Glyphid Dreadnought
| This article is about the enemy specifically called the Glyphid Dreadnought. For other Dreadnoughts of the Glyphid family, see Dreadnought Types. |
| “ | The Glyphid Dreadnought - the worst of the bunch, and arguably the worst thing Hoxxes has yet to throw at us. It's fast, smart, huge, and carries enough bio-weapons to fight a small war. It sports several preferred methods of attack, including firing actual fireballs at you, or sending cataclysmic shockwaves through the very ground you stand on. It has its abdomen exposed for heat dissipation like much of its kind, but unlike the rest this one has a tough outer shell that needs to be cracked before you can hit the weaker innards. And to make matters worse, it is capable of regenerating said shell within seconds. R&D's primary recommendation upon meeting a Dreadnought is simple: Run. |
| — Miner's Manual Description |
The Glyphid Dreadnought is a hostile boss Creature on Hoxxes. It has a 1 in 3 chance to be found inside the first Glyphid Cocoon in the Elimination gamemode, and a 1 in 2 chance for each subsequent cocoon unless it was spawned by the previous cocoon. It will attack the Dwarves once its cocoon is broken. It can also appear very rarely in place of a Swarm on Mining Expedition, On-site Refining, and Deep Scan or on it's own on Hazard 3 and lower Point Extraction mission types. See the Swarm page for more details on random Dreadnought spawning.
Combat
The Dreadnought is an offensive and defensive powerhouse, with dark spiky chitin covering the majority of its body and a blood-red skin tone. It has a gigantic mouth with large, razor sharp fangs. Its overall body shape is quite similar to the Glyphid Praetorian, but it has greatly increased stats. Its entire body is covered in unbreakable armor, even the parts which appear to have no armor plating. The only place it can be damaged is its abdomen, which itself starts out covered in a tough shell. To actually kill the Dreadnought, the shell around its abdomen must be broken, then it can start taking damage to its main health bar. The abdomen's shell is able to regrow back after enough time passes, or if the Dreadnought takes enough damage.
When a Dreadnought appears, its health appears as a giant bar at the top of the screen. It has a red Health bar and a yellow Shell bar.
Weakspot damage bonus modifications will increase damage to the abdomen but not the shell. Armor breaking will not increase damage to the shell nor will it pierce the Dreadnought's unbreakable armor.
The Dreadnought features a variety of attacks to use against the Dwarves. It uses common biting and claw swiping attacks used by other Glyphids, though with increased damage. It can also spew explosive fireballs which deal massive damage in a tight radius, and pheromone clusters which create Dreadnought-coloured Glyphid Swarmers upon hit and apply the Pheromone effect to all affected dwarves. The effect makes these swarmers appear over time near pheromoned dwarves and doubles the number of enemies that can chase and attack those affected. It is worth noting that once the doubled enemy attractiveness wears off, any extra enemies currently chasing the victim will continue to do so instead of redirecting to other dwarves.
Its signature attack, the Trembling Stomp, deals extremely high damage in a wide radius around the Dreadnought itself. It prepares this attack by roaring, causing rocks to levitate, and then stomping the ground which creates volcanic spikes that impale the Dwarves. The roaring animation is supposed to provide time to get out of the way, but with higher numbers of players this animation speeds up tremendously - as does the damage of the stomp on higher Hazard levels which can instantly kill full-health dwarves. The Dreadnought always uses Trembling Stomp when it recovers from being frozen.
The Dreadnought follows one player at a time, switching targets at semi-regular intervals. A new target is picked randomly, but the choice is affected by distance from the dreadnought to potential targets and by how many other creatures are attacking them. There is no explicit "aggro" meter that players can directly affect.[1]
Health and Armor
| Effective
Health Scaling |
Hazard Level | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Normal Mission | DD | EDD | ||||||||||||||
| 1 | 2 | 3 | 4 | 5 | TE 1
|
TE 2
|
3 | 3.5 | 4.5 | 5 | 5.5 | |||||
| Player Count | 1000 | 1500 | 2500 | 3500 | 3750 | 5625 | 6562.5 | 2500 | 3000 | 3500 | 3750 | 3750 | Health | |||
| 2000 | 2000 | 2750 | 3750 | 4000 | 6000 | 7000 | 2750 | 3250 | 3750 | 4000 | 4000 | |||||
| 3000 | 3500 | 4500 | 5000 | 6000 | 9000 | 10500 | 4500 | 4750 | 5500 | 6000 | 6000 | |||||
| 4000 | 5000 | 6000 | 8000 | 8500 | 12750 | 14875 | 6000 | 7000 | 8000 | 8500 | 8500 | |||||
| Player Count | 340 | 510 | 850 | 1190 | 1275 | 1912.5 | 2231.25 | 850 | 1020 | 1190 | 1275 | 1275 | Shell | |||
| 680 | 680 | 935 | 1275 | 1360 | 2040 | 2533 | 935 | 1105 | 1275 | 1360 | 1360 | |||||
| 1020 | 1190 | 1530 | 1700 | 2040 | 3060 | 3570 | 1530 | 1615 | 1870 | 2040 | 2040 | |||||
| 1360 | 1700 | 2040 | 2720 | 2890 | 4335 | 5057.5 | 2040 | 2380 | 2720 | 2890 | 2890 | |||||
Health Gates
When the Dreadnought's armor shell is broken, any excess damage from that last hit is blocked. The hit does not "carry over" to the Dreadnought's main health.
