Ghoul
- 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. |
Contents
Innate Abilities
- Ghouls are undead and have the following innate traits:
- Cold Resistance 1: Ghouls are resistant to cold.
- Life Protection 3: Ghouls are resistant to negative energy.
- Poison Immunity: Ghouls are immune to poison.
- Torment Immunity: Ghouls cannot be tormented.
- Ghouls cannot gain mutations. When mutated, they receive stat penalties instead.
- Ghouls are unbreathing, cannot be put to sleep, and do not have blood.
- Ghouls are vulnerable to Dispel Undead, holy damage, and holy wrath-branded weapons. They may not worship the good gods (The Shining One, Zin, or Elyvilon) or wield weapons of holy wrath.
- 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). They also are unable to go berserk.
- Claws 1: Ghouls have claws on their hands. They receive a +2 damage bonus to Unarmed Combat, if they are not wearing gloves.
- Inhibited Regeneration: Ghouls do not heal when monsters are visible.
- Devour on Kill: Ghouls can regain HP by killing living or plant enemies, based on your XL. Each killed enemy gives a 50% chance to restore
1dXL
HP.[1]
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
- Warriors: Gladiator, Monk
- Warrior-Mages: Warper
- Mages: Necromancer, Ice Elementalist, Earth Elementalist
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
Simple • Intermediate • Advanced |
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, often 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.
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. You should not switch to spellcasting as a melee start, but if you started with a caster background, it 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, 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
- ↑ mon-death.cc:2073 (0.30.0)
Species | |
---|---|
Simple | Mountain Dwarf • Minotaur • Merfolk • Gargoyle • Draconian • Troll • Deep Elf • Armataur • Gnoll |
Intermediate | Human • Kobold • Demonspawn • Djinni • Spriggan • Ghoul • Tengu • Oni • Barachi |
Advanced | Coglin • Vine Stalker • Vampire • Demigod • Formicid • Naga • Octopode • Felid • Mummy |