Goblin

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GoblinHero.pngGoblin Monster Icon.png This article is about the playable race, for the monster see Goblin (Monster)


GoblinHero.png Goblin
Conversion

85 points = 5+1(stacking) XP

Suggested Classes Class: Assassin Assassin, Class: Fighter Fighter, Class: Sorcerer Sorcerer, Class: Wizard Wizard
Lives in Bigger Money Pit
Class portraits
Goblin Fighter.pngGoblin Berserker.pngGoblin Warlord.png Goblin Thief.pngGoblin Rogue.pngGoblin Assassin.png
Goblin Priest.pngGoblin Monk.pngGoblin Paladin.png Goblin Wizard.pngGoblin Sorcerer.pngGoblin Bloodmage.png
Goblin Crusader.pngGoblin Transmuter.pngGoblin Tinker.png

The Goblin is a race in Desktop Dungeons, unlocked after finding it in a sub dungeon and giving it 20 Gold Pile Icon 18.png. You must survive the dungeon after finding it. Back in the kingdom, you must pay more gold to upgrade their building and be able to use them.

Strategy

Goblins can use their racial bonus to raise themselves to a moderately high level relatively early on, allowing them to reduce the amount of exploration they are doing and conserve tiles for later. In the long-term, however, the other races will catch up to the goblin. Because of the way levels work in Desktop Dungeons, the goblin will receive less XP for defeating strong foes since he's a higher level, and in the long-run he'll end up losing almost as much experience as he gains! This means you must either take strong advantage of the goblin's racial advantage early, or else save all your conversions for late. The goblin is mostly useful for strategies that involve fighting the boss early, and is the hardest race to use effectively. The goblin will always be significantly weaker than a human, elf, dwarf, or orc of equal level.

The goblin is an exceptional race on any challenge dungeon where there is less XP than usual, enabling him to reach higher levels and become much stronger than the other races, and this is most pronounced on the Fighter and Assassin challenge dungeon, since the bosses in these dungeons are level 8 and 7 respectively.

The goblin's stacking conversion bonus works nicely with the sensation stone, but goblins are equally quite desperate for any combat-oriented items they can use to boost their otherwise weak performance. Unlike with orcs, it is generally unwise to convert the stone immediately as a goblin, and picking the right time to use it can be very difficult. Bringing a conventional locker item is often a better bet.

The best choices for the goblin are assassin, sorcerer, wizard and fighter.

Class: Assassin Assassin: The assassin takes advantage of the goblin's high level combined with the Class trait: SWIFT HAND SWIFT HAND, which allows you to instantly kill monsters of a lower level than you. This can be used in conjunction with Tikki Tooki, Dracul, Jehora Jeheyu, or Taurog for large amounts of easy piety. Start fighting the boss as early as possible, using repeated level-ups to keep your battle going. If the boss is vulnerable to poison, you can even continue exploring while fighting him. Due to the fact that the assassin can perform poison antics to gain lots of bonus XP at lower levels, it's advisable not to convert anything until after you've started fighting the boss, so all the extra level-ups (and the full heals that come with them) are used where they matter most.

Class: Sorcerer Sorcerer Goblins make exceptional Sorcerers focused primarily on spellcasting. Because of the Sorcerer's Class trait: ARCANE KNOWLEDGE ARCANE KNOWLEDGE, any means of leveling him up during a fight very easily translates into a barrage of fireballs. It is as simple as that - you pad out your mid-fight popcorn munching with glyph conversions for experience and fuel huge spikes, and getting your level up turns more monsters into easy XP fodder. Since you also refill your health, you can use it to get hits in on monsters making them fodder for the next level up, or simply get some B2P action going despite the Sorcerer's penalties when using it.

Class: Wizard Wizard The Goblin Wizard, especially one with his mana pool boosted by whaterver means, is in a unique position to get the benefits of exploration and effort unintensive level ups while keeping his glyphs. Whatever you convert - you're guaranteed to pop the CP cap and get your XP. Combined with spellcasting deities like Jehora Jeheyu or Mystera Annur, you have a wizard capable of turning even their health potions into experience needed to level up mid-fight.

Class: Fighter Fighter: With a lower experience requirement to level up, the Goblin Fighter can get even more mileage out of his conversion bonus. However, neither the fighter nor the goblin have any bonuses that improve their performance in combat, so you'll desperately need to find some way to further boost your character's power.

Gods

The goblin loves big health and mana bars and also loves deities which support, like and enable level-ups.

The most versatile Goblin deity is God: Jehora Jeheyu Jehora Jeheyu, strong with other guys - very, very strong with Goblins. He can boost health and mana significantly for a rather low investment and allows any goblin to easily reach around 18 mana. Goblins can also get rid of his early punishments with a single conversion, and both God boon: Chaos Avatar Chaos Avatar and God boon: Last Chance Last Chance chain nicely into whatever gameplan they are pursuing. Guaranteed Glyph: WEYTWUT WEYTWUT adds additional experience to the board, helps the Goblin explore and helps build up a bowl of popcorn to even further help his gameplan.

God: Glowing Guardian Glowing Guardian can provide a lot of health early on, which is great but painfully difficult to regenerate after you use it to kill something. Goblins, however, only need to kill one thing per level and convert a glyph to just refill it by leveling up. GG rewards converting things and leveling up - Goblins convert things TO level up. And if you get a lot of GG piety, Goblins are even fine with taking a no-bead Enlightment as it adds the very nice 5 mana - and if you opened up with the health-benefits early game you can get quite a lot more.

God: Tikki Tooki Tikki Tooki - worshiping Tikki Tooki, especially early on, gets significantly easier if you can skip the first level, which Goblins can. Getting a bunch of Learning means Goblins need even fewer kills get themselves in range of an easy level up. If you don't abuse this to just ding your way through a few mid-range levels while fireballing something down, you can always use Tikki's Potions once your level is high enough.

God: Taurog Taurog and God: Dracul Dracul - when the PQI sets you up with a Warmonger goblin, remember that Tarog likes you converting glyphs, and so does Dracul, and both of them don't mind you getting levels one bit. A pair of Dwarven Gauntlets sinergizes with both Goblins and either of these guys, and leveling up a goblin with damage resistance mid-fight means an easy barrage of melee hits on the boss or whatever you're fighting. One of Draculs boons gives you a free level up with barely any benefits but the fact that you regenerate a bit better, your fireballs do more damage and you get first strike on popcorn. Get a bit of health on a lifestealing Dracul Worshipper Goblin, and enjoy using all the low level monsters as small healing potions before and after you get sanguine.

And probably the most straightforward and outright powerful Goblin deity is - God: The Pactmaker The Pactmaker. Noone can quite exploit God boon: Scholar's Pact Scholar's Pact the way a Goblin can. Take it at the right time, especially if you've boosted your health at least a tiny bit, and enjoy.