Each time the Dreadnought's main abdomen is exposed, the amount of time it stays open is governed by 2 factors:
- If the Dreadnought loses 30% or more of its health AND has more than 5% health remaining, it will regrow its armor shell and become briefly invulnerable.
- This condition is checked after each individual damage instance. That is, an individual instance of damage will never be partially blocked; it will either fully get through, or it will arrive too late and be fully blocked. This behavior also means that a single large damage instance that passes the health gate is more effective than an equivalent number of small damage instances.
- Note that many weapons apply separate damage instances in the same hit, such as a separate direct damage and radial damage instance. One of these may get through while the other may be blocked, even though they occur in the same frame, because they are separate instances.
- After the abdomen is open for a set time period, the shell will always regrow regardless of damage taken. This time is not always the same, but is typically between ~25s and ~35s.
Attacks
| AoE Melee Attack | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Area Damage | Hazard Level | ||||||||||||||
| Normal Mission | DD | EDD | |||||||||||||
| 1 | 2 | 3 | 4 | 5 | PV 1 | PV 2 | 3 | 3.5 | 4.5 | 5 | 5.5 | ||||
| Player Count | 12.5 | 17.5 | 30 | 50 | 70 | 105 | 140 | 30 | 37.5 | 57.5 | 70 | 75 | |||
| 12.5 | 20 | 32.5 | 53.75 | 75 | 112.5 | 150 | 32.5 | 40 | 61.25 | 75 | 80 | ||||
| 12.5 | 22.5 | 35 | 57.5 | 80 | 120 | 160 | 35 | 42.5 | 65 | 80 | 85 | ||||
| 12.5 | 25 | 37.5 | 62.5 | 85 | 127.5 | 170 | 37.5 | 45 | 70 | 85 | 90 | ||||
| Details | |||||||||||||||
| Damage Type | Melee | Radius: 2.5 m | |||||||||||||
| Max. Angle | 180° | ||||||||||||||
| AoE Melee Attack | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Area Damage | Hazard Level | ||||||||||||||
| Normal Mission | DD | EDD | |||||||||||||
| 1 | 2 | 3 | 4 | 5 | PV 1 | PV 2 | 3 | 3.5 | 4.5 | 5 | 5.5 | ||||
| Player Count | 12.5 | 17.5 | 30 | 50 | 70 | 105 | 140 | 30 | 37.5 | 57.5 | 70 | 75 | |||
| 12.5 | 20 | 32.5 | 53.75 | 75 | 112.5 | 150 | 32.5 | 40 | 61.25 | 75 | 80 | ||||
| 12.5 | 22.5 | 35 | 57.5 | 80 | 120 | 160 | 35 | 42.5 | 65 | 80 | 85 | ||||
| 12.5 | 25 | 37.5 | 62.5 | 85 | 127.5 | 170 | 37.5 | 45 | 70 | 85 | 90 | ||||
| Details | |||||||||||||||
| Damage Type | Melee | Radius: 2.5 m | |||||||||||||
| Max. Angle | 180° | ||||||||||||||
| AoE Attack | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Area Damage | Hazard Level | ||||||||||||||
| Normal Mission | DD | EDD | |||||||||||||
| 1 | 2 | 3 | 4 | 5 | PV 1 | PV 2 | 3 | 3.5 | 4.5 | 5 | 5.5 | ||||
| Player Count | 42.5 | 59.5 | 102 | 170 | 238 | 357 | 476 | 102 | 127.5 | 195.5 | 238 | 255 | |||
| 42.5 | 68 | 110.5 | 182.75 | 255 | 382.5 | 510 | 110.5 | 136 | 208.25 | 255 | 272 | ||||
| 42.5 | 76.5 | 119 | 195.5 | 272 | 408 | 544 | 119 | 144.5 | 221 | 272 | 289 | ||||
| 42.5 | 85 | 127.5 | 212.5 | 289 | 433.5 | 578 | 127.5 | 153 | 238 | 289 | 306 | ||||
| Details | |||||||||||||||
| Damage Type | Explosive | Radius: 6.75 m | |||||||||||||
