Difference between revisions of "Ghoul"
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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. | ||
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+ | Be especially carefully engaging enemy ghouls in melee combat. They will not be forced down by having too much pain, so they will fight much longer than regular human raiders. | ||
== Version history == | == Version history == |
Revision as of 12:18, 13 April 2024
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
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Ghoul
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.
Summary
A ghoul is effectively a "zombie" colonist that is limited to only melee attacks. Ghouls cannot wield weapons. 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 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 markers. Ghouls can't have any relationships and don't have mood.
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.
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. Genes from the Biotech DLC are all deactivated.
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.
Acquisition
Ghouls cannot be recruited. Enemy ghouls can only be killed or captured as part of operating a containment platform.
To create a friendly ghoul, you must research Ghoul Infusion in the Anomaly tech tree. A medical surgery becomes available that irreversibly converts a colonist or prisoner into a ghoul.
The Anomaly starting scenario begins with a ghoul colonist.
Analysis
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 colonist you can't save from death.
A ghoul makes excellent bait to lure revenants and sightstealers, as they can remain patrolling outside forever.
Be especially carefully engaging enemy ghouls in melee combat. They will not be forced down by having too much pain, so they will fight much longer than regular human raiders.
Version history
- Anomaly DLC Release - Added.
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