|Upkeep Cost||1 per turn|
|# of figures||4|
|Melee Attack per figure||4|
|Defense per figure||3|
|Hit Points per figure||3|
+10% To HitPoison Touch 1
Ghouls that kill an enemy unit in combat, or injure a unit severely before it is killed by something else, will bring that unit back as an Undead unit under their master's control.
The Fantastic Unit Edit
Physical Description Edit
Ghouls are creepy-looking humanoid creatures, with green skin and a gnarled face. They are covered in what appears to be boils, and have sharp claws at the ends of their fingers.
In Arabian folklore, Ghouls were known for digging through graveyards and eating the corpses. They are sometimes referred to as Undead beings, but at other times are simply monsters driven by their hunger for rotting flesh.
Attack Properties Edit
Ghouls possess the unique ability Create Undead. All damage they inflict is tracked on their victim as Life Stealing Damage, though the Ghouls do not actually add that life to their own total (see Life Steal). Rather this damage counts towards reanimating the victim as an Undead unit if combat ends in victory for the Ghouls' side. It combines seamlessly with other sources of Life-Stealing Damage, like that of Wraiths, for this sole purpose.
The Ghouls' Melee Attack is otherwise unremarkable, on par with mid-tier Normal Units. Each Ghoul's attack has a strength of 4. With the unit's inherent To Hit bonus of +10%, the figure will inflict 1.6 points of Damage with its attack, on average.
Ghouls also possess a mild Poison Touch attack. For each attacking Ghoul, the enemy unit must make a Resistance roll. Each failed roll means that the enemy takes 1 extra point of Damage. Against low-Resistance units, this can end up delivering more damage than the Ghouls' Melee Attack! This is a Touch Attack, which means that it takes place simultaneously with the delivery of Melee Damage.
Defensive Properties Edit
Ghouls possess the rather-low Defense score of 3. This allows the unit to block about 0.9 on average from any source, and thus renders the unit quite vulnerable to most attacks.
Ghouls are hardier than the average Normal Unit, possessing 3 Hit Points per Ghoul. This gives the unit some survivability, requiring 12 points of Damage to wipe it out entirely.
Like most other creatures from the Death Realm, Ghouls possess a wide variety of immunities: Poison Immunity, Illusions Immunity, Cold Immunity and Death Immunity. These render the Ghouls completely invulnerable to a wide array of Curses, Special Attacks, and some specific Damage Types.
Finally, for situations where the unit's many immunities are not applied, the Ghouls have a Resistance score of 6. This is a fairly average score, and will only occasionally defend the unit from Curses or Special Attacks.
Create Undead Edit
The Ghouls' most interesting property is their ability to Create Undead - raising dead enemy units to serve the Ghouls' master after the battle is over.
This occurs only if the majority of damage inflicted on the deceased enemy was Life Stealing Damage. By virtue of the Create Undead property, all damage inflicted by Ghouls is tracked as this type of damage, even though the Ghouls will not actually "steal life," adding the damage to their own health, in the way that other sources of this special damage will.
Also, the Ghouls' army must win the battle in order to raise any dead units. Once the battle is over, you'll be treated to an animation showing the Ghouls raising the corpses of their fallen enemies.
The raised unit is identical to the unit that was killed - except it now has the Undead property, which grants it several immunities, associates it with the Death realm, and prevents the unit from healing naturally or gaining any further Experience. The unit is now under the command of the Ghouls' owner.
Note that Heroes may not be raised as Undead under any circumstances, regardless of what killed them. Also, it seems that monsters summoned only for the duration of a battle (such as Fire Elementals or Phantom Beasts) will never come back as Undead.
Other Properties Edit
Ghouls move at a rate of 1, both on the overland map and during battle. This makes them quite slow compared to most other Fantastic Units.
Despite the logical assumption, Ghouls are not considered to be Undead (as the game defines this term). As a result, they do not obey the rules of Undead creatures; Ghouls are simply Fantastic Creatures associated with the Death Realm.
As with most other Death creatures, Ghouls do not heal naturally every overland turn. They also cannot be healed using Life magic spells. Usually the only way to heal Ghouls is through the Regeneration spell.
Basic Tactics Edit
Although Ghouls are quite threatening to low/mid-level enemy Normal Units, they lack the staying power to do a lot of damage. Therefore, like most other Death creatures, they are best used in large droves. Two or more Ghouls could gang up on a strong enemy unit, subduing it and subsequently raising it from the dead to serve their master.
