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postheadericon Goblin

Goblins used to be the grease that made the Warcraft world go around, crafty and shrewd, bearing an overwhelming interest in commerce and a strong curiosity about mechanical things.
Up until now, they have maintained strict neutrality. Often being the race at the centre of the “no kill zones” in Warcraft, and providing flights and ship crew for both Alliance and Horde.

However, Goblin society is fragmented, defined chiefly by commerce and trade. The ultimate schemers and con artists, goblins are always in search of a better deal. Despite their seemingly chaotic natures, they exist in a fairly strict and straightforward hierarchy. Other races universally view goblins as inventors, merchants and, without exception, maniacs. Goblins value technology as a useful aspect of commerce. Some say that their advantage — and their curse — is to be the primary users of technology in a world governed by magic. While dwarves and gnomes share a similar gift, goblin technology is more far-reaching and sinister and makes a larger impact on the natural world.

 

There are few videos currently available for Goblins. They are currently not implemented in the Beta test.

As soon as more detailed vids are available, we will be posting them here :-)

For now – here’s the Goblin starting zone.

 

They employ vast teams of engineers who expand on current technology and produce gadgets to suit a wide array of applications. They constantly build and repair machines and work on new ideas. Unfortunately, goblins alternate passionate genius with wandering focus. Their lack of discipline means that many creations end up half finished as something else catches their attention. Goblin workmanship has a partially deserved reputation for unreliability, and a goblin device may explode simply because its creator forgot to add a vital release valve.

Goblins are envious of the Ironforge dwarves’ invention of firearms, both from a commercial and a technological standpoint. Goblins recognize that firearms represent a new source of power, and he who controls the source controls the gold — which is, to goblins, the ultimate power. Fortunately for the rest of the world, goblin firearm experimentation suffers from the race’s normal laxity — and improperly tended gunpowder experiments continue to end the careers of many aspiring goblin tinkers. However, goblin ingenuity has paid off a few times; goblin gunpowder weapons tend to be inelegant and violently explosive (land mines, rockets and the like).

A number of trade princes rule over Azeroth’s various goblin holdings. Though the trade princes all live in the goblin island city of Undermine far from Kalimdor and the eastern continents, each controls his own private army and trade fleet. Each trade prince has his own specialty, monopolizing trade in a certain area, such as mining, deforestation, slavery or poaching. The trade princes are the most cunning of their race and stop at nothing to amass their fortunes and power, whether through legitimate means or via black markets and treachery. Goblins encountered on Kalimdor and the eastern continents are freelancers, privateers or agents of Undermine’s trade princes. Goblins are tenacious fighters. They attack from range with crossbows or firearms (making individual modifications to dwarf-made weapons) and use maces, short swords or bizarre, home-brewed steam weaponry in melee. When attacked in their warrens, they fight with tools as well. Goblins have a good grasp of tactics and strategy, and are masters of siege warfare. Their love of large machines makes them ideal mercenaries for attacking fortifications.

Goblins are shrewd in business, and clients who believe they walked away with the upper hand are almost always sorely mistaken. “To cheat a goblin” is a dwarven idiom meaning “to do what is practically impossible.” (“Gamgi cheated a goblin when he escaped that cave-in!”) Goblins are also consummate tricksters and con artists. Their mission in the world is to create incredible new inventions, accrue the resulting wealth, and cause as much subtle mischief as possible along the way.

Old friends, the goblins fought with the Horde in the Second War, but broke off when they realized that it’s more profitable to work both sides. However, many goblins remember the fun of the Horde and are willing to lower mercenary prices to Thrall and his people. Goblins offer almost exclusive transport services for the Horde, whether in their steamboats or zeppelins. You’re more likely to find a team of goblin sappers, who take great pleasure in the chaos the Horde creates, meshed into Horde forces than those of the Alliance. Perhaps with enough persuasion, the goblins could be convinced to rejoin the Horde for the first time since the Second War (although that could be just as harmful as helpful, knowing the goblins).

Starting Attributes

  Base Mage Priest Rogue Warlock Warrior Shaman Hunter Death Knight
Strength
Agility
Stamina
Intellect
Spirit

Probable Racial Traits

Rocket Jump – Rocket bals forward to avoid aggro – 2 min cooldown

Rocket Barrage – Fire salvo of rockets dealing considerable damage (AoE) 2 min cooldown

Time Is Money – 1% increase to casting and melee speed (passive)

Best Deals – Always get items for the best price – regardless of rep (passive)

Pack Hobgoblin In field access to personal banker! (30 min cooldown)

Better Living Through Chemistry – Goblin Alchemy skill increased by 15 points, 25% better yield from many potions (passive)