Difference between revisions of "Ghoul"

From CrawlWiki
Jump to: navigation, search
(Update to 0.26)
(updated for 0.32)
 
(34 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{{version026}}
+
{{version032}}
 
{{for monster}}
 
{{for monster}}
 
{{flavour|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.
 
{{flavour|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.
Line 8: Line 8:
  
 
==Innate Abilities==
 
==Innate Abilities==
*Ghouls have the following innate resistances and immunities: [[Cold resistance|Cold Resistance 1]], [[Life Protection 3]], and immunity to [[poison]] and [[Torment]]. Ghouls will lose [[stat]]s instead of [[mutate]].
+
*Ghouls are '''[[undead]]''' and have the following innate traits:
*Ghouls are vulnerable to [[Dispel Undead Range]] and holy damage, including [[Holy wrath]] brand.
+
**'''[[Cold Resistance 1]]''': Ghouls are resistant to cold.
*Ghouls cannot go [[berserk]], willingly or unwillingly.
+
**'''[[Life Protection 3]]''': Ghouls are resistant to [[negative energy]].
*Ghouls cannot worship the "good gods," [[The Shining One]], [[Elyvilon]], or [[Zin]].
+
**'''[[Poison Resistance|Poison Immunity]]''': Ghouls are immune to poison.
*Ghouls cannot be polymorphed or change form, but they ''can'' be petrified.
+
**'''[[Torment Immunity]]''': Ghouls cannot be tormented.
*Ghouls cannot use or memorize the following spells: [[Dragon Form]], [[Hydra Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Beastly Appendage]], [[Blade Hands]], [[Necromutation]], [[Death's Door]], [[Borgnjor's Revivification]], and [[Sublimation of Blood]].
+
**Ghouls cannot gain [[mutation]]s, use [[talisman]]s, or be [[polymorph]]ed. When mutated, they receive [[stat]] penalties instead.
*[[Claws|Claws 1]]: Ghouls have claws on their hands and receive a bonus to [[unarmed combat]] damage.
+
**Ghouls are [[unbreathing]], cannot be put to [[sleep]], cannot go [[berserk]], and do not have [[blood]].
*[[Bad mutations#Inhibited Regeneration|Inhibited Regeneration]]: Ghouls do not heal when monsters are visible.
+
**Ghouls are vulnerable to [[Dispel Undead]], [[holy]] damage, and [[holy wrath]]-[[brand]]ed weapons. They may not worship the [[good god]]s ([[The Shining One]], [[Zin]], or [[Elyvilon]]). The holy wrath brand will not function on weapons they wield.
*Ghouls can regain [[HP]] by killing [[Natural|living]] enemies. Each killed enemy gives a 50% chance to restore <code>1d[[XL]]</code> HP.
+
**Ghouls cannot use the spells [[Borgnjor's Revivification]], [[Death's Door]], or [[Sublimation of Blood]].
*Ghouls do not leave [[Player ghost]]s.
+
*'''[[Claws|Claws 1]]''': Ghouls have claws on their hands. They receive a +2 damage bonus to [[Unarmed Combat]], if they are not wearing [[gloves]].
 +
*'''[[Bad mutations#Inhibited Regeneration|Inhibited Regeneration]]''': Ghouls do not heal when monsters are visible.
 +
*'''Devour on Kill''': Ghouls can regain [[HP]] by killing [[Natural|living]] or [[plants|plant]] enemies, even when using spells or killing from a distance. Each killed enemy gives a 50% chance to restore <code>1d[[XL]]</code> HP.<ref>{{source ref|0.31.0|mon-death.cc|2307}}</ref>
  
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]].
+
Ghouls have a base [[Strength]] of 11, [[Intelligence]] of 7, and [[Dexterity]] of 4 (before Background modifiers). They have normal base [[magic points]].
  
 
==Preferred Backgrounds==
 
==Preferred Backgrounds==
Line 31: Line 33:
 
*+1 [[strength]] every 5th level.
 
*+1 [[strength]] every 5th level.
 
