Feral ghoul (Fallout 4)

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For an overview of feral ghouls throughout the Fallout series, see Feral ghoul.
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Feral ghoul
Fo4 Feral Ghouls.png
VariantsBloated glowing one
Charred feral ghoul
Feral ghoul
Feral ghoul reaver
Feral ghoul roamer
Feral ghoul stalker
Fog ghoul
Gangrenous feral ghoul
Glowing one
Painted ghoul
Putrid glowing one
Rotting feral ghoul
Withered feral ghoul
LocationEverywhere
 
Gametitle-FO4.pngGametitle-fo4fh.pngGametitle-fo4nw.png
Gametitle-FO4.pngGametitle-fo4fh.pngGametitle-fo4nw.png

Feral ghouls are creatures found throughout the Commonwealth and Maine in 2287.

Characteristics[edit | edit source]

Biology[edit | edit source]

The following section is transcluded from feral ghoul. To modify, please edit the source page.

The degeneration into a feral state (referred to as ferocious post-necrotic dystrophy) is not fully understood. It is known that it is a result of a degeneration of the brain (which is not affected by the regenerative mutation of the spinal cord) and emerges following the atrophy of higher brain functions, accompanied by an increased level of aggression and appetite. When the loss of capacity for thought is complete, a ghoul is considered feral.[1][2] The factors that may cause a ghoul to enter this state are unclear, but anti-social or isolated ghouls are more susceptible to it.[3] Exposure to intense radiation may also be a factor – feral ghouls have no body heat and emit lethal levels of radiation, indicating that feral ghouls are for all intents and purposes dead, their functions sustained only by their high irradiation. This allows them to survive for centuries, relying only on the energy provided by radiation – at the expense of a horrifying, emaciated appearance. Understandably, the process is irreversible.[4][5]

Gameplay attributes[edit | edit source]

These long gone, decaying sacks of flesh run the gamut, from being little more than a nuisance to a hardy and stalwart opponent. Ferals are typically found anywhere that is abandoned, including metro stations, office buildings, factories, and town ruins.

Feral ghouls are encountered in three distinct ways: simply wandering around, camouflaged among the rubble as they sleep, and by occasionally falling out of cracks in the walls and foundations of buildings. Once disturbed however, they growl and scream to alert other ghouls in the vicinity, causing them to attack in packs, viciously rushing and pursuing whomever or whatever disturbs them. The ability to crawl out of the walls allows them to quite easily flank and outmaneuver their targets.

The most important feature is that feral ghouls will reflexively duck and dodge incoming fire while closing distance, making automatic weapons or explosives a preferred method of dealing with them. Furthermore, ferals will not be stopped if they lose a limb or two. If they lose their legs, they crawl. If they lose their arms, they just keep on coming to slam their bodies into and bash their skulls against the attacker. The only way to kill them is to deplete their hit points. Feral ghouls have the ability to climb low fences and drop down from height if it means they can get to their prey.

Variants[edit | edit source]

Feral ghoul[edit | edit source]

Having infested most of the Commonwealth, the standard feral ghoul can be encountered nearly everywhere, especially in areas with heavy traffic, such as near train tracks, and especially within the city.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Feral ghoul
encFeralGhoul01Template

000758ad
LevelIcon level.png
3
Experience pointsIcon XP.png
7
DetectionIcon eye.png
2
Health pointsIcon heart.png
35
Damage resistanceFO4DamageResistance.png
10
Energy resistanceFO4Energy.png
20
Radiation resistanceFO4Radiation.png
1000
Poison resistanceFO4Poison.png
200
FistIcon fist.png
Very aggressive: Will attack enemies and neutrals on sight.Icon required.pngIcon required.pngIcon optional.png
ConfidenceIcon confidence.png
Foolhardy: Will never flee or avoid anyone.Icon required.pngIcon required.pngIcon required.pngIcon required.png
GroupIcon group.png
Helps allies: Will help allies.Icon required.pngIcon optional.png
AttackIcon attack.png
Melee (15-20 DamageIcon damage.png)
AttackIcon attack.png
Radiation Damage (10 DamageIcon damage.png)

