Difference between revisions of "Ghoul"

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==History==
 
==History==
*In [[0.31]], ghouls will get +4 Int.
+
*In [[0.31]], ghouls will get +4 Int and no longer get -1 MP.
 
*Prior to [[0.28]], ghouls couldn't heal by killing plant monsters.
 
*Prior to [[0.28]], ghouls couldn't heal by killing plant monsters.
 
*Prior to [[0.26]], ghouls [[rot]]ted over time. Also, they could heal by eating [[chunk]]s instead of by killing enemies.
 
*Prior to [[0.26]], ghouls [[rot]]ted over time. Also, they could heal by eating [[chunk]]s instead of by killing enemies.

Revision as of 23:53, 13 December 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
This page is about the player species. For the monster, see Ghoul (monster).
Ghouls are horrible undead creatures that sleep in their graves for years on end, only to rise and stalk the living. Slain foes heal these monstrous beings as they feast on the macabre energies released.

They aren't very good at doing most things, although they make decent unarmed fighters with their claws and, due to their contact with the grave, can use ice, earth and death magic without too many difficulties.

Like other undead, ghouls are naturally immune to poisons, negative energy and torment; have little warmth left to be affected by cold; and are not susceptible to mutations.

Innate Abilities

Ghouls have a base Strength of 11, Intelligence of 3, and Dexterity of 4 (before Background modifiers). They have -1 to their base magic points.

Preferred Backgrounds

Ghouls are prohibited from becoming Transmuters.

Level Bonuses

Starting Skills and Equipment

Ghouls start with the skills and equipment listed for their background.

Difficulty of Play

SimpleIntermediateAdvanced

Ghouls are a durable species with undead resistances. In particular, poison immunity helps early, while torment immunity is great in extended. If you play to their strengths (heavy armour, usually with Unarmed Combat), you can win without too much fuss. They can be decent in other roles, but the poor intelligence and dexterity makes that harder.

As undead species, Ghouls are vulnerable to Dispel Undead and holy damage. However, these types of damage are rare before reaching extended. For the early- and mid- game, all you need to watch out for are monsters with holy wrath weapons (which can really hurt if not paying attention) and a few unique monsters (like Josephine).

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting 1 Armour -1 Spellcasting -2
Dodging -1
Maces & Flails -1 Shields -1 Conjurations -2
Axes -1 Stealth 2 Hexes -2
Polearms -1 Summonings -1
Staves -1 Invocations 1 Necromancy 0
Unarmed Combat 1 Evocations -1 Translocations -1
Throwing -1 Shapeshifting N/A Alchemy -1
Fire Magic -2
Short Blades -1 Ice Magic 1
Long Blades -1 Air Magic -2
Ranged Weapons -1 Experience 0 Earth Magic 1

Strategy

The most obvious way to play a Ghoul is to use your claws, as Ghouls are most proficient in unarmed combat, and the Claws mutation gives +2 damage. It helps most in the early game, where bare-handed combat struggles to keep apace of weapons. Their weapon aptitudes are reasonable, so a weapon-wielding Ghoul is perfectly viable.

They can also make for moderately competent spellcasters. While their low intelligence may be a nuisance, they have +10% HP, good aptitudes for Ice and Earth Magic, and generally passable at most other things. Starting with -1 MP is rough, but this is compensated by your claws. While you shouldn't switch to being a 'pure caster' as a melee start, starting with a caster background can be alright.

God Choice

  • Makhleb is a popular choice for Ghouls; it complements a Ghoul's innate HP-for-kills, allowing them to restore health even faster.
  • Kikubaaqudgha gives Ghouls an easy way to branch into Necromancy. Invoked torment is much more useful for Ghouls, since it won't cause self-harm.
  • Okawaru is good for any unarmed fighter. Heroism is even more powerful for Unarmed Combat than it is for other weapon skills.

Any of the other typically strong gods, such as Nemelex, Ashenzari, Ru, and so on, are likewise strong for Ghouls. Do note, however, that Ghouls cannot go berserk, so do not benefit nearly as much as most other species from worshiping Trog.

History

  • In 0.31, ghouls will get +4 Int and no longer get -1 MP.
  • Prior to 0.28, ghouls couldn't heal by killing plant monsters.
  • Prior to 0.26, ghouls rotted over time. Also, they could heal by eating chunks instead of by killing enemies.
  • Prior to 0.24, ghouls couldn't worship Fedhas Madash.
  • Prior to 0.20, ghouls had Slow Regeneration 1 instead of Inhibited Regeneration and could slowly regenerate health even when monsters were visible.

References

Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganGhoulTenguOniBarachi
Advanced CoglinVine StalkerVampireDemigodFormicidNagaOctopodeFelidMummy