Goblins | Races and units AoW III Guide
Last update: 11 May 2016
Goblins are small creatures that love destruction. They dwell mainly in caves, which results in the Night Vision (the range of vision undergrounds, increased by +2) and Cave Crawling (the cost of moving underground reduced by 2 Movement points per each move) skills. The additional goblin skill is the Wetland Walking, which reduces the cost of walking over Wetlands, in movement points, by 2.
The most prominent feature of these creatures is their resistance to poison. (40% Blight Protection). Goblins, of course, favor Wetlands.
Name | Recruitment cost (gold) | Health points | Movement points | Defense | Resistance to magic |
Builder | 60 | 55 | 28 | 8 | 8 |
Settler | 150 | 55 | 28 | 8 | 8 |
Marauder | 50 | 35 | 28 | 9 | 8 |
Skewer | 50 | 35 | 28 | 9 | 8 |
Swarm Darter | 70 | 27 | 28 | 7 | 8 |
Untouchable | 50 | 30 | 28 | 8 | 8 |
Blight Doctor | 60 (+ 20 mana) | 31 | 28 | 9 | 11 |
Warg Rider | 90 | 45 | 36 | 11 | 10 |
Big Beetle | 160 (+ 20 mana) | 65 | 36 | 12 | 11 |
The main downside of the goblin units is their low amount of health points. They make up for that, however, with good skills of the individual units. The Marauder units are invisible in the underground, thanks to the Cave Concealment skill, where the Untouchable unit is good wit non-physical attacks (Poison) and the Inflict Noxious Vulnerability attribute (the unit loses 2 Resistance points). The archers (Swarm Darter), are highly vulnerable to attack, but they can inflict physical damage and Poison type of damage. The greatest upside of the best of the goblin units (Big Beetle) is absolute resistance to poisons and the ability to attack walls (Wall Crushing) and to cross the undergrounds into the areas inaccessible for the other units. (Tunelling).