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{{Stub|reason=categories, hard numbers on abilities/ stats/attacks, equipment, mixed reports and gene - possibly some genes are retained }} | {{Stub|reason=categories, hard numbers on abilities/ stats/attacks, equipment, mixed reports and gene - possibly some genes are retained }} | ||
− | + | {{infobox main|entity| | |
− | {{infobox main|entity | ||
| name = Ghoul | | name = Ghoul | ||
| image = Ghoul.png | | image = Ghoul.png | ||
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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 | ||
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| diet = raw meat and corpses | | diet = raw meat and corpses | ||
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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 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. | ||
== Acquisition == | == Acquisition == | ||
− | Ghouls cannot be recruited. Enemy ghouls can only be killed or captured as part of operating a [[ | + | 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 [[ | + | 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. |
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 | + | 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. |
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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 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]]. | ||
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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 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 | + | 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. |
− | + | 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 on a ghoul are all deactivated. | |
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− | 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]] | ||
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Ghouls can be assigned to travel as part of a caravan. | 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 | + | Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul. |
− | === Upgrading | + | === 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. |
− | By researching the [[ | + | By researching the [[Ghoul enhancements]] technology in the Anomaly tech tree, you can add special bioferrite prosthetics to a ghoul: |
− | * [[Adrenal heart]] — | + | * [[Adrenal heart]] — An ability with a short cool down. Briefly provides a short burst of attack and movement speed at the cost of hunger |
− | * [[Corrosive heart]] — Allows the ghoul to spew acid | + | * [[Corrosive heart]] — Allows the ghoul to spew acid |
− | * [[Ghoul barbs]] — Increases melee damage | + | * [[Ghoul barbs]] — Increases melee damage at the cost of speed |
− | * [[Ghoul plating]] — | + | * [[Ghoul plating]] — Increases damage resistance at the cost of speed. |
− | * [[Metalblood heart]] — | + | * [[Metalblood heart]] — Briefly increases the ghoul's damage resistance |
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== Analysis == | == Analysis == | ||
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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 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. | ||
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== Version history == | == Version history == | ||
* [[Anomaly DLC]] Release - Added. | * [[Anomaly DLC]] Release - Added. | ||
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