The undead are once-living creatures from beyond the grave, now preying on the living or serving the dark will of Necromancers, unholy Priests, and certain evil gods. Examples of undead include skeletons, zombies, vampires, wraiths, ghosts, ghouls, and mummies. They are common monsters in the Dungeon, and certain branches (Ossuaries, The Crypt, and The Tomb) are populated almost exclusively by undead. Note that demons and demonic creatures are not undead, despite occasionally looking the part (like hellwings or reapers).
Several undead species are available to players, offering an unusual style of play. Undead characters are somewhat weaker on average than the living races, but their innate resistances can often compensate for any disadvantages. Having died once already, they leave behind no ghosts to plague future adventurers.
All undead beings (including player undead) share several immunities and vulnerabilities. They have immunity to poison, at least one rank of cold resistance, immunity to negative energy, immunity to torment, and they are not susceptible to mutations (they lose stats instead). However, they are vulnerable to the Dispel Undead spell and weapons of holy wrath (which they also cannot wield) and take more damage than living characters from holy attacks.
Their undying nature means they cannot go berserk or fall asleep. Also, many spells simply will not function for them, including most of the self-altering Transmutations (Beastly Appendage, Spider Form, Ice Form, Blade Hands, Hydra Form, Statue Form, Dragon Form, and Necromutation) along with Sublimation of Blood, Death's Door, and Borgnjor's Revivification.
These are only the traits that all undead share. A particular undead being will have additional powers, intrinsics, and vulnerabilities peculiar to its species.
These species of undead are available for player characters:
- Mummy - Embalmed figures that are especially attuned to Necromancy. However, they cannot drink potions, and their dry, bandaged bodies are quite flammable.
- Ghoul - Undying beings that are quite strong, though somewhat unskilled and dim-witted. They do not heal naturally in the presence of enemies, but can regain stamina by slaying their foes.
- Vampire - Stealthy undead that may freely switch between their natural undead state and a partially-living one; they heal quickly and can use transformative spells while alive, but lose access to most of their undead powers (though they never lose their undead weaknesses). Unlike the other two undead species, vampires are susceptible to mutations.
Other species may temporarily become undead by casting the Necromutation spell, gaining the standard undead resistances and vulnerabilities, but losing the ability to drink potions like mummies.
These monsters are made from other creatures, so their stats and abilities depend largely on what they were in life. They make up the bulk of an average Necromancer's entourage, though their low intelligence and lack of regeneration present a challenge different from the use of summoned creatures. Unfortunately, many methods of creating undead servants are inherently unstable, making most player-created undead strictly temporary.
- Zombie - Shambling, reanimated corpses that are slower, but often more durable, than their living counterparts.
- Skeleton - Weaker than zombies, but easier to animate, skeletons are a fallback if a necromancer has used a creature's flesh for other purposes.
- Simulacrum - Replicas of creatures made from ice. They are fragile and vulnerable to fire, but can deal brutal cold damage in melee.
- Spectral thing - A disembodied soul bound into a Necromancer's service. While weaker than some other types of undead, they retain their original speed and can recover from injuries.
x Crawling corpse- A pitiful, crawling body with no combat skills whatsoever. However, it can merge into other abominations to form larger creations.
x Macabre mass- Several corpses that have merged together. While slightly more durable than a crawling corpse, they still require more mass to be battle-capable.
X Large abomination- The end result of continually mashing corpses together, large abominations can be quite powerful combatants.
Ghosts and Wraiths
These are insubstantial forms of undead, many of which have unusual abilities.
W Wraith- Spectral forms that drain speed from their foes.
W Freezing wraith- Icy phantasms that freeze their foes with but a touch.
W Shadow wraith- Invisible ghosts whose attacks slow down blundering passersby.
W Eidolon- Dread apparitions that radiate unearthly fear, preventing their foes from approaching as they bombard them with negative energies.
W Flayed ghost- Hideous phantasms capable of inflicting illusory wounds that temporarily reduce the stamina of their victims.
W Putrid mouth- Miasma-spewing maws that roam the damned wastes of Tartarus, wailing and gnashing their teeth.
These undead horrors are animated by esoteric magics to spread death and decay. While they do leave corpses, they are too rotten to be raised as full zombies.
n Ghoul - Both strong and tough, these undead horrors tear apart and devour anything that crosses their path.
These are magicians who have chosen undeath in order to prolong their existence. Since becoming a lich requires considerable arcane power, these are some of the most dangerous types of undead you can come across.
L Halazid warlock- Undying servants of forgotten gods, halazid warlocks can sacrifice their allies to create explosions of negative energy.
L Lich- Powerful undead mages capable of casting a wide variety of spells.
L Ancient lich- A long-lived lich that has achieved mastery over offensive magic. Their spells are hideously powerful.
| I see Egypt and the Egyptians - I see the pyramids and obelisks;|
I look on chisel'd histories, songs, philosophies, cut in slabs
M Guardian mummy- A more capable and less flammable opponent than a standard mummy, it also bears a vicious death curse.
M Royal mummy- Powerful undead royalty with many resistances, all the necromantic prowess of a mummy priest, and ruinous death curses.
A variety of undead notorious for their skill with Hexes and thirst for the blood of the living.
b Vampire bat- Flimsy bloodsucking vermin that pose little threat save to the truly inexperienced.
y Vampire mosquito- Pesky undead insects that come in swarms, but rarely prove dangerous when fought one-on-one.
V Vampire knight- Moderately dangerous foes that attempt to cripple you with Hexes before pummeling you in melee.
V Jiangshi- Deceptively nimble cadavers from distant lands that absorb life essence through their knife-like claws.
z Wight- Undying warriors, often equipped with high-quality weapons. They roam the Dungeon in groups in search of honourable deaths in battle.
z Flying skull- Swift but weak, flying skulls make for mediocre guardians but serve as an excellent alarm system.
t Ghost crab- Scuttling undead crustaceans that fill the air with spectral flames and summoned ghosts.
* Lost soul- A bereft and wandering soul, capable of reviving another creature at the moment of its death.
z Skeletal warrior- Powerful undead warriors who combine surprising durability with two-handed weaponry.
z Ancient champion- Skeletal warriors that have been imbued with unnatural strength and fell magics.
z Curse toe- Disembodied undead toes that would be pretty ridiculous if it weren't for their extremely dangerous abilities.