Deep Dives

**Deep Dives** are an End Game mechanic that was introduced in Update 25: Endgame - Part 1. Deep Dives are accessible to the player once they have promoted their first Dwarf, while Elite Deep Dives also require the completion of a Deep Dive (only once). Note that only promoted classes can participate on Deep Dives.

The mechanic consists of two pre-seeded, difficulty-locked variants: Deep Dives and Elite Deep Dives. Each variant consists of three Missions each with two objectives each; totaling six objectives that must be completed to complete a full Deep Dive. Unlike in normal Missions, the Secondary Objective is replaced with another Primary Objective, and both Primary Objectives must be completed to move onto the next stage. All gear, ammo, HP, and mined Gold and Nitra will carry over from one mission to the next, and missions must be played back-to-back, making Deep Dives essentially one long mission. Deep Dives can be accessed through the Deep Dive Terminal located on the Space Rig. Players can view their quickest completion time for the Deep Dives at the KPI Terminal located in their Personal Cabin.

Players can run a given Deep Dive as many times as they want, however the rewards can only be received once per Deep Dive. Along with the Weekly Assignments, new Deep Dives become available at 11am UTC each Thursday.

## Difficulty

*Main article:* Difficulty Scaling
With the introduction of Deep Dives, three new hazard levels are introduced that can only appear within a Dive: Hazard 3.5, 4.5, and 5.5; these can only be found within Deep Dives.

Difficulty for each Deep Dive stage:

* **Regular Deep Dive**:  Hazard 3  Hazard 3.5  Hazard 3.5 — 2 Warnings (Total, max of 1 per stage)

* **Elite Deep Dive**:  Hazard 4.5  Hazard 5  Hazard 5.5 — 2 or 3 Warnings (Total, max of 1 per stage)

Each Deep Dive has a randomly generated seed upon the weekly reset, which makes a Deep Dive's difficulty slightly different when compared to the general 1 to 5 Hazard levels of regular missions.

## Mission Combinations

Unlike normal Missions, Deep Dives have primary mission types as secondary objectives.

1 Does not include repairing the Drop Pod.

2 Only feature one refueling stop.

The primary and secondary mission types cannot be the same and some combinations are unavailable, leaving a total of **26** possible combinations.

* The Black Box will not appear on Salvage Operation and Escort Duty primary missions.
* Broken Mini M.U.L.E.s will not appear on Point Extraction and On-site Refining primary missions.
* Escort Duty missions will not feature Elimination as a secondary mission type.

## Rewards

Completing each mission of a Deep Dive will grant the player a random reward as listed below:

* **Mission 1**: **Blank Matrix Core** (Used for Machine Events)
* **Mission 2**: One random **Weapon Overclock Matrix Core**
* **Mission 3**: One random **Cosmetic Matrix Core**

Both variants of the Deep Dive will provide the same rewards from the same reward pool. Each reward **can only be received once** per variant, totaling six rewards every week.

Blank Matrix Core are given instead when all Weapon Overclocks are collected and a Mineral Containers of 120 crafting resources if all Cosmetics Matrix Core have been obtained.

Extra experience from all sources except mission objectives is disabled. Assuming successful completion, a regular Deep Dive always awards 15 750 XP (and 1537 Performance Points), while an Elite Deep Dive always awards 20 250 XP (and 1731).

### Infused Cores

Deep Dives are a way to earn Infused Matrix Cores and are a primary focus in getting stronger. There are two different Infused Matrix Cores: Weapon and Cosmetic.

The overclock that can be forged is determined when the player receives the **Infused Matrix Core**.

**Note**: It is not possible to get duplicate cores.

## Notes

* Elite Deep Dives are harder than regular Deep Dives, the danger of an EDD is approximate to a triple length Hazard 5 mission.
* Completing the same variant Deep Dive a second time, in the same week, will not grant additional Matrix Cores, but will still give any XP, Credits and minerals found inside the dive.
* Crafting Materials cannot be found within Deep Dives, however Huuli Hoarders can still spawn and drop them. The only two ways to get crafting materials is from finding a huuli hoarder or finding a rival Prospector Drone.

* Deep dives also cannot spawn Lost Packs, Cargo Crates, Machine Events, compressed Gold, Bittergem and Error Cubes.

* 'Today's Special' beers consumed in the Abyss Bar before starting the Deep Dive will carry over into all three missions.
* Active Perks will reset between missions, meaning players using perks such as Field Medic or Iron Will will be able to use their active abilities multiple times during the dive.
* When playing solo, Bosco's revive charges will be reset between missions.

* If one has all the Weapon Overclock Matrix Cores one will receive Blank Matrix Cores from the second mission instead.
* There are four achievements related to Deep Dives.
* If the Drop Pod launches when a Dwarf is downed, the player will spawn alive for the next mission, unless it is the final mission. In that case they will appear as downed on the end screen.
* Deep dives and Elite deep dives will only give one mission worth of performance points rather than three missions worth.
* Performance Points will only be given for the total XP gained, instead of after each stage of the Deep Dive / Elite Deep Dive.

## See Also

* Promotion
* The Forge
* Machine Events
* Weapon Overclocks
* Matrix Core Cosmetics

## Trivia

* The name of the first ever Deep Dive mission was "Hard Blade".