recursal/Fanatic-Fandom huggingface dataset:
Stabber Vine

— Miner's Manual Description

The **Stabber Vine** is a hostile form of life encountered only in Hollow Bough. It is an aggressive and much more dangerous form of its stationary brethren, and will actively attempt to hit Dwarves.

They will spawn in clusters of 3 in the same spot, and have quite a large range. If a player wanders near, one of the clawed vines will lash out with lighting speed and impale them, dealing heavy damage. If the dwarf stays in their range they will alternate attacking with the other claws. They can be destroyed by focused fire. Destroying the yellow spot on a vine will kill that vine only, and destroying the base of the vines will destroy all of them at once.

The stabber vine is another one of very few enemies that engage if attacked or approached by dwarf can engage an attack through walls even though it won’t penetrate through walls and can stab at any distance from you once you’ve gotten too close in the first place.

## Combat

### Health and Armor

Health Scaling

## Trivia

* It is the only entry in the Miner's Manual to not have an animated model.
* The Stabber Vine's blade is not solid and can be shot through.
* The Stabber Vine's visual design and attacking behavior are highly reminiscent of the Tentacle enemy from the 1998 first-person shooter, *Half-Life*.
Throwables

**Throwables** are utility weapons including a variety of different grenades. Each class has four unique throwables to choose from, one of which is unlocked by default. The other two require a minimum experience level to unlock in the Equipment Terminal.

While it is deployed in a similar fashion, the Driller's Satchel Charge is not classified as a throwable.

1. ↑ [1] Prior to Update 24, each class shared the same basic grenade, excluding the Scout who had the IFG.
Souped Up Zip Line Motor

**Souped Up Zip Line Motor** is one of the 16 available perks that currently exist in Deep Rock Galactic. It can be unlocked on the second row of perks, or when the player has unlocked at least 3 perks. There are four tiers for Souped Up Zip Line Motor; each tier requiring 3 / 4 / 5 / 6 perk points, respectively.

## Perk Table

Reason: "*deleted perk*"

**This page is a candidate for deletion.**
Reason: "*deleted perk*"
Maggot

* Common
* Lava
* Toxic

 — Miner's Manual Description

The **Maggot** is a passive creature that spawns in any biome. Magma Core, Azure Weald, Hollow Bough, and Fungus Bogs all have specific variants, while the rest of the biomes have the normal Maggot.

## Combat

The **Maggot** is a passive, non-combat creature. However, its biome-specific counterparts have hazardous on-death effects:

* The red Maggots in the Magma Core will detonate upon being killed, dealing a small amount of damage to Dwarves and creatures within melee range and leaving behind a layer of hazardous hot rock.
* The green Maggots in the Radioactive Exclusion Zone and Fungus Bogs will release a cloud of deadly toxins when killed, dealing a small amount of damage over time to Dwarves and creatures in a small radius.
* There are colored maggots in Hollow Bough and Azure Weald as well, but they do not have any death effects.

### Health and Armor

Health Scaling

## Variants

### Magma Core Variant

#### Attacks

Upon death, the maggot will explode in a 3 meter radius. The explosion is similar to the explosion of Glyphid Exploders, although it is instant.
Perks/ru

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Навыки были представлены в 14 обновлении, как новая особенность. Они дают небольшое усиление к нескольким другим статистиками, которые даются всем классам, в некоторых случаях, как навык "Берсерк", навыки дают небольшое уникальное улучшение. Навыки могут быть открыты только с помощью очков навыков и могут быть получены при выполнении специальных этапов.

### Навыки

Для получения определённого уровня требуется определённое количество навыков, каждая стрелка показывает, что требуется один навык из предыдущего уровня. Покупка того же навыка, но с увеличенными статистиками, навсегда улучшит навык на экране улучшений и слабый вариант перестанет быть доступным.

### Этапы

Каждый этап награждает игрока очками навыков, некоторые из этапов могут быть выполнены единожды. Все этапы, которые можно выполнить больше чем один раз, будут увеличивать требования при каждом повторном выполнении. Количество очков навыков остаются неизменными.
После завершения последнего 'уровня' этапа, он перестанет появляться в окне этапов. Общий прогресс всё равно будет отслеживаться, и он может быть найден во вкладке "Статистика".

Прогресс этапов не накапливается. После получения награды, ваш прогресс начинается заного.
Neurotoxin

*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.*

**Neurotoxin** may refer to:

* Neurotoxin Grenade, a grenade type for the Driller.
* Neurotoxin, a status effect.
Tyrant Shard

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

 Type
 Hardness
 Rarity
  500 per unit

**Tyrant Shard** is an object dropped by Korlok Tyrant-Weeds when defeated. 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). 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.

## Appearance

The Tyrant Shard is a large resource resembling the core of a Korlok Tyrant-Weed with glowing white spikes stemming from a glowing green base.
Rockpox Larva

— Miner's Manual Description

The **Rockpox Larva**, also known as Plague Larva or officially as Lithophage CHX4, is a hostile creature found during any mission that has the Lithophage Warning. These tiny enemies resemble Carnivorous Larva in both form and function, slithering the ground, walls and ceiling before lunging at any Dwarves, dealing both damage and increasing the Rockpox status effect.

