Difference between revisions of "Ghoul"

From CrawlWiki
Jump to: navigation, search
m (Difficulty of Play)
(version bump (no m. changes))
Line 1: Line 1:
{{version028}}
+
{{version029}}
 
{{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 are [[undead]] and have the following innate traits:
+
*Ghouls are '''[[undead]]''' and have the following innate traits:
 
**Ghouls have [[Cold resistance|Cold Resistance 1]], [[Life Protection 3]], and immunity to [[poison]] and [[Torment]]. Ghouls will lose [[stat]]s instead of [[mutate|mutating]].
 
**Ghouls have [[Cold resistance|Cold Resistance 1]], [[Life Protection 3]], and immunity to [[poison]] and [[Torment]]. Ghouls will lose [[stat]]s instead of [[mutate|mutating]].
 
**Ghouls [[unbreathing|do not need to breathe]] and are resistant to [[asphyxiation]] damage and certain types of [[cloud]]s.
 
**Ghouls [[unbreathing|do not need to breathe]] and are resistant to [[asphyxiation]] damage and certain types of [[cloud]]s.
 
**Ghouls are vulnerable to [[Dispel Undead Range]] and holy damage, including the [[holy wrath]] brand.
 
**Ghouls are vulnerable to [[Dispel Undead Range]] and holy damage, including the [[holy wrath]] brand.
 
**Ghouls cannot go [[berserk]], willingly or unwillingly.
 
**Ghouls cannot go [[berserk]], willingly or unwillingly.
**Ghouls cannot worship the "[[good gods]]," [[The Shining One]], [[Elyvilon]], or [[Zin]].
+
**Ghouls cannot worship the "[[good gods]]," [[The Shining One]], [[Elyvilon]], or [[Zin]], and can't wield [[holy wrath]] weapons.
 
**Ghouls cannot be polymorphed or change form, but they ''can'' be petrified.
 
**Ghouls cannot be polymorphed or change form, but they ''can'' be petrified.
 
**Ghouls cannot memorize any self-transformation spells ([[Beastly Appendage]], [[Blade Hands]],  [[Dragon Form]], [[Storm Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]],  [[Necromutation]]), nor can they memorize spells that only affect the living ([[Borgnjor's Revivification]], [[Death's Door]], and [[Sublimation of Blood]]).
 
**Ghouls cannot memorize any self-transformation spells ([[Beastly Appendage]], [[Blade Hands]],  [[Dragon Form]], [[Storm Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]],  [[Necromutation]]), nor can they memorize spells that only affect the living ([[Borgnjor's Revivification]], [[Death's Door]], and [[Sublimation of Blood]]).
 
*[[Claws|Claws 1]]: Ghouls have claws on their hands and receive a bonus to [[unarmed combat]] damage, if they are not wearing [[gloves]].
 
*[[Claws|Claws 1]]: Ghouls have claws on their hands and receive a bonus to [[unarmed combat]] damage, if they are not wearing [[gloves]].
 
*[[Bad mutations#Inhibited Regeneration|Inhibited Regeneration]]: Ghouls do not heal when monsters are visible.
 
*[[Bad mutations#Inhibited Regeneration|Inhibited Regeneration]]: Ghouls do not heal when monsters are visible.
*Ghouls can regain [[HP]] by killing [[Natural|living]] or [[plants|plant]] enemies. Each killed enemy gives a 50% chance to restore <code>1d[[XL]]</code> HP<ref>{{source ref|0.28.0|mon-death.cc|1941}}</ref>.
+
*Ghouls can regain [[HP]] by killing [[Natural|living]] or [[plants|plant]] enemies. Each killed enemy gives a 50% chance to restore <code>1d[[XL]]</code> HP<ref>{{source ref|0.29.0|mon-death.cc|2119}}</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 3, and [[Dexterity]] of 4 (before Background modifiers). They have -1 to their base [[magic points]].
Line 32: Line 32:
 
*+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 45: Line 45:
  
 
==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, so a weapon-wielding Ghoul is perfectly viable.
+
The most obvious way to play a Ghoul is to use your claws, as Ghouls are most proficent in unarmed combat, and claws give a +2 damage bonus to it. Claws help the 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.
  
Ghouls can also make for moderately competent spellcasters. 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.
+
Ghouls can also make for moderately competent spellcasters. While their low intelligence may be a nuisance, they have +10% health, good aptitudes for Ice and Earth Magic, and generally passable at most other things. It typically isn't wise to switch to spellcasting as a warrior background, but magical starts are fine as is.
 
+
 
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 them 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.
+
===God Choice===
 +
* [[Makhleb]] is a popular choice for Ghouls; it complements a Ghoul's innate HP-or-kills, allowing them to restore health even faster.
 +
* [[Kikubaaqudgha]] gives Ghouls an easy way to branch into [[Necromancy]], and invoked [[torment]] becomes much more useful - it won't harm you,
 +
* [[Okawaru]] is good for any unarmed fighter, as usual. 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]].
 
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]].

Revision as of 04:38, 12 September 2022

Version 0.29: 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 fairly durable undead species that can enjoy the full effect of potions and have decent aptitudes. Ghouls naturally tend to have very poor dexterity and intelligence, though this can eventually be offset by the chosen stat bonuses that one receives every six levels.

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 proficent in unarmed combat, and claws give a +2 damage bonus to it. Claws help the 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.

Ghouls can also make for moderately competent spellcasters. While their low intelligence may be a nuisance, they have +10% health, good aptitudes for Ice and Earth Magic, and generally passable at most other things. It typically isn't wise to switch to spellcasting as a warrior background, but magical starts are fine as is.

God Choice

  • Makhleb is a popular choice for Ghouls; it complements a Ghoul's innate HP-or-kills, allowing them to restore health even faster.
  • Kikubaaqudgha gives Ghouls an easy way to branch into Necromancy, and invoked torment becomes much more useful - it won't harm you,
  • Okawaru is good for any unarmed fighter, as usual. 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 0.28, 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