Difference between revisions of "Ghoul"

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{{Anomaly}}
 
{{Anomaly}}
{{Rewrite|reason=Intro, Acquisition, Summary and Analysis info under wrong headings. Also needs subheadings for readability}}
 
 
{{infobox main|entity
 
{{infobox main|entity
 
| name = Ghoul
 
| name = Ghoul
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== Acquisition ==
 
== Acquisition ==
Ghouls cannot be recruited. Enemy ghouls can only be killed or captured as part of operating a [[holding platform]].
+
The only way to acquire friendly ghouls is to start with one, or perform ghoul infusion after researching [[Research#Ghoul infusion|Ghoul Infusion]] in the Anomaly tech tree. This will damage faction relations if performed on a prisoner.
  
To create a friendly ghoul, you must research [[Research#Ghoul infusion|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. Prisoners turned into Ghouls become friendly player controlled Ghouls.
+
== Summary ==
 
+
A ghoul is effectively a colonist that is limited to only melee attacks. They cannot wield [[weapons]] or [[apparel]], do any work, take drugs or use any special ability they had in life. Ghouls can be restricted to zones and [[drafted]] like normal colonists. In combat, they can be directly commanded to melee attack or use the ability provided by ghoul-specific body parts. Ghouls will fight adjacent [[fire]]s, but do not seek out fires to extinguish. All Ghouls are [[incapable|capable]] of violence no matter their [[backstories]], [[traits]], or [[genes]]{{BiotechIcon}}.
The [[Scenario_system#The_Anomaly|Anomaly starting scenario]] begins with a ghoul colonist.
 
  
== Summary ==  
+
=== Properties ===
A ghoul is effectively a colonist that is limited to only melee attacks. Ghouls cannot wield [[weapons]] or [[apparel]]. 
 
[[Backstories]], [[traits]], and [[genes]]{{BiotechIcon}} that disable violence become inactive. All Ghouls are [[incapable|capable]] of violence and have a [[Melee]] and [[Shooting]] (even though ghouls can't shoot) skill. All of the ghoul's other skills are disabled. If a ghoul had a passion for Melee and/or 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 right claw attack and an additional bite attack.
+
Ghouls do not age at all, even if not yet at maturity. Note that this means that ghouls created from younger pawns will never have the full [[body size]] and body part health of an adult. Ghouls can have age related [[heart attack]]s. They retain most properties they had in life:
 +
* [[Melee]] and [[Shooting]] skills (even though ghouls can't shoot) and passions are retained. Other skills and passions are disabled.
 +
* [[Traits]] and [[backstories]] are retained, this can cause a ghoul to be incapable of firefighting.
 +
* Hediffs are retained, including [[void touched]].
 +
* Body types and non-cosmetic [[genes]]{{BiotechIcon}} are retained. After converted, they can still undergo gene extraction or be implanted with new [[xenogerm]]s{{BiotechIcon}}. Due to the low cost of [[ghoul resurrection serum]], ghouls can be killed and resurrected to bypass the gene regrowing time.
  
 
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are "Ghoul" and "Regeneration".
 
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are "Ghoul" and "Regeneration".
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'''Regeneration:'''
 
'''Regeneration:'''
* Regenerate 100HP/day{{Check Tag|Detail needed|How is it allocated, how/does it affect hediffs like bloodloss, does it ever vary etc.}}
+
* Regenerate 100 HP/day
** Seems to focus on a single injury at a time, healing it completely before moving on to the next until all injuries are removed
 
** Selection mechanism for the next injury to heal is currently unknown{{Check Tag|Detail needed|It doesn't pick highest or lowest damage injury, possibly order the wounds were applied or random}}
 
 
 
Ghouls can only eat raw [[meat]] and fresh [[corpse]]s. 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]].
 
 
 
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]].
 
 
 
Ghouls do not age at all, even if not yet at maturity. Note that this means that ghouls created from younger pawns will never have the full [[body size]] and body part health of an adult. Ghouls can have age related [[heart attack]]s.
 
 
 
Ghouls can be restricted to zones and [[drafted]] as normal. 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.
 
 
 
Ghouls will fight adjacent [[fire]]s, but do not seek out fires to extinguish. Ghoul [[pyromaniac]]s and Ghouls Incapable of Firefighting retain their incapability to fight fires.
 
 
 
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]]. A [[Tough]] ghoul with [[Ghoul plating]] takes only 25% damage (19% with [[Robust]] gene{{BiotechIcon}}). Such a ghoul can freely walk in unnatural darkness and solo kill all spiked monoliths, kill [[Megasloth]] 1-on-1, and tank a [[Thrumbo]] under friendly fire.
 
 
 
Once converted, the pawn is no longer counted as a full colonist for things like the [[recluse]] trait.{{BiotechIcon}}
 
  
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.  
+
Separate from these hediffs, ghouls also don't bleed when injured. The regeneration hediff heals the ghoul's earliest-applied injury at the rate of 0.1 HP/s. After it's fully healed, the hediff will move to another injury at random to heal. Lost body parts will be converted to wounds and healed. It's also separate from the natural injury healing.
  
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]].
+
=== Needs ===
  
Entirely new [[xenogerm]]s{{BiotechIcon}} can be implanted into ghouls.  
+
Ghouls can only eat raw [[meat]] and fresh [[corpse]]s. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed will eventually betray the colony, never becoming friendly again. Once their food need reaches 0, a hidden Meat hunger hediff will appear and worsen over roughly 24 hours. The more extreme this hediff is, the more likely the ghoul will betray.
  