Feral ghoul roamer[edit | edit source]

Aged ghouls that sport a bit higher health and resistance than the standard feral ghoul.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Feral ghoul roamer
encFeralGhoul02

0011669d
LevelIcon level.png
9
Experience pointsIcon XP.png
13
DetectionIcon eye.png
2
Health pointsIcon heart.png
70
Damage resistanceFO4DamageResistance.png
15
Energy resistanceFO4Energy.png
30
Radiation resistanceFO4Radiation.png
1000
Poison resistanceFO4Poison.png
200
FistIcon fist.png
Very aggressive: Will attack enemies and neutrals on sight.Icon required.pngIcon required.pngIcon optional.png
ConfidenceIcon confidence.png
Foolhardy: Will never flee or avoid anyone.Icon required.pngIcon required.pngIcon required.pngIcon required.png
GroupIcon group.png
Helps allies: Will help allies.Icon required.pngIcon optional.png
AttackIcon attack.png
Melee (15 DamageIcon damage.png)
AttackIcon attack.png
Radiation Damage (10 DamageIcon damage.png)


Feral ghoul stalker[edit | edit source]

Often appearing as deceased, stalkers will ambush any prey that walks near them, and will often crawl through windows and across walls to ambush their prey as well.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Feral ghoul stalker
encFeralGhoul03

00165790
LevelIcon level.png
15
Experience pointsIcon XP.png
22
DetectionIcon eye.png
2
Health pointsIcon heart.png
80
Damage resistanceFO4DamageResistance.png
30
Energy resistanceFO4Energy.png
45
Radiation resistanceFO4Radiation.png
1000
Poison resistanceFO4Poison.png
200
FistIcon fist.png
Very aggressive: Will attack enemies and neutrals on sight.Icon required.pngIcon required.pngIcon optional.png
ConfidenceIcon confidence.png
Foolhardy: Will never flee or avoid anyone.Icon required.pngIcon required.pngIcon required.pngIcon required.png
GroupIcon group.png
Helps allies: Will help allies.Icon required.pngIcon optional.png
AttackIcon attack.png
Melee (30 DamageIcon damage.png)
AttackIcon attack.png
Radiation Damage (20 DamageIcon damage.png)

DeadIcon dead.png Bottlecap

Feral ghoul reaver[edit | edit source]

While there is nothing biologically special about these feral ghouls, it is of note that they still don the metallic pieces of their past armour, lending them much more defense in battle.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Feral ghoul reaver
encFeralGhoul04

0007ed09
LevelIcon level.png
22
Experience pointsIcon XP.png
32
DetectionIcon eye.png
2
Health pointsIcon heart.png
140
Damage resistanceFO4DamageResistance.png
40
Energy resistanceFO4Energy.png
60
Radiation resistanceFO4Radiation.png
1000
Poison resistanceFO4Poison.png
200
FistIcon fist.png
Very aggressive: Will attack enemies and neutrals on sight.Icon required.pngIcon required.pngIcon optional.png
ConfidenceIcon confidence.png
Foolhardy: Will never flee or avoid anyone.Icon required.pngIcon required.pngIcon required.pngIcon required.png
GroupIcon group.png
Helps allies: Will help allies.Icon required.pngIcon optional.png
AttackIcon attack.png
Melee (40 DamageIcon damage.png)
AttackIcon attack.png
Radiation Damage (30 DamageIcon damage.png)

Withered feral ghoul[edit | edit source]

Feral ghouls that look to be severely dehydrated, the withered variant, like their rotting cousins, are largely seen feigning death, and waiting for their prey to walk past them.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Withered feral ghoul
encFeralGhoul05

