Difference between revisions of "Dreadmeld"

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Revision as of 22:18, 20 September 2024

Dreadmeld

Dreadmeld

A gargantuan amalgamation of dozens of smaller fleshbeasts linked together by a loosely shared central nervous system. It uses its massive claws to dig tunnels through solid rock. Fleshbeast dreadmelds are rarely seen above ground, instead sheltering in caverns built from living flesh. They share a psychic connection with the flesh used to create their burrow.

Base Stats

Type
EntityAdvanced
Flammability
125%

Pawn Stats

Combat Power
650
Move Speed
1.5 c/s
Health Scale
1000% HP
Body Size
5
Mass
300 kg
Filth Rate
1
Diet
none
Life Expectancy
50 years
Trainable Intelligence
None
Psychic Sensitivity
50%
Toxic Resistance
80%
Comfortable Temp Range
-40 °C – 60 °C (-40 °F – 140 °F)

Production

Meat Yield
70 Twisted meat Twisted meat

Melee Combat

Attack 1
Left spike (Spike)
14 dmg (Stab)
21 % AP
2 second cooldown
Attack 2
Right spike (Spike)
14 dmg (Stab)
21 % AP
2 second cooldown
Attack 3
Head
3 dmg (Blunt)
4 % AP
2 second cooldown
Average DPS
3.2
Destroy yield
3 Shard + 30 Bioferrite

Containment

Gets Cold Bonus
true
Escape Interval
MTB 60 days
Technical
defName
Dreadmeld


The dreadmeld is an entity added by the Anomaly DLC. It is the largest of the fleshbeasts and can be considered the "boss battle" of the pit gate.

Occurrence

Only spawns in a Pit Gate. Only one spawns in each Pit Gate.

Summary

The dreadmeld is some sort of huge fleshbeast. Being made out of many smaller fleshbeasts it spawns them regularly when taking damage. When it dies (dropping 3 shards) the pit it lived in collapses, closing the pithole for good after 12 in game hours.

Analysis

The Dreadmeld is slow and lumbering, while only chasing the closest attacker. Barraging it with gunfire while having another pawn kite it is safe, save for the fingerspikes, trispikes, and toughspikes that spawn from it when significantly damaged. If you can manage the additional fleshbeasts, the Dreadmeld itself is largely harmless, so have a fast runner run it in circles while your gun-wielding pawns take it down.

Optionally, if you want to use the Pit Cave for some other purpose, don't unleash the Dreadmeld in the first place. This can be avoided by paying attention - a message will appear when a colonist approaches its location, so make a note and stay away from that spot while you build.

Version history