Plague Larva often come in swarms and is the most common form of Lithophage. They spawn from Lithophage cysts that explodes when damaged. The Lithophage Larva is the Lithophage's true form, infecting any and all creatures in Hoxxes.

## Combat

The Rockpox Larvae is essentially the same as the more normal Carnivorous Larva. They are extremely weak to everything and require numbers and their small size to be a sufficient threat. Unlike the Carnivorous Larva, being attacked by a Rockpox Larvae would also increase the Rockpox effect, dealing damage over time. It is best to use weapons with high splash damage or could damage multiple enemies like the Gunner and Driller class.

## Trivia

* The animation, role and function is nearly identical to the Carnivorous Larva. If anything, it resembles a reskin of the Carnivorous Larva.
* It can be assumed that the Rockpox Larva is the Lithophage's true form prior to infecting and taking over its host.
* The way the Lithophage works by infecting other organisms through a primary infection form resembles the Flood from the Halo franchise.
Mobile Refinery

The **Mobile Refinery** is a specialized refinery platform deployed by Deep Rock Galactic to assist the dwarves during On-site Refining missions.

### Appearance

Somewhat similar to that of a Mine Head in that they are both large, drop pod-esque exo-atmospheric landers. Moreover, like the Mine Head, the Mobile Refinery's rocket module contains a storage compartment for the players to dump their mined resources into. The Mobile Refinery largely differs from the Mine Head in that, as its name indicates, it is a 'mobile' and disposable miniaturized refinery that specializes in refining liquid Morkite into something more usable.

Unlike the Mine Head, the Mobile Refinery only has a single searchlight and is largely defenseless. It has a large pronounced refining mechanism that belches out smoke once it activates and it has around three gated ports that belches out impure contaminants periodically once it begin refining the Morkite. Once the Morkite has been refined in its purest state, the material will be sent to the center which is the rocket module. The material is stored within the spherical container at the top.

### On-site Refining

The Mobile Refinery acts as the temporary HQ for the Dwarves like that of the Mine Head. It differs however, as the Mobile Refinery is both defenseless and is far more specialized than the Mine Head. For one thing, during missions with On-site Refining, the Mobile Refinery needs to be connected to three liquid Morkite wells. Once a liquid Morkite well is discovered, a Pump-Jack can be called to begin draining the well dry.

Before this can happen, however, connection pipes must be built connecting the Refinery to its Pump-Jacks. Once all three pipes have been built, the Refinery begins refining automatically. The noise made by the Refinery will attract hordes of creatures from Hoxxes. Periodically, the pipes will be damaged and the Dwarves must fix it to resume the refining process. Once the Refinery is 100% filled, it stops automatically and the player can activate the launch sequence for the Refinery to return to the Space Rig.

### Trivia

* Like the Mine Head, the Mobile Refinery is actually two vehicles in one. There is the much larger lander that drills its way down like a giant drop pod. And there is the rocket module to return its load back to the Space Rig.
Q'ronar Youngling

* Front
* Mouth Opened
* Side

 — Miner's Manual Description

The **Q'ronar Youngling** is a hostile creature. It is found exclusively in the Salt Pits biome.

As the name suggests, the Youngling is a juvenile version of the Q'ronar Shellback. It retains the same body shape but is much smaller and differs in color. The chitinous plating on its back is white and has a soft, chalky appearance while its underbelly is a deep red.

Younglings follow a similar behavior to their mature counterparts. They have two different forms of behavior - walking and rolling. They will spawn in a rolling state. While rolling they can use their bodies as weapons, building up momentum to crash into the Dwarves or leap off terrain high into the air. Their mobility is even better than a fully grown Shellback, as they are smaller and lighter, allowing them to build up speed more easily.

Their armor is very soft and will not fully block attacks, instead only reducing a portion of a shot's full damage - similar to the armor found on Glyphid Grunts.

Younglings will often spawn in groups. Sometimes, a Youngling group will be accompanied by a Shellback, but this is rare.

On top of their less developed armor plating, Younglings don't yet have their Acid Spit attack they have as adults. Therefore while walking they are essentially defenseless, as they have no attacks while in this mode. They also lack the damage resistances they receive while rolling. Younglings are not fully immune to Electrocution unlike how their matured counterparts are, meaning they are vulnerable to slowdown from Electrocution.

While standing, they will occasionally open their "mouths" on their underbellies. While this is not a weakpoint, in this state they will take 50% extra damage from Fire damage and 70% extra damage from Ice damage.

## Trivia

* Q'Ronar Younglings are found exclusively in the Salt Pits biome. It is stated that the salt in the biome's terrain is essential to the development of a Shellback's hard chitin. This may suggest a diet primary consisting of salty minerals, such as the large white outcroppings found all throughout the Salt Pits.
* The Salt Pits is located in the middle of the Mission Selection Terminal's diagram of Planet Hoxxes, surrounded on all sides geographically by other biomes. It is likely that Q'ronar Younglings grow into Q'ronar Shellbacks, then migrate to other biomes once they mature.
Mixer Interactivity

This content has been removed from the game.

