|Release date||1 November 2011 (Update)|
|High Alch||3 coins|
|Low Alch||2 coins|
|Store price|| 25 boss kills (for 500)|
|Examine|| In inventory:|
So incredibly fierce. Don't look it in the eyes!
It eats monsters for breakfast.
A Dreadnip is a powerful creature that can be deployed against most monsters to serve as a partner in combat. Dreadnips are earned as a reward in the Dominion Tower by achieving 450 kills and spectating another player's match. When they are unlocked, 500 dreadnips are awarded; 500 more can be obtained for every 25 kills over 450 achieved in the tower, up to 1500 before players must claim them from the Strange face or else further dreadnips are lost. Dreadnips stack in the inventory, allowing players to carry many at once.
Dreadnips are usable against most monsters, as explained below, but cannot be used against other players. Many players find dreadnips very useful in the Fight Kiln, as most of the monsters there are extremely weak to their attacks, notably the TokHaar-Ket-Dills, as dreadnips can hit through their armour even without a pickaxe.
To deploy a dreadnip, a player must be attacking the monster that will be the dreadnip's target. Just being attacked by a monster does not suffice. This must be done quickly if auto-retaliate is turned on or the player will change targets causing the dreadnip to be unable to be deployed.
When a dreadnip is deployed against a monster, it unfolds on the ground into a small insect-like or scorpion-like creature and begins attacking. It is combat level 111 and has three different attacks, which it randomly uses:
- A melee damage attack. This attack can deal over 800 damage and can even damage monsters that are normally immune to damage, such as frost dragons in their blue orb phase. It can also hit monsters that normally require specific equipment or attack styles to kill, such as Vyrewatch, Kree'arra, and the Wild jade vine.
- A short-lasting stun attack that even affects some normally stun-immune creatures. It should also be noted that when monsters teleport within a dreadnip's attack range, the dreadnip will move in the monster's direction. This attack range seems to stretch just outside the range of the minimap.
- An attack that poisons the target, which can deal as much as 498 damage or higher. The subsequent poison damage appears to be erratic.
Only one dreadnip may be deployed at a time, and each will last 30 seconds before disappearing. During that time, a dreadnip will attack up to 12 times, giving it an attack speed of 6, or one attack every 2.4 seconds. It has also a chance of poisoning the targeted monster starting at 114 life points.
A dreadnip will also disappear if its owner exits combat, moves too far away from it, or kills the target monster. It will also disappear if there is an obstacle between the dreadnip and the player for too long (you do not have to keep attacking the monster the dreadnip was deployed against; any monster will do, as long as you keep attacking). If a dreadnip is deployed but there is an obstacle between the dreadnip and its target, the dreadnip is blocked from reaching the target and will soon give up and disappear. Unlike Summoning familars, there is no 'call' ability for a dreadnip to move, so be careful not to move too far away from a dreadnip or to deploy one if an obstacle will block it.
Players and other monsters block dreadnips. A dreadnip deploys in a random square near the player. If it deploys so that the player is between it and its target, the player should step aside to let the dreadnip pass, or else the dreadnip will soon disappear. If the monster is killed before the dreadnip can attack it, the dreadnip may not immediately disappear.
Monsters do not retaliate against dreadnips, nor can players attack them. As such, dreadnips essentially act as an invincible, if short-lived, source of extra damage and binding. Furthermore, as dreadnips do not count as Summoning familiars, they can be used in conjunction with a familiar, as well as in the TzHaar Fight Cave (where familiars are not allowed).
Dreadnips can attack any target except for the following:
- Other players (however, dreadnips can attack other players' summoning familiars).
- The Barrows brothers.
- Saradomin wizards, Zamorak wizards, Guthix wizards, and double agents during Treasure Trails.
- Quest boss monsters that can appear in the Dominion Tower. This includes these monsters not only in the tower itself but also during the quest the boss is encountered. For example, dreadnips cannot be used against Agrith Naar during the Shadow of the Storm quest.
- Animated armour in the Warriors' Guild.
- The Tormented Wraith.
- Mazchna's special task monsters.
- The Ferocious Barbarian Spirit from pyre ships.
- Nex in God Wars Dungeon
Dreadnips cannot be used within the Dominion Tower; attempting to deploy them yields the message: "You can't use dreadnips inside the tower."
Note that dreadnips can be used against quite powerful monsters that are not quest bosses, including the Kalphite queen and the King Black Dragon. There are some monsters that dreadnips can be used against but are not particularly effective against, including:
- Ganodermic beasts, which are both very strong against melee and immune to poison.
- Grifolaroos, Grifolapines, Fungal rodents, Fungal mages, Ganodermic runts and Infested axes are also included.
- Dreadnips count as a "non-combat item" and cannot be taken into Soul Wars.
- If a player attempts to deploy a dreadnip against an opponent during their death animation, they release the message "You can't issue the dreadnip against that."
- Using a dreadnip against the Kalphite Queen is a task in the Desert Task Diary.
- As of 24 March 2014 Dreadnips can run, and on 07 April 2014 Dreadnips were slightly buffed by Jagex.
- 100 dreadnips were originally available after completing 5 battles, this was changed in the Patch Week updates on 3 November 2014 to a single batch of 500 dreadnips for every 25 battles completed, in line with the increase to the number of kills needed for each pair of gloves.