Alternatively, the ability for ghouls to undergo gene extraction combined with the low cost of ghoul resurrection serums allows ghouls to be used in the efficient purification of genes from multi-gene genepacks. Note that ghouls who are killed via gene extraction will have their xenotype set to Baseliner, however they will retain any endogenes ("germline genes"). Thus in order to safely farm genes from a ghoulified Sanguophage, Hussar, Genie, or Highmate, they must be killed through any other means before being resurrected.  
+
Other than food, ghouls have no other need, [[mood]], or relationship. Other needs created by genes or addiction will be disabled. They can't have mental breaks and won't be counted as a colonist for things like the [[recluse]] trait.{{BiotechIcon}}. 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}}
  
Ghouls can be assigned to travel as part of a [[caravan]].
+
=== Ghoul-specific Upgrades ===
  
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}}
+
Ghouls can have normal human body parts installed. However there are also some ghoul-specific upgrades available by researching [[Research#Ghoul_enhancements|Ghoul enhancements]] in the Anomaly tech tree:
 
 
=== Upgrading ghouls ===
 
Ghouls can have standard prosthetics such as [[bionic leg]]s and [[Archotech arm]]s installed via medical operations. In particular, their sole need being nutrition coupled with immunity to carcinoma makes a [[nuclear stomach]] an extremely cost-effective upgrade.
 
 
 
By researching the [[Research#Ghoul_enhancements|Ghoul enhancements]] technology in the Anomaly tech tree, you can add special bioferrite prosthetics to a ghoul:
 
  
 
* [[Adrenal heart]] — Passively increases hunger, grants an ability to gain a burst of {{Good|x0.7}} attack cooldown and {{Good|+4.00}} movement speed for 15 seconds. The cooldown is 29.17 seconds.
 
* [[Adrenal heart]] — Passively increases hunger, grants an ability to gain a burst of {{Good|x0.7}} attack cooldown and {{Good|+4.00}} movement speed for 15 seconds. The cooldown is 29.17 seconds.
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* [[Metalblood heart]] — On a 6 hour cooldown, gain the [[Hediffs#Metalblood|Metalblood hediff]] for 40 seconds, which gives {{Good|x50%}} damage resistance and {{Bad|x400%}} fire and burn vulnerability. This hediff does not stack with the [[metalblood serum]].
 
* [[Metalblood heart]] — On a 6 hour cooldown, gain the [[Hediffs#Metalblood|Metalblood hediff]] for 40 seconds, which gives {{Good|x50%}} damage resistance and {{Bad|x400%}} fire and burn vulnerability. This hediff does not stack with the [[metalblood serum]].
  
Ghouls cannot use [[drugs]] but can use [[serums]]. As ghouls aren't affected by mood, this can make [[juggernaut serum]] especially effective for them.
+
Ghouls can be administered [[serums]], but not drugs. They aren't affected by any mood effect by serums.
  
 
== Analysis ==
 
== Analysis ==
{{Rewrite|section=1|reason=Massively undersells the utility of ghouls - they are top tier melee combatants in a game where melee is incredibly useful}}
+
Ghouls are very powerful guard dogs and melee attackers:
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.
+
* With melee upgrades of [[ghoul barbs]], [[power claw]]s, [[juggernaut serum]], and [[strong melee damage]] gene, their attacks will destroy any body part of any human they hit (no matter the armor), frequently one-hit killing enemies in [[cataphract armor]].
 +
* With metabolic upgrades of [[nuclear stomach]], +5 metabolic efficiency, and [[robust digestion]] gene, they need less than 4 twisted meat per day to survive.
 +
* Due to their regeneration and the affordability of [[ghoul resurrection serum]], it's safe to use ghouls as tanks, or even let them die in combat.
 +
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.
  
A ghoul makes excellent bait to lure [[revenant]]s and [[sightstealer]]s, as they can remain patrolling outside forever.
+
A ghoul makes excellent bait to lure [[sightstealer]]s, as they can remain patrolling outside forever.
  
 
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.  
 
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.  
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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.
 
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.
  
 +
Ghouls can benefit from the [[frenzy inducer]] and the [[Genes#Pollution_stimulus|Pollution Stimulus]] gene{{BiotechIcon}}. You can build a room with pollution and a frenzy inducer for your ghouls to take advantage of their effects. Additionally, this can double as a freezer for your twisted meat, the containment cell for the [[fleshmass nucleus]], and the frosbite chamber for [[toughspike]]s.
  
=== Body part weapons ===
+
=== Hunger management ===
{{Stub|section=1|reason=Khitrir's wooden hand stat bears mention, table with truedps with and without ghoul barbs and with AP given barbs only affects the ap of some options}}
+
With some upgrades, Ghouls require less resources to maintain than humans in every way. The biggest improvement comes from the [[nuclear stomach]]{{RoyaltyIcon}}, which cuts their food need by 4 times. The [[Robust digestion]] gene{{BiotechIcon}} will reduce their need for raw meat by 1.8 times (but not if they eat corpses) while a metabolic efficiency of +5 cut their food need by another 2 times. At best, a ghoul only need to eat less than 4 meat a day.
Ghouls can also make effective use of [[body part weapons]] like the [[power claw]]. 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.  
 
