Difference between revisions of "Ghoul"

From RimWorld Wiki
Jump to navigation Jump to search
(Undo revision 153013 by JuliaCat (talk) - they retain rheir defsult attacks.)
Tag: Undo
 
(36 intermediate revisions by 15 users not shown)
Line 1: Line 1:
 
{{Anomaly}}
 
{{Anomaly}}
{{Spoiler}}
+
{{Rewrite|reason=Intro, Acquisition, Summary and Analysis info under wrong headings. Also needs subheadings for readability}}
{{Stub|reason=categories, hard numbers on abilities/ stats/attacks, equipment, mixed reports and gene - possibly some genes are retained }}
 
Please note that due to technical limitations, a bite attack is missing from the infobox.
 
 
{{infobox main|entity
 
{{infobox main|entity
 
| name = Ghoul
 
| name = Ghoul
 
| image = Ghoul.png
 
| image = Ghoul.png
|description = Ghouls are engineered murder machines, twisted by dark psychic influences.<br>
+
| description = Ghouls are engineered murder machines, twisted by dark psychic influences.<br>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.<br>Many people find the constant twitching of ghouls disturbing.
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.<br>
 
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.
 
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.
 
| type = Entity
 
| type = Entity
 +
| type2 = Basic
 
| flammability = 0.7
 
| flammability = 0.7
 
| movespeed = 4.6
 
| movespeed = 4.6
Line 21: Line 18:
 
| hungerrate = 1
 
| hungerrate = 1
 
| diet = raw meat and corpses
 
| diet = raw meat and corpses
| leathername = Human Leather
+
| leathername = Human leather
 
| lifespan = 80
 
| lifespan = 80
 
| packanimal = No
 
| packanimal = No
 +
| psychic sensititvity = 0
 +
| pain factor = 0
 +
| max nutrition = 2
 +
<!-- Containment -->
 +
| minimum containment strength = 35
 +
| anomaly knowledge = 1.5 <!-- 1 from human + 0.5 offset -->
 +
| anomaly knowledge offset = 0.5
 +
| knowledge category = Basic
 +
| study interval = 120000
 +
| gets cold containment bonus = true
 +
| min monolith level for study = 1
 +
| base escape interval MTB days = 120
 +
<!-- Pawn Stats -->
 +
| combatPower = 90
 
<!--|maturityage = 18-->
 
<!--|maturityage = 18-->
 
| attack1dmg = 8.2
 
| attack1dmg = 8.2
Line 62: Line 73:
 
| attack7chancefactor = 0.07
 
| attack7chancefactor = 0.07
 
}}
 
}}
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''' are [[human]]s 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 ==
 
== Acquisition ==
Ghouls cannot be recruited. Enemy ghouls can only be killed or captured as part of operating a [[containment platform]].
+
Ghouls cannot be recruited. Enemy ghouls can only be killed or captured as part of operating a [[holding platform]].
  
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.
+
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.
  
 
The [[Scenario_system#The_Anomaly|Anomaly starting scenario]] begins with a ghoul colonist.
 
The [[Scenario_system#The_Anomaly|Anomaly starting scenario]] begins with a ghoul colonist.
  
 
== Summary ==  
 
== Summary ==  
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.
+
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.  
  
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are Ghoul" and "Regeneration".
+
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.
 +
 
 +
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are "Ghoul" and "Regeneration".
  
 
'''Ghoul:'''
 
'''Ghoul:'''
Line 86: Line 100:
  
 
'''Regeneration:'''
 
'''Regeneration:'''
* Regenerate 100HP/day{{Check Tag|Detail needed|How is it allocated, how/does it affevt hediffs like bloodloss, soes it ever vary etc.}}
+
* Regenerate 100HP/day{{Check Tag|Detail needed|How is it allocated, how/does it affect hediffs like bloodloss, does it ever vary etc.}}
 +
** 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 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]].
+
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 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 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 do not age at all, even if not yet at maturity.
+
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 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.  
+
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.  
  
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]]. [[Tough]] ghoul with [[Ghoul plating]] takes only 25% damage(19% with [[Robust]] gene). Such 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.  
 
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.  
  
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.  
+
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]].  
  
Entirely new [[xenogerm]]s{{BiotechIcon}} can be implanted into ghouls. Mobility genes are very important on ghouls - try squeezing in [[Very fast runner]], but for starters [[Naked speed]] is a free +0.10c/s. As you progress towards late-game, make sure to pick up [[Unstoppable]] to break enemy lines with ease. Genes that are made redundant, or are effectively disabled by ghoulification retain their metabolism effects, and can be freely used to reduce ghoul hunger.
+
Entirely new [[xenogerm]]s{{BiotechIcon}} can be implanted into ghouls.  
  
Ghouls can be assigned to travel as part of a caravan.
+
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.
 +
 
 +
Ghouls can be assigned to travel as part of a [[caravan]].
  
