recursal/Fanatic-Fandom huggingface dataset:
Cave Leech

## Ceiling Bastard

 — Miner's Manual Description

Cave Leeches are stationary enemies that spawn in ceilings. They appear as a wide, pink fleshy half-sphere attached to a small crevice in the ceiling, with three small sharp-clawed tentacles for tearing captured prey apart, and one larger central clawed tentacle meant for reaching down and gripping potential prey. The central tentacle has a small bioluminescent bulb in the middle that is visible only when it is reaching down to grab a Dwarf. Its central tentacle emits a quiet hissing sound, making the leech become louder as it gets closer to it's target, though it is still quiet enough to be easily missed. They generate with the cave while loading a mission, and do not respawn once killed. They generally spawn at a low rate, but their spawn rate is greatly increased by the Cave Leech Cluster Mutator.

Cave Leeches are especially deadly threats when teams do not communicate with each other, as a player attempting to revive a downed teammate is susceptible to become another victim if they are unaware of the threat.

### Attacks

* When a dwarf enters a Cave Leech's range, the central tentacle will extend towards the target at a moderate pace. The attack can be stalled by attacking the claw or the base of the leech. The claw will emit a distinct hissing sound as it extends towards the player. If the claw feels/touches a dwarf, it will pick them up and quickly lift them towards the ceiling. After the claw is fully retracted, the cave leech will begin to use its smaller tentacles to deal some quick short bursts of heavy damage. Unlike a Mactera Grabber, Cave Leeches will not release their target until either the Cave Leech is killed or their target is downed. Once killed, the Cave Leech will lower the Dwarf back down to a certain point, often negating all fall damage. If the cave leech kills the dwarf it is holding, it will drop said dwarf and return to its idle state unless there is another dwarf in its grabbing vicinity. If a very elevated Cave Leech grabs a Dwarf, it's possible for the Dwarf to take significant fall damage, or even outright go down, due to the height at which they were dropped from once the Cave Leech is killed. The Cave Leech will usually lower dwarves to a certain level, but sometimes they might drop you from the height that you are at all the way from the ceiling to the bottom floor on about a 10% chance if an error occurred whilst trying to leech the dwarf when killed.

## Trivia

* Cave Leeches resemble Barnacles from the *Half-Life* game series. The Cave Leech's internal name also used to be "Barnacle".
Achievements

This page is up to date for Season 02: Rival Escalation

 This page is up to date for Season 02: Rival Escalation

## Secret Achievements

This page contains information that may ruin the enjoyment of discovering *Deep Rock Galactic'*s surprises for yourself.

## Trivia

* The **Rock Solid** achievement's meaning of *in a row* means the last five Hazard 5 missions you've played, they don't necessarily have to be the last five missions you've played in general.
* To get the **Party Time!** achievement, everyone must salute (Rock and Stone) at the same time while dancing. If anyone drinks then the achievement won't pop.
* The **Time Well Spent** and **Foreign Objects In The Launch Bay** achievements cannot be achieved at the same time, as the Drop Pod is not technically inside of the launch bay. However, if the drop pod with barrels inside of it is used to enter a mission and undergoes orbital insertion, **Foreign Objects In The Launch Bay** can be achieved.
Hazard Bonus

## Hazard Bonuses

The Hazard Bonus is a factor that Gold, Crafting Minerals and Experience collected in a mission are multiplied by to reward the player for a more difficult mission.

Calculated based on the Hazard Level of a mission, Cave Complexity and Length, both of which are shown during mission select, and any Warnings the mission has, up to two. The sum of each of the elements will be the final Hazard Bonus. The minimum possible bonus is +25%, and the maximum is +233%. These values are added to the 100% base multiplier, so the possible final multiplier ranges from 1.25x to 3.33x.
"Owl" Armor Rig

— Item Description

The **"Owl" Armor Rig** is the Engineer's piece of undersuit armor. It can be upgraded to improve its resistance against hazardous poison.

## Modifications

There are four tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.

### Mastery

Each modification that is purchased advances a mastery bar by one unit.

Mastery unlocks:

* Three upgrades – +5 Health
* Four upgrades – Orange Geek Armor Paintjob
* Six upgrades – +5 Health
* Seven upgrades – Dustrunner Armor Paintjob
* Nine upgrades – +5 Health

## Stats breakdown

### Unique Modifications

#### Shockwave

**Shockwave**

* Damage: 8-16
* Damage Type: Explosive
* Radius: 5 m

#### Static Discharge

**Static Discharge**

* Damage: 0.2 per tick
* Damage Type: Electric
* Interval: 0.2
* Duration: 2s
* Total Damage: 2
* Radius: 2 m
* Status Effect: Electrocution (Movement Speed ×0.2)

### Trivia

 This page is possibly not up to date.

 This page is possibly not up to date. It was last updated for Update 34: Modest Expectations
Dense Biozone

— Ingame description

**Dense Biozone** is one of the biomes of Hoxxes IV. Dense Biozone is a large and remote habitat, housing many different and unique species of plants and creatures. It features extremely large and twisting cave coral filled rooms. The walls are covered with small green blossoms which glow in the dark, emitting a small amount of light. The rock making up the caves is durable, taking two hits for it to give way.

#### Hazards

The biome-specific hazards for Dense Biozone are tall ejector cacti, which shoot out spiked projectiles in multiple directions at once, and small, spheroid cave urchins which can be found primarily on the ground. Both hazards
deal damage to the Player and other Creatures. If proper caution is taken, these hazards can be destroyed safely.

