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	<updated>2026-04-05T21:18:36Z</updated>
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		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=143939</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=143939"/>
		<updated>2024-04-20T07:43:27Z</updated>

		<summary type="html">&lt;p&gt;2scoopsrice: accidentally left a mistake from my previous edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=categories, hard numbers on abilities/ stats/attacks, equipment, mixed reports and gene - possibly some genes are retained }}&lt;br /&gt;
Please note that due to technical limitations, a bite attack is missing from the infobox. &lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
|description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;&lt;br /&gt;
Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;&lt;br /&gt;
Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = 275&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = Human Leather&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = No&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
Ghouls are humans that have been warped into powerful, twisted combat entities with very few needs. Ghouls can appear as both enemy units and become a part of your colony.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ghouls cannot be recruited. Enemy ghouls can only be killed or captured as part of operating a [[containment platform]].&lt;br /&gt;
&lt;br /&gt;
To create a friendly ghoul, you must research [[Ghoul Infusion]] in the Anomaly tech tree. A medical operation becomes available that irreversibly converts a colonist or prisoner into a ghoul at the cost of 30 [[bioferrite]] and 1 [[shard]]. This will damage relations with the faction of the patient, should they belong to one.&lt;br /&gt;
&lt;br /&gt;
The [[Scenario_system#The_Anomaly|Anomaly starting scenario]] begins with a ghoul colonist.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is effectively a colonist that is limited to only melee attacks. Ghouls cannot wield [[weapons]] or [[apparel]]. All of the ghoul's skills are set to 0 except for [[Melee]] and [[Shooting]] (even though ghouls can't shoot). If a ghoul had a passion for Melee and Shooting in life, it retains it as a ghoul. Ghouls can't do any [[work]]. Ghouls retain the natural attacks of a human, but also gain a left, and a right claw attack and an additional bite attack.&lt;br /&gt;
&lt;br /&gt;
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are Ghoul&amp;quot; and &amp;quot;Regeneration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|40}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|40}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration:'''&lt;br /&gt;
* Regenerate 100HP/day{{Check Tag|Detail needed|How is it allocated, how/does it affevt hediffs like bloodloss, soes it ever vary etc.}}&lt;br /&gt;
&lt;br /&gt;
Ghouls can only eat raw meat and fresh corpses. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed have an increasing chance to become hostile. Ghouls will happily eat [[insect meat]], [[human meat]], and [[twisted meat]].&lt;br /&gt;
&lt;br /&gt;
Ghouls require no sleep, no recreation, no comfort, and have no item needs besides food. They regenerate 100 health per day, automatically regrow lost limbs, and rapidly cure negative health effects. Ghouls can't have any relationships and don't have mood.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be restricted to zones and also drafted. In combat, they can be directly commanded to melee attack. Ghouls have their pain set to x0%, allowing them to fight until their health is fully depleted or they are incapacitated due to damage to their body. As mentioned however, damaged limbs and organs will regenerate even if downed, unless they are dead. Drafted Ghouls will also fight fires. &lt;br /&gt;
&lt;br /&gt;
Ghouls retain the traits they had in life. While most won't be relevant to a ghoul, they can benefit from traits like [[Jogger]] and [[Brawler]].&lt;br /&gt;
&lt;br /&gt;
Ghouls will also retain their [[gene]]s{{BiotechIcon}}, though not all will remain effective. Genes that affect [[stat]]s, traits, and aptitudes will remain active. [[Genes#Hemogenic|Hemogenic]] genes, chemical dependencies, ability-granting genes, and [[Genes#Violence disabled|violence disabled]] will become inactive. Cosmetic genes that add body parts will remain visible, while genes that change skin/hair color, hair type, head shape, or [[Genes#Furskin|fur]] will not.&lt;br /&gt;