| Knockback Force | Horizontal: 0 m Vertical: 1 m | ||||||||||||||
| AoE Projectile | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Area Damage | Hazard Level | ||||||||||||||
| Normal Mission | DD | EDD | |||||||||||||
| 1 | 2 | 3 | 4 | 5 | PV 1 | PV 2 | 3 | 3.5 | 4.5 | 5 | 5.5 | ||||
| Player Count | 15 | 21 | 36 | 60 | 84 | 126 | 168 | 36 | 45 | 69 | 84 | 90 | |||
| 15 | 24 | 39 | 64.5 | 90 | 135 | 180 | 39 | 48 | 73.5 | 90 | 96 | ||||
| 15 | 27 | 42 | 69 | 96 | 144 | 192 | 42 | 51 | 78 | 96 | 102 | ||||
| 15 | 30 | 45 | 75 | 102 | 153 | 204 | 45 | 54 | 84 | 102 | 108 | ||||
| Details | |||||||||||||||
| Damage Type | Explosive + Fire | Radius: 2.75 m | |||||||||||||
| Projectile | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Damage Amount | Hazard Level | ||||||||||||||
| Normal Mission | DD | EDD | |||||||||||||
| 1 | 2 | 3 | 4 | 5 | PV 1 | PV 2 | 3 | 3.5 | 4.5 | 5 | 5.5 | ||||
| Player Count | 0.05 | 0.07 | 0.12 | 0.2 | 0.28 | 0.42 | 0.56 | 0.12 | 0.15 | 0.23 | 0.28 | 0.3 | |||
| 0.05 | 0.08 | 0.13 | 0.215 | 0.3 | 0.45 | 0.6 | 0.13 | 0.16 | 0.245 | 0.3 | 0.32 | ||||
| 0.05 | 0.09 | 0.14 | 0.23 | 0.32 | 0.48 | 0.64 | 0.14 | 0.17 | 0.26 | 0.32 | 0.34 | ||||
| 0.05 | 0.1 | 0.15 | 0.25 | 0.34 | 0.51 | 0.68 | 0.15 | 0.18 | 0.28 | 0.34 | 0.36 | ||||
| Details | |||||||||||||||
| Damage Type | Typeless | ||||||||||||||
| AoE Projectile | |||||||||||||||
| Area Damage | Hazard Level | ||||||||||||||
| Normal Mission | DD | EDD | |||||||||||||
| 1 | 2 | 3 | 4 | 5 | PV 1 | PV 2 | 3 | 3.5 | 4.5 | 5 | 5.5 | ||||
| Player Count | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |||
| 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | ||||
| 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | ||||
| 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | ||||
| Details | |||||||||||||||
| Damage Type | Typeless | Radius: 3 m | |||||||||||||
| Duration | 10 s | ||||||||||||||
| Status Effect | Pheromones for 10 s | ||||||||||||||
| Carving Attack | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Area Damage | Hazard Level | ||||||||||||||
| Normal Mission | DD | EDD | |||||||||||||
| 1 | 2 | 3 | 4 | 5 | PV 1 | PV 2 | 3 | 3.5 | 4.5 | 5 | 5.5 | ||||
| Player Count | 7.5 | 10.5 | 18 | 30 | 42 | 63 | 84 | 18 | 22.5 | 34.5 | 42 | 45 | |||
| 7.5 | 12 | 19.5 | 32.25 | 45 | 67.5 | 90 | 19.5 | 24 | 36.75 | 45 | 48 | ||||
| 7.5 | 13.5 | 21 | 34.5 | 48 | 72 | 96 | 21 | 25.5 | 39 | 48 | 51 | ||||
| 7.5 | 15 | 22.5 | 37.5 | 51 | 76.5 | 102 | 22.5 | 27 | 42 | 51 | 54 | ||||
| Details | |||||||||||||||
| Damage Type | Melee | Attack Radius: 5 m | |||||||||||||
| Max. Angle | 180° | ||||||||||||||
| Carve Radius | 2.5 m | ||||||||||||||
Gallery
Trivia
- Glyphid Dreadnoughts are implied to be able to "turn into something even worse" if left to pupate for too long, according to Mission Control. It is currently unknown what it would become in such a case.
- There used to be a glitch in which the Dreadnought would rotate during stationary phases, such as during a roar, when players tried to get behind it, covering its weakspot. This was later patched in Update 33: New Frontiers.
References
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