Goblin needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Traps: The first enemy entering the trap takes physical damage and loses 4 movement. Place it on the target’s actual path rather than merely nearby.
Demonic Lineage: Orcs gain 10% Fire protection and 10% Light vulnerability. Healing Light magic can heal friendly orcs while damaging enemy orcs.
Might damage
2–3
Magic damage
—
Might protection
7 %
Magic protection
7 %
Health
19
Initiative
40
Combat movement
5
Ranged reach
50
Morale
4
Luck
5
Reference growth
12
Cost per creature: 75 gold
Abilities and limitations
Traps
The first enemy entering the trap takes physical damage and loses 4 movement. Place it on the target’s actual path rather than merely nearby.
Demonic Lineage
Orcs gain 10% Fire protection and 10% Light vulnerability. Healing Light magic can heal friendly orcs while damaging enemy orcs.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.
Goblin · reference values before bonuses
Creatures
Total cost
Base health
1
75 gold
19
5
375 gold
95
10
750 gold
190
Reading this profile correctly
Read Might/Magic damage and protection separately. Protection percentages are not raw Defense attributes. Campaign forms, bosses and transformations do not establish separate ordinary recruitment.
The table separates Might and Magic damage, including the element. Protection percentages are not raw defense attributes; ability bonuses cannot simply be added to them. Growth belongs to the listed reference recruitment form and does not guarantee the same count in every town and patch. Ranged reach is not ammunition. Read separate conditions for bosses and Namtaru forms.
111 stat profiles from eight historical Acid Cave inventories: 86 faction forms, 12 neutrals and 13 bosses. The faction inventory covers 84 base and upgraded creatures, with additional separate humanoid and spider forms for Fate Spinner and Fate Weaver. A boss is not an ordinary recruit. Might and Magic damage are separate; protection percentages are not raw defense attributes. Values describe the cited reference tables rather than every patch and scenario.