Difference between revisions of "Dreadmeld"

From RimWorld Wiki
Jump to navigation Jump to search
m (Adding to entities category)
 
(4 intermediate revisions by 3 users not shown)
Line 2: Line 2:
 
{{Spoiler}}
 
{{Spoiler}}
 
{{Stub}}
 
{{Stub}}
intro
+
{{infobox main| <!--Infobox Category here -->
Acquisition or Occurrence  
+
| name = Dreadmeld
 +
| image = Dreadmeld.png
 +
| type = Entity
 +
}}
 +
The '''dreadmeld''' is an [[entity]] added by the [[Anomaly DLC]]. It is the largest of the [[fleshbeast]]s and can be considered the "boss battle" of the [[pit gate]].
 +
 
 +
== Occurrence ==
 +
Spawns in pit gates.
 +
 
 
== Summary ==
 
== Summary ==
The dreadmeld is some sort of huge fleshbeast. Being made out of many smaller fleshbeasts it spwans 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.
+
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 ==
 
== Analysis ==
While not beeing too dangerous itself the fact that it spwans minor fleshbeasts when taking damage and reganerates extremly fast as well as the fact that retreating or regrouping your colonists can be very hard in the pithole still make it a very dangerous enemy. As soon as it dies the pit it lived in begins to collapse and breaks down after 12 hours. Upon death the dreadmeld drops 3 shards which can be hard to get if not planed for extracting them properly.  
+
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 ==  
 
== Version history ==  
 
* [[Anomaly DLC]] Release - Added.
 
* [[Anomaly DLC]] Release - Added.
 
+
[[Category: Entities]]
 
CATEGORIES GO HERE
 
CATEGORIES GO HERE

Latest revision as of 06:58, 19 May 2024

Dreadmeld

Dreadmeld

Base Stats

Type
Entity

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[edit]

Spawns in pit gates.

Summary[edit]

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[edit]

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[edit]

CATEGORIES GO HERE