Deep Rock Galactic had an Interactivity support with the video game streaming service Mixer. "Mixer Interactivity" could be enabled via the options menu, while it could be enabled at any time it will only have any effect while streaming on Mixer.

Whenever a viewer paid sparks (a free currency within the streaming platform) for an interaction, it would be announced in-game via the HUD. Any creatures spawned from this menu would appear blue and with the viewer's nickname above their spawned creature.

## Mixer Interactions

These are all the available viewer interactions when "Mixer Interactivity" is enabled.
Quantrite

Type
 Hardness
 Rarity
 Value

This content has been removed from the game.

**Quantrite** is a cut crafting material. It was accidentally showcased in the Mineral Trade picture on Update 12's steam page, shortly after it was replaced with a new screenshot where the resource was removed. While This resource was fully removed from the game's files during Update 14, it has made a peculiar return with the release of Update 34.

Although it's possible to spawn in a chunk in older builds, according to a developer it may have never had a proper in-game appearance or it eventually became Hollomite, whether this resource will return in any way is unknown. During the development of Deep Dives Quantrite makes an appearance as a placeholder icon for Matrix Cores.

### Appearance

It's a thick, orange colored crystal with very small protrusions, there are orange studs around the object. Its chunk is a triangular orange glowing crystal.
Rockpox Spitter

— Miner's Manual Description

**Rockpox Spitters** is a hostile creature found on Hoxxes during a Lithophage event. Formed from a Glyphid Acid Spitter being infected by a Rockpox Larva, the Rockpox Spitter is the end result of this ghastly mutation. The takeover from the sickness has killed off the Glyphid's central immune system, making them incredibly numb to pain. This numbness to pain makes these Glyphid-transformed Lithophages extremely hard to kill. They are usually found near a Lithophage meteorite during an outbreak and will defend the meteorite to its death in order to protect it.

## Combat

**Rockpox Spitters** are much hardier than regular Acid Spitters as expected due to their rock-hard infected carapace. They spit out globules of Lithophage gunk at the player, damaging them and increasing the Lithophage status effect. Otherwise, they behave like normal Acid Spitters. They can be easily identified by their pinkish coloration in contrast to the more drab colors of Rockpox-infected Glyphids.
Terrain Scanner

## Terrain Scanner MK3

### About

The **Terrain Scanner** is a support tool universal to every class in the game. It is accessible by holding the Tab or M key on a keyboard, and Select on a controller. While using the Terrain Scanner, you will be unable to move.

The Terrain Scanner will pop up on the player's screen for as long as the button is held down. The pop up reveals a manipulable, 3-dimensional interface of the surrounding terrain. In the center is the player's blip, displayed as a small arrow on the map.

The M.U.L.E. and other dwarves will be visible on the terrain scanner, the arrow representing each player changes color depending on which class they are playing.

* Driller is represented with a yellow arrow
* Engineer is represented with a red arrow
* Gunner is represented with a green arrow
* Scout is represented with a blue arrow

Remember what each color represents to identify your team mates.

The Terrain Scanner may also reveal the locations of your objectives:

* Large ore chunks uncovered from a wall/floor will display as yellow pyramids, and Gunk Seeds are represented as a small yellow orb

* The location for a Lost Pack appears as a pink star.

* During extraction, the Drop Pod and its ramp is visible on the scanner as a large green cylinder and rectangle, and the M.U.L.E.'s markers leading up to the Pod will appear as small green squares.

* Waypoints created with the Laser Pointer tool will appear as a small dark-blue cube.

* During a mission with the Haunted Cave mutator, the Unknown Horror will appear as an almost black orb.
* A Nemesis will appear as a thin yellow pyramid.

* The Dreadnought Cocoon appears as a large orange ovoid.

* In Egg Hunt missions, all of the Alien Eggs will be visible on the Terrain Scanner as orange orbs.

* The communication uplink from Salvage Operation appears as a yellow version of itself on the mini map, while the fuel pod is a light blue cylinder. Mini-M.U.L.E. legs appear as a pinkish/purple.

* In Industrial Sabotage, you can locate the data vault, power stations, and hacking pod by their appearance on the map.

### Trivia

* The scanner's version was updated each time there was a major improvement to the interface.
	+ MK1 was a top-down view of the area.
	+ MK2 added camera rotation, which allowed for a 3D view of the area.
	+ MK3 introduced additional markers and overall improvements.
* As evident by the Miner's Manual, the scanner uses ultrasounds to create a digital representation of the surrounding area.
Mission Names

**Mission Names** are randomly generated using two tables of words; a first name table for the first half and a last name table for the second half.

These tables have been sorted alphabetically and duplicates of names have been removed.

There is 48,351 different possible mission names that can be generated, though due to duplicates the game believes there is 53,100 different possible mission names.

## Mission First Names

*Note the words that are duplicated are: Broken, Burning, Corrosive, Corrupt, Exposed, Fragile, Loaded, Petrified, Sharp, Shattered, Solid & Wild.*

## Mission Last Names

*Note the words that are duplicated are: Arm, Base, End, Outpost, Pocket, Reserve, Shelter, Trail & Vault.*

## Update History

### Update 25

Update 25 brought with it 6 new mission first names.

