There are six goblin tribes in total, primarily widespread in the south and, to a lesser extent, the eastern part of Visteria.
- Fire Tribe: immunity to fire, +50% melee damage.
- Water Tribe: immunity to water, +50% evasion
- Wind Tribe: immunity to air, +50% ranged damage.
- Earth Tribe: immunity to wood, +50% health.
- Light Tribe: immunity to sun, +50% will and spell points.
- Dark Tribe: immunity to moon, +50% initiative.
As a rule, they do not interact with each other, but they can occasionally cooperate or be hostile toward one another.
Lair
Goblins live in caves, near the entrances of which (inside) their shamans place enchanted totems. Depending on the tribe, the effects and deactivation passwords of these totems vary.
- Fire Tribe: opponents take twice as much damage; password - vami gami dadami.
- Water Tribe: opponents' accuracy and evasion are twice as low; password - degos mud-mud.
- Wind Tribe: opponents' speed and initiative are twice as low; password - halo ya halo.
- Earth Tribe: opponents' health is twice as low; password - voga voga do.
- Light Tribe: opponents' resistances do not work; password - ruda im.
- Dark Tribe: zodiacs and other passive effects of opponents do not work.
Types
- Goblin
Height: ~75 cm, green skin, they have thin but strong limbs and are characterized by a prominent belly. Although they are not very smart, cunning and resourcefulness are not uncommon for them. They use whatever gear they come across while looting. They have no zodiac signs.
Health: 60
Might: 5
Evasion: 20
Stealth: 10
Accuracy: 10
Observation: 5
Initiative: 15
Movement Speed: 6
Crit: 10%
Will: 5
- Hobgoblin
Height: ~150 cm, black skin, sturdy build. Slower and stupider than standard goblins. They equip themselves in the same way, but can wear heavy armor and use two-handed weapons. They have no zodiac signs.
Health: 250
Might: 12
Evasion: 8
Stealth: 5
Accuracy: 8
Observation: 5
Initiative: 8
Movement Speed: 3
Crit: 10%
Will: 3
- Shaman
Physically similar to standard goblins, they wear masks and are armed with staffs. They have no zodiac signs.
Health: 30
Might: 5
Evasion: 12
Stealth: 7
Accuracy: 12
Observation: 10
Initiative: 10
Movement Speed: 5
Crit: 5%
Will: 12
Spell Points: 10
Creation: 10
Spell 1: deals 10*creation damage corresponding to the shaman's tribe in an area of 1+1, causing the corresponding negative effect (fire burn, water slow (5), air blindness, wood poison, sun paralysis, moon deadly strike). Range: 10, cost: 1.
Spell 2: casts an effect on an ally depending on the shaman's tribe: fire shield (returns 50% of damage taken from fire back to the opponent), healing (creation*10), observation (+1 to accuracy and observation per unit of creation), empowerment (+25% health per unit of creation), resurrection with full healing, haste (+1 initiative per 1 creation). Range: 10, cost: 1
- Champion
Height: ~220 cm, green skin, very sturdy build with tight muscles. Goblins who *defeat a named opponent* become champions. Cunning and strong, they may possess unique gear and have zodiac signs.
Health: 500
Might: 18
Evasion: 15
Stealth: 8
Accuracy: 15
Observation: 10
Initiative: 12
Movement Speed: 5
Crit: 10%
Will: 10
- King
An upgraded version of champions—those who have defeated many opponents and managed to live a sufficiently long (for a goblin) life. They may possess unique gear and have zodiac signs.
Health: 525
Might: 20
Evasion: 20
Stealth: 10
Accuracy: 17
Observation: 11
Initiative: 16
Movement Speed: 6
Crit: 15%
Will: 20
Leadership: 10
Battle Cry: grants +1 initiative and +1 accuracy to all allies for each unit of leadership for one phase; cooldown: 1 phase.
Feeding
Goblins are carnivores. In the wild, they hunt animals, while in cities and villages, they steal livestock or attack travelers.
Reproduction
Wild goblins, being spawn of dark magic, are capable of impregnating females of sentient races. The pregnancy term is only a couple of weeks.
Danger Level
Goblins themselves are fairly easy prey for adventurers, but they should not be underestimated, as in groups and on their own territory they can be extremely dangerous, especially for unprepared warriors.