recursal/Fanatic-Fandom huggingface dataset:
Triggers

**Triggers** Are a special type of marker in Superfighters Deluxe added in PreAlpha 1.5.0.

## Triggers vs. Joints

The main difference between triggers and joints is how they are applied to certain maps. Joints are more essential to the physics of objects in Superfighters Deluxe, only some of which can be rigged with API, while Triggers are usually cause and effect based, and can be rigged in neumerous ways, a majority of triggers can be rigged to API.

## Types of Triggers

### Button

A button is classified as an object, but works as if it was a trigger, as pressing a button can activate triggers.
**Properties:**

* Activate Triggers: Activates a certain trigger.

### AreaTrigger

An invisible area which on entry or leaving can activate other triggers.
**Properties:**

### OnStartTrigger

On start trigger will activate triggers on the start of each map.

*This article is a stub. You can help Superfighters Deluxe Wiki by expanding it.*
Engineer

— The Engineer

 Icon

The **Engineer** is one of the four playable dwarves of Deep Rock Galactic.

His primary weapon set consists of the "Warthog" Auto 210, the "Stubby" Voltaic SMG and the LOK-1 Smart Rifle while his secondaries consist of the Deepcore 40mm PGL, the Breach Cutter and the Shard Diffractor. He has the Platform Gun, the LMG Gun Platform and the "Owl" Armor Rig as his equipment and the L.U.R.E., the Plasma Burster, the Proximity Mine and the S.S.G as his throwables.

### About

 — Class Description

The Engineer is a tactical dwarf with a formidable arsenal. His ability to construct automated sentry turrets makes him ideal for setting up defensive perimeters to prevent the team from being completely overwhelmed. His Platform Gun also allows easy access to most unreachable areas of Hoxxes' caves.

The Engineer has four throwables to pick from: the L.U.R.E. which creates a holographic dwarf decoy that distracts enemies from himself and his allies, the Plasma Burster which creates four explosions per grenade, the Proximity Mine which only explodes when a medium or larger size enemy enters its trigger zone, and the S.S.G which unleashes a swarm of friendly Shredders to attack enemies.

### Equipment

All classes have twelve pieces of gear, each of which can be individually upgraded using  Credits and crafting resources. There are currently four unlockable weapons per class. Each weapon has its own assignment. Once an assignment for a weapon has been completed it can then be purchased from the upgrade terminal.

  **Deepcore 40mm PGL** Heavy Weapon
  **Platform Gun** Support Tool
  **L.U.R.E.** Throwable

### Voice Responses

##### Class Selected/Joining an Active Mission

* *"Let's play this smart for once, huh?"*
* *"It's all about securing the caves, you know?"*
* *"Quotas and objectives to fulfill! Let's get 'er done, lads!"*
* *"Infestation problems? Automated turret, mate."*
* *"Time for a cold one once this is done."*
* *"All in a day's work."*
* *"Turrets and explosions...you've come to the right place, mate."*
* *"Cut 'em off, cut 'em down. That's the way."*
* *"Identify targets and exterminate. That's how it's done."*
* *"Elementary!"*

##### Arriving on Hoxxes via Drop Pod

*(Note: these responses may be heard even if no Engineer is present on the team.)*

* *"Get ready!"*
* *"Let's go!"*
* *"Remember: leave no one behind!"*
* *"Let's get the job done!"*
* *"Lock and load, lads."*
* *"Time to collect your paycheck!"*
* *"If we survive, next round is on me!"*
* *"Here we go!"*
* *"Get ready to rumble!"*
* *"Let's get the job done and get back in a hurry."*
* *"Check your gear and let's go!"*
* *"Time to collect some gold!"*

### Trivia

* The Engineer is the only dwarf whose default appearance in official artwork varies. Sometimes he is shown with a full beard and mustache, other times clean shaven with only the latter.
Gunk Seed

Type
 Hardness
 Rarity
 Value
  3 per unit

The **Gunk Seed** is a type of Secondary Objective which can appear in any mission type or biome. The Dwarves can collect 12 Gunk Seeds to be rewarded with a bonus payout of Credits and Experience upon mission completion.

### Appearance

Gunk Seeds are hanging plants which can be seen suspended from the cave ceilings. They start out as grey-colored sacks which contain the real Gunk Seed, hidden inside. While the seed is inside, the plant will pulsate. When the seed is broken free, the hanging sack will shrivel up. The Gunk Seed itself is a dark pinkish-grey in color, with a lumpy body that pulses occasionally.

### Locations & Gathering

As with other Secondary Objective collectibles, Gunk Seeds will spawn in upon level creation and are randomly distributed throughout the map. Sometimes they spawn alone and other times they appear in small groups. The amount needed to complete the Secondary Objective is 12, but there will always be more Gunk Seeds than are needed (though depositing extra Seeds will not reward anything more than a trifling XP bonus in the single digits).

Gunk Seeds are always found suspended from the ceiling and emit light of their own. To get the Gunk Seed, the hanging sack must be damaged at which causes the seed to break free. Any amount of damage is enough to free the seed, so one should only fire a single shot to conserve ammo.