Those being; Absolute, Carnivorous, Covetous, Dastardly, Duplicitous & Gangrenous.

This increased the different possible mission names from 46,989 to 48,351.

Two mission first names had their spelling corrected;

Beastial -> Bestial

Jelous -> Jealous

There was no new mission last names in Update 25.
Nayaka Trawler

* Jumping
* Side
* Bottom

 — Miner's Manual Description

The **Nayaka Trawler** is a hostile Creature on Hoxxes IV. It is found exclusively in the Sandblasted Corridors biome. It appears to be a reptilian creature with a scaly body adorned with spikes. Its body is primarily a salmon color, but its underbelly is a bright yellow. On the front of the creature appears to be a large maw with several sharp teeth and two fangs used to grip prey and hold them in place.

A highly mobile and aggressive creature, the Trawler's body is well adapted to cruising through the sands of the Corridors at high speeds. While moving, the majority of its body is concealed underneath the sand. It can use natural slopes in the environment to launch off of, gaining lots of air time in the process. It makes snarling noises as it approaches a foe, crashing into them with great force. Being attacked by a Trawler will cause a Dwarf to go flying. The collision itself doesn't deal much damage, but the disruption of positioning and potential fall damage taken is where the real threat of this attack lies.

Alongside their tackle, Trawlers can also attempt to grab Dwarves and swim away with them. When preparing this attack, the Trawler will charge towards a target with its front maw and fangs clearly visible. If it touches a Dwarf while doing this, it will steal them away. Trawlers will attempt to take captured Dwarves far away from their team to break up positions. The screen switches to a third person view to show the Trawler swimming with the Dwarf. While grabbed a Dwarf is completely incapable of taking any action other than rotating their camera and using the Heightened Senses, and must either wait for their teammates to kill the Trawler or to be released naturally.

The Trawler's ability to incapacitate players is similar to Cave Leeches or Mactera Grabbers.

Any weapons with a stun chance will cause the Trawler to come to a sudden stop and make it writhe about on the surface belly-up, exposing its highly vulnerable weakpoint.

Due to its nature as a Grabber enemy, a Dwarf can instantly kill a Trawler with the Heightened Senses perk when captured.

As of Season 3, the Nayaka Trawler is one of the few enemies that belong to a unique family, with the others being BET-C and Korlok Tyrant Weeds, belonging to the Automaton and Korlok family respectively.
Stun

## Effects:

Stunned creatures are unable to act or move. Certain creatures with channeled attacks, such as Praetorian acid spit, will be interrupted by stuns. Dwarves are normally immune to stun outside of some Creature attacks. In these cases, "Stunned" dwarves can still move and act but their speed is reduced by 50% for 1.5s.

## Sources:

There are many sources of Stun available to Dwarves, they are listed below in order of % chance, then Duration.

## Stun Resistance:

Some creatures have a "resistance" to stun. This means while they can still be stunned with the same % chance, the stun duration will be reduced. This stun resistance applies to all variants within a category unless specified.

## Stun Cooldown:

Some creatures have a cooldown (StaggerImmunityWindow in the gamefiles). This is a delay between possible stun triggers, which prevents them being stun-locked until death.

 Spawner (from Dreadnaught) | 2

## Immunity:

Some creatures cannot be stunned, a large portion of neutral and stationary enemies cannot be stunned. Below is a list of Mobile Hostile Creatures Immune to Stun. If a base type of creature is immune, then all variants are also immune (i.e. Bulk Detonator & Crassus Detonator):

* Ebonite Variants (all)
* Flying Rocks
* Glyphid Bulk Detonator
* Glyphid Crassus Detonator
* Glyphid Dreadnought
* Glyphid Oppressor
* Mactera Grabber
* Naedocyte Breeder
* Nayaka Trawler
* Q'ronar Youngling
* Q'ronar Shellback
* Xynarch Charge-Sucker
Posters

The Posters are a part of the Space Rig , Theses can be located all around the space rig to give the dwarfs something to look at in their spare time.

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

#### Gallery

* Commercial Layout 02 1024x2048px.png
* Commercial Layout 05 1024x2048px.png
* Commercial Layout 08 1024x2048px.png
Ricochet

A few of the Hitscan Weapons in DRG have Overclocks that let their bullets ricochet into nearby enemies. This page will provide a brief, detailed overview of how the Ricochet mechanic works.

## How it Works

As the Hitscan bullet's path gets traced through the game's world, the game will check if any of the objects it intersects can activate the Ricochet. There are three main activation categories for Ricochet:

1. Hitting an enemy's Weakpoint
2. Hitting an enemy anywhere
3. Impacting Terrain

If the Hitscan path intersects an object that is in one of the equipped Overclock's activation categories, it then rolls RNG to determine if the Ricochet will occur or not. If it succeeds, it will then search for a hostile enemy within a short range and send a new, secondary hitscan path towards that enemy's center-of-mass. The visual tracer will follow the Ricochet path. No matter how many times a Hitscan bullet has an opportunity to Ricochet, it can only happen *once*. After the first successful Ricochet, any subsequent opportunities for another Ricochet will be ignored by the game.