Dense Biozone also has white Explosive Plants, which explode violently when sufficiently damaged. These explosions are able to trigger other nearby plants, which can then cause a deadly chain-reaction. These plants can also be found in Glacial Strata in the same white color and can also be found in a red color in Fungus Bogs and Magma Core.

It will occasionally rain, reducing the brightness of flares and other light sources. While it is raining the dwarves all gain a 100% resistance to all forms of Fire and Heat damage, such as Gas explosions and the Driller's Flamethrower.

#### Enemies

Most enemies can be encountered in Dense Biozone, including Spitball Infectors, Cave Leeches, and Glyphid Dreadnoughts. Naedocyte Shockers are exclusive to Dense Biozone and Glacial Strata.

#### Biome Features

Dense Biozone houses several different types of vegetation, such as various grasses growing on the floors and Elevator Plants, along with the hazardous Ejector Cacti mentioned above.

#### Ores

As with every biome, some of the Ores that can be found in Dense Biozone are determined by the mission type, such as Morkite and Aquarq. The crafting materials found in Dense Biozone are  Bismor and  Umanite, with Bismor being abundant and Umanite being scarce.

### Trivia

* Added during the Early Access period with Update 7: Alpha Launch on the 28th February 2018.
* Dense Biozone was called Lush Downpour sometime between open-alpha testing and Update 7: Alpha Launch.
Burst Turret

*This article is a stub. You can help Deep Rock Galactic Wiki by expanding it.*

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## Combat

### Weakness(es)

Frost: 100%
Explosive: 100%
Electrocution: 30%
Melee: 200%
Corrosive: 150%

## Temperature

### Freeze T°C

100°
-999°

### Unfreeze T°C

0°
0°

### Warming Rate

25°/s
20°/s

 — Miner's Manual Description

The **Burst Turret** is a stationary defensive emplacement from Rival Tech. They will appear in Industrial Sabotage missions and sometimes missions with the Rival Presence Mutator. They appear mounted to the ground with an impenetrable orange plasma shield in front of them, but if a Dwarf steps in range and is also in it's **Line of Sight** (**LoS**) it will configure into it's attack mode, exposing it's glowing **Weak Point** behind the top of it's burst emitter**.** Breaking **LoS** will cause it to stow away it's weak point and transform back into it's shielded passive state.

The Burst Turret only has one attack, which is to fire bursts of 6 orange lasers at any dwarf in range. While these can be avoided with quick movement, they are fired in quick succession and with a short time between each burst which makes getting behind cover or destroying it very quickly an advisable option.
Magnite

Type
 Hardness
 Rarity
 Value

**Magnite** is a Crafting Mineral that can be aquired by mining it. It can also be stored on the Personal Inventory and Team Depository. It can be bought on the Mineral Trade Terminal for  150 Credits, chunks of it can be acquired (only on Glacial Strata, Magma Core and Sandblasted Corridors) via Huuli Hoarders, Cargo Crates or near Lost Packs.

When the mission is concluded, the Hazard Bonus will dictate how many units the player will get. It is sometimes required to buy equipments, modifications, vanity items and Overclocks. It can be sold for  50 Credits in the Mineral Trade Terminal.

### Appearance

Magnite is a large, thick, shiny, dark brown crystal structure dotted by small black crystals along its surface. It grows out of the ground at various angles, usually making it easy to find and mine.

Magnite chunks use the same model as Gold, and Dystrum.

### Locations

Magnite is common in the Magma Core and Glacial Strata, and it's scarce in the Sandblasted Corridors . It cannot be located anywhere else.

### Trivia

Magnite, due to its name and coloration, is most likely based off of the real-world counterpart Magnetite, which is a semi magnetic mineral, and the chief industrial ore for iron manufacture.
Magma Core

— Ingame description

**Magma Core** is one of the biomes of Hoxxes IV. It features many hazards relating to fire and/or magma. The rock forming the caves is sturdy, taking 3 hits to destroy. Many of the caves feature large rooms with 2 layer plateaus and large circular indents in the surrounding terrain.

#### Hazards

The most common and prominent hazard in Magma Core is the Hot Rock, which can cover much of the floors of caverns. When stepped on, it will cause burning damage periodically. Additionally, more Hot Rock is created when explosions destroy the natural rock of the terrain, leaving more hazardous floor in their wake.

Another hazard are Lava Geysers which erupt fire at regular intervals. Destroying the center of a Lava Geyser will instantly cause an explosion dealing a massive amount of damage, leaving a crater where the geyser used to be. An imminent eruption announces itself with a rumbling noise. There are also groups of small lava geysers or jets, which deal a minor amount of damage while standing in the lava jet, which activates periodically.

Occasionally, the entire cave shakes violently in a quake, dramatically slowing all dwarves and creatures movement speed to a crawl. The quake may crack the ground open, exposing large crevices of Magma Rock.

Magma Core also has Explosive Plants, which explode violently when sufficiently damaged. These explosions are able to trigger other nearby plants, which can then cause a deadly chain-reaction. These however are not entirely unique to Magma Core, as the same or similar explosive plants are located in other biomes.

#### Quake

Quakes makes Dwarves x0.5 slower, and creatures x0.75 slower.
The start (in seconds) of the first Quake of a mission is decided by squaring a value between 3 and 60, with later Quakes having a delay of 2 - 6 minutes.