Once free, the Seed is considered a heavy object and must be picked up and carried by hand, or via Bosco. When carrying it, a dwarf cannot do anything but throw flares / throwables, ride ziplines, and move with a 25% speed penalty (Sprinting is also disabled). It can be dropped by switching weapons or using the Laser Pointer, it can also be thrown far away by holding the [FIRE] key ("Left Mouse Click" by default) before releasing it. Depositing the Seed (into either the M.U.L.E., the Minehead or the Drop Pod) adds it to the quota. Once the required amount of Gunk Seeds are collected, Mission Control will announce the completion of the Secondary Objective.

### Gallery

* A pair of **Gunk Nuts** seen hanging from the ceiling of the Fungus Bogs
* A pair of freed **Gunk Nuts**, ready to bust.
* A gunk nut in darkness in Fungus Bogs.

### Trivia

* Gunk Seeds were added alongside Ebonuts and Fester Fleas as the three new Secondary Objectives introduced in Update 31: What Was Left Behind.
* An intact Gunk Seed plant may be interacted with by a player if within reach. When used, the player smacks the sack and causes it to sway, similar to when Fuzzy Dice in the Drop Pod are interacted with.
* Gunk Seeds will sometimes spawn partially inside the floor of a cave. When this occurs, destroying one will cause the Gunk Seed to appear in the vertically closest open space below it.
* Due to community request, a small light was added in the tip of the Gunk Seed to make it more visible in dark caves in Update 32: Roughnecks At Work.
Ebonut

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

 Type
 Hardness
 Value

The **Ebonut** (pronounced *eh-boh-nut*) is a type of Secondary Objective which can appear in any mission type. The Dwarves can collect Ebonuts to be rewarded with a bonus payout of Credits and Experience upon level completion.

### Appearance

Similar to most types of real-world nuts, Ebonuts are encased in a large rocky shell which protects the actual nut inside. The base of the shell is a dark-grey rocky column which is similar in appearance and color to Ebonite Glyphids. The shell protecting the nut is a lighter brown in comparison. Once the shell is broken the nut inside is similar in color and size to an oyster pearl where it can then be collected. The internals of the plant appear to be a dark pinkish color.

### Locations & Gathering

Ebonuts are sparsely distributed throughout a level and randomly placed on floors, walls and (rarely) ceilings. They are spawned in upon level creation and are similar in placement to other collectible secondary objective resources, such as Boolo Caps and Alien Fossils.

It is not possible to get the Ebonut itself until the shell is broken. The shell can only be destroyed by melee damage (e.g. Pickaxe, Reinforced Power Drills or Impact Axe). It takes three Pickaxe strikes to break open an Ebonut's shell (two with the Skull Crusher Ale buff), progressively becoming cracked until it has been fully broken. The Pickaxe's Power Attack will destroy the shell instantly.

Once the shell has been broken the Ebonut inside can then be retrieved which adds it to the player's personal inventory. Ebonuts must be deposited (into the M.U.L.E., the Minehead or the Drop Pod) to count towards the total amount collected. The remaining husk can also be destroyed with one pickaxe hit.

The amount of Ebonuts needed to complete a mission will always be 14, but there will always be more Ebonuts in a level than are needed to complete the Secondary Objective. Collecting surplus Ebonuts is not necessary and serves no purpose beyond a trifling single-digit boost to the resulting mission experience.

### Gallery

* An Ebonut found in the Crystalline Caverns.
* An Ebonut with its outer shell broken, exposing the fruit inside.
* An Ebonut in darkness, showing the glowing tip.

### Trivia

* Ebonuts were added alongside Gunk Seeds and Fester Fleas as the three new Secondary Objectives introduced in Update 31: What Was Left Behind.
* Due to community request, a small light was added in the tip of the Ebonut to make it more visible in dark caves in Update 32: Roughnecks At Work.
Anniversary Trophy

Type
 Hardness
 Rarity
 Value

 — Mission Control

 — Dwarf Miner

The **Anniversary Trophy** or otherwise known as the **Fifth Year Golden Anniversary Trophy** is a special event object that only appears during the 2023 Fifth Year Deep Rock Galactic Anniversary special seasonal event. They are found randomly across the biomes on Hoxxes during this event. They resemble a large golden trophy cup with two pickaxe surrounding a giant 5 in the middle.

They can be easily identified by their bright golden-yellow glow and large size. Once mined, 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.

When mined out of the ground, a trigger will occur, making multiple creatures appear.

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

## Events

 — Dwarf Miner

They only appear during 2023 Fifth Year Anniversary event. It is considered a special event object.

## Gallery

* Anniversary Trophy billboard
* The Anniversary Trophy buried in sand
* Holding the Anniversary Trophy

## 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 involved in ferrying these goods has yet again, lost an entire shipment of these objects.
* Of the special event objects, the Anniversary Trophy is physically the largest of them all.
Heightened Senses

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**Heightened Senses** is one of the 23 available perks that currently exist in Deep Rock Galactic. It can be unlocked on the first row of perks and there are 3 tiers; each tier requiring 3 / 7 / 11 perk points respectively for a total of 21.

