How To Trade With Hobgoblins



Hobgoblins are low-to-medium levelled monsters which hit fairly hard for their combat level. They come in two variations outside of the God Wars Dungeon, with the level 28 variant usually unarmed and the level 42 variant wielding a spear, although some level 28 hobgoblins found northeast of the vinery on Zeah wield spears too. Both this peninsula and the peninsula west of the Crafting Guild. Also, this only works in 1 dimension. Only blocks that are less than 5 blocks away and in a straight line behind or in front of the door are taken into account, so the open sky can't be placed sideways or diagonally to the door. In the claims trading market is a hobgoblin without a house to haunt.” As expected, the ruling was appealed immediately. Oral arguments before the Delaware district court are scheduled for January 2013.

Hobgoblin

ModWitchery
TypeNeutral monster
Properties
Health points20 ()
Damage3

The Hobgoblin is a neutral mob added by Witchery. It is found in forested biomes in groups of 1-4. They will raid and take over villages, but are neutral to all players unless the player attacks them. They are similar to Villagers, in that they typically want to trade with players. Hobgoblins have their own huts, known as the Hobgoblin Huts, which can be found scattered around the world.

They have 20 () health points. When attacked, they will fight back. Their hits deal 3 () points of damage. As of version 0.21.0, Hobgoblins are immune to fall damage.

Hobgoblins are the only way to obtain the valuable resource of Koboldite. They are the only ones who know how to turn Koboldite Dust into Koboldite Nuggets into Koboldite Ingots. They are also the only ones who can find the dust when digging.

Using a lead on a hobgoblin may incline them to perform manual labor. When leashed, they will pick up all dropped items they are near, and will drop them in nearby chests. Giving it a pickaxe while leashed will make it begin digging, and occasionally finding Koboldite Dust pockets. When a pickaxe is being held, they will not pick up dropped items.

They worship their gods, Mog and Gulg. If a bound Statue of Hobgoblin Patron is nearby, they will begin worshipping it, recharging the player's infusion power, and possibly increasing the power of the Mystic Branch and its effects. Having too many worshipping goblins may make the gods descend to slay the player.

History[edit | edit source]

Version history
0.21.0Hobgoblins are immune to fall damage.


Retrieved from 'https://ftb.gamepedia.com/Hobgoblin?oldid=604755'
Type: Escort
Built by: Goblins, hobgoblins
Used by: Goblins, hobgoblins, orcs
Tonnage: 30 Tons
Hull Points: 30
Crew: 8/30
Maneuverability Class: D
Landing: Land or water
Armor Rating: 5
Saves As: Thick wood
Power Type: Lifejammer or Minor Helm
Ship's Rating: As victim or helmsman
Standard Armament:
2 medium ballista, crew 2 each
2 medium catapults, crew 3 each
1 medium jettison, crew 3
blunt ram
Cargo Capacity: 20 tons
Keel Length: 135'
Beam Width: 25'

A bulky but dangerous ship, the worg was the pride and joy ofthe hobgoblin fleets. While powerful warships in their own right,the worgs were never numerous and the last were destroyed duringthe elvish hunt. The last remnants of these craft were burnt outhulls left drifting in some battle-torn spheres.

Or so everyone thought. Since the end of the Second Unhuman War,worgs have begun to reappear at the edges of wildspace,representing a new threat to the elves. So far, only a few of theseships have appeared, but their numbers are slowly growing oncemore.

The design of the worg is very similar to that of an ogremammoth, but much narrower and shallower. The worg has a large,open deck easily capable of carrying many more weapons than what itnormally carries. The hobgoblins don't normally load their shipsdown with many weapons so that they have more space for lifeboatsand boarding actions. Some craft are specially-rigged so that apair of goblin blade fighters can land upon the deck and another1-4 can be lashed to the underside of the ship.

