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Ghouls: Misc



Up to date as of February 01, 2010
(Redirected to Ghoul article)

From The Vault

Fallout/Fallout 2/Fallout 3/Fallout Tactics/Fallout: Brotherhood of Steel creature

A classic ghoul with a superiority complex
location: Everywhere
appearances: All Fallout games
base id: (Wastelander Ghoul) 000942c9, 000942c8, 000942c7, 000942c3

Ghouls or necrotic post-humans are decrepit, ragged, almost rotting, zombie-like mutants, victims of radiation poisoning.



Limited exposure to radiation for a longer period of time sometimes causes humans with an unknown genetic characteristic to transform into ghouls, although rare cases of faster transformations into ghouls are also not unheard of. Exposure to radiation typically results in sickness followed by death for the average human being, however, the genetic x-factor that will lead to mutation into a ghoul upon exposure instead of the typical deadly outcome remains unknown.

Most known ghouls in the Core Region were created from Vault dwellers living in Vault 12 under the city of Bakersfield, California (better known as Necropolis after the Great War). As part of the vast Vault Experiment Program, the Vault 12 door was designed not to close properly. Radiation from the fallout and nuclear detonation contaminated the Vault, resulting in many deaths and mutations.

Ghouls from other regions most likely originate from other, similarly ill-fated shelters that shielded their residents from radiation enough for it not to kill them, but not enough for them to remain unscathed. There are ghouls in the Midwest, most notably a nuclear weapon-worshiping cult in Kansas City (other towns with some ghoul population are Quincy and Springfield).

In the Capital Wasteland, many ghouls currently alive were born long after the Great War in 2077 and succumbed to radiation poisoning much later, due to the high levels of radiation in Washington, DC and its surroundings for decades following the fall of the bombs. The majority of intelligent ghouls in the Capital Wasteland have chosen to settle in Underworld, a settlement of ghouls established in the Museum of History in the DC ruins on the National Mall. The settlement got its name from the fact that the ghouls established their town in a part of the museum that was hosting an exhibition on mythological representations of the afterlife on the day the Great War began and the bombs hit Washington.


Confusion over origins

There is some controversy even among the makers of Fallout games about the origins of ghouls. While Tim Cain said explicitly that ghouls are only a result of radiation, consistent with an understanding of the science of radiation as it stood during the 1950s, Chris Taylor said that a mix of both radiation and FEV was in play. While Chris Avellone initially supported the latter view in his Fallout Bible[1], he was later convinced to support the radiation-only version. [2]


Ghouls created in the Great War of 2077 were still alive during Fallout (2161), Fallout 2 (2241), and there were even a few remaining in Fallout 3 (2277). All ghouls live longer than normal humans. The reason for this longevity has to do with differences on the cellular level, and the ability of ghoul DNA to regenerate at a rate unmatched by normal human nucleic acids. In a ghoul, sometimes, additional genetic material is added as a result of the mutation[3]. The unnaturally long lifespan of a ghoul is also due to a mutation within the autonomic nervous system of certain individuals following exposure to specific combinations of ionizing radiation with wavelengths below 10 picometers. Radiation that has such a short wavelength, less than 10 picometers, is known as gamma radiation and is normally lethal to healthy humans in even moderate doses. The mutation in response to gamma radiation that produces ghouls disrupts the normal process of decay in the neurotransmitters along the spinal cord.

Ghouls were not created immediately after the Great War in 2077. The process took months or years. After a few weeks their skin slowly started to flake off and crack. In Fallout 3, Carol in the ghoul settlement of Underworld explains that even after the War it took a while for the ghouls to start to look as they do now.

Specifically, the neurotransmitters affected in a ghoul's mutation are those responsible for cardiac and respiratory function in a healthy human being. These transmitters are continually regenerated at a greatly accelerated rate after the mutation sets in, carrying sufficient oxygen to sustain the life of the subject while being insufficient to retain dermal elasticity and avoid the resulting necrosis (much like what happens during the course of the disease once called leprosy), the result of which is the decaying, corpse-like appearance of post-mutation humans.

Ghouls are generally as intelligent as normal humans. However, their physical repulsiveness makes the life of a ghoul difficult at best - only the most tolerant human communities accept them as anything more than monsters. Some ghouls eventually go mad after the continuing decay caused by further radiation exposure has effectively destroyed their cerebral tissue and are called "feral ghouls"; these mindlessly aggressive--and hungry--zombies give all ghouls a bad reputation. These feral ghouls create the misconception amongst regular people that they are zombies like those depicted in old horror films, only alienating intelligent ghouls further from "smoothskin" humans.