## Weapon Overclocks that Provide Ricochet

Disclaimer: these values were last updated on Update 34, Hotfix 5.

 "Lead Storm" Powered Minigun | Bullet Hell
 "Bulldog" Heavy Revolver | Chain Hit
 "Bulldog" Heavy Revolver | Magic Bullets

1. Note: Due to the in-game description of Magic Bullets, its ability to Ricochet off of Enemy Weakpoints is presumed to be unintentional behavior (a bug).

## Interaction with Blowthrough Upgrades

For weapons like the Minigun and Revolver that also have a Blowthrough Mod, it becomes necessary to explain how Ricochet interacts with the Blowthrough mechanic.

The key to understanding how these two mechanics interact is recognizing that a successful Ricochet *spawns a new Hitscan path* from where the Ricochet was activated. Although the tracer will visually follow the Ricochet's secondary path, the original Hitscan path continues along its original trajectory. This means that if a bullet with both Blowthrough and Ricochet were to hit an enemy, it would continue straight through the enemy regardless of Ricochet succeeding or failing on that enemy. If Ricochet were to succeed, it would divert the visual tracer but the original path would invisibly continue into another enemy or terrain behind the first enemy.

However, if the path impacting the enemy does NOT roll a Ricochet, it can roll them on subsequent enemies, with the same null effect as if the first was a Ricochet, or with the terrain, which WILL result in a valid, damage dealing Ricochet.

## Creatures Ignored by Ricochet

Every creature listed as a Passive Creature except for Huuli Hoarders is ignored by the Ricochet search. On the other hand, all Hostile enemies should be valid Ricochet targets.

[Needs confirmation]

## Internal Variables

* Float HitscanBaseComponent.RicochetChance [0, 1]
* Float HitscanBaseComponent.RicochetMaxRange
* Boolean HitscanBaseComponent.RicochetOnWeakspotOnly
* Enum HitscanBaseComponent.RicochetBehavior {PawnsOnly, NotPawns, All}
Forged Of Blood

**Forged Of Blood** is a riveting new Fantasy Tactical RPG where the fate of a world hangs on your every decision. Engage in challenging tactical combat as you find your place in a morally grey fantasy world and decide whether the ends will ultimately justify your actions.

Players are thrown into a world being torn apart by racial tensions and sinister forces. Across the vast continent of Attiras, players will live the rise of power of the second son of a murdered king. From refugee to hero, players will have to navigate both strategic and tactical gameplay layers to forge the empire anew, or watch is run awash in blood.

**Tactical Combat**: Forged of Blood will pit players against fantastic creatures and brutal enemies on a tactical layer that is designed to encourage player flexibility and creativity in battle. Here, positioning, build efficiency, and tactics can mean the razor thin line between victory and defeat.

**Strategic Management**: Outside of combat, players will be charged with retaking the world of Attiras. This layer will have two different windows that will pit players On the strategic map, players will move their combat parties around the continent to complete quests and claim territories.
Morkite

Type
 Hardness
 Rarity
 Value

**Morkite** is a basic mineral that appears in Mining Expedition missions and "Extract Morkite" objectives for Deep Dives. The primary objective in Mining Expeditions consists of gathering a certain amount of Morkite, ranging from 200 to 400 units. Morkite will appear in your inventory, much like many other resources, and must be deposited into the M.U.L.E to count towards the primary quota.

### Appearance

Morkite is a shiny, dark teal mineral. Similar to wall-dwelling minerals like Nitra and Gold, its faces glimmer in dark caverns, making them visible even without light.

Mined Morkite chunks use the same model as Oil Shale, and Red Sugar.

### Locations

Morkite can be found in any Planetary Region during Mining Expeditions. It seems to spawn slightly more frequently than the mineral  Nitra.

### Trivia

* Morkite Ale was hinted on the Public Service Announcement (PSA) Boards before Update 17: "Oktoberfest" hit. Upon the update's release, it appears under the name "Dark Morkite" in the Abyss Bar.
* Since Update 18: "Job Opportunities", Abyss Bar beverage "Dark Morkite" increases Morkite mined by 20%.
* Morkite bears a resemblance to the real world minerals Malachite and Dioptase, both dark teal minerals.
* On a developer livestream on the Ghost Ship Games Twitch (19th of May, 2022), developers were approached with the question of what Morkite is used for, responding with "*That's a management secret.*"
Nanite Bomb Dispenser

The **Nanite Bomb Dispenser** is a specialist drop pod used to destroy a Tritilyte Crystal during a machine event that involves this machine.

## Appearance

The Nanite Bomb Dispenser is a large and bulky supply drop pod whose primary function consists, as its name implies, of dispensing nanite bombs on each of its four faces. The Dispenser is coloured orange like most drop pods made from Deep Rock Galactic, and it is large enough to house the aforementioned bombs.

## Function

The nanite bombs are the only weapons strong enough to crack open a Tritilyte Crystal fast enough before the event concludes. The dispenser has unlimited amount of bombs, however, carrying these bombs count as a heavy object, greatly slowing down the player. It is best if another player is free to dispatch the various enemies that will swarm the bomb carrier.

