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Difference between revisions of "40d:Goblin"
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'''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 wealthy fortress, and frequently employ [[troll]]s in their armies to destroy [[door]]s and other [[building]]s. | '''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 wealthy fortress, and frequently employ [[troll]]s in their armies to destroy [[door]]s and other [[building]]s. | ||
− | Occasionally, one or more goblin | + | Occasionally, one or more goblin pedophiles may arrive and attempt to kidnap any children they come across. They are quite stealthy (better than kobolds, anyway) and can get well into your fortress before being discovered. After a few attempts goblin master thieves will start showing up – besides being generally more competent, these can also evade traps. 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 dogs as cavalry. |
Currently their sieges are bugged, so they seem to enjoy lurking around on the edge of the map instead of actually attacking. A workaround is adding the [CURIOUSBEAST] tag to their creature file, which makes them go for your entrance. | Currently their sieges are bugged, so they seem to enjoy lurking around on the edge of the map instead of actually attacking. A workaround is adding the [CURIOUSBEAST] tag to their creature file, which makes them go for your entrance. |
Revision as of 00:59, 12 December 2007
Goblins are intelligent humanoid creatures that live in dark fortresses in the mountains. They are primarily interested in killing dwarves. They will siege any sufficiently wealthy fortress, and frequently employ trolls in their armies to destroy doors and other buildings.
Occasionally, one or more goblin pedophiles may arrive and attempt to kidnap any children they come across. They are quite stealthy (better than kobolds, anyway) and can get well into your fortress before being discovered. After a few attempts goblin master thieves will start showing up – besides being generally more competent, these can also evade traps. 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 dogs as cavalry.
Currently their sieges are bugged, so they seem to enjoy lurking around on the edge of the map instead of actually attacking. A workaround is adding the [CURIOUSBEAST] tag to their creature file, which makes them go for your entrance.
Goblins carry somewhat valuable gear. They often wear silk or plant fiber clothing, sometimes they wear steel armor that can be melted down, and some may have steel weapons and crossbow bolts. Goblin clothing is considered "narrow" and dwarves cannot wear it. Goblin bones and skulls are not particularly valuable.
Living among them
Starting a fortress with a goblin stronghold in the local area is not for the faint of heart. If you take on this challenge, be careful in choosing a starting position; if your wagon starts inside the stronghold, your dwarves will come to a brief and bloody end. Reclaiming the resulting miasmal pit causes a bloodless eviction of the goblins and leaves one with a broad selection of odd items scattered throughout the now deserted towers.
Because the goblin master thieves can avoid your traps, even though you can spam falling stones and stick a +bronze giant axe blade+ in every square of your fortress's entrance, sometimes it's useful to get restraints and chain a few war dogs at the entrance. Cage traps also seem to be more effective than other traps at catching those sneaking goblin masters, although I can't verify this.
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 booze thus allowing you to bring lots of dogs, a large enough pack of dogs should be able to at least allow you to survive long enough to escape the fort and start building your own army which survive will also provide you with a nice source of meat.