#### Enemies

Most Glyphids can be encountered in Magma Core, including Spitball Infectors, Cave Leeches, and Glyphid Dreadnoughts.

#### Biome Features

 **Mineral Chimney** | Tubular rock formations letting out smoke from their holes. Also found in Crystalline Caverns.

#### Ores

As with every biome, some of the Ores that can be found in Magma Core are determined by the mission type, such as Morkite and Aquarq. The crafting materials found in Magma Core are  Magnite and  Croppa, with Magnite being abundant and Croppa being scarce.

### Trivia

* Reworked during the Early Access period with Update 7: Alpha Launch on the 28th February 2018.
R&D

Reason: "*"R&D" doesn't even have enough information to be worthy of a page, it is only mentioned, and there will be a lot of speculation too*"

**This page is a candidate for deletion.**
Reason: "*"R&D" doesn't even have enough information to be worthy of a page, it is only mentioned, and there will be a lot of speculation too*"

 Name
 Location(s)
 Voice
 Other Names

 — The Dwarves

**R&D** is a Deep Rock Galactic departmental entity that is presumably staffed by a large number of employees with the goal of researching and developing various technologies. Several weapons and pieces of equipment are attributed to the efforts of R&D, which are provided to the Dwarves.

Although they are unseen, R&D is frequently mentioned by the dwarves and Mission Control, varying from laudatory amazement to genuine concern depending on the subject of R&D's inventions.

Mentions of R&D are also present in mod descriptions and weapon overclocks.

## Products of R&D

* Bosco
* BET-C
* HACK-C
* Mobile Refinery
* Drilldozer
* Omen Modular Exterminator
* Weapons
* Weapon Overclocks

## See Also

* Space Rig
* Missions
* Mission Control
Gold

* Gold
* Compressed Gold

 Type
 Hardness
 Rarity
 Value
  2 per unit

 Type
 Hardness
 Rarity
 Value
  300-500 per unit

 — The Dwarves when marking a chunk of Compressed Gold

**Gold** is a bonus resource located in all current mission types. When mined and deposited, it will give a credits reward at the end of the mission. Its current use is solely to give extra credits and EXP for mining at the end of the mission.

Gold can be found in five forms:

* In cave wall surface ore veins, similar to Nitra or Morkite
* Dropped by Loot Bugs and Huuli Hoarders
* Awarded from Lost Packs and Cargo Crates
* In a massive ore vein created from a Glyphid Crassus Detonator
* In a **compressed** form, embedded within the rock and indicated by flakes of gold on the wall exterior

Gold awards 2  and 2  per unit (credits affected by Hazard Bonus multipliers). A chunk of compressed gold is worth a random amount of gold units between 150–250 (awards at base 300–500  and 300–500 ).

The Gold Rush Mutator drastically increases the size of gold veins that spawn in the caves.

### Appearance

As a vein, it is a shiny, brownish-yellow material with a metallic sheen, capable of easily being spotted once lit up but usually hidden in the pitch black.

Gold chunks use the same model as Magnite, and Dystrum.

In its compressed form, it takes the shape of a large chunk of ore which must be carried by hand, while also giving off a distinctive golden glow. Small gold markings/pieces dot the wall where it is hidden inside. Compressed chunks use the same model as Aquarq, Bittergem, and Jadiz.

### Locations

Gold in both of its forms can be found in any environment. Its compressed form is much more rare, being generated on average every one in three maps.

In its vein form it is very common and can be found spread across the walls in relatively small veins, sometimes located high up near the ceiling.

In its compressed form it is inside the cave wall and must be located with small gold pieces dotting the wall where it hides.

### Trivia

* Gold used to be the primary objective mineral during the Closed Alpha version of the game, with the Drop Pod landing immediately after 1000 gold had been mined.
* Marking a chunk of compressed gold will cause all classes to say, "We're rich!", much to Mission Control's annoyance.
* Gold is the only harvestable real-world mineral compound in the game. Quartz, sandstone, salt, and uranium can be found in different biomes, but they cannot be picked up or deposited.
* We're rich!
* We're rich!
* We're rich!
* We're rich!
* We're rich!
* We're rich!
* We're rich!
* We're rich!
Glyphid Oppressor

* Front
* Top
* Back

 — Miner's Manual Description

The **Glyphid Oppressor** is a hostile creature found on Hoxxes IV. It is a "mutated" Glyphid Praetorian, larger in size and with black, pointed, chitinous armor encasing every inch of its body save for a small, green abdomen found on its back. It has a large pair of tusk-like fangs protruding from its jaw.

Oppressors can appear in any mission type. They are capable of digging through terrain in a manner akin to the Glyphid Dreadnought. Moreover, their impressive durability and powerful set of attacks make them one of the bigger threats among the Glyphid species.

## Combat

### Health and Armor

The Glyphid Oppressor has a massive section of unbreakable armor covering the entire front of its body. It can therefore only be damaged with conventional weapons by attacking the small, greenish weakpoint on the back of its body, in roughly the same area as the Glyphid Praetorian.
It can also be damaged with indirect damage using weapons such as the CRSPR Flamethrower or the Cryo Cannon, as well as melee attacks or pierce weapons (at the moment, only the Nishanka Boltshark X-80 has such a damage type), although the latter damage type deals only 50% damage to the Oppressor.