*10% more [[HP]] than average.
 
*10% more [[HP]] than average.
*+3 magic resistance per level.
+
*+3 [[willpower]] per level.
  
 
==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
Line 37: Line 39:
  
 
==Difficulty of Play==
 
==Difficulty of Play==
{{Easy}}
+
{{Moderate}}
  
Ghouls are a fairly durable undead species that can enjoy the full effect of potions and has decent aptitudes. Ghouls naturally tend to have very poor dexterity and intelligence, though this can eventually be offset by the chosen stat ups that one receives every three levels.
+
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 also be decent casters (in [[Ice Magic]], [[Necromancy]], or [[Earth Magic]] in particular).  
 +
 
 +
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]]).
  
 
{{species_aptitudes|Ghoul}}
 
{{species_aptitudes|Ghoul}}
  
 
==Strategy==
 
==Strategy==
The most obvious way to play a Ghoul is to use your claws, which give Ghouls a +2 bonus to [[unarmed combat]] damage that is helpful in the early game, when bare-handed combat struggles to keep apace of weapons. This play style is further supported by a good aptitude in unarmed combat. However, Ghouls' weapon aptitudes are reasonable, and a weapon-wielding Ghoul is perfectly viable.
+
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 would otherwise struggle to keep apace of weapons. Their weapon aptitudes are reasonable, so a weapon-wielding Ghoul is perfectly viable.
  
Ghouls can also make for competent casters. Their aptitudes for it are not as bad as they first appear: they are good at Ice and Earth Magic, and generally passable at most other things. They are, however, held back by their low intelligence: those who want to make a serious Ghoul caster will want to pick a spellcasting background and devote their stat increases to nothing but Int.  However, their good HP and unarmed abilities give them better resilience than most casters.
+
They can also make for moderately competent spellcasters. They have +10% HP, good aptitudes for Ice and Earth Magic, and generally passable at most other things. If you run out of MP in the early game, you still have claws. While you probably shouldn't switch to being a 'pure caster' as a melee start, starting with a caster background isn't the worst.
 
 
As far as gods go, [[Makhleb]] is a popular choice for Ghouls. Aside from the usual benefits, Ghouls enjoy Makhleb's HP-for-kills because this complements their innate HP-for-kills, allowing to restore health even faster. [[Kikubaaqudgha]] gives Ghouls an easy way to branch into [[Necromancy]]. Unarmed fighters should, as usual, consider [[Okawaru]], as 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 [[berserk]], and thus do not benefit nearly as much as most other species from worship of [[Trog]].
+
===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==
 
==History==
*Prior to [[0.26]], ghouls [[rot]]ted over time. Also, they could heal by eating [[chunk]]s. In 0.26, ghouls heal when killing living enemies.
+
*Prior to [[0.31]], Ghouls only had 3 Int, and had -1 base MP.
*Prior to [[0.24]], ghouls couldn't worship [[Fedhas]].
+
*Prior to [[0.28]], Ghouls couldn't heal by killing plant monsters.
*Prior to [[0.20]], ghouls had Slow Regeneration 1 innate mutation instead of [[Inhibited Regeneration]] and could slowly regenerate health even when monsters were visible.
+
*Prior to [[0.26]], Ghouls [[rot]]ted over time. Also, they could heal by eating [[chunk]]s instead of by killing enemies.
 +
*Prior to [[0.24]], 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==
 +
<references />
  
 
{{species}}
 
{{species}}

Latest revision as of 03:41, 2 September 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
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 7, and Dexterity of 4 (before Background modifiers). They have normal 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 also be decent casters (in Ice Magic, Necromancy, or Earth Magic in particular).

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 would otherwise struggle 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. They have +10% HP, good aptitudes for Ice and Earth Magic, and generally passable at most other things. If you run out of MP in the early game, you still have claws. While you probably shouldn't switch to being a 'pure caster' as a melee start, starting with a caster background isn't the worst.

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

  • Prior to 0.31, Ghouls only had 3 Int, and had -1 base 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