 
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}}
 
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}}
  
 
=== Upgrading ghouls ===
 
=== Upgrading ghouls ===
Ghouls can have standard prosthetics such as [[bionic leg]]s and [[Archotech arm]]s installed via medical operations.
+
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 [[Ghoul enhancements]] technology in the Anomaly tech tree, you can add special bioferrite prosthetics to a ghoul:
+
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]] — An ability with a short cool down. Briefly provides a short burst of attack and movement speed at the cost of hunger
+
* [[Adrenal heart]] — Passively increases hunger, grants an ability with a 0.7 hour cooldown which provides a short burst of {{Good|x0.7}} attack cooldown and {{Good|+4.00}} movement speed
* [[Corrosive heart]] — Allows the ghoul to spew acid
+
* [[Corrosive heart]] — Allows the ghoul to spew acid on a 2 hour cooldown, but only has 85% part efficiency
* [[Ghoul barbs]] — Increases melee damage at the cost of speed
+
* [[Ghoul barbs]] — Increases melee damage by {{Good|+50%}} at the cost of {{Bad|-0.25}} speed
* [[Ghoul plating]] — Increases damage resistance at the cost of speed.  
+
* [[Ghoul plating]] — [[Incoming Damage Multiplier]] {{Good|x0.5}} at the cost of {{Bad|-0.75}} speed.  
* [[Metalblood heart]] — Briefly increases the ghoul's damage resistance
+
* [[Metalblood heart]] — On a 6 hour cooldown, gain {{Good|x50%}} damage resistance and {{Bad|x400%}} fire and burn vulnerability for a short time
  
Ghouls can also use [[serums]]. As ghouls aren't affected by mood, this can make [[juggernaut serum]] especially effective for them.
+
Ghouls cannot use [[drugs]] but can use [[serums]]. As ghouls aren't affected by mood, this can make [[juggernaut serum]] especially effective for them.
  
 
== 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. 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.
 
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.
  
 
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 [[revenant]]s and [[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.  
  
 
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 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.  
+
 
 +
=== Body part weapons ===
 +
{{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}}
 +
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.
 +
 
 +
The power claw features the highest damage, albeit with a small movement speed penalty.
 +
 
 +
=== Genetics ===
 +
{{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"
 +
|+ Keystone Genes
 +
|-
 +
! 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
 +
|}
 +
 
 +
{| class="wikitable"
 +
|+ Good Genes
 +
|-
 +
! Gene !! Improves !! Metabolic Cost !! Commentary
 +
|-
 +
| [[Naked speed]] || {{Good|+0.1}} [[Movement speed]] ||style="text-align:center;" | {{Good|+2}} || Slight increase to movement speed
 +
|-
 +
| [[Fast runner]] || {{Good|+0.2}} [[Movement speed]] ||style="text-align:center;" | {{Bad|-3}} || Double the movement speed bonus of Naked Speed
 +
|-
 +
| [[Very fast runner]] ||{{Good|+0.4}} [[Movement speed]] ||style="text-align:center;" | {{Bad|-5}} || Huge increase to movement speed, but very metabolically costly.
 +
|-
 +
| [[Genes#Strong_melee|Strong Melee]] || [[Melee]] Skill {{Good|+4}} || style="text-align:center;" | {{Bad|-1}} || Improves Melee skill which boosts melee hit chance and melee dodge chance
 +
|-
 +
| [[Genes#Great_melee|Great Melee]] || [[Melee]] Skill {{Good|+8}} || style="text-align:center;" | {{Bad|-3}} || Larger Improvement to Melee skill which boosts melee hit chance and melee dodge chance
 +
|-
 +
| [[Genes#Unstoppable|Unstoppable]] || Stagger Time Multiplier {{Good|x0%}} || style="text-align:center;" | {{Bad|-2}} || Removes stagger from recieving damage
 +
|}
 +
 
 +
{| class="wikitable"
 +
|+ Free Metabolic Efficiency
 +
|-
 +
! Gene !! Changes !! Metabolic Cost !! Commentary
 +
|-
 +
| [[Genes#Awful_animals|Awful Skill]] || Skill {{Bad|-8}} || style="text-align:center;" | {{Good|+2}} || Ghouls only use Melee skill, meaning any other skill can be made awful through genes to increase metabolic efficiency
 +
|-
 +
| [[Genes#Poor_animals|Poor Skill]] || Skill {{Bad|-4}} || style="text-align:center;" | {{Good|+1}} || Ghouls only use Melee skill, meaning any other skill can be made poor through genes to increase metabolic efficiency
 +
|-
 +
|[[Hyper-aggressive]] || Mental Breaks and Social Fights  || style="text-align:center;" | {{Good|+3}} || Ghouls don't social fight and already only have violent mental breaks when starving
 +
|-
 +
|[[Aggressive]] || Mental Breaks and Social Fights || style="text-align:center;" | {{Good|+2}} || Ghouls don't social fight and already only have violent mental breaks when starving
 +
|-
 +
|[[Genes#Very_unhappy|Very Unhappy]] || Mood Penalty  || style="text-align:center;" | {{Good|+5}} || Ghouls are unaffected by mood penalties
 +
|-
 +
|[[Genes#Unhappy|Unhappy]] || Mood Penalty  || style="text-align:center;" | {{Good|+3}} || Ghouls are unaffected by mood penalties
 +
|}
  
 
=== Hunger management ===
 
=== Hunger management ===
 
Ghouls don't get cancer, so the [[nuclear stomach]]{{RoyaltyIcon}} is an ideal way to keep them from berserking from hunger.
 
