Feral ghoul (Fallout 76)

Feral ghouls are creatures found in Appalachia in 2103.

Background
Feral ghouls are almost similar to the ghouls of previous Fallout games. However, their clothes are more recognizable (work clothes, police uniforms, holiday wear, etc. rather than just indeterminate rags) and their appearance is much less decomposed than their previous appearances.

Unlike the Scorched, which have retained greater cerebral functions and motor skills, feral ghouls are unable to use weapons due to the loss of mental and motor functions associated with their feral state.

Biology
Feral ghouls were formerly humans who suffered mutations due to radiation, including brain decay, resulting in complete loss of reason due to diminished mental functions. Their skin is slightly decomposed and their hair has almost disappeared.

They live in groups wandering in nature or human infrastructures in search of future prey, whether human or animal, to feed on their flesh. It is rare to see ghouls wandering alone and the presence of a single ghoul is a sign of the presence of other ghouls in the vicinity.

Sometimes a group of ghouls can be accompanied by a wendigo. The ghouls are friendly to the wendigos and show no sign of aggression towards them. Feral ghouls are also attracted by the wendigo's howls.

Gameplay attributes
Feral ghouls will attack most other creatures they encounter, with the exception of wendigos. They will attack charging and striking their opponents. Their attacks are accompanied by radiation damage. Glowing ones inflict more radioactive damage, while diseased, rotting, withered, and gangrenous ghouls can inflict poison damage. All ghouls have a flat 15% chance to transmit rad worms to the player character on-hit.

Ghouls often prepare their attacks by advancing slowly towards their opponent before running very quickly (often faster than the player) and throwing themselves at their target in an exaggerated lunge. When adjacent, ghouls will perform a single and multi slap attacks. If downed by a multi slap, the remaining slaps will execute the player.

Weak feral ghoul
These are the weakest variant of feral ghoul, hence the name, and are commonly found around other ferals.

Feral ghoul
A standard feral ghoul, they can be found in big numbers in towns and are always in groups. They can be called as reinforcements by wendigo screams.

Feral ghoul roamer
A slightly stronger variant of a feral ghoul. These can be found in the wilderness and in towns. They are usually in a pack with other ferals.

Feral ghoul stalker
A stronger variant of the feral ghoul usually encountered in a pack.

Feral ghoul reaver
A decently strong variant of the feral ghoul, having metal armor over their clothes. They are usually found among packs of weaker ferals.

Withered feral ghoul
An older feral ghoul, they are stronger than most. They do not have any armor or clothing, likely due to the wear and tear they have endured over the years.

Gangrenous feral ghoul
A powerful type of feral ghoul, they can poison the player character upon a successful hit and have a greenish skin tone. They are mostly found at higher levels.

Rotting feral ghoul
These powerful yet disgusting feral ghouls have both rotting flesh and improved statistics from its predecessors.

Charred feral ghoul
A powerful ghoul variant found commonly at the Whitespring, the Mire, and the Cranberry Bog. They are usually in small groups but can have weaker ghouls alongside them. They are easily identified by their dark, bulbous, and naked appearance. They can deal high damage and radiation damage with their strikes, triggering mutations in only a few strikes without Rad-X active to reduce radiation damage and power armor to reduce the physical damage.

Strangler feral ghoul
Powerful variants of the feral ghoul called as reinforcements for the strangler heart. Each regular non-glowing feral ghoul variant has a corresponding strangler variant with the same stats, abilities, and items.

Feral ghoul officer
Feral ghoul officers were once high-ranking officers in the United States Armed Forces, responsible for carrying one of eight launch code keys needed to launch a nuke from Appalachia's nuclear I.C.B.M. silos. They can be identified by unique radio packs on their back, emitting both red light and a high pitched tone that sound off in a regular sequence. They may also carry a nuclear keycard. Each regular non-glowing feral ghoul variant has a corresponding officer variant with the same stats, abilities, and items.

Glowing one
A highly irradiated variant of the feral ghoul. They can be found as a boss at the end of ghoul-infested buildings and give off high amounts of radiation.

Putrid glowing one
A higher-level version of glowing one, covered in glowing green blisters of radiation.

Bloated glowing one
One of the strongest variants of the feral ghoul. They are found as an end boss in ruins and also appear after a nuke lands in a ghoul infested area (i.e. Morgantown, the Whitespring, etc). They give off a radiation aura and are usually in groups.

Reeking glowing one
The second strongest variant of the feral ghoul. They are only found in Vault 94 during vault raids, at a much higher level than even other glowing ones. They are identical in appearance to bloated glowing ones.

Corroded glowing one
One of the strongest variants of the feral ghoul. They are only found in Vault 94 during vault raids, at a much higher level than even other glowing ones. They are identical in appearance to bloated glowing ones.

Deadly glowing one
The deadly glowing one has the same stats as the corroded glowing one and is one of the strongest variants of the feral ghoul.

Locations

 * Often found at random encounter hotspots.
 * Some feral ghouls occupy the camp areas of Flatwoods and the Red Rocket station.
 * Feral ghouls can be found inside of the Vault-Tec Agricultural Research Center to the west of Flatwoods.
 * Feral ghouls occupy the majority of Morgantown and connected buildings, such as Vault-Tec University and the Shadowbreeze Apartments.
 * Feral ghouls make up most of the enemies at the Whitespring golf club and surrounding areas.
 * Commonly found at Big B's Rest Stop.
 * Found in a group at Camp Venture, near the segment of the camp with the storage basement.
 * A glowing variant will be always found on one of the houses in the Whitespring Resort close to the northernmost exit.
 * Fort Defiance, on the right side of the asylum.
 * Sometimes found at Red Rocket Mega Stop.
 * Sometimes found at Harpers Ferry.
 * Sometimes found at Appalachian Antiques.
 * The Burrows
 * Charleston Capitol Building, DMV section.
 * Monongah power substation MZ-02.
 * R & G Processing Services.

Notable feral ghouls

 * J47 is a named diseased feral ghoul summoned by interacting with the DMV number terminal at the Charleston Capitol Building and selecting "Boot up Department C." The loudspeaker will attract it and more feral ghouls into the DMV lobby upon activating.
 * Freddie Lang was the leader of the Blackwater Bandits raider gang. She can be found as a feral glowing one in Blackwater mine.
 * Feral ghoul officers appear randomly throughout areas where feral ghouls reside. These are noteworthy however, due to the fact that they drop nuclear keycards containing Appalachian launch codes.
 * Harvey Tinley - a feral ghoul in Clarksburg.
 * Billy - A legendary feral ghoul in Vault 94.
 * Cole - A legendary feral ghoul in Vault 94.
 * Lucas - A legendary feral ghoul in Vault 94.
 * Red - A legendary corroded glowing one in Vault 94.
 * Agent Kensington - A legendary glowing one found at Solomon's pond during Strange Bedfellows.

Challenges

 * Kill feral ghouls in nuked regions (daily).
 * Kill feral ghouls with simple weapons (weekly).

Appearances
Feral ghouls appear in Fallout 76.

Gallery
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