## Perk Table

Active: 1 / 2 / 2 times per mission, you can escape after being grabbed, killing your captor in the process!
(∞ / 90 / 5 seconds cooldown)
Press [USE] while captive to break free.

## Perk Breakdown

* The alert consists of two parts; a gradient overlay across the top of screen and a sound cue
* Any of the following enemy types targeting the player will trigger the alert:
	+ Cave Leech
	+ Mactera Grabber
	+ Nemesis
	+ Nayaka Trawler
* A Nemesis will not be killed when you escape its grasp using the active effect of this perk

## Gallery

* The gradient effect overlay warning the player.
Impact Axe

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## Equipment Details

### Availability

Default

 — Item Description

The **Impact Axe** is the Driller's default throwable.

Reminiscent of traditional throwing axes common in Dwarven folklore, it is a double-headed combat axe. It starts in a retracted state while in the Driller's hand, then expands and deploys the blade when thrown. The handle is proportionally small compared to the axe heads.

The Impact Axe deals 3 instances of damage at once. Direct melee damage divided in 2 parts, and AoE explosive damage. These three numbers combine to deal 240 damage with a single thrown Axe, as well as stunning the target.

The 3 damages instance will trigger in that order :

* Direct Damage Part 1
	+ Prevent the axe from being consumed if it kills the target.
* Direct Damage Part 2
	+ Consume the axe if the creature is hit.
* Area Damage
	+ Does not consume the axe, like the Direct Damage Part 1.

As long as the Impact Axes are not dealing the 2nd part of direct damage (e.g. simply thrown at the floor or walls), they can be retrieved by the Driller, adding the axe back in to the carried total.

Impact Axes can destroy environmental hazards, such as Electrocrystals, Poison Spore Fungi, Ejector Cacti, Trapatacti, Cave Urchins, and even Naedocyte Roe without spending any ammunition, as they can be retrieved immediately.

As a (mostly) melee weapon, the Impact Axes can trigger the Vampire perk if the enemy is killed by one of the two direct melee damage instances. They can also deal damage to Ebonite Glyphids.

 \*Will not benefit from Weakpoints

 \*Will not benefit from Weakpoints
Incendiary Grenade

— Item Description

The **Incendiary Grenade** is an unlockable Throwable for the Gunner. It is a firebomb stick grenade, with a handle larger than the payload container, the latter being colored a bright orange.

Instead of producing an explosion, the Incendiary Grenade will carpet any area where it lands in a roaring hot fire, roughly arranged in a circle shape. The fire effect behaves similarly to the Sticky Flames attribute used by the CRSPR Flamethrower, lingering on the ground and damaging anyone who walk through it (allies included, unlike the CRSPR's Sticky Flames). it will also raise their temperature, causing spontaneous combustion if an enemy lingers in the fire for too long. Enemies who are hit with the grenade's initial explosion will instantly catch fire.

The grenade will only explode when it touches a floor; it simply bounces off of surfaces and walls.

This grenade deals no direct damage whatsoever, even enemies who are directly hit with the grenade, while instantly combusting, will only take tick fire damage from the flames on the ground and while burning after leaving the fire circle.

Purchased for:

#### Flame Puddle Heat

The Incendiary Grenade's puddles of flames are considered to be On Fire with a 0.75m Area Heat Radius. Along with this the flame puddles act as an Environmental Heat Source with an Intensity value of 3. To calculate the total heat being applied to any given bug simply use this formula:

* Heat per Second = [ Current Intensity Temperature per Second ] + 5 \* [ Nearby Puddles ]

Most of the time the amount of Heat damage will simply be 20 + 5 \* [ Nearby Puddles ]. The Heat Intensity can be reduced in the presence of Environmental Cooling such as the Blizzards that may occur in the Glacial Strata.

### Trivia

* Traces of a "Molotov" grenade were present in an early version of the game. It is likely these ideas blossomed into the Incendiary Grenade, which is more comparable to modern firebombs than the traditional molotov cocktail.
* It appears similar in shape to the real-life German *stielhandgranate* (stick hand grenade) used in the World Wars.

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High-Intensity Flare

* High-Intensity Flare
* Medium-Intensity Flare

## Medium-Intensity Flare

*This article refers to flares that are usable by all classes. To read about the Scout's Utility Tool, see Flare Gun.*

 — High-Intensity Flare Description

 — Medium-Intensity Flare Description

### About

Flares are throwable, temporary light sources that are crucial to surviving in the caverns of Hoxxes IV.

By default, Flares are thrown using the F key on a keyboard and the B button on a controller. After throwing a flare, it will bounce around on surfaces, typically settling at the bottom of caverns. Flares regenerate over time, and up to four can be held at once.

There are 3 stages in a flare: full strength, partly burned out, and completely burned out. A thrown flare will be at full strength and will emit a glow and light. A full strength flare will provide light for 30 seconds. After 30 seconds, the light source will die down to a small glow, becoming a partly burned out flare. After at least 20 seconds it will be a completely burned out flare, emitting no glow or light.

