Draft:Goblin: Difference between revisions

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补齐竞技场前五种怪物独立草稿并连接武器、地点及共用符号索引
 
补齐怪物赠送策略中的邻接与诅咒物品限制
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Check the name as well as the symbol before treating a cave encounter as an ordinary goblin. Its stronger relatives and the [[Draft:Grunt|brown g]] have different attacks and defenses. Ordinary doors will not reliably isolate a pursuing goblin because it can open them.
Check the name as well as the symbol before treating a cave encounter as an ordinary goblin. Its stronger relatives and the [[Draft:Grunt|brown g]] have different attacks and defenses. Ordinary doors will not reliably isolate a pursuing goblin because it can open them.


A valuable spare item can buy peace, but small gifts are a costly way to discover the threshold: the goblin keeps each one and stays hostile. The ordinary +0 dagger may be useful early loot, but an arena victory is not a source of that weapon. Pacification also does not award an arena victory; the match still requires the opponent's death and use of the opener.<ref>{{Source|mon.c|134|203}}; {{Source|guild1.c|480|540}}.</ref>
A valuable spare item can buy peace, but small gifts are a costly way to discover the threshold: the goblin keeps each one and stays hostile. Use '''Give''' while adjacent to it; cursed items cannot be given, even when unequipped.<ref>{{Source|command2.c|400|454}}; {{Source|inv.c|1584|1591}}.</ref> The ordinary +0 dagger may be useful early loot, but an arena victory is not a source of that weapon. Pacification also does not award an arena victory; the match still requires the opponent's death and use of the opener.<ref>{{Source|mon.c|134|203}}; {{Source|guild1.c|480|540}}.</ref>


The arena goblin has more than twice the ordinary HP and double its hit score. Reassess your [[Draft:Melee attacks|combat sequence]] and [[Draft:Defense and protection|protection]] after registration, rather than assuming the first guild match is an ordinary level-1 encounter. The following grunt has two attacks and three elemental immunities, making it another distinct change in risk.
The arena goblin has more than twice the ordinary HP and double its hit score. Reassess your [[Draft:Melee attacks|combat sequence]] and [[Draft:Defense and protection|protection]] after registration, rather than assuming the first guild match is an ordinary level-1 encounter. The following grunt has two attacks and three elemental immunities, making it another distinct change in risk.

Revision as of 10:28, 10 September 2026

Omega 0.90.4
g Goblin
FormOrdinary creature
Attacks1 attack: 0–7 physical before absorption; 1 defensive action
Base level1
HP8
Hit10
Defense8
Action interval5 ticks; lower is faster
Kill experience10, when death is in sight
GenerationRandom pools, Goblin Caves and arena
Carried itemsDagger; no additional random starting treasure
ImmunitiesNone innate
RemainsDead goblin; 50% on normal death
Remains useLittle nourishment; no alchemy
Traits
  • Initially hostile and greedy
  • Moves and opens doors
  • Accepts a sufficiently valuable gift
Referenceminit.h in Omega 0.90.4, line 37[1]

A goblin is a greedy, dagger-carrying monster, displayed as a green g. It occurs in random encounters and the Goblin Caves, and is the first opponent after registering at the Coliseum. The ordinary goblin is distinct from a goblin chieftain, goblin shaman or the Goblin King.[2]

Generation

Ordinary goblins can be selected by the random-monster pools. The Goblin Caves also have a dedicated population branch for them, alongside chieftains, shamans and general random encounters. The dungeon's name does not promise that all its inhabitants are as weak as an ordinary goblin.[3]

A normally generated goblin carries an uncursed +0 dagger, with no additional random starting treasure. It can acquire more possessions later through gifts and scavenging. The arena bypasses that normal equipment allocation: its named goblin starts with the disposable garage-door opener, not a dagger. Its built-in melee attack remains available regardless of what it carries.[4]

Form HP Hit / defense Raw damage per attack
Ordinary 8 10 / 8 0–7
Arena 18 20 / 8 0–11

Both forms have one attack, one defensive action and a base interval of five ticks. Registration resets the next opponent to this goblin even if you have already progressed beyond it in unregistered matches.[1][5]

Behavior and gifts

Goblins pursue the player and can open ordinary doors. At one HP, their next normal pursuit movement triggers retreat, drops all possessions and shortens the base interval to two ticks; the arena form uses the same one-HP threshold.[6]

A greedy goblin accepts gifts. A gift with true value of at least 100 Au makes an ordinary or arena goblin peaceful and ends its greed. This is the item's intrinsic value after applicable modifiers, not its shop asking price. Lesser gifts are kept without satisfying it, and their values do not accumulate toward the threshold. Each accepted gift while it is still greedy moves alignment one point toward Law.[7]

Normal death drops possessions. An ordinary goblin has a 50% chance to leave a corpse; the named arena form always does. Eating the corpse supplies one point of food reserve, the amount consumed by a normal hourly hunger check. It has no alchemical transformation.[8]

Strategy

Check the name as well as the symbol before treating a cave encounter as an ordinary goblin. Its stronger relatives and the brown g have different attacks and defenses. Ordinary doors will not reliably isolate a pursuing goblin because it can open them.

A valuable spare item can buy peace, but small gifts are a costly way to discover the threshold: the goblin keeps each one and stays hostile. Use Give while adjacent to it; cursed items cannot be given, even when unequipped.[9] The ordinary +0 dagger may be useful early loot, but an arena victory is not a source of that weapon. Pacification also does not award an arena victory; the match still requires the opponent's death and use of the opener.[10]

The arena goblin has more than twice the ordinary HP and double its hit score. Reassess your combat sequence and protection after registration, rather than assuming the first guild match is an ordinary level-1 encounter. The following grunt has two attacks and three elemental immunities, making it another distinct change in risk.

References