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{{Spoiler}}
 
{{Spoiler}}
 
{{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 }}
Please note that due to technical limitations, a bite attack is missing from the infobox.
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{{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
| flammability = 0.7
 
| movespeed = 4.6
 
| baseleatheramount = 75
 
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}
 
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}
 
| marketvalue = 275
 
| bodysize = 1
 
| healthscale = 1
 
| hungerrate = 1
 
 
| diet = raw meat and corpses
 
| diet = raw meat and corpses
| leathername = Human Leather
 
| lifespan = 80
 
| packanimal = No
 
<!--|maturityage = 18-->
 
| attack1dmg = 8.2
 
| attack1type = Blunt
 
| attack1cool = 2
 
| attack1part = left fist
 
| attack1stun = 14
 
| attack2dmg = 8.2
 
| attack2type = Blunt
 
| attack2cool = 2
 
| attack2part = right fist
 
| attack2stun = 14
 
| attack3dmg = 5
 
| attack3type = Blunt
 
| attack3cool = 2
 
| attack3part = head
 
| attack3chancefactor = 0.2
 
| attack4part = teeth
 
| attack4type = Bite
 
| attack4dmg = 8.2
 
| attack4cool = 2
 
| attack4chancefactor = 0.5
 
| attack5part = left claw
 
| attack5type = Scratch
 
| attack5dmg = 7.0
 
| attack5cool = 2
 
| attack5chancefactor = 1.5
 
| attack6part = right claw
 
| attack6type = Scratch
 
| attack6dmg = 7.0
 
| attack6cool = 2
 
| attack6chancefactor = 1.5
 
<!-- Doesn't work -->
 
| attack7dmg = 8.2
 
| attack7type = Bite
 
| attack7cool = 2
 
| attack7part = teeth
 
| attack7chancefactor = 0.07
 
 
}}
 
}}
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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 [[holding platform]].
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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 [[Research#Ghoul_infusion|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.
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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 [[weapons]] or [[apparel]]. 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 retain the natural attacks of a human, but also gain a left and right claw attack and an additional bite attack.
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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.
 
 
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]]: {{Bad|x0%}}
 
 
 
'''Regeneration:'''
 
* Regenerate 100HP/day{{Check Tag|Detail needed|How is it allocated, how/does it affect hediffs like bloodloss, does it ever vary etc.}}
 
** 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{{Check Tag|Detail needed|It doesn't pick highest or lowest damage injury, possibly order the wounds were applied or random}}
 
  
 
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 do not age at all, even if not yet at maturity.
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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 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. Drafted Ghouls will also fight fires, though Ghoul pyromaniacs retain their incapability to do so.
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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]]. Genes from the [[Biotech]] DLC on a ghoul are all deactivated.  
 
 
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.
 
 
 
Ghouls will also retain their [[gene]]s{{BiotechIcon}}, though not all will remain effective. Genes that affect [[stat]]s, traits, and aptitudes will remain active. [[Genes#Hemogenic|Hemogenic]] genes, chemical dependencies, ability-granting genes, and [[Genes#Violence disabled|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 [[Genes#Furskin|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 [[Genes#Reduced pain|reduced pain]], [[Genes#Aggressive|aggressiveness]], any non-violent aptitude, and any degree of [[Genes#Psychics|psy-sensitivity]]. To this end, one should consider the xenotype of the pawn they're converting: Certain xenotypes make much better ghouls than others. A hussar loses its main downside, but keeps all of its upsides, while a genie would be much weaker than average.
 
 
 
Entirely new [[xenogerm]]s{{BiotechIcon}} can be implanted into ghouls. Mobility genes are very important on ghouls - try squeezing in [[Very fast runner]], but for starters [[Naked speed]] is a free +0.10c/s. As you progress towards late-game, make sure to pick up [[Genes#Unstoppable|Unstoppable]] to break enemy lines with ease. Genes that are made redundant, or are effectively disabled by ghoulification retain their metabolism effects, and can be freely used to reduce ghoul hunger.
 
 
 
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.
 
  
 
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 ghoul, however they will experience a negative mood if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail|Minimum exact causes and use of Template:Thought}}
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Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul.
  
=== Upgrading ghouls ===
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=== Upgrading Ghouls ===
Ghouls can have standard prosthetics such as [[bionic leg]]s and [[Archotech arm]]s 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.
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Ghouls can have standard prosthetics such as [[bionic leg]]s and [[Archotech arm]]s installed via medical operations.
  
By researching the [[Research#Ghoul_enhancements|Ghoul enhancements]] technology in the Anomaly tech tree, you can add special bioferrite prosthetics to a ghoul:
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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 x0.7 attack cooldown and +4.00 movement speed
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* [[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 on a 2 hour cooldown, but only has 85% part efficiency
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* [[Corrosive heart]] — Allows the ghoul to spew acid
* [[Ghoul barbs]] — Increases melee damage by 50% at the cost of -0.25 speed
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* [[Ghoul barbs]] — Increases melee damage at the cost of speed
* [[Ghoul plating]] — Incoming damage x0.5 at the cost of -0.75 speed.  
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* [[Ghoul plating]] — Increases damage resistance at the cost of speed.  
* [[Metalblood heart]] — On a 6 hour cooldown, gain 50% damage resistance and 400% fire and burn vulnerability for a short time
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* [[Metalblood heart]] — Briefly increases the ghoul's damage resistance
 
 
Ghouls can also use [[serums]]. As ghouls aren't affected by mood, this can make [[juggernaut serum]] especially effective for them.
 
  
 
== 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.
 
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 [[Scenario_system#The_Anomaly|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.
 
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 also make effective use of weapon implants like the [[elbow blade]]{{RoyaltyIcon}} or the [[knee spike]]: 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.
 
 
=== Hunger management ===
 
Ghouls don't get cancer, so the [[nuclear stomach]]{{RoyaltyIcon}} is an ideal way to keep them from berserking from hunger.
 
 
The [[Robust digestion]] gene{{BiotechIcon}} synergizes very well with the Ghouls natural diet of raw meat, but don't work with corpses{{Check Tag|Verify|check the ghouls and check generally}}
 
 
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]] or [[paralytic abasia]]. 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]].
 
  
 
== Version history ==  
 
== Version history ==  
 
* [[Anomaly DLC]] Release - Added.
 
* [[Anomaly DLC]] Release - Added.
[[Category: Entities]]
 

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