Goblins are found mostly anywhere outside of human influence, though they do not favor the cold north. They like to set up camp in abandoned human dwellings, small caves, or in the shelter of large rocks. They are also known to hide in underbrush for surprise attacks. There is a concentrated Goblin presence in the south of Gransys in the Verda Woodlands.
Goblins are some of the most common foes in Gransys, but usually do not pose a real threat unless they appear in large numbers. Additionally, Goblins are often accompanied by the larger and considerably more dangerous Hobgoblins.
Goblin 'kings', the leaders of a Goblin band, wear a crude crown made out of some black metal or other material. If killed, the rest of the troop may run away.
| Base Experience of 70, 50% more for a crown wearer
Can be more or less depending on a few factors such as:
|Information from : Dragon's Dogma - ドラゴンズドグマ ＆ Dark Arisen (www10.atwiki.jp), the 'Dragon's Dogma Signature Series Guide' , and from in-game testing..|
- Goblin leaders have increased health, attack, and defense.
- When a goblin blows a horn to call for aid, all nearby goblins gain boosts to both attack and aggressiveness.
Some Goblins (and Hobgoblins) will call for reinforcements via a signal horn. If allowed to continue, more Goblins and/or Hobgoblins will join the battle. Killing the horn-blower will stop reinforcements from arriving, which should be prioritized as Goblins can be problematic if they swarm.
Goblins tend to rapidly repeat their attacks and this may lead to staggering or knockdown, leaving their target vulnerable to many follow-up attacks. Goblins will also throw rocks, torches of lit kindling and flasks of oil; if tarred is inflicted, then getting hit by a burning torch will increase the damage from being on fire.
Goblins are vulnerable to poison and appear intoxicated when so afflicted. They become disorientated and stagger about, unable to effectively participate in battle. They are susceptible to burning, which may cause them to panic and run around.
Most Goblins wear little to no armor, and some even lack a weapon, relying on a primitive 'barge' attack. Some carry a club similar to the Thousand Troops mace and many carry a Round Shield. Some smaller Goblins have taken to wearing body "armor" that consists of two Iron Shields strapped to the body which can effectively block attacks. Goblins also wear helmets of dubious provenance and scavenged armor pieces.
When their 'king' is killed, a Goblin pack loses morale, and may attempt to flee the battle.
- Despite what pawns may say, goblins are not weak to fire and ice - in fact they are equally affected by fire, ice, lightning and holy; they are, however resistant to dark.
- Tossing a Goblin to a Warrior or Fighter to grapple-hold is an effective way to immobilize them for an easy kill.
- Weak against Fire enchanted weapons and spells.
- Weak against Ice enchanted weapons and spells.
- Resistant to Dark enchanted weapons and spells.
- Goblin Strategies: Killing the leader first will demoralize the other Goblins. The leader is identified by a helm with thorny spikes arranged in a coronet.
- Must be frozen then shattered.
- Vulnerable to Blindness.
- Headshots are effective.
In addition to witnessing these techniques, it is necessary for Pawns to participate in killing 500 Goblins either with their own Arisen or while traveling with others.
For full information, refer to the Pawn Bestiary Knowledge page.
- Goblins sometimes shout 'Stupid human!' or 'Found you!' when they spot the Arisen. The reason why Goblins hate humans so much - or how they came to learn the human tongue-- may be simply because humans kill so many Goblins.
- Goblins are highly destructive creatures and seem to enjoy smashing everything man-made in sight.
- Goblins are often used as support fodder by other creatures.