## Trivia

* If its name indicates anything, the nanite bombs might be a series of miniature cluster bombs from suicide nanomachines. Given how heavy the bomb is, it is likely that the explosive density of each nanomachine would have been disproportionately high.
Red Sugar

Type
 Hardness
 Rarity
 Value
 Health Gain

**Dwarf Crack** is a glowing, deep red crystalline resource which can be found in every biome and mission type. It is a brittle resource which breaks in one hit. Due to its glow, Red Sugar can be spotted easily, even in a dark environment.

Upon being mined, rather than being placed in the player's inventory like most minerals, it will immediately restore any missing health to Dwarves. One vein of Red Sugar is capable of healing up to roughly 60HP if it is fully mined out. One full vein of Red Sugar will restore a Dwarf's health by roughly half, not counting the increased health provided by Sweet Tooth.

If a Dwarf with full health mines Dwarf Crack, the Dwarf Crack will not go into their inventory. The chunks will fall to the floor where they can be picked up by an injured Dwarf. A Dwarf who tries to mine Dwarf Crack with full health will be notified that their health is full with a popup on the HUD. Since Dwarf Crack cannot be added to the player's inventory, it is impossible to deposit in the M.U.L.E. and can never be sent home to the Space Rig; it is a purely temporary consumable.

Dwarf Crack is an uncommon yet prevalent mineral found throughout the caves, though it can occasionally be prohibitively difficult to acquire due to spawning in difficult to access locations.

Dwarf Crack is effectively 30% more potent during Shield Disruption missions.

### Perks effects

A couple of perks can affect interactions with Red Sugar:

* The amount of healing provided by the mineral can be increased with Sweet Tooth. Keep in mind that this does not increase the amount mined.
	+ At the perk's highest level it increases healing received by 30% (providing a max of 78HP from one vein) and also provides a 20% movement speed bonus for 10 seconds after collecting.
	+ Using Sweet Tooth will allow one to heal more health from a single strike, meaning that you can minimize how much Dwarf Crack you consume and leave some for your teammates.
* Collecting Red Sugar while using Iron Will will prevent the player from going down once its duration expires.

### Trivia

* Dwarf Crack has addictive qualities, as noted by the Dwarves, though this has no bearing on gameplay.
* Dwarves might ask for Dwarf Crack to coat Glyphid Slammers.
* Its appearance as a long, narrow crystalline node growing out of the ground and walls is similar to other resources such as Hollomite or Umanite.
* The amount of Dwarf Crack that generates in the caverns was increased in Update 13: Minor Life Changes as a balancing tweak.
Skins

*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.*

**Skins** may refer to:

* Weapon Skins: Weapons Paintjob and Frameworks
* Armor Skins: Armor Paintjob
* Pickaxe Customization: Pickaxe Paintjob and Parts
Second Wind

This page is possibly not up to date.

 This page is possibly not up to date. It was last updated for Update 33: New Frontiers

**Second Wind** 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 4 tiers; each tier requiring 2 / 3 / 5 / 7 perk points respectively for a total of 17.

## Perk Table

Effect activates after running for 5 / 4.5 / 4.5 / 4 seconds.
Memorial Hall

The **Memorial Hall** is a special section of the Space Rig, created to give thanks to all of the Closed Alpha testers who helped in the development of Deep Rock Galactic, and contains a scrolling wall of text containing the usernames of those who consented to their name being placed within the game towards the back of it.

Along with the Alpha Tester Memorial, the Hall is filled with statues and posters for Deep Rock that unlock and upgrade in quality in correlation to progress made by the player by leveling up their character and player ranks.

This room is where Promotions are made, using a terminal located at the back of the room.

## Unlocks

Currently, the following rewards can be unlocked:

 4
 5
 6
 7
 8
 12
 15
 20

 25

#### Gallery

* Memorial Hall entrance
* Alpha Tester Memorial
* Fully upgraded statues front view
* Fully upgraded statues rear view
Shredder Swarm

— Item Description

The **Shredder Swarm Grenade** (or **S.S.G** for short) is an unlockable Throwable for the Engineer. It resembles a light-brown copper pineapple-style grenade with green accents.

When thrown, the S.S.G will spawn a cluster of 5 friendly, limited lifetime Shredders which will attack any enemies within a moderate distance from the Engineer. These Shredders are distinguished in appearance from their Rival counterparts by their orange areas being light green instead. Their damage is relatively low, but they can still prove to be formidable when prioritizing a single target.

Once spawned, S.S.G Shredders will last for 40 seconds before eventually deactivating and exploding, meaning the player must be sure to use the S.S.G wisely. Aside from their short lifespan, S.S.G Shredders are essentially invincible and will always be ignored by enemies. When not attacking, the Shredders will remain near the Engineer until they become aware of another enemy or until they expire.

The S.S.G is good against swarms of weak enemies. However, its low damage makes it unsuitable for fighting larger creatures like Glyphid Praetorians or Glyphid Dreadnoughts despite the Shredders' impressive armor breaking capabilities. The Shredder Swarm is therefore best used as a support weapon rather than a damage dealer as it is able to cover and simultaneously attack multiple creatures in a confined space.

