Although the goblins are almost as numerous as the orces, in the orcish army they are few. First reason for this is that it is not enough to purchase weapons and provisions for goblins - they also want to receive gold for their service. Not belonging to any tribe, they have no obligations and will shamelessly change to anyone who pays more. But even if you manage to lure goblins to your side, there are not many things in which they could help the orces. Barat or even kirat is worth a whole crowd of goblins as a fighter. So goblins get only auxiliary roles - animal care, camp fortification, breeding of fire... by the way, in the latter they are so good that they even can be useful on the battlefield - is it a crowd of zombies, a fortified village or elven forest ambush, goblins will quickly turn everything into a bunch of firebrands.

Tactical Info:

Pupil: Night type
* +5% accuracy and +1 vision range at night.
* -10% accuracy and -1 vision range at daytime.

Alignment: Dodgy
* receiveing bonus of some alignment if there are three ally units of such alignment around him.

Movement type: Goblin
* very good at rough terrain and in caves.
* good mobility on hills and mountains.
* not good at castle and village defending.

Armor type: Goblin without armor
* vulnerable for arcane, blade and especially for impact damage.

Damage type: Fire
* very effective against woses and other plants.
* more effective against skeletons and frogs.
* less effective against nagas, trolls and hardy units.
* neffective against ghosts, drakes and dragons.

Special abilities:
* ignition: attack ignites opponent when hits and inflicts 15 or more damage at a time. Ignited units recieve 8 fire damage every turn.



Advances from:
Advances to: Raidleader, Flamethrower, Goblin Shaman
Cost: 5
HP: 18
Moves: 5
Vision: 5
XP: 28
Level: 1
Id: Tribes Raider
Abilities: dummy

Attacks (damage × count)

(image)torch(fire attack) fire15 × 1(melee attack) melee(ignition)


(icon) blade-20% (icon) pierce0%
(icon) impact-30% (icon) fire0%
(icon) cold0% (icon) arcane-10%


TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave150%
(icon) Coastal Reef230%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest260%
(icon) Frozen240%
(icon) Fungus150%
(icon) Hills160%
(icon) Mountains260%
(icon) Sand240%
(icon) Shallow Water320%
(icon) Swamp320%
(icon) Unwalkable0%
(icon) Village150%
Last updated on Sat May 18 01:03:26 2019.