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A dirt nap will be given if alterations are made. Last one here tried.

Glowing ones are creatures in Fallout and Fallout 2.

Background[]

In the ghoul settlement of Necropolis in New California, the glowing ones lived in the remains of Vault 12, and there was an animosity between them and the "normal" ghouls led by Set, who inhabited the ruins of the town. After Necropolis was overrun by the super mutants, the glowing ones who left the town lived much more harmoniously with the other ghouls (not to mention normal humans and super mutants).

Characteristics[]

They are former humans who absorbed enough radiation to the point that they are luminescent with it.

Unlike most glowing ones encountered in the Mojave and across the eastern wastelands, the glowing ones in New California are all non-hostile to humans unless provoked, and most or all of them are capable of speech.

Vault 12 is full of glowing ones capable of proper speech,[1] who allow the player to pass them in peace. Caged glowing ones are also seen in the church.

There are several glowing ones working at the nuclear plant in Gecko, in the reactor area. Hank is a glowing one character. If the Chosen One fixes the reactor's radiation leak, the ghouls will comment on how the plant feels "chilly."

Variants[]

Glowing one[]

Naglowaa se

A standard glowing one.

Name (Proto ID)StatisticsDT/DRAbilities
Glowing one
00000016 Fallout
Strength
?
PvP
?
Experience Points
75
Hit Point
HP: 35
Healing Rate
H.Rate: 1
Armor Class
AC: 4
Action Points
AP: 7
Melee Damage
Melee Dam: 1
Damage Threshold/Damage Resistance: Normal
Normal:
0/0%
Damage Threshold/Damage Resistance: Laser
Laser:
0/0%
Damage Threshold/Damage Resistance: Fire
Fire:
0/0%
Damage Threshold/Damage Resistance: Plasma
Plasma:
0/0%
Damage Threshold/Damage Resistance: Electrical
Elect.:
0/0%
Damage Threshold/Damage Resistance: Explosive
Explosion:
0/0%
Damage Threshold/Damage Resistance: EMP
EMP:
0/500%
Attack
0
Attack
0
Ability
0
Ability
0
Generic glowing one Fallout 2
00000173
Strength
?
PvP
?
Experience Points
100
Hit Point
HP: 50
Healing Rate
H.Rate: 2
Armor Class
AC: 4
Action Points
AP: 7
Melee Damage
Melee Dam: 1
Damage Threshold/Damage Resistance: Normal
Normal:
0/0%
Damage Threshold/Damage Resistance: Laser
Laser:
0/0%
Damage Threshold/Damage Resistance: Fire
Fire:
0/0%
Damage Threshold/Damage Resistance: Plasma
Plasma:
0/0%
Damage Threshold/Damage Resistance: Electrical
Elect.:
0/0%
Damage Threshold/Damage Resistance: Explosive
Explosion:
0/0%
Damage Threshold/Damage Resistance: EMP
EMP:
0/0%
Attack
0
Attack
0
Ability
0
Ability
0

Mad glowing one[]

Naglowaa se

Found mostly in the remains of Vault 12 these ghouls can take a good amount of punishment but do not deal much damage and should not be a problem past level 5.

Name (Proto ID)StatisticsDT/DRAbilities
Mad glowing one Fallout
00000183
Strength
?
PvP
?
Experience Points
145
Hit Point
HP: 60
Healing Rate
H.Rate: 2
Armor Class
AC: 6
Action Points
AP: 8
Melee Damage
Melee Dam: 5
Damage Threshold/Damage Resistance: Normal
Normal:
0/0%
Damage Threshold/Damage Resistance: Laser
Laser:
0/0%
Damage Threshold/Damage Resistance: Fire
Fire:
0/0%
Damage Threshold/Damage Resistance: Plasma
Plasma:
0/0%
Damage Threshold/Damage Resistance: Electrical
Elect.:
0/0%
Damage Threshold/Damage Resistance: Explosive
Explosion:
0/0%
Damage Threshold/Damage Resistance: EMP
EMP:
0/500%

Reactor glowing one[]

Naglowaa se

These glowing ones are working in nuclear power plant in Gecko. The radiation doesn't have much effect on them. If the Chosen One fixes the reactor's radiation leak, the ghouls in the plant (not just the glowing ones), will comment on how the plant feels "chilly".

Name (Proto ID)StatisticsDT/DRAbilities
Reactor glowing one Fallout 2
00000101
Strength
?
PvP
?
Experience Points
120
Hit Point
HP: 60
Healing Rate
H.Rate: 2
Armor Class
AC: 3
Action Points
AP: 6
Melee Damage
Melee Dam: 1
Damage Threshold/Damage Resistance: Normal
Normal:
0/0%
Damage Threshold/Damage Resistance: Laser
Laser:
0/0%
Damage Threshold/Damage Resistance: Fire
Fire:
0/0%
Damage Threshold/Damage Resistance: Plasma
Plasma:
0/0%
Damage Threshold/Damage Resistance: Electrical
Elect.:
0/0%
Damage Threshold/Damage Resistance: Explosive
Explosion:
0/0%
Damage Threshold/Damage Resistance: EMP
EMP:
0/500%
Attack
0
Attack
0
Ability
0
Ability
0

Notable glowing ones[]

Appearances[]

Glowing ones appear in Fallout and Fallout 2.

See also[]

  1. Glowing one: "{102}{}{The liquid clear no longer flows. Without the flow we all take final rest.}" (VALTGLO.MSG)
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