game

Racial Governance[edit | edit source]

Racial Governance is part of the Eternal Lords expansion.
Note that only GoblinIcon.png Goblin units and cities are affected

Racial Governance Military Economic
Patron Goblin Untouchable gets Projectile Resistance.png Projectile Resistance and Sprint.png Sprint. Outposts and Villages gain +5 Population Population+5 Dead Population Undead Population for every Wetland hex in their domain.
Protector Irregular.png Irregulars get +5 Hit Points Health and Goblin Swarm Darter gets +10 Hit Points Health. Great Farms generate +20 Gold.Corrupted Farms and Springs generate +15 Gold.
Champion Goblin Big Beetle gets Disgusting Stench.png Disgusting Stench and +5 Hit Points Health. Your GoblinIcon.png Goblins no longer dislike or hate Tropical or Volcanic terrain. Your cities produce 20% more Dead Population Undead Population.
Prophet Beetle Command now enables construction of Tame Trolls. Class specific buildings are 20 Gold Gold cheaper and generate +10 Production Production. Additionally, all your Goblin cities get +10 Production.
Deity Infantry.png Infantry, Pikeman.png Pikeman and Irregular.png Irregular units gain +5 Hit Points Health, +2 Blight Damage Blight Melee Damage and Weakened.png Inflict Weakened. Your cities gain +1 Production for every Wetlands hex in their Domain. with a Palace of the Perished gain +1 Production for every Wetlands hex in their domain.

Gallery[edit | edit source]

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