Spirit Ghoul

Overview
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A few practical points when dealing with Spirit Ghouls:
- Do not stay in front of one for long periods, since its crawl will keep pressure on your position while poisoning the path behind it.
- Avoid being forced into corridors where the poison trail can cut off retreat.
- If you can lure it into a more open area, you have more room to kite it safely and avoid stacking hazards.
- Contact damage means direct body-blocking is risky, so melee combat should be timed carefully.
In the Deep Plains Caves, Spirit Ghouls are part of the general threat of the biome rather than a special encounter. Their main danger is not burst damage, but the way they combine slow pursuit with environmental denial. Even when they are not close enough to hit you, the poison trail they leave can still make movement awkward and punish careless positioning.
Other entities of this type
- "Shark"
- Aged Champion
- Alchemist
- Ancestor Knight
- Ancestor Mage
- Ancient Armored Skeleton
- Ancient Skeleton
- Ancient Skeleton Mage
- Ancient Skeleton Thrower
- Ancient Vulture
- Ancient Vulture Egg
- Angler
- Animal Keeper
- Animated Bow
- Arcanic Pylon
- Arena Entrance Portal
- Ascended Bat
- Ascended Beam
- Ascended Gauntlet
- Ascended Golem
- Ascended Wizard
- Baby Crawling Zombie
- Baby Dryad
- Baby Skeleton
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