&lt;br /&gt;
Additionally, a large number of still-active genes will become either redundant or ineffective due to the inherit qualities of ghouls, like [[Genes#Reduced pain|reduced pain]], [[Genes#Aggressive|aggressiveness]], any non-violent aptitude, and any degree of [[Genes#Psychics|psy-sensitivity]]. To this end, one should consider the xenotype of the pawn they're converting: Certain xenotypes make much better ghouls than others. A hussar loses its main downside, but keeps all of its upsides, while a genie would be much weaker than average.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Entirely new [[xenogerm]]s{{BiotechIcon}} can be implanted into ghouls.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be assigned to travel as part of a caravan.&lt;br /&gt;
&lt;br /&gt;
Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul, however they will experience a negative mood if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail|Minimum exact causes and use of Template:Thought}}&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ghouls ===&lt;br /&gt;
Ghouls can have standard prosthetics such as [[bionic leg]]s and [[Archotech arm]]s installed via medical operations.&lt;br /&gt;
&lt;br /&gt;
By researching the [[Ghoul enhancements]] technology in the Anomaly tech tree, you can add special bioferrite prosthetics to a ghoul:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]] — An ability with a short cool down. Briefly provides a short burst of attack and movement speed at the cost of hunger&lt;br /&gt;
* [[Corrosive heart]] — Allows the ghoul to spew acid&lt;br /&gt;
* [[Ghoul barbs]] — Increases melee damage at the cost of speed&lt;br /&gt;
* [[Ghoul plating]] — Increases damage resistance at the cost of speed. &lt;br /&gt;
* [[Metalblood heart]] — Briefly increases the ghoul's damage resistance&lt;br /&gt;
&lt;br /&gt;
Ghouls can also use [[serums]]. As ghouls aren't affected by mood, this can make [[juggernaut serum]] especially effective for them.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers. They require nothing besides meat. Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and self-cure detrimental health conditions.&lt;br /&gt;
&lt;br /&gt;
A ghoul makes excellent bait to lure [[revenant]]s and [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
While requiring direct control, Ghouls can still help with some work in colony. While drafted they can be used to hunt animals (though they will not carry the corpses back). They can also be used to fight fires. In [[Scenario_system#The_Anomaly|Anomaly starting scenario]] the Ghoul allows you to skip early defences, indirectly reducing amount of work that needs to be done. &lt;br /&gt;
&lt;br /&gt;
Be especially careful when engaging enemy ghouls in melee combat. They will not be forced down due to pain, so they will fight much longer than regular human raiders.&lt;br /&gt;
&lt;br /&gt;
Ghouls can also make effective use of weapon implants like the [[elbow blade]]{{RoyaltyIcon}} or the [[knee spike]]: As they cannot hold conventional weapons, ghouls can only make unarmed attacks. Implanted weaponry offers them a powerful upgrade, making their already powerful strikes terrifyingly effective in combat. &lt;br /&gt;
&lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
Ghouls don't get cancer, so the [[nuclear stomach]]{{RoyaltyIcon}} is an ideal way to keep them from berserking from hunger.&lt;br /&gt;
&lt;br /&gt;
The [[Robust digestion]] gene{{BiotechIcon}} synergies very well with the Ghouls natural diet of raw meat, but may not work with corpses{{Check Tag|Verify|chrck re ghouls and check generally}}&lt;br /&gt;
&lt;br /&gt;
=== Medical quirks ===&lt;br /&gt;
Because ghouls rapidly regenerate their organs, you can harvest a spare [[lung]] and [[kidney]] from a pawn before turning them into a ghoul. You can harvest all six organs from a [[sanguophage]] before converting them into a ghoul.&lt;br /&gt;
&lt;br /&gt;
Becoming a ghoul does not remove [[duplication sickness]]. However, if you then euthanize the ghoul and revive them with a [[ghoul resurrection serum]], it '''does''' remove the sickness.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>2scoopsrice</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fleshbeasts&amp;diff=143883</id>
		<title>Fleshbeasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fleshbeasts&amp;diff=143883"/>
		<updated>2024-04-19T11:06:40Z</updated>

		<summary type="html">&lt;p&gt;2scoopsrice: Basic information and structuring, a lot missing though. I'm not sure how to get png's of all the different assets if I'm being honest.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Fleshbeasts&lt;br /&gt;
| image = Toughspike.png&lt;br /&gt;
| description = Hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeasts.&lt;br /&gt;
| type = Entity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fleshbeasts are a wide-ranging category of [[entity]], added by the Anomaly DLC.{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Fleshbeasts are found (often in great numbers) above and below ground. When they appear, due to a natural event or a summoning ritual, they will appear from pits in the earth. They can also be found en masse underground inside the caverns beneath a [[Pit gate]], including the fearsome [[Dreadmeld]]. Other, more obscure appearances include being found inside the labyrinth of a [[Warped obelisk]], or emerging from a [[creepy joiner]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Fleshbeasts come in five different forms, not including the related [[Fleshmass heart]]. They are generally easy enough to dispatch on their own, but they become dangerous in numbers. All of them, save the [[Toughspike]], either dissolve into flesh or split into smaller fleshbeasts upon death or being downed, meaning only the Toughspike can be captured or butchered.{{Check Tag|Verify| in my experience but could be wrong.}}&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fleshbeasts utilize strength in numbers, and as such, precautions should be taken to not be overwhelmed: AOE attacks, like [[Frag grenades]] and [[Molotov cocktails]], work well, and the [[minigun]] may be a good choice for dense hordes. They are especially weak to fire, and so fire weapons are a very good, if risky, option when dealing with them. When raiding a pit gate, the fleshy terrain is also flammable, which can be a boon when fighting its denizens.&lt;br /&gt;
&lt;br /&gt;
If close enough, large fleshbeasts can often fling their progeny over your formation when splitting, leading to potential havoc among your ranged pawns. If possible, try and keep them surrounded by melee pawns to protect them.&lt;br /&gt;
&lt;br /&gt;
Trispikes, Fingerspikes and Toughspikes have a ranged attack, though it is rarely used, very short ranged, and fired with poor aim.&lt;br /&gt;
&lt;br /&gt;
== Analysis== &lt;br /&gt;
With the exception of the Dreadmeld, Fleshbeast fights are generally rather mild, as long as you have enough melee fighters, which is more important than ever in Anomaly.&lt;br /&gt;
== List ==&lt;br /&gt;
More information on the individual types of fleshbeast can be found on their individual pages. When they exist.&lt;br /&gt;
* [[Fingerspike]]&lt;br /&gt;
* &lt;br /&gt;
* [[Toughspike]]&lt;br /&gt;
* &lt;br /&gt;
* [[Trispike]]&lt;br /&gt;
* &lt;br /&gt;
* [[Bulbfreak]]&lt;br /&gt;
* &lt;br /&gt;
* [[Dreadmeld]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>2scoopsrice</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=143877</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=143877"/>
		<updated>2024-04-19T11:47:58Z</updated>

		<summary type="html">&lt;p&gt;2scoopsrice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=categories, hard numbers on abilities/ stats/attacks, equipment, mixed reports and gene - possibly some genes are retained }}&lt;br /&gt;
Please note that due to technical limitations, a bite attack is missing from the infobox. &lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
|description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;&lt;br /&gt;
Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;&lt;br /&gt;
Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = &lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = ?&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = ?&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = ?&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
Ghouls are humans that have been warped into powerful, twisted combat entities with very few needs. Ghouls can appear as both enemy units and become a part of your colony.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ghouls cannot be recruited. Enemy ghouls can only be killed or captured as part of operating a [[containment platform]].&lt;br /&gt;
&lt;br /&gt;
To create a friendly ghoul, you must research [[Ghoul Infusion]] in the Anomaly tech tree. A medical operation becomes available that irreversibly converts a colonist or prisoner into a ghoul at the cost of 30 [[bioferrite]] and 1 [[shard]]. This will damage relations with the faction of the patient, should they belong to one.&lt;br /&gt;
&lt;br /&gt;
The [[Scenario_system#The_Anomaly|Anomaly starting scenario]] begins with a ghoul colonist.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is effectively a colonist that is limited to only melee attacks. Ghouls cannot wield [[weapons]] or [[apparel]]. All of the ghoul's skills are set to 0 except for [[Melee]] and [[Shooting]] (even though ghouls can't shoot). If a ghoul had a passion for Melee and Shooting in life, it retains it as a ghoul. Ghouls can't do any [[work]]. Ghouls retain the natural attacks of a human, but also gain a left, and a right claw attack and an additional bite attack.&lt;br /&gt;
&lt;br /&gt;
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are Ghoul&amp;quot; and &amp;quot;Regeneration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|40}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|40}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration:'''&lt;br /&gt;
* Regenerate 100HP/day{{Check Tag|Detail needed|How is it allocated, how/does it affevt hediffs like bloodloss, soes it ever vary etc.}}&lt;br /&gt;
&lt;br /&gt;
Ghouls can only eat raw meat and fresh corpses. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed have an increasing chance to become hostile. Ghouls will happily eat [[insect meat]], [[human meat]], and [[twisted meat]].&lt;br /&gt;
&lt;br /&gt;
Ghouls require no sleep, no recreation, no comfort, and have no item needs besides food. They regenerate 100 health per day, automatically regrow lost limbs, and rapidly cure negative health effects. Ghouls can't have any relationships and don't have mood.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be restricted to zones and also drafted. In combat, they can be directly commanded to melee attack. Ghouls have their pain set to x0%, allowing them to fight until their health is fully depleted or they are incapacitated due to damage to their body. As mentioned however, damaged limbs and organs will regenerate even if downed, unless they are dead. Drafted Ghouls will also fight fires. &lt;br /&gt;
&lt;br /&gt;
Ghouls retain the traits they had in life. While most won't be relevant to a ghoul, they can benefit from traits like [[Jogger]] and [[Brawler]].&lt;br /&gt;
&lt;br /&gt;
Ghouls will also retain their [[gene]]s{{BiotechIcon}}, though not all will remain effective. Genes that affect [[stat]]s, traits, and aptitudes will remain active. [[Genes#Hemogenic|Hemogenic]] genes, chemical dependencies, ability-granting genes, and [[Genes#Violence disabled|violence disabled]] will become inactive. Cosmetic genes that add body parts will remain visible, while genes that change skin/hair color, hair type, head shape, or [[Genes#Furskin|fur]] will not.&lt;br /&gt;
&lt;br /&gt;
Additionally, a large number of still-active genes will become either redundant or ineffective due to the inherit qualities of ghouls, like [[Genes#Reduced pain|reduced pain]], [[Genes#Aggressive|aggressiveness]], any non-violent aptitude, and any degree of [[Genes#Psychics|psy-sensitivity]]. To this end, one should consider the xenotype of the pawn they're converting: Certain xenotypes make much better ghouls than others. A hussar loses its main downside, but keeps all of its upsides, while a genie would be much weaker than average.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Entirely new [[xenogerm]]s{{BiotechIcon}} can be implanted into ghouls.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be assigned to travel as part of a caravan.&lt;br /&gt;
&lt;br /&gt;
Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul, however they will experience a negative mood if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail|Minimum exact causes and use of Template:Thought}}&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ghouls ===&lt;br /&gt;
Ghouls can have standard prosthetics such as [[bionic leg]]s and [[Archotech arm]]s installed via medical operations.&lt;br /&gt;
&lt;br /&gt;
By researching the [[Ghoul enhancements]] technology in the Anomaly tech tree, you can add special bioferrite prosthetics to a ghoul:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]] — An ability with a short cool down. Briefly provides a short burst of attack and movement speed at the cost of hunger&lt;br /&gt;
* [[Corrosive heart]] — Allows the ghoul to spew acid&lt;br /&gt;
* [[Ghoul barbs]] — Increases melee damage at the cost of speed&lt;br /&gt;
* [[Ghoul plating]] — Increases damage resistance at the cost of speed. &lt;br /&gt;
* [[Metalblood heart]] — Briefly increases the ghoul's damage resistance&lt;br /&gt;
&lt;br /&gt;
Ghouls can also use [[serums]]. As ghouls aren't affected by mood, this can make [[juggernaut serum]] especially effective for them.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers. They require nothing besides meat. Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and self-cure detrimental health conditions.&lt;br /&gt;
&lt;br /&gt;
A ghoul makes excellent bait to lure [[revenant]]s and [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
While requiring direct control, Ghouls can still help with some work in colony. While drafted they can be used to hunt animals (though they will not carry the corpses back). They can also be used to fight fires. In [[Scenario_system#The_Anomaly|Anomaly starting scenario]] the Ghoul allows you to skip early defences, indirectly reducing amount of work that needs to be done. &lt;br /&gt;
&lt;br /&gt;
Be especially careful when engaging enemy ghouls in melee combat. They will not be forced down due to pain, so they will fight much longer than regular human raiders.&lt;br /&gt;
&lt;br /&gt;
Ghouls can also make effective use of weapon implants like the [[elbow blade]]{{RoyaltyIcon}} or the [[knee spike]]: As they cannot hold conventional weapons, ghouls can only make unarmed attacks. Implanted weaponry offers them a powerful upgrade, making their already powerful strikes terrifyingly effective in combat. &lt;br /&gt;
&lt;br /&gt;
When converting a pawn into a ghoul, also take note of it's xenotype&lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
Ghouls don't get cancer, so the [[nuclear stomach]]{{RoyaltyIcon}} is an ideal way to keep them from berserking from hunger.&lt;br /&gt;
&lt;br /&gt;
The [[Robust digestion]] gene{{BiotechIcon}} synergies very well with the Ghouls natural diet of raw meat, but may not work with corpses{{Check Tag|Verify|chrck re ghouls and check generally}}&lt;br /&gt;
&lt;br /&gt;
=== Medical quirks ===&lt;br /&gt;
Because ghouls rapidly regenerate their organs, you can harvest a spare [[lung]] and [[kidney]] from a pawn before turning them into a ghoul. You can harvest all six organs from a [[sanguophage]] before converting them into a ghoul.&lt;br /&gt;
&lt;br /&gt;
Becoming a ghoul does not remove [[duplication sickness]]. However, if you then euthanize the ghoul and revive them with a [[ghoul resurrection serum]], it '''does''' remove the sickness.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>2scoopsrice</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y370f5vt47b3ic78&amp;topic_postId=y373sivaxk4yl1l0&amp;topic_revId=y373sivaxk4yl1l0&amp;action=single-view</id>
		<title>Topic:Y370f5vt47b3ic78</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y370f5vt47b3ic78&amp;topic_postId=y373sivaxk4yl1l0&amp;topic_revId=y373sivaxk4yl1l0&amp;action=single-view"/>
		<updated>2024-04-19T10:15:01Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:2scoopsrice&quot; class=&quot;mw-userlink&quot; title=&quot;User:2scoopsrice&quot;&gt;&lt;bdi&gt;2scoopsrice&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:2scoopsrice&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:2scoopsrice&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/2scoopsrice&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/2scoopsrice&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Y370f5vt47b3ic78&amp;amp;topic_showPostId=y373sivaxk4yl1l0#flow-post-y373sivaxk4yl1l0&quot;&gt;commented&lt;/a&gt; on &quot;Welcome&quot; (&lt;em&gt;Thanks, appreciate the support! Hope I can help out around here :)&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>2scoopsrice</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:2scoopsrice&amp;diff=143852</id>
		<title>User:2scoopsrice</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:2scoopsrice&amp;diff=143852"/>
		<updated>2024-04-19T09:09:26Z</updated>

		<summary type="html">&lt;p&gt;2scoopsrice: Created page with &amp;quot;Hi, never done this before. Wanted to try helping, but super inexperienced.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, never done this before. Wanted to try helping, but super inexperienced.&lt;/div&gt;</summary>
		<author><name>2scoopsrice</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chimera&amp;diff=143850</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chimera&amp;diff=143850"/>
		<updated>2024-04-19T09:01:52Z</updated>

		<summary type="html">&lt;p&gt;2scoopsrice: /* = Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Chimera&lt;br /&gt;
| image = &lt;br /&gt;
| description = A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| bodysize = 2.15&lt;br /&gt;
| movespeed = 3.60 &amp;lt;/br&amp;gt; enraged 6.30&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| flammability = 0.70&lt;br /&gt;
| basemeatamount = 151&lt;br /&gt;
| baseleatheramount = 43&lt;br /&gt;
| leathername = dread leather&lt;br /&gt;
| meatname = twisted meat&lt;br /&gt;
| lifespan = 10&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Chimera is a bestial and ferocious [[Entity]] added by the Anomaly DLC.{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Chimeras often appear in packs. Cunning predators, they will wait for an opportunity to attack you at your most vulnerable.{{Check Tag|Detail needed|not sure what actually causes them to start attacking or if that's just flavor text.}} They can be dangerous combatants, especially in large numbers.&lt;br /&gt;
The chimera has the unique ability to become enraged upon taking damage, gaining a hediff called 'Rage Speed.' This ability makes them much harder to put down, and much more adept at closing the distance between it and your pawns.&lt;br /&gt;
&lt;br /&gt;
'''Rage Speed:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Move Speed]]: '''×175%'''&lt;br /&gt;
* [[Stagger Time Multiplier]]: '''×0%'''&lt;br /&gt;
&lt;br /&gt;
== Containment ==&lt;br /&gt;
It provides Advanced anomaly research, and can be studied every 2 days.&lt;br /&gt;
When hooked up to a [[bioferrite generator]], it yields 3.225 [[bioferrite]] per day.&lt;br /&gt;
It has a minimum containment strength of 70.&lt;br /&gt;
When hooked up to an [[electroharvester]], it provides 430 watts.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
With it's ability to become enraged, and unable to be downed due to pain, it can catch up to ranged pawns frighteningly fast. With much greater movement speed than a default pawn, outpacing it might prove very difficult. Melee pawns or ghouls are recommended to intercept them first. It has some of the highest DPS of any single entity,{{Check Tag|Verify| it seemed like it but i could be wrong.}} and can quickly cause a colonist to bleed out. Like many entities, it is susceptible to fire.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>2scoopsrice</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chimera&amp;diff=143849</id>
		<title>Chimera</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chimera&amp;diff=143849"/>
		<updated>2024-04-19T08:54:17Z</updated>

		<summary type="html">&lt;p&gt;2scoopsrice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Chimera&lt;br /&gt;
| image = &lt;br /&gt;
| description = A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| bodysize = 2.15&lt;br /&gt;
| movespeed = 3.60 &amp;lt;/br&amp;gt; enraged 6.30&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| flammability = 0.70&lt;br /&gt;
| basemeatamount = 151&lt;br /&gt;
| baseleatheramount = 43&lt;br /&gt;
| leathername = dread leather&lt;br /&gt;
| meatname = twisted meat&lt;br /&gt;
| lifespan = 10&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Chimera is a bestial and ferocious [[Entity]] added by the Anomaly DLC.{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Chimeras often appear in packs. Cunning predators, they will wait for an opportunity to attack you at your most vulnerable.{{Check Tag|Detail needed|not sure what actually causes them to start attacking or if that's just flavor text.}} They can be dangerous combatants, especially in large numbers.&lt;br /&gt;
The chimera has the unique ability to become enraged upon taking damage, gaining a hediff called 'Rage Speed.' This ability makes them much harder to put down, and much more adept at closing the distance between it and your pawns.&lt;br /&gt;
&lt;br /&gt;
'''Rage Speed:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Move Speed]]: '''×175%'''&lt;br /&gt;
* [[Stagger Time Multiplier]]: '''×0%'''&lt;br /&gt;
&lt;br /&gt;
== Containment ==&lt;br /&gt;
It provides Advanced anomaly research, and can be studied every 2 days.&lt;br /&gt;
When hooked up to a [[bioferrite generator]], it yields 3.225 [[bioferrite]] per day.&lt;br /&gt;
It has a minimum containment strength of 70.&lt;br /&gt;
When hooked up to an [[electroharvester]], it provides 430 watts.&lt;br /&gt;
&lt;br /&gt;
== Analysis =&lt;br /&gt;
With it's ability to become enraged, and unable to be downed due to pain, it can catch up to ranged pawns frighteningly fast. With much greater movement speed than a default pawn, outpacing it might prove very difficult. Melee pawns or ghouls are recommended to intercept them first. It has some of the highest DPS of any single entity,{{Check Tag|Verify| it seemed like it but i could be wrong.}} and can quickly cause a colonist to bleed out. Like many entities, it is susceptible to fire.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>2scoopsrice</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=143844</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=143844"/>
		<updated>2024-04-19T06:54:43Z</updated>

		<summary type="html">&lt;p&gt;2scoopsrice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=categories, hard numbers on abilities/ stats/attacks, equipment, mixed reports and gene - possibly some genes are retained }}&lt;br /&gt;
Please note that due to technical limitations, a bite attack is missing from the infobox. &lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
|description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;&lt;br /&gt;
Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;&lt;br /&gt;
Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = &lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = ?&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = ?&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = ?&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
Ghouls are humans that have been warped into powerful, twisted combat entities with very few needs. Ghouls can appear as both enemy units and become a part of your colony.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ghouls cannot be recruited. Enemy ghouls can only be killed or captured as part of operating a [[containment platform]].&lt;br /&gt;
&lt;br /&gt;
To create a friendly ghoul, you must research [[Ghoul Infusion]] in the Anomaly tech tree. A medical operation becomes available that irreversibly converts a colonist or prisoner into a ghoul at the cost of 30 [[bioferrite]] and 1 [[shard]]. This will damage relations with the faction of the patient, should they belong to one.&lt;br /&gt;
&lt;br /&gt;
The [[Scenario_system#The_Anomaly|Anomaly starting scenario]] begins with a ghoul colonist.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is effectively a colonist that is limited to only melee attacks. Ghouls cannot wield [[weapons]] or [[apparel]]. All of the ghoul's skills are set to 0 except for [[Melee]] and [[Shooting]] (even though ghouls can't shoot). If a ghoul had a passion for Melee and Shooting in life, it retains it as a ghoul. Ghouls can't do any [[work]]. Ghouls retain the natural attacks of a human, but also gain a left, and a right claw attack and an additional bite attack.&lt;br /&gt;
&lt;br /&gt;
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are Ghoul&amp;quot; and &amp;quot;Regeneration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|40}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|40}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration:'''&lt;br /&gt;
* Regenerate 100HP/day{{Check Tag|Detail needed|How is it allocated, how/does it affevt hediffs like bloodloss, soes it ever vary etc.}}&lt;br /&gt;
&lt;br /&gt;
Ghouls can only eat raw meat and fresh corpses. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed have an increasing chance to become hostile. Ghouls will happily eat [[insect meat]], [[human meat]], and [[twisted meat]].&lt;br /&gt;
&lt;br /&gt;
Ghouls require no sleep, no recreation, no comfort, and have no item needs besides food. They regenerate 100 health per day, automatically regrow lost limbs, and rapidly cure negative health effects. Ghouls can't have any relationships and don't have mood.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be restricted to zones and also drafted. In combat, they can be directly commanded to melee attack. Ghouls have their pain set to x0%, allowing them to fight until their health is fully depleted or they are incapacitated due to damage to their body. As mentioned however, damaged limbs and organs will regenerate even if downed, unless they are dead. Drafted Ghouls will also fight fires. &lt;br /&gt;
&lt;br /&gt;
Ghouls retain the traits they had in life. While most won't be relevant to a ghoul, they can benefit from traits like [[Jogger]] and [[Brawler]].&lt;br /&gt;
&lt;br /&gt;
Ghouls will also retain their [[gene]]s{{BiotechIcon}}, though not all will remain effective. Genes that affect [[stat]]s, traits, and aptitudes will remain active. [[Genes#Hemogenic|Hemogenic]] genes, chemical dependencies, ability-granting genes, and [[Genes#Violence disabled|violence disabled]] will become inactive. Additionally, a large number of still-active genes will become either redundant or ineffective due to the inherit qualities of ghouls, like [[Genes#Reduced pain|reduced pain]], [[Genes#Aggressive|aggressiveness]], any non-violent aptitude, and any degree of [[Genes#Psychics|psy-sensitivity]]. Cosmetic genes that add body parts will remain visible, while genes that change skin/hair color, hair type, head shape, or [[Genes#Furskin|fur]] will not.&lt;br /&gt;
&lt;br /&gt;
Entirely new [[xenogerm]]s{{BiotechIcon}} can be implanted into ghouls.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be assigned to travel as part of a caravan.&lt;br /&gt;
&lt;br /&gt;
Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul, however they will experience a negative mood if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail|Minimum exact causes and use of Template:Thought}}&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ghouls ===&lt;br /&gt;
Ghouls can have standard prosthetics such as [[bionic leg]]s and [[Archotech arm]]s installed via medical operations.&lt;br /&gt;
&lt;br /&gt;
By researching the [[Ghoul enhancements]] technology in the Anomaly tech tree, you can add special bioferrite prosthetics to a ghoul:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]] — An ability with a short cool down. Briefly provides a short burst of attack and movement speed at the cost of hunger&lt;br /&gt;
* [[Corrosive heart]] — Allows the ghoul to spew acid&lt;br /&gt;
* [[Ghoul barbs]] — Increases melee damage at the cost of speed&lt;br /&gt;
* [[Ghoul plating]] — Increases damage resistance at the cost of speed. &lt;br /&gt;
* [[Metalblood heart]] — Briefly increases the ghoul's damage resistance&lt;br /&gt;
&lt;br /&gt;
Ghouls can also use [[serums]]. As ghouls aren't affected by mood, this can make [[juggernaut serum]] especially effective for them.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers. They require nothing besides meat. Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and self-cure detrimental health conditions.&lt;br /&gt;
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A ghoul makes excellent bait to lure [[revenant]]s and [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
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While requiring direct control, Ghouls can still help with some work in colony. While drafted they can be used to hunt animals (though they will not carry the corpses back). They can also be used to fight fires. In [[Scenario_system#The_Anomaly|Anomaly starting scenario]] the Ghoul allows you to skip early defences, indirectly reducing amount of work that needs to be done. &lt;br /&gt;
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Be especially careful when engaging enemy ghouls in melee combat. They will not be forced down due to pain, so they will fight much longer than regular human raiders.&lt;br /&gt;
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Ghouls can also make effective use of weapon implants like the [[elbow blade]]{{RoyaltyIcon}} or the [[knee spike]]: As they cannot hold conventional weapons, ghouls can only make unarmed attacks. Implanted weaponry offers them a powerful upgrade, making their already powerful strikes terrifyingly effective in combat. &lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
Ghouls don't get cancer, so the [[nuclear stomach]]{{RoyaltyIcon}} is an ideal way to keep them from berserking from hunger.&lt;br /&gt;
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The [[Robust digestion]] gene{{BiotechIcon}} synergies very well with the Ghouls natural diet of raw meat, but may not work with corpses{{Check Tag|Verify|chrck re ghouls and check generally}}&lt;br /&gt;
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=== Medical quirks ===&lt;br /&gt;
Because ghouls rapidly regenerate their organs, you can harvest a spare [[lung]] and [[kidney]] from a pawn before turning them into a ghoul. You can harvest all six organs from a [[sanguophage]] before converting them into a ghoul.&lt;br /&gt;
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Becoming a ghoul does not remove [[duplication sickness]]. However, if you then euthanize the ghoul and revive them with a [[ghoul resurrection serum]], it '''does''' remove the sickness.&lt;br /&gt;
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== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>2scoopsrice</name></author>
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