While Gunner and Scout have High-Intensity Flares, Engineer and Driller have Medium-Intensity Flares. There is no difference between these two types, despite their names. The color of the flare will match the color of the class that threw it: Red for Engineer, Blue for Scout, Green for Gunner, and Yellow for Driller.

### Modifications(Obsolete)

Previously these were the two tiers with one upgrade each. Anyone that had purchased these upgrades prior to update 1.0 hotfix 1 have been refunded the money and materials spent.

 Tier 2

### Trivia

* In the closed alpha version of the game, flares were limited and didn't regenerate over time. Once the supply of flares ran out, the dwarves had to rely on their headlights to survive.
* Medium-Intensity Flares were previously called Red Flares.
* Medium-Intensity Flares originally had a lower light radius when compared to High-Intensity Flares.
"Barracuda" Armor Rig

— Item Description

The "Barracuda" Armor Rig is the Gunner's piece of undersuit armor. It can be upgraded to improve its resistance against explosions.

## Modifications

There are four tiers of modifications and each tier has one 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 – Lime Thunder Armor Paintjob
* Six upgrades – +5 Health
* Seven upgrades – Desert Road 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)

## Armor Paintjob

*Main article:* Armor Skins#Gunner

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High Explosive Grenade

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## Equipment Details

### Availability

Unlock

 — Item Description

The **High Explosive Grenade** is an unlockable Throwable explosive for the Driller.

A simple throwable grenade. The HE Grenade will detonate once it lands on the ground after a brief delay. With high damage, a wide blast radius, very strong armor breaking and fear capabilities, the HE Grenade is simple and powerful. It can be used in a variety of situations and its simple function allows it to fit comfortably in any kind of weapon modification build for the Driller.

The HE Grenade is unique in that it may be "cooked" while the grenade button is held down. The Dwarf will hold the grenade in his hand while the fuse counts down to allow the grenade to explode sooner after being thrown. If the grenade's fuse runs out without being thrown then the grenade will detonate in the Dwarf's hand and deal damage to both the Dwarf and everything in the surrounding area.

Purchased for:

### Trivia

* High Explosive Grenades used to be called Frag Grenades and were also used by Engineer and Gunner prior to Update 24.
Elemental Insulation

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**Elemental Insulation** 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 Breakdown

* This perk is additive with other resistance bonus.
* Provide damage reduction against: Fire, Frost, Electricity, Poison, Radiation, Heat (temperature), Cold (temperature).
* Doesn’t give any resistance against: Kinetic, Melee, Explosive.

 Mactera
 Other
Best Wurst Beer (Object)

Type
 Hardness
 Rarity
 Value

 — Mission Control

**Best Wurst Beer** is a special event object that only appears during the Oktoberfest special seasonal event. They are found randomly across the biomes on Hoxxes during this event. They resemble a Best Wurst Beer mug with a sealed metal lid on top to prevent its contents from spilling out.

They can be easily identified by their faint blue glow. Once mined, 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.

For more information in regards to the drink itself. It can be read here: Best Wurst Beer.

## Events

They only appear during Oktoberfest. It is considered a special event object.

## Gallery

* Holding the Best Wurst Beer mug
* Drinking the Best Wurst Beer in the Abyss Bar

## Trivia

* It is highly possible that these mugs are treated more like canned drinks given the existence of a lid.
Crystalline Caverns

— Ingame description

Crystalline Caverns is one of the biomes of Hoxxes IV. This eponymous biome consists of caverns filled with many (although worthless) crystals.There are many big, open chambers, connected by tunnels. The crystals produce natural light, allowing more visibility for navigation. The base rock making up the caves is sturdy, taking 3 hits for it to give way.

#### Hazards

The biome-specific hazard for Crystalline Caverns is the bright and noisy Electrocrystal, which is charged with electricity. Dwarves or Creatures that come into direct contact suffer high damage and slowdown. If multiple Electrocrystals are close together and have unbroken line-of-sight with other Electrocrystals, electricty will arc in a curved shape between the crystals, causing high damage and slowdown to Dwarves or Glyphids passing through the arc. The Electrocrystals cannot float, so destroying the surrounding bedrock can destroy them.

There is a 15% chance to rain in Length 1 missions, increasing by 3% for every Length. Rain reduces the brightness of flares and other light sources, and dwarves all gain a 100% resistance to all forms of Fire and Heat damage, such as Gas explosions and the Driller's Flamethrower. It does not increase the rate at which Freezing can be applied, however.

#### Enemies

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

#### Biome Features

Crystalline Caverns feature little to no vegetation, as the biome is entirely made out of rock material.