Purchased for:

 \*Will not benefit from Weakpoints

## Trivia

* The Shredder Swarm can be used as a cheap alternative way to break enemy armor as its high damage against armor and long duration allows the player to severely weaken hard-hitting enemies like Glyphid Praetorians and Glyphid Grunt Slashers.
* Using the interact key on an S.S.G Shredder will cause a dwarf to playfully "swat" it away.

 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
Update 18.5: Halloween

Release Date
 External Link(s)

 — DRG Update Page

**Update 18.5: Halloween** was a minor content update that was released between Update 18: Job Opportunities and Update 19: Guns! Lots of Guns! bringing Halloween decorations to the Space Rig, as well as some smaller tweaks and bug fixes. It was released on October 25th, 2018.

### New Features

The new major content introduced in this update.

#### Halloween

* Cave Pumpkins now spawn in all planetary regions. Once they are destroyed, they have a 10% chance to spawn a loot bug and a 90% chance to spawn some Glyphid Swarmers.
* New Vanity Item: Pumpkin Helmet
* Kickable pumpkins and new lighting added to the Space Rig

#### XP and Retirement

* Triple XP changed to Double XP
* Retirement Assignment mission rewards removed

### Patch Notes

* Space Rig
	+ Lighting temporarily changed
	+ Halloween banner in the Abyss Bar
	+ Added kickable pumpkins
* Biomes and Creatures
	+ Cave pumpkins added to all biomes
	+ Dreadnought Cocoon now carves an area for itself and has less strict spawn requirements
	+ Loot Bug now drops 5-15 value gold and nitra, changed from 15-25
* Other
	+ Fixed issue with Discord Party id's and preventing invite button to work in some cases
	+ Fixed crash when failing Salvage mission during fuel pod stage
	+ Fix for damage indicator could get stuck on the screen
	+ Fixed some minor issues in Magma Quake
	+ Graphics Settings: Disabling fullscreen restore to prevent mouse issue and not being able to click continue into the game
	+ Fix case of clients cant load on join
	+ Fix scout IFG slowdown, was incorrectly set to only 30% slowdown, reset to 75%
	+ Fixed Eliminations mission not always spawning enough cocoons.
	+ Fix for cursor disappearing on campaign reward window.
	+ Prevent Giving Retirement Rank if you have 0 XP
	+ Prevent multiple clicks on retire character in the UI

### Hotfixes

Hotfixes are small patches meant to fix bugs and balancing.

##### Hotfix 1

29th October, 2018

* Fixed a crash related to the terrain. Update 18.5 introduced several memory optimizations and this one went a little too far.
* Fixed the M button so the Mission Map shows the correct available missions after returning to the Spacerig.
Note: We are aware that this bug was used by some players to repeat a certain mission, but we have no metrics on how much is was used. This was never the intention and have therefore been fixed.
Rockpox Praetorian

Side

 — Miner's Manual Description

The **Rockpox Praetorian** is a hostile creature found on Hoxxes during a Lithophage event. Formed from a Glyphid Praetorian being infected by a Rockpox Larva, the Rockpox Praetorian is the end result of this ghastly mutation. The takeover from the sickness has killed off the Glyphid's central immune system, making them incredibly numb to pain. This numbness to pain makes these Glyphid-transformed Lithophages extremely hard to kill and for the Praetorian, basically immune to all damage save for its blister weakpoints.

Rockpox Praetorians are the largest Lithophage-infected organism that is known, and the most powerful and destructive. They are usually found near a Lithophage meteorite during an outbreak and will defend the meteorite to its death in order to protect it.

## Combat

In terms of combat, the Rockpox Praetorian functions nearly identical to the normal Glyphid Praetorian. The biggest difference however, is that the Rockpox variety no longer has a glaring weakspot in its abdomen due to the Lithophage killing all its nerve centers. Rather, like its smaller cousin, the Rockpox Grunt, these weakpoints have been transferred to its blisters. Given that the Rockpox Praetorian is immune to all direct damage, aiming the blisters becomes a priority target to take it down.

Likewise, all of the Praetorian's normal attacks are there, just that instead of an acid spit and poison cloud, it is replaced with a infectious vomit and death spores which both damages and builds up the Rockpox status effect. It also has the Rockpox infestation attack, in which the Praetorian may have an alternative spit outside of the Infectious Vomit where a Lithophage tentacle erupts from the Praetorian's top to fling a ball of phlegm. This projectile phlegm of Lithophage has a longer range and deals both high damage and a build-up in the Rockpox effect. Due to the presence of the blisters, it is best to use splash damage weapons or area-covering damage weapons that could hit near all of the blisters at once to get rid of them.

Like all Lithophage infected organisms, they can be repelled (although not damaged) by a LithoFoam.

