Quick, cunning, and possessed of an uncanny knack for surviving situations that should by all rights be fatal, Goblins thrive in the margins of society. Long dismissed by larger races as pests or nuisances, Goblins have quietly made themselves indispensable — as informants, fixers, and operators in every city from Night Harbor to the deep wilds. Their high agility and dexterity make them terrifyingly effective at surprise attacks, and those who underestimate a Goblin rogue often do not get a second chance to reconsider.
Goblins speak Common and the rapid, clipped dialect of Goblin, which sounds to outsiders like an argument between two people who are the same person. Their racial ability, Bribe, converts their wealth into social leverage — greasing the right palms to turn hostile NPCs friendly or extract information that no sword would ever loosen. Their natural resistances to Disease and Poison reflect generations of eating things that polite society would never consider.
| Attribute | Detail |
|---|---|
| Faction Alignment | Neutral |
| Languages | Common (100), Goblin (100) |
| Racial Ability | Bribe |
| Resistances | Disease +5, Poison +5 |
| Racial Stat Modifiers | −1 STR, −1 STA, +3 AGI, +3 DEX, +1 INT, −3 CHA |
| Starting City | Night Harbor (during development) |
| Playable Classes | 10 — Archer, Beastmaster, Druid, Enchanter, Fighter, Necromancer, Ranger, Rogue, Shadow Knight, Shaman |
| Reputation Note | Goblins are not well-liked outside Night Harbor. One orc kill raises standing to Uneasy in Evershade Weald, enough to trade. |
Base racial stats before any class is chosen:
| STR | STA | DEX | AGI | INT | WIS | CHA |
|---|---|---|---|---|---|---|
| 15 | 15 | 19 | 19 | 17 | 16 | 13 |
Starting stats by class (each class also adds a flat +10 stat-point bonus pool on top of these):
| Class | STR | STA | DEX | AGI | INT | WIS | CHA |
|---|---|---|---|---|---|---|---|
| Archer | 17 | 15 | 23 | 21 | 17 | 16 | 13 |
| Beastmaster | 19 | 15 | 19 | 21 | 17 | 18 | 13 |
| Druid | 15 | 15 | 19 | 21 | 17 | 20 | 15 |
| Enchanter | 15 | 15 | 19 | 19 | 21 | 16 | 17 |
| Fighter | 19 | 18 | 19 | 20 | 17 | 16 | 13 |
| Necromancer | 15 | 15 | 23 | 19 | 21 | 16 | 13 |
| Ranger | 16 | 15 | 22 | 21 | 17 | 18 | 13 |
| Rogue | 15 | 15 | 23 | 23 | 17 | 16 | 13 |
| Shadow Knight | 18 | 17 | 19 | 19 | 20 | 16 | 13 |
| Shaman | 16 | 17 | 20 | 19 | 17 | 20 | 13 |
Goblins run hot on AGI and DEX and cold on CHA, and players build around exactly that. Rogue is the iconic Goblin pick — pushing both DEX and AGI to 23 — with Archer a close second for the same reasons. Shadow Knight is the community’s favorite off-meta pick, leaning on the race’s surprisingly strong INT to pair dark magic with melee.


Official concept art via monstersandmemories.com.