#### Ores

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

### Trivia

* Added during the Early Access period with Update 7: Alpha Launch on the 28th February 2018.
Cargo Crate/Ru

Reason: "*Subpages is NOT how you translate pages*"

**This page is a candidate for deletion.**
Reason: "*Subpages is NOT how you translate pages*"

Гуляя по пещерам, можно встретить небольшой жёлтый ящик. Побродив возле него, можно найти аккумуляторы. Эти самые аккумуляторы необходимо вставить в тот самый ящик. Всего два аккумулятора. После её необходимо отремонтировать. Весь этот процесс схож с восстановлением мула. Как только ящик починится, он откроется и извергнет из себя три вида ресурсов, одним из которых является Золото. Остальные два зависят от того, в каком биоме ящик был найден. Также из него можно забрать предмет кастомизации.
Loot Bug

* Common
* Golden

## Golden Loot Bug

 — Miner's Manual Description

The Loot Bug is a passive Creature on Hoxxes. It can be found in every region of the planet. It is a large, grub-like creature with many eyes and a chubby body. They are capable of scaling walls and ceilings, similarly to Glyphids. As the Loot Bug moves around, it makes squeaking noises. In some regions, Loot Bugs will also give off a soft glow in the dark.

A purely passive creature, the Loot Bug is neither capable of attacking, nor does it possess any forms of self-defense; it barely even acknowledges anything going on around it. Amidst the carnage and chaos of Hoxxes, the Loot Bug is a creature which poses no threat to the Dwarves or to any Hoxxes wildlife, which will not attempt to interact with it. Loot Bugs spawn in on level generation, and will not respawn once killed.

Loot Bugs consume minerals and thus contain valuable Gold and Nitra within them. They are attracted to loose mineral deposits, and they will converge on any minerals lying on the ground in an attempt to eat them. Whatever minerals they consume are added to their internal "total", and will be released upon their death with a ×1.5 multiplier. When a Loot Bug dies, it wriggles around for a second before suddenly bursting open, scattering its consumed minerals in all directions. This death "explosion" deals no damage.

The Dwarves can pet a nearby Loot Bug by pressing the [USE] ("E" by default) key. This may sometimes result in the Loot Bug dropping a single chunk of either Gold or Nitra. They can also be petted while they are in the process of exploding. Loot Bugs also sometimes drop a chunk of their resources on taking damage. As Lithofoamers deal 1 damage per shot, they can be used to extract all of the resources from a Loot Bug without killing it.

When the perk *It's a Bug Thing* is equipped, approaching a Loot Bug within a certain radius causes it to spontaneously explode.

## Combat

### Health and Armor

Health Scaling

* The Loot Bug has no armor to its name, and its health pool (as previously stated) remains at exactly 100 HP across all Hazard Levels in the game.

## Golden Loot Bug

A Golden Loot Bug is a much rarer variant of the standard Loot Bug (15% chance to spawn one in a mission). While the regular variant drops Nitra and Gold, the golden variant instead drops a large amount of gold chunks.
It is slightly larger than a standard Loot Bug, and will glow and sparkle slightly, making it easier to spot in the darkness.

Health Scaling

## Trivia

* Loot Bugs were added in Update 5: Dreadnought.
* To some, killing Loot Bugs is considered shameful. This is reflected in some dwarf voice lines.
* If a Loot Bug dies while frozen, it skips its death animation and immediately explodes in minerals.
Deepcore 40mm PGL

— Item Description

The **Deepcore 40mm PGL** is the default secondary weapon for the Engineer.

It is a gray, man-portable grenade launcher adorned with various metallic bracings and wires. The PGL is a break-action launcher, meaning the barrel is manually pivoted open and closed to expose the breech for loading.

The PGL fires high-explosive grenades. The grenades have a below-average velocity and are affected by gravity, which limits how far they can travel (certain mods and OCs can affect the velocity). Only one shell can be loaded at a time, and the player will automatically begin reloading once a shell has been fired.

It also has a high Fear Factor, where anything that survives the explosion might be left fleeing in terror.

## 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

 **Proximity Trigger** | **Proximity Trigger** changes the projectiles of the PGL so that it does not explode on contact. Instead, it will bounce off surfaces and preserve speed. When the projectile is close to an enemy it will automatically detonate. The trigger radius is based on the explosion radius, therefore a larger radius will cause the projectile to be more volatile. There is a very brief period of time directly after being fired in which the projectile cannot be triggered. If the projectile is not triggered within 3 seconds of being fired, it will automatically explode.

### Unique Overclocks

**Fat Boy** | **Fat Boy** is an Unstable Overclock that turns the Deepcore 40mm PGL into a mini nuclear bomb. After the explosion, it creates a spherical field (8m radius, centered at point of impact) that does 25 radiation damage every 0.75 - 1.25 seconds to enemies and 6 radiation damage every 0.5 - 1.0 seconds to players. The field lasts for 15 seconds.

## 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 (14) modifications – **The Company Special** Weapon Paintjob

## Skins

Full gallery of skins can be seen at Weapon Skins.

## Gallery

* The crater and lasting radiation effect caused by the Fat Boy overclock.

