Learn about the Ghoul unit in Captain Blood, its mana cost, research cost, stats, and unique abilities like health regeneration.
Research: 2250 experience
Stats:
- Mana Cost: 30
- Attack: 3
- Range: 1
- Defense: 2
- Move: 3
- Hit Points: 25
Spell / Ability: None.
Special Attributes:
- Regains hit points by attacking living creatures (1 hit point per attack).
- Immune to the Healing Salve item.
- Immune to "Fear" and "Heal" spells.
- Free movement in marshes and swamps.
- +1 defense in marshes and swamps.
- Items like Verdant Shield (vs. Arbor Lodge units) or Daemon's Bane (vs. Temple units) can provide an edge.
- A Might Mantle item can make it difficult for creatures with 4 or less attack skill (except Wizards) to kill the Ghoul in one-on-one battles, as its health regeneration offsets the 1 point of damage dealt.
- Storm Bracers can increase attack power, potentially allowing the Ghoul to kill a unit before being defeated, though this item is often better used on stronger units.
- Positioning Ghouls in swamps can give them an advantage against units without swamp bonuses, making them surprisingly effective in one-on-one situations.
- To maximize the Ghoul's effectiveness, aim for encounters where it takes only 1 damage from an attacker and the attacker is living.
Summary: While the Ghoul's concept is appealing, its low combat stats mean it often inflicts only 1 damage per attack against most creatures, making it outclassed by basic units like Warriors and Zombies. Clerics and Druids can also easily counter it. Without item or terrain support, the Ghoul is generally a poor value for its experience cost, though it can become a durable, self-sustaining unit in specific scenarios, particularly in swamps or when equipped with the right items for attrition battles.
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