Dungeon Overlord Wiki
Ghost
Special Abilities Fly over lava
Banshee Scream
Stealth
Backstab
Spawn Time 1:00:00
Creature Type Undead
Damage Type Cold
Requirements
Technology Necromancy
Room Crypt, Level 2
Furniture Haunted Remains
Training Proving Ground 1-99
Spellcasting Chamber 100+
Training Furniture Grave Marker +10 levels
Grave Stone +20 levels
Grave Monument +30 levels


A ghost is an advanced creature in Dungeon Overlord. This unit is like a cross between a Thief and an Imp with a physical immunity. They have a movement rate of 7, they can fly over lava, and can frighten all humanoids of equal to or lesser level in range.

From the Thief they get the ability to Stealth allowing them to approach their targets without taking much damage until spotted. They also get the ability to Backstab, though not as powerful.

From the Imp they get the attack rate, and damage progression, making their low seeming damage more devestating.

Furthermore a ghost requires about the middle of the road in leveling requirements, making leveling somewhat easy, but not quite as easy as the Imp. However to balance their more aggressive nature they have a gemstone upkeep of Primordial Ice to replace their gold requirement. This makes it one of the only two creatures in the game with no gold upkeep sharing that honor with the Wraith. Handy to know if you have access to one or more Primordial Ice mines, but have to purchase other materials often.

Ghosts require a level 2 Crypt as a spawn point.

Stats gained per level[]

  • 120 Health
  • 2 Damage
  • 15 Carry

Spawn Info[]

This is the chance of the creature spawning in a room when defending against an attack. The values are relative to each other.

Stealth detection[]

The higher the level of ghost, the harder he is to detect. A level comparison is made against any creature that has a chance to detect him. If the Ghost is much higher level, the chances of detection go down. The Ghost like the thief, has at least a 2% chance of being spotted.

Stage Health Attack Defense Damage Speed Healing Rate Carry Pillage Range Traveling Per Square Upkeep Training Cost
Initial 600 30 80 10 7 500 75 0 N/A 0:08:34 8 Food, 3 Primordial Ice 100 Gold, 1 Goblin Twine, 1 Cold Iron Ingot, 100 Primordial Ice
At Level 10 1680 30 80 28 7 500 210 0 N/A 0:08:34

18 Food, 6 Primordial Ice

200 Gold, 2 Goblin Twine, 1 Cold Iron Ingot, 200 Primordial Ice
At Level 20 2880 30 80 48 7 500 360 0 N/A 0:08:34 30 Food, 10 Primordial Ice 300 Gold, 3 Goblin Twine, 2 Cold Iron Ingot, 300 Primordial Ice
At Level 30 4080 30 80 68 7 500 510 0 N/A 0:08:34 42 Food, 14 Primordial Ice 400 Gold, 4 Goblin Twine, 2 Cold Iron Ingot, 400 Primordial Ice, 50 Moonstone
At Level 40 5280 30 80 88 7 500 660 0 N/A 0:08:34 TBC 500 Gold, 5 Goblin Twine, 3 Cold Iron Ingot, 500 Primordial Ice, 100 Moonstone
At Level 50 6480 30 80 108 7 500 810 0 N/A 0:08:34 65 Food, 22 Primordial Ice 600 Gold, 6 Goblin Twine, 3 Cold Iron Ingot, 600 Primordial Ice, 150 Moonstone, 50 Quicksilver
At Level 100 12480 30 80 208 7 500 1560 0 N/A 0:08:34 TBC Visit creatures' training cost tables

Damage Type and Resistances[]

Damage Type: Cold

Physical Magical Fire Cold Electrical Poison Disease

100%

0

0

0

0

75%

75%