## Trivia

* The "Fat Boy" Overclock is likely named after the Fat Man and Little Boy, the two atomic bombs which were dropped over Japan in World War 2.
* The "RJ" in the "RJ250 Compound" Overclock likely stands for "rocket jump", a term used to describe the usage of an explosive weapon's powerful knockback as a mobility enhancement. The term was coined by popular first-person-shooter series Quake, and has featured in many other multiplayer shooter games as a technique with a high skill ceiling.

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Cluster Grenade

— Item Description

The **Cluster Grenade** is an unlockable Throwable for the Gunner. It is a handheld explosive with multiple payloads connected to one large stick.

The Cluster Grenade does not produce an explosion upon landing. It will instead eject its nine miniature payloads after a brief delay upon impact with the world. These "bomblets" will eject in random directions (though the distance they travel remains roughly the same) and will immediately explode on impact. The combined damage of all these bombs stacks up to 360 damage.

They have a chance of stunning their target as well.

Purchased for:

### Trivia

* A much more extreme version of this grenade was shown off on the game's official Twitter back in early April, following up to the release of the Explosive Expansion update.
* It seems similar to bundled versions of the real-life German *Stielhandgranate* (stick hand grenade), otherwise known as the "potato-masher" grenade, used in the Second World War.

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Dreadnought Types

*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.*

 **Dreadnought** may refer to:

## Glyphid Dreadnought

The **Glyphid Dreadnought** is a hostile boss Creature on Hoxxes. It can spawn from cocoons on Elimination missions, or appear as a random Swarm on other mission types.

## Glyphid Dreadnought Twins

The **"Glyphid Dreadnought Twins"** (Lacerator and Arbalest) are a pair of Dreadnoughts that can spawn from cocoons on Elimination missions, or appear as a random Swarm on other mission types.

## Dreadnought Hiveguard

The **Dreadnought Hiveguard** is a hostile boss Creature on Hoxxes. It can spawn from cocoons on Elimination missions, or appear as a random Swarm on other mission types.
Bittergem

Type
 Hardness
 Rarity
 Value
  1800 per unit

**Bittergem** is an extremely rare bonus resource. When extracted and deposited into the M.U.L.E, it can provide between 1000 - 1500 Bittergem units, which are translated to bonus credits, very similarly to Gold. It is a heavy object and must be picked up and carried by hand, or via Bosco. When carrying it, a dwarf cannot do anything but throw flares / throwables, ride ziplines, and move with a 25% speed penalty (Sprinting is also disabled, however, the dash active perk is not and provides a nominal speed boost). It can be dropped by switching weapons or using the Laser Pointer, it can also be thrown far away by holding the [FIRE] key ("Left Mouse Click" by default) before releasing it.

Its only use is to provide a large amount of bonuses to  Credits. Each unit of Bittergem is worth 2  Credit (total hazard bonus not included).

### Appearance

Bittergem is a large glowing bright pink chunk of crystal. It uses the same model as Aquarq, Compressed Gold, and Jadiz.

The area that the crystal is buried in is dotted by small bright pink crystals and a pink glow, similar to other large resources hidden within the walls.

### Locations

Bittergem can be found in any environment and mission type, albeit very rarely, being generated with a 1 in 21 (~4.76%) chance.

### Trivia

* In the Closed Alpha, Bittergem was colored pale yellow.
Beast Master

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**Beast Master** is one of the 23 available perks that currently exist in Deep Rock Galactic. It can be unlocked on the sixth row of perks and there are 4 tiers; each tier requiring 3 / 5 / 7 / 9 perk points respectively for a total of 24.

## Perk Table

(5 minute cooldown)
Tamed Grunts deal 100 / 200 / 300 % more damage to their targets!
Hold [USE] while looking at a Glyphid Grunt that is within 2 m.

## Perk Breakdown

* It takes 0.75s to tame a Grunt.
* Taming a Grunt fully heals them. However, it does not restore any broken armor.
* It is possible to tame a Glyphid Grunt, a Glyphid Grunt Slasher, or a Glyphid Grunt Guard (but not their Ebonite or Elite variants).
* The tamed Grunt will always have the suffix (Steeve) [sic]. It will also be surrounded with a neon blue glow to help identify it in the darkness and distinguish it from untamed Grunts.
* The tamed Grunt will accompany its dwarf throughout the entirety of the mission. It will engage any hostile creatures where possible, even being able to climb walls to attack distant enemies such as the Glyphid Acid Spitter. Its obvious weakness is that it cannot attack flying enemies such as Macteras unless they are within its reach.
* Tamed Grunts attack faster than untamed Grunts.
* Tamed Grunts take 2% friendly fire damage and aren't affected by Sticky Flames from the Driller's CRSPR Flamethrower. They are still vulnerable to weakspot damage bonuses and armor breaking from the dwarves.
* Tamed Grunts are affected by Mission Mutators, notably regenerating health with Regenerative Bugs, spawning a Carnivorous Larva upon death with Parasites (which remains hostile to players), and gaining bonus damage with Lethal Enemies.
* Tamed Grunts freeze half as fast and unfreeze twice as fast as untamed Grunts.
* There is no way to control the Grunt beyond the initial taming.
* The Grunt has no target prioritization capability nor any survival instincts, being ignorant to any potential danger.
* In addition to the 5-minute cooldown applied when you tame a Glyphid, there is an unmentioned 20 second cooldown when your current tamed Glyphid dies before you can tame another one (even though the perk's cooldown icon does not indicate it). Keep this in mind when your current tame dies before you attempt to tame another.

