Difference between revisions of "Ghoul"

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The global speed penalty is severely crippling for most classes, though their very high life adds a lot of survivability. Ironically, they make for great [[Sun Paladin]]s because the class profits greatly from the huge life bonus.
 
The global speed penalty is severely crippling for most classes, though their very high life adds a lot of survivability. Ironically, they make for great [[Sun Paladin]]s because the class profits greatly from the huge life bonus.
  
{{races}}
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==Lore==
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Every once in a while, people come to me and say "Are all necromancers truly evil?" "Surely necromancy could be used for good!" "Isn't it wrong to discriminate against others simply because of the magicks they practice?" To these people, the first thing I usually say - shortly after giving them a black eye - is to take a look at a ghoul. Take a good, long look. Take in the diseased, putrescent flesh. Take in the oozing, exposed organs. Take in its features, slowly rotting to mulch. It used to be a person. It used to have a family, people who loved it. Now it's a walking corpse, its only desire being death and the mad, all-encompassing consumption of living flesh. Are all necromancers truly evil? A thousand times, yes.
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Even this most basic of undead minions can strike terror into the unprepared. The multitude of diseases that a normal ghoul carries are contagious in a manner many adventurers do not truly appreciate until they see the sores and necrosis visibly spreading up their arm from where a ghoul bit them. Such maladies must be dealt with promptly: if bitten by a ghoul, immediately plunge the afflicted area in scalding hot water, then wrap it quickly in clean cloth lined with mugwort and quartz powder. The wound must remain dressed for three weeks, with new dressings applied every four days, and make sure to burn the old ones! Failing the above, a wild infusion also works splendidly.
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[[Category:Races]][[Category:Lore]][[Category:Monsters]]

Revision as of 12:36, 13 February 2016

Ghoul
Metarace Undead
Locked Yes
Life Rating 14
Exp Penalty +20%
Stat Modifiers
Strength +3
Dexterity +1
Constitution +5
Magic 0
Willpower -2
Cunning -2
Luck 0

Description

Ghouls are dumb, but resilient, rotting undead creatures, making good fighters. They have access to special ghoul talents and a wide range of undead abilities:

  • Great poison resistance
  • Bleeding immunity
  • Stun resistance
  • Fear immunity
  • Special ghoul talents: ghoulish leap, gnaw and retch

The rotting bodies of ghouls also force them to act a bit more slowly than most creatures. (20% global speed reduction).

Note: Undead are unnatural creatures and may not use infusions or be any Wilder classes. They do not gain the Harmony skill tree from eating the sandworm queen's heart either.

Starting Equipment

Starting Location

Blighted Ruins

Racial Talents

Ghoul
Ghoul 2017.png
Game Version 1.7.6
Category Type Undead
Category Ghoul
Requirements Level (0,1,2,3,4)
Use Mode Passive
Cost -
Range -
Cooldown -
Travel Speed -
Use Speed -
Description Improves your ghoulish body, increasing Strength and Constitution by 2–15cTS:0.75P.

Your body also becomes incredibly resilient to damage, you can never take a blow that deals more than 50% of your maximum life.


Ghoulish leap
Ghoulish leap 2017.png
Game Version 1.7.6
Category Type Undead
Category Ghoul
Requirements Level (4,5,6,7,8)
Use Mode Activated
Cost -
Range 5–10cTS:0.5P,0,1
Cooldown 20–10cTL:5
Travel Speed Instantaneous
Use Speed 1 turn
Description Leap toward your target.

When you land your global speed is increased by 20–30%cTL:40% for 4 turns.


Retch
Retch 2017.png
Game Version 1.7.6
Category Type Undead
Category Ghoul
Requirements Level (8,9,10,11,12)
Use Mode Activated
Cost -
Range Melee/Personal
Cooldown 20
Travel Speed Instantaneous
Use Speed 1 turn
Description Vomit on the ground around you, healing any undead in the area and damaging anyone else.

Lasts 10 turns and deals [10]60cTStD:Con+10 blight damage or heals 1.5*([10]60cTStD:Con+10) life.
Creatures standing in the retch also have 10–33%cTL:100%,false chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect.
When you stand in your own retch your racial -20% global speed is cancelled.


Gnaw
Gnaw 2017.png
Game Version 1.7.6
Category Type Undead
Category Ghoul
Requirements Level (12,13,14,15,16)
Use Mode Activated
Cost -
Range Melee/Personal
Cooldown 10
Travel Speed Instantaneous
Use Speed 1 turn
Description Gnaw your target for 100–160%cTS damage. If your attack hits, the target may be infected with Ghoul Rot for 3–7cTL:10 turns.

Each turn, Ghoul Rot inflicts [10]70cTStD:Con blight damage. Targets suffering from Ghoul Rot rise as friendly ghouls when slain.
Ghouls last for 3–7cTL:10 turns and can use Gnaw, Ghoulish Leap, Stun, and Rotting Disease.
The blight damage scales with your Constitution.



Strategy

Somewhat surprisingly, ghouls do need to breathe.

Other stats:

  • Poison Immunity 80%
  • Cut Immunity 100%
  • Stun Immunity 50%
  • Fear Immunity 100%
  • Global Speed -20%

The global speed penalty is severely crippling for most classes, though their very high life adds a lot of survivability. Ironically, they make for great Sun Paladins because the class profits greatly from the huge life bonus.

Lore

Every once in a while, people come to me and say "Are all necromancers truly evil?" "Surely necromancy could be used for good!" "Isn't it wrong to discriminate against others simply because of the magicks they practice?" To these people, the first thing I usually say - shortly after giving them a black eye - is to take a look at a ghoul. Take a good, long look. Take in the diseased, putrescent flesh. Take in the oozing, exposed organs. Take in its features, slowly rotting to mulch. It used to be a person. It used to have a family, people who loved it. Now it's a walking corpse, its only desire being death and the mad, all-encompassing consumption of living flesh. Are all necromancers truly evil? A thousand times, yes.

Even this most basic of undead minions can strike terror into the unprepared. The multitude of diseases that a normal ghoul carries are contagious in a manner many adventurers do not truly appreciate until they see the sores and necrosis visibly spreading up their arm from where a ghoul bit them. Such maladies must be dealt with promptly: if bitten by a ghoul, immediately plunge the afflicted area in scalding hot water, then wrap it quickly in clean cloth lined with mugwort and quartz powder. The wound must remain dressed for three weeks, with new dressings applied every four days, and make sure to burn the old ones! Failing the above, a wild infusion also works splendidly.