  
Combing [[Ghoul barbs]] and the [[strong melee damage]] gene{{BiotechIcon}} stack with the increased dps of the implants and offer dps comparable to high tier melee options.  
+
Ghoul made from body-mastery creepjoiner don't need to eat at all.
  
The power claw features the highest damage, albeit with a small movement speed penalty.
+
=== Body parts ===
  
If it is not possible to give a ghoul two power claws, it is better to give them one power claw and one wooden hand than to keep the normal hand. This is because it would choose the weaksauce normal fist 25% of the time, thus reducing the damage, but with a wooden hand it will only use the power claw.
+
Due to their massive improvement to resilience and damage, [[ghould barbs]] and [[ghoul plating]] are essential upgrades for ghouls, try to get them as soon as possible. For the heart upgrade, get the the [[metalblood heart]] if you don't plan to produce [[metalblood serum]]s. But if you do, instead upgrade your ghoul with an [[adrenal heart]] to improve combat power or a [[corrosive heart]] for the painful [[acid spray]] attack.
  
=== Genetics ===
+
Another powerful upgrade is the [[power claw]] or [[flesh whip]]. These provide another massive jump in terms of damage, especially if your ghoul have already gotten the [[strong melee damage]] gene{{BiotechIcon}} and [[ghoul barbs]]. Note that you can replace 1 power claw with a [[wooden hand]] for a higher move speed while retaining almost the same DPS. 2 [[flesh whip]]s gives the fastest move speed while having slightly lower DPS.
{{Biotech|section=1}}
 
{{Rewrite|section=|reason= Pulled whole clothes out of Summary, need rewriting and expansion}}
 
Ghouls primarily benefit from genes that improve their [[Incoming Damage Multiplier]], melee skill and damage, movement speed, and achieving a good metabolic rate to reduce meat consumption. Ghouls will inherit genes from their underlying xenotypes, meaning that some make for better ghoul candidates than others.  
 
  
 
{| class="wikitable"
 
{| class="wikitable"
|+ Keystone Genes
+
|+ Ghoul melee damage at melee level 20 and no other hediff or gene
 +
|-
 +
! Upgrades !! Move Speed !! Melee DPS !! Melee AP
 
|-
 
|-
! Gene !! Improves !! Metabolic Cost !! Commentary
 
 
|-
 
|-
| [[Robust]] || {{Good|x75%}} [[Incoming Damage Multiplier]] ||style="text-align:center;" | {{Bad|-2}} || Reduces damage taken by ghouls, improving their capability to soak incoming damage for longer.
+
| None || 4.6 c/s || 3.29 || 11%
 +
|-
 +
| 1 Power claw || 4.23 c/s || 8.28 || 28%
 +
|-
 +
| 2 Flesh whips || 4.6 c/s || 9.22 || 60%
 +
|-
 +
| Power claw + Wooden hand || 4.23 c/s || 9.64 || 33%
 +
|-
 +
| 2 Power claws || 3.86 c/s || 9.90 || 33%
 +
|-
 +
| Ghoul barbs + 1 Power claw || 4.00 c/s || 12.42 || 41%
 +
|-
 +
| Ghoul barbs + 2 Flesh whips || 4.35 c/s || 13.84 || 60%
 +
|-
 +
| Ghoul barbs + Power claw + Wooden hand || 4.00 c/s || 14.45|| 49%
 +
|-
 +
| Ghoul barbs + 2 Power claws || 3.65 c/s || 14.85 || 49%
 +
|-
 +
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 1 Power claw || 4.46 c/s || 27.72 || 92%
 +
|-
 +
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Flesh whips || 4.85 c/s || 31.13 || 60%
 +
|-
 +
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + Power claw + Wooden hand || 4.46 c/s || 32.52 || 111%
 
|-
 
|-
| [[Strong melee damage]] || {{Good|x150%}} [[Melee Damage Factor]] ||style="text-align:center;" | {{Bad|-2}} || Increases damage dealt by ghouls
+
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Power claws || 4.07 c/s || 33.52 || 111%
 
|}
 
|}
  
 +
=== Genetics ===
 +
{{Biotech|section=1}}
 +
Ghouls primarily benefit from genes that improve their [[Incoming Damage Multiplier]], melee skill and damage, movement speed, and achieving a good metabolic rate to reduce meat consumption. Ghouls will inherit genes from their underlying xenotypes, meaning that some make for better ghoul candidates than others.
 +
 +
Below are ''all'' genes that have positive effects on ghouls. Other genes either have negative effects, no effects, or only positive in term of metabolic efficiency
 
{| class="wikitable"
 
{| class="wikitable"
 
|+ Good Genes
 
|+ Good Genes
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! Gene !! Improves !! Metabolic Cost !! Commentary
 
! Gene !! Improves !! Metabolic Cost !! Commentary
 
|-
 
|-
 +
|-
 +
| [[Robust]] || {{Good|x75%}} [[Incoming Damage Multiplier]] ||style="text-align:center;" | {{Bad|-2}} || Reduces damage taken by ghouls, improving their capability to soak incoming damage for longer.
 +
|-
 +
| [[Strong melee damage]] || {{Good|x150%}} [[Melee Damage Factor]] ||style="text-align:center;" | {{Bad|-2}} || Increases damage dealt by ghouls
 
|-
 
|-
 
| [[Naked speed]] || {{Good|+0.1}} [[Movement speed]] ||style="text-align:center;" | {{Good|+2}} || Slight increase to movement speed while giving free metabolic efficiency
 
| [[Naked speed]] || {{Good|+0.1}} [[Movement speed]] ||style="text-align:center;" | {{Good|+2}} || Slight increase to movement speed while giving free metabolic efficiency
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|-
 
|-
 
| [[Genes#Superfast_wound_healing|Superfast Wound Healing]] || [[Injury Healing Factor]] {{Good|x400%}} || style="text-align:center;" | {{Bad|-3}} || Quadruple the normal healing factor to roughly 25 HP/day
 
| [[Genes#Superfast_wound_healing|Superfast Wound Healing]] || [[Injury Healing Factor]] {{Good|x400%}} || style="text-align:center;" | {{Bad|-3}} || Quadruple the normal healing factor to roughly 25 HP/day
 +
|-
 +
| [[Genes#Pollution_stimulus|Pollution Stimulus]] || Up to [[consciousness]] {{Good|+5%}} and [[move speed]] {{Good|x120%}}  || style="text-align:center;" | {{Bad|-1}} || Speed boost when exposed to pollution
 
|}
 
|}
  
The negative effects of the genes below don't affect ghouls at all, thus they can be used to improve their metabolic efficiency
+
There are many genes whose negative effects don't affect ghouls at all, thus they can be used to improve their metabolic efficiency. Some of the notable genes are:
 
{| class="wikitable"
 
{| class="wikitable"
 
|+ Free Metabolic Efficiency
 
|+ Free Metabolic Efficiency
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|[[Genes#Pyrophobia|Pyrophobia]] || [[Mental_break#Fleeing_fire|Fleeing fire]] mental break  || style="text-align:center;" | {{Good|+4}} || Ghouls don't have mental breaks
 
|[[Genes#Pyrophobia|Pyrophobia]] || [[Mental_break#Fleeing_fire|Fleeing fire]] mental break  || style="text-align:center;" | {{Good|+4}} || Ghouls don't have mental breaks
 
|}
 
|}
 
=== Hunger management ===
 
Ghouls don't get cancer, so the [[nuclear stomach]]{{RoyaltyIcon}} is an ideal way to keep them from berserking from hunger.
 
 
The [[Robust digestion]] gene{{BiotechIcon}} synergizes very well with the Ghouls natural diet of raw meat, but don't work with corpses{{Check Tag|Verify|check the ghouls and check generally}}
 
 
Ghoul made from body-mastery creepjoiner don't need to eat at all, but removing of sleep and comfort needs became redundant.
 
  
 
=== Medical quirks ===
 
=== Medical quirks ===
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* Harvesting a spare [[lung]] and [[kidney]] is possible for normal pawns.
 
* Harvesting a spare [[lung]] and [[kidney]] is possible for normal pawns.
 
* You can harvest all six organs from a [[sanguophage]].
 
* You can harvest all six organs from a [[sanguophage]].
* If you have a detoxifier lung and kidney, you can install them to the pawn and harvest both natural lungs and kidneys. Then after the ghoul has finished regenerating, you can safely remove the artificial organ.
+
* If you have a detoxifier lung and kidney, you can install them to the pawn and harvest both natural lungs and kidneys. After the ghoul has finished regenerating, you can safely remove the artificial organ.
 +
* By spending some [[ghoul resurrection serum]]s, you can also harvest the heart in the same manner.
  
Becoming a ghoul does not remove [[duplication sickness]], [[paralytic abasia]] or [[cirrhosis]]. However, if you then euthanize the ghoul and revive them with a [[ghoul resurrection serum]], it '''does''' remove the sickness but won't cure the [[paralytic abasia]].
+
Becoming a ghoul does not remove [[hediffs#duplicate sickness|duplicate sickness]], [[paralytic abasia]] or [[cirrhosis]]. However, if you then euthanize the ghoul and revive them with a [[ghoul resurrection serum]], it '''does''' remove the sickness but won't cure the [[paralytic abasia]].
  
 
=== The Ideal Ghoul ===
 
=== The Ideal Ghoul ===
Here is the setup for the best ghoul that can be mass-produced by an advanced colony. The follow features are very hard to achieve; but once achieved, they can be duplicated using the [[Corrupted Obelisk]] any number of times:
+
Here is the setup for the best ghoul that can be mass-produced by an advanced colony. The follow features are very hard to achieve; but once achieved, they can be duplicated using the [[Corrupted obelisk]] any number of times:
 
* [[Void touched]]: available during the Anomaly ending, gives 100 hp/day regeneration on top of ghoul's regeneration.
 
* [[Void touched]]: available during the Anomaly ending, gives 100 hp/day regeneration on top of ghoul's regeneration.
* [[Tough]] trait: [[Incoming Damage Multiplier]] x50%.
 
 
* Level 20 melee skill: massively improve melee hit and dodge chance.
 
* Level 20 melee skill: massively improve melee hit and dodge chance.
 
* All keystone and good genes listed above, except for Strong Melee and Great Melee, as they have already been covered by the base melee skill. Other metabolically efficient genes should be included to bring the efficiency up to +5.
 
* All keystone and good genes listed above, except for Strong Melee and Great Melee, as they have already been covered by the base melee skill. Other metabolically efficient genes should be included to bring the efficiency up to +5.
 +
* [[Tough]] trait: [[Incoming Damage Multiplier]] x50%.
 