## Trivia

* Players can pet Steeve by using the [USE] ("E" by default) key.
* Despite being friendly, using the Laser Pointer on Steeve will still prompt your dwarf to call for violence towards him.
Berzerker

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**Berzerker** 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 4 tiers; each tier requiring 3 / 5 / 7 / 9 perk points respectively for a total of 24.

## Perk Table

Active: Go berzerk for 10 seconds during which you get boosted melee damage and a lightning-fast pickaxe Power Attack recharge.
(10 / 8 / 6 / 4 minutes cooldown)
Activate by pressing [Fire] + [Mine] while your Power Attack is recharging.

## Perk Breakdown

* Activates when attempting to use the Pickaxe Power Attack while it is on cooldown
* Increases the damage of regular Pickaxe strikes by 8 while active
	+ This increase does not provide any real benefit, as it will not reduce the amount of strikes needed to kill most creatures
	+ This does **not** apply to Power Attacks, only regular swings
* Pickaxe Power Attack cooldown is divided by 20 while active
	+ With the default 30 second cooldown this allows the Power Attack to recharge in 1.5 seconds
	+ With the Better Weight Balance mod 20 second cooldown, Power Attack recharges in 1 second
Gunner

— The Gunner

 Icon

The **Gunner** is one of the four playable dwarves of Deep Rock Galactic. He is also the dwarf you begin with in the tutorial.

His primary weapon set consists of the "Lead Storm" Powered Minigun, the "Thunderhead" Heavy Autocannon and the "Hurricane" Guided Rocket System while his secondaries consist of the "Bulldog" Heavy Revolver, the BRT7 Burst Fire Gun and the ArmsKore Coil Gun. He has the Zipline Launcher, the Shield Generator and the "Barracuda" Armor Rig as his equipment and the Sticky Grenade, the Incendiary Grenade, the Cluster Grenade and the Tactical Leadburster as his throwables.

### About

 — Class Description

The Gunner is equipped with a Powered Minigun, a Heavy Autocannon or a Guided Rocket System, packing high amounts of damage while his Heavy Revolver, BRT7 Burst Fire Gun, and ArmsKore Coil Gun allow for high damage single shots. To navigate the depths, he is equipped with a Zipline Launcher which fires a steel-reinforced cable across nearly any pit or chasm. Finally, he is equipped with a Shield Generator which can be useful for protecting himself and others.

The Gunner has four throwables to pick from: the Sticky Grenade which is able to stick to surfaces and enemies, the Incendiary Grenade which creates a lingering, fiery explosion, the Cluster Grenade which, upon explosion, launches several mini-grenades which instantly explode on contact, and the Tactical Leadburster which fires volleys of bullets 360 degrees on impact.

### Equipment

All classes have twelve pieces of gear, each of which can be individually upgraded using  Credits and crafting resources. There are currently four unlockable weapons per class. Each weapon has its own assignment. Once a weapon assignment has been completed, that weapon can then be purchased from the upgrade terminal.

  **"Bulldog" Heavy Revolver** Revolver
  **Zipline Launcher** Support Tool
  **Sticky Grenade** Throwable

### Voice Responses

##### Class Selected / Joining an Active Mission

* "So what if I like really big guns?"
* "Time to turn some aliens into thin green paste!"
* "Just show me where to shoot."
* "It ain't a gun if it don't weigh at least one hundred pounds!"
* "Born to kill, baby!"
* "Two thousand rounds of depleted uranium. Aw, yeah!"
* "Pumped up and ready to kill!"
* "Trigger finger is itchy again."
* "I'll kill anything with more legs than two!"
* "Lock and load!"

##### Arriving on Hoxxes via Drop Pod

*(Note: these responses will only be heard if there are at least 2 dwarves in the Drop Pod. They may be heard even if no Gunner is present on the current team.)*

* *"I need to take a dump..."*
* *"Has anyone seen my pick?"*
* *"These seats could really need some suspension!"*
* *"Onboard entertainment sucks!"*
* *"Damn, I forgot my lunchbox!"*
* *"This is gonna be a walk in the park!"*
* *"I'm hungry!"*
Deep Rock Galactic (Company)

— DRG's official slogan

**Deep Rock Galactic**, also known as **DRG**, is the central organization in the 2018 team-based FPS of the same name.

They are an interplanetary mining corporation that specializes in securing the most dangerous dig sites in the galaxy, they are also the company in which all of the in-game dwarves work for.

## Trivia

* While all known DRG hazardous environment miners are dwarves, one does not need to be a dwarf to work for the company.
"Bulldog" Heavy Revolver

— Item Description

The **"Bulldog" Heavy Revolver** is the Gunner's default sidearm. The Bulldog is large-caliber revolver featuring a massive recoil counterweight underneath the barrel, firing potent 26mm (translating to 1.02 caliber) rounds and has a four shot capacity. It is known for its distinctive firing sound. The Revolver deals high damage and has a high stun chance.

