v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 40d:Goblin

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 3: Line 3:
 
{{av}}
 
{{av}}
  
'''Goblins''' are intelligent [[humanoid]] [[creatures]] that live in dark fortresses in the [[mountain]]s. They are primarily interested in killing [[Dwarf|dwarves]]. They will [[siege]] any sufficiently populous or wealthy fortress, and frequently employ [[troll]]s in their armies to destroy [[door]]s and other [[building]]s.
+
'''Goblins''' are intelligent {{L|humanoid}} {{L|creatures}} that live in dark fortresses in the {{L|mountain}}s. They are primarily interested in killing {{L|Dwarf|dwarves}}. They will {{L|siege}} any sufficiently populous or wealthy fortress, and frequently employ {{L|troll}}s in their armies to destroy {{L|door}}s and other {{L|building}}s.
  
Occasionally, one or more goblin "snatchers" may arrive if you have [[child]]ren in your fortress. They are cowardly [[thieves]], stealthy like [[kobold]]s, but their target is not your valued items, but the children of the fortress. Detecting them is announced by "Snatcher! Protect the children!". They will attempt to kidnap any children they come across and carry a [[bag]] with them for this purpose.  After a few attempts, goblin master [[thief|thieves]] may start showing up. Besides being generally more competent, these can also evade [[trap]]s. There is also a small chance of getting the goblin ruler with these thieves, if he is a thief himself. Toady stated in a [[Main:Developer interviews|RPPR interview]] that these children will be raised by the goblins and can eventually show up in future goblin armies. Dwarven, Elven and Human converts are confirmed, though whether or not a child can return and siege his own fortress remains undetected.
+
Occasionally, one or more goblin "snatchers" may arrive if you have {{L|child}}ren in your fortress. They are cowardly {{L|thieves}}, stealthy like {{L|kobold}}s, but their target is not your valued items, but the children of the fortress. Detecting them is announced by "Snatcher! Protect the children!". They will attempt to kidnap any children they come across and carry a {{L|bag}} with them for this purpose.  After a few attempts, goblin master {{L|thief|thieves}} may start showing up. Besides being generally more competent, these can also evade {{L|trap}}s. There is also a small chance of getting the goblin ruler with these thieves, if he is a thief himself. Toady stated in a [[Developer interviews|RPPR interview]] that these children will be raised by the goblins and can eventually show up in future goblin armies. Dwarven, Elven and Human converts are confirmed, though whether or not a child can return and siege his own fortress remains undetected.
  
Independent of this goblins will [[ambush]] your fortress, sending squads of different soldier types. Later, the sieges begin: your primary adversary in an invasion, goblin numbers increase every year once they start attacking, and eventually begin besieging your fortress more than once a year. Fortunately, they are not very bright, and will walk into traps by the hundreds. They may sometimes come riding [[beak dog]]s as cavalry. It is rare for goblin sieges to last until all of them die - the last few uncaged, un-eviscerated goblins will generally run for their lives rather than continue their attack.
+
Independent of this goblins will {{L|ambush}} your fortress, sending squads of different soldier types. Later, the sieges begin: your primary adversary in an invasion, goblin numbers increase every year once they start attacking, and eventually begin besieging your fortress more than once a year. Fortunately, they are not very bright, and will walk into traps by the hundreds. They may sometimes come riding {{L|beak dog}}s as cavalry. It is rare for goblin sieges to last until all of them die - the last few uncaged, un-eviscerated goblins will generally run for their lives rather than continue their attack.
  