* [[Jogger]] trait: [[Move Speed]] +0.4.
 
* [[Jogger]] trait: [[Move Speed]] +0.4.
 
* [[Nimble]] trait: [[Melee Dodge Chance]] +15. This gives a small increase in the final melee dodge chance and can be skipped.
 
* [[Nimble]] trait: [[Melee Dodge Chance]] +15. This gives a small increase in the final melee dodge chance and can be skipped.
 
* [[Trauma savant]]: arguably the hardest to achieve, while only giving a very small improvement for melee hit chance.
 
* [[Trauma savant]]: arguably the hardest to achieve, while only giving a very small improvement for melee hit chance.
Once you have a colonist or slave with these features, duplicate them using the [[Corrupted Obelisk]] and turn the duplicate to ghoul, keeping the original. The ghouls can have these body parts installed to upgrade them further:
+
* [[Fleshmass lung]]: optional, will give some tox resistance for the ghoul if you don't install [[detoxifier lung]]s for them.
 +
* [[Flesh whip]]: optional, will give some melee damage for the ghoul if you don't install [[power claw]].
 +
Once you have a colonist or slave with these features, duplicate them using the [[Corrupted obelisk]] and turn the duplicate to ghoul, keeping the original. The ghouls can have these body parts installed to upgrade them further:
 
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] x50%, while [[Move Speed]] -0.7
 
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] x50%, while [[Move Speed]] -0.7
 
* [[Ghoul barbs]]: [[Melee Damage Factor]] x150%, while [[Move Speed]] -0.25
 
* [[Ghoul barbs]]: [[Melee Damage Factor]] x150%, while [[Move Speed]] -0.25
* [[Adrenal heart]]: gives a massive buff for move speed and melee damage when used. This is superior to the [[metalblood heart]] if you have a steady supply to produce your own [[metalblood serum]]; while the [[corrosive heart]]'s attack has fixed damage and wouldn't scale well with the other upgrade we have.
+
* [[Adrenal heart]]: gives a massive buff for move speed and melee damage when used.
* [[Nuclear stomach]]: Food Consumption x25%
+
* [[Power claw]]s, or power claw and wooden hand: greatly improves ghouls' melee damage. This is optional if the ghoul already has 2 flesh whips.
* [[Stoneskin gland]]: sharp armor +70%, blunt armor +30%, heat armor +50% while moving x85%. This will also be the final armor values of the ghoul
+
* [[Detoxifier lung]]s: gives tox resistance and a slight boost for move speed.
* Regular [[Juggernaut serum]] administering: [[Move speed]] +0.5, [[Melee Damage Factor]] x150%, [[Injury Healing Factor]] x200%
+
* [[Nuclear stomach]]: Food Consumption x25%.
* [[Metalblood serum]] administering: [[Incoming Damage Multiplier]] x50%, while flame and burn weakness x400%
+
* [[Stoneskin gland]]: sharp armor +70%, blunt armor +30%, heat armor +50% while moving x85%. This will also be the final armor values of the ghoul.
* [[Healing enhancer]]: natural healing factor x150%
+
* Regular [[Juggernaut serum]] administering: [[Move speed]] +0.5, [[Melee Damage Factor]] x150%, [[Injury Healing Factor]] x200%.
* Bionic eyes and legs: improve melee hit and dodge change, while improving move speed
+
* [[Metalblood serum]] administering: [[Incoming Damage Multiplier]] x50%, while flame and burn weakness x400%. The flame weakness is cancelled out by the fire resistant gene.
Overall, the ghoul would have these stats:
+
* [[Frenzy inducer]]'s field: +0.4 move speed.
* Daily Food Consumption 0.32: with Raw Food Multiplier x180%, which means they need only 3-4 twisted meat per day.
+
* Pollution stimulus: x120% move speed.
* Incoming Damage Multiplier 9.4%: this improves the amount of damage ghouls can take by over 10 times.
+
* [[Healing enhancer]]: natural healing factor x150%.
* Healing 200 hp/day, plus roughly 75 hp/day from the 800% Injury Healing Factor and 150% Natural Healing Factor
+
* Bionic eyes and legs: improve melee hit and dodge change, and also move speed. These can also be skipped without reducing the power of the ghoul by much. Archeotech eyes and legs could be used instead, but the shear amount of punishment you will likely have your ghoul be taking means that they will break eventually, giving them to a ranged pawn to help them better support the ghoul is a better use of resources.
* Melee DPS 34.41 (without [[Ghoul frenzy]]), or 49.16 (with Ghoul frenzy).
+
Note that power claws, bionic eyes and legs may be destroyed in combat if they take too much damage, so be ready to replace them if you decide to give to the ghoul. Other body parts are less likely to be lost as the ghoul are more likely to be downed or die before that. Overall, the ghoul would have these stats:
* Melee AP 111%.
+
* Daily Food Consumption 0.32 with Raw Food Multiplier x180%: this means they need only 3-4 twisted meat per day to live.
 +
* Healing 200 hp/day, plus roughly 75 hp/day from the 800% Injury Healing Factor and 150% Natural Healing Factor.
 +
* Incoming Damage Multiplier 9.4%: this improves the amount of damage ghouls can take by over 10 times, which means it takes roughly 2925 damage point/day, or 2.9 point/s (after armor and melee dodge) just to negate the healing effect of the ghoul. In practice, the ghoul can fight an infinite horde of [[Chimera]] one by one.
 
