Although goblins are alien to altruism and selflessness, it is fair to say that their demands are very modest. The costlyness of their services usually results from a huge number of employees, while each of them is ready to work for a whole week for a salary for which a wesnothian peasant wouldn't even get out of bed. In addition, goblins don't make too high demands on the identity of their employer. The leader, a simple orc or even a troll - in the eyes of the goblin any boss is charismatic. Even another goblin, if he has a bag of gold, can easily convince a hundred or so of his compatriots to follow him to the end of the world. Often a bag of gold can be replaced with any rare object or unusual skill - like ability to ride a pig. ''I can ride a pig, so I'm your boss. Follow me and i will pay you 1 gold coin per year!'' - for goblins it works!

Tactical Info:

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

Alignment: Greedy
* from 0 to 25% damage penalty when opponent's HP from 50 to 100% of maximum.
* from 0 to 25% damage bonus when opponent's HP from 50 to 0% of maximum.

Movement type: Mounted
* not good on most terrain types, except flat.

Armor type: Pig rider
* vulnerable for pierce, blade and slightly less - for arcane damage.

Damage type: Blade & Fire
* blade attack is effective against units without armor, especially against woses.
* blade attack is less effective against skeletons and trolls.
* blade attack is uneffective against ghosts and heavy armored units.
* fire attack is very effective against woses and other plants.
* fire attack is more effective against skeletons and frogs.
* fire attack is less effective against nagas, trolls and hardy units.
* fire attack is uneffective against ghosts, drakes and dragons.

Special abilities:
* chief: increases physcial resistance of adjacent ally goblins of lesser levels by 20%.
* 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: Raider
Advances to: Goblin Tsar
Cost: 25
HP: 35
Moves: 7
Vision: 5
XP: 120
Level: 2
Id: Tribes Raidleader
Abilities: chief, dummy, dummy

Attacks (damage × count)

10 × 3
15 × 1


(icon) blade-20% (icon) pierce-20%
(icon) impact0% (icon) fire0%
(icon) cold0% (icon) arcane-10%


TerrainMovement CostDefense
(icon) Castle140%
(icon) Cave420%
(icon) Coastal Reef320%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest530%
(icon) Frozen430%
(icon) Fungus530%
(icon) Hills530%
(icon) Mountains30%
(icon) Sand330%
(icon) Shallow Water420%
(icon) Swamp420%
(icon) Unwalkable0%
(icon) Village140%
Last updated on Sat Apr 20 01:01:18 2019.