Goblins carry somewhat valuable gear. They often wear [[giant cave spider]] [[silk]] [[cloth]]ing, [[iron]] [[armor]], even [[steel]] armor (that can be melted down) and steel [[weapon]]s. Crossbowmen will carry dwarf-usable [[bolt]]s. Goblin clothing is considered "[[narrow]]" and dwarves cannot wear it, though it can be used as [[trade]] goods or [[melted]].  Goblin [[bone]]s and [[skull]]s are not particularly valuable, although - as with all bones and skulls - the bones can be crafted into bolts and the skulls crafted into [[totem]]s.
+
Goblins carry somewhat valuable gear. They often wear {{L|giant cave spider}} {{L|silk}} {{L|cloth}}ing, {{L|iron}} {{L|armor}}, even {{L|steel}} armor (that can be melted down) and steel {{L|weapon}}s. Crossbowmen will carry dwarf-usable {{L|bolt}}s. Goblin clothing is considered "{{L|narrow}}" and dwarves cannot wear it, though it can be used as {{L|trade}} goods or {{L|melted}}.  Goblin {{L|bone}}s and {{L|skull}}s are not particularly valuable, although - as with all bones and skulls - the bones can be crafted into bolts and the skulls crafted into {{L|totem}}s.
  
 
Unlike other races, goblin "roads" are underground, and if you get in to one, be sure you are ready — it can be a long walk to the other side, and you cannot enter the travel map when walking one. Being underground, they do not show up on the map{{verify}}.
 
Unlike other races, goblin "roads" are underground, and if you get in to one, be sure you are ready — it can be a long walk to the other side, and you cannot enter the travel map when walking one. Being underground, they do not show up on the map{{verify}}.
Line 17: Line 17:
 
Starting a fortress with a goblin stronghold in the local area is not for the faint of heart. In the current version of the game, the goblins will begin as friends to you. Be aware though, this is but a temporary ceasefire.
 
Starting a fortress with a goblin stronghold in the local area is not for the faint of heart. In the current version of the game, the goblins will begin as friends to you. Be aware though, this is but a temporary ceasefire.
  
Because the goblin master thieves can avoid your traps, it's useful to chain a few war [[dog]]s at the entrance. [[Trap#Cage_Trap|Cage traps]] also seem to be more effective than other traps at catching those sneaking goblin masters.
+
Because the goblin master thieves can avoid your traps, it's useful to chain a few war {{L|dog}}s at the entrance. {{L|Trap#Cage_Trap|Cage traps}} also seem to be more effective than other traps at catching those sneaking goblin masters.
  
 
As with Kobolds, it is possible to start next to a friendly goblin tower.  This will add a great amount of wealth to your fortress, as well as provide you with potentially powerful allies.
 
As with Kobolds, it is possible to start next to a friendly goblin tower.  This will add a great amount of wealth to your fortress, as well as provide you with potentially powerful allies.
Line 25: Line 25:
 
=== Starting Equipment ===
 
=== Starting Equipment ===
  
If starting in a goblin fort you should definitely ditch your [[anvil]]. If you have a [[soil]] level you can probably get by bringing less [[food]] and less [[alcohol|booze]], thus allowing you to bring lots of dogs; a large enough pack of dogs should allow you to escape the goblin fort with few casualties, and start building your own army. The dogs will also provide you with a nice source of [[meat]].  
+
If starting in a goblin fort you should definitely ditch your {{L|anvil}}. If you have a {{L|soil}} level you can probably get by bringing less {{L|food}} and less {{L|alcohol|booze}}, thus allowing you to bring lots of dogs; a large enough pack of dogs should allow you to escape the goblin fort with few casualties, and start building your own army. The dogs will also provide you with a nice source of {{L|meat}}.  
  
 
== Goblin society ==
 
== Goblin society ==
Line 32: Line 32:
 
Goblins, like elves, are immortal.
 
Goblins, like elves, are immortal.
  
Goblins do not possess the aptitude for [[grower|growing]], tending more towards [[fishing]], [[hunting]], and [[butcher]]ing livestock for their food sources. Fortunately for goblins their digestive systems can derive as much sustenance from [[bone]]s as from the [[meat]] that came on it.
+
Goblins do not possess the aptitude for {{L|grower|growing}}, tending more towards {{L|fishing}}, {{L|hunting}}, and {{L|butcher}}ing livestock for their food sources. Fortunately for goblins their digestive systems can derive as much sustenance from {{L|bone}}s as from the {{L|meat}} that came on it.
  
 
{{gamedata}}
 
{{gamedata}}

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: