Icon disambig.svg
For an overview of feral ghouls in the Fallout series of games, see feral ghoul.

 
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Glowing ones are creatures in Fallout and Fallout 2.

Background[edit | edit source]

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[edit | edit source]

They are former humans who absorbed enough radiation to the point that they are luminescent with it. Unlike their less fortunate counterparts in the Mojave Wasteland and the Capital Wasteland, the glowing ones in New California are rarely feral and usually completely sane.

Variants[edit | edit source]

Glowing one[edit | edit source]

Naglowaa se.gif

A standard glowing one, found across the wastes.

Name (Proto ID)StatisticsDT/DRAbilities
Glowing one
00000016 Fallout
Experience Points
75
Hit Point
35
Healing Rate
1
Armor Class
4
Sequence
4
Action Points
7
Melee Damage
1
Critical Chance
4%
Damage Threshold/Damage Resistance: Normal
0-0%
Damage Threshold/Damage Resistance: Laser
0-0%
Damage Threshold/Damage Resistance: Fire
0-0%
Damage Threshold/Damage Resistance: Plasma
0-0%
Damage Threshold/Damage Resistance: Electrical
0-0%
Damage Threshold/Damage Resistance: Explosive
0-0%
Damage Threshold/Damage Resistance: EMP
0-500%
Attack
0
Attack
0
Ability
0
Ability
0
Generic glowing one Fallout 2
00000173
Experience Points
100
Hit Point
50
Healing Rate
2
Armor Class
4
Sequence
8
Action Points
7
Melee Damage
1
Critical Chance
4%
Damage Threshold/Damage Resistance: Normal
0-0%
Damage Threshold/Damage Resistance: Laser
0-0%
Damage Threshold/Damage Resistance: Fire
0-0%
Damage Threshold/Damage Resistance: Plasma
0-0%
Damage Threshold/Damage Resistance: Electrical
0-0%
Damage Threshold/Damage Resistance: Explosive
0-0%
Damage Threshold/Damage Resistance: EMP
0-0%
Attack
0
Attack
0
Ability
0
Ability
0

Mad glowing one[edit | edit source]

Naglowaa se.gif

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
Experience Points
145
Hit Point
60
Healing Rate
2
Armor Class
6
Sequence
10
Action Points
8
Melee Damage
5
Critical Chance
?
Damage Threshold/Damage Resistance: Normal
0-0%
Damage Threshold/Damage Resistance: Laser
0-0%
Damage Threshold/Damage Resistance: Fire
0-0%
Damage Threshold/Damage Resistance: Plasma
0-0%
Damage Threshold/Damage Resistance: Electrical
0-0%
Damage Threshold/Damage Resistance: Explosive
0-0%
Damage Threshold/Damage Resistance: EMP
0-500%

Reactor glowing one[edit | edit source]

Naglowaa se.gif

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
Experience Points
120
Hit Point
60
Healing Rate
2
Armor Class
3
Sequence
8
Action Points
6
Melee Damage
1
Critical Chance
4%
Damage Threshold/Damage Resistance: Normal
0-0%
Damage Threshold/Damage Resistance: Laser
0-0%
Damage Threshold/Damage Resistance: Fire
0-0%
Damage Threshold/Damage Resistance: Plasma
0-0%
Damage Threshold/Damage Resistance: Electrical
0-0%
Damage Threshold/Damage Resistance: Explosive
0-0%
Damage Threshold/Damage Resistance: EMP
0-500%
Attack
0
Attack
0
Ability
0
Ability
0

Notable glowing ones[edit | edit source]

Appearances[edit | edit source]

Glowing ones appear in Fallout and Fallout 2.

See also[edit | edit source]

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