Goblin

Goblin Rogue
Goblin Rogues are the most common variation of goblins you can run into. They are very weak but usually travel in packs, so they can be some sort of danger to a (very) inexperienced wizard. They have a tendency to lunge and grapple onto your head taking control of you until you break free either by repeatedly pressing the space bar or casting a powerful spell.

The easiest way to defeat them is to use Arcane Fireballs, only one should be enough to kill some of them, so a barrage of these is devasting. Goblins will easily panic when set on fire, so it's also great crowd control spell.

Goblin Ranger
Goblin Rangers are almost exactly like Goblin Rogues except they wield long range bows. They rapidly fire arrows that have a chance at knocking you down, making you vulnerable to your enemies. Like Goblin Rogues, Goblin rangers also travel in packs making them quite a nuisance. works wonders against them.

Goblin Hood
Goblin Hood is very accurate when he fires, he also fires very fast. Goblin Hood however has shorter range than the regular Goblin Rangers. To kill him, stand a bit away and shoot a beam spell.

Goblin Bomber
They throw bombs, which will explode after some time lying on the ground, sending the wizard flying, heavily damaging him and setting him on fire. As most goblins, they usually fight in packs, and this means a giant barrage of bombs. If you won't kill them quickly, every place on the battlefield will be full of bombs and thus they are a high-priority targets. Additionally, upon death they drop 4-5 bombs around, so it's dangerous to fight them in melee.

Luckily, any attack or spell dealing fire damage will make them go boom. The wizard can also use a push and AoE push (force and area casts with empty spellbar) spells to throw the bombs back, quite often to some goblins, so it's a great idea to start a battle like that. It's also possible for skilled players to use the bombs against other goblins. Gyrojet Pistol is a very effective weapon against them.

Goblin Shaman
They often cast a water beam and randomly teleport themselves around with their Rods of Emergency Teleport that is dropped upon death. They also cast simple lightnings (x1), mainly after wetting the wizard. They can also cast a fire ward on himself, also protecting nearby goblins form this element which is, by the way, very effective against these creatures so this spell can be a pain in the ass. Their casting is very chaotic - water beams and lightnings hit mainly other goblins.

First time you meet them there will be a book with Nullify nearby. Use this magick to negate their fire wards. When you see they charge arcane and water, start shooting some beam at them. When your wizard's and the shaman's beams hit each other, they will create a powerful explosion, you should use this to your advantage. The beams don't need to contain opposite elements as beams shot in opposite directions always make boom. Also, do not try to use life as this will add some healing effect to the explosion.

Goblin Commando
Uses its bow at range and will either try to slash at you or grab you if you get close. They have a more impressive name but they are as weak as ordinary goblins and Arcane Fireballs roast whole armies of them.

Goblin Warrior
Found outside the Jarn Mines, these goblins are heavily armored, carrying a red shield which helps protect them from attacks. They attack slowly, until their shield is destroyed. This can be easily done by casting earthquake ( AoE). They are more resistant to panic than regular goblins and thus Arcane Fireballs aren't so good now, also their captain's attacks are cold-based and their effects will negate each other. They are armored, though, and take more damage from lightning-based attacks.

Goblin Archer
When their arrows hit the target they put it on fire. It's best to cast a fire ward on self then attack them with a goblin slayer's best friend - Arcane Fireball spell.

Goblin Captain
When compared to other goblins - very dangerous. They wield shields and Frost Cleavers. The first ones are easily destroyed using earthquake spell, but the second one is a big problem. They do spin attacks that will freeze anything in their way. This means, mainly goblins, but if the wizard is frozen high damage of their weapons make it very easy to die (especially with a full spellbar without any ), so it's best to keep them at a distance. Also, this means killing them will give precious and powerful loot, perfect for slaying other enemies. If the wizard will evade attacks, the captain can harm goblins more than his enemy.

Goblin Miner
Found within the Jarn Mines, these goblins are much akin to the Goblin Rogues encountered in earlier chapters. The fighting strategy is the same.

Goblin Wizard
They wear robes matching their element.

Gray wizards

They cast beam, x3 beam, x3 spray, being wet will make it cast  beam instead of  beam. They cast very chaoticly and thus are often more dangerous to goblins than to wizards. A good strategy is to shoot them with Heat Rays - this will set them on fire, deal nice damage and sometimes make panic, and when they will try to shoot the wizard a beam spell it will make an explosion, dealing powerful damage to the goblin wizard and everything near him. Watch out, it can also harm you if you don't pay enough attention to the goblin's behavior! Upon death they drop a Goblin Staff.

Aristocrats (colored wizards)

Light-blue casts barrage, x3 spray,  wall and sometimes  barrage

Red casts x3 spray and projectile

Purple casts x3 and x3 AoE

Green casts projectile, x2 projectile, x3 beam and sometimes water spray, uses self heal much more frequently than other types

Black casts, x3 AoE, AoE, x2 AoE, x2,  beam and  wall

They all cast self heal, use fire to thaw/dry themselves and use water when burning.