0007ed08
LevelIcon level.png
32
Experience pointsIcon XP.png
47
DetectionIcon eye.png
3
Health pointsIcon heart.png
170
Damage resistanceFO4DamageResistance.png
50
Energy resistanceFO4Energy.png
75
Radiation resistanceFO4Radiation.png
1000
Poison resistanceFO4Poison.png
200
FistIcon fist.png
Very aggressive: Will attack enemies and neutrals on sight.Icon required.pngIcon required.pngIcon optional.png
ConfidenceIcon confidence.png
Foolhardy: Will never flee or avoid anyone.Icon required.pngIcon required.pngIcon required.pngIcon required.png
GroupIcon group.png
Helps allies: Will help allies.Icon required.pngIcon optional.png
AttackIcon attack.png
Melee (50 DamageIcon damage.png)
AttackIcon attack.png
Radiation Damage (40 DamageIcon damage.png)

Gangrenous feral ghoul[edit | edit source]

Some of the most dangerous feral ghouls that can be encountered, the gangrenous variant sports an unusually high amount of health, energy resistance, and hit hard enough to easily take down even the most well equipped wastelander.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Gangrenous feral ghoul
encFeralGhoul06

0011669e
LevelIcon level.png
42
Experience pointsIcon XP.png
61
DetectionIcon eye.png
3
Health pointsIcon heart.png
200
Damage resistanceFO4DamageResistance.png
60
Energy resistanceFO4Energy.png
90
Radiation resistanceFO4Radiation.png
1000
Poison resistanceFO4Poison.png
200
FistIcon fist.png
Very aggressive: Will attack enemies and neutrals on sight.Icon required.pngIcon required.pngIcon optional.png
ConfidenceIcon confidence.png
Foolhardy: Will never flee or avoid anyone.Icon required.pngIcon required.pngIcon required.pngIcon required.png
GroupIcon group.png
Helps friends: Will help friends and allies.Icon required.pngIcon required.png
AttackIcon attack.png
Melee (65 DamageIcon damage.png)
AttackIcon attack.png
Radiation Damage (50 DamageIcon damage.png)

Rotting feral ghoul[edit | edit source]

Feral ghouls that have entered advanced decomposition, and as such, are only marginally weaker or stronger than the standard feral ghoul. This variant is usually encountered as stalkers, lying in wait for their prey to walk past them.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Rotting feral ghoul
encFeralGhoul07

0007ed07
LevelIcon level.png
52
Experience pointsIcon XP.png
76
DetectionIcon eye.png
4
Health pointsIcon heart.png
385
Damage resistanceFO4DamageResistance.png
70
Energy resistanceFO4Energy.png
110
Radiation resistanceFO4Radiation.png
1000
Poison resistanceFO4Poison.png
225
FistIcon fist.png
Very aggressive: Will attack enemies and neutrals on sight.Icon required.pngIcon required.pngIcon optional.png
ConfidenceIcon confidence.png
Foolhardy: Will never flee or avoid anyone.Icon required.pngIcon required.pngIcon required.pngIcon required.png
GroupIcon group.png
Helps friends: Will help friends and allies.Icon required.pngIcon required.png
AttackIcon attack.png
Melee (75 DamageIcon damage.png)
AttackIcon attack.png
Radiation Damage (50 DamageIcon damage.png)

Charred feral ghoul[edit | edit source]

Found commonly throughout the Glowing Sea, these variants of feral ghoul have been toughened by radiation burn, and the scorching winds of the Glowing Sea, giving them additional resistances to energy weapons, and making them much harder to take down.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Charred feral ghoul
encFeralGhoul08