Interestingly, the Bulldog uses an archaic method of reloading that was common with early blackpowder revolvers. Instead of using moonclips or exchanging rounds one by one, the entire cylinder can be ejected and a fresh one can be swapped in through the top-break action.

## 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

#### Neurotoxin Coating

* Neurotoxin Chance: 50%
* Damage: 12 Poison
* Duration: 10s
* Tick Interval: 0.75 - 1.25s
* Movement speed: x0.7

### Unique Overclocks

#### Chain Hit

**Chain Hit** is a Clean Overclock
Whenever a bullet hits the weakpoint of a creature, it has a 75% chance to ricochet, up to 5 meters, to the closest creature (non hostile creatures are ignored, excluding Huuli Hoarders). Bullets do full damage before a ricochet.

#### Magic Bullets

**Magic Bullets** is an Unstable Overclock
Whenever a bullet hits terrain, it has a 100% chance to ricochet, up to 5 meters, to the closest creature (non hostile creatures are ignored, excluding Huuli Hoarders, targets that were hit via blowthrough will also be ignored). It will not ricochet if it hits a creature.

## 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.

## Trivia

By looking down the barrel of the gun, it is possible to see that the bullet is a a hollow point round.

The guns model is completely static, the hammer and cylinder do not move at all even when firing.

Neither the Six-Shooter or Elephant Rounds Overclocks will change the visible appearance of the weapon reload.

## Gallery

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Mactera Brundle

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## Combat

### Weakness(es)

Fire: 100%
Electricity: 50%
Explosive: 100%
Melee: 100%
Corrosive: 100%

## Temperature

### Freeze T°C

35°
-200°

### Unfreeze T°C

5°
0°

### Warming Rate

10°/s
40°/s

 — Miner's Manual Description

The **Mactera Brundle** is a rare hostile creature encountered on Hoxxes IV. It is a part of the Mactera family and closely related to the Mactera Spawn with the ability to fly. It sports 4 sharp, pink wings and dark scale plating all around its body. The Brundle can be found flying around idly in caves, but will most commonly spawn during a swarm to combat the Dwarves.

Due to its dark armor, it can be almost immediately identified as a tougher, more damage absorbing enemy. While its standard attack is shared with the Mactera Spawn, it does not die nearly as easily. Its main role is to aggressively fire at Dwarves and to tank incoming damage for their allies. Its armor can be broken however, and by destroying the double abdomen heavy plates it will be vulnerable to a x3 damage modifier in that area.

Brundles's mouth is not armored and can be shot without damage reduction.

## Combat

### Weakness(es)

Fire: 100%
Electricity: 50%
Explosive: 100%
Melee: 100%

### Immunity

Courage: 0.0
Stun Duration: ×0.2
## Temperature

### Freeze T°C

35°
-200°

### Unfreeze T°C

5°
0°

### Warming Rate

10°/s
50°/s

The Elite Mactera Brundle is the elite version of the regular Mactera Brundle. Like all Elite enemies, the Elite Mactera Brundle looks almost identical to its regular counterparts; being only distinguished by its aura of distinct vertical red lines with the words 'elite' above their healthbar when scanned and looked at.

#### Attacks

In addition to all the benefits that all Elite enemies receive, Elite Mactera Brundles have one additional enhancement:

* Their Armor is greatly increased. The Heavy Armor plates that cover their Weakpoint have their Armor Health increased from 80 to 250.

Health Scaling

## Trivia

* The creature's name is a reference to the anti-villain protagonist Dr. Seth Brundle from the *"The Fly"* movies who later turns into the hideous human-fly hybrid called **Brundlefly.** This is backed up by the dwarves having voicelines saying "Brundlefly down!" when killing one.
* This creature was added to the game in Update 33: New Frontiers.
Neurotoxin Grenade

— Item Description

The **Neurotoxin Grenade** is an unlockable Throwable for the Driller.

It is a bright yellow canister filled with a toxic gas which is toxic to enemies but perfectly safe to Dwarves. The gas is highly flammable, and can be ignited with any kind of fire-based attack to produce a large fiery explosion.

Once thrown, the Neurotoxin Grenade will slowly emit toxic gas in a huge radius, by far the largest of any Throwable in the game. Enemies who walk through the gas cloud will become poisoned, reducing their movement speed and dealing gradual damage to them over time. The gas will fade away once it has fully propagated. However, a second function of the grenade (despite being cautioned by R&D) is to ignite the gas with the Driller's Flamethrower and make it explode. This heavily damages any enemy inside the gas cloud and gives the grenade a two stage function; let the gas spread as far as possible, then ignite it to kill anything that survives the poison.

Sticky Flames left behind by the Flamethrower cannot trigger the gas explosion; it must be a direct flame (however, the Lacerator's Flame Breath attack will not ignite it).

Purchased for:

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