- --The Tome of Wonders
Summary[]
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 ![]() |
Class Synergies[]
Goblins synergize well with classes that can provide durable, front line troops to protect their ranged units, or those that build on their poison specialty.
They make surprisingly effective Dreadnoughts, despite their lack of 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 poisons, although this risks leaving them with few options against foes that are immune to
blight.
Arch Druid can also capitalize on Goblin +20% Population Growth.
Necromancer can get Life Drain on Goblin Butcher: more on the synergies and weaknesses of Goblin Necromancer can be found on that page.
Tactics[]
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. For players who dislike the fragility of Marauders, Goblin Butchers are a viable replacement. The combination of decent health and Life Steal allows Butchers to hold the line long enough for Swarm Darters, arguably second only to the High Elf Longbowman, to do their job. However, strong as they are in the early game, Goblins steadily fall in power as the game progresses unless they have made strong land grabs for good troop production.
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[]
- Likes: Wetlands
- Dislikes: Arctic and Tropical
- Hates: Volcanic
- -5
Hitpoints
40%
Protection
- Units cost -10%
and
- +20%
Population Growth
Cave Crawling
Night Vision
Wetland Walking
Wetland Foraging
Units[]
Goblin Untouchable
'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

Unit: Goblin Untouchable

Tier I: 30







Abilities:
Melee Strike (5
3
)
Poison Spit (11
)
Disgusting Stench
Tunneling
Inflict Noxious Vulnerability
Irregular
Walking
Goblin
Wetland Walking
Wetland Foraging
Cave Crawling
Night Vision
+1
Melee +2
+1
Ranged +2
+1
,
20%
Protection
+1
Melee +2
+1
+1
Ranged +4
+1
,
Wetlands Concealment
Goblin Marauder
'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

Unit: Goblin Marauder

Tier I: 40







Abilities:
Melee Strike (10
)
Shield
Demolisher
Cave Concealment
Infantry
Wall Climbing
Walking
Goblin
Wetland Walking
Wetland Foraging
Cave Crawling
Night Vision
40%
Protection
+1
Melee +2
+1
Melee +2
+1
,
Volunteer
+1
Melee +2
+1
+1
Melee +4
+1
,
Inflict Bleeding Wounds
Goblin Swarm Darter
'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

Unit: Goblin Swarm Darter

Tier I: 27







Abilities:
Melee Strike (5
3
)
Mosquito Darts (3
4
)
Archer
Walking
Cave Concealment
Goblin
Wetland Walking
Wetland Foraging
Cave Crawling
Night Vision
60%
Protection
+1
Ranged +2
+1
Ranged +2
+1
+1
Ranged +2
+1
+1
Ranged +4
+1
,
Inflict Severely Poisoned
Goblin Butcher[]
'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

Unit: Goblin Butcher

Tier II: 55







Abilities:
Melee Strike (13
)
Life Steal
Pikeman
First Strike
Pike Square
Polearm
Walking
Goblin
Wetland Walking
Wetland Foraging
Cave Crawling
Night Vision
40%
Protection
+1
Melee +4
+1
Melee +4
+1
,
Volunteer,
Armor Piercing
+1
Melee +4
+1
+1
Melee +8
+1
,
Inflict Bleeding Wounds
Goblin Blight Doctor
'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

Unit: Goblin Blight Doctor

Tier II: 31








Abilities:
Melee Strike (4
4
)
Poison Bolts (8
)
Weakening
Cure Disease
Support
True Sight
Walking
Goblin
Wetland Walking
Wetland Foraging
Cave Crawling
Night Vision
100%
Protection
+1
Melee +4
+1
Ranged +4
+1
,
Steal Enchantment
+1
Melee +4
+1
,
Inflict Noxious Vulnerability
+1
Ranged +8
+1
,
Inflict Enfeebling Fever,
Inflict Exhausting Fatigue
Goblin Warg Rider
'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

Unit: Goblin Warg Rider

Tier II: 50







Abilities:
Melee Strike (12
)
Overwhelm
Forestry
Cavalry
Charge
Mounted
Walking
Goblin
Wetland Walking
Wetland Foraging
Cave Crawling
Night Vision
40%
Protection
+1
Melee +4
+1
Melee +4
+1
,
Volunteer
+1
Melee +4
+1
+1
Melee +8
+1
,
First Strike
Goblin Big Beetle
'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

Unit: Goblin Big Beetle

Tier III: 65








Abilities:
Melee Strike (11
6
)
Tunneling
Wall Crushing
Overwhelm
Demolisher (x2)
Cavalry
Charge
Mounted
Walking
Goblin
Wetland Walking
Wetland Foraging
Cave Crawling
Night Vision
100%
Protection
+1
Melee +6
+1
Melee +6
+1
,
Inflict Noxious Vulnerability
+1
Melee +6
+1
+1
Melee +12
+1
,
Inflict Severely Poisoned
Tame Troll
'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

Unit: Tame Troll

Tier III: 68







Requires the Goblin Military Prophet Racial Governance Upgrade
Abilities:
Melee Strike (17
)
Demolisher
Wall Crushing
Guard Breaker
Regrowth
Night Vision
Walking
Cave Crawling
Wetland Walking
Monster
60%
Protection
40%
Weakness
+1
Melee +6
+1
Melee +6
+1
,
Killing Momentum
+1
Melee +6
+1
+1
Melee +12
+1
,
Fearsome
Other Goblins[]
Goblin Skewer
'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.

Unit: Goblin Skewer

Tier I: 40







Abilities:
Melee Strike (11
)
Pikeman
Pike Square
Polearm
First Strike
Armor Piercing
Walking
Goblin
Wetland Walking
Wetland Foraging
Cave Crawling
Night Vision
40%
Protection
+1
Melee +2
+1
Melee +2
+1
,
Volunteer
+1
Melee +2
+1
+1
Melee +4
+1
,
Inflict Bleeding Wounds
- 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[]
Racial Governance is part of the expansion.
Note that only Goblin units and cities are affected
Racial Governance | Military | Economic |
---|---|---|
Patron | Goblin Untouchable gets ![]() ![]() |
Outposts and Villages gain +5 ![]() ![]() |
Protector | ![]() ![]() ![]() |
Great Farms generate +20 ![]() ![]() |
Champion | Goblin Big Beetle gets ![]() ![]() |
Your ![]() ![]() |
Prophet | Beetle Command now enables construction of Tame Trolls. | Class specific buildings are 20 ![]() ![]() ![]() |
Deity | ![]() ![]() ![]() ![]() ![]() ![]() |
Your cities gain +1 ![]() ![]() |