Ghouls are immune to most forms of radiation still remaining in the Wasteland. Radiation poisoning cannot really get worse for the ghouls, though it can hasten the process of decay and lead to their decline into the feral state as described above. However, many ghouls report feeling healthier when exposed to low-level radiation, and thus make their homes near locations with acute background radiation. The ghouls known as "Glowing Ones" actually enjoy large amounts of radiation, which they describe as being "comfortably warm".


A feral ghoul

Feral ghouls

Main article: Feral Ghoul

Feral ghouls are those of the unfortunate mutants that lost their minds and became aggressive. Their intelligence is almost completely gone and they react mostly on instinct, making them basically fast-moving carnivorous zombies. They are, however, still non-aggressive toward other ghouls. If you have the ghoul mask this will make all feral ghouls ignore the player unless they engage in hostile behavior. Despite what Roy Philips says, no matter how close you get to a feral ghoul when wearing the ghoul mask, they will not "Sniff you out," and become hostile.

a Glowing One

Glowing ones

Main article: Glowing One

Some ghouls have absorbed so much radiation that they glow in the dark. They are called the Glowing Ones and are often considered outsiders even by other ghouls. The Glowing Ones also emit radiation, so they can be dangerous to normal humans. If they sustain a certain amout of damage, they will release all radiation from their bodies at once, in a dangerous explosion that damages non-ghouls and heals any ghouls in the blast radius

This variation also takes much more punishment than their feral counterparts. People have seen on more than one occasion a feral Glowing One fighting or being chased by "normal" Feral Ghouls.

Born ghouls

Main article: Born Ghoul
The following is based on Van Buren and has not been confirmed by canon sources.

Through cruel experimentation on humans by Dr. Sebastian at the Reservation, Born Ghouls were created. They are ghouls who were not mutated humans, but who were actually born into ghoul-dom.


  • There ain't any ghouls but old ghouls. We're all sterile, see, but we're incredibly long-lived. We're the first and last generation of ghouls. - Typhon
  • Without medical technology, all of us Ghouls are going to die off in the next 20 years, anyway. - Gordon (Gordon dialogue file)
  • [Say, how do you make a ghoul?] With silver-bells and cockleshells and… Boy, you are dumb, aren’t you? Severe radiation. That’s how. How do you think? You know, many bombs go boom, flash of light and heat, flesh burns off, but you don’t-quite-die-type severe radiation? - Wooz (Wooz dialogue file)


Ghouls have appeared in every Fallout game.

Behind the scenes

  • A ghoul is described as "Bloodman" in an old Fallout concept art.
  • In Fallout 3, Feral Ghouls bear resemblance to Iron Maiden's mascot; Eddie the Head. Where 'normal' Ghouls bear a resemblance to horror-punks, the Misfits' Crimson Ghost (The Fiend). Roy Phillips face is very similar in particular to Misfits' singer, Michale Graves stage make-up.


Fallout and Fallout 2

Fallout 3

Fallout Tactics

Fallout: Brotherhood of Steel

Fallout d20


  1. Fallout Bible 0
  2. Fallout Bible 9
  3. Chris Taylor interview for
Creatures in the Fallout games

This article uses material from the "Ghoul" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010
(Redirected to Ghoul article)

From the RuneScape Wiki, the wiki for all things RuneScape

Ghouls are a humanoid race and the descendants of a long-dead society that degraded to the point that its people ate their dead. They feed on the rotting flesh of bodies scavenged from gravesites and battlefields.[1] Their appetite for dead bodies is the reason they are found just west of Canifis, at grave sites north of the swamp. Fairy Ring code CKS is very close to them.

Contrary to popular belief, they are not undead. They are in fact still alive and thus immune to the Crumble Undead spell and to the effects of the Salve amulet and Salve amulet (e).

Although the race as a whole is almost completely mindless, at least one non-violent ghoul known as Gus appears to have intelligence comparable to that of a human.

These monsters can be killed for 50 slayer experience each when on a Slayer assignment for ghouls. Ranged, Magic and depending on your Combat level, Melee are good ways to defeat ghouls. They do not hit well against players with high defenses, although they will occasionally damage even players at quite high levels. (Some players believe ghouls are incapable of hitting player with 42 or more hitpoints, but that is not true.) Ghouls reduced to just a few hitpoints usually run away . To keep them from escaping, players can trap them between the gravestones and the fence, especially just west of the cross headstone.

The graveyard is an excellent place to use a Dwarf Cannon. With the player avoiding being attacked by the ghouls, the cannon will shoot like in a multi-combat area. Due to the many ghouls and their fast respawn, this strategy can yield a lot of ranged experience and Slayer if killed for an assignment. They also give the same experience as yaks.

Ghouls are an excellent source of gold charms, as 1 in 6 Ghouls drop a charm.

