Ghoul resurrection serum
| This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Ghoul resurrection serum
A capsule of thick grey fluid containing a mixture of deadlife dust and advanced biochemicals. Inject it into the corpse of a ghoul to return them to life. The resurrection process takes several hours.
Base Stats
- Tech Level
- Industrial
- Stack Limit
- 10
- Mass
- 0.5 kg
- HP
- 60
- Flammability
- 70%
- Rotatable
- False
- Path Cost
- 14 (48%)
Ingestion
- Maximum To Ingest
- 1
- Ingestion Time
- 100 ticks (1.67 secs)
Creation
- Required Research
- Ghoul resurrection
- Work To Make
- 840 ticks (14 secs)
- Work Speed Stat
- Drug Synthesis Speed
- defName
- GhoulResurrectionSerum
- thingSetMakerTags
- RewardStandardLowFreq
- tradeTags
- Serum
- Preferability
- NeverForNutrition
- Drug Category
- Medical
The ghoul resurrection serum is an item added by the Anomaly DLC used to resurrect ghouls.
Acquisition[edit]
Ghoul resurrection serums can be crafted at a serum lab once the Ghoul resurrection research project has been completed. Note that this research requires dark study to unlock. Each requires
20 Twisted meat,
20 Bioferrite and 840 ticks (14 secs) of work modified by the drug synthesis speed of the crafter.
Summary[edit]
| This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Mechanical detail, how to use etc. some detail on analysis that should be mentioned here too. |
When used on a dead friendly ghoul, the serum will resurrect it and heal any injuries, including missing body parts. This puts the ghoul into a resurrection coma for 5 hours. It will not cure xenogermination coma or Anesthetic.
It can be used on hostile ghouls, but they will remain hostile. The ghoul will stay feral after resurrection if it was feral when it died. [Verify][Hangry?]
It will work even if the corpse is rotten or desiccated.
Analysis[edit]
The ability to resurrect your ghouls makes an already very powerful tool into an ideal choice dealing with repeated waves of enemies. Because it heals all of the ghouls' temporary injuries immediately you can fight off consecutive raids much easier than just letting your ghouls heal.
One thing to be wary of is that your ghoul corpses can be destroyed from fire or collapsing roofs and can't be revived once the corpse is lost.
Because the serum cannot be carried by policy like other serums and drugs, you have to bring either the corpse or the serum the whole journey to revive the ghoul. This can be frustrating if you're away from the colony so you should always plan ahead when sending your ghouls into a pit gate or on caravans. Consider keeping your resurrection serums close to your combat area so you can quickly bring your ghouls back to life after a raid.
Reviving a ghoul almost always makes sense even if they were low on food when they died. Resurrecting a ghoul fills its hunger half-way[Need specifics] and there are usually plenty of corpses left after a raid for it to eat, unless you just fought a mech raid.
If you don't have access to a resurrection serum when your ghoul dies, you can easily bury the corpse to prevent it from being destroyed and dig it back up when you have one.[Rot?]
The hardest part of making the serums is usually getting the resources, however by the time you have researched the project, bioferrite production is usually continuing at pace and entity raids are producing more than enough twisted meat. Capturing a fleshmass nucleus solves both issues and will typically produce enough of both to support resurrection serum production for all but the most reckless or difficult colonists. For further analysis on maximising bioferrite production, see the Bioferrite page.
Version history[edit]
- Anomaly DLC Release - Added.