Health Scaling

### Attacks

Like most other Glyphids, the Oppressor inherits a melee attack in which it bites a dwarf at close range. Aside from this, it has numerous other deadly attacks:

* The Oppressor can pound the ground with its front legs, creating a massive shockwave that knocks back any unfortunate dwarves standing near it and dealing a small amount of damage.
* The Oppressor can dig in the same way that a Glyphid Bulk Detonator or a Glyphid Dreadnought can, using a slam that removes terrain and damages any dwarves in the radius of the slam.
* A ranged attack consisting of the Oppressor repeatedly slamming its front legs on the ground, producing stalagmite-like protrusions from the ground that damage and push away any dwarves caught in the area of the attack.
	+ The Gunner's Shield Generator will not block it.

## Trivia

* The Oppressor was added in Update 27: Little Big Things.
* The Oppressors' ranged attack was added in Update 29.
* The Oppressor was named Glyphid Praetorian when using the Laser Pointer. The bug was introduced in Update 29 and patched in Hotfix 2 of Update 29.
Pheromone Canister

— Item Description

The **Pheromone Canister** is an unlockable Throwable for the Scout. It is a light yellow canister loaded with a pheromone mixture which causes native Hoxxes creatures to attack one another, regardless of species.

When thrown, the canister bursts and showers all enemies within its radius. Enemies who are painted with the spray become targets for each other to attack, which will cause mass infighting. Occasionally, even non-painted enemies will change their target from a Dwarf to a painted enemy.

Purchased for:

 This page is possibly not up to date.

 This page is possibly not up to date. It was last updated for Update 34: Modest Expectations
Yeast Cone

Type
 Hardness
 Rarity
 Value

**Yeast Cones** is an extremely rare ingredient used to create Craftable drinks or acquire Beer License in the Abyss Bar. They can appear in any mission type. To be gathered, dwarves must be close enough to pick them up with the [USE] key ("E" by default). They are not affected by Hazard Bonus or biome.

### Appearance

Yeast Cones have a light blue bulb and can grow in clusters ranging from 1-4. The flowers are bioluminescent and can be seen in the darkness, making them easy to see at a distance.

### Locations

Yeast Cones can be found in any environment.

### Trivia

Yeast is a cell that is usually used in bread, beer or wine. This also explains why it's used in Beer Crafting.
Mobula Cave Angel

— Miner's Manual Description

The **Mobula Cave Angel** is a completely passive flying creature found exclusively in Azure Weald. When observed, it will mindlessly fly around in the air at a slow pace, ignoring everything in its surroundings.

If a Dwarf walks under a Cave Angel and interacts with it, the Dwarf will grab onto the claws of the creature and will be able to control its movement for transportation. They can be reused as long as they do not die.

## Behavior

The Mobula Cave Angel will aimlessly wander around a larger cave, making cute tiny little baby otter noises and staying relatively high off the ground.

After a Dwarf lets go of the Mobula Cave Angel, it will rise back to its idle height and continue wandering around the cave.

While riding, a Dwarf can press **W** to steer **down**, **S** to steer **up**, **A** to steer **left**, and **D** to steer **right** (on PC).
Repulsion Turret

*This article is a stub. You can help Deep Rock Galactic Wiki by expanding it.*

Please help improve this if you can. The Discussion page may contain suggestions.

**This article may need cleanup to meet quality standards.**
Please help improve this if you can. The Discussion page may contain suggestions.

## Combat

### Weakness(es)

Frost: 100%
Explosive: 100%
Electrocution: 30%
Melee: 200%
Corrosive: 100%

## Temperature

### Freeze T°C

100°
-999°

### Unfreeze T°C

0°
0°

### Warming Rate

25°/s
20°/s

 — Miner's Manual Description.

The **Repulsion Turret** is a stationary defense from Rival Tech. They appear on Industrial Sabotage and in missions with the Rival Presence Mutator. If a Dwarf comes in range and also enters it's **Line of Sight** (**LoS**), it will activate and begin to rotate erratically both clockwise and counter clockwise in a staggered pattern, coming to a halt after each rotation to emit a burst of it's force fields in accordance with the direction it's glowing **Weak Points** are facing before resuming it's rotation. Breaking **LoS** will cause the Repulsion Turret to fire off a few more waves of plasma before it de-activates back into it's passive state.
Tactical Leadburster

— Item Description

The **Tactical Leadburster** is an unlockable Throwable for the Gunner.

Resembling a spiked rod more than it does an actual grenade, the Tactical Leadburster behaves like a single-use turret. Once thrown, the Tactical Leadburster will remain stuck on the terrain it encounters, be it wall, floor or ceiling. Immediately after affixing itself, the Tactical Leadburster activates, spewing bullets in a 360 degree radius.

Any entity, whether it is a Dwarf or a creature from Hoxxes, will be damaged while within the Leadburster's radius. Those closest to the Tactical Leadburster will take minimal damage, with the damage increasing significantly as they get farther away. This piece of equipment is incredibly devastating against enemy swarms, dealing significant damage to anything caught within its area of effect.

As this grenade can deal significant damage to the user and the user's teammates, it is best to take cover prior to deployment and exercise caution when doing so.

Purchased for:

 \*Will benefit from Weakpoints

## Trivia

* The Tactical Leadburster likely uses sequential superposed loads to fire multiple shots from each of its five barrels without reloading. With superposed loads (aka stacked charges) multiple projectiles are loaded nose to tail in a single gun barrel with propellant packed between them. Since superposed load weapons do not use separate ammunition storage or a feeding mechanism, they can be extremely compact for the firepower they deliver.