A ghoul bone, a special drop, is necessary to collect during the Rag and Bone Man quest.



In Morytania west of Canifis, north and south of the bridge to the Paterdomus on the Salve River.

Champions' Challenge

Ghouls are one of the 'races' who have lesser champions in the Champions' Challenge minigame. To fight the Ghoul Champion, the player must kill ghouls until one drops a Champion scroll, which is a very rare drop.


100% drop


Charm drop percentages
No Charm


27 - 29%

2 - 3%



Represents 90% confidence range, based on a sample of 5,270 kills.
1 charm is dropped at once.

Please add to the log (only if fifty or more creatures killed)

Other Drops

See also

Ghoul Champion


  1. ^ "Canifis Area Guide," RuneScape Knowledge Base.
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This article uses material from the "Ghoul" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010
(Redirected to Ghoul article)

From TibiaWiki

This creature is in the The Undead class and has history.

100 Hit points
85 Experience points per kill

Summon/Convince: 450/450 (Illusionable)
Abilities: Melee (0-70), Life Drain (15-27), Self-Healing.
Pushable: ?
Push Objects: ?
Est. Max. Damage: 97 hp per turn
Immune To: Death, Drown, Life Drain, Invisibility, Paralysis, Drunkenness
Strong To: Energy (-30%), Ice (-10%), Earth (-20%)
Neutral To: Physical, Fire
Weak To: Holy (+25%)
Sounds: None.
Behavior: Ghouls don't run in low health, can't be pushed and they move objects.
Field Notes: This kind of Undead is found usually in groups and can be dangerous for unexperienced players. Only fight them while wearing good equipment or keeping them at distance, otherwise their melee combined with life drain can do a lot of damage. When summoned, ghouls make good hunting partners because they can heal themselves, a trait that makes them good for training on as well. They are fairly slow so mages and paladins should be able to run and attack. They are commonly used as a summon for knights in training, but not so much for paladins due to the higher chance of killing them. A level 91 knight and a level 36 paladin can convince these to train. Unlike most of their undead counterparts, Ghouls leave bloodstains when damaged.
Location: Ancient Temple in the Skeleton area, way to Mintwallin, Old Mintwallin Quest, Alatar Lake, Magician Tower, Mount Sternum Undead Cave, Ghostlands, Hellgate, Maze of Lost Souls, below Point of No Return in Outlaw Camp, Plains of Havoc in Necromant House, Drefia and Drefia's underground caves, Edron ghoul hill, Venore Amazon Camp underground, Venore Swamp Troll cave, Ghostship between Venore and Darashia, Triangle Tower, Dark Cathedral, Ankrahmun tombs, Isle of the Kings, Treasure Island, Nargor, Helheim and a cave northeast of Ab'Dendriel. Also found behind a wall in both Rookgaard and Paradox Tower, although they cannot be reached.
Strategy: Knights, should have good skills to fight these creatures. Keep your potions handy and don't fight more than 3 at once unless you have 50/50+ skills. Also keep in mind that you cannot block their life drain without a garlic necklace.

Paladins can defeat ghouls at a low level, with low skills and ample running space, even the lowest level paladins can hunt them.

Mages: Ghouls are good creatures for experience, their loot is very good when comparing with the time and mana used to kill them. Wands and Rods are a great way to kill Ghouls easily, just remember their immunities and resistences. For a Premium Account player the easiest way would be simply to use Flame Strike.
Loot: 0-30 gp, 0-6 Worms, Rotten Piece of Cloth, Torch,Viking Helmet, Knife, 0-2 Skulls (semi-rare), Scale Armor (semi-rare), Brown Piece of Cloth (semi-rare), Life Ring (very rare). (Loot Statistics)
See also: Creatures.
Creature Types of Tibia
Creature Types
of Tibia

Frogs Quara
Arachnids Insects
Demon Lords
Demon Lords The Ruthless Seven
The Ruthless Seven
Demons Triangle of Terror
Triangle of Terror
Bio- Geo-
Cryo- Hydro-
Electro- Pyro-
Elemental Lords
Elemental Lords Blobs
Amazons Outlaws
Barbarians Pirates
Monks Sorcerers
Necromancers Voodoo Cultists
Voodoo Cultists
Dwarves Goblins
Elves Orcs
Giants Trolls
Chakoyas Minotaurs
Dworcs Misc
Magical Creatures
Beholders Shapeshifters
Apes Felines
Artiodactyls Glires
Bears Misc
Canines Mutated Mammals
Mutated Mammals
Annelids Bosses
Arena Bosses
Arena Bosses Event Creatures
Event Creatures
Birds Traps
Dragons Misc
Lizards Serpents
The Undead
Ghosts Skeletons
Pharaohs Undead Humanoids
Undead Humanoids

This article uses material from the "Ghoul" article on the Tibia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010
(Redirected to Rare Hunters article)

From Yu-Gi-Oh!