If the enemy army contains a unit that you would very much like to have in yours, use Ghouls to take it out. Otherwise, you could simply bolster your lines by engaging weak enemies with your Ghouls, creating many new Undead units.
Remember that for Create Undead to work as it should, your army should have room for extra units. An army stack containing 9 units cannot absorb any new Undead unless it also loses at least one unit during the battle.
Enemy Ghouls Edit
Ghouls are among the more abundant neutral enemy units in the entire game. They are often found in Encounters such as Ancient Temples, Fallen Temples, Ruins and occasionally Towers of Wizardry. They will often appear in large groups of at least 3 Ghouls units, and are often accompanied by other Death creatures of any tier.
Ghouls are not too dangerous on their own, though their Poison Touch attack can do some nasty damage to low/mid-tier Normal Units. The best units to take them out would be strong Ranged Attackers, though good Defenders with plenty of Resistance will also do well.
Ability Overview Edit
- This unit has an extra 10% chance to hit its target with every attack. This improves its statistical chance to inflict more Damage with each attack it makes.
- If this unit deals the majority of damage to an enemy unit during combat, the enemy unit may return to life as an Undead unit after the battle. This reanimated unit is now controlled by the owner of the Undead Creator.
- This only occurs if the Undead Creator's army wins the battle, and only if there is room to absorb the new unit(s) in this army.
- This unit cannot be hurt by Poison Damage. It will automatically pass any Resistance roll to avert such damage.
- Illusion Damage inflicted on this unit does not bypass its armor. The unit gets to make its Defense rolls as normal.
- During combat, this unit will spot all enemy Invisible creatures regardless of how close they are. Those creatures become semi-visible on the screen, and may be targeted freely like any other unit.
- This unit is completely immune to many Curses from the Sorcery realm. It either may not be targeted by such curses at all, or is simply not affected by them.
- This unit cannot be affected by any spell or ability that delivers Cold Damage. It will simply not receive any Damage from such sources.
- This unit cannot be affected by any spell or ability that causes death or fear, including most of the combat spells from the Death Realm.
- During this unit's Melee Attack, each figure will also make a Touch Attack against the target, delivering 1 point of Poison Damage per attack.
- The target unit must make a single Resistance roll against each Poison Attack. For each roll the target fails, it receives 1 point of Damage.
- The Poison Damage is dealt simultaneously with the exchange of Melee Damage between the two units.
- The Poisoning also occurs when this unit Counter Attacks against an enemy assailant.
- This effect does nothing against targets possessing the Poison Immunity ability.
The Summoning Spell Edit
The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.
To keep the Ghouls in play, it is necessary to pay an Upkeep Cost of 1 per turn. This is drawn automatically from the caster's Mana pool each turn. Failure to pay the required costs due to lack of Mana in the pool will lead to the Ghouls being immediately destroyed, along with any Unit Enchantments currently affecting it.
If the unit is destroyed in combat, then it is gone from the world entirely, and there is no further need to pay its Upkeep Costs.
You can also dismiss the Ghouls voluntarily. To do this, right-click the unit's icon and then press the red "Dismiss" button on the bottom right corner of the unit's details panel. A dismissed unit is gone forever, but of course you can always cast the Ghouls spell again to get a fresh new one. The primary reason to dismiss a Fantastic Creature would be to remove its Upkeep Cost (conserving Mana as a result).
As a Common Death spell, Ghouls may become available to any Wizard who possesses at least one Death Spellbook. However, its availability during the game is not guaranteed unless the Wizard acquires at least 7 Spellbooks.
Customized Wizards possessing up to 10 Spellbooks at creation time may choose this spell as one of their default spells before starting the game, in which case the spell will already be researched and available for casting immediately on the first turn. Wizards with 11 Spellbooks are guaranteed to have this spell available for casting as soon as the game begins.
Wizards with 6 or fewer Spellbooks who have not chosen Ghouls as a guaranteed spell have a random chance of being able to Research it. The chance for this spell to appear increases with the number of Death Spellbooks the Wizard possesses or obtains during gameplay. With 7-10 Spellbooks, the spell is guaranteed to appear for Research if it is not already available for casting.
Ghouls has a base Research Cost of 130.
With at least 1 Spellbook, the Ghouls spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.