Difference between revisions of "Bladeling"

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m (W2C in this fight would increase damage by 2.5x for a gun, no need to downplay how powerful that is.)
 
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| abilities  = Immune to crits<br>Immune to [[burning]]<br>Immune to flashbang effects<br>Inflicts [[Bleeding Wound]]s
 
| abilities  = Immune to crits<br>Immune to [[burning]]<br>Immune to flashbang effects<br>Inflicts [[Bleeding Wound]]s
 
|
 
|
| damage      = {{Mechanical|20-30|number only}}
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| damage      = {{Mechanical|20-30|number only}} ({{Mechanical|37-55|number only}})
 
| range        = melee
 
| range        = melee
 
| initiative  = 15
 
| initiative  = 15
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| will          = 3
 
| will          = 3
 
| intelligence  = 2
 
| intelligence  = 2
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|
 +
| melee        = 90 (120)
 
|
 
|
 
| mechanical  = 75% / 20
 
| mechanical  = 75% / 20
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Any attacks that incur increased mechanical damage resistance should be avoided, due to their high resistances.
 
Any attacks that incur increased mechanical damage resistance should be avoided, due to their high resistances.
* High caliber [[Ammo#W2C Rounds|W<sub>2</sub>C rounds]] allow gunners to more than double their expected damage compared to regular ammunition.
+
* High caliber [[Ammo#W2C Rounds|W<sub>2</sub>C rounds]] allow gunners to significantly increase their expected damage compared to regular ammunition.
 
* [[Laser Pistol]]s and [[Acid Blob Pistol]]s work well.
 
* [[Laser Pistol]]s and [[Acid Blob Pistol]]s work well.
 
* [[Poison]]s are also effective, if you can penetrate their thick rocky shells to inject it.
 
* [[Poison]]s are also effective, if you can penetrate their thick rocky shells to inject it.
 +
* [[Toxic Gas Grenade]]s are highly recommended. They deal full damage and inflict [[Contamination]], which allows you and any nearby NPCs to deal much more damage.
 +
* [[Caltrops]], surprisingly, are effective against Bladelings. Especially so, considering their low initial movement points.
 +
 +
A combination of Caltrops, traps and Toxic Gas Grenades can make short work of the horde, even on Dominating.
  
 
== Difficulty dependent changes ==
 
== Difficulty dependent changes ==

Latest revision as of 12:04, 30 April 2022

Bladeling

Cave.png Bladeling l.png
260

Bladeling.png

Critter
Role Mature Psimorph
Location Crystal Cave
Loot Adrenal Gland
1-3 Impure Chromium Blade
Serrated Bladeling Blade
Shielded Bladeling Eye (25%)
Abilities Immune to crits
Immune to burning
Immune to flashbang effects
Inflicts Bleeding Wounds
Combat Stats
Combat Stats Level: 12
Damage: 20-30 (37-55)
Range: melee
Action Points: 50
Initiative: 15
Detection: 97
Base Abilities Strength: 8
Dexterity: 5
Agility: 5
Constitution: 10
Perception: 7
Will: 3
Intelligence: 2
Skills Melee: 90 (120)
Resistances Mechanical: 75% / 20
Heat: 75% / 20
Cold: 50% / 15
Electricity: 35% / 10
Acid: 0% / 0
Energy: 0% / 0
Bio: 0% / 0

Bladelings or little blades are the names given to these rock creatures by the inhabitants of Foundry. They live in the Crystal Cave deep inside Foundry mines.

They have extremely high resistances towards most common damage types, but none against energy, acid and bio damage. They are also immune to burning and critical hits.

Fighting tactics

They have no means of ranged attacks and they aren't very fast, so they are quite easy to avoid even with relatively low mobility characters. Their melee attack deals 20-30 Mechanical damage with a chance to inflict a bleeding wound that deals 100% of that damage over 3 turns.

Any attacks that incur increased mechanical damage resistance should be avoided, due to their high resistances.

  • High caliber W2C rounds allow gunners to significantly increase their expected damage compared to regular ammunition.
  • Laser Pistols and Acid Blob Pistols work well.
  • Poisons are also effective, if you can penetrate their thick rocky shells to inject it.
  • Toxic Gas Grenades are highly recommended. They deal full damage and inflict Contamination, which allows you and any nearby NPCs to deal much more damage.
  • Caltrops, surprisingly, are effective against Bladelings. Especially so, considering their low initial movement points.

A combination of Caltrops, traps and Toxic Gas Grenades can make short work of the horde, even on Dominating.

Difficulty dependent changes

During the final showdown of the Kill the Beast quest on DOMINATING difficulty the bladelings you'll face arrive with 10 stacks of Taste for Blood and natural Adrenaline Rush that increases their action points by 15, dodge and evasion by 10%, and strength by 4.

Related quests