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}} synergies very well with the Ghouls natural diet of raw meat, but don't work with corpses{{Check Tag|Verify|chrck re ghouls and check generally}}
+
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 ===
 
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.
 
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.
  
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.
+
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]].
  
 
== Version history ==  
 
== Version history ==  
 
* [[Anomaly DLC]] Release - Added.
 
* [[Anomaly DLC]] Release - Added.
 +
 +
{{Nav|entity|wide}}
 +
[[Category: Entities]]

Latest revision as of 07:20, 3 October 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
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[edit]

Ghouls cannot be recruited. Enemy ghouls can only be killed or captured as part of operating a holding platform.

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. Prisoners turned into Ghouls become friendly player controlled Ghouls.

The Anomaly starting scenario begins with a ghoul colonist.

Summary[edit]

A ghoul is effectively a colonist that is limited to only melee attacks. Ghouls cannot wield weapons or apparel. Backstories, traits, and genesContent added by the Biotech DLC that disable violence become inactive. All Ghouls are 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.

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 100HP/day[Detail needed]
    • 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[Detail needed]

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.

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 attacks.

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 fires, but do not seek out fires to extinguish. Ghoul pyromaniacs 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 geneContent added by the Biotech DLC). 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.Content added by the Biotech DLC

Ghouls will also retain their genesContent added by the Biotech DLC, though not all will remain effective. Genes that affect stats, traits, and aptitudes will remain active. Hemogenic genes, chemical dependencies, ability-granting genes, and 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 fur will not.

Additionally, a large number of still-active genes will become either redundant or ineffective due to the inherit qualities of ghouls, like reduced pain, aggressiveness, any non-violent aptitude, and any degree of psy-sensitivity.

Entirely new xenogermsContent added by the Biotech DLC can be implanted into ghouls.

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.

Ghouls can be assigned to travel as part of a caravan.

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]

Upgrading ghouls[edit]

Ghouls can have standard prosthetics such as bionic legs and Archotech arms 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 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 with a 0.7 hour cooldown which provides a short burst of ×0.7 attack cooldown and +4.00 movement speed
  • 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 +50% 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 ×50% damage resistance and ×400% fire and burn vulnerability for a short time

Ghouls cannot use drugs but can use serums. As ghouls aren't affected by mood, this can make juggernaut serum especially effective for them.

Analysis[edit]

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.

A ghoul makes excellent bait to lure revenants and 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.


Body part weapons[edit]

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 geneContent added by the Biotech DLC stack with the increased dps of the implants and offer dps comparable to high tier melee options.

The power claw features the highest damage, albeit with a small movement speed penalty.

Genetics[edit]

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.

Keystone 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
Good Genes
Gene Improves Metabolic Cost Commentary
Naked speed +0.1 Movement speed +2 Slight increase to movement speed
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 which boosts melee hit chance and melee dodge chance
Unstoppable Stagger Time Multiplier ×0% −2 Removes stagger from recieving damage
Free Metabolic Efficiency
Gene Changes Metabolic Cost Commentary
Awful Skill Skill −8 +2 Ghouls only use Melee skill, meaning any other skill can be made awful through genes to increase metabolic efficiency
Poor Skill Skill −4 +1 Ghouls only use Melee skill, meaning any other skill can be made poor through genes to increase metabolic efficiency
Hyper-aggressive Mental Breaks and Social Fights +3 Ghouls don't social fight and already only have violent mental breaks when starving
Aggressive Mental Breaks and Social Fights +2 Ghouls don't social fight and already only have violent mental breaks when starving
Very Unhappy Mood Penalty +5 Ghouls are unaffected by mood penalties
Unhappy Mood Penalty +3 Ghouls are unaffected by mood penalties

Hunger management[edit]

Ghouls don't get cancer, so the nuclear stomachContent added by the Royalty DLC is an ideal way to keep them from berserking from hunger.

The Robust digestion geneContent added by the Biotech DLC synergizes very well with the Ghouls natural diet of raw meat, but don't work with corpses[Verify]

Ghoul made from body-mastery creepjoiner don't need to eat at all, but removing of sleep and comfort needs became redundant.

Medical quirks[edit]

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.

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.

Version history[edit]