 This page is possibly not up to date.

 This page is possibly not up to date. It was last updated for Update 34: Modest Expectations
Subata 120

— Weapon description

The **Subata 120** is the default secondary weapon used by the Driller. It is a typical semi-automatic handgun with what appears to be a brown bakelite or polymer grip, loaded with an oversized magazine.

It is a simple, basic, and uncomplicated weapon, making it reliable in a lot of situations.

## Modifications

There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.

## Overclocks

Overclock calculations happen after modifiers.

## Stats Breakdown

### Unique Modifications

*As such, it can extend the duration of the On Fire DoT.*

### Unique Overclocks

**Chain Hit** | **Chain Hit** is a Clean Overclock that, after hitting a creature, gives the Subata 120 a 75% chance to ricochet, up to 10 meters, to the closest creature (non hostile creatures are ignored, excluding Huuli Hoarders).

**Explosive Reload** | **Explosive Reload** is an Unstable Overclock that causes bullets that have hit an enemy to explode on reload. The explosion does not have any AoE, only affecting the creature it explodes in.
* Damage: 42 Internal (per bullet that damages the target ; damage is not affected by hitting Weakspots, Armor, or Freeze)
* Bullets stay through automatic reload ("Born ready!") activation and can still be activated on next reload
* A full reload is not necessary to activate Explosive Reload. It will trigger at the beginning of the animation. Canceling the reload, by switching weapon for example, will still activate the effect.
* An indicator will appear on enemies that will die from using the reload explosion.

## Mastery

Each modification that is purchased advances a mastery bar by one unit.

Mastery unlocks:

* Three modifications – **First Stripe** Weapon Paintjob
* Seven modifications – **Deepcore** Weapon Paintjob
* All (12) modifications – **The Company Special** Weapon Paintjob

## Skins

Full gallery of skins can be seen at Weapon Skins.

## Gallery

 This page is possibly not up to date.

 This page is possibly not up to date. It was last updated for Update 34: Modest Expectations
Nitra

Type
 Hardness
 Rarity
 Value

**Nitra** is a common mineral resource, available in every Planetary Region and Mission Type. Once at least 80 Nitra is collected in the teams depository, a Resupply Pod can be requested. The Resupply Pod has four resupplying racks, one on each side. Each rack will refill Half of any Dwarves ammunition, fuel, grenades, and health when used. Note that there is no difference between used and non-used Nitra. You will not receive any bonus if you save Nitra till the end of the mission.

### Appearance

Nitra is a deep crimson-red ore, spread across the walls of the caverns. Unlike most other ores, it bulges out of the walls prominently. Nitra can be seen glowing in the darkness, however it does not glow as brightly as other resources such as Morkite.

Nitra pieces use the same model as Bismor , Croppa , Enor Pearl, Jadiz, Umanite, and Hollomite.

### Locations

Nitra can be found in any environment and mission type. It typically spawns up on the walls and sometimes on ceilings of larger caves. In tighter caves, Nitra will typically spawn within reach from the floor of the cave. In Magma Core, Nitra has a higher chance to spawn high on the ceiling due to the ribbed ceiling structure found in many larger Magma Core caves.

### Trivia

* Given how the miners themselves cannot craft munitions and supplies with Nitra, it is quite possible the reason that it must be collected and used to 'purchase' supply pods is that it is the primary ingredient in Dwarven munitions and Deep Rock Galactic requires the miners to cover the cost of manufacturing the supplies.
* Nitra is similar in sound to nitre (aka saltpetre, potassium nitrate, or KNO3), which is a key ingredient in the making of gunpowder. This may just be a coincidence, however.
Test Wiki talk:Community portal

## Bug if you die while using pickaxe

When you die while using you pickaxe, if you are revived you will still be swinging your pick even without holding the button. This continues until you hit the button again. Unsigned

## Minerals Display

My friends and I would like an option/ UI display that shows how many minerals you have collected rather than having the mineral count only show up when depositing. Unsigned

You can see the team's depository at any time by bringing out the Laser Pointer. Please use the official Discord server for these discussions. Regular dummkopf (talk) 06:48, 7 January 2019 (UTC)
## Option to use 3rd Person Camera during gameplay.

It would be awesome to be able to stay in the third person view, similar to the Jukebox area, permanently.

## Supply Pod customization

Hey! So, I have a really cool idea- What if we could customize our supply pods, to make them our own unique and personal touches, just like the customization with the dwarves! However, this type of customization will be different- Do you remember when you could call in floodlights or automated turrets?
How about putting them with the supply pods?
Just think- For just a little bit of gold and crafting materials, you could put floodlights or some sort of turret on top of the Pod... I think that would be an extremely cool feature.
And not only that, but you could add little cosmetics to the pod as well... Like the little dice from the drop pod, or change the skin or color of the pod, etc. It's just a suggestion... But I think it would make an extremely awesome feature in DRG.

And thank you so much for taking the time to read this, you're frigging awesome.

All of you are wonderful people, and I hope you have the day in your hands.

You'll hear from me again soon with another idea! I love you all!!!

