Ghoul
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
This article is suggested to be rewritten. Reason: Intro, Acquisition, Summary and Analysis info under wrong headings. Also needs subheadings for readability. You can help the RimWorld Wiki by improving it. |
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
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
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
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
A ghoul is effectively a colonist that is limited to only melee attacks. Ghouls cannot wield weapons or apparel. Backstories, traits, and genes 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:
- Pain: ×0%
- Max Nutrition: 2
- Psychic sensitivity: ×0%
- Minimum Comfortable Temperature: −40
- Maximum Comfortable Temperature: +40
- Minimum Containment Strength: +35
- Talking: ×0%
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 gene). 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.
Ghouls will also retain their genes, 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 xenogerms 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. 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.
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
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 plating — Incoming 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
This section is suggested to be rewritten. Reason: Massively undersells the utility of ghouls - they are top tier melee combatants in a game where melee is incredibly useful. You can help the RimWorld Wiki by improving it. |
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
This section is a stub. You can help RimWorld Wiki by expanding it. 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 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.
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.
Genetics
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This article is suggested to be rewritten. Reason: Pulled whole clothes out of Summary, need rewriting and expansion. You can help the RimWorld Wiki by improving it. |
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.
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 |
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 receiving damage |
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
Ghouls don't get cancer, so the nuclear stomach is an ideal way to keep them from berserking from hunger.
The Robust digestion gene 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
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.
Gallery
Hairs
Heads
Bodies
Version history
- Anomaly DLC Release - Added.