The Rare Hunters (also called Ghouls in the Japanese version, Jackals in some Video Games, and صــائـدوا النـوادر in the Arabic Dub) are a group of card thieves and duelists in the Yu-Gi-Oh! manga and second series anime.




The Rare Hunters were formed by Marik Ishtar to collect the Egyptian God Cards and other cards of value, becoming a group with money and power to grant Marik power. It is not specified exactly when they are formed, but it was some time after Marik killed his father and left with Odion the following day. The Rare Hunters are known to be Marik's henchmen and assist him in his goals with Odion Ishtar being the second in command.

They are known to have stolen two of the three Egyptian Gods but failed to steal Obelisk the Tormentor thanks to the intervention of Ishizu Ishtar. Also they have counterfeited rare cards, including The Winged Dragon of Ra and the five pieces of Exodia.

Battle City

The first Rare Hunter to appear (although not addressed as one) is Bandit Keith, who steals the Millennium Puzzle from Yugi Moto. Yugi wins the Puzzle back, but not before meeting Marik through his mind control of Keith, who warns Yugi he will return. In this duel the methods of the Rare Hunters is also set: nearly all of the Rare Hunters cheat in their duels.

When Seto Kaiba organizes the Battle City Tournament (which he did to lure out the Rare Hunters who had the other two Egyptian God Cards), Marik orders his minions to go to the tournament and defeat the duelists there, hoping to seize many rare cards that the world's best duelists would surely have. However, upon discovering his sister Ishizu Ishtar has given the final God card Marik needs to Kaiba, Marik travels to Battle City himself to take the card. As it were, Yugi Muto is also in the tournament, giving Marik the perfect opportunity to take both the Millennium Puzzle and the final God card.

As he travels to Domino, Marik has several other Rare Hunters attempt to defeat Yugi, but they fail. Marik is desperate enough to duel Yugi himself by controlling Strings using his God card, "Slifer the Sky Dragon". When Yugi prevails again and takes Slifer, Marik attempts to have two Rare Hunters named Lumis and Umbra defeat him and Kaiba in a tag-team duel. This too fails, and as Kaiba and Yugi now have enough locator cards to enter the finals, Marik decides there is nothing else to do but face the two himself, and so he and Rishid enter the finals.


After this, the fate of the Rare Hunters is not known, although the video game Yu-Gi-Oh! Reshef of Destruction, which is an alternate-universe game set in the aftermath of Battle City, portrays them as still seeking the God cards with Bandit Keith as their new leader.


Here are the known memberships in Rare Hunters outside of an unspecified number of grunts:


Unwillingly controlled:

  • Joey Wheeler: Controlled to duel Yugi.
  • Tea Gardner: Controlled to make her a hostage so that no one could stop the duel between Jonouchi and Yugi.

The number of unnamed Rare Hunters is unknown, but here is a list of the ones shown:

Yu-Gi-Oh! Characters
Yugi Muto (Yugi Mutou) - Joey Wheeler (Katsuya Jonouchi, Katsuya Jyonouchi) - Téa Gardner (Anzu Mazaki) - Tristan Taylor (Hiroto Honda)
Pharaoh Atem
Maximillion Pegasus (Pegasus J. Crawford) - The Four Game Masters - Weevil Underwood (Insector Haga)
Rex Raptor (Dinosaur Ryuzaki) - "Bandit" Keith Howard - Paradox Brothers (Meikyū Brothers) - The Big Five - Rare Hunters (Ghouls)
Yami Marik - Noah Kaiba - Gozaburo Kaiba - Anubis - Dartz - Rafael - Valon - Alister (Amelda)
Zigfried von Schroeder (Siegfried von Schroider) - Aknadin (Akhenaden) - Zorc Necrophades
Melody (Miho Nosaka) - Seto Kaiba - Mokuba Kaiba - Ryo Bakura - Solomon Muto (Sugoroku Mutou) - Shadi - Mai Valentine (Mai Kujaku)
Serenity Wheeler (Shizuka Jonouchi, Shizuka Kawai) - Mako Tsunami (Ryota Kajiki) - Rebecca Hawkins (Rebecca Hopkins)
Duke Devlin (Ryuji Otogi) - Ishizu Ishtar - Odion Ishtar (Rishid Ishtar) - Dark Magician Girl (Blamagigirl)
Leon von Schroeder (Leonhart von Schroider) - Grand Championship Contestants - The Sacred Guardians - Mana
Facts about Rare HuntersRDF feed

This article uses material from the "Rare Hunters" article on the Yugioh wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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