)
Zombie Party Wiki

WELCOME
TO THE OFFICIAL

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the *Zombie Party* guide written and maintained by the players.
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About Zombie Party

Zombie Party is a retro rampage of fun and over-the-top action, while still giving the players a deep and engaging Action-RPG Rogue-like experience! Go on a time traveling adventure, or delve deep into procedural dungeons full of gold, loot, and secrets! Unforgiving boss fights that challenge the players skills and abilities! Upgrade your guns with loads of gun mods and artifacts, find magic spell runes, potions, items, melee weapons, explore 10+ unique biomes each with its own enemies and bosses, discover 150+ unique guns and weapons, launch teddy bears that explode into fire, blow up your friends with heat-seeking missiles, and get to the final zone and try to kill the Dance King.

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How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.
Salt Pits

— Ingame description

The **Salt Pits** is one of the biomes of Hoxxes IV. It consists of caverns filled with large (although worthless) red crystals. The ground is also filled with small spiky red crystals which are crushed once stepped on. It features big, open chambers, connected by tunnels with white crystals which produce bright light. The rock making up the caves is durable, taking two hits for it to give way.

#### Hazards

The biome-specific hazard for the Salt Pits are Unstable Crystals, which are located on the ceiling. They can fall down on an enemy or ally which greatly damages them, however they will not fall unless dislodged by weaponry or explosions.

There are also Unstable Platforms, which when stood on for too long, will break apart and any unfortunate Dwarf will fall right through.

#### Enemies

Most Glyphids can be encountered in the Salt Pits, including Spitball Infectors, Cave Leeches, and Glyphid Dreadnoughts.

Q'ronar Younglings are unique to this biome.

#### Biome Features

The Salt Pits are entirely devoid of all vegetation due to the salt composed caverns.

#### Ores

As with every biome, some of the Ores which can be found in the Salt Pits are determined by the mission type, such as Morkite or Aquarq.
The crafting materials found in the Salt Pits are  Enor Pearl and  Bismor, with Enor Pearl being abundant and Bismor being scarce.

### Trivia

* Added during the Early Access period with Update 7: Alpha Launch on the 28th February 2018.
* According to the Deep Dive terminal, the phrase "Leave no dwarf behind" is rumored to originate from this region.
Диструм

Reason: "*page added on the wrong place, instead of RU wiki*"

**This page is a candidate for deletion.**
Reason: "*page added on the wrong place, instead of RU wiki*"

 Type
 Hardness
 Value

**Диструм** руда нужная для выполнения вторичного задания. В настоящее время встречается только на миссиях добыча ресурсов и переработка на месте. Требуется собрать 100 диструма  для выполнения вторичного задания.
Завершение задания даст 800  и 250 , с учётом бонуса за риск.

### Внешний вид

Диструм - это бледно-синяя металлическая руда, находящаяся вдоль стен, как моркит или золото. Его сложно обнаружить в регионе Ледяные наслоения из-за схожести с леднями стенами пещер. Ещё сложнее обнаружить Диструм в кристаллических пещерах, где внешний вид диструма сильно сливается с пещерой.

### Местонахождение

Диструм встречается во всех регионах Хоссекса, но только на миссия добыча ресурсов и переработка на месте.

### Примичание

* Диструм вероятно создан на основе диспорозия, реального металла с серебряным блеском.

### See Also

* Point Extraction
* On-site Refining
* Minehead
Shield

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Shield** may refer to:

## Equipment

* Shield Generator, a utility tool for the Gunner

## Health

* Player Shield, protective hit points for all dwarves that regenerate over time
New Passive Perk Slot

This page is possibly not up to date.

 This page is possibly not up to date. It was last updated for Update 31: What Was Left Behind

**New Passive Perk Slot** is one of the 23 available perks that currently exist in Deep Rock Galactic. It can be unlocked on the fourth row of perks and there are 2 tiers; each tier requiring 15 / 20 perk points respectively for a total of 35.

## Perk Table

Although it is technically not a perk, it allows the player to increase their available perk slots.

**Note**: New Perk Slot is not an equipable perk, but instead an unlockable upgrade.
Starch Nut

Type
 Hardness
 Rarity
 Value

**Starch Nuts** is an ingredient used to create Craftable drinks or acquire Beer License in the Abyss Bar. They can appear in any mission type. To be gathered, dwarves must be close enough to pick them up with the [USE] key ("E" by default). They are not affected by Hazard Bonus or biome.

### Appearance

Starch Nuts have a purple-pink acorn shaped bulb and can grow in clusters ranging from 1-4. The flowers are bioluminescent and can be seen in the darkness, making them easy to see at a distance.

### Locations

Starch Nuts can be found in any environment.
Unstoppable

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 This page is possibly not up to date. It was last updated for Update 31: What Was Left Behind

**Unstoppable** is one of the 23 available perks that currently exist in Deep Rock Galactic. It can be unlocked on the fifth row of perks and there are 4 tiers; each tier requiring 2 / 3 / 5 / 7 perk points respectively for a total of 17.

## Perk Table

You move 10 / 15 / 20 / 25 % faster while carrying heavy objects!

## Perk Breakdown

* Environmental slow-down effects reduced by this perk include:
	+ Spiderwebs on Crystalline Caverns, Radioactive Exclusion Zone, Dense Biozone, and Hollow Bough
	+ Environmental Goo:
		- Fungus Bog's sticky goo patches
		- Hollow Bough's goo sack's goo
	+ Heavy Snow on Glacial Strata
	+ Electrocrystals on Crystalline Caverns
	+ Blizzards
	+ Sandstorms
	+ Earthquakes
* Some enemy attacks are also affected by the perk:
	+ The stun from a Glyphid Grunt Slasher attack
	+ The stun from a Naedocyte Shocker attack
	+ The spit attack of the Glyphid Web Spitter
	+ The goo spawned by the attacks, weak-point destruction, and death of a Mactera Goo Bomber
	+ The Frost Spray and Death Cloud of Frost Praetorian
		- NOTE: The Frost Spray attack is currently bugged, and does not do anything, resulting in this perk also doing nothing
Update 6: Open Alpha Preview

**Update 6: Open Alpha Preview** removed turrets, removed floodlights and introduced a new mission. It was also an announcement for the Open Alpha preview.