001166a0
LevelIcon level.png
62+
Experience pointsIcon XP.png
90
DetectionIcon eye.png
5
Health pointsIcon heart.png
855+
Damage resistanceFO4DamageResistance.png
85
Energy resistanceFO4Energy.png
140
Radiation resistanceFO4Radiation.png
1000
Poison resistanceFO4Poison.png
250
FistIcon fist.png
Very aggressive: Will attack enemies and neutrals on sight.Icon required.pngIcon required.pngIcon optional.png
ConfidenceIcon confidence.png
Foolhardy: Will never flee or avoid anyone.Icon required.pngIcon required.pngIcon required.pngIcon required.png
GroupIcon group.png
Helps friends: Will help friends and allies.Icon required.pngIcon required.png
AttackIcon attack.png
Melee (90 DamageIcon damage.png)
AttackIcon attack.png
Radiation (30+ per sec. DamageIcon damage.png)

Glowing one[edit | edit source]

Feral ghouls that have absorbed an unnaturally large amount of radiation, these variants now and emit low-level radiation, harming living entities near them, and even healing other nearby ghouls.

In battle, glowing ones have the unique ability to let out the radiation building up within them as a burst of energy, which will bring any nearby and deceased ghouls back to life, regardless of removed limbs.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Glowing one
encFeralGhoulGlowing01

00020bcc
LevelIcon level.png
22
Experience pointsIcon XP.png
32
DetectionIcon eye.png
3
Health pointsIcon heart.png
400
Damage resistanceFO4DamageResistance.png
40
Energy resistanceFO4Energy.png
80
Radiation resistanceFO4Radiation.png
1000
Poison resistanceFO4Poison.png
200
FistIcon fist.png
Very aggressive: Will attack enemies and neutrals on sight.Icon required.pngIcon required.pngIcon optional.png
ConfidenceIcon confidence.png
Foolhardy: Will never flee or avoid anyone.Icon required.pngIcon required.pngIcon required.pngIcon required.png
GroupIcon group.png
Helps friends: Will help friends and allies.Icon required.pngIcon required.png
AttackIcon attack.png
Melee (40 DamageIcon damage.png)
AttackIcon attack.png
Radiation Damage (35 DamageIcon damage.png)
AttackIcon attack.png
AOE Rad/Revive

Putrid glowing one[edit | edit source]

Glowing ones covered in open sores, the putrid variant gives off more radiation, and hits harder than any other type of feral ghoul.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Putrid glowing one
encFeralGhoulGlowing02

0011669f
LevelIcon level.png
40
Experience pointsIcon XP.png
57
DetectionIcon eye.png
4
Health pointsIcon heart.png
650
Damage resistanceFO4DamageResistance.png
75
Energy resistanceFO4Energy.png
150
Radiation resistanceFO4Radiation.png
1000
Poison resistanceFO4Poison.png
200
FistIcon fist.png
Very aggressive: Will attack enemies and neutrals on sight.Icon required.pngIcon required.pngIcon optional.png
ConfidenceIcon confidence.png
Foolhardy: Will never flee or avoid anyone.Icon required.pngIcon required.pngIcon required.pngIcon required.png
GroupIcon group.png
Helps friends: Will help friends and allies.Icon required.pngIcon required.png
AttackIcon attack.png
Melee (75 DamageIcon damage.png)
AttackIcon attack.png
Radiation Damage (60 DamageIcon damage.png)

Bloated glowing one[edit | edit source]

These glowing ones have numerous tumorous growths across their body, slowing them down a bit, but also making them much harder to take down. They are the toughest variant of ghoul in Fallout 4.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Bloated glowing one
encFeralGhoulGlowing03

000a0eee
LevelIcon level.png
58+
Experience pointsIcon XP.png
83
DetectionIcon eye.png
5
Health pointsIcon heart.png
800+
Damage resistanceFO4DamageResistance.png
90
Energy resistanceFO4Energy.png
175
Radiation resistanceFO4Radiation.png
1000
Poison resistanceFO4Poison.png
225
FistIcon fist.png
Very aggressive: Will attack enemies and neutrals on sight.Icon required.pngIcon required.pngIcon optional.png
ConfidenceIcon confidence.png
Foolhardy: Will never flee or avoid anyone.Icon required.pngIcon required.pngIcon required.pngIcon required.png
GroupIcon group.png
Helps friends: Will help friends and allies.Icon required.pngIcon required.png
AttackIcon attack.png
Melee (90 DamageIcon damage.png)
AttackIcon attack.png
Radiation Damage (75 DamageIcon damage.png)

