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Glowing ones are creatures in Fallout.

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.

Variants[]

Glowing one[]

A standard glowing one.

Name (Proto ID)StatisticsDT/DRAbilities
Glowing one
00000016
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

Mad glowing one[]

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
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%

Appearances[]

Glowing ones appear in Fallout.

See also[]

References[]

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