This update went live on October 30th, 2017.

## Patch Notes

* Missions available:
	+ Mother Lode (NEW)
	+ First Dive
	+ Lost Overhang
	+ Infested Chasms
* Controls:
	+ Added AZERTY Keyboard Layout
	+ Added: QWERTZ Keyboard Layout
	+ Updated Controller Scheme (Xbox One)
	+ New button layout
	+ Added sensitivity for analog sticks
* In-Game Changes:
	+ Added a Tutorial message system
	+ Added Recoil to some weapons
	+ Added Region to the Server list
	+ Added Kick and Mute to the Host-player in the Escape menu.
	+ Added FOV slider
	+ Removed: Floodlight and Auto Sentry
	+ Gold is, in this build, only used for extra Credits
* Others
	+ Fixed Join Game through Steam Friend List
Pickaxe Customization

The **Pickaxe Customization** terminal allows the modification of the Pickaxe model regarding 7 different parts: Frontblade, Head, Backblade, Shaft, Handle, Pommel and Paintjob.

Parts are obtained from Lost Pack, Prestige Assignments or Cosmetics DLC.

You can randomize the pickaxe with the button below the pickaxe.

## Pickaxe Sets

 Seasons Referencing:

* **Company Standard**
Standard
* **Arc Welder's Delight**
Lost Pack
* **Bug Hide**
Lost Pack
* **Carven Pride**
Lost Pack
* **Chasm-Borne Cliffhanger**
Prestige Assignments
* **Core Hound**
Performance Pass
* **Drift Crusher**
Prestige Assignments
* **Gadgeteer's Favorite**
Prestige Assignments
* **Hammerblow**
Lost Pack
* **Incorruptible**
Lost Pack
* **Jagged Son**
Lost Pack
* **Pneumatic**
Lost Pack
* **Reaper's Claw**
Prestige Assignments

## Unique Parts

The Frontblade and Backblade parts for a specific set are awarded together. Prestige Pickaxe set Backblades comes with a unique model and a copy of the Frontblade.

Unique Backblade from Lost Pack: Chop-Chop, Hole Digger, Obsidian Mallet, Skull Buster.

* **Chop-Chop**
Lost Pack
* **Hole Digger**
Lost Pack
* **Obsidian Mallet**
Lost Pack
* **Skull Buster**
Lost Pack

## Season 02 Performance Pass

The parts for the **Core Hound** are rewarded at various levels of the Performance Pass.

Front Blade: Level 19

Back Blade: Level 24

Handle: Level 35

Head: Level 53

Shaft: Level 76

Paintjob: Level 81

Pommel: Level 91

* **Core Hound**
Season 02 Performance Pass

## Season 03 Performance Pass

The parts for the **Blight Guard** are rewarded at various levels of the Performance Pass.

Back Blade: Level 8

Handle: Level 15

Head: Level 38

Front Blade: Level 45

Shaft: Level 55

Pommel: Level 79

Paintjob: Level 85

* **Blight Guard**
Season 03 Performance Pass

## DLC Paintjobs

* **MegaCorp**
MegaCorp
* **Roughneck**
Roughneck
* **Dawn of the Dread**
Dawn of the Dread
* **The Supporter**
The Supporter
* **Rival Tech**
Rival Tech
* **Robot Rebellion**
Robot Rebellion

## Paintjob

 Company Standard

 Arc Welder's Delight
 Bug Hide
 Carven Pride
 Hammerblow
 Incorruptible
 Jagged Son
 Pneumatic
 Chasm-Borne Cliffhanger
 Drift Crusher
 Gadgeteer's Favorite
 Reaper's Claw
 MegaCorp
 Roughneck
 Dawn of the Dread
 The Supporter
 Rival Tech
 Robot Rebellion

## Trivia

In the Space Rig by the Pickaxe Station one can see unreleased and potentially upcoming pickaxe parts.

1. ↑ 1.0 1.1 1.2 From Season 01: Rival Incursion Performance Pass.
Sticky Grenade

— Item Description

The **Sticky Grenade** is the Gunner's default Throwable. It is a traditional "pineapple" grenade with an oversized ringpull, colored dark green. The grenade is covered in spikes which are retracted while in the Gunner's hand but stick out once thrown, hence explaining the grenade's sticky nature.

This grenade's fuse timer begins once it latches onto a surface. It can stick to almost any surface and will not roll. It will explode after the brief fuse timer.

The grenade has Fear Factor effects: a target stuck with the Sticky Grenade has more chance to flee (guaranteed on some enemies), and the resulting explosion can scare away other creatures as well, resulting in a chain Fear effect.

 This page is possibly not up to date.

 This page is possibly not up to date. It was last updated for Update 34: Modest Expectations
Phazyonite

*This article is a stub. You can help Deep Rock Galactic Wiki by expanding it.*

 Type
 Hardness
 Rarity
 Value

**Phazyonite** is a Crafting Mineral that can be acquired by mining its deposits. It can also be gained by purchasing items from the Accessory Shop. Each purchase will add experience to a "cosmetic" level in the Shop, culminating in an amount of Phazyonite each time it ranks up.