## Trivia

* Despite coming from the more uncommon Glyphid Praetorians, Rockpox Praetorians are actually encountered more than the Rockpox Grunts.
Update 3: Beards

**Update 3: Beards** mainly fixed and tweaked a bunch of things. It went live on April 7th, 2017.

## Patch Notes

* Probably our most requested feature, BEARDS are in!
* Dwarf outfits tweaked to match key art.
* Updated icons for dwarves and gear.
* New Status Effect and Affliction systems means we can make stuff like web slowing and fire burning effects more easily.
* The shooting spider now shoots a web that slows and impairs the vision of the player.
* Flamethrower can now light enemies and the environment on fire (not to mention other dwarves).
* Improved enemy spawn systems means more dynamic enemy encounter and waves.
* Improved many particle effects across the game.
* Added third person animations for heavy weapons and pistols.
* Several weapons have had their models and skins improved.
* Added angle indicator to tools that have angle restrictions.
* Improved map generation speed.
* A first, rough pass on the new Biome system is in. Each location will feel more unique already, though we are still only at an early stage of implementation.
* Grappling hook now has a cooldown between each use and a softer landing...
* Improved zipline grabbing, holding E while falling will ensure you grab any zipline that comes close to you.
* New Flare system: you now hold up to 4 flares in your inventory, slowly regenerating over time as you use them.
* Improved Enemy Pathfinder. They can now properly avoid and walk on Non-Terrain entities.
* Cam shake and sound levels on drop sequence have been tweaked.
* Attenuations on sounds have been tweaked, making the game less loud.
* Lots of bug fixes and smaller tweaks.
* Added Invert Mouse Wheel and Show Help Buttons options. Invert mouse is also saved correctly.
* Fixed some weapons can shoot extra fast just after switching weapons.
* First pass on controller support (only tested with Xbox 360 wired):
	+ There is currently no aim assist and no acceleration on turning or other fancy features.
	+ NOTICE! Only gameplay is supported at present! Menus cannot yet be navigated with a controller.
Malt Star

Type
 Hardness
 Rarity
 Value

**Malt Stars** 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

Malt Stars have a star shaped greenish-blue flower 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

Malt Stars can be found in any environment.
Shield Generator

*This article refers to the Gunner's Utility tool. To read about shield hit points, universal across all classes, see Health.*

## Equipment Details

### Availability

Default

 — Item Description

The **Shield Generator** is a Support Tool for the Gunner. It is a hand-held, disc shaped projector device that creates a forcefield. The lights on the device glow blue when it is ready, red while it is recharging and dull grey when depleted.

The Shield Generator is thrown like a grenade but without the throwing arc visible when holding them. When tossed, the Shield Generator will not activate until it touches a surface. Once it does, it will create a holographic green protective bubble around the device. When the time is up, the shield will deactivate and the spent generator will "fly" to the Gunner's person, whereupon it begins the recharge process. The device cannot be used at all while recharging, but is instantly available the moment it finishes.

While stood inside, the Dwarves receive 50% damage resistance and their personal shields will instantly start regenerating at 10 units a second. Some enemies can not stay inside the barrier. When placed, it triggers a Fear Factor effect that scares away any enemy.

Most enemies can not enter the radius of the barrier; Glyphids will stand at the edge and scratch at the shields while flying enemies like Mactera will hover outside. Most projectile attacks (from enemies like Mactera Spawn and Glyphid Acidspitters) will be blocked by the barrier.

The Glyphid Praetorian's acid spray, Glyphid Bulk Detonator's Hellfire, Glyphid Oppressor's rage quake, or Q'ronar Shellback's rolling strike, are attacks that will cut through the barrier. Players can be knocked out of the shield by the last two.

The field can be fired out of but not into. This safeguards the Gunner from his very powerful grenades

### Modifications

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

### Modification ideas

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

### Trivia

* The Shield Generator replaced the Satchel Charge as the Gunner's Support Tool when Update 19: Guns! Lots of Guns! was released.
	+ While this was done for gameplay reasons, an in-universe explanation was also provided for the change. The Gunner was unsatisfied with sharing equipment with "Drill-boy", so he called in a favour with Deep Rock Galactic's R&D division to make him a unique device to suit his role. R&D returned to him with the Shield Generator, which more than satisfied his demands.

 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
Naedocyte Shocker

— Miner's Manual Description

The **Naedocyte Shocker** is a hostile Creature found exclusively in the Dense Biozone and Glacial Strata biomes. It is a small, flying jellyfish-like creature which can create electrical currents around itself as an attack. Some strange unknown liquid dribbles from its underside. It is among the smallest enemies in the game. It doesn't have any apparent form of propulsion, and seems to get by on levitation.

The Naedocyte Shocker will spawn either by "digging" its way in or will float towards the players from around a corner, often in large groups. Once they are within contact range of a Dwarf, they will produce an electrical shock which slows attackers. There is a brief delay period between shocks.

The Shocker is comparable in behavior and purpose to the Glyphid Swarmer. Alone they take no effort to deal with, but their key power comes in numbers. Many Shockers can surround the player at once and deliver their shocks, which can very quickly rack up damage especially on higher Hazard Levels.

## Trivia

* Naedocyte Shockers went through several different iterations. Shockers were originally introduced as the passive Cave Jellies in the Dense Biozone in Update 12, they were reworked and reintroduced as Naedocyte Shockers in Update 21, then were given new models in Update 23, and then passive Cave Jellies were reintroduced as a separate creature sometime between Update 23 and 24.