Zombies have a very limited selection of abilities to buy from, being limited to warrior skills and the innate undead abilities. Being slow, they’re unlikely to be much of a threat if properly handled at any rank, but can catch a party out if they drop the ball, or tie up warriors whilst other undead cause havoc.
Base Zombie
Attribute | Value |
Life | 60 |
Game Rank | 2-5 |
Damage | 2 Handed 9 or Fist 3 |
Defence | None |
Abilities | No Talk, No Sight, No Mental, No Sleep, No Living, No Healing |
Immune to Bruising | |
Slow | |
Strength | |
Unintelligent | |
2 Handed Weapon Proficiency | |
Fist Specialisation |
The base zombie mostly relies on life to resist attacks, but can cause significant pain to a low ranking party if it gets hits in. If their weapon is destroyed they’re mostly harmless though.
Rank 36 Zombie
Attribute | Value |
Life | 180 |
Game Rank | 30-60 |
Damage | 2 Handed 15 Unholy 5 or Fist 6 |
Defence | 3 Power 2 |
Abilities | No Talk, No Sight, No Mental, No Sleep, No Living, No Healing |
Immune to Bruising | |
Slow | |
Quad Strength | |
Unintelligent | |
2 Handed Weapon Expertise | |
Toughness 3 | |
Fist Specialisation | |
Innate Unholy Strike 5 | |
Innate Drain Life 4 | |
Regeneration 1 |
The larger zombie gains more life and some small defence to give it greater resilience, whilst Innate Unholy Strike protects it from weapon destruction and keeps it threatening. Innate Drain Life also gives it an attack to use when one of it’s arms stops working, whilst the regen means players need to watch their backs during prolonged fights.
Unholy Word Zombie
Attribute | Value |
Life | 150 |
Game Rank | 30-60 |
Damage | 1 Handed 10 Unholy 6 or Fist 6 |
Defence | DR 10 [Normal] 3 Power 4 |
Abilities | No Talk, No Sight, No Mental, No Sleep, No Living, No Healing |
Immune to Bruising | |
Slow | |
Triple Strength | |
Unintelligent | |
1 Handed Weapon Expertise | |
Toughness 3 | |
Willpower 1 | |
Turn Resistance 2 | |
Fist Specialisation | |
Double Knockback | |
Innate Unholy Strike 6 | |
Innate Unholy Word 10 | |
Regeneration 2 |
This zombie is designed to be a massive pain to fight. The knockback skill hits warriors away, whilst 1 willpower and 2 turn resistance makes it resistant to low level Turn Undead. The Innate Unholy Word 10 does very painful amounts of life damage and makes it dangerous to be even close to. Finally, regeneration makes it an ongoing threat.
Given their inability to buy weapon or armour skills, or any castings outside of the innate death miracles or necromantic spells undead have access to, ghouls are very reliant on their natural paralysis abilities to have any effect on a party.
Base Ghoul
Attribute | Value |
Life | 30 |
Game Rank | 2-5 |
Damage | Claw 2 Paralysis 1 |
Defence | None |
Abilities | No Talk, No Sight, No Mental, No Sleep, No Living, No Healing |
Immune to Bruising | |
Claw Proficiency | |
Ambidexterity | |
Natural Paralysis 1 |
The base ghoul isn’t very threatening. With no defence and a base normal damage of 2, the odds of it paralysing anyone are low and it’s likely to get killed in short order by any rank of party.
Base Unholy Ghoul
Attribute | Value |
Life | 30 |
Game Rank | 2-5 |
Damage | Unholy 2 Paralysis 1 |
Defence | None |
Abilities | No Talk, No Sight, No Mental, No Sleep, No Living, No Healing |
Immune to Bruising | |
Claw Proficiency | |
Ambidexterity | |
Natural Paralysis 1 |
Whilst still as physically fragile as the basic ghoul, a low level unholy ghoul trades away its normal damage for unholy damage bought as an innate undead ability which makes it far more likely to paralyse players.
Small Ghoul
Attribute | Value |
Life | 45 |
Game Rank | 10-20 |
Damage | Claw 4 Paralysis 3 |
Defence | 2 Toughness, 2 Dexterity |
Abilities | No Talk, No Sight, No Mental, No Sleep, No Living, No Healing |
Immune to Bruising | |
Claw Expertise | |
Ambidexterity | |
Natural Paralysis 3 |
The small ghoul gains some degree of defence from having more life and some toughness and dex compared to the base ghoul, and has a hefty increase in natural paralysis to ensure patrolees not wearing armour get paralysed. No strength means it’s still prone to being entangled or gripped.
Half Ogre Ghoul
Attribute | Value |
Life | 75 |
Game Rank | 30-60 |
Damage | Claw 12 Paralysis 4 |
Defence | DR 10 [Normal], 4 Toughness, 1 Dexterity |
Abilities | No Talk, No Sight, No Mental, No Sleep, No Living, No Healing |
Immune to Bruising | |
Claw Expertise | |
Ambidexterity | |
Immune to Normal | |
Toughness 4 | |
Dexterity 1 | |
Willpower 1 | |
Quadruple Strength | |
Natural Paralysis 4 | |
Regeneration 1 |
The Half-Ogre ghoul looks to catch players out by defying the typical ghoul build. With Quadruple strength and immune to normal it can rip out of grips and entangles immediately and resist a lot of damage whilst its high normal damage delivers a nasty paralysis effect. Additonally, the regen gives it a chance for another sneak attack.
Plague Ghoul
Attribute | Value |
Life | 30 |
Game Rank | 25-50 |
Damage | Claw 2 Paralysis 1 |
Defence | None |
Abilities | No Talk, No Sight, No Mental, No Sleep, No Living, No Healing |
Immune to Bruising | |
Claw Proficiency | |
Ambidexterity | |
Natural Paralysis 1 | |
Innate Cause Virulent Disease 0 (Unholy Word 2, Animate Dead 2) |
The Plague Ghoul uses the hit and run tactics of the ghoul monster type to spread diseases instead of paralysis, buying the Cause Disease as an innate death miracle. This gives flexibility in the choice of disease and punishes players who don’t view ghouls as a threat. The disease comes at the cost of any pretence of durability however.
More coming soon