* Melee Dodge Chance 38%.
 
* Melee Dodge Chance 38%.
* Move Speed 4.7 (without [[Ghoul frenzy]]), or 8.42 (with Ghoul frenzy), or 10.86 (with Ghoul frenzy and psychic [[focus]]).
+
 
Since all incoming damage is subjected to the 9.4% factor, the ~275 hp/day healing actually negates roughly 2925 points of incoming damage per day, or 2.9/s. When armor and dodge chance is considered, human punches won't be able to hurt the ghoul at all
+
==== Weapon ====
 +
As mentioned above, there are multiple choices for the weapon, each with its own tradeoff between damage and move speed:
 +
{| class="wikitable"
 +
|+ Ghoul weapon combos
 +
|-
 +
! Weapons !! Move speed !! Move speed (ghoul frenzy) !! Melee hit damage !! Melee DPS !! Melee AP
 +
|-
 +
| 2 [[flesh whip]]s || 6.93 c/s || 12.02 c/s || 69.19 || 32.07 || 60%
 +
|-
 +
| 1 [[power claw]] + 1 [[wooden hand]] || 6.47 c/s || 11.23 c/s || 74.25 || 34.39 || 111%
 +
|-
 +
| 2 [[power claw]]s || 6.08 c/s || 10.55 c/s || 74.25 || 34.41 || 111%
 +
|}
  
 
== Gallery ==
 
== Gallery ==

Revision as of 18:14, 15 November 2024

Ghoul

Ghoul

Ghouls are engineered murder machines, twisted by dark psychic influences.
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.
Many people find the constant twitching of ghouls disturbing. More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.

Base Stats

Type
EntityBasic
Market Value
275 Silver
Flammability
70%

Pawn Stats

Combat Power
90
Move Speed
4.6 c/s
Health Scale
100% HP
Body Size
1
Mass
60 kg
Filth Rate
1
Hunger Rate
1.6 Nutrition/Day
Diet
raw meat and corpses
Life Expectancy
80 years
Comfortable Temp Range
-24 °C – 56 °C (-11.2 °F – 132.8 °F)

Production

Leather Yield
75 Human leather human leather

Melee Combat

Attack 1
Left fist
8.2 dmg (Blunt)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
Right fist
8.2 dmg (Blunt)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 3
Head
5 dmg (Blunt)
7 % AP
2 second cooldown
0.2 chance factor
Attack 4
Teeth
8.2 dmg (Bite)
12 % AP
2 second cooldown
0.5 chance factor
Attack 5
Left claw
7.0 dmg (Scratch)
10 % AP
2 second cooldown
1.5 chance factor
Attack 6
Right claw
7.0 dmg (Scratch)
10 % AP
2 second cooldown
1.5 chance factor
Attack 7
Teeth
8.2 dmg (Bite)
12 % AP
2 second cooldown
0.07 chance factor
Average DPS
2.25

Containment

Min Containment Strength
35
Knowledge Gain
1.5 Basic
Study Interval
120,000 ticks (2 in-game days)
Gets Cold Bonus
true
Min Monolith Level For Study
1
Escape Interval
MTB 120 days

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. Ghouls that are part of your colony can only eat raw meat and fresh corpses. Captured Ghouls do not require food.

Acquisition

The only way to acquire friendly ghouls is to start with one, or perform ghoul infusion after researching Ghoul Infusion in the Anomaly tech tree. This will damage faction relations if performed on a prisoner.

Summary

A ghoul is effectively a colonist that is limited to only melee attacks. They cannot wield weapons or apparel, do any work, take drugs or use any special ability they had in life. Ghouls can be restricted to zones and drafted like normal colonists. In combat, they can be directly commanded to melee attack or use the ability provided by ghoul-specific body parts. Ghouls will fight adjacent fires, but do not seek out fires to extinguish. All Ghouls are capable of violence no matter their backstories, traits, or genesContent added by the Biotech DLC.

Properties

Ghouls do not age at all, even if not yet at maturity. Note that this means that ghouls created from younger pawns will never have the full body size and body part health of an adult. Ghouls can have age related heart attacks. They retain most properties they had in life:

  • Melee and Shooting skills (even though ghouls can't shoot) and passions are retained. Other skills and passions are disabled.
  • Traits and backstories are retained, this can cause a ghoul to be incapable of firefighting.
  • Hediffs are retained, including void touched.
  • Body types and non-cosmetic genesContent added by the Biotech DLC are retained. After converted, they can still undergo gene extraction or be implanted with new xenogermsContent added by the Biotech DLC. Due to the low cost of ghoul resurrection serum, ghouls can be killed and resurrected to bypass the gene regrowing time.

All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are "Ghoul" and "Regeneration".

Ghoul:

Regeneration:

  • Regenerate 100 HP/day

Separate from these hediffs, ghouls also don't bleed when injured. The regeneration hediff heals the ghoul's earliest-applied injury at the rate of 0.1 HP/s. After it's fully healed, the hediff will move to another injury at random to heal. Lost body parts will be converted to wounds and healed. It's also separate from the natural injury healing.

Needs

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 will eventually betray the colony, never becoming friendly again. Once their food need reaches 0, a hidden Meat hunger hediff will appear and worsen over roughly 24 hours. The more extreme this hediff is, the more likely the ghoul will betray.

