Feral ghoul (Fallout 76)

Feral ghouls are creatures found in Appalachia.
==Background==
Feral ghouls are found all over Appalachia, and are hostile to the Vault Dweller. They wear distinguishable clothing such as work clothes, police uniforms, and professional wear rather than just indeterminate rags. Some feral ghouls have area-dependent apparel, such as feral ghouls wearing golf outfits at the Whitespring Resort. 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.
==Characteristics==
===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.
Ghouls have a natural resilience to the Scorched Plague.
===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 always accompanied by radiation damage, with glowing ones inflicting increased radioactive damage. Withered, gangrenous and diseased () feral ghouls will also deal poison damage. All ghouls have a flat 15% chance to transmit rad worms to the player character on-hit.
* Unarmed: 7 - 180
* Radiation: 3 - 110
* Poison: 1 per second ( 5 sec) 
Ghouls often prepare their attacks by advancing slowly towards their opponent before running very quickly (often faster than the player character) 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 them.
==Variants==
===Feral ghoul===
; Strangler feral ghoul
Always appears during the Heart of the Swamp public event where they are 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 missile 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 which deals high amounts of radiation damage. Some may even emit radiation damage in an aura.
==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.
* Found in Orwell Orchards bomb shelter, always accompanied by one glowing variant. 
* 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
* Sal's Grinders
* Outside of Vault 76.
==Notable feral ghouls==
* J47 - A 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 - 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 Mission: Meltdown.
* Cole - A legendary feral ghoul in Vault Mission: Meltdown.
* Lucas - A legendary feral ghoul in Vault Mission: Meltdown.
* Red - A legendary corroded glowing one in Vault Mission: Meltdown.
* Agent Kensington - A legendary glowing one found at Solomon's pond during Strange Bedfellows.
==Related quests==
===Challenges===
* Kill feral ghouls in nuked regions (daily).
* Kill feral ghouls with simple weapons (weekly).
==Notes==
* Feral ghouls are vulnerable to headshots. 
* Unlike Fallout 4, a feral ghoul's limbs cannot be severed without killing it. Crippled limbs instead become useless and withdrawn for about two minutes.
* Feral ghouls are specifically effected by Ghoul slayer's legendary prefix.
* They are healed upon taking radiation damage.
* Feral ghouls are eligible for the Wasteland Whisperer perk.
* Higher level ghouls occasionally drop multiple chems, in batches of 1-3 of 3 different chems.
* They can be seen in a C.A.M.P. using Plan: Mounted feral ghoul head, Plan: Mounted glowing one head, or the Atomic Shop "ghoul chair," which incorporates a live feral ghoul.
* Some feral ghouls have area-dependent apparel, including:
** Golfer outfits at the Whitespring Resort.
** Strangler vines in Heart of the Swamp and Vault 94 raids (prior to their removal).
==Appearances==
Feral ghouls appear .
==Gallery==
FO76 Feral ghoul variants.png|Different variants
FO76 Feral Ghoul Reaver.png|Feral ghoul reaver
FO76 Gangrenous Feral Ghoul.png|Gangrenous feral ghoul
FO76 golfer feral ghoul.jpg|One variant of the golfer feral ghoul
Golfer Feral Ghoul (1).png|Another variant
Golfer Feral Ghoul (2).png
Golfer Feral Ghoul (3).png
Golfer Feral Ghoul (4).png
Golfer Feral Ghoul (5).png
Golfer Feral Ghoul (6).png
Golfer Feral Ghoul (7).png
Golfer Feral Ghouls.png
Golfer Feral Ghouls 2.png
Golfer Feral Ghouls 3.png
Feral Ghoul Officer 2.png|A feral ghoul officer
Feral Ghoul Officer 3.png
Police Officer Feral Ghoul.png|Feral ghoul in a police officer uniform
Park Ranger Feral Ghoul.png|Park ranger uniform
Firefighter Feral Ghoul.png|Firefighter uniform
Military Feral Ghoul.png|U.S. Army uniform and combat armor
Miner Feral Ghoul.png|Miner's uniform
FO76FW Communist feral ghoul (1).png|Communist feral ghoul
FO76FW Communist feral ghoul (2).png|Communist feral ghoul with beret
76 BC Guided Meditation silhouettes.png
FO76 vaultboy feralghoul.png|Feral ghoul sprite
; Glowing ones
Fo4-glowing-one.png|Glowing one
EncFeralGhoulGlowing02.png|Putrid glowing one
EncFeralGhoulGlowing03.png|Bloated glowing one
76 WL Radiation Rumble NPC in combat.png
FO76NW Red.png|Red in Vault Mission: Meltdown (removed)
Category:Fallout 76 creatures
Category:Nuclear Winter creatures
Category:Ghouls
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