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From The Vault

For the Fallout Tactics trait, see Glowing One (trait).
Glowing One
affiliation: Ghouls
variations: Feral Ghoul
Feral Ghoul Roamer
Feral Ghoul Reaver
Glowing One
Swamp Ghoul
Endless Walker
base id: 1CF7B

A Glowing One emitting a radiation wave in Fallout 3

Glowing Ones or luminous necrotic post-humans are ghouls who absorbed so much radiation that they glow in the dark. They are often considered outsiders even by other ghouls. The Glowing Ones also emit radiation, so they can be dangerous to normal humans even after death.



While there are many Glowing Ones that kept their normal human intellectual abilities in the Core Region, it seems that all or nearly all Glowing Ones in the Capital Wasteland have become feral.

The Capital Wasteland Glowing Ones can emit a wave of radiation at will from their bodies, which they use to heal themselves and any surrounding ghouls while damaging their enemies. They are the alpha males of the feral ghouls and others seem to follow them, as they are attracted to the lethal doses of radiation the Glowing Ones emit from their bodies.

In the ghoul settlement of Necropolis in the Core Region, 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).

In the Underworld, the doc of The Chop Shop seems to be using glowing ones as a method to heal the ghoul population. He has them locked in a pen next to the clinic.

The following is based on Fallout: Brotherhood of Steel and has not been confirmed by canon sources.

In Los, the glowing ghouls are among the members of the Church of the Lost, a ghoul cult dedicated to protection of the Secret Vault. Interestingly, they are less affected by radiation then their comrades from the Capital Wasteland and the West Coast's Core Region.


The distinctive luminescence that is the trademark of the Glowing One can be best attributed to an unusual amount of radioactive chemicals that build up in the bloodstream and muscle tissue of a typical ghoul. Sometimes (often, but not always upon the transformation into a Feral Ghoul) the neurological systems of the body cease filtering these particles from the blood and tissue, instead causing them to build a distinctive bio-luminescence that is a characteristic of the "glowing ones".

Notable Glowing Ghouls


Friendly glowing ones in Fallout 3

Giant glowing ghoul in Fallout: Brotherhood of Steel

The following is based on Fallout: Brotherhood of Steel and has not been confirmed by canon sources.

In Fallout: Brotherhood of Steel, a secret mini-boss could be found if the player kills three inaccessible ghouls behind fences in the first Dock level of Los (right after the Bridge East level). He appears exactly like other glowing ones, but is incredibly big and strong. When he dies, a secret weapon called "Slugger" could be found.


Fallout 3

SPECIAL Level Hit Points XP Combat skill Attack damage Special damage
ST, 5 PE, 10 EN, 5 CH, 5 IN, 5 AG, 5 LK 9 240 25 60 32 50 Rads

Appearances in games

Glowing Ones have appeared in all Fallout games.


  • In Fallout 3, when you are wearing the ghoul mask, you, strangely, will not get any rads when you are close to one of the Glowing Ones. It is a logical error which is an overlooked result of a gameplay engine programming.
Creatures in the Fallout games

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


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