Difference between revisions of "Ghoul"

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== Acquisition ==
 
== Acquisition ==
Ghouls are only available with the [[Anomaly (DLC)]]{{AnomalyIcon}} enabled. They appear in both the "Standard with Monolith" start and the "Ambient Horror" start. "The Anomaly" starting [[Scenario_system#Default_Scenarios|Scenario]] begins the player with one friendly player-controlled Ghoul.
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Ghouls appear in both the "Standard with Monolith" start and the "Ambient Horror" start. "The Anomaly" starting [[Scenario_system#Default_Scenarios|Scenario]] begins the player with one friendly player-controlled Ghoul.
  
 
Wild Ghouls can be encountered as a [[Entities#Basic|Basic Entity]] at any level of Void Monolith activity, meaning the Monolith does not have to have been interacted with for them to appear. Any Ghoul encountered in the wild will be permanently hostile to the player. These Ghouls can be captured for Study or to extract [[Bioferrite]] from, as is normal to hostile Entities. Capturing a wild Ghoul alive can be difficult, as they will not be downed by pain and psychic weaponry is ineffective.
 
Wild Ghouls can be encountered as a [[Entities#Basic|Basic Entity]] at any level of Void Monolith activity, meaning the Monolith does not have to have been interacted with for them to appear. Any Ghoul encountered in the wild will be permanently hostile to the player. These Ghouls can be captured for Study or to extract [[Bioferrite]] from, as is normal to hostile Entities. Capturing a wild Ghoul alive can be difficult, as they will not be downed by pain and psychic weaponry is ineffective.
  
Once a Ghoul has been encountered the [[Research#Ghoul_infusion|Ghoul Infusion]] Dark Study will be available. After completing the research, the player can schedule the Ghoul infusion operation on any colonist, slave, or prisoner for 30 [[Bioferrite]], 1 [[Shard]] and 4 medicine, permanently turning that pawn into a Ghoul.
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Once a Ghoul has been encountered the [[Research#Ghoul infusion|Ghoul Infusion]] Dark Study will be available. After completing the research, the player can schedule the Ghoul infusion operation on any colonist, slave, or prisoner for {{Icon Small|Bioferrite||30}} [[Bioferrite]], {{Icon Small|Shard||1}} [[Shard]] and 4 medicine,{{Check Tag|Skill or Item?|If item, any medicine or industrial medicine specifically?}} permanently turning that pawn into a Ghoul.
  
 
== Summary ==  
 
== Summary ==  

Latest revision as of 09:05, 29 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[edit]

Ghouls appear in both the "Standard with Monolith" start and the "Ambient Horror" start. "The Anomaly" starting Scenario begins the player with one friendly player-controlled Ghoul.

Wild Ghouls can be encountered as a Basic Entity at any level of Void Monolith activity, meaning the Monolith does not have to have been interacted with for them to appear. Any Ghoul encountered in the wild will be permanently hostile to the player. These Ghouls can be captured for Study or to extract Bioferrite from, as is normal to hostile Entities. Capturing a wild Ghoul alive can be difficult, as they will not be downed by pain and psychic weaponry is ineffective.

Once a Ghoul has been encountered the Ghoul Infusion Dark Study will be available. After completing the research, the player can schedule the Ghoul infusion operation on any colonist, slave, or prisoner for Bioferrite 30 Bioferrite, Shard 1 Shard and 4 medicine,[Skill or Item?] permanently turning that pawn into a Ghoul.

Summary[edit]

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[edit]

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 will heal any wound, including missing limbs or scars that the Ghoul has at a rate of 0.1 HP/s. Ghoul regeneration heals wounds in the order they were received, one wound at a time until that wound is fully healed. The one exception is fully missing body parts: these will be converted into a generic "wound" and healed after all other injuries. Note that if the Ghoul regeneration has already began to heal the missing body part when another injury is dealt it will not switch targets, it will continue to heal the missing limb once it has began.

Ghoul Regeneration is separate from a pawn's normal healing rate. The Ghoul continues to heal the way a normal pawn does at the same time as healing from Ghoul Regeneration. As with normal human pawns, a Ghouls natural healing is affected by Genes, Healing enhancers, and Juggernaut serum. Ghoul Regeneration is not affected by these factors. See Injury#Healing for more information on healing mechanics for all pawns.

Needs[edit]

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[edit]

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[edit]

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[edit]

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[edit]

Due to their massive improvement to resilience and damage, ghoul 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[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.

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[edit]

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.
  • Ghouls can have genes implanted or harvested same as other pawns. If a Ghoul has the Gene implanter Archite Gene, The option for the Ghoul to implant genes will not appear, but can still be manually triggered. The Ghoul must first be downed, such as under anesthetic from a surgery. Select the pawn you want to implant the Genes into, and right-click on the Ghoul to bring up the option. If the Ghoul dies from having its Genes harvested too early, simply use ghoul resurrection serum. Being resurrected will remove the "Genes regrowing" Hediff, allowing for rapid implantation for relatively low cost.


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[edit]

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 96 hp/day (208 HP/day when lying on hospital bed) 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[edit]

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[edit]

Hairs[edit]

Heads[edit]

Bodies[edit]

Version history[edit]