Fog ghoul[edit | edit source]

Found only across The Island, these ghouls consist of the locals that have turned feral due to overexposure to the radioactive fog that plagues the region.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Fog ghoul Far HarborGametitle-fo4fh.png
DLC03_encFeralGhoul03

xx000000
LevelIcon level.png
3
Experience pointsIcon XP.png
30
DetectionIcon eye.png
?
Health pointsIcon heart.png
?
Damage resistanceFO4DamageResistance.png
10
Energy resistanceFO4Energy.png
20
Radiation resistanceFO4Radiation.png
1000
Poison resistanceFO4Poison.png
200
FistIcon fist.png
Unaggressive: Will not initiate combat.Icon optional.pngIcon optional.pngIcon optional.png
ConfidenceIcon confidence.png
Cowardly: Will always avoid combat/flee.Icon optional.pngIcon optional.pngIcon optional.pngIcon optional.png
GroupIcon group.png
Helps nobody: Will not help anyone.Icon optional.pngIcon optional.png
AttackIcon attack.png
Melee ( DamageIcon damage.png)
AttackIcon attack.png
Radiation Damage ( DamageIcon damage.png)

Painted ghoul[edit | edit source]

As former employees of the park, painted ghouls are found throughout Kiddie Kingdom in Nuka-World, and are used by Oswald the Outrageous to drive potential scavengers from the park.

Name (Editor ID, Base ID)StatisticsBehaviorAbilitiesItems
Painted ghoul
''

xx000000
LevelIcon level.png
?
Experience pointsIcon XP.png
?
DetectionIcon eye.png
?
Health pointsIcon heart.png
?
Damage resistanceFO4DamageResistance.png
?
Energy resistanceFO4Energy.png
?
Radiation resistanceFO4Radiation.png
?
Poison resistanceFO4Poison.png
?
FistIcon fist.png
Unaggressive: Will not initiate combat.Icon optional.pngIcon optional.pngIcon optional.png
ConfidenceIcon confidence.png
Cowardly: Will always avoid combat/flee.Icon optional.pngIcon optional.pngIcon optional.pngIcon optional.png
GroupIcon group.png
Helps nobody: Will not help anyone.Icon optional.pngIcon optional.png
AttackIcon attack.png
Melee ( DamageIcon damage.png)

Appearances[edit | edit source]

Feral ghouls appear in Fallout 4 and its add-ons Far Harbor and Nuka-World.

References

  1. Fallout 4 loading screen hints: "While they can easily be mistaken for zombies, Feral Ghouls are actually horribly irradiated humans whose brains have rotted away, causing madness."
  2. Tenpenny Tower terminals; Exploration Database, Feral Ghouls
  3. Underworld terminals; Research Terminal, Study Of Ferocious Post-Necrotic Dystrophy
  4. The Lone Wanderer: "I need more details... What's the breach all about?"
    M.A.R.Go.T.: "Internal visual sensing equipment is detecting numerous unidentified persons in the southeast tunnels area. The individuals have damaged metro equipment and refused dialogue with our security units. In accordance with U.S. Security Statute A567/B, the use of deadly force has been authorized."
    The Lone Wanderer: "Can you tell me more about these unidentified persons?"
    M.A.R.Go.T.: "My apologies. My sensing equipment in that area must be damaged. My equipment indicates the persons possess no internal body heat and are emitting lethal levels of radiation."
    (M.A.R.Go.T.'s dialogue)
  5. Little Yangtze terminals; Little Yangtze Log Terminal, Elijah's Journal - Day 2