Other than food, ghouls have no other need, mood, or relationship. Other needs created by genes or addiction will be disabled. They can't have mental breaks and won't be counted as a colonist for things like the recluse trait.Content added by the Biotech DLC. 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.[Detail]

Ghoul-specific Upgrades

Ghouls can have normal human body parts installed. However there are also some ghoul-specific upgrades available by researching Ghoul enhancements in the Anomaly tech tree:

  • Adrenal heart — Passively increases hunger, grants an ability to gain a burst of ×0.7 attack cooldown and +4.00 movement speed for 15 seconds. The cooldown is 29.17 seconds.
  • Corrosive heart — Allows the ghoul to spew acid on a 2 hour cooldown, but only has 85% part efficiency
  • Ghoul barbs — Increases melee damage by ×150% at the cost of −0.25 speed
  • Ghoul platingIncoming Damage Multiplier ×0.5 at the cost of −0.75 speed.
  • Metalblood heart — On a 6 hour cooldown, gain the Metalblood hediff for 40 seconds, which gives ×50% damage resistance and ×400% fire and burn vulnerability. This hediff does not stack with the metalblood serum.

Ghouls can be administered serums, but not drugs. They aren't affected by any mood effect by serums.

Analysis

Ghouls are very powerful guard dogs and melee attackers:

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.

A ghoul makes excellent bait to lure sightstealers, as they can remain patrolling outside forever.

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 Anomaly starting scenario the Ghoul allows you to skip early defences, indirectly reducing amount of work that needs to be done.

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.

Ghouls can benefit from the frenzy inducer and the Pollution Stimulus geneContent added by the Biotech DLC. You can build a room with pollution and a frenzy inducer for your ghouls to take advantage of their effects. Additionally, this can double as a freezer for your twisted meat, the containment cell for the fleshmass nucleus, and the frosbite chamber for toughspikes.

Hunger management

With some upgrades, Ghouls require less resources to maintain than humans in every way. The biggest improvement comes from the nuclear stomachContent added by the Royalty DLC, which cuts their food need by 4 times. The Robust digestion geneContent added by the Biotech DLC will reduce their need for raw meat by 1.8 times (but not if they eat corpses) while a metabolic efficiency of +5 cut their food need by another 2 times. At best, a ghoul only need to eat less than 4 meat a day.

Ghoul made from body-mastery creepjoiner don't need to eat at all.

Body parts

Due to their massive improvement to resilience and damage, ghould barbs and ghoul plating are essential upgrades for ghouls, try to get them as soon as possible. For the heart upgrade, get the the metalblood heart if you don't plan to produce metalblood serums. But if you do, instead upgrade your ghoul with an adrenal heart to improve combat power or a corrosive heart for the painful acid spray attack.

Another powerful upgrade is the power claw or flesh whip. These provide another massive jump in terms of damage, especially if your ghoul have already gotten the strong melee damage geneContent added by the Biotech DLC and ghoul barbs. Note that you can replace 1 power claw with a wooden hand for a higher move speed while retaining almost the same DPS. 2 flesh whips gives the fastest move speed while having slightly lower DPS.

Ghoul melee damage at melee level 20 and no other hediff or gene
Upgrades Move Speed Melee DPS Melee AP
None 4.6 c/s 3.29 11%
1 Power claw 4.23 c/s 8.28 28%
2 Flesh whips 4.6 c/s 9.22 60%
Power claw + Wooden hand 4.23 c/s 9.64 33%
2 Power claws 3.86 c/s 9.90 33%
Ghoul barbs + 1 Power claw 4.00 c/s 12.42 41%
Ghoul barbs + 2 Flesh whips 4.35 c/s 13.84 60%
Ghoul barbs + Power claw + Wooden hand 4.00 c/s 14.45 49%
Ghoul barbs + 2 Power claws 3.65 c/s 14.85 49%
Barbs + Juggernaut + Strong Melee DamageContent added by the Biotech DLC + 1 Power claw 4.46 c/s 27.72 92%
Barbs + Juggernaut + Strong Melee DamageContent added by the Biotech DLC + 2 Flesh whips 4.85 c/s 31.13 60%
Barbs + Juggernaut + Strong Melee DamageContent added by the Biotech DLC + Power claw + Wooden hand 4.46 c/s 32.52 111%
Barbs + Juggernaut + Strong Melee DamageContent added by the Biotech DLC + 2 Power claws 4.07 c/s 33.52 111%

Genetics

Ghouls primarily benefit from genes that improve their Incoming Damage Multiplier, melee skill and damage, movement speed, and achieving a good metabolic rate to reduce meat consumption. Ghouls will inherit genes from their underlying xenotypes, meaning that some make for better ghoul candidates than others.

