Goblins who have been imbued with dark magic of an unknown origin, Hobgoblins are the stuff of children's nightmares. While only slightly larger than their lesser kin, they are more ferocious and bloodthirsty than races ten times their size. Hobgoblins are only available to Goblins via the remort command.
- Abbreviation: Hob.
- Racial Size: small.
- Racial TNL: 1000.
- Well-Suited to Be: berserkers.
- Ill-Suited to Be: assassins, bladedancers, clerics, druids, mages, mindbenders, priests, psionicists, sorcerers, wizards.
Only a Goblin can become a Hobgoblin. Stats and casting are similar to goblin (stats are all +1 from gob, except dex which is the same). Their stealth and archery are worse. Like Goblins, Hobgoblins suffer a melee damage penalty. Unlike Goblins, they do not have racial wimpy. Instead they have racial frenzy and racial berserk. As Goblins have a racial spell cost increase of +10%, Hobgoblins are about the same with +10% divine & arcane, +5% psionic. General consensus is that hobgoblins are worse across the board than goblins, with no real useful purpose – so they are played mostly for novelty and flavor.
Hobgoblins are small enough to become fusiliers, however they hit poorly because they have a very poor archery modifier. Their racial berserk will stack with frenzy for purposes of hitting. They are not no-fail, nor do they have good stealth – although, like Goblins, they are small sized and have good dex.
Due to racial evil they cannot become bladedancers.