Ravenous Ghoul should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 5 and Initiative 35 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Rage Against the Living: Gains 30% damage and 2 movement against living creatures. Do not rely on that advantage against undead or other nonliving targets.
Dead Flesh: Reduces incoming Might damage by 20%. Assess magical hits using the relevant magic protection instead.
Might damage
6–8
Magic damage
—
Might protection
16 %
Magic protection
5 %
Health
30
Initiative
35
Combat movement
5
Ranged reach
—
Morale
—
Luck
6
Reference growth
9
Cost per creature: 175 gold
Abilities and limitations
Rage Against the Living
Gains 30% damage and 2 movement against living creatures. Do not rely on that advantage against undead or other nonliving targets.
Dead Flesh
Reduces incoming Might damage by 20%. Assess magical hits using the relevant magic protection instead.
Undead
Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.
Emotionless
Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.
Ravenous Ghoul · reference values before bonuses
Creatures
Total cost
Base health
1
175 gold
30
5
875 gold
150
10
1,750 gold
300
Reading this profile correctly
Read Might/Magic damage and protection separately. Protection percentages are not raw Defense attributes. Campaign forms, bosses and transformations do not establish separate ordinary recruitment.
The table separates Might and Magic damage, including the element. Protection percentages are not raw defense attributes; ability bonuses cannot simply be added to them. Growth belongs to the listed reference recruitment form and does not guarantee the same count in every town and patch. Ranged reach is not ammunition. Read separate conditions for bosses and Namtaru forms.
111 stat profiles from eight historical Acid Cave inventories: 86 faction forms, 12 neutrals and 13 bosses. The faction inventory covers 84 base and upgraded creatures, with additional separate humanoid and spider forms for Fate Spinner and Fate Weaver. A boss is not an ordinary recruit. Might and Magic damage are separate; protection percentages are not raw defense attributes. Values describe the cited reference tables rather than every patch and scenario.