Ghoul

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This page is about the player species. For the monster, see Ghoul (monster).
They are horrible undead creatures, slowly rotting away. Although Ghouls can sleep in their graves for years on end, when they rise to walk among the living, they must eat flesh to survive. Raw flesh is preferred, especially rotting or tainted meat, and Ghouls gain resilience from consuming it.

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.

Innate Abilities

Preferred Backgrounds

Due to their undead nature, ghouls are prohibited from becoming Priests or Healers. Like Mummies, they are also prohibited from becoming Transmuters.

Nutrition

Like other undead, ghoul nutrition is a special case. Along with its nutritional value, eating chunks of meat can heal HP, rot damage, and lost strength. Regardless of the kind of chunk involved, the amount healed is 1d5 - 1 + 1d(1+XP level). However, the likelihood of these restorative effects occurring varies between chunk types:

Chunk Type Heal HP Heal Rot Heal Strength
Clean 80% 75% 0%
Contaminated 86% 75% 6.6%
Rotten 100% 75% 20%

It's worth noting that while you will never be told you're too full to eat more, you cannot accumulate a "life-time supply" of nutrition by devouring everything you come across, as a ghoul's satiation never increases beyond 7/12 of the maximum amount other species can hold. Even if you could, you'd still need to regularly eat meat to heal rotting.

In addition to chunks, Ghouls can also eat meat rations, beef jerky, sausages, cheese, pizza, honeycombs, royal jelly, and ambrosia. These foods have no healing or restorative effects, but by raising a ghoul's overall satiation level they slow the onset of rot. Royal jelly and ambrosia will also still provide their unique benefits.

Level Bonuses

  • +1 strength every 5th level.
  • 10% more HP than average.
  • 10% less MP than average.
  • +3 magic resistance per level.

Starting Skills and Equipment

Ghouls start with the skills and equipment listed for their background, with the following exceptions:

  • Ghouls never start with food of any kind.
  • If their background does not start with Unarmed Combat skill and offers a choice of weapon, Ghouls have the extra option of "claws" (and Unarmed Combat skill).

Difficulty of Play

SimpleIntermediateAdvanced

Ghouls are less dependent on healing items than living species, thanks to their ability to heal through eating meat. They aren't as strong or tough as Trolls, but borrow several pages from their playbook (enhanced healing factor, a preference for unarmed combat, a ravenous meat diet, a tough game in low-corpse branches, and so forth). Instead of having a Troll's toughness, Ghouls level faster, get undead resistances, fewer equipment restrictions, and have more forgiving aptitudes if they stray outside their niche of clawing everything to death.

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

Tips & Tricks

The most obvious way to play a Ghoul is to hack everything to death with your claws. They have a good aptitude for Unarmed Combat (+1), and the claws give a +2 bonus to damage, which helps greatly in the early game. While ordinarily combining heavy armour and unarmed combat is counterproductive (EV penalty slows unarmed combat), Ghouls may want to consider it: they have very high Strength and very low Dexterity, meaning they won't get as much out of light armour but can wear heavy armours with less penalty than other races. A light armoured Ghoul is still quite viable, but will have considerably less EV than most other light armour characters. Additionally, Ghouls' weapon aptitudes are reasonable (-1), and a weapon-wielding Ghoul, while less than ideal, is quite doable.

Ghouls also make surprisingly competent casters. They start with low Intelligence, but their aptitudes for magic skills are actually fairly good: most of their spell skills are reasonable at -1, and they have considerable talent in Ice and Earth Magic, and are good with Necromancy and Poison Magic. Their ability to eat any and all chunks (including mutagenic and rot-inducing ones) means that spell hunger is far less of a concern for them than most races, which somewhat offsets their low Int. Their claws and aptitude for Unarmed considerably help in early game survival, and their high Strength gives them better carry capacity than other casters. However, their Int is sufficiently low that, in order to make a Ghoul caster, it is a good idea to start with a spellcasting background and devote most or all of your skill points to Int, at least if you want to cast higher-level spells.

While not as constrained as Vampires or Deep Dwarves in god choice, Ghouls will find that some gods make their game considerably easier than others. Makhleb is a very popular choice for them, as his HP-for-kills helps offset their slow healing. Since this reduces the time they must spend resting, it also lessens the problem of rotting. Another good option is Kikubaaqudgha: they can use his receive corpses ability to heal and restore rot in normally corpseless branches. His torment protection is redundant for Ghouls, but they can use his Necromancy spells and torment invocation to great effect. Unarmed fighters might consider Okawaru - even though his weapon gifts will be useless, his Heroism ability is considerably more powerful for them. Casters can make good use of Sif Muna or Vehumet to help offset Ghouls' naturally low MP.

Appetite and Corpses

Even though you can eat meat at any time, don't eat chunks immediately, as Trolls and Kobolds do. Instead, save them until you're injured, rotted, or actually hungry. Unless it's an emergency, hold off on eating chunks until they're rotten, when they will be most nourishing for you, and more likely to heal your rot. Also remember that while the game will let you eat all the meat you want, you don't actually accumulate nutrition beyond Satiated -- excess food is "wasted" (aside from healing). From the top of "Hungry" to the top of "Satiated" (your max) is less than five chunks, and you don't get any notice when you max out your food counter! Also, plan ahead -- for example, stock up on to-be-rotted chunks when facing an unexplored area, or when your current rotted chunks will vanish soon.

It should be noted that Makhleb and several other gods also accept blood sacrifices. This is not necessarily a huge issue for Ghouls, despite their penchant for devouring every corpse in sight. Your piety may not progress quite as efficiently as species who have little use for raw meat (and can afford to sacrifice corpses left and right), but most areas of the Dungeon should provide enough corpses to satisfy both needs.

No Ghosts

Like other undead, Ghouls do not leave ghosts. This comes in handy when you've accumulated a lot of ghost levels, and would like to clear some out -- a few Ghoul characters can try to take them out, without adding to the problem. Their unnatural resistances are handy against those Venom Mage and suchlike ghosts, too.