For the DROD RPG monster, see Goblin (RPG).
I hate it when tar gets like that.
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A goblin preparing to attack
Monster ID 3
Layer Monsters
Movement Goblin
First appears Webfoot DROD
Is required Yes
Is brain visible No
Traverses shallow water No
Goblins are intelligent monsters located both Aboveground and within the Beneath. They hold a healthy fear of weapons and believe that honor takes a second place to staying alive.


Goblins are one of the few denizens of the Beneath that are smart enough to match wits with the intruders from above and below. They're cunning, wily, and even speak a vague approximation of the aboveground language. Their society is a rudimentary, tribal culture that exists in pockets of the Beneath, usually at the lower and safer levels of dungeons.

Goblins that have occasional contact with humans have assimilated the more materialistic values of the abovegrounders. Sometimes they dabble in making small wooden ornaments with varying degrees of skill. This, however, grates the soul, and often they'll just give up and mug passers-by instead. Those rare goblins who are fully integrated into human society, having learned not to attack people and get attacked themselves, usually take menial jobs. Thankfully, they enjoy the simplicity and directness of the work as opposed to the politicking and bickering that accompanies the more cerebral endeavors that humans undertake, and for the most part they are treated kindly.

Isolated groups of goblins usually work quite differently. While straightforward and sometimes brutal, these societies can be surprisingly advanced with complex belief systems. These unique cultures are typically eroded by first contact with humans.


Visit monsters page for information on default monster behavior..
See the interactions page for a list of all interactions for this element.


  • Goblins calculate distance to the player using the Pythagorean Theorem. They assign a score to each of the eight adjacent squares that it can enter and to its current position. The highest score goes to a square that contains the player and the lowest to any other square that is adjacent to the sword. Other squares are assigned a score in terms of their distance from the player, with closer squares receiving higher numbers. The goblin then picks the highest score of the nine possibilities. If there is a tie in the best scores, the goblin will use the preference order of: NW, N, NE, W, its own square, E, SW, S, SE.
  • Brained goblins move the same way that non-brained goblins do, except that they calculate distance differently. If there is no visible path to the player or the square is within two squares from the player according to the brain, then distance is calculated as normal. Otherwise, distance is calculated in terms of brained distance, with a preference toward orthogonal moves. 
  • Goblins use default rules for determining its target, except that brained goblins ignore decoys.


External LinksEdit

Article on Goblins

Game elements
Room pieces layer FloorWallBroken wallStairsPitLevel clear gateRoom clear gateYellow doorTarstuff gateTrapdoor gateTrapdoorTunnelPlatformOremitesHot tilePressure plateBridgeShallow waterStepping stoneFloor spikesThin iceFiretrapFluff ventMaster wallHold complete wall
Floor controls layer Ortho squareForce arrowCheckpoint
Items layer TarstuffObstacleInvisibility potionMimic potionScrollOrbSpeed potionBriarBombFuseTokenDecoy potionClone potionLight poleRelay stationSquad hornSoldier hornSeeding beaconFluffMirrorPowder keg
Monster layer RoachRoach queenRoach eggGoblinNeatherWraithwingEvil eyeSerpentTarstuff motherTarstuff babyBrainMimicSpiderRattlesnakeAdderRock golemWater skipperWater skipper nestAumtlichCloneDecoyWubbaSeepStalwartHalphSlayerFegundoGuardCharacterCitizenRock giantEngineerSoldierConstructGentryiiTemporal clonePuff