![]() ![]() This also breaks down into a form of schizophrenia for many Nightkin.WARNING. Nightkin have a tendency, biologically or sociologically, to abuse Stealth Boys, resulting in them hating to be seen by others. However, over time, it seems they may have weakened in strength due to their use of Stealth Boys. In general, the Nightkin tend to be more intelligent and articulate than the average Super Mutant, with many considering them the best of all the first-gen Super Mutants. The easiest way to spot a Nightkin in comparison to a regular Super Mutant is their black skin it stands out in stark contrast to the greens and yellows of other Super Mutants. Still, many also adhere to some sort of isolationism in relation to humans. Each has a different vision for the Nightkin, but as their appearances in the in-game universe would suggest, they number less than other Super Mutants (they were the apex of their creation, after all). Many fell in line with leaders like Tabitha, Marcus, Keene, Attis, and Davison over the years. When The Master was defeated, Nightkin broke off into various warbands that ended up wandering the wasteland. This makes sense, as the Nightkin were the "elite warriors" of The Master's super mutant army and the height of his experiments in the first game. Notably, Fallout 1, Fallout 2, and Fallout: New Vegas do not, which may be a reflection in terms of design choice for the individual games (these were not made by Bethesda).įallout: New Vegas may not have Super Mutant Behemoths, but it is one of two franchise games to feature Nightkin (the other being Fallout 1). Luckily for fans of the long-running series, while every Fallout game has Super Mutants, not every one has Behemoths. Overall, Behemoths are a result of age and strength, and can be hard to defeat enemies in the Fallout games where they specifically appear. A key difference in Behemoths made by Fallout 4's Institute is that there will be specific muscle growth in the right arm and spine, causing these Super Mutants to walk unevenly. At this size, they will not be capable of intelligent speech (for some reason). RELATED: Fallout 76 Slated to Get Customizable Private Servers Later This Yearīehemoths don't technically have a cut-off height, but many tend to be around 13 feet tall. The EEP Derivative is the one most-often associated with a Super Mutant's continued growth, but it does seem as they get bigger, they may undergo more changes. Strangely enough, intentionally or otherwise, the EEP Derivative, Institute, and Huntersville strains can lead to a Behemoth, but it tends to be the EEP derivative that stand out in terms of sheer size in Fallout lore. ![]() ![]() Super Mutant Behemoths tend to be the oldest, biggest, and strongest Super Mutants out there, and for good reason. Fallout 76's Appalachia setting, because of its location and proximity to the aforementioned strains, has the most variability in Super Mutant to Super Mutant. Eastern Super mutants are usually green (minus those in Appalachia), while Western are more yellow-ish. While there are exceptions aplenty, those located in the Western United States tend to be more intelligent and thus more capable of peaceful existence and organization, while Eastern Super Mutants tend to be wild scourges. While these strands themselves changed a lot with each experiment, the simplest way to understand a Super Mutant is based on its location. Huntersville Strain - This unique strain infected many before The Great War and has many militaries with other strains.Ī few more experiments and strains exist in conjunction with the Super Mutants, but those players encounter in any Fallout game will typically have been created by these.Institute Strains - Super Mutants created by the Institute tend to have more average intelligence than other versions.EEP Derivative - This inferior strain from Vault 87 had a nasty side effect: people infected with it did not stop growing, with reports of some reaching the size of small buildings. ![]()
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