When the mission is concluded, the Hazard Bonus will dictate how many units the player will get.

Unlike other Minerals, Phazyonite cannot be sold or purchased in the Mineral Trade Terminal.

### Appearance

Phazyonite grows as a cluster of thin, purple crystals covered in spiny protrusions. Its bright colour and large clusters make it particularly easy to spot and mine.

Chunks of Phazyonite are smaller than those of crafting minerals, and use the same model as the "soil samples" dropped by Prospector Drones upon their destruction.

### Use

Phazyonite can be used in Accessory Shop as an alternative currency, in place of paying with Credits and sometimes Resources.

A single unit of Phazyonite is worth 200 credits, or 2 minerals in the Accessory Shop. For example, the Corporate Marine Headwear costs 9800 credits and 80 Enor Pearl to purchase, so the credit value is equivalent to 49 Phazyonite, and the mineral value is equivalent to 40, for a total of 89 Phazyonite as the alternate buying price.

### Locations

Phazyonite can be found in any Planetary Region and Mission Type, with a 1 in 7 (14.28%) chance of generation in a given mission.

#### Etymology

Possible source of the mineral's name is a mangled word "fashion" → "phazyon" as a root and a typical suffix for mineral names "-ite"
Sweet Tooth

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 This page is possibly not up to date. It was last updated for Update 31: What Was Left Behind
**Sweet Tooth** is one of the 23 available perks that currently exist in Deep Rock Galactic. It can be unlocked on the fourth row of perks and there are 3 tiers; each tier requiring 2 / 5 / 8 perk points respectively for a total of 15.

## Perk Table

[Tier 3 only: 20 % movement speed bonus for 10 seconds after consuming Red Sugar!]

## Perk Breakdown

* The speed bonus grants players the ability to sprint through environmental slows such as blizzards and sandstorms.
* The perk increases the health received per Red Sugar consumed, not the quantity of Red Sugar mined.
* Healing from Vampire does not trigger the MS bonus.
Pool Float

Type
 Hardness
 Rarity
 Value

 — Mission Control

 — Dwarf Miner

The **Pool Float** is a special event object that only appears during the 2023 Space Beach Party special seasonal event. They are found randomly across the biomes on Hoxxes during this event. They resemble a yellow and blue, multi-coloured pool float in the shape of a Glyphid with yellow lights wrapped around it.

They can be easily identified by their bright light-yellow glow and large size. Once mined, they will spawn a small wave of bugs, and they can be carried. They are treated as a heavy object so movement is slowed and the Dwarf cannot fire their weapons. Once deposited, it will grant the Players a x2  bonus.

They can be identified through the Terrain Scanner via a pool float icon.

## Events

 — Mission Control

 — Dwarf Miner

 — Dwarf Miner

They only appear during 2023 Space Beach Party event. It is considered a special event object.

## Gallery

* The Pool Float
* The Pool Float buried in sand

## Trivia

* Like the previous event objects such as the Best Wurst Beer and the Lunar Festival Rabbit statues, there seems to be a running gag where the shuttle pilot from a longbeard freighter involved in ferrying these goods has yet again, lost an entire shipment of these objects. By this point, HR from Deep Rock has been becoming frustrated at the incompetence.
* With how wide the Pool Float's circumference is, locating it isn't a problem.
Satchel Charge

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 This page is possibly not up to date. It was last updated for Update 34: Modest Expectations

## Equipment Details

### Availability

Default

 — Item Description

The **Satchel Charge** is a Utility Tool for the Driller. It is a remotely detonated explosive, designed to clear rocks or bugs or team mates. When placed, the charge is replaced with a remote switch similar to the Laser Pointer.

The Satchel Charge is deployed by throwing it down. Upon clicking, the Driller throws the charge out like a grenade, though its travel arc is much lower. He will always make a callout upon throwing the charge. Once the charge lands, it will emit a beeping noise and project a red spherical hologram which projects out to its maximum blast radius. The charge has an infinite lifetime, and can be detonated at any time by clicking again as soon as the Driller pulls out the detonator. Only one Charge may exist at once, as the Driller is forced into using his detonator to blow up the existing Charge before he can place another one.

When used to clear out terrain, the Charge leaves a smooth and consistent crater upon detonation (which can be expanded via modifications).
The "Carve Diameter" statistic refers to the size of the crater left behind from the satchel charge, which is bigger than its damage radius.

*Contrary to its standard functionality, a Resupply Pod will provide only 1 Satchel Charge if the player carries 2 or 3 total, and 2 Satchel Charges if the player carries 4 total (when both "Extra Satchel Charge" mods are taken).*

### Modifications

There are four tiers of modifications and each tier has one to three upgrades. Only one modification can be equipped per tier.

### Trivia

* The Satchel Charge used to be available to both the Gunner and the Driller as their quaternary support tool, but this was changed in Update 19 as the Gunner had it replaced with the Shield Generator.
	+ This was changed in Update 19: Guns! Lots of Guns!, with the patch notes quoting the Gunner: “To be honest, sharing gear with Drill-boy ain’t for me, so I called in a favor with the eggheads up in R&D to make me something special - and they came back with a friggin’ Shield Generator! Now I can safely hide from the Driller! Good times!”