Below are all genes that have positive effects on ghouls. Other genes either have negative effects, no effects, or only positive in term of metabolic efficiency

Good Genes
Gene Improves Metabolic Cost Commentary
Robust ×75% Incoming Damage Multiplier −2 Reduces damage taken by ghouls, improving their capability to soak incoming damage for longer.
Strong melee damage ×150% Melee Damage Factor −2 Increases damage dealt by ghouls
Naked speed +0.1 Movement speed +2 Slight increase to movement speed while giving free metabolic efficiency
Fast runner +0.2 Movement speed −3 Double the movement speed bonus of Naked Speed
Very fast runner +0.4 Movement speed −5 Huge increase to movement speed, but very metabolically costly.
Strong Melee Melee Skill +4 −1 Improves Melee skill which boosts melee hit chance and melee dodge chance
Great Melee Melee Skill +8 −3 Larger Improvement to Melee skill
Unstoppable Stagger Time Multiplier ×0% −2 Removes stagger from receiving damage
Fire Resistant Flammability ×10%, Flame damage ×25% −2 Resist flame damage and avoid being set on fire
Robust Digestion Raw Nutrition Multiplier ×180% −1 Increase nutrition given by raw meat
Elongated Fingers Manipulation ×110% −1 Slightly increase manipulation, which affects melee hit chance
Smooth Tail Manipulation +5% −1 Slightly increase manipulation
Superfast Wound Healing Injury Healing Factor ×400% −3 Quadruple the normal healing factor to roughly 25 HP/day
Pollution Stimulus Up to consciousness +5% and move speed ×120% −1 Speed boost when exposed to pollution

There are many genes whose negative effects don't affect ghouls at all, thus they can be used to improve their metabolic efficiency. Some of the notable genes are:

Free Metabolic Efficiency
Gene Changes Metabolic Cost Commentary
Awful Skill Skill −8 +2 Ghouls only use Melee skill, any other skill can be ignored
Poor Skill Skill −4 +1 Ghouls only use Melee skill
Hyper-aggressive Mental Breaks and Social Fights +3 Ghouls don't social fight or have mental break
Aggressive Mental Breaks and Social Fights +2 Ghouls don't social fight or have mental break
Very Unhappy Mood Penalty +5 Ghouls are unaffected by mood penalties
Unhappy Mood Penalty +3 Ghouls are unaffected by mood penalties
Deathrest Need for deathrest +6 Ghouls don't need deathrest
Hemogen drain −8 Hemogen per day +6 Ghouls don't need hemogen
Pyrophobia Fleeing fire mental break +4 Ghouls don't have mental breaks

Medical quirks

Because ghouls rapidly regenerate their organs, you can harvest their organs before turning them into a ghoul:

  • Harvesting a spare lung and kidney is possible for normal pawns.
  • You can harvest all six organs from a sanguophage.
  • If you have a detoxifier lung and kidney, you can install them to the pawn and harvest both natural lungs and kidneys. After the ghoul has finished regenerating, you can safely remove the artificial organ.
  • By spending some ghoul resurrection serums, you can also harvest the heart in the same manner.

Becoming a ghoul does not remove duplicate sickness, paralytic abasia or cirrhosis. However, if you then euthanize the ghoul and revive them with a ghoul resurrection serum, it does remove the sickness but won't cure the paralytic abasia.

The Ideal Ghoul

Here is the setup for the best ghoul that can be mass-produced by an advanced colony. The follow features are very hard to achieve; but once achieved, they can be duplicated using the Corrupted obelisk any number of times:

  • Void touched: available during the Anomaly ending, gives 100 hp/day regeneration on top of ghoul's regeneration.
  • Level 20 melee skill: massively improve melee hit and dodge chance.
  • All keystone and good genes listed above, except for Strong Melee and Great Melee, as they have already been covered by the base melee skill. Other metabolically efficient genes should be included to bring the efficiency up to +5.
  • Tough trait: Incoming Damage Multiplier x50%.
  • Jogger trait: Move Speed +0.4.
  • Nimble trait: Melee Dodge Chance +15. This gives a small increase in the final melee dodge chance and can be skipped.
  • Trauma savant: arguably the hardest to achieve, while only giving a very small improvement for melee hit chance.
  • Fleshmass lung: optional, will give some tox resistance for the ghoul if you don't install detoxifier lungs for them.
  • Flesh whip: optional, will give some melee damage for the ghoul if you don't install power claw.

Once you have a colonist or slave with these features, duplicate them using the Corrupted obelisk and turn the duplicate to ghoul, keeping the original. The ghouls can have these body parts installed to upgrade them further:

Note that power claws, bionic eyes and legs may be destroyed in combat if they take too much damage, so be ready to replace them if you decide to give to the ghoul. Other body parts are less likely to be lost as the ghoul are more likely to be downed or die before that. Overall, the ghoul would have these stats:

  • Daily Food Consumption 0.32 with Raw Food Multiplier x180%: this means they need only 3-4 twisted meat per day to live.
  • Healing 200 hp/day, plus roughly 75 hp/day from the 800% Injury Healing Factor and 150% Natural Healing Factor.
  • Incoming Damage Multiplier 9.4%: this improves the amount of damage ghouls can take by over 10 times, which means it takes roughly 2925 damage point/day, or 2.9 point/s (after armor and melee dodge) just to negate the healing effect of the ghoul. In practice, the ghoul can fight an infinite horde of Chimera one by one.
  • Melee Dodge Chance 38%.

Weapon

As mentioned above, there are multiple choices for the weapon, each with its own tradeoff between damage and move speed:

Ghoul weapon combos
Weapons Move speed Move speed (ghoul frenzy) Melee hit damage Melee DPS Melee AP
2 flesh whips 6.93 c/s 12.02 c/s 69.19 32.07 60%
1 power claw + 1 wooden hand 6.47 c/s 11.23 c/s 74.25 34.39 111%
2 power claws 6.08 c/s 10.55 c/s 74.25 34.41 111%

Gallery

Hairs

Heads

Bodies

Version history