
Ghoul
They're pretty strong for stiffs, and although they don't have any special attacks, beware of them bellowing for backup.
When they begin to rot, their breath and nails grow thick with toxins, but these dissipate as they deteriorate further.
The essentials
- Earliest in the story: The Plumbed Depths – Interior - B2 Graves — 25% (34% of battles)
- Gives: 760 EXP, 124 G, Manky mud (1/16), Tough guy tattoo (1/64)
- Weak to: light ×2
- Has no effect on it: fizzle
Family: zombie — weapons dealing ×1.1: staves
Stats
| HP | MP | Att. | Def. | Agi. | EXP | Gold | Evas. |
|---|---|---|---|---|---|---|---|
| 162 | 12 | 112 | 65 | 90 | 760 | 124 | 0 % |
HP from the game's record: in battle, each monster gets a roll between 80 and 100% of it (rounded); MP is full.
Resistances and actions
- Elements (damage taken): light ×2; fire ×1.5; wind ×1.25; darkness ×0.75; ice ×0.5
- Effects (success rate): 75%: Whack, confusion, Blunt, Decelerate; 50%: Dazzle, sleep, stun, poison; 25%: paralysis, Charm; immune: Fizzle
- Actions: Attack 67%, “is assessing the situation.” 17%, “calls for backup.” 16%. Conditions (otherwise it picks another slot): “calls for backup.”: if there's room for reinforcements. Only once per turn for its whole group: “is assessing the situation.”, “calls for backup.”
Items
Habitat (in-game monster list)
The Plumbed Depths · Urdus Marshland · Mt Ulzuun · Gerzuun · Khaalag Coast
In the game, a defeated monster's entry names one of these places as soon as you have visited it, even if you never defeated that monster there; otherwise “?????????” (checked in game). The first two are named, “Etc.” for the third.
In the field
Behaviour: does not react to the party (never chases or flees).
In each cell: share of the visible monsters in that zone, then (in brackets) share of that zone's battles it takes part in, alone or with others. “Joins”: never visible, it only comes along with the monster you touched. “In the forest”, “on the coast”…: which monsters appear depends on the ground under the hero's feet (grass, forest, coast, rocky ground, swamp…); with no detail, they appear anywhere on the map. “Starflight Express stop”, “islet”, “part”: a separate corner of the region, reached as shown. Exact figures from the game code.
| Place | Day | Night |
|---|---|---|
| The Plumbed Depths – Interior - B2 Graves | 25% (34% of battles) | 25% (34% of battles) |
| Urdus Marshland, on grass or in the forest | joins 4.7% of battles | |
| Mt Ulzuun, on grass or in the forest | 9.1% (14% of battles) | 9.1% (14% of battles) |
| Mt Ulzuun, on rocky ground | 21% (32% of battles) | 21% (32% of battles) |
| Gerzuun | 29% (35% of battles) | 29% (35% of battles) |
| Gerzuun – Church | joins 26% of battles | joins 26% of battles |
| Gerzuun – Yurt A | joins 26% of battles | joins 26% of battles |
| Gerzuun – Yurt B | joins 26% of battles | joins 26% of battles |
| Gerzuun – Well | joins 26% of battles | joins 26% of battles |
| Gerzuun – Interior - B1 | joins 5.5% of battles | joins 5.5% of battles |
| Khaalag Coast | 31% (31% of battles) | 33% (41% of battles) |
Grottoes (treasure maps)
- Ice, rank 3: 20% of visible monsters, 28% of battles (quality 2-55: floors 1-4; 56-75: floors 1-6; 76-100: floors 1-4)
Under the hood
Internal numbers (game records, one per variant): 104.
Drop codes (prm/mon_btldata, bytes +2 and +3; 0 = 100%, otherwise 1/2^(code + 2), 7 = none): Manky mud : 2 ; Tough guy tattoo : 4.
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Manky mud
Tough guy tattoo