Crew

A worg, as operated by the hobgoblins, will have a full fightingcrew of 45, far more than the ship can normally sustain for long.The hobgoblins rarely used the craft for anything more than ashort-ranged fighter, so they took aboard larger crews than normal.Each ship is ruled by a hobgoblin warlord with AC 2 (plate armorand shield), HD 6, and +3 to damage rolls due to their greatstrength. He will be protected by 3-7 (d4+2) bodyguards with AC 3,HD 4, and +2 to damage rolls due to strength. Hobgoblin ships willusually have lifejammers or minor helms powered by slaves or therare hobgoblin shaman. Some hobgoblins hired human or goblin magesto power their ships. All hobgoblins will be skilled warriors andcapable of holding their own when battle breaks out.

Ship Uses

Warship:The primary purpose of the worg was war. The worg was a solidwarship, capable of dealing out considerable damage whilesustaining a great deal of damage itself. When on short-distanceraids, the hobgoblins will load as many troops as they can, usually150-200 hobgoblins (up to 300 can fit) and set forth to raid. Someof the more lucky captains managed to secure magical sources ofair; such captains were bolder when selecting the targets of theirraids.

Reaver:The very few worgs that survived the First Unhuman War foundtheir way into lawless hands. A few human and elvish pirates usedworgs as their pirate ships, raiding shipping lanes at the edge ofKnown Space. The worg proved an excellent pirate vessel, but thenumber of vintage worgs was so few that the practice was abandonedwithin a century after the War because battle damage from frequentattacks left the ships crippled. Some desperate pirates tried torebuild damaged worgs, but the repairs rarely held due to a lack ofpeople experienced with the design.

Pirate worgs run by hobgoblins are starting to reappear at thefringe of wildspace. Some were captured from the scro, but othersare from a completely different space power. Evidence points to anew nation of hobgoblins that is now sending out pirates to raidtrade ships. What danger this new threat poses is yet to berealized.

A pirate worg operates as above, but will have minormodifications such as replacing a catapult with a heavy ballista orupgrading the rear jettison to a heavy. Most pirate worgs will havea wreckboat in case of disaster.

Other Configurations

Cargo Ship:When the orcs that would become scro fled from the First UnhumanWar, they brought with them a handful of these craft. Though not aspowerful as their preferred warship, the mantis, the scro haveother uses for the worg. Scro vessels have notoriously small cargoholds, barely enough to carry food and supplies for the ship. Otherequipment, tools, and war materials need to be carried on otherships. The scro have adapted the worg as a cargo ship, as it has alarge cargo hold but is more heavily armed and armored than astandard tradesmen.

Scro cargo ships sacrifice the rear catapult, turning that spaceinto an observation deck and gaining 2 tons of cargo. The jettisonis downgraded to a light jettison, gaining an additional ton ofspace. Such vessels were rarely seen in Known Space, as the scroonly used the craft to supply their close-range bases.

Free Adventuring:A handful of these craft have fallen into the hands ofadventurers, who adapt the ships to suit their designs. Adventurersusually plate their ships, giving them an Armor Rating of 4 anddropping the Maneuver Class to E. The rear catapult is sometimesreplaced by a bombard, while other, richer captains fit the head oftheir ships with wildfire projectors that spew fire like afire-breathing hound. Such ships are rapidly becoming known as HellHounds, and the design is gaining popularity once more.

An elvish company has captured one worg and have rebuilt it,replacing the snarling worg head with that of an eloquent wolfhead. The ship, the Silent Wolf, is painted white and armed with anadditional light catapult firing forward. The Silent Wolf has fourflitters, two located topside, two underneath. The ship now servesas headquarters for the Wolves of the White Fire.

Ftb Witchery How To Trade With Hobgoblins

WithWith

Deckplans

Deckplan Key

How To Trade With Hobgoblins

  1. Top Deck
  2. Bridge
  3. Captain's Quarters
  4. Spelljammer's Quarters
  5. Crew Quarters
  6. Mess
  7. Pantry
  8. Access to Top Deck and Cargo Deck
  9. Privies
  10. Guest Quarters
  11. Sail Locker
  12. Armory
  13. Jettison
  14. Cargo hold
  15. Overhead Cargo Doors