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Glowing One (Fallout 2)

Glowing Ones are characters in Fallout 2.

Background

In the ghoul settlement of Necropolis, 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.

Gameplay

They are former humans who absorbed enough radiation to the point that they are luminescent.

Variants

Glowing One

A standard Glowing One, found across the wastes.

Name (Proto ID)StatisticsDT/DRAbilities
Generic
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

Reactor

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
